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Kilderlund

A Nation of Old     The Old Gods tread the land. The New Gods battled the Old in a struggle for the world itself. Four hundred years of wars, famines, and natural disasters have come and gone. And Kilderlund still remains, exactly as it has always been, and will always be. - Bijan Parsi, Gredoran Diplomat
  In addition to Kilderlund’s borders having not changed, much of life in the dread swamp is the same as it was four hundred years ago. Three armies of Kilder live within its borders, each army composed of its subordinate divisions. Over the centuries, the Kilder have further honed their prowess at organization and coordination. Larger areas of the swamp have been claimed by warriors who become more skilled with each generation.   Kilderlund’s warriors have become so adept at teaching in fact, that it is home to two of the world’s finest academies: Academia Legaria and Rukmoor. Foreign academies have seen a dwindling number of Kilder students over the last few decades as the nation has become somewhat more enigmatic.   This isolation has made Kilderlund’s neighbors increasingly nervous. Fewer and fewer traders are allowed into Kilder borders, and the Kilder companies that travel to buy foreign goods have been tight-lipped about news from their homeland. Rumors have begun to spread that there have been reports of Kilder who have Donums. The Fourth Coming of Donum Duellum would surely spell turmoil, and maybe even disaster. But to the common peoples’ relief, Kilderlund has not made the slightest aggressive move. Life goes on, let the nobles worry about the matters of state.

Structure

Survival Through Discipline

To combat the harshest environment of Yominokuni without any Donum, Kilder society is structured in a strict hierarchy of command. No child is born into a higher rank than any other; there are no nobles in Kilderlund, only officers.   The Kilder separated themselves into three Caravans, each Caravan consisting of three Warbands, and each Warband of nine Companies. Each Company is allowed their own structure to suit their needs. The twenty seven Companies of a Caravan typically correspond to clusters of families that prefer to work together or that are related through strings of marriage.   At the age of five, a child has a role assigned to them. Those roles fall under four categories of: Hunter, Craftsman, Soldier, or Philosopher. Regardless of that child’s predispositions, that role becomes their lot in life, and they are taught to strive to be the best possible incarnation of their role.   Every Kilder aspires to become the embodiment of their profession and be awarded with the honorary first name of their position. Such perfection, in the Kilder’s eyes, is the meaning of life and the way that the Kilder will one day conquer the land they inhabit.   Each role a child is assigned completely shapes the way they live. But regardless of role, every Kilder is expected to pass a series of intensive and unforgiving physical tests before they are recognized by their officers as true Kilder.  

Slayers of Beasts

  In Kilderlund, simply providing food for the Caravan is the most dangerous assignment to have. In addition to their mandatory physical fitness training, Hunters train with bows, spears, and most importantly, traps. All of these methods must be mastered to survive a single day hunting Basilisks, Hydras, Gray Renders, Dire Tigers, and swarms of Dirges.   Luckily for the Hunters, many of these creatures will feed the Caravan for more than a day by themselves, and for those few days the Hunters can scavenge for smaller prey, which are far harder to find but far less dangerous.   A Kilder Hunter collects a trophy from each one of his or her kills, slowly building them into a bridal wreath. A Hunter is only ever allowed to marry once this wreath is complete, which can take anywhere from five to twenty years depending on the skill of the hunter. Most Hunters do not complete their wreath before the creatures of the marsh take them.  
The Name of Siad     It is exceptionally rare to find a Kilder who has received the Siad, or Hunter, honorary. This would mean that they have become the embodiment of all techniques and practices that a Hunter can posses. The perfect predator. Much more often a master of a particular aspect of hunting is honored with that name.
 

Bone Spears and Wicker Baskets

  Kilder crafts and products are not sought after by the other nations of Yominokuni, but they suit the Kilder more than effectively. To a Kilder Craftsman, artistry and design are frivolous distractions from the utilitarian purpose of a tool.   There is typically only one metalsmith in an entire Caravan due to the scarcity of metal in Kilderlund. Being assigned the task of smith however is a great honor for a child in addition to the great responsibility of forging weapons and armor for the Caravan’s greatest warriors.   A Craftsman typically spends most of the day whittling bone into new weapons, as bone weapons frequently break in the field. Occasionally the need for new tents, baskets, and other small odds and ends come up. This is unusual however since all Kilder take meticulous care of their equipment as per the orders of their Officers.   The other large part of a Craftsman’s routine is practicing music on the drums and flutes they have made. Each night the craftsmen play their instruments as the Philosophers sing and the Hunters and Soldiers dance and spar.  

  Slayers of Men

  Almost a quarter of children are selected to become Soldiers of Kilderlund, a great privilege. At age seven, a Soldier is expected to be able to hold a three pound sword and ten pound shield with their arms outstretched for an hour. This is the first of many spartan requirements put upon children training to become perfect combat machines. By age twelve they must be proficient with bows, spears, swords, shields, and javelins. Next, by age thirteen, they must best an adult hunter five times out of five in one of the nightly rallies.   Traditionally, by age fourteen, they must travel to Helix and pass the exam to become Sulta ’Ankar, an exam which was designed to be difficult even for those with a Donum. They were expected to serve in Sulta ’Ankar for at least three years and to learn from the warriors of the other nations, and to bring home all they learned to teach others.   After the Isolation War, Kilderlund instead pays skilled channellers from across the world to come and test the mettle of its young warriors. Most of those who take this job don't stay for long, as it is the rare warrior who can compete with Kilder perfectionism.    

Philosopher Generals

  Very few children are destined to be Philosophers, perhaps three or four Kilder per generation. More is expected from these children than any of the other professions. Philosophers must not only be able to do everything that a Soldier can, but also study tactics, warfare, and the nature of Donums.   Out of wartime, Philosophers study the arcane runes lining the Life Ducts, and often to great success. The exact nature of their findings are kept strictly secret from the other nations, hence one purpose for a Philosopher’s Soldier training. Their studies and experiments have been enough to provide the Kilder with a steady stream of water for the last few centuries, much to the mystification of the Chanellers of other nations.   During wartime however, Philosophers are diplomats, commanders, and generals, in that order. To fulfill their duties here, Philosophers constantly play at wargames among each other, sharpening their tactical experience. Before traditionally traveling to Helix, a Philosopher must undergo a test where they command twenty Soldiers-in-training against an adult Philosopher with five Soldiers under his command.   Before the Isolation War, once in Helix, Philosophers are expected to rise to the rank of Commander before their three years there were finished. Now it is unknown how young Philosophers are tested.   After their trials so far, they still face one final test: opening a Life Duct. Some talented Philosophers succeed quickly. For others, this can be a learning process that lasts well into their elder years. But such is the expectation of Kilders upon their greatest citizens.
Capital
Government System
Oligarchy
Power Structure
Confederation
Economic System
Mixed economy
Currency
Claw: a claw from a creature native to Kilderlund.   Tooth: a tooth from a creature native to Kilderlund.   Scale: a scale from a creature native to Kilderlund.
Official Languages
Controlled Territories
Neighboring Nations
Related Ethnicities

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