[@Slagar] [hider=NS Sheet][center][img]https://img00.deviantart.net/75d2/i/2014/149/5/b/fictional_stateflag__endaren_2_by_ryann1220-d7k7n06.jpg[/img] [h1][b]EISENREICH[/b][/h1][i]The Rhûnic Reich of Eisen[/i] "[url=https://www.youtube.com/watch?v=EInfY-RUvSs][i]Ye Sons of Rhûn shan't ever despair, face darkness with unceasing faith and prevail[/i][/url]"[/center] =-=General Information=-= [list][*][i]The Realm of Iron and Blood lies bedded along the coast of the Eastern sea in the north-central realms, with coastlines on the eastern-most quadrant of the Great Salt Lake.[/i][/list] [list][*][i]It is predominantly a human realm with several racial minorities, ones of which face great hardships.[/i][/list] [list][*][i]The Blood of the Eisenfolk runs red with faith, and they are a crusading people with a nomadic past.[/i][/list] [list][*][i]To spill the blood of the Eisenfolk is just only if done in faith, as such they are an incredibly zealous folk with little acceptance of foreign religions.[/i][/list] [list][*][i]The government of the Eisenreich is one of feudal ties, but it governs several tributary states enacted and created through religious conquest. The people of Eisen refer to their grand nation as a crusader state.[/i][/list] [list][*][i]The people of the Eisenreich are members of the Rhûnic cultural group, a nomadic people from the south who wandered after the passing of their former homelands at the hands of "otherwordly" invaders.[/i][/list] [list][*][i]The People of the River Eisen are known as the Eisenfolk, and adopt the religion of the Blood and Iron Church, where they worship the Father of the Eisen, Rhûn, the lord of Metals and Blood, Great Craftsman of the Abyss.[/i][/list] [list][*][i]The people of the Eisen speak in akrabrüd, an old language originating in the Southern-most parts of the continent. They adopt a runic writing known as büdabad, a fascinating written language of symbols.[/i][/list] [list][*][i]The population of the forest realms and vast flatlands of the Eisenreich have been severely diminished from their past splendor, with ruins of great civilizations encompassing its vast stretches of land. This is due to the war of which the Eisenreich bedded its history upon during their exodus up north.[/i][/list] [list][*][i]It houses a population of 7,560,000 individuals, many of which are of the Rhünic culture.[/i][/list] [list][*][i]The Hordes, or Armies, of the Reich amount to a considerable 470,000.[/i][/list] [hider=Races - ] [center][img]https://i.imgur.com/rJft88a.jpg[/img][i]The Greater-Magic of Rhûn wielded on the battlefield. The Sword, a Symbol of Rhûn, is prevalent throughout the entire Eisenreich, with palaces and bastions formed and built in its image.[/i][/center] [b]Miesenfrylk (Eisenfolk - Human)[/b] The people of the Eisen, descendents of the great people of Myornabralk, the Sons of the Belt, a people of the Southern Deserts. They were forced to flee at the behest of vast armies and legions spawned in hellish lands in the south. Whether their ancient enemy be exterminated or prevalent still, the people of the Eisen have no idea, but they fled during the great exodus to the river Eisen, a mighty powerful torrent of waters originating at the foot of the Miesentûrm, the Tower of Iron, the mountain of which now lies upon their Southern border. They made their home here, through war and conquest waged in desperation against the great kingdom of Tyric, now long since devastated. The father of the river, impressed by these visitors' power and ability, placed his faith in their hands, and such their contract with Rhûn, the father of the Eisenreich, was created. Since then, the people of the Eisen have seen grand campaigns and golden ages, as well as troubled times of foreign invasions. They have pulled through it all, however, and now stand at the apex of their power, dwarfing even the splendor of their former Southern ancestry. [b]Tyrelbralke (Sons of the Tyric - Human)[/b] A diminished and hated folk within the Eisenreich, these are the ancestors of the former kingdom of the Eisen, the Tyric Kingdom. The Tyric Kingdom, meaning the Kingdom of Lords, was a nation of unrivaled wealth and power during ages past, they now face extinction at the hands of the brutal men of the Iron and Blood Church for their connection with the past, and their heretical abomination of a religion known as the Faith of the Lords, or Tyraenakrog. Forced to flee into the vast wooden realms of the Eisenreich's northern most territories, they now live a limited life with little attachment to their past wealth or authority. [b]Aelfenkrynbralkefrolk (The Half-Elf people of the Great Village - Human)[/b] In the eyes of the Eisenfolk, the Half-Elf are a sight of oddities, for they claim descent from the Aelfs of the North yet show no sign of their heraldry. The sight of the elves in the eyes of the Eisenfolk is a hated icon, but the Eisenfolk can barely bring themselves to hate the charismatic and fair people of the Half-Elfs who live in their Northern Protectorates, for they were subjects of the elves, and claim their descent, but are entirely human. They hold a clueless written language of many secrets, one of which remains undescipherable by the greatest of the Scholars of the Eisenfolk and others alike. During the Second Crusade against the Aelfs the Half-Elfs of the Great Village of Uthwënet became subjects of the Eisenreich at the culmination of the righteous conquest. Since then they have faced a new life, one of which is predominated by increasing urbanisation and opportunities to make a fair living otherwise alien to their elitist rulers of times past. [b]Uthermarcfrylke (Utherfolk - Human)[/b] The people of the Uthermarc are a powerful ally at the behest of the Eisenreich. Annexed into the greater realm during the third northern crusade, they adopted well to the culture and languages of the Eisenreich, gaining favour at the hands of the Eisenreich elite. Allowed self-rule at the helm of their Eisenfolk Crusader-Governor. The people of the Uthermarc, the underplain, is a marshland of unparalleled ferocity and difficulty, home to mighty beasts and ravaging weather. The Utherfolk are a barbarian kind with little former care placed in who their territory belonged to so long as their culture could live on. With great importance placed upon beastslaying and "true utherhood", the mark of a true Utherman. Since the dawn of the Eisenreich however, they placed more care into the vaster political landscape of the world, and have since become a far more political identity in combination to their traditionalist approach. [b]Kragmarcbralke (Sons of the Kraag - Human)[/b] The plain of the Kraag was a great realm ruled by a powerful people of sorcerors conquered by the unrelenting ferocity and zeal of the Eisenfolk. With their Mage-Kings now cast into oblivion, the people face a crisis of identity, with their past unity formerly placed only by their true sovereigns. The Domain of Kraag had once ruled over vast lands and a great many peoples, but now they are subjugated and disciplined by the men and women of Iron and Blood. [b]Aelfwenfrylke (Elvenfolk - Elves)[/b] A hated enemy of the Eisenfolk ever since their conquest of the Tyric Kingdom, the elitist realms of their northern border have long since faced ruination at the hands of the greatest of warriors shepherded by past kings. Now they face alienation and repression unthinkable during the ages of their most splendid of eras. Put to the blade by the ruthless doctrines of the Eisenreich elite, extermination seems all but inevitable. In their despiration, they contacted the remnants of the Tyric peoples and entered a desperate contract with their leaders. Now they operate together in opposition to the vastly more powerful state of the Eisenreich in hopes for freedom and independence. Their dream seem all but distant however. [b]Landtaelfwer (Urban Elves - Elves)[/b] During the conquest of the elves, there were those who faced adversity through resistance, and those who submitted to their indomitable new masters. These elves are the latter, and during that time they faced a cultural schism unrepairable in todays climate. Alien to all realms but their own, they now live in secluded districts of the cities of the Eisenreich, predominantly the capital, and make their living through both dignity and despairing work alike. [b]Halfmannefrylke (Half-men - Dwarves)[/b] An industrious and stubborn bunch, a typical characteristic of dwarven identity. They belonged once to the greater dwarven realm of the North Mountains, but had been forced into exile for their unworthy behaviour by their northern siblings. Ironically facing more prosperity than their northern counterparts since their exile, the Half-men have created great industry and prosperity for the nation of Iron and Blood due to their compatability with the strange culture of the Eisenfolk.