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Kashra (love it, hate it, tell me what you think)

Started by Soup Nazi, April 27, 2006, 07:51:51 AM

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Soup Nazi

The next installment of my revised nations of Sulos...Kashra. I'm sure you know the drill. Fixed up, and tweaked for better flow, and here for your critique.

Kashra

Capitol: Byrnia (31,000)
Size: 250,000 square miles
Civilization: 37,500 square miles (15%)
Wilderness: 212,500 square miles (85%)
Population Density: 15 people per square mile
Total Population: 3,750,000 people
Rural Population: 3,450,000 people (92%)
Urban Population: 150,000 people (4%)
Isolated Population: 150,000 people (4%)
Races: 95% Human and 5% Other
Common Classes: Divine Knight, Favored Soul, Fighter, Ranger, Scout
Common PrCs: Cavalier, Highland Stalker

In northeastern Sulos the small nation of Kashra lies in the valleys nestled between the Mountains of Holcrun and the Highlands of Ghuldra. Though the lands of the valley lay north of even the great cities of Hazraâ,¬,,¢Ghalduur, a warm sea current from the east, and high mountains to the north, shield the nation from the harsh cold common in similar latitudes of the world. Her summers are mild and rainy, and her winters though not oppressively cold, blanket the theocratic state in snowfall. Kashra, while certainly suitable for life, is a tiny nation unfit for the support of a large population. Her harvest is almost insignificant, and her fields are rocky and difficult to plow. Toiling out an existence in Kashra requires discipline, hard labor, and patience.

While the man power of Kashra is unimpressive, her small devoted populace works hard. The common folk of Kashra spend most of their time on their farms, in prayer, and involved in community activities. They are well known for their hospitality, their great feasts, festivals, and their knightly tournaments. The Kashrans are led in prayer by cloistered monks who are the revered elders of their culture. While each community is mostly self-sufficient, and they are very neighborly folks, who frequently trade their goods and services with near-by settlements. A typical Kashran will give his last piece of bread to a stranger in need, before he would even consider keeping it for himself. They are selfless, moral, and orderly folks, who work together, and take pride in the accomplishments of their community. They all pitch in to build a new home, or donate goods to families in need, and care a great deal for one another.

The one aspect of daily life shared by all the people of Kashra is their devotion to the Light of Pholtus. This little known religion is monotheistic in nature, and their deity is a simple spiritual force of positive energy, virtue, and morality. Pholtus does not have a physical embodiment, nor is he seen as a savior; Pholtus is simply is a sense of purity that exists in all men, and when embraced, can guide you in life through both good times and bad. The national motto of Kashra and that of their faith is one and the same; â,¬Å"Pholtus is in all of us. I am one with the light, and the light will guide me.â,¬Â

This particular religious movement is not well known outside of Kashra. Founded by the knights who settled the valley five hundred years ago, The Light of Pholtus has roots in the paladin code and religious beliefs of Sancrist. While the nation of Sancrist has long since faded from history after she was conquered by Hazraâ,¬,,¢Ghalduur, many of her people fled to east to settle the lands that would eventually become known as the Theocracy of Kashra. The people of Kashra mainly keep to themselves. They are not too fond of travel or missionary work, and seem quite content to live within Kashra, in pursuit of a harmonious existence with Pholtus.

The Knights of Kashra are the guardians of the people, and the spiritual leaders of their people. They are not warmongers or violent men; they are exemplars of virtue, honor, sacrifice, and morality. Descended from the elite Order of the Light that once served the nation of Sancrist, they have since become the soldiers and priests of their new home. Their resolve to live on, forge a peaceful nation, and create a safe place for their people, has spawned the religion that has taken hold within the hearts of all Kashrans.

While theoretically there is no government in Kashra, the people turn to the knights for guidance and advice when the message of Pholtus is unclear. The knights train diligently in the art of war, knowing that they alone stand between the forces of evil, and the people of Kashra. However they are as much part of the community, as the farmer, baker, carpenter, or potter. When a helping hand is needed, the knights answer the call. When a family is down on their luck, the knights will collect donations. They are held in the highest regard. Retired knights often lay down their arms and armor, to lead the community in prayer. They often become mayors, healers, and cloistered monks when their bodies can no longer bear the weight of battle. The knights build temples; they teach the virtues of Pholtus, and they live selfless lives devoted to others.

