1. Organizations

Kingdom of Kalamar

Kingdom

sRncYX5.jpg

"We live upon a graveyard, never forget that."

The Kingdom of Kalamar is a land of rugged terrain and harsh winters, where the people are tough and resilient, and where strength and honor are highly valued. The Kingdom is ruled by the Duke of Axeholm, a strong and wise ruler who oversees all matters of the state with the help of his Earls. Each city and town has its own ruling Earl, who strives to gain the favor of the Duke by any means necessary. The people of Kalamar have a proud and rich history, built upon the sacrifices, virtues, and natural resource abundance of their past. Despite their autocratic rule, the Kingdom is highly adored by its people and has many strengths. Kalamar's export industry is highly developed, and they are known for their high-quality textiles, furs, and whale oil. Hygiene is also a top priority, and the Kingdom boasts some of the cleanest cities and towns in the region.

However, there are also weaknesses in the Kingdom's infrastructure. Food production is a significant challenge due to the harsh weather, and as a result, Kalamar is heavily reliant on imports from its sovereign state, the Silver Dominion. Additionally, mining efficiency is low, and public education is lacking. The people of Kalamar are not very spiritual, and religion plays no significant role in their daily lives. The official faith of the Kingdom is The Word (Silver Prince), but most citizens do not hold strong religious beliefs. Instead, they rely on their experience and what they know will work, and they value oaths and actions above all else.

There are some who openly oppose the Dominion and their push for their faith, but they are often taken away. The Earls of Kalamar often argue over the Dominion's power, with some eager for another war, but most hope to depart from the Dominion peacefully and without bloodshed. Despite this desire for peace, the natives of Kalamar have a craving for conflict, and many leave to serve at the border. Many of the Goliaths and Giants of Kalamar, who are highly respected for their strength and fighting abilities, have grown tired of the Dominion's demands, and many have migrated to the south-east to settle in the land of Vikholm or the Khein Dynasty. The Kingdom of Kalamar remains a land of contrasts, with a tough and resilient people and a strong autocratic rule, but also with weaknesses in infrastructure and a growing desire for independence from the Silver Dominion.

The Unification of the Tribes and the invasion of Kalamar

The Tribal Unification of Kalamar was a significant event in the history of the Agera continent. The story begins in the year 840 of the first age, when all tribes across the northern part of Agera came together to support one another during a long and punishing winter. However, Warlords and Chiefs were fighting over who would lead the gathering, which caused significant unrest among the tribes. To resolve the issue, they decided to hold a trial that was open to all chiefs and warlords. The trial was a bloody affair, but eventually, one warlord emerged as the defacto leader and was crowned the first King of Kalamar. His name was Ivor Grimfar.

In the early years of the third age, the Silver Dominion invaded the lands of Kalamar and attempted to annex the north. However, Kalamar was a land of hardened warriors who were not prepared to give up their country without a fight. They battled long and hard for their fellow men and country. While they could endure the war, old rivalries and internal conflicts caused the war to stagger, and some Kalamar clans bent the knee to annex their lands to the Silver Dominion. Clan Tusk and Clan Moor took the side of the Dominion and became House Tusk and House Moor. Their lands became part of the Dominion, and the rest of Kalamar ceased the war to find a middle ground. Despite being able to endure the war, the King did not wish to see more clans fall to the Dominion. The clans and the King agreed to become a vassal of the Dominion if they were allowed to maintain their power and titles within their land. The Dominion ended their hostile acts, and the treaty was signed.

In the year 576 of the third age, King Dagmar Karaheim ruled Kalamar with an iron gauntlet. He stood up for his country and did everything to stop the total control of the Dominion, who was actively growingtheir politic influance in the land. The Dominion knew better than to have the entire north rally against them and "allowed" the King to rule. In the year 600 of the third age, the infernal god known as Malagore was causing havoc across the world, and the mortal nations came together to stop him. The mortals were losing the fight until the King of Kalamar, Dagmar, with his last breath, called out for aid by saying a long-forgotten name, Rhaaga, the abyssal queen. With that one last breath, the Kalamar King turned the tide of the battle as hoards of abyssal demons came through the ground to fight the infernal fiends. The mortal world was saved from total annihilation by a necessary evil.

At the beginning of the fourth age, Kalamar underwent significant changes due to the demands of the Dominion. The title of the King was replaced with the title of Duke, and his warchiefs became Earls. Kalamar became a kingdom without a king. While the country remained strong, many groups are fighting among themselves over past glories and dreams of independence. Despite this, the Tribal Unification of Kalamar remains an important moment in the history of the Agera continent, as it demonstrates the strength and determination of the people of Kalamar to come together in times of need and adversity.

I9OQcON.jpg

The Duke and Earls

The leaders of Kalamar are a diverse group, each with their own strengths, weaknesses, and beliefs.

Starting with the current Duke of Axeholm, Ragnar Ironeyes, he is a strong believer in the old ways and traditions. However, this has caused him to gain many enemies among those who support the Dominion or do not want another war. He is known for his stubbornness and refusal to compromise, which can make it difficult for him to work with others.

