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[OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 12:31 am
by Paragon
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The sprawling city of Kalzasi, dubbed the Jewel of Karnor, is a bastion of culture and civilization among the expansive region occupied by the Free Cities of the North. The second largest in population but the first in wealth, Kalzasi is a center for commerce and wondrous opportunities for those who know how to take advantage of them. It is often in the middle of Northlander politics serving as a bridge between the Eastern and Western cities in the region. Denizens of the city of Kalzasi come from all walks of life whether fleeing the turmoils in the South or escaping the hostile conditions to the far East. Regardless of where one comes from, Kalzasi has a place for all who come to call it home.

  • Linkmap
  • NPC Library


About the City
  • History
  • Climate and Geography
  • Government, Justice and Laws
  • Military
  • Trade and Commerce
  • Education and Technology
  • Culture


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 6:29 pm
by Paragon
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The Linkmap

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Originally built as a mining settlement prior to the Sundering, the oldest parts of Kalzasi reflect its origins as being focused on industry and economy. Known primarily as a bridge between the eastern cities and the western cities in the region of Karnor, Kalzasi is a bustling trade hub that is well traversed by most who call the Northlands home. The city is divided into multiple sections, access to some of which is restricted based on one’s standing within society at large. The vast majority of the architecture is comparatively new with regard to some of the Northland’s older cities.

With much of Kalzasi having been destroyed and abandoned in the wake of the Sundering, it was not until the Synnekar Avialae made the area inhabitable again that the city was rebuilt. The city follows a loosely semi-circular layout extending outward from the base of Mount Synnar. The only major wall in Kalzasi surrounds Adira’s Promenade where the wealthiest tiers of the metropolis make residence. From there, the borders of each district are marked by a series of watchtowers that serve as garrisons for the city guard.

Population: Approx. 2.1 Million
Territory: Kalzasi proper and surrounding counties.
Prominent Religions: The Crystal Maiden, The Rensou Annai
Notable Races: Avialae (20%), Orkhan (10%), Human (42%), Other (23%)


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Cloudhaven District


Kalzasi is one of the largest cities in the region of Karnor. It is surpassed only by Zaichaer and as such is considered a rival for supremacy in the Northlands. Mount Synnar, one of the many colossal peaks in the Astralar mountain range, dominates the eastern half of the city. Across its cliffs are carved various terraces upon which are situated the homes of prominent Avialae families. Additionally, from chunks of the mountains that have broken away from the core mountain range, are floating platforms upon which are built other structures. These are of varying importance and use. This series of mountain carved structures and floating islands are collectively known as the Cloudhaven District. Many of these places are reserved for the elite members of Kalzasi society with only a smattering being open to the public. Access to these areas relies heavily upon the ability to fly or the use of flight based means of travel. A notable exception to this is the Skyharbour, one of the famous skyship ports that are found across all Free Cities of the North.

  • Temple of the Fallen Skies- The ancient monastery where the Orkhan gave the Synnekar Avialae shelter and taught them their ways.
  • Palace of the First Wind- Home of the Great House Novalys and residence of the Crown Prince and Demigod of Justice.
  • Jaiyuan- Home of the Great House Ahtivin.
  • Ruk Paresu- Home of the Great House Veyl.
  • Yorunorei- Home of the Great House Dahshida.
  • Voa’ta Angvan- Home of the Great House Zatrian.
  • Lau'Dai Xhan- Home of the Great House Briathos.
  • Kyongyuan- Home of the Great House Senue and residence of the Shokaze.
  • The Skyharbour- Kalzasi's port for sky ships from all across the world.
  • The Aviary- Home of the legendary Icewing Eagles that call the city home.



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Adira's Promenade

Stretching out from the immediate base of Mount Synnar is a mixture of land-based and aerial architecture. Grand estates and lavish buildings coupled with extravagant parks fill this sector of the city. Referred to as Adira’s Promenade, it's here where the bulk of Kalzasi’s wealthy make their home. While only the most powerful and prominent of Avialae families can make their homes in the miraculous Cloudhaven District, Adira’s Promenade is no less impressive. For all of its beauty, however, it is a hotbed of political intrigue. The rivalries between the noble families of Kalzasi are well known with many of the lesser nobles vying for higher status and power.

  • Nami No Ie- Translated as "The House of Waves" in Synskrit, this abode houses the Maze family and their provisions for their ever busy shipping industry.


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The Commons

Just beyond Adira’s Promenade are the Commons. By far the largest section of the city, the Commons are exactly that. This is the area of the city where the vast majority of residents and even visitors, call home or conduct business. At the very center of the Commons and indeed, at the heart of Kalzasi itself, stands the intimidating Mistreach Keep. A fortress that encircles the yawning chasm that serves as an entrance to the Warrens, it sees a continual flow of soldiers, miners, and explorers seeking to delve into the deep reaches beneath the earth. Within the immediate purview of Mistreach Keep’s main entrance are the city’s various government buildings including the Office of Registry and Citizenship.

  • Office of Registry and Citizenship- Kalzasi's office for public affairs and immigration.
  • Central Bank of Kalzasi- The city's primary banking institution.
  • Mistreach Keep- The citadel of the Sky Guard.
  • The Yawning Chasm- The expansive pit surrounded by Mistreach Keep. The primary entrance into the Warrens.
  • Academy of Kalzasi- The city's institution of higher learning.
  • The Tranquil Gardens- Kalzasi's main hospital.
  • The Elysian Halls- Home of the Antiquities Society, Kalzasi's most prominent museum.
  • The Proving Grounds- Fighter's pit, tournament arena, warrior's haven.
  • Port Udori- Kalzasi's shipyard that rests on the great lake Udori.


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The Plaza of Jeweled Arches

Located not far beyond the western gate of Mistreach Keep is the Plaza of Jeweled Arches. Referred to as such not because there are any bejeweled arches on any actual building but because of the colorful array of rooftops to many of the shops in the area. This coupled with the large amount of business that takes place in this area of the city and it is a well-earned name. In the Plaza of Jeweled Arches, one can find a vast array of shops and businesses that cater to almost anything a resident or visitor can desire. With restaurants, tailors, woodcarvers, entertainment attractions, and kiosks of all sorts, the Plaza is Kalzasi's largest and busiest commerce center.

  • The Jade Crane Bathhouse- One of Kalzasi's most popular bathhouses, a center for rest and rejuvenation.
  • Phoma's- A place of curiosities and a pawn shop of some renown.
  • Rose Teahouse- A teahouse used for gatherings both social and business-oriented.
  • Kyodai's Leather Goods- Tanning and leatherworking shop.
  • Edelma's Finery- Seamstress shop and beauty boutique.
  • Veyl's Clothier's- A general clothing shop.
  • Cysiville's Gear's and Gadgets- An engineering shop that specializes in clockwork. Also Kalzasi's clock-tower.
  • Mistblade- Blacksmithing and weaponsmithing.
  • Inkquisitive- Tattoo parlor.
  • Scentual- Perfumery.
  • Stained Glassworks- Glasswork shop.
  • Grey Falcon Archery- Arrows, Bows
  • The Golden Peacock Theater- Kalzasi's most prominent theater.
  • Into The Woods- Woodworking and carpentry shop.
  • Jacun's Alchemical Goods- Apothecary and Alchemy shop.
  • Skyforge- Enchanted arms, armor, tools, and other items.
  • Ale'Epherium - Scrivening supplies, Necromancy tools, custom works of magic
  • Valoren's Studio- Sculptures, paintings and general art supplies.
  • The Roasted Hen - Cozy restaurant and Inn.
  • The Ebonheart Inn- Upscale Inn.
  • The Velvet Cabaret- An upscale massage parlor, hookah lounge, and brothel.
  • High Hopes- Beer. Music. Dancing. A favorite tavern among travelers.


