Tzardom of Mekrashov Organization in Urbûn | World Anvil
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Tzardom of Mekrashov

The Tzardom of Mekrashov is a nation on the continent of Euron's, dominating the northeastern and eastern half of the region of the continent. Inhabited by humans, gnomes, and dwarves. The majority of its inhabitants are either merchants or farmers. The Ishutin Trail, the main trade route to Nogrod and Prausterland, runs through Mekrashov, exposing it to a wide variety of cultures and making its people more tolerant than most Euronians.
“There are more soldiers in this land than it has blades of grass.”
— Common Krashuk saying
The Tsardom is the world's second-largest nation by land-size, and only one of two realms maintaining permanent settlements in Euron's frozen north. Her expansive borders span from the Great Rurekovid Cliffs in the east and, though disputed territory, to the Auldheim Mountains leading to The Njorskarmark in the west and as far south as Kamenrog and Rushana. Currently ruled by Tzar Desmund Ishutin of the Royal House Vesiliev, the Tzardom functions under a monarchy far more decentralized than many past or neighboring kingdoms.

Structure

The tzardom is currently helmed by the Royal House of Vesiliev, who has ruled over the tzardom since the moment of its formation with the rule of Ishutin The Bloodbear. He and his heirs alike have received praise in varying amounts from the populace for their skills in ruling, diplomacy and governance. Tzar Desmund Ishutin Vesiliev is the current ruler of Mekrashov and sixteenth consecutive ruler of the Vesiliev Dynasty. Crowned at the young age of 15 following the passing of his late father, Dmytrji Branko Vesiliev I, his rule is that of relative peace and order despite the tumultous years of the calamity and the Siege of Murov, and is closely tied to the ruling Royal house of Riesensitz in Prausterland. Tzar Desmund himself is a distant cousin of Königin (Queen) Mirlin Riesensitz, as the Royal House of Vesiliev was joined with the Royal house of Riesensitz with the betrothal of Sasha Vesiliev to Baldram Riesensitz II, the current Queen's grandfather. Even now, the two still share similarities in their sigils and the bear of mekrashov and the Preumish dire wolf maintain bonds of kinship.   The close family ties between the royals of Prausterland and Mekrad lends itself to an obvious alliance between the tzardom and kingdom, as the two monarchies share an extensive land border, blood relations and both cultural and military similaities.   From its earliest days, Mekrashov was divided into counties or provinces ruled by noble houses but united under the throne of Mekrashov. These counties were divided into city provinces, with craftsmen and trade centers, and supply provinces, with farming and mining communities. These areas were:

City Provinces

Supply Provinces

  • Duchy of Rushana
  • Barony of Orrfort
  • Barony of Frankstad
  • Duchy of Domotlos
  • Duchy of Coastburn
  • Duchy of Kamenrog
Noble titles of the Tzardom of Mekrashov The Tzardom of Mekrashov came into being around the Archduchy of Murov by the incorporation of various political entities surrounding it. After Ishutin The Bloodbear returned from his grand tour he implemented reforms aimed at centralisation of his realm, including officially adopting the title of Tzar of All Mekrad. Ishutin and his successors also streamlined the stratification of the Mekrashov nobility, adopting Prustian-style titles such as Count and Baron and discontinuing the archaic titles of Boyars. The Mekrashov system of noble titles evolved into its final form:                                                                            

Title

Application

Style of Address

Emperor of All Mekrashov His Imperial Majesty The Lord Emperor and Autocrat of All Mekrashov
The ruler of the Tzardom of Mekrashov

and its constituent entities.
Your Imperial Majesty
Tsesarevich His Imperial Highness The Lord Heir Tsesarevich and Grand Prince Heir apparent of the Tzardom of Mekrashov. Your Imperial Highness
Grand Prince His Imperial Highness The Grand Prince Descendants of the House of Vesiliev. After the introduction of the title Prince of Blood Imperial, the title of Grand Prince was reserved for sons and grandsons of Vesiliev emperors. Your Imperial Highness
Prince of the Blood Imperial His Highness the Prince Firstname Patronymic of the Blood Imperial Introduced by Vladimr II in order to reduce the number of members of the House of Vesiliev titled Grand Princes (as each Grand Prince received 200,000 rubles annually from the state budget and enjoyed other high privileges). The male-line great-grandchildren of the Vesiliev emperors and their male-line descendants were titled Prince of the Blood Imperial to distinguish them from those of the noble Mekrashov families titled simply Prince. Your Highness
Voivode His Serenity The Prince Your Serenity
Duke His Highness the Duke Applied to some Prusian or Duryadi relatives of the Vesiliev dynasty. Also used by dukes in Mekrashov service, which were bestowed with ducal dignity by other monarchs and therefore did not officially belong to the Mekrashov nobility. Your Grace
Marquis His Serenity The Marquis
Count His Serenity the Count
Baron The Well Born Baron There were landed and landless barons in the tzardom

