The Kingdom of Ezekos
Ezekos is the rock of the West, the anchor of the Sarakan temple, and the eternal kingdom that has not fallen for nearly 600 years. It is a prosperous mountain kingdom that seems halfway stuck between "reclusive mountain wizards" and "worldly merchant-scholars". This is a land of mages, diplomats, engineers, and scholars, stereotyped across Garadel as dour but curious sticks in the mud. And at the heart of Ezekos is the great landmark that defines it: The Sages' Labyrinth, a massive maze carved by the hands of the Architects, that allows the Ezekans to translate any language and to train their own special wizards.
Leading the kingdom is an aggressively neutral monarch who is tied by tradition to rule by committee, and a cult devoted to mathematically calculating divinity. These institutions are proud icons of what it means to be Ezekan. Or, to the more skeptical foreigner: to be a nerd who hides in a mountain spouting trivia under their own personal raincloud.
For all the mockery that can be levied at Ezekos, it is the fool that underestimates this kingdom. It is prosperous, rich, and well-equipped with magical arms. It is a pillar of stability armed with some of the largest archives in Garadel, and led by coldly calculating minds who curate the appearance of stuttering neutrality to better defend their home. Ezekos does not conquer because it doesn't need to; it would rather rise above the continent with its magic, surrounded by buffer states willing to do their bidding for free.
Structure
The Kingdom of Ezekos is led by a powerful central government surrounding a limited monarch. The monarch's power is largely dependent on the cooperation of the bureaucratic leaders and the great clans, but the royal family has great power and influence within both groups so the monarch can usually rule as an absolute autocrat.
Every person in power is bound by an intricate legal system that requires careful etiquette to navigate. At every step, the law is built to curtail individual power - only through group consensus outside of one clique, region, or family can any action be taken. No person is to rule any great tract of land alone, so bureaucrats and noble clusters tend to rule local regions rather than individual administrators.
The current ruler of Ezekos is a young prism by the name of Ezanla III Krezkoj. Ezanla is a calm and content ruler, chosen from her siblings for her cool temperament and even head. Unfortunately her cool attitude can sometimes veer into apathy and decadence, and she is so confident in the prosperity of her kingdom that she spends little time actually considering its problems. She is, however, quite charismatic and skilled at keeping people loyal - so she keeps the oligarchs loyal, they run the country, she drinks and plays the days away, and the kingdom as a whole celebrates her competency.
In religious matters, Ezekos is run by the Ezekan Arsha, an elderly prism by the name of Erklin Krezkoj. Erklin runs the temples well from a technical standpoint, but is an abrasive elitist that is generally disliked by the commonfolk of the land.
Culture
Specialization, Species, and Attitude
Food
History
Early History and the Rise of Prozga
Ezekos is Born
The Early Kingdom
Two Centuries of Tension
Modern Ezekos
Demography and Population
Territories
Ezekos occupies the lowlands on either side of the Sages' Labyrinth. The Northern lands are flatter and more densely populated, mostly contained in a large valley 150 by 104 miles across. This valley is predominantly temperate forest. The Southern lands are hilly and rockier, and stretch 116 miles South and almost 100 feet across at points. Ezekos' borders are neatly defined by the Kigura Mountains, which wall the kingdom in on nearly every side. One could best visualize Ezekos as a massive mountain pass of sorts, a winding kingdom occupying the safest and easiest way through the Western Kiguras.
Military
The Kingdom of Ezekos uses a small professional military bolstered by mercenaries. The very idea of conscripted levies is laughed at, as the prevailing logic dictates that a specialist is worth a thousand poorly trained novices. So basically no conscription system exists, nor any infrastructure that would allow for one. Instead, Ezekos focuses on what is immediately effective: three very small standing armies man the fortifications and keep ready for war, with specialized full-time peacekeepers used for internal problems. Any sudden crises are solved with mercenaries, usually drawn from the neighboring mountains or the Blood of Karn. The assumption is that any major war should be reasonably predictable, and that Ezekos will just train the number of professional soldiers necessary for the near future. The existing troops are kept in defensive positions to ward off small raids or bandits, and are given significant autonomy to do so. So, basically, Ezekos is perfectly primed to ward off small attacks but is completely unprepared for any sudden new threats.
