Kalites
Kalites is ruled over by a council of powerful casters from their citadel perched in the centre of Thanota, overseeing the running of the nation with an insight into the goings on greatly augmented by thier magical acumen. Postions of power are atined through ritualistic duels, with a bloody legacy, the more powerful the position, the greater the chance that the duelists will aim for death. They believe that if the nation is lead by the strongest , then the nation will be the strongest it can, they don't hold much value for martial prowess, but do know it has its place in conflicts, so they have more typical troops, though these often have some small magical ability as it is easier to gain rank with some spells than none
at all
State block
LN Other Traits
Government: Magocracy
Capital: Thanota (68000) Population: Human, Elf, Nephilim, Aiuvarin Language: common(Kalites) Religions: Lathlane, Koathet, Ixen, Aneysas, Dalphus, Garosh, Other Characteristics Allies: Bretawald Enemies Athantia Factions: Silent Word, The Coin Threats: The Lucky Bones Significant NPCS
Capital: Thanota (68000) Population: Human, Elf, Nephilim, Aiuvarin Language: common(Kalites) Religions: Lathlane, Koathet, Ixen, Aneysas, Dalphus, Garosh, Other Characteristics Allies: Bretawald Enemies Athantia Factions: Silent Word, The Coin Threats: The Lucky Bones Significant NPCS
Structure
Council of Chairs rules over Kalites it has nine seats, each holding equal power in voting, but each seat heads different parts of the governance of Kalites. Each seat is held by an Archmage, the High Archmage sits at the head of the council, but does not hold one of the chairs. They control the agenda for the council, in voting they hold 2 votes, and in instances of a tie what they have voted on is choosen.
Chair of War This chair is ultimately in charge of the military forces of Kalites, the composition, the numbers, how they are trained and in what. This chair also over sees the research and creation of spells and machines of war, it is a powerful seat to hold, but a dangerous one to challenge for as it is usually held by someone with considerable practical experience in conflict. Chair of Faith This chair is for the voices of the divine to be heard on the council. it has yet to be held by someone who's spells were not granted by the divine, the particular god represented in this seat has changed over the years but beneath this seat there is a conclave of all the major religions of Kalites and they bring their voices to this highest amongst them. Chair of Trade This seat represent the traders of Kalites, it sets tariffs and taxes on goods both those entering the lands and those created here, they are also responsible for ensuring the safety of trade with in, and to Kalites so often work closely with the Chair of War when dealing with pirates and bandits. Chair of Agriculture This chair oversees the countries farming, ensuring that food is spread fairly across the nation, with no one local lord stock piling when there are shortages else where, they are also responsible for the aqueducts that cross the lands to ensure water is available for all the fields in the lands. It also protects the natural balance, ensuring that expansion doesn't threaten the natural resources. often this seat is held by druids or clerics, but not always, as there is great power in controlling the nations food and water. Chair of Cities This chair is responsible for the upkeep of the structures of the land, both within settlements and the roads that connect them. They decide if and when to send out new groups of settlers to establish outposts and control the expansion of existing cities. They oversee the growth of the architects their skill in building when enhanced by magic and the creation of spells to do with construction of permanent structures. Chair of Travel This chair oversees much of the research done on improving how the major elements of Kalites move about, from teleportation to ships, it was this chair that was responsible for the creation of skyships, now in demand from both the chairs of war and trade. The more mundane work they do is magically enhancing ships or trade wagons to give them more endurance, or an edge in some way. Chair of Libraries This chair hold a very narrow focus, but one of enviable prestige, they oversee all the libraries of the nation, there are few of these, as access to the inner areas of the libraries falls under this chairs control, they ensure any discoveries of note make their way into the libraries, to the appropriate area, i.e. the secrets behind the creation of the skyships is locked away in a highly restricted section of the main library, as it is of great importance to the nation that they control this knowledge for as long as possible. Ensuring that discoveries of note are in the libraries does mean this chair runs a form of spy network, though their focus isn't on the usual topic's, though much of that is also known to this chair. Chair of Diplomacy This chair is responsible for the diplomatic relationships with other countries, it controls all the diplomatic functions within Kalites it also runs a considerable network of informants in other nations to keep informed of events outside Kalites that could be of interest to the nation Chair of Medicine This chair is responsible for the health of the nation overall and for the running of the various hospices, they also work closely with the chair of war to supply those capable of healing when conflicts arise. Almost always held by a divine caster, but there are more arcane casters who research into other ways to heal the injured.