Culture

For the dangers of the wilderness, the people of Mekrad commonly are armed, especially outside the cities and in the rural areas. Such weapons are simple and practical, however, usually a knife, axe, sling, or staff. As soon as a child is allowed away from their parents, they can have a sling or a knife in their belt. For the country folk, hunting is a way of life and game was plentiful. Most hunts were carried out in the grasslands, on foot by a few archers or a handful of people equipped with clubs, daggers, and spears; the former method, though it took more skill, left the prey in better shape. On hills and wooded mountainsides, hunts are conducted by large bands with better weapons, lest the hunters find themselves the prey of orcs, bandits, or monsters. In wildernesses plagued by monsters, this form of hunting is the norm.
"Lumber and metals are common like in Njorskarmarkr, but the climate is just a shade warmer. It's enough to make herding work, and even farms in the warmest parts, but is still a harsh land. After all the troubles during the Calamity, weary folk live here, and wary, too. Not a land I'd want to settle in -- winds so harsh that you can tell how they blow in any vale by the way all the trees lean. Rocks everywhere, too. A hard land. ”
— Anonymous Shaladar Merchant
  Favorite prey animals are boar, elk, even bison, and these are roasted and served in many inns. Mekrad is famous for its roast stag, with succulent, high-quality meat of great size. A local tradition is to serve the roast stag on several large platters, including the entire rack of antlers on the first tray, accompanying the finest cuts and sweetmeats. The Krashuk traditionally hunt bears during ceremonial hunts, due to the bears particular significance in Mekrashov society. There are a few local festivals unique to Mekrad, celebrated across the land but with more enthusiasm in the countryside communities than in the big cities   The Krashuk people has a bad reputation for ruthlessness, and while it was certainly true that their culture is largely informed by the harshness of their environment, it is tempered by the influence of Preuman culture from the South. Krashuks view themselves as frontierspeople who prioritized adapting and surviving. They are hardy and wary of dangers, but also supportive of each other and happy to welcome good-intentioned new members to their communities, such as when they embraced the half-orc settlers to the Barony of Orrfort in the mid-to-late 7th century AC.   Arcane magic is mistrusted but not unfamiliar to the people of Mekrad. With the rise of the Czarsguard, however, the the practice of magic became strictly regulated as the Tzars feared it could be used against them. Thus, any who wished to study magic had to first swear lifelong loyalty to the Tzar as a nishaadhri (meaning "bound one"). Hence why young spellcasters were traditionally hidden away from society at a young age to develop their magic in secrecy, rather than servitude. This custom had fallen out of common practice by the time famed adventurer Oliver Stone was born. He speculated that the practice may have originated either in response to a disaster caused by ancient male wizards, or to protect the boys from the attention of the god of necromancy The Undying Reaper .   In contrast to their strong morality, or perhaps as a result of it, Mekrashovs are seen as a proud and stubborn, sturdy and war-ready folk. Mekrashovs most value the qualities of courage, cunning, fierceness, strength, and skill in the saddle.   While many individual Mekrashovs have taken up their culture's passion for adventure, hearkening to their generational struggle to claim the Lands of Always Winter from the Njorskar, they have, as a whole largely stayed put in the same region of Euron. Those that stayed in their ancestral home often chose lives as farmers, lumberers or miners.   Adventuring was more popular among Mekrashov youths, especially those of noble birth. Taking a few years to explore the realms and possibly claim new lands for their family's holdings was seen as a rite of passage to prove their worth in regards to their familial inheritance. These expeditions were often sponsored by the benevolent churches that were prevalent throughout the eastern parts of the Tzardom. This tradition has dated back centuries before the fouding of Mekrashov as a nation.  

Outlook

They tended to view life as a series of challenges that had to be overcome. Trust and respect were never freely given, but earned, and life was meant to be spent in the services of a greater good. The history of their people was never revered and nobles were not placed upon a golden pedestal; rather, the failures of their forebears served as lessons against the hubris of unchecked power.   True heroism and self-sacrifice was held in the highest regard among the Mekrashov people. People were judged by their actions rather than their birth, as was common within other cultures.