While the people of Kashra have always been cunning fishermen, the demand for whale oil, ivory, and bone has gradually increased, and many have abandoned their nets to hunt the great mammals of the sea. The whalers of Lâ,¬,,¢Landra have not met the needs of either their own country or those of Rhoenheim, and they have turned to the sailors of Kashra for help. The waters off the coast of Kashra are populated with numerous breeds of whales, and especially plentiful are the prized sperm whales, which beyond all known species are in the greatest demand.

Opportunistic Lâ,¬,,¢Landran fishermen have begun to immigrate to Kashra to set up shop in her tiny coastal villages. This new industry has for the first time, given the tiny nation some clout in the economy of the known world, and brought merchant vessels to the Kashran harbors in droves. The new flow of wealth into Kashra has had both good effects, and negative consequences. On the positive side, many of the poorest people of Kasha have had more opportunities, but on the negative side the crime and greed of capitalism are seeping into their culture.

While Kashra is little more than a supply depot for the Lâ,¬,,¢Landran fishermen, her people have begun to seek work on the vessels. A single twelve week journey upon a whaling ship often pays more than a year of work would at home, and young able bodied men are in great demand, for the labor intensive jobs involved in whaling. The competition for these employment opportunities is fierce, and only the finest fishermen and physically fit young men make the cut.

It seems as though it is only a matter of time before the native Kashrans begin to build or purchase more of their own vessels, and take a more assertive role in the industry. There are already many young entrepreneurs who have begun to take up donations from their communities to begin building, but worthy seafaring vessels are quite expensive. The local Lâ,¬,,¢Landrans are getting quite concerned about the potential competition, but there is little they can do to stop it. Quite a few minor brawls have broken out in the tiny pubs and bars of the fishing villages over the issue. The Knights of Kashra have been obligated to increase the numbers of the local garrisons to keep the peace, which has hampered their ability to get the walls built at the border of Ghuldra.

Places of Interest

The Ghuldra Highlands

The highlands of Ghuldra have been occupied by the Knights of Kashra for the last 100 years. Unlike many occupying armies, they have left the nation mostly intact. The old towns and villages of the bugbear cities, though abandoned and run down, are still completely intact. The castles and fortresses are very much in usable condition, and should the knights allow the bugbears to return, rebuilding their nation would hardly be a challenging matter. The knights donâ,¬,,¢t feel like they have the right to destroy or dismantle Ghuldra. Kashra doesnâ,¬,,¢t want to expand their domain into the highlands; all they want is to keep the lands of their own nation safe.

The highlands are mostly flat and dry. Hundreds of miles of plains lay surrounded by a ring of mountainous and almost impassible borders. In the southern part of Ghuldra an ancient forest crawls with dangerous creatures. Dire beasts of numerous types roam the woodlands, and rumors of lost tribes of humanoids thought long since extinct seem to crop up from time to time. In the cool northern steppes of Ghuldra many of the old bugbear strongholds are occupied by contingents of watchful knights. Though incursions of goblinoid forces are infrequent, recent sightings of worg riding scouts have the humans on edge.

The ancient forests of southern Ghuldra have been known by many names, though the knights who patrol the occupied nation have begun to call them the Forests of Twilight. While the knights have never thoroughly explored the forests, they have seen enough to steer clear of them. Lights dance in the forest after dark, and those few to have returned from their explorations of the woodlands claim hypnotic sirens of unearthly beauty lure intruders to their deaths. Of course it is entirely possible that rumors have been blown out of proportion, but the people of Kashra are not known for embellishing the truth.  

