Difference between revisions of "Lands of Kaliteth"

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==Om’Buccar==
 
==Om’Buccar==
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[[file:Razjan.jpg|thumb|left|250px|Raz'jan]]
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[[file:Arzin.jpg|thumb|right|150px|Arzin]]
 
Far to the south, over the Sea of Rekkon, are the distant lands of '''Om’Buccar''' [om-bū-kar]. These hot, desert lands are a harsh and dangerous place to live, but in the isolated regions of fertility that surround the rare oasis or river have become homes to a number of tribal communities.
 
Far to the south, over the Sea of Rekkon, are the distant lands of '''Om’Buccar''' [om-bū-kar]. These hot, desert lands are a harsh and dangerous place to live, but in the isolated regions of fertility that surround the rare oasis or river have become homes to a number of tribal communities.
  

Revision as of 19:11, 3 December 2017

Main: Kaliteth

History

Turthann Discovery of Kaliteth

On the 8th of Hiadhul, 711, during an exploration voyage to find the rumored Kingdom of Eliron of Thaledon to the far north, a Turthannian merchant ship unexpectedly discovered a new land. Excited by this discovery, the captain cancelled his planned voyage and instead spent the next four months charting and navigating around the continent, as wells as make several short forays ashore. Upon their return, they told the king of this new land, presented the charts and told their tales of what they had seen on the shores. The king proclaimed the name of this new land to be “Kaliteth”, then commissioned additional exploration missions to discover more about this land and to establish the initial outposts needed to lay claim.

Founding of the Exploration Outpost

On the 21st of Naffiodhiol, 711, a company of soldiers, explorers and scholars arrived at the southeastern most point of Kaliteth, the closest distance to Turthann, where they established an encampment to serve as their base of operations for the planned surveys of Kaliteth. What they soon discovered was that Kaliteth was a wild land, uninhabited by mankind, but rich in resources and wildlife. They further discovered that land was teaming with mythical creature and monsters, few of which had ever been encountered anywhere else known to mankind. Many explorers never returned from surveys deep into the interior.

Geography

The continent of Kaliteth, smallest of the four primary landmasses of Halomaed, is essentially a very large island. The northern shores lie approximately 800 miles south of the equatorial climate boundary, or about 2,000 miles south of the global equator. The continent extends south nearly 2,100 miles, with its southernmost tip ending about 300 miles short of the northern reaches of the continent of Ibiend. The bulk of the continent reaches about 1,800 miles from the east to west shore, but with a northwestern prominence that extends another 700 miles to the west.

The shores of Kaliteth are predominately low (gradual) and sanding in both the northwest and southeast, where as the northeast and southwest shores tend to be steep and rocky, at the extents of the single range of mountains which stretch across the continent. Although the mountain range is short by comparison with most other ranges on Halomaed, some of the highest peaks reach over 10,000 feet in elevation (above sea level).

Numerous rivers, feeding off from the mountains, wind their way to the coastal shores. Although there are a few inland lakes, they are all relatively small, mostly formed in depressions in the terrain (basin lakes).

The majority of the continent is covered in dense forest, with subtropical jungle trees in the north, extending south into leafy deciduous trees in the south. Evergreen trees are found only in small numbers, and primarily only in southern reaches of the mountain range. Although it is not uncommon to find small open meadows in the forests, there are no vast open plains on Kaliteth or rolling hills of field grass.

Climate

The northern shores of Kaliteth are located in the tropic-subtropic climate zone, extending south into the temperate climate zone along the southern shores. The average temperatures in the south range from 78 (high) / 56 (low) in the summer to 34 (high) / 14 (low) in the winter, and in the north range from 98 (high) / 82 (low) in the summer to 72 (high) / 64 (low) in the winter.

Hazards

The lands of Kaliteth are full of dangers that often prove perilous for the unfortunate and inexperienced adventurer. Anyone intent on exploring these lands would be well advised to learn all they can of the possible hazards they may experience on their journey.

Diseases

Medical knowledge in this age is fairly limited and public sanitary practices are minimal, so exposure to and spread of diseases is commonplace. Wounds exposed to filthy conditions have risk of exposure. Further, many wild animals are either inflicted with or carriers of diseases that can spread to humans, when bitten or by eating diseased meat. Some monsters, such as orcs and goblins, intentionally coat their weapons with filth that could be contaminated by a disease.

