Kratis
As a colony of the Brassic Isles, naturally much of the population hails from either the Isles or Vunstimil. However, those that were born in Kratis proper likely never return to the motherland, as the opportunities available in Summum are just too golden to pass up. This adventuresome spirit is encouraged in the newest generation, as calls to “Go East” resound in every meeting hall.
Bolstered by the Brassic Navy, Kratis has access to the best charts of the northern waters, and therefore has explored much of the northern coasts, staking claims all along the shores of Summum. However, whether any of these claims will be able to follow through on is another matter entirely. Recently, Kratis, and it’s mother state, the Brassics are not so subtly encouraging Enia's conflict with Avalin in an effort to sway the city state to take sides, and ultimately weaken Ordün, and by extension Edos' hold on the region.
Geography
Kratis has a colder temperature year-round with spikes of heat through the summer months. The winters in Kratis can be particularly chilly and snowy, especially on the coast. The Dawncrest Mountains border Kratis to the east. These mountains are treacherous and do not allow passage due to icy conditions and monstrosities that lurk within.
History & Timeline
395 EC - The first Brassic ships landed on Summum at the lower peninsula of the current to find Edos has already landed and colonized the area, they then sail north along the coast and create the settlement of Kraytholm.
401 EC - The settlement of Kraytholm’s populations booms as more and more ships arrive on the ports. Buildings and civic centers begin development making their makeshift nature of the settlement more permanent.
418 EC - The Brassic Isles have fully developed trade routes with Kratis exchanging metals to fortify the settlement for old world artifacts, finely-made textiles, and native flora.
436 EC - Explorers continued to travel north to explore more of the lands of Kratis. They encounter an enormous and grotesque creature inhabiting the northern shores of the region, scattered with arcane ruins. Kratis adventurers rally to hunt and kill the creature. The eventual battle drives the creature into sea, away from the new Kratis settlement of Iceforge.
451 EC - The Iceforge settlement sent a small fleet to explore further north. Upon sailing out of Dunnec Firth, the fleet is killed by what becomes widely hailed as “The Kraken.” Descriptions of the creature vary wildly, and many are deemed the fever dreams of sailors too long at sea. The settlement quickly decides that further exploration parties need to approach the seas of this region with more caution and planning.
475 EC - The first working magitech artifacts are recovered from a small ruin site across the bay from Iceforge. Small encampments are set up, but often only last a few years, folding after the surface is scoured of easily retrievable artifacts.
493 EC - Citizens of Iceforge ignited the Runed Lighthouse on the coast. Doing so illuminates other beacons and allows safe passage outside of Dunnec Firth for the first time. An expedition is cast eastward towards around the bay of Dunnec Firth, headed up by Straffan Kilread. The expedition makes good time, but is eventually not heard from for several years. Upon return, they too encountered the Kraken, but only on the return journey, and encamped inland, unable to return until new ships were built. The expedition suffered heavy losses, and only about a quarter of the crew returned.
Government
Kratis is part of the Council of Jarls since it is under the governance of the Brassic Isles. They have a Jarl representing Kratis’s interests and voice. The Brassic territories are governed through Plutocratic Hegemony. Where a combination of both money and council holds the reigns of political control.
Hierarchy of Brassic Government
The Jarls
The seven most powerful positions in the The Brassic Empire. One Jarl rules over each of the major Brassic Isles, one in Vunstimil and the seventh Jarl, recently established as the descendent of the Queen of Edos. Kratis, as a colony of the Isles, boasts no Jarl of its own.
Steward
The second in charge of each region of the Isles and its territories. In the reigning Jarl’s absence, the Stewards are deferred to for any rulings or judgments. They are often cared for in a similar fashion to the Jarl’s with heavy security. It is tradition in the territories of the Isles to appoint this position based on merit over family ties. There have been many Steward’s selected based on their sailing, combat, or crafting ability.
Steward selection and skill is usually directly related to the region of the Isles they are being appointed to. An example of this would be that a Steward of Haltivar (located in Westmere) would be a well-traveled trader or esteemed shipwright. Each Steward is selected from the region they reign. Kratis’ highest position (locally) is the Steward of Kratis - a position currently held by Stefan Theruac.
The Lawspeakers
A rank of middle nobility in The Brassic Empire. Generally tasked with the rule of a group of settlements. Their primary responsibilities include maintaining an accurate census, ensuring every Brassic serves their required Military service, and collecting taxes. They serve as judges for cases too important for Buroughmasters but not important enough for Stewards or Jarls. For larger cases they may speak for the prosecution or defense. A special class of Lawspeakers spends three seasons of the year in Westmere in a council similar to the Council of Jarls, lobbying for their islands and settlements.
Buroughmaster
Elected leaders of towns and villages, typically one of the heads of the major households, selected by the local elders, which are almost always the local heads of the location’s households. They are responsible for hearing and settling minor grievances in their homes and making sure that their town or village is prosperous. The responsibilities of this position vary greatly from town to town.