[/hider] [hider=History - ] [center][img]https://i.imgur.com/j7fYcTr.jpg[/img][i]The First Crusaders, marching towards the Tyric Kingdom, and towards the river Eisen in hopes of a new home.[/i][/center] [b]Prehistory -[/b] Long before there were nations, cities, and even less empires, humans were born from whatever cavernous crawl they deemed themselves as home. During these dangerous times entire tribes and clans often found themselves at the door of death, facing extinction. However one tribe in particular, the Äka, were able to survive in their fights against rival tribes and foreign peoples and races. They built themselves their legend, a legend of a mighty people, and their great king Äka, namesake of their peoples. However even with their victories they always faced ruin but mere steps ahead, for the great deserts of the south were home to little provisions and supplies, especially during these times. They hoarded themselves around the divine trees in face of this danger, and faced unceasing prosperity. However, unwilling to share this gift with others, rivalries began to form. Especially with the people of Kübäkhaan. This rivalry soon manifested into the everlasting bloodshed, with the two clans ceaselessly facing eachother in combat for sole dominion over the divine trees. [b]Legends -[/b] The archrivalry of the Äka and the Kübäkhaan would lead to thousands of deaths at the foot of the divine trees of the past era, being one of the first peoples to wage war in the entire world. These wars were nothing alike to the conquest of the modern era, however, for they were savage and brutish. Bestial and unchivalrous, lacking in appetite or finess, with 'swordmasters' using wooden clubs and 'knights' wielding the mighty weapon of the stone. This past era however came to define the future usage of words, their meanings, and the cultural foundations of the descendents of the Äka, the Eisenfolk, however their story lies yet in the future. The war between the Äka and the Kübäkhaan led to victory under the visage of the King of Äka, Aka himself. Whether he lived for thousands of years, or his descendents bore the same name is one of several mysteries belonging solely to the past, however through his victories, Äka stood dominant amidst the divine trees, the people of Kübäkhaan exterminated in absolute ruthlessness whose purpose had been forgotten over centuries of bloodshed. With this gift of the trees the Äka prospered, built settlements out of the hardened sands, creating tradition and worship surrounding the divine trees, and living off of their seemingly endless bounty. This age of joy would soon end, however, for in the greed of humanity and the Äka, would see the divine trees felled and great cities erected in their place. These cities faced initial prosperity, but would soon have to be abandoned for a life of a nomadic people as their food supplies from the trees ran thin. They fled their great cities and sought oasis after oasis in hope of survival. They remained firm in their ways and survived through sheer force of will along with their physique and well-adapted bodies. The cities of which they abandoned however, saw new vistors, the long-thought dead descendents of the mighty Kübäkhaan made their home and brought with them strange knowledge of cultivation and worship. They turned the sand-covered cities of the Äka into truly prosperous settlements once again, all the whilst the nomads struggled their ways through the many trials of nomadic life. [b]The Scouring -[/b] [center][img]https://i.imgur.com/5E4sCUu.jpg[/img] [i]The Legions of Legend, Golden Soldiers of the Atraic Empire.[/i][/center] It would not take long before the ancient war of peoples would rekindle the flame, the one disadvantage lied however on the people of Äka, long since adopting the name of the Myornabralke, for they were cut off from all outside influence, and thus remained ignorant whilst the Kübäkhaan, now known as the Atraici, revelled in their domineering insights. Their cities became golden, whilst the golden dunes of the desert scraped the flesh of the Myornabralke off of their formerly prestine mortal vessels. The faith and worship of the nomads saw no fruit fall at their feet, and their former zeal was long since diminished as they waded helplessly along the desert wastes. Their culture warped and their minds disturbed by the endless exodus. It would prove no advantage to them as they were beset by incredibly vast legions of gold and silver, demons of the dunes, who slaughtered their kind and forced them to flee endlessly and without vision or hope. These desert demons were the Atraici, one of the first great empires of Ophad. Warped by their unconditional contract to divinity, their minds and bodies were changed, and their personalities warped for the sole purpose of eliminating the descendents of Äka. Now an accomplished task, the Emperor of the Atraici would hunt the Myornabralke to world's end, and so his and his descendents' war against the helpless Myornabralke would see endless deaths on the side of the Myonrabralke with none whatsoever on the Atraici whilst their enemy fled from the Desert world. Having accomplished their task, the sovereign of the Atraici faced his vengeful and cruel glare to other peoples in the desert, subjugating and exterminating them without mercy. All the whilst the Myornabralke made their way up north. [b]The Settlement -[/b] It would take centuries before the Myornabralke found their new home, but once the discovery was made, of a fruitful and bountiful land centered around a mighty river they named the Eisen, their gazed would be forever fixed upon it. As if bewitched by its glory, the desperate people waged a conquest of desperation, one of which they would name the Kreusekrieg, the Crusade. Whilst this name, built around the word Kreuse and Krieg, meaning desperate war, would see a widely different use in the future, it was based upon this truly legendary event. For seventeen years the warriors of the Myornabralke would see their nature change and distort as their desperation would see ever-changing boundaries as they faced a truly superior opponent in the Tyric Kingdom. However, in their war they gained a new admirer, one of which would play unparalleled importance in the history of the Eisenreich. This admirer was Rhûn, the Lord of Iron and Blood, Great Craftsman of the Abyss. He placed the conditions of his contract at the feet of the Crusader-King Kraafh Myorn in the runic scripture of the ancient Äka, one of which remained dominant amongst the Myornabralke yet to this day. King Kraafh, faced by unceasing death and hopeless odds accepted the terms of the contract and initiated a cultural change that would see the Eisenfolk prosper under the code of Iron and Blood. Having spilt the blood required for the God's interest, it was now the duty of the God to place upon them the gifts of iron and metalurgy, the power of steel and plate, the