The Nightmare Kingdom of Kazel-Karn
The Nightmare Kingdom of Kazel-Karn is the closest thing to a Liberated Path Kivishta state - a kingdom that sees Ederstone and its creations as a path to spiritual enlightenment. It is clustered around a massive Ederstone deposit, known as the Twirling Temple by the faithful (or the Twisting Heart by outsiders), which is protected by the Kingdom as a holy site.
Much of the kingdom is made of subterranean sanctuaries, cavities in the living stone of that warped land, which are laced with thin layers of Kobold bone and skin (inspired by the city of Rumakel ). These grave-layers are enough to make life in these sanctuaries coherent for non-Kobolds, while still constantly irradiating anyone who lives there.
Even with measures to preserve coherent thought in the sanctuaries, this is still called the "nightmare kingdom" for a reason: reality blends together, the landscape is alive and shifting, and impossible creatures roam the surface.
Structure
The theoretical leaders of the Nightmare Kingdom are the Heavenly Host, a group of "Angels" created through intense exposure to Ederstone that resulted in sentient (though alien) non-hostile creatures. These Angels are kept in a series of palatial vaults, where they are tended to by the priesthood, who rules in their name.
All actual government is led by the Circle of Prophets, an oligarchy of ten Liberated Kivish priests. Several on the council were founding members, and each Prophet gets to choose a successor who best represents their philosophies. The Circle of Prophets also helps the Oracular Orders interpret the whisperings of the Heavenly Host.
Beneath the Prophets, there is a priestly bureaucracy intended to breach the gap between the autonomous and variable local priests and the Prophets.
Culture
Libertarian Mysticism
Hierarchies of Angels
History
The Daughters of Heaven
Birth of the Kingdom
Demography and Population
Territories
Kazel-Karn is around 100 miles North-South and around 48 miles East-West. The boundaries of the nightmare kingdom tend to be fluid and uncertain, making territorial measurement difficult. The land is a mixture of mountains, grasslands, and temperate forest.
Military
The military of Kazel-Karn is fairly decentralized - most of the warriors are sworn to specific sanctuaries rather than the kingdom as a whole. There is a centralized military body, known as the Prophet's Brand, but they generally conscript local sanctuary guards for any major military operation.
The warriors of Kazel-Karn are masters of magic and Ederstone creatures. Many ride tamed monsters; some wear living armor. Many use wizardry as well. Should a great threat ever demand a grander response, the Nightmare kingdom can beseech its angel's to stir the enthralled starspawn of the wastes to attack their enemies - and possibly greater creatures as well.
Religion
The dominant religion is Liberated Path Kivishta, which is baked into the fabric of society. It is not mandated, though - you can be any religion and even preach any religion. The Liberated Path ideology that is infused into the priesthood is a rather specific variety- intended to be universal, but really its own niche. The specific brand of Liberated Path theology promoted by the priesthood is found in its very name - 'Kazel-Karn' essentially means 'promise of ascension'. The theology here is preoccupied by prophecies, predestined fates, and the inevitable march towards bodily and spiritual ascension.
Foreign Relations
Kazel-Karn is something of an international pariah. While some merchants trade with them, most settled states treat them with suspicion at best and hostility at worst. The Empire of Kizen in particular sees them as a threat and has launched several expeditions to undermine the kingdom.
Agriculture & Industry
At the heart of every sanctuary is a heavily guarded farm, though the crops are ever-changing. For now, at least, they have remained edible across their many iterations. Some of these farms have begun to grow a unique crop, supposedly once only found in one or two Liberated Path villages: Ambrosia, the universal crop, which is edible by all and whose properties seem to remain consistent even if its form is mutated.
Monster herding across the grasslands is also a common occupation.
Trade & Transport
Every sanctuary has a merchant's commission, who organize trading expeditions across the waste. Small independent communities that are outside of the sanctuaries are given resources and protection in exchange for help in maintaining and patrolling the safe roads.
"None Shall Be Left Behind"
Founding Date
1955
Type
Geopolitical, Theocracy
Demonym
Kazelan
Government System
Theocracy
Power Structure
Unitary state
Currency
Sunekan Gold Lions, Silver Foxes, Copper Stars
Major Exports
Mutated curiosities, monsters
Major Imports
Food, lumber, steel
Legislative Body
The Prophet's Chamber
Official State Religion
Location
Official Languages
Neighboring Nations
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