BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Kalzarum

Kalzarum is a steppe culture inspired community of beastfolk, monster tamers, and tight knit communities.

One has to ponder the grit and determination of a people used to drinking fermented milk of monsters. The lands grey and brown, without a mighty tree in sight, it isn't hard to see why the communities are so involved with each others life. I don't know if I've seen a tougher group of people honestly.

History

Kalzarum is a collection of formerly peaceful, but ideologically different tribes that are thought to have migrated to the harsh craggy hills they now live in. The oldest stories and tales told by the elders of the villages of Kalzarum all speak of rolling hills of beautiful golden grass. It's well thought by many that once natives of the Golden Expanse, Kalzarum was pushed to it's small dead end grift of harsh land by something. Some suggest monsters and invaders took their homeland, while others simply assumed the formerly nomadic people used to follow large herd animals grazing spot to grazing spot before the populations dwindled to near nothing, forcing them to settle in.

No matter the cause for the migration, the former tribes found themselves at a disadvantage. Learning to settle, mine, and survive the harsh lands was hard enough, and the looming threat of their aggressive neighbors, Windari, forced the tribes to make a choice. Much like Windari after the The Mournfrost War, Kalzarum was a nation formed out of necessity rather then desire.

Geography

Kalzarum is a rather small, but long and snaky coastline focused civilization. Fully surrounding the Glass Gulf, it has large craggy sea cliffs with various dips into sandy beachs that allow people on land access to the near constantly still and frigid waters.

The northern coast, like the majority of the inland, is a collection of dry and rocky hills with deep valleys are flat plateau that still fail to protect it from the regular ice floes of the glacial sound. It is difficult to find any semblance of plant life here, and it's residents are nearly required to eat the bountiful fish.

Between the Risen Ocean and the Worldbeard mountains, a pine forest attempts to survive the stony soil and variety of altitudes.

Politics

Kalazarum, unlike Windari, did not unite under one king, and instead is ruled by a small collection of elders. There is one elder to represent each of the former 5 tribes, which are elected from within those tribes by different means. Some tribes choose to elect by physical prowess, while others may choose wisdom or spell casting ability. The council is then expected to meet at least 3 times a year, to mainly discuss issues within Kalazarum borders, make major political decisions, and to offer aid to the other tribes should they request it.

The 5 Tribes

Despite being called a single nation, Kalzarum is a collection of 5 tribes, each with their own head representing them in matters of policy, war, celebration and aid. Each tribe has kept their own traditions, cultural identity, and often have different ways of electing their leaders. They are each briefly described below.

Domod

One of two shifter societies, this were-cursed tribe chooses to suppress and control their wild animalistic urges with tonics, potions and strength of will. A near even mixture of cat folk and orcish blooded individuals, the Domod people tend to lean towards more simplistic lifestyles living rustic lives, and relying on their own crafts and creations to survive the harsh winters and ailments that present themselves. They make for capable scouts and hunters, primarily relying on wild game to keep their storerooms full in their rocky soils. Their leader is often the eldest, and has traditionally been a druid for most of the tribe's existence.

Freelands

Those that hold no specific alliance to any of the tribes, whether due to distance or rugged individualism are called members of the "Freelands" or "Wildlands" tribe, and are offered an eclectic range of rights and laws to follow. While the northern tip fishing villages and the foothill villages share little in common they and other villages are considered Freeland tribes, and are expected to each have chosen leaders in case of national emergency. The cultures in these reclusive villages can range from mountain goat riding champions of little known gods, to secretive undead societies living simple, private lives.

Khovd

TThe sister were-cursed shifter tribe to Domod, though more accepting of their nature, the Khovd tribe chooses to let their animalistic sides out as nature demands, attempting to live in peace with the beast within them. Their homelands, sit on the southeastern edge of Kalzarum territory and immediately next to the raiding nation of Windari and the Sidacin kingdom, the formerly forest and plain dwelling Khovd tribe has shifted slowly into a melting pot society that has integrated the mythology of hero worship from Sidacin and the violent warrior culture of Windari. While Khovd roots lie in a foraging druidic society, it is much closer now to a northern mercantile city due to it's central location and the peace with Windari following The Four Faced War. Some still hold onto the old ways however, living on the outskirts of the city and offering stories of how to commune with nature and speak with plants.

Tricka

The largest and most warriorlike of the tribes, the Tricka tribe is primarily made of avian like humanoids. Strongly valuing freedom of the individual, they believe the best means of self-reliance is combat skill, bravery, and physical prowess. The celebrations they hold are often in relation to coming of age rituals, an individual's first hunt, or an old tradition that involves cliff diving while pulling up at the last minute. The leader of the Tricka tribe is often determined by whomever has the most experience in combat, but has been decided in the past by the cliff diving contest.

Zumod

Zumod, or as they are sometimes called,the "River Tribe" have lived along the same river within kalzarum for nearly as long as recorded history. Using the silt and clay, they have crafted homes that have lasted decades, and with novel, intricate farming technique that use flooding and complex gating systems, they have functionally been able to survive comfortable within the same 40 mile stretch. Adapt swimmers, fishermen, crafts people, farmers and other rustic folk, the Zumod tribe only relied on warriors to defend themselves and never for war unless it was declared upon them.

Due to it's prime location near the ocean and a fast running river however, it was chosen as the location for a massive military shipyard and factory which near totally tarnished the river and seaside, making their century spanning culture collapse in less than 5 years and regress into a city of starving people, failing structures, and brown ecologically dead waters.

Type
Geopolitical, Country

Non-Agression Pact


Comments

Please Login in order to comment!