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Overlordian Cultures and Military Forces

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Region Demographics, Culture and Armed Forces.
Shown from highest to lowest population and agricultural value.

Imperial Heartlands
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.
Armed Forces:
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 give. 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 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 - Also known as Battleships or Ship-of-the-Line. The capital ships of the fleet, these powerful vessels are at the heart of all great naval battles.
Noticeable Features: Seat of the Righteous Emperor, the cultural and political heart of the world, 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, Carlon    
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 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 often too 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 unleashed in battle.
Noticeable Features: Spree Castle, extremely fertile farmland
Noticeable Fauna/Monsters: Sheep, Battle Beetles, Trolls

Greenvale
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: 22.000 (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, Aros, 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.
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.
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, making the people exposed fearful and subservient, and thus enslaved to the will of their dark lords and ladies.
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.

Heaven's Peak
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.
Armed Forces:
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.      
Armed Forces:
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.
Armed Forces:
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

Evernight & Everlight
(Evernight)
Sovereignty (Evernight): Monarchy (Elves).
Racial Population: Elves (490.000), Fairies (680.000 ), Dryads (30.000)
Capital City: Nosyar - Population: 56.000 (Elves), 35.000 (Fairies), 250 (Dryads)
Important Cities: Erathi, Siris, Lushir, Celenil, Ninliy, Soran, Kishar, Eretyr, Lahar, Meyai, Dalyn, Cereilia, Trinilar, Nusphir.
(Everlight)
Sovereignty: Monarchy (Elves), Theocracy (Satyrs).
Racial Population: Elves (420.000), Fairies (840.000), Satyrs (130.000), Dryads (35.000), Gnomes (80.000.000+)
Capital City: Elves: Orntal - Population: 48.000 (elves), 42.000 (Fairies) / Satyrs: Pan - Population: 19.000.
Important Cities:Elves: Arlatheran, Emetharist, Uthenedil, Menra, Viviera, Serar, Variion, Cassadril, Artitelisia, Anethara, Aurel, Florani (Ignavopolis), / Satyrs: Phil, Nar, Hill, Skye, Fur, Dora, Chitar / Humans: the Red Reef (Pirate Harbour)
Cultural Notes: When most people of the Old lands hear 'elves', they think about wondrous, beautiful, and wise creatures living harmony with nature and each other. Like everything the truth is somewhat more complicated. Elves are split into several distinct groups that share certain tenets, but are otherwise very distinct. Physically elves are generally slender, agile, and fair of appearance, but rarely particularly strong or tough. They are very long-lived, possess an innate magical atunement, a close connection with nature, and an affinity for Light Magic.
Beyond these common traits the various elven groups tend to be widely dissimilar.
The Evernightians are known for their stoicism and calm. Above all others, Evernightian elves strive for peace and harmony between themselves, each other and nature. Generally introvert and dutiful, the elves consider such traits as altruism, temperance, serenity and clarity if mind to be amongst the most highly regarded of virtues. People keep a respectful air about themselves and overt displays of emotion, whether affection or hostility, is generally frowned upon unless expression in a suitably dignified manner.
In contrast, Everlightian elves are far more emotional and expressive, tending to be free with their opinions and feelings, whether affectionate or antagonistic or anywhere in between. While as dedicated and dutiful, they tend towards the far extrovert and bombastic side of the spectrum. Rather than focusing on patience, clarity, and being grounded in realism, Everlightians tend to be curious, fervently dedicated, and highly optimistic, sometimes to the point of naivety. They will rather proactively fight for the ideals than passively wait for the right moment to react.
Often tending to see things in black and white, most elves are distrustful of the people of other races and nations, typically considering the various shades of grey morality of most of them to be only a half-hearted step up from actual Evil.
Most elves consider life and living beings to be sacrosanct, and thus does not care to kill creatures, individuals, or even plants. However, this sanctity only extend to 'pure' beings, and not ones 'tainted by evil', which in the eyes of the elves includes monsters and predators of all kinds, as well as most non-elven people that does not show a strong adherence to what the elves consider light and good.
