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    1. Madrigal 7 yrs ago

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7 yrs ago
Current A glass of wine, an empty mind, a guitar, and someone to play it. That is true happiness.

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I'm willing to give up Stirland and Ostermark if I get Marienburg.


Thanks man, I appreciate that.

-------------------

Alright everyone, I have a few ideas I want to finish in the post script of my app, but I have finished describing the characters, units, and nation overall. I haven't completely overhauled the units as it is still a faction in transition, however many units have been revised or added. Let me know your thoughts. I know I'm a n00b when it comes to the setting and haven't much experience in nations RPs, so any and all criticisms are welcomed.

I will still finish the PS addendum in the coming few days; its mostly additional information I wanted to add to clarify the faction or discuss artifacts used by members of the faction. The TL;DR descriptions however go something like this:

--Rise of Gautselin: Monk finds a book. Book talks to him, turns him into vampire, tells him he is the hope of the world. He proceeds to wander around for a century, meeting people in various courts before deciding undead were the way to go (being the penultimate renewable resource).

--Undying Empire: Its like the regular Empire, but with more walking dead people. Gautselin hopes to conquer, coerce or convince other factions to join in order to stamp out chaos. Also, industrial revolution.

--The Black Book: Blank book made of skin. Gautselin either reads or pretends to read from it, and says it can talk to him. Not crazy.

--Blade of Hel Fenn: "You know what would be great? If we dug up Mannfred, tore out his spine, and used it to create a magic sword."


If anyone has objections to anything, do let me know. Picking apart fiction is half the fun of being a nerd, even if you're just posing (like me).
Sorry for the long delay, I know I said I would have my sheet done soon. I was quite sick for a week, and then I've been working overtime this past week. I'm hoping to have things finished shortly now however.

As for starting areas, might I request Stirland, Ostermark, the Moot and Kislev in addition to Sylvania? Sylvania alone isn't the best starting position, especially since I would be RPing an empire that hopes to annex as many nations as possible to prepare for a war with the Norscans. I was also hoping to begin the RP with an invasion of the neighboring lands to set the tone for the Undying Empire, and that would be a little with Andreyich and the mountains surrounding me. If that isn't agreeable, I could come up with an idea to expand into the mountains, but I'd rather not personally.

Hope to be finished with my app soonish.
@ClocktowerEchos

Will do. I must have missed that part in my excitement. A bit of a pity, I was looking forward to seeing Mannfred's attitude contrasted to Gautselin's, but I don't want to impose. Now to craft a new name for a powerful yet neophyte vampire lord. Perhaps a corruption of Dracula's name...

@BangoSkank

Perhaps there is some underground disruption, forcing the Skaven to abandon their Under-Empire and settle on the surface somewhere, similar to the backstory of the Dwarves? A volcanic eruption/earthquake, a civil war, or you could go with the 'Nurgle is the Horned Rat' theory and go with an invasion of Chaos Demons, which drives the Skaven closer to the surface. That might also explain why the four clans of Skaven might be more interested in cooperating, and have to give up their more filthy horde-based tactics. Because suddenly every Skaven might not be replacable, and if they do not work together they might be destroyed by the other races. Or maybe one of the clans simple decides to press back against a nation like Estalia or Tilea--or as you yourself said, the Dwarves--and makes their cities a base of operations.

Updating my app. I've clarified my custom units, added a couple, and made alterations to existing ones. Added a Religion tab, improved the theme and corrected various misconceptions and mistakes within. I'm hoping to go into detail about each character and general lore involving the group in the next few days.
<Snipped quote by Willy Vereb>
It would be different if the factions were played with, or turned upside-down. Say, a Sylvania where the ruling aristocracy are werewolves instead of vampires. Maybe an Empire where halflings are the norm, and average humans are the minority. Heck, even name swaps, new heroes and characters would go a long way.


Ahh! Senpai noticed me!

I happen to work at a hospital. Its not a bad job it you don't mind helping people or having little free time. This website is blocked on the network, and I can only write in my spare time at home, assuming I have time to spend on my writing. My CS is a work in progress, which I only offered up because I'm aware RPs on this site moves much faster than most RPs I spend my time on. I'll admit I more or less opened myself to that criticism before I've detailed my own ideas for Sylvania. And mentioning five new characters, a new artifact that turns zombies into Deadites, and a mention of the region becoming industrialized isn't a complete revamp. That being said, I did mention it was not yet finished.

Thank you for your input however. Honesty is appreciated.
Hello one and all.

I'm a newcomer to Warhammer Fantasy, only having taken an interest in the series two years ago thanks to an ex-girlfriend. I finally have reliable internet, and am in the mood for a Nations RPG. I notice the Vampires are unrepresented (a grave disappointment. No pun intended). They're one of my personal favorites, and it was the first faction I played in Total War: Warhammer. I was hoping to finish my CS today, however I had to stay late at the hospital, so this will have to do for now. I'll likely edit in information about my characters in the next couple of days, but everything else is in place. An overview of content for the DM's approval is at the base of the app.

