Armathain

* **Size**: 710.000 km2
* **Location**: West coast, north of Applegate, west of Malgrave, northwest of Greenfield, south of Sirendale
* **Authority**: Regent and nobility

#### **Geography**

Armathain's geography is dominated by the presence of the high and steep Moqard Sierra mountain chain. This mountain chain contains iron ore, as well as silver and gold veins. In the eastern shadow of the Moqard Sierra is a high and vast grassy highland that is windy, and rainfall is very uncommon. The elevation of the Melangar Highlands decreases slowly to the east but abruptly to the south. The less elevated grasslands to the west are named the Bicdes Veldt, which experiences a bit more rainfall and is less windy. South of the eastern tip of the Moqard Sierra, rain is more common, which has created the Nemarra Thicket, a dense and rocky evergreen forest. The Melangar Highlands are pierced by mighty mountain rivers that split the soft highland terrain in steep v-shaped valleys. The mountain rivers of Teima, Krima, Yveima, Raima, and Teigri all flow too fast for river travel, however, they are an excellent source of fish in the autumn. The Armathainish displace and pump water up on the valley walls to create terraces for farming.

The northern and western shadow of the Moqard Sierra is far steeper. The great elevation of the mountain change quickly gives way for a swampland, the Patkov Marsh, or woodland to the northwest and along the western coast. The evergreen forest that stretches along the west coast is named the Sum Wald, which is very rocky and moderately thick. The Topaz Cove offers deep waters but only a slightly rocky shoreline. The Armathainians have succeeded at creating a few profitable farmlands around this bay. The Hierac Strait is even deeper than the Topaz Shore, with rocky shores that offer many natural harbors. The land around the Hierac Strait is equally craggy and rocky. The south is mostly covered in farmlands, the northern part of the Qettam Meadow, with moderately high, but still gentle, rolling hills.

#### ***Summary***

In Armathain name, wealth and tradition hold the most power. If you were born a noble, it is your ancient right to remain such, with all the perks and duties it comes with. Not adhering to tradition and hierarchy is social and economic suicide in Armathain. Armathain believes their culture to be superior. There is a reluctance in Armathain to share their resources and advantages with other kingdoms, which has built up quite the national debt, mostly with Stormholme. In Armathain, your life's path is chosen by your parents' profession and what social rank you were born into. Armathain is dominated by a dramatic topography with a mighty mountain chain rich in ore. Food is either fished from the coast or rivers, farmed from hillside terraces, or found in animal husbandry of sturdy highland cattle, sheep, or goats. Armathain is known for its superb steel and excellent arms and armor smiths.

#### ***Living in Armathain***

The Radiance of Geanor's passages about the value of Souls is taken very seriously in Armathain. There is a widespread belief that the Soul properties are mostly hereditary, and thereby it is the child's fate and destiny to inherit one of their parent's life's path and the value of their Soul. Queen Armcaster, the matriarch of the royal house of Armathain, is almost the direct descendent of Duke Armcaster, the last custodian of the Duchy of Armathain before the Empire fell apart.

The people of Armathain supported the Empire as much as they abhorred it. Culturally, the right for your child to inherit your title and wealth is very significant for Armathainians. Moreover, Armathain has a history of conservative politics and traditionalistic viewpoints. So the part of the Empire that promised adherence to traditions, order, and stability was greatly appreciated, but Armathainians could never reconcile with the imposed law of meritocracy. Thus, Armathain rebelled, sometimes violently.

Armathain is a nation rich in natural resources, harboring strong pines on the coast, easy access to stone, as well as high-quality iron, silver, and gold ore in their mountains. They have access to fish and shellfish, both from the sea and from river fish that travel from Karthmere to play and mate in the high rivers of the Armathainian plateau. Their terrain is mostly rocky and craggy, which has proven a good foundation for the infrastructure of Armathain. However, their natural food sources have proven themselves sometimes not enough to feed the kingdom's swelling population. When the Empire fell, the food relocation program within the Empire ceased, which some duchies relied on. Armathain was one of them.

Eventually, Armathain experienced a few years of poor harvests, which drove Armathain to invade Applegate. Consequently, this sparked the Armathainian and Karthmerian war. Due to Armathain's presence in Applegate, Karthmere felt forced to attack Applegate themselves, unwilling to give Armathain more land and power. Ultimately, the two opposing forces met each other in Applegate, and their attention turned to each other rather than the central Applegate. At the end of this war, Armathain and Karthmere were able to conquer about a fourth each of Applegate. The rest acting as a buffer between the two mighty kingdoms. Armathain felt victorious in the end, as their new fertile southern territories gave them much-needed farmland.

