recursal/Fanatic-Fandom huggingface dataset:
Ceremony among the Otheiae

Part of Culture of Otheia

Within Otheiae culture, a high emphasis is placed on ceremony throughout their society.

These ceremonies are almost always done in a fashion which places emphasis on the individual, as it may well be the first time the person in question is at the center of attention since their Name-Day.

Examples of such ceremonies are most often found in dates of religious, cultural and military significance, such as a holiday or a muster day.

### Martial Gates

For example, the mustering of a new regiment will entail a ceremony called the Gate of War, which generally occurs in the center of a town, wherein a large gate will be constructed, generally of ceremonial pikes or large sword-staffs.

The recruiting captain, or his deputy, will begin to call names. The prospective soldier will march to the center of the pike structure, called the Martial Gate, where they shall be at the center of the town’s attention for likely the first time in their memory. They shall then call out their name, and usually list the equipment they already possess.  Finally they are awarded a badge of their new office, commonly a military sash, as well as a traditional silver coin, usually by the recruiting quartermaster.

They shall then march away from the Martial Gate, and into the awaiting company of their fellow soldiers. Once the ceremony is finished, the rest of the day is full of wild parties, before the recruits are hauled off to begin their training.

The recruiting ceremony is performed at each mustering, be it to begin a campaign, or in the desperate raising of a regiment for defense, with variation. It is the first, and likely the last, times a potential soldier will be at the center of attention for a city, and is designed to allow the recruit to feel as though they are of the greatest importance, even if it is for but a moment.
Egic Egalitarianism

Part of Culture of Juhnvechteya

In the isolated, far western valleys of Juhnvechteya reside the Egic peoples. These peoples, such as the Kauts, have a turbulent and violent history, often operating as raiders and invaders for those nations unlucky enough to be near them. However, before they were eventually expelled from Toradzland and the western marches of Stribrna Joraje, they left a permanent imprint of social equality.

### In Kautenlland and Pzenmarg

In the mountain valleys of Kautenlland and the river valleys of the Pzenmarg the Kauts and the Pzanas reside in rural villages and isolated homesteads. Among the Egics of these lands, men and women are cos ordered utterly equal, and many perform the same activities as one another, with men participating in domestic chores and women taking part in logging, hunting, and even fighting in the wars against the incursions of the Toradzmen.

### In the West Marches

In the West Marches of Stribrna Joraje, women are given a great deal more freedom and authority than their eastern cousins. Rather than simply being in charge of the domestic aspects of a household, women also commonly take charge of the foreign aspects, such as business, trade, and even politics and war in the case of the nobility.

In addition, there is a great deal more liberty granted to men by the culture, most of this being in the way they may dress and act. In the west, a man, even of knightly station, may dress in any clothes he pleases, and may act as he desires. This often shocks the nobility and clergy of the eastern counties, who view nobles in feminine brocade as preposterous. The same courtesy extends to the women of the Marches, who often dress as the men do. Same-sex relations are not discouraged in the Western Marches, though there is little or no marriage amongst them, for it is considered disadvantageous among the nobility.

### In Toradzland

The Egics left the largest impact in Toradzland, where they had settled and intermingled with the locals for several generations. Before the arrival of the Kovac house, women were utterly and totally equal to the men of the region, and homosexuality was totally normalized. However, during the reign of Baldrich II, during his Jorification efforts, same-sex relations were criminalized, and the introduction of several eastern Joran families to the region as nobles saw the rights of women be slowly whittled down.

Some vestiges of the egalitarianism of the old days remains, though these are few.
Rangers (Otheia)

Part of Armies of Otheia

Rangers are the primary cavalry aspect of Otheiae armies, and alongside hunters, they serve as the scouting and skirmishing units as well.

The only defining aspect of a Ranger is the way they operate. As mounted infantry and light cavalry, they are generally mixed units, Ranger companies having archers, swordsmen and other soldiers interspersed. In this way, they are able to operate as a well-rounded (if smaller scale) force, with no glaring oversights. This is essential to their methods of warfare, which consists of operations independent of the main army.

Rangers don’t tend to act as cavalry during battles, rather they range out in small parties that scout, destroy or seize enemy supplies, attack mustering points, sabotage defensive works, and generally cause chaos to clear the way for the main body of the army to enter the region, and force the enemy to dedicate excessive numbers of men to guarding their rear and supply lines.

During battles they tend to dismount and fight on foot, using their horses to move rapidly between hot-zones. They will occasionally be employed to ride down valuable enemy targets, such as lone mages, and are commonly used to flank enemy formations of infantry.
Currency of the Augkarate

*Part of Numismatics of Otheia*

Currency is handled daily in the Augkarate of the Otheiae, by almost everyone. There are two main types of currency, “hard” currency, made from precious metals, and “soft” currency, made from wood or fabric.

### Hard Currency

Hard currency is used by travelers, diplomats, merchants, nobles, and others whose circumstances necessitate using something of universal value. Hard currency takes the form of coins, the most common variety are called Naudu. Typically naudu are made from a copper-lead alloy, silver, or electrum, though each Realm or even City will produce its own coinage from its own materials.

