In the center of Zentravalk around two thousand estates as small as a hamlet to outright kingdoms cobble themselves together and claim the title of the ancient maronni empire. Centuries ago the great king Rexus of Astonia ruled over most of Zentravalk, by diplomacy or might had most of the original domains of the maronni empire under its hand. With this and the blessing of the Father of the church of Amaunator he was crowned emperor of the fallen maronni empire. The Istvani empire, inheritors of the eastern part that never fell, at first tried to establish an alliance of marriage, which would have seen the empire fully restored, if at least to its former territories. Due to many things that historians cannot seem to agree on, this unification never came to be, and with the death of Emperor Rexus his great domains split into warring factions , sons , daughters, generals and close friends tore each other apart for a place under the crown.
Currently the empire´s domains are restrained to the territories of the once magerni tribes, sworn enemies of the maronni. To the west across the Cecoule river lies their main rival , the Kingdom of Normand. Down to the south across the Stule mountains and its northern pass lies the Halvedain League. To the southeast a small passage leads to the brother Kingdom of Mythrelle, very similar in culture although much more centralized. To the north lies the cold sea ,and the small Kingdom of Druz. To the east lies the biggest border with the Kingdom of the LLapocks and a small border with the Kingdom of Gahunry. There is no city to be called capital of the whole empire, emperors recur to use traveling courts or rule from the capitals of their home province.
This empire is anything but one. From the pettiest of knights to the highest of dukes, every single magerni noble and person of power has some sort of hold or influence to their name. The emperor is elected by count votes when the current one dies or is thrown out. Votes are counted by the count seats of power, which may be hereditary or electoral depending on the county. Some counties may have 2 votes due to their size and many noble families can influence the votes of other nobles by diplomacy or sheer might, but the only institution that has 3 votes is The Father from the holy church of Amaunator, located on its seat on the thalic peninsula. The current emperor is one called Frederick Arbos the third, head of the noble elven house or Arbos, both known for their ability not in battle nor in commerce, but in the game of diplomacy and administration. Frederick has ruled for the last century with only three major conflicts of dispute to his throne, his family has ruled over the throne ever since the fall of the previous dynasty fell in battle during the Calamity.
The empire is composed mostly of the magerni culture, stern wood elves , orcs, half orcs and humans that share a language and most traditions, although across the lands many sub cultures have risen. Your average peasant enjoys many freedoms others would consider the privileges of lords, and are slightly wealthier, allowing them to simply move to the next lordship half a day´s of travel away if they were to be overtly taxed or mistreated. Other races , such as gnomes , halflings, dwarves and fir bolg are present in small quantities.
Nobles are many, but for the most part no higher than knights .Lawmaking is a decision made in every hamlet independently, the laws of the emperors, lords and dukes are few and very general. The only thing in which the empire is strict is on the matter of religion, this being the holy church of Amaunator, which is the only deity to be praised.Mages are considered wise men, often taken in the higher courts of lords and wealthy men. Bishops and archbishops also act as rules or certain regions, although none of them have electoral votes, and by imperial edict they may not arm men under their command. The exception to this rule comes in the form of warriors from the many holy orders of Amaunator, and some more high ranking clerics have been known for raising sisterhoods of nuns into orders of their own.
The army of the empire is both extremely well organized and a complete disaster. Every elector count is required to be able to field an army, but how that army is created or what it contains is up to them. Spearmen and crossbowmen are a common troop from the cities, the nobles provide an elite force of heavy knights, the burghers pay for the benefit of never seeing battle by recruiting mercenaries, the knightly orders march to battle themselves, the court wizards join along their lords and the guildsmen make sure everyone is properly kitted. Some stranger troops exist, like the northern lords ambushers or the southern Landsknechte; those more unique fighting men shall be expanded upon further down the line.
Guilds dedicated to crafts are a commonplace within the empire. Most of them are dedicated to a single city and craft, and will share the bigger cities with other competing guilds that given time tend to specialize. The city of Honnerburg once had thirteen blacksmiths guilds that by time separated into sword makers, armor makers, spear makers and the like. These associations of craftsmen bicker and hassle the local nobility for every inch of power they can take regarding their crafts. It is normal for a craftsman to be unable to do their job in a city without being part of a local guild, which tends to have a pay tax or some other requirements, such as being magerni , or being human, or being at least 200 years old. The benefit to all this bureaucracy is the sheer quality of magerni creations, they are known for having some of the best steel weapons and armor of this world, as well as the finest court and battle wizards.
