Reich of Sturmgard

Overview

  Renowned for its mighty fleets and staunch defenders, the Reich of Sturmgard stands as a beacon of liberty and a homeland of equality in a world rife with adversity. As the founding force behind the Pact of Light, Sturmgard has long been committed to fighting against powers that seek to corrupt, enslave, or destroy. The nation embodies the very essence of the Faith of Light’s core tenets: enlightenment through understanding and strength through unity.   Considered one of the two major powers in the northern realms, Sturmgard is notable for its embrace of racial diversity and its deep reverence for the Arcane, celebrating it's wonders and using it to unlock ever-greater heights of knowledge and progress. Humans, alongside the Feynarin of old, work hand in hand to protect the remnants of the magical world left in Arboria after the devastation of the Cataclysm.   The people of Sturmgard are diverse yet fiercely loyal to their homeland, and its cities serve as radiant beacons of liberty. White marble cities, castles, and soaring cathedrals, crowned with brilliant blue roofs that reflect the serenity of the heavens, dot the landscape. Sturmgard’s rich history is one of resilience, a legacy built to endure the tests of time.  
 

Government

 

The Monarchy

  The Reich of Sturmgard, steeped in the tradition of parliamentary monarchy, is an embodiment of structured power and governance. The legislative backbone of the Reich is the Reichstag, a parliament composed and elected by the esteemed male nobility of the land. Yet, the passage of any law necessitates the approval of the Bundesrat, a formidable council representing the voices of the constituent provinces, ensuring that the diverse tapestry of the realm is reflected in its legislation.   At the helm of the Reich's executive branch stands the Kaiser, a sovereign whose authority echoes through the annals of history. Supported by the Chancellor, the Kaiser's reach extends across the vast spectrum of state affairs, with the constitution endowing him with the power to appoint or dismiss the Chancellor at will. As the supreme commander of the military and the decisive force in foreign diplomacy, the Kaiser's word is law. His prerogative includes the dissolution of the Reichstag should the need arise to refresh its ranks through elections.   The Chancellor, in principle, wields the duties of a one-man cabinet, a solitary sentinel tasked with the stewardship of state affairs. Yet, beneath this facade, the state secretaries operate with the influence and authority akin to ministers, shaping the practical execution of the Chancellor's directives.   While the Reichstag holds the theoretical power to propose, amend, or veto legislative bills, the true epicenter of influence is the Kaiser's throne, from which he, through his Chancellor, directs the course of the realm. It is a dance of power and protocol, where the written word of law is but a shadow of the monarch's overarching presence.   Weisswall, the beating heart of the Reich, serves as the capital, a city where the pulse of Sturmgard's political life thrums strongest, and the Kaiser's decrees resonate from the marbled halls of power to the cobblestoned streets of the common man.  
 

Ruling Dynasty

  The current Kaiser of the Reich of Sturmgard is Karl Revion, a ruler whose reputation is steeped in both legend and resilience. At 43, Kaiser Karl is known as the Warrior-King, a title earned through his extraordinary saga of survival and triumph. Captured and enslaved during a brutal Heimer Incursion in his youth, Karl’s fate seemed sealed in chains. Yet, through sheer will and cunning, he won his freedom in a trial by combat, escaping his captors and embarking on a long, treacherous journey back to his homeland. Upon his return, he claimed the crown that was rightfully his, solidifying his legacy as one of Sturmgard’s most revered monarchs.   At his side stands Isabelle, the famed Princess of Lynora, celebrated throughout the realms for her beauty, grace, and diplomacy. Now 37, she is beloved by the people of Sturmgard as a figure of elegance and wisdom. Together, they have four children: Elion, their eldest at 14, followed by Izan, age 13, Anna, age 9, and Darvin, age 7. The royal family is seen as a symbol of unity and strength, with the future of the realm resting in the hands of their promising heirs.  
 

