Chrichheim

"I like Chrichheimers. They're honest. Level and straight, not like the men from some of the other counties. And their spirits are some of the best in the Empire. Piss water compared to ours', of course, but at least you won't choke on it!" - A Dwarf merchant
Chrichheim, more formally known as the Duchy of Chrichheim, is a county and Representative State within the Empire of Man. The county is a place steeped in history and tradition. The people of Chrichheim, known for their resilience and strong community ties, have a deep connection to their land, which is reflected in their customs, crafts, and daily life. The county's social fabric is intricately woven with clan loyalties and traditions, where each clan, led by its chieftain, forms a vital part of the greater Chrichheimer identity.
Economically, Chrichheim thrives on a blend of agriculture, fishing, and artisanal crafts. The fertile lands and abundant seas provide for a self-sufficient and robust agrarian economy, while skilled craftsmanship in textiles and woodworking showcases the county's artistic heritage and technical prowess. This combination of primary and secondary industries not only sustains the local economy but also contributes to the county's reputation within the Empire. The distinctive Chrichheimer tartans and intricate woodwork are especially renowned, symbolising the county's blend of tradition and innovation.
Politically, Chrichheim is a landscape of complex allegiances and traditional governance, balancing the autonomy of local clans with the overarching authority of the Empire. The clan system, central to Chrichheimer politics, operates under the stewardship of the Duke of Chrichheim, who represents the county's interests at the Imperial level (and vice verca). This political structure ensures that while the county adheres to the Empire's mandates, it also retains its distinct cultural and historical identity. In essence, Chrichheim is a county where the past and present coalesce, creating a rich tapestry of culture, tradition, and community, all set against the backdrop of a landscape reminiscent of historic Scotland.
== History ==
Before it became the Duchy of Chrichheim, the people that would later populate the county existed not as a united group at all, but rather a collection of bickering clans and rival chieftains. This division and infighting made these clans desirable and easy targets for marauding Orcs and predatory monsters. However Kylune, the Empire of Man's founder, was able to use a combination of shrewd diplomacy and military force to unite the clans against these existential threats - at least temporarily. However, after the the Battle of the Black Forest and the Orcs were driven out, the clans finally realised that they were stronger together. However, more conflict was to come before Chrichheim as we know it was founded.
Though all the clans agreed that they were stronger together, there was actually very little discussion on what a system of united clans would look like. This disorganisation resulted in inevitable disagreement and, from this, two kingdoms emerged. To the north existed the Kingdom of Albran. Albran was led by Albert of Dunedyn, a militaristic but noble man who had led the united clans at the Battle of the Black Forest. To the south existed the Kingdom of Stradclod. Stadclod was led by Rynhart the Pious, a traditionalist and deeply religious warrior-king. Despite both men agreeing in an Imperial county of united clans, they would disagree on practically every other aspect. Albert believed in expansion across the frontier with a focus on public works at home. Rynhart, however, argued that expansion through force and conquest was preferable. His strict adherence to 'the old ways' also led to tension. For about 20 years the two would-be counties engaged in a 'cold war' with neither side willing to make a decisive move against the other. All that changed, however, when Albert finally launched a huge infantry-based offensive. Though Rynhart's cavalry-based army was famous for their stamina in battle, the Albran army had caught them in the middle of a great feast. Drunk, they were unable to offer effective resistance. And so, in less than a week, Rynhart was captured and Stradclod was absorbed into Albran. The exact fate of Rynhart remains a mystery to this very day and, frankly, much of his history remains shrouded in legend and myth.
With the conflict over, Albert wasted no time in signing the Treaty of Fairwood. This document, perhaps the most important in all of Chrichheim's history, formally united the clans and officially ratified the Duchy of Chrichheim as a county of the Empire. That being said, despite his great military and political victories, the now Duke Albert would not last much longer than his rival. Not even 4 weeks after signing the Treaty of Fairwood, he would fall off a cliff to his death - during a night ride atop his horse. With no known children, Albert's wife, Margaret, would come to power. Though the specifics are lost to history, the young Duchess would eventually remarry and it is these descendants that make up the ruling Hamilton line today. In the following centuries Chrichheim flourished and expanded rapidly, establishing villages across the frontier and even engaging in the occasional small border clash with their Dwarven neighbours.