The coins, by the ancient Naudu Treaty between the Battlemage Houses, all have the same basic weight; 4 grams, and have a hole punched in the middle, that they May be collected on a string for easier transport. A general rule of thumb is that a silver naudu is worth 6 copper-lead naudu, and an electrum naudu is worth 10 times as much as a silver naudu. The rare gold naudu, issued only rarely by a few realms, is worth about 10 times as much as an electrum naudu itself is worth.

### Soft Currency

Soft currency, on the other hand, is made from thin wooden chips wrapped in dyed cloth, called Udum. These soft currencies are issued by cities and battlemage houses to be used within their walls and realms respectively, as a means to introduce more currency to the system without devaluing the power of the naudu, make money more convenient to carry, as well as to enable the cities and mages to hold onto more hard money than otherwise possible. Made from round wooden chips wrapped in fine foreign cloth, often silk, and dyed rich colors to portray its value, their color and cloth will dictate which value they are roughly equivalent to.

Nearly every city has its own variety of Udum, and each realm issues its own as well. Often the Udum may be traded for naudu at a governemnt financier’s office, or by those willing to buy udum for hard money.
Riko the Senile

*Part of Characters of Juhnvechteya*

Riko the Senile is (or was, her current status is unknown) a Beldam fortune teller and magician, who plied her trade in the woods near Kostravald. She became notorious for her accurate, if slightly deranged, fortunes, and her strange sense of humor. She became popular amongst the nobility of Karred as a seer, with many knights, nobles, and burghers travelling to visit her in her forested home, somewhere in the Gerrywald.

## Background

#### Childhood and Early Life

Riko was born in the City of Buorna, three or four years before the Crusade, to unknown parents. Hearing of the incoming crusaders, her parents, who allegedly foresaw that the heretics would not succeed in their attempt to defend the city, chose to give her to a passing family of Beldym mages, who would raise her, and teach her their craft.

By the time she was 15, she had fully adapted to the Beldym way of life, and would split off from her adoptive family. From this point until her later life, little is known, aside from the fact that she travelled Joraje, helping the poor and needy.

#### Later Life

In 599 of the Joran Calendar, Riko, who had lost her mind on her travels, returned to Karred, and settled in the Gerrywald, accompanied by a pig, solely for the reason of outliving it, according to herself. A woodsman named Machiel was the first to find her, and he spread the word of a seer living in the forest near Kostravald.

#### Waldemar's Visit

Thus, word of her excentricity and the accuracy of her prophecies began to spread, until it reached the ears of Waldemar, the Count of Zelky Hora, who went to speak with her. It is unknown what was said in this meeting, though some theorize that she convinced him to allow other seers into his court, thus influencing him with their visions. A fringe theory is that she orchestrated the entirety of the Raven's Revolt, to avenge her family by ruining the duke whose grandfather had failed to aid Buorna in the crusade.

### Current Status

The current status of Riko the Senile is unknown, for when a nobleman went to visit her after Waldemar's visit, he found her cottage empty, and the pig-pen deserted. Some say she was killed by bandits, others that Waldemar kidnapped her, but the most popular theory is that she grew bored with life, and wandered into the forest, either to die, or to go on another adventure.
Otheiae Corsairs

Part of Culture of Otheia

Part of Criminality of Otheia

Corsairs is a general term for any pirate or raiding vessel operating out of the coasts of Otheia, but it may also refer to the naval vessels of a coastal realm, especially when they carry out their peacetime duties.

The Otheiae have a long history of piracy in their regional waters. Such activities are made possible through their use of fast, light, and shallow-drafted vessels, which enable them to strike out quickly at passing shipping, before retreating to inlets, coves and shallow harbors where deeper-draft ships cannot access. These pirates have garnered a mixed reputation, often being romanticized as swashbuckling adventurers, others depicting them as thieving slavers.

More curiously, many of the official navies of coastal realms are also labeled Corsairs. This is likely an anachronism of ancient times, when the fleets operated much like the pirates in times of peace. In the modern day, however, the official “Corsairs” patrol the coastal waters for foreign shipping, before boarding ships they sight. Nominally, this is in search of contraband, but it is common practice for realms to require foreign ships to pay an annual toll to use the waters they nominally control. Should the ship’s captain be unable to produce evidence they payed for the operating license, the ships cargo, and even the vessel itself, may be impounded. This serves as a source of income for several coastal cities, who then sell off the cargo as well as the ship, or hold the vessel for ransom.

These “customs inspections” have not always gone without resistance. For example, five years ago, two navalized speronaras attempted to stop and seize a xebec of the Moonfleet, off the Needles Rocks. The subsequent battle saw the naval vessels destroyed by a volley of gunfire by the xebec, which then continued on its voyage unmolested.
Military Capabilities of the Augkarate

Otheiae military Capabilities

Part of Armies of Otheia

Using Otheiae population statistics, there are an estimated 400,000 mages and spellswords

There are 3,500,000 total non-mage soldiers able to be mustered for war, standing army sits at about 1,200,000

There are 956 bastion forts and cities within the Augkarate

There are 4,900 castles scattered throughout the realms. Despite being of older design, they are capable of withstanding infantry siege for some time, and can hold out against mages for a few hours or days.

