Chronicles of Omniluxia
Countries

Du Kerkind

913 words·4 min read

Flag of Du Kerkind
Du Kerkind flag
Game Tag
DKK
Capital
Awiman
Ruler
Mehudziegel Huyeme
Government
Nomadic Tribe
Primary Culture
Kerkindi
Faith
Yedidyhan
Territory
10 controlled provinces at start.
Levy Composition
Horse Archers 45%, Chariots 9%, Light Infantry 36%, Archers 9%
Map silhouette of Du Kerkind
Starting realm atlas with province borders, capital, cities, holy sites, neighbors, locator inset, and mileage scale.

Campaign Profile

Du Kerkind begins in Awiman as a Nomadic Tribe state led by a Kerkindi political core and professing Yedidyhan. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.

Starting Ruler

Mehudziegel Huyeme is the fixed, authored ruler at campaign start, born in 972 LC. The setup records Martial 9, Charisma 2, Finesse 3, Zeal 9; the authored traits are Pyromaniac, Aggressive, Cruel, Harsh, Devout, and Conqueror. This is a canonical opening character, not a randomly generated officeholder.

Peoples and Cultural World

Kerkindi belongs to the Hazalars culture group, alongside Xazalars, Yokutska, Achabascan, and Chipewyan. The culture definition uses the Hazalar ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Kerkindi (100%). Provincial culture is a broad administrative label rather than a census of every household, but it provides firmer evidence than assuming the entire country matches its court.

Religion in the Realm

The state faith is Yedidyhan. Starting provinces are recorded as Yedidyhan (100%). Game localization describes it this way: “Worshippers of the first Vampire, Yedidyhan, the Yedizi faithful are fanatic cultists feared and despised by all races. Despite being ostracized throughout the world, the Vampire God's few but devoted followers dedicate their lives to bringing forth the Eternal Night which will set him free.”

Land, Settlements, and Livelihood

At the 1000 LC start it controls 10 provinces, making it a compact regional realm. From Awiman, its government must use a limited but coherent base carefully. Province count measures the opening political footprint, not the number or worth of its people. The starting provinces contain 1 city or metropolis. Their population-weighted terrain is steppes (88%), and hills (12%); their leading trade goods are horses (26%), steppe horses (19%), wild game (19%), livestock (14%), iron (12%), and leather (6%). These records give the country's culture a material setting without inventing unsupported customs.

Government and Army

Its Nomadic Tribe presents the country as a union of communities or war-bands. That political form matters as much as its borders: cohesion must be maintained across constituent groups.

The levy is built chiefly around horse archers (45%), supported by light infantry (36%), chariots (9%), archers (9%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.

The army profile should be read together with the terrain and economy above: it shows what the state can raise in 1000 LC, while the province records show the communities and resources supporting that force.

See also: Countries, Cultures, Races, Religions, and Timeline.

Realm at a Glance

Du Kerkind enters the 1000 LC world from Awiman, with a Kerkindi political core and Yedidyhan as its recorded faith. Those labels connect the state to the wider cultural record history and to the religious landscape of Omniluxia; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.

Rule and Scale

Its Nomadic Tribe presents the country as a union of communities or war-bands. That political form matters as much as its borders: cohesion must be maintained across constituent groups.

At the 1000 LC start it controls 10 provinces, making it a compact regional realm. From Awiman, its government must use a limited but coherent base carefully. Province count measures the opening political footprint, not the number or worth of its people.

People and Belief

Primary culture and state faith show which traditions possess official standing at the campaign opening. They also provide the safest canon-grounded starting point for understanding daily identity: Kerkindi institutions shape the realm's public face, while Yedidyhan supplies its formal religious vocabulary. Border communities, minorities, and local practice may be more varied than those state labels can show; see Cultures and Races for the distinction between culture and ancestry.

Ways of War

The levy is built chiefly around horse archers (45%), supported by light infantry (36%), chariots (9%), archers (9%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.

Together, the capital, territorial footprint, political form, and levy make Du Kerkind more than a colored patch on the atlas: they define the problems its rulers face and the resources with which its people meet them.

See also: Countries, Timeline, the wider cultural record, and the religious landscape of Omniluxia.