Hanist was peninsular realm in the southeast of the continent. It is now another province of the Empire of Night. It is bordered by Menkgu in the north, Venrike to the west, and the Gray Sea to the south. There is a small border with Zerniless in the northeast.
The Berger river runs from its headwaters in the northwest down through the center of the country, splitting off Cape Har in the east from Cape Sood in the southwest. On the way, it is joined by the Fenstra River and then the Lustra River coming out of the Elver hills and finally the Helin River flowing west from its source on Lake Avvin in Red Hills.
This map shows Hanist at 1 mile per pixel in thumbnail and 1 mile per 4 pixels at full size. The hexes are 50 miles from side to side. Each hex is roughly the tax area of one of Hanist's 27 towns and 8 cities. Hanist's total population is roughly 800,000. Roughly 80,000 live in the 8 major cities, another 70,000 live in the towns, and the rest of the population lives in the farming villages and in the countryside. The southern forests and northern plains are much less densely populated than the central plains.
|Kristinsund||20,000||in Toft County||Bergen||15400||Original capital of Hanist; Landzby is the Legion citadel and headquarters|
|Elverum||12000||Imperial Capital of Hanist; Vestning Krufe is the Legion citadel and headquarters||Skien||9000||By Soroverstine Citadel; Legion Headquarters|
|Fredrikstut||7000||Next to Frederikvud||Grimstut||5000|
|Ulvik||5000||Near Rundbord||Valldalen||5000||by Ravenrock|
Engenstut County is located in hex containing Swartun and includes all the land from there, west to the Berger River. Namdalside County contains the east coast around Costvud. The central hills around Travgrave are in Stineyer and the plains around Hortskink are in Otern.
Stinecrice, the mystic standing stones, are located west by northwest of Bergen at the joining of the Berger and Pegtun rivers.
The following elements can be recruited in Hanist at these troop qualities:
|Battle or Support Mages||Inferior||Human||1 per 50 elements|
|Battle or Support Mages||Average||Tzavarim||at most 1 per month after allying with the Tzavarim|
|Cataphracts||Inferior||Human||Only in the northwest|
|Exorcists||Average||Human||1 per month after capturing Stinecrice|
|Heavy Cavalry||Inferior||Human||Only in the northwest|
|Horse Archers||Inferior||Human||Only in the northwest|
|Light Cavalry||Inferior||Human||Only in the northwest|
|Kobold Light Infantry||Inferior||Kobold|
|Guerilla Light Infantry||Good||Human||Only from hill and forest areas|
|Medium Cavalry||Inferior||Human||Only in the northwest|
|Miner||Average||Human||Inferior if recruited outside of hill areas|
|Scout Cavalry||Inferior||Human||Only in the northwest|
Hanist has a strong militia tradition, only partially suppressed by the Empire of Night. Any population center can provide levies which are Inferior troops with Poor equipment. By default, these troops are Medium Infantry, though up 30% (in total) can be Light Infantry or Pikemen and 1 element out of every 50 raised can be Support Mages or Battle Mages. Light and Medium Infantry recruited from areas with a guerilla history are Poor quality instead.
Freshly raised Levies in areas liberated from the Empire of Night are Poor troops with Basic equipment after 6 months of liberation and Average troops with Basic equipment after a year of liberation. This process of improved training and equipment happens automatically without costing The Liberation anything.
If $375K per month is devoted to improving the militia in a region, the troop and equipment quality are raised one level (to a maximum of Basic/Average) and the force composition changes to 25% Bowmen, 25% Heavy Infantry, 25% Light Infantry, and 25% Pikemen. 1 element out of every 50 raised can be Support Mages or Battle Mages.