might of forging and creation. With this new discovery the bond of Iron and Blood was forged, strenghtened by the ceaseless resolve of the Myornabralke. Wearing their new titular name of the Miesenfrylke, the Iron Men, they crafted great weapons and armours in demonic rituals who would see even the most hardened of foreigner screaming in fear. Their contract with the Abyssal Smith was complete, and their duty to spread the faith was now engrained in their bodies along with increasing power and a will of steel. With these weapons of doom they placed the once grand kingdom of the Tyric into ruination, and subjugated the local peoples with a power and authority previously unseen and yet still unequaled by any people or individual who had placed their feet on the grounds of the earth. With their acquired land, and subjugated workforce, the cities of the Eisenfolk, and the Eisenreich, was established in earnest. The capital of Eisentürm, named in the honour of the mighty mountain in the South, was placed in the very waters of the ruthless torrents of the river, a testament to the resolve of the Eisenfolk and their devotion to Rhûn. From the completion of their grand city and monument, their eyes placed outward, and saw many villages and cities fall under the Iron Banner. During an era of extermination and settlement, the Eisenfolk murdered millions and placed their own settlers in their vacant homes. [b]The Establishment -[/b] Now having settled the lands and having begun the true population of the realm, the eyes of their King were placed on the true establishment of an empire once more. A task only sought by the men of legends past, Kraafh Myorn saw it upon himself that he would be the first ruler for millennia to establish a true nation of peoples, and the first ruler of a Rhûnic Nation. Through the use of Iron and Blood, extermination and gifts alike, he created a true government apparatus centered around the nobles of ancient lineage, and the Generals of the Crusade. He founded, most crucially, the Blood and Iron Church, a strange religious institution of Abyssal-Smiths and Forgecasters who had recieved the gift of Iron directly from Rhûn. Through their hellish creations they established authority and obedience amongst their subjugated subjects, and mighty and hope amongst their kinsmen. These were few of many accomplishments that the First King would deliver, and few of several creations that he would create during his century of rule. [b]The Era of Conquest[/b] With the nation established by her predecessor, Queen Elise-Luthria Myorn succeeded King Kraafh's throne of Steel, and brought into being an era of conquest and expansion. The faith of Blood and Iron Church would see new heights, and the Eisenfolk would revel in a rekindled pride in their citadels of steel. With cruel machinations and constructions they invaded the northern lands and extended their southern borders past horizons old and new. New methods of war were devised by the genius of the Warrior-Queen, Hierophant and Knight-Monarch of this new Empire risen from the ashes of past nations. They built vast cities upon the ruins of recently ruined cities, burned the corpses of their enemies in the kilns of their demonic workshops. They saw new inhabitants, both welcomed and dispised in the wake of their new conquests. They benefited and profited off of their bounties recently claimed. During the most fair reign of this truly Iron Queen, Elise-Luthria, the fledgling nation of the Eisen truly claimed its place and accomplished its desires; it crafted a most prestine creation, an Empire of peoples; an Empire built in devotion to Rhûn. This Iron Banner, created from the black pits of the capital Eisentürm, the one who would stand victorious over endless corpses of nations, would sway in its arcane might as the steel threads of this mighty flag saw the sun kneel before it. This Iron Banner brought night to the ceaseless sun, dark smoke to the golden glow of prosperous realms. It brought a Demon-God to the worshippers of Hope and Light, but most importantly. It brought faith and desire, goodness and accomplishment, justice and order to the people of the Eisen. Whilst they stepped on carcasses, they enveloped themselves in the goodness that they had taken, stolen, from others. The Blood and Iron contract made manifest. [b]The Modern Era -[/b] Having conquered, stolen, and razed many nations and subjects from their homelands, the great workshops and machinations of the Eisenreich screech tirelessly from their cities and haunt the dreams of their neighbours. Their gaze is a most feared object in the hearts of northern nations, and the southern realms sit aching, waiting for this Iron Giant to launch its maws at their borders. The Crusaders of the Iron Realm are eager, the Church is ready for new worshippers, and the Iron Monarch Mars-Luther is amongst the greatest of monarchs to ever reign over the nation. With world-leading industry, and religious fervour alike, the world lies open for their grasp, and their marches and protectorates stand stalwart.[/hider] [hider=Culture - ] [center][img]https://i.imgur.com/Ty0leOS.jpg[/img][i]The Vast Cities of the Eisenreich dislodge the foundations of which they are built upon, leading to monstrous cavernous settlements extending seemingly endlessly into the surface.[/i][/center] The culture of the Eisenfolk is a strange artifact of both ancient and alien influence alike to the sight of foreign onlookers. Celebrating the night, as opposed to the sun, revelling in bastions made from steel as opposed to wood and stone, and burning willing sacrifices to fuel their infernal workshops to full effectiveness, there is truly nothing relatable to be found with their neighbour in this dark land. This is just what the Eisenfolk desire, for their hostility towards foreign cultures, but more especially their foreign religions, leads to their mystical appearance in the eyes of others. They sleep during the night, just like most other humans, but not due to fear, but due to safety. The night symbolizes the time of which Rhûn watches over them, so they sleep because they are protected. Sacrifices are common within the culture and nation due to their blind worship of a particularly ruthless and dark God whom seems ever-hungry for power. This contract is believed fair by the Eisenfolk however, and offer up themselves willingly to their patron and 'father'. Due to this patriarcal view of Rhûn, the common cultural adoption of patriarchy is absolute. Few women ever see power in its true form within the Empire, with few, but great, exceptions. Subjugation of peoples, better known to the world as slavery, is also common. Vast slave-forces build ceaselessly as the ambition and desire to create runs endless in the willful folk of the Eisen. It is believed by foreigners that each crusade is fueled by a depleting supply of slaves, however it is not entirely the case, as regular people often assist the slaves in the erection of newer, greater monuments and buildings. Nay, the crusades against foreigners is fueled by something simpler, more arbitrary, and that is the will of the Iron Monarch, the Knight-Sovereign of the Eisenreich, and the Hierophant of the Blood and Iron Church. What their will is swayed by, however, is largely unknown. Feasts and celebrations are always performed during the night, as well as the dark rituals of the Rhûnic faith and the traditions of the Blood and Iron Church. This is due to their great faith in their patron god and patron-deity, one of which distorts their personality and mentality from the norm of most of humanity. They worship the art of smithing, creation, and the sanguine divinity of blood and the darkness. Their trade surrounds mostly this aspect, with blood being a central commodity and highly expensive luxury item often purchased by the high-nobility of the Eisenreich. Products forged from iron, hardened into steel, or refined into plate, is found in an overflow, often being smuggled by other nations out of the Eisenreich due to its prestine and commonality. Several holidays exist within the Eisenreich in addition to regular celebrations such as birthdays and weddings. Each Crusade becomes a holiday, celebrated on the day of its initiation, with the War of Desperation being especially celebrated. Rhûn is also celebrated greatly, especially in relation to the seasons, as well as the Blood and Iron contract. Such a celebration is performed by the cutting of one's flesh, and the exsanguination of one's blood into the river Eisen, an offering to Rhûn. Each Black Pit, the abyssal forges of which the demon-smiths of the Blood and Iron Church create their diabolical machinations, is regularly improved by the burning of willing sacrifices in their Kilns. With each soul sacrificed, their forge becomes more powerful, and their power also increase, leading to greater creations, and improved arcane technique.