Region Demographics, Culture and Armed Forces.
Shown from highest to lowest population and agricultural value
Note 1: With the armed forces the number in the parenthesis indicate combat proficiency and danger on the battlefield, the higher the number, the more dangerous the warrior, monster etc..
The scales goes from 1 to 5.
Note that the scale compares units on basis of their quality over their quantity. Great creatures or war engines would count as individual entities, where elite troops would be counted in small groups and ordinary troops in squad or platoon basis. So a larger group of normal troops would be compared against a smaller group of elite warriors and then see which was the most dangerous.
Example: A single dwarven tank (Rating 5) would be more dangerous as well as more effective and valuable on the battlefield than a squad of Grom-Guards (Rating 3), which would again be better than a platoon of Mellow Hills Militia (Rating 1).
Example 2: On the other hand not all groups would be equally large within the same rating, so a small group of Eradicators (Rating 4), would be about equally effective with a full squad of Twilight Fairies (Rating 4) or a pair of Dwarven Dreadnoughts (Rating 4). And similarly, a large horde of halflings (Rating 2) would be as dangerous as a platoon of Imperial Legionnaires (Rating 2) or a smaller group of hardened Mercenaries (Rating 2).
When these are used for Navies they indicate a combination of overall strength and number of vessels in the fleets and flotillas, and the competency of the ship crews.
Note 2: It should be noted that the population number in both capital cities and lands (all of which are approximations rather than hard facts) are loosely based on medieval Europe, and assumes that the unnamed continent of the Oververse (which I call the Old Lands) is approximately the same size, perhaps somewhat larger (as it goes from boreal to tropical). This means that some of the areas on the corresponding map are ridiculously large, such as Evernight for example, which would be a forest larger than many individual European countries.
A consequence of this is that the populations (while small by modern standards) are all fairly high when we consider that this is a realm that needs to be conquered by a single individual, and his/her minions and allies.
Many of, if not all, the cities will also be correspondingly much bigger than shown in the games themselves - And by extension I have also "promoted" a few of the otherwise fairly small cities and villages from the games (and occasionally from my fellow Overlordians' stories) to be much bigger than otherwise indicated, Nordberg, Meadowsweet, Spree, and Faairdal probably being the most glaringly guilty examples of this.
I did my best to make it seem realistic (however, not being that skilled at math might make a mockery of that attempt), though this will undoubtedly come back to viciously bite me in the hindquarters when I try to figure out just how many minions will be needed to conquer the world, and all the other problems that world domination entails...
- You will also have to excuse me for only naming the biggest cities with a population of approx. 8.000+, and ignoring the lesser villages and towns with only a few hundred or thousands inhabitants that will also dot the landscape in their dozens or even hundreds - I simply don't care to make up that many names.
Note 3: Lastly, the population number (of the elves in Everlight and Evernight especially, given the event of the previous two games) will all seem unrealistically high when you consider that this is a world where the lands and the people living in them are ravaged ferociously by war all the time, both with each other, and, especially, by the near-genocidal Overlords with their minion armies at least once every second or third generation or so, possibly much more frequently.
But in order to accommodate the Evil cycle of Overlording, I imagine that not only all the peoples, cultures, and races, but also the world itself, are able to recuperate with astonishing, or even unnatural, swiftness. For example, the Heartlands (as well as the dwarves of Stodir in SE) became a world-conquering empire in the span of only a few decades, and Aurenthuria barely took more than four decades either in RoanS. Likewise the Mellow Hills never run out of sheep, no matter how many are killed.
It also seem, judging primarily from SE and personal headcanon, that while the elves live as immortally or near-immortally long lives as usual that they only mature mildly slower than humans as well as can, and often do, reproduce at a comparatively similar time interval as more mortal races, justifiable as they would have died out a long time ago otherwise, seeing as one of Evil's favourite hobbies seem to be elf-slaughter.