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The Guilded Expanse

Located just past the western gate of Mistreach Keep stands a stretch of buildings known far and wide across Kalzasi and neighboring territories. The Guilded Expanse, as its name implies, has been designated by the city authorities to be the official home of the city's guilds. The halls of various guilds devoted to just as many purposes can be found in this sector of the Commons.

  • Kalzasi Antiquities Society- Archaeologist Guild and Historic Records.
  • The Slayer's Keep- Monster hunters.
  • Novaly's Mining Co.- Mining company specializing in dragonshard mining and refinement.
  • Kalzasi Trading Co.- Merchants guild specializing in importing and exporting goods.
  • The Circle of Spells- A guild of powerful mages with influence across the Northlands.
  • The Artisan's Guild- Non-magical craftsmen and artisans.
  • Chapter of Reconcilliators- Order of scholars and fighters devoted to anti-magic and New Atheist causes. The political envoy of the High City of Zaichaer.


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Low City


The outskirts of Kalzasi proper are referred to simply as the Low City. Its departure from the wealthier more well-kept sections is noticeable. While most of the buildings are not in disrepair, they are simpler and more utilitarian. The poorer classes and the impoverished dwell within the Low City. Slums are common and the city guard is more likely to turn a blind eye to certain dealings if given an adequate incentive.

  • The Spinning Coin- Gambling den and tavern.
  • The Fighter's Pit- A place for cage fighting that closed down mid-Frost of 120.
  • Elegant Design- A well-known and well-used brothel.
  • Dust to Dawn- Necromancy shop.
  • The Fish Market- Located down by the docks, where many of the common folk go to get fresh seafood.
  • Wayfarer's Rest- A modest inn with affordable rooms.
  • The Good Ship Marianne-


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The Midden

Beneath the earth and extending into the Warrens is an area known simply as the Midden. Those who much prefer to go unnoticed by Kalzasi’s authorities or who just can’t gain citizenship for one reason or another congregate in some of the large cavernous spaces below the surface. The Midden is Kalzasi’s most widely known secret, its existence is not lost on any of the residents but there is no desire by the authorities to tame or expunge it. Lawlessness and danger are ever-present in the Midden. The city guard does not exercise their authority in this place and would not be welcome to do so. The lack of any organized defense force, however, leaves the Midden open to incursions by the dark creatures that call the Warrens home. Whosoever resides in the Midden, does so at their own peril.

  • The Waterways- The upper channels of Kalzasi's ever-winding sewer system.
  • Hahseu- A shantytown where the downtrodden and lawless have gathered and built their own home.
  • The Crucible- The arenas where the infamous bloodsport The Pinnace Games are hosted regularly.
  • The Waterworks- The deeper parts of the Midden that houses secrets within it's incomprehensible maze.


Elsewhere
Just beyond the city of Kalzasi proper but within the purview of its sovereignty. These various locations can be found and are available for use in writing.

  • Silver Glade Hot Springs- A popular hot spring in the Astralar Mountains.
  • Stone Crown Hot Springs- A small hot spring surrounded by pointy rocks in the Astralar Mountains.
  • Circle of Wandering- A great stone circle of power in the Astralar Mountains. Often used as a proving grounds for mages.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 6:41 pm
by Paragon
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NPC Library


Sovereign of Kalzasi


The Shokaze of Kalzasi is the King of Kalzasi and by law, must be an Avialae elected to the throne from one of the Great Houses of the realm. They are vested with the power to enforce the Law of Kalzasi and defend the country. The Shokaze is not vested with the authority to enact laws, such power is held by the Elder Council and the Assembly of Lords, but has full discretion to both interpret and enforce them according to their views. They do this most commonly under the advice of the Sovereign's Court and in conjunction with the other Great Houses. Additionally, they have the power to veto laws passed unless the legislative body of Kalzasi votes upon the matter unanimously. The Sovereign is the only authority in Kalzasi that can bestow a title of nobility.


Karam

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Karam Senue
DoB: 16 Searing 94 Steel
Race: Synnekar Avialae
Title: Fourteenth Shokaze of Kalzasi

Details: Though young in his reign as King, Karam has proven to be a respected leader. He successfully navigated the politics of Kalzasi following the assassination of the Thirteenth Shokaze while also strengthening the bonds between several Great Houses and Minor Houses. His coronation was overseen by the Demigod of Light, Justice and Hope, with many taking this as a sign that his rule will be one blessed by the gods themselves. In his daily activities, Karam has brought his shrewd judgement and charm with him into the daily affairs of his court. His greatest task, it seems, is handling the fallout of the catastrophe in Zaichaer, stabilizing peace in Karnor and staring down an Imperium that is far more active in the region than in years past.

Following the death of his father during the events of the Black Wedding, Karam assumed the mantle of Daizoku of House Senue. In that time he assisted in maintaining the stability of Kalzasi by supporting the regency of the Iron Queen. He helped to broker an armistice between Kalzasi and Zaichaer. He even had a hand in coordinating efforts to ensure the safe rescue and return of Talon Novalys to his homeland.


The Sovereign's Court


The Royal Court of Kalzasi is comprised of nobles and officials that see to the administration of executive functions of the country's government. Not every member is of noble birth and the appointment to a Court Office is at the pleasure of the Sovereign. These individuals advise and assist the Shokaze of Kalzasi in both enforcing and navigating the laws passed by the Council.

Talon

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Name: Talon Alexios Novalys
DoB: 13 Frost 95 Steel
Race: Empyrean Demigod
Title: Shinsei of Kalzasi, Daizoku of House Novalys

Details: For the entirety of his life, Talon was educated, trained, and expected to assume the mantle of Shokaze when the time came. The trajectory of his life changed completely following his ascension into the ranks of Ransera’s Dragon God pantheon. It was revealed that he is the reincarnation of Arcas, the Draegir of Justice, Light and Hope. In the wake of this awakening, he has faced incredible hardships both at home and abroad. In the aftermath of his father’s assassination, many expected him to step into the role of God-King of Kalzasi and embark upon a path of conquest and retribution. When that did not manifest, many in the Free Cities breathed a sigh of relief. Following Karam’s coronation as the Fourteenth Shokaze, Talon was declared Shinsei by royal decree and has since stepped into a role that he has been familiar with for most of his life. As Shinsei and presumptive Crown Prince of Kalzasi, he exercises his authority sparingly with most of his attention concerned with matters of the divine in days of late. He has opted to take a largely advisory role both in the Sovereign’s Court and in the chambers of the Elder Council. Talon is keenly aware of just how much weight his whims have the potential to carry given that there are many who might interpret anything he says as the will of a deity. To that end, Talon has been working primarily with House Ahtivin and the Order of the Dawnmartyr to focus heavily on his spiritual role in everyday society.