There are 12,000 fortified villages on both external and internal borders, which guard the frontiers and prevent easy access to the Augkarate and the realms therein.

There are 2,000 gozonar Corsair boats available for use in the Estuary Channel and in coastal or riverine operations abroad
Breastplate and Cuirass

*Part of Armor of Juhnvechteya*

## Cuirass

### Breastplate

A breastplate is a single piece of armor which covers the front of the torso above the hips. When combined with a backplate, it forms a cuirass.

Invented in the 550s/400s JC/VC, they spread rapidly among the upper classes of Juhnvechteya, and have slowly begun to proliferate slowly into the lower classes of soldiery.

The breastplate is globular in shape to encourage any blows to glance off and transfer less energy to the knight, rather than to hit and transfer their full force to the wearer. The breastplate may be made in two parts, the lower overlapping the top to provide extra protection at the joint and attached with a strap. This is done to add flexibility. The bottom piece of the breastplate is sometimes used by soldiers as an independent piece of armor to protect their belly, though this is primarily due to the pieces being acquired through looting rather than purchasing with intent.

#### Faulds

The breastplate is often augmented by faulds, These faulds consist of overlapping horizontal pieces of metal, articulated for flexibility, that form an apron-like skirt in front. This protects the lower torso, reaching only to the top of the thigh on occasion. Tassets are sometimes riveted to the bottom of the fauld, to protect the upper legs.

### Backplate

A backplate is a relatively uncommon piece of armor. It extends only so far as the hips, and may include plates called Culets which protect the rear and buttocks of the wearer, particularly for riders.

When the breastplate and backplate are combined, the result is a cuirass, which will make the wearer near, immune to any attack aimed at the torso. Cuirasses are only truly available to knights, and are effectively out of reach for any lower soldier.
Raid on Ledann

Part of History of Otheia

A small band of Vasadla riders trekked through the wilderness of the Steel Realm. Far faster than any word of their arrival in the northwest, these dozen warriors had but one goal: to find the Iron City, and take what they could.

However, when they arrived at the City of Stecer, the nomads saw its strong walls and high population, at least 100 times their number. Thus, they turned their attention to the smaller hamlets which produced the iron the city used.

Approaching Ledann Village in the afternoon, the raiders attacked as night fell. Sending the population into a panic, the raiders began to loot and burn the town, killing those who stood their ground. The villagers took shelter in the blasting-house with the ironworkers, who fought back with molten iron and unfinished steel blades, as well as in the Manor of the hamlet.

The people watched helplessly as the village was burned, and the raiders made off with what raw iron and tools they could. The hamlet burned into the night and until dawn, and while the villagers attempted to douse the flames with water from the millpond, most buildings could not be saved. Landguard riders appeared once the flames were seen, but by then the raiders had long disappeared, and could not be tracked.

Following the raid, the Vasadla warriors vanished into the woods, and a search of the region commenced, but nothing could be found. A panic was sent through the Steel Realm, especially the rural villages, and watches were established at all times, to protect their towns from the fate of Ledann Village.
Otheiae Insults

Part of Culture of Otheia

Part of Literature of Otheia

The otheiae prefer their insults to be witty and metaphorical.

For example:

“You are like a Raselek Cheese”

Translation “You are stinky, ugly, slightly moldy and nobody wants you around, much less in their house”

“You’re an empty glass”

translation “you’re stupid”
White Sauce (Juhnvechtese Condiment)

*Part of Juhnvechtese Cuisine*

White sauce is the second of the Great Sauces. A flour-or-bread leavened sauce, it has two primary varieties, one found in the northeastern and coastal parts of the region, called the Cinelli style, and one common to tables in the inland regions, known as the Toradz style.

The white sauce has two basic components, milk and a flour-based thickener. The Cinelli style makes use of white roux as thickener, while the Toradz uses stale bread as thickener.

Aside from the leavening agent, there is little difference in the compositions of the sauce. It will include various herbs and spices, such as onion, chives, parsley, pepper, bay leaf, salt and occasionally sugar. The exact recipe of herbs and other ingredients will depend on the personal taste of the cook.

White sauce is found on the tables and counters of nearly every kitchen in Juhnvechteya. It is not considered to be particularly associated with any class, and is enjoyed in the feasts of princes and the daily meals of the paupers. White sauce is typically eaten with bread, cheese, or pasta. It is near-always served hot. It is also commonly paired with chicken, duck, or other fowl such as quail or Toradzwalt Truthenn.

Example recipe, from *A Cooke’s Memorie Aide for Princely Feasts, a Tandisch cookbook*:

*Take some Parsley and Chibbol, and mince them very small, put in a Saucepan a good lump of Butter, with your Parsley and Chibbol, and some minced Shallots, seasoned with Salt and Pepper, some Nutmeg, and a dust of Flour: Take a Turbot boiled in Court Bouillon, take it off by pieces and put it into your Stew-pan: put in a little Cream, Milk, or a little Water, put it over the Fire, and stir it now and then, that your Sauce may thicken, and serve it up hot for or with a first Course*
Raner and Thaler

*Part of Numismatics of Juhnvechteya*

In the Silver Hills, with silver mined by the Count of Saltik at a rich source near Okhrana, there was minted a coin, called the Okhraner, or simply the Raner. The Raner is a 28 gram silver coin worth approximately 1/16 of a pfund, or 15 groschen.