Diagnosis
Once symptoms become apparent, a perception-based Diagnosis or Physician check can be made to attempt to classify the symptoms and identify the disease. A Veterinary roll can be used to investigate animals (alive or dead) for signs of infection. Attempting to identify a disease which has been previously encountered provides a +4 bonus. The larger the margin of success, the more detailed the information learned:

  • 0-1: name of disease
  • 2-3: typical interval and cycles
  • 4-5: advanced symptoms
  • 6+: all details of the disease


Treatment
Some priests have the ability to cast a divine blessing that can cure an individual of a contracted disease, but other than this, the victim primarily must just let the disease run its natural course. However, the use of specific herbal or alchemical concoctions (potions, ointments, balms, salves, etc.) can provide a bonus to an individual's future cyclic HT rolls and/or reduce effects of symptoms.

  • Brewed Bipoth Leaf - (+1 to HT) when drunk, helps reduce fevers.
  • Bidion Root Paste - (+2 to HT) when applied to pox sores.
  • Venicron Leaf Tincture - reduces pain by one level when applied to sores.
  • Infusion of Leuciphia Bile and Dried Actaea Beetle - (+3 to HT) and removes nausea and retching symptoms.
  • Potion of Cure Disease - immediately cures the disease, but does not recover damage or instantly remove symptoms which persist for 1/2 the normal cycle.
New Affliction Type
Itch (irritant): you have a penalty to all IQ, skill and self-control rolls. This is at -1 for a 
Minor Itch, -2 for a Major Itch, and -3 for a Severe Itch. Additionally, a special self-control roll 
needs to be made, at 12 for Minor Itch, 9 for Major Itch, and 6 for Severe Itch. Failure means one 
hand is occupied with scratching for 1 minute per margin of failure and inflicts 1 HP of cut damage.


Common Diseases of Kaliteth

  • Aldkin Gall
  • Balode Skeevies
  • Delgua Bloat
  • Drilgwhen Pox
  • Erob
  • Geunmos
  • Hinbther Fever
  • Ickypolril
  • Imdra Pox
  • Inbesmortae
  • Jehnk Joint
  • Mosdra Blight
  • Pivack
  • Ranenya
  • Skelbetar Fever
  • Turiden Trots
##################### NEW CONTENT ##############################

The Known World

Map of the Known World

Although many a bard’s tale tells of faraway lands, inhabited by fanciful beings and holding vast treasures guarded by fearsome monsters, the maps and books of the historians and scholars of Kaliteth provide details of only three mainlands within the whole world of Edæroth [ed-ə-roth], the known world.

Jedok

Dägenhild [dā-gen-hild]: the only known large settlement of Jedok, a city of sorts for the Vedir, where the clan chiefs meet to discuss trade and law.

Far to the northeast, over the Sea of Tæhör, are the distant lands of Jedok [je-dok]. The barbarians that live in this cold, icy land are strong warriors and survivors, but otherwise live in very primitive ways. They call themselves the Vedir [ve-dir] but are known to those in the southwest as “Gothard” [goth-ard] (derived from “goat herders”).

Due to the scarcity of wood, they build stone huts in the shape of small domes and burn goat dung for their fires. They have very few ships or boats, so their only trade with outsiders is with those that sail to them.

Goat, seal, shellfish, gulls and what fish can be caught close to shore are their primary diet and source of building materials. They have learned to collect iron ore found on the ground and craft crude tools and weapons of iron, however, the majority of their tools and weapons are crafted solely from bone, leather and stone.

The people of Jedok are some of the largest in the world, both in height and girth (their blubbery bodies keeping them warm in the cold) and easily distinguishable by their vibrant blue eyes, pale skin and show-white hair.

Kaliteth

The lands of Kaliteth [kal-i-teth], aka. the Isles of Kaliteth, are made up of a grand archipelago located to the southwest of Jedok and north of Om’Buccar.

Regions of Kaliteth

Over time the people, historians and scholars have come to identify four regions within the Isles of Kaliteth.

  • Calippion [kal-ip-pēon]: a ring of islands located in the northwest.
  • Leginon [leg-i-non]: the largest island, located in the center.
  • Mundilon [mun-di-lon]: a collection of many smaller islands, located in the southwest.
  • Östifar [ōs-ti-far]: a couple of larger, long islands, located in the southeast. Typically referred to as the “Whole of Östifar” to distinguish between the region and the territory of the House of Östifar.

Territories

See The Great Houses of Kaliteth below.

City-States

There are five independent city-states in Kaliteth, each having a unique government and society from that of the rest of Kaliteth. Although holding only very limited amounts of land, the success of these city-states, their influence and power, is primarily due to their long tradition of neutrality, serving all the Great Houses equally in business and little else.