People & Society
The citizens of Kratis often reflect the cultural norms of their Brassic roots. Many people have close knit family-like units in which they practice the same ideals as others Brassic territories. Since the head of household is traditionally a very important position in Brassic culture and manages many aspects of the family affairs, groups of people cohabitating will often assign a leader or “head of house” to take care of legal or government affairs. In more recent years due to the immigration to Kratis from parts of the Isles and Vunstimil, this structure has loosened somewhat.
Traditionalists in Kratis have carried out traditional Brassic ceremonies and major holidays, but distance and time have taken hold, as now most Kratis citizens consider these practices as a connection to their extended families, while others have taken up new traditions as the cultural influence of the Isles is lessened.
Ceremonies and Holidays
The Night of Settlement
Kratis people take a lot of pride in their new land holdings and the position it puts them in regards to Enia and Avalin. During this winter celebration, Kratites create ice sculptures in the names of past relatives or ancestors honoring their sacrifice for traveling away from the Isles. They spend the crisp and chilly evening making bonfires where exchanging stories and playing games has become a well accepted tradition. This day is filled with merriment and warming sustenance at both major settlements in Kratis. It is best known for the hot spiced beverage and grilled meats.
Day of the First Flame
The newest holiday in Kratis brought on from the historical event of lighting the Ruined Lighthouse. Upon igniting it, it allowed for safe passage northward out of Dunnec Firth. The people of Kratis are often found celebrating in local taverns and inns by rabble rousing through stories of adventure and drinking in the excitement of what is yet to come.
This is commemorated by using a series of minerals to create different colored torches and lanterns representing your households aspirations for the next year's time. Blue represents the wistful return to the sea or begin your journey on the water. Red can mean the strive for growth and warmth within the bond of relationships. Perhaps even in pursuit of a romantic partner. Green shows ambition in your personal endeavors. Whether that is the pursuit of knowledge or growth economically, the person wants to make gains. A yellow or white flame indicates that you are in the pursuit of adventure and wherever life might take you.
Many new to this region light their candles as a way to indicate they are open to new opportunities and chances. Many families will either represent a community value with one lantern or have multiple candles showing each individual's goals. A common saying around Kratis is, ''“The light reminds us not where we came from, but where we go to.”''
Battle of Contention
During the Brassic Civil War, the Great Jarl’s two children set the tradition of dueling to resolve conflict. The tragic war created a common culture among the people of the Isles that dueling solves disputes, as the fewest people need to be harmed to settle issues to everyone’s satisfaction.
Previously, both parties would attend a public area to have the duel witnessed. When one opponent killed the other, the dispute was considered resolved, or at least enough had been lost to consider the matter closed.
In the current age, the Brassics have taken a more underhanded approach to this dueling ritual. When a conflict arises, the contentious parties take it upon themselves to kill the other before they show up. The resourceful nature of Brassic people means the attempts to poison or pull someone into an alleyway are numerous and common before a duel has the chance to happen. It typically makes local news if a true duel breaks out.
There are frequently conflicts between positions of power due to the aggressive nature of the people who reside on the Isles. However, frequently these conflicts are dismissed before they reach a point of dueling because it is infrequently worth the time of the person in the higher position of power.
Guilds & Factions
Brassic Trade League
This merchant guild of the Brassic Territories is the premier group for experienced traders and merchants. Many starry-eyed cargo handlers aspire to gain the elusive title of having a Gilded Mast. In order to join this group, they require well documented exports and ship-logs in addition to records of income for three years prior to application.
Only a select few ships and their captains are selected to be awarded the privilege of being in this guild. Since the name precedes itself across the Isles, anyone with said title and membership, is often welcome with open arms and quickly finds themselves being persuaded by craftsmen to sell their goods.
Kratis Monster Hunters
An elite group from Kratis that stands as the first major defense for any creatures that wreak havoc on the towns. This guild accepts new participants and offers training to “civilians”. This group frequently has access to some of the finest weaponry and often seeks the risk and heroism that comes with protecting their land.
Kratis Explorer’s Guild
The call of exploration and expansion is deeply seated in Kratis culture. The Kratis Explorer’s guild is the premiere organization in Kratis keeping this spirit alive. The Explorers are constantly organizing expeditions further East and into Old World ruins. The Explorer’s guild has some of the best cartographers, archaeologists and survivalists in all the Brassic territories and they cultivate a feverish desire to go East. The leader of the Guild is currently on the first part of a multi-year expedition mapping the northern coastlines.
Locations
Kraytholm
The first settlement in the Kratis colony, and much larger than the sister city Iceforge. In addition to its size, it is much more heavily trafficked for trade routes to and from the Isles, due both to distance and the coastlines ease of navigation. There are many commonly traded goods to be found here along with a surplus of weapons and metals in preparation to fortify the area for upcoming conflicts. The buildings reach no more than two or maybe three stories high, but can have a sizable footprint, as each family unit is multi-generational, often consisting of four or more generations of the same family.
Iceforge
The second settlement of Kratis and the most difficult to reach by ship. Many travelers move from Kraytholm and then journey by horse or by foot to Iceforge. Since the settlement is newer than its sister settlement, the houses remain small and simple. Although the population is booming in more recent years, the limited safe passage through Dunnec Firth is substantially controlling the movement to and from this region.
