[hider=Varkovnia] [img]https://i.imgur.com/WWqWFgo.jpg[/img] =-=General Information=-= [list] [*] [b][u]Capital City:[/u][/b] Volchya [*][b][u]Demonym:[/u][/b] Varkovnian [*] [b][u]Spoken Languages:[/u][/b] -Varkanian -Elven (Anqualan) [*] [b][u]Religions:[/u][/b] -Varkovnian Paganism - [*] [b][u]Government:[/u][/b] Feudal despotism - Princezna: Velinka Czermak [*] [b][u]Population:[/u][/b] [*] [/list] [b][color=blue]=Overview=[/color][/b] Varkovnia is a semi-feudal polity proclaiming to rule over a region known as Vozinya which roughly lies between Olman and the Zworszak Mountains to the northwest with Zemnalkov bordering it to the north. It is a despotic state ruled by the Princezna Velinka who rules from Castle Valasek. It is populated by humans, elves, gnomes, and has recently conquered towns of Vozinya where a wealthy aristocratic republic once posed as a rival to Olman. Velinka’s influence in Vozinya increases by the day with aspirations to conquer its entirety. [b][color=blue]-=Ethnicities=-[/color][/b] [hider] [b][color=blue]=Varkovnian=[/color][/b] Varkovnian, alternatively Varkan, are a human people found throughout Varkovnia. They have dusky skin ranging from pale olive-tan to light brown. Dark hair is the norm with thick,stocky builds. Both genders grow their hair long with men having their hair reach above their shoulders. Women wear their hair long. Younger men often have beards while married men often shave. Unmarried women wear a headscarf while those who are married will wear their hair long. Once a city people, recent history has forced them to once more take to living in forests and have adapted to their harsh environments. [b][color=blue]=Elkadan (Human)=[/color][/b] The Elkadan, or People of the Elk Forests, were once a pale skinned nomadic group which wandered the northern forests of Weskas and were the primary driving force which founded the new kingdoms in the heartland of the former Muha empire.Elkadan are unnaturally tall, have deep black hair, and have round noses. Elkadan in the current age is more closer culturally to the Muoazin, but are primarily a rural people who have unkempt beards and live in small clans. Many Elkadan are a fairly honorable people, but are also considered unnaturally violent. They largely live in the eastern reaches of what is Varkovnia with a reputation for being the primary tradesmen of the land. [b][color=blue]=Anqualan=[/color][/b] Wood Elves, the Anqualans were the first people to settle the region that is known as Teriasevo and Gsokevnia and having extended into Yejhdahri. They were subjugated by the Muha Imperium although due to their elven heritage and close proximity to core Muha lands, they quickly became an integral and accepted part of Muha society. They have since taken to more rural life styles, living in the forests of Zemnalkov. In Varkovnia they are often seen with suspicion, yet, the Suzeran Velinka Czermak reportedly is an Anqualan to the chagrin of the humans. [b][color=blue]=Gsomvrosian=[/color][/b] The Humans that are present throughout much of Southern Zemnalkov and northern Varkovnia. They are the descendants of the Elkadan that traveled north and integrated for a time in Anqualan society. In Varkovnia they are largely found in larger towns working for guilds. [/hider][hr] [b][color=blue]-=History=-[/color][/b] [hider] [b][color=blue]=The First Age| The Muha Imperium=[/color][/b] The land known as Vozinya was a disparate collection of city states and easily fell to the sway of the Muha one by one. However, the area became a hotbed of tension and revolt as the local faiths and traditions were not respected by the conquerors. Furthermore, local nobility were not granted lost privileges leading to noble-led revolts in the region forcing some concessions and anonymity to Vozinya to lower dissent and remove the Imperium of the more troublesome of the revolts until the area was largely integrated and significantly developed as a core part of the Imperium until the imperium began to buckle and collapse. [b][color=blue]=2nd Age, 1-223| The Fall of Muha=[/color][/b] When the Muhakim were suffering from revolt across its territory, taxation rose, levies were raised, and the area became tapped for resources in order to restore control and maintain stability across the Imperium. Yet, loosened control and significant anonymity allowed the magnates to easily gather and sign a charter declaring Vozinya’s separation from the Imperium. A Mukahim force later challenged this, primarily with Vozinyan conscripts leading to a local civil war between those who benefited from the Imperium and those who desired independence from the elves. In the end, pro-independence forces were victorious and signed a charter to create an aristocratic republic in Vozinya. [b][color=blue]=2nd Age, 223-234| The Republic of Vozinya=[/color][/b] Following independence, the Republic of Vozinya established itself as a major commercial power with a mercenary army that kept the peace in the land. The seven major cities of the republic flourished for over a decade. The cities became increasingly interconnected with a common sense of identity. Elected as Prince of the Republic was Drazenko Chaykovskiy who soon passed edicts to safeguard noble privileges ensure a balance of power between the seven major centers of Vozinya. However, the peace was short-lived as the arrival of the Elkadan realm of Olma led to hostilities. Unprepared as a unified military force, the Olman armies quickly conquer over half of Vozinya within a year. [b][color=blue]=2nd Age, 234-244| The Olman Wars=[/color][/b] Pelom the Bold of Olma’s army utilized superior speed of cavalry to easily outmaneuver the infantry and militia of Vozinya before Vozinyan professional mercenaries of heavy infantry and bowmen could support traditional city defenders leading to the diastrous battle of Fyodor Fields in early 234. Farmlands were torched and the south and east of Vozinya was sacked and occupied as Pelom’s forces moved north toward Krenirelvka and Gsokevnia. Despite the ease of Pelom’s conquest, the remaining cities of Vozinya organized an army under the burgomeister of Volchya Misko Sirota in 242. With word of an Olman setback in Teriasevo the Vozinyan forces launched launched an attack on the occupied towns as Pelom’s Army fell in disarray. Harassed and chased back to Olma, the Olman forces were largely a shadow of their former glory when they first arrived in 223. With the removal of Olman occupation in most of Vozinya a peace was signed guaranteeing peace for ten years and an indemnity paid to the Republic’s coffers to avoid a counter-invasion. However, no threat of invasion was in sight by the time the peace treaty ended and coincided with years of peaceful commerce in the region between Olma, Anqualith, Vozinya, and the Elkadan Marches. Being at the center led to the urbanization and establishment of key universities and centers of learning not before seen among the Vozinyan people. [b][color=blue]=2nd Age, 244-345| Vozinyan Golden