Kingdom of Elizarain

History of Elizarain

Long ago, the lands now called Elizarain were a collection of scattered, loosely governed settlements on the plains of Laridian, vulnerable to raids and fractured by rival warlords. Without natural defenses like mountains or rivers, these early communities lived in constant fear of invasion and internal strife.

As the Kingdom of Harak rose to dominance, these eastern lands fell under its influence as border provinces, tasked primarily with guarding the realm's western approaches. But when Harak's power waned during its internal turmoil and the fracturing of its domains, these borderlands seized their chance for independence.

The break was neither peaceful nor swift. Ambitious generals and merchant-warriors united disparate settlements through force and strategic alliances, erecting towering stone walls around each major city. Out of necessity, Elizarain became a land of fortresses, its people bound not by bloodline or divine right, but by the unyielding code of military discipline.

The Founding Era

In the centuries following Harak's decline, Elizarain's leaders forged the War Tribunal, a council of military commanders and mercenary guildmasters. This body established the Codex of Steel, a strict legal and martial code that governs every citizen's duty, loyalty, and conduct.

The capital, Eichenborn, was founded on the site of a former war camp and rapidly transformed into an impregnable fortress-city, the seat of the Tribunal's power.

Age of the Mercenary Lords of War

Without kings of their own, Elizarain's power came from the rise of mercenary guilds that dominated its military landscape. These companies fought across Laridian for coin and contract, building the kingdom's reputation as the premier source of professional warriors.

The Black Iron Guild and other famed banners carved their names into legend through countless battles, sometimes for Elizarain's interests, sometimes as hired swords in distant wars.

The Trials of Discipline

Internal conflicts flared as powerful commanders and guilds vied for influence within the War Tribunal. Yet the Codex of Steel ensured that all power struggles remained within the bounds of discipline and law, duels and ritual combat replaced open rebellion.

Modern Era

Today, Elizarain stands as a tightly controlled, relentless military power. With its cities walled and ready, its people forged by decades of conflict and unyielding order, it is both a formidable protector of its borders and a sought-after source of mercenary might.

Surrounded by kingdoms ruled by kings or priests, Elizarain remains distinct, ruled not by blood or faith, but by iron and oath.

Population Breakdown:
Total: 1,500,000

  • Human (71%) - 1,065,000
  • Orc (15%) - 225,000
  • Dwarf (7%) - 105,000
  • Gnome (3%) - 45,000
  • Half-Elf (2%) - 30,000
  • Halfling (2%) - 30,000

Government: The War Tribunal

The War Tribunal, seated in the capital Eichenborn, rules through military law and strict governance. It consists of generals and mercenary guild leaders who ensure order across Elizarain's cities and lands, governing through force, discipline, and the enforcement of the Codex of Steel.

Fortified Cities of Elizarain

Each city within Elizarain is home to a major mercenary company, each with its own distinct specialization and history, providing unparalleled expertise in various forms of warfare. These prestigious organizations are highly respected both within the kingdom and across the continent, often influencing the outcome of regional conflicts and securing Elizarain's place as a dominant military power. In addition to these formidable major groups, each city also supports several smaller, more specialized mercenary companies, ranging from 3 to 5 per city, each offering their own niche skills. These minor groups often operate in the shadows, providing targeted services such as covert operations, high-risk assassinations, reconnaissance, and other specialized military tasks. While their scope is more limited compared to the primary mercenary group of the city, these minor companies are often hired for specific missions that require precision, secrecy, or unconventional tactics. Together, the major and minor mercenary groups of each city form a complex web of military expertise that makes Elizarain a nation defined by its iron will, unyielding discipline, and fearsome reputation in warfare.

  • Capital: Eichenborn: Eichenborn is a fortress-city, the heart of Elizarain's power. Its vast stone walls, military academies, and arsenals form an unbroken ring of defense. The War Tribunal meets in the Stone Bastion, where martial strategy and governance intertwine.

    • Main Mercenary Company: The Stone Bastion Company
      Description: The Stone Bastion Company is a legendary mercenary group formed in Eichenborn, directly linked to the city's prestigious military academies and the War Tribunal. Known for their impeccable discipline and unwavering loyalty to contracts, this company specializes in city defense, siege warfare, and elite guard duty. The members of the Stone Bastion Company are often employed to protect key figures in Elizarain, from high-ranking officials to visiting dignitaries. Their soldiers are well-versed in both the defense of fortifications and urban combat, making them ideal for close-quarter battles and the defense of critical infrastructure. They are seen as the ultimate embodiment of Elizarain's martial culture, upholding the Codex of Steel with unwavering devotion.