Armathain doesn't export much of its natural resources, especially not its precious metals, as they see it as strategically catastrophic. They do not want other countries to share their military advantage. Despite this isolationist approach to their export, Armathain still imports goods. The Armathainian elite is made of a proud stock who wants to flaunt their power and prestige, and this is encouraged by the upper echelons of leadership. It is seen as an important propaganda tactic to safeguard the Armathainians' sense of self-worth, superiority, and love for their own country. This has resulted in quite the national debt, mostly to Stormholme, and many of the nobility's pockets are running dangerously low.

Armathain's technology level is both sophisticated and outdated. Even if most professionals are taught well in their respective areas, Armathain is slow to adopt new inventions after the Empire's fall. In Armathain, you're more often than not taught that there is a true and tried way, and the rest is inferior.

#### ***The Mark***

The Naming ceremony, where a newborn child is blessed in a Church of Riahn and given its name, is not only a tradition in Armathain. It is mandatory. If you can pay the fee, that is. The ceremony serves two important tasks in Armathainian society, it allows for a national archive of its people, their profession, and rank, but also ensures the tattooing of your social "mark." Several dots are tattooed on the newborn baby's neck, signifying which social rank the baby will belong to for now. Later, in their teenage years, during the ceremony of the Rising, these dots are tattooed into small suns instead, and their social rank will be finalized and confirmed. Criminals are often robbed of their marks to join the ranks of the Unmarked. The rest of the Unmarked are simply too poor to pay the fee of the Naming ceremony. Falsifying your mark is considered a grave crime.

##### ***Unmarked***

Those without a Mark lack basic civil rights. This includes barely any protection in the Armathainian law, no right to enter any kind of education, no right to own proper houses, establishments, animals, vehicles, ore, etc., and often no right to sell produce at markets or enter towns with walls. The Unmarked are also not allowed to leave Armathain. The lack of protection and rights usually ends up in exploitation, black markets, and slave labor. Those unfortunate enough to be born Unmarked or turned Unmarked usually live outside of society and often find themselves at an early grave.

##### ***The Humility Mark***

The first mark is made up of the bulk of the Armathainian population, and they possess basic civil rights. However, these civil rights are weaker than what, for example, a Malgravian citizen would enjoy. There are also some restrictions in place of what kind of buildings, tools, arms, etc., they can own, what kind of education they can acquire, and what kind of areas they can enter without the permission of a higher mark. Those within the Humility Mark often work as servants, farmhands, laborers, fishermen, loggers, tanners, spinners, herders, ranchers, etc.

##### ***The Diligence Mark***

In the Diligence Mark, you can find simple craftsmen, privates in the army, merchants, hunters, basic scribes, low ranking priests, farm owners, cattle owners, boat owners, etc. This category enjoys the full basic protections of the law and is often allowed into most places and educations, but there are still areas off-limits to this social rank. This concerns especially how far they can advance in their career. A Diligent private in the army can never gain a higher rank than those of the lowest order.

##### ***Integrity Mark***

What primarily divides the Integrity Mark from the Diligent Mark is salary and office. Whilst accessibility and rights are largely the same, an Integrity marked man or woman has access to higher-paid careers and higher positions. This includes more prestigious crafters such as goldsmiths, steel smiths, gourmet chefs, posh hatmakers, luxurious cobblers, etc. It also includes more wealthy merchants, farmland owners, fish boat fleet owners, cattle owners, and other kinds of business owners. In addition, medium ranked scribes, soldiers, and priests.

##### ***The Distinct Mark***

The Distinct Mark is the first mark of nobility a person can display, and this mark includes the lowest of nobles. The higher positions in the Church, military, and government. Being a part of the Distinct Mark opens up many doors and often leads to well-paid and significant careers.

##### ***The Valiant Mark***

Only the highest of priests, soldiers, and government officials can be found in this circle, those who work tightly with the two higher marks. It is also where we can find nobles of intermediate influence. Being a part of the Valiant Mark allows you to enter circles surrounding the high nobles and the crown.

