Posts Tagged ‘Koshain’

Koshain

August 1, 2020

(I thought I would update information on one of the fictional lands of my fantasy setting which kinda sort of is still a D&D campaign setting.)

Koshain is a desert nation in the middle of the continent of Aldona. The land of Koshain is cursed with a desert climate due to the fallout from the events that occurred in what is now the neighboring nation of Khull. The magical fallout created a harsh atmosphere full of sandstorms and cloudless skies allowing for oppressive heat. Lesser nations might have been driven out but Koshain adapted their way of life several millennia ago. Many residents of the nation fell back to live in the more stable city centers where they could find shelter from the wind. Farming moved underground where magic helped sustain a lot of agriculture. However, in the transition, insects native to Koshain went on the menu and remain a delicacy for the rich and a necessity for the poor.

Others set up a system of nomadic life where people keep moving to keep ahead of the sandstorms. The constant movement helped in establishing a massive trade network that was needed to obtain foodstuffs and goods that were no longer readily available in Koshain. Dwarven stone-cut outposts set themselves up as outposts and shelters for trading caravans. The dwarves also found rich deposits of jewels and ore that became very useful for trading, allowing the nation to have a chance of survival and eventually led to success. However, the trade-based economy led to a large gap between classes. City trade barons and aristocrats (often the same thing) became richer and their workers were stuck under their collective thumb. This eventually led to a large criminal contingent who view themselves as freedom fighters and revolutionaries instead of villains.

At some point, the Koshani people adopted specially formulated face paint to keep their skin from burning. The lower class just slathered on one color while the rich often painted their faces in ostentatious multicolor art pieces. Face painting has evolved into an elaborate social status ritual with different classes and families following different patterns. A millennia ago, Koshain suffered from a horrible plague that killed many of its citizens. To combat this respiratory sickness, Koshani people adopted face masks as protection. The lower classes strapped on cheap masks and soldiered on. Once again, the rich went in an artistic and showy direction and had beautiful masks designed to hide their faces away from the world. When the plague subsided, the poor discarded their masks (except when traveling in sandstorms) but the rich kept their tradition. Criminal leaders adopted masks that are almost parodies of the masks of the wealthy.

Because of the large criminal population in the cities, the capital of Corren is also the home to the world’s greatest lock designers (and consequently the greatest lockpickers). The criminal element is broken down into different guilds who have each declared themselves as autonomous factions separate from the governance of the rulers of Koshain. The various thieves guilds compete with one another but are definitely also aligned with each other against the upper class. Alliances are common between the guilds and crews often encounter each other while out on the job. For example, a second crew might show up during a heist and would decide to distract law enforcement to obtain a later favor from a guild. The enemy of their enemy is often their friend.

Speaking of the rulers of Koshain, there is a Koshani King that passes through generations through biological children (legitimate or not). The King is the ruler, never the Queen although the Queen is revered as a celebrity. The truth is that it does not matter as much who is King. The King often consults a council in order to make decisions which is made up of the heads of the most profitable trading empires. Aristocrats often buy their titles and pass them down through the generations. These titles are much less restricted by gender as it is recognized that women and nonbinary people can be shrewd in business. The King rarely makes major decisions without economic input.

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Aldona Atlas Pt. 2

September 10, 2018

ContinentD

Khull
Orcs 56% Half-Orcs 25% Tieflings 10% Humans 6% Half-Elves 3%

The Kingdom of Khull is a large country full of desert and scrubland near the middle of the Emerald Continent of Aldona. Since Orcs are almost certain to maintain a constant violent relationship with the other races on the continent, many decided to seize land inhospitable to less rugged races where they formed their own kingdom. This kingdom is undoubtedly ruled by one person, the Warchief, and everybody else is more or less on equal footing. With orcs, the strongest often rules and makes the rules so aside from the Warchief, the most brutal often keep the others in line. Their thoughts are constantly bent on war with their neighbors but it has been a long time since an actual war has taken place. Their southern neighbor is Shera which has built a tall wall all along the border to provide some relief from these vicious creatures as has The Bremid Empire. After its founding, the Kingdom of Khull opened its borders to any goblins, kobolds, tieflings, and even humans who wanted a new home. The newborn alliance worries the rest of Aldona. The people of Khull have largely given themselves over to the darker gods and have created a religion that leans heavily on blood sacrifice.

