Chapter 145: Chapter 145
Authority: Legion Intelligence Division – Legion Command Access Only
Classification: Strategic Assessment, Princedom Holdings
The Twelve Princedoms remain fractured successors of the old Empire. Each bloodline bleeds true blue, proven by the Make of the Imperium, and none have allowed their lineage to break despite centuries of infighting. They fight as much with pride as with weapons. Rivalries are sharp, but the Code of Blood forbids assassination or coup. A prince would sooner defend a hated sibling than let the Green Zone claim victory.
Kess – Strongest princedom
Military Might: Largest standing army, fleet outpaces any single rival. Known for siege endurance.
Standards: Ruthless meritocracy; officers are promoted by duels, not lineage.
Region: The Iron Marches.
Notes: The Green mark Kess as the greatest threat.
Branthorn – Greatest Rivalry
Ruler: Princess Selai
Military Might: Fastest mechs in all Princedoms, supported by skilled skirmishers.
Standards: Glory-bound; honor in victory, but humiliation is worse than defeat.
Region: The Marsh Realms.
Notes: Locked in constant contest with Ederic of Kess.
Drosk – Reckless Hunter
Military Might: Small but savage raiding fleet; animal shaped mechs.
Standards: War is sport. Victory is its own justification.
Region: The Riftwood Expanse.
Notes: Beloved by his troops, despised by siblings for reckless campaigns.
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Military Might: Balanced fleets, known for silent coordination with Ossith.
Standards: Disciplined, mechanical, rarely speak in excess.
Region: The Stone Shoals.
Notes: Always appears alongside Ossith; the denial of alliance fools no one.
Ruler: Princess Ossith
Military Might: Smaller numbers, but terrifying precision. Strikes where it hurts.
Standards: Cold, calculating. Soldiers trained to think as one body.
Region: The Black Deltas.
Notes: As inseparable from Veylin as shadow from light.
Military Might: Dominates the skies with skycrafts and flying mechs.
Standards: Magnificence first, practicality second. Every campaign is a spectacle.
Region: The Cloudspires.
Notes: Proud beyond reason.
Ruler: Princess Ilyra
Military Might: Renowned for defensive wars; their fortress cities have never fallen.
Standards: Strength through patience. Morrenvale endures what others break against.
Region: The Granite Bastions.
Notes: Considered the Princedoms’ shield.
Military Might: Ruthless urban combatants; light artillery mechs and suppression drones.
Standards: Survival at all costs.
Region: The Broken Sprawl.
Notes: Distrusted by every other Princedom for opportunism.
Military Might: Heavy infantry mech. Slow but unstoppable when fully deployed.
Standards: Dogged persistence. Never retreats.
Region: The Ashen Fields.
Notes: Dull to outsiders, but feared once they begin to march.
Ruler: Princess Serenya
Military Might: Skilled in naval engagements, their fleets rival Kess in raw seamanship.
Standards: A culture of ritual duels and sea-oaths.
Region: The Tidebound Isles.
Notes: Often underestimated on land.
Military Might: Masters of logistics. Armies never starve, fleets never want for fuel.
Standards: Practicality above pride.
Region: The Riverlands.
Notes: Soft by reputation, but armies thrive under their stewardship.
Ruler: Princess Thara
Military Might: Light infantry mechs, fast-moving scouts. Rarely engage in open war.
Standards: Subtlety and patience.
Region: The Frostwastes.
Notes: Rarely seen outside their borders.
Strongest by Green assessment: Kess (Ederic).
Rivalry of Note: Branthorn vs Kess.
Silent Pact: Veylin and Ossith (mutual loyalty unacknowledged).
True Strongest: Morrenvale (Ilyra). Kess only appears strongest due to size, but Morrenvale’s fortress armies are considered invincible when provoked.
Softest: Feyndral (Odrick). Known for their practicality and logistics, often dismissed as weak. New ɴᴏᴠᴇʟ ᴄhapters are published on N0velFire.ɴet
Closest Allies: Veylin and Ossith are absolute in their loyalty to one another.
Branthorn (Princess Selai) – The Marsh Realms
A domain of endless bogs, brackish rivers, and suffocating fog. The Marsh Realms are treacherous to cross, with shifting ground that swallows armies whole and waterways that twist without pattern. Selai rules with cold precision, making every advance into her swamps costly. Her soldiers are masters of ambush and attrition, trained to vanish into the muck and strike only when terrain guarantees victory. While her siblings mock her obsession with control, her campaigns prove the merit: invasions against Branthorn rarely return with survivors.
The Marsh Realms sit directly south of Mara, making Selai the closest Princedom ruler to the rebel city. Though Mara is unknown it places Mara in the most strategically dangerous position should war flare between Green and the Princedoms.