As The Calamity ended the tribes of Gahunry did not see an end to their woe, for the Gyamars rampaged trough the plains, murdering and pillaging as they went. Whilst others would unify under the identity of Vrache and ultimately fail to hold the invaders off, a very talented wizard lord living by the coast of the Sea of Curses decided that malediction would be better than to suffer what their kinsmen did. As the Gyamar hordes surrounded Vistejala night took over day, clouds became dense as coal, and the land was forever cursed as a beam of piercing light shot to the sky from the Keep of Dichin.
The land became cursed, rife with monstrosities and abominations from beyond the veil preying in the darkness of the night. The gyamar invaders swiftly left as to avoid being murdered in the open, but the inhabitants that survived them now had to fend for themselves. Thousands were killed before solid palisades would be erected, and to this day ruins of the unwalled villages remain, but the ones that survived built a kingdom out of their shared struggle, leaving any other difference they once had behind.
The Principality of Wachonia borders the sea to the east, The Tsardom of Galburia and the borderlands of the Sekelza in Gahunry to the east, and the Despotate of Drazhún to the south. The core of the population is made of Wood elves, humans and halflings, all of them living within walled settlements with round the clock garrisons on the wall, doubly so at night.
The Principality is ruled over by a Prince, who is selected by the previous prince and approval from the Voivodes , which are the lower nobility. The high nobility, the barons, do not have a word over this process, but they do have vast influence over their voivodes. This is a land of many religions, though none favored, with a state induced favoritisim for spellcasting. Many voivodes will go bankrupt before stopping financing of their courtly wizards, for they prove the difference between life and death in this ghastly land. Blood cults, necromancy and evil deities are, however, barred , and their practice or worship actively hunted.
Wachonia sits on the border between three giants. The nations who pray to Amaunator to the west, the nations who pray to Lathlander to the south, and the heirs of the Chogtor to the east and across the sea of monsters. Many nations want them on their "side" and to not be on the side of the others. As such, despite being an incredibly dangerous trade route requiring waystations and planning to even make the trip, Wachonia has been made into one of the main trade branches of the golden road. Riches from as far as Altyn Nehir and Seytanlar, from the Folyos forest of Gahunry to runic items scavenged from ruins of the Druz pass trough the markets of the capital of Vistejala. The city split by the river is a veritable metropolis of the world, if a well guarded one with a strict curfew. To keep this state of things, the princes of Wachonia have been on the edge of tipping to one or another side, sometimes that even being nations such as the Anatol Empire or the Shidte of Karán, being one of the few nations to hold stable relations with the latter.
The core of the people of the principality are not a warfolk, but when the time to battle comes to them they preffer spears, good medium armor, bows and crossbows. Of note are the Mosneni, well armed and trained commoner landowners who make the backbone of the army and the many professional princely troops. Handgunners, skilled hunters, formation spearmen akin to the magerni landsknecht and medium cavalry are all at the disposition of the prince, to defend his lands from beasts, invaders and rebels.
Very early in the history of Wachonia its rulers came to understand that walls and spears would not suffice, that if allowed, certain evils would fester, thrive, and ultimately overwhelm them. But evil of such power could not be faced by knights or wizards, and Wachonia was not blessed by orders of paladins or priests. Seeing no other option, the tower of Dachín send their suggestion from their dammed tower.
The Vojivoivode have been made out of the same, or worse, dark magic that created the malediction, but imbued into peoples, shifting them into stronger, perturbing forms. Dhampirs, Shifters and Tieflings fill their ranks, controllable, yet horrid forms of what the volunteers used to be. These men and women are then trained to their limits, kitted in the best that can be enchanted or bought, and sent to hunt the evil that lurks in the dark
Little is known about this strange "Militia", other than their occupation and their leader, a certain magerni noble that was invited by Prince Ladizlas the 21st, one Count Strahd Von Zarovich. Word has it he is a dilligent man, carrying out the administrative duties of this force without leaving the matters of his city left unattended.
When it comes to figthing, the Vojivoivode preffer small squadron tactics, focusing on single creatures or small packs of them, this way they do not overtly risk themselves, but also efficiently cull the evil in the land. Usage of haemomancy and other less than noble magics is common amogst them, and it is not rare for them to willingly wield cursed items to get an edge over the great enemy. Their outposts are located around major trade routes, border passes to other nations and most importantly, known rifts or areas of trouble, such as swamps, cursed forests or caves.