Continent of Kalesten

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World of Aserra
Kalesten - Lerust

Post by World of Aserra » Fri May 04, 2012 2:46 pm

Lerust
Pronunciation: leh-ROOST
Cities Adris

-->Marked Map Here<--

Location
Lerust was once a small nation settled at the foot of the northwest Perdraser range, bordering with Chawoven and and the Eora river, but not far enough north to reach Belvon’s borders. The capital of Adris sat high in the foothills of the mountains, while the rest of the nation was mostly farmland.

History
Lerust began as the city state of Adris nearly a thousand years ago, and slowly expanded into the nation it became as its demand for resources increased, but it never grew large. Early into the nation’s development, they encroached onto the territory of the silver dragon Atissran. At first, Adris addressed the dragon as a threat, but the dragon was able to acquire a means of communication through a nameless child whom no one could identify. With the child as a medium, the king of Adris learned that Atissran only wished to live in peace and meant his people no harm, but she required her hunting lands to be open so that humans would not dwindle the populations of game she subsisted on. The king, however, felt that Atissran could be of service to him, and suggested that he give her offerings of livestock in exchange for her protection. Atissran agreed, and the city of Adris, and later the nation of Lerust, revered the dragon alongside the gods, bringing her yearly offerings in the month of Oleiria IV, just before the winter.

Just over six hundred years ago, Lerust joined the union of nations which united Kalesten in peace and prosperity, bringing a common calender and language to the continent. Lerust itself had a hand in the break up of the union, driving a wedge between itself and its neighbors when the Lerust monarchy felt overshadowed by the larger nations.

It was around one hundred and fifty years ago that Lerust disappeared from the map. Little was known what happened in Adris at that time, but the city literally vanished. Without a nation to support them, the outlying farm villages fell apart. Many Lerustans emigrated to Chawoven and further eastward, while a few still remained as independent villages.

Around the same time of Adris’s disappearance, a tower appeared near Atissran’s cave, but no one seemed able to reach it. The forestland had become a maze; people who entered to reach the mysterious tower or Atissran found themselves being led right out of the forest. Rumors began to spread about the tower, but the most persistent claimed that the last princess of Lerust, Ailil Odyna, lived in the tower, guarded by Atissran herself. It also claimed that if a man of noble character and knightly skill were to navigate the forest successfully and prove his worthiness to Atissran, he would win the hand of the beautiful princess Ailil, and the lost city of Adris as its king. Many men have tried, but none have returned.

Government
A look at the leaders of the nation, the traditions of royal families, ranking of nobility.

Military
Overview of military forces, conscription laws.

Resources
What sort of resources the nation has to offer in trade or to support themselves.

Religion
The prevalence of religions, which gods dominate the nation.

Population & People
Cultural traditions, the phenotypes of natives, what other races live nearby.
World of Aserra

Kalesten - Kosony

Post by World of Aserra » Fri May 04, 2012 2:46 pm

Kosony
Pronounced: KOH-so-NEE
Cities
  • Ady (Capital)
  • Lertur
  • Anche
kosony.PNG
Kosony marked in red box
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Location
Kosony lies south of the Green Sea and covers the isthmus to the Ertian subcontinent up to the Ardir Forest. The eastern region of Kosony climbs up the coast line and eastern shore of the Green Sea until it reaches the Vies River which marks its border with Samonight. The northwestern border used to reach up to the Siol river with the nation of Chegar, now Kalestine, on the other side. However, when Chegar became Kalestine and began an endeavor to conquer all of Kalesten, they made a move into Kosony and claimed a portion of the northwest, but their progress was halted by the marshes that cover the region. Its border to the south has an unclaimed “neutral zone” between the nation and the Ardir that is from ten to thirty miles wide. Kosony attempted to expand further southward and log the Ardir, but the opposition from the Fayl’Idayn was so strong that they were forced to abandon their goals.

History
Kosony is one of the oldest countries of Kalesten, around seven hundred years old. Its beginnings lay in the major cities of Ady, Lertur, and Anche which were once independent city states, and had warred with each other on a few occasions. It was finally one king of Ady who brought the three city states together through war. King Barash Kosony of the Ady city-state had ambitions of creating a larger nation, and he first sprung a surprise attack on Lertur and swept in to take the throne and kill the king. The rest of the nobles bowed to his power, and with the armies of Ady reinforced by the soldiers of Lertur, Anche was taken next. Once the three city states were united, Barash declared the nation Kosony and the country expanded its borders as far north and south as possible. Eventually, the borders came to the Siol and Lyes rivers, and a safe distance from the Ardir.

Around a hundred years after the formation of Kosony, several nations of Kalesten set out to unite their continent’s nations peacefully. Kosony was convinced, and out of this union came a continental language, calendar, units of measure, and many other benefits that helped open trade. However, after a century of peace, the union decayed and wars began between varying nations. The remnants of the union can still be seen across Kalesten, including Kosony.

Government
Kosony is a monarchy, ruled by a line of kings. Women are not allowed to rule, but if a king has only daughters and a brother or nephew of the king is unable to take the throne, the husband of the eldest daughter will gain the throne. The king is only allowed one wife, and consorts are publicly frowned upon. Any illegitimate offspring of a king and his consort cannot secede the throne. The only acceptable grounds for the king to seek a new wife would be the death of his first wife, or if the queen is barren. The royal line is directly traced back to King Barash Kosony, and all kings carry his surname. Those who marry into the royal family must be of noble blood, though daughters are able to marry knights in some occasions. Noble blood has been supplied by the families of high status from the former city states of Ady, Lertur, and Anche.

Beneath the king, Kosony has been divided into three duchies of the three city states, each ruled by a duke under the king’s influence. Ady, the capital region, does have a duke who tends to local matters, and lives in the castle as the king. The dukes of Lertur and Anche are descended of the original kings of those city states, while the duke of Ady has often been a prince, or descended of a prince who did not inherit the throne. The Ady dukes do not have a direct family line; when one retires or dies, the king will chose either one of his younger brothers, or a uncle (who may be divided by several generations), whomever he sees fit.

Beneath the dukes, the land is further divided into earldoms ruled by earls and knightly families. These families are of mixed heritage, often descending from lower born princes, dukes, or knights who were granted land any time between the forming of the nation to the present.

Military
Kosony has a volunteer military, though it is often the best option for many young men who do not have an apprenticeship or other sort of career option. Those who chose the serve in the military are often highly respected. Volunteers serve a minimum of two years, but many chose to stay up to five years, or even longer, becoming a officer and devoting their lives to service of their nation. Kosony also has two navies; one for the Green Sea, and another for ocean based operations in the ocean to the east and gulf to the west.

Kosony has a long tradition of knighthood, which mostly runs in families, but knights will occasionally select a squire from the ranks of peasants, sometimes orphans, and give them a chance at a better life by adopting them into a knightly family. It is expected of knights in Kosony to be honorable and charitable, and serve the greater good, after all.

As per Kosony’s laws against women bearing arms, women are not allowed to serve in the military or knighthood.

Resources
Kosony is highly agricultural with vast tracks of open land. With three sides of the nation against open waters, fishing is also a common trade. There are limited mining prospects, and lumber from sparse woodland scattered across the nation, outside of the Ardir.

Religion
The Seasonal Goddesses have a strong following in Kosony, as does the Peacekeeper sect of Saeven. Erada, Acoassa, Casril, and Essan have moderate followings.

People & Population
Humans populate the actual nation of Kosony, though there are a number of stray Fayl’Idayn, Ochae’nafod, and Dra’nafod with its borders, as well as “half-elves”. The neighboring Ardir forests are filled with the above mentioned races, and while they tend to keep their distance, some individuals enter Kosony out of curiosity, and at times, fall in love or lust with humans, occasionally bearing interracial children with them. There are several coastal villages where young Mariel come ashore.

Women are not allowed as soldiers, or as political leaders, but they are not forbidden from intellectual or business pursuits. However, it is uncommon for women to do more than marry and bear children. Those that chose a different lifestyle may become mages, clerics, merchants, or other such things.

Female combatants from other countries or races (mercenaries, visiting dignitaries) are often looked down upon, though legal exceptions are made for diplomats and women of other races, female human mercenaries may be fined for carrying weapons and the guilds are technically not allowed to hire out female mercs, though many guilds do so under the radar, and use false names for their female mercenaries. However, very few female mercenaries dare to travel and work in Kosony.

Marriages are often arranged by the parents of their child, with the help of a matchmaker, when the child is in their early to mid-twenties. Females are often married as young as 17, while men marry a few years later, usually after any apprenticeships are finished and they can start in their own careers.

Homosexual couples are not allowed to marry, as Kosony views marriage as a commitment to start a family. However, they are not shunned for their interests, though many parents are disappointed if their child turns out to have an interest in the same gender. Homosexual couples are allowed to co-reside. Strangely, gay male couples are more socially acceptable than lesbian couples, as marrying and bearing children is considered an honorable pursuit amongst women. While male couples can easily find a place in Kosony, lesbians are known to leave to other nations where their lifestyle or preferred careers can be followed. Many of these women emigrate to Ertia.

