1. Locations

Kingdom of Kalvete

The Kingdom of Kalvete is the newest nation in Asobria, laying claim to the northern regions of Impatria. Living in such a harsh land, its residents are unified under the values of strength and courage in the face of adversity. While short, the Kingdom's history has been molded by conflict as it still struggles to cement its authority. Despite the young nation's shortcomings, however, it has a promising future as it becomes a larger force on an international scale.

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Holds and Geography

The Kingdom is divided into six Holds, with each having its own governing body that answers to the nation's monarch. These Holds are notably distinct in their cultural and physical landscape. Below are these Holds:

Hjertlande: Found in the center of the Kingdom, the Hjertlande lives up to its namesake and serves as the beating heart of the nation. Its largest city, Iskholde, serves as the capital of the entire Kingdom while also acting as a large center of production. As the Hold is dominated by grassy tundra, it provides ample space for the raising of livestock. This has attracted many to settle this region, allowing for the cities here to become some of the largest in the Kingdom. The resources and goods produced here are then distributed throughout the rest of the Kingdom, making use of the extensive road networks of the nation and the navigable waters of the Frásnúr River and Flóanótt Bay.

Bruttstrond: Sitting to the west of Kalvete, Bruttstrond is situated on the Northern Finger: A large peninsula that juts northward along the edge of the North Sea. Most of the Hold is blanketed in dense taiga, with regions such as the Draulog Forest hiding remnants of Kalvete's violent history. Its settlements, such as the Hold's capital of Skógaustr, primarily serve as logging towns that harvest lumber for the Kingdom. Due to the density of the region's forests, however, rebel groups who refuse to swear fealty to the Kingdom can easily go unnoticed. Other dangers exist as well, such as the frigid climate along the northern coast and the turbulent waters of the Iron Strait.

The Highlands: The Highlands are found on Hátlön Plateau, which forms the western foothills of the Spine of the North. The Kingdom's smallest Hold, its economy is based around a handful of industries. Primarily, its mountain towns serve to harvest mineral resources from beneath the Spine's mighty peaks. Other settlements, such as the Hold's capital of Hjarvat, instead harvest agricultural resources. The Highlands are one of the few places that are able to sustain crop growth, which is more important than ever due to the Empire conquering what was once Kalvete's primary farming regions. Beyond its settlements, the Highlands also hold a rich historical and cultural value to Kalvete, with ruins such as the Titan's Throne and events such as the Valkyrie Festival.

The Outlands: One of Kalvete's more remote Holds, the Outlands are found on the eastern side of the Spine of the North and cut off from the rest of the Kingdom. As the region is only accessible via the Spineward Passes, the Empire's past expansions have actually interfered with this Hold's connection to the rest of the Kingdom. This has prevented the Outlands' whaling resources from the Sjóhval Sea from reaching the rest of the Kingdom, but recent improvements between relations have returned things almost back to normal. Aside from its recent problems, the Outlands hold an abundance of windswept taiga to explore and cities such as Niðujall to visit.

Brundal: Brundal is Kalvete's northernmost Hold, stretching from the Hofá River to Mount Fjallzen: The northernmost point in the known world. Most of the region's resources come from the North Sea, as most of the Hold's terrain is too dangerous for inland settlements. In the south, the Witch's Woods hold dangerous monsters. In the north, the steep fjords of the Veins form nearly insurmountable walls. And in the northwest, on the frigid Björju Island, rebel groups such as the Sulijaq pose a greater threat than the cold. Where settlements are established, however, they flourish through the cooperation of the Kalvetian and Ursinefolk people. The Hold's capital of Sanctuary is a prime example, being home to the Brotherhood of the Open Paw and attracting many to learn of their enlightened ways.

Nordisk: In the far north, on the far side of the Spine of the North, is Nordisk. This is the most remote Hold in the Kingdom, only being accessible via the Northern Rift in the Highlands. Even with this navigable route, very few choose to travel here and even less choose to live here. Nordisk encompasses a region known as the White Void: A frozen tundra that is constantly pelted by ice and snow. The only city in the Hold, the region's capital of Hliðöf, doesn't even have an established economy due to the sheer lack of resources present. Other settlements have tried to expand further, but the ruins of places such as Winterfall set a grim example of what life is like in Nordisk. The few that do reside here are those that have long called Nordisk home, and they continue to make life work in a region that tries to refuse it.

In the far south of Kalvete, just north of Linlow's Gap, there was once another Hold belonging to the Kingdom. It was called Suðvilen, and it was one of the few places in Kalvete that supported agriculture. The Empire's northward expansions, however, stole this land from Kalvete and created their Province of Norderia. This displaced a multitude of local people and severely fractured Kalvete's economy. For years, this was a point of tension between the two nations, but recent improvements between them have led to the issue being discussed much more amicably. While Norderia still belongs to the Empire, the land may be returned back to its original owners in the near future.

Government and Politics

The Kingdom of Kalvete is ruled by a limited monarchy, where a single individual has full control of the nation while needing to adhere to certain laws and checks on their power.