Sovereignty: Imperial Monarchy - Second Dynasty
Racial Population: Humans (5.600.000)
Capital City: Arcadiopolis - Population: 97.000 (citizens), 44.000 (slaves)
Important Cities: Deltiopolis (Naval & Harbour City), Vendenis (Trade hub), Rosapolis, Tarentum, Paxus, Capena, Primopolis, Corneli, Olisipo, Florianum, Juvano, Castra Major, Vaeria.
Cultural Notes: The peoples of the Heartlands and by extension the Empire, are a refined and ambitious people, priding themselves on their culture and achievements. The society revolves around prestige and connections. The imperials takes great pride in their ancestry and the illustriousness of their family. It is said that the worth of anyone in the Empire can be measured by a combination of his or her lineage, position and connections. Influence is often equalled to good character.
Imperials are a deeply prejudiced people with a firm belief in their own superiority. They have little time or tolerance for other races or cultures who will always be seen as inherently inferior due to their heritage as non-imperials.
As a people they have a taste for the so-called sophisticated and finer things in life, such as art - particularly in its erotic aspects -, politics, fine foods, luxury items and grand displays of entertainments, such as arena fights. Their culture is rife with inequality, corruption, political intrigue and similar vices which has led to a civilisation where everything - short of the word of the Emperor himself - can be changed, manipulated or ignored and almost any law broken and any deed or crime performed if one has enough money, political power, or can pull favours with someone who does. That is not to say that the imperial cities are chaotic or anarchistic, and law and discipline are rigidly enforced, it simply means that someone with direct or indirect power or authority can do whatever they like as long as they can keep up a legalised and civil facade.
Imperials almost universally believe themselves to hold the moral high-ground and to be in the right purely by virtue of them being supposedly civilised, cultured and divinely blessed beyond any of the barbarian races and peoples that live in the lands. They usually consider it an undeserved honour for other nations and cultures to be inducted into imperial rule trough conquest, and often think that other races should consider it a privilege to be taken as slaves to serve the imperials.
As a civilisation the Empire's foundation and power is built on three cornerstones. Slavery, military might, and trade. The slavery in both the imperial cities themselves and in the provinces beyond the Heartlands supply the resources, supplies and labour they require to perform whatever work that an "good, honest, imperial citizen" should never have to stoop to. The considerable military might, beyond establishing the provinces, secure the Empire's might and power in the world and serves both to conquer enemy territory for the Imperials and to protect their own from the vile forces of the other races and cultures. The last pillar of the imperial society is trade, the imperials have developed their trading to such a degree that it has created a strong and thriving economy beyond practically any other culture.
Auxiliary - (Light Infantry, 1) - Lightly armed troops often conscripted from amongst the slave population or the people of the provinces. The purpose of the Auxiliary is usually to support the legions themselves in battle. Occasionally they are trusted to undertake garrison duties in areas where the local population might be more amendable to them than proper legionnaires.
Legionnaires - (Medium Infantry, 2) - The trained and well-armed imperials that make up the bulk of the Imperial armies. They come in two variants. The green-tunic wearing legionnaires are newly inducted or inexperienced soldiers whose primary tasks involve guard duty, as reserve troops in major battles, and pacification or conquer of relatively docile threats and regions. The blue-tunic wearing legionnaires on the other hand are battle-hardened veterans and the empire's core fighting force, whose primary duty consists of active warfare and conquer of more dangerous enemies or well-protected areas or cities. A third, smaller, group is the Venatoris, the red-tunic wearing crossbowmen chosen from skilled archers of either green or blue legions and usually accompany and support said forces.
Equetes - (Medium Cavalry, 3) - The well-equipped and highly prestigious corps of cavalry consisting of horse-mounted scions of well-regarded military or noble families who fancy a more glamorous and glorious position than legion officers. Widely regarded as glory hounds, they are often at the forefront of heroic charges and similar actions and those who survive will often spot an impressive array of battle honours.
Praetorians - (Medium Infantry, 4) - The elite of the imperial armies, the black-clad Praetorian Guard, or simply Praetorians, are chosen from the best veterans of the legions and then provided with the very best training and wargear the Empire can provide. Being consummate professionals they care nothing for personal glory and are only concerned with carrying out their orders and assigned missions, or die trying, and can always be found on the very most dangerous or vital missions and places on a battlefield.
