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History of Kurathene
Kurathene Timeline
Kurathene War System
Kurathene Military
Kurathene Honors

Kurathene Fiefdoms
Arvanos · Calazeria
Crullath · Cytheria
Halstead · Julaspium
Medec · Osannia
Pylatea · Servator
Trenium · Valorian

Kurathene PCs
Kurathene Lords

Related subjects

File:Calazeria crest.jpg
Calazeria Coat of Arms
Note: This information refers to the Third Imperium Age. As of the 2200s, Calazeria is part of the Fourth Kurathene Empire. See: Fourth Imperium Age


The history of the modern state of Calazeria has been tumultuous for the last 300 or more years. The origins of the state are well documented in records housed in the capital of the Kurathene empire. During the united rule of emperor Joral the land was occupied by the prefecture of Caliaze. As civil unrest began to grow, and the empire deteriorated, the prefecture declared independence as the Arch-Duchy of Caliaze. With its newfound freedom came overwhