Girm
- Game Tag
- HOB
- Capital
- Droishuilco
- Government
- Tribal Kingdom
- Primary Culture
- Droishu
- Faith
- The Old Pantheon
- Territory
- 31 controlled provinces at start.
- Levy Composition
- Light Infantry 45%, Heavy Infantry 20%, Archers 15%, Light Cavalry 20%
Campaign Profile¶
Girm begins in Droishuilco as a Tribal Kingdom state led by a Droishu political core and professing The Old Pantheon. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.
Starting Ruler¶
No set_as_ruler character is present for this tag in the authored setup files. Accordingly, no ruler is named here: the campaign supplies the officeholder through game setup rather than fixed lore.
Peoples and Cultural World¶
Droishu belongs to the Droitrai Hobgoblin culture group, alongside Urhuk, Shoishoni, Ahualtzi, and Jishani. The culture definition uses the Hobgoblin ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Droishu (40%), Ahualtzi (33%), Urhuk (18%), Jishani (8%). 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 The Old Pantheon. Starting provinces are recorded as Elemenic (100%). Game localization describes it this way: “The Elemenic Faith is one of the most ancient forms of worship within Omniluxia, followed by the various Goblin and Hobgoblin cultures around the world. They worship the primordial gods of Omniluxia, long-forgotten memories of ancient deities who shaped the world when it was young. As inheritors of Melodias' gift, the Elemenic faithful believe someone's 'man'a', or spiritual power, determines their place in the socio-religious heirarchy. One is able to increase their man'a by consuming the hearts of defeated foes.”
Land, Settlements, and Livelihood¶
At the 1000 LC start it controls 31 provinces, making it a major regional state. From Droishuilco, its government must coordinate several local centers while protecting a substantial frontier. 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 plains (28%), hills (26%), farmland (23%), and mountain (20%); their leading trade goods are iron (21%), stone (20%), grain (20%), precious metals (15%), livestock (12%), and vegetables (6%). These records give the country's culture a material setting without inventing unsupported customs.
Government and Army¶
Its Tribal Kingdom 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 light infantry (45%), supported by heavy infantry (20%), light cavalry (20%), archers (15%). 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¶
Girm enters the 1000 LC world from Droishuilco, with a Droishu political core and The Old Pantheon as its recorded faith. Those labels connect the state to Hobgoblin history and to Old Pantheon; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.
Rule and Scale¶
Its Tribal Kingdom 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 31 provinces, making it a major regional state. From Droishuilco, its government must coordinate several local centers while protecting a substantial frontier. 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: Droishu institutions shape the realm's public face, while The Old Pantheon 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 light infantry (45%), supported by heavy infantry (20%), light cavalry (20%), archers (15%). 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 Girm 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, Hobgoblin, and Old Pantheon.