Northpoint
The most northern settlement established by Kratis along the northern coastline, it is little more than a camp for explorers to resupply and set out from. It is still a very small settlement and difficult for most people to get to. But for the Kratis explorers more interested in facing the difficulties of northern exploration than dealing with the politics of Weldon’s Pass, it is the best place to mount an expedition from. Rumors abound that a well funded Lawspeaker from Vunstimil by the name of Weyland embarked from Northpoint a few years ago, and has not yet been heard from.
Crime, Punishment, and The Military
Crime
Crime is taken very seriously in Kratis and thus, punishment is severe, perhaps more severe than in the Brassic Isles. In a society of explorers and pioneers, life is often hard enough without treachery and thievery to make it harder. While Kratis’ laws are simple and practical, they are also standardized, originating from the set of laws established by the settlers of Kraytholm. Upon the founding of a new settlement, one of the first tasks is establishing order and law - the settlement’s charter is almost always copied verbatim from the Kraytholm charter, so, no matter where in Kratis the often wanderlust stricken people go, they always know the laws.
The laws for Kratis citizens apply at all times and crimes between citizens can be brought before Kratis courts for crimes against each other outside of Kratis’s borders. Kratis laws revolve around ensuring settlements are safe and functional places as well as protecting the rights and property of workers and traders.
Punishment
The punishments for crimes in Kratis are as harsh as the lands they inhabit. Actions that harm the greater good of the community are not tolerated, and often bring severe sentences: A favored punishment of Kratis lawspeakers and buroughmasters is exile. Often as good as a death sentence the exile is completely cut off from the community. They are branded and taken into the wilderness, sometimes blindfolded and bound and abandoned with no tools or supplies. In addition, it is punishable by death to provide aid to an exile within the borders of Kratis and if they are ever encountered outside of Kratis they are treated with scorn and sometimes outright aggression by most Kratis citizens.
For lesser crimes the Brassic ‘Law of Three’ is replaced by the Kratis ‘Law of Two.’ The Kratis people believe in second chances but not third. The first time an individual commits a minor crime they may be given a lesser punishment, but if an individual is convicted of the same crime again they will be dealt a severe punishment, possibly dismemberment, long-term imprisonment, or even exile.
Military
The organized military of Kratis is relatively small compared to most kingdoms but it is highly trained and well equipped. While it remains small, it has been speculated that if the Jarl put out the call to all the settlements of Kratis he could raise an impressive fyrd to compliment the elite troops of his small standing armies.
While Kratis does not have the same required military service as the Brassic Isles to encourage people to join exploration and expansion efforts, most citizens do end up serving the military for some time of their lives, as it is guaranteed employment, that comes with a warm tent and free, if often second rate, food.
Recruits tend to be older than other nation’s armies, as they often come from expeditions returning from the East, and thus the military has the highest average age of its recruits but most members of the military come into the ordeal with some experience defending themselves and useful abilities.
Those who join the legions are quickly taught how to work together and organized into units that live and train together to build strong bonds. The military works hard to keep units together unless there are extreme circumstances so that the investment in teamwork and relationships between the soldiers is not wasted.
The Kratin Berserkers
The Kratin Berserkers are a feared faction of the Kratin military led by powerful druids who draw their power from the fury or the northern wilderness of Kratis. The berserkers mimic the feared berserkers of Brassic Isles in the past. They train in the worst possible weather conditions in the farthest northern reaches of Kratis, hardening the bodies and minds against frigid winds and biting snow. Many of the berserkers combine magic, usually of ice or wind with their weapons when they fight but it is not a requirement. They are said to shake off fatal wounds and keep fighting, but surely that is just hearsay.
A feared branch of the Kratin military, the Kratin Berserkers derive strength from the fury of Kratis' northern wilderness and are headed by veteran druids. The berserkers resemble the dreaded berserkers who once roamed Brassic Isles, and wear that connection proudly.
In the most northern parts of Kratis, they train in the most extreme weather, strengthening their bodies and minds against frigid winds and endless snow. It is common for berserkers to battle while using both magic and blades made of pure ice. Rumors persist of berserkers recovering from wounds that would fell any normal soldier and continue fighting as though they had merely stumbled. When questioned about this seemingly supernatural endurance the common response from every Berserker is “Today was not my time to die.”
Nation Info
Official Name: The Dominion of KratisCapital: Kraytholm
Population: ~480,000
Government: Brassic Dominion
Leader: Princess Corrin Vecatus IV
Leader Title: Jarl
Demonym: Kratish
Major Exports:
- Fish
- Lumber
- Stone
- Old Empire Artifacts
Military
- 25,000 Combatants
- Warships: 20 Longships
Breed Distribution
Religion Distribution
- 60% - The Sentinel
- 20% - The Highlord
- 10% - The Guardians
- 5% - The Undevoted
- 5% - Other
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."
Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.
Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.
Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.
Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
And you, my father, there on the sad height,
Curse, bless, me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
~ Dylan Thomas