Chair of War This chair is ultimately in charge of the military forces of Kalites, the composition, the numbers, how they are trained and in what. This chair also over sees the research and creation of spells and machines of war, it is a powerful seat to hold, but a dangerous one to challenge for as it is usually held by someone with considerable practical experience in conflict. Chair of Faith This chair is for the voices of the divine to be heard on the council. it has yet to be held by someone who's spells were not granted by the divine, the particular god represented in this seat has changed over the years but beneath this seat there is a conclave of all the major religions of Kalites and they bring their voices to this highest amongst them. Chair of Trade This seat represent the traders of Kalites, it sets tariffs and taxes on goods both those entering the lands and those created here, they are also responsible for ensuring the safety of trade with in, and to Kalites so often work closely with the Chair of War when dealing with pirates and bandits. Chair of Agriculture This chair oversees the countries farming, ensuring that food is spread fairly across the nation, with no one local lord stock piling when there are shortages else where, they are also responsible for the aqueducts that cross the lands to ensure water is available for all the fields in the lands. It also protects the natural balance, ensuring that expansion doesn't threaten the natural resources. often this seat is held by druids or clerics, but not always, as there is great power in controlling the nations food and water. Chair of Cities This chair is responsible for the upkeep of the structures of the land, both within settlements and the roads that connect them. They decide if and when to send out new groups of settlers to establish outposts and control the expansion of existing cities. They oversee the growth of the architects their skill in building when enhanced by magic and the creation of spells to do with construction of permanent structures. Chair of Travel This chair oversees much of the research done on improving how the major elements of Kalites move about, from teleportation to ships, it was this chair that was responsible for the creation of skyships, now in demand from both the chairs of war and trade. The more mundane work they do is magically enhancing ships or trade wagons to give them more endurance, or an edge in some way. Chair of Libraries This chair hold a very narrow focus, but one of enviable prestige, they oversee all the libraries of the nation, there are few of these, as access to the inner areas of the libraries falls under this chairs control, they ensure any discoveries of note make their way into the libraries, to the appropriate area, i.e. the secrets behind the creation of the skyships is locked away in a highly restricted section of the main library, as it is of great importance to the nation that they control this knowledge for as long as possible. Ensuring that discoveries of note are in the libraries does mean this chair runs a form of spy network, though their focus isn't on the usual topic's, though much of that is also known to this chair. Chair of Diplomacy This chair is responsible for the diplomatic relationships with other countries, it controls all the diplomatic functions within Kalites it also runs a considerable network of informants in other nations to keep informed of events outside Kalites that could be of interest to the nation Chair of Medicine This chair is responsible for the health of the nation overall and for the running of the various hospices, they also work closely with the chair of war to supply those capable of healing when conflicts arise. Almost always held by a divine caster, but there are more arcane casters who research into other ways to heal the injured.
Culture
Kalites is a land driven to learn, there are many great thinkers within Kalites, but those who wield magic hold the highest esteem and greatest power, all positions within the governing body of Kalites are held by those with the power to wield magic. Progression within the politic structure is one of besting the one who holds the seat that you want, all the while ensuring you are not, yourself called out to duel.
The duels for power are very formal affairs, with much tradition behind them, to break with any of the rules would see the high council itself turn on you.
duels must be delivered in person, before at least 2 independent witnesses, and fought within 30 minutes of the challenge being declared, most Kalites towns and cities have arena's for just such instances. It's strongly believed that the strength of the rulers brings the strength of the nation, so only those who can defend themselves and hold positions of power and importance should be able to rule, circumstances of birth or family mean little in Kalites, sure money can pay for better tutors, but joining the army guarantees access to magical training, or becoming an apprentice to one of the many hedge casters. It is talent that wins out in Kalites. As such all children are schooled to the best of their parents abilities to ensure no talent goes wasted, and often they are apprenticed on based on the skills shown.
History
The founding of Kalites came about when the large mage schools in the eastern Bretawald empire finally broke away from the more distant ruling western lands, the split came about as over time the schools and guilds that sat primarily in the west felt they were better suited to run themselves and the lands around them, and that the main lands of Bretawald were not suited to dictate the course they should follow, there were some brief skirmishes in an attempt to minimise the lands lost by Bretawald, but the split went largely unchallenged as the High Thane instead built a strong trade relationship with them, ensuring Bretawald had lost nothing significant with this split.
Demography and Population
humans, elf, Aasimar, tiefling, half elf,
Foreign Relations
Allies: Bretawald
Enemies Athantia
Education
Education is held in very high regard in Kalites though magical knowledge being the true key to progression within the nation. All parents are expected to ensure their children receive a basic education of reading, writing and mathematics and an introduction to some form of spell casting. as a result it is rare for even the poorest of people not to be able to cast a cantrip or two.
There are several schools of note within Kalites that further the training of the magically adept members of the lands, they are free to enter and sit under the control of the Chair of Libraries.
Founding Date
10932
Type
Geopolitical, Country
Leader
Ruling Organization
Government System
Magocracy
Power Structure
Unitary state
Major Exports
Kalites exports quite an amount of grain and root crop as their magically assisted farming techniques often produce more food than is required, so they sell it on to those who'll pay the most for it.
Major Imports
Kalites imports many raw materials for use within the nation by its own magically assisted crafters, though they do also import quite a volume of luxury crafted items, fine clothing and jewelry being prime examples
Related Ranks & Titles
Controlled Territories
Organization Vehicles
Comments