However, the Imperial decline after this brief golden age would see Chrichheim's expansion stagnate. Many of their newly-founded settlements would never grow beyond small villages or hamlets, even to this very day. Monster attacks increased in regularity and crime took hold in the cities, an unfortunate trend that was similarly experienced across the rest of the Empire. During the Emergence War against the Arachi, Chrichheim was the location for many battles. Perhaps most famously was the Siege of Dunedyn, a decade-long siege that, shockingly, saw the county capital hold firm against the Arachi swarm despite never-ending attacks and dwindling resources. Chirchheim, like much of the Empire, was hit hard by the Emergence War and, in the centuries following, the county would be a popular target for rogue undead and Vampires. 
During the Imperial Civil War Chrichheim took a strictly neutral stance, the result of clan uncertainty and infighting. Simply put, the clans could not agree as to which side was correct or which side to support. As a result, in the subsequent Republic years, the county was looked down upon as cowardly and indecisive. This reputation would not change until the Second Vampiric War, where Chrichheim was once again a popular battleground for both sides. It's resilience against the undead onslaught proved, undeniably and forever, the courage and resilience that Chrichheim possesses. 
In modernity, with the monarchy restored and the wars subsided, Chrichheim is in a period of recovery. Many of it's settlements still have stagnated growth and its geographical position means that attacks by vicious monsters and wandering undead are fairly common. This, consequently, makes the county a popular destination for adventurers, who see the recovery process as an excellent opportunity for work. 
== Geography ==
Like most of the Imperial counties, Chrichheim controls the entirety of one particular province. More specifically, The Lowlands, a hilly province comprised of grassy plains, small woodlands, and rolling hills. The city of Dunedyn is easily the political and economic centre of the county. But it is also the only city in the county and, outside of a few sizable towns, a majority of the settlements in Chrichheim are small to medium-sized villages and hamlets. These places are typically no more than a few hundred people in size, at most, and are usually reliant on the local agricultural industry. Across the wilderness, travellers will find hidden glens and deep caves. There are also many clan castles across the county, constructions that once belonged to Chrichheim's many historical clans. Though some of these castles have been renovated and turned into beautiful noble estates, many now lie in ruins and make great safe-havens for bandit gangs and packs of wild beasts.
Chrichheim translates roughly into 'border land' and it certainly earns that name, for it shares many borders with both other counties and foreign powers. To the west, Chrichheim has a large border with Konigheim. To the north, Glasheim and Isernheim (both of which Chrichheim has a friendly rivalry with). To the south, the county has a border with the Dwarves of the Monav Urngorr and they even have a trade agreement with the neighbouring Dwarven clan. But it is their border to the east that is perhaps of most note. This border is shared with the Vampiric Union, an ancient enemy of the Empire of Man, and it is not uncommon for a rogue vampire or a small horde of undead to shamble their way across this border and into Chrichheim itself.
== Politics ==
The political landscape of Chrichheim is characterised by a complex interplay between local clan dynamics and the overarching authority of the Empire of Man. Each clan, led by its chieftain, wields considerable influence within its own territory, overseeing local governance and justice. These chieftains, while autonomous in many respects, owe allegiance to the Duke of Chrichheim, a noble appointed by the Imperial authority. This system creates a delicate balance of power, where local traditions and Imperial edicts coexist, often leading to intricate political manoeuvrings. The Duke, serving as the liaison between the Empire and Chrichheim, holds a pivotal role in maintaining this balance, ensuring that the county's interests are represented at the Imperial Parliament and, likewise that the Empire's interests are protected in Chrichheim.
Political decision-making in Chrichheim is heavily influenced by the Clan Council, where chieftains and elders convene to discuss matters of common concern. This council, steeped in ritual and tradition, are the bedrock of Chrichheimer political life. Issues ranging from land disputes to trade agreements are debated in these gatherings, with a strong emphasis on consensus and honour. The influence of the Empire of Man is ever-present, however, with Imperial decrees and policies often dictating the broader framework within which these local decisions are made. Despite this, Chrichheimers fiercely maintain their cultural identity and autonomy, striving to find a balance between upholding their ancestral traditions and adhering to the mandates of the Empire. Historically, these clans fought and bickered over land and influence for many years, up until the first uniting of the Empire. When the County of Chrichheim was formally founded, the Chrichheim Council was created as to keep the clans in check. In modernity, the clans have become the local nobility and are united under the banner of Chirchheim - at least officially. In reality, they still bicker and fight just as much as they did before, just in a more 'gentrified' manner. The leader of one clan will call in numerous political favours just so they can screw over the leader of a rival clan.
