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Kojark

"It shall be named Kojark, a name that ties us to our predecessor while giving us a new start" -Demetri Kojark, 1685

Home of the dwarves, Kojark is the technological king of Dasani. An underground based country, Kojark has pushed Dasani into the future with their machines that make even the most conservative elf sob tears of joy.

Structure

Guardian: The very top of Kojark's government is the Guardian, the leader of the nation who pushes his people to strive for new technology and advancement. Hundreds of years ago, when Kojark was first formed, the original Guardian Demetri Kojark took control and promised to guard his people and his country with his life, leading to his followers naming him the Guardian. This name lived on even after his death, with his bloodline taking up the Guardian mantle over and over since its conception.
Council of Elders: The Council of Elders consists of the 100 oldest dwarves in Kojark. This group is in charge of keeping the history of Kojark alive and breathing. These dwarves aid the King in all decision making and, most importantly, are the ones who decide which path of technology to go on. Every 100 years, the Council makes a list of every technological field, and votes on which field should be acted on above the rest. During the next 100 years, government funding of projects will favor the winning field and the population is encouraged, but not forced, to work on the field with the promise of financial reward to those who make a breakthrough. Not every 100 years results in a universal breakthrough, however some notable periods can be found in the history section.
The Three Clans: The final level of power is the Three Clans. Kojark is split evenly among these clans, in a fashion similar to Ruitis. Each Clan is headed by a Clan Leader, who rule their people with compassion and equality, but with enough firmness that they still feel directed. When the King and Elders make a decision on a topic, the Clan Leaders enforce the decision as they deem fit. Inversely, if the Clan Leaders face issues in their home such as famine, conflict, or loss of inspiration, the King and the Elders will convene with the Clan Leader and discuss how the country can move forward. This two way relationship has led to the Clans happily submitting to the King and Elders, due to their issues being validated and fixed.
The Clans are as follows:
Clan Kojark, headed by the Kojark family
Clan Hiltup, headed by the Hiltup family
Clan Lokdbeard, headed by the Lokdbeard family

Culture

Imagination and Innovation: Citizens of Kojark are encouraged to explore the world around them, imagine, and innovate. Kojans are encouraged both by their government and by their blood to innovate and craft, creating new technologies, ideas, and cultures. Because of this, the culture of Kojark never stays same for too long: buildings are constantly changed and enhanced, opinions are varied and faced with questioning, and how they view the world is almost always "it can be better". The only core belief that continues to break through the constant change is the constant change itself: doing nothing and allowing the country to stay the same is seen as the worst possible outcome by many Kojans.
Competition in Collaboration: Kojans regularly work together on projects and jobs, and collaboration is a key point of every Kojan life. However, this collaboration has a condition: utter competition. Kojans strive to be the best of the best, the first inventor, the most optimal design, etc. This leads to Kojan group projects be something more of a passive aggressive race to see who can solve the problem fastest and most efficiently. While from the outside this may seem toxic and dangerous, in reality Kojans are always most joyful while being pushed, and even after all the dirty tactics, back handed compliments, and occasional sabotage, they thoroughly enjoy the competition and harbor no ill feelings towards their equals.

Public Agenda

Move Into, and Past, the Future: The goal of Kojark is similar to Desvla: adapt. However, while Desvla wishes to adapt for the betterment of living, Kojark wishes to adapt because they can. Kojark wishes to push technology to its limits and has done so time and time again, however they continue to push until the limit is reached, and then push past that. This has led to some pushback from other nations, due to Kojark occasionally toying in highly dangerous fields in their journey, but Kojark has repeatedly ignored or flat out ridiculed these fears, and continue to push forward.
Better Life for... Kojans: Despite Kojark's main goal being to push technology to its limits, this does not mean they do not care for Kojan life. Kojark wishes for a better quality of living, which for Kojans is adaptation, innovation, and imagination. Without life, there would be no one to invent, and without other countries there would be no one to compete with. Because of this, Kojark regularly sells or gives major inventions to other countries, but this is for a personal and selfish goal.