The Earl of Malmborg, Marcus Volt, is a loyal friend to Edward but has recently faced rumors that some of his Jarls acted against Edward's interests without his knowledge. This has damaged their trust and created a sense of tension between them. It remains to be seen how this will affect Marcus's leadership in the future.

Fredrik Brent, the Earl of Traxton, is a young and kind leader. However, some locals claim that he is easily fooled by the Dominion's demands, which could make him vulnerable to manipulation. He will need to be careful to maintain his independence while also navigating the complex political landscape of Kalamar.

Edward Stormson, the Earl of Rygard, is a strong supporter of the Duke and a vocal advocate for their independence. His family is one of the oldest in Kalamar and was the last to give up among the clans of old Kalamar. Edward's leadership is characterized by his dedication to his people and his determination to defend their way of life.

Wulfrik Ravenwood, the Earl of Anaheim, is another strong supporter of the Duke and the old ways. He now rules one of the largest cities in Kalamar and must balance his desire for independence with his responsibility to his people. He is known for his careful eye and his willingness to listen to the opinions of others.

Logan Watson, the Earl of Doun, is a young leader who must live up to the legacy of his father. With a Kalamar father and a Dominion mother, many wonder where his loyalties lie. He will need to prove himself as a leader and show that he is committed to the well-being of his people.

Franklin Hillington, the Earl of Lakegard, is an old man who rules his small town with a gentle hand. He is known for his wisdom and his ability to act as a voice of reason among the Earls. His leadership style is characterized by his patience and his willingness to listen to the concerns of his people.

Finally, Torbjörn Decker, the Earl of Elktown, is a man of the forest and the old ways. He is often out hunting with his local citizens and is well-liked among his own folk. His leadership is characterized by his connection to the land and his ability to understand the needs of his people.

Politics

Ruler: Ragnar Ironeyes, The Duke of Axeholm
Government: Duke and his seven Earls.
Earls: Marcus VoltFredrik BrentEdward StormsonWulfrik RavenwoodLogan WatsonFranklin HillingtonTorbjörn Decker
Factions: Lions of KalamarIronbannersSons of Silver

Sovereignty Type

Kalamar is an autocratic nation. Ruled by the Duke of Axeholm who oversees all matters with his peers. Each city and town has a ruling Earl who seek the favor of the Duke at any means. There are a few small opposing groups against the current leadership and this has been so for quite some time.

Built upon the sacrifices, virtues and natural resource abundance of its past, this land is now among the most adored countries in north regions of the known world. Their export, hygiene and fuel production are among its current greatest strengths. Unfortunately they lack very much in food production and is a vassal under the Silver Dominion.

Primary Threat

The primary threat to Kalamar at present is posed by a separatist faction known as the Lions of Kalamar. This group is engaged in smuggling and raiding of Dominion supplies, which has caused significant disruption to the economy and supply chain in the region. The Lions of Kalamar have been increasingly active in recent times and are becoming a growing concern for the leadership of the nation.

The separatist group is driven by a desire for greater autonomy and independence from the Silver Dominion, which they view as an oppressive force that seeks to dominate and control their way of life. The Lions of Kalamar see themselves as defenders of Kalamar's culture and traditions and believe that the Dominion's influence threatens their way of life.

The Lions of Kalamar have been known to use guerrilla tactics and hit-and-run attacks to harass Dominion forces and disrupt supply lines. They are well organized and have a network of supporters and sympathizers throughout the region. The Dominion has responded to this threat by increasing their military presence in Kalamar, which has led to an escalation in tensions between the two factions.

The current leadership of Kalamar is working to address the issue of the Lions of Kalamar through a combination of military action and diplomacy. They are engaging with the separatist group in an effort to find a peaceful resolution to the conflict, while also taking steps to root out the group's leadership and disrupt their operations.

Population Opinion

The people of Kalamar are jolly. They live brilliant lives and while food production might be lacking, their export helps relieve most of their issues.

Culture

The culture of Kalamar is deeply rooted in the concept of honor, bravery, and loyalty. The people of Kalamar are proud warriors, and their society is structured around this. Their belief in the power of one's actions and oaths is a driving force behind their way of life.

The official religion of Kalamar is The Word, which is centered around the worship of a single deity. However, many citizens of Kalamar do not believe in the Prince of the Silver Dominion, who is preached to be a divine being. Despite this, the people of Kalamar allow others to believe what they want, as they value freedom and individual choice.

Warfare and battle are central to the culture of Kalamar. The people of this land are renowned for their martial prowess and unyielding spirit. They are willing to fight to the death to defend their land and their honor. Some faithful warriors even believe that they will be able to join the Silver Prince after a glorious death.

The concept of honor is highly valued in Kalamar, and it is seen as a personal responsibility to maintain one's own honor and that of one's family and clan. The people of Kalamar hold themselves to a strict code of conduct, and they are expected to behave in a certain way in all aspects of life. They value honesty, loyalty, and respect, and these virtues are highly esteemed.