##### ***The Eminent Mark***

This mark encompasses the five regional governor families of the "The Five Duchies," Arndal, Coppertree, Gilstrong, Highward, and Rotleigh. This mark entails great leniency yet constant oversight with no privacy and the great duty to supervise an Armathainian duchy.

##### ***The Radiant Mark***

The Radiant Mark is only given to members of the royal family, which signifies their purity of blood and Soul. There are only a handful of this rank members, and they wield great power yet shoulders the most duty and responsibility.

The Mark system is rather simple, a Radiant has a small tattoo of a sun, whilst an Eminent has two, a Valiant three, etc. This makes it possible to add a lower rank but impossible to gain one once marked.

One significant ceremony is the Rising ceremony, which is celebrated when a child turns 15. In this ceremony, outside of celebrating the transformation of becoming an adult, your life's career and purpose must be nailed down by your family and the authorities. If this life path is considered not to be on par with their current mark, their mark level is lowered. This function is in place to not crowd certain ranks. Part of what ensures the privilege of certain ranks is their size. Not everyone can live as an Eminent noble, and therefore it is in the Eminent nobles' concern to keep the number of their ranks consistent and somewhat sustainable.

Matriarchs and patriarchs of families have certain powers and rights within the law to control their family members. For example, being in control of their family fortune and possessing influence over the family's Unions. Sometimes people enter into the Union in between marks, foremost to gain some kind of advantage. The children of the highest marked parent usually inherit their level, whilst their spouse technically remains in their original rank but could enjoy higher privileges if the higher mark wants and could arrange it. A prime example is the regent of Armathain, their spouse, and their children. The regent cannot marry someone of their rank as there would be none eligible. Usually, this husband or wife is chosen from the Eminent Mark. As the regent spouse, you would still be considered Eminent, certainly higher than other Eminent, but not a pure Radiant either. The regent children must inherit the Mark of Radiant to possibly be able to rule one day.

Besides these social ranks, there are other social rules. A child of a priest is expected to become a priest themselves, shoemakers turn to shoemakers, farmers into farmers, soldiers into soldiers, etc. This also applies to the five great noble houses, where it is their duty to both govern their region and their respective sectors. Interestingly, it is mostly the Humility mark and nobles of Distinct Mark who enjoy the most freedom in this society if they are born into a family with many siblings. The eldest is foremost responsible for carrying on the family's tradition and profession, but it certainly becomes easier with siblings helping to carry that burden. Moreover, as the youngest or one of the youngest of a large family, you might not necessarily be needed within the family's profession and can be assigned something new due to local shortages.

Through the marks, the government of Armathain has created a consistent system where it is relatively easy to gain oversight over trade and production, which has somewhat eliminated the need for guilds. Sometimes a region's production grows too small, perhaps through the disappearance of key production families, then it is the Master of Heritage's duty to elevate or shift heritage around, so the local area keeps on functioning as it should. For example, if there is a shoemaker family who disappeared in a certain region, a younger child of another region is given a new name and is moved to become the new shoemaker family in the first region.

The system is also known for its rigidness and inefficiency. This inefficiency usually stems from the people who lack particular inclinations and passions being forced into professions and stations they're not suited for. This is especially detrimental for the higher ranks. A noble can be horrible ill-suited to rule, and very little can remove them from power. Furthermore, as businesses and noble governance are run in the family, it can create a lot of discord as the family can be the worst kind of people to be actively working with.

After all of this, Armathain's culture is steeped in traditions and rituals. Depending upon your mark, you don't even try to speak to some other marks or even look upon them, as it can invite trouble. Festivals, holidays, and ceremonies are significant to prove your station and the nobility of your Soul, no matter your mark, because all marks have something to lose. Dressing, acting, socializing, etc., is often done with the single goal in mind to prove you belong to your mark. However, accidentally overstepping your boundaries by flaunting as if you belong to a higher mark will often catch the attention of someone with more influence than you. The higher marks jealousy safeguard what they have, to protect their power and rights.

One prevalent fashion in Armathain for middle to higher marks is showing off their neck. Women part their hair or gather it in fashionable hairstyles that leave the neck bare. Fashion is often tailored to show off the neck area. Even greeting someone formally is bowing down deep and twisting slightly to give the other a clear shot of their mark if the difference in rank is unknown between the two. Otherwise, only the lower rank has to bow. Any scarring or other tattoos close to your mark is immediately seen as suspicious and can lead to inquiries at the guard's office.