The big exception to this rule is in spellcasters. As spellcasters have a great deal of general utility and are often rented out to other states, as much of the military budget goes into their training and maintenance as possible. Ezekos seeks variety - they have training programs for wizards, bards, druids, and sorcerers. Along with specialized spellcasters, Ezekos also trains more engineers and scholarly specialists than they need - once again, for their potential use for renting to other countries or infrastructure projects at home.
As for the actual standing army, it is broken along geographical lines mainly, but species lines within those regional groups. There are the Northern garrisons, the Southern garrisons, and the Mazeguard, with the Mazeguard being the most prestigious and well-trained of the three. Within these groups there are three main divisions with their own hierarchies and species preference: the Crown Lines, the Crown Bows, and the Crown Blades. The Crown Lines are the heavy infantry and frontline troops, usually armed with spears, halberds, or other polearms; these troops are primarily prisms and tend to have the most influence within the military. The Crown Bows use longbows and crossbows, and are divided between skirmishers and heavy ranged support; these troops are primarily human. The Crown Blades are the light infantry and vanguard infantry, and tend to use short swords, handaxes, and long curved swords akin to shortened warscythes known as Rhomphaia; these troops are primarily dryads. Until the 1700s these species-divisions were official, but for the last few centuries any species can theoretically join any of the three groups - they just might have to work against stereotypes doing so.
Religion
Ezekos is majority Sarakan religiously and there is a close relationship between the temples and the state, but Sarakism is far from mandatory here. The crown treats the temples as a public service more than anything and there is a mandatory base tithe to support the religious school system, but actual participation in the religion is in no way demanded. If you wish to pay additional tithes to go to some other temple as well, you may - and plenty of small cults and alternative religions exist in Ezekos legally. Evangelism of foreign faiths is even legal here, though political lobbying by them is not. For the most part, the mandatory tithing and education through the Sarakan temple keeps most people loosely Sarakan, but some outside temples have carved out pockets for themselves.
The Cult of Sacred Geometry, a Sarakan mystery cult that predates Sarakism itself, is a major public institution here. They manage the Sacred Maze, curate grand public libraries, run the institutions of higher learning, and lead public holidays. Their approach to religion is rather novel: they see processed information as the accumulation of sacred power from reality, and so seek to capture and understand as much of the world in numbers and data as possible. The sacred truths of the world can then be puzzled out, from magic and technology to spiritual wisdom. Much of the cult's focus is on the Sage's Labyrinth, which they see as the key to translating the world's information into transcendent truth. The cultists are also famous for their geometric art, which they use for meditation and which they sew onto their robes.
Intersecting both the Cult and greater Sarakism here are Lunar Cults. While Garadek religion typically frowns on Lunar Cult, limited communion and reverence towards the Pantheon is more accepted in Ezekos. The greatest of these cults, and the most accepted, is the Cult of Agamine the Herald. Agamine worship in Ezekos is wildly different than most Agamine cult - here, it is semi-messianic and utopian prophecy. It is said that once Agamine promised the people of Ezekos that a world-changing magic would arrive from afar, and that proper use of knowledge and a just society could use this magic to become a perfect utopia where want and suffering were erased. Agamine never explained what this meant and eventually dissapeared, and the Cults of Agamine have since compiled theories and prophecies in preparation for the Great Change. The recent arrival of greater knowledge of foreign cultures (thanks to the Darzan University ) has inspired many of these Cults to focus in on Maradia and the Empty as the secrets to creating the Great Change, and many attempts to create their own constructs have failed. Expeditions to steal these secrets from Maradia have also failed, though these have been gaining some traction recently.
While the Cults of Agamine are considered good traditional religion and are left unregulated, cults to more active Lunar Gods are kept on a much shorter leash. Limited cults to Hiku, Jade, Emesh, Orchid, and Haru are all watched over by crown agents and the Cult of Sacred Geometry, but they are allowed to operate.