Prostitution is legal in Kosony, but it is not highly looked upon. Most brothels are poorly run by corrupt pimps, and the government does little to help the women. As a result, most brothels are found in poorer regions of the large cities, or in the wilderness, hidden away from main roads. The women in brothels are mostly poor women who either turned to prostitution out of desperation, were sold as slaves to repay debts owed by family, or as quick cash by their guardians.
World of Aserra

Kales

Post by World of Aserra » Fri May 04, 2012 2:46 pm

Kales
The capital city of Kalestine was once Arkin, the capital city of Chegar. While essentially still the same city, Kales/Arkin has grown and been improved defensively since the conversion to an Empire. Built upon a cliff over the Green Sea, Kales sits upon a rising land, each district of the city terraced up the hillside to the first district, which is the castle and its grounds, situated at the top of the cliff.

The city of Kales boasts many amenities, services, and entertainment within its varied districts. It is a lively city, and despite the goals of the empire, the city is welcoming to visitors, merchants, and potential residents.

Arkin Cliff
Arkin Cliff is a straight drop to the sea behind the castle walls that line the high point of the cliff. For defensive purposes, the cliff wall has been sheared of outcroppings that could act as footholds for an invading force. Even if an enemy could manage to scale the cliffs, there are defenses upon the wall, including vats for hot oil, and parapets for archers. The castle’s outer siege wall is wide enough to support a few siege weapons as well, which can be used against approaching ships. At the base of the cliff is a cave large enough for a light sailing ship to pull into, and has been used by the royal family to dock their private vessels for generations. While knowing that this cave could be a potential weakness, it has been heavily fortified with a portcullis that reaches the seafloor when closed, and a series of locking gates and doors, which, while usually kept open, can be shut in case of invasion. From the cave, there is a tunnel caved into the stone which travels about half a mile upwards into the castle. Along this tunnel are various man-made caverns, cellars, and cells. Most of this is unknown to the average person, and even most of the staff of the castle, and there are many secrets hidden within the cliff.

Port
Kales has two ports, one for the interior sea navy, and another for privately owned vessels such as fishing fleets, personal yachts, mercantile ships, and ferries. To the north and south of the rise of Arkin cliff are two lower lying beaches along the shore, which have been built into both ports. The north port is home to the navy and its shipyards. Docked here are Kalestine’s naval frigates and other military vessels. On the land is the naval compound where the armory and barracks are situated behind a siege wall, making the naval base a small fortress on its own. Heavily patrolled, the base is well defended.

The public port is located on the south side of the cliff. There is an extensive dock with areas set aside for fishing boats near the south, ferries central, and more extensive mercantile ships and private yachts to the north. There is a small village centered near this port which houses a few inns and taverns, frequented by sailors and travelers, a few ships, a fish market, and residences for many fishermen and their families. The port village is unprotected, and for the most part, receives little attention from the government aside from a small platoon of guards to keep the peace and enforce the laws of Kales. Technically, the village falls under the city’s jurisdiction.

Districts
The city is broken up into thirteen districts, each standing on its own terrace up the hillside and separated from one another by the terrace walls. The districts are counted downwards from the top, as the city has expanded outwards from there.

First District
The first district is the old Arkin castle which has been the seat of power for Chegar, and now Kalestine. The castle is an impressive complex, set for both political purposes, and as a residence for the royal family. On the grounds are many lawns, gardens, and paddocks for the enjoyment of the Chegars and guests. Stables for the royal horses are located on the castle grounds as well, with enough room for small riding jaunts and grazing.

Second District
Kales’ second district is home to the high society of the city. Home of the lower nobles and anyone who can afford to live there, the district is very affluent. Businesses here cater to the upper class, selling the finest wares. There are no hawkers on the street, as it is considered tacky, all shops are established on either side of the main road.
World of Aserra

Kalesten - Isbany

Post by World of Aserra » Fri May 04, 2012 2:47 pm

Isbany
Pronunciation: ISS-ba-NEE
Cities
  • Awiss (Capital)
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Isbany marked in red box.
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Location
This small nation sits on the northwest border of the Empire of Kalestine and is under threat of conquer. It once bordered the nations of Delrod and Cheuz, but they have since fallen to Kalestine. The southwestern border of Isbany is with Chawoven. The northwest border with Rheneld is a natural border of the Polnal River. The rest of the northern border is with the neutral zone, and marked by a series of high walls. Isbany is currently in the process of building a stone wall, but in many regions there are only wooden barricades to protect against barbarian raiders.

Government
Isbany is a typical monarchy, seeped in generations of tradition, and following along the lines of the family of Darici. The throne is ideally to be inherited by the eldest son of the current king, and cannot be held by a woman, be she the daughter of the king or his wife. Women are not allowed to hold political power in Isbany, though they may be advisers and are expected to be socially aware and active. Queens and princesses must capture the hearts of the people, be aware of the issues facing them, and advocate for them.

In cases of succession, if there is no direct male heir, another is sought from extended family (brothers of the previous king, sons of his brothers or sisters, etc.). If a king has a married daughter, her husband may be in the line of succession. However, any potential heirs who are not in the direct line of succession must face a council of the higher nobles, plead their case, and eventually, these men will vote to decide who will succeed the previous king. In the case of a king leaving an heir who is too young to rule, the council will make decisions for the nation until the new king comes of age.

Likewise, in the lower ranks of nobility, women are not allowed to hold power, but their roles often mimic that of the queen. The rest of the nation is broken up into smaller realms maintained by lordly families that have often existed for nearly as many generations as the Darici family has held the throne.

Military
Isbany has an active military, which has always been compulsory for young men to serve in. All able-bodied young men not of a noble or knightly families must serve a minimum of five years in Isbany’s military so that the small nation can have a ready military force to defend against barbarian incursion, and recently, invasion from Kalestine. Military service is considered a high honor, and most young men look forward to the chance to serve their country. The more notable their service, the better opportunities they have later in life—including better chances at finding a fine wife.

There is a traditional knighthood in Isbany, strictly reserved for long family lines of knights. Knights are exempt from military service, as they are trained in combat from a young age and are prepared to be the royal guard of the nobles and royal family. In times of conflict, knights are dispatched to defend the nation alongside the military, and often command regiments of soldiers.

Women are not allowed to serve in the military or knighthood, and most Isbanians find the idea abhorrent, even when it is allowed by their allies.

Though Isbany is a rather small nation, it is allied with Rheneld and Chawoven, which have been the only barriers to Kalestine’s growth westward. If Kalestine were to invade Isbany, the armies of Rheneld and Chawoven would move to defend Isbany.

Resources
Isbany is predominantly a farming nation, as they are situated on the prairie. They have no mining claims, and most of their metals are imported from mines in Rheneld and Chawoven. Isbany also trades in fine velvet cloth, woven by the local women.

Isbany’s female population is limited in career choices. Some careers they are legally barred from entering, as it is considered “improper”. This includes the military and any combat-oriented careers (such as mercenary work). Smithing, construction, and other jobs that are considered more “masculine” are off-limits, but women in Isbany are allowed to run businesses (such as shops and inns), participate in the arts, teach, farm (alongside their families), serve in priesthoods, and many women are employed as weavers and seamstresses.

Religion
Isbany follows the typical gods of light. In Awiss, there is a temple to the seasonal goddess patronized by the numerous farmers across the country. Erada, Acoassa, and Saeven also have temples in Awiss.

Population & People
Isbany is populated almost entirely by humans, aside from a few individuals of other races who have ended up in the nation. The people of Isbany are mostly farmers, with only one major urban center in the nation. The people of Isbany are highly traditional, and are rather conservative. Women’s rights are limited in Isbany, but no where near to the extent of in Samonight. While women are barred from roles of political leadership, military service, and some careers, they are still allowed to make their own choices as to who they marry, and they can have their own jobs and make their own money. It is generally expected that a woman should want to settle down and marry early in life and raise a family.
World of Aserra

Kalesten - Emkal

Post by World of Aserra » Fri May 04, 2012 2:47 pm

Emkal
Pronunciation: em-KAHL
Emkalian, Emkalians

Cities
  • Chanili (Capital)
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Location
Emkal is on the central northern coast of Kalesten, and is quite secluded. To the south is the mountain range of Gayntos, which separates Emkal from Chawoven. The actual settlements of Emkal began on the lower slopes of the mountain and move down to the coastline. Chanili, the capital, is a rather small city by the standards of the rest of the continent, and sits on a tiny peninsula about ten miles from the actual coastline.

The eastern border of Emkal is the small river of Idrao that flows down from the mountains and separates them from the neighboring nation of Rheneld. The western border is marked by another river, the Nih. There is no nation bordering here, only open land and a forest shared by Ochae’nafod and Dra’nafod.

History
Emkal has humble beginnings, and very little conflict in its history. Around eight hundred years ago, when sorcery was new and strange to humanity, those who dared to study it were ostracized, but banded together. One such group of mages wandered to the lush, secluded region that became Emkal, drawn by the leypoint in the Gayntos mountains.

When they began to practice their arts, they attracted the attention of the Dra’nafod, who were upset with the damage mana fueled spells did to the environment. In order to please their new neighbors, the mages searched for ways to streamline mana consumption, store mana to fuel spells, and to give back to nature when they did too much damage. The Dra’nafod were pleased, and the two groups lived in peace. In time, they even began intermarrying and adopting Dra’nafod customs.