Century=[/color][/b] The end of the war proved the catalyst needed to fully unify the people of Vozinya as years of warfare cemented a bond not only in language and culture, but through war and struggle against a superior, organized force. As a result, the Republic underwent reforms to strengthen the Prince at the expense of the nobility. Popular among the masses, the reforms would lead to tensions and intrigue that would make humiliation, assassination attempts, and duels common place. In spite of this, education, the arts, and culture flourished as literature from the land’s past, folklore, medicine, and maths spread knowledge and wealth moved around the land resulting in well-built and maintained roadways and the decline of bandits and highwaymen due to regular patrols. [b][color=blue]=2nd Age, 345-428| Stagnation=[/color][/b] Despite the incredible progress made in establishing a wealthy realm continued internal political turmoil soon turned to a head during the election of 345 when the top two candidates were assassinated within a week of another. The nobility broke into factions as they blamed each other for the murders. In 346 following delays, riots, and even the expulsion of all Olmans from the cities to the countryside, Prince Vladimir Istrati was elected. Coming from a faction of traditionalists and a pious man, he used the empowered Prince’s position to restrict printing of literature he found suspect and imprisoned many political opponents as ‘witches’. Furthermore, he gave tacit support to a pogrom against Elkadans leading to a sudden migration to Anqualith which disrupted labor and increased costs of workers as well as causing the degradation of several established merchant guilds. Trade ground to a halt leading to periodic famine and strife as patrols began to loosen on the highways. Banditry became commonplace and an insurrection broke out against Prince Vladimir which was not strong enough to usurp him from Volchya but he was not capable of fully crushing it either, leading to a lingering conflict that killed thousands. Trade shifted around Vozinya leading to further decline in wealth and internal fighting caused several mercenary bands to either leave for better pastures or to mutiny and sack villages. In 401 Volchya was sacked leading to an exodus to the countryside and an end to the Prince of Vozinya’s influence as the major power center lost its fangs. By 428 Vozinya was de-facto a collection of city states, quasi-independent boyars, and burgomeisters falling into the influence of more powerful nobles. [b][color=blue]=2nd Age, 429-464| The Zworszak Wars=[/color][/b] As the political fragmentation of Vozinya was complete, the Gnomish realm of Wódzile found itself in a favorable position as the humans to their east faltered. Despite a previous conquest by the Centaurs to the south, two cities of the Gnomish realm on the eastern edge of the Zworszak mountains prospered with trade and soon the Gnomes found themselves utterly dominating their human counterparts in trade to a point they raised the price of minerals and necessary materials for construction, horses, and warfare as well as loans that soon went underpaid. Instead of repaying severe loans owed to the guilds in Wódzile, Vozinya under Prince Radacek Varkov launched a war in 429 to invade and conquer the Gnomes. In 441 several towns in the west fell and a humiliating peace was made re-confirming the debts owed by the Republic of Vozinya and also led to further poisoning the already weakened political system. Prince Radacek lost his seat of power disgraced. Several noble families established ties with the Gnomish towns and soon interdependence allowed the Gnomes to persuade nobles to pass laws or elect Princes they thought as less problematic. However, in 452 another war broke out again under a recently re-elected Prince Radacek returned with a large army of elven mercenaries to the distaste of the entire realm and to the shock of the Gnomes who considered the human enmity for elves too great to allow such an act. In Prince Radacek’s desire for revenge the Gnomish settlements were razed and the Gnomes displaced as Vozinya was victorious in 464. A peace was declared, turning the remaining territory of Wódzile into a vassal state subservient to the Lord of Volchya. With the wealth of the Gnomes taken, Radacek used the wealth to fund wars against the other leading nobles, crushing them utterly and turning Vozinya into his own feudal realm which he would not so humbly call Varkovnia. [b][color=blue]=2nd Age, 464-625| The Varkovnian State=[/color][/b] For the next two decades Prince Radacek Varkov ensured his major rivals were either slain, banished, or their lands revoked. He placed his own family in seats across the land and fully unified Vozinya into a true kingdom. In 481, forty years after Radacek launched his invasion, the Prince died passing his throne to his son Pavel. Prince Pavel Varkov would be the first monarch to succeed another in Vozinya. Unlike his father’s rule, Prince Pael would be a beloved ruler that managed to not only keep the realm together despite the calls of a return to the republican system but also through an invasion of monsters from the lands of Ok’va. The monstrous invasion laid waste to the Princedom’s east as wyverns, gryphons, cockatrices, werewolves, fae, undead creatures, and supposedly ‘demons’ assailed many townships. Prince Pavel would occasionally call The Long Hunt at Castle Valasek in 510 whereupon he gathered the greatest monster hunters of the land to destroy the monsters plaguing the lands. Each decade he would re-new the call which would become a continued tradition for centuries to come. A series of princes of House Varkov would continue until 610 as continued republican agitation stirred and House Varkov found its fortunes expended, an anti-Varkov coalition arose from the disgruntled and displaced nobility that returned from Olma with cavalry, mercenaries, and disaffected Varkovnians in a war to restore the Vozinyan Republic. [b][color=blue]=2nd Age, 625-642| Krenirelvka-Vozinya War=[/color][/b] A pro-republican force defeated Prince Radu Varkov in 625 at the Battle of Semenov leading to the restoration of the Republic of Vozinya. However, the effects of Varkovnian state had a profound effect on the land and people were not as enthusiastic about an aristocratic republic as the nobles who regained their privileges and lands. By the time newly elected Prince Teodor Kerensky was nearly finished with the 629 siege of Castle Valasek to unseat and exterminate the remnants of House Varkov, war broke out between Vozinya and Krenirelvka to the north. With limited options and desperation, Prince Zivko Varkov called upon his Gnomish vassals to aid him with the condition they would be returned their independence at the end of the war with Prince Teodor. He quickly sought to ally himself with Krenirelvka in order to defeat the Republican Vozinyan forces to restore himself on the Varkovnian throne. [b][color=blue]=2nd Age,640s-740| Fall of