Queldashi Empire Organization in Vassala | World Anvil

Queldashi Empire

"When you consider the intricacies of social interaction and occasionally engage in it, you risk suffering from a malady bred from common interest. In my personal life, it has served me well to prevent such an occurrence at all costs. Yet, when your people and your home have been mistreated and looked down upon for centuries, you begin to consider options previously frowned upon. In my case... no, our case, we have sat on a potential power since the beginning. That power could only be accessed through a manner of unity. My brothers and sisters, we have sat at odds with one another for too long. It is time we give interaction a chance and run the risk of developing friendship." -Swain Romanov

Structure

Swain Romanov, the emperor, rules over the empire from a militaristic strategy standpoint. Under that, each family or clan rules over their own territory. The only contribution each family must make is too the war effort.

Public Agenda

Emperor Swain promises that the empire will rule the Eastern Realms, and each clan will have their share of the land and wealth.

Assets

Their grounded military is the largest in the Eastern Realms, additionally their imperialistic nature has awarded the empire abundant amounts of silver and gold. As a result of the specialization of each clan, the empire has immediate access to most resources. Castles and other fortifications dot its borders. Their navy is no short matter as well, numbering over a hundred ships prepared for battle at any point. Each ship is manned by trained sailors, creating a virtually unstoppable fleet when compiled together.

History

The Queldashi Empire first invaded Dallenvale in 798 PL. Within the next 6 years it had declared war on Ashara, Moradin, and Vayara. In the past decade, the empire has set its eyes on Shonron, Chechin, and Domodur as well.

