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Caran

The Kingdom of Caran

The Kingdom of Caran was formed during the Second Quest, a sacred mission that sought to cleanse the Nedel’s wastelands after the Battle of the Four Daughters. The people of Caran followed Arum and Mohak, the deities of the Sacred Blood, and through their teachings became the Sirakrat, the race that came to inhabit the western continent formerly known as the Darklands.

Campaigning in Caran

The kingdom of Caran lies in the western part of the Darklands. Similar to Orkandus, it is a barren wasteland of limited resources, where Nedel’s minions existed as undead creatures. Caran uses blood as a currency, and the Caranti trade items and services for drops and vials of blood. The land itself is dangerous and unfriendly and the forces of Nedel still lurk in the darkness of the dead forests. The cities of Caran are poor and almost impossible to survive in without the tolerance of the Caranti and their ability to sustain themselves with little to no resources.

The People of Caran

The Caranti are religious folk, deeply immersed in their religious practices and values. They value sacrifice and self-sacrifice and will take up any challenge if their faith demands it. They follow the hierarchy of their culture and spend their time perfecting their strengths to serve their spiritual and military leaders.

Inner & Outer Conflicts

Caran’s interior challenges are the main peril of its people. The Caranti are called to face the unfriendly climate, the barren land, and the remnants of Nedel’s influence. Some Sirakrat has isolated themselves outside of cities and formed cannibal tribes that raid travelers and settlements but are only limited to certain places in the vast continent.

The Dangers of Caran

Caran is a huge kingdom. Its cities are located very far from each other and traveling in the barren wastelands is extremely difficult. The Caranti travel for several reasons only, such as pilgrimages, trade, and holy quests, because traveling outside of cities can be easily fatal. Mounts are since food is scarce and so, the Caranti walk the great distances between settlements if the needs arise. Nedel’s energy is still present in areas where undead creatures and demons spawn, and of course, the peninsula is surrounded by pirates that sail the dark waters of the west, contributing to the many dangers of the kingdom.

Caranti Customs

  • The Lord of Blood is the Sacred Monarch of the kingdom.
  • Each city is run by a Blood Second who is considered a lesser authority figure and is appointed by the Lord of Blood.
  • The Champion of Blood is the Chosen Warrior of the kingdom and its people. They are considered the leader of the Military World while the Lord of Blood is the leader of the Spiritual World.
  • Candidates must overcome several trials to become Champions of Blood, an election that is determined by the Lord of Blood.
  • The Wife of the Lord of Blood is called Blood Maiden and it’s considered a blessing when she dies during childbirth as the newborn is born of sacrifice. These children are called Princes of Blood and they are the only eligible candidates to become Lords of Blood.
  • The Lord of Blood resides in the Pyramid’s top level.
  • The Lord of Blood is fed with blood daily as it is considered a strengthening practice.
  • Self-sacrifice is considered the highest virtue.
  • When the Lord of Blood dies, he is buried along with his belongings in the pyramid.
  • Blood is considered a currency and can be sold in vials.
  • Food is scarce in the market and is considered a luxury for the higher classes.
  • Cannibal tribes are known to roam the wastelands outside of the cities.
Founding Date
1993
Type
Geopolitical, Kingdom
Capital
Alternative Names
Mar
Leader
Leader Title
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Gift economy
Currency
Blood
Official State Religion
Location
Official Languages
Controlled Territories
Related Species
Related Ethnicities

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