Calderia
“It is a great irony of the age that the nation
most concerned with their allegiance to a god would be responsible
for the greatest sins of the age.” ~Jothan Blackkard,
Gazetteer
Geography
Calderia sits in the western coast of Ere, separated from
Te’ran to the east by the stretch of swampland called
the Blackmire as well as the To’Rizen mountain range
and bordering Callen on it northern edge and Rizen to the
South.
Calderia
is mostly open, rolling plain, dotted with forests; The northwestern
portion that borders the sea gives way to craggy cliff faces
and rocky coastline. The soil here is poor and must constantly
be worked for eek out enough sustenance to support the nation.
History
Calderia split from the remnants of the Vishnari Empire in
3251CA by a Denaiian sect following the teachings of Oulmann
Craise, a self proclaimed scholar of Denaii’s holy scripture.
Craise’s sect had been driven from the newly founded
nation of Callen after attempting to incite riots in Spinar.
Craise
and his people were forced to settle in the infertile lands
east of the Blackmire, building up their nation based on Craise’s
interpretations of Denaiian scripture. Out of anger for their
exile and zealotry, Calderia under Craise and those that would
follow after him engaged in countless raids and attempts to
undermine their neighbors in Callen, Te’ran and Rizen.
These
escalations in Calderian aggression and the responses of those
it attacked became known to history as the Western Wars. Eventually,
new defenses stemmed the border wars Calderia waged and they
turned their attention to the Great Green Expanse. The war
on the races of the green culminated in the Ashing of the
Green and marked a total cease in communications between that
nation and all the others that endures to this day.
Culture
Little can be said for Calderian culture. Almost all of the
citizens of the country are descended from Craise’s
original sect and are the product of centuries of government
enforced xenophobia and indoctrination.
Only
humans, elves, and half-elves; the only ‘worthy’
people, according to Craise, are free citizens of Calderia.
All other races are slaves, owned by Craise’s ‘worthy’
and forced to toil in order to keep the nation afloat.
Calderians
take dim view to other nations and cultures, many knowing
little more than the alleged wickedness of their neighbors.
A fanatical form of nationalism and isolationism holds sway
among Calderians. All forms of non-divine magic, machination,
or alchemy are illegal and strictly taboo in any case. So
anathema is magic that manifested inborns are killed on sight
by angry mobs.
Industry
Industry is almost non-existent in Calderia, thanks to archaic
laws against anything more than bartering. Essentially, all
land belongs to the Church of Denaii and is controlled by
one of the Regents. Those the Regents favor are given farms,
slaves and homes on the land to work. The fruits of their
efforts also belong to the Regents, who portion them out as
they see fit.
Foreign
trade is almost entirely out of the question except the occasional,
tentative agreement with the Kimeian Isles for slaves and
weapons. Most items that Calderians can’t make for themselves
are made by imported slaves with that kind of expertise. These
slaves are highly prized, but in Calderia, that only does
not necessarily equate to kinder treatment.
Government
Calderia is a theocracy, with the twenty Regents acting both
as governors of the twenty regions of the nation, but as officers
of the Church of Denaii. Holy writ is law with the Regents
and their armies acting as enforcers.
The three
most trusted vassals of each Regent and their families form
the Calderian nobility, who literally each hold the right
to say if a typical commoner lives or dies. In turn, any displeasure
on the part of a Regent can end a noble’s life.
Organizations
and People
The Denaiian Church at Denaiassus
The only sanctioned church in the nation, the Denaiian Church
of Calderia is based solely on the works of its founder. At
its core, the philosophy of the church is that utter loyalty
and adherence to the Law of Denaii is the most important aspect
of life. It also stipulates that non-humans and non-elves
are worthy only as servants for ‘Denaii’s Worthy’.
The Denaiian
Church at Denaiassus fields its own army in addition to those
held by the Regents and uses it to continue fighting the decades
long border war with Callen as well as to mount slaving raids
into its neighbors.
The
High Regents
Detailed below are the five most powerful Regents of Calderia,
who control the day to day affairs of the nation. The other
Regencies change hands often, by infighting, or by offending
the High Regents, who have to power to declare even other
Regents to be heretics.
Recotta
Lovvarre (Female human Aristocrat 4) – Recotta
may not be as powerful in other ways as her fellows, but she
is part of the Lovvarre family, a bloodline that not only
helped Craise take control of the region that is now Calderia,
but also key architects of the laws surrounding Regency. As
such, they have made themselves integral to the Regency itself.
Recotta
is a devout believer in keeping Calderia as it is, fighting
tooth and nail against any change in the laws or the policies
of the nation.
Vogun
Neverret (Male human Aristocrat 3/Cleric 6) –
Vogun is a recent addition to High Regency, though he spent
the past 30 years as a clerk for the previous man in his position.
In reality,
Vogun doesn’t want to be a Regent, as if makes him a
prime target for assassination. Thus, he does whatever he
can to keep the eyes of the other Regents off him. This means
he goes along with whatever the popular opinion is.
He still
walks a fine line, however, employing a secret group of enslaved
inborn casters imported from Mon Sulus Kime in research on
how to better protect himself from his fellows.