For your consideration then, Sylvania.

--------------------------------------------------------------

NAME:
The Undying Empire
Archduchy of Sylvania

OVERVIEW:
A realm of darkness and mystery, Sylvania has been a bastion of evil for centuries. The dead walk the land here, obeying the call of their Vampiric masters. With the return of the von Carsteins at the necromancer Gautselin’s behest, the corruption known to infest this land once more spreads. Even now, necromancers raise the dead and vampires don their armor, in preparation of war with their neighbors. Sylvania itself has been reformed as part of Gautselin’s vision of a new Empire, to rule humanity as protector and master in the face of the tides of Chaos.

RACE AND CULTURE:
For centuries, Sylvania has been commanded by the most powerful and decadent vampire lords of the land. Knowledgeable and strong beyond most mere mortals but selfish and arrogant, the vampires have been more or less of equal standing. This has led to a web of politics growing amongst the noble bloodsuckers, contesting each other through Byzantine politics, cultivated reputation and above all strength to contest among themselves beneath their sovereign archduke. Vampires are the absolute upper crust of Sylvanian society, rendered virtually untouchable to their lessers through their talents at politics, magic and combat. Unless they have directly offended the archduke or his subordinates, a vampire may more or less do as they please, and Sylvania is resplendent with tales of the decadence and sadism of the ruling vampires. It is rare though not impossible for a human to be considered equal to a vampire in Sylvanian society. The sole means of gaining power for humans, save through the Blood Kiss itself, is through mastering Necromancy. Necromancers assist the vampiric nobility as spellcasters, generals and advisers, though no vampire would willingly obey an order from a Necromancer.

Beneath the Vampires and Necromancers are the Free Men, Peasants and the Living Dead. Or as most Vampires refer to them, ‘Hounds, Cattle and Mules’. Free Men are very rare throughout the realm, often serving as enforcers and guards for their masters. Some are retained by the nobles in roles considered too vital to leave to their risen dead and too minor to be performed by a vampire. Most are humans of interest chosen by vampire nobles to be elevated above peasantry, or mercenaries hired by the nobles of Sylvania.

Beneath the Free Men are the Peasants. Unlike their counterparts in Kislev or Bretonnia, Peasants spend little time in manual labor or farming their land. Instead, Peasants are considered livestock by Sylvania, to be kept in villages like so many sheep in a pen. Peasants live in dread fear of the Vampire nobility, living dead or even Free Men. Some villages live their entire lives in their small shacks for fear of becoming food or sport for a Vampire or even a Free Man. Others worship their masters openly in the hopes of winning their favor. Some peasants are retained as servants for nobles and their manor houses, but few are ever taken to their new post willingly. Despite Gautselin’s philosophy that Peasants are to be protected by their masters, his opinion is considered with bemusement or mockery by the majority of Vampires. Nevertheless, Peasants are the main source for Sylvania’s most vital resource. The risen corpses who man the industries, fields and armies of the Archduchy.

The dead serve the Archduchy in virtually every capacity imaginable. They labor in the mines. They manufacture basic weaponry in factories. They farm the fields to grow food for the pets of the vampires--including humans. Primarily however, they serve in the armies of the Vampire lords. From the zombies and skeletons risen for cannonfodder to the elite Graveguard and Abominations that serve the realm, they make up almost the entirety of the Archduchy’s military.

GOVERNMENT:
The names ‘Archduchy of Sylvania’ and ‘Undying Empire’ are used interchangably within their boundaries. The Undying Empire itself is the name of Gautselin’s grand plan for the Old World. To conquer or confederate every race worthy of ruling and protecting the mortal races, bringing them together into a new empire. One where the animated dead take the place of laborers and soldiers. Where only vampires, grail knights and other 'ascended’ mortals rule their mundane brethren as nobles. Where archdukes, dukes, earls and counts vote among themselves to decide which of their kind will lead. The Archduchy itself is both the first province, and the microcosm of this Empire, which Gautselin hopes to one day stretch from Kislev to Estalia.

At the head of the Archduchy is the Archduke himself, Adrecht von Carstein. Though the family has been a force in Sylvania since the time of Vlad von Carstein, Adrecht is a relative newcomer to the forefront of his dynasty’s. Though once considered merely a count, the region’s reformation as part of Chancellor Gautselin’s plan for Sylvania, the Empire and the lands beyond has resulted in the land being consolidated as an Archduchy. The land of the Archduchy’s claim spreads from Sylvania to the Moot and beyond the River Stir, once thought the elder brother of Sylvania. Adrecht himself claims to be the rightful heir to the Empire, and Chancellor Gautselin is glad to support his claim. The Archduchy is supported by a handful of lesser nobles. Two counts, barons, and a number of knights. All noble positions are held exclusively by the vampires, though humans may be assigned to positions of power to support them.