Assets

Metals, Precious Gems, and Gold: Kojark is the world leader in mining for metals, precious gems, and gold. Due to Kojark's environment, metals such as iron and copper are abundant, and Kojans have gone a step further to develop new materials such as steel. Precious gems, similarly to metals, are very abundant in the underground cities Kojans inhabit, which has led to them being quite inexpensive in Kojark, something savvy merchants abuse. Finally, gold is an uncommon, but not intensely rare, material that Kojans regularly mine up. This gold is mostly used by Kojark for technological advancement, however a small amount is sold to other countries.
Rock and Stone: Kojark is also the leading exporter of rocks and a variety of stone. Many newer major settlements are built on a foundation of Kojan stone, with Eldia, Ruitis, and Disbord buying the most. This stone is renowned for its strength and longevity, after hundreds of years of mining the dwarves and gnome of Kojark are able to expertly remove stone from the ground without so much as scratching it.
Technology: The technology of Kojark is far ahead any other nation. After hundreds of years of adaptation and innovation, the cities of Kojark are like looking into the distant future. The technology ranges from large to small, with much of it handcrafted to fit the hands of dwarves, gnomes, and halflings. While much of the technology of Kojark is available outside of its borders, there is a large amount hidden away or impossible to remove from Kojark, making it a mystery to many what exactly the Kojans have achieved