Sahfri

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Name: Sahfri Andara d'Larienne Novalys
DoD: 4th of Glade, 49th Year of the Age of Steel
Race: Siltori
Title: Queen-Dowager of Kalzasi, the Iron Queen, Advisor to the Shokaze

Details: In the day to day dealings of Kalzasi's politics, the word and influence of the High Lady of House Novalys is a formidable one. Sahfri is a woman of great intelligence and ability who has had more than her fair share of dealings across the political spectrum both internal to Kalzasi and abroad. Following the death of her beloved husband, Sahfri seized power within the High Council and forced the Assembly of Lords of Kalzasi to recognize a regency until such time as the threats to the country could be dealt with. The Assembly begrudgingly agreed. Pushing through her grief and rage at the loss of her husband and the kidnapping of her eldest son, Sahfri proved to be an adept and capable wartime leader. She displayed well her moniker as the Iron Queen by keeping a tight grip of control over Kalzasi and its forces, a steady hand that ultimately led to victory over the forces of Zaichaer in the eyes of many. With the war over, her focus now turns to other matters. Primarily, the safety and security of her family through the consolidation of Kalzasi's power in the Northlands of Karnor. She remains in the new Shokaze's royal court as an advisor.

Tianoch

Tianoch Hyori
Title: Chief Minister of Finance
Oversight: State Treasury, Revenue, Trade and Commerce
Race: Synnekar Avialae
DoB: 34 Searing 328 Sundering

Tianoch Hyori is not a name that the common populace of Kalzasi are very familiar with. A quiet man, he has never been one for the spotlight, preferring to keep to his duties. Born during the Age of Sundering, he remembers quite well what the world was like prior to the rise of civilization again in the Age of Steel. He saw firsthand the horrors of the Graveplague and the atrocities committed during the Sundering era. He does not speak on such things very much but after a youth spent facing the horrors that such an era produced, he has spent his later adulthood and senior years in quiet service to his people. As the Chief Minister for Finance to the Sovereign Court of the Kalzasi, he has administered and overseen the royal treasury for over forty years. Anyone who has business with the treasury of Kalzasi has likely interacted with him or one of his assistants. He is a shrewd man and sees to it that the Crown’s coin is spent wisely and accounted for accurately. He is known to be thrice marked by Avenna, whom he pays ample respect to.

Tianoch is known to be a wise investor of the Crown’s coin. When it comes to business partnerships he negotiates practices that largely benefit mostly public works, working fastidiously to improve the areas of Kalzasi that need the most financial attention. His oversight of the treasury has ensured that many public institutions continue to receive adequate funding in order to support the broader populace of Kalzasi. He is a strong advocate for investing in ventures that ensure future generations are stronger, healthier, better educated, and have access to greater resources than his generation ever did.

Daisuke

Daisuke Aminata
Title: Dai-Shohane, High General of Kalzasi
Oversight: Military Defense, War, Army, Navy, Air Forces
Race: Synnekar Avialae
DoB: 16 Ash 390 Sundering

Daisuke Aminata is one of the fiercest and strongest warriors that Kalzasi has ever seen. He is a leader who has commanded the respect of the soldiers of the country for many years. He is one of only two people alive in Kalzasi to have made it to the Fourth Deep of the Warrens and returned to tell the tale. That feat alone places him as one of the most capable warriors in not just Kalzasi, but in the region of Karnor abroad. He is a supporter of Kalzasern supremacy in the Northlands, believing that only Kalzasi and its allies can protect the people of Karnor from the threats that would try to overrun it. He aggressively supports endeavors to quell threats from both the Warrens and groups like the Order of Reconciliation, the Vykul Hordes, and some of the warped beasts that roam the wildlands. He considers Zaichaer a stagnant nation and positively detests most anything to do with the City of Brass. Some surmise that his hate for anything Zaichaeri has to do with the loss of someone important to him at the hands of Zaichaeri soldiers many years ago. Regardless, he remains a steadfast leader in the militant circles of Kalzasi’s politics and organizations. He advises the Sovereign with the depth and understanding born from a man who has spent close to a century perfecting the art of warfare and battle. Rumor has it that his prowess as a warrior has earned him a blessing from the Dragon God of War himself.

Ryom-Yun

Ryom-Yun Briathos
Title: Archwizard of Kalzasi, Minister of Magic
Oversight: Magic, Arcane Research and Development, Arcane Defense
Race: Synnekar Avialae
DoB: 7 Frost 80 Steel

Ryom-Yun Briathos is a name whispered in quiet reverence among the magical circles of Kalzasi and indeed, across many places in Karnor. Second only to his father, Briathor IV, in arcane power, he is considered a prodigy of magical might and ability. He is one of the youngest members of the Sovereign’s Court and only relatively recently adopted the position of Archwizard of Kalzasi at the behest of his elder sister, the Iron Queen. This followed the resignation of the position’s previous occupant in the aftermath of the disastrous Black Wedding. In the time since assuming the position, he had proven to be a capable leader who navigates the politics of Kalzasi’s arcane circles with the finesse one might expect for the Heir of House Briathos. He brings with him his skill and leadership as the Head of the Order of White Robes from the Circle of Spells, a position he still tentatively occupies until such time as a replacement within the Order can be found by the Council of Sages. During the conflict with Zaichaer, it is recorded that Ryom-Yun singlehandedly marched to the Chapter of Reconciliators in Kalzasi, shattered the wards around their stronghold and personally saw to their imprisonment and confinement. Like several members of the Sovereign’s Court and indeed, the High Council, he has little love for anything Zaichaeri.

Tetsuno

Tetsuno Reiko
Title: Minister of Enlightenment
Oversight: Science, Education, Technology
Race: Human
DoB: 81 Glade 42 Steel

Minister Tetsuno is not of noble birth. She did not come from one of the many prestigious Houses of Kalzasi but immigrated to Kalzasi with her family from Kathiid. It was a bit of a culture shock growing up in a place that wholly embraced magic after coming from somewhere that so fervently resisted it. Having few resources and little to their name, her father took up work as a laborer and fisherman. Her mother sought work as a school teacher at one of the institutions built by House Zatrian. It was through that opportunity that she received her education where she proved to be an inquisitive and intelligent girl that pursued knowledge in all its forms. She quickly caught the attention of the Antiquities Society and through them, developed a love of archaeology, science, and history. When she married an Avialae soldier of the Sky Guard, many expected her to settle down and she did, for a time. She saw two healthy sons brought into the world and when her small family lost her husband in a skirmish with Zaichaer, she saw firsthand the devastation that Zaichaeri technology and by extension, Imperial technology, could bring. She rededicated her life to pushing Kalzasi to further heights of technological prowess. She works closely with House Zatrian and House Briathos to seamlessly integrate both earthly and arcane sciences to the betterment of Kalzasi society.