A social class different enough from the guildsmen exists as well. Commoners dedicated to trade and commerce, mostly human and gnomish. The so-called burghers lend their coin to nobles in time of need and grow in influence with every payment, be it in gold or favors. It is said by some that the emperor would have to listen to his burghers first and his lords second in the matter of ruling if he wished to rule for long. These men hold a lot of commercial power, but by law in almost every place are limited to only having lightly armed guildsmen as retinues, a balance of power they are happy to agree with.
A religious order of knights raised at the end of the calamity and based on the cold northwestern reaches of the kingdom, given a holy mission by the Father of the church centuries ago to teach the heathens of the north into the faith or force them into it. Martial by tradition, these knights care very little about their personal wealth, although not a single knight ever lacked coin for war.
The current master of the order is Brother Master Heinrich Krieger, a stern old half orc with more battles to his name than any other order warrior. Below him are the closed thirty, the inner circle of the order who assign command of their many forces within their own table. Each brother of the inner circle has complete authority with the forces and domains assigned to him, but they are wise enough to listen to their veterans, be them knight or sergeant.
The order answers to the Father himself, but listens to the Maronnian lords and has on occasion done small favors to the Emperor. Their castles are tall and dark, with a very spartan style of life of the people who join. Recruits can be both nobles and commoners. The nobles join as brother knights, usually second sons or the losers of feudal disputes, whilst the commoners join as brother sergeants, and are usually trained to fight as a heavy defensive spear wall. Mercenaries are commonplace as well, southern Landsknecht and western bowmen are the most common and favored men for hire on their roster.
Heavily armored knights are the premier force of the order, they may lack the elite quality and divine sense of other orders, but they and they alone stand as the only order to ever field a thousand knights in battle. Their foot troops tend to be on a support role, to tie the enemy down or guard their domains. Spears and lances are the main weapon of choice, but flails, maces and other bludgeons have grown popular, making the image of a Knight of the Steel Cross be the one of a fully armored knight bearing down on a barded horse, wielding a flail the size of his head onto his enemies.
Comprising less than a hundred brother knights and half a thousand various servants, this order is one of the smallests, yet one of the most dangerous to face in battle. Created by emperor Claude Von Drachen when his reign was about to plunge into electoral civil war, these knights rely on their skills of magic and sword whilst riding not armored horses, but armored Drachen . These gigantic lizards can turn even the most armored foe into meat paste with their claws, swallow men whole and set ablaze whole formations of valiant spearmen.
In battle they are used as a relatively slow shock cavalry like the Istvani Kataphraktoi, but instead of smashing against their foes they simply set them ablaze. On top of these mighty steeds their nights prefer to cast protective spells to keep themselves alive and via wands or scrolls to add more to the mayhem. Lances are unsuable with these steeds, their speed is too low and they would get set on fire, Swords are used as a last ditch weapon and wands take the spot of shields.
Their ancestral home is the cave keep of Drachenheim, which is surrounded by a veritable town of people dedicated either to serve them in their needs or the needs of their servants. Every knight is a noble born into high families, usually the imperial family of the time, and set from childhood to raise a drake himself. The ones who manage a bond with these cold creatures end up becoming the premier shock force of the emperor, for which they are paid their weight in gold.
Almost fully inside the other domains of the Maronnian empire lies a big kingdom in and of itself. Many centuries ago when the Emperor Rexus was old he came across the Helmars and saw their mighty army, not mightier than his, but mighty still. Stories tell of a friendship between the two men, that they knew each other from the days where fiends and beasts tore the world apart. Others say that the old emperor grew tired of shedding blood and came to an agreement with the then king of the Helmars, they would become part of the greater empire, but would otherwise remain independent, to rule themselves and live as they saw fit.