Sentinels - (Magical Infantry, 4) - The secretive and mysterious Sentinels are the most potent and premiere anti-magical weapon deployed by the Empire. Too valuable too loose in ordinary battle they are never used in conventional warfare or against non-magical enemies. Sentinels have however proven their worth time and time again against magical foes, and few magical forces can mount any kind of defence against their feared powers.
Eradicators - (Heavy Infantry, 4) - While they are occasionally deployed against mortal enemies, Eradicators are primarily an anti-magical force like the Sentinels, but unlike them, Eradicators are regularly deployed in outright warfare and their training and experimental weapon technology have proven invaluable in many battles. Eradicators are usually deployed alone or in small groups, but even that number can wreck heavy damage upon all kinds of foes, magical and non-magical alike.
Gargantuans - (Heavy Infantry, 5) - The ultimate in imperial warfare, gargantuans are inhumanly powerful with a strength and toughness surpassing even trolls, knows neither fear or pain and are conditioned to an slavish level of obedience to their commanders. Though an extremely blunt weapon, even a single gargantuan is a formidable force to be reckoned with, able to go toe to toe with just about any foe or squadron of troops, and when deployed in groups there is said to be almost nothing that can even hope to stand against them, never mind actually defeating them.
Classis Imperialis - (Heavy Navy, 5) - The Royal Imperial Navy might not necessarily be the most skilled naval force in the world, but it is certainly both the largest and the strongest. Dwarfing every other fleet on the oceans in terms of both number and size of vessels, the Classis Imperialis is the only fleet large enough to lay any kind of claim to controlling the seas as a whole. Though it has lost at least as many naval battles as it has won against dwarven, elven and pirate armadas its sheer size means that it can secure Imperial interests largely unopposed. The Classis Imperialis includes the following ship classes, in ascending order of size, weight, crew population and armaments:
Brigs - Small, compact vessels, too light for fleet engagements, which functions as scouts and messengers.
Schooners - Fairly small and agile ships that works as light escorts for merchant or larger warships.
Corvettes - Slower medium-sized vessels that works as heavy escorts or form squadrons in combat.
Frigates - Heavy ships that serves as the flotilla squad-leaders and the backbone of greater naval battles.
Galleons - The capital ships of the fleet, these powerful vessels are at the heart of all great naval battles.
Noticeable Features: Seat of the Glorious Emperor, The Tamesa river, Cratau Plains.
Noticeable Fauna/Monsters: Battle Beetles, Frogs
The Mellow Hills
Sovereignty: Anocracy / Representative Democracy (Humans) - Plutocracy (Halflings)
Racial Population: Humans (3.800.000), Halflings (1.600.000)
Capital City: Human: Ovisor - Population: 68.000 /Halfling: Melon - Population: 32.000
Important Cities: Human cities - Spree (Frontier city, old capital), Veal, Mareen, Edib, Cornu, Baggos, Ihus, Thub / Halfling cities - Melvis, Scratch, Scof, Blist, Necoy, Cal.
Cultural Notes (Humans): The inhabitants of the Mellow Hills are typically considered a simple-minded and uncomplicated people. Industrious and conservative, they tend to prefer peace and quiet and going about their days and business with as little excitement as possible. Mellowers are hardworking but often considered dull-witted, unimaginative and superstitious. They are a calm people and though the Mellow Hills has been invaded and conquered many times throughout history it has almost always been with the bare minimum of bloodshed as the people prefer surrendering peacefully to fighting back and getting killed. As long as they are allowed a modicum of freedom and allowed to go about their lives, they are generally less fussy than most about whom the ultimately serve. Many warlords have also found them to be comfortably easy to frighten into subservience, but that they likewise have little to no loyalty to their masters or protectors should the status quo change.