Armed Forces:
Ever-night/light Militia - (Light Infantry, 1) - All elves who do not serve a higher calling must complete one season of warrior training. Whenever a crisis is at hand, any elf who have had training can volunteer to help. Usually lightly armed and armoured they will rarely engage warriors in direct combat if unavoidable and usually support more seasoned soldiers in their fights. In times of extreme crisis, such as an invasion, large parts of the population may be called upon to serve as support troops for the main forces.
Night/Light-Siblings - (Medium Infantry, 2) - The dedicated soldiers of the elven forces are the night- or light-siblings. Trained for nine seasons and constantly keeping their skills sharp, these warriors are better equipped than their civilian equivalents, and have a reputation as skilled fighters, especially in their natural environment and when performing petty warfare. In comparison to the soldiers of most other nations, light/night-siblings are lightly armoured and nimble warriors who prefer to fight individually or in small groups rather than in larger formations.
Unicorniae - (Light Cavalry, 3) - Trained in a similar manner and length as the light/night-sibling infantry, unicorniae are the cavalry that rides unicorns in battle. With agile and surprisingly strong mounts, these soldiers are excellent warriors as adapt at close-quarter fighting and charges as they are as mounted archers. But as they remain as lightly armoured as all elven warriors, cavalry charges are rare, and they usually focus on hit-and-run attacks quickly before the enemy can retaliate.
Sylphs - (Light Infantry, 4) - Superlative elven warriors, Sylphs are masters of the elven battle-arts, whose skill with a blade are virtually unequalled by the fighters of any nation. Not directly a part of the elven military, Sylphs often functions in the role of body-guards, champions, battle-mentors, and if necessary, infiltrators, and assassins. Armed and armoured with the finest wargear and often skilled in magic, they usually operate alone in battle, or as inspiring leaders and commanders of other elven fighters.
Twilight Fairies - (Elite Infantry, 4) - The elite of the elven armies are the Twilight Fairies, as fast as an elf and stronger than a dwarf they wield enchanted weapons and armour and are unfaltering dedicated. The fairies often spearhead attacks and protect commanders, and can usually be found where the fighting is thickest. While they are few in number, they are often considered a match for several well-armed and -trained soldiers in most other armies.
Dryads - (Magical Infantry, 5) - Dryads are woman-like plant creatures of magical origin, and the most formidable beings in the elven forces, even though they are rarely encountered in direct battle but usually guards important individuals or places. Dryad saplings are impressive fighters in their own right compared to ordinary soldiers of other armies, but fully grown Dryads are almost invincible in conventional battle, being as unnaturally strong and tough as a troll and possessing potent self-healing properties, they are a match for even giants and gargantuans.
Moon/Sun Fleets - (Light Navy, 3) - The elven fleet is small but skilled compared to most other races. It is usually positioned to protect Evernight/Everlight from attacks by sea, but will sometimes fight naval battle on the open ocean. They are often faster, more manoeuvrable than the ships of most other vessels, and built from Evernight wood species that makes them surprisingly strong for the vessels' seemingly more delicate construction.
The ships are rarely as well-armoured as their counter-parts of other races, but makes up for this by using their superior agility and speed in the waters, and unlike their land-based warriors often fights surprisingly aggressively in the water.
The Moon & Sun Fleet includes the following ship classes, in ascending order of size, weight, crew population and armaments:
Oleander - Fairly small, very fast and agile ships that often works as light escorts for larger warships. Largely comparably to Imperial schooners.
Hemlock - Fast medium-sized vessels that fight individually, works as heavy escorts, or form squadrons in combat. More or less equivalent to Imperial corvettes.
Nightshade - Surprisingly agile capital ships serving as the flotilla leaders and the backbone of greater naval battles. Reasonably equivalent to imperial frigates.
Aconite - The heaviest vessels in elven fleets, serving as the flagship of the premiere naval commanders. Equivalent to imperial battleships.
Cultural Notes (Satyrs): Satyrs are a mystical and strange people to many outsiders; a race of bipedal hybrids, both genders have an upper body reminiscent of a human and the lower body of a goat, the males - called fauns - have a pair of large ram-like horns and are often covered in vibrantly coloured fur, while the females - called glaistigs - have a four-six smaller horns and more pale and subdued coloured fur. Satyrs grow all throughout their lives, and young adults are usually between a dwarf and a human in height, with the eldest ones can reach to become over two-and-a-half metres tall, excluding horns.
