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The Empire of Okkrgoth (AWE-cur-goth)

History

For millennia, the eastern half of Alteria swarmed with tribes of orcs, dwarves, goblins, and humans all jockeying for power and prestige. During the Divine Crusades, the tribes--swollen with divine power--consumed each other like ravenous wolves. After three decades of infighting, nine powerful tribes remained. These tribes controlled the vast forests of Okkrgoth and seven of them formed a collective known as the Okkrgivar Union in 4972 YGR. While the Union only lasted four short decades, it paved the way for Björn der Große, once chief of the Vingegard Clan, to conquer the remaining tribes and establish the Kingdom of Okkrgoth. This marked the first time in history that the tribes east of the Dorster Veil had been unified. It instantly became one of the most powerful realms in the world, leading Alandr to lead several crusades against it in an effort to secure their interests.   Björn's Vingegard clan ruled for 182 years before Khagra's suicide in 215 YGP. After their dynasty's collapse, the crown's steward, Toliard the Wise, hosted a tourney. The winner of this competition would be crowned king and his issue would inherit all the rights, titles, and lands associated with it. Gaufrid II (born Kepis of Gromkirkke) bested all the other contestants in a series of competitions that came to be known as the Tournament of Kings. He and his kin, known as the Whiteblood Clan, ruled from Gromkirkke until 374 YGP. After Björn Whiteblood's death at the start of a brutal civil war, Okkrgoth was ruled by a series of mercenary kings in a period known as the Bloodletting. Each king attempted to recreate Gaufrid II's legitimacy, but each failed. The vacuum of power created by the civil war ultimately paved the way for Goddard der Große's entrance.   In 382 YGP, Goddard der Große sponsored--and killed--a mercenary puppet king in order to secure the throne for himself. He ruled as an ironhanded, but fair, king for two years as he waged several small wars of unification along the Durrigan Coast. Once the Durrigan tribes had been pacified, he declared the new Empire of Okkrgoth while in Immelvig from atop a pile of corpses. Goddard's issue (the Iron Family) continues to rule the Empire of Okkrgoth, although some scholars contest that Akim Snowborn's reign cannot truly be considered as part of the dynastic lineage.   The monarchs of Okkrgoth are:
  1. Björn der Große (33-81 YGP) – First king of Okkrgoth, unified the Orcish tribes after the Divine Crusades, founded the city of Arkkon
  2. Gaufrid the Warrior (81-106 YGP) – son of Björn der Große, born 42 YGP
  3. Khagra the Withered King (106-215 YGP) – son of Gaufrid the Warrior, cursed by the King-eater with long, empty life, born 84 YGP, died w/o issue
  4. Gaufrid II (216-240 YGP) – Count of Gromkirkke, Champion of the Tournament of Kings, ascended to the throne, birth year 187 YGP
  5. Emmerich Rotgut (240-245 YGP) – son of Gaufrid II, born 212 YGP
  6. Kodarok Westhass (245-282 YGP) – son of Emmerich Rotgut, born 231 YGP, slain in battle against Robert the Rock, King of Alandr
  7. Dalthu Ironwander (282-300 YGP) – son of Kodarok Westhass, born 257 YGP, prone to leaving the Konigschloss unguarded without warning to wander in the country, died w/o issue
  8. Agilulf the Elder (300-315 YGP) – Regent of Dalthu Ironwander, held on to power after Dalthu’s death, born 230 YGP
  9. Ekkehard Elfsbane (315-340 YGP) – Kodarok’s grandson, born 292 YGP, waged a costly war against Funanori and died in battle