INDUSTRY:
Once considered an underdeveloped backwater, the ambition and willpower of the von Carsteins and the intellect of Chancellor Gautselin has pushed the nation towards a period of industrialization. Fueled by hundreds of living corpses, the factories and fields of Sylvania are worked day and night for the benefit of the Archduchy, and Gautselin’s dream of an undead empire capable of breaking the power of Chaos. These foundries and mills are used to manufacture trade goods or build weapons and armor for the Sylvanian undead hordes. Though a massive source of wealth for the Archduchy, these buildings are often considered eyesores by the nobility. They are often found far from the manors and castles of the vampires, meaning they are frequently located near the borders of Sylvania. A considerable number of these factories are located in the city of Templehof however, encouraged by Count von Diehl, himself a devotee of Chancellor Gautselin’s vision.

Sylvania now mints its own currency, the Stein. Steins are gold coins, utilized by the Archduchy in its dealings between nobles and foreign powers. Though now quite common in the lands around Sylvania, most peasants have never seen a single coin.

RELIGION:
Within Sylvania, the region has traditionally had little interest in religion or philosophy, beyond the sadistic hedonism of the region’s nobility. This is in large part due to the confidence of the vampire lords. With powers outmatched only by their arrogance, they have typically only had contempt for the thoughts of deities. Chaos or otherwise. Even the founder of their race, Nagash, is often looked upon as a measure of power long since surpassed.

Gautselin’s rise to power however has seen a minor shift in Sylvania’s religious life. Though he himself was once a devotee of the Elder Gods of the world, Gautselin’s worldview has shifted. Seeing his fellow vampires as an inherently superior beings to humanity, Gautselin is outspoken in his belief that vampires have the duty to act as the shepherds of mortals. Though a minority opinion among the vampire lords, occult societies have appeared among the nobility to discuss and support Chancellor Gautselin’s opinion. The intellectual conversations shared in boudoirs and salons of the vampires are not shared in the countryside. However in remote villages in the countryside, mysterious shrines dedicated to the Chancellor and his Book have slowly begun to appear.

MAGIC:
Lore of Vampires
Lore of Death
Lore of Beasts

MILITARY:

Core:



Elite:



Rare:



Lords:

Vampire Lords
Master Necromancer

Heroes:

Vampire
Necromancer
Cursed Abomination

Characters of Note:

Archduke Adrecht von Carstein
Brash, arrogant and with ambition beyond his age, Adrecht is a von Carstein through and through. Seeing himself as the rightful heir to Vlad and Isabella. He was a mere competitor for the right to rule Sylvania for many decades, until the newly turned vampire named Gautselin asked for Adrecht's assistance in forging a new empire over the men of the world. Despite Adrecht's initial refusal, Gautselin's fearsome array of powers caused the von Carstein to agree to Gautselin's dream of a new world order. Though young compared to many of the lesser nobles of Sylvania, Adrecht has already earned a fearsome reputation for his prowess in battle and cruelty from the throne. He has little interest in the grand ambitions of Gautselin and his Book, only taking an interest to secure his rule over the undead empire Gautselin dreams of forging.

Chancellor Gautselin
Though the von Carsteins have ruled Sylvania for millennia, and Adrecht would impale any who would disagree, the vampire Gautselin is considered by many to be the true power behind the throne. Taking the role of Chancellor of Sylvania and the Undying Empire upon Adrecht's coronation as Archduke. His source of power is said to be a great blank tome, a book Gautselin values so much he keeps it chained to his waist.
Gautselin is motivated by a dream of a unified empire over the Old World, united by the 'superior' beings of each race and commanding a horde of the undead. It is said Gautselin has been planning this empire for decades, attending courts throughout the Old World under various guises. His ultimate and truest desire is to see Norsca razed, and the armies of Chaos drowned beneath the tides of the dead.

Count Gunther von Diehl
A veteran of countless campaigns, Gunther is part of the von Diehl vampiric family, and has served three generations of von Carstein counts. Beginning as a captain under Konrad von Carstein, Gunther gradually became one of Sylvania's finest generals, earning accolades enough to be declared a Marshal and a Count by the Archduke. Possessing an inquiring mind, Gunther is the highest ranking Vampire to take an interest in Gautselin's vision of an Undying Empire, and considers the master Necromancer's slightest word with great respect and interest. Gunther's faith in Gautselin is so powerful he personally adopted Gautselin's industrialization plan, transforming Templehof from a cluster of peasant houses and tombs into a towering metropolis of factories, mills and putrid smog.
He claims to be the cousin of the reclusive maiden Cunegonde von Pirosc, though the few who have seen her state that the two share little in common.