Around six hundred years ago, envoys from the rest of the continent reached out to Emkal to invite them to join a union of nations. Though Emkal joined the union, they tried their best to keep people who didn’t subscribe to their cultural beliefs out. In the meantime, they began to export magical items and exotic goods. They also contributed their knowledge to the union and acceptance of sorcery became widespread as the people of Kalesten entered a golden age of enlightenment and peace.

In time though, the union crumbled, and at the first sign of decay, Emkal withdrew itself back into isolation. Modern Emkal is still a quiet, scholarly nation; rich in trade and knowledge.

Government
Emkal is ruled by a queen who is supported and relies heavily upon a council of mage and Dra’nafod elders. The queendom has relied on a female’s guidance as generations ago, the founders of the nation believed that a woman’s leadership was far more passive and nurturing to a nation of scholars than a man’s leadership. Since, the sovereign of the nation of Emkal has been a young woman who inherits the throne not by the right of blood succession so much as being unanimously chosen by the council, which consists of both male and female members.

Future queens are chosen from the most promising female scholars who express an interest in politics. As Emkal has an impressive state-funded public school system, these potential leaders are recognized early on and watched closely until an opportunity to crown a new queen comes. However, there is only a small opportunity to be chosen; a queen may only be chosen who is between the age of sixteen to twenty-four, granted that the position is open.

A queen rules for her entire life or until she chooses to abdicate the throne and retire. Abdication is actually rather common, some women chose to leave the throne after only a few years if the job proves too stressful or they wish to devote their time to raising a family or other goals, while others may chose to abdicate later in life, when their health fares poorly. No matter the situation, it is generally handled with grace and dignity, and from within the ranks of hand picked potential queens, the council chooses one to take her place.

Generally, only human women are allowed to fill the role, though some mixed-blood queens have held the throne. However, there is a term limit of fifty years for any queen, mixed-blood or purely human. This rule was mostly put in place to limit the rule of any “half-elf” queens from ruling indefinitely, but it also serves as a way of forcing any long-lived and determined human queens into retirement—though the rule may be relaxed for a few extra years if the human queen in question is still in good health and in command of all her faculties.

As for marriage, a queen is allowed to marry as she pleases, though bearing more than two children in her time is highly disapproved of. In cases where a queen becomes pregnant with a third child, she is often strongly encouraged to step down and focus on raising her family rather than splitting her attention between the nation and her children. The husband of the queen holds no political rank unless he earned it in his own right (such as being a council member), and nor do her children. They do, however, enjoy the luxuries of living the high life!

After a queen’s retirement, she may pursue a further career in politics by becoming a councilwoman, or by taking a role in a smaller region, such as one of Emkal’s principalities or towns. It is also common for former queens who have abdicated their throne to advice their successor by staying in the palace for a time while the next queen settles in.

Emkal has a rather limited system of lower nobility beyond the capital. The small nation is only divvied up into six principalities, watched over by a Prince or Princess who manages taxes and interprets the law of the nation, and then into towns and villages which are run by Mayors. Princes/Princesses are chosen by the queen and council, and much like the queen, hold the position until they abdicate or die. Mayors are chosen by the prince or princess of their region, but must be judged by the support of their townspeople.

Military
Emkal’s military is rather limited, as the nation is not war-like, though they do have a small navy which mostly exists to protect merchant ships from pirates. Until recently, Emkal did not have a standing army, though it does have a knighthood which generally acts as all the physical force the nation needs for its own internal affairs. However, it is generally understood that if war were to arise, especially considering the looming threat of Kalestine invasion, every able-bodied youth (including women without children) from sixteen to thirty would be drafted. As it stands, Emkal is currently taking volunteers to build the army, which is under the command of the knighthood. Knights, however, are generally from families that traditionally train their boys (and some times girls) from the age of five onwards to become knights.

As for magic in combat, knights receive only minimal magic training for a few basic common spells, but most of them are too combat oriented to take the time and energy to learn extensive magic. In knightly families, if a child does show more interest or potential for magic, they are usually begrudgingly allowed to study it and become mages. In cases such as this, fathers from knightly families may seek out a squire elsewhere, often in more lowly commoner families where he might find a boy with more interest in the sword than the arcane.

Volunteer soldiers, on the other hand, are mostly the combat oriented sort who didn’t show an aptitude for magic in school and finally see the military as a way to do something meaningful in a nation of scholars and magicians unlike themselves. Were war to break out, many young mages would be joining the military and putting their magic to use in combat, however.

Resources
Emkal’s best resource is its people who are pioneering the use of magic that is less destructive and more sustainable. To this end, the invention of liquified mana and the use of mana stones have been introduced to the world. Mages in Emkal are raised to be more conscientious than other sorcerers outside of the nation. However, they still do tend to have a superiority complex...

Outside of the fields of magic, Emkal’s youths are well educated due to an open public school system. Emkal’s academies are well-funded by the state, whose trade makes them one of the richest nations in Kalesten. There are no private schools in Emkal, and there is generally one or two schools in each principality which teach children from ages five to twenty.

Education is generalized for all students in their first six years, by their seventh year, their specific skill sets are usually determined and they are split up into classes specializing in either magic aptitude, politics, business, science, arts, physical education, or general education. Some classes teach a little of others while focusing on their main goal, preparing their students as well as possible for their future careers.

There is limited mining in the mountains, though it is mostly done by the neighboring Brech’mar who have forged alliances with the Emkalians in exchange for them mining crystals that can be used as mana stones. The mountains are also rich in ores and precious metals, which the Emkalians trade a little in, but mostly use for themselves.

Agriculturally, Emkal is mostly forested, and does not have much room for large crops, though there are some room for growing crops along the coastline. Many people with yards chose to grow their own produce, which they commonly share surplus with their neighbors, while others follow the example of the Dra’nafod and find enough food from the forest itself. With the predominantly vegetarian lifestyle of Emkal, there is very little livestock raised for meat, though some people keep milk cows or goats, and raise chickens for eggs and meat. Fish is the most common meat consumed in Emkal, either fished from the ocean or rivers.

Religion
Sorcery and religion do not go well together in Adun, and as such, many clerics have a strained relationship with the mages of Emkal. While the Dra’nafod took issue with the destructive use of mana, its the use of mana by humans, which most clerics understand to be trespassing in the territory of the gods, that bothers the religious sort. As a result, there are only small temples in Emkal which serve the common folk who have no use for magic. The greatest religion in Emkal, however, is the following of Essan and the Muses. As a nation that is highly educated and artistic, priests of Essan couldn’t resist the chance to found a temple here, though they are often at odds with the mages.

Other temples do serve the nation; there is a temple of Acoassa in Chanili, though their judgments against sorcerers are often extremely harsh, despite the queen’s law. There is a temple to the seasonal goddesses, and to Erada, though they rarely serve anyone associated with sorcery. That means that Erada priestesses will outright refuse to make matches or preform marriage ceremonies for sorcerers.

Population & People
The original settlers of Emkal were mostly heartlanders from the Chawoven Valley and what is now Kalestine, and their appearance still reflects this, being fair skinned with a range of hair colors, though they are predominantly dark, and various eye colors. However, as Emkal’s native population was Dra’nafod, who have fully integrated themselves into the human culture, there are many Dra’nafod traits amongst the population, such as their strange hair colors, incredible beauty, and a variety of ears from long and tapered to short and tapered to pointed to rounded.

There are neighboring populations of Ochae’nafod who are not as sociable as the Dra’nafod became, but whose interests are often shared with their Dra’nafod cousins. An underground Brech’mar nation exists in the mountains, which has good relations with Emkal as they often trade in stones and metals. Higher in the mountains is a Zaedyn city as well, which has some limited interaction with Emkal.

With Dra’nafod so well integrated into their society, many Emkalians have adopted a vegetarian lifestyle, or at least with very limited meat consumption. There is some hunting, but it is often frowned upon by the Dra’nafod as the deeper regions of the forest are inhabited by Ochae’nafod clans who can disguise themselves as game animals. Those who do eat meat generally only eat poultry or fish, and very few people in Emkal eat red meat. As a result, even individuals who are pure-blooded human live exceptionally long lives for the race.

Emkalians have adopted some of the romantic habits of Dra’nafod as well, especially individuals of mixed blood, or who love a Dra’nafod. While there are still monogamous relationships and marriages, many individuals are polyamorous, or even polygamous. Some pure-blooded humans, especially the more rural folk, cling tightly to their values of monogamy, but most city dwelling Emkalians are more open minded and are far more likely to have multiple partners or spouses. Homosexuality and bisexuality are also widely accepted, as are same-sex marriages in Emkal.

In normal Dra’nafod society, there is no recognizable form of marriage, only a romantic commitment forged between two individuals who wish to have children. In Emkal, Dra’nafod who become involved with humans often do end up marrying one or more human spouses (who may have other spouses) if just to appease the ones they love. Generally, however, Dra’nafod see little point in marriage. After all, if you love someone, isn’t that all you need to make a commitment? Divorce is rather rare in Emkal, as most couples with a conflict take a hint from the Dra’nafod and give each other their space, and sometimes seek comfort in the arms of another love.