Foreign Relations
Ezekos is a state far more interested in soft power projection than expansion, and it does its best to keep itself on good terms with the surrounding states. It is even on good terms with the Blood of Karn, the network of mercenaries and warriors who loosely control the Titan's Range mountains to the West.
In order to create as many buffers between itself and any potential invaders, Ezekos does its best to maintain good relations with the states immediately to its North and South: the Kingdom of Anashtra and the Kingdom of Senelon. The alliance in the South, with Senelon, has been the more stable relationship by far, but currently all three kingdoms are on good terms.
As one of the original Sarakan powers, Ezekos has a close relationship with the Sacred State of Nalastra. And as the wizarding capital of Garadel, Ezekos has a close relationship with the distant Eastern power of Inasa, which grants Ezekos a massive discount on magic items in exchange for wizarding assistance in their Dragon Forging industry.
Agriculture & Industry
Mining and farming are the two huge industries of Ezekos. Most mining is done for prism-food, though acquiring metal ores and usable building stone is usually done at the same time. Farms grow wheat, hops, potatoes, apples, and often include sheep ranching. Foresting is fairly common as well. Much of what is produced here is used within Ezekos, with the great exceptions of textiles, metal mining, and hops farming. Smelting and brewing are huge industries here, and Ezekan beer and iron can be found across Garadel.
In the towns, metals are smelted and wool is woven into textiles. Large guilds manage most urban production, which tends to be small-scale artisan work. Towns have also recently stepped up their paper-milling and ink making industries, as the Ezekan government has begun producing as many printing presses as possible for its archives.
In regards to its beers, Ezekos brews most of its beer in modified caves that allow for even cooling during fermentation. The specially-bred hops and even cooling of the beer gives it a light golden color and a light consistency - what we know as a 'pilsner'. Ezekan pilsners are a big hit across Garadel, as well as at home - Ezekan prisms are said to drink their weight in beer during festivals, and salted pilsners mixed with mineral dust are a delicacy here.
Trade & Transport
In Ezekos, big industries and purchases usually involve government mediation. Small-time merchants operate individually. When they rise into the limelight, these merchants tend to make it big through institutions known as Coining Clubs, which are basically salons run by the major mining families that allow for groups of smaller merchants to ask the ruling elite for investments for major projects. Groups might pile together to try and kickstart big trading expeditions or experimental new industries, and if they convince one of the clan elites they might receive an audience with the upper bureaucracy for direct crown investment.
For more traditional domestic business ventures, the guilds rule. The guilds in Ezekos are incredibly powerful: the Guild of Smiths, the Weaver's Guild, the Miner's Guild, the Smelter's Guild, the Brewer's Guild all hold vast influence in politics and business. Unless you've got Coining Club backing, Guild life is business life - you don't make it on your own here.
Education
Basic education is managed by the Sarakan temples, but further education usually involves patronage from a guild or club. Guilds are greatly encouraged to invest in education by the crown, even outside of their trade - to discourage a surplus of producers in a field, potential journeymen are given small subsidies to be trained in other fields. Those with an aptitude for learning in general may even be sent to a Cult School: one of the prestigious academies run by the Cult of Sacred Geometry or Warmage College, where one might learn theology, natural science, or magic.
Those that demonstrate any potential skill in magic are usually snatched up by the crown for specialized training. Those from poorer backgrounds who somehow catch the crown's eye are usually given scholarships in exchange for a lifetime of service to the government as a spellcaster (usually through the military).
Hold the Walls, Keep the Words
Founding Date
1431 ME
Type
Geopolitical, Kingdom
Alternative Names
Ezekra, Ezeko
Demonym
Ezekan
Government System
Monarchy, Theocratic
Power Structure
Unitary state
Currency
Garadek Gold Moons, Silver Suns, Copper Star
Major Exports
Iron, stone, beer, lumber
Major Imports
Horses, Fire Termite Oil, Luxuries, Gems, Magic Items
Official State Religion
Location
Controlled Territories
Neighboring Nations
Remove these ads. Join the Worldbuilders Guild
Comments