It is the very cold night of February third, in the year of 1454 in a region of the far north called Prussia. As the snow falls on the cobblestone streets of the city of Danzig, from the shadow of the 6 story crane in the harbor, to the vast city walls on the Radunia canal, something very unusual is afoot. All over the city, the German-speaking citizens are arming themselves, bucking straps on their armor, sharpening the edges of their swords, testing the points of thier halberds, gathering up crossbow bolts and measuring out gunpowder into little paper cartrdige packets. Some of them are praying, others are checking special talismans they wear for protection. The next morning they will rise up against their own overlords in the Teutonic Order, storm their castles and redoubts, and drive the Brother Knights out of the town gates. The same thing is going to happen in 18 other towns and cities throughout Prussia. These merchants and shopkeepers, shipwrights, furriers, butchers, weavers and cutlers have together formed an alliance called the Prussian Confederation, and they are determined to fight for their freedom.
Their new chosen ally, the Kingdom of Poland, now voluntarily under the rule of a half pagan Lithuanian King, has promised them their autonomy in exchange for access to the Baltic Sea. The Teutonic Knights will not take this lying down, and are certain to rally all of their Brother Knights, to invoke ancient treaties, call in favors, and use all of their deep connections in Latin Europe, to summon Crusaders and mercenaries to help them crush the rebellion.
This is the beginning of the 13 Years War. Who will win this titanic struggle? It is a matter of record. But this is a story known to very few in the English speaking world. For gamers, historical fencers, re-enactors, and those interested in either history or fantasy, it is a gripping period of wild adventure reckless courage, and devious cunning. It is now accessible to you – a new universe to enter and explore, to learn and borrow ideas from. Far richer than most genre settings you may be familiar with, and full of useful details from every day life to grand strategy and scenarios.
Codex Guide to the Medieval Baltic is your guide to Northern Europe in the 15th Century. Volume One covered the estates of the knights, burghers and peasants, the details of life in a medieval Free City, and the weapons, tactics and strategies of war.
The Codex Guide to the Medieval Baltic, Volume Two covers law in the medieval world, the estates of the Church and the Universities, the occult underworld and pagan religious practices of Northeast Europe in the 15th Century. It provides historical narratives about the kingdoms, duchies, city-states, and small republics which made up the patchwork of political entities in this era. Learn about the Kingdoms of Poland and Denmark, the machinations and strategems of the mighty Teutonic Order, the internecine struggles of the Russian City States and the strategies of conquest and domination employed by the Mongols of the Golden Horde and the Turks of Ottoman Empire. Then read short biographies of 33 people who inhabited this region five centuries in the past. Get to know actual historical alchemists, spies, assassins, mercenary captains, warriors, pirates and robber knights of this fascinating and turbulent era.
The Codex Guide to the Medieval Baltic Volume II, now, at last available for purchase, is part 2 of a general historical overview of the Baltic region in 1456 AD suitible for use by gamers, historical fencers, re-enactors, military historians, and anyone curious about life in Northeastern Europe 500 years in the past.