  • Ka Dafira [ka da-fir-a]:
  • Kasmir [kas-mir]:
  • Sa'Lucano [sa lū-ka-nō]:
  • Sekhira [sek-hir-a]:
  • Tör Del'Eso [tōr del esō]:

Om’Buccar

Raz'jan
Arzin

Far to the south, over the Sea of Rekkon, are the distant lands of Om’Buccar [om-bū-kar]. These hot, desert lands are a harsh and dangerous place to live, but in the isolated regions of fertility that surround the rare oasis or river have become homes to a number of tribal communities.

Tall, slender and dark-skinned (called Sakari [sa-kar-ē] but known in the north as “Burnt Men”), the people of Om’Buccar are a proud people who have achieved a high level of technology (especially in mathematics). The majority build their homes of dried mud bricks, however, there are several large cities that have tall walls and castles built of yellowed sandstone. They have skilled engineers.

The sultans (lords) all have great wealth and power. They adhere to a very strong caste system, with a ruling class, tradesman class and laborer class (treated as slaves).

The coastal cities have fleets of fishing ships and with wood traded with the north, they have built a navy of galleons and floating fortresses (dreadnoughts) which defend their shores.

  • Raz’jan [roz-jon]: grandest city of northern Om’Buccar, a port city that is a hub of trade and home to five noble families which hold a significant amount of power in the north.
  • Arzin [ar-zin]: the only other city located on the norther coast, home to nine noble families (lesser power than of Raz’jan).

Geography

The archipelago of Kaliteth is comprised of numerous islands, large and small, which formed unknown ages ago. Although most of the shorelines have gradual inclines with sandy or pebbly beaches, there are a few less inviting shores strewn with perilous rocks or with cliffs that rise high above.

The central lands of the Mundilon are tidal marshes which offers very little in the way of dry land when the tides are at their highest and vast expanses of mudflats and tidal pools when the tides are at their lowest.

Aside from the tidal marshes, most of Kaliteth has lands of varied terrain and elevation that remain well above sea level, including a number of sizable mountain ranges. The Grand Tæton Mountains, located at the center of Leginon, has five great mountain peaks--often referred to as the “Five Brothers”--that reach elevations over 9000 feet, making them the tallest in all of Edæroth: Mt. Bailör [bā-lōr] (10,056 ft), Mt. Cerrik [ser-rik] (9,972 ft), Mt. Görmin [gōr-min] (9,720 ft), Mt. Gilmanlar [gil-man-lar] (9,694 ft), and Mt. Mehrkel [mār-kel] (9,107 ft). These mountain peaks are always white with snow, even at the height of summer, and several glaciers can be found in the highest valleys. There are a few other smaller mountain ranges in Kaliteth, but only two other mountains of significant elevation: Mt. Tirano [ti-ran-ō] (8,628 ft) located on the largest island in the territory of Donji and Mt. Poros [por-os] (8,381 ft) located in the southern island in the territory of Umbria.

Although trees are common all throughout the islands, found in every style, there are clear divisions between the grassy plains of the lowlands and the dense forests of the highlands and lowland jungles. In the coldest reaches of the highlands, few trees are found besides evergreens and even these become stunted and fail to grow above height of 7,000 feet or more.

There are numerous rivers, streams and creeks which flow from the mountains and wind across the lower forests and grasslands, however, there are only three rivers of major size: Marao River [ma-ra-ō], Shenmanü River [shen-ma-nū] and the River of Hom Sük [hom sūk], all having their source within the Grand Tæton Mountains. There are only two large freshwater lakes, both located in the Grand Tæton Mountains: Lake Hom Sük is located in the southwest and Lake Raidek [rā-dek] which is a giant caldera lake located at the heart of the mountains.

Surrounding the isles of Kaliteth are five seas: Sea of Corcoran [kor-kō-ran], Sea of Fyr Duwin [fīr dūwen], Sea of Tæhör [tə-hōr], Sea of Rekkon [rek-kon], and Endless Sea of Valkendaal [val-ken-dā-al] which lays to the west and is so vast that now have ever found other lands beyond.

Climate

During the winter months (Nani - Vela), the lands of Kaliteth experience longer nights and cooler temperatures. The north gradually accumulates an average of 20-inches of snow which persists through the winter. Average temperatures range from 26°F (high) to 10°F (low) in the north to 72°F (high) to 40°F (low) in the south.

During the summer months (Miya - Axa), the lands of Kaliteth experience longer days and warmer temperatures. The south generally experiences at least one period of drought which last on average 14 days, although longer or additional droughts have occurred. Average temperatures range from 78°F (high) to 44°F (low) in the north to 101°F (high) to 80°F (low) in the south.

