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Passage of Arms

Part of Chivalry in Juhnvechteya

A passage of arms is a type of hastilude which evolved in the 500s JC (250s-350s VC). It involves a knight or a group of knights, called the Holders, taking up positions at a well-traveled spot, such as a bridge of a city’s gate, and challenging any knight who wishes to pass, called the Comer, to battle, else be disgraced.

The origins of the Passage can be found for any number of reasons. Perhaps the largest is that the concept of the chivalric knight was at odds with the newer, more deadly forms of warfare, where peasants could wound and kill knights at range with crossbows and cavalry charges could be broken up by pikes, the traditional image of chivalry on the battlefield was obliterated by these advances.

Additionally the nobility began to entertain themselves with courtly poetry and chivalric romances. The deeds of these knights, such as the factionalized versions of Joahaj of Brekstejn, were made out to be real, though when these were attempted in the real world the result was often comedically deadly reenactments of these actions. This revival of chivalry led to a number of manifestations, including the Emprise, a chivalric adventure, and increasingly elaborate rules of Courtesy.

During a Passage of Arms, if the Comer lacks equipment to battle, they will be donated some for the duration of the skirmish. Should the comer elect to ignore the challenge, they typically leave their spurs in the possession of the Holders as a mark of shame. Should a Lady pass the Holders without a knight to defend her honor, she will typically leave a scarf or a handkerchief, for a later Comer to retrieve and return to her. Typically the Holders will give a set condition for leaving, such as breaking a set number of lances, or being defeated an arbitrary amount of times
Brigandine

*Part of Armor of Juhnvechteya*

Brigandine is a form of body armor found throughout Juhnvechteya. Comprised of small iron plates riveted to a cloth, leather or canvas garment, it is most commonly used as a cuirass, though any type of armor may be made of brigandine.

Evolving in the early 480s/330s JC/VC from the previous armored surcoats used by knights, the brigandine began as a knightly Armor, though it’s ease of production saw it become available to the lower classes as well. The name originated from its use by single-soldiers, often mercenaries, who due to its unique aspects could don it with ease.

The term brigandine is used for a type of cuirass in particular, and a style of armor comprised of small metal plates and cloth in general. The cuirass typically takes a form similar to a civilian doublet or vest, though there are some with sleeves. The plates are small, and are riveted to a fronting, and occasionally a backing, of cloth to provide rigidity. This enables the brigandine to retain its protective qualities as well as maintain some flexibility.

Brigandine is commonly considered a peasant’s Armor.

The brigandine is worn by all classes, but primarily by peasants and sergeants, as it is the cheapest semi-rigid armor available. For the flexibility it provides, as well as the aesthetic value dyed brigandine adds to a harness, some knights choose to wear brigandine over rigid plate. This often takes the form of Cinelli Corazzina, essentially a rigid cuirass with some aspects of a brigandine.
Chainsaw

Part of Medicine of the Otheiae

Part of Technology of Otheia

Invented by Esa of Rasek, the Flexible Saw was created to aid surgeons during their operations. Designed to simplify the removal of diseased bones and symphystomic procedures, the chainsaw has spread across Otheia over the last fourty years.

Consisting of a sharpened serrated chain between two handles, it was created in 323, it was originally designed for amputations at the joint, though it has found other medicinal uses as well, mostly removing or cutting bone.

Despite its acclaimed uses, it is an expensive tool, and many people fear the mechanical device, moreso than traditional bonesaws, and so it remains uncommon in all but urban surgeon’s workspaces. Some woodcutters have claimed that it could be a tool useful for cutting trees, but the tool remains too expensive to be practical for use anywhere save an operating theatre.
Couters

*Part of Armor of Juhnvechteya*

The couter is the common defense for the elbow, used by all soldiers from knights to sergeants and citizen militia.

Couters were invented in the 450s/300s JC/VC in Khoorte. Originally a simple piece of curved metal, by 600/450 JC/VC, in Cinelli they had evolved into a fully articulated joint between a knight’s vambrace and rerebrace.

Often made of a single piece of metal, it is easy to produce, though doesn’t protect the inside of the arm, exposing the maille or gambeson beneath. This may be protected by an additional roundel.

The articulated couters are produced only in Cinelli and Harda.
The beginning of the end

Malik Mangkur had spent many years in her political unification of the New Ilkhurist Malikate in the southern Erigiriesh, putting down small rebellions by petty nobles who believed they had stronger claims to the throne and other such inconveniences. She would spend many a night in the small town of Alayashuranushir and staring across at the Republic her father had spent so many years of his life trying to rid the world of. The idea that the people who had ordered the death of her father, who despite their conflicts she had still loved, where living in such grandeur and splendour that the great Kings of Urudik, Adrahasis and Inazu, would look upon them with envy.

Reports would filter in periodically about the Republics failures to fully occupy and subjugate the city of Enkidu, with many parts of the city in open rebellion and frequent please from the citizens for Kisuran to come and put their rightful king, Addrahsis, back on the cities throne. The 19 year old had been living in palaces and manor houses all across Kisuran, frequently pestering the royal court to invade his lands and put him back where he belonged. Addrahasis had proven himself as a loyal vassal to Mangkur with him being extremely adept in the art of financing and record keeping as well as being a master of sword fighting.