Marshal Odo Jaeger
Second among the generals of Sylvania, Odo Jaeger is a relatively young vampire, only serving the von Carsteins for a century. Serving in the armies of Ostermark, Odo was deployed during the invasion of Wilhelm von Guiles, a necromancer of Sylvania. His company was deployed to defend a bridge over a swamp into Ostermark. During the battle, a Graveguard succeeded in slaying the captain of the company, as Odo stood alongside him. Knowing the effect a loss of moral would have on his company, Odo donned the captain's helm, and succeeded in rallying his company. It is said his company slew over a thousand dead in that battle, with Odo killing nearly a hundred himself. News soon reached Ostermark, the common people cheering Odo for his valor in combat. However upon his return, Odo was instead tried for impersonating a superior officer. In light of his heroic action, Odo Jaeger was simply banished from Ostermark into Sylvania. He wandered with his arms and armor into Sylvania for three weeks until he was found by the Vampires, who brought the impersonator captain into their armies. After a string of victories at the head of his undead armies, Odo has earned command of his own army, knighted before the court by Archduke Adrecht von Carstein himself.

Lady Helene Posner
Known as the Pale Judge, the Lady Posner has served the Vampire Counts for centuries in numerous capacities. General, duelist, inquisitor, executioner. The exact date of her joining the Vampire Counts is not known, though any individual of quality knows what she is capable of. Helene participated in the battles of the Vampires since the latter days of Vlad von Carstein himself, leading a company of human soldiers into battle. Under Konrad, she was given the duty of hunting down dissenters and foreign infiltrators, a duty she continued under Mannfred. After the Battle of Hel Fenn, Lady Posner fell into a state of depression, falling into the hedonism that she had widely avoided over the centuries. Her life was filled with empty sadism, her sole joy still her love of dueling.
At the ascension of Archduke Adrecht however, she found her estate visited by the Chancellor himself, who beseeched her to join their dream of a new world order. Though her intellect told her this regime would fail like the past three, Gautselin succeeded in convincing her to join the Undying Empire. This encounter left a profound impact on her, and follows Gautselin closely as an attache and confidante.

Cunegonde von Pirosc
The midnight flower of von Pirosc, Cunegonde first achieved public knowledge two years ago. Always seen from a distance at the grand parties of the von Piroscs and von Diehls, tales of Cunegonde's beauty is spread by bards and storytellers throughout the realm. In actual fact, the last vampire of von Pirosc is no vampire at all, but the human descendant of that line. Isolated from the world for fear of her being discovered, Cunegonde was raised by her great uncle Gunther von Diehl. Thin, frail, but incredibly beautiful, Cunegonde has been trained extensively in the use of magic, necromancy in particular. Seated in her high black tower along the mountains, she remains an elusive but desired lady of the court.

N’areshe the Blightseeker
Within the Undying Empire, corpses are a common sight. They dominate every form of industry within the land, and scores of necromancers raise fresh corpses to maintain the empire daily. N'areshe was no different. Her body, drawn from a peasant girl of no consequence, was given new life as a zombie soldier of Adrecht von Carstein. As a demonstration of his powers, the necromancer Gautselin held aloft his hand and called the undead spirit of N'areshe into the humble zombie. Now warped with undead energy, the cackling horror now serves Master Gautselin obediently, if not faithfully. She is sadistic and cruel beyond any vampire, enjoying the act of instilling suffering in mortals and laughing at their pain. Were she not bound to Gautselin, she would swiftly turn on her former human and vampire allies for her own amusement.
It is unknown what the spirits of the Abominations are, however it is known they are drawn from the underworld itself, or from some follower of the god of death Morr. As most powerful forms of Abomination, N'areshe possesses a great prowess at magic. Even when slain, she is capable of being resurrected into the body of any undead body.

Lore:

Gautselin’s Rise



The Undying Empire



Abominations, and the Black Book of the Dead



The Blade of Hel Fenn

592 Years after the declaration of the Amureik

The tepee was a symbol of deep meaning to the Oglala.

Though in ancient times most tepees had been unadorned, the tradition of the painted tepee stretched back centuries. Since the resurgence of the Sioux however, it had been tradition to decorate the surface of one’s tepee. Most were decorated with events from its owner’s life. Spiritual dreams, and the origins of one’s family were often quite common. These were far more than simple decorations. It was said among the Sioux tribes, that the spirits of the earth and sky dwelt in these paintings, so they might walk among the Sioux people, guiding and protecting them.