Koshain
Humans 46% Half-Elves 14% Tieflings 12%
Elves 10% Half-Orcs 10% Dwarves 4% Halflings 3% Gnomes 1%

Koshain is a fair-sized desert nation ruled over by a King in the most fertile part of the desert, made so by magic. However, the nature of the desert nation’s isolation of urban centers means that local officials have more direct, actual authority over day to day matters. This has led to widespread abuse of power in the past. Examples include using prisoners for dangerous work, heavy taxation, harsh law enforcement, and even renting out prisoners to private interests. As a response, the criminal population is able to depict themselves as rebels. Public opinion is divided on the subject, usually along economic class lines, and the King seems to either not care or actively supports the corruption. There is a nomadic community that travels to stay separate from the government. Treasure hunting is a popular career and past time.  Another interesting tidbit is that the people of Koshain have evolved a fashion that often incorporates face paint and/or masks.  Originally, this was intended to block the harsh sun but it became a sign of status for the upper class and a way to hide identities for other lower classes.

Lavell
Dwarves 54% Goliaths 15% Humans 9% Half-Elves 7%
Elves 5% Gnomes 4% Half-Orcs 3% Halflings 2% Tieflings 1%

Lavell is mostly useless to surface dwellers. Not only is it a very mountainous region, it is also a fairly icy land as well. There are very few settlements on the surface and it is one of the few lands without an elf or human government. Instead, Lavell is ruled over by dwarves who, of course, live underground in massive cities. Because of the cold and barren climate, the other races have been welcomed into the dwarf cities where elves and humans are rarely comfortable. The citizens of the country pride themselves on being hardy and surviving what should have been an inhospitable land. There is very little trade and very little diplomacy especially since their closest neighbors have a difficult time traveling to the city entrances. Technically, Lavell has no central leader and is ruled by the leaders of the cities.

Mekar
Half-Orcs 30% Humans 23% Dwarves 20%
Half-Elves 10% Halflings 7% Elves 5% Tieflings 4% Gnomes 1%

Mekar is not really a country per se. It is a land whose borders were defined by people wanting to avoid and let alone the barbarians, druids, and monks that mostly reside there. This is a completely wild and lawless area but not in an inherently evil way like Khull. Most people who grow up in the region or move there just want to be left alone. Those who venture out of that region are usually seeking new challenges. There are a few monasteries in the mountains of Mekar and several monk traditions originated from there. Many monks issue forth from those monasteries to wander the land either cast out or to put their martial arts skills to good use. Most other residents of Mekar are largely nomadic and hard to pin down. Of course, there is usually no reason to go in and pin them down anyway.

Shera
Humans 46% Half-Elves 24% Elves 10% Dwarves 12%
Half-Orcs 5% Halflings 8% Tieflings 6% Gnomes 3%

Once known as the Kingdom of Shera, this place is mostly farmland, forest, and swamps. That is not to say that it is not civilized, it just lacks the diversity of biomes that Eloria has. Sherans are not completely unlike Elorians. The main difference has been formed by their more recent history. Years ago, the King of Shera decided to forgo all previous treaties and attacked the Kingdom of Eloria in a bid to gain all of the shipping resources of Eloria. As has been stated, that war was interrupted by Vistra’s forces and those forces killed the entire royal family of Shera. Liam III, the King of Eloria, decided not to annex Shera in the absence of their royal family. The grateful Sherans formed a Republic and they are now ruled by a council made up of the Mayors of their cities and various intellectuals. The new government reestablished treaties with all of its neighbors (except for Khull, of course) and work toward a brighter, more peaceful future.

Vedel
Humans 64% Half-Orcs 12% Half-Elves 9% Tieflings 6%
Halflings 5% Elves 3% Dwarves 2% Gnomes 1%

The people of Vedel are very superstitious and fairly resistant to outsiders which is why they erected a barrier around themselves. It is hard for a tourist to get in and it is apparently hard for tourists to get out as few have. The few that have reported on that land have reported a land of castles, put-upon villages, and a sort of gray feeling all over. A land steeped heavily in the feudal system, the people have no power and the nobles and royalty have all the power with extreme prejudice. The division between classes is also very rigid and many commoners could go their whole lives without seeing a single noble or royal. There have been rumors of vicious and exotic monsters within the walls as well.


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