Morihei

Morihei Yei
Title: Minister of Justice
Oversight: Law, Law Enforcement, Kalzasi Judiciary
Race: Human (Avialae Heritage)
DoB: 39 Frost 55 Steel

Lady Morihei is charged with the administration and execution of Kalzasi’s domestic law enforcement and oversight of its legal policies as dictated by the Sovereign and the High Council. She is the Chief Justice on the Kalzasi High Court and unless overruled by the Sovereign, she is the final say on all matters of domestic law within the country. She occupies a unique position where she often works in tandem with the High General in overseeing the activities of the Sky Guard and its affiliates. When matters of defense come into play, she defers to the High General. When matters of the law come into play, things fall into her jurisdiction. She is a stern woman who has a reputation for being able to aptly navigate Kalzasi’s politics and its legal systems. She was appointed to her position close to fifteen years ago and has overseen the management of Kalzasi’s justice system with a firm hand ever since. For her part, she does a good job of balancing the privileges of the nobility against the fairness expected for the common populace. In the wake of Talon’s awakening as the literal Demigod of Justice, she has striven to exemplify what she believes to be the epitome of a fair and lawful individual. While this is not a dramatic change from her previous stances and policies, she has been noted to have a zeal that had been waning in years of late. She has become an outspoken advocate for the adoption of the Order of the Dawnmartyr as an official religious sect of the Kazasi justice enforcement system.

Ueda

Ueda Sen
Title: Minister of Domestic Affairs
Oversight: Agriculture, Infrastructure, Public Works
Race: Synnekar Avialae
DoB: 73 Searing 48 Steel

Ueda Sen is a unique sight in the Sovereign’s Court and indeed, in Kalzasi at large. The son of a Dwarf and Synnekar, he is a Dwarven Avialae and stands just shy of six feet tall. He has the stout build associated with Dwarves and has a mind for crafting, infrastructure and architecture that is respected among the tradesmen of the country. Beginning his career as a blacksmith, he worked for years among the various artisan guilds of Kalzasi until he eventually saw himself elected as the Guildmaster of the Smithing Guild. This saw him entered into the Assembly Hall of the High Council where he was eventually tapped by Shokaze Savien Novalys to serve as the Minister for Domestic Affairs. He accepted the position and has been the hand that guides public works such as road building, agriculture, city repairs, and support of surrounding villages and townships for the past decade. He is a man who appreciates the honest work born from hard labor and one of his crowning achievements was the renovation and overhauling of Kalzasi’s sewer and aqueduct system that brought access to indoor plumbing to many of the surrounding townships and villages outside the city itself.

Liuxian

Liuxian Dahshida
Title: Minister of Truth
Oversight: Espionage, Intelligence, Diplomacy
Race: Human (Avialae Heritage)
DoB: 14 Glade 72 Steel

Lady Liuxian is a recent addition to the Sovereign’s Court. She is one of several officials who took up the post following the resignation of the previous occupant in the wake of the late Shokaze’s assassination. Her appointment to the post is of exceptional note because she is and was, the Third Wife of Shokaze Savien Novalys. A daughter of House Dahshida, she spent the entirety of her childhood and adult life working to become a figure of note within the Shadow Guard of House Dahshida. An accomplished stateswoman and capable operative, she led numerous successful missions of counter-espionage that led to the weakening of Kathiid’s hold over certain routes controlling the abjinurium trade in West Karnor. Additionally, she was instrumental in assisting in the purging of a great many of the Mad King’s supporters across the nation. She attracted the attention of Savien after saving his life during an attempted assassination. Following his death in Frost 121, Liuxian, along with her children, went into seclusion within the Palace of the First Wind alongside the rest of House Novalys in order to mourn. In the time since her appointment she has worked fastidiously to uncover the gaps in Kalzasi’s intelligence network, using her grief as a catalyst to shore up the country’s lines of diplomacy, espionage and relations.


The Elder Council


Sometimes referred to as the High Council or the Council of Elders, these are the permanent seats upon the legislative body of Kalzasi's government. Each seat is occupied by one of the Great Houses and while traditionally the seat is filled by the reigning Daizoku of the Great Houses, the law only requires that a representative of each Great House be present in the council chambers. The Elder Council is the body of authority that ultimately decides the Law of Kalzasi. Only members of the Elder Council can bring forth matters of legislation before the council and even then, the Speaker of the Council determines the Council's agenda.

Vako

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Name: Vako Zatrian
Age: 103
DoB: 27th of Glade, 17th Year Age of Steel
Race: Synnekar Avialae
Title: Daizoku of House Zatrian, Speaker of the Elder Council

Details: In a stunning move, Vako Zatrian has stepped into the role of Speaker of the Elder Council and thus the leader of the legislative body of Kalzasi's government. In the time since he has taken control of the council chambers, he has been a very strong advocate for public outreach, improving life in the countryside of Kalzasi's territory, and expanding modernization efforts across the country. He has expanded public programs and is working steadily to remove some of the more outdated and obstructive barriers in Kalzasi's internal policies. While this has caused some upset among the nobility, it has received strong support from the public.

Vako Zatrian is a name well known to the people of Kalzasi. In the years since he has taken the helm of leadership among his family, he has continually been a driving force for public welfare and improvement for the opportunities available to the common man. It is due to the efforts of Vako that the Academy of Kalzasi opened its doors not just to the wealthy but to any who seek entry and who can meet the academic standards of the institution. He implemented the academic patron system wherein a wealthy patron can offer scholarships to those deserving of them in order to expand upon the educational opportunities across Kalzasi and its territories. Vako has been an advocate for opening centers of learning and the Fine Arts across many of the villages in Kalzasi’s province, going so far as to commit a portion of his family’s wealth to paying the wages of school teachers willing to go to some of the outlying settlements in Kalzasi’s territory. His efforts have been rewarded over time as people have flocked to House Zatrian, offering up innovations that have seen the family’s wealth and influence grow beyond just scribing tomes in libraries. Vako is the individual responsible for setting up the Kalzasi Antiquities Society, the primary historical and archaeological society that goes to great lengths to excavate portions of the Warrens and surrounding areas. Their efforts have seen the recovery of not just ancient things lost to the Warrens but in rediscovering technology thought lost with the destruction of the Clockwork Empire.

Tizan

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Name: Tizan Veyl
Age: 164
DoB: 78th of Frost, 356th Year Age of Sundering
Race: Synnekar Avialae
Title: Daizoku of House Veyl

Details: Trouble has come to the life of Daizoku Veyl. Following the coronation of the new sovereign, a vote of no confidence was called within the halls of the High Council of Kalzasi. Initiated by Daizoku Dahshida, it showed just how much Tizan Veyl's position in the politics of Kalzasi has shifted. Many rumors circulate that he has had trouble in his vassal houses, one of his sons has reportedly gone missing, and the once very tight grip that Tizan Veyl held over the council chambers was broken in the wake of his humiliating defeat during the Shokaze selection process. He lost the Speakership of the Council and in so doing, withdrew from politics, making infrequent appearances in the council chambers and among the peerage of Kalzasi. Currently his eldest son is handling a majority of the day to day affairs of both House Veyl and in the council chambers.

