Kozholian Empire
The Kozholian Empire
The Kozholian Empire, also known as The Bhulerian Purveyors or The Holy Empire of Alrithun, is the largest and most influential nation on Ronault. Its citizens primarily reside under the various mountain ranges of the land, with impressive cosmopolitan cities sturdily built by dwarven engineers, and are home to many artisans of metal, technology, and of course, alcohol. It is also home to some of the most talented pracitioners of arcana due to the empire's readily available stock of Bhulerian Crystals. The empire also acts as a common trade hub, since most fleeting nations have to cross its borders for trading in the first place. It remains the most powerful nation on Ronault due to its output of Bhulerian Crystal, military presence, and economic influence. Its mines are a crucial source of not only money for its citizens and traveling workers, but the crystals that power the arcane niceties and contraptions used in everyday life.Description
A dwarven settlement that grew into a full fledged nation, the Kozholian Empire was propelled into existence with the discovery of Bhulerian Crystal under the mountains. The magical advancement, and the technological ingenuity that followed, allowed it to expand to many mountains all over the world, creating the empire as seen today. Several million individuals call the mountains their home. The people of the empire typically get to enjoy a balanced life, with many working for six days and receiving four days break in return. The poor and less fortunate also typically get to enjoy a bath, a bed, and warmth at night thanks to programs to provide government sanctioned housing for such citizens, keeping the homeless rate low, although they aren't given enough coin so that they can abuse it for activities such as day drinking.Geography
The primary mass of the empire is located roughly below the -45 degree latitude line of the planet, but its reach spans all the way from the -60 degree latitude line in the southern hemisphere, to the 60 degree latitude line in the north. The roads of the empire are well kempt in the fertile lands, but none exist for crossing the deserts and badlands between the mountain ranges, being impossible to maintain without copious amounts of magic that is simply too strenuous to maintain. Other forms of travel are mostly ocean faring.Geographical Features
While the majority of its residents live under the mountains claimed by the empire, the nation also claims the land between mountain ranges as being within their domain. This spans the entire continent of Karad-Dur and even the ocean between Karad-Dur and Feremoor. The majority of the imperial territory above ground is uninhabitable or otherwise hostile to life, consisting of mostly deserts (both hot and frigid), tundras, and badlands. What fertile land they do lay claim to is relegated to agricultural use. On the smaller scale, the most common feature are the many caves and tunnels, both man-made and natural, found under the mountains. Many of these are mineshafts, some abandoned, and are home to underground critters, some of which add to the dangers the miners face due to their penchant for Kozholian flesh.Government
The Kozholian Empire is ruled by a select group of individuals, each devout to Alrithun, The Allfather The group consists of three individuals, each of whom is the head of a sect of the faith. The legislative sect oversees the economy and laws regarding it, the judicial sect lays out the law and enforces it, and the religious sect collects and solves the grievances and issues of the general populace while also enforcing the worship of Alrithun.Legal System, The Judgement of Alrithun
The legal system within the empire is something most citizens, especially those who don't live three hundred years on average, seldom want to get tangled with. While the laws tend to be considered more than fair by a majority, despite their intrinsic backround of Alrithite faith, it is the speed of arbitration that folks do not want to engage with. There are times were cases can take years to be seen, partially due to lack of lawyers and the arduous prerequisites to be one, and others where arbitration happens swiftly. Because of this, there's been an ongoing push for more judges and a relaxation of the draconian requirements for citizens to enter the job market of law. Other reasons people dislike the system are the judges themselves, who often interpret the laws, which are regarded as fair, rather literally; to the letter and without regard for spirit. This causes contracts involving the courts to be of obscene lengths, daunting even the most seasoned law firms.Common Law
The law of the land closely follows the tenants of Alrithun, the official faith and deity of the nation. However, they are still voted on by the legislation, The Word of Alrithun, arbitrated by The Judgement of Alrithun, and given its final blessing and passing by the religious branch, The Divinity of Alrithun. The following activities are prohibited:Crimes against the Gods
- Theft of temples offerings, idols, and other goods.
- Public blasphemy or doomsaying.
- Assault of a divine priest, officially recognized paladin or cleric, or lay worshipper.
- Tomb burglary and/or robbery.
- Worship of dark faiths, particularly those whose aspects involve raising undead, indiscriminate death and chaos, and/or the opposition of magic.
- Attempts to achieve apotheosis.
Crimes against the Nation
- Littering or vandalism of the Empire's cities.
- Brandishing a weapon without cause.
- Tampering and/or scheming to dismantle programs to aid the less fortunate.
- Creation of nonexistent companies to commit fraud out of citizens' money.
- Participation in unsanctioned markets to purchase sanctioned goods requiring a license.
- Bribery of nation officials such as government workers, guards, or judges.
- Practicing magic without prior licencing or officially recognized tutoring
- Inciting terror or schemes to incite terror, via any method including but not limited to: arson, magic, alchemical attacks, rumor, dark faiths, and more.
- Forgery of signatures.
- Theft of items from markets and places of sale.
- Assault or murder of nation officials such as government workers, guards, or judges.
- Espionage for foreign entities outside of the Kozholian Empire.
- Treason, defecting away from the Empire.
Crimes against the Individual(s)
- Disorderly conduct and/or public indecency.