Armed Forces (Humans):
Hill Militia - (Light Infantry, 1) - The Mellow Hills does not have an organised army as such, instead most cities have a small defence force of local citizens who take on a paramilitary role. The precise roles and details of this vary from city to city. The two most normal forms is that of either a full-time complement of city guards who function as both law enforcers and protectors of the city, or to have a group of trained but part-time warriors who will go about their daily lives until called to serve in battle by the city leader. Some larger cities, such as Ovisor and Spree, have both.
Battle Rams - (Heavy Cavalry, 3) - The well-equipped heavy cavalry of the Hills and the only truly professional warriors. Battle Rams are a comparatively small order of independent knights who are said to have a special bond with the sheep and rams of their homeland and are known to bred rams whose size and aggression are said to bring to mind small hornbeasts. Both they and their rams are clad in steel plate, and a Battle Ram charge is something that even Imperial Legions have learned not to underestimate. The order live in the Mellow Hills but are not officially associated with the nation itself, and their services in war or battle, particularly against especially fearsome halfling raids, are negotiated by contract with the individual towns or cities that require their aid.
Cultural Notes (Halflings): In contrast to the humans of the Mellow Hills, the halflings are an aggressive, stubborn and generally hostile people. The halflings are notorious for several things, the most infamous and famous of which is their gluttony and culinary ability, respectively. Halfling cooking is said to be the envy of the world, in terms of both quantity and quality. Their grand halfling kitchens and banquets have spawned stories of the most extravagant feasts that could feed entire cities for days with meals fits for the most luxurious of kings; but likewise has it bred tales of obscene horrors where cannibalistic halflings feed ravenously upon both their own and people from other nations, cultures and races. Halflings measure worth and status in wealth, and no kind of wealth is more precious to them than food.
As such the halflings with the greatest and most filled granaries, meat-stores, ladders and food-lockers as well as the most servants and highest-proficiency chefs are the most powerful amongst them.
Halflings are notorious thieves who will take everything they can lay their grubby hands on, be it material, food, cattle or people, with force whenever necessary. One of the greatest fears of Mellowers are for their farms or homes to be raided, or their loved ones abducted, by halflings.
Though not in and off themselves a proud people, Halflings are ferociously stubborn, and short of extermination (not at all an easy thing to accomplish as they breed like gnomes), there is little way of keeping them in line. Halflings do not recognise any authority above their own which does not have more wealth (most often in food but other values like land or gold sometimes are considered) than they do, regardless of power. It is possible to make contracts and alliances with them, but they make finicky allies and such pacts tends to be temporary at best, or at least in continuous need of alteration, as the power struggle of halflings shifts constantly, and a pact made with one clan will be considered null and void the second a new one gains power.
Armed Forces (Halflings):
Halfling Horde - (Medium Infantry, 2) - Caring little for military organisation or order, halflings simply group all their troops into one group, regardless of experience, weapons or proficiency. As such, all kinds of weaponry will be included, from spears and swords to sling-shots and surprisingly sharp and sturdy kitchen tools. Halfling hordes are often lead by the richest, and thus best supplied, members of their kind, or the cooks, as amongst halflings, culinary ability often equals combat experience.
Trolls - (Heavy Infantry, 4) - Being semi-sentient, if very dull-witted, trolls are often trained by halflings as shock troops, bodyguards and similar rather simple positions. Being smart enough to understand and follow orders but to dumb to think for themselves they work well together with the halfling battle ways. Being extremely tough and many times stronger than most races they can be near unstoppable once unleased in battle.
Noticeable Features: Spree Castle, extremely fertile farmland
Noticeable Fauna/Monsters: Sheep, Battle Beetles, Trolls
Sovereignty: Aristocracy (Humans), Monarchy (Elves), Stratocracy (Dwarves), Meritocracy (Fairies)
Racial Population: Humans (1.900.000), Dwarves (Hammer Gorge - 270.000), Elves (Illirium - 110.000), Dusk Fairies (Withering Woods & Melancholy Moors - 17.000)
Capital City: Human: Meadowsweet - Population: 43.000 (citizens) - 15.000 (slaves) / Dwarven: Dagonbor - Population: 31.000 (citizens) - 18.000 (slaves) / Elven: Kviliria - Population: 16.000 (elves), 13.000 (fairies) / Dusk Fairies: Veitear - Population: 5.000 (fairies) - 25.000 (slaves)
Important Cities: Human cities - Farmstead City, Brightdawn, Skyclear, Farfield, Trailpath, Wildgrowth, Summerspring, Solstice, Fairfield, Bloodbrand (bandit village) / Dwarven cities - Togar, Rholon, Eros, Malon, Buhnamor/ Elven cities - Twily, Lyrabelle, Tia, Sunsera/ Fairy cities - Xiras, Aran, Lupos, Muraly, Zil.