History

1528 BGG- KoJar is formed: The predecessor of Kojark, KoJar is a small tribe set near Mount Hachi. From their inception to their climax, they are a brutal and aggressive people, attacking other nearby tribes and slaughtering them, sparing few to become slaves. This slaughter continues until 1534, when tribes begin to approach KoJar requesting to join them. The first of these tribes are slaughtered or made slaves, but overtime KoJar accepts the tribes, and begin to colonize tribes instead of slaughtering them
1560 BGG- The Gnome Revolt: KoJar continues to control tribes with an iron grip, with no one challenging their power. That is, however, until an unnamed gnomish tribe revolted against the KoJarans, killing a single dwarf before being exterminated. While this revolt ended in failure, it set KoJar to see other tribes as possible threats: if a small group of gnomes were able to kill a KoJaran dwarf, what is stopping the other dwarven, gnomish, halfling, and monstrous tribes from joining together and defeating them?
1561-1573 BGG- Better Treatment of Tribes: KoJar begins to treat the tribes with more care and mercy. The tribes are no longer required to pay a tribute, instead needing to send 30% of their resources to KoJar, who will split it among the tribes equally. The tribes are overjoyed to learn they will be treated with more respect, however this is a false truth, KoJar only sends the tribes the absolute bare essentials, keeping the rest to build their capital and bolster their defenses.
1574-1600 BGG- The Monstrous Crusades: In 1574, KoJar learns of a small rebellion taking shape near north of KoJar, led by a Drider and made up of mostly Orcs and Goblins. KoJar, fearing the rebellion will spread, creates a smear campaign and tells the other tribes that the rebellion threatens every tribe and they wish to take the land from the tribes and keep it for themselves. This enrages the tribes, who have finally been treated "equally", and a large crusade happens against the monstrous races: monstrous tribes are brutally slaughtered until there are none left, and then Orcs and Goblins living in dwarvish tribes are slaughtered by their neighbors. This conflict teaches KoJar how to puppeteer the other tribes, and after the slaughter is over they increase each tribe's rations of resources, while still keeping a majority for themselves. The last remaining monstrous races move into the northern mountains, and are unseen for centuries.
1620-1632 BGG- The Pact of Peace: KoJar continues to rule the tribes with little issue until 1620, when the tribes begin to question how they can stay the same size while KoJar grows. KoJar, fearing another rebellion, tells the tribes that KoJar grows due to its already large size, and that as long as the tribes stay separate they will be unable to grow as well. This leads to KoJar and the other tribes signing the Pact of Peace. This pact moves all tribes to KoJar, with some staying behind to work on farmland.
1640-1670 BGG- KoJar begins to take shape: The tribes that entered KoJar form relationships and breed with the original KoJarans, and after so many years of this the tribe is no longer split. The tribe begins to spread once again, but is now a unified nation of KoJar. Envoys are sent to other nations to gauge their strength, notably Demetri Kojark, a cousin of then king Demus KoJar, who is sent to Ruitis and forms a bond with the nobility.
1683-1685 BGG- The Ruitis Conflict: KoJar, beginning to fear Ruitis' power and unity, sets out to quash them, planning on integrating them into KoJar in the same way the tribes originally war. KoJar attacks Ruitis, delivering a powerful strike to the country by slaughtering eight villages and taking over their land. KoJar then retreats, leaving a small number of dwarves, including Demetri Kojark, to build a defense. This defense was attacked by the Ruitis army led by Queen Jane Rue, and Demetri quickly surrendered to the Queen, stating that the path KoJar was on was heading straight to the Nine Hells. Queen Jane Rue and Demetri combine forces, with Rue pushing through KoJar land unheeded due to Demetri's knowledge. In 1685, Rue and Demetri penetrate the capital's defenses and kill the king and nobility. Despite the losses to Ruitis, Jane decides to forgive the people and hands power to Demetri.
1686 BGG- Kojark's Beginnings: Demetri and Jane push Kojark into a new age. Demetri reveals the past lies the nobility had spread, such as the Monstrous Crusades, and vows to never allow the country to fall into that hell again. Demetri follows Ruitis' example and creates a feudal-like system: Demetri asks the people to choose three individuals to control three sections of the land, and appoints the eldest dwarves to work on a council with him to decide what powers will continue. The people choose their leaders: Demetri Kojark, Harry Hiltup, and Byrus Lokdbeard.
1690 BGG- The Equality of Separation: Demetri requests a Guardian be appointed, and there is near unanimous support for him. He then splits the country into three regions and gives each of them over to one of the leaders: Clan Kojark, Clan Hiltup, and Clan Kokdbeard. Under the new system, each clan has full control of themselves and can coordinate as they see fit, and the Guardian will keep an eye on all of them. If any Clan attempts to return to bloodshed, the other two can stop them, and if the Guardian proves he is no longer capable of handling the country, the Clan Leaders can vote to expunge him, requiring a 2/3rds vote. However, because Demetri was voted as both Guardian and Clan leader, he fears a descendent may have too much power, and the nation continues to discuss how to avoid this.
1691 BGG- The Council of Elders: Byrus Lokdbeard suggests that the Council have equal power to the Guardian, but require a majority vote to use it. This idea is discussed and innovated on, with it eventually leading to the Council of Elders gaining the legislative power of the nation.
1692-1701 BGG- Kojark Finds Footing: Demetri acts on his plan, allowing the people to choose their clans and supplying each with resources to create new settlements. These settlements progress fast under the clan leaders, with Lokdbeard's guidance especially strong.
1702 BGG- Kojark is Formed: Kojark is officially recognized by Ruitis, the final act by Queen Jane Rue before her death on August 8th, 1702. Demetri, in his first formal act as Guardian since gaining the title, declared August 8th a national holiday to remember the woman who helped save the people of Kojark.
1710 BGG- Declaration of Innovation: Eight years after Kojark is officially recognized as a nation, the Clan Leaders and Council of Elders meet to discuss the country's future. The Clan Leaders fear without purpose the country may revert to violence, and Hiltup suggests the country move their efforts from violence to progression. The Clans vote, and all three clans vote yes. This leads to the first Technological Century, with emphasis on farming.
1710-1809 BGG- Century of Agricultural Innovation: Agricultural technologies are innovated on during this time, with new ways of planting being found. Most essential, however, is the first automatic watering device. Created by Byrus Hiltup, the sprinklers are simply tubes connected to a nearby river, but use a network of rope and pulleys the water is able to be released to each plant at once and in a regulate amount. The system is bulky, but useful, and it is spread throughout the nation
1810 BGG-47 ME- Century of Diplomacy- Originally slated to be the Century of Architecture, when the Disbord Civil War began and Disbord was annihilated by a super weapon in 1862 BGG, the Clans had an emergency meeting where they quickly changed the century to diplomacy. Kojark and Ruitis made a joint visit to Golar in 2 ME. During this meeting, Chief Gongsoo told them about the giants threat, and both countries swore to support Golar through the war. Contact with the Giants was never made due to the danger they imposed. Unfortunately, Demetris Kojark passed during this century, leaving behind his son Demus Kojark to become the new Guardian.
48-147 ME- Century of Exploration: Kojark begins to innovate in exploration technologies. Using information gathered during the Century of Diplomacy, they created the first accurate map of Dasani, missing only the island of Eldia and the Archipelago of Acht. However, in 130 ME, Eldia was discovered by Kojark explorer Barrius Maximus and reported to Guardian Demus Kojark, who gathered the clan leaders. A vote was passed to settle on the island, and in 143 ME Clan Lokdbeard sends noble Hystrin Fritz to settle the country, along with Barrius Maximus as his guide. Kojark decided an island would be impossible to dictate, and gave Fritz full control with the condition Kojark gets a 5% cut of their resources for the first 100 years. This would be the original clan leaders final vote, with the two dying during the century, leaving behind Bartun Hiltup and Hilda Lokdbeard. After their deaths, none of the original founders of Kojark were still alive.
348-427 ME- Century of Defiance: The Century of Defiance was a century of limit pushing, even for Kojark. During this time, the Desvlan Peninsula was settled and later declared independence from Kojark. When requested in, the Clans united once more in 394 ME, where the Clans vote 2/3 to allow them to leave Kojark. The first ever negative vote from the Clan came from Hilda Lokdbeard, who argued that allowing a Kojark settlement to break away from the country could lead to future separations, the Clans were already split culturally as is and did not need further encouragement to separate. Despite her protests, the vote was passed and Desvla was officially announced an independent state, an action Ruitis and Eldia both praised.
748 ME- PRESENT: Century of Transportation: Kojark votes to improve transportation technology, using the Defender and G-Tick as design inspiration. Though early in its period, Kojark promises they are working on something beyond all others. Additionally, in 750 the Giant-Goliath war was ended by a party of adventurers: Kenku Cad L. Bane, Goliath Uthal, and Human Vilkas. Kojark, however, refused to aid the new Princess Selena and Prince Sabath in the rebuilding of their country, citing fears that conflict may break out and force them to break their oath.