Kaliteth climate.jpg

The lands of Jedok have much longer winters, lasting from the months of Ciri to Anya, during which they an average of 60-inches of snow which persists through the winter. During other four months, their summer, the snow melts off and grasses flourish in the mild temperatures.

The lands of Om’Buccar have much longer summers, lasting from Bixa to Öreina, during which they receive little or no rain and experience very hot temperatures. During the other four months, their winter, the temperatures cool and they experience extreme storms and monsoons which often flood many areas.

Calendar

Many traditions persisted after the Fall of the Empire, including the use of the Ödika calendar, in which the 349-day year is divided into 12 months of 29 days each plus a single day for the new year celebration (“The Day of Fools”). When this calendar was established in the old empire, the 12 months were given the names of Ödithrax’s most favored daughters.

Spring Summer Fall Winter
3) Bixa [bi-sha]
4) Anya [an-ya]
5) Miya [mī-ya]
6) Isa [ē-sa]
7) Ilya [il-ya]
8) Axa [a-sha]
9) Ciri [sir-rē]
10) Öreina [ō-rē-na]
11) Nani [na-nē]
12) Dira [dir-a]
1) Räsha [rā-sha]
2) Vela [vel-a]

The chronology of years for the old empire began from the date Ödithrax completed the conquest of the savage tribes of Kaliteth and declared himself the emperor. The Fall of the Empire, in the year 7,381, marked the end of the old era--“Ceda Ödika” (C.O.) --and beginning of the new era--“Vetas Ödika” (V.O.).

Culture of Kaliteth

Members of the noble houses will generally wear their house coat of arms in some form as a display of their social status/rank… most often as a metal medallion worn as a brooch or necklace, but occasionally as a tabard, sash, shoulder insignia. Members of the various orders and large businesses follow similar ptactices.

Ladies of virtue (nobility, of age, vigin, eligible to wed, etc.) must wear a veil across their face when not in privacy of immediate family; any man removing such a veil is committing an insult to the house nearly as severe as raping a woman.

Long hair for women is a sign of wealth/status… any not of nobilty are not permitted to have hair longer than shoulder length and peasants hair must not go past ears. Men with long hair are treated as barbarians.

The Great Houses of Kaliteth

Great Houses of Kaliteth.jpg

Within the Isles of Kaliteth, there are many noble houses of the families who hold rank and title, but only seventeen of which hold lands. The landholding houses make up the Great Houses of Kaliteth. The lesser houses are bound by oath to serve the great house for the lands they live upon. The territories of Kaliteth hold the name of the great houses which rule them.

Within each territory, the law of the land is dictated by the "Lord Overseer" (the terms king, chief, etc. are not used), the highest rank/title of the ruling house. Rulership is inherited, first by eldest sons, then by eldest daughters, or otherwise the most closely related family.

  • Aikondyl [ā-kon-dīl] (purple/white):
  • Bærharn [bər-harn] (burgundy/blue/white):
  • Califrey [kal-i-frā] (green):
  • Donji [don-gē] (red/white/navy-blue):
  • Du’Fohl [dū-fal] (red/gold):
  • Foellestri [fōl-les-trē] (green/white):
  • Idris [idris] (red/white/green): often referred to as the Isles of Idris, located in the western-central area of the region of Mundilon.
  • Lör’Ghal [lōr-gol] (black/white):
  • Kaiden [kā-den] (burgundy):
  • Kördith [kōr-dith] (blue):
  • Mærtosh [mər-tosh] (gold): located at the southern end of Leginon, with its northern border formed by the River of Hom Sük, this territory has long been considered the “Jewel of Kaliteth”, having some of the most fertile farm lands, fair weather, and positioned centrally to all trade routes in Kaliteth. Although the lands of The Black Coast fall within the territory of Mærtosh, the lords deny any claim to this cursed land. Tanös [ta-nōs], capital city of Mærtosh, is one of the grandest and most populated cities in all of Edæroth; the area of the city on the north side of the River of Hom Sük is officially within the territory of Pelinor.
  • Östifar [ōs-ti-far] (black): the house of Östifar, was once a very powerful house, controlling most of the region which was named for the house, but since the Brother’s War of 1248VO when the house splintered, the house now only holds claim to the central third of the mainland of the southern island.
  • Pelinör [pel-i-nōr] (blue/white):
  • Rook [rūk] (gray): Tanös
  • Tirgenthü [tir-gen-thū] (purple):
  • Umbria [um-brē-a] (gray-blue):
  • Wehrdeg [wār-deg] (black/green/white):

Relations and Politics of the Noble Houses

Aside from the houses of Lör’Ghal and Wehrdeg--formed in recent history--the noble houses of Kaliteth have histories that date back to before the Fall of the Empire. During the wars that followed the death of the emperor, several noble houses were wiped from this world, their bloodlines cut down to the very last. For the houses that survived, a relative peace has persisted since the treaties signed at the Conference of Täden Rock [tā-den] (12 Dira 38VO).