Cultural Notes (Humans): The Greenvalish, or simply Vales, are an opportunistic and free-spirited people. The nation is domineered by its nobility, but unlike places like Heaven's Peak or the Empire, the noble houses of Greenvale are constantly in flux; it is not at all uncommon for an enterprising or virtuous individual to be raised to the rank of nobility through personal success, and all noble houses constantly has to prove it has earned the right to its privilege lest they fall to newer houses hungry for the power of its esteemed brethren. The Gromgard House so far remains the only house in history to have kept its position and power over several centuries, which has earned it the rank of the First House. Unlike most non-elven cultures, the Vales are remarkably gender-equal, with all positions being attainable by both men and women, and only lingering traces of a more patriarchal rule remains. Greenvale is a very wealthy nation, maintaining its prosperity through a combination fertile fields and strong trade connections with many other nations, from the nearby Mellow Hills, Illirium and Hammer Gorge, to the more distant Kiretheim, Ruboria, Golden Mountains and Heaven's Peak. This has led to both many citizens being better off than in most other human civilisations, and that the nation has had the capital to not only built great cities, but to hire dozens of mercenary contracts to defend them from attacks.
Another thing the nation is known for is its independent neutrality. The Vales do not care for commitment in the form of alliances and will do much in their power to remain free from outside influences. But the Vales are not a conservative people, and many noble houses and individual people are always pushing for change and new opportunities, as long as they can maintain their personal influence.
Armed Forces (Humans):
Meadow Militia - (Light Infantry, 1) - The Meadow militia are the men and women who protect the cities and villages beyond the capital. These will be trained as city guardsmen with duties of law enforcement and to protect the city from predatory incursions such as from wolves, battle beetles or the occasional troll. Occasionally they will have to fight off more dangerous attacks from bandits or dusk thralls. Sometimes the captain of the militia will be a Grom-Guard from Meadowsweet to teach his or her experience to the militia and keep them as prepared as possible for potential threats, making them somewhat more well-trained than that of most other enforcers and civilian troops throughout the world.
Bandits - (Light Infantry, 1-2) - Almost every land in the world must endure the presence of some variance of unlawful elements, be they brigands, highwaymen, pirates or raiders etc. but Greenvale has always been a haven for bandits and illicit operations. And these slavers, thieves, scoundrels, murders and other unsavoury peoples roam the countryside in anything from small groups of only two or three to small armies of organised cutthroats stationed out of the woods, mountains or the town of Bloodbrand. While individuals and small groups are only a danger to unprotected travellers the bandits occasionally organise larger raids that can put entire towns at risk.
Mercenaries - (Medium Infantry, 2) - While Greenvale does have their own soldiers in the form of the Meadow militia and the Grom-Guard, the nation far more relies on mercenary bands to function as their primary military force. Several dozen independent mercenary companies have contracts to keep the land and cities safe from both beasts, bandits and invasion by hostile nations. These bands come in many sizes and shapes, from barely a handful of legalized bandits, to disillusionised dwarven warbands and even at least one full legion of deserted Imperial troops, and anything in-between. Greenvale has a great deal of very lucrative contracts of various length of service for many of them, and the people's dependency upon hired fighters is so well-established that several freelance mercenary companies will habitually travel to Greenvale if they have exhausted their regular contracts or are simply looking for work, and as Greenvale is very wealthy many of them can easily find jobs of protecting cities from bandit, dwarven, elven, halfling, Dusk Fairy thrall attacks or similar.