The current ruler of Chrichheim is Duke James Hamilton, a man that is revered for his progressive leadership and enlightened ideals. An advocate for a union of both cultural preservation and modernisation, his rule is characterised by intellectual curiosity, a passion for the arts, and a compassionate yet firm approach to governance. It was under his rule that the Chirchheim Enlightenment began in earnest. He is also a profilic author himself, his most famous work arguably being A Pretence in the Divine Art of Poetry (often shorted down to Rules and Cautions). However, James' tenure is also marked by the infamous Vampire Hunts, an event that, despite its good intentions, remains a dark spot in his legacy during which many innocents were falsely prosecuted and executed for suspected vampirism. Duke James' opponents also claim that he is an unfocused leader - too fixated on his own scholarly pursuits to effectively lead the county. He has been accused of financial irresponsibility in his patronage of the arts, for example. This reputational dichotomy has led Duke James to be nicknamed 'the wisest fool in the Empire.'
== Economy ==
The economy of Chrichheim is a balanced blend of traditional practices and emerging innovations. Predominantly agrarian, the county's economic framework is bolstered by a strong emphasis on self-sufficiency and local trade. The terrain of Chrichheim, with its fertile valleys and abundant coastline, plays a crucial role in shaping its economic activities. Trade within the Empire of Man is vital for Chrichheim, with the county exporting its unique cultural products in exchange for goods and resources not locally available. This system ensures a robust and self-sustaining economy that is resilient to external fluctuations, but one that is also limited in its ability to expand and industrialise. Indeed, historically Chrichheim has made several attempts to shift their economic focus towards industry and production, similar to how Isernheim operates, but these efforts have always fallen through due to a combination of the county's lack of industrial resources as well as the citizens' unwillingness to abandon their traditional way of life.
In terms of primary industries, agriculture and fishing are the cornerstones of Chrichheim's economy. The fertile lands of the county are ideal for growing a variety of crops, including grains, root vegetables, and a unique strain of hops used in local brewing. Sheep farming is also prominent, providing wool for the county's renowned textile industry. Along the rugged coastline of Loch Mor, fishing is a way of life, with communities harvesting the rich bounty of the sea. This includes a variety of fish, shellfish, and seaweed, which are either consumed locally or traded. These primary industries are not only vital for sustenance and trade but also form an integral part of Chrichheimer cultural identity.
Secondary industries in Chrichheim are largely extensions of its primary activities, focusing on adding value to raw materials. The textile industry is a prime example, with local wool being spun, dyed, and woven into tartans and other fabrics, revered both within and outside the county. Woodworking and smithing are also significant, producing tools, furniture, and ornaments. These industries benefit from the skilled craftsmanship that is a hallmark of Chrichheim, where artisans combine traditional techniques with modest technological advancements. The county's secondary industries, while modest in scale, are known for their high quality and craftsmanship, making Chrichheim a respected producer of specialised goods in the Empire of Man.
== Culture ==
Chrichheim is, stereotypically, a hardy county that is filled with hardy people. Citizens of the county have a reputation as honest, cool-headed people that are not afraid to share their opinions with others. At their best, Chricheimers are passionate, generous, and open. If something upsets them, you'll know. If they find a funeral amusing, they'll laugh. Always up for a laugh, they are known to be great storytellers. But, at their worst, Chrichheimers are stubborn, contradictory, and hot-headed. The older members of the county, in particular, are said to be especially easy to offend and slow to embrace change. You can see this dichotomy in the local culture.
The culture of Chrichheimers is distinguished by a strong sense of community and a deep reverence for their historical heritage. Festivals and gatherings play a crucial role in Chrichheimer society, often centred around traditional music, dance, and storytelling. These events not only reinforce communal bonds but also serve as a platform for passing down customs and folklore to younger generations.
The Chrichheimers are known for their skilled craftsmanship, particularly in textiles and woodworking. Tartan, a patterned fabric, is a cultural emblem and is often used in clothing and various other items, symbolising family heritage and county pride. Woodworking is another significant aspect of Chrichheimer craftsmanship, with intricate carvings and sturdy furniture being highly prized both within and beyond the county's borders.
Social structure in Chrichheim is deeply intertwined with clan systems, reminiscent of the historic Scottish clans. Each clan, led by a chieftain, forms a close-knit community with its own unique customs and symbols. Loyalty to the clan and the chieftain is of utmost importance, often superseding loyalty to the county itself. This clan system plays a pivotal role in the daily life of Chrichheimers, influencing decisions ranging from marriage to dispute resolution. In daily life, Chrichheimers are known for their resilience and stoicism, qualities shaped by the challenging yet beautiful landscape they call home. Despite the harsh conditions, there is a strong sense of contentment and pride among the people, stemming from their ability to thrive in an environment that demands resourcefulness and strength of character.