Public Agenda

The Tzardom of Mekrashov seeks unification of the Northern Euron, and to uphold order and union to the citizens of the Tzardom. They exist to promote peace as well as to uphold the societal values of the Krashuk people.

History

Early History

For millennia, the southern half of Mekrad swarmed with tribes, petty kingdoms, independent voivodeships and warlords of orcs, dwarves, goblins, and humans all jockeying for power and prestige. The vast, frozen north of the continent that would be Mekrad was locked beneath the Grand Glacier until it began melting and retreating northward in 2475 AC. During this period of time,when new lands started revealing themselves from beneath the ice , the tribes--hungry for new lands to settle, rule and cultivate--consumed each other like ravenous wolves. After three decades of infighting, nine powerful tribes remained. These tribes controlled the vast forests of north-eastern Euron and seven of them formed a tribal confederacy known as the Njorskar-Krashuk Union in 976 AC. While the Union only lasted four short decades, it paved the way for Ishutin Vesiliev the "Bloodbear" (named so for his ursine lycanthropy and bloodlust in battle), the Archduke of Murov, to conquer the remaining tribes, baronies and Njorskar clanholds and establish the Tzardom of Mekrashov. This marked the first time in history that the all the Krashuk peolpes north of the Auldheim mountains had been unified. It instantly became one of the most powerful realms in the world, leading a long line of monarchs that stand strong to this day, having inherited the gift of their great ancestor.

Demography and Population

The peoples of the Mekrashov are diverse and mixed. It was once home to orcs, goblinoids, and dwarves, and later settled by a variety of human immigrants. Represented are: Krashuks and Preuman humans; dwarves; elves and even goliaths; halflings; gnomes; orcs, half-orcs, and gray orcs; and goblins, hobgoblins, and bugbears. Today, Mekrashov is home to 1,308,960 people: 78% human, 9% dwarf, 5% halfling, 3% elf, 3% gnome, 1% half-elf and 1% half-orc. Of the human population, 63% are Krashuks , 23% are Preuman , 10% are Njorskar and 2% are Duryadi.   The human population is a blend of Preuman, Njorskar and Krashuk immigrants, predominantly Krashuk. However, those who lived south of the Auldheim Mountains mostly resembled their Preuman neighbors. They were of the same heritage as the Njorskar, and Preumans, whom they considered kin

Territories

"To get to Mekrad, go north. Then go north some more..."
— Euronian saying
  The hardy folk of Mekrad withstand harsh, dark winters and temperate, sunny summers. Between Winter's Dawn and Thaw, the northern half of Euron (and all its Krashuk towns) is bathed in darkness. The sun never rises and the eclipses grow darker. In the summer, the monthly eclipses are the land's only reprieve from the sun. This environment has made a fundamental impact on the culture in Mekrad.   The southern parts of Mekrad are somewhat of an exeption however. Vast, fertile fields with forests of elms, oaks, aspens, and fruit trees make perfect land for farming. Though the growing season is somewhat short, the vast amount of farmland available allow the Tzardom to feed its people and have plenty to spare for storage or exports.

