Kalesh
"The Nowhere that is partway to everywhere, a quaint idea, a skilled ploy, a savvy mercantile bit of branding. Kalesh is many of these things and more. The heart, the pulse of the Kaleshin Principality, the seat of the Merchant lord Rumingar, favored of Shah-yin Elina Akatash. The thrumming center and heart of the Lesha industry in northern Susma, for no other principality can claim such productive and successful Lesha fields in the northern half of the country. The brilliant and bright fields of this odd purple and green cactus stretch out from every watering hole within a days travel of Kalesh in almost every direction one can see. Within her walls however, Kalesh is a buzzing urban environment alive with culture, art, trade, and business. Though no great city, it has many of the niceities one could hope from somewhere more urban, if only one knows where to look and whom to ask."
Anes Il-Divan, a traveling performer, member of a troupe whom makes their living traveling the settlements of the northern half of the desert 'kingdom of kingdoms.'
Demographics
Susma is a unique kingdom for its....wider diversity. Something about the desert 'kingdom of kingdoms' has seen many of the few other sapient types of lesser numbers whom did not fall to the Sundering find their way to this land, and the continent of Gavis-Lune in general. Such beings are much rarer on Durol and Wyriel. However their numbers are so small, comparatively that it simply makes more sense to group them into one category, simply labelled Lost Kindred.
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GM Note: This category is for any races not known as direct 'children of the Ascended' if one chooses to allow player access to such things. Use at your discretion, otherwise just ignore and assign its small percentage to Halfmen, Skye Elves or Mogol Humans, your choice.
Race | % of Population | Numeric Population |
---|---|---|
Dwarves | 3.5% | 324 |
Gnomes | 5% | 463 |
Halfmen | 22% | 2036 |
Koltani Human | 7.5% | 694 |
Mogol Human | 18.5% | 1712 |
Renarii Human | 9.5% | 880 |
Skye Elves | 9% | 833 |
Wood Elves | 7% | 648 |
Tanturs | 12% | 1111 |
Lost Kindred | 6% | 555 |
Government
Kalesh, in fact the entire principality of Kalenshin is governed by Merchant Lord Vymil Ruminar and his esteemed consulate made up of four appointees, and an elected official from Tyril, Tila and one from each of Kalesh's four districts. This group of ten, and the Merchant Lord himself, whom counts as three seats, make all the decisions, or so it would seem. In truth, it is an open secret that it is next to impossible to make anything happen in the Principality without the backing of Ruminar, as unlike other suchh systems, he always has the first vote, the first voice to be heard when a matter is brought forwards. It is generally seen as political suicide (and perhaps worse though naturally such scandalous talk is dangerous) to place your vote in opposition to him. Barring the Church's Representative, Chief of Police, Guilders Representative, and the highest ranking military officer at Fort Kalenib, it is rare to see anyone oppose the Merchant Lord's path, and as such most often decisions are unanimous. In fact the Chief of Police and current Guild Representative (a limited elected position up for grabs every ten years, this individual is 4 years into their term), often side with the Merchant lord. This was and still is to a level, the common structure of things in Susma, helping lend to the 'Kingdom of Kingdoms' national identity, each principality within a Caliph almost a tiny 'micro kingdom' unto itself, the governing body of the Caliph unconcerned so long as taxes, resoureces, trade, and troops when required, flow uninterrupted. Similarly the Kingdom of Susma takes a similar stance towards the Caliphs as well.
There have been noted attempts to alter this system across Susma, some have succeeded, and some have not, and they have all been different. Here in the Kalenshin Principality, there are whispers of an ongoing attempt to get more power on the consulate passed into the seats of the Church, Guilder, Military and Chief of Police.
There have been noted attempts to alter this system across Susma, some have succeeded, and some have not, and they have all been different. Here in the Kalenshin Principality, there are whispers of an ongoing attempt to get more power on the consulate passed into the seats of the Church, Guilder, Military and Chief of Police.
Show spoiler
However this is an ongoing struggle with shifting allegiances in a political game of chess played out of sight from the harsh and revealing light of the desert sun. It is a popular topic in the corners of the right establishments, however a dangerous one as well.A quiet political conspiracy to try and get support so they could attempt to pass a codice to start counting each of those individuals as two votes, thereby decentralizing the power notably, allowing for more pushback against the merchant lord.
Districts
Below a small guide to some key locations, as presented on the attached map, broken down by the district they are in. Just some limited basics.