Haruhiro

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Haruhiro Dahshida
Age: 157
DoB: 4th of Glade, 363rd Year of the Age of Sundering
Race: Synnekar Avialae
Title: Daizoku of House Dahshida

Details: A steadfast supporter of the new sovereign's young reign, it was Haruhiro Dahshida who initiated the vote of no confidence in the High Council chambers that ultimately say Tizan Veyl ousted from the Speakership. In the wake of this event, Haruhiro has been a strong advocate for strengthening Kalzasi's presence in the Northlands of Karnor. He is collaborating hard with both House Novalys and House Zatrian to increase Kalzasi's political, military and economic presence through negotiations and outreach. In the wake of the past few years events, a new vigor seems to have come into the old Daizoku with many seeing him far more active than he had in years past. Haruhiro has been an ardent supporter of recent efforts to expand the protections of Kalzasi's border following the fallout of things with Zaichaer and the recent activities of the Imperium.

Marda

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Name: Marda Eloise Ahtivin
DoB: 3rd of Glade, 26th Year Age of Steel
Race: Human
Title: Daizokura of House Ahtivin, High Priestess of Kalzasi

Details: Marda Ahtivin is a woman of immense compassion. She is also a woman who has suffered terrible loss. Thirty years ago, when Jacien Novalys betrayed the Great Houses and attempted to dismantle Kalzasi’s way of life, Marda lost the love of her life. She lost her husband. She lost her fellow consorts, whom she had come to regard as sisters. She lost her sons and she lost many of her grandchildren as well. As the servants of Jacien Novalys marched into the open compound of House Ahtivin, slaughtering all in their path, Marda begged the gods for intervention. That intervention came in the form of House Senue’s warriors coming in and protecting the remaining survivors. The devastation...was terrible. Nearly the entirety of House Ahtivin’s core line had been systematically killed.

To date, there have only been two males born to House Ahtivin in the time since the betrayal and both of those boys are too young to assume the mantle of leadership. Marda continues to remain the regent of her household and she is a revered figure both in public and in the council chambers.

Briathor IV

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Name: Briathor IV
Age: ???
DoB: ???
Race: Synnekar Avialae
Title: Daizoku of House Briathos

Details: Briathor IV has become a more regularly seen figure in the council chambers in the aftermath of the Black Wedding. Severely angered by the breach of the city's magical protections against invasion and assailment, he has amped up support for more intense magical research, defense, and investigation into threats to the city and its territory. He has worked to expand the reach of the Circle of Spells and is in the process of actively pushing policy that will strengthen Kalzasi's magical law enforcement across the territory.

The enigmatic leader of House Briathos is a powerful sorcerer with few equals across the Free Cities of the North, and some estimate that he has few equals in the world. However, that is about as much as anyone outside of his family knows about him. He took over as the head of the family at an unknown time and until his public appearance before the Elder Council and the ceremony that crowned him as head of the family, he’d made decidedly few public appearances. In the tradition of all patriarchs of House Briathos, he took the name of the family’s forebear. What happened to his father before him is unknown, then again, no one has mustered up the courage to ask. The only people who know his real name are those of his immediate family. What is known is that he is both respected and loved by his family as he guides them with a steady and patient hand. He has several daughters and sons to his name but their mothers are publicly unknown. He is the current father-in-law to the reigning Shokaze, having given Savien his blessing to marry his daughter Sahfri.


The Assembly of Lords


The Assembly of Lords comprises the many Lesser Houses of Kalzasi's nobility. They are one of two groups that comprise the country's lower chamber of its legislative body. The Assembly of Lords does not have the power to directly propose laws but they can, through majority vote, force a matter on the council's agenda be brought to the floor to be deliberated and voted on. The various Lesser Houses are generally heard by petitioning their patron Greater House to bring forth matters of concern before the Elder Council so it can be proposed as a law, as only members of the Elder Council have the power to actually propose a law directly. Every noble-of-rank has a single seat in the Assembly and thus a single vote. To be a Noble-of-Rank means that the individual is either the Head of their House or is a "landed" nobleman who has been granted land and authority to govern over that land by the Sovereign.

  • Forthcoming...


The Peerage of Kalzasi


The Peers of Kalzasi or MP's (Member of Peerage) are prominent citizens elected to the Council by general vote among the populace. They serve three years terms and are often Guildmasters, community leaders, and politicians that are put forth to have a voice within the chambers of the High Council. They are the second group that comprises the lower chamber of the legislative body and like the Assembly of Lords they do not have the power to propose laws directly but rather, petition and conference with one of the Great Houses to bring forth matters important to them that can then be voted upon. Like the Assembly of Lords, they each have a single vote within the chamber and can vote in the exact same fashion as the Assembly. The only exception is that they do not have a vote in determining the selection of the Sovereign.

  • Forthcoming...


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 6:46 pm
by Paragon
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History of Kalzasi


The city of Kalzasi has existed since before the Sundering of the World. It was not always referred to as such however. The city’s original name is since lost to history following the cataclysmic events of the Sundering but the heart of its culture remains intact. Originally founded by a clan of Orkhan interested in exploring the depths of the unique dragonshards present in the area, the Orkhan that initially settled there used it as little more than a mining depot. It has always been a dangerous place where accidents were common and precautions were taken to protect against them. Following the events of the Sundering, the landscape was altered profoundly. It became an area that blended with unrecognizable touching upon old and familiar geography. A yawning chasm opened up where the mines had been located, taking much of the settlement with its opening. Horrors crawled out from the depths and those survivors who thought to take refuge in the settlement were faced with nightmarish creatures that defied all imagining.

This series of events lead to the abandoning of both the settlement and the surrounding area. It remained a place actively avoided until the arrival of the Synnekar Avialae. Following the migration away from their homeland of Gel'grandal, the Synnekar had traveled thousands of miles across the lands of the North. While they had been greeted curiously in some cities in the Northlands, most cities turned them away not wanting to be burdened with the influx of thousands of refugees. With nowhere to go and little to lose, the Synnekar followed stories of an abandoned settlement until they arrived at the ruins of Kalzasi. There they encountered a cloistered order of Orkhan monks that had managed to hold out against the horrors that inhabited the ruins. The monks took in the Synnekar refugees as best they could and as repayment, the Synnekar set to aiding them in defending against the terrors that rose up out of the chasm nearby.

It was a daunting task but over the years, the Synnekar both adopted the ways of the Orkhan monks and incorporated them into their own culture. This culminated in a marrying of the two ways of life to create a new one. Things came to a head when a terrible beast was awoken from within the depths of the chasm. The devastation caused by it was legendary. Described as the “Living Calamity” or the “Hunger in the Deep”, this beast rampaged out of the chasm slaughtering all in its path. Once again the Synnekar were forced to flee but they took with them as many of their new Orkhan allies as they could.

Following this catastrophe, the bravest and brightest students of the Orkhan master monks arose to lead their people out of the tragedy. These seven warriors arose to become the founders of what would become the Seven Great Houses. Together they drove back the beast from the depths of the chasm. Driven with purpose, the Synnekar took to rebuilding the area, determined to make the city and its immediate area their home.