#### ***Relation to the Church***

The relation to the Church of Riahn is relatively strong. Whilst religion and tradition are a constant in Armathainian lives, there is a hard limit to what the Church can do in Armathain's society. Every marked citizen is expected to give Riahn and the Church homage and participate in the various ceremonies. To not would lead to a quick road to the removal of the mark. The Church also has a monopoly of certain functions in society, such as medical work, the legitimacy of a myriad of things, and of course the Naming, the Rising, the Union, and the Farewell.

After a marked child is old enough to walk and speak, they must head to their designated Church approximately an hour or two after sunset for clerical education. This is an opportunity for the Church to impart good and sound morals to the children. Of course, different marks are kept away from each other. But as mentioned above, if the Church would overstep any of its privileges or duties, word would travel quickly to the five noble houses of the Eminent Mark and the crown. Any attempt to encroach on their power is emphatically stomped out.

#### ***Relations to other Nations***

Armathain, with their superiority complex, usually finds it hard to work on equal terms with any other kingdom. Decades ago, Armathain conquered farmland from Applegate but had to battle against Karthmere to acquire it. This historical struggle with Karthmere is still alive and brooding to this day. Karthmere is frequently slandered in public for being undisciplined and impure, or just "simple".

In recent years, attention has shifted to Sirendale, whose defenses have mostly crumbled against the vicious raids of Beornhelm, especially after the Great Ransack of Mistshear. To say that Armathain's military presence in Sirendale was uniformly welcomed is a stretch of the truth. However, Sirendale has still benefited from the extra muscle. Armathain had another motive involving themselves in the politics and defense of Sirendale; Money. As Armathain's coffers are running low, despite the raids, Sirendale is flourishing. In a sense, Armathain is holding parts of Sirendale's economy hostage through their military presence. Obey us, pay us taxes, or else we will leave you defenseless to Beornhelm, or worse, use our troops differently. It might be that only Sirendale is keeping Armathain from complete economic ruin.

Though, Armathain is also cautious about their presence in Beornhelm. They do not want to overextend too far and take too heavy losses from the Beornish presence, or worse, get dragged into another war. Therefore, Armathain is more prevalent in the southern and central areas of Sirendale; they tread far more carefully in the north. It is their hope that their presence alone is enough for Beornhelm to waiver. To a degree, this tactic has worked well enough.

There is one more reason why Armathain is not completely committing, which is not openly discussed; The fear of Malgrave. Armathain holds begrudging respect for their neighboring kingdom, despite their shared history during the Imperial years. Armathain both hates Malgrave with a passion and harbors respect for their might. There is also a constant struggle to upstage Malgrave, proving themselves better, but using Armathain's traditional methods rather than Malgrave's progressive agenda.

There is a strong distrust of Stormholme. Whilst they do a lot of business with them, they fear their influence in the country. If a Stormholme ship is docked in an Armathainian port, it is swiftly put under heavy guard, and the crew is given rigid restrictions to their stay.

#### ***Military***

Armathain has a long tradition of training a standing army of quite some size. The standing army is composed of professional soldiers, which in peacetime serves as guards, scouts, and messengers in Armathain or Sirendale. Whilst soldier families can be stationed in all of Armathain, the grand Arndalian military academy is the core training ground for all nation troops. Military families tend to not have a grounded family house. Instead, the government supplies small houses to them. Higher ranked soldiers receive less foundation training due to lessons in tactics, strategy, supplies, etc.

The units of the army are incredibly disciplined with a strict hierarchy. The average quality of a soldier is relatively high, both considering training and equipment. For the higher positions in the army, this varies widely. While the quality of education is high, it is hard to teach someone into a hardened general if they faint at the sight of blood. The tactics of Armathain are often sound and sharp, but the complexity of the troop's maneuvers and the rigidity of the lines of command leaves little room for flexibility and creativity under the current dogma. However, without a doubt, Armathain possesses the highest quality of arms and armor in all of Frostmark. Armathain has a few warships, but they are mostly moving troops around rather than open sea battle.

