Callen
“The history of Ere is written on the very land
of Callen. The ancient strongholds of the old warlords are
the letters, the hills, worked by the people for hundred of
years, the spaces, and the grey barren Ashed Lands, an ominous,
final period.” – Jothan Blackkard, Gazetteer
Geography
Callen is a rugged, temperate land or rolling hills, open
plains and rocky coastline. Chordin borders it to the north,
Te’ran does the same to the south. The Emaru river and
Lake Nivia separate Callen from Vini Tresolm. The greatest
threats to Callen lie on the eastern shore, north of Lake
Nivia in the form of the bleak Ashed Lands and on the southwestern
border with the nation of Calderia.
History
When the Vishnari Empire finally collapsed, many of the peoples
that had fled west to escape the hailene onslaught found themselves
on the steps of Spinar only to find that the Vishnari capital
no longer held sway outside its immediate sphere of influence.
Knowing
that it was only a matter of time before hundreds of would
be lords would attempt to grasp the former reigns of power
on the mainland, the people of the region and the refugees
met to discuss their options. From these meetings, an accord
was reached; the region around Spinar – from the Rame
and To’Rizen mountains to the Green Sister River would
form a sovereign nation. The refugees would live freely on
the land, in effect becoming roving defenders against the
inevitable challenges of Callen’s borders. In exchange,
the native Calleni would reserve the right to call on the
refugees for aid whenever it was needed.
In this
way, Callen became one of the first nations formed after the
Hailene War. In the years that followed, several attempts
to secede or annex portions of the new state were quickly
quelled by sheer force of arms. Only a zealous Denaiian sect
that ever required complete exile from Callen. They were banished
to the far less fertile lands west of the To’Rizen as
punishment for inciting riots in Spinar.
This
nation became the fanatical nation of Calderia, which would
eventually embroil Callen, Te’ran and Rizen in the violent
and treacherous Western Wars.
Culture
Callenis are a proud and individualistic people, concerned
more for their families and immediate communities than nationalism,
though they all recognize that the fate of Callen is a fate
they share and so serve their country willingly.
Thus,
Callen has a strong military tradition with a warrior’s
code of honor that is instilled in children from birth. Personal
honor is part of this code and a Calleni is expected to guard
his honor with his or her life, never hesitating to challenge
a transgressor to a non-lethal duel if need be. Major slights
may require a duel to the death.
Many
Calleni communities are nomadic, following game animals across
the landscape to earn their coin. The variable path of these
herds makes tribal warfare frequent, increasing the value
of martially capable individuals a hundred fold (the Calleni
Warrior code strictly forbids the use of magic in tribal warfare).
Callenis
understand an accept most non-combat forms of magic, but tend
to scoff as a culture at offensive spells such as fireball
and cone of cold as ‘cowardly’. They
are not, however, opposed to enhancing spells such as bull’s
strength.
The
Calleni Warrior Code
Shortly after Callen became a nation, it was already readily
apparent that there needed to be a uniform set of strictures
concerning duels and battles in order to maintain some semblance
of peace in a kingdom of warriors. Thus was the Warrior Code
instituted.
The actual
code is several pages; outlining the rules for different kinds
of duels, the conventions for treatment of prisoners of war
and the conduct of soldiers. Any Calleni with any formal martial
training is able to quote select passages from the Warrior
Code from memory.
Industry
Callen holds sway over a great many trade goods, thanks to
the strategic position that made it the ideal spot for establishing
the first demi-human nation. Iron from the Rame Range, fish
from Lake Nivia, wheat, grain and hides from the plains all
add coin to Callen’s coffers.
Magic
items aren’t as free flowing in Callen as in other nations,
but skill and ability enhancers are still readily available,
as are magical weapons. Alchemy and engineering, both highly
respected in Callen had experienced a renaissance in the south
of Callen, where the spirit beast threat is greater. Alchemical
items and firearms are found here in the greatest quantities.
Southern Callen is, in fact, the number one source in the
world for masterwork firearms.