Vozinya=[/color][/b] The collapse of the Varkovnian forces led to the exile of Prince Zivko. The Republic, however, was in disarray. The wars proved utterly disastrous and trade routes were plundered, leaving many towns isolated and impoverished. Farmlands ran fallow or were put to the torch. An exodus from the cities followed. The cities of Sarnogorsk and Tairnipol were destroyed and their ruins became infested with creatures of the night. Vengeful spirits and the undead plagued the eastern countryside and bickering nobles contested the election of 660 leading to the loss of central authority. To make matters worse, goblin raiders swarmed the land from the north. Virtually every major city was sacked and plundered for its riches. What followed was a ferocious attack by a large pack of worgs on the retinue of Prince Ostvik Romansk who alongside the remaining leading nobles and boyarski perished. As disorder reigned, the Republic of Vozinya virtually collapsed by 670 and ceased to function as a polity. Anarchy remained and towns and villages were left to their own devices. The Varkovnian people lived in fear as they adapted to their new reality. No armies would be formed, no powerful noble would raise an army to conquer what had become a virtual backwater, and no hope would reach the increasingly bleak people of the land. Instead, opportunists, adventurers, and monster hunters would come in small, but increasing numbers. Following the sacking of Volchya and other major centers untouched by the war by goblinoid invaders, the Republic collapsed and soon major cities outside of Volchya became depopulated and abandoned. Monsters then took hold and trade was disrupted to the point the magnates’ lands were lost and complete anarchy subsumed Vozinya as it devolved into local rule. [b][color=blue]=2nd Age, 750s-Present| Rise of Varkovnia=[/color][/b] The end of centralized leadership persisted until Jaromir Prohaszka raised an army to conquer the land centuries after the Republic’s fall. Prohaszka inspired men to fight the monsters plaguing the land and defeated numerous petty kings. Soon the land began to unify under Prohaszka. However, a great battle between men and a horde of beasts led to the defeat of Jaromir’s army in 760. Soon after, he disappeared. Legend says he would return one day to finish his unification of Varkovnia to lead it into a golden era. Since then, an enigmatic figure known as Velinka Czermak took hold of Castle Valasek and has ruled over Volchya since 761. The elven ruler proved unpopular and was seen as somewhat lackadaisical in reign. Yet, since the 970s, she began to place mercenary enforcers in nearby towns to forcibly assert her control over the former Vozinya into her growing realm of Varkovnia. Her policy of slowly, patiently taking small territory over time gave way to increasingly aggressive actions in recent years. [/hider][hr] [b][color=blue]-=Culture=-[/color][/b] [hider] [b][color=blue]=Appearance=[/color][/b] [hider] [b][color=blue]-Physical Appearance-[/color][/b] The Varovnian people are often lean of build and dusky-skinned who are usually fit in order to survive the harsh world they inhabit. Brown eyes are common while green eyes is believed to be a sign of being favored by the gods. [b][color=blue]-Clothing-[/color][/b] Clothing is practical with fur, wool, and warm clothing being common as well as caps and fur coats with bear and mink coats being well sought after. [b][color=blue]-Cosmetics-[/color][/b] Tatoos and make-up is not uncommon despite the general lack of wealth in many parts of Varkovnia. It is not uncommon to see people in the countryside wear kohl underneath their eyes or for runic tattoos to be seen on persons’ bodies including the arms, torso, or hands. [b][color=blue]-Jewelry-[/color][/b] Jewelry is relatively uncommon and usually seen in the larger towns of Varkovnia in particular the city of Volchya with emeralds being seen as the most valuable gemstone. [b][color=blue]-Hygiene-[/color][/b] Most Varkovnians are rather poor, but attempt to bathe themselves at least once a week. The common human peasantry often smell poor in contrast to elves, gnomes, and those in larger towns. The production of soap was once a common good throughout Vozinya and later Varkovnia. [/hider] [b][color=blue]=Traditions=[/color][/b] [hider] [b][color=blue]-Rite of Passage-[/color][/b] Most Varkovnian humans are considered of age by 15 years and is around the time most are expected to play a larger role in their communities. This is helped by the relatively high death rate and short-lifespan many Varkovnians will have in their lives. A common rite of passage is to send youths to nearby, isolated villages on a dangerous journey to visit relatives on their own. At this point most will have basic survival skills and prepared with knowledge and warding gestures to keep evil at bay. In elven communities the young go on a hunt to claim the bounty of a ferocious wild beast or monster in order to take their place as an adult in elven society given the Anqualan people’s connection with nature and the wilderness. One must be able to use their wits and skill to overcome monsters far mightier than them and more numerous than them in order to keep their people safe from the many dangers of the world, including those of men and other humanoid races who’d encroach on their territory. Gnomish youth are often tasked with coming up with a new invention or perform a task to impress their elders with their ingenuity and creativity in a manner that would benefit Gnomish society as a whole. [b][color=blue]-Burial-[/color][/b] Varkovnian humans are often buried in small cemeteries in their home villages. Gifts are given by family and close friends to the deceased to symbolize the importance the deceased had in their lives. Songs of joy are sung to celebrate the life of the person, focusing on the positive difference made by him/her. Priests bless the grave to prevent dark magic from perverting the body and to help the soul find passage into the afterlife. Varkovnian elves perform a ritual that involves entire communities as it is a rare occasion and significant one when an elf passes given the small numbers their people have these days. The [b][color=blue]-Gender Roles-[/color][/b] Varkovnia was once quite a patriarchal society, however, with the fall of the nation practicality has outweighed old traditions as a result of the need to survive with the role of women considered on par with men in terms of tasks assigned and given. Both men and women hunt, serve in local militias, and conduct manual labor to ensure their communities survive the harsh reality they live in. Women normally take a leading role in the household, however, it’s not too uncommon for men, especially those who are injured or maimed, to rear young while their wives work to put food on the table. [b][color=blue]-Festivals and Holidays-[/color][/b] The changing of seasons each have their own festivals with Fall, Winter, Spring, and Summer being celebrated. The harvest