The Grom-Guard - (Medium Infantry, 3) - The most formidable force of Greenvale is the Grom-Guards, a military force of well-trained and supplied soldiers established long ago by a prominent member of the Gromgard family. Though they occasionally deal with larger threats out in the wider nation of Greenvale, their primary purpose is the protection of the capital of Meadowsweet. While not quite on par with the elite troops of other nations they have nevertheless kept the city safe from many determined foes.
Cultural Notes (Dusk Fairies): Dusk Fairies are the dark cousins of the twilight fairies that live with the elves. Seeing as their race was originally born from the influence of one of the dreaded Overlords, it is not surprising that evil permeates their society as surely as greed does that of the dwarves. In many ways the dusk fairies have often been likened to the succubi, and like them dusk fairies are a matriarchal culture. Males are more numerous in the society, at about a three-to-one ratio, but the females are invariable faster, stronger and more magically powerful and in any cluster of hatchlings the eldest sister will always have primacy over her siblings. The males are about the height of a normal human and often perform duties akin to those of drones or warriors in the society, while the females are at least a head taller and always occupy positions of power, in either military, secular or spiritual positions, with authority equalling martial and magical power.
But both genders of fairies lord over the lesser class of their society, the dusk thralls, with even the lowest ranking male usually being served by at least one or two slaves, and the noble females having several dozens, or in the case of the Queen, hundreds at her beck and call.
Ruling over the dark forest of the Withering Woods in a sinister mirror image of Evernight or Illirium with their influence extending into the Melancholy Moors as well, they are considered a dark plague upon the realm of Greenvale as a whole. And for good reason.
While the fairies are more than fearsome enough for anyone entering the forest in and off themselves, the thing that makes them feared is their slave taking. Almost two thirds of the prey of any slaver in Greenvale, and sometimes even beyond, will end up in the hands of these fairies, and they are not above refilling their slave stock on their own as well.
Everyone captured by dusk fairies, or sold to them by enterprising slavers, whether they be human, elf, dwarf or another race all together, are enslaved as thralls through the use of dark fairy dust that constantly spreads from the fairies' wings, to the point where it permeate the very air of the deeper parts of forests itself. The dust affects any creature of weak will and magic. The dust makes the people exposed fearful and subservient, and thus enslaved to the will of their dark lords and ladies. But the fairy dust not only weakens the mind of the slaves to ordinary and magical suggestion, but also works like a particularly sinister drug, with excruciating or even lethal withdrawal symptoms, so even if some try to escape or rebel it would cause them poison-like agony or even death unless they returns to the fairies for new doses within long.
Armed Forces (Dusk Fairies):
Dusk Thralls - (Light Infantry, 1-2) - Dusk fairies only rarely perform their attacks themselves, far more often these will be carried out by their thralls. Seeing as dusk thralls are taken from many different races, particularly Greenvalish, Hammer Dwarves and Illirium Elves, their combat abilities and equipment will vary widely. Enslaved to the point of being little more than warrior-drones, dusk thralls forces are driven by a fanatical and relentless purpose in the service of their dark masters.
Wolves - (Light Warbeasts, 2) - The presence of wolves in the dusk ranks is not at all an unknown occurrence, as wolves have always been abundant in Greenvale, and the dark fairies have long considered them excellent pets and attack beasts. A pack of ravenous wolves under command of a dusk fairy is a fearsome threat, whether independently or as part of a great force.
Dusk Fairies - (Magical Infantry, 4) - The dusk fairies themselves are some of the most feared foes in all of Greenvale. Even in war they are usually only encountered individually in battle, but being powerful in both martial and magical ability and wielding cursed weapons, even a single dusk fairy can unleash devastation amongst their foes. But more fearsomely, a fairy spur their enslaved followers on to even greater ferocity, making their force more dangerous with their mere presence.
