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Kaldunsk

Kaldunsk is a very authoritarian country, with most of its upper-class comprised of mages. Their government is very outwardly isolationist, with very minimal trade to other nations. As children, anyone showing potential magical aptitude is taken to one of the government-sanctioned magic boarding schools and educated in the arcane arts and all the different ways they can be used: information, espionage, war, power, and more. Those who do not have magical proficiency are often conscripted as well, and everyone is required to serve at least a year in the army.   Kaldunsk often operates separately from other world organizations. Groups like the Mages' Alliance hold little to no power in their nation, and Kaldunsk has their own, government-controlled versions of such organizations.   Kaldunsk is a confederacy formed from several sovereign nations with similar cultures coming together. While at one time many of the races within those nations were all of the same race, they began to mix together even before uniting into Kaldunsk. The great mage known as Shalvad the Grand rose up from the hobgoblin tribes and joined the disparate tribes together as Kaldunsk using whatever means necessary. This occurred long after the fall of Epimar Minohn, and many heralded the mage as a savior who would unite the world. To this end, Kaldunsk has become a very militant state, often spying on foreign nations or otherwise dealing with them in order to bring them to heel.

Demography and Population

While Kaldunsk, like any other nation, has a very small number of humans, very few of them are in important positions. Kaldunskans view them as relics of the past, of a weak empire that became too soft. Only once a human has proven themself to be strong can they hope to have even a chance of obtaining an important role in society.   The tribes of Kaldunsk were comprised of orcs, changelings, dwarves, and some tribes of goblinoids.   The orc tribes are most often seen in Kaldunskan cities via half-orcs since many of the orc tribes remain in their own encampments, yet remain loyal to the rulers of Kaldunsk. The Kaldunskan aristocracy allows the greater orc tribes some amount of sovereignty, knowing it to be the best way to keep them loyal. However, when called on for war, the Orcs are expected to listen to whatever higher authority is assigned to them. Half-orcs, though still barbaric, are more civilized than full orcs and get along much better in normal society.   The changeling tribes were a bit difficult to track down initially, as they often hid among other tribal groups. But with the right spells and tactics, the changelings were tied down and subjugated. Changelings often don't make themselves obvious within Kaldunsk unless they are well known. Some choose to embrace who they are and take on their original form, but it is expected that most changelings just choose a race (or several) and make an identity out of it. Changelings are often in roles related to espionage and diplomacy, used to sow chaos within the ranks of Kaldunskan enemies.   The dwarves, originally descendants of Clan Giantmane, refer to themselves as Clan Brightmane. They inhabit the mountains east of Kaldunsk and very few dwarves leave their mountain cities. They often take jobs as craftsmen and artists and are often considered the source of much of Kaldunskan culture. The dwarves often spend their time making whatever they please, except in the event of war. If such an event comes to be, their forges glow bright for days on end as they forge new weapons for Kaldunskan armies.   Hobgoblins are the primary goblinoids in Kaldunsk. Goblins and bugbears tend to be infantry in armies and laborers in peacetimes, whereas hobgoblins tend to be wizards and aristocrats.   Elves, halflings, gnomes, and most other races are present in moderate numbers in Kaldunsk but have less specific roles in Kaldunskan society, filling whatever roles and jobs are needed.

Military

Kaldunskan armies are organized into regiments of mages, archers, cavalry, and footsoldiers. Usually, every regiment is headed by a mage as its commander, with regiments of mages being led by the most powerful and experienced of them. Soldiers are required to wear white uniforms and are not allowed to clean the blood from their uniforms, meaning that if a soldier bears a solid red uniform, they have seen a lot of battle in their life, and survived through it all. Mages are not required to wear these white uniforms, adorned in purple and silver garments.

Foreign Relations

Kaldunsk feigns isolationism, only getting directly involved in foreign politics in important or dire situations. Secretly, though, Kaldunsk creates networks of spies in foreign countries, making sure they know all that goes on in their military and diplomatic planning, granting a serious advantage if Kaldunsk decides to declare war.
Type
Geopolitical, Magocracy
Capital
Head of State
Government System
Magocracy
Power Structure
Unitary state
Economic System
Command/Planned economy
Official Languages
Controlled Territories

Peace

The Kingdom of Savassan provides a lot of agriculture to Kaldunsk

War


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