is commemorated with a night of feasting and celebration. Prayers are uttered to many gods in order to achieve a bountiful harvest and protect livestock from predation. The second day of the new year is Jaromir’s Day, celebrating the heroism of the man and a day the legendary triumphs of many Varkovnians are celebrated as well as a time when bold hunters display trophies from their escapades. Those who slew mightier beasts become local celebrities and free drinks. The famous Hruzaski (Literally: Terror Hunter) or monster hunters of Varkovnia in particular gather to boast of their great deeds together. The second week of Spring has Barghest Maltzurrak’s Day, where all Varkovnians stay indoors for the entire day. The tale is said of an infamous ghostly black worg said to kidnap wandering children who disobeyed their parents. Depending on the village, he tale of Barghest Maltzurrak tells of how the beast takes children’s souls to consume them, imprison them, or, worst yet, turn them into her monstrous children to feed on the innocent. The traveler who enters a village on this day will find an eeriely quiet town seemingly abandoned. It is considered an ill-omen of an impending attack should the howling of wolves’ be heard on this evening. [b][color=blue]-Hospitality-[/color][/b] In general Varkovnians are wary and suspicious of outsiders. Those who are strangers could be a shapechanger seeking to gain trust and entry in order to kidnap children or murder others to sate their sick, monsterish desires or so the Varkovnians believe. The more hospitable seem detached and give basic niceties to travelers, especially if they pay well or appear well-groomed and wealthy as it is believed monsters care nothing for wealth therefore vagrants and poor-looking strangers are frequently chased away out of fear. [/hider] [b][color=blue]=Religion=[/color][/b] [hider] [b][color=blue]-Place in Society-[/color][/b] Religion once played a key role in Varkovnia, however, the diverse pantheon of Varkovnian gods has steadily fallen out of favor as despair and hopelessness has caused most to give essentially lip-service to the gods unless a family member is ill then seers and priests of the gods are suddenly well-sought after to heal their family from their clear impiety. The most favored gods are [b][color=blue]-View of Priests-[/color][/b] Priests are often revered and respected, however, they are not often sought after unless a family wants something which is normally blessings, protection from evil spirits, or a cure to illness and disease. As of late there has been an increase in the piety and offerings given to priests or their functionaries in order to please the gods. [b][color=blue]-View of the Gods-[/color][/b] The gods are viewed as demanding and largely uncaring about the people, but the more pious would argue that is because of the lack of piety of the majority with each new generation of the elderly decrying the lack of reverence by the younger generations. As of late, the recent Varkovnian generation of age has grown more pious than previous generations coinciding with increasing fortunes of the people. This has begun an increase in belief of the gods and increased offerings and rituals to keep the favor seemingly earned. [/hider] [b][color=blue]=Family=[/color][/b] [hider] [b][color=blue]-The Family Unit-[/color][/b] Varkovnian families are often large if they can afford to be without starvation. It is not uncommon for families to have three generations living under the same roof and for their neighbors to be direct relations. This has led to the need for adolescents to travel to different villages to avoid inbreeding with their own blood. Families often belong to a local clan that protects each other and discuss issues in surroundings villages in local councils made of the strongest, richest,and eldest men and women. [b][color=blue]-Marriage-[/color][/b] Marriage is often a contract between families for the survival of the two families coming together with arranged marriages being common. Wealth or resources are traded as well as common protection against local threats of bandits, monsters, and forces of nature. However, folklore and tradition has many young couples forming out of love in spite of family wants or desires, leading to tensions that result in ostracization of rebellious couples that must leave their villages for stranger parts of Varkovnia. [b][color=blue]-Pets-[/color][/b] Domestication of animals include livestock and dogs, which have recently been relatively recently tamed from wild wolves. The Vozinyan Wolfhound is both a guardian and a hunting companion for hunters and gamesmen with characteristics of wolves in that barking is rare and they are seen as tools and useful companions in their working lives. [/hider] [b][color=blue]=Serfdom=[/color][/b] [hider] [b][color=blue]-Acquisition-[/color][/b] Serfdom is the system in which peasants are tied to the lands of the lords appointed above them. The number of serfs in Varkovnia has decreased since the collapse of the Vozinyan Republic, but it remains significant in parts of the realm where remnants of old families maintain estates and influence townships and villages. Most are born into serfdom, but criminals of free persons can also become serfs. [b][color=blue]-Ownership-[/color][/b] Landed nobles are privileged to own serfs and can determine whether or not one can be freed from their obligations with unlimited authority in a manner not differing much in slavery in several respects. [b][color=blue]-View of Slavery-[/color][/b] Varkovnians are a free-willed, independent minded people and most dislike serfdom. It is a dying institution from the bygone era of strong nobility. As it stands Princezna Velinka is the only strong noble and the rest of the land is largely governed by burgomeisters either independently chosen by its elders or appointed directly by her, therefore diminishing the role of serfdom and nobility. [/hider] [b][color=blue]=Food=[/color][/b] [hider] [b][color=blue]-Kinds of Foods-[/color][/b] Varkovnia has numerous foods that befit the diet of peasants and woodsmen with meat of beasts being commonplace and to a lesser extent flesh of monsters that feast on man. Some traditional foods include: Bors soup, rice, beans, Carnati, mamliga, gouda cheese, sarmale, Vozinyan Wine, Varkovnian spirits, and Shawarma. [b][color=blue]-Eating Habits-[/color][/b] Varkovnians have increasingly become carnivores due to the loss of farmland to moors, forests, and the increasing importance and tradition of hunting for game. Outside of festivals or celebration Varkovnians eat relatively due to the relative poverty they live in. [/hider] [b][color=blue]=Entertainment=[/color][/b] [hider] [b][color=blue]-Music-[/color][/b] Music is perhaps one of the most important aspects of Varkovnian culture. Music and songs express many stories, moods, and emotions with competitions being commonplace. Bards and musicians are commonplace with common themes of tragedy and hardship, but also songs of