[/hider] [hider=Military - ] [center][img]https://i.imgur.com/X7KvpQE.jpg[/img][i]The Dark Mask, a prevalent symbol amongst Eisenreich nobility. It is supposed to channel Rhûn's entity through them, and are used as a sort of protective charm.[/i][/center] A overview on the military of the nation from it's most common soldiers to it's most elite legions, along with a brief examination of navy, ship types, recruitment, and organization. The armies of the Eisenreich are proportionally small in comparison to its vast size as a nation-state, yet not entirely underwhelming. This is mostly due to the quality of their mainline soldiers and military forces. Whilst they wield a mainstay of slaves as a form of meatshield, the Eisenreich army does this to later close in with their elite melee elite forces. The Eisenreich has mages, but these mages are unlike most other form of magic casters, as they are siegemasters and creators; wielding metalurgic magic to form swords, spears, and axes (etc.) and hurl it at their enemies, all the whilst wielding their own personal weapon to slay individual, or groups of soldiers. [b]Organization -[/b] The organization of the armies of Eisenreich are doubly layered, maintaining both professional elite regiments or orders who swear fealty to the Blood and Iron Church, and also conscripting levies from zealous villagers along their crusade. This is due to the fact that the Eisenreich only wages crusader-wars, this is due to their zealous faith and the belief that only blood of an Eisenreichian may be done in zealous purpose. Each Army, or Horde, is assembled by a Eisenkaiserliche Feltherr, or an Imperial Field Lord, a warrior-noble chosen by the Iron Monarch themselves. These lords swear fealty to the Blood and Iron Church, which is subservient to its lord, the Hierophant, who is also the Iron Monarch, who only answers to Rhûn. It is the purpose of the Field Lord, or Black Lord, to create an army through whatever means they deem necessary, to provide forces for future crusades. Each Crusade is lead by the Iron Monarch, who wields the title of Black Herald of Rhûn ceremonially during crusader-times. The Black Herald commands each individual Black Lord strategically through the Iron Court, a royal court which only exists during war-times, whose purpose is the creation of military grand strategy and tactical developement. [b]Hierarchy -[/b] The armies of the Eisenreich is divided amongst numerous ranks with gradually increasing authority in the actions of the grander military organism of the Eisenreich. Something important to note is that the military organization is a religious entity loyal to the Blood and Iron Church, and operate through it. As such, war is a religious exercise in faith, and is done with zealous intentions to please Rhûn. This act of faith is lead by the Black Herald of Rhûn, the Iron Monarch of the Eisenreich. Beneath him is the Iron Court, the collective entity comprised of individual Black Lords who are the ones who wield each individual army. Each army beneath the Black Lords are distinctly different, but follow the same hierarchical outline created at the very dawn of the crusader history. Fältermarschalke, or Field Marshals, are the second-in-command to each Black Lord, and wield vast power within the individual armies. Lording over sub-armies, or Miltherde (Vassal Herds). The Field Marshals, referred to as Steel Marshals, comprise the Steel Court, which is the Black Lords' military tactical developement organ used to develope tactical movements during localized battles or field engagements. Knechterherr, or Knight-Lord, are subservient to each Steel Marshal, and act as their vassals. The Fältermarschalke is a a feudal duke, with each Black Lord acting similarly to an archduke. The Knight-Lords have a similar authority comparable to Counts, and as such are referred to by outsiders as the Iron Counts. These lead individual troops on a tactical level, as opposed to the otherwise strategical authority of the higher-ranking authorities. As such, these are usually the only form of nobility seen on the fields of battle. Reichteknechter, or Righteously Royal Knight, are the highest tier of Knights without being true nobility. Each title of authority within the Eisenreich is titular and can be granted to anyone, however the Iron Monarch seldom grants the highest of offices to rabble, even if Eisenfolk rabble. Each Knight leads an individual force of warriors. Gleureknechter, or Glorious Knight, is the second highest tier of knighthood within the Eisenreich without approaching nobility. The distinction is ceremonial and given by distinction, however they do not operate any military forces superior or inferior to other knights. Feursteknechter, or First Knight, is the lowest tier of Knighthood within the Eisenreich and is a distinctional title acquired through effort and accomplishment. Each knight is given riches and authority within the military hierarchy, but do not wield vast strategical authority, only gaining tactical authority during the time of actual combat. It is their duty to perform orders given unto them by those of higher authority. Landtesoldner, or Field Soldier, are those who are given authority over two groups of four-men troops. Twenty Landtesoldners are fielded under each Knight. The authority of their office is granted unto them by their Knightly masters. Marcsoldner, or Plains Soldier, are those who are given authority over an individual troop of four men. Each Marcsoldner is given authority by their Knightly masters. [b]Roster -[/b] [i][url=https://i.imgur.com/xdRAHmL.jpg]Rhûkereiden-Schmedt vant Rhûn[/url] -[/i] The Abyss-Smiths of Rhûn comprise the entity of the Blood and Iron Church's upper echelons. Unparalleled warriors of might and magic, these warmages wield their black magics on the battlefield to great effect. [i][url=https://i.imgur.com/yforJvm.jpg]Rhûnische Knechterlische Brudtherhûd derk Skalleschwerdet[/url] -[/i] The Rhûnic Knight's Brotherhood of the Skullsword, is a legendary force of almost mythical status within the Eisenreich and even throughout the continent. These cavlarymen are brutish in their approach, slaying thousands throughout their history, and wielding mighty lances of war imbued with the apocalyptic magic of Rhûn. Comprised entirely of mighty Mage-Smiths endowed with their own armour and weaponry, the Knight's Brotherhood is a force of legend. [i][url=https://i.imgur.com/Y99YjGd.jpg]Rhûnische Kaesarlische Unterhesse Knechter[/url] -[/i] The Rhûnic Imperial Dismounted Knights are the Iron Monarch's own personal guard, employed in the royal palace and throughout the Reich dispatched on personal imperial missions. Recruited from the mightiest of Knights throughout the Reich, and beyond, these employed Knights are taught the sacred bond to the point where no other existence, beyond the bond, exists within these hallowed knights. Sometimes known as the