The Malik and Addrahsis would grown closer over the years, with Mangkur being his senior by 4 years, she would privately promise that in exchange for getting his throne they would be married to join the houses of Enkidu and Ilu and thus cement her children’s claims over whole of the eastern Erigiresh. He would agree after minor protest and the wedding would take place in Kisuran in front of the banners of both houses to large celebrations of the adoring public. As with her father the same celebrations would be performed in Yianushir so that their union was deemed holy by both Churches of Ilkhur. Many in Enkidu also celebrated the news as they now knew that the southern armies where going to vanquish their invaders and deliver them their rightful Rashur.
Olitule

Part of Technology of Otheia

Part of Weapons of Otheia

An Olitule is a type of weapon used by the Mages of the Augkarate. A large copper or glass flask, these small weapons are similar in size and appearance to the grenadoes used in siege-assaults. Unlike Grenadoes, however, Olitule are filled with processed, concentrated whale-oil, rather than gunpowder, and generally have a flint lighting mechanism instead of a slow-match.

Olitule are carried by mages and spellswords, typically when on campaign, though it is not uncommon to see them carried in times of peace. The weapon functions as a massive, if short term, source of energy, which enables the magician to use their powers without requiring a massive fire be built and lit. Thus, it serves an important role in battle, as it allows the magi to make use of their magic while in transit between tactical positions.

As stated previously, Olitule are usually used in wartime campaigns, but they are also worn in times of peace, as they enable the user to  use their powers. However, as it is whale-oil, the weapon is quite expensive, and only a Realm could purchase the required amount for a campaign, and due to the other uses of the oil, they are rare as far as weapons go.

There are larger versions of Olitule, sometimes large enough that a soldier must carry it on their back. The Steel Realm has developed a much larger version of the Olitule, weighing almost 1000 pounds. This large device, of which there are only three in service as yet, is mounted on an integrated wagon, and can generate the amount of energy a bonfire would over the course of hours, in but a few seconds, thus proving an excellent weapon, especially in sieges. Other realms have begun to develop these large Olitude as well, perhaps spawning the beginning of a new arms race
Diving Bell

Part of Technology of Otheia

A diving bell is a rigid chamber used to transport divers from the surface to depth and back in open water, for the purpose of performing underwater work.  While having existed in some form for several hundred years, the modern diving bell was innovated by Talrack Hedelsa, an engineer from the Realm of Rasek.

The most common use of the Diving Bell is to person salvage on wrecked ships, and it is this in this context that Hedelsa designed the modern bell. He was contracted to create a device capable of transporting divers to the bottom of the sea by the Warm Sea Company of Aslock in the year 357, to salvage some of the articles aboard the ill-fated trade fleet of 355, which was wrecked in a storm on the return voyage to Otheia.

By 360, he had delivered the device, constructed with the foundries of the Steel Realm. The wrecks of fleet were salvaged, including over 200 cannon, 5,000 pounds of silver, and over 300,000 naudu worth of goods.

Diving Bells have since been used by the Warm Sea Company to salvage a total of 200 wrecks, from their own ships to known wrecks which have long since gone unclaimed. The company also rents the use of their bells to other factions, such as the Moonfleet.

### Bellships

Bellships are specially designed ships of the Warm Sea Company, built to carry diving bells to wreck sites. They are designed as pontoon ships, with two hulls, between which is a single deck, upon which the machinery to operate the bell is set. In the middle of the deck is a single hole, where the bell is raised and lowered. There are 4 bellships in existence.
Borderlanders

Part of Culture of Otheia

The Borderlanders are a unique sub-culture of the Otheiae, native to the eponymous northern frontiers of Otheia.

Living alongside the tribes of the Niedene, the Borderlanders have adapted to the northern climes. They wear wool clothing adapted to the cold winters, and live in isolated, fortified farmsteads. Regions tend to be controlled by allied families and clans, with each family controlling their own farm.

Clans often take to raiding each other, often with the aim of stealing cattle and other livestock. Thus, they are expert riders, riding stocky, stout horses. Livestock such as cattle and ponies are easily rustled, compared to the more bulky goods which lack locomotion of their own, which are relatively rare as loot. Provided the targets have no kin connections to the raiders, they are considered a viable target.

Borderlanders consider themselves separate from the realms of the Augkarate, maintaining a culture of fierce independence and self reliance. They also put no stake in magicians, whom have never helped them in their battles with the northern tribes.

The Borderlanders have often found themselves in conflict with the various neighboring tribes, in fact it was this contact which first drove the frontiersmen to fortify their homes. It was the effective use of raiding by the tribesmen caused the Borderlanders to adapt the practice themselves, terming it “Riding”. The constant conflict along the borderlands has seen much death and destruction for all involved.

Despite their lack of loyalty to the realms which nominally hold the land, the Borderlanders are valued as assets to the Augkarate, who see their culture and the amount of small fortifications they possess as a key resource in repelling the raiders of Matsurien.
The Ritterdoms of Khoorte

Part of Nations of Juhnvechteya

Even before the collapse of House Taepe and the Kovacs, and the fracturing of the delicate balance that is Juhnvechteya, the region of Khoorte became more and more autonomous. The Muntz’s influence only reached so far, and with the growing power of the Van Houergt family, Duke Robard Muntz only lost his grip in the area, being forced to give more concessions to the local nobles as time passed.