Kalesh Commons Locales
The largest district of Kalesh, the town proper, containing most of its markets, its guild halls, the local church and more.
- Kalesh Constabulary Waterside: One of the two precincts for Kalesh Home Guard, the local law enforcement. This two floor building is notably large, with the back half of the main floor a reinforced holding prison with ten cells. It is the smaller of the two precincts, with the second floor also where the Kalesh permit and sanction buereau is run out of.
- Kalesh Constabulary Fieldside: The larger of the two precincts, and where one would find the office of Home Marshal Zhenti Avaliv, a halfling woman of some sixty or so years, very prim, proper, business like. She is of a weathered face, unsurprisingly, and of a fit build, and is a lifelong member of the Home Guard, having worked her way up the ranks since she was in her early twenties. Show spoilerHowever there do exist some...unflattering rumors about Marshal Avaliv and how she attained her position, none of them true....most likely. What is true is she has earned that ire and those stories through her support of Lord Ruminar's policies, especially his particularly harsh taxation policies, and some of his....lax policies on certain matters involving how indentured servants are supposed to be treated. Despite the generally downward view of them in the greater social scope, the idea of things like actual slavery or starvation or gods forbid treating them like property in...other regards, is illicit activity by Susman law, however many a rumor of behavior circles Ruminar about the half dozen or so he himself has, as well as a few other ranking noble households within Kalesh.
- Kalesh Commons Square: This marketplace is the main market square and hosts a variety of prestidigous and well known businesses. Toric's Arms and Foundry, a large smithing operation run by a dwarven family, immigrants whom bear the brands, having completed their servitude in Tiate, before moving their family and clan out to Kalesh and establishing themselves as successfully as they have. They make all manner of metal goods, as well as weapons and armor, and even jewellry. You will find Lenivil's Leathers here, a tanner of great reknown, a Skye Elf with two centuries of practice and experience in the craft. Besides these, other notable establishments include Hamon and Sons, a glassblowing and glassmaker, Mincie's Menagerie, an artificer and tinkerer's shop and repair house. Shot and Sundry, a gunsmith by the name Aurelia Fizzwoggle, and finally a small Magisterium Campus, housing Ruby and Topaz Collegiates and the associated magick services such facilities would normally offer.
- The Dancing Lioness: This fine establishment is a well reputed house of rest, food, wine and pleasure, a place to unwind, to take away ones concerns, to see them drift away over the sands. Lavish, lush and beautiful in decor and services, yet all for a reasonable price, it is a place of comfort visited at least weekly by a great many more folk in Kalesh than would likely admit to the fact. Show spoilerIt is also a place well fit for buying and selling information, scandals and rumors and the mistress Talis and her men and women are well practiced of the craft.
- The Chortling Crocodile:A favorite taven of many, and another establishment wise enough to offer lodging as well, seperate from the tavern atmosphere, having two seperate buildings. The Chortling Crocodile is well known for its tavern atmosphere but also for its large open concept drinking hall, which opens to a modest, but reasonably sized raised stage. It is the place of choice for traveling bards, performers and troupes, as they also have a large sized open tract of land with a performing area set up and maintained, offering a location for larger such entertainments to visit, and providing them service and lodging for a cut of the gate revenues and the right to sell food and drink to the patrons of such fine amusements. Kalesh gets anywhere from 4 to 8 such groups passing through any given year, and though it is the height of the dry season, the town has been blessed with a late arrival this year. A group of acrobatic and stunt like performers, a traveling circus type outfit, calling itself the Shooting Stars has just arrived in town only two days ago, intending to put on three nights, all three nights of endweek. There is a notable excitment about the community for the event.
- Sun-Side Bunkhouse: Another place of rest known to offer....pleasurable services, this fine establishment however focuses more on the dining and taphouse experience, offering limited lodging, in a second and smaller building. Their larger building includes two balconies and a dining area on the roof, hence the name.
- Guilder and Tradesmen Work Hall: The centralized liason office for Trade Guild affairs, a unified front between the various larger trade guilds in the Caliph, a similar structure used in many of the Caliphs, though for different trades. In Kalesh, Smiths and Metalworkers, Carpenters, and Masons/Stoneworkers are the three most notable sectors by volume, however this office and its staff can handle and move along any paperwork for any guild officially recognized in the Caliph as needed.