Despite all this romantic openness, casual, meaningless sex is often frowned upon. In Emkalian society, sex is seen as a form of commitment on its own, a way to unite two people in love. People who go about having sex with anyone who looks at them twice are still considered to be frivolous and immoral. However, the line between love and lust is never easy to define, and the youth of Emkal find it rather hard to restrain their passions in such an open society. As a result, younger generations seem to become more and more sexually adventurous and unrestrained.
World of Aserra

Kalesten - Chawoven

Post by World of Aserra » Fri May 04, 2012 2:47 pm

Chawoven
Pronunciation: CHA’woh-VEN
Cities
  • Lolal (Capital)
  • Ingusto
chawoven.PNG
Location
Chawoven is in the heartland of northern Kalesten, though not quite in the center of the continent. It occupies the fertile valley between the Gayntos and Perdraser mountain ranges.

Chawoven’s eastern border is shared with Rheneld to the north-east, Isbany just to the south of Rheneld, and now with the Kalestine Empire to the south-east. The south-eastern border was once shared with the nation of Delrod, but their neighbor was first to fall after King Essat assumed the throne in Chegar, which is now the Kalesten Empire.

To the west, Chawoven has no close neighbors, only open prairie and forests, but after a wide gap of unclaimed land is the nation of Belvon.

The north and south of Chawoven are the mountain ranges, but just to the north is Emkal, though the mountains between them are high and intractable. The best way to Emkal is often by traveling around the mountains through Rheneld. Beyond the Perdrasers, to the south, is the nation of Agenom, and former nation of Cheuz, which is now another part of Kalestine. There are some mountain passes between Chawoven and Agenom, heavily frequented by traders from both nations.

Government
Chawoven is a monarchy like many other nations, ruled by a long blood line. Gender is of little consequence in the Chawoven government, as it is through most of the nation, and men and women can hold the throne equally. However, the right of succession is not guaranteed by birth order as it is in many nations. At some point, a monarch will chose which child will succeed them if they have multiple offspring, though in the event of a monarch’s premature death with no heir named, their eldest child will be chosen to succeed them.

Marriage to the king or queen is arranged either from the lower ranks of Chawoven nobility or from neighboring nations when the heir apparent is at least sixteen years of age. They may be betrothed even younger, however. The spouse of the monarch has some political power and bears the title of king or queen, but in the event of the death of the monarch, the spouse cannot claim the throne. If all their children or only the heir apparent is under the age of sixteen, the spouse can act as a regent for their heir until he or she comes of age. The regent can also name an heir apparent from their children if one was not chosen before the monarch’s death or if the heir apparent dies, but they cannot change the chosen heir after the monarch’s death.

Monarchs of Chawoven are expected to be monogamous. Divorce is rare, but has occurred in situations where a spouse has put the monarch in danger physically or politically. Adultery rarely leads to divorce, though it is kept secret. If it becomes publicly acknowledged, and depending on the amount of damage control done politically, it can lead to divorce. However, it is an unspoken rule that adultery serves a purpose in a political royal marriage, as romance may be severely lacking in the relationship. A monarch can remarry after being widowed, or in the rare case of divorce, and it is almost necessary if they did not have a child.

The heir apparent of the Chawoven throne is chosen from their brothers and sisters at the discretion of their parents, and it is generally expected of a queen—be she the monarch or the wife of the monarch—to bear as many children as possible so that there are many options to chose from. Usually, when the majority of the children are entering their teenage years the monarch makes their choice of which child shows the greatest potential to be a good ruler.

Of course, there are many exceptions. If a monarch has only one child, that child will become the default heir apparent. If both parents die and no heir has been chosen, the eldest child will be chosen as the heir apparent. If a monarch dies childless, one of their siblings, or even aunts or uncles can be elected by the highest nobles.

Beneath the monarch are tiers of nobility much like any other nation, though Chawoven is the origin of such titles as duke, baron, and lords and ladies.

Military
Chawoven has a large military, and a knighthood, but the military mainly stands for defensive purposes as Chawoven has not been at war for generations. They have always been prepared to defend their land, and most trained soldiers generally are stationed around the country as a police force, or protectors for the nobility. The military allows both men and women to serve, but it is predominantly males who chose to do so. Female soldiers are often assigned, or group together into units, so there are villages in Chawoven with female-dominated guard forces, or nobles who chose entirely female guards.

As the threat of the Kalestine Empire looms in the east, Chawoven is mobilizing their forces for war, whether or not Kalestine directly attacks them. Due to Chawoven’s alliance with Isbany and Rheneld, if either of those nations are attacked, it will be a declaration of war against all three nations. Currently, Chawoven has stepped up recruitment. Previously, there was very little national demand for volunteering soldiers, but now they are actively recruiting from across the country. Only if things were to become dire would all young men be drafted (women would not be drafted, they would still be solely volunteers). Individuals may join the military between the ages of sixteen and twenty-three. Women with living children are barred from military service, and a woman who becomes pregnant while in the military will be discharged, unless she adopts her child out.

Chawoven’s knighthood, like many nations, is mostly family tradition, though it is open for anyone to become a knight if ensquired by a current knight. Squires receive a formal education in either Ingusto or Lolal. Most boys born into knightly families are sent to the cities for their education around the age of seven, and go through formal schooling every other month until they are fifteen, at which point they will spend one more year in service with their father, or other knight, and then be eligible to to be tested. If they pass their tests, they are advanced to the first rank of knighthood and allowed some minor duties. Anyone who fails their tests will be allowed to retake it three more times, but if they do not achieve the rank of knight by the age of twenty, they will be stripped of their squirehood and never allowed to join. They are often disowned by their families, but they can be conscripted as soldiers, or seek other careers in the private sector.

If a knight takes a liking to a child outside his family (noble, commoner, or otherwise), he may take the child as a squire if the child is under the age of fourteen. In rare cases of a child over the age of eleven being taken as a squire, they often require an intensive education to make up for lost time, and they might not be raised to a knight until the age of nineteen.

Resources
Chawoven’s greatest resource is its fertile land. Farms are common across the whole of the Chawoven valley, both for growing crops and pastureland for livestock. The food grown in Chawoven not only goes to feed it’s people, but is also traded with its neighbors; namely their allies, Rheneld and Isbany.

Aside from farms, Chawoven also has the slopes of both the Perdraser and Gayntos mountains where there is some limited mining.

Religion
The Seasonal Goddesses have the highest following in Chawoven, due to their vast farming population, and their main temple is based in the heart of Chawoven, but not in any of the cities. Instead, the massive temple is settled in the foothills of the Perdrasers, with a small village centered around it. Youths from all over Kalesten who wish to become priests of the Seasonal Goddesses are sent to this temple for training.

Erada’s temple has also made a home for itself in Chawoven; the main Sanctuary of Love is located in Lolal. Like the Temple of the Seasons, this is where all aspiring priests come for their training, and the heart of the religion.

The Temple of Serenity, the pacifistic sect of Saeven, is based within Chawoven’s borders as well, sitting on the upper slopes of the Gayntos mountains. However, Saeven only has a modest following in Chawoven. Acoassa and Casril also have appropriate followings in the cities; the Acoassan temples are independent of other temples and act as the courts of Chawoven, as they do in most nations. Casril has small temples in the cities frequented by merchants and traders, and other minor Light gods are represented.

People & Culture
Chawoven is mostly inhabited by humans, but the mountains are populated by Zaedyn, Ochae’nafod, Dra’nafod, and Brech’mar, and there are a few small Kiar communities in the open plains of Chawoven, to the west. The people of Chawoven are a pleasant people, predominantly agrarian and trade oriented. They are often welcoming, at least, on the surface, but beneath their hospitality, most Chawovians are reluctant to live alongside other races—namely the elemental races. This stems from wariness, not hatred, but in some cases, it can lead to rather unpleasant lives for any individuals of other races who chose to marry humans, their spouses, and the offspring of such unions.

Chawovians are a mix of features, and the valley has become a veritable mixing pot of Kalesten’s cultures. Its people run the gamut of fair to well-tanned, black to blonde haired, and any color of eye.
World of Aserra

Kalesten - Belvon

Post by World of Aserra » Fri May 04, 2012 2:48 pm

Belvon
Pronunciation: BELL-vohn
Cities
  • Elmrod
  • Kinneys (Capital)
Location
Belvon is located on north Kalesten’s west coast. It shares no borders with other nations, offering it a bit of geographical isolation. To the northeast of Belvon is the Beon Forest, followed by the Gayntos Mountains, and on the other side of those mountains, the nation of Emkal which has a starkly different ideology from Belvon. To the more central east is the narrow border of Chawoven between the foothills of both the Gayntos and Perdraser ranges and through a hundred miles of unclaimed grassland. Another hundred-odd miles to the southeast is the border of Agenom, marked by the main Eora river. The north arc of the Eora flows in and out of Belvon’s borders along the southern part of the nation. To Belvon’s southwest is its closest neighbor; the nation of Serdenaugh, which lays roughly between seventy and fifty miles from Belvon’s borders as they run parallel to each other.