== Notable Locations ==
=== Settlements ===
* Dunedyn - the county capital city of Chrichheim. Famous for being an educational and cultural centre.
* Noclehad - one of the largest towns in the county, Noclehad is a significant crossroads for Chrichheim's local trade routes.
* Stella - a large town. It is a major strategic and economic significance in Chrichheim and has been the site of numerous battles over the centuries as a result. It is watched over by Stella Castle, an important military stronghold.
* Obarthain
* Fort Teine - a small town that sits on a slightly narrower part of the River Konig. Due to its location, it is considered an important town for local trade and transportation.
* Cladamor
* Fairwood - a small town on the shore of Loch Mor. It is a town with major historical significance, once being the place where all Dukes and Duchesses of Chrichheim were inaugurated.
* Two Towers
* Mungo's Church - a large village and one of Chrichheim's most important industrial centres. Due to the presence of large coal deposits nearby, it has seen a significant boom in population and expansion in recent times.
* Fort Thicket - a village and site of an Imperial Army fort, also called Fort Thicket. It is a close-knit community that has bonded through a deep cultural history and shared hardship.
* Clearglade
* Dun Iar - a village positioned between two lochs. It is overseen by Castle Iar, positioned on Iar Rock, an incredibly old fortress that remains garrisoned to this day.. As a result, it is considered a village of strategic importance.
* Specklechurch - a village linked to the River Konig. It is notable for being a major centre of the iron-casting industry, with various goods created here. Many of these are traded in neighbouring Isernheim.
* Chriban - a village built on the shores of the River Konig. It is an important port for boats travelling up and downstream, especially the Imperial military.
* Dog's Hollow - a large village that is notable for its leather-making and shoemaking. Being located near the border with the Vampiric Union, it has seen many battles over the years.
* Caladain
* Duncan's Point - 
* Horuna Abbey
* Thrus
* Bailebart - a tiny hamlet of only 85 people. It is a very recent settlement, only being founded within the last 50 years, and is populated primarily by younger people looking to build their own community.
* Martair - an average-sized hamlet. It serves as an important trading outpost between the Imperial of Chrichheim and the Dwarves of the Monav Urngorr.
* Week - a decently-sized fishing village located on the shore .of Loch Mor. Though a culturally notable settlement, it struggles to say relevant due to the presence of other settlements on the loch.
* Tarvosa - a large fishing village and notable trading port located on the shore of Loch Mor. Many of the local businesses are old, traditional locations that have been passed down for generations.
* Fatnose - a hamlet located on the south coast of Loch Mor. It was once a notable ferry port for the loch, but after being overshadowed by Fort Thicket it is now mainly a simple fishing and farming settlement.
* Foichan
* Monamaol - a small hamlet. Mainly agricultural, it also hosts the Imperial fort of Trinuic as well as the ruins of an old abbey that are considered culturally significant to the settlement.
* Tuath - an agricultural village that is a popular holiday spot for the upper-merchant and noble classes, from both Chrichheim and Isernheim.
* Little Glen - a hamlet found on the coast of Loch Mor. Sitting in a horseshoe-shaped bay, it is a popular holiday destination for minor Chrichheim nobles. Some even own holiday homes in the area.
* Cloompool
* Snowcleft
* Sleat
* Shingle Shore
* Noclais - a medium-sized hamlet, found in the north-west of Chrichheim. It is a place focused primarily of sheep-rearing and the wool trade, but also gets a surprising amount of visitors from travellers.
* Slate Pit - a small hamlet, found in the north-west of Chrichheim, built solely for the mining of slate. Despite it's small size, it is rich in Old Chrich history and tradition. It also experiences strange day-night cycles, depending on the season.
== Behind the Scenes ==
Chrichheim is primarily inspired by Scotland. You can see this inspiration in multiple ways, from their thriving alcohol industry (which mirrors the real-life scotch whisky industry) to the large number of 'clan castles' which modern-day Scotland also has a large number of. To parallel the Empire of Man's 18th century foundation, Chrichheim is undergoing the 'Chrichheim Enlightenment.' This mimics the real-life Scottish Enlightenment that took place during the 18th and early 19th centuries.
The Duke of Chrichheim, James Hamilton, is inspired by the real-life Scottish king James VI (known as James I in England) and this inspiration is also reflected in much of Duke Hamilton's interests and reputation. Even his nickname 'the wisest fool in the Empire' parallels King James' real-life nickname.
The history of Chrichheim also makes reference to a couple of old kingdoms from Scotland's history. More specifically, the Kingdom of Alba and the Kingdom of Strathclyde.