Kalthinjar, Nation of

The Kalth, or Kalthinjar is a jungle land in southwestern Eveynjar. Home to the Kalthii, Panthranis, Maaridai, and countless others, it is a diverse and dangerous land. Once, these lands were plagued by the Arcanaean Dragon Aludrym, who sought dominion over all within this realm. Now it seems there are those who wish to revive this scourge to once again rampage on this land. Before Aludrym had caused the ruin of this land, it possessed a mighty empire that had not only claimed the Kalth, but Fahliilenjar and parts of Hallojar and Urrudea. The Land itself is characterized by a highland Conifer forest (Known as the Panth Pine Forest) in the northwest, tropical grasslands to the northeast (Known as the Kalth Puña), Mesas in the southwest (Known as the Mesal Canyonlands), the Saftor Isles to the southeast, and a massive jungle known as the Kalth Karst Forest that dominates most of the region.

Structure

The structure of the Kalth's Government is as follows:
  • Chief Judge - Ruler of the Kalth and Leader of the Quorum of the Kalth; Final decider on new laws and when to go to war
  • Quorum of the Kalth - 12 Judges elected to represent the cities and ethnicities of the Kalth in the decision making side of legislation. They also have judicial duties that affect the nation as a whole
  • Chief Captain - Commander of the military of the Kalth. Chosen by the Chief Judge and the Quorum.
  • Provincial Judge - The elected governer of one of the provincial cities; Also acts on court cases that affect their entire province or city
  • Court Judge - An elected judge in charge of a specific town or city. Most cities have more than one. 
  • Alderman - An elected official that brings to attention any of the needs of a town or city district within a Provincial Judge's sphere of influence.

Culture

The Kalth is a land of many cultures that lie within, varying between provinces, races, and even ethicities of any given person or city. Most that live within this region are stalwart and kind, being kind to travellers, but also a people that value knowledge and hard work. Those that use both with find it much easier to survive this dangerous land.

Demography and Population

The kingdom of Kalthinjar has a total population of 160 million people.  
Very Common Races:
  • Panthranis
  • Kalthii
  • Shalsh Raptoran
  • Mesal Raptoran
  • Dhasha Raptoran
  • Maaridai (Wood Elves)
  • Saurian

Common Races:    
  • Naagaea
  • Testoidean
  • Crockorus
  • Otterkin
  • Pucca
  • Goblin
   
Uncommon Races
  • Syndai (Stone Elves)
  • Naaludai (Steel Elves)
  • Muridai (Dark Elves)
  • Yandai
  • Sondai
  • Scorpeus
  • Urrudean
  • Togalai'fae
  • Cinniuint'fae
  • Uiscefae
  • Sylph
  • Spriggan
  • Nephillinne
  • Gastrooze
  • Gorgaen
  • Elementallim
  • Daemonus

Exotic Races
  • anything else

Territories

The kingdom of Kalthinjar covers an area of 2.6 million square miles. Of this, 39% (1 million sq. miles) is arable land, and 60% (1.6 million sq. miles) is wilderness.  
The largest city has a population of 202 thousand people, the second largest 101 thousand. There are 9 other cities of note in the kingdom, and 143 towns. The remaining population lives in numerous small villages, isolated dwellings, etc.  
The kingdom of Kalthinjar has 596 active castles and 421 ruins. Of these, 477 castles and 379 ruins are in civilized lands, and 119 castles and 42 ruins are in the wilderness, along borders, etc.

Religion

Though the official religion of the Kalth is the worship of the Great Spirit of the Kalth, the being the preserved it from the clutches of Aludrym, there are many other religions practiced within its borders, from the worship of Rymill by those of Urrudean Descent, worship of the Progenitos of the Diiv'anne, or the elven god Ilwe and his saints. Religion is practiced freely, though not all may see eye to eye.