Abyssal Guard, their renown and ability are epic to say the least. [i][url=https://i.imgur.com/jivq4Gc.jpg]Schwartzerknechter vant derk Meisenrecht[/url] -[/i] The Black Knights of the Eisenreich, powerful combatants and skilled swordsmen, they wield their greatswords whilst clenshing the ground with their heavy iron boots. So great is their skill, that they are even able to wield their colossal blade with one hand whilst employing the use of their iconic steel tower shields. [i][url=https://i.imgur.com/LJTvSH5.jpg]Unterknechter vant derk Meisenrecht[/url] -[/i] Lesser Knights of the Eisenreich, a far more common variant of the Knights of the Eisenreich, these lesser knights are equipped with powerful equipment, armed with sword and shield. They wear a great helm with a symbolic representation of the Iron Crown, the symbol of authority and power wielded only by the Iron Monarch. [i][url=https://i.imgur.com/tJJOuqQ.jpg]Untermarceknechter Bästeslagter[/url] -[/i]Uthermarc Beastslayer-Knight, heralding from the marshlands of the Uthermarc, bringing to the Eisenreich the arts of beastslaying and savage warfare. These warriors were given arms and armour in show of faith for their devotion, and given the gift of murder to perform during their time as warriors for the Eisenreich. With this gift, they bring skull and bones upon any settlement they wage war upon. [i][url=https://i.imgur.com/KBJUogW.jpg]Schwartzerkrieger[/url] -[/i] Black Warriors, the mainstay of the Eisenreich warriors, these men of dark cloth and suits and weapons of iron and steel, bring to the field of battle their zeal and faith, their skill with blades, and their will to destroy all who oppose their righteous quest.[/hider] [hider=Government - ] [center][img]https://i.imgur.com/hIzsBTm.jpg[/img] [i]The Blood and Iron Church has many followers, the ceremonial garbs of which place fear in the hearts of non-Eisenfolk.[/i][/center] [b]The Iron Realm[/b] The Eisenreich adopts a government form of which names the nation itself, and defines the people throughout. It is an absolute monarchy with linear succession based on the oldest of the reigning monarch's children, be they male or female. The Iron Monarch then places their faith in their subjects, divying out duties to their subjects to perform justly. Each title can be destroyed or abolished, renounced and reduced, by the will of the Monarch. Should they, themselves, deem it upon themselves to rule over everything within the realm, then they can do so with absolute authority. The Monarch stands as the absolute hierophant, the rule of the church and religion, answering only by their divine mandate to Rhûn, of which all their authority is based. Rhûn is able to place his will upon anyone, and they will be given absolute ability to rule over the Iron Realm without question. At present, the nobility and administrative powers are as follows, ranked based on their absolute authority: Meisenkaesar, or the Iron King, the Iron Monarch, or the Iron Emperor, is the absolute authority within the Realm. All power in the mortal realm stems from them, and all can be renounced at will. Kreuserherr, or Cross Lord, sometimes referred to as Crusader-Governors, are subject rulers of protectorates and marshes who answer solely to the Iron Monarch and the Blood and Iron Church. These territories follow a similar, albeit unique, hierarchy based on cultural customs, and operate semi-idependently from their overlord, waging independent wars and conquests, whilst tributing to the greater dominion of the Iron Realm. Knechterherr, the Knight Lords, are the second administrative ranking, dwarfed only by the Field Marshals and the Iron Monarch. Unlike the Field Marshals, however, the Knight Lords are given their own administrative districts to rule, whilst the Field Marshals are granted territories of which they may recruit. Allesknechter, or All-Knights, is the universal term for all forms of knighthood. Each Knight is granted dominion over a single city or village of which they may administer.[/hider] [hider=Religion - ] [center][img]https://i.imgur.com/DLJgX5b.jpg[/img] [i]Rhûn, the Abyssal Greatsmith, Lord of all Metals and Marshal of the Sanguine.[/i][/center] The Blood and Iron Church plays a dominatingly essential role in the regular society and life of the Eisenfolk. Whilst this may seem overbearing and threatening in the eyes of those whom do not follow the faith of the Eisenfolk, they themselves encourage religious predominance in their society. For reasons beyond reasonable, the Eisenfolk revel in the exchange of emotions, such as taking fear from those without joy, and swallowing joy with those without fear. This darwinian social interaction is based on social dominance and domination in the social setting, because each Eisenfolk is emotionally empowered if they overpower someone else. Through the church, they are able to dominate an immense amount of nonbelievers, thus gaining faith and happiness. This is believed to be through the influence of Rhûn, known by foreigners as the Inverted One, for his ability to invert the nature of peoples, and 'bless' them with powers beyond their fathom. This is said to have happened to the people of the Eisenreich. Nevertheless, the actual Eisenfolk care not for what truth may be, they care only for their wellbeing. For they have always been and will always remain, a willful people. Bent on survival. However, whilst some aspects of their culture remain, others have changed drastically. As such, their contract with Rhûn did change their destiny forever. However through this worship, they gain insight otherwise unconsidered, knowledge not yet discovered in the realms of metal, and strenght previously unsought from the might of their blood. Through sacrifice and willingness, they acquire power to increase their might. Mages sacrifice their own, or others', lives or blood in exchange for power. This is a welcomed exchange in the blind eyes of the zealotry of which the Eisenreich resides. There were those of the true folk, however, who did not welcome this most privileged exchange. Those were the Khaanafrylke, the Khaanites. The Khaanites remain a people of the Rhûnic lineage, but have been severed, intentionally and not, from the rest of their kin due to their lack of faith.[/hider] [hider=Economy - ] [center][img]https://cdnb.artstation.com/p/assets/images/images/005/739/989/large/lucas-torquato-queen-of-the-beheaded-28-04-17.jpg?1493405990[/img] [i]The economy of the Eisenreich made manifest; a bloody affair lacking finess and civilization. The dark ritual of purchases is done in blood, as opposed to with coin.[/i][/center] The lands of the Eisen and surrounding area are rich with minerals and inedible resources, however the flowing tide of the mischievous river flow inadequately to support long-lasting crop farming. Therefore hunting takes center stage for food and provisions, with the torrents of the river Eisen standing for the water consumption necessary to sustain humanoid life. For the noblekin, however, this watery substance remains inadequate, for whatever purpose, so the consumption of blood acts as the main refresher for those wealthy enough in murder may yet still sustain themselves. As such, crime is prevalent within the Eisenreich, but it is not seen as crime in its most common and conceptual form. No, it is instead a religious ritual, the taking of lesser life, where the one consumed is weak, and the consumer is strong. It is a common occurence amongst the Eisenfolk to adopt ritualistic cannibalism, done in honour of the glorious abyssal smith itself. The Iron Monarch, as deemed pseudo-divine by the eyes of their subject, is granted the free right of murder, an unlimited privilege allowing them to consume any man or woman, no matter position of power, or religion. This is a ritual made in honour of Kraafh, who ate the defeated king of Tyric during his march of victory. This strange custom creates the prevalence of slavery and its trade, with most slavery rings centralizing in particular around the Eisenreich for the purpose of cheap glory, consuming the flesh of the weak for a meager sum of irrelevent currencies. For this purpose, coin circulates actively around the Eisenreich, even though it isn't used to barter. The Eisenfolk instead purchase their foreign goods without care for its price, as the concept of civil trading and bartering is utterly foreign to these peoples. Those whom do not follow the religion instead utilize this custom to take advantage of the money-throwing habits of the Eisenfolk to purchase foreign wears at a more reasonable price, supporting their anti-eisenreich causes. The Tyric people, those that remain, and the elves, are especially skilled tradesmen and tradeswomen, having adapted this trait out of mere idealistic and religious necessity. Most of the hidden rebellion is therefore funded out of the coffers of slave buyers, a necessary evil in the eyes of the idealogically blind.