Military

As a necessity which comes alongside the tzardom's hold on its nine provinces and its vast, pan-continental span of its's borders, Mekrashov boasts one of the largest, mightiest, and most fearsome armies the world has ever seen. Though its size is often criticized for making coordination, unit organization and raising levies for military duty a logistical nightmare at times, the sheer power of the Krashuk forces have been shown time and time again in their struggles to maintain the vast span of its borders throughout the centuries..   Were full-fledged war to come agian, it is doubtless that the majority of the Krashuk armies would be sourced via the more traditional feudal hierarchy of calling upon local lords and leaders of regional baronies, duchies, and houses, who in turn would rally their regional bannermen and the levies and conscripts they raise and supply. Whether in times of peace of war, however, the prowess of those amongst the professional Mekrashovy soldiery – knights and men-at-arms alike – is renowned across the continent and further. Owing to their martial culture, most Krashuks outfitted in the colours of Mekrashov is likely to be well-versed in matters of combat and come to the field sporting a healthy decade or two of training with sword, spear, lance, and mace on foot and horseback both to the field, their embroidered shirts, wide long cloth belt, blackened armours adorned by gold ornaments and tailored, colourful and elaborate uniforms with ostentatious and fluttering banners attached to the backs of thir cuirass, a rallying cry to their own forces and a demoralizing warning to whatever enemy they face.   Although this martial dedication is considered in old fashioned and concervative by most, and whispers still pass between detractors both domestic and foreign that a true clash between armies could see the modern Mekrashovy forces face increasingly dubious prospects for victory against any capable of fielding modern spellbolters, or adept sorcerers, there are by the same notion very few who would deign to cross blades with a Mekrashovy rider.   Like most armies of the modern day, the Mekrashovy army relies on levies and conscripts to make up the bulk for its forces during times of war, but keeps a much larger standing military than most other states in the current age. The common estimate puts the size of the standing army somewhere around 40,000 men across the Tzardom, not including city guardsmen or other local forces with improper training. During a time of heavy war where the empire might need to raise the largest army possible, a force numbering up to 400,000 fighting men might be expected, though a large bulk of these might be conscripted peasants and farmers lacking the proper equipment and skill expected of the official tsarist armies.   Mekrashov's strongest defensive asset was the land itself. Winters were harsh enough to destroy an army outright and summers brought on sucking mud that made marches arduous. The region was protected by the the Frozen Heights, making the passes through those mountains strategically important to the land's defense
"Clear the way! Cut them down! Charge, you sons of dogs, the Tzar is watching!" 
— Loose rtanslation of a krashuk war chant
  Mekrashov's army was formed by Ishutin The "Bloodbear" Vesiliev early in the nation's history. The army was skilled and famed for its Czarsguard Outriders — elite units of hussars loyal to the crown — operating in the capital itself, Murov. The rest of the army comprised archers, pikemen, and a few mages. During the reign of the Tzar Desmund Ishutin Vesiliev The Diplomat , Mekrashov was defended by their fearsome standing armies bolstered by a conscripted, battle-ready mounted citizen milita. They maintained large garrisons at the Murov, Zook, Docroft, and the city of Rushana. The Knights led these forces themselves, and were fearsome individual combatants.

Religion

There is no state religion in Mekrad. Any religious practice is tolerated provided it does not in anyway question, interfere or undermine the Tzars absolute authoroty. All religions are permitted in Mekrad, and the fact that all religions are allowed also means that no religion is officially sanctioned or receives any sort of support from the government, financial or otherwise. Religious freedom is important to its inhabitants. Cults, however, are not trusted, especially after the Calamity of The Undying Reaper incident. Despite the prominence of religious freedom in the society and culture of Mekrad, most Krashuks still follow the old gods, and they have little inclination for newer religions.   The primary deity worshipped in the Tzardom is Mother Urslana, the Great Guardian Mother - Goddess of of bears, motherhood, family and agriculture. She is regarded patron of all Krashuk peoples and the creator of the world in the Krashuk religion   Faith is central in the lives of the Mekrashov people, and as such they tend to live a disciplined lifestyle, with stark sense of morality. While religious fervor and passion is greatly admired, Krashuks are largely regarded by their individual code of conduct.

Foreign Relations

The Tzardom considers itself a major world power and has dedicated itself to the defense of its people against evil and injustice. It's most relevant political neighbors are the Kingdom of Prausterland and the Nogrod Dominion, both of which the Tzardom has good relations with. By the year 21 PC, the three nations of the Euronian continent created a mutual defense agreement, spearheaded by High King Doruk Stonefoot III and Tzar Desmund Vesiliev V to combat any significant crisis.   As for its oversea relationships, the Tzardom considers the Duryad Imperial Sultanate of Naghron its long time rival and enemy. The Tzardom does not trust the Duryad Empire due to their militaristic tendencies and their use of slavery, and as far as the Tzardom is concerned, the Duryadi to pose a grave threat. althought as of recently the two parties have enjoyed a hard forught and mostly peaceful state of Neutrality. Any other nation based on other continents does trade with the Tzardom and both the Tzardom and the other nations usually do not interact much more than this.

Laws

The Tzarist legal system is built to support autocratic rule and Tsarist authority. It is also intended to suppress opposition and spread fear among the population. A common punishment for those who oppose the Tzar is exile in to the northern wastelands, where who knows which savage tribe, or other horrors, will pick you up first, if you don't starve or freeze to death. In any case, it is a fate viewed worse than an execution.   Harming bears is strictly forbidden and seen as a taboo, and punishable by 15-30 years incarceration, a fine of 6000 gp, and execution by Tzarist Bear Pit. This form of execution commonly known as "Condemnation to beasts", is considered a common form of entertainment for the lower class citizens of Murov. This exact penalty, (in some form or another) dated back early in the nation's history, during the days of Ishutin The "Bloodbear" himself.