In other valleys near Okhrana, imitation coins were made, each named for the particular valley (thal) where they were mined. These collectively became known as Thalers. With the same mass as the Raner, Thalers and Raners are used interchangeably, as is the name.

The Raner is the most produced of the varieties of Thaler, however, and sees common use from Karred to Stôrjany, and beyond.
My Teriza (Song)

*Part of Folk Songs of Juhnvechteya*

My Teriza is a traditional Joran folk song originating in central Karred. It tells the story of a young man who wishes to prove to his love’s father that he is worthy of her marriage, and so he joins a mercenary company to prove he can provide. This goes sideways, as the mercenaries have many misadventures across the continent, pursued by almost every faction they cross paths with. Later, in Cinelli, the company is destroyed, and the protagonist decides to return to Beruvia to once again request his love’s hand.

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*

*When I was a younger man*

*I asked your father for your hand*

*He told me no, that I was rough*

*And did not own no land*

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*

*So I joined up with the mercen’ries*

*To prove myself a-far*

*And I would return to your father’s land*

*To win your graceful hand*

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*

*When I was south in Brankonie*

*We lit that land on fire*

*We were pushed back to Tandemy*

*And we earn’d their duke’s Ire*

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*

*We were hounded to Cinel’*

*And here we made our stand*

*We fought the knights and infantry*

*Of the dukes of Tanderland*

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*

*Our fight was last, Our men were slain*

*And yet here I am*

*I saw my love in a vision*

*So I’ll return to my homeland.*

*Oh, My Teriza,*

*Why did I ever leave*

*I’m wandering back to Beruvia,*

*That we might be married*
Topfhelm

*Part of Armor of Juhnvechteya*

The topfhelm, also called the greathelm, is a massive closed helmet, which enclosed the entire head and neck. It is worn exclusively by knights and men-at-arms due to the size and complexity involved in its production.

Evolving from the early brimless Eisenhut in the 220s/70s JC/VC, it had been nearly ubiquitous among the knightly fighters of Juhnvechteya until it was replaced by the bascinet. It remains in use by select knights who wish for the greater protection the topfhelm provides, often paired with a bascinet worn beneath.

Today, a topfhelm takes the form of a wide helmet, unsuited for wear on its own. This is because it is designed to fit over an unvisored bascinet, so that it might be discarded during close combat. It’s vision is extremely poor, the sights being little more than a centimeter wide, in order to provide greater protection. Older topfhelms have wider vision slits, as they were meant to be used independently as the Knight’s main helm

The topfhelm is associated with knights, due to its expense and its size and weight generally limiting it to cavalry use. It is commonly seen at jousts, tournaments and competitive melees.

The topfhelm was used in its older form throughout the countries of Juhnvechteya, and remains in common use in Zarny, Khoorte, and Predastad, and sees use by certain knights desiring its superior protection to what a bascinet will provide.
The East Burns

A fleet of shallow keeled boats silently paddled up the river Anilûašyarûd, 400 men kitted out with the finest armour money could buy, all bough for by donations for the mission these warriors where there to complete. After the devastation caused by the Eriaz soldiers only a few weeks earlier had driven the people of the Kingdom of Askegrå to a rage, with many volunteering themselves to take part in a revenge attack to the vast iron mining regions in the east of Kisuran. They where given 10 ships, armed with cannons and the finest weapons available.

The small eastern garrison was unequipped and unprepared for such an attack with only a handful of men in each village. Quietly the ships would beach themselves and the men jump out, torches In hand and ready to start their mission. The first fires would alert the men up the river and limited resistance was met from the sleeping Kisurani. At the second town arrow fire would catch the Askegri off guard but the guard tower was quickly brought down by cannon fire.

The raid would go on for several days, with the raiders taking many losses, before the surviving 30 men would turn back home after having raised countless towns, stealing the regions riches and collapsing mines along their way. They where welcomed back as heros and along with the attempt to downplay the damage caused by the Eriaz attack would return the publics support in the war.
Dolgarv

## Description

Dolgarvs are animals that can be found in the plains of Brancony. The name dolgarv comes from the Vechtese "dorlgarv" (hellhound), in reference to their canine-like behaviour. Dolgarvs look like gargoyles without wings, and with pointier faces and ears and thinner limbs, light green skin and a stature of about 90-110 cm.

## Diet and habitat

Dolgarvs live in the plains of Upper Brancony and are omnivorous. Their most common sources of food are: grass, seeds, roots, leaves, bark, fruits, insects, fish, shellfish, rodents, birds, and small deer. Due to Brancony having a large population, and dolgarvs typically being perceived as dangerous, their habitats have diminished and they are a very rare sight in most of the country. They can for the most part only be found in the emptiest parts of Brancony.