- Forced quarter and/or schemes to steal and/or force ones way into residence status within another individual's home.
- Blackmailing another individual.
- Impersonation of another individual.
- Using magic to influence another individual without express consent.
- Burglary and/or robbery of an individual's home and/or their items.
- Assault or injury of another individual.
- Inciting the death of, or personally ending the life, with or without justification, of any individual without their express consent. Such cases involving consent may be, but not limited to: euthanasia.
Crime
While crime within the nation capital is better relegated to isolated random occurances, there are more established gangs and underworld guilds in the other major cities. Each of these are in a constant struggle, vying for control of the rumored lucrative black markets that take advantage of the nation's trade relations and product output. Still, there are plenty of isolated murders, robberies, and blackmailing attempts afoot throughout the empire, particularly in the travel tunnels between cities in the mountains or the road on the surface countryside.Policing
The Kozholian Empire does not permit its cities to employ their own guards and forces. Instead, it uses the Hammers of Alrithun, a nationally backed and church favored organization that acts as both city guards and military when needed. Primarily comprised of paladins, clerics, and other warriors of faith, they are only concerned with their duties to the nation, the cities, and most of all, their faith. While they do accept others within their ranks after aspiring, many eventually pledge themselves into the service of Alrithun, thanks to the militarization of the church nearly 400 years ago. The attitudes towards the Hammers are similar to that of the attitude towards the legal system: Fair, but best not to be trifled with due to their strict and quite literal interpretation of the law. This is a stark improvement to how the attitudes were prior to the church's militarization, which was more fearful and doubtful. The inclusion of faith has improved their behavior considerably, but in the wake of the Scourge and the declination of faith, it seems woes of old and paranoia are creeping into the light once more.Prison
While the legal system is particularly strict, the Empire's methods on dealing with criminals has shifted drastically since its inception. Since Queen Valerian's rule nearly two millennia ago, the empire's stance has gradually shifted from punishment to rehabilitation. Criminals won't experience harsh dungeons or chains, instead being met with officials trying to help them understand their wrongdoings and improve themselves so that their life after getting out is better. That doesn't mean the empire is spineless, however. If a criminal reoffends or commits an especially heinous crime, they may be subjected to edicts, fines, forced labour, exile, or even death if believed to be a national threat. Individuals who use magic are subjected to less forgiving circumstances. Depending on the crime and the power a magic-user can wield, they may be incarcerated, forced to work without the aid of magic, cut off from the art by force, or executed if their power poses a threat to society should they retaliate.Trade
Due to its size, the empire is the primary trade hub of the known world, spanning both the north and south hempisheres. It is a large importer of timber, leather, and livestock, products not easily obtained from an underground society, and exotic alcohol. Unrefined ore is also imported to help supplement the demand for quality imperial arms and armor. Most of the trade comes in via sea, since its safer than traveling over hostile terrain, so each mountain range has at least one major port city if possible. When it comes to landlocked mountain ranges, goods must be carried on land or transported through the leyline network if their merchants can afford it.Transportation
The underground cities are characterized by their compact, efficient, yet beautiful design with dwarven architecture. Carriages are almost unheard of since most places can be walked to, but such services are offered by companies that employ the use of domesticated Palkers, a quadrapedal creature with blindsense and a keen nose, to pull carriages. The larger and more advanced cities offer crystal rails, which are magic powered lines that transport cabins across it to set destinations.Artificial Leylines
The Kozholian Empire is home to the world's only network of artificial leylines. Built and laid down like cable over a millennia ago, these ingenious crystal bars can instantly transport individuals through its network to another set location. However, they are notoriously expensive to power and thus expensive to use. They are primarily used by government officials from across the known world and by wealthy merchants looking to transport goods. Sometimes highly renowned adventurer groups gain the privilege of using them in times of need to transport them as close the city that is closest to a high priority threat.History
(See Also: Timeline of the Kozholian Empire) (WIP)Notable Locations
Major Cities:See Also
Organizations:Maps
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Karad-Dur
Map of the southern continent, Karad-Dur, and part of the adjoining massive ice cap of Hvar. Primary domain of the Kozholian Empire and the dwarves.
The Kozholian Empire
Geography
AliasesThe Bhulerian Purveyors
Home of the Dwarves
The Holy Empire of Alrithun
Regions
Kozholian Mountain Range, East Karad-Dur
Bandrik's Divide, East Karad-Dur
Mulmiran Mountains, West Karad-Dur
Mulmir's Hammer, Northern Feremoor
Society
DemonymKozholian, Kozian, Zholian
Demographics
11% Gnomes
10% Humans
9% Halflings
6% Goliath
5% Half-Races
3% Dragonborn
2% Others
Alrithun, Akyris, Eiour, Virax
Commerce
ImportsAlcohol, fruit, grain, leather, livestock, ore, timber, water, other exotic goods
Exports
Alcohol, arms, armor, bhulerian crystal, ore, refined metals, water, all other sorts of finished and metallic goods
Currency
= 10 gold veins
= 100 silver scrap
= 1000 copper slag
Politics
Government TypeTheocratic Oligarchy
Religious
The Divinity of Alrithun
Legislative
The Word of Alrithun
Judicial
The Judgement of Alrithun
Comments