The kingdom is almost as big as the Riamer peninsula and is around ten percent of the domains held by the Maronnian empire. The rivers Valtavan and Elver split it in three, but where these collide the capital city of Valver lies, a trade hub of the whole empire. Valver is home to not one, but three schools of wizardry and worldly matters, many an emperor was trained in the art of ruling by a helmar scholar, and many a foe has been bested by the fireball casted by one.
The helmars are rather reluctant to join the greater empire, having fought many wars of defense for their right to hold a more independent branch of the church of amaunator, the so called “Samussian” Church, named after the priest who rose in protest of the corruption of the institution. That being said, these wars have forged many of their men into rough mercenaries, fighting from their armored wagons with heavy crossbows, mighty magic and the occasional simple firearm. The current king Wenceslas the mute has managed to keep this state of affairs, but many have looked at this kingdom and deemed it too independent for the good of the empire.
In the western reaches of the empire the forests grow deep and the roads scarce, with few big cities, but many towns , castles and outposts, each managed by their “noble” lords. Consisting mostly of tribal wood elves and orcs, these “lords” are technically subservient to the command of dukes that own the major cities outside their forests .In reality no city duke worth their salt has ever tried to have any degree of real command over them, although it is common for deals to be made and use them as mercenaries.
These tribal lords see their domains intertwined with each other , often with small bits of terrain no bigger than a couple miles of forest land dotted around other lords' domains. Family feuds are the norm, with some spanning centuries as the wood elves won't forget and the orcs won't forgive .This constant small scale skirmish on broken terrain with incredibly confusing political lines has grown them into some of the best skirmishers in the empire. Wood elf bowmen will have running skirmishes for hours with an enemy, then vanish at a moment's notice. Columns of normand nobles marching onto the empire´s heartland will find themselves cut off in sections by trees falling onto the marching troops, followed by javelins and hordes of armored orcs. These men are the masters of the surprise, knowing all the secret paths and when to stop their inner quarreling to fight a greater foe. They are a veritable force that many nobles have known to use, as well to misuse.
On the northwestern swamp coasts of the empire against the cold sea, a republic of merfolk and humans have become the empire's finest sailors and traders. Led by a council of elders and some minor nobles, the republic of Ostzee has risen to power not by might nor riches of the land, but by wise trade and wiser alliances.
Centuries ago the council of the small town of Zeestende made a pact with merfolk that found themselves trapped in the swamps after a storm. The humans would make a safe haven in the land for the merfolk that escaped the fall of their underwater empire and the merfolk would teach the humans their magical secrets to control the tides.
With geomancy many swamps were turned into farmlands and many unlivable sinkholes were made towns.
The little town of Zeestende grew to be one of the biggest cities of Zentravalk, and so it came to the attention of the Maronnian empire. After a few indecisive bloody wars the peoples of Ostzees agreed to submit to imperial rule with the condition that they would be allowed to rule themselves. The emperors of the time took their taxes and left them to their own.
The republic sees little violence if any. Marksmen atop the big walls of the capital and light cavalry men to deliver justice in the flatlands are more than enough. On times of need some traders will arm themselves with sabers and cuirass, and the wizards and artificers of the colleges will get to show their theoretical machinations. But so far no big threat has come to the republic in the last fifty years, making it the most peaceful state of the empire.
Over the sea the humans rule, dams are built to keep the sea at bay and the swamps are slowly drained for the generations to come. Inside the gigantic bay that has been built over time the merfolk slowly rebuild from the scraps that they recovered from their empire lost to the deep. Rumor has it that they hold secret storm weapons, that it is no mere coincidence that storms erupt whenever a raiding army invades. Such rumors are debated, but everyone who has asked the fellows of Ostzee has gotten the same general answer “Cut it with the nonsense, outsider”
Still, the empire grows unnerved by the republic, not by its freedom or wealth, but by its thinking. Schools of philosophy and debate are many, churches, cathedrals and clergymen are few and far between. The archbishop of the republic barely communicates with the Father of the church at all, and the people of Ostzee threaten revolt every time the Father publicly considers replacing him. The second, worse rumor has it that the little trade republic has grown too rational, too unfearing, even curious of what their merfolk friends had. But these words shall not be taken at face value, the discourses of clergymen are always poised to attack and whittle down the competition, to gain something by creating doubt.