The Kingdom's government is led by its monarch, who carries the title of either King, Queen, or Sovereign. Residing in the Kingdom's capital of Iskholde, the monarch has a complete and full authority over the Kingdom. Despite their absolute control, however, the Kingdom's monarch is suscept to three main rules as followed:

  1. "You shall serve the interests of your people, even if it costs you your dominion."
  2. "You shall work to preserve the survival and happiness of your people."
  3. "Your power lies in your people, and they may strip it from you if you are not worthy."

These rules are etched into Myljal: A masterfully crafted maul that serves as a royal heirloom. Myljal is consistently passed down to each new monarch of the Kingdom, with it and the rules etched into it serving as a physical reminder of authority's weight. The role of monarch is primarily passed down through hereditary succession, with this method being used since the Kingdom's establishment. The role of monarch is given to one of the current ruler's children, typically the eldest. If the ruler has no children, they may choose to pass their role to a spouse or a trusted advisor at their discretion. If a monarch, new or old, does infringe on their authority, however, their subjects reserve the right to remove them from their throne and appoint a new monarch. Currently, the Kingdom of Kalvete is ruled by Kepjur Ragnison.

The Kingdom's monarch will often appoint various advisors to assist in various roles. There are no set requirements for who these advisors can be or how many are needed, although there are a handful of roles that are required. Advisors can also be put into any specific role per the monarch's discretion. Usually, a monarch will appoint other nobility in Kalvete who have demonstrated their expertise in certain facets of the Kingdom, sometimes even appointing family members. These advisors can fulfill any number of responsibilities, with the required facets being the economy, military, and law. Any other advisors may be appointed at the monarch's discretion, such as for fulfilling day-to-day tasks around Mikilvíg, which is the monarch's stronghold.

The Kingdom's various Holds follow a similar structure, only applying to a specific region. Each Hold is ruled over by a Jarl, who resides within that Hold's capital. These Jarls have similar powers and expectations of Kalvete's monarch, although they only have authority in their Hold and fall under the authority of the monarch. Jarls may also appoint any number of advisors to assist in their duties. One Hold is an exception to this, being Hjertlande. As the Hold is home to the nation's capital of Iskholde, the Kingdom's monarch and their advisors serve this role for Hjertlande. Any other cities or towns in a Hold are each overseen by a Hertug and their advisors, who all answer to the Hold's authority. Jarls and Hertugs are appointed by the authority above them, and many come from lineages that have historically held power in that community.

The judicial system in the Kingdom of Kalvete involves an assembly known as a Soþing, which involves both the region's authority and its people. These primarily work to settle disputes, where the parties involved in a certain issue can make their respective cases. Members of their community can then offer their input or suggestions on the matter until a final decision has been made. To keep things under control, soþings are moderated by a region's authority, such as a city's Hertug, and a Lawspeaker. Lawspeakers serve as an authority's advisor on the law, and they serve both as a reference to those at the soþing and to ensure laws are applied fairly. In the case of soþings at the national level, the monarch and their lawspeaker may also create new laws as needed. While the soþing's result is fully up to the Hertug, Jarl, or monarch attending it, the decision is expected to align with the consensus reached by everyone present. The soþing isn't a voting system in the traditional sense, but it still provides Kalvete's people with a voice and helps to ensure that their rulers fulfill their expectations.

History

While the Kingdom of Kalvete is the newest nation in Asobria, its lands have been inhabited for eons. In fact, both the Kalvetian and Ursinefolk races have lived in Kalvete since long before the Cataclysm. Life in these northern regions was difficult, as resources were scarce. People often lived in small settlements with their family or clan, and a good number of people lived semi-nomadic lifestyles. These lives were far from peaceful, however, as raiding and pillaging was highly prevalent. Those who tried to live as pacifists quickly saw their resources taken, and only the most aggressive groups saw any semblance of comfort in their lifestyle. The frequency of raids in Kalvete only increased after the Cataclysm, and things remained that way for many more centuries.

After the Cataclysm and prior to the Kingdom's founding, early signs of a united nation began to form. The first was formed in 1193 CE, being an early city in what is now Bruttstrond, being the product of an alliance between local clans. This settlement, now known as Skógaustr, was able to easily defend itself and crush opposing groups. Not long after, similar settlements formed in other regions throughout Kalvete. In 1206 CE, the city now known as Hjarvat was established in the Highlands through the actions of the Valkyries. The Valkyries were a group of female warriors who fought to overthrow an oppressive authority in the Highlands, and their success led to the birth of the city of Hjarvat. Finally, and perhaps most importantly, was the establishment of Sanctuary in Brundal.

Sanctuary came to be when a multitude of clans were forced to flee from a large clan war in Hjertlande. With nowhere safe to settle, these clans allied themselves with one another as they made the long and arduous trek northward. They lost many members along the way, but they remained steadfast in their mission thanks to the leadership of a young Ylva Trosdottir, more commonly known as Ylva the Resolute. Ylva was one of the clan leaders present in this migration, and it was through her unwavering resolve that she led these refugees through Kalvete's lands and over its seas. Her leadership brought the refugees to the Veins, where they made contact with the Brotherhood of the Open Paw: An Ursinefolk monastery that had been there for centuries. The two groups agreed to coexist, and the Kalvetian refugees established Sanctuary as a city that was free from Kalvete's bloodshed in 1258 CE.