Satyrs are considered very strange by most other races. Much of their society revolves around stories and tales, with spiritual bards and story tellers directing their society by interpreting signs of their gods. The most common way to do this is through the behaviour, talents and faults of singers, dancers, and performers during elaborate ceremonies.
From their adolescence, satyrs take on various roles of their society, be this a farmer, hunter, noble, warrior, smith, or any multitude of others, and cycle through new ones every few months or years to learn the various facets of their society. Strangely, the mindset and skills of the satyr in questions seems to gradually change to support their current role, and they can go from a patient artist to an aggressive warrior over the cause of a few months, and then to something else altogether. At some point in their live, most finds a role in which they prove to be particularly gifted and then take on that role permanently.
Satyrs typically do not get involved in outside affairs, but can be both hospitable and hostile, depending on the current state of mind of the particular group. They are often seen as fickle and unpredictable, as the opinions and behaviour of the individual is in moderate flux through their various roles, and the state of mind of their societies as a whole can change drastically with interpretations of the will of their gods.
Armed Forces (Satyrs):
Warriors - (Medium Infantry, 2) - Satyrs currently in the role of warriors are aggressive but disciplined; they fight with all kinds of weapons and tactics, often attempting to counter that of their foes rather than relying on one particular kind. This makes them very versatile in battle but rarely are they well-trained in specialised roles. They are usually moderately stronger and faster than most human soldiers, even if not as well-equipped, and can often hold their own against superior numbers.    
Bards (Magical Infantry, 4) - The most dangerous warriors amongst the Satyrs are the Bards. Magically capable, they use enchanted instruments to create mind-affecting musical spells that hypnotise or mind control, and conjure up illusions and curses. Bards are also well-versed in direct combat with enchanted weapons and unprecedented beastmaster abilities to control and direct all kinds of creatures against their foes.
Hornbeasts (Heavy Warbeast, 4) - Used as cattle, beasts of burden, and warbeasts, hornbeasts are large, tough and incredible strong. Few things short of a fortified bastion can stop a direct charge from these creatures and when they enter a berserker frenzy they have been known to plough through entire military formations. These ferocious beasts are fairly common amongst the satyr forces and often ridden by Bards into battle.
Thunder Bats (Aerial Warbeast, 5) - Only the most accomplished Bards dare try to tame and control the mighty apex predators that rule the skies of Everlight. So big as to eat grass-bears and hornbeasts, these monsters have been known to turn the tide of entire battles and even small wars. Easily capable of eating an armoured man whole, and able to create gale-force winds with their wing beats, these terrifying beasts are easily the greatest weapon that a Satyr clan can regularly call upon, and the gods save their enemies if they have more than just one.
Phoenixes (Magical Warbeast, 5) - A phoenix is a magical bird of prey said to be born of fire and fury, and even amongst powerful satyr clans they are an extreme rarity. Unnaturally fast, aggressive, strong, and able to breathe fire, even thunder bats does not prey upon these fearsome birds. But what truly gives a phoenix its infamy is its ability to resurrect as a newborn if it is posthumously exposed to powerful magic. A once-born phoenix is about the size of a swan, but they grow larger and more powerful each time they are reborn.
Armed Forces (Humans):
Pirate Fleets - (Medium Navy, 3) - The pirates that operate out of the Red Reef are the largest group collected group on the oceans, as the port-city is a safe heaven, safety in numbers and the often unforgiving weather and terrain makes any attack on the place very dangerous and it has never yet been taken by another nation. The ships of the pirates that live there often skewer towards smaller more nimble vessels, with ships above the weight of corvettes being rarity.
Pirate fleets typically include vessels of the following classes:
Imperial - Brigs, Schooners, Corvettes.
Ruborian - Galleys.
Elven - Weavers, Hemlocks.  
Dwarven - Destroyers.
Noticeable Features (Evernight): Everlight: - Forest, Dusks (deeper, darker regions of the forest) / Evernight: - Jungle, the Spider Temple
Noticeable Fauna/Monsters (Evernight): Both: - Unicorns, Spider, Poison Beetles, Frogs, Wisps / Everlight: - Horn Beasts, Grass Bears, Giant Bats / Evernight: - Trolls, Nightmares.