So Kalzasi was founded and as it grew, so did the promise of the protection and opportunities it provided.

In the present day it stands as one of the most prosperous of the Free Cities. Rebuilt to honor the Orkhan who took in the Synnekar as refugees, guided by the martial philosophy of the Avialae and defined by its unique and often vibrant culture, Kalzasi is a haven for many. But while it is a jewel of civilization, some wonder if the beast in the deep yet hungers for the destruction it once tried to inflict upon the world.

Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 7:03 pm
by Paragon
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Climate and Geography


Terrain in Kalzasi ranges from the massive Astralar Mountains that dominate the realm to the east, to the coastline of the great Lake Udori. To the west, the city is touched by fertile plains and eventually the woodlands of the Wildking's Forge beyond that.

The Astralar Mountains themselves tower into the skies cresting over 28,000 feet at their highest point. The mountains consist of a variety of minerals ranging from the curious stone called Ebberite to granite, marble, precious gemstones and others. Home to a variety of mountain born creatures, the Astralar are not a place easily traversed. While there are numerous pathways both known and unknown, the safest and most traversable among them is the Black Road. The pathway is patrolled by the rangers of Kalzasi often enough to be kept in viable condition most of the year.

The Great Lake Udori is easily 200 miles across at its widest point. It serves as the port of entry by sea to Kalzasi. Ships sail along the currents of the Batilad River passing through ports of several cities along the way before ultimately coming to Kalzasi. Courtesy of the lake, the city sees a fair amount of fog and rain toward the end of the summer months. While the lake and river do not freeze over during winter, cold winds are common in the cooler seasons.

The fields to the west of the city are fertile enough to provide farmland used to sustain the city. Due to the importance, they pose to the city, the fields are largely safe from most predators. The roads between farm villages are kept in functioning order and are patrolled regularly. For much of its western and southwestern border, the city is flanked by the indomitable Wildking’s Forge. The vast woodland is home to wildlife that are both common throughout the world and some creatures that are unique only to its deeper untamed places.

The weather in Kalzasi is fairly consistent with the city seeing all four seasons. Summers are typically warm but sweltering heat is rare. Fall sees a drop in temperature and the region typically experiences an early frost. Winters are long and dangerous with snowfall being common. Travel into and out of the area by land often becomes ill-advised. Spring sees a return to warmer temperatures and an upturn inactivity.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 7:44 pm
by Paragon
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Government


The City-State of Kalzasi is a monarchy wherein the sovereign holds chief executive power in overseeing the laws of the city and its territories. The Shokaze, the sovereign, serves as the Head of Government and Head of State. The legislative power of the city is held by the Elder Council. The council is comprised of two bodies. There is the permanent body of the council that is formed by the Heads of the Seven Great Houses. Then there are the appointed seats on the council. The number of appointed seats fluctuates according to whom the permanent body votes on. These seats are nominated by the Shokaze and are affirmed by a majority vote of the Seven. Once affirmed to their position, each appointed member of the council serves for a term of three years.

The Elder Council is the only body of authority in Kalzasi with the power to pass legislation. This legislation must be signed into law by the Shokaze or the sovereign can veto the legislation and force the council to deliberate on the matter more thoroughly.

The veto power of the Shokaze can be overturned if the Elder Council reaches a unanimous decision. Additionally, any legislation passed by unanimous vote does not require the Shokaze's signature into law. The one insurmountable power in the Shokaze’s possession is the ability to dismiss the entire Elder Council if they feel it is in the best interest of the city. The caveat to this however is that the Shokaze themselves must then step down from their position as well. This tool has been used sparingly in the history of Kalzasi as its implementation has led to a power vacuum in every instance. The nobles and influential of the city tend to be cutthroat when the opportunity to rise above their current station presents itself. Generally speaking, the government of Kalzasi tends to be fairly stable. Politics can be fierce but the mechanisms of the city-state's institutions tend to move forward rather smoothly.

The third element of Kalzasi's government is that of the judiciary. The nobility of Kalzasi do not have the authority to change laws or interpret them on a whim. The interpretation and rendering of judgement upon Kalzasi's citizenry is the purview of the Courts of Kalzasi. The Sky Guard and Kalzasi's military enforce the law with the goal of deescalating situations. Criminals are brought before the Court where judgement is rendered appropriately.

Justice and Laws

The common folk in Kalzasi can expect to be held to a set of laws that are endlessly debated and interpreted by the counselors of Kalzasi’s many legal scholars. While the laws themselves are clearly written with the expectation that they will be enforced, every citizen has a right to due process under the law. That is, so long as their infraction upon the law is overseen by Kalzasi’s official law enforcement, the Sky Guard. According to the Kalzasern Psyche, a crime is interpreted as an assault on the community, one’s business, or Kalzasi at large. More personal disputes are left to internal avenues of resolution unless those involved elect to bring the matter before the courts for arbitration and judgement. Action upon crimes is typically strict and firm when dealing with those infractions that impede upon the community. In most instances the offenders are levied with a fine that is commensurate with the level of the crime. More serious infractions can result in detainment. Death sentences are exceedingly rare as Kalzaserns have rather creative ways to ensure that criminals warranting such a fate eek out a miserable existence while still remaining useful to the community.

There are two courts in Kalzasi.

The Common Court

Comprised of eleven judges and their support staff, the Common Court oversees the vast majority of petty crimes, misdemeanors, and general disputes across the city. Breach of contracts, petty theft, disruptions of the peace, adoption, and settlements that need arbitration by one of the judges, pass through the Common Court on a regular basis. Generally speaking, most infractions or rulings on the law are handled at the Common Court as most circumstances rarely need more lengthy attention. For the most part, the general citizenry’s legal issues are all handled at the Common Court level. The Common Court does not see cases involving those individuals considered nobility or of particularly affluent or influential status. In most instances matters brought to the Common Court do not require a session of the full court. Most issues are handled by the judges independently.

The High Court

Comprised of three judges and their support staff, the High Court deals mostly with more sensitive cases. Issues concerning the nobility, inheritance, murder trials, treason, and the like are all adjudicated by the High Court. Generally speaking, if it is a more high profile case, it will be handled by the High Court. Additionally, the High Court has the authority to overturn a decision made by the Common Court by means of appeals.

The officials of Kalzasi’s legal system would like to believe that all infractions of the law are handled by due process for its citizens. The reality is that handling of the law boils down to where one has infringed upon it within Kalzasi’s territory. Technically speaking, the Sky Guard and the courts of Kalzasi have jurisdiction over the entire breadth of the city’s territory. However, that jurisdiction is severely limited in several areas. The Sky Guard and the courts see most matters that occur in the Commons and the Low City. The Sky Guard has limited authority in the Cloudhaven District and most matters in Adira’s Promenade are handled internally behind closed doors. The Midden is ruled by those ruthless or strong enough to enforce their will upon the Underdark of the city.