- Agriculture Assistants and Laborers Guild: Here in Kalesh, this particular sector is big enough in the surrounding areas to warrant a proper and full Guild hall for just them, with a full staff and full suite of capabilities, education options, responsibilities and licensing capabilities. The current Guilder representative in the town council is Bhamer Taniri, a Tantur of some seventy years with over thirty years experience in the Lesha fields. He's done every job their is in Lesha farming, harvesting and production, and is very knowledgeable, an asset in such a seat of power. Show spoilerHowever he too is rather unpopular in many circles for though he stands with his brothers and sisters in his guild, and fights tooth and nail for them, he backs Lord Ruminar far to often for many people's liking. Particularly on trade and tarriff rules as well as certain...militant law enforcement policies.
- Shippers and Transporters Guildhall: Given the volume of agricultural goods that flow from the area around Kalesh and must eventually flow out of Kalesh to various parts and locales beyond, in both distances great and small, it should be no surprise that such a tradeways town has a full staff guild hall for those whom would be involved directly in the shipping industry. Wagon drivers, loaders, caravan organizers, caravan guards, postal services, they all fail under this guild's sway.
- The Susman Sickles: The Guildhall, such as one could be, of a massive and well known mercenary outfit in Kalesh. To call them a guild is a stretch, best to think of them as a subcontracting service house. They offer access to bounties and high risk steel and shot type duties. Pest removal, monster hunting, bandit tracking, the sort of stuff you would expect military personale in the region to handle. Which they do, eventually, however the Sickles are generally a faster response time if you have the coin. Furthermore they will also provide bodyguard services and other such as well. Show spoilerThere are some whom think that the Sickles likely engage in less savory dealings (such as the trade of assassination) as well. However in truth, this would violate company policy, everything they do officially is above board. So no such activities, nor anyone engaging in them are officially recognized or sanctioned by the Sickles, and no official writ or contract documents would ever be issued for such a thing.
- Hallowed Dice Hall: Smoke wafts from all about this temple, such as it is, the many chambered layout almost confusing. The smoke of pipeweed, the smell of fine drink, the light of lanterns tinted. Naturally as befits halls of any Ascended, one can find small rooms of the side of this pyramid like structure where you can take quiet contemplation and make prayer or offering to a shrine for any of the other eight. However this is a hall of Varis Tomain and what a hall it is. The main prayer hall, the area of congregation is as one would expect and yet....it is clear this is a place of socializing and schmoozing and one does not need to look far to see why. Beyond the main altar and pews, there are large chambers within the base of the structure, large rooms with many tables, bars, and even small cookout areas, open to the sun and sand, where food is prepared. Two large gaming rooms, where all manner of gambling and game of chance are indulged in at up to eight or so tables between the two gambling halls.
Besides this, further back, the bank, as Varis Tomain is the master of coin, Susma's national banking service is run out of his clergy. To the left a cozy meeting room with strict privacy standards, the door actually imbued to be sound and eavesdropping proof, for within is the mercantile speakeasy. Here, with pipesmoke, occim and fine drink, powerful merchants and business folk indulge and hammer out agreements, before a representative of the church as a witness. Contracts signed and filed in the strictest of privacy, between but two parties and a witness ordained by the most honored diety in Susman culture. No outside influence capable of interfering with the negotiations. True bartering, the sport of choice besides gambling, to the god of luck and coin. Every deal signed, every offering made, every stipulation of 10% cut within the contracts paid to the church, for use of their esteemed filing and book-keeping services is 'a blessed offering to the god of coin and chance, recieved with love and blessings of good fortune."
A small district named for the cacti that still grow here, in small numbers, maintained and cared for by and large by the local community within this neighborhood, every house with their own small garden featuring around three to five of the plants they care for and harvest from yearly as a source of extra income or sustanence.
- Sandside Breweries: A well known local outfit producing some of the finest Leshi Liquer in all of Susma at least to hear them tell it. A busy workplace, its owner the influential Sandis Lizivil, a gnomish businessman and alcohol connoisseur.
Kalesh Warrens Locales
- Viper's Pit Brew Hall: A place aptly named for its common clientele and the sorts of shady dealings that allegedly occur here, this establishment is another place that offers lodging, though is not the sort of place most people would choose to stay....Show spoilerThe Viper's Pit is a center of questionable dealings, shady arrangements and back door activities. Smugglers regularly stay here, the kind who would pose as mere regular merchants, and likely offer mercantile services, even have such proper licensing, but specialize in moving goods of questionable or illicit nature. It is also the liason point and fencing point for the Kaleshi Jackals, the region's theives guild.