Demography and Population

Kojark is a semi-mixed community, consisting of three main races: dwarves, gnomes, and halflings. These races are split mostly evenly across the land, however some locations will have more of a single race depending on the environment.
Dwarf- 70%: Making up most of the population, dwarves have lived in and ruled the land Kojark is built on for thousands of years. Proficient with stone and metal working, dwarves are perfectly suited to all of Kojark's environment. Dwarves are the dominant race in Kojark, with the Guardian, Council of Elders, and two of the three clans having a dwarf at their helm. However, dwarves do not let this go to their head, and are very accepting to other races, seeing them as equals
Gnome- 19%: Gnomes are the second most abundant race in Kojark, however they are equally as intelligent and resourceful. The gnomes have inhabited the land of Kojark for as long as the dwarves have, but have always lived in unison with dwarves, being the spies and assassins of the KoJar empire. Since then, however, gnomes have found a knew passion in machinery, their small hands allowing them to build finely tuned machines.
Halfling- 9%: Halflings are the final of the major races, however they make up a very small percent of the population. Less intelligent than gnomes and less strong than dwarves, halflings fill the imaginative role of Kojan society perfectly. Carefree, imaginative, and painfully talkative, Kojan halflings constantly have a list of ideas for the other races to create. While most of these ideas are less than realistic, the rare time a halfling strikes gold, they strike an entire vein.
Monstrous Races- 2%: Finally, the smallest racial percentage is home to monstrous races. Goblins, orcs, and kobolds make up this group, and mostly inhabit the mountains in the north of Kojark. These races live on the edge of society, unable to keep up with the constant change that dwarves, gnomes, and halflings yearn for. Despite technically being part of Clan Kojark, they do not make requests nor follow the laws of the land, instead living in the mountains in small, gated communities. This introverted lifestyle is the complete opposite of the rest of Kojark, leading to rumors of the monstrous races being evil, and halfling mothers tell their children stories about how the Orcs and Goblins will eat you up if you do not go to bed.