  • Intentional murder is punishable by indefinite servitude in the deepest levels of the Warren Mines or conscription to the Dead Legion.
  • Slavery is outlawed in all territories beholden to Kalzasi authority. Slaves will be freed without compensation to slavers as soon as they enter Kalzasi’s jurisdiction.
  • In the instance of war with foreign states, all eligible citizens between the ages of sixteen and thirty shall be drafted into the Sky Guard for mandatory service.
  • Rape is punishable by indefinite servitude in the Warren Mines or conscription to the Dead Legion.
  • Thieves shall face imprisonment within Mistreach Keep or a fine commensurate with the value of what has been stolen.
  • Smugglers, racketeers, harassers, abusers, and trespassers shall receive a sentence of hard labor or a fine appropriate to the severity of their crime.
  • Children born in or under the age of six years are granted automatic citizenship in Kalzasi, so long as they are documented in the Office of Registry and Citizenship.
  • Adults and children six years of age or older must apply for citizenship through the Office of Registry and Citizenship. Full rights and status will be granted only when a patron from the Lesser or Greater Houses of Kalzasi has been found.
  • All citizens of Kalzasi are guaranteed religious freedom so long as their practices do not bring harm to the community.
  • All citizens and visitors to Kalzasi are subject to Kalzasi law, regardless of prior knowledge of the law.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 7:53 pm
by Paragon
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Military


The fighting force of Kalzasi is kept in remarkable ready shape due to the frequency of incursions from creatures that crawl out of the Warrens at the heart of the city and in the surrounding countryside. These and a multitude of other factors make the forces of Kalzasi a rival to Zaichaer, a fact that is not lost on the city that claims hegemony over the Northlands.

The Sky Guard

Faction Page: Here

When the Synnekar Avialae first migrated to the region of Karnor and found no city at the time willing to take them in, they were forced to find their own home. As nearly all of them were expertly trained combatants it was not especially difficult for them to protect themselves from the dangers that were posed by Karnor’s wilderness. But a society comprised entirely of warriors was one that would quickly fail, a fact that was not lost on the leaders of the migrant group at the time. In time, when the Synnekar Avialae found the remnants of the old mining settlement originally built by the Orkhan so long ago, they were ill-equipped to rebuild on their own. Upon encountering the cloistered order of Orkhan monks, many Avialae at the time chose to put aside the ways of merely a warrior in favor of a more enlightened life. Those who had served as priests found new avenues of knowledge that they quickly clung to. Those who had served as soldiers found that their inner turmoil could be pacified through the meditative nature of the monks and what they had to teach.

Over time, the Orkhan helped the Synnekar Avialae find a new identity away from their despotic homeland of Gel'grandal. This was eventually repaid when the Avialae aided the Orkhan in defending what was left of their city. As civilization was rebuilt and the need for all of their people to take up arms diminished, the Sky Guard was formed as a means of honoring the teachings first instilled in the Avialae by the monks. Initiated by one of their strongest students, Joris Novalys, lead the formation of the Sky Guard and to this day, House Novalys remains at the forefront of Kalzasi’s warriors.

The Sky Guard is based out of Mistreach Keep located at the geographical center of Kalzasi in the Commons District. It overlooks the yawning chasm that serves as the primary entrance into the Warrens. Though they patrol the chasm without pause at every hour of every day, the Sky Guard is not always successful in preventing all of the monstrosities that creep up from the depths from getting loose into the city. Additionally, the Sky Guard maintains the watchtowers throughout each district of the city as well as man garrisons in some of the larger townships in Kalzasi’s prefectures.

The Dead Legion

Faction Page: Here

Following the formation of the Sky Guard and in the aftermath of the first few expeditions into the Warrens, it became clear that unspeakable dangers lurked in the deeps. Not wanting to constantly lose its finest warriors to the horrors found there, the leaders of Kalzasi instituted the formation of the Dead Legion. In the centuries since, it has ascended to a place of curious reverence in the culture of the city. Criminals who commit particularly heinous crimes are “consigned to serve in the Dead Legion”. The length of their service is determined on a case by case basis but is usually a decade if not longer. The Legionnaires hold no rank, no status in society, no rights or privileges. Their sole purpose is to be sent into the deeper reaches of the Warrens and to be pitted against the monstrosities that dwell there. This is most often a suicide mission. Each conscripted Legionnaire wears a collar that if need be, can incapacitate them if they get out of line and fail to obey the orders of the Sky Guards placed in charge of them. Sky Guards are only permitted to execute Legionnaires in the most extreme circumstances.

For as many low-lives as there are in the Legion, there are those who willfully consign themselves to the Legion. Whether this is because they want to test themselves against the creatures of the deep, because they feel they’ve lost their way, or because they simply see no other way of contributing to society, they are never turned away. These individuals do not typically wear the collars of their conscripted counterparts as their service is voluntary. They are, however, branded with the mark of the Legion. Legionnaires are not paid but they are fed, clothed, and given comfortable albeit basic housing by the Sky Guard. Because of the curious service that the Legionnaire’s provide, volunteers are viewed with a sad or melancholy reverence. While the conscripted are never allowed to wander away from Mistreach Keep when not in the Warrens, volunteers are free to come and go as they please on the condition that they must always answer a summons when issued.

Volunteers serve until the conclusion of their contracted service. Failure to honor the terms of their service will result in the voluntary status being converted to conscript. When roaming the city, those bearing the brand of the Dead Legion as a volunteer are often given tokens of thanks. Drinks in taverns are often paid for by observers. Meals are often gifted to them and rarely will a volunteer go without somewhere to lay their head to rest. These things are done in recognition of the fact that it is certain that the volunteer has essentially signed their own death warrant. This, coupled with choosing to keep the city and its territories safe from the monsters below is what the people are honoring. Volunteers serve a minimum of one year in the Legion. Most do not last to the conclusion of their service.

Among the conscripted, there have only ever been three conscripts to successfully see their sentence to completion. Two of them went on to become Sky Guards who then continued serving alongside the Legion. The third left Kalzasi for parts unknown.

To serve in or alongside the Dead Legion is to lead a grim life. It is not boastful. It is not prideful. Both the Legionnaires and the Sky Guards who fight alongside them are marked by the things they see and experience in a dark brotherhood.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 8:00 pm
by Paragon
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Trade and Commerce


Situated on the shores of the great lake Udori, the city of Kalzasi is in an advantageous position to serve as the bridge between the western and eastern cities of the north. Any and all trade whether by water, air or land, passes through Kalzasi’s ports between the west and east. The city maintains one of the only viable land routes through the colossal and dangerous Astralar Mountains, known as the Black Road. While Kalzasi does not boast a peerless mastery of the sea, it does possess a sizeable fleet of merchant vessels that dock in the city regularly. Goods from these sea vessels are off loaded onto either land based or air based transportation to be ferried to the eastern cities or onward to settlements further north.

Imports to Kalzasi include wine, exotic spices, dyes, and various precious metals and ore.

Exports from Kalzasi include dragonshards, gemstones, weaponry, wood, stone, and a multitude of other things.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 8:04 pm
by Paragon
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Education and Technology


The Synnekar Avialae and the Orkhan monks who founded the city of Kalzasi in the aftermath of its many calamities were not an uneducated lot. Indeed, following the reclaiming of the area for settlement, an entire sect of the migrants took up the responsibility of preserving knowledge and culture. With the Greater House Zatrian serving as patron to the city’s educational institutions, literacy and general knowledge among citizens is fairly high. Children are guaranteed schooling until the age of twelve, after which it is up to individual families whether or not they want to pursue education further or begin instructing their children in a trade. The nobility is able to afford much more extensive tutoring at the Academy of Kalzasi where various colleges have formed to specialize in certain areas of study.

