Kalkuun

Ervenian Era, 1051 AB
Kalkuun is a nation of that broke off from the Free Cities of Nidoran and established itself as collection of tribes in the captured cities.

Structure

Kalkuun's society is characterized by a clan-based structure. Each clan is led by a powerful warlord. While some warlords may acknowledge the authority of a greater warlord, forming a loose feudal system, ultimately, each warlord holds supreme power within their territory.  

The Four Great Clans

Krizaza
  • Leader: Warlord Sarkesh Krizaza, Hobgoblin, The Iron Mandate.
  • Colors and Sigil: Blood-red on iron; a broken hyena-jaw (their trophy from the Gnoll wars).
  • Goal: Open hegemony, codify tribute, standardize levies, crown a “High Warlord of Kalkuun”.
  • Slavery Stance: “Legal outside the capital; regulated inside our lines”. They issue stamped slave-bonds and hunt runaways.
  • Forces: Shield-wall cohorts, bolt-thrower wagons, contract-ogres; sappers trained by ex-Nidoran engineers.
  • Friends and Rivals: Buys labor from Kashakhi; bullies Betzan accountants; locked in a cold war with Merf.
 
Merf
  • Leader: Sea-Matron Ulza Merf, hobgoblin admiral turned lagoon-warden.
  • Colors and Sigil: Sea-green and bone; a net over a crescent moon.
  • Goal: Be left alone. Guard the shoals, fish, trade quiet, no crowns and no crusades.
  • Slavery Stance: Prohibited within Merf waters; smugglers are cut loose and accidentally lose their chains at sea.
  • Forces: Shallow-draft cutters, marsh skirmishers, tide-wardens with harpoon lines; best scouts on the island.
  • Friends and Rivals: Discreet exchanges with the Free Cities of Nidoran; hates Krizaza pressure; tolerates Kashakhi only outside their lagoons.
 
Tzoko
  • Leader: Forge-Marshal Khol Tzoko, hobgoblin smith-prince.
  • Colors and Sigil: Soot-black and ember-orange; a hammer striking a volcano sigil.
  • Goal: Industrial primacy: arm everyone, own the forges, sell to all sides while playing kingmaker.
  • Slavery Stance: “Penal indenture” is common (miners and charcoal burners branded contracts, term-limited (in theory).
  • Forces: Iron-masked heavy infantry, ash-wolf handlers.
  • Friends and Rivals: Supplies Krizaza for coin, Betzan for credit; avoids angering Merf by sea-clean charters.
 
Betzan
  • Leader: Arch-Legate Vadruk Betzan, hobgoblin comptroller-general.
  • Colors and Sigil: Ochre and black; a knotted tally-cord encircling a coin.
  • Goal: Balance of power and profit in order to keep wars profitable but short; dominate law, tariffs, storage, and minting.
  • Slavery Stance: Allows bonded labor but obsesses over paperwork with manumission charts, debt clocks, escrowed ransoms.
  • Forces: Contract militias, ledger-mages, “quiet knives” for audit-enforcement; excellent fortifiers.
  • Friends and Rivals: Buys routes from Kashakhi; resents Krizaza diktats; mediates disputes to look indispensable.
 
Kashakhi
  • Leader: “Chain-Speaker” Jhakra Kashakhi, hobgoblin magnate who never sleeps in the same camp twice.
  • Status: Top-five power with no territory which have a web of slave-markets, ransom brokers, drover-guards, and desert guides spanning Western Eldalor and the mainland.
  • Colors and Sigil: Ochre and black; a knotted tally-cord encircling a coin.
  • Business Model: Moves bodies and goods. Sells labor to Krizaza and Tzoko; resells manumission notes to Betzan; banned on Merf lands (so they skirt the shoals by night).
  • Customs: The Chainmoot, a rolling marketplace under treaty-banners where rival clans trade prisoners for kin, goods, or oaths; breaking Chainmoot peace makes you untouchable to all traffickers.
 

The Lesser Clans

  • Vrozkan: Hill-raiders turned border wardens; currently paid by Betzan to police grain roads.
  • Cherzak: Sea-wolves with three galleys; uneasy truce with Merf if they keep offshore.
  • Mruza: Goat-steppe nomads; sell hardy mounts to Krizaza scouts.
  • Khezrak: Quarry-lords; limestone and quicklime cartel feeding Tzoko kilns.
  • Torzan: Shrine-keepers and augurs; They are “neutral” as they sell auspices to whoever will listen.
  • Zhorak: Frost-upland trappers; trade furs and smoked meat, back Merf in council.
  • Brezak: Town-house thugs; muscle for Betzan auditors in the ports.
  • Fruzhan: Corsair cousins; moonlight jobs for Kashakhi when caravans need a sea-leg.
  • Moktar: Bridge-tenders and toll-lords; take anyone’s coin, anger everyone evenly.
  • Krashul: Veterans of the Gnoll wars; personal feud with Krizaza command after a pay dispute.
  • Dezrak: Copper-smelters; armed with nasty slag-maces, lean toward Tzoko.
  • Zhaktan: Sworn bodyguards; rent out elite spear bands and they are currently pledged to Krizaza
  • Korvak: Orchard-keepers; feed cities, lobby Betzan for tariff breaks.
  • Truzhal: Sand-track guides; map the dry interior for Kashakhi routes.
  • Mezrak: Salt-pan syndicate; sell brine rights, play Merf against Betzan.
  • Shovrak: Dune-archers; ambush artistry, secretly trained by Torzan augurs.
  • Drezak: Potter-clans; amphorae and roof-tile kings, side with whoever guards kilns (usually Tzoko).
  • Krozan: Beast-bait arenas; rumored to fix matches for Betzan nobles.
  • Veshnak: Knife-oath assassins; contracted ceasefire inside the capital only.
  • Throzar: Storm-drummers and signalers; hired by Krizaza during campaigns, by Merf for typhoon season.

History

Kalkuun emerged as an independent nation after the Free Cities of Nidoran refused to pay for their work of cutting short the Gnolls in the region. It was formed when the goblinoid mercenaries, seized control of a region within Eldalor. This event led many goblinoids to seek refuge and establish a homeland in Kalkuun.

Religion

While the Goblinoid Pantheon is prominent, there is a large Banish population, especially within Hobgoblin population.   There is also a large under the wrap cartel which worships Masech and facilitates the black market, which is also used by almost every clan.

Laws

Slavery is a persistent issue in Kalkuun. While officially abolished in the capital city, individual clan leaders retain the authority to permit slavery within their own domains. This has resulted in a varied practice of slavery across the nation. Slaves in Kalkuun come from diverse races across Rakion, including Gnomes, Humans, and Orcs.
Founding Date
1,037 AB
Type
Geopolitical, Clan
Judicial Body
The Kalkuun clans, have a council of all clans, which approves new clans by majority vote, by the 5 largest actually determining the votes.   The Council convenes once every month for regular matters in the capital, where Krizaza's is based.
Official State Religion
Official Languages
Controlled Territories
Neighboring Nations
Related Species
Related Ethnicities

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