One designated unit of the army is the skirmish contingent. They are equipped with throwing spears as well as infantry spears and a shield. They engage the enemy viciously and quick, then retreat behind a shield wall to regroup and commit to flanking positions. The standard unit of Armathain is a well armored and shielded infantry with spears and short swords that alternate front lines. Soldiers of higher rank instead of opting for a different approach. They enter into combat as extremely well-armored knights on top of massive armored warhorses, charging into weak points and wreaking havoc from above with their greatswords or longswords. Assigned to every knight are two battle squires with shield and sword, whose sole purpose is to protect their liege's life. There are also special arbalist units, equipped with heavy crossbows. They are designed to destroy the enemy's tanks or create openings for their knights. The mounted knights serve out of the war as bodyguards for the higher nobility and entertain them through knightly games.

Armathain's army excels inside its borders and in defensive positions. Armathain is demanding to invade, as their naturally hilly and craggy landscape brings a disadvantage to an attacking force. Furthermore, the vast resources of stone and labor have built many fortified positions that scatter the Armathainian landscape in tactical positions.

Armathain is divided into six districts, where five Eminent households govern duchies. The capital and a generous amount of land around it are governed by the crown family. Each Eminent household is also given a nation-wide area of responsibility. These families lack the attention to governing their vast lands and their respective responsibility effectively. Therefore their regional power is mostly ceremonial. The real ownership and oversight over the land are divided between a hierarchy of nobles underneath them. The duchies are divided into marches, which are divided into counties, which divides into viscounties, and lastly, into a myriad of baronies. The nobility often hires offspring from families underneath them to assist them as ministers in their work. Some civilians are born into stations within the government, but these never hold any power to make executive decisions.

#### ***Royal House Armcaster***

***Ruler***: Queen Bernadette (45 years)

***Family***: King (53 years) and a son (16 years)

***Coat of Arms***: Diagonal fields, one of blood red, the other field black, and in between the fields a band of gold with a single silver sun in the middle.

***Rule***: Armcaster Capital, Boltcrest City, and Steepbarrow Town

Queen Bernadette Armcaster has been loved by the Armathainian people since her childhood. Elegant, brilliant, and scrupulous, queen Armcaster seems to be a robot, performing her duties with punctuality and excellence. Some Armathainians worship her to the point they would claim that she harbors a piece of Geanor's Soul within her. From her predecessor's opulent and more arrogant ways, queen Armcaster is significantly more frugal and pragmatic. Bernadette has been able to stabilize Armathain's economy somewhat by cementing their presence in Sirendale, a project her father began with.

The king of Armathain, the original heir to the Highward family, gave up his duke's future title to become the queen's consort. In his early days as king, Xaver Highward showed some potential, but the queen eventually out-shined him and came to even save him from his own mistakes on some occasions. It is no secret that the king has turned somewhat bitter these days. The heir to the throne, Prince Tedric Armcaster, adores his mother and much Armathainian hope that queen Armcaster can depart some of her splendor unto the prince.

#### ***House Arndal, Master of the Army***

***Ruler***: Duke Elyas (21 years old)

***Family***: None

***Coat of Arms***: Diagonal fields, one of blood-red with a stylized castle displayed in black, the other field black, and in between a line of gold separate the two fields.

***Rule***: Arndal City, Oldharbour Town, and Rustrun Town

House Arndal has been plagued with a string of unsuccessful marriages. In the past decades, the title of Duke or Duchess of Arndal has been passed between several old family members as one after the other submitted to disease and death. In the end, the only legitimate family member left was a male heir of 17, Elyas. He now shoulders the heavy responsibility of leading Armathain's army and spearheading its security. In the present day, the duke has ruled as duke for 4 years, and despite his young age and lack of experience, he has shown a remarkable talent for management and strategy. However, it is no secret that the lanky and young duke is no burly fighter, despite his tutor's best attempts.

Duke Arndal is a devoted soul who spends most of his waking hours reading and writing impressive insight into the army's operations. Though, he's never been known to be an eloquent courtier, to most suitors' disappointment. His position has left him pressured, non-sociable and ill-tempered. Duke Arndal has behind him a whole retinue of experienced generals who counsel him often. General Thoston, an experienced but relatively young female general, rarely seems to leave the duke's side.

#### ***House Rotleigh, Master of Coin***

***Ruler***: Duchess Agatha (32 years)

***Family***: Duke (49 years), deceased sister (46 years), deceased niece (15 years), and a daughter (7 years)

***Coat of Arms***: Diagonal fields, one of gold with two silver suns displayed, the other field black with a golden coin displayed.