However when the state splintered due to the political instability following the collapse of the Taepe family, the Duchy of Temme broke free under Corijn van Houergt, holding many baronies and cities once under Tandisch control.

The Duke, eager to maintain his influence in as many cities as possible began to bring Zuergem back into the fold, all the while Corijn wanted to expand his realm further northwards. After Corijn’s escort of soldiers was attacked on their way to the disputed city, he accused the Van Zuert family of conspiring and siding with Robard Muntz against him, and declared a war of treason. The war of the feud would extend 5 years, and the suffering of the Khoortish people. After a decisive battle at Amlhun grove, Corijn would agree to split the realm into independent baronies under their spheres of influence, ending the feud.

However, after the feud had ended, the region would be faced with another dilemma, as Johann would return after his exile in Amastre. Many nations on Khoorte would choose to be neutral - the matters of the Joran house of Taepe did not effect them. Other such as Robard Muntz would see Johann’s return as an opportunity to stabilise Joraje and bring the lost Khoortish fiefs back under his hand. Corijn Houergt however, would see siding with Albrecht Taepe as a means to keep Tanderland divided and allow him to preserve his power.
Battle of the Bees

Part of history of Otheia

The Battle of Esey Field, also known as the Battle of the Bees, is a legendary battle of the Age of Kings.

The Kingdom of Hasal began to conquer vast swathes of land surrounding it, and came to the Free Town of Ahcer, with the intent to destroy it for daring to resist him. The Council of Ahcer appointed Recerel as Captain-General of the garrison, and he hatched a plan to defend the town from the much larger forces.

The town of Ahcer was and remains well known for its production of honey and beeswax, and thus, Recerel had several hundred beehives relocated to, and buried just beneath the ground of, Esey Field, about three miles from the town. Equipping his soldiers with bee-suits to wear over their armor, Recerel then positioned his men on the far side of the field, behind a small stream.

The army of Hasal arrived and took position opposite them, and began the battle with a thundering cavalry charge, intending to route the peasants arrayed before them. However, the trembling ground disturbed the bees, which began to swarm angrily toward the horses, beginning a stampede. Undeterred by the initial failure, the commander, King Kaldor of Hasal, attempted to send his infantry across the field, however, they refused to advance, and the bees rapidly began swarming toward their force. A route began as the bees flew angrily, and the army fled the field, pursued by both the bees and the citizens of Ahcer, protected by their suits.

The large army was eventually bottlenecked at Alloh Bridge, and many were killed as they attempted to flee, both by bees and by attacks by Recerel’s forces. Men drowned as they attempted to swim across the river in heavy armor, and yet more were stung to death or felled by arrows and swords, including Kaldor.

The Hasal army was destroyed that day, and the kingdom would be swiftly conquered and divided by neighboring realms. Recerel was enshrined in legend for his ingenuity, and the town of Ahcer would remain unconquered until the Warlord Period.
Act of Union

With the 2 crowns of Kisuran and Yianushir having been in a personal union for the last 30 years the peoples of the 2 kingdoms had grown to see each other as the same peoples. With the death of Nanuk earlier in the year at the hands of the foul Urudiki Republic many where angered and worried about how much the Republic had been able to infiltrate the Kingdoms. The current Malik had proven extremely popular with both her governing abilities across the region, with her being very popular among the Yianushiri locals as well as a war hero of the Ashurani war. Her governors realised this was an opportunity to finally unite the Kingdoms into a new Malikhate under the divine ruling hand of Ilkhur.

At first Mangkur was sceptical as to how the 2 different peoples would mesh together, culturally the 2 where similar enough but when it can to actual ruling it was a different matter. Slavery had never been banned inside Yianushir as it had been apart of the deal made when Nanuk had ascended the throne. Religious laws where also very different between the 2 states with Yianushir following Orthodox Ilkhurism with Kisuran worshipping their own flavour of the faith. It was noted that both religions where able to function together and had been for years and this issue was eventually solved by proposing that the 2 clergies of each kingdom simply be carried over.

Slavery would prove a contentious issue however, with the subject being extremely taboo in Kisuran but not uncommon in Yianushir. Speaking with the nobles of Yianushir, with them being the largest owners of slaves, a deal would be hashed out where by slavery wouldn’t be banned in Yianushir and overall it be kept as it was. The deal wasn’t hugely popular with Kisuranis and a second deal would be made where by importing new slaves from outside Yianushir was to be banned. This was slightly better with the only people angry over the deal being those who had gotten rich from buying slaves from Urudik.