Golden Mountains
Sovereignty: Meritocratic Monarchy
Racial Population: Dwarves (680.000)
Capital City: Stodir - Population: 73.000 (citizens), 46.000 (slaves)
Important Cities: Bryn-Varr, Rin, Zilfin, Drin-Vyr, Zan-Khazad, Gnollegrom, Kron-Azul, Zorn-Azril, Dron-Irkul, Khulghur, Duras, Thrynas, Vithag, Dhark-Barak.  
Cultural Notes: Dwarves are short and stoutly-built but tough and strong, which is complimented by their considerable fortitude and ironclad determination, often well beyond the point of stubbornness. Dwarven society is split up into eight caste-like clans. Deb Nar: the farmers - Noth Bomrek: the slavers - Fer Kin: the beast handlers - Ucat Zuden: the Brewers - Kel Aval: the miners - Kel Udos: the engineers - Nazuth Neth: the warriors. The last and by far smallest clan, the royal one, changes name for each dwarven dynasty.
Magic amongst dwarves are exceedingly rare, and instead they focus on technical and technological advancement in their society. Strongly mired in tradition, the dwarves are always mining, building, and expanding, and their cities and realm are constantly in evolution as they seek to improve their crafts and territories, even if their society ideologically and socially remains mostly stagnant.
Dwarves are probably the culture that most often, and most violently, comes to clash with other cultures and races over philosophical, ideological, or territorial disputes, and dwarven wars are some of the most brutal ones in history.
Unlike most other cultures who desire a wide variety of material possessions and worldly pleasures, Dwarves have an almost insatiable craving for two things in particular: beer and gold.
Riches, and gold in particular, means power, status, reputation, and influence amongst the dwarves and have come to take on an almost spiritual significance, to the point that a dwarf's virtues is said to be measured by his greed and ability to acquire and gain gold. Though no single clan is dedicated to its acquirement,  the internal power struggle within all the clans and also between the clans, revolve extensively around gold and its procurement.
Beer in the other hand is the height of dwarven pleasure, and also generally assumed to be the bottom and middle, and every place in between. When drunk dwarves becomes not only more happy as humans does, but more ferocious, creative, determined, and even focused on any given task. Dwarven beer is also highly prized in battle, as it allows the dwarves to enter a 'berserker rage' which makes them ferocious and unconcerned with injury beyond that of almost any other race in combat.
Armed Forces:
Battle Brothers - (Medium Infantry, 2) - The ordinary soldiers of the dwarves are members of Nazuth Nesh, the Warrior caste. They are amongst the most well-trained and best equipped of all militaries, and each dwarf makes up for what they lack in sped or reach with an impressive fortitude and strength. Though not the largest, the dwarven military have long been considered the strongest in the world, which is well reflected in even their basic infantry.
Bombers & Flamers - (Medium Infantry, 3) - Originally created to deal with slug infestations, and aid in mining operations, respectively, the flamers and bombers have become a specialised but vital part of the dwarven war machine. Flamers are equipped with large and power flamethrowers which makes for ideal anti-personal weapons, while bombers are experts at dealing with hard targets such as fortifications.
War Brothers - (Heavy Infantry, 3) - The dwarven veterans are even more impressive than the rank-and-file infantry. Equipped with the some of the best heavy armour and steel or even dwarium weaponry, they can be almost unstoppable in standard infantry fights. War-brothers are often found spearheading assaults and can hold a position against all but the most determined of attacks.
Berserkers - (Heavy Infantry, 4) - The elite of the dwarven infantry forces are the Berserkers. Religious warriors wielding dwarium weapons and armour of magical stone that is virtually unbreakable by infantry weaponry. Dedicating their entire lives to harnessing the power of the berserker-rage, they are relentless, feel no pain, and can fight through what would have killed a lesser dwarf twice over. Almost unstoppable once they go into a frenzy, they are juggernauts who will stop at nothing until they or their foes lies dead.  