## Behaviour

Dolgarvs show clear signs of intelligence. Despite running on all fours like canines, dolgarvs' front limbs are arms, not legs. They often use their arms to break off branches and can use rocks as basic tools. They have been observed using rocks to sharpen long sticks they use in a similar way to spears to hunt animals.
Iron Basilisk Incident

The Iron Basilisk Incident was a tragic accident, involving an abortive attempt at producing a new variety of cannon, in 611 of the Joran Calendar. Intended for the Duke of Joraje, the gun exploded, taking the lives of several important officers of the country.

## Background

The Iron Basilisk project was begun at the behest of Johann an Taepe, in order to produce cheap, yet powerful, cannon, capable of destroying fortification. These guns would take advantage of several of the new developments in ironworking and gun-founding, and were ordered by the Silver Seat for use in a future projected conflict against Zarny, particularly to retake the city of Kostravald.

The first gun, the *Iron Basilisk*, was founded in Grimnau, in Toradzland, for about 80 pfund. The founding was presided over by Boris Ilden, the Master of Gunnery for Johann of Taepe.

## Incident

During the summer of 611, Duke Johann dispatched Baron Sebastian, Baron of Denau, to Grimnau, to inspect the progress of the gunsmiths. Arriving at Grimnau, Master Ilden decided to give the baron a demonstration of his new cannons.

The *Basilisk* then exploded when fired, slaughtering the entire crew of the gun, and wounding all within 50 feet of the piece. Shards of flying iron scythed through those nearby, including Sebastian. Ilden was slain by the explosion itself, blown to pieces and scattered around the field

### Theories

It is unknow why the gun exploded, though there are some likely theories.

The first is that the gun was overcharged, and thus the force of the gunpowder caused overpressure, bursting the gun.

The second theory is that Master Ilden, unfamilliar with muzzle-loading pieces, ordered the gun have wadding, straw, and wet mud placed around the ball, to ensure all the force of the gunpowder would be used upon the projectile. This would also cause an overpressure, and the gun would explode.

The third theory is that there was a flaw with the piece. There could have been a hairline crack in the gun, which the force of the explosion would have been directed through, thus causing an explosion at the base of the gun.

The last theory is sabotage. It is known that Grimnau, being a so-called "Gunpowder City", was full of agents reporting to Waldemar of Revenfeld. It is possible that one of these agents hid extra powder in the gun, causing an overpressure incident.

## Aftermath

In the aftermath of the incident, Duke Johann immedietly halted the project. Following a short council with his advisors, he restarted the project, though as the traditional bombards.

The death of Master Ilden would see an immediate decrease in the overall quality of Joran gunnery. A gunner from Buorna, named Jan Havelck, would be made the Master of Gunnery of Joraje in his stead.
Guilds of Harda

The guilds of the city each have near-absolute control over one specific facet of commercial life within the city, from the Locker’s Guild from Locksmith Alley and the Spice Guild of Port Street, to the Armorer’s Guild of Old Guilder’s Lane and the Apothecary Guild of the Old Town. However, these are all dominated by the Glazers’ Guild, which controls the most lucrative industries in the city, the glassmaking and glassworking industries, and has an entire walled quarter dedicated to its endeavors.

Almost every craftsman in the city, burgher, citizen or peasant, is a member of a guild, indeed, without being a member of a guild, it is nearly impossible to practice a craft in the walls without being run out of the city.

Guild membership grants the craftsman a number of rights and privileges, though it also places limits and responsibilities upon the merchant. For example, a locksmith would be granted near unlimited access to materials and would gain a much higher standard of living, though they could not leave the guild, and cannot sell a lock for what they believe it to be worth, rather being required to sell it at the price the guild sets. An extreme example would be the Glazers’ Guild, which affords its members comfortable living conditions and extra defenses in the Glass Quarter, and gives the guilder’s family the chance to rise to nobility by marrying a daughter to a noble man, but if a guild member attempts to leave the quarter without permission, or does not return after the allotted time-frame, the guild will dispatch an assassin to find and kill them, for fear of the guild’s secrets being shared.
Advanced (Title)

Part of Culture of Otheia

"Advanced" was a title awarded to various people from the Late age of Kings until the end of the Warlord Period of Otheiae history. It could be awarded to anyone of any noble rank by their king.

The title itself has various meanings, though it is generally used to display either the king’s favor with the individual. A person with the title “Advanced”, is universally understood to be of a higher social rank than others with the other titles. For example, someone with the titles *Lord <Name>, Advanced* will be higher in rank than only Lord.

The rank, unlike others, could be revoked by the Kara at any time.
Roral Rivet

Part of Armor of Otheia

Hearing word of “Those Bastard Nomads” introducing a new variety of heavy armor, the House of Roral, several of whose holdings had recently been raided by the aforementioned Vasladi brigands, reactivated an old project of theirs.

By taking advantage of the vast foundries in their cadet house’s petty realm, the Steel Realm, a new type of armor has been developed.

Roral Rivet is designed as a form of All’Antica, calling back to legendary figures of the ancient past.