[/hider] [hider=Territory - ] [hider=Territorial Distribution Map (includes protectorates)][img]https://i.imgur.com/NdsiG11.png[/img][/hider] Territory within the Eisenreich, and therefore in their lesser states, is a haphazard, yet somewhat organized administrative mess. Each region being governed by a local overseer, with several regions standing tribute for the regional military development lead by their distinct Dark Marshal. At present, the Eisenreich consists of 12 larger cities, five of which take considerable presidence over their lesser subjects. These cities are granted the honorary distinction by the Iron Monarch as Grechtestaater, or Greater Cities. They recieve numerous distinctions that make their power within the greater reich more prevalent and obvious within the eyes of an Eisenfolk. In addition, the Reich also has authority over five seperate protectorates, of which the greater state of Eisenreich recieves resource tributes and whatever aid deemed necessary by the Iron Monarch. There has yet to be any form of rebellion against this iron clad obligation due to the absolute authority of each protectorate is placed on the shoulders of a Crusader-Governor loyal only to the Iron Monarch and the greater Eisenreich and the Eisenfolk. Greater Cities - [i]Greater territorial urban settlements given specific distinction by the hands of the Supreme Authority.[/i] [b]Eisentürm - Lord Eischtyr Pentrad. Tryr - Lord Yrmer Aelfslagger. Kësaar - Lord Kraal Macht. Myrn - Lord Meüsr Urd. Kraap - Lord Grüscht Draaker.[/b] Regions - [i]Undefined reaches of land designated under the authority of the Marshals in question, without interference from the Supreme Authority, and dictated beyond the reach of lesser local authorities.[/i] [b]Ortemarcer - Marshal Trekt Reikret Grechtermarcer - Marshal Orten Krüss. Kreusemarcer - Marshal Trüberrecht Thûrn. Rhûnelandt - Marshal Allemarc Tôôr. Kaesarmarcer - Marshal Gleurchte Rheen. Alletslandtsmarcer - Greater Marshal Körper Meûseer.[/b] Crusader States - [i]A pseudo-arbitrary territorial region operated by a locally Supreme Authority answerable only to authorities greater than them for purposes of easier protection and spread of the Rhûnic faith.[/i] [b]Uthermarc - Crusader-Governor Maleryck Lyrt. Rhûr - Knight-Governor Ryscht Brotter. Grëchten - Crusader-Governor Adelbret Haater. Krecht - Crusader-Governor Marecht Krygg. Mürr - Crusader-Governor Graaf Thyreen.[/b][/hider] [hider=Terrain - ] [center][img]http://dondeviajar.republica.com/files/2014/12/4278893510_e153060c22_b.jpg[/img][/center] [b]Eisen[/b] - The Center of all things Eisenreich and Rhûnic, the river Eisen is one of divine and holy significance. The place where their God is said to inhabit, the capital of Eisentürm was built on its rapids and hazardous waters at the cost of a great many souls in a brutish show of dedication and faith. Now the Iron city stands as an icon for all of the truly faithful, home to the Black Pits of their most holy sites, embedded deep under the bedrock, cavernously dug into the surface over the passing of centuries. The abyssal forges now utilize the power and force of the river's sonic waterflow to power their hellish inventions of which they use to craft their otherwordly constructs. The River has its origin in the southern-most mountain whose name was chosen as the capital's, a towering colossus of rock and snow, the mountain stands almost alone, with another peak as its neighbour reaching half of Eisentürm's height. From its frozen peak intermittened gusps of unbearable heat find their way, leading to the snow quickly melting, and freezing in unceasing repetition, thus giving the river's further flow a chaotic pattern. [b]Inremarc[/b] - The most central area of terrain is known as the Inner plain, or Inremarc. This territory is dominated by flat surfaces with an interval of deep crevaces holding their origination to the first forming of the primordial river Eisen, as its flow has changed drastically over the passing of eons. Found most prevalently in this region, aside from flat lands and forests, are the ruins of fallen nations. Not only those left by the Tyric Kingdom, but also those even older than Eisenreich records recall, home to unknown peoples of ancient ancestry uncatalogued by the marinette-scholars of the Eisenreich. [b]Yttermarc[/b] - The distant lands beyond the inner plain are known as the outer plain, or Yttermarc. This area is far denser in forestry, being distant from most forms of the Eisenfolk's civilization, or civilization of any kind. These lands were once home to the ancient forest-loving elves, those elves who disdain the far more 'modern' statesmanship that past elven civilizations adopted. As such, the lands act as refuge for outcasts for centuries, making it no different at the present date. Home to the rebel cabals who wish to avoid the watchful eye of the Blood and Iron Church and its vengeful ways, these lands act as the home to idealists who desire nothing more than to ignore the extremes of their present situation. [b]Uthermarc[/b] - A territorial boundry distinguished not for its protectorate area, but for the terrain features of the marshlands, this area is home to the most wild of beasts perhaps even across the continents. These beasts, equaled in ferocity only by the brutish people who inhabit its boundries. The geographic area of the Uthermarc stretches across the boundries of the Crusader State, inwards towards the outer-center of the Eisenreich, and further northwards. A large area with curious origins. [b]Thaalmarc[/b] - The furthest northern bounds of the Empire's influence stretch across the Thaalmarc, or Pine Plain. This is a forest area stretching vast distances. Covered in snow most of the year, the region is home to two seperate crusader states and the northern-most areas of the Eisenreich, giving unique issues having to be handled by its local rulers, as the Iron Monarch sees little worth in the solving of issues of lesser peoples. [b]Sollermarc[/b] - The southern-most influences of the Eisenreich stretch over the Sollermarc, or Sunny Plain. A temperate and desert landscape dominated by the states of Krecht and Mürr. Vast desolation intermittened by dense rainforest define this landscape. Whilst it should be a familiar environment to the Eisenfolk, cultural and traditional superstitions makes any southern land or realm an unlikely trip for any free-willed Eisenfolk, leading to the area being home to fortresses and little else. The sparse populace is a plus for those stationed there, however, leading to little difficulties in the acquiring of rare necessities all the more easier. The Sollermarc is home also to the Rhûnic Order of the Dark Star, a religious order that operate the Crusader State of Mürr. They follow the belief that when a great monarch acquires the throne, the crusades will no longer flee northwards, but lead