Wenelru
- Game Tag
- LF6
- Capital
- Venerurich
- Ruler
- Gaelsa Mossthorn
- Government
- Tribal Kingdom
- Primary Culture
- Waldonian
- Faith
- Mother Earth Pantheon
- Territory
- 10 controlled provinces at start.
- Levy Composition
- Light Infantry 41%, Archers 41%, Light Cavalry 9%, Horse Archers 9%
Campaign Profile¶
Wenelru begins in Venerurich as a Tribal Kingdom state led by a Waldonian political core and professing Mother Earth Pantheon. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.
Starting Ruler¶
Gaelsa Mossthorn is the fixed, authored ruler at campaign start, born in 981 LC. The setup records Martial 2, Charisma 8, Finesse 5, Zeal 12; the authored traits are Scholar, Loving, Poet, and Lustful. This is a canonical opening character, not a randomly generated officeholder.
Peoples and Cultural World¶
Waldonian belongs to the Deepwood Wood Elves culture group. The culture definition uses the Forest Elves ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Waldonian (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 Mother Earth Pantheon. Starting provinces are recorded as Aneic (100%). Game localization describes it this way: “Aneic represents the various beliefs of the Wood Elves, mainly centered around worship of the forest and Mother Earth, known to them as Cafea. Their gods are all Idrasil, or aspects of Mother Cafea, that preside over specific areas of everyday life. Most variations of this faith preach the Oneness of Nature and encourage followers to spend their time outdoors, where ceremonies are held under the canopy of the forest instead of the marble halls of the Temple. Aneids are traditionally pacifists that only fight defensive wars, however the large variety of…”
Land, Settlements, and Livelihood¶
At the 1000 LC start it controls 10 provinces, making it a compact regional realm. From Venerurich, 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 0 cities or metropolises. Their population-weighted terrain is eldritch forest (100%); their leading trade goods are cedar (31%), wild game (26%), tea (15%), furs (13%), horses (5%), and livestock (5%). 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 (41%), supported by archers (41%), light cavalry (9%), horse 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¶
Wenelru enters the 1000 LC world from Venerurich, with a Waldonian political core and Mother Earth Pantheon as its recorded faith. Those labels connect the state to Forest Elven 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 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 10 provinces, making it a compact regional realm. From Venerurich, 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: Waldonian institutions shape the realm's public face, while Mother Earth 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 (41%), supported by archers (41%), light cavalry (9%), horse 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 Wenelru 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, Forest Elven, and the religious landscape of Omniluxia.