  10. Ekkehard II (340-356 YGP) – Ekkehard Elfsbane’s son, born 324 YGP
  11. Gaufrid III (356-374 YGP) – Ekkehard II’s son, born 336 YGP
  12. Björn Whiteblood (374-375 YGP) – Gaufrid III’s son, born 353 YGP, slain in battle
  13. Aldric Freesword (375-377 YGP) – Mercenary King, born 351 YGP, slain in battle
  14. Agilulf Freesword (377-377 YGP) – Mercenary King, born 356 YGP, slain in battle
  15. Thurk Freeaxe (377-378 YGP) – Mercenary King, born 344 YGP, slain in battle
  16. Thurk Wavebreaker (378-379 YGP) – Mercenary King, born 361 YGP, daring naval commander, slain in battle
  17. Arkus Freesword (379-380 YGP) – Mercenary King, born 352 YGP, slain in battle
  18. Raldar Freespear (380-382 YGP) – Mercenary King, born 359 YGP, slain in battle
  19. Kodarok Freesword (382-382 YGP) – Mercenary King, born 357 YGP, slain in battle
  20. Uirch the Addled (382-382 YGP) – Mercenary King, born 342 YGP, appeared to be competent but was actually a puppet king for Goddard der Große, murdered at Goddard’s command
  21. Goddard der Große (382-447 YGP) – First Kaiser of Okkrgoth, conquered the remaining free tribes along the Durrigan Coast and formed the Empire of Okkrgoth, born 359 YGP
  22. Aldric II (447-453 YGP) – son of Goddard der Große, born 391 YGP
  23. Björn III (453-481 YGP) – son of Aldric II, born 422 YGP
  24. Agilulf III (481-493 YGP) – son of Björn III, born 453 YGP
  25. Thurk III (493-501 YGP) – son of Agilulf III, born 470 YGP
  26. Dalthu II (501-512 YGP) – son of Thurk III, born 488 YGP
  27. Arkus II (512-540 YGP) – son of Thurk III, born 492 YGP
  28. Arkus III (540-558 YGP) – son of Arkus II, born 516 YGP
  29. Ekkehard III (558-592 YGP) – son of Arkus III, born 532 YGP
  30. Gaufrid IV (592-616 YGP) – son of Ekkehard III, born 561 YGP
  31. Aldric III (616-655 YGP) – son of Gaufrid IV, born 581 YGP
  32. Kodarok III (655-703 YGP) – son of Aldric III, born 611 YGP
  33. Björn IV (703-735 YGP) – grandson of Kodarok III, born 681 YGP
  34. Björn V (735-762 YGP) – son of Björn IV, born 703 YGP
  35. Emmerich II (762-811 YGP) – son of Björn V, reformed the Empire's government, making it more merit-based, born 737 YGP
  36. Goddard II (811-821 YGP) – son of Emmerich II, born 756 YGP
  37. Raldar II (821-827 YGP) – son of Goddard II, born 789 YGP
  38. Akim Snowborn (821-882 YGP) – half-orc, half-dwarf son of Raldar II and Natasha the Tsarina (Katherine the Tsarina’s daughter), born 813 YGP
  39. Björn VI (882-904 YGP) – a descendant of Björn V, slew Akim Snowborn in single combat after challenging him for the throne and accusing Akim of being a Korolevian puppet king, born 857 YGP
  40. Thurk IV (904-906 YGP) – son of Björn VI, born 876 YGP
  41. Emmerich III (906-910 YGP) – son of Björn VI, born 877 YGP
  42. Aldric IV (910-942 YGP) – son of Emmerich III, born 894 YGP
  43. Ekkehard IV (942-960 YGP) – son of Aldric IV, born 922 YGP
  44. Björn VII (960-983 YGP) – son of Ekkehard IV, born 941 YGP
  45. Kodarok IV (983-1022 YGP) – son of Björn VII, born 965 YGP
  46. Gaufrid V (1022-1031 YGP) – son of Kodarok IV, born 990 YGP
  47. Dalthu III (1031-1035 YGP) – son of Gaufrid V, born 1014 YGP
  48. Björn VIII (1035-1056 YGP) – son of Gaufriv V, born 1016 YGP
  49. Agilulf IV (1056-1074 YGP) – son of Björn VII, born 1033 YGP
  50. Björn IX (1074-1092 YGP) – son of Agilulf IV, born 1056 YGP
  51. Gaufrid VI (1092-1096 YGP) – son of Björn IX, born 1076 YGP
  52. Thurk V (1096- ) – current Kaiser of Okkrgoth, second son of Björn IX, born 1077 YGP
 