    • Minor Mercenary Groups:
      • The Bronze Wardens: Elite defenders specialized in the protection of key fortifications.
      • The Silent Shield: Masters of covert defense and ambush tactics.
      • The Citadel Guard: Specialize in the protection of high-profile leaders and officials.

  • Aerding: The kingdom's principal city for armaments production, siege engines, and mass troop mustering.

    • Main Mercenary Company: The Iron Fist Legion
      Description: Known for their unmatched skill in siege warfare and fortifications, the Iron Fist Legion specializes in the deployment of heavy artillery and siege engines. The company is often contracted for the construction and defense of large fortresses, making them a staple for defensive campaigns. Their members are renowned for their stoic demeanor and relentless work ethic, able to withstand the harshest conditions and the longest sieges.

    • Minor Mercenary Groups:
      • The Siege Hammers: Experts in the destruction of enemy fortifications and artillery support.
      • The Iron Mantle: Defensive specialists, focused on long-term sieges.
      • The Steel Sappers: Masters of tunnel warfare and sabotage during sieges.

  • Zurlberg: The seat of the Black Iron Guild, a fearsome mercenary company. The city is a vast military garrison, its streets designed for drills and rapid troop deployment.

    • Main Mercenary Company: The Black Iron Guild
      Description: The Black Iron Guild is the most feared and prestigious mercenary group in Elizarain, known for their brutal and highly disciplined soldiers. Their banner is recognized across Laridian, where they are hired for elite operations and high-risk contracts. They are infamous for their ferocity in battle and their strict adherence to the Codex of Steel. Zurlberg is home to their headquarters, where young mercenaries are trained in the ancient arts of war.

    • Minor Mercenary Groups:
      • The Raven's Talon: Specialists in covert operations, sabotage, and assassinations.
      • The Ironclad Marauders: Cavalry and raid specialists, known for rapid deployment.
      • The Vengeful Blade: Hired for high-risk, revenge-driven operations.
      • The Blackscale Brotherhood: Skilled in hunting and subduing large magical beasts and dragons.

  • Storndorf: A central training city where tactical theory and battlefield strategy are taught to officers and soldiers alike.

    • Main Mercenary Company: The Stormborn Cohort
      Description: The Stormborn Cohort specializes in tactical strikes and guerrilla warfare. Trained to adapt to every battlefield, they are known for their speed and precision in taking down high-value targets. They use a mix of stealth, rapid mobility, and devastating surprise attacks, making them perfect for skirmishes and sabotage missions. Their war banners are often seen in the darkest corners of the world, where swift, deadly strikes are needed.

    • Minor Mercenary Groups:
      • The Thunderstruck: Experts in rapid, high-impact raids.
      • The Windriders: Mounted archers and skirmishers who harass and retreat.
      • The Cloak of Shadows: Masters of stealth and infiltration operations.

  • Eilum: City of scholars and strategists, home to the famed Academy of Tactical Philosophy.

    • Main Mercenary Company: The Scholars of the Blade
      Description: The Scholars of the Blade are unique among Elizarain's mercenary companies, combining martial prowess with academic excellence. Specializing in military strategy and psychological warfare, they often serve as advisors to kings and generals. Their soldiers are not only trained in swordplay but also in tactical theory, allowing them to conduct warfare with both intellect and brute force. They are often called upon for advisory roles or high-stakes command positions in major wars.

    • Minor Mercenary Groups:
      • The Steel Pen: Tactical experts specializing in strategic analysis and battlefield advice.
      • The Philosophers' Guard: Elite bodyguards and strategists for high-profile figures.
      • The Tactical Order: Intelligence operatives focused on counter-intelligence and war strategy.

  • Lentholt: Known as the Shield City, it stands as a frontline defense bastion against rival kingdoms.

    • Main Mercenary Company: The Shieldbrothers
      Description: Known as the defenders of the realm, the Shieldbrothers are elite soldiers specialized in heavy armor, shield wall formations, and defensive tactics. Lentholt, the Shield City, is the home of this company, and they pride themselves on their ability to hold the line against overwhelming odds. They are often hired for defensive contracts, whether it be for a city's walls or guarding a caravan through hostile territories.

    • Minor Mercenary Groups:
      • The Iron Wall: Experts in constructing impenetrable defense lines and strategies.
      • The Bastion Guard: Bodyguards who specialize in defending high-value locations.
      • The Iron Shields: Urban combat specialists, skilled in street-by-street defense.