overcoming difficulty and of supernatural feats supposedly witnessed. [b][color=blue]-Dancing-[/color][/b] Outside of festivals and holidays dancing is rare and there is little sophistication in it other than the ecstasy of enjoying a rare occasion of joy in an otherwise harsh and solemn lifestyle about survival. [b][color=blue]-Games and Sports-[/color][/b] Hunting is a common sport for Varkovnians given their ties to the land around them. Archery therefore is a common competition in villages as is wrestling. [b][color=blue]-Stories-[/color][/b] Stories in Varkovnia include glory of a rich past, including that of the Republic of Vozinya and grand cities that are only legendary now. A common story is about the disappearance of the hero Jaromir Prohaszka and his supposed return with an army of brave warriors to come to the salvation of the people. Another includes the stories of ghosts and monsters taking away children and the innocent to be sacrificed to evil gods or worse to return as monsters in order to consume their loved ones such as the tale of the werewolf or the barghest. .Another tale speaks of Zivko Varkov’s ghost wandering around demanding revenge for the betrayal that led to his death and robbery of his land from him. There are whispers the spectre of a king makes demands of those he encounters that must be answered or faced with death. [b][color=blue]-Performance-[/color][/b] Arts from the remnants of old Vozinya exist with open-air theatre existing in small towns as well as shadow puppetry which remains popular across Varkovnia. Puppetry is seen as mysterious and mystical as well as a good medium for sharing folklore and tales and the nearest thing to ‘sorcery’ that most would tolerate. [/hider] [b][color=blue]=Language=[/color][/b] [hider] Varkannian is the primary language of Varkovnia, which is spoken by most of its human inhabitants and significant number of its elven and gnomish population speak or understand it as well with Anqualan elven being as secondary tongue. Despite Pincezna being Anqualan she is said to primarily speak in Varkannianwhen seen. [b][color=blue]-Written Form-[/color][/b] [img]https://i.imgur.com/mZE18Un.jpg?1[/img] The written language of Varkovnia is based on the Anqualan [b][color=blue]-Dialects-[/color][/b] Varkannian is closely related to its parent language Vozinyan which Varkovnian has emerged from. The dialects of Varkovia are based on region with the most common divisions being ‘western’, ‘eastern’, and ‘southern’ dialects. However, dialects are often divided between major towns and outlying villages due to relative isolation. Each region borrows some from local languages therefore likely leading to increasing divergence in the land in language. [/hider] [b][color=blue]=Craftmanship=[/color][/b] [hider] [b][color=blue]-Tools and Weapons-[/color][/b] Most weaponry found in Vozinya is made of iron or steel with silver-edged weaponry being uncommon and made for slaying monsters. There are rare tools and weapons of legend with magic-runes but those are few and far between. Gnomes are said to also be capable of using alchemical to create magical blades, but if such a thing exists it is likely held between few or is simply gossip. [b][color=blue]-Architecture-[/color][/b] The towns of Vozinya once sported huge spires, crowded, yet organized and well-built cities that once had great visions of city-planning to house cities with populations beyond 100,000 in the distant past. As of now, these buildings can be seen in a ruined state as large cities’ ruins dot the landscape as wildlife, plantlife, and monsters now reclaim these places from the realm of men. Most villages and small towns have small wooden buildings with thatch or wooden roofs being common. Castle Valasek’s majesty as a castle is perhaps the most maintained reminder of the architectural beauty and mystique of Varkovnia’s past. [b][color=blue]-Art-[/color][/b] Paintings and mosiacs were once commonplace in Vozinya and are a treasured rarity in Varkovnia today with depictions of Princes, nobles, warriors, and gods depicted as well as events such as battles, weddings, tragedies, or triumphs throughout Varkovnian history. A famous piece is a tapestry commenorating Vozinyan victory against the Mukahim Imperium known to be in Castle Valasek itself. [/hider] [b][color=blue]=Psychology=[/color][/b] [hider] Varkovnians are a people that are mired in survivalist instincts in isolated villages and small towns with deep, black forests filled with monsters and beasts. This has led to often fatalistic,cynical attitudes as well as a measure of individualism and self-reliance being commonplace. Outsiders are normally seen as either naive, arrogant, or loud-mouthed in a land where beasts’ sense of hearing could lead to one’s downfall if outside the village. [b][color=blue]-Mannerisms-[/color][/b] To an outsider A Varkovnian is often one that comes off as rude, blunt and straight to the point when met with flowery words or flattery due to inherent cynicism and mistrust of outsiders even those from different villages or regions. Black humor is common as are insults toward outsiders who are usually seen as naive or arrogant in a local’s eyes. [b][color=blue]-Value-[/color][/b] Varkovnians value survival of their family above all as well as their traditions, faith, and proud history. They respect honesty, being straight-forward, and brevity. [b][color=blue]-View of Good and Evil-[/color][/b] [b][color=blue]-Superstition-[/color][/b] [b][color=blue]-View of Outsiders-[/color][/b] [/hider][/hider][hr] [b][color=blue]-=Government=-[/color][/b] [hider] [b][color=blue]=Overview=[/color][/b] Varkovnia is largely ruled by a semi-feudal despot centered around the suveran Princezna (Princess) Velinka Czermak with her seat at Castle Valasek above the most populous city Volchya. However, its influence is limited to large towns and its influence is steadily growing as Czermak increases her grasp through the use of mercenaries. A section of Varkovnia is controlled by the Council of Kynza (Princes), a republican-based authority in southern Varkovnia aiming to restore a more democratic version of the Republic of Vozinya. [b][color=blue]=Head of State=[/color][/b] [b][u]Suveran-[/u][/b] The Princezna Velinka Czermak. An Anqualan elf who rules over a Varkovnian human populace with the help of an army of mercenaries and her personal guard known as the Velitzsky Rytirs. The Rytirs often lead mercenaries and militia to assert control for the suveran. [b][color=blue]-Rule of succession/election-[/color][/b] As things stand Princezna Velinka is unmarried and has no heir, yet proclaims herself as a monarch. It is known that some of the Rytirs are related to her, but line of succession is unclear with some wondering if she will marry a foreign prince to secure the line of succession. [b][color=blue]=Main Government=[/color][/b] [hider] The governing body is known as the Valasek Court. The Velitzsky Rytirs are the primary enforcers of the realm and act as a personal bodyguard and as