And so it was that on the last day of the year 6318 Malik Mangkur II of Kisuran was crowned as Malik Mangkur I of Ilkhurab Malikate al Kisuran, or the Ilkhurish Caliphate of the Kisuan. This finally united the 2 peoples in both heart and in state and would allow for much more effective governance of the southern Erigiresh. The Republic of Urudik was taken aback by the development, with the new Sabahras of the Republic, the old general Erûs Abišĭras, demanding that the subjugation of Enkidu be sped up and allow the men tied up there be positioned to strike at the heart of this new enemy.
Gambeson

*Part of Armor of Juhnvechteya*

*Part of Clothing of Juhnvechteya*

A Gambeson is a thick padded jacket, used for defense in war. It may be worn independently or as a layer of extra protection in combination with metallic armor. It is typically constructed of various layers of quilted linen or wool, though other stuffings may be used, such as horse-hair and cloth scraps.

Layering clothing as a fork of protection has existed since the advent of war, though the Gambeson developed by the 100s/-50s JC/VC respectively, on both sides of the Vechtese Sea. It became widespread and found use by virtually every soldier by 300/150 JC/VC, used by both knights and peasants.

The gambeson is used both as a complete armour itself and underneath mail and plate in order to cushion the body against blows and prevent chafing.

There are two designs of gambeson; one made for independent use, and one made for use with armor. The independent gambeson, also called a Jacke, is designed to be thicker and with a high collar, and are faced with leather or canvas. They are generally very thick, some using up to 30 layers of cloth, and are known to completely stop crossbow bolts. The variant used alongside other armor, called the Wams, is thinner, typically only have 5-10 layers, and have no collar.

Among common soldiers, the sight of a man in gambeson with only a helm as other armor is not uncommon. In fact, jacke typically make up the basis of armor for many infantrymen, with extra protection, such as maille standards, vambraces, gauntlets and cannons augmenting it.

The gambeson is not restricted by class, as it finds use by nearly every soldier and warrior. Recently, knights have begun to wear their wams off the battlefield, as a highly decorated jacket or vest. This has trickled down into the lower classes as well, and evolved into the Jupon, worn over clothing and armor, and often highly decorated.
Ustkned

Part of Juhnvechtese Cuisine

Ustkned are a form of dumpling found in Joraje, typically eaten by burghers and nobility.

Consisting of two sheets of pasta, which enclose mince sausage, onion, bread crumbs and spinach, the dumplings may be served in a bowl of broth or as an independent meal, which is often coated in butter. It may be served alongside cheese, horseradish, beer, or wine.

Ustkned is a relatively expensive dish, due to the meat content, and thus is generally reserved for the wealthy
Reforms in the Republic

After 20 years of rule the government of Urudik had finally been bale to cut off the dead and rotting parts of the old imperial system of rule, leaving a refined and effective set of laws for the Republic to follow. Many reforms had focused on economic reforms and removing power away from the rich merchant families that had dominated local politics for centuries and kept many from being able to navigate the social ladder. However a few had worked on trying to return the army to the same professional force it had been under Adahasis I of Erigarash Urudikāra and these plans had been greatly sped up after the series of embarrassing defeats at the hands of Dorgoil and Kisuran, both of whom many saw as rebellious vasal states.

By the end of the year 6301HaL (21 AR) the Commander of Urudiks armed forces, Hur ĭna, had increased their army to 12,000 men strong, mostly made up of Pikemen but having around 3000 mounted warriors as well as a 500 strong artillery group to try and combat the similar weapons used by Kisuran. The first battles this army would face would be in the attempted reconquest of their astern riverbanks from their new Drukai overlords, to limited success, only taking back a few small villages that had limited defenders. Their failure here was written up as limited supplies, due to their barges being blocked or captured by the armies of Dorgoil.

Another year went by and the Sabahras of Urudik grew inpatient due to his lack of expansion into the old lands of Urudik, as he had promised the people upon his ascension 7 years prior. With an election following soon he would demand that the army invade and occupy the city state and the armies would begin to rally outside the mighty red walls and a force of 4,000 would then march across the river to Ashuran.
Rathcel Pump

Part of Technology of Otheia

A Racthel pump is a form of steam/powered pump used for draining flooded mines of water, commonly used in the Steel Realm of Otheia. Invented by a Coer Racthel (incidentally the inventor of the diving bell and several types of improved scientific equipment, among other items), he was granted a patent for the invention some 50 years ago, which was then extended, so that it lasts into the modern day.

First a container is filled with water via a pipe, which extended through the top of the container to nearly the bottom. The bottom of the pipe would be submerged in the water, making the container airtight. The container is then heated to make the water boil. The steam generated pressurized the container, but the inner pipe, immersed at the bottom by liquid, and lacking an airtight seal at top, remained at a lower pressure; expanding steam forced the water at the bottom of the container into and up the pipe to spurt out of a nozzle on top.

Racthel first demonstrated the use of a full-scale version of his pump (other, smaller versions had been used to power fountains before) at the Thesara Mine, an anthracite mine which had become flooded about a decade before. After a week, the line was drained.

In the current day, about one hundred of the pumps are in existence, with most examples found in the Steel Realm, though some dozen or so are in use across the Augkarate
Silk Ordinance of Otheia

Part of Economy of Otheia

The Silk Ordinance was written in response to a growing market for matsurien silks, which resulted in a deficit of trade. In order to stop the flow of goods out of the country, the Augkara implemented the silk ordinance. There is a government sponsored attempt to pivot to Pitkali-produced cotton.