The two largest cities are at opposite ends of the nation. Kinneys, the capital city, is located on the coastline in the north, while the second-largest city and major Kalesten trade-hub of Elmrod is directly south at the southern border, along the Eora river. Much of the nation’s development is focused in Kinneys, while smaller towns throughout the nation are focused on producing food and other resources.

Climate & Habitat
Belvon is predominantly grassland with a climate similar to southern France or lowland regions of Spain. The Beon Forest to the northeast used to spill into Belvon’s borders, but the trees have since been clear-cut and harvested. There have been experiments in tree farming, but it takes decades for trees to grow to a harvest-able size. Coal dust and soot has become an issue in Belvon in recent years especially around Kinneys and coal-mining towns. Since Belvon does not have easy access to the mountains, they have turned to exploring subterranean resources. There are coal deposits in the north and east of Belvon, which are accessed through pit mines.
Map
(Forthcoming)
World of Aserra

Kalesten - Agenom

Post by World of Aserra » Fri May 04, 2012 2:48 pm

Agenom
Pronunciation: ah-GEH-nom
Cities Location
Agenom is located on the southwestern side of the northern half of the Kalesten continent, settled on the interior coast of the Kalesten Gulf. The northern borders are defined by the Perdraser Mountain Range, and the southern arc of the river Eora that flows down the western end of the mountains, then arcs down into the Central Kalesten Isthmus where it forks. The western fork that empties into the Kalesten Gulf marks the southernmost border of Agenom. The eastern border was defined politically and only marked by outposts. The border was formerly shared with the nation of Cheuz, which has since been conquered by the Kalestine Empire.

Climate & Habitat
Agenom has a Mediterranean climate and can be compared to Greece both in climate and geography. With the Perdraser Mountains to the north, much of Agenom is a hilly slope down to the sea consisting of Mediterranean forests, woodlands, and scrub.
Map
(Forthcoming)
World of Aserra

Re: Kalesten - Serdenaugh

Post by World of Aserra » Fri May 04, 2012 9:44 pm

Gites
World of Aserra

Re: Kalesten - Samonight

Post by World of Aserra » Fri May 04, 2012 9:45 pm

Atite
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Re: Kalesten - Rheneld

Post by World of Aserra » Fri May 04, 2012 9:45 pm

Emerom
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Re: Kalesten - Rheneld

Post by World of Aserra » Fri May 04, 2012 9:46 pm

Bysyle
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Re: Kalesten - Kosony

Post by World of Aserra » Fri May 04, 2012 9:46 pm

Anche
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Re: Kalesten - Kosony

Post by World of Aserra » Fri May 04, 2012 9:46 pm

Lertur
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Re: Kalesten - Kosony

Post by World of Aserra » Fri May 04, 2012 9:46 pm

Ady
World of Aserra

Re: Kalesten - Kalestine Empire

Post by World of Aserra » Fri May 04, 2012 9:47 pm

Siol
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Re: Kalesten - Kalestine Empire

Post by World of Aserra » Fri May 04, 2012 9:47 pm

Lyr
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Re: Kalesten - Kalestine Empire

Post by World of Aserra » Fri May 04, 2012 9:47 pm

Yalik
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Re: Kalesten - Isbany

Post by World of Aserra » Fri May 04, 2012 9:47 pm

Awiss
World of Aserra

Re: Kalesten - Emkal

Post by World of Aserra » Fri May 04, 2012 9:50 pm

Chanili
World of Aserra

Re: Kalesten - Chawoven

Post by World of Aserra » Fri May 04, 2012 9:50 pm

Lolal
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Re: Kalesten - Chawoven

Post by World of Aserra » Fri May 04, 2012 9:51 pm

Ingusto
World of Aserra

Agenom Government

Post by World of Aserra » Fri May 04, 2012 9:51 pm

Government
Agenom is a monarchy ruled by the Pholleios (FOHL-le-OHS) family in a succession determined by birth order. The current monarch is the young Queen Morotia Pholleios, married to King-Consort Baron Darius Kopios. Their son, little more than a baby at present, Anais Pholleios, is the Crown Prince and stands to inherit the throne from his mother one day. Queen Morotia inherited the throne from her father, King Erios Pholleios, after he abdicated the throne in poor health, and died shortly after her marriage to Darius.

Beneath the monarch is a tier of nobles, a system taken from the old Kalesten Union. Dukes, Marquis, and Barons control regions of Agenom beneath the monarch, and act on the monarch’s behalf, managing taxes and laws for the nation, and representing their region to the monarch. Titles are determined by the population of the region in question, and the larger duchies and baronies are maintained by descendants of the royal line. Lesser lords and knights are often placed in charge of villages beneath a higher noble.

Royal Family
The Pholleios family has ruled Agenom for thirteen generations, shortly before the Kalesten Union united North Kalesten. Like many other monarchies, the succession relies on birth order, regardless of gender. Female and male heirs are equally valued. Typically, after the death of the current monarch, their first born child will inherit the throne. However, it is not uncommon for a monarch to abdicate the throne if their health is failing and they feel their heir is ready, as the previous King Erios did for his daughter, Queen Morotia.

In the case of the death of the heir apparent before succession, the next child in line is selected. If after the death of the current monarch there is no heir, one of their younger siblings maybe selected, and if they have no siblings, the task will go to an aunt or uncle—one of the younger siblings of the monarch before them—and so on until an appropriate heir is found. However, it has rarely ever had to go back more than two generations. In this event, the heir and their family is immediately elevated to royal status, and any children they have had before the succession thus become the next heirs.

The spouse of the monarch has no claim upon the throne, and their title is traditionally the King or Queen Consort. The main role of the consort is bear or sire heirs for the monarch, and provide companionship. Consorts hold very little political power, but in some cases they are granted regency in the death of their spouse when the heir apparent is under the age of sixteen. However, regency must be approved by the dukes, and if the consort is considered unfit by this council, one of them will take the regency until the heir apparent comes of age.

Monarchs are encouraged to marry higher Agenomian nobility, even though most of these nobles are descended of the Pholleios family, marriages are allowed as close as first cousins. Foreign consorts are highly discouraged for purity of the Agenomian ethnicity and Pholleios bloodline. Only three monarchs have taken foreign consorts, and they were divided by generations, allowing the Agenomian blood to as good as erase superficial North Kalestan traits. As a rather small and isolated ethnic group in Kalesten, the Agenom royalty feel it is imperative that they maintain the family’s ethnic background to relate to their people, rather than make political bargains with other nations through marriage.

Knighthood
Agenom adopted a system of knighthood from the Kalesten Union as well. Knights are considered lesser nobility, but based on service rather than bloodlines. Most knights originated from the families of high ranking military officers, and have persisted as a structure of many notable families. Knights typically train their children to follow in their footsteps, but if they do not have an heir, or simply take interest in a child with potential, they make a take a squire to train and adopt into their family.

Knights serve the country as officers in the military, and sometimes act as lords for a small town, or at least manage the local militia to guard and protect the village.

Military
Agenom has been at peace for many decades, maintaining a standing volunteer military and navy only to secure their borders and protect trader. In generations past, Agenom was once divided by civil war, which created the neighboring nation of Cheuz. After a few generations, tensions faded and Cheuz and Agenom were at peace. However, when Cheuz was conquered by the Kalestine Empire several years ago, Agenom has prepared for war. Kalestine has frozen in its advancement while Chawoven, Agenom, Rheneld, and Kosony put up a united front, but the threat of war still looms. Agenom has stepped up recruitment and is putting its army and navy through their paces, preparing for conflict, but they have not gone as far as to issue a draft.

As a coastal nation, Agenom has a navy alongside ground forces. The Agenom navy has many of the same standards as the army. At times, the navy has had far more enlistments than the army as it provides more opportunities than the army in peacetime. They navy has long patrolled the Kalesten Gulf along with the navies of Ertia, Cheuz, and Kosony to guard against piracy and protect merchant vessels.

Military Gender Roles
Agenom has a standard of gender equality that allows both men and women to serve in the military, but few women chose to enlist. Were a draft to be instituted, only male soldiers would be conscripted, while young women would be encouraged to volunteer. Women rarely serve on the front lines. Traditionally, women in the military serve in scouting and archery units. Recent advances in firearm technology have allowed archers to switch to guns in preparation for war with Kalestine.

Women who serve in Agenom’s military often face sexual harassment from their male comrades. It is a rather common idea amongst Agenomians that if a woman chooses to serve in the military, she must be homosexual—which is not necessary true, but it often drives sexual harassment and discourages many women from joining as it can limit their marriage prospects in the future. Female soldiers are also expected to be childless and unmarried. If a female soldier marries, her service is typically restricted in an effort to phase her out of the military, and if she becomes pregnant, she will be forcibly—though honorably—discharged to raise her child. Though, if a female soldier were to give up her child for adoption, she will be allowed to continue her service. This is a contrast to male soldiers who are allowed to continue their service despite martial and parental status. This is an issue that has begun to cause division amongst those who believe that women should be considered entirely equal to men and others who believe that women have a unique duty toward bearing and raising children.
Last edited by J. M. Vincent on Fri Sep 28, 2012 10:20 pm, edited 3 times in total.
Reason: Revised
World of Aserra

Re: Kalesten - Belvon

Post by World of Aserra » Fri May 04, 2012 9:52 pm

Government
Belvon, like many nations, was originally a monarchy, but around two hundred years ago, revolution decimated the royal family and threw the nation into chaos. Eventually, Belvon’s government reformed as a democratically elected oligarchy that is full of the most skilled artisans and inventors whose intentions to better the technological resources of Belvon shape the nation. The elected leaders of the oligarchy refer to themselves as the Council of Inventors, and are elected for life. There are five individuals on council to allow for a number of opinions, and to keep votes from tying when they debate issues for the country.