Dreadnoughts - (Medium War Engines, 4) - Hulking mechanical battle-armours larger than a troll that controlled by a dwarven pilot, these war machines are a formidable force to be reckoned with, capable of tearing their way through entire platoons in a ferocious display of steam-and-pistons-powered might. Equipped with flamethrowers, close-combat weapons, and usually operating in groups of two or three, these machines will often act as support for tanks or infantry formations where they best air their allies and sow devastation amongst the enemies.
Tanks - (Heavy War Engines, 5) - The raw might of the dwarven war machine made manifest, tanks are the ultimate in dwarven warfare. Their great cannons can destroy fortifications and almost any foe arrayed against them, while some mount heavy flamethrowers to kill scores of enemies at a time. While their armoured hulls means that barely anything poses a threat to them. Dwarven tanks are virtually undefeatable to anything less than powerful magic or siege weapons, and has won countless battle for the dwarves time and time again.
Airships - (Medium War Engines, 4) - One of the few races and nations with aerial weaponry, the dwarves have a distinct edge in combats where these can be utilized. Dwarven airships are large aerostats with a rigid exterior structure and internal gas cells, under-hanging the envelope is the gondola which mounts the controls, propulsion systems and weaponry. Using cannons equivalent to those of tanks, or storing a large deposit of bombs that can be dropped atop enemy formations and fortifications they are an extremely deadly threat. Some larger Airships also carries compliments of small, faster flying contraptions to more precisely perform bombing runs on mobile or difficult-to-reach targets.
The Golden Armada - (Heavy Navy, 4) -
Primarily a defensive fleet, the dwarven armada eschews scouting vessels and most small escorts in favour of large, heavily armed and armoured ships. Though smaller by far than the Classis Imperialis, the Golden Armada packs a greater punch per ship than any other fleet, and often take surprising amounts of punishment in return.
The Golden Armada includes the following ship classes, in ascending order of size, weight, crew population and armaments:
Destroyer - Fairly small and reasonably fast ships that works as interceptors and hunters of small enemy ships. Slightly larger than imperial schooners.
Monitors - Slow and lightly armoured ship equipped with disproportionally strong weapons, it serves as an artillery boat. Equal in size to imperial corvettes.
Ironclads - Ponderous and very heavily armour ships, serving as line-breakers and defenders. Largely equivalent in size to imperial frigates.
Cruiser - These well-armoured and heavily-armed vessels are The backbone and capital ships of the fleet. Larger than imperial frigates, but smaller than galleons.
Noticeable Features: The Stodir Volcano
Noticeable Fauna/Monsters: Rock Giants, Magma Giants, Boulder Beasts, Slugs, Fire Beetles, Salamanders

Ruboria
Sovereignty: Monarchy (Kemetiwel), Meritocracy (Radaraz), Oligarchy (Giants)
Racial Population: Humans (260.000), Giants (23.000)
Capital City: Kemetiwel: Kerma - Population: 21.000 / Giants: Kharos - Population: 3.000
Important Cities: > Kemetiwel: Napata, Azdidan, Du Darid, Vaysa, Kheili, Nemidanam / Radaraz: Aasif, Jameel, Qetar, Kaf Halak, Mesa El-Khair / Giants: Johra, Zharl, Pokti, Venda, Dagbha.
Cultural Notes (Kemetiwel): Recognised by their dark skin, hair and eyes, the Kemetiwel, the 'Children of Kemetis', lives in cities in the Kemetis Delta and along the river. They are a proud and independent people in respect to other nations, but with a strong sense of community and fellowship amongst one another. As managing to survive in Ruboria, even the Delta, requires hardship and help from one another, they are often trustful of one another and easily make friends and allies to rely on and support.
As such the Kemetiwel have a strong sense of honour and consider oaths, promises and agreements to be as legally binding as laws with trustworthiness being one of the virtues alongside dedication and a sense of altruism. By contrast they are often distrustful of outsiders who have not yet proven themselves honourable or shown that they can live up to their words.  
Not a violent people by nature, the Ruborians regularly trade with other nations but rarely engage in overt conflict as they have little to gain and few enemies to regularly fight against as they are cut off from other nations by mountains or oceans of water or sand.