military leaders of the Principality. The Valasek Court’s functionaries are unknown to the general public due to the reclusive nature of the castle and its government to the common people who largely see mercenaries, Rytirs, and locally appointed burgomeisters running day-to-day affairs in major towns such as Volchya. [b][color=blue]-Ranks/Positions-[/color][/b] Suveran (Sovereign) - Liege lord of Varkovnia Rytir (Knight) - Chivalry and knighthood is not a concept in Varkovnia, yet, the same role is filled by appointed warriors loyal to the Suveran to be an enforcer of her will in the role of commander of militias, temporary governors of towns, or fortifications. Burgomeister - Appointed civil leaders chosen directly by the Suveran or appointed by people in areas not directly controlled by the monarch. [b][color=blue]-Division of Governorship-[/color][/b] [/hider] [b][color=blue]=Civilian or Auxiliary Government=[/color][/b] [hider] The Burgomeisters of towns and villages are the local ruling authorities across Varkovnia. They are mix of those loyal to Czermak, quasi-independent mayors chosen by elders, and those seeking to restore a republic in Varkovnia. [/hider] [b][color=blue]=Laws=[/color][/b] [hider] Varkovnian laws are based on old Vozinyan laws to ensure public order across the land. Laws found are typical of most states with crimes against theft, murder, and other anti-social acts punished by militia and burgomeisters’ enforcers. [b][color=blue]-Justice System-[/color][/b] The Varkovnian justice belongs to Princezna Velinka Czermak ultimately, but is usually carried out by her Rytirs, Burgomeisters, or local lords of old nobility that remain. Independent judges are unheard of and legal experts are normally serving the interests of their benefactors. [b][color=blue]-Magic Laws-[/color][/b] Varkovnia has laws dictating that magic users are to be brought before Castle Valasek to be handled by the Rytirs of Princezna Velinka. Magic-users are taken from their homes likely in service of their suzeran in some form or manner. Those who resist are normally outcasts or remain secretive of their abilities. [/hider] [b][color=blue]=Rights=[/color][/b] [hider] Varkovnians have basic rights to be freepersons across most of the land with the exception of those who have the misfortune of being born on the land of the old boyarski and nobility. They still live in serfdom as Vozinya once held across the land. [b][color=blue]-Rights and Responsibilities of Common Folk-[/color][/b] The common people are allowed freedom of movement and ability to conduct their affairs according to the laws and traditions of Varkovnia. They are to be deferential to authority figures which lie in the form of the Rytirs or the Burgomeisters and their appointed subordinates. [b][color=blue]-Rights and Responsibilities of Nobility/Rich-[/color][/b] The nobility has the rights to maintain their old estates and lands as well as maintain their own serfs, however, each town is a free city officially with some nobles or wealthy attempting to dominate via wealth or influence. [b][color=blue]-Rights and Responsibilities of Foreigners and Immigrants-[/color][/b] Foreigners are given roughly the same rights as common folk, but are likely to be treated far more poorly when crossing the law or accused of crimes as foreigners are distrusted generally. [b][color=blue]-Ownership of property-[/color][/b] Free people can purchase and own property which includes most Varkovnian people with foreigners on occasion allowed to purchase buildings in townships. [b][color=blue]-Gender Rights-[/color][/b] Historically Varkovnia was patriarchal, however, laws are officially gender neutral though practice of this varies depending on where one is in Varkovnia. [/hider][/hider][hr] [b][color=blue]-=Military=-[/color][/b] [hider] [b][color=blue]=Velitzsky Rytirs=[/color][/b] [hider] The Rytirs are the primarily military force of Varkovnia and serve directly under the command of Princezna Velinka Czermak. They are considered her personal guard, police, and primary military forces of her regime. [b][color=blue]-Recruitment and training-[/color][/b] Rytirs’ training and selection is rather unknown to the population at large. They seem to derive mainly from Anqualan elves, but it seems at least some members are human. Their training involves swordplay, archery, horsemanship, and have the competency of knights from other realms although it is clear they are not nobility and are simply professional warriors at the service of their liege. [b][color=blue]-Payment-[/color][/b] Their payment is unknown as they are quite secretive in many respects. [b][color=blue]-Garrison and Mobilization-[/color][/b] They are based in Castle Valasek where they handle security. [hider] [/hider][/hider] [b][color=blue]=Varkovnian Militsiya=[/color][/b] [hider] [b][color=blue]-Recruitment and training-[/color][/b] Drawn from the peasantry most members of the militsiya (or militia) join to defend their villages and towns and to patrol the few roads that is safe to do so in their localities. They vary greatly in training with the better ones being comparable to a town watch and the worst ones being simply a peasant given a spear, shield, and helm and expected to look busy. [b][color=blue]-Payment-[/color][/b] Their pay is usually low and minimal. They are fed, clothed, and sometimes housed if they are in a sizeable town with a barracks or otherwise live in their family’s home whether or not they are part-time militia or not. [b][color=blue]-Units-[/color][/b] [hider] [img]https://i.imgur.com/IOAO31R.jpg[/img] There is only one well known unit of militia among them that stand up above the rest. They are the Varkovnian Streltsy or Rangers. They are among the largest source of recruitment for the famous monster hunters the Hruzaski. Commonly these rangers encounter smaller monsters and have to use guile, cunning, and cleverness to defeat their stronger adversaries. They have numerous tools and make use of alchemy and quietly utilize minor relics and artifacts that use magic despite social taboo. There is an air of mystery around these brave or foolish ones that are among the most capable humans to be found in these lands. [b][color=blue]=Boyarski Pazniski=[/color][/b] [hider] [b][color=blue]-Recruitment and training-[/color][/b] Either noble born or trained soldiers that are loyal to the old boyar nobility that remain in the land. They are among the most well-equipped and trained men to be found in Varkovnia and serve as the largest source of heavy infantry in the land. [b][color=blue]-Payment-[/color][/b] They are paid very handsomely and are known to be retainers of nobility or even minor nobles themselves that ambitiously seek advancement. [/hider] [/hider][/hider] [/hider][hr] [b][color=blue]-=Important Families=-[/color][/b] [hider] [b][color=blue]-House Czermak-[/color][/b] [b]Current Leader:[/b] Velinka Czermak [b]Values:[/b] Power and control. [b][color=blue]-House Varkov-[/color][/b] [b]Current Leader:[/b] Rajko Varkov [b]Values:[/b] | Glory and Warfare. [b][color=blue]-House Istrati-[/color][/b] [b]Current Leader:[/b] Milovan Istrati [b]Values:[/b] Tradition and Honor [b][color=blue]-House Romansk-[/color][/b] [b]Current Leader:[/b] GrozDan Romansk [b]Values:[/b] | Wealth and Commerce [b][color=blue]-House Prohaszka-[/color][/b] [b]Current Leader:[/b] Iva Prohaszka [b]Values:[/b] Monster-slaying and Selfless Heroism [/hider][hr] [b][color=blue]-=Religion=-[/color][/b] [hider] [b][color=blue]=Overview=[/color][/b] Varkovnian Paganism or Staraviti is the collection of belief systems, stories, myths, deities, spirits, and entities across the region of Vozinya. In the past there have been attempts to unify the faith into a cohesive tradition run by priests known as Zsators. Each deity represents an aspect of life, death, and primordial forces of nature. The faith can be described as druidic with influences from elven communities. [b][color=blue]=Core Beliefs=[/color][/b] [hider] The origin story of the world in that a great void existed until the chaos of nonexistence formed reality. It was here the gods were made, representing aspects of life known today such as life, death, joy, fear, forests, mountains, war, and peace, men, and monsters. The gods fought to become the greatest, but none among them could gain dominance. A new order was created where instead of fighting each other in fruitless battle mortals were created where they would contest for the souls of mortals to venerate them and therefore creating the numerous cults of gods known today. Mortals believe they must appease multiple gods to compete for their favor and earn safety from the enmity of the gods spurned. This has led to the belief that gods are loosely in alliance with one another in the conquest of mortals souls in order to prepare armies of the faithful in battle with the darkness that will end the world in the form of the destroyer of the world; or D’abelsky the Destroyer. D’abelsky will lead to the end of reality to be reformed under his ruthless control. It is believed that demons and monsters are created by this malevolent and therefore grant him power through their worship in him and it is the duty of mortals to oppose him through prayer to the gods and heroic or just deeds in their mortal lives so that they may then champion the gods in the afterlife for the battle to save the world and the afterlife from the void of destruction. [/hider] [b][color=blue]=Deities=[/color][/b] [hider] [b][color=blue]-Tihomil-[/color][/b] Justice, Honor [b][color=blue]-Dobrota-[/color][/b] Goodness, Selflessness, Luck [b][color=blue]-Svaroh-[/color][/b] Mysticism, Secrets [b][color=blue]-Divocina-[/color][/b] Life, Birth [b][color=blue]-Mozha-[/color][/b] Death, Funerary [b][color=blue]-Zycien-[/color][/b] The Wild, savagery [b][color=blue]-Dazboh-[/color][/b] Civilization, Industry [b][color=blue]-Placeholder-[/color][/b] Description Here [/hider] [b][color=blue]=Devils=[/color][/b] [hider] [b][color=blue]-D’abelsky-[/color][/b] Archfiend, Destroyer of creation [b][color=blue]-Pohjici-[/color][/b] The Devourer, Mother of Monsters [b][color=blue]-Dejna-[/color][/b] Witchcraft, Misfortune [/hider] [b][color=blue]=Afterlife=[/color][/b] [hider] It is believed the afterlife is a place of plenty, comfort, and a place to prepare for the end of reality against D’abelsky and his minions when the world and the afterlife will be tested to defeat devils and demons in the end. [/hider] [b][color=blue]=Holy Text=[/color][/b] [hider] [b][color=blue]-Doctrines-[/color][/b] There is no unified holy text, but numerous books speak of the numerous traditions that tie together the culture and beliefs of numerous deities that fit in the pantheon of Varkovnia. [b][color=blue]-Views-[/color][/b] [b]Infidels and Heathens-[/b] Faithless people who either do not care for the end or serve the devil himself. [b]Witches-[/b] People lured by dark power, although some might argue this power could be used for good. [b]Atheists-[/b] Fools to be disregarded. [b]Heretics and Excommunicates-[/b] Misguided souls. [b]Homosexuals and Adulterers?-[/b] Pleasure-seekers that are sinful and do not help the survival of the people. [b]Magic-[/b] A dangerous tool that has mostly been used for evil other than those used by legendary heroes or monster hunters. [/hider][/hider][hr] [b][color=blue]-=Territory=-[/color][/b] [hider] Picture Here [b][color=blue]=Land=[/color][/b] Picture Here [hider] [b][color=blue]=Fauna=[/color][/b] The animal life of Varkovnia reflects that of dense, temperature to pine forests with common predators including bears, wolves, snow leopards, eagles, and worgs. Common monsters include griffins, wyverns, cockatrices, basilisks, and, occasionally, barghests and werewolves. The most common threat faced by people are worgs or larger wolves that have an uncanny intellect with the supposed ability to speak if they so chose, mimicking the voices of people. [b][color=blue]=Flora=[/color][/b] Plantlife is typical of that found in temperate forests, moorlands, and pine forests with conifers, shrubs, variety of grasses, and the occasional toxic plants that cause rashes. Most notably are white tulips that are a national symbol and sought after by the wealthy. [b][color=blue]=Resources=[/color][/b] Common: Wheat, Furs, Potatoes, Meat, Plums, Dairy, Lumber, amate(for parchment), alchemical reagents (Drakefire), Stone, Marble, Ceramics, Beer, Vodka, Spirits, Chickens, Cattle, Hogs, cats Uncommon: Iron, Lead, Copper, Leather, Wool, Herbs, Grapes, Wine, elixirs/potions, donkeys, horses, sugar, honey Rare: Mithril, Gold, Ironwood, Scurnze, Tobacco, ivory, opium [b][color=blue]=Landmarks=[/color][/b] Castle Valasek, in the northeast of Varkovnia is the impressive fortification created during the Muha era known to be impenetrable and stands above the City of Volchya. [b][color=blue]=Cities=[/color][/b] [hider] [b][color=blue]-Volchya-[/color][/b] [b]Ruler:[/b] Princezna Velinka Czermak [b]Founded:[/b] 1st Era [b][color=blue]-Sarnogorsk-[/color][/b] [b]Ruler:[/b] Dmitry Sorsk [b]Founded:[/b] 1st Era [b][color=blue]-Tairnpol-[/color][/b] [b]Ruler:[/b] Fyodor Rybar [b]Founded:[/b] 1st Era [b][color=blue]-Craszia-[/color][/b] [b]Ruler:[/b] Drazenko Kulak [b]Founded:[/b] 1st Era [b][color=blue]-City-[/color][/b] [b]Ruler:[/b] Under Mertvi Zhyvi [b]Founded:[/b] 1st Era [b][color=blue]-City-[/color][/b] [b]Ruler:[/b] Under Mertvi Zhyvi [b]Founded:[/b] 1st Era [b][color=blue]-City-[/color][/b] [b]Ruler:[/b] under Zemnalkov Republic [b]Founded:[/b] 1st Era [/hider][/hider][/hider][hr] [b][color=blue]-=Magic and Education=-[/color][/b] [hider] [b][color=blue]=Magic=[/color][/b] Magic is an uncommon practice in Varkovnia today, however, hundreds of magical artifacts and relics have been left behind across former Vozinya waiting to be found, likely to be deadly to those who find them. Enchantment and transmutation magics were the most common type of magic to be discovered with necromancy being uncommon until the rise of the regime known as Mertvi