While they are elected for life, they can be impeached if they displease their peers and the public. Councilmen can also chose to step down if they must for personal or health reasons. In either case, elections are held whenever there is an open place on the council and anyone interested may submit their candidacy. Elections generally last up to a year while candidates present their policies and issues to the public and votes are gathered from across the nation’s districts.

Beneath the council is a system of democratically elected governors and mayors. Governors oversee one of the six provinces of Belvon and represent their province to the Council of Inventors. Beneath them are mayors of each city, town, and village, who in turn, present the issues of their town to the governor. Like the councilmen, governors and mayors are often highly respected craftsmen, scholars, tinkerers, and inventors.

As Belvon is a nation that admires scientific advancement, anyone who impresses the public with their handiwork and intellect may find themselves supported by the public. Smaller farming villages may have more immediate concerns in their mayors and governors though, and their elected officials may not be so scholarly.

Women are allowed to serve in politics in any position, though there have only been a handful of Councilwomen. Governesses and female mayors are quite common, however.

Military
Belvon has a strong military, but it stands mostly for defensive purposes. Belvon is very secretive when it comes to their inventions, and has little desires for relations with other countries beyond the trade it receives in Kinneys and Elmrod. To protect their interests, Belvon keeps their military ranks well populated and trained.

Belvon’s education system educates its children from the age of five to fifteen, and at the age of fifteen, students may chose to further their education by finding apprenticeship with a craftsman, or by joining the military for a minimum of one year’s training and five year’s service. Both males and female are subject to this rule, and those who have no options after school are drafted into the military. If anyone doesn’t show prowess as a fighter, then they are relegated to clerical service in the military. For many people, joining the military ends up to be a life’s career, though some people chose to leave the military after their mandatory five years either to start a family and become a housewife/husband, to join the work force as a laborer, to retire to farming, or other options.

Those who join Belvon’s military have a choice of either serving in the army or navy, though depending on which part of the country they live in—heartlanders usually join the army, and coastal residents join the navy—that may be predetermined unless the recruit specifically requests either branch. While Belvon’s borders require intense patrols, and the cities need guards, they also must defend against piracy as their neighbor, Serdenaugh, is a base for many pirates.

Resources
Belvon’s greatest resource is its people who are encouraged to be creative and inventive through a well-funded and mandatory education system. No hand in Belvon lies idle and unemployment is basically non-existent, aside from individuals who chose to leave the work force to raise children. Craftsmen, laborers, inventors, soldiers, sailors, farmers, and fishermen, all are capable and educated, relying upon science, their own imaginations, and the imaginations of their peers to do all they need to get done.

Belvon is home to many inventions, very few of which are well-known outside of its borders. They have canons and firearms (which at current are limited to hand canons and muskets). Most of Belvon’s innovations are run by steam power.

Belvon relies greatly on metals, and they are often desperate to recover enough ore to meet the supply of the nation. While Belvon is mostly flat land, within their own borders are numerous pit mines and underground mining systems that spider throughout the nation. Their mines even extend under the ocean along the coast. To the east, through a treacherous forest populated with Dra’nafod and Ochae’nafod who are none too fond of the Belvonese, are the Gayntos mountains. Despite the opinions of the Nafod in the forests, there are Belvonese mining outposts in the foothills of the Gayntos mountains, and ore is taken back by convoy through what few roads they have been able to cut through the forest to the homeland. However, Belvon is not quite willing to tempt the wrath of the Nafod by extending their borders further eastwards.

Aside from what metals they can mine on their own lands, they also accept trade from other nations in Kinneys and Elmrod, or by their own merchants traveling the continent and buying up steel and iron ore from other countries.

As Belvon is mostly grassland, they have plenty of farmland where crops and livestock are farmed to feed the rest of the nation, and be traded with other nations. With advanced fertilization and irrigation techniques, as well as deliberate pollination and hybridization to breed ideal crops, Belvon produces some of the most bountiful crops in Kalesten.

Religion
Religion in Belvon is demoted to what can be seen, touched, felt, and defined by science. Their god is science. Though originally sharing in the beliefs of the rest of Kalesten, after the fall of the monarchy and rise of the oligarchy, people began to question the need for gods, and then fewer parishioners came to the temples until eventually the temples began to decay, the clerics either left, or remained until they died and no one came to replace them. The old temples have been converted to new buildings, or torn down to make way for progress.

As knowledge became the new god of Belvon, the God of Knowledge, Essan, had a good run as the patron god, along with his muses. However, even his church fell in shambles as people gave prayer and superstition to believe that they were capable of doing everything they needed. Today, the names of the muses can sometimes be heard spoken, but rarely with any serious prayer behind them. They have become a part of the modern vernacular, and sometimes inventors or craftsmen will invoke the name of Selacy or Esterr only as an empty curse or plea.

Now, there are no churches that remain in Belvon, and most people are atheistic or agnostic; or simply content to believe in the existence of gods, but care not for their judgment or to worship them, finding that they can do anything they want for themselves. Very few Belvonese still carry faith in gods, but the small majority that does keep it private, praying in their homes on their own, or to small shrines.

Population & People
Belvon’s population is nearly entirely human, as they do not look fondly on some of the other races, especially the elemental races. However, there is a small population of Kiar that remained when most chose to leave, and have integrated themselves into Belvonese society with a good measure of success, especially since they are a predominantly non-magic using race. There are some cases of Kiar and human interbreeding in Belvon, but interracials from other races are not highly looked upon.

As Belvon is a nation that is well-closed off from the rest of the nations, there are few travelers from other cultures and races that just pass through. Belvonese are a fair-skinned people, mostly with medium shades of hair—not especially light, nor dark; shades of brown, darker blonde shades, and auburn. Their eye color includes brown, blue, green, hazel, and violet. They tend to be average height, mostly medium build. Women tend to be moderately shapely, while men are rather lean, rarely built to be heavily muscled.

The culture of Belvon is highly educated, either in trade skills, or as scholars. While most of the nations energy is dedicated toward invention and innovation, the cultivation of the mind has brought about a good bit of discourse, philosophy, reform, and healthy debate. Popular philosophy has shrugged off a need for religion and superstition, and instead believes in the power of invention and science.

The Belvonese fear and distrust their neighbors, and so they keep their technological advances secret. This means that they are mostly self-contained; strangers are rarely allowed to enter their borders aside from designated trade areas, and citizens are not allowed to leave unless they have the government’s trust in them to not spill state secrets in their travels. However, despite these restrictions, the Belvonese are very patriotic as their nation provides everything they need, and they believe that they are superior to other nations.
World of Aserra

Re: Kalesten - Belvon

Post by World of Aserra » Fri May 04, 2012 9:53 pm

Elmrod
World of Aserra

Agenom's Resources & Trade

Post by World of Aserra » Sun May 27, 2012 10:16 am

Resources
Agenom is a nation rich in resources. With an bountiful gulf to their south, mineral-rich mountains to their north, pasturelands, and a climate suitable for unique plants, Agenom has much to offer the continent. The nation is well-known not only for its valued resources, but for its merchants. Agenom has shipping routes through the gulf, as well as claim to the canal leading through the central Kalesten isthmus that takes them to Thiskel. Over-land trade is often carried through mountain passes through the Perdrasers, but not through Kalestine.

Due to the looming threat of war, Agenom has trade sanctions on Kalestine and will not trade to or with Kalestine merchants. Trade to Kosony and Samonight is now conducted solely through the gulf rather than over land.

Minerals
The Perdraser Mountains contain resources of precious metals (copper, gold, and silver), iron, marble, and gemstones and crystals. Agenom is one of the few nations that mines gems and crystals that are ideal for use as manastones, which they trade to Emkal. Many different companies specialize in different minerals, but they have to work around Brech’mar nations. This has caused some conflict in the past, and forced Agenom mining and quarrying companies to abide by Brech’mar rules to avoid diplomatic issues.

Herbs, Spices, & Produce
Agenom’s location and climate encourages a number of hardy plants with rich flavors to grow. Herbs that are easily dried for trade, or spices that can be ground and jarred, then shipped. Olives and olive oil are another major export for Agenom, but other produce is often too perishable for international trade and is only traded locally.

Agenom faces competition from southern Kalestine (formerly Cheuz) and Ertia as they have a climate that allows for the same produce.

Livestock
Sheep and goats are the predominant livestock raised in Agenom. Both provide meat and milk, and sheep provide wool. Both species are hardier and easier to maintain than cattle and pigs for the Agenomians, as much of their pastureland land is rocky and sheep and goats are more agile and inclined to climb. Wool is exported to many other countries and Agenom has a number of different breeds of sheep that have wool of different textures, some in higher demand than others. Agenomian goat’s cheese and butter are widely traded across Kalesten and western Thiskel, while milk and meat are a local commodity.