  • Osterlinde: The center of cavalry forces and mounted warfare doctrines.

    • Main Mercenary Company: The Order of the Bronze Thorn
      Description: The Order of the Bronze Thorn is a cavalry-focused mercenary company known for their unmatched mounted warriors. Skilled in cavalry tactics, they operate with a focus on speed and brutal charge tactics, specializing in cavalry-heavy engagements. They are often hired to break enemy lines or to conduct fast-paced raids. Their elite knights are experts in mounted archery and heavy lance charges.

    • Minor Mercenary Groups:
      • The Swift Thorns: Light cavalry specializing in quick strikes and hit-and-run tactics.
      • The Thorned Spears: Heavy cavalry, known for their brutal lance charges.
      • The Thorn's Reach: Mounted archers skilled in harassing enemy forces from a distance.

  • Adenstedt: Manufacturing hub for siege materials, fortification supplies, and specialized equipment.

    • Main Mercenary Company: The Hammer of Industry
      Description: Adenstedt is the heart of Elizarain's siege warfare, and the Hammer of Industry specializes in the creation and deployment of war machines. These highly skilled engineers are not only warriors but also master blacksmiths, creating custom siege weapons and tools of destruction. Their mercenaries are highly trained in combat but also have the knowledge to maintain and operate the largest of war machines, making them invaluable in prolonged sieges.

    • Minor Mercenary Groups:
      • The Warforged Engineers: Masters of siege engine design and battlefield fortifications.
      • The Iron Forge Legion: Experts in maintaining and operating the largest war machines.
      • The Molten Fist: Specialists in explosives and heavy siege weaponry.
      • The Ember Crew: Known for their skill in breaching enemy defenses with explosives.

  • Krattenburg: The largest recruitment and training center, hosting tens of thousands of soldiers in continuous drill cycles.

    • Main Mercenary Company: The Eternal Legion
      Description: The Eternal Legion is known for its relentless training regimens and vast recruitment programs. Often seen as the backbone of Elizarain's military power, the Eternal Legion is made up of soldiers who undergo constant drills and education. Their forces are always battle-ready, and they pride themselves on discipline, endurance, and overwhelming numbers. Krattenburg serves as the central recruitment hub, and the Eternal Legion stands as an unyielding force that answers the call for mass warfare.

    • Minor Mercenary Groups:
      • The Indomitable Vanguard: Shock troops that lead the charge into enemy forces.
      • The Steel Garrison: Defensive experts, providing fortified protection for strategic locations.
      • The Shieldwall Company: Known for their impeccable defense tactics and formation fighting.

  • Wandlitz: The secretive city of the Iron Censors, where surveillance, internal security, and discipline enforcement are centralized.

    • Main Mercenary Company: The Iron Censors
      Description: The Fist of Vengeance is a highly merciless mercenary group that specializes in retribution and punitive campaigns. Known for their brutal tactics and unforgiving nature, they are often hired by those who seek vengeance against an enemy or those who have wronged them. Their mercenaries are notorious for leaving no survivors and for their commitment to punishing any form of betrayal or dishonor, making them a feared presence on the battlefield.

    • Minor Mercenary Groups:
      • The Wrathborn: Specialists in vengeance-driven, ruthless campaigns.
      • The Crimson Retributors: Mercenaries dedicated to avenging personal grievances.
      • The Blood Banner: Experts in clearing out entire factions in the name of vengeance.

These companies represent the diverse spectrum of Elizarain's military might, each specializing in different aspects of warfare, from siege craft to espionage, cavalry to covert operations. Each one holds its own place of honor within the realm's military infrastructure, ensuring that Elizarain remains a force to be reckoned with across the continent.

Society and Culture

Elizarain's culture is rigorously militaristic. Its people are trained from youth in martial disciplines, and the mercenary profession is both respected and institutionalized.

The Doctrine of Strength guides every aspect of life, duty, order, loyalty, and prowess.

The Codex of Steel governs behavior, contracts, and combat ethics.

There is no navy or maritime culture.

Mercenary Tradition

Mercenary guilds flourish here, organized and powerful. They provide some of the finest soldiers-for-hire on Laridian, trusted for their discipline and loyalty to contract above all.

Elizarain stands unyielding and unyielded, a realm where walls replace forests, discipline replaces rivers, and steel replaces soft lands. It is a landlocked fortress-state with no sea, no ports, only cities raised in strength, and an iron will that shapes its people into living weapons.

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