Demography and Population

Queldash is split between 11 houses or clans. They are as follows:   The Romanovs   The most politically influential family in Queldash. The family responsible for uniting the 11 clans of the Queldash region. The Romanovs are very selective of who they initiate into their family, usually adopting children at a very young age and raising them privately under their own roof. They are master strategists and lead the Queldashi forces as a result. Their leader, Swain Romanov, is a very old and wise elf, and though his wisdom is useful, his silver tongue is what gains him favor with the other houses. The Romanovs are a small family, and their inner workings are kept very private. Those who go snooping in Romanov business usually find themselves dead by morning. As a result, little is known about their practices.     The Thaurassans   These High Elf mages and scholars are more often reclusive in comparison to the other Queldashi families, often secluding themselves in their magical cities, mystical watchtowers, and hidden studies. Their mastery of the weave comes almost naturally to members of the family. A Thaurassan that cannot perform basic magic is no Thaurassan at all in the eyes of the family. They only contribute to military operations when it directly benefits their study of magic or a large sum of money is on the table that could be used for the purpose of funding and therefore furthering their studies. When they do participate, however, they often operate in small groups of 10-20 war mages to assist far larger armies supplied by the Thorinbolds or Grotaars. The Thaurassan leader, Kael’thalas, is a master invoker that has been cited to be capable of “destroying entire armies with the snap of his fingers.” He has also been cited to be impatient and quick to anger; this paired with his arcane capabilities and destructive nature make him a very unnerving man to speak to in person.     The Grotaar   These religiously fervent warriors fight in honor of Ogrammsh. Their trbies are composed of Half-Orcs and Ogres. All they know is unrelenting battle. Those that stay back at the tribe grounds are constantly training, awaiting the day Ogrammsh calls upon them to fight in his honor. They bathe in the blood of their enemies, often cited biting or drinking the blood of their foes as a form of ritualistic killing. They are easily rallied in time of war, ready to mobilize at a moment’s notice. Additionally, their bloodlust makes them extraordinarily intimidating in battle, especially when paired with their aptitude in battle. These traits make them very formidable foes, unfortunately they lack the battle strategy as well as the focus to execute a battle strategy beyond simply charging head on against the enemy. Their current chieftain, Gruul, is a massive Orc that has seen over a hundred battles, his strength, speed, and fighting prowess all together make him a foe rivaled by few. He is one of the few Orcs that is not quick to rage, instead he often laughs in battle, savoring every moment, often taunting his opponent by letting them “take the first hit.” This is often followed up by a gruesome display of shattered bones and carved flesh. Their religious nature make the Grotaar a difficult bunch to reason with, their only desire is to engage in battle, whichever option gets them the most time on a battleground is the option they will lean towards.     The Bloodhooves   These land-loving Minotaur are quicker to come to an understanding than to engage in a fight. Their reasoning in joining the Queldashi Empire is mostly out of fear of denying the Empire and putting their land at risk. The current agreement is that they will commit to their battles and in return the Empire will leave the Bloodhooves and more importantly their home alone. The rolling green plains of Gulmore mixed with the mesas that dot the small enclosed land scape are sacred to the Bloodhooves, and they would risk their lives to save the land they live and feed off of. That being said, when provoked, the Bloodhooves are some of the most dangerous enemies one could face. Their bodies are strong and their spirits tougher. The mixture of their unstoppable warriors and druidic masters make them very capable. In practice they often battle along side larger armies as their numbers are small. Their leader is Dolzor Bloodhoof; he is a wise druid that prioritizes the care taking of the land but understands the intricacies of politics and the necessity to communicate with outsiders. That being said, Dolzor’s younger brother Baine is far more brash and violent. Baine is more concerned with keeping the animals and people of Gulmore safe. Baine is convinced that dealing with outsiders will bring more trouble to Gulmore than attempting to ignore their presence all together. This often brings Dolzor and Baine to each others necks, but Dolzor usually gets his way as his wisdom and patience earns him the respect of the people. That being said, a majority of Gulmore agrees with Baine, Queldash’s motives and goals are not shared by the Bloodhooves. If it was brought to popular vote, Gulmore would remain inside the safety of it’s natural valley and fight Queldashi invaders if it came to that. Dolzor thinks this foolish, he realizes that Queldash’s forces are far too large for the Minotaurs of Gulmore to handle alone, thus these peaceful Minotaurs have been thrusted into a war they would rather remain neutral in.     The Thorinbold   This proud family has practiced the art of war since the Age of Leviathans. Their craft has enabled them to hold their own through the centuries and fend off invaders of their vast territory. Their ability to mobilize and construct fortresses and palisades have made their lands near impenetrable for as long as most can remember. Their militaristic nature has also assisted in refining their strategies and armies as members of this family spend their youth training physically and mentally. Their family is ruled by a monarchy. King Garrick Toffrey XVIII is a wise old man that has the knowledge and experience that his ancestors have passed down to him over the millennia. He is stubborn and quick to judge, but his temperament is under control and patience is a virtue he values dearly. This often leads to disagreements with other families on how to approach an attack, especially when fighting alongside the Grotaar.     The Wolguard   This clan is not connected by race or blood. Their bond is found in the salt that builds up in their windswept hair and the moisture that lies in the bottom of their boots that can only be described as a salty mixture of ocean water and sweat. This clan holds mutual respect for anyone brave enough to sail the seas in search of battle or reward. The next tier of respect is shared among crewmates of a ship. Each ship commands their own family. No one in the Wolguard discriminates. As long as their salt is worth their grime, brother or sister, flesh or scales, anyone is welcome. They handle transport and seaborne battles and invasions. There is no official leader of the clan, but most would point anyone asking towards Sairis, captain of the Last Breath. Captain Sairis is a Water Genasi who makes snap judgements based on instinct and obeys that judgement no matter the reasoning presented in contrary. This is the way of the Wolguard. One must be as fluid and intense as the waves they sail on. How can one claim to serve and live for the sea if one cannot even stand among them?     