How feeble these spirits must be, for their people to be so easily slaughtered

Seigeisel sat on the back of his barded horse, gazing over the battlefield. Before him was a sea of Chwarkin huts. To either side, the vast green prairie spread as far as the eye could see, though the village was nearly bereft of green. The ground, muddy and trampled from the stampede of thousands of hooves and feet. Fire licked at many of the tepees, threatening to spread and consume the entire encampment. The billowing smoke was so thick overhead the Khan could not make out the sun. Bodies of Chwarkin lay spread across the ground like fallen leaves. Now and then a group of the Khanate’s horsemen could be seen, riding through the camp in search of another Chwar to capture. To his left, a great train of Chwarkin could be seen. Men, women, children. All dressed in the traditional garb of their people. Blood flecked the faces and clothes of many within this slave train, a testament to the melee that had ensued in the camp. Now and then a cart could be seen mingled among the captured Chwar, pulled by whatever slaves were deemed strong enough to endure the burden. To either side, Weiskin could be seen flanking the train, either archers on horseback or lightly armored infantrymen. Seigeisel breathed in deeply. The scent of fire, blood and charred flesh filled his nostrils.
He was called from his thoughts, as though from a distance, by the familiar voice. One of his Chieftains. Efeuger Daggreif, leader of the tribe of the Dawn Griffin.

“My Khan, we have a prisoner for your inspection. The Chwarkin chieftain is dead, but this one should do well.”

The Khan turned, curled black hair drifting with the movement of his head. Chieftain Efeuger sat nearby, seated upon his horse and wearing a fine suit of Weis plate. In his hands was a great lance, its surface decorated with the image of a great crawling vine extending the length of the pole. On foot were two warriors in the chain mail and doublets of the Khanate’s veteran footmen, rich or fortunate enough to furnish their own arms and armor, yet too poor to afford a horse to ride upon. Between them was an aged Chwarkin, fifty perhaps. He wore the traditional bison skin garb of his people, a crucifix made of shrub wood hanging from his neck by dried animal cord. The Khan’s eyes gazed coldly over his captive. The Chwar simply stood stoically in place, hands clasped at his waist while gazing steadily ahead. The Khan continued staring ahead, before speaking.

“Kowtow.”

The Khan extended an arm, finger pointed downwards to his soldiers. He swung his legs to the side and dismounted, ignoring the two men in armor as they pushed the shaman to the ground. Seigeisel walked slowly to where the man was pushing himself onto his hands and knees. Seigeisel bent to one knee, drawing a long knife at his side. The leaf-shaped blade extended to the man’s neck, brushing against the surface of the man’s skin before coming to the man’s crucifix. He cocked his head, the end of the knife lifting the wooden cross.

“What manner of shaman wears a token of Yesus?”

The man’s eyes rose, meeting the Khan’s own bloodshot pupils. He remained on his knees, raising his body so he was sitting on his knees. His face grew serene once more, even as the Khan inspected the crucifix balanced precariously by his knife. “I am Twice-Born Bison. I serve the Oglala of this village as both their shaman and their pastor. I commune with the spirits, and the Almighty, on their behalf.”

“Ah,” The Khan’s eyes suddenly glowed with a newfound light, a sinister smile playing on his lips. “You are a man of letters then?”

“I am, Weiskin.”

“Englische?”

“I am adept in writing in English, and I have knowledge of the script of the Caliphate, murderer.”

The Khan gazed across at the Chwar shaman, nodding his head with satisfaction at the unconquered Sioux. The Khan pressed his hands to either side of his head, long knife still in one hand.

“I have searched long and hard, for one such as you.” The Khan said. Despite his stoic resolve, Twice Born Bison could not help but try to pull himself away. There was something in the Khan’s gaze. A sense of deep joy, at having found Twice Born Bison. A tear slid down the side of the Khan’s face as his grip tightened. “Man of Amur, I tell you now I have a bold plan, that will shape the future of the Amureik. A plan that will engrave my memory in this land for all time. When my plan comes to fruition, I intend for you to record it in your own tongue, so that Chwarkin mothers may frighten their children to sleep at night with stories of what I have done.”

The Khan’s hands fell from Twice-Born Bison’s head, the long blade leaving a red cut along his cheek. He hissed bitterly and raised one hand to the wound. The Khan walked placidly to his horse, turning to the guards with a nod.

“Bring him a horse. He joins my retinue.”
<Snipped quote by Nerevarine>

*يرهمله


Töte sie alle. Amur kennt sein eigenes.
@ClocktowerEchos

Ah, a Warhammer fan? I'm a casual noob to the setting myself. My ex-girlfriend was a complete fangirl, and the new Total War game has suckered me in.

Hoping to have a post up tomorrow. Its been very busy at the office of late.
Khanate of Geiselne





Government Structure: Tribal Confederation
Leader(s):



Khan Seigeisel: A one-time mercenary who participated in the former Khanate’s wars against the Caliphate and the former Kingdom of Oxhall. The sellsword Blutigarm came to prominence after his horsemen captured the city of Oxhall, before becoming Khan of his own tribal confederacy. Seigeisel has a reputation as a callous and calculating figure, willingly using violence and intimidation as tools of state.