It was designed to be manufactured easily whilst still affording considerable protection to the wearer. It consisted of a breastplate and backplate with laminated thigh-guards called tassets. All of this, at least for officers, is designed to appear scale-like, alluding to the iconography of historic princes of the Otheiae. However, it does not cover the full body, merely the torso, head and upper thighs, to enable the movement necessary in Otheiae warfare

The mean price of one of these sets of kit is relatively cheap; roughly 38 silver naudu, and it is projected that all Garrison forces of House Roral will be able to be equipped with Rivet within 15 years. For the time being, however, the majority of the garrison army will still be equipped with Plotscild and maille.
Weapon of Artsby

Part of Trade and Transportation of Otheia

Part of Ships of Otheia

Technology of Otheia

The Weapon of Artsby is a large convoyship in the service of the Warm Sea Company. Designed by Telrack Hedelsa, and officially belonging to the Realm of Aslock, it is on loan to the WSC until further notice. The current Flagship of Admiral Raeta Vesare, who requisitioned it for its large size. It is used most commonly for hunting pirates.

### Design

The ship is designed as a typical convoyship, though if significantly larger size. It is over 900 tons burthen, and has an armament of 54 cannon.  The ship has a crew of over 250 men, and can carry over 500 additional marines. It is notable for its size (40m length, 11m beam), as well as its hull, which over 2 feet thick at the waterline, and is covered in heavy lead sheathing, to both improve its water-tightness, as well as to increase its survivability under fire.

### Career

Constructed in 360 on direct commission for the House of Artsby, the rulers of the Realm of Aslock, she was intended as the great flagship of the fleet of that realm. While she is not the largest, she was designed to be a fast ship, and be extremely resilient under fire. It’s lead sheathing was the brainchild of the engineer Telrak Hedelsa, who worked out the calculations for its displacement, and designed the ship alongside the realm’s shipwrights.

However, the House of Artsby was forced to default on its payments, and the Warm Sea Company stepped in. Striking an agreement with the House, the company paid what remained to finish the construction of the vessel, and took temporary possession of the vessel for its own fleet. The Weapon was launched in 361 and commissioned into the WSC’s fleet in 362.

Dispatched to the Western Station in the Warm Sea, it spent the first 8 years of its career leading convoys and hunting pirates between the Estuary Channel and the western archipelago of the Sea under Captain Aleo Hadracks.

After a brief stay in Aslock undergoing small repairs and hunting smugglers in the Channel, she was requisitioned to be the flagship of the influential admiral Raeta Vesare while he was on the Eastern Station in 372. It has remained on station there, escorting convoys and dissuading pirates in the region for the past year.
Estreve Werranism

Part of Religion in Juhnvechteya

Estreve Werranism is an extinct form of Werranism, and is theorized to be the original version of the religion. Near-exclusively extant in the lands which now comprise central Amastre, it held that all deities worshipped by the varied religions of the world were aspects and interpretations of one overarching deity, known to the Werrans as Arkhas.

The religion would be exterminated by the Imperial Army in the scourings following the Revolt of Taepe. Some holdouts may exist, though this is uncertain.

Some theologians, particularly Jindrich of Taab, have come to the same conclusion in the modern day, though it remains a rather fringe theory
Beer Ordinances of the Steel Realm

Part of Otheiae Cuisine

Part of Economy of Otheia

Issued in 278, the Beer Ordinance governs the production of fermented beer within the Steel Realm.

One of the most notable rules implemented under the Ordinance was the Winterbeer Act.

Olus, also known as Winterbeer, is a popular beer in the Steel Realm. The Winterbeer Act dictates that Winterbeer May only be made between the beginning of autumn and the end of spring, as the heat of the summer will often cause fermenting barrels of Olus to explode, often destroying small breweries and injuring those nearby
Spaulders and Pauldrons

*Part of Armor of Juhnvechteya*

## Spaulders

Spaulders are a type of shoulder armor, protecting the top of the shoulder and top of the upper arm.

Originating in the 50s/-100s JC/VC, spaulders were worn by officers of the Kingdom of Grander Joraje, though they fell out of fashion in the 160s/10s JC/VC. They would come back into use in the 510s/360s JC/VC.

Made of brigandine, though more often plate, spaulders are among the easiest to construct of all pieces of plate.

Spaulders leave a gap under the armpit. This may be covered by a besagew, or may be left bare, exposing the maille beneath.

## Pauldrons

Pauldrons are another type of shoulder armor, protecting the shoulder, upper arm, and the armpit. They are larger than spaulders.

Pauldrons evolved from spaulders in the 610s/460s JC/VC, originating in Harda. However, they are of great difficulty to construct, so they are limited to the most wealthy and are only produced by the most skilled of smiths of Old Guilder’s Lane.
Gauntlets

*Part of Armor of Juhnvechteya*

A gauntlet is a piece of plate armor developed to protect the hand and wrists.

Developing in the 500s/350s JC/VC, gauntlets came to replace the prior maille mittens in use by the knights by about 530/300 JC/VC. They would become commonplace by 550/400 JC/VC, and Cinelli gauntlets would begin to have articulated fingers by 590/440 JC/VC.

Often simply a clamshell-like plate defending the fists, gauntlets may also defend the fingers with an articulated joint, either one for each finger or as a large metal mitten.