Noticeable Features: Gromgard Castle, The wilderness, Farmstead, the Withering Wood, Melancholy Moor, Illirium, Hammer Gorge
Noticeable Fauna/Monsters: Wolves, Battle Beetles, Spiders, Trolls, Unicorns
Note: Neither the Hammer Gorge dwarven nor Illirium elven cultures or armed forces are detailed here, seeing as both would be more or less identical to their Golden Mountains and Everlight/night equivalents, with the Illirium elves being somewhat more moderate in their behaviours, if more arrogant, than either group.
Sovereignty: Oligarchy / Autocracy (when a Paladin is present)
Racial Population: Humans (820.000)
Capital City: Angelis - Population: 79.000
Important Cities: Carmen (Trade Hub), Stanza (Academic City), Canto (Military stronghold), Grigori, Kushiel, Metatron, Nakir, Ophanim, Seraph, Virtues, Pahaliah, Gadreel, Thronues.
Cultural Notes: As a people, the Peakers are a diverse group. Not often as easy to paint with the same brush, and more than the people of most other nations they have amply demonstrated both vices and virtues throughout their history. The power has always laid with the nobility, and, guided by the Code of the Paladins, the Peakers, commoner and noble alike, often attempt to embody, display and build a society where Law and Order reigns stronger than in most other nations. Though many times this strictness of the law have led to uncompromisingly severe or even outright tyrannical tendencies that have taken root amongst its nobility to fester before being expunged. And sometimes, these tendencies have even taken on an altogether darker aspect, mirroring the ancient creation of the nation. But contrasting to this strong sense of lawfulness, the nobility has always been ruled by an equally strong sense of honour and personal gallantry. Every nobleman or woman does his or her best to uphold and display their virtues and honour as well as that of their House, or, at the very least the pretence and facade of virtues and honour. The commoners of the peak are mostly a more practical and sensible people than their aristocracy, preferring to keep more to their own matters and daily lives than lofty ideals and noble codes.
Peak Militia - (Light Infantry, 1) - In addition to Heaven's Peak's standing army each city will have its own militia, consisting of guardsmen recruited from the local population and the governor's and nobles' personal household troops. The militia rarely sees combat unless the city they watch comes under attack, but every five years (or more often during wartime) the most promising amongst them are sent to Angelis to be inducted into the Angelic Guard.
Angelic Guard - (Medium Infantry, 2) - Heaven's Peak's standing army is the Angelic Guard. Stationed out of Angelis, but with large contingents in most major cities throughout the Peak. Save for only dwarven forces, the Angelic Guard is better armed than the militaries of any other nation in the world with very high-quality steel equipment for even the rank-and-file. With solid training and often amble experience due to campaigns against both dangerous wildlife and enemies they are often regarded as a smaller, but better supplied, equivalent to the Imperial Legions.
Angelic Knights - (Heavy Infantry, 4) - The small elite knighthood of Angelis is undisputedly considered one of the best infantry forces in the world. Armed and clad in the finest durium wargear and rigorously trained and constantly keeping their edge sharp in combat against the foes of the Peak. In addition to extreme martial prowess the Knights are known for their stoic discipline and code of honour.
Paladins - (Magical Infantry, 4) - The secretive Paladin Order has ruled or assisted Angelis and Heaven's Peak for millennia, and though not technically part of the Peak's armies their militant members can sometimes be found aiding them in times of war. Exceptionally well-trained in both martial and magical combat and wielding enchanted weapons the Paladins are a fearsome force to be reckoned with.
Noticeable Features: Swampland & low-laying grasslands
Noticeable Fauna/Monsters: Boombo Birds, Zombies (remnants), Sea Serpents, Wisps
Nordberg & Kiretheim
Sovereignty: Representative Democracy (Nordbergians), Monarchy (Kiret)
Racial Population: Humans (360.000), Gnomes (10.000.000+)
Capital City: Nordbergian: Nordberg - Population: 26.000 / Kiret: Aesir - Population: 19.000.
Important Cities: Nordbergian: Faairdal, Jelling, Thaisy, Leshy, Idun, Nornir / Kiret: Frigmr, Solgaard, Hymir, Gefionheim, Freyn, Lijormur.