Government
Each individual village has its own system of local government,
ranging from councils of elders or tribal shaman, to pure
democracies. Regardless of governmental system, they all control
the land they live and farm on, but have sworn allegiance
to the Great Lord of the city of Spinar (currently Agor Henit
(Male human Combatant 15))
Because
of this fluid nature to politics in Callen, border disputes,
often involving force of arms, are frequent, particularly
along the western coast were even fewer roads and cities exist
to define boundaries. To add to complications, many communities
in the west and in the southern mountains are nomadic while
others, particularly transplant communities of hailene and
minotaurs are trying to carve out permanent settlements, resulting
in many battles over land. Most such battles are fought with
a level of honor and civility and those who do not fight with
such grace may face repercussions from their other neighbors.
Frustrating
everything are the abundant spirit beasts roaming the plains
and mountains, some lead by greater beasts that attack any
and all settlements within their self proclaimed territory
on a regular basis.
Despite
lives that are tinted by constant conflict with neighbors,
Callenis are easily united by the Great Lord’s call
from Spinar to the defense of one another, particularly against
raiders from Calderia and Mon Sulus Kime.
Organizations
and Individuals of Note
The Great Temple of Dey
One of the Temples of Seven that give the City of Temples
its name, the Deyic temple now resembles a minor keep rather
than a church. High black marble walls mostly obscure the
central plaza and the four separate outbuildings that flank
the temple itself.
Here,
the Deyic black market thrives, protected from the eyes of
the city watch. Where in other places they must skulk in back
alleys, the merchants here hawk their illegal wares openly
on the plaza to any who pass into the plaza.
On the
edge of the plaza stands the Inn of the Grey Hand, the finest
inn consecrated by the Goddess of Duty. Here, the devout can
find clean, safe beds to sleep in and a quality tavern where
they can meet and find work.
The temple
itself is given over to a number of apartments that serve
as long term quarters for agents of the church and many, many
confessionals and meeting rooms. Intuitive Lilith Windpiercer
(Female hailene Intuitive 10/Cleric 5) serves both as mistress
of the temple and the high priestess of all Deyic clerics.
In secret, she also runs a spy network known as the Skulk
of Dey, which keeps tabs on the activities of the Church of
the Threefold Moon as well as any other endeavors that attract
Dey’s attention.
It is
rumored that the goddess incarnate walks the halls of this
temple on occasion – in the guise of a halfling, a child,
or a young woman. None of this is confirmed, but if it is,
Dey would be one of only two gods thought to walk the world
and speak directly with their followers – Pandemos being
the other.
The
Hessan Cathedral
Hessa of the Goodly Morn’s central cathedral is her
temple in Spinar, another of the Temples of Seven. While there
are numerous sects with varying tenets and beliefs; the great
cathedral only caters to the core beliefs central to Hessan
worship; namely the need for healers, both magical and mundane.
To this
end, the great cathedral is a clearing house for all types
of medical knowledge on Ere. Masters of every healing art
come from far and wide to impart the fruits of their study
and practice upon one another and the willing students of
Hessa’s teaching. Everything from alchemical concoctions,
surgical technique and the relatively new study of pathology
can be found alongside more traditional first aide and magical
healing practices here.
So too
can one find patients who have traveled from as far as Minde
Forme to allow themselves to be medical test subjects in the
hopes that their maladies can be corrected. The cathedral
makes its money by renting space to practitioners to operate
in, making it the largest hospice on Ere.
Actual
religious ceremonies at the cathedral are actually quite rare
these days, usually only during holy days. The religious arm
of the Hessan church is left to the myriad smaller temples
throughout Spinar, each of which are exclusive to an individual
sect.
Namano’jin
School of Swordsmanship
Callen is a land of warriors, protected and nurtured by a
strict code of honor among those who favor force of arms to
subterfuge or magic. It should come as no surprise that it
is home to some of the most prestigious martial arts schools
on the continent.
While
there are many such schools, each with fine traditions that
span hundreds of years, the Namano’jin School of Swordsmanship
stands head and shoulders above all the rest. Every year,
hundreds seek entrance, but only six are chosen to learn the
ancient way of the sword taught by Master Thorn-burgh Haruula
(Female minotaur combatant 18) and her apprentice-masters.