The Wall of Hocrun

Along the boarder of Ghuldra and Kashra, where the River of Holcrun separates the two nations, the knights have been building secure new fortresses and towers, equidistant along the eastern banks. Connected by a long and continuous wall, these self sufficient strongholds are meant to serve watchtowers over the lands of Ghuldra. The wall connecting the towers is a massive stone structure, ten feet thick, and forty feet high. The towers rise an additional twenty feet above the wall; each is equipped with a signal pyre, and should her guards spot encroaching danger they can set it ablaze. In turn those adjacent towers and their guards that see the flame are expected to set their own pyres ablaze, and so on down the line like dominos. Theoretically while it has never been seen in practice, and the wall is as of yet incomplete, it would take only a matter of minutes for each pyre along the 200 mile stretch of the boarder to leap with flames; the entire military of Kashra could in turn be mobilized within moments of any aggression along the border. This massive engineering project is the precursor to the withdrawal of Kashran forces from the highlands.

Numerous sightings of goblinoid scouts have the Knights of Kashra on edge. The wall has not been completed, and they are concerned that an offensive campaign is brewing on the horizon. Kashra has called for aid from Rhoenheim, but the journey by sea from the republic is a long and arduous one. It may be months before they receive help, and unless they manage to complete the Wall of Holcrun, Kashra will not have sufficient defenses to fend off the full force of the goblinoid armies. While the knights have their masons, engineers, and laborers working at a frenzied pace, their ultimate fate is unknown.

The Mahkâ,¬,,¢Talaa and the scouts of Hazraâ,¬,,¢Ghalduur for their parts are aware of their rapidly closing window of opportunity. They need to either move now, or face the prospect of a very challenging obstacle.  They have sent word to Emperor Volshuun that the time to strike is now, lest they wish to contend with the Wall of Holcrun and potential reinforcements from Rhoenheim. Fortunately for Kashra the dynastic clans are not unified in their support for military action. Some wish to move on Rhoenheim itself, others want to bring the fight back to Shaâ,¬,,¢Irna, and there are those who feel that military action against Kashra could threaten potential trade arrangements with Lâ,¬,,¢Landra. Hesitation and political indecision on the part of Hazraâ,¬,,¢Ghalduur play to the advantage of Kashra.

Power Groups

The Light of Pholtus

The Light of Pholtus is a religion born of the Paladin's Code of Sancrist. The Order of Light as they were called in those gone, but not forgotten days was empowered by the divine overlords of Sancrist. They were the elite soldiers of the old kingdom, who fought long and hard against the advancing goblinoid armies of the dynastic clans. While the tides of battle shifted back and forth between Sancrist and Hazraâ,¬,,¢Ghalduur for centuries, in the end the sheer numbers and relentlessness of the goblinoids became overwhelming. Combined with the refusal for aid from their neighboring allies in Leshaar, who were deeply embroiled in wars of their own, and the nation of Sancrist was overrun.

The Order of Light knew the battle was lost, long before defeat finally came, but they fought on none-the-less. They bought their people the time they needed to flee through Ghuldra pass, and on to the lands today known as Kashra.  In those days the nation was no where near as peaceful as she is now. When the refugees of Sancrist first settled her lands, they were already populated with fierce bugbears, and the battles between them were fierce and relentless. While the common folk tried to build a new home, the Order of Light skirmished almost daily with their bugbear enemies. Only after the famous Battle of Holcrun, were the bugbears driven from the land, but at a terrible price...in the aftermath of the epic battle, the people learned that their heroic commander Kashra was slain by an assassin's arrow which lodged lethally within her neck.  

Grief stricken but driven to survive and fight on, the settlers of the newly established nation, named their home after their fallen leader; the Order of Light too renamed themselves in honor of their champion, and thus the nation of Kashra and the Knights of Kashra were born. The martyrdom of Kashra inspired many to join the ranks of the knights, and the nation rallied around them. In time the ancient gods were forgotten, and all that remained of the ancient faiths of Sancrist was the knightly code of the Order of Light, henceforth known as the Light of Pholtus.

Over the next few centuries, the Knights of Kashra fought long and hard against the bugbears. Kashraâ,¬,,¢s death remained fresh in their minds (even as centuries rolled by), motivating and droving them on to vanquish their hated foes. It took more than three hundred years of war, but the Knights of Kashra prevailed. They pushed the bugbears, and the hated assassins of the Mahk'Talaa from the highlands of Ghuldra, and for the first time in the history of Kashra, peaceful times reigned. They have continued to do so until today, nearly a century later, though there are many who are concerned that the peace will not last.