Cultural Notes (Nordbergians): Even more so than the otherwise similar Mellowers, Nordbergians are a very traditional and simple people living off the land. Though they are not a proud people compared to Imperials, Greenvalish or the Kiret, they resent any change to their lives and wants nothing more than continue to live the way that their ancestors did. Unlike their Kiret cousins, the harsh climate of Nordberg has done little to harden the Nordbergians as a people, and they are easily cowered or threatened into obedience. That said, unlike Mellowers, they are rarely content to stay under someone else's power and will take opportunities to rebel or throw off their shackles if they are given an opportunity and can muster the courage. Unlike all other governments except the Mellow Hills, the Nordbergians have a representative democracy, where the local mayor is chosen through popular vote by all adult citizens in the city, as opposed to most other nations wich has some form of either aristocratic or meritocratic society.
Nord Militia - (Light Infantry, 1) - Unlike their Kiret cousins, the Nordbergian are not a violent or warlike people, and what few soldiers and guards that they do have to fend off bandit or wolf attacks are mainly hunters who have some skill with either crossbow or harpoon and hardly the match for any other military force.
Cultural Notes (Kiret): In sharp contrast to their Nordbergian cousins, the Kiret is a very warlike and proud people. Beyond the capital which is ruled by the king, the Kiret cities are ruled by a Jarl which is the only rank of nobility amongst them. The Kiret are not the bloodthirsty brutes that many believe them to be, but they do embody qualities that could easily be mistaken as such. They are a hardy people who praise perseverance, self-reliance and strength, but they are also a brash and gregarious people that, despite distrust and hostilities of outsiders, frequently feast and celebrate and will accept the company or alliances of those that have proven themselves worthy. To the Kiret, the most important personal traits are strength and valour and almost every member of their culture who is not too young or old, men and women alike, will have some degree of weaponry proficiency and can participate in battle if so required. The Kiret are stubborn and proud and the wilderness of Kiretheim where they live is the only region ruled by humans that has never remained claimed longer than a single generation by any outside force, whether human, dwarven, elven or even minion.
Kiret Hunters - (Medium Infantry, 2) - The warriors known as hunters are the ordinary soldiers of the Kiret, and though their wargear might not match that the Empire, Heaven's Peak or Greenvale, their ferocity in battle is second to no other human nation's warriors and their hardiness are almost on pair with that of the dwarves and brown minions. Though they sometimes enter battle in great hordes, Kiret hunters most often fight in small hardened groups of brothers- or sisters-in-battle that can be a match for even an imperial squad.
Aesir - (Medium Infantry, 3) - The hardiness of the Kiret combined with expertly forged weapons and years of dedicated training is what makes the Aesir such renowned foes. Some of the best warriors in Kiretheim becomes chosen for this position after showing exceedingly valour or potential in battle. Aesir are renowned for their absolute refusal to surrender, and each would rather die than give up, indeed they consider it a privilege to die in glorious battle.
Valkyries - (Medium Infantry, 4) - The Valkyries are an elite group within the Aesir, a group of female warriors who wear inspiring durium wargear and are trained in ancient and near-sacred battle-arts. Matching the fury, valour and dedication of an Aesir with phenomenal skill of war and tightly-controlled discipline they are known as Angels of the Death, as feared by their foes as they are respected by their companions.
Yetis - (Medium Warbeasts, 4) - Some Kiret hunters have a talent for taming and training creatures of the wilds and have managed to raise Yetis as warbeasts. Yetis are extremely hardy and almost impossibly strong, able to go toe-to-toe with even an Imperial Gargantuan. Though rare these have long been one of the most dangerous part of a Kiret warband.
Thodin - (Magical Infantry, 4) - The greatest warriors of the Kiret are the Thodins, elderly war-sage mages who wield magical spears and whose powers not only enhance their already phenomenal fighting skills but allow them to control the weather and call down powerful winds, blizzards or even lightning upon their foes.
Noticeable Features: Boreal climate the east and temperate in the vest due to the heat of the area.
Noticeable Fauna/Monsters: Yetis, Wolves, Battle Beetles, Dazzler Beetles