Kalzasi is not far behind such scientific and philosophical powerhouses as with the likes of Zaichaer, which undeniably leads the Northlands in science and engineering. However, given the proximity of the cities and Kalzasi’s strong trade relations, scholars from the two cities regularly trade knowledge and ideas. Couple this with the reality that many of the Free Cities of the North still retain portions of Pre-Sundering knowledge and Kalzasi is well situated in terms of scientific progress.

Technology has allowed for indoor plumbing. Clockwork and steam-powered engineering is not an uncommon occurrence. Advanced metallurgy and knowledge of the basic periodic elements is accessible to more learned minds.

Magic and the Arcane

Magic is vital to the survival of Kalzasi. Despite this, the number of practitioners in the city amount to roughly only 1% of the population. Stewardship of the forces of magic in Kalzasi is given primarily to the Greater House Briathos who work closely with the Circle of Spells. Several of the eldest members are wizards of the Circle itself.

Kalzasi wizards have a penchant for being creative in their approach to magic. The creatures that often spew forth from the Warrens cannot always be fought with conventional weaponry or even some of the most common magical practices. As a result, Kalzasi wizards have a strong tendency to think outside the box. This leads to both innovative approaches to magical ingenuity and also dangerous experimentation. Most of the wizards in Kalzasi are the battlemages of the Sky Guard and as such, their focus is on war magic. Only a small number of mages in the city are devoted to studying other forms of magic.

The city maintains various magical defenses with the walls and gates of Mistreach Keep being enchanted to contain and ward off the creatures of the deeps. The Skyharbour itself as well as the skyships that dock there are magical objects that Kalzasi invests in. The sale and production of magical items or potions is also overseen mostly by House Briathos and those under its banner.

Religion and Spirituality

While Kalzasi does not have a mandated state religion, it does have a patron that is widely honored in most public ceremonies. The Dragon Goddess Naori in her incarnation as the Lady of the Pale Grove is given the highest amount of reverence in Kalzasern culture. She is the epitome of freedom and expression and her influence is seen at all levels of Kalzasi. For as structured as Kalzasi might seem, there is an element of Chaos and appreciation for the Unknown threaded across the whole of society. Other gods include Eikaen, who is revered as the patron of warriors and the giver of Light, Velar and Vicis as the keepers of Time and Fate, Keela and Lyren are given reverence by the city’s scholar’s and inventors, and even the likes of Drimera, Vymeshis, and Myshala receive reverence in some form.

Overall, Kalzasi is a place where its citizens are largely left to their own devices in terms of worship. The only instances where the authorities would intervene is when those practices bring harm to the city or the people at large.


Re: [OOC] Kalzasi Codex

Posted: Wed Oct 23, 2019 8:08 pm
by Paragon
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Culture


Kalzasi is not what anyone would call a sleepy or peaceful city. The Low City is rife with brawls that regularly spill out onto the streets. The people congregate in ramshackle markets that are little more than carts brought together in one area or another. Foot traffic flows in and out of the inner city. In the Commons, life is continually bustling. Shops open, merchants peddle their wares, the Sky Guard patrol the streets, and all manner of curiosities traverse the avenues as people from all across the Northlands pass through Kalzasi’s streets. The quietest and most peaceful places in the city are found in Adira’s Promenade where the wealthy play their games of power and prestige. High above in the Cloudhaven District where only those with the gift of flight or have the means of flying, the vastly wealthy and powerful Great Houses stand far above the masses watching the city from on high.

Kalzasi is a city where opportunity is abound for those who seek it. It is a city where at any given moment, terrible monsters can spew out of the yawning chasm at the geographical center. The people live freely, they live passionately, they live with pride and with as much dignity as any of them can muster in their sometimes brief journey in this world.

The Common Man

Those born and raised in Kalzasi are afforded a basic education until the age of twelve. This encompasses reading, writing, mathematics and a rudimentary understanding of common sciences. For most, they end up taking up whatever trade or practice is taught to them by their parents. As a result, family ties are quite strong among the commoners of Kalzasi with a focus on being mindful of one’s community prevalent in most areas. Kalzaserns are a strong-willed people who are encouraged to be forward thinkers and fearless in the pursuit of their passions. This is tempered with a strong sense of duty and adherence to the precepts of honor and service before self.

The Seven Great Houses

The Seven. The High Houses of Kalzasi. The Great Clans.

Regardless of how one refers to them, the Seven Great Houses of Kalzasi are the seven most powerful clans that rule in supremacy over the city-state and its territories. To a one, each of them is ruled and controlled by a family of Synnekar Avialae as their race are the ones who restored the city and molded it into the place that it is in the present day.

Competition between the Seven Houses is muted. The Great Houses are comfortable in their positions, possessing vast wealth and power within their areas of expertise. This arrangement has been an amicable one that has served them well for centuries. Each of the Houses maintains such a strong chokehold on their chosen areas of responsibility that deviation from such tradition is nigh impossible. For example, while officially the Ministry of Agriculture is an arm of the central government, it happens to be staffed and run primarily by members of House Senue. Such a custom is echoed in Kalzasi’s military which is comprised primarily of warriors from House Novalys or House Dahshida. While things overlap from time to time, these traditions hold true almost universally in every aspect of Kalzasi society.

The Lesser Houses

The lesser houses of Kalzasi owe fealty to the Great Houses with each of them paying tribute to the higher clans. It is among the lesser houses that most of the overlapping between areas of expertise and responsibility occurs. While the Great Houses concern themselves primarily with their chosen areas of expertise, the lesser houses are well known and expected to be far more diverse in their contributions to the clan they owe fealty to. There are lesser houses that wield considerably more power and sway than others, with some rivaling even the Great Houses in renown and influence. If a lesser house grows too ambitious however, it is not uncommon for the Greater Houses to find ways to knock them down a few pegs.

Guilds

Nearly everything in Kalzasi accomplished by the common man is done through association with a guild pertaining to their respective interests. These guilds then forward pertinent information or taxes to the respective ministry that oversees their specialty which in turn reports to either a Lesser or Greater House directly. It is a complex system of bureaucracy that gives many foreign officials headaches. Nevertheless, it works. Practically every business in Kalzasi from a mercenary, to a baker, to a miner or even a seamstress, belongs to an associated guild. So long as members pay their dues, the guilds (usually) act in the interest of its members going so far as to even represent them in legal matters if the need arises.

Some guilds are so influential and prominent as to be considered an arm of the government by proxy. The Kalzasern authorities are often found deferring to these guild's judgment in most matters they oversee. While few in number, the Guildmasters of these organizations hold enough prominence to be granted a seat on the Elder Council.

For the well-versed in Kalzasi customs and traditions, it is known that approaching a guild associated with one’s goals is a far quicker route to success than approaching the central government or nobility outright.