The palm of a gauntlet is always constructed of leather or cloth, to enable the movement of the hand. The former is cheaper to produce, and is used more commonly by less-wealthy soldiers, while the latter are near exclusive the the knightly classes

Gauntlets are among the cheapest form of plate armor, and, as the hands are extremely important in combat, are found in the armories of all classes of soldiers.
Cavalry of House Rasek

*Part of Armies of Otheia*

The House of Rasek is one of the few to retain large quantities of cavalry in its army. Indeed, almost 40% of all soldiers in Rasek are mounted. However, it is not their numbers which makes them notable or effective; it is their doctrine.

### Organization

Each cavalry company numbers 300 men, and is organized into thirds. Two-thirds are titled “Line Companies”, and are equipped with bows, swords, and light armor.

The remaining third are titled “Beaters” or “Whisks”, and are equipped in heavier armor, along with lances and heavy cutting swords.

Each hundred men is led by a captain, who reports to the unit’s High Captain, the overall commander of the cavalry company.

### Doctrine

During battle, the line-companies will ride forward, and, using their bows, begin to skirmish with the enemy infantry, either mounted or dismounting for better footing.

During this time, under ideal circumstances, the Beater company will ride around the enemy unit, and attack them from behind. All going well, the enemy infantry will be distracted by the line companies long enough to not notice the Whisks until they are upon them.

Being denied the requisite time to reform into a defense formation, the enemy infantry will be swept aside, and will then either be killed or will flee the field.
Green Sauce (Juhnvechtese Condiment)

*Part of Juhnvechtese Cuisine*

Green Sauce is one of the great sauces of Juhnvechteya, found at every table from the Frijhid to Cinelli, from Harda to Kautenlland. It is a universal condiment, though each family has its own unique recipe.

The green from which the sauce takes its name comes from its use of several common herbs as the primary flavors, most commonly parsley and sage, with other herbs used varying by location, season and personal preference. These include chives, chervil, sorrel, garden dress, thyme, garlic, salt, pepper, citrus, mint, sorrel, greubejeb, dill, shallots, lovage, lemon, spinach, onion, anchovies, and sometimes different leaves.

The herbs are generally ground with a mortar and pestle into a thick paste. From here, it may be served as is or thinned with water, but the sauce if often mixed with milk, sour cream, vinegar, olive oil, mustard, sugar, various spices and even hard-boiled eggs.

Green sauce is eaten with many foods; as a cold sauce it pairs well with meats, breads, cheeses and stews. Cooked fish, rye bread, cheese, roasted brisket, sausage, and hard-boiled eggs are all commonly accompanied by green sauce across the region.

Example recipe, from *House’s Food*, a Joran cookbook

*The hard boiled eggs will be puréed before being mixed with the cream to form a creamy base for the sauce. The fresh herb paste is then added. Other ingredients such as oil, mustard or vinegar is either added or substituted for the cream. From here the sauce is served alongside the meal. It is used as a dipping sauce or a condiment*.
Dusack

*Part of Weapons of Juhnvechteya*

The Dusack (also known as the *Tésack* in Stribrna Joraje, *Dusägge* in Brankonya) is a single edged, curved sword, used as a sidearm in Juhnvechteya, particularly in Joraje, as well as a practice weapon.

The term, originating in the Joran word for “Fang”, is a type of single-edged sabre. Often made from a single bar of iron, it is exceptionally easy to make in it a simplest form, able to be hammered out by an untrained smith in a matter of days. Thus, it is a common weapon among the peasantry of Stribrna Joraje.

Inspired by the sabres used by the Zegets, the Dusack was developed in the late 500s as a simple, cheap sword for the peasantry to use when they are called off to war. Wooden versions of the sword were made in the 620s for practicing swordplay in the fechtschule of Joraje, and these began to be adopted by the other fencing schools of Juhnvechteya. By the 650s, however, purpose-made versions of the sabre began to be constructed with the traditional hilt of a cuneiform sword, and were used by the nobility and soldiers, likely because they were similar to those blades they were familiar with from training. The earliest known adopter of this style of the weapon was Albrecht an Taepe, for whom it was the sidearm of choice during the Harrying of Głostok. It is unknown why he chose it over a more powerful weapon, though some scholars suspect he chose it so that his men may feel more connected to their Duke.
The murder of a Legend

Malik Nanuk was walking around the streets of Kisuran, as he did regularly to see how his people where living and what they thought of recent actions, doing this under disguise, normally dressing as a rich merchant with a small set of his royal guard dressed as his guards. Today was no different, inspecting the bustling ports of the city and looking over the life line of the Kingdom he had spent his life raising up from the ashes of war and conquest. A beggar approached the Malik asking for coin and food, with his hand reached out expecting to be given something. The Maliks guards would initially push the man away before Nanuk stepped past them and reached into his pocket to get a handful of gems to give the man. Whilst he was looking down the beggar would pull a sharp knife from under his cloak and stab his Malik square in the stomach, dragging it across before twisting the knife and attempting an escape.

