The Kalmeshi Realm is a dwarven nation located in southern central Tolvenia, to the west of Lutia. It is a mountainous land that has a climate rather cooler than its latitude would suggest. Its population is mostly dwarves, but there are many humans, some orcs and ogres and a smattering of other races. Its economy is largely based on mining and related occupations. Kalmeshi weapons, armour, tools are highly regarded. When in the Kalmeshi Realm, people may find bargains on masterwork examples of such items (make an opposed diplomacy check to attempt to get a masterwork item at the normal cost). Kalmeshi stone, masons and architects are renowned throughout southern Tolvenia.
The capital is Kalmesh. It is located at the base of a great mountain, Kuruk-kal. The Realm is ruled by a Lord High Marshal, who is appointed for life by the Council of the Realm. This council is manned by twelve Lord Marshals, who are individually appointed by the Realm’s most important clans, plus the Lord High Marshal, Rûkhëon Aramûnsson of the Clan Fyordok. There are eleven dwarf Lord Marshals and one human.
The Council appoints city and town governors and passes laws relating to internal affairs. The Lord High Marshal makes decisions regarding foreign affairs – although he is expected to consult the Council for such decisions, including declaring war. Once war has been declared on a foreign power, the Lord High Marshal can make decisions relating to the war effort without regard to the Council.
There is also a Greater Council of the Realm, which theoretically sits continuously, but which rarely meets in full. Its purpose is to discuss controversial issues and make recommendations to the Council and the Lord High Marshal. It consists of representatives from minor clans, tribes, churches, guilds and so on. It can force Lord Marshals and any citizen or resident of Kalmesh (but not the Lord High Marshal) to attend its meetings and answer questions, but it has no legislative power.
The main religion in Kalmeshi is a form of Decadianism called the Way of Ûrist. Ûristis believe that the legendary priest-king, Ûrist was a messenger of the Ten who lived around 600 years ago. He preached absolute loyalty to family, clan, and nation, and vigorous defence of one’s own interest against foreign threats. He is said to have brought the disparate clans together into a unified polity, established the institutions of Kalmeshi, tried to cleanse the young nation of foreign influences (supposedly by ethnic cleansing of non-dwarf populations).
The Way of Ûrist is summed up by the Ten Precepts. Believers in Ûrist keep an image of the Shield of Ûrist about them and their home at all times. (The actual Shield of Ûrist is kept in the Citadel of the Shield, the seat of Kalmeshi government.) Non-believers are taxed at a higher rate and are discriminated against in a host of ways – less favourable treatment before tribunals, rougher residential areas, longer waits after applications etc.
Kalmeshi is also known for being insular and militaristic. It has a peace treaty with Lutia and the Kingdom of the River, but fights constant skirmishes with its other neighbours, the Orambali Empire to the south and the Virgmilliom Confederacy to the north. Foreign travellers are closely monitored and must report to the town or city marshal’s office in any place they visit, stating their business and length of stay.
In addition to its mining and artisanal centres in the mountains in the northeast half of the nation, Kalmesh has many farming towns and plantations in the plains of the southwest. Farms and plantations here are mostly worked by slave labour and are administered by merchants or by minor clans.
Hunting is a popular pastime, and the Gorodan Mountains of the far north and west are home to some fearsome creatures, including silvercats and drakhai. The ogres and orcs that make their homes here are often subject to attack by hunting parties.
Underground, there is an extensive system of caves and tunnels called the Valthaxu Warrens that link most mountain towns and cities. Travelling by the Warrens can cut travel times drastically. Their use has to be authorised by the local marshal, and they are generally only used on official business, or private business by wealthy Kalmeshis (Ûristis being favoured). There are also dangers to their use – numerous dangerous creatures inhabit them, and there are legends of terrible beasts in the furthest depths.
The Twelve Main Clans
Clan Fyordok
Clan Omli
Clan Thûriëk
Clan Magravats
Clan Ishnyur
Clan Fëorost
Clan Yokhnar
Clan Rhûos
Clan Gôdh
Clan Hrintiakh
Clan Dorok
Clan Arvinger (human)
The Ten Precepts of Ûrist
Honour thy father.
Honour thy clan.
Honour thy people.
Honour the Ten.
Slay not, but in defence.
Deceive not.
Take not that which is not thine.
Lust not for that which is not thine.
Toil is the way of honour.
Deliver justice to the unworthy.