Foreign Relations

Barrisian Dynasty: They are potential business partners, but also rivals. We think they're fine.
The Herarian Dynasty: They invaded our allies and attempted to invade us. They are scum and degenerates.
Indeljar: We sometimes trade with them. 
Hallojar: They are our neighbors and share some similar viewpoints, and we aided them in repelling the Empyrials. They are our allies.
Yandaijar: They are our neighbors. Though are beliefs are different, we have set our differences aside in the past and allied to prevent the Empyrials from entering either of our lands. We are strong allies.
Falhiilenjar: They are our neighbors, who must go through us to trade with the west easily. We have had strained relations in the past, but we are business partners at the end of the day.
Kalukkenjar: We seldom see any trade from them, nor any of their ilk. We know they exist.
Yllithr: We have elves in our borders. Though we do not trade with them, we see their influence in the form of religion. We don't necessarily like them.
Dvarheim: Same as Kalukkenjar.
Urrudea: This nation has been torn asunder too many times to count. We have our fair share of asylum seekers and refugees. Our relationship with this nation is strained.
Ende Rii: We are greatful to them for coming to aide us in our time of need, but the timing causes us to feel uneasy about their intentions. Even 50 years after, we are unsure of their true intentions. We are wary of them.

Laws

  1. Intentional Murder is prohibitted, and will lead to your death should you be found guilty.
  2. Theft is prohibited, and punishable at the cost of time or monetary compensation.
  3. Banditry and Robbery are prohibitted, and will lead to the revoking of rights of life and/or human decency, whichever is deemed necessary
  4. Incition of peoples into sin or the breaking of laws is punishable by death.
  5. Anything categorized as sin is punishable according to the laws as written. Specific punishments are decided as necessary, and dependant on severity and under beliefs of the Religion of the Great Spirit.
  6. Abandonment of the sick, weak, or infirm i punishable by law. The same is applied for those found on the wayside.
  7. Live with the fire of the Great Spirit within your bosom.

We Shall Forge Our Spirits With the Fire of God!

Maps

  • The Kalth
    The Kalth, or Kalthinjar is a jungle land in southwestern Eveynjar. Home to the Kalthii, Panthranis, Maaridai, and countless others, it is a diverse and dangerous land. Once, these lands were plagued by the Arcanaean Dragon Aludrym, who sought dominion over all within this realm. Now it seems there are those who wish to revive this scourge to once again rampage on this land. Before Aludrym had caused the ruin of this land, it possessed a mighty empire that had not only claimed the Kalth, but Fahliilenjar and parts of Hallojar and Urrudea. The Land itself is characterized by a highland Conifer forest (Known as the Panth Pine Forest) in the northwest, tropical grasslands to the northeast (Known as the Kalth Puña), Mesas in the southwest (Known as the Mesal Canyonlands), the Saftor Isles to the southeast, and a massive jungle known as the Kalth Karst Forest that dominates most of the region.
Founding Date
1980 AF
Type
Geopolitical, Theocracy
Capital
Alternative Names
The Kalth
Predecessor Organization
Training Level
Professional
Veterancy Level
Experienced
Demonym
Kalthi
Head of State
Government System
Kritarchy
Power Structure
Federation
Economic System
Mixed economy
Currency
The national currency of the Kalth is called the Xelt. Depending on the specifics, it can be called one of the following:
  • Yetic Xelt: the most expensive form of currency, generally made of platinum or some other similarly rare and heavy metal.
  • Xeltic Tepoz: a copper coin, the second-highest form of currency. It can also be made of copper ores, such as Malachite.
  • Yetic Xelt Teocuitlatl: a electrum, gold, or silver coin. Yetic form is pure silver, and is considered to be worth more thant a normal coin. 
  • Neloltia Xelt Teocuitlatl: an electrum, gold, or silver coin. Neloltia form is electrum, and is considered to be worth more than pure gold, but less than a Yetic.
  • Amo Xetic Teocuitlatl: an electrum gold, or silver coin. Amo form is made of pure gold, and is considered the lowest form of currency in value.
Judicial Body
The Judges are in charge of legislating laws and interpreting them
Executive Body
The Chief Captain and the military are in charge of enforcing laws
Official State Religion
Location
Controlled Territories
Related Species
Related Ethnicities