There are three important power groups within the church of Pholtus. The first are the knights who founded the religion. The second are the cloistered monks who lead their churches, and the last are the favored souls of Pholtus. Each has their own role and their own place within the hearts of their people. None is seen as more important than any of the others, though the knights do seem to have the greatest numbers, and the largest following of the three.

The Knights of Kashra

The Knights of Kashra are the military branch of the theocracy. They are also the largest and most influential force in the nation. It was the knightly code that spawned the Light of Pholtus, and the knights who founded and defended the nation while she struggled against her enemies. It is the knights who patrol the borders and the lands of Ghuldra, ever vigilant for goblinoid incursion, and it is the knights who the people of kashra turn to when things look most dire. While the last century has been peaceful, the exploits of the knights have not been forgotten by the people of the theocracy.

Many of the Knights of Kashra are simple fighters, though others are divine knights, or even cavaliers. They serve the church and the people of Kashra and live by the principles of their code. They are however far from perfect, and many men who at first aspire to be knights falter along the way. It is easy to get caught up in ideas like vengeance, self righteousness, and anger, when one lives oneâ,¬,,¢s life constantly preparing for war, and fighting against seemingly insurmountable odds. Many aspiring knights never make it through the grueling training and trial period required before they swear their oath of servitude. Those that serve valiantly within the military for five years, with flawless records, and devotion to their faith, are offered two options. They may join the knights, or they may retire with honor from the service of the military.

The Cloistered Monks

The monks of Pholtus are usually retired knights, who have outlived their usefulness on the battlefield. It is often difficult for a life long soldier, to accept that his time has come, but those that move on find that the people of Kashra need spiritual leadership at home as well as on the battlefield. These men often join the clergy, and become important community figures, beloved by their neighbors, and fundamental to the recruiting process of the knighthood.

 While the life of the cloistered monk is certainly far less dangerous than that of the active knight, it is no less important. A cloistered monk continues to serve his people, his, nation, and his faith, but he no longer contributes his sword arm to the battlefield. He teaches the message of Pholtus in prayer and sets the example by his deed. He spins tales of heroic battle in public squares to children, who often grow up to follow in his footsteps. The cloistered monks organize the community to build homes, schools, and temples. They are as much a part of the community as the Light of Pholtus itself.

The Acolytes of the Light

Occassionally the Light of Pholtus touches a person in a way that is so deeply inspiring that they become favored souls. Many of these men and women become wandering priests who cure the sick, heal the wounded, and tend to the needs of their fellow man.  Most favored souls swear vows of poverty, abstinence, and chastity, choosing instead to devote every once of their faith to the will of Pholtus. Commonly refered to by the people of Kashra as Acolytes of the Light or Ascetics, the favored souls of Kashra wander not only through their own nation, but often beyond.

The Light of Pholtus acknowledges that the acolytes are clearly blessed men, but they remain independent of the greater organized faith of the theocracy. The stance of the nation of Kashra is that missionary work, while admirable, potentially stirs up bad blood within foreign lands. As a nation and a people Kashra cannot afford to alienate their allies. They stand on the brink of war, and Kashra cannot afford religious or political backlash from botched missionary expeditions, however they empathize with the personal mission of the acolytes, and feel a kinship of faith with them.

The acolytes for their part, understand the concerns of their nation, and do not fault their kin for the lack of support. An acolyte knows he has devoted his life to a personal quest for enlightenment, and a mission of the light. He does not expect the church to help him; in fact he would be personally insulted if the church gave him any support. An acolyte has chosen the arduous path of his pilgrimage, and he walks alone, proudly, fearlessly, and with divine blessing.

The Mahkâ,¬,,¢Talaa

No other enemy is as devious or as dangerous to the nation of Kashra as the Mahkâ,¬,,¢Talaa. The bugbears that were driven from their homeland, despise the Knights of Kashra, and most hate humans (in general) equally as much. The bugbears cannot fathom how they were defeated, and they have suffered an enormous blow to their pride as a people. They want nothing more than to reclaim Ghuldra, restore their lost kingdom to its former glory, and to utterly destroy the nation of Kashra.