*"Importation of any sort of silk of lotus fiber, and any silk originating from Sirilie and surrounding regions is hereby outlawed under pain of fine and imprisonment.*

*Those who capture silk-smugglers shall be rewarded, ten Naudu of silver for each roll captured. Riding officers and Landguard who capture silk-smugglers are authorized to burn any illegal silks imported to the borders of the Augkarate."*
Rerebrace

*Part of Armor of Juhnvechteya*

A rerebrace is a piece of guttural plate armor specifically designed to protect the upper arm.

Originating in the 490s/340s JC/VC, rerebraces were developed to provide extra protection for the arm, where the shield would not cover.

It is typically constructed of plate or brigandine, though in Khoorte and Syhtia, they have been constructed of splinted leather. They may be attached to, or integrated into, pauldrons or spaulders
The fall of Enkidu

The bombardment of Enkidu had been going on for nearly 4 years, with the amount of Urudiki bombards only growing in number over the years, the size and ferocity of the attacks would also grow with time. For a long time any damage done would be quickly healed by the cities defenders, using sandstone from makeshift mines in the city and rubble from collapsed houses, patched together with wooden scaffolding and plaster to keep t

he facade that the defences couldn’t fall. But they would.

The day had started off as many others had done with the booming bombards of Urudik tearing into the walls, targeting the same area they had done for many months before, and as with the previous days the wall would take damage but be slowly repaired to make sure it wouldn’t fall. As midday approached the republic army stopped firing, confusing many on the wall as the attacks normally lasted all day. Trying to take stock of the situation a few Enkidi stood atop the wall looking out for any sort of messenger or important republic individual that might require the battle be halted for a while. Seeing non they begun to turn back and head to their posts when the world was torn apart by an earth-shattering explosion from underneath their very feet.

For many a day before sappers had been dragging barrels of gunpower only a few feet below the walls foundations, and as midday drew closer the republics commander Erûs Abišĭras would order troops withdraw back to the camps to make sure they where out of harms way. When the charges were detonated it appeared as though the earth had opened up to swallow a part of the megalithic construction, with the sound of the explosion being heard for miles around. Only minutes later a pre-organised attack would take place, with heavy horsemen ruching through the gap and cutting down the poorly equipped and malnourished men that had rushed to fill the gap, with the horsemen being followed up with infantry.

Small headways would be made into the city over the next few days with several counter attacks being attempted but ultimately unsuccessful. As food would make its way into the city behind the army surrounding groups would surrender and allow the republics forces into all the way to the city centre where the civil war was still going on. Resistance would then be quickly put down as it had been earlier and withing 2 months the standard of the republic would fly over the city.
The city lives

In the far west of the Kingdom of Yianushir, half swallowed by the desert and worn away by centuries of win stands the once mighty city of Ilkhuruna. Its massive walls towered over the surroundings, not having been torn down by time just yet, a mass exodus that had left the city abandoned, the cause for this abandonment being well documented to be a massive famine that left hundreds of thousands at risk of famine. The high priests would lead many to the city of Enkidu, with other moving to Yianushir and Kisuran and many other opting to return to their nomadic routes.

Many of the priesthood in Yianushir and Kisuran has wished to see the city brought back to its former glory, and with the final blessing from their Malik the reconstruction would finally begin. It would begin with the appointment of a new High Priest for the city, with Ilu Sang being made Sangzarur Anûšĭrĭ of Ilkhuruna. He would begin his rule of the city by inviting Ilkhuists from all over the region to resettle the city, with many descendants of the refugees taking up the opportunity and setting up markets and farms. Trade deals would be made with merchants from Kisuran to ship in grains and other goods in and out of the city.

Slowly the city would begin to blossom into a large centre for trade between Varshas west coast and the Erigi interior and getting rich off of the tax. Along side the re-population

of the city Mailk Nanuk would also have himself crowned as the protector of all Ilkhurists across the world, the Rashur of Enkidu would see this as a direct challenge to his authority over his own Kingdom, with the Loyalty of the Ilkhurists inside his cities being put into question. This, along with a rise in worship to the traditional Karuthēn gods in the territory of Elderline, would lead to him making the royal decree that all citizens of Enkidu would worship the traditional Pantheon or face death. He would also ban all worship to Ilkhur, decreeing him to be a false god all his doing merely being the work of Lašĭras, the goddess of Fertility and Motherhood. This, unsurprisingly, was met with massive amounts of resistance, as all iconography of either Ilklhur or spirit temples where burnt or destroyed. Within a week protests would break out in Enkidu and Elderline, being easily put down by the mighty armies of the city. This wouldn’t deter the protesters and soon it wouldn’t be uncommon to see shops burnt down and it be blamed of religious extremeists.
Bud of Winter (Song)

*Part of Folk Songs of Juhnvechteya*

This song was written to heighten the mood in Mibram, in the winter of 614. The Johannists in the Ishtar pocket of resistance were forced to attack the country north of Kredewe in order to stop an attack on Mibram, but the offensive was very costly in both lives and resources, many of whom died in the harsh winter conditions or from starvation. The figs of Caarl refer to an old tale about revenge, where king Caarl of Brzana was poisoned by his own figs, and his son set off to burn all the fig trees in his realm, only to find that the cook had poisoned his food. The Koorelan were a group of knights who fought to maintain order during the 2nd anarchy and famously fought the evil of Joraje. The tusk refers to the boar, a Felzmuž often seen as a brute and ignorant.