- The Cobra's Bite: Another rough and tumble establishment, though this one well known for that reputation, not one whispered in back alley, but one spoken of with pride. Bar brawls are common, as its a favorite place of laborers, threshers, brewery workers and other tough tradefolk with a bit of venom and aggression to their attitude.
Steel District Locales
The district named for its connection to Fort Kalenib, as it is where most if not all the military families reside, filling the role of basically the garrison village that one would expect around such a large and busy fort.
- Black Sand Bunkhouse: A well known bunkhouse favored by mercenary types, soldiers on leave and visiting military types (body guards, caravan escorts, etc) They offer food, drink, a rough and tumble atmosphere, and even some pillow talk for the right price and if one knows how to ask, and whom to ask.
- Steelside Markets: A smaller market, one busier during the short wet season when trade moves more freely. Traders, merchants and mercantile caravans set up within this bazaar style layout regularly, and one never truly knows what they will find here.
Kaleshi High District
This gated community within the city of Kalesh, this seperated enclave is well known as the high district, where the Merchant Lord Ruminar and fellow elite and wealthy few make their homes. Notably opulent when compared to the rest of the town, it is the jewel of Kalesh by some opinions, but can also be seen as the heart of what is wrong with the Kalenshin Principality by others.
- Kalesh Town Hall: Tucked safely within this enclave, this structure, once a proud monument, has fallen a little from grace. From a distance, the white washed sandstone walls, painted with images and murals representing Kalesh and the region of Kalenshin proudly still stands beautiful and impressive. However as one gets closer the cracks, chips, fading and erosion become more and more noticeable, as does the lack of simpler upkeep. The copper finishes awash with corrosion and peutina (spelling?), many of the windows cracked, many of the finishings and furnishings damaged notably. This is oft referred to as a reflection of the Kalenshin Principality as a whole by those more extreme folks whom voice discontent more vocally, more openly. This is the seat of government for Kalesh and indeed for the principality as a whole.
- Domo Estates: The homestead, manar and modestly opulent headquarters of the operations of one Alabestor Domo, a halfling mercantile mastermind, with coin tied up in dozens of enterprises, as well as a strong shipping presence across the Kaleshin Principality and beyond. Furthermore he is one of, no he is in fact the primary water merchant during the height of the dry season across the Kaleshin Principality, with a sterling track record over the last three years. Domo is a savvy businessman, however he is also known to be something of a superstitious sort, and attributes no small amount of his recent successes to his...unique working relationship with a particularly...unique member of his staff, oft referring to this indentured individual as something of a good luck charm.
- Ruminar Estates: The homestead, the manor, the small palace of the Merchant Lord Vymil Ruminar and his family, this opulent structure openly rivals the town hall, and surpasses it in both beauty and size. The only structure in Kalesh that holds true candle is the Hallowed Dice Hall, which is only proper and correct, however in recent years there has been a notable shift in attention, and some may be starting to think that perhaps Ruminar thinks it acceptable to perhaps seek to be more opulent with his personal abode than the temple of the Ascended, than the house of the Lord of Luck and Coin, a dangerous idea that is beginning to circulate.
- Synir'isil Bath-house: An opulent bath house, eatery and place of relaxation and....pleasures for the elite. They have strict requirements for entry and stricter requirements for membership and full services. Tagi'vila Syni'isil, the owner and proprietor is a tight lipped individual whom operates a private and discreet establishment and takes clientele privacy and security quite seriously, as do all his staff and servants. Show spoilerHowever this does not stop some dark rumors circling certain corners......rumors of misuse of servants, of indentured, rumors of vile acts and arrangements, as well as excessive behaviors and worse taking place within the walls of this 'esteemed' house of relaxation.
- Kalesh Prison: Kept on the island of Fort Kalenib to offer security, this prison of three floors is known for harsh conditions, harsh treatment and for being a place one does not wish to enter, as there are notable numbers of folk whom pass through those doors to never pass back out alive. Currently occupied by some thirty or so inmates, with capacity to hold four times that if necessary. This is also the prison for the entire principality, not the only one, but the premier facility, the place where anyone with a sentence longer than a year or two will end up.
- Kalenib Garrison: The actual fort, the actual garrison structure, this massive complex is the military fortress that Kalesh is built around, the central command for Susman military in the Kaleshin Principality. This building also is uniquely exempt on some level from the whims of Lord Ruminar, having a level unique autonomy of a fashion, given the unique relationships between the idea of a national military and government and the concept of 'a kingdom of kingdoms'. It creates a unique and interesting dynamic as one might expect.
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