Geography

 

Western Heartlands

  The Heartlands, as they are known among Humanity, derive their name from their role as the cradle of Human civilization. These fertile lowlands stretch along the base of the Valpine Mountains, running from the far western shores of Lynora, eastward along the Messial Mountains, only to be cut off by the imposing Diynar Mountains at Ardechia’s border with Kyrus. This vast expanse of land serves as the heart of Human culture and development.   The largest portion of the Heartlands lies within Ardechia, often referred to as the Eastern Heartlands. To the west, the region narrows into the Western Heartlands, which encompass much of eastern and coastal Sturmgard. These fertile lands extend from the cities of Elmmer and Shlitsfurt, narrowing at Weisswall before widening again into the lowlands of Lynora, and ultimately terminating at the highlands of Veyrun.   While much of the Heartlands consists of vast, open plains ideal for farming, the region within Sturmgard is notably enriched by the ancient and mystical Feywood, also known as the Elderwood - a sanctuary for the Feynarin Elves. This forested area, steeped in both magic and history, adds a unique and ethereal character to Sturmgard’s landscape.  
 

The Elderwood

  Spanning much of central Sturmgard, the vast, towering woodlands known as the Elderwood are a realm of mysticism and ancient magic. The trees within this forest have grown to immense proportions, their roots entwined with the rich magical presence that permeates the region. Drawing sustenance from the arcane energies of the land, the trees of the Elderwood have thrived for millennia, with the deepest parts of the forest housing the oldest and largest specimens. These ancient giants, standing sentinel at the heart of the forest, are believed to predate even Elven civilization, revered as sacred by the native Feynarin Elves.   The Elderwood holds immense cultural and historical significance. When the Jermane Humans first arrived after crossing the treacherous Nord Sea, seeking refuge from the ravages of the Cataclysm, it was within the embrace of this magical forest that they found sanctuary. Here, Elves and Humans stood together, working side by side in an alliance that would become the foundation of western civilization. Through unity, understanding, and cooperation, they persevered against the encroaching darkness and chaos that gripped the world in the aftermath of the Cataclysm.   This shared history of survival and mutual respect has shaped the western Human outlook, fostering a deep appreciation for Elves and magic. In stark contrast to the east, where the Slaya Humans engaged in brutal conflicts with the Feynarin, the people of Sturmgard have maintained a bond of kinship with their Elven allies.  
 

The Grimwood

  A dark shadow looms over a portion of Sturmgard's once-pristine Feywood, casting a malevolent aura over the peninsula and lone island that rest between Sturmgard and Ardechia. This area, shunned by all who know of it, is home to a corrupted version of the Elderwood. A twisted forest, the Grimwood draws its strength not from the Arcane energies that nourish the rest of the Feywood, but from the insidious currents of Dark Magic that seep from its very heart. The trees here grow to unnatural proportions, much like their Feywood counterparts, yet these are grotesque abominations. Their dark, splintering bark is as hard as stone and sharp as glass, and their twisted forms stretch skyward in distorted shapes. Few leaves adorn their gnarled branches, for these trees, addicted to the Dark Magic that sustains them, rely on it not as a boon, but as a lifeline for their very survival.   At the heart of this blighted forest stands Drakmire Keep, an ancient citadel said to be the source of the Dark Magic that has poisoned the land. Legends tell that the Grimwood came into being in the wake of The Cataclysm, the result of a desperate Elven mage who, pushed to the brink by the relentless Slaya invaders from the east, sought refuge and protection from her fellow Elves in the west. Her name was Celeena, now remembered only as the Witch Queen. Betrayed by her own kind and unable to draw upon the Arcane powers that had been depleted by the Cataclysm, Celeena turned to Dark Magic as a last resort, allowing it to consume her and warp the land around her.   To this day, the Witch Queen and her dark minions reign over the Grimwood, and none dare challenge her dominion. Over the centuries, entire crusades have been launched in a bid to rid the world of Celeena's evil, yet those who ventured into the Grimwood vanished without a trace, swallowed by the cursed mire. Armies of crusaders were never seen again, their fates sealed within the dark heart of the forest. Even attempts to burn the Grimwood have been futile, as the twisted forest refuses to succumb to flame.   Rumors abound that when people disappear from the surrounding realms, they are abducted by Celeena’s gargoyles and vampires, dragged into the depths of the Grimwood to be sacrificed in horrifying Blood Magic rituals, where their very essence is devoured to fuel the dark power of the Witch Queen.    
 