Ghenges Reiteherschen—The elderly Chieftain of the Tribe of Horse Lords, Ghenges was named for a great conqueror of a past empire. A lifelong friend and advisor to the old Khan Helleschar, the Chieftain refused to fight by the Khan’s side when he set out to kill Blutigarm, stating raising sword against a servant of the Khanate was an affront to Amur. Ghenges came to regret this choice when the Khan was slain in battle, and his son deposed. He joined the new Khanate’s council, hoping to guide the new Khan with temperance and piety. Childless in spite of his concubines and prayers, the now seventy year old Chieftain has grown quite depressed at the realization the Chieftain to succeed him will be a young warrior who idolizes his new Khan.

Efeuger Daggreif—The Tribe of the Dawn Griffin is among the most illustrious and respected names in all Amureik, said to be descended from the Prophet of Amur himself. The tribe is large, with many young members famed for their skill in combat. Chieftain Efeuger Daggreif is no less respected. Known as the ‘Ivy Spear’, the young Efeuger slew his first Chwarkin with an ivy-coated old spear. Young and glory-hungry, he was one of the first to flock to Seigeisel when he raised the banner of his new Khanate. It is said Efeuger’s eyes glisten with joy at the sound of battle.

Kunegunde Helleschar—The eldest child of Khan Kaisimir, the princess Kunegunde could already ride as well as any warrior by the time she was seven. Yet the Helleschar--'Brilliant Sword’--Tribe had no place for a female heir. Despite her own dreams of leading her father’s men in battle, Kunegunde was little more than a pawn to her father, to be wedded to win an alliance from a Weiskin or a truce with a Chwarkin. The fall of her father’s Khanate however would prove her opportunity for greatness. After the death of her father, Kunegunde quickly asserted herself as the ruler of the Helleschar Tribe. Seeing the chance to bring the tribe of his former overlord into his new confederation, Siegeisel nurtured her power. The only female Chieftain to serve the Khan, Kunegunde has a reputation for callous and capricious deeds to maintain her power.

Urhard Krietheud—The War People or Kretheud are a tribe aptly named. One of the more warlike tribes, they are also considered one of the most honorable. Kretheud are aggressive and proud, preferring to defeat their enemies fairly. Not for haughty concepts such as honor, but to prove their own skill at the art of war. Urhard is no different, with a history of raids, sieges and battles to his name. The Kreitheuds maintained a Khanate of their own, refusing confederations with other tribes in favor of their nomadic ways. Many of their young warriors became mercenaries serving under the mercenary Blutigarm, regaling their tribe with tales of conquest and plunder. Eventually, Chieftain Urhard Kreitheud chose to ally with the famed Seigeisel Khan rather than see his youth leave one by one to join the Khanate.

Other Characters:

Khan Kaisimir Helleschar: The former Khan of Helleschar and the leader of its tribe, he was seventeenth in his family line at the time of his death. Though a capable enough leader when at the height of his power, his inconclusive war with the Caliphate and the treaty with Oxhall has given him a reputation among the Khanate’s youth. Warriors who were only boys at the time see Kaisimir as a weak and cowardly ruler, slain in battle by Khan Seigeisel.

Heike Helleschar: Born feeble and sick, the heir of House Helleschar had never even set foot on a battlefield when his father died. Lacking loyalists to assert his claim and with his tribe deserting him for his elder sister, the weak Heike fled for the Kingdom of Alamoa. The boy travels from province to province, always in the wake of an army or official for fear of encountering another Amurik tribe, seeking support from political and military leaders to reassert his claim as Khan of his father’s tribes.

Twice-Born Bison: Captured in a battle with the Chwarskin Oglala Sioux tribe, Twice-Born Bison served his tribe as a shaman and Baptist preacher. After his capture by the Khanate’s forces, Twice-Born has been kept at the Khan’s court as a hostage. As one of the few educated men in court, Twice-Born has taken to transcribing what he has witnessed during his time spent among the Geiselne Khanate.

Culture: From the foothills of the Yukon to beyond the Rio Grande, wandering tribes of nomads may be found, tending to their herds or embarking for war on plains and praries. These are the Amurik People. Horsemen descended from various Midwestern towns, ranches and farms spared by atomic fire, these tribes have wandered beneath Amur’s own sky for centuries.
Individually Amurik tribes are quite peaceful, only attacking settlers who encroach on their territory or travelers who refuse to pay for safe passage. At times however tribes will gather into confederations. Meant to defend their lands against aggression or retake their rightful soil, these tribes are typically led by the most successful chieftain among the group, who is granted a new title out of respect. Among the Chwarkin, both ‘High Chieftain’ and ‘Warchief’ are common titles. The Weiskin however prefer the title of ‘Khan’. The Khan is the supreme authority over the Khanate, though his power comes from the support of his Chieftains. If his influence over these Chieftains wanes, they may reduce their tribute, send fewer warriors in times of conflict, or even withdraw support. Small Khanates may be found here and there along the plains, though the most powerful is the Geiselne Khanate along the northern plains of the former United States.