*Oh towers of stone are falling!*

*Into clay and dust!*

*The mighty bite of winter,*

*Spreads among the just!*

*Brymburk’s streets are blazing!*

*Fight for day and dusk!*

*These old hands are shaking,*

*Piercéd by the tusk!*

*The figs of Caarl and the Koorelan!*

*The fight is not yet won!*

*But weaken shield my halberd can,*

*And weigh but less a ton!*

*Oh silver lands of glory!*

*Hope is not yet lost!*

*No shields do break or splinter,*

*Hard’ning in the frost!*

*My heart still burns of honour,*

*Soaring in the mud!*

*And may we all fire brightly,*

*Ripening like the bud!*
Houfnice

*Part of Weapons of Juhnvechteya*

The Houfnice is a carriage-mounted gun of relatively large caliber and short barrel. Developed in Stribrna Joraje and Toradzland, it would see use during the Raven’s War, and throughout the War of Joran Succession and it’s related conflicts.

The houfnice, meaning Crowd Clearer, is a field gun, as opposed to other types of gunpowder artillery. It is designed to be light enough to be used in the field of battle, where it will shoot into masses of enemy troops or horses at close range with heavy shot. The gun has been known to clear away entire companies of men-at-arms in a single shot. It is also used to panic horses when fired toward a mass of charging knights.

The gun was originally developed in Buorna during the early 600s, and by 610 had spread to Toradzland, where they were founded in mass numbers at Grimmau.

Houfnice were first used en masse by the Kovacs at the Battle of Elderbaurg, where a dozen were employed against the Böhmists revolutionaries as they advanced toward the ruins of the old fortress. Later, the Böhmists would salvage the guns from Elderbaurg, and would go on to use them throughout their battles. Many of these were seized by Albrecht following the Battle of Níza, where they would form the first guns of the White Army’s field artillery corps. The guns would go on to play an important role in future battles of the War of Succession.

Firing an exceptionally heavy shot, the Houfnice could cause incredible damage to soldiers and light structures at ranges within 100 meters. When filled with bags of smaller shot, as was done at the Battle outside Memrich, it would reduce hundreds of men to a mist in seconds. However, it was not useless during sieges. As shown by the White Regiment at Brymburk, due to its low muzzle velocity, it could be calibrated to fire indirectly over the walls of a city, to strike at the unarmored buildings within.
The Scemlo Incident

The Scemlo Incident was an event that took place in the village of Scemlo, about 17km north of Scawtjaum in the year 613. Scemlo was a former Predich village by the name Pihmstad which had its original inhabitants expelled by Codmendish warriors. This was in accordance to king Axinaw I's de-Predichisation policy, in which he seeked for a ban on the Predich language, all Predich villages to be renamed, as well as expelling a large portion of their population. In response a group of 21 Predich men returned to the village to take the new settlers hostage. The Scemlo incident is infamous due the state's poor responce, causing many casualties.

## Codmendish conquest

Following the collapse of Predastad in 612, Codmendish horsemen were quick to act and start capturing defenseless Predich provinces. Scemlo, being a smaller settlement was very lightly defended. A group of about 20 Codmendish horsemen rode into the village, in which the village immediately surrendered, rather than attempting to fight back. The village eventually became part of the Howe province, which was ruled by count Solresc Ceyr-Scendow. He was known for being one of the most anti-Predich figures in Codmendish society. Scemlo was one the villages count Solresc sought to resettle. He ordered the removal of all the 84 people living there, and encouraged four Codmendish families to move in. All documents containing their history were removed, yet the most controversial part was the removal of gravestones from the graveyard due to them having inscriptions in Predich,

## Hostage situation

Roughly 8 months after the initial conquest, an armed group consisting of 21 Predich men called the "Liberators of Pihmstad" entered the village, and forced everyone in the village to gather inside the town hall, with the exception of one man ordered to message Scawtjaum about their demands. They demanded greater freedoms for Predich people, the right to their language, and the return of former Predich villages. Failure to meet this demand would mean the town hall was to be set on fire with the four Codmendish families inside. The baron refused the demands, and dispatched 60 horsemen to deal with the Predich rebels. Upon the arrival of the horsemen, the town hall was set on fire. The rebels did not fight back, yet managed to buy enough time to where all the hostages perished in the fire. The rebels were promptly excecuted following their capture.

## Aftermath

Count Solresc was quickly deposed from his position for causing the death of Codmendish citizens., and was replaced by count Tascwoyrer Ceyr-Fowane. King Axinaw did not change his policy on Predich people, believing that giving them more rights would encourage them to fight for more rights. The village remained empty for a while until a new family moved in. The incident was ingrained into Codmendish culture with the "Never another Scemlo!" (Codmendish: "Scemlo weyoz sowsc!")
Goblins

Goblins are a species mostly found scattered in small populations the western half of Juhnvechteya. They are native to the region, the earliest goblins supposedly having branched off from a species of dolgarv in the plains of Brancony roughly six million years ago. They ted to have a fairly short stature ranging from 80-140cm depending on the race, most being in the 95-115 range. Their skin colour can vary between shades of green, yellow, grey and sometimes blue depending on the race. Their eyes are typically different shades of yellow and they have black fangs. Their ears may be pointy or more rounded and some may have more sloped forheads due to a tradition of head-binding. Goblins cannot breed with non-goblins.