Zhyvi. [b][color=blue]=Education=[/color][/b] Vozinya was once a center of education with a university in Tairnopol until the sacking of the city in 655 with only the few burghers with resources and traders coming into contact with books and education that few of the poorer classes can afford. The nobility have libraries in their estates but they are privileged and largely depict the history and traditions of their own families. [b][color=blue]=Sciences=[/color][/b] Alchemy and herbalism are parts the most well-known sciences practiced in Varkovnia leading to the creation of poultices, potions, varnishes, and tools that are known among witches, healers, and monster hunters across the land. Simple medicinal herbs are commonly used to cure illness. [b][color=blue]=Institutions=[/color][/b] [hider] The Hruzaski Monster Hunters guild are the most well-known institution across the land which formed after the Great Hunt called by Prince Pavel Varkov centuries ago. They are based in the city of Sarnogorsk which is largely in ruins other than their own guildhall and some nearby establishments. Monsters are rampant in their own city as well as much of Varkovnia, leading many to idealize them as heroes and the older folk see them as fools running toward their deaths. [/hider][/hider][hr] [b][color=blue]-=Foreign Relations=-[/color][/b] [hider] [b][color=blue]=Military Alliances=[/color][/b] N/A [b][color=blue]=Specific Agreements=[/color][/b] Mertvi Zhyvi - A deal between Princezna Czermak and the Mertvi Zhyvi regime on selling corpses in exchange for unknown materials and resources provided to Castle Valasek Republic of Zemnalkov - Trade Deal between nations to permit merchants and movement between realms in exchange for mutual recognition of sovereignty over respective claims. Allowance of mercenaries to be hired from Zemnalkov by Princezna Czermak. [b][color=blue]=Good Terms=[/color][/b] N/A [b][color=blue]=Bad Terms=[/color][/b] N/A [/hider] [b][color=blue]-=Trade and Economics=-[/color][/b] [hider] [b][color=blue]=Industry=[/color][/b] [hider] [b][color=blue]-Agriculture-[/color][/b] Agriculture includes small farms dotted along the clearings of woods and copses across. [b][color=blue]-Domestication and Herding-[/color][/b] Sheep and goats are herded and domesticated alongside Varkovnian Wolfhounds for domestic use by herders and hunters. [b][color=blue]-Hunting-[/color][/b] Hunting of wildlife and monsters lead to the sale of meat and furs important for exports. [b][color=blue]-Harvesting-[/color][/b] The harvest of wheat and potatoes are among the most important produce taken from farmlands in the land. [b][color=blue]-Production-[/color][/b] Weapons, Armor, and masonry are among the most important products made through metallurgy. [b][color=blue]=Guild and Company Rights=[/color][/b] Local guilds are given rights to move products and materials throughout Varkovnia, but must obtain permission from burgoemisters or appointed Rytirs to move trade to other realms. Current nations with permission to move freely in Varkovnia include: Zemnalkov Republic [/hider] [b][color=blue]=Trade=[/color][/b] [hider] [b][color=blue]=Main Export=[/color][/b] Furs, lumber, meat, amate, wine, ivory, honey, opium [b][color=blue]-Specialized Resources-[/color][/b] Ironwood, scurnze, alchemical potions/elixirs [b][color=blue]=Main Import=[/color][/b] Mercenaries, steel, silver, spices, silks, incense. [b][color=blue]=Trade Laws=[/color][/b] Merchants pay a tax in the cities they do business in and foreign merchants cannot do business outside of the city their people are permitted by the Princezna or her appointed burgomeisters [/hider] [b][color=blue]-=Currency=-[/color][/b] [hider] Varkovnian Mark (Gold, silver, copper) [/hider] [b][color=blue]-=Infrastructure=-[/color][/b] [hider] Poor outside of Volchya and northeastern Varkovnia [/hider] [b][color=blue]=Mercenaries=[/color][/b] [hider] Mercenaries include humans, elves, gnomes, hobgoblins, and Okke folk. [/hider] [/hider] [b][color=blue]-=Factions=-[/color][/b] [hider] [b][color=blue]=Political Factions=[/color][/b] House Czermak - Loyalists and supporters of Velinka Czermak the current suzeran and Princezna of Varkovnia. Republic of Vozinya - Supporters of the old Republic, albeit with more democratic aims based on town councils rather than an aristocratic force. [b][color=blue]=Military Factions=[/color][/b] Velitzky Rytirs - Military arm of Velinka Czermak’s regime [b][color=blue]=Magic/Science Factions=[/color][/b] Witches of Tairnopol - A collection of magic-users based in the tolerant city of Tairnopol in the far south. [b][color=blue]=Religious Factions=[/color][/b] High Szators of Varkovnia - Council of druids and Szators that promote the faith of Varkovnian paganism. Based in the wild of western Varkovnia [b][color=blue]=Outlaw Factions=[/color][/b] Brodszky Highwaymen - A formidable collection of bandits based in the southern moors of Varkovnia [b][color=blue]=Monster Factions=[/color][/b] Cernavar (‘Blackclaw’) - A formidable pack of intelligent worgs that terrorize northeastern Varkovnia, yet it seems little is down to keep them at bay other than the Druzaski or militia on the roads. Some villages provide sacrifices to keep the beasts at bay the mad even worship them as gods. [/hider][hr] [b][color=blue]-=Notable Characters=-[/color][/b] [hider] [b][color=blue]Velinka Czermak[/color][/b] [hider] [hider][img]https://i.imgur.com/p3w9iGG.jpg[/img][/hider] [hider][img]https://i.imgur.com/D0cXALm.jpg?1[/img][/hider] [b]Birthdate-[/b] 751 [b]Race-[/b] Apparent: Anqualan/Wood Elf (True:Greater Barghest) [b]Sex-[/b] Female [b]Occupation-[/b] Suzeran of Varkovnia [b]Background-[/b] A monster of the land with demonic qualities. The barghest grew stronger from each kill as it absorbed the power of her victims. Maltzurrak, as she is known among her kind, ferociously hunted down worthy human heroes of Varkovnia. As the hero Jaromir was fighting the beasts of the land, Maltzurrak managed to pounce on Jaromir and devour him on the battlefield. Unbeknownst to the beast, Jaromir was bonded with an angel. The magical essence of the hero’s body caused a transformation in the monster to ascend in mental capacity alongside stealing all the memories of the fallen hero as well as an extended lifespan. With the knowledge and magical power gained, the beast decided upon a sinister deception to more easily consume her preferred prey in bold, powerful heroes of the land. She took Castle Valasek and Volchya alongside a collection of monsters and humans she managed to rally and began to rule as the elf known as Velinka Czermak to rule over the humans as an unpopular suzeran and to easily call to adventurers and would-be heroes to her court in order to set them to near-suicidal tasks on her behalf. The greatest of whom would be richly ‘rewarded’ and given an estate. Only, none chosen were given an estate or wealth but instead became gruesome victims to the tyrannical, monstrous ruler of Varkovnia. [/hider] [/hider][hr] [/hider]