Culturally, the Amurik people are divided into two groups. Chwarkin (‘Dark People’) and ‘Weiskin’ (‘Pale People’). The term ‘Chwarkin’ came about more than five centuries prior, when the Native Americans began to adopt the lifestyle of their forefathers. It can be used to refer to others such as Latinos, Hindis, Arabs and blacks. Chwarkin are regarded not as inferiors, but rather an alien ‘other’, to be ignored, avoided or repelled as the situation warrants. Weiskin on the other hand refers to nomadic tribes of lighter tones. Though East Asians and Jews fit into this group, the term is overwhelmingly used to refer to Caucasians. Most Weiskin can trace their ancestry back to German, Scandinavian or Polish settlers who came to the region centuries ago. Piety, hardwork and self-reliance are all traits prized by the Weiskin, as is skill in war.

Unlike their neighbors, English is uncommon as a first language. Fewer than one in three Amurik nomads speak English with any degree of fluency. Instead they speak Amurik, a bizarre hodgepodge of English, German, Scandinavian, Polish and Native American words. Amurik dialects are quite abundant. The form of Amurik spoken by the Daggreif or Helleschar of the Dakotas can vary considerably from the tribes along the Rio Grande or Rocky Mountains. There is no formal written form of the language, with most priests and scholars writing in English, German or Arabic instead.

The chief religion of the Amurik is Amur Christianity. Though it follows the central tenets of Christianity, it incorporates elements of traditional Native American faiths and Germanic paganism into itself. For instance, it is believed that Thor is a spirit in service of Amur or God. The will of Amur is interpreted by Shamans, who look to divinations and communions with the natural world to read Amur’s intentions. Amur was passed on by the prophet of Amur centuries prior, who taught that the war was punishment from Amur for straying from His will. Though not explicitly condemned by Amur scripture, it is often held that sedentary lifestyles and a reliance on technology is an affront to Amur, and nations with large urban populations are often looked down upon. They hold that all the land beneath the sun and between the waters is the Amureik, the kingdom of God, free for His people to wander, explore and protect, and any that would deny His people passage are to be expunged from the Amureik.

Demographics:

Race:

Caucasian: 74%
Native American: 9%
Latin American: 5%
African American: 4%
Arabic: 3%
Asian: 2%
Semitic: 2%

Religion:

Amur Christianity: 68%
Christian (Protestant): 17%
Islam (Reformed): 7%
Christian (Catholic): 5%
Christian (Mormon): 2%
Traditional Native American: 1%

Nation History:

After the fall of the United States, much of the East and West coasts were left in ruins, Hundreds of thousands were dead in mere moments. The Midwest on the other hand was virtually untouched. Few military targets or population centers stood in the Great Plains, leaving dozens of small cities and towns standing in the wake of the war. At first, these small towns shifted into city states and tiny nations, relying on interconnecting networks of trade to survive. After the first few years however the situation began to deteriorate. Native American tribes abandoned their impoverished reservations, taking up their ancestral heritage. Some say the conflict between the Chwarkin and Weiskin began with the Chwarkin raiding villages. Others say the fearful Weiskin attacked roving Chwarkin bands. In either case, this was the beginning of the blood feud between the Weis and the Chwar.

This only changed with the coming of the Prophet of Amur.

Records of the Prophet have been lost, but it is said he was a tall man, whose skin glowed a dark green. Claiming to be a prophet sent by Christ, he taught the people of the Midwest how to survive. How to ride. To hunt. Craft a composite bow. He traveled from town to town, urging the citizens to abandon their impoverished settlements in favor of the wide open plains. These tribes would spread across North America, with some ranging as far afield as the North Passage, and as far south as central Mexico. At times, these tribes would form confederations. Khanates. Geiselne was no different, rising from the fading ashes of the confederation before it.