Goblins are usually divided into tribes, with some tribes being grouped together as a race due to common ancestry and cultural overlap. The Kyrdyf, Ryz, and Krirytt goblins of western Codmendia are the Belt goblins, referring to the Goblin Belt in Codmendia named after the three tribes located along the western border.

# **Races of goblins**

## Krype goblins

The Krype goblins are named after Kry Pe, the ruins of an ancient goblin village about 31 km northeast of Hwüase Sye Sowar, and home to. an old tribe of the same name The Krype goblins are characterised by being the tallest goblins, usually being 110-130 cm tall, and having lighter skin and rounder noses. The Krille and Yzyl Bur tribes are the only two remaining Krype tribes, the main difference between them is that the Yzyl Bur have slightly rounder noses, they have a lighter shade of green on their ears, and they are 5cm shorter on average.

# **Current populations (as of 616)**

## Codmednia

**Goblins in Codmendia**

Codmendia is the state that is home to the highest goblin population, having an estimated range of 4800-5200 goblins. All of the four goblin tribes are granted self-governance under the Treaty of Myzyz. Despite popular opinion towards goblins being very negative, the Codmendish state has been unusually tolerant of goblins compared to many other states. A fairly controversial case was with Ozog Synim, who was the first and only goblin to have a role in the Codmendish government. He was a Krirytt convert to Werranism who served as minister of farming from 571-578.

### **Krille**

The Krille are a Krype goblin tribe living across the western edge of the Halt. They are distinguished from other goblins for being a bit taller than the others, while also having a lighter green and a rounder nose. The Krille stand out as being the only predominately Werran tribe. The Krille follow the Readjusted Werran church. The Krille tribe is also the most populous goblin tribe in Codmendia with a population of about 2300-2500.

## Joraje

### Zaz Ax

The Zaz Ax is a tribe of Sea goblins living in the Valsa Downs in eastern Joraje. The Zaz Ax worship the dragon Slorn, and primarily live off of fishing. The Zaz Ax are characterised by their greenish-yellow skin, slightly rounder ears, shorter foreheads, slanted eyes and a shorter stature of about 85-105 cm. There are about 600 Zaz Ax goblins.
The Dragon rises

The city state of Dorgoil had long dreamt of controlling both banks of the River Son, going so far as to form an alliance with the Republic of Kisuran with the goal of this conquest. Plans had been made and where ready to go but where uprooted with the start of the Kisuran Civil war, and the new Malik was pre-occupied to help out his could-be allies whilst he was cementing his rule at home. With time, however, he would get around to contacting the city with hopes of being able to ait them yet again. This news was readily accepted by the leader of the Dorgoil and preparations would once again begin, with the help of the newly modernised and enlarged army of Kisuran.
Tawaz Wac Codewynd

The Tawaz Wac Codewynd (English: "Sons of Codmend"), or TWC for short, are an aruerist band of criminals roaming around the northern parts of Codmendia. They have an estimated member count of about 15-25 members. The TWC was formed in 581 by Tuwaz Sarekwynd, whose son Toleban Sarekwynd is the current leader. Their goal is to remove the church from Codmendia and restore Aruerism, and often attempt to kill travelling clergy on the roads.

## History

### Fanowrism

In 559, aruerist writer and philosopher Tascwoyrer Tacowd published his book "Ak sye Tu wac Codewynd" (English: "to be a son of Codmend". Here he established that a true Codmendi could not be a Werran because it is a foreign religion. He wrote about wanting to 'repair' Codmendia. From his works came an idea named 'fanowrism', from the Codmendish word 'fanowr' (repair).

## Ideology

The TWC are staunchly fanowrist. They are hardcore aruerists, seeking to ban Werranism from Codmendia and restore Aruerism as the state religion. They also wish to reform the government into one that is more pre-Wartyn, restoring the chieftain, removing the clergy and further decentralising the country. "Codmendia, at its heart, is a tribe, not a state", is a quote from Tscwoyrer Tacowd.

The TWC were strong supporters of king Axinaw's pre-Predishisation effort, though they believed he could have gone a step further and expelled every non-Egic person from Codmendia. The TWC were also opposed to the Treaty of Myzyz, which incorporated the goblin tribes into Codmendia. They believe goblins to be lesser beings, and that they should be either expelled from Codmendia or exterminated. At its core it is an early version of nationalism.
Gorspid

Part of Foliage and Fauna of Otheia

The Gorspid is a semi-mythical creature, living in the isolated valleys of the Hitroker Mountains of southern Otheia. There have been reports of these so-called Scaled Dogs for centuries, though they remain all but unknown to the scientific community

Holding resemblances of dogs and large lizards, gorspids have both scales and fur, and have two large, yatagan-shaped canine teeth which protrude downward.