The Taldorai   These purple-skinned Tiefling dwell in a small mountain top village. Their wealth is derived from the precious metals and gems that their village was built on. The village of Naru’s Peak houses the aristocratic Taldorai who prioritize art, comfort, and passion in their lives where mortality and survival are trivial. The Taldorai have enough gold to secure their safety through mercenary hire and ransom. As a result of their wealth, their influence over Queldash as well as many other nations is set in stone. Ultimately, most people owe debt to the Taldorai, and if they don’t, the person that they do owe money to are probably in debt to the Taldorai. The Taldorai serve under a monarchy, though the chain of command is generally determined by each member’s coin purse. The current king is Lord Dal’doruu, a teenager whose only concern is which wine tastes best. The Taldorai directly fund many of the Queldashi Empire’s armies, giving them direct influence over each of the individual families. There is but one family that can claim to have no ties or debt to the Taldorai, and that would be the Romanovs. It is the singular goal of many Taldorai to gain influence and favor among the Romanov family. The Taldorai will only feel truly safe once they have a stake in every family in the Iron Realms. If a coin can buy my life, a second coin can buy another.     The Ironclad   These ash-skinned Dwarves are ruthless, violent, and cutthroat. Their evil nature often leads them to perform the morally ambiguous tasks that most Queldashi families would not dare to or risk upsetting their various gods. The Dueregar, however, view these tasks as necessity to order. Someone must subjugate another in order to preserve a natural progression of power. The Ironclad have a belief that everyone is slave to another. The Ironclad specialize in slaving, torturing, raiding, and plundering. The streets of their mountainside settlements are dotted with black market items and slaves of all races, even their own. Most would agree that traversing the streets of Ironguard is the most dangerous journey any individual can make alone. The Ironclad live with someone always at their back, waiting to strike. This means that any Dueregar who survives the Iron Streets is not only very capable but very dangerous as well, for they likely had to cut a throat to save their own.     The Kaarintal   These Elven rangers have no desire past saving themselves. They have abandoned their ancestral duty to protect nature in favor of taking advantage of it to secure their own survival. The Kaarintal have been excommunicated from the land, and their ancestors frown down upon them from above. Their allegiance to the Queldashi Empire is bred from the Kaarintal’s fear of the empire and the empire’s use for the Kaarintal’s skills. These Wood Elven scouts will rarely engage in battle unless they know they can win. This often results in their retreat even if the odds are in their favor. Additionally, the Kaarintal will rarely leave the safety of foliage in order to execute a mission. Most of the Queldashi families despise the Kaarintal; they view them as either cowardly, traitorous, or both. The leader of the Kaarintal is Master Malistrar, the previous master’s chosen successor. Malistrar was chosen for his natural instincts regarding the safety of himself and others. Malistrar is cautionary and ready to save his people at any moment, even if it means the sacrifice of another. This is the way of the Kaarintal. If you and your friend are in mortal danger, your legs should move faster, and if they don’t, make his legs slower.     The Taeldaaki   This clan originated as a family of cursed outcasts. These Tieflings are extraordinarily fast, strong, and deadly. Their skin is crimson, though you will likely never see it, and if you do, two things are true: the first, you turned over the wrong stone with a very influential individual, and the second, the crimson skin you see before you will likely be the last thing you ever see. After decades of mistreatment, these Tieflings learned one thing: the shadows mean survival, anyone who tells you differently is either trying to kill you or is about to die. They exclusively serve as assassins to only those who can pay the largest bid. This often means the Romanovs or Taldorai. Not much is known about the clan’s leadership or central location, only that they have executed targets from the wetlands of Insol all the way to the deserts of Zuultaris. No where in the Iron Realms is out of their reach.     The Vishraki   This clan is composed of Hobgoblins, Bugbears and Goblins. They are the most recent addition to the Queldashi Empire. Prior to their joining, the Vishraki tribes were independent raiders that assaulted which ever small town looked like the easiest prey. Swain Romanov saw the value in securing their allegiance, however. The Vishraki are ruthless murders. They strike fear in the hearts of those they attack. Their methods are barbaric and messy, merciless and gory, they are the embodiment of chaos and destruction. They may not be the most effective in mass combat, but their ability to pick off the small villages and towns that provide infrastructure to a kingdom is unparalleled. They are fast and they are strong. Hobgoblins rule over assault parties of Goblins and Bugbears. The Hobgoblins know strategy, while the Bugbears know strength, and the Goblins know speed. This makes them dangerous. The 3 current leaders of the Vishraki are the Hobgoblin King Tockrosh, the Bugbear King Grok Firefist, and the Goblin King Gorrik Baby-Belly, each more merciless than the rest.

Foreign Relations

The Queldashi Empire has no allies beyond its borders. This does not prevent nations that are not at war with them from trading, however. This is especially true in relation to actors of the Western Realm.

Trade & Transport

Their trade is first brought to Queldash's northern border through a series of networked roads, then it is shipped off through trade ships.

"Our enemies are at our backs. Our brothers are at our sides."

Founding Date
The Empire's formation never had an official date, but Swain's campaign began 52 years ago.
Type
Geopolitical, Empire
Capital
Demonym
Queldashi
Leader
Head of Government
Government System
Stratocracy
Power Structure
Confederation
Economic System
Market economy
Major Exports
The empire exports natural metals abundant in Queldash, primarily.
Major Imports
The empire imports weapons, natural metals, and information.
Neighboring Nations
Notable Members

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