<more to come>

Free Orders

Within the lands of Kaliteth, there are several sanctioned orders which have a tradition of holding no fealty to any noble house, instead offering their services to any deserving or able to pay. If any house were to capture or bring harm to any of these orders, the house would be committing a treason more severe than any other and forfeit their rightful hold to their land titles. Although there are many individuals who provide many of the same services, those in the order are among the most skilled, gaining access to trade secrets restricted to the order as well as protection, but they are also held to higher standards and must adhere to order rules.

  • Arduous Order of the Amber Hammer (crafters), aka. “Mimnon”, are recognized by a yellow braided cord worn wrapped around the their torso in an underlined-X pattern. The members of this order are the true masters of their trade crafts, with nearly every craft represented within the order. The shipwrights of Kaliteth are all members of the order, with the secrets of this craft very carefully guarded. The order has workshops in all the cities of Kaliteth, shipyards in Sa'Lucano and Ka Dafira, and is ruling body of city-state of Ka Dafira, with their headquarters located in the Broken Plaza.
  • Cherished Order of the Golden Rose (bankers), aka. “Kurben”, are recognized by golden medallion (rose symbol) worn at their breast. They are the sole organization providing loans and other banking services. The city-state of Tör Del'Eso is owned and overseen by this order.
  • Enlightened Order of the Stained Quill (scholars/historians), aka. “Belister”, are recognized by fingers and lips stained black from ink and clothing of a similar black color. This order has dated from before the Fall of the Empire, when commanded to document all events of historical significance. Under the rule of the emperor, only members of the order or the emperor himself were permitted to view the history, but since then, the histories have been made available for any who request information of the order. In addition to recording history, they have also collected all manner of facts, fiction, mythology and trade knowledge. The books are never allowed to be touched or moved by anyone other than an order member. Although they have libraries located in most the cities of Kaliteth, the largest collection of books and the headquarters of the order are located in the Citadel of Ankara in the city of Tanös, Mærtosh.
  • Silent Order of the Black Briar (assassins), aka. “Ivoshi”. Little is know of this order beyond rumor, no doubt due to a considerable effort on their part, but what is commonly known is that the members of this order are the most highly skilled assassin in all the world.
  • Sacred Order of the Red Hand (healers), aka. “Senja”, are recognized by the bright red robes worn by the surgeons and healers and red tabards of the knights. The order provides care and healing to the ill and injured as well as attend to the dead. The knights serve as defenders of the surgeons and healers, especially during the chaos of battle. Warriors often use the term "red is dead" to mean that striking a member of the order will result in one's own quick death by the sword of the knights. The order has sanctuaries located in all the cities, and most large towns, of Kaliteth. Their headquarters are located in the Scarlet Cathedral in the city of Conde Nast, Kaiden.
  • Stalwart Order of the Silver Blade (mercenaries) aka. “Tarj”, are recognized by a unique branding mark on their right (sword) hand. They offer the services of their fighters, each sworn to complete loyalty to their patron for the duration of the contract, even if this means battling against others of the order. The fighters of this order are commonly believed to be the most skilled in all the world. The headquarter of the order is the Iron Tower, located in the city of Törtua, Östifar.

The Fahlgemot Council

Since the time of the signing of the peace treaties at the Conference of Täden Rock [tā-den] (12 Dira 38VO), the Fahlgemot Council [fal-ge-mot] has served as the sole governing body of the lands of Kaliteth and provided a forum for the political debate and negotiations for all the houses of Kaliteth. The council strives to maintain peace among the all the territories and the distant lands of Jedok and Om’Buccar. They have been granted legal authority that exceeds any individual great house, but only for purposes of insuring the lords/ladies adhere to the tenants of the treaties. In all other regards, the territories are left to the governing of the great houses. There are two governing groups (courts) within the council, both of which must separately approve any changes to tenants of the treaties or laws of Kaliteth.

  • High Court: this division of the council is comprised of one designated representative from each of the great houses.
  • Low Court: this division of the council is made up of highest ranked members of the order, representing the whole of Kaliteth.

Aside from the representatives of the High Court, all individuals who join the council do so as members of a sacred order, each swearing an oath of loyalty to the council and the entirety of Kaliteth, forever relinquishing all allegiance to any single house and all future rights of title and land.