Military

Strength in Tech: Kojark's military is quite small compared to other nations, numbering about 300,000 individual soldiers. These soldiers go through a 10 year long training, where they are taught how to engage in combat and how to use the weapons Kojark employs. Kojark's military is highly technological, employing very few magic casters and instead using innovative weapons such as Power Hammers, Sleightblades, Defenders, and Gas Ticks. Information on these weapons can be found below.
Power Hammers: Originally designed to aid mining, Power Hammers were later made a staple of the military due to their immense strength and high versatility. Power Hammers are large, two handed weapons made from steel and copper, with much of the mechanical aspects being hidden in the head of the hammer. When the shaft is twist, the hammer activate, the head splits slightly creating a spring-like head that allows quicker successive attacks. While the hammer is in this state, an explosive engine inside the hammer goes off with each swing, increasing the speed and power of the hammer with the trade off of less precision. This force can pulverize stones into pebbles, and shatters bones, making them a serious threat to ground troops and unarmored carriages. These hammers are supplied to all military members above the lowest ranks, starting with captains.
Sleightblades: Sleightblades are the main weapon of the Kojark military, copper short swords that are able to be minimized. These blades are inexpensive due to the abundance of copper in Kojark, and can be used in many different ways even outside of war, such as hunting and woodwork, making them a common item to be seen in Kojark. Named for their discreetness, Sleightblades are normally no larger than a hunting knife or small dagger, until the handle is pulled from the guard, at which point the sword grows to the size of a short sword over about 6 seconds. This new size is light and extremely sharp, with the smaller blade only making up the tip of the larger one. These swords are nearly impossible to reliably make outside of Kojark, the materials are costly and the intricate mechanics require the small hands of a gnome to work efficiently.
Defenders: Defenders are steel covered carriages where treads replace the wheels, powered by a combustion engine hidden underneath. This combustion engine creates a large amount of smoke, which is expunged from pipes set at the top back of the machine. Directly below these pipes is the only opening, a heavy steel door set on hinges located at the bottom of the machine, with an internal locking system. Although slow and bulky, Defenders are the most feared weapon in Kojark's military: their strong exteriors protect from most forms of attack minus a direct hit from a trebuchet , and the constant emission of smoke hides any soldiers directly behind them, allowing a group of Defenders to approach a wall with an army in tow, while only showing the Defenders themselves. They are further feared for their passengers: 10 highly trained dwarves wielding Power Hammers, with two gnomes for mechanics. These machines, fortunately, have never been used in war, more commonly being used for mining or transport, but are a bold deterrent to antagonizing the nation.
Gas Ticks: Small, agile, and highly dangerous, Gas Ticks, or G-Ticks for short, are the only machines unused by everyday Kojan life. These small, spider like constructs are about the size of a house cat, with sharp legs able to dig into dirt, wood, and stone and climb at any angle. While inactive, these legs are folded into the body to create a small ball shape. To activate, a pin is pulled in the "face", and is thrown. After 5 seconds, the machine activates, and begins randomly jumping and running, searching for the nearest living creature. When a creature is found, the G-Tick digs its legs into it and holds on, and after 6 seconds it explodes, emitting a highly toxic and flammable gas in a 10 ft. radius. This gas, known as Furaraich Gas, is found deep in Kojan mines, and is highly dangerous even to dwarves, requiring gas masks. This gas knocks out a fully grown human within 6 seconds, and kills them within a minute. It is also highly flammable, a single match can light up the gas and additionally burn anyone inside the range.
Gas Ticks are widely seen by Kojans, national leaders, and the greater part of Dasani as abominations, completely immoral and unjustified. Because of this, the G-Ticks have never been used in combat, and the 100 originally created were destroyed, the plans hidden.
Built for War, Used for Peace: Despite Kojark's military technologies far surpassing those of other countries, they have never been used in war. Kojark stands by its original promise to cease pointless, bloody conflict, and because of this they use the technologies in everyday life for peaceful endeavors. Power Hammers and Defenders are used for mining and transportation while Sleightblades are used in hunting and cutting materials. Kojark has furthered use the machines' technologies to create other inventions: the explosive engine in the Power Hammer has been used to create machines to automatically crack open ores and geodes found in the mines. Even the G-Tick has led to new technology: the design of the construct itself has lead to advancements in construct technology.