Upon its establishment, Ylva was appointed as the Chieftess of Sanctuary for her demonstrated leadership. Over the course of a few years, Ylva let many refugees from throughout Kalvete into her city. Sanctuary saw notable growth, and its location prevented potential raiders from attacking. As the city's population grew, the Kalvetians of Sanctuary and the Ursinefolk of the Great Monastery shared many aspects of their culture with one another. Primarily, the Ursinefolk monks slowly shifted away from full pacifism while the Kalvetians began to learn of Magic and its applications. This cultural exchange eventually led to the people of Sanctuary determining a new goal: To bring peace and unity to all of Kalvete. The people of Sanctuary gathered their resources and soon set out, with Ylva still leading them. This began what came to be known as the Marsigur Wars: A period of conflict that began in 1266 CE.

The Marsigur Wars spanned nearly 40 years, and it saw Ylva and her soldiers successfully conquer most of Kalvete. Many places were taken quite easily, and a fair number of smaller settlements even joined her willingly. Most notably, the people of Hjarvat in the Highlands submitted themselves to her rule with enthusiasm, viewing her as a Valkyrie in her own right. Other regions, however, did not submit so easily. In Hjertlande and Suðvilen (now Norderia), the multiple smaller clans chose to unite to resist Ylva's rule. Over 20 years were spent trying to conquer these lands alone, with Ylva and her warriors just barely emerging victorious. Once her dominion over these regions was cemented, Ylva began the construction of Iskholde as a primary base for her army. With their resources secure in this central location, her forces then conquered Bruttstrond, which had come to fall under the control of Grith Bludvist, also known as the Black Jarl. His defeat in Skógaustr marked the end of the Marsigur Wars, and the Kingdom of Kalvete was officially established in 1305 CE.

With its control cemented over most of Kalvete, Ylva decreed Iskholde as the nation's capital and took up residence there. She spent her final years creating the governing system and laws of the Kingdom, eventually passing away in 1329 CE and passing her authority to her firstborn child. Since her death, the Kingdom of Kalvete has seen nearly two centuries of healing and improvement since the Marsigur Wars. The modern era for the nation has been defined by isolation, removing itself from international affairs as it has developed its economy and infrastructure and extended its borders into the Outlands and Nordisk. Not long ago, however, the nation suffered a great loss at the hands of the Holy Empire of Acolytius. The Empire initially conquered the lands of Suðvilen in 1473 CE, stealing Kalvete's resources and putting the nations at odds. For some time, relations only continued to worsen due to conflicts at the border, but the actions of the Arcane Asobrian Adventurers have just recently helped to calm things between the Empire and Kalvete. Despite its history of conflict and bloodshed, the Kingdom of Kalvete has a bright future ahead of itself.

Economy and Infrastructure

The Kingdom of Kalvete's economy is still young, and it has only recently begun to take shape. The livestock of Hjertlande, the fishing of Brundal, and the lumber of Bruttstrond are the nation's biggest industries, as these are the only resources that would be considered abundant. Other industries play a much smaller, almost insignificant role due to the lack of necessary resources, agriculture being chief among these. With these natural resources being such a limiting factor, citizens of Kalvete often find the economy to be somewhat limited. Kalvete's market is a free one, but certain professions may struggle to establish themselves early on. Due to this early difficulty, many inhabitants of the Kingdom will resort to the military due to its guarantee of food, water, and shelter. These factors have rendered the Kingdom somewhat poor, as well as the nation's isolationism. All of Kalvete's trade routes have been internal, so no outside resources or wealth is entering its borders. In the near future, however, this is set to change.

Kalvete's infrastructure is still actively being developed, but what exists so far has already been beneficial. Kalvete's large cities are connected by a multitude of well-developed roads, and a network of ship routes connect the nation's ports. There are still some regions, however, that remain isolated and difficult to reach. These areas take some time to travel to on foot or by mount, limiting the exchange of goods to and from such regions. Improvements are being made, however, especially as the Kingdom begins to explore the applications Magic may have in developing technology. Healthcare is at the forefront of these advances, as this was historically limited in rural regions. Said healthcare is of good quality, however, and residents of urban centers can easily remain healthy. This access is slowly spreading to even the most remote corners of the Kingdom, helping to improve the quality of life in such places. Overall, the Kingdom is not far behind Asobria's major powers, potentially even catching up to them in the near future.

Military

The Kingdom's military is known as The Great Warband, and it follows a much more unorganized structure compared to many other nations. The Warband is funded through the Kingdom's taxes on its citizens, but these taxes are not limited to the form of money. A substantial portion of these taxes are instead in the form of resources, whether it be food, water, or weapons. The Warband and its taxes are managed directly by Kalvete's monarch, who also serves as their highest-ranked commander.