***Rule***: Rotleigh City, Ironvault Town, and Silverhall Town

The earlier Duchess, Joy Rotleigh, was a gentle and beloved woman with the most adorable daughter and loving husband. Many looked at the Rotleigh family with high hopes, and thereby the tragedy of their death impacted Armathain even harder. Joy and her daughter's fate was also a terrible one, burning to death in their favorite summer house. Fortunately, the consort of the late Duchess, duke Ludovic, was not present with them as he was still in town for business. Next in line was the younger sister, Agatha, who is known for her sharp wit, lively personality, and domineering attitude. An internal decision was made within the family, and the Church agreed upon remarrying the duke to the new Duchess, who has since then birthed a daughter with him.

It took some time for the house's allies to warm up to Agatha after the loss, partially because she handles her duchess duties more than adequately. However, in recent years, duchess Agatha has grown more and more paranoid that someone is trying to kill her as well. She often isolates herself and her family with only a few trusted servants and refuses to participate in state affairs and socializing.

#### ***House Coppertree, Master of Faith***

***Ruler***: Duke Leonard (23 years)

***Family***: Two brothers (20 years, 14 years) and one illegitimate daughter (5 years)

***Coat of Arms***: Diagonal fields, one of blood red, the other field black, in between a thick band of silver with a copper oak tree displayed on it

***Rule***: Coppertree City, Goldyard Town, and Ebongrasp City

Duke Coppertree is causing many headaches for his house. He is ill-suited for his position and cares very little for his duties and duke. Within the Coppertree family, it is common to coerce the duke to perform those duties that he absolutely must perform. Duke Coppertree is a young and handsome man who prefers the company of entertainers, "escorts," and artists of both genders. Even if the elite strongly dislikes his frivolous ways, the lower class's men and women that get the pleasure of his company would eagerly remark on his good humor, caring nature, and passion for life.

A few years ago, Duke Coppertree fell in love with a lower-class woman who had a daughter with him. The duke loved them both and was ready to go to war against his house to legitimize his daughter and lover. The situation turned more chaotic by the hour until the duke's lover sent a message to the duke claiming she can't handle courtly life and that she was moving to Kathmere with their daughter. Leonard has been even more troublesome after their departure, usually in between fits of melancholy and depression.

#### ***House Highward, Master of Heritage***

***Ruler***: Duchess Sigrith (16 years)

***Family***: Duke (25 years)

***Coat of Arms***: Diagonal fields, one of blood-red with a stylized castle with a golden crown above displayed in black, the other field black, and in between a thinner band of gold with three white suns displayed in a row along with it.

***Rule***: Highward City, Topazshore Town, and Northwall Town

Duchess Highward is the sole niece of king Xaver Highward. Her parents died of a disease when she was little and has, therefore, leaned on Xaver as a sort of father figure. Xaver and Sigrith are very close, and the king often travels to Highward City to advise her. The Duchess herself is young and inexperienced but a woman who knows what she wants and can be extremely persuasive. At her worst, she acts spoiled and pretentious. At her best, she is efficient and determined.

#### ***House Gilstrong, Master of Infrastructure***

***Ruler***: Duke Thurstan (22 years)

***Family***: Deceased Duchess (25 years), sister (19 years), brother (17 years), and a daughter (3 years)

***Coat of Arms***: Diagonal fields, one of blood red with three stylized castles displayed in black, the other field black with three stylized blood-red castles displayed, and in between a thin line of gold that separates them.

***Rule***: Gilstrong City, Bronzewatch City, and Steelpost Town

Duke Thurstan is another young charming, and powerful noble of Armathain. Like duke Leonard Coppertree, Thurstan greatly enjoys parties and revelries. Thurstan is way more clever however, he makes sure to take care of his duties adequately to get it out of his way, seemingly not caring an awful lot about his responsibility.

Thurstan is not the one to visit the lower ranks, like Leonard, he keeps close tabs on his company's status. An infamous suitor, many noble girls, have been left heartbroken as he claims that none is good enough for him. In the end, his family forced him to marry, and Thurstan was less than thrilled. He hardly spent any time with her or the daughter the two of them had together. Two years later, after their daughter's birth, his wife succumbed to a sudden and vicious disease. Many whisper conspiracy theories about her death, but no evidence points the duke out as a culprit. After the funeral had blown over, the duke was quick to return to his old lifestyle.