Texiles
Wool, linen (flax), and hemp are commonly used fabrics in Agenom, though wool is the most traded. Within Agenom, most of the peasant class make homespun wool and hemp clothing, while the higher classes clothe themselves in linen and finely woven wool fabrics.

Dye is an important aspect of Agenomian fashion, and denote an individual’s societal rank. The lower caste is allowed black and brown dyes, while middle-class is allowed indigo, and high noble classes are permitted clothing bleached pure white.

Sacred Birds & Feathers
Agenom is home to two species of exotic birds which are highly prized for their feathers. The Phishina is a large white bird with a long, fan-like tail with feathers that are flecked with a golden color, and is considered a herald of the Seasonal Goddesses. It molts into its full glory during Spring, and is considered a good omen for planting when seen by farmers in their fields. The bird’s diet mostly consists of insects and small animals, so they leave the planted seeds alone and provide pest control. Its tail feathers are highly prized in fashion, but to kill a Phishina is a serious crime in Agenom. Instead, the feathers are only collected during the autumn molting period when the tail feathers are shed in preparation for the winter months. Many people go searching for Phishina feathers during molting season and take great care to clean and prepare them for sale. It is often a good supplementary income for farmers before the lean months of winter. The local Seasonal temples and shrines encourage the nesting of Phishina near farming areas and their shrines. There is also a flock maintained in the castle grounds in the royal palace in Coom. Many nobles also attempt to keep flocks on their properties as well.

Agenom’s other sacred bird is the Leurija, a medium-sized songbird with blue and silvery feathers. It was declared sacred when two hundred years ago, a Leurija was said to have saved the life of the queen. The story tells that when Queen Mishia Pholleios was traveling to Cheuz during a diplomatic mission, the horses leading her carriage were scared by a wildcat, and in their fright, they staggered and the carriage fell off a sheer cliff along the coastline. The queen’s entire entourage and the horses died in the fall, but she survived, though badly injured. While laying hopeless on the beach, expecting she would die soon, a Leurija alighted on the wreckage of her carriage. Desperate, she pleaded to the bird to help her, but expected nothing. The Leurija then flew away to a village nearby where its anxious song and dancing encouraged a young man to follow it to the queen. The young man was able to carry the queen to a village where she was treated for her injuries, and after her rescue, she declared the Leurija a sacred animal, and raised the young man and his family to nobility. Their house crest is of course, the Leurija. Shed feathers of the Leurija are also highly prized and the same collection regulations applied to the Phishina apply to the Leurija as well. Their feathers are considered good-luck charms.
Last edited by J. M. Vincent on Tue Oct 02, 2012 4:06 pm, edited 2 times in total.
Reason: Revised
World of Aserra

Agenom's Population & People

Post by World of Aserra » Mon Jun 11, 2012 9:31 am

Population
Agenom is a human nation and recognize no significant populations of other races as citizens. Most other races in the region live outside the official borders of the nation. Brech’mar and Zaedyn cities are scattered across mountains in the Perdrasers, just north of Agenom, while Ochae’nafod and Dra’nafod clans are scattered throughout forested parts of the range. The Agenomians have very little interaction with the Zaedyn and Nafod, but mining and quarrying operations have had dealings with the Brech’mar in the past. After many instances of trespassing into Brech’mar territory, the Agenomian government was forced to negotiate diplomatically, or face war. Agreements were made that allowed Agenom to mine outside of Brech’mar borders, and to do so in an ecologically sustainable manner. While it was the Brech’mar who handled this agreement, they also represented the interests of their Zaedyn and Nafod cousins in the region. This still causes issues with many mining companies who find the Brech’mar provisions to be too costly and inefficient for them.

Iengi and Kuzo inhabit the mountains as well, and can cause issues with livestock populations and sometimes threaten villages. From time to time, local militias are pulled together to slay rogue Iengi or Kuzo tribes.

People
Agenomians are of a unique phenotype in northern Kalesten (shared with their neighbors in Cheuz as well). Whereas their neighbors north of the Perdrasers are fairer of skin and hair, Agenomians are olive-skinned, typically with wavy to curly black or brown hair. Curly hair is considered highly fashionable for women, and is worn pinned up with some scattered loose curls falling free or cascading down the back. Women with naturally straight or wavy hair often curl their hair daily to keep with fashion. Eye colors are typically brown, but hazel, green, and gold eyes are not uncommon. They are close to average human heights, if not slightly shorter than average; women stand around 5’5” (1.65m) and men at 5’9” (1.75m). They tend to be somewhat hirsute as well, though many Agenomian women engage in threading to remove unwanted facial and body hair.

Societal Tiers & Fashion
Agenom society is broken into three strict tiers, defined by a person’s station in life, and shown by the color of their clothes. The cut and style of Agenom’s clothing is much the same throughout the tiers, though designs are often much more basic for peasants. The basic fashion is a long-sleeved tunic and vest for men, paired with loose-fitting pants that tuck into mid-shin high boottops. Women wear long dresses with at least two layers; a flowing gown with long-sleeves covered by a sleeveless over-dress. Both genders wear thick sashes around the waist. Higher tiers adorn their clothes with gold or silver foiling on vests, over-dresses, and the ends of the sashes, while lower tiers will use light colored fabric to achieve the same effect.

The first tier of society is nobility—starting from the royal family, to the nobles, and ending with knights. The first tier is marked by white clothing typically adorned with gold. This tier is mainly determined by birth and bloodline, and the only other way to enter into this tier is to either be adopted/ensquired or married into a knightly family.

The second their of society is the middle-class, and determined by economic status. Successful merchants and their families, and some individuals earning high regard from the state (such as sorcerers who lend their talents to the monarchy, and are thus paid handsomely) enter into the middle-class. They are marked by the azure and indigo dyed clothing, and typically use silver adornments. Families can be moved up into this tier based on their income.

The third tier of society is the peasantry, mostly farmers and laborers. They are permitted to wear clothing dyed either brown or black, which is often unadorned except for formal clothing.

Foreigners are not subject to this rule, but if they choose to dress in Agenomian fashion, they must wear a color suiting for their station in life. It would be considered a great affront, even illegal, for a foreigner to wear an Agenomian style outfit in white unless they were visiting nobility. Clerics, whether native or foreign, are allowed to wear their temple’s official uniform, even if it is white.

Gender Equality
Genders are legally equal in Agenom, but socially, women are often considered to be weaker—especially amongst the rural and lower classes where women are expected to do little more than marry and have children, while men see to the family’s financial success. In these rural settings, women are often ridiculed when they aspire to more than that, which keeps some young girls from pursuing their dreams. However, in the urban setting and in higher classes, women are expected to be well-educated and capable of supporting themselves without a man—at least, until they marry. In the second and first tier, both girls and boys are educated with the same curriculum, though the genders are segregated in academies.

Religion
Like many nations, the Seasonal Goddesses are highly revered in Agenom, especially amongst farming communities. Both Dashy and Coom have major temples, and there are many shrines maintained by priestesses throughout farming communities in the countryside. One of the grandest Seasonal Temples in the world is located in Coom, but for all its grandiosity, priestesses are still trained at the home temple in Chawoven.

As a nation rich through trade, they are one of the few nations to make Casril a major god in their pantheon. Coom is home to one of the only two actual temples to Casril in all of northern Kalesten—the other being in Serdenaugh.

The other Gods of Light are worshiped in Agenom as well, though their places of worship are far less grand. Acoassa, Erada, Saeven, and Essan and the Muses all have small temples in Coom and Dashy to serve the people as needed. Coom has a large complex of temples, creating a section of city known as ‘the holy quarter’.

Education
Agenom does not have a public education system. Most children in the first tier are educated by their parents in only the skills they need, typically the same skills their parents have. This leads to long family lines of farmers or laborers that are stuck in the same line of work as their forefathers generations before them. Children who aspire to more than this typically only have the options of hoping that a knight will want to ensquire them, or a second-tier artisan apprentice them, or joining the clergy.

Children of the second tier are expected to attend private academies, funded by tuition paid by their families. Most children of the first tier have private tutors, but some lower nobility and knightly children attend the same private academies as second-tier children. Knightly children are either ensquired to their knightly parent or another knight in the family and receive private tutoring along with training, but if they show no martial talent (or sometimes simply if they are female) they are sent to an academy for education.
Last edited by J. M. Vincent on Sat Oct 06, 2012 12:55 pm, edited 3 times in total.
Reason: Revised
World of Aserra

Coom

Post by World of Aserra » Mon Jun 11, 2012 9:31 am

Coom

The capital city of Agenom is an ancient one, originating as a city state in centuries before, and now being the seat of government and culture in Agenom. Coom is located on the northeastern side of the nation, on the coast. It is around a day’s ride from the border of Kalestine (formerly Cheuz), and is a major trade hub with Ertia and Kosony from across the gulf. Roads through the mountains bring in trade overland from Chawoven and other nations. Coom is one of north Kalesten's largest cities, with a population of around two hundred thousand.