Armed Forces (Humans - City Dwellers):
Kermese Guards - (Light Infantry, 2) - Well trained and effective warriors, the guards of Kerma and the other river and delta cities do not often see battle but are nevertheless renowned for competent coordination and unorthodox but deadly tactics in battle. Though not heavily equipped, their highly aggressive but controlled combat skills have led many to claim that they have the ferocity of the Kiret with the discipline of Imperial Legionnaires. Better than anyone, save elves, the Kermese guards are experts in guerrilla warfare, fighting between buildings or whatever terrain they have available, hitting their foes hard before melting away again to strike elsewhere.  
Sand Charioteers - (Heavy Cavalry, 3) - Unlike their desert-dwelling cousins the Kemetiwel prefers riding chariots to horses directly. A force of chariots with both an excellent archer and sword-fighter onboard is a deadly force on the battlefield. Extremely mobile and swift and often heavily enough armed and armour to counter anything fast enough to catch them, these remain the premiere weapon of the Kemetiwel when in offensive combat.
Metis - (Light Navy, 2) - The Metis is a small manoeuvrable fleet, built more for patrolling and controlling the waters of the Kemetis River and Delta than the sea beyond. Though lightweight compared to other armadas it is by no account a weak one. Ruborian sailors are extremely well-versed on their chosen waters and though they are rarely prepared to fight in full naval engagements they are still prepared to be able to take on the fearsome sea serpents living there.
Galleys - Though even smaller than imperial brigs, there has been many times in history where a fleet of large vessels has attacked the Kemetis delta only to be encircled and torn apart by these small but highly nimble ships.
Cultural Notes (Radaraz): The Radaraz, 'walkers of the sands', more commonly known as the desert raiders, consists of many hundreds of individual tightly-knit clans of warrior-nomads living within the Sea of Sands in Ruboria. These clans can number everywhere between barely a few dozen individuals, to as much as a few hundred members. The Radaraz are a hardy people that have learned to survive in the unforgiving desert amidst the terrible dangers and scarce resources. They are an ancient people whose traditions go back literally thousands of years.
All members of a Radaraz clan, regardless of gender or age, is a warrior upon the completion of their rite of passage, but with the exception of a few dedicated warriors all members of a clan also possess training in other skills that help the clan survive in the desert. Some are trained as trackers, artificers, hunters, herbalists, black sheep herders or similar positions.  
The Radaraz clans often possess a very notorious reputation. This stems probably from their fierce independence and their distrust of outsiders. As there is no unifying government to set laws or codes of morality, the precise practices and conduct of the individual clans is determined by their leader, and though some of these clans are honourable, altruistic or isolationistic, others are fiercely territorial, proud warriors or even outright aggressive and cruel towards non-Radaraz. It has not helped that many of the more thievish or bandit-like clans are the ones that most people encounter as these go out of their way to hunt for their prey.
Like with many other cultures, slavery is thriving amongst the Radaraz clans, though they often have little use for slave themselves who would often be a greater burden than help on their limited resources, instead many have made it a good business to enslave anyone they find not sufficiently powerful enough to defend themselves, and then sell them to others in exchange for food, weapons or similar resources.  
Armed Forces (Humans - Desert Raiders):
Raiders - (Light Infantry, 2) - Fighting the raiders of the desert has often been compared to fighting ghosts. The swift-footed warriors strike from the cover of dunes, sandstorm or ambushes from rocks or similar hiding spots to attack with fierce force, before suddenly melting away into the desert again, disappearing with slaves and leaving only corpses in their wake. Raiders are fairly lightly armed and when engaged in direct combat is rarely a match for a comparative warrior of most other nations, the problem, in both small and large scale combat, is to actually bring them to direct battle in the first place.
Falcicorn Riders - (Light Cavalry, 3) - The fastest and most manoeuvrable force in the desert, falcicorn riders are feared for their aggression and complete adaptation to fighting at speed amongst the sand and dunes. These swift steeds can run rings around almost any other force while the rider kill with arrows or a riding charge with khazhak and the scythe-horn of their mount. The falcicorns are perfectly adapted to the Ruborian terrain, able to run through the slippery sand with incredible speed and precision where other horses would have long before have given up or become injured in the unforgiving terrain.
