Nations of Geldar

The Kalced Empire: The Kalced Empire has aggressively expanded several times in its history. The legions of the Empire would march forth and annex a smaller or weaker neighboring kingdom, and the leaders would receive an ultimatum. Surrender to the power of the Kalced Senate and Emperor, or be destroyed. The expansion of the Empire was finally halted when the combined forces of 4 nations drove the legions back to their capital, and the Emperor was forced to sign a non-aggression treaty.

Torvan States: The Torvan States are an experiment in government. 12 individual nations came together in a pact for mutual trade and defense (mostly to ward off the attentions of the Kalced Empire). In the years since for formation of the States, the kingdoms have grown closer, with borders becoming less formal. The States are ruled by a Council of Ministers, each representing one of the States.

Nellac Combine: With low natural resources, the city-states on the Nellac Desert turned to trade and commerce to keep supplies flowing. They have since raised business to an art form, and the markets and trade halls see the bulk of the continents currency flowing through in one form or another. Due to their status as the commercial center of the land, the Combine is watched carefully by all the other nations, and any one nation’s attempt to disrupt the Combine would lead to all the others joining against them. The Nellac Banking Guild provides neutral banking institutions for all the nations of the continent.

Gaston: Often referred to as the “breadbasket kingdom”, Gaston is a nation whose farming exports are second to none. Gaston exports food to all the nations in western Geldar. Grain crops are the most common, followed by vegetables and livestock. The farmers of Gaston are a solid, practical folk, believing in the value of a day’s hard work and the rewards that it brings. The silent side to Gaston is the incredible economic power the nation wields in the trade houses of the Nellac Combine. The profits from each harvest are carefully invested in ventures all across the continent.

Escalan: The unique geography of Escalan is both a blessing and a curse. The nation is ringed by the Calan mountain ranged, and passes through the range are few. Safer routes are fewer still. The one break in the mountains leads to the kingdom of Thorbia, Escalan’s hated foe. The nation is protected on all sides, except the side that needs it the most. The Escalese, however, are not easily discouraged. After a series of ground wars failed, they took to the air. Escalan is the leading producer of airships and windcatchers. The superior craftsmanship and design of simple elegance makes their ships popular for civilian and military application alike.

The Kingdom of Espa: The Espan kings have long dreamed of uniting their neighbors under one banner, the Espan banner. They viewed the expansion of the Kalced Empire as a necessary step for the survival of a nation. Strong nations survive, weak ones are absorbed or perish. Unfortunately, the Espan Kings were not successful in their attempt to annex Krona and Saitana. They had only a partial success further south, securing the southern regions of the Voychek Collectives. This colony, New Espa, however, soon declared independence from its parent kingdom, and has severed diplomatic ties.

Dulcette: Mercenaries exist everywhere, but not like in Dulcette. The nation has become an unofficial haven for sellswords and other fighter-for-hires. Instead of expelling the newcomers, the presiding king decided to capitalize on the influx or armed immigrants with a series of programs designed to bring the mercenaries to Dulcette, and give them reason to stay. Mercenaries enjoy a minor celebrity amongst the people, and are given preferential treatment in matters of trade and entitlement. In exchange, the mercenaries swear oaths to defend Dulcette, should it ever be attacked from within or without.

Thorbia: Denizens of the Ash Wastes roamed nomadically for centuries, preying on outsiders and each other. That changed with the appearance of Armen Drek. The dragonborn warlord conquered the other warbands of the wastes, one by one, until he was the undisputed ruler of the area. This had been accomplished before by other warriors and thugs, but Armen was different. Where other warlords would have jealously kept power for themselves, Armen distributed power to his most capable followers. He created a code of law for the lands, granting rights and protections to all. This code was rough, with most crimes being punished by death, but it accomplished its wider goal. No longer would the ash dwellers prey on another like lone wolves. Now, they would work as a pack.

Voychek Collectives: A kingdom in name only, the Collectives is the other side of the Torvan experiment of government. Like their western neighbors, the Collectives were once a series of small kingdoms under threat from larger foes. And, like their neighbors, they sought to unite in the face of these enemies. Their process, however, backfired. Instead of reaching consensus, the representatives bickered and argued, driving them all farther apart instead of towards unity. Eventually, one kingdom would split, then another, then a cascade of rebellion and revolution spread through the Collective kingdoms. The Collectives are now comprised of dozens of micro-kingdoms, each small estate believing that it is the heir to the crown of a united Collective. The nation exists in a perpetual state of civil war.

New Espa: After being established during Espa’s attempt at imperial aims, the fledgling nation of New Espa existed in a state of flux. The ambitions of the parent nation were apparent to all, but the citizens of New Espa soon grew tired of the attitude that they were treated with by native Espans. New Espa was seen at best as a wayward child, needing the strong hand of the parent, and at worst, it was seen as a reminder of the dismal failure of Espa’s attempted expansion. The new Kingdom, far from its overbearing parent, grew tired of the taxes for Espan goods, the demands for increased production to feed Espan mouths, and the orders issued by a king that knew little, and cared nothing for the ir well-being. It was only a matter of time until the colony rose to separate itself from its parents. The Espan King received a document from the colony, announcing its independence, and the separation of ties from the greater Espan realm.

Saitana: Saitina is, for lack of a better term, a sleeping giant. Though small, the kingdom prides itself on the strength and prowess of its army. Indeed, the reputation is well deserved. Together with the Kronan army, the samurai of Saitana drove the invading armies of Espa from their lands, and pushed them back to the Espan desert. There, the swift Saitanan cavalry performed hit and run attacks, herding and trapping the army in the desert. After months of dehydration and starvation, the Espan army surrendered to a force a fifth of their size. This is an example of the ferocity and tactical genius that Saitanan soldiers strive for. The nation is quiet and polite until roused to war, and then, they are a terrible sight to behold.

Krona: Kronans know forests. Their kingdom is much covered by trees, and they have become a part of Kronan society. Several Kronan cities are suspended from massive trees in their forests, making attack difficult. The Kronan people are a hardy bunch, much fond of mead and dark rich bread. The principal export of Krona is, of course, wood, with most of their supply going to their neighbors in Escalan, for use in the construction of airships.

Nations of Geldar

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