towards the Southern lands, towards the home of the ancient Äka and thus, per automation, the ruination of the ancient enemy. [b]Traltermarc[/b] - The western shores of the Eisenreich and its subject states and peoples are known as the Traltermarc, or the Salt Plain. A dune-infested strip protected by dangerous waters and layers of forestation on its land border. Home to the past realm of Kraag, this area used to house the great cities of the Mage-Kings, but during the Sorcerer War, their cities were leveled and the bodies of the kings were buried into its soil. It is said that this great fall, from the emerald heavens to the abyssal underground, allowed the hollow forests dominating the Traltermarc to grow tall and well-fed. It is the home of beasts and lesser men: ancient slaves turned feral as the passing of time furthened. The arcane abominations of the Mage Kings also wander the hollow woods, said to guard the graves of their long since fallen overlords. [b]Österlandt[/b] - The Eastern shores, the Österlandt, is a flat landscape of increasing elevation. An unnoticable increase of height from west to east, ultimately leading to the large dagger-like cliff faces that define the eastern land bordering the sea. The Östervall, or Eastern Wall, protects the old landscape of the center-continent from any would-be invaders across the eastern route. To pass into the Eisenreich from the eastern sea, one would either have to follow the Eisen against its ravenous flow, or mount the sides of the eastern cliff face and ascend its heights, both of which are arduous tasks beyond the expectation of ordinary mortals.[/hider] [hider=Factions - ] [center][img]https://i.imgur.com/QADuPug.png[/img][i]The Banner of Rhûr, identified via the religious center-symbol, the Twin Wolves (a symbol of the Blood and Iron contract), and the insignia of its Crusader-Governor, Ryscht Brotter.[/i][/center] The Iron Realm is divided both out of choice and inadvertent schisms. Through the barbarous actions of the Eisenreich it has created many foreign enemies, both of fallen and persevering realms alike. The elves and the Tyric peoples are a central icon of this inadvertent division, as these rebellious groups operate beyond the visage of the Eisenreich and its lawful inhabitants. Their existence is not a foreign concept, but their actions lie enshrouded beyond the reach of their oppressor. There are many other cabals of rival peoples in direct opposition to the desires and will of the Eisenreich and its Eisenfolk, but the Brotherhood of Lords and Elves, or the [i]Tyril Morde Uthwërii Adi[/i], is the most successful amongst them. [b]Tyril Morde Uthwërii Adi[/b] - The Brotherhood, or Siblinghood, of the Tyric peoples and the elves, is an old relationship forged during the dusk of the elven era in the Mitterlandt, or Middle Realm. During this trying time, the elven ruler-caste localized willing cooperatives amongst their iron rivals, those being the ancient outcasts of the Tyric peoples. Bonded by an unseperable oath, these two races now fight to dethrone the iron giant from its throne through whatever means deemed necessary. [b]Miensenrüm[/b] - The Iron Court, an alliance of Warlords distinguished for their mastery of the Iron Way of War, these Warmasters are unified by their bond of war, both in peace and without. An alliance of powerful individuals unequaled by all except the Iron Monarch, this faction has great sway over the nobility and their decisions, dividing the sub-factions of the nobility distinctly based on conflicting interests or unified decisions made within the hallowed halls of the Warshrine, the monolithic tower upon which the Imperial Court of Iron resides during its assembling before and after a crusade. [b]Grechterfrylk[/b] - The Greater Folk, or Greater People, are the faction consisting the nobility within the Iron Realm. It is the unified center for ideological and political discourse amongst the administrators of the Eisenreich. Interestingly enough, the Faction Quarters are unvisitable by the Iron Monarch, by order of the Iron Monarch themselves. Through some form of moral display, or grand political strategy, the true purposes of this particularly distinct decision remains unknown. [b]Miesensvärde[/b] - The Ironsworn, loyal subjects of the Iron Monarch, are the religiously loyal practitioners and subjects of the Iron Realm and its influence. Followers of the Hierophant and Monarch, these consist of the majority nobility and a sizable portion of the Reich's total population. Expected amongst the Eisenfolk, some loyalists also harbour different ethnic identity than those of the Eisen, most notably the dwarves who inhabit the land, as well as the Utherfolk. [b]Kreusesvärde[/b] - The Sworn of the Cross, or the Cross-Sworn, are the loyal subjects of the Eisenreich's satelite states. Whilst they often stand for a minority amongst the Iron Realm's outpost-nations, they inhabit the higher echelons of authority, allowing the safe operation of administrative and religious practice for would-be Eisenfolk settlers. Kreusesvärde are defined by their foreign uppbringing, as thus a Kreusesvärde may never attain the status of a Miesensvärde except through honourable distinction by knighthood. The division of these peoples are done through the enacting of socially seperative laws. [b]Miesenkreuserüm[/b] - The Court of the Iron Cross, a unified court assembled initially through social cooperation between Crusader-Governors, the Iron-Cross Court has since then become the haven for unified and planned aggression and the spreading of faith. An exclusive group of individuals, only the Crusader-Governors and their Overlord may discuss within its secret halls. [b]Rhûnische Brutherbandt[/b] - The Rhûnic Fellowship, a landless order of zealous faithful who cross the realms of foreign and familiar faiths alike to spread the message of Rhûn. Often regarded as an exceptionally well-equipped band of highwaymen by foreign eyes, the brutal deeds and their messages are often defined by their inhumane remains left after the conclusion of their religious practices. Whilst the faith garners little foreign support, it is not unheard of for villagers to go missing in combination with the passing of this "noble" fellowship. [b]Rhûnische Knechterlische Brudtherhûd[/b] - The Rhûnic Brotherhood of Knights is a religious institution centered in Mürr. Acting and functioning as the ruling caste of the religious order that owns the Crusader State, the Brotherhood is well-armed and supplied by the personal coffers of nobility from their homeland. Suppliers and operates of the Grand Vault, the Brotherhood of Knights is the supplier of most of the "Sanguine Drink" consumed by nobility across the Eisenreich. [b]Grechter Kabaal vant derk Freischenheit[/b] - The Greater Cabal of the Free and Fresh, a secretive organization of like-minded idealists within administrative authority throughout the Eisenreich's many domains. This small, but essential anti-governmental organization is half of the reason why the anti-establishment efforts are swept in thick veils. Whilst independent from any other rebel cabal, these men of authority have, through some mysterious method of conversion, become sympathetic to the cause of the freedom fighters, all the whilst gaining less and less faith in their Rhûnic faith.