The Hinterlands

  In the south-western reaches of Sturmgard lie the rugged foothills of the Valpine Mountains, an untamed expanse known as the Hinterlands. These hills stretch far, rolling and uneven, until they meet the rivers Spree and Wayn. The terrain here is rough and dry, far less hospitable than the fertile lowlands of the Heartlands. The Hinterlands are sparsely populated, and their wild and untamed nature makes them both remote and dangerous.   Few roads carve their way through the hills, and those that do are often treacherous, patrolled more by the wild beasts that inhabit the region than by any law of man. For those daring enough to venture into these lands, the Hinterlands are a haven for hunters of legendary creatures. Wild Gryphons, deadly Basilisks, and the elusive Wyverns are said to prowl these hills, and the bravest hunters seek them out, hoping to claim the glory and trophies that come with slaying such beasts.   The only settlement of any significance in the Hinterlands is Highdale, a modest town nestled along the edge of a small lake. Highdale is little more than a town fortified with a simple wooden palisade, and it is overseen by a stone fort perched on a nearby hill, where the local lord keeps watch over his lands. Though isolated and far from the bustling cities of Sturmgard, Highdale stands as a solitary beacon of civilization in this otherwise wild and untamed region.  

People & Culture

 

The Jermane:

    The dominant Human culture group in Sturmgard, as well as in neighboring Lynora, is known as the Jermane. They are divided into three main subcultures: the Waxon, Belltic, and Lynoran peoples. The Reich of Sturmgard is predominantly home to the Waxon and Belltic, who share many similarities in traditions and appearance.   Jermane men are characterized by their broad foreheads, square jaws, and high, prominent cheekbones, while their skin tone is generally fair. It is fashionable for Jermane men to wear mustaches, reflecting their deep-rooted cultural preferences.    

The Waxons

  The Waxons reside in the western half of Sturmgard, where the rugged hills and dense forests have shaped their hardy nature. Waxons are typically broad-shouldered and brawny, with a reputation for being tough, loud, and boisterous. They are renowned for their love of ale, which often flows freely in their gatherings. The Waxon diet is meat-heavy, with a particular fondness for pork chops and sausages, usually served with hearty stews and vegetables.  

The Belltic

  Inhabitants of the fertile lowlands of eastern Sturmgard, the Belltic people are seen as more reserved and refined compared to their Waxon counterparts. They embrace a quieter way of life, with a culture that values modesty and grace. It is common for Belltic men to wear their hair long, a tradition that signifies their distinction. Their lands are tame and prosperous, with vast stretches of farmland producing an abundance of crops. The Belltic prefer fine wines over ale, and their cuisine leans towards lighter fare, often featuring ground meats served with pastries or pasta.  

The Elves:

  The Elves of Sturmgard are descendants of the ancient Feynarin who once inhabited the region during the 2nd World. Instead of resisting the Humans migration southward during The Great Migrations, in the aftermath of the Cataclysm, the Feynarin extended their hands in friendship. They offered the migrating Humans shelter and guided them across the perilous Nord Sea, led by the legendary Elven mage Arish, known as the Lightbearer. It was within the mystical Elderwood that the alliance between Elves and Humans first blossomed, and it is due to this act of solidarity that western Humanity views Elves and magic favorably, in stark contrast to their eastern counterparts who were embroiled in constant conflict with the Elves.   Over time, the Elves became a minority in their ancestral lands, as the shorter-lived Humans reproduced at a much faster rate. Despite their diminishing numbers, many Elves chose to settle alongside their Human allies, and the two cultures gradually adopted elements from one another, creating a blended society rich in shared traditions.   However, a significant number of Feynarin Elves remained in the Elderwood, holding fast to their ancient ways. The Elderwood remains a sacred place for the Feynarin, and within its borders, they maintain a semi-autonomous realm with their own ruler and laws. The Reich of Sturmgard respects this sacred forest, leaving the Elves to govern themselves in peace, and even offering protection to ensure that the Elderwood remains untouched by outside threats.  

