Kel Wacuite
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Tech Code: 5
Governments: Authoritarian Monarchy under the Count of Kel Wacuite
Religions: The Old Way, Imperatory Temple.
Industries and Trades: Mining (malachite, copper, gold, tin, and iron), fine metalcrafts and pottery, rock salt.
Major Terrain: Flatland, Mountain, River.
Primary Languages: Kelorn, Haedrasian, Bosk.
Major Settlements: Ambour, Hildacor, Saka, Wacu.

Geography


Physical Geography

Kel Wacuite (kell weh-SOO-ite) sits along the eastern foothills of the southern Bosots, occupying the land between the mountains and Lake Sakaya, which marks its border with Haedrasia. The land is vast, and ranges from rocky plains, to rough foothills, fertile flood plains, with the north showing their proximity to the great salten marges, and the south blanketed by dense deciduous forest. The impact of the salt flats so close in the north is undeniable, and here waterways are usually surrounded by bare strips of silt or sand rather than dense growth, as they are along the sea shore. In the north stretches of land where only the hardiest of grasses will take hold, and where great dunes rise up out of a shifting landscape are common. These cold, northerly deserts are never more than a couple of miles across, but such is the salinity of the soil, they never seem to go away, and grow inch by inch every year, until they reach a creek or forest that bars their way.

Political Geography

A buffer state on the border of the Haedrasian Empire, the county of Kel Wacuite was lucky to be on the right side of the new border the Imperatry Templarate drew after the collapse of the magocracy. The folk of Kel Wacuite need only look over their borders to see the fate they so narrowly avoided, and this has made them cautious. This buffer territory tries to remain as strong as it can while never becoming so strong as to offend or challenge the vast military leviathan in the east. As little more than a buffer state, Kel Wacuite does enjoy a certain amount of trade with the Haedrasians, and enclaves loyal to the Imperator exist under Imperatry law and rule throughout the east of the nation, but thanks to their proximity to the conflict between the Haedrasians and the Draks they have largely been left alone. Of course should these two great powers ever come to a truce Kel Wacuite could be in trouble.

Kel Wacuite cleaves most closely to the political structure of the old Kelorn Empire. The count is the head of state, drawn from one of six hereditary noble houses: the ruling house of er-Wacune, the house of en-Mar, the house of en-Bara, er-Maragar, es-Sampa and the previous ruling house of er-Aku. A house is given the post until it is either removed from power, or doesn't produce a direct male heir to assume the throne before the current count's death, or the house steps down from the post. Below the count are more than a dozen parties, but five major ones. Any private citizen can petition a party for membership, and these parties are based around different crafts, welcoming any individual related to their own particular craft. However once an individual is a prominent member of a party he will often move from party to party, working now as what is known as an advocate. The leader of each party is known by the title Orator, because he can speak on the behalf of the party to the count, and the rest of the county. The parties are the only titled servants that the count can employ as diplomats, envoys, magistrates, advisor, and in other key roles, and by a three to one vote the caucus - a group formed from all of the orators - can vote the count's house out of power should they so choose, and have the right to pick the replacement house when the ruling house loses power for whatever reason.

At present the major parties of Kel Wacuite are; the War Party, made up of soldiers, who advocate driving the haedrasian enclaves out by force. The conservative Blue Snake Party, who are made up of skilled craftsmen, and tend to resist all change. The Red Well Party, who are made from fine craftsmen and tend to advocate whatever will make them wealthier, often putting them at odds with the War Party in the matter of haedrasian diplomacy. The large Harvest Party, drawn from the ranks of freehold farmers and grain merchants, who are often the swing vote in the caucus as their interests are varied. And finally the Orange Dusk Party, who are a relatively new power, formed by those who make their living in the western mountains. The Orange Dusk doesn't have a clear agenda yet, and the other parties are always very cautious in their dealings with them.

"Haedrasia casts a long shadow." - Karudillan, Count of Kel Wacuite

Social Geography

Despite its freedom, Kel Wacuite has been heavily affected by its proximity to the cultural hub that is Haedrasia - and to be fair this hasn't been entirely detrimental to its people.

Faiths and Worship

In the hearts and minds of the people of Kel Wacuite, the Old Way is the only true path to enlightenment, and the upstart new divh Haederas is merely a lesser Dev, like the spirit of the mountains or the fell haunt of the Salt Flats, but in the enclaves where much of the true power of Kel Wacuite is beginning to gather, it is the name of Haederas and not the chants of the seven, that rule the holy days, and are cried in the holy processions.

Setting Trait (value): name trait

History


Timeline

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People


Races and Nationalities

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Flora and Fauna

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Notable Individuals

Karudillan er-Wacune, Count of Kel Wacuite
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Keldar Haraldru, Patrician of Hildacor, Orator of the Orange Dusk Party
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Ahrune en-Mar, Patrician of Ambour
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Melius Kwamus Sentenia, Envoy to the Imperatry Templarate
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Moloch en-Bosa, Preceptor of Kel Saratose, Orator of the War Party
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Culture


Social Etiquette and Customs

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Architecture

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Diet and Eating Customs

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Religion and Philosophy

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Transportation and Communication

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Common Pass Times

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Political


Military

Perhaps the less discussed reason that the Haedrasion Legions stopped short of Kel Wacuite is not the war to the north, but in fact the armed forces that Kel Wacuite can muster. But it is not leather-clad pikemen that give the forces of the immortal divh-imperator cause to hesitate, nor is it the fact that every able-bodied man in Kel Wacuite is required to own a pike, and know how to use it by law, or be soundly flogged if his skills are found wanting. It is, in fact, the boar-cats who have given Kel Wacuite a military advantage that their eastern neighbours feel uneasy at. On special caravans, through the passes of Camar, come shipments of chitin and the composite longbows of boar-cat manufacture, and also on these caravans, at great cost, come little clay jars of drak fire. In the vast hilly plains of Kel Wacuite the native boar-cats keep their strider herds, and the Count of Kel Wacuite pay well for massive striders to be trained for war. Massive howdahs filled with up to two dozen chitin-armoured, longbow-armed archers seem all but invincible on the battlefiled, and when they launch pots of dreaded drak fire at their enemies from small catapults mounted above the strider's eye-stalks they become doubly fearsome! Box-kite-mounted scouts survey the battle field, and with their slings they are able to pick off enemy scouts with surprising accuracy. These so-called bird men are key in ensuring that the bulky and intractable striders are in position to meet an enemy head on, where they will do the most damage.

Political


Political System

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Legal System and Enforcement

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Military

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Technology


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Daily Living

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Major Industry

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Medicine

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Economy


Trade

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Major Export and Import

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Money

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Today In the Buffer States…


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The Taurvann, Cal Manar, Amir, Bakkar, Kel Wacuite, Kord, Taal, Lodel, The Inner Sea, Kel Saratose, The Mhul Pont, The Goblynfells, Camar, The Crooked Plains
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