Craise’so
Ellit (Male half Elf Aristocrat 3/Intuitive 12) –
Craise’so is not this Regent’s real name, but
he began calling himself such shortly after becoming a High
Regent, referring to himself as a the resurrection of Oulmann
Craise, the founder of Calderia.
Not many
put much stock in this claim, but his status means no one
will dare argue with him. Craise’so concerns himself
more with foreign affairs, fielding an impressive number of
sleeper agents in the world at large. He fully intends to
use what he learns to undermine the heretic civilizations
in Denaii’s name.
Ungot
Rova (Male elf Aristocrat 15) – The oldest
High Regent, Ungot was present to witness the Ashing of the
Green. While other Regents laud this as a victory against
the heretics, Ungot is haunted by the viciousness of the act.
His faith
shaken by what he saw in the Ashed Lands, it is all he can
do not to go mad. Now, with the twilight of his life long
overdue (Ungot does not know it, but a divinity spark has
granted him the discarnate type and the immortality that comes
with it), he finds himself constantly thinking of redemption
for his sins. Eventually, he may have to do something radically
against the spirit of his Regency.
Larrion
Forte (Male elf Cleric 12) – The official head
of the Denaiian Church of Calderia, Larrion has held his position
for eighty years through feats of amazing backbiting. Ironically,
despite being a cleric of Denaii, Larrion is one of the few
Regents who don’t even try to justify his naked abuse
of power to himself.
Whenever
it even becomes possible that he may be challenged either
in his position in the church, or in his Regency, he immediately
accuses the threat to be a heretic and has them sentenced
to death. Larrion’s only ambition in life is to maintain
his position.
The
Piercing Eye
Most of Calderia’s citizenry have been raised to believe
that the Regents are infallible as are the writings of Oulmann
Craise. Only the nobles realize that the writings can and
have been changed to better maintain the status quo and the
way people live their lives in other lands.
One of
these nobles has decided that even his position of comfort
and plenty is not worth enslaving a nation of people and living
forever under the threat of being transformed into dos demane.
Gage Infernus (Male human Combatant 5/Rogue 3) has renounced
his family and name and now builds his forces on the edge
of the Blackmire, waylaying slavers and adding their captives
to his army of the willing.
This
army, known as the Piercing Eye after one of the earliest
symbols of Denaii wishes to one day tear down the Regents
and install a new government. Thus far, undead warriors and
poor terrain have limited their campaign to guerilla warfare,
but it is only a matter of time before they muster a true
for the march on Denaiassus.
Major
Settlements
Denaiassus (City 50,000)
The capitol of Calderia is the heavily fortified city of Denaiassus,
situated on the northeastern tip of the country, ten miles
from the Calleni border. Inside the wall, it is half farmer’s
market, half massive, rolling estate.
The western
half of the city holds the offices, marketplaces and the rare
inn. Here, buildings are usually only one or two stories,
made without a scrap of magic and cobbled with dull grey stones.
Collared and branded slaves shuffle sullenly along the often
empty streets, doing errands for their masters.
The twenty
Regents, both the religious and governing body of Calderia
live on the eastern side of the city in grand villas built
to huge proportions (often over six stories), situated atop
artificial hills. These villas are constantly being expanded
as the Regents constantly try to outdo each other.
Locations
of Note
The Sinner’s Well
At the very center of Calderia stands the temple complex dedicated
to Denaii as the sinner’s well, the place where rebellious
slaves and dishonored nobles are sent as punishment. The population
aside from the Regents and the actual attendants of the Well
think that this is some sort of torturous prison, but the
reality is much more sinister.
The Sinner’s
well is a necrotic pit imbued with divine power that is used
in the creation of the fearsome under Dos Demane. Rebellious
slaves are ritually sacrificed to power the pit and the former
nobles are transformed into the actual undead with this power.
The existance
of the Well is hinted at in the world at large, though its
location and the power level of the caretaker of the Well,
Ludv Rudgel (Male human Intuitive 17) have kept these rumors
from being confirmed.
Craise’s
Wall
In his last years, Oulmann Craise, in a moment of lucidity
realized Calderia’s vulnerability to the ‘heretics’
in Callen – especially since they had no problem employing
arcane magic and machination.
To this
end, he commissioned the building of a massive wall, stretching
from the coast to the treacherous swampland that separates
Calderia from Te’ran. Not only was this wall huge (thirty
feet wide and made of reinforced stone), but it is heavily
infused with divine magic, rendering the area within 10 ft
of the wall an anti-magic field.
Encounters
Adventurers in Calderia will run into many spirit beasts in
the central hills and forests. These creatures flourish there
despite the many purges the church leads against them. Spirit
wolves, boars, hawks and monstrous insects are most common.
On the
swampy borders with Te’ran, the black dragon nation
Huld’en’slyth rules supreme, overseeing gatherings
of lizardfolk and kobolds as well as fielding any number of
reptilian minions, ranging from crocodiles to dinosaurs.
Calderian
slave raiders and retrievers make constant circuits to and
from the out lying settlements and to the border. Occasionally,
a Kimeian raiding group prowls the coast.
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