The Dwarves:

  Dwarves make up only a small portion of Sturmgard's population, with the majority hailing from the neighboring Dwarfholds of Ezrenhelm. These immigrant craftsmen were drawn to Sturmgard in search of fame and fortune through their exceptional skills in metallurgy and construction. Over the years, their presence has grown, especially after the alliance between Sturmgard and Ezrenhelm, forged in the face of hostilities from the Vallerian Empire to the south. Though few in number, the Dwarves have contributed significantly to Sturmgard's technological and architectural advancements, earning them respect and admiration among the local population.  

Religion

    The dominant religion in Sturmgard is the Faith of Light.       Born in the aftermath of the Cataclysm, the Faith of Light arose as a beacon of hope and resilience in a shattered world. It preaches enlightenment through understanding, strength through cooperation, and unity through tolerance, offering a path of harmony in a world often divided by strife.   The Faith of Light has flourished in the western Arborian realms, its tenets of acceptance and mutual respect resonating across cultures. Its inclusive nature has seen it adopted not only by the Humans majority of Sturmgard but also by many of the native Feynarin, as well as some Dwarven communities. This unifying belief has fostered a spirit of cooperation among the diverse peoples of Sturmgard.   What truly sets the Faith of Light apart from other Human religions is its acceptance and even encouragement of the Arcane magics. Unlike other faiths that view magic with suspicion or outright hostility, the Faith of Light sees magic as a natural force, a gift that, when harnessed for good, can benefit all. Magic is not only tolerated but is actively studied and practiced by both clerics and scholars within the faith, making it a cornerstone of their spiritual and intellectual pursuits.    
 

Military

 

Doctrine

    The Reich of Sturmgard is renowned for fielding one of the most well-equipped and disciplined armies in the north. Prioritizing quality over quantity, the Reich maintains a professional standing army where each soldier is outfitted with the finest weapons and armor, crafted in collaboration with Dwarven artisans and enhanced by Elven enchantments. This blend of craftsmanship and magic makes Sturmgard’s forces highly resilient and versatile on the battlefield.   Though its armies are not the largest, Sturmgard’s troops are known for their impeccable discipline, high morale, and unwavering loyalty to their homeland. Their military prowess was notably underestimated by Ardechia, who once viewed Sturmgard as an inferior force, only to be proven otherwise when confronted by the elite forces of the Reich.  
 

Specialties

  The Reich’s military places a strong emphasis on the use of Arcane magic for battlefield support. Mages are crucial, serving as long-range artillery, healers, and defensive shields against enemy bombardments. These magical units provide Sturmgard with an edge in combat, capable of inflicting explosive damage or reinforcing fortifications with their arcane powers. However, due to the finite nature of their magical energy, Sturmgard’s mages must use their abilities strategically to avoid depletion in prolonged engagements.   Because of their reliance on mages for offensive capabilities, Sturmgard has not invested heavily in traditional artillery. The realm views artillery as cumbersome, slow, and expensive to maintain, and while quicker to produce than training new mages, Sturmgard’s military doctrine favors the flexibility and potency of the Arcane.  

Navy

  Sturmgard commands the most formidable navy in Arboria. Its heavy ships, along with swift escorts, dominate the northern seas, instilling fear in the raiding Heimer Clans. Under the current Kaiser, Sturmgard has adopted a proactive naval strategy, emphasizing constant patrols to prevent Heimer incursions before they reach the coast. This approach has proven far more effective than the stationary chains of coastal forts relied upon by previous rulers, which, though formidable, were expensive to maintain and only served to stall an enemy advance.  

Air

  The Reich's air power is comprised of a small but advanced fleet of airships, a testament to Dwarven engineering and Human innovation. While these airships are smaller and lightly armored, their speed and maneuverability make them ideal for rapid reconnaissance, swift strikes, and aerial skirmishes, granting Sturmgard flexibility in controlling the skies.  

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