Environment

While most folks think of Okkrgoth's infamous brutality in war first, the Empire's most distinctive feature, perhaps, is its forests. Almost every square mile of the massive realm is covered in some variation of foliage. The most common trees to find here are pines, spruces, and firs, but they are far from the only offerings. The Empire encompasses the Tartaron Mountains, more a worn range of tall hills that anything else, in the east of Alteria.  

Government

The Empire of Okkrgoth is ruled by an autocratic Kaiser who has, historically, always been male. The line is hereditary by tradition, but not by law. According to ancient Okkrgothian law (more of an amalgamation of ancient tribal customs than anything else), the chief role should be selected by feats of strength, maturity, endurance, etc. In reality, the throne is uncontested. Those who could be claimants are happy amassing wealth and power in the various cities in which they reside.   Despite the apparent threat to his authority, the Kaiser delegates substantial authority to a core group of nine oligarchs (and their families) who rule as imperial proxies from nine regional capitals: Arkkon, Altenriff, Bonnstadt, Gromkirkke, Hardfort, Heimsratten, Immelvig, Ravingen, and Velburg.  
District Oligarch Family (Head) Borders
Arkkon Schilkrig (Dakra) West & East banks of the Westfluss and Kleiner Westfluss. Gorpach & Grokum.
Altenriff Jörn (Krothan) The area between Lichtwache, Malvan, and Schokirchen including the Durrigan Coast.
Bonnstadt Gokreg (Furgan) The Allervons Wood, including Baumkreuze and Volkenburg. Includes portions of the Alandran border.
Gromkirkke Iron Family (Thurk V) The capital district, including Grunwald, Ardris, and Edelstein.
Hardfort Köhler (Kruf) The border region with Alandr just north of the Barenbach River. Includes the Samovand Road. Altenstahl.
Heimsratten Steinmar (Roxug) Most of the Dagger Gulf coast. Verborn, Fellbeck, & Antignane.
Immelvig Escherich (Krillik) The northern stretch of the Tartaron Mountains. Kirchestadt, Osthafen, Konigsruhe.
Ravingen Frommisch (Vrigga) The Konigsee area. Vellthal, Nebels, Illstone.
Velburg Schirgot (Kurrag) The northern Grimsea coast. Westbrook, Kreuzung, Zieren, Fogreach.
 

Society

Okkrgoth's military prowess is matched only by Alandr. Their forces are well organized and expertly trained. Their foot soldiers and knights wear armor ingeniously designed to mimic the deafening roar of summer cicadas as they move. Many retired soldiers who have fought against Okkrgoth report terrifying nightmares of cicada swarms.

Structure

  1. Kaiser
  2. Prince/Princess
  3. Duke/Duchess
  4. Marquess/Marquise
  5. Earl or Count/Countess
  6. Viscount/Viscountess
  7. Baron/Baroness
  8. Baronet
  9. Knight

Culture

In Okkrgothian culture, "might makes right" in almost every circumstance. During the tribal period, this often meant that bullies got their way. After unification under Björn der Große, however, the tribes learned that might and physical prowess are not the same thing. In modern times, Okkrgothian oligarchs wield political, economic, and physical power to maintain the status quo. Occasionally one house will attempt to overtake another, but this is seriously discouraged by the crown, who favors stability over pride.   Might isn't the only virtue in Okkrgoth, either. Honor and loyalty are held in just as high esteem. If someone pledges their loyalty to another, it is assumed--expected, even--that the individual would die before breaking their oath. To be labeled an "oathbreaker" is possibly the highest insult one could level against another.   Compared to ancient times, modern Okkrgoth is quite "civilized." Travelers from abroad are not faced with "culture shock" as they might be upon visiting Funanori. The customs and traditions in Okkrgoth closely resemble those held elsewhere because many originate with the divine patrons of each society.

Demography and Population

Okkrgoth is comprised as follows:  
Ancestry %
Orc 52
Half-orc 19
Human 16
Dwarf 7
Goblin 3
Gnome 1
Other 2

Military

Okkrgoth maintains a semi-professional military of volunteers and conscripts at all times. Local municipalities are also welcome to levy militias (conscripted or otherwise). Okkrgothian forces are always outfitted with special armor that makes them sound like cicadas as they move. Armories and forges across the realm are constantly pumping these out.

Religion

Technically, the Empire of Okkrgoth enjoys the freedom of worship. In practice, however, the district oligarchs heavily influence which deity their subjects worship. By the Kaiser's decree, each town must have a shrine or temple (if the city has more than 5,000 residents) to Grör.  
District Oligarch Deity
Arkkon Schilkrig Pólemos
Altenriff Jörn Nynemos
Bonnstadt Gokreg Tojun
Gromkirkke Iron Family Vykova
Hardfort Köhler Magiarr
Heimsratten Roxug Thyraxae
Immelvig Krillik Kálimir
Ravingen Vrigga Grör
Velburg Kurrag Hygius

Foreign Relations

The Empire of Okkrgoth has always had strained dealings with the Kingdom of Alandr. Alandr and Okkrgoth exchange diplomats regularly, but it is largely symbolic. Other than Alandr, though, the Empire has cordial relations with many realms. They are particularly close with Taqqadiya, the Aurium Pirate Republic, and Korolevia.   Only Okkrgoth has ever attempted to invade the Sun Realm of Funanori. Despite this happening roughly 700 years ago, Funanori still bristles with indignation and refuses to maintain relations with the Empire.