Graduates
of the Namano’jin School are counted among the best
combatants favoring bladed weapons – including the exotic
kari’dakai; said to be the highest sword a person can
master. Namano’jin Sword-masters are awarded magical
weapons of their choice (+3 total enhancement bonus) along
with their title if they can best the current Master of the
school in single combat.
Major
Settlements
Spinar, City of Temples (Large City 155,000)
The one time capitol of the continent spanning Vishnari government,
Spinar is still a powerful and prosperous city. Its moniker,
city of temples, comes from the Temples of Seven, seven huge
temples to the Greater Pantheon, situated in a ring around
the central portions of the city. Prior to the Ashing of the
Green, these temples floated above the city, but they crashed
to earth on that faithful day.
Sprawling
out on the plain, Spinar (its name ancient for Web of Life)
is known for its monthly tournaments and its many training
schools and martial arts dojos. Pilgrims from all over Ere
come to Spinar to visit its temples or to seek training.
Spinar’s
architecture is unique to Ere now, its broad, flat buildings,
none higher than five stories, having been originally build
prior to the advances in mystic architecture that make the
towers of Chordin or Te’ran possible.
It is
not uncommon to witness sparring matches or even real fights
for honor in the streets. The guards are under a standing
order to allow fair fights to continue where ever they occur.
Bri-sean
(City 50,000)
Viewed by many as Spinar’s moral opposite, Bri-sean
is a large city on the northern edge of Lake Nivia with its
own northern border less than five miles from the horrid Ashed
Lands. Founded shortly after the Ashing of the Green, Bri-sean
was originally an outpost to defend the fishing villages around
Lake Nivia from the roving monsters from the Ashed Lands.
But Bri-sean quickly grew into a stopping point for both expeditions
into the Ashed Lands and a major stronghold of organized criminal
endeavors.
Once,
some thirty eight years ago, Agor Henit, the Warlord of Callen
sent in a force of soldiers to attempt to restore law and
order to Bri-sean, but they were repelled.
Today,
Bri-sean is a large, heavily fortified city, built upward
into a massive ziggurat instead of outward to the point where
some buildings are actually sinking into the soft earth. People
clamor all over the city, taking ladders or ramps from one
tier of the city to the other. In some places, people have
even dug back into the sunken sections of the city to set
up shop in the cramped city.
It is
run by a constantly changing number of rival crime families
who each control a ‘layer’ of the city. Order,
as it exists in Bri-sean is maintained by thugs hired by these
families.
Locations
of Note
Lake Nivia
Lake Nivia is the major body of water in the west, part of
the Emaru River. A ring of fishing villages ring it on all
sides except where the river feeds it, forming two small cities
on either shore. Lake Nivia is the largest source of freshwater
fishing on Ere and is a key route from Chordin to Novrom.
Lake
Nivia is also home to a huge sea serpent called Ellora, who
has, after centuries of being fed chum by fishermen, become
quite tame. Ellora is quite docile, but her propensity to
‘play’ with small ships makes her a hazard to
small craft all the same.
Encounters
As is typical, minor spirit beasts, including spirit eagles,
wolves, and big cats range throughout Callen. Additionally,
flights of griffons and hippogriffs live in the mountainous
regions and dire animals wander the woods. Occasionally, hydra,
grey renders, packs of feral shadow mastiffs and deinonychus,
or swarms of shocker lizards are encountered in the forested
regions of the Rame Mountains.
In the
north, where Callen meets the Ashed Lands, monstrous insects,
nightshades, bulettes, and many varieties of aberration cross
into Callen from time to time, marauding across the countryside
before put down.
Harpies
and gnolls make up the bulk of the savage races that live
on the fringes of Calleni society. Occasionally, a flight
of harpies will raid a settlement for supplies or in revenge
for the despoiling of sacred ground. The gnolls stake out
modest territories in wooded areas and defend them brutally.
The rare Calderian raiding party may also be found in the
southern part of the region. |