Many assassins working for the Mahkâ,¬,,¢Talaa have begun to stealthily move into their old homeland, and hide among the ruins of their lost cities, fortresses, and strongholds. They pick off human scouts, track the movements of the patrols, and are are ver cautiously and gradually working their way closer to the River Holcrun. They do not have the man power or the resources to challenge the Knights yet, but they can certainly do their fair share of reconnaissance, sabotage, and assassination. If nothing else the Mahkâ,¬,,¢Talaa has delayed the construction of the Wall of Holcrun, and struck fear into the hearts of the knights who guard the borders of Kashra.

They are actively working with emperor Volshuun to formulate a battle plan and are fully prepared for war. The dynastic clans have been a major nuisance, and seem more intent upon settling their own petty differences, than actively pursuing preparations for the offensive to reclaim Ghuldra. The Mahkâ,¬,,¢Talaa is near to resorting to drastic measures. They have considered assassinating certain warlords who stand in the way of further progress, and may take matters into their own hands if a resolution is not reached soon.


House Jorunda

The Syndicate has expressed greater and greater interest in the whaling industry of Kashra. The waters off the coast of Lâ,¬,,¢landra are rapidly being depleted, but off the coast of Kashra in the cold northen seas, whales are as plentiful as ever. As the demand for whale oil, ivory, and bone grows ever more intense, the Syndicate has been forced to send their own agent to Kashra to step things up. Thus House Jorunda, the greatest of the seafaring houses has arrived on the scene.

The guildsman of House Jorunda have begun to build massive new ship yards along the coast of Kashra, and their money, power, and influence over the coastal settlements of the theocracy are increasing exponentially with each passing month. Entire towns have fallen under the sway of the mighty merchant house, and entire communities of fishermen, sailors, and deck hands have answered their calls. Jorunda holds as much power (if not more) than the church of Pholtus itself in these communities, and they have begun parlay their financial might towards establishing a new colony in the islands off the coast.

The Syndicate has sent numerous Denescni Attaches to woo the local authorities and the church. They plan to have a new trade port built and operational within the year, and little stands between them and eventual success. While the Syndicate has never had a strong foothold in Kashra before, they are starting to see potential in the nation. The theocracy is quite happy to have such reliable and helpful friends, as they have long had to stand mostly on their own.
The spoon is mightier than the sword


Xathan

As I said last night, I really like what you have here so far. If I was a member of a party of adventurers, I would use Kashra as a vacation spot: It is very peaceful and tranquil. Sure, they have some problems, fishing privateers, the Mahk'Talaa, but overall it is a great place for a party of adventurers to hole up, scribe some scrolls, build some gadgets, do some practice, and overall relax.

The idea of the Light is very cool. I like the religion: proper fantasy feel, but not overwhelming like it can be. It'd be fun to play a favored soul of the Light, more of a peaceful astetic wanderer than the usual psychomilitant favored souls end up being. Great stuff overall Nasty - but then again, if it was anything but great I'd be very suprized. :D
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Epic Meepo

The introduction to the Ghuldra Highlands section makes the actions of the Mahk'Talaa seem a bit confusing.  If the knights have left the bugbear nation intact and don't really want to claim that territory as their own, why are the Mahk'Talaa delaying the construction of the wall?  Once the wall is up, the knights won't need the Highlands as a buffer anymore, so they'll withdraw, won't they?
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Soup Nazi

Quote from: Epic_MeepoThe introduction to the Ghuldra Highlands section makes the actions of the Mahk'Talaa seem a bit confusing.  If the knights have left the bugbear nation intact and don't really want to claim that territory as their own, why are the Mahk'Talaa delaying the construction of the wall?  Once the wall is up, the knights won't need the Highlands as a buffer anymore, so they'll withdraw, won't they?

I suppose that could use clarity. The bugbears are not content with just reclaiming their kingdom. They want to destroy Kashra, and wipe them out of existence. I'll see if I can make this more obvious, with revisions to the Mahk'Talaa section.

-Nasty-
The spoon is mightier than the sword