Yamhad
- Game Tag
- YMH
- Capital
- Guhak
- Ruler
- Marduk-uballit
- Government
- Plutocratic Monarchy
- Primary Culture
- Yamhadi
- Faith
- The Old Father Gold
- Territory
- 6 controlled provinces at start.
- Levy Composition
- Light Infantry 36%, Archers 27%, Heavy Infantry 18%, Light Cavalry 9%, Chariots 9%
Campaign Profile¶
Yamhad begins in Guhak as a Plutocratic Monarchy state led by a Yamhadi political core and professing The Old Father Gold. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.
Starting Ruler¶
Marduk-uballit is the fixed, authored ruler at campaign start, born in 970 LC. The setup records Martial 8, Charisma 2, Finesse 7, Zeal 3; the authored traits are Cruel, Tactician, and Brave. This is a canonical opening character, not a randomly generated officeholder.
Peoples and Cultural World¶
Yamhadi belongs to the Gold Dwarf culture group, alongside Azari, Pileseri, and Gezari. The culture definition uses the Golden Dwarves ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Yamhadi (90%), Katssaspion (10%). 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 Father Gold. Starting provinces are recorded as Da Ash-Hêbriq (90%), Zainudian (10%). Game localization describes it this way: “Da Ash-Hêbriq is the Gold Dwarven interpretation of the Hebric faith. Followers worship the Gold Dwarven pair, Summsîr and Ava, as the true heirs of the Stone Father over the others. Aside from that, deities are Gold Dwarven heroes who have been laid to rest in the sacred Gold Caves alongside Summsîr and Ava, which means that few other races outside of the Gold Dwarves themselves adhere to the faith. The Gold Dwarves also pride themselves in their crafts, with the most beautiful and unique creations considered the most prestigious. The most faithful…”
Land, Settlements, and Livelihood¶
At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From Guhak, its government must survive through concentration, timing, and selective expansion. 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 (62%), and farmland (38%); their leading trade goods are iron (38%), wood (30%), precious metals (25%), and livestock (7%). These records give the country's culture a material setting without inventing unsupported customs.
Government and Army¶
Its Plutocratic Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.
The levy is built chiefly around light infantry (36%), supported by archers (27%), heavy infantry (18%), light cavalry (9%), chariots (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¶
Yamhad enters the 1000 LC world from Guhak, with a Yamhadi political core and The Old Father Gold as its recorded faith. Those labels connect the state to the wider cultural record history and to Dwarven religious tradition; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.
Rule and Scale¶
Its Plutocratic Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.
At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From Guhak, its government must survive through concentration, timing, and selective expansion. 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: Yamhadi institutions shape the realm's public face, while The Old Father Gold 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 (36%), supported by archers (27%), heavy infantry (18%), light cavalry (9%), chariots (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 Yamhad 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 Dwarven religious tradition.