[/hider] [hider=Characters - ] The Dark Herald of Rhûn, Iron Monarch and Supreme Hierophant of the Faith. [hider=Rëschteröök][center][img]https://i.imgur.com/qi613ce.jpg[/img] [h1][b]Mars-Luther[/b][/h1][h3][i]Rêschterrhûn[/i][/h3] [hr] [i][b]Meisenkaesar vant Meisenrekt[/b] Iron Monarch of Eisenreich[/i][/center] Born of the river itself, Mars-Luther was discovered by the then-reigning Sovereign of the Iron Realms swept by the torrents of the river Eisen's rapids. Seen as a manifestation of the will of Rhûn, Mëfter Rêschterrhûn took the child as his own son, and blessed upon him the greatest of knowledges possessed in all the Iron Realms, and as the child became a man of true Eisenfolk qualities, the Iron Monarch abdicate the throne in a faithful sacrifice. He thus gave the office of supreme authority to his son, Kricht-Laether Rêschterrhûn. Through his years as the Iron Monarch of the vast realms within his greater domain, wisdom unbeknownst to mere men and women befell him unlike any other. Through the great reforms of his ancestors, the realm was operable, and it had seen victory and defeat alike. It had a long history, and had embedded itself in the hills and heights of the middle realm through sheer determination and unceasing effort. Kricht-Laether thus declared his first crusade, one of which saw great success, and unified the otherwise uncertain subjects of his subject-nobility beneath his grasp. Having accrued great fame and infamy from his crusades which would culminate in the establishment of Rhûr and the adjustment of the norther-states' territorial boundries, the Dark Herald of Rhûn became known as War. A simple name with great weight, the Monarch quickly adopted it as his own banner and name, becoming known as Mars-Luther. Written and spoken in Tyric, Mars means War, and Luther means Someone who Brings, or bringer. A symbolic evolution, the nobility quickly adopted the tradition, using their own "names of power" written in foreign languages for the sole purpose of breeding fear and feeding upon these negative emotions harboured by would-be subjects. However within the familiar courts of the Eisenreich, these foreign names proved an issue in regular social interactions, having born foreign names of power for so long the lord of the Eisen had forgotten their own names. As such, each lord once again adopter newer names in addition to their names of power, Mars-Luther going by the simple name of Rêschteröök, or Apocalypse. Fitting name, for such a dark culture, the other subjects quickly followed suit, however making sure to never forget their "names of true power", the subjugation of foreign languages to serve their nefarious desires. This perhaps unattractive culture does not lead to a lot of offspring amongst the high courts of the Eisenreich. As such, the Iron Realm and its master declares their heir upon their moment of death, or their "Reuniting" with it. Mars-Luther is an only child, lacking siblings or relationships of any meaningful sort which could eventually lead to the further of his bloodline. He places, instead, great faith in his steadfast ally, Körper Meüseer and Ryscht Brotter.[/hider] The Forgemaster of the Black Pit, Marshal of the Secrets of Rhûn, Wielder of the Ebonflame. [hider=Ûthërkhaar Äkabrëlst][center][img]https://i.imgur.com/jGccVDu.png[/img] [h1][b]Ûthërkhaar[/b][/h1][h3][i]Äkabrëlst[/i][/h3] [hr] [i][b]Veilenkrescht Graaleifer [/b] Supreme Forgemarshal[/i][/center] To be born with the gift of the abyssal rituals and dark magics of Rhûn is not seen as a possible thing, instead the accumulation of knowledge otherwise unbelievable and the refining of these words of wisdom blessed upon them by their Great God Rhûn is the path of acquiring mastery over the untameable gifts of Rhûn's own desires. These beliefs are founded in the memoirs of the first dark smiths during the War of Desperation, immortalized in a stigmata forged from their own flesh, offered as a sacrifice during the creation of the first dark-forged arms and armour. Since then, the methods and techniques have been ever-refined, and their creations ever-improved. However, whilst the arts secluded with the dark pits, and their practitioners, have improved and diminished both during the passing of the Reich's history, one thing has remained forever. From the founding of the Blood and Iron Church to the present moment, Ûthërkhaar Äkabrëlst, the Supreme Forgemaster of the Black Pit. For through the dark arts of Rhûn, and his ability to process its secrets, he has gained and given all there is to give, and thus attained all there is to attain. Lacking form, for he has given all to Rhûn, this veiled shadow now commands the abyssal kilns and forges throughout the black pit and its darkness. It is within the darkness that the magics of the great God work, never gaining strenght when done so in the sight of the Sun, and as such, it is essential that Smiths may only bring their bare in war if they have attained knowledge sufficient to return back into the pit. The Forgemaster is the apex of this iconic distinction of power, greatest of the Smiths, and creator of the greatest of machinations, he remains on the Earth through no will of his own, but through the will of Rhûn. To spread the faith, to expand its boundries. As such, he has given his soul, will, and body to the cause, traversing the mortal realm only through the arcane prowess of which he now possesses.[/hider] The Foremost of Marshals, the Dark Beast of the Iron Realm, Bringer of Night. [hider=Kterrhêin][center][img]https://i.imgur.com/GodjrtS.jpg[/img] [h1][b]Körper[/b][/h1][h3][i]Meüseer[/i][/h3] [hr] [i][b]Grechterältermarschalke vant Meisenrekt[/b] Greater Dark Marshal of Eisenreich[/i][/center] To walk into legend during their first moments of true life is a rarity inconcievable enough to be impossible. However, Körper Meüseer is one of few exceptions. In his own words, "the first day of my life was in Ferrum". Born from the Uthermarc, the man appeared out of nowhere during the apex of Mars-Luther's grand crusade. From the bushes he slew countless warriors veteraned by their countless encounters with bloodshed. The man quickly became the prime target for most field-commanders on the Crusader-side, however avoiding their grasps and gaining ground where no Eisenfolk could fathom his appearance. It was this quality, this force of will, this domination, that garnered him the unequaled gaze of the Iron Monarch, the only man capable of recruiting this opponent into one of the greatest of allies. Through use of diplomatic and aggressive methods alike, the man was eventually coersed into the Iron Court under the authority of the Sovereign themselves, an unheard-of occurence. Since those moments, be it through magic or through skill of verbality, the Beast of Ferrum has joined the side of Mars-Luther's innermost companionship, shared together with the fewest of peoples.[/hider] Bearer of the Sword; Rhûn made manifest, Vanguard of the Titan. [hider=Sêphärkhaal][center][img]https://i.imgur.com/dhoKvm8.jpg[/img] [h1][b]Ryscht[/b][/h1][h3][i]brotter[/i][/h3] [hr] [i][b]Kreusebärderr Landtsmaesterherr[/b] Crossbearing Crusader-Governor[/i][/center] To bear the cross, the symbol of the Sword, Rhûn's personal manifestation of his identity made manifest, made simple, is the greatest of honours. Each Crusader gains the cross during their journey of faith into foreign lands to symbolize their faithfulness and zeal, their beliefs and ideals. To become an individual from a great horde is the most arduous of tasks, to make themselves stand out from hundreds of thousands. It requires extraordinary circumstances of skills, abilities beyond the reach of others whom you'd consider equals. The Crossbearer, most honourable of Knightly title, a name of power given greatest of weights, is the result of this extraordinary privilege found within a rare few peoples, and rarer still who make it known. Ryscht Brotter made his prowess known on the battlefield, made himself anew in the crimson glow of this way of war. Reborn and the Crossbearer, his accomplishments met a swift reward as piles lie still at his feet, surrounded by the awe of comrade and foe alike. In equal events to his first, altars of dead would lie baking in the sun's blinding rays as tributes of faith, he rose the ladders of power. Knighted, Lorded, and Marshaled, Ryscht broke past all limits, and attained the apex of his heraldry, the rights of Crusader-Governor. And so, Sêphärkhaal was born.[/hider][/hider][/hider]