Family is also very important in Kalamar, and the people are deeply connected to their clans and their ancestors. They hold traditional family values in high regard and are deeply invested in the well-being of their kin. This strong sense of family also extends to the larger community, and the people of Kalamar are known for their hospitality and generosity.

The cuisine of Kalamar is hearty and filling, designed to sustain warriors through long campaigns. Meat and fish are staples, often cooked on open fires or roasted on spits. Bread, vegetables, and berries are also commonly eaten, and the people of Kalamar are skilled at preserving food for the long winters.

Art and music are also an important part of Kalamar's culture. Traditional folk music is played on instruments such as the lyre and the harp, and features strong rhythms and melodies. The art of storytelling is also highly valued, and many tales have been passed down through generations.

Laws and Economy

"Honor your county, your home and your family."

Common Penalties

  1. Practicing Forgery: Engaging in the act of forgery, such as falsifying documents or creating counterfeit currency, is met with severe consequences. Offenders are subjected to a considerable fine, which serves as a deterrent to discourage such fraudulent activities.

  2. Impersonating a Tradesman: In Kalamar, the role of tradesmen and their reputation within the community holds great significance. Impersonating a tradesman is considered a breach of trust and social norms, resulting in the loss of social status for the offender.

  3. Stealing a Horse: As horses are valuable assets and vital for transportation in Kalamar, stealing one is met with a considerable fine. This punishment serves as a deterrent to discourage theft and protect the livelihood of horse owners.

  4. Stealing: Stealing, regardless of the stolen item, is taken seriously in Kalamar. Offenders face a fine and are also subjected to time at the pillory, a public display of punishment and shame, further deterring individuals from engaging in theft.

  5. Slandering the Duke: Slandering the Duke, the highest authority in Kalamar, is an act that challenges the stability and reputation of the realm. As a result, offenders face severe consequences, either through trial by combat or execution, showcasing the gravity of the offense.

  6. Slandering the Earl: While slandering an Earl, a high-ranking noble, is not punished as severely as slandering the Duke, it is still taken seriously. Offenders may face trial by combat or a smaller fine as a consequence of their actions.

  7. Lying under Oath: The act of lying under oath undermines the integrity of the legal system. Those found guilty of this offense are subjected to public flogging, serving as a public humiliation and punishment for their deceitful actions.

  8. Breaking an Oath: The concept of honor and keeping one's word is highly valued in Kalamar. Breaking an oath is considered a serious offense and can lead to trial by combat or a trial by jury, where the offender must prove their innocence or face the prescribed consequences.

  9. Public Dispute: Engaging in public disputes that disrupt the peace and order within the realm is dealt with through a trial by jury or a duel, depending on the severity of the situation. These methods aim to resolve conflicts and ensure justice is served.

  10. Abusing Citizens: Any form of abuse or mistreatment towards citizens is condemned in Kalamar. Offenders are subjected to a small fine, highlighting the importance of respecting and protecting the rights and well-being of all individuals within the realm.

  11. Assaulting a Merchant: Merchants play a crucial role in the economy of Kalamar. Assaulting a merchant is considered a direct attack on the economic stability of the realm. Offenders face a moderate fine as a consequence of their actions.

  12. Accepting Bribes: Corruption and bribery are not tolerated in Kalamar. Those found guilty of accepting bribes are subjected to a short period of imprisonment as punishment for their ethical transgressions.

  13. Smuggling: Smuggling illegal goods undermines the economic and regulatory systems of Kalamar. Those caught smuggling face flogging as a physical punishment and also suffer the loss of social status, highlighting the severe consequences of engaging in such illicit activities.

  14. Trespassing: Trespassing onto private property is met with a small fine and time at the pillory. This serves as a reminder to respect personal boundaries and the rights of property owners within the realm.

  15. Illegal Trafficking: Illegal trafficking, which can include activities such as human trafficking or illicit trade in forbidden goods, is met with a considerable fine. The severity of the punishment emphasizes the gravity of this offense against the realm and its inhabitants.

  16. Illegal Mining/Hunting: Engaging in illegal mining or hunting activities poses a threat to the environment and the balance of resources within Kalamar. Offenders found guilty of such acts face public hanging as a harsh punishment.

  17. Slavery: The institution of slavery is strictly condemned in Kalamar. Those involved in the enslavement of others face public flaying, a particularly gruesome and publicly visible punishment, and loss of privileges, emphasizing the realm's commitment to justice and human rights.

  18. Abusing a Kalamar Lion: Kalamar Lions, likely a revered and symbolic creature in the realm, are protected and treated with great respect. Abusing one of these creatures is met with a considerable fine, reflecting the realm's commitment to protecting its natural wonders.

  19. Abusing a Mammoth: Similar to the Kalamar Lion, abusing a Mammoth, a majestic and powerful creature, is met with a considerable fine. This punishment reinforces the idea that all creatures, no matter their nature or origin, deserve respect and fair treatment.