Agriculture & Industry

The Empire of Okkrgoth is primarily an agricultural power, but its cities are burgeoning industrial powerhouses. In the Empire's various districts, peasants grow and harvest cereals (wheat, rye, corn, barley, oats), oil-yielding crops (grapeseed, mustard seeds), vegetables (potatoes, etc.), lumber yielding trees (oak, pines, hardwoods), tree fruit or top fruit (apples, cherries, etc.) and soft fruit (strawberries, raspberries, etc.). The cities of Okkrgoth import much of their produce from the stores of regional oligarchs so they can focus their production on iron and ore refining, fishing, whaling, husbandry, and study.

Education

While there are state-sponsored institutions of learning, Okkrgothian towns are expected to educate their citizens. There is little-to-no oversight over this education and, as such, it ranges dramatically. Almost every citizen is trained in some kind of martial discipline. The most common form of education is magical training for children and young adults considered to be predisposed or adept at magic.   At most institutions of learning, Okkrgothian pupils are instructed in the basics (mathematics, history, science, etc.) as well as subjects deemed important by the crown (philosophy, magic, Okkrgothian history, politics, etc.).

Infrastructure

Infrastructure in the Empire varies considerably thanks to the competency and attention of regional governors. At its worst, roads are unpaved and unmonitored (such as the towns and villages in the Heimsratten district). However, most meet basic standards: paved roads, patrolled borders, and effective civil engineering. The infrastructure in the capital, Gromkirkke, matches--even exceeds--international standards. Where local officials prioritize it, there is plenty of money to maintain good infrastructure.   The non-mountainous border between Alandr and Okkrgoth is constantly patrolled and bristles with towers, outposts, walls, and defensive works on both sides. The district of Arkkon is responsible for these patrols in the southwest, and the Hardfort district is responsible for them in the northwest.

Einheit makht Frieden (Power Through Unity)

Founding Date
Kingdom: 33 YGP, Empire: 384 YGP
Type
Geopolitical, Empire
Capital
Predecessor Organization
Demonym
Okkrgothian
Head of State
Head of Government
Government System
Oligarchy
Power Structure
Feudal state
Economic System
Traditional
Currency
Okkrgoth utilizes the same copper, silver, gold, and platinum system as the rest of Argea's realms, but issues them in the Kaiser's image. The face of each coin is stamped with the silhouette of the current monarch. The backs of the coins differ, however. The back of the copper piece depicts a hammer striving an anvil. The back of the silver piece is embossed with the Tartaron Mountains. The gold and platinum coins depict a resolute pine tree and an Iron Family crest, respectively.
Major Exports
  • Agricultural goods (cereals, vegetables, lumber, fruit, etc.)
  • Weapons and armor
  • Potions
  • Alcohol
  • Labor
Major Imports
  • Luxuries (Estemarian pottery, Korolevian furs, cut gems, art, etc.)
  • Salt & spices (Taqqadiya, Kusafiri, Aurium Pirate Republic)
  • Exotic goods (Alandran trinkets, Ghorran tribal totems, etc.)
  • Ships (most of Okkrgoth's ships are made from Okkrgothian lumber in Korolevia)
Legislative Body
Okkrgoth has no legislative bodies. Municipalities are ruled by district oligarch-appointed officials.
Judicial Body
Okkrgoth has no legislative bodies. Municipalities are ruled by district oligarch-appointed officials.
Executive Body
The Kaiser is the ultimate executive body in the land. By His authority are all laws enacted and against His will are all laws broken. Every person and organization in the realm is subject to His will. The Kaiser delegates His authority to the Crownguard, oligarchs, and those with His official writ.
Subsidiary Organizations
Location
Official Languages
Related Traditions
Controlled Territories
Neighboring Nations
Related Species

Truce, Unstable Peace

At War

The Empire of Okkrgoth and the Holy Kingdom of Estemar are currently at war.

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