Layout
Coom is built on rocky terrain coming down from the Perdraser foothills to the ocean, and thus the city has many rises and falls and gradually tips downward to the sea. The Pholleios Palace is located on a hilltop on the north end of the city, and is a rather new construction, having been built around three hundred years ago, abandoning an older palace that was formerly in the heart of the Old City.

The higher the altitude, the wealthier the residents. Coming down from the Palace Hill are terraced neighborhoods that are only slightly younger than the palace themselves. These neighborhoods are home to the nobility and wealthiest of the second tier. Coom’s Holy Quarter, home to glorious temples dedicated to gods such as the Seasonal Goddesses, Casril, Erada, Acoassa, Saeven, and Essan is at the base of the hill, standing between the richer and poorer neighborhoods. Parks and gardens maintained by the temples also fill this area.

Moving southward, one reaches the heart of the old city. Much of the older buildings were deconstructed and used to construct the new palace and manors on the hill so as not to waste resources, but some old buildings still stand, preserved for posterity by concerned citizens—though some of these old buildings have fallen into disrepair over the generations while the families that originally preserved them lost interest, yet still hold the deeds. For awhile, the Old City was partially preserved as a historical landmark, but as the public lost interest, many thieves and vagabonds took up residence in the remaining ruins—until Kalestine conquered Cheuz. At which point, the ruins of the Old City have been re-purposed for the military as training grounds, barracks, and the city’s armory. Some of the old buildings have been loaned or sold to the military to be repaired and reused for various purposes. The Old City is now barricaded off with stone walls built from ruins for the military’s security and privacy.

The main marketplace is just south of the Old City. A main road leading up from the port ends in the heart of the market, and is lined with shops, inns, restaurants, and other businesses. The east and west of the market, and Old City, is surrounded by residential neighborhoods of varying economic levels—mostly third tier, but some of the second tier as well.

Coom’s port is large, with docks stretching across a small natural bay. Agenom’s navy bases its operations here, and a significant amount of space is dedicated toward building, maintaining, and docking naval vessels, as well as naval buildings and barracks. There are around three major private shipworks companies that build for fishing and mercantile fleets. Several major mercantiles are also based in Coom, and maintain small fleets in the water, and warehouses.

Architecture
Agenomian architecture is focused on organic shapes, reminiscent of Moorish and golden-age Indian architecture, with touches of ‘Art Noveau’ framework. As a rich nation, Agenom can afford a high concern for aesthetics in their buildings. The royal palace is considered a work of art, aspects of which are mimicked in the homes of nobles and wealthy second-tier citizens. Towers and turrets are crucial aesthetic elements, and often a display of wealth. Towers house elegant bedchambers with glorious views of the city down to the sea from south windows; sunsets to the west and sunrises to the east; and views of the palace and mountains behind to the north. Turrets on the borders of the property are often occupied by personal guards—either military or hired, depending on whether the owner is noble or simply wealthy middle-class.

Materials used for Agenomian construction are predominantly limestone quarried from seaside cliffs or marble from the mountains. Most coveted of all materials is a semi-transparent marble with iridescent flecks of mica. This marble is expensive, and only the wealthiest can afford it. Buildings are typically faced with it along the entrance. It’s most economical to use around windows and doorways, but the richest will inlay it across entire front walls.

Poorer parts of town progressively become less and less concerned with architecture as they move downward. In the city, old blocky domiciles made of limestone—sometimes even carved out of ancient cliffsides themselves—are home to the third tier laborers and fishermen of the city. There are tightly packed family homes for those that can afford them, and buildings full of apartments for the poorer families, or for single occupants. This is unlike the homesteads of most rural villages, which are mostly mud and thatch, or stone quarried from the rocky terrain.
Last edited by J. M. Vincent on Sat Oct 06, 2012 8:30 pm, edited 5 times in total.
Reason: Revised
World of Aserra

Dashy

Post by World of Aserra » Mon Jun 11, 2012 9:32 am

Dashy
Dashy is the second largest city in Agenom, and more than anything, a major trade hub. A relatively young city, Dashy was founded around two hundred years ago when Agenom staked a claim to the southern forks of the Eora river and trenched them deeper to create a canal that connected the Kalesten Gulf with the Riath Sea, allowing for direct sea trade and travel without having to ship overland. It is directly south of Coom, across the gulf. With a population of around twenty-five thousand, Dashy is much smaller a city than Coom, but more diverse. People from all over the world end up in Dashy from trading ventures—but it is still not quite as diverse as Gites in Serdenaugh.

Societal tier distinctions are less noticeable in Dashy, and there is little noble presence in the city. The city is reigned over by a duke, officially, but unofficially it is the mercantile that run the city. A council of businessmen elected by their peers advise the duke. Dashy has its own culture—though it appears to be derivative from traditional Agenomian culture.

Layout
The city itself is located inland, along the river. The Central Kalesten Isthmus is mostly plainsland, smoothing down from the craggy landscape of Agenom at the foot of the Perdrasers. The river and canal cut deep into the land, creating a canyon and cliffs along the coast. Much like Coom, Dashy starts from a high point on a cliff, and has been dug out down to the river ports. At the top of the cliff sits the duke’s manor and government buildings, surrounded by residences for the rich merchant elite. A large Temple to the Seasonal Goddesses is to the north, almost set aside from the rest of the city. This is because the focus of the temple is in the farmland to the north, rather than the city itself. Shrines to Casril are scattered across the more affluent parts of Dashy, with no centralized temple.

Residences, a marketplace, and warehouses fill the lower parts of the city. Architecture isn’t as grand as in Coom, but the duke’s manor and homes of the wealthy are still familiar as Agenomian. Inns are a booming business in Dashy, typically catering to merchants and passengers on ships that are stopping overnight to resupply. Much of the market actually caters to bulk trading—aside from some smaller local markets. Large shipments of produce, livestock, and other commodities are sold wholesale to merchants on their way to one destination or another.

Dashy’s docks are limited for space along the river. There are naval outposts on the east and west mouths of the river to guard against piracy, but there is room for no more than one small ship in Dashy’s docks. There is a single dry dock managed by a single company that solely handles repairs, while Agenomian mercantile ships are built in Coom. The rest of the docks allow for ships to remain in dock no longer than two weeks without a hefty fine. Dashy’s shipping lanes are designed for nothing more than quick stops to resupply and load up cargo, then sending ships on their way.
Last edited by J. M. Vincent on Sat Oct 06, 2012 8:29 pm, edited 1 time in total.
Reason: Revised
World of Aserra

Thervordel Island

Post by World of Aserra » Tue Jul 03, 2012 3:48 pm

Thervordel Island
Thervordel is an island in the Gulf of Kalesten located off the interior east coast of Kosony. The island is built around a volcano formed from the collision of the Ertian sub-continent into Kalesten. Thervordel’s volcano has been inactive for hundreds of years, and has not been a concern for inhabitants since they settled on the island.

Thervordel’s coasts are sprinkled with fishing villages, and a handful of naval and mercantile outposts. Kosony, Kalestine, Agenom, and Ertia all have at least one naval outpost on the island, and use it as a base from which to fight piracy. The island acts as a way point for mercantile ships and the larger ports have inns and markets set up to sell food and supplies to travelers.

The island has a Mediterranean climate, and is often subject to extreme weather changes. The lower altitudes of the island is coastal scrub, while the higher altitudes are forested. The native flora is closely related to the plants of the Ardir, but the plants that survived have adapted to the climate at Thervordel’s lower altitude and warmer coastal climate.

Government
Thervordel has no unified government. The fishing villages typically rely on money from the mainland ports where they sell their catch, and mainly barter for goods at home. These villages have their own leadership, either by vote, heritage, or age. The naval outposts are only small forts claiming a little village-sized piece of land. Major ports on the island are supported by an influx of gold for goods and services provided to passing ships, and are run by major mercantile businesses.

Military
Other than the extra-national naval bases, there is no unified military on Thervordel. Fishing villages have no need for a private militia, and if their village needs to be defended, the men (and some women) will take up arms to protect themselves. Mercantile outposts often hire bodyguards, mercenaries, and privateers to protect their interests.

Resources
As an island, Thervordel’s main natural resource is fish, and the majority of Thervordel’s settlements are geared toward fishing. It also provides a crucial waypoint for vessels traveling between Siol, Coom, and Shiv. The island is also rich in timber, for the moment. There is very little farming, but in addition to fish, chickens, goats, and pigs imported from the mainland provide meat, milk, and eggs. They do not have the space or ground to grow large crops, so many people maintain small personal gardens or community gardens in the village to provide vegetables and fruit. Rabbits, game fowl, and other animals are also hunted on the island, but larger game has been hunted to extinction.

Population & People
Thervordel’s population is made up of predominately humans, but none are native. Villages have been on Thervordel’s shores for generations, but their original founders came from across Kalesten, leaving their homelands for various reasons to start a new life on a quiet little island. The islands ethnicities are mostly made up of North Kalesten, Agenomian, Ertian, and mixes of the above. The island is also home to a few small clans of Ochae’nafod, and one clan of Dra’nafod who were stranded on the island when the world’s sea level rose after the War of the gods. There is also a tribe of Kuzo which is mostly innocuous, as raiding villages would only lead to their own demise on such a small piece of land.
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