Religion

Like Creator Like Creation: While the majority of Kojans do not directly follow any god or deity, the god of Craft Gond is a regular superstition among the people. Many dwarves and gnomes say a silent prayer to the deity before turning on an invention for the first time, and the phrase "Luck of Gond" is used as both a greeting, a goodbye, and a blessing, normally said before a dangerous, difficult, or unique machine is turned on. The saying has even spread to the halflings of the nation, with many seeing Gond as an essential to Mili, one creating inventions from inspiration and the other crafting inspiration with inventions, where "Luck of Gond" is the ability to have both, essentially allowing you to do anything.

Foreign Relations

Ruitis: Kojark's relationship is strong and healthy, one of the strongest international relations in all of Dasani. Every since Ruitis aided Kojark in finding itself, the two nations have aided each other in every way.
Desvla: Desvla and Kojark have a complicated relationship, with Desvla originally being a Kojark settlement. While the two nations themselves get along finely, there is a large number of older citizens who still believe Desvla to be a Kojan settlement. Because of this, Kojark refuses to supply Desvla with technological advancements and Desvla does not engage in trade except absolutely necessary. This relationship was further strained when Queen Irina aided Princess Selena and Prince Sabath, the leaders of the Republic of Disbord, despite the current Guardian declining to aid.
Ascor: Kojark dislikes Ascor, seeing their traditional and ancient way of living completely unthinkable. Kojark has attempted to introduce Ascor to new technology in the past, but after consistent failure in changing their minds gave up on the endeavor. Today, Kojark sees Ascor as less of a nation and more as a plot of land with lizardfolk.
Eldia: Eldia and Kojark have few direct interactions, however interact through other countries quite often. Because of this, neither side has any strong opinions on the other, but both are open to interacting and respect each other's cultures.

Adaptation, Innovation, Imagination.

Founding Date
1702 BGG
Type
Geopolitical, Country
Alternative Names
KoJar
Demonym
Kojans, Jarks (slur)
Leader
Currency
Universal Currency: Like most countries, Kojark supports and uses the universal currency of copper, silver, and gold.
Location
Controlled Territories
Notable Members
Timelines:
History of Kojark (BGG)
History of Kojark (ME)

Allies

Peace

Desvla
50
Kojark
41

Peace

Kojark
12
Ascor
-21

Peace

Kojark has little interest in the URG, leaving them to find their own footing in the world. Because of their refusal to aid the flourishing country (as well as their neutrality during the Giant Goliath War), URG citizens have a negative opinion of the country. While the two countries are at peace, tension permeates their relationship

Peace

In comparison to other countries Kojark is relatively atheist, offering only brief blessings to Gond while tinkering with machinery. Because of this complete lack of faith, the Holy Church of the Gods deeply despises Kojark, who in turn sees the Holy Church as archaic.

Peace

Kojark
-40
Bachela
60
One of the most unbalanced relationships in Dasani, Kojark's dislike of Bachela due to racial crusading is contrasted by Bachela's deep respect for Kojark's technological advances, even if they do see it as just another way to kill Chromatic dragonkin.

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