Nanuk collapsed to the floor, his entrails being held in by only his hands and blood pouring out through his fingers. 2 of his guards would chase after the attacker as the others called out for help, telling the people around that their Malik had been attacked and they needed help. A family would open up their home and the injured man would be laid out on a table and a physician was found to attempt to treat him. The beggar had been caught and would instantly start to beg for his life saying that he had been ordered to perform the act on behalf of the Leader of the Republic of Urudik. A brief beating would follow where the man would loose and eye and many of his teeth before being handed over to local troops to be taken to the palace dungeons for later questioning.

By the time the 2 guards had made it back to where the had last seen Nanuk they where lead to his current location and would stand outside the houses door to keep wayward eyes away from operation going on inside. A doctor had been found and would begin to try and treat his Mailk with a mixture of herbal medication, ointments and stitching the mans stomach back together. With little more he could do he would join the others in the room in a prayer to Ilkhur and then leave the wounded man on the table with his wife holding onto his hand and attempting to comfort him.

By the morning the wound had started bleeding through the stiches despite the doctors best attempts to close it up with wax, plaster and leaves and by the afternoon Nanuk develop a fever and before the day was out he was dead. This sent shockwaves across the county, with the 46 year old having been expected to lead on for many more years. Princess Mangkur would return from her governorship in Yianushir to ascend the throne as soon as she heard the news of her fathers murder, with the governorship of Yianushir then going to her Brother until she produced an heir. The Kingdom would enter a period of mourning unlike any other seen, with many being able to attribute their successes in life to the reforms or conquests Nanuk had partaken in, being given the epithet “The Pious Conqueror” after his death.
Aslock Warm Sea Company

Part of Companies of Otheia

Part of Armies of Otheia

Part of Trade and Transportation of Otheia

The Warm Sea Company of Aslock is a large public corporation based in the Coastal Realm of Aslock. Boasting a fleet of more than 150 ships, and more than 50,000 men under its employ, as well as a private army of over 10,000 soldiers to ensure the security of its assets. It is the single most powerful non-state organization in Otheia, and is more powerful than some countries.

Formed in the year 290 by Kara Aules of Aslock, by amalgamating several existing merchant companies operating in the Warm Sea, it is the first joint-stock company in Nomos. Having been originally granted a 15 year, and subsequently a 50 year, monopoly on Aslock trade in the Warm Sea, it came to dominate all Otheiae trade in the south by the time it’s monopoly ended.

Shares in the company can be bought and sold by any resident of Aslock, and then may be bought and sold in open secondary markets. It is a powerful company, possessing quasi-governmental powers, including the ability to make war, create colonies, negotiate treaties, carry out its own laws, and strike its own coins.

The WSC has eclipsed all its northern rivals in the Warm Sea trade. It’s amalgamated fleet has made it possible to carry thousands more tons of trade goods than its closest competitor, and it’s large convoys can carry larger sums of goods than even the powerful Moonfleet of the Falkeni can field in a single convoy. The WSC has enjoyed huge profits throughout its monopoly.

Recently, it’s monopoly expired, and was not renewed by Kara Lindril of Artsby. This has resulted in many other, smaller companies to stake a claim in the Warm Sea trade, and a slight decrease in the company’s profitability. However, it remains the largest single company on the seas, and is still responsible for over 70% of all imports of southern goods to the north.
Killer in Beldymhof (Song)

*Part of Folk Songs of Juhnvechteya*

Killer, Killer in Beldymhof is a Joran folk song originating in central Karred. Inspired by the exploits of the cannibal-serial-killer Joachim Haaran from the town of Beldymhof in the Silverwald Fiefs, the macabre explores the fears of the townsfolk and their reactions toward the tragic deaths of their young men. Eventually, Haaran was slain during the act of defiling the corpse of his final victim, and he was ripped apart by a mob of angered townsmen. For obvious reasons the song is considered highly offensive in Beldymhof, but is a popular drinking song in the wider region. The version below was recorded by the soldier Carl of Holau in his journal, written as he traveled through the region in the Raven’s War.

*Killer, killer in Beldymhof*

*Leaves us wond’ring who is next!*

*Will he be caught before he strikes,*

*Or will he take an-other man?*

*The Werewolf of Beldymhof*

*Strikes without pity nor quarter*

*Seventeen young men have fallen to him!*

*And soon will be more, I guess!*

*Killer, killer in Beldymhof*

*Leaves us wond’ring who is next!*

*Will he be caught before he strikes,*

*Or will he take an-other man?*

*Mothers wailing in the streets,*

*Fathers vowing for revenge!*

*And yet still the Werewolf strikes*

*Unperturbed by these threats!*

*Killer, killer in Beldymhof*

*Leaves us wond’ring who is next!*

*Will he be caught before he strikes,*

*Or will he take an-other man?*

*One day the Werewolf got careless! T*

*he watchman saw him in the Rothus*

*Here the angered fathers gathered*

*And beat him to death*

*Killer, killer in Beldymhof*

*Leaves us wond’ring who is next!*

*He was caught before he next strikes,*

*Or will he take an-other man?*

*Off came the Werewolf’s fingers,*

*Then his feet, arms and legs!*

*Finally they found a messer*

*And put his head on a spike!*

*Killer, killer in Beldymhof*

*Left us wond’ring who is next!*

*He was caught before he strikes,*

*Ne’er shall he take an-other man!*