Agriculture & Industry

The southern parts of Mekrad, while still harsh like in the north, the climate is just a shade warmer. Though the growing season is somewhat short, the vast amount of farmland and fertile fields that make perfect land for farming and agriculture is one of its largest exports. There is even more than is actually shipped abroad as the focus has become taking care of everyone within Mekrad before sending anything away. This is bad for the economy but has widespread support among the people.

Education

Every citizen is given a very rudimentary education. Enough to read edicts from the government with some effort and to count their money. Beyond that, those with talent can usually find someone to teach them a craft.

For Faith, for the Tsar and the Motherland.

Founding Date
937 AC
Type
Geopolitical, Kingdom
Capital
Alternative Names
The Tzardom, Mekrad,
Predecessor Organization
Demonym
Krashuk, or Mekrashov | Mekrashovy
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Traditional
Currency
Mekrashov utilizes the same copper, silver, gold, and platinum system as the rest of the world's major powers, but issues them in the Tzar'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 giant short-faced bear rampant. The back of the silver piece is embossed with the Old Kravgorod Kremlin (the monarch's residence). The gold and platinum coins depict a mounted Czarsguard rider and an Royal Family crest, respectively.
Major Exports
  • Agricultural goods (cereals, vegetables, lumber, etc.)
  • Ore and refined goods (raw & refined iron, bronze, steel, mithril, etc.)
  • Horses (Alandran steeds are purchased by countries and the wealthy)
  • Weapons and armour
  • Alcohol
Major Imports
  • Luxuries (Shaladar pottery, Fionmagh furs, cut gems, art, etc.)
  • Salt & spices (Ashad, Duryad, Nympharum Concord)
  • Exotic goods (Sha'douin trinkets, Ghodahar tribal totems, etc.)
  • Ships (most of Mekrad's ships are made from Mekrashov lumber in Duryad)
Judicial Body
As judged by the eyes of the local lawmaster, appointed hands of the lawmaster, or the The Tzar Himself, any criminals discovered and/or convicted of crimes within local halls of judgement throughout the Tzardom are subject to punishment befitting the crime. All fines and punishments for crimes against a Czarsguard member, Mekrashov soldier, or noble are doubled. All fines and punishments regarding crimes against a Duryad Imperial citizen, soldier, official or noble are tripled.  
  • Theft: 5-10 days incarceration and/or a fine of twice the worth of the stolen goods.
  • Worship of Non-Mekrashov Gods: 100 days incarceration and a fine of 1,000 gp.
  • Slavery: 12-20 years incarceration and a fine of 1,800 gp.
  • Trespassing: 12 days incarceration and/or fine of 215 gp.
  • Tax Evasion: 5-30 days incarceration and a repossession of property equal to the amount owed.
  • Unlawful Use of Magic:  30 day incarceration and a fine up to 500 gp
  • Unlawful Use of Necromancy Magic or Enchantment Magic with Malicious Intent: 100 day incarceration and 2,000 gp fine
  • Damage to Private Property: 5-15 days incarceration or a fine of twice the worth of property damaged.
  • Damage to Crown Property: 15-60 days incarceration and a fine of twice the worth of property damaged.
  • Kidnapping: 60 days incarceration and/or a fine of 800 gp.
  • Assault with Intent to Injure: 30 days incarceration and/or a fine of 350 gp.
  • Assault with Intent to Kill: 250 days incarceration and/or a fine of up to 2,000 gp, or public execution.
  • Murder: 8-50 years incarceration, and/or a fine of 6000 gp, or execution.
  • Treason: Public Execution.
Executive Body
The Tzar 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 Tzar delegates His authority to the Czarsguard, local magistrates, and those with His official writ.
Location
Official Languages
Neighboring Nations

Defense Agreement

The Tzardom and the Kingdom have had productive trade deals and long-standing friendly relations.

Trade Dealings

The Crowned Chiefdom and the Tzardom have had productive trade deals and both nations have long-standing friendly relations.

Trade Dealings

The Tzardom sees the Imperial Sultanate as a potential threat, both having comparable military strength and due to Duryad's stance on slavery. Other than that, both nations have sent well-received delegations and enjoy productive trade deals.

Trade Dealings

Both nations have sent well-received delegations.

Trade Dealings

Both nations have sent well-received delegations.

Irrelevant

The nations are too far away from each other to be diplomatically relevant.

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