Sand-mages - (Magical Infantry, 4) - Of all the warriors of the Radaraz, the sand mages are by far the most feared. The Beastmasters can command small swarms of beetles to attack, turn an army's mounts or warbeasts against them, or even call one  of the dreaded sandworms to assist them. While the Sand-Singers have a reputation for fighting like warriors of legend, wielding the elements of the desert against their foes and magical chachrams that let them slice apart even heavily armed foes by the dozen.
Cultural Notes (Giants): The giants are often considered one of the most fearsome peoples of the Old Lands. They stand roughly between three and four metres tall, as dark skinned as Ruborians and are completely hairless. A primarily patriarchal warrior society, giants live in clans rarely numbering more than half-a-hundred individuals and are led by an alpha male, the giant who is the physically strongest and the bravest in the clan. Amongst the male giants fame and honour is paramount, and is earned through glorious deeds in battle with other clans, the wildlife of the desert and sometimes other races. While the females are often more practical and less bound by these honour-codes.
Though the giants mostly keep to their own regions near the source of the Kemetis river, they have been known to travel further afield, sometimes individually or in small groups to hunt particular kinds of prey not found in Ruboria or even partake in battle as mercenaries for other nations.
Beyond many Radaraz clans that they have often found kinship with, giants are typically hostile and antagonistic towards any outsider that have not proven their worth, a very hard thing to do by giant standards. They have a particular animosity reserved for trolls that they view as close to competing in raw strength but brutes bereft of all honour. And have a strong love-hate relationship with dwarves, as they both have a strong respect for them but also loves to test themselves against the dwarves military and mechanical might.
Both genders respects strength above anything else, whether physically or strength of character, conviction and similar. This is closely followed by principles and discipline. As such all diplomacy with giants must be done by proving the strength of the other party or the giant will consider them weak and unworthy. Though likewise they does not consider weak foes worthy of fighting and will generally spare a target not strong enough to properly fight back.  
Armed Forces (Giants):
Behemoths (Heavy Infantry, 3) - it is generally said that each behemoth warrior is worth five human, elven or dwarven soldier in battle. Wearing heavy leathers or steel scale armours while wielding great weapons they are formidable troops. They are considerably stronger and tougher than almost all races and their reputation is well-earned. That said, they are as mortal as any race and can be wounded and killed by normal soldiers like troops of any other race.
Chimeras (Heavy Archers, 3) - As armoured as their male counterparts and fighting with handheld crossbows almost the size of ballistae, the female giants are formidable threats on the battlefield. They have been compared to mobile heavy weapons and have time and time again proven worthy of that reputation.  
Overseers - (Medium Warbeasts, 3) - Overseers, also known as beholders, are large levitating creatures with one eye and several tentacles. These are kept as warbeasts by the giants and serve two functions. Firstly, they can fire deadly beams of magic at foes in their near vicinity, and secondly they are able to 'link' magically and teleport any object or individual from one to another in the blink of an eye. Just a single overseer sneaked behind enemy lines would allow an entire giant force to attack from behind.
Titans - (Heavy Infantry, 5) - The largest, strongest, and most heavily armoured and armed warriors in the world, titans have often been described as near undefeatable in direct battle. Their sandworm armour can withstand horrendous damage and they wield weapons as powerful as siege weaponry which are able to kill several foes at once with a single hit. Able to kill gargantuans, dwarven tanks and go toe to toe with  sandworms there are very few things that can match even a single one of them on the battlefield.
Noticeable Features: The Shallow Sea of Sand, The Deep Sea of Sand, the Aris Dunes, the Kemetis river, Lekara (great ruin city)
Noticeable Fauna/Monsters: Sandworms, Falcicorns, Battle Beetles, Bomber Beetles, Overseers , Sea Serpents (River & Delta), Djinns.
Half done, will add the other ones whenever I have time, whether in a week, a month or year, or however long it will last.
So, now that I am in a writing-block with my story I thought I might as well continue with my background-info. 

Update:
Edit 1: Added Everlight and Evernight.
Edit 2: Added The Golden Mountains.
Edit 3: Added Ruboria.

This piece is now finished, yeah!

As there is not room in the text itself I will post the notes here:
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 normal number usually found together on the battlefield. I.e. 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. 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 even 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.
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why do satyr's have there own civilization arnt they a type of demon in the overlord universe