Sixteen years ago, an ambitious mercenary known as ‘Blutigarm’ appeared in the court of Kaisimer Helleschar. Skilled in battle and with a small band of mercenaries at his side, he was hired by the Khan for his upcoming planned war with the Caliphate. Though the war would prove to be a futile endeavor for both sides--ending in a humiliating final battle and a White Peace with no lands gained or lost--Blutigarm distinguished himself in the war, winning more followers. He joined Kaisimer’s army in the subsequent war against the kingdom of Oxhall, taking half their lands before the Khan chose to end the war. Blutigarm however was not satisfied. On the eve of negotiations, Blutigarm launched a surprise attack on Castle Oxhall. Though said to be unassailable even by the Khan, Blutigarm succeeded in taking the Castle and its town. His archers lined the walls, releasing volleys of arrows on the surprised guards even as his lancers ran down all resistance in the streets. The unexpected victory won Blutigarm much praise, even from many esteemed Chieftains, and made the Khan look weak and cowardly by comparison. Outraged that a mere mercenary would overshadow his own reputation, Khan Kaisimer Helleschar rode out with what forces he had, intent on crushing Blutigarm’s small army. Instead of cowering away in the captured fortress, Blutigarm chose to ride out and meet the Khan, bearing the banner of Oxhall’s citadel in one hand and waving it tauntingly at Khan Helleschar. The sight of this caused the elderly Khan to fly into a rage, and he led his forces in a charge. The mercenary did likewise. When the two armies parted hours later, the Khan was found trampled to death where their lines first met. Lacking a firm leader to take his place, the army of Helleschar withdrew.

Though Helleschar’s son attempted to take his father’s place, his young heir was widely despised among the various tribes. Seen as inept, unintelligent and weak, his few loyalists melted away when the boy fled in fear from his father’s Khanate. Now with no heir, the chieftains convened to determine what was to be done. It was at this meeting that a shaman informed the chieftains that it was the will of Amur that Blutigarm should be Khan. A mere two weeks later, the former mercenary was hailed as the new Khan. He took a new name, Seigeisel--Victorious Scourge--and applied that name to both his new tribe and his Khanate. For the past eight years, Seigeisel has quietly been consolidating his control over the numerous other clans (both Chwar and Weis) in his domain. Though for the first time in a decade, rumors of scouting parties from the Khanate are emerging from the borders of the Caliphate, Tabernacle Empire and Alamao Kingdom. Rumors that may be far more than idle gossip. With an abundance of young warriors who view him as a living legend, Khan Seigeisel is in place to assert his rule across the Amureik, even against the nations that would divide it as their own.

Description of Economy: The Tribes of Amureik are primarily agrarian, producing herd animals such as horses, cattle, bison, sheep and goats. This income is supplemented by plunder won in conflicts with other factions, and tolls imposed on merchants and travelers through their territory. Any merchant from the Tabernacle Empire or Alamoa Kingdom seeking trade with the Caliphate would be expected to pay the Scourging Khan his due.
The wealth of tribes is primarily dependent upon how much livestock they own. Tribes with larger herds are inherently seen as wealthier than those with smaller ones. Though the Khanate has its own currency—golden coins known as Dul—most trade between Amuriks is done through a barter economy, with only the Warriors, Shamans, Merchants and more prominent Artisans making use of the Dul.

Description of Military:



The Amurik tribes are horsemen, through and through, and their military reflects this. Each tribe has a Warrior Caste, with each maintaining their own horse and arms. Mounted cavalry is divided into two types. Mounted archers and lancers. Mounted archers are light cavalry, meant to outmaneuver their enemies. These swarms of horsemen can serve as a distraction for enemy troops, to swarm difficult enemy positions with arrows or to hem their flanks during a battle. Additionally, light cavalry may serve to harry an enemy force on the march and limit their logistics. Nearly 60% of the Khanate’s cavalry are mounted bowmen.



Lancers on the other hand are the vanguard of the Khanate’s army. Designed to serve as the hammer in the field, lancers—both light and heavy—are equipped with the finest arms available. Light lancers are rapid assault troops, attacking light soldiers or slamming from the side. Heavy lancers on the other hand are dressed in scale and plate mail, charging the enemy with long lances to break their lines head-on.
Light cavalry forces wear leather and padded fur armor in combat, while light lancers wear these with leather and lamellar cuirasses. Heavy lancers wear full suits of metal lamellar and scale made of leather and steel. Archers carry composite bows, a shield and a saber, axe or mace, with Lancers using shields, lances and sabers or maces.





Infantry forces are primarily young warriors, lacking wealth or experience enough to buy or earn the arms of older warriors. Others are slaves, offered their freedom in exchange for their service to the Khanate. Infantry are usually lightly protected, wearing fur, padded or leather armor or even marching in their civilian clothes. Spears, axes and maces are common among them, alongside shields. Most frontline foot-soldiers carry one to five handaxes, meant to be thrown before a charge against the enemy. Additionally, they have a number of archers among them, which are used to pepper, harass and distract enemy lines from elevated positions. Arms and armor are rented to poorer soldiers from the chieftain of the tribe, passed down from more experienced warriors or plundered from the slain after the battle.

Geiselne soldiers will recruit military talents and potential soldiers from captured cities, usually drawing from minorities and the existing military. All males from age fourteen are considered eligible for service until death or injury renders that impossible. Geiselne divisions are based on tens. Ten men make a squad, ten squads make a company, a ten companies a division and ten divisions an army. All future campaigns are treated carefully, with generals and chieftains gathering intelligence and reconnaissance months in advance.
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