There have been stories of these beasts for hundreds of years, the native tribe of the region, the Laltiti, having many tales of them, and the Otheiae settlers having yet more. They are said to live in the rocky temperate forest near the valley’s bottom, and that they migrate between the vales by way of the various caves that riddle the hills.

The Gorspids are reputed to be extremely dangerous, and few who encounter them survive. It is said that the only way to survive such a creature is to climb the nearest tree, for they are unable to climb. However, they are also very intelligent, and will lay an ambush for when its prey attempts to leave their refuge.

Despite thousands of stories, and dozens of samples being delivered to the scientific community, the aforementioned stoutly refute the existence of this creature, believing it to be a hoax; a creature cannot have both fur and scales, and surely such a potent predator would range further than a few isolated crags.

Nevertheless, there are a few learned men who acknowledge the animal, and claim it to be the remnant of a stepping stone in evolution, only remaining in the vales of Otheia
Bolt i Blip

Kraj produkcji
 Język oryginału
 Stacja telewizyjna
 Lata produkcji
 Data premiery dubbingu
 Wyemitowaneserie
 Wyemitowaneodcinki

**Bolt i Blip** (ang. *Bolts & Blips*, 2010) – kanadyjsko-południowokoreański serial animowany.

Serial emitowany w Polsce na kanale teleTOON+ od 4 lutego 2013 roku.

## Fabuła

Rok 2080 po latach niepokojów na Ziemi wreszcie zapanował spokój, który mieszkańcy zawdzięczają doktorowi Tommy’emu. Ten genialny naukowiec, chcąc zapobiec wszelkim konfliktom, stworzył Kosmiczną Ligę. W jej skład wchodzą roboty, które w sportowych rozgrywkach rozwiązują spory dotyczące całej planety. Pewnego dnia przez przypadek szeregi ligi zasilają dwaj outsiderzy, przyjaciele Bolt i Blip. Sympatyczne roboty razem z kolegami będą musiały ocalić równowagę Ziemi i Księżyca oraz stawić czoła złemu doktorowi Bloodowi. Przy okazji poznają własną siłę i umiejętności, o które się nie podejrzewały. Dowiedzą się również, że życie robotów jest pełne niespodzianek.

## Wersja polska

**Wersja polska**: na zlecenie teleTOON+ – STUDIO PUBLISHING

**Dialogi**:

* Katarzyna Michalska (odc. 1-2, 11-15, 22),
* Małgorzata Kochańska (odc. 3-10, 16-21, 23-26)

**Reżyseria**: Dorota Kawęcka

**Dźwięk i montaż**: Jacek Kacperek

**Kierownictwo produkcji**: Urszula Jankowska

**Udział wzięli**:

* Joanna Jabłczyńska – **Saedee**
* Rafał Fudalej – **Blip**
* Grzegorz Kwiecień – **Bolt**
* Robert Jarociński – **Tigrr Jaxxon**
* Krzysztof Zakrzewski – **trener Grid Iron**
* Wojciech Socha –
	+ **Steve**,
	+ **skrzat #4** (odc. 8)
* Janusz Wituch –
	+ **komentator zawodów**,
	+ **D-Gor**,
	+ **skrzat #2** (odc. 8),
	+ **książę skrzatów** (odc. 8)
* Agnieszka Mrozińska – **SaeDee 34** (odc. 19)
* Robert Tondera –
	+ **Ratch-8**,
	+ **skrzat #3** (odc. 8),
	+ **król skrzatów** (odc. 8)
* Joanna Pach – **DeeDee** (odc. 17)
* Zbigniew Konopka – **Welder**
* Paweł Ciołkosz –
	+ **Helsing Piąty**,
	+ **Man-I** (odc. 8),
	+ **Dr Tommy**
* Andrzej Chudy –
	+ **Dr Blood**,
	+ **skrzat #1** (odc. 8),
	+ **Formatownik** (odc. 8)
* Cezary Kwieciński

i inni

**Lektor**: Maciej Gudowski
Codmendish

Codmendish is a north-Egic language spoken by the Codmendi people of Codmendia. It is part of the northern branch of the Egic language group shared with the south-Egic Kautish and Toradisch languages.

## History

The Codmendish language branched off from proto-Egic at around -365 to -325 JC. The period between -365 and 110 is known as Old Codmendish. The most notable change that occured at this point was some vowels shifting into diphtongs. "Kols" became "Kowls" (fox) and "Älet" became Äleyt (to jump). Inbetween the year 110 and 490 it is referred to as Middle Codmendish. The transition from Old Codmendish marked a trend of consonants hardening, S shifting to Sc, V shifting to W, and W and sometimes H shifting to Hw. From Proto Egic to Old Codmendish to Middle Codmendish and to Modern Codmendish:

Das - Das - Tas - Ta (son)

Vusmool - Vusmoy - Wüsmey - Hwüscmey (fish)

Shvat - Scvat - Scwat - Scawt (outpost)

After the 490s the language is referred to as modern Codmendish. One notable change was that K and C started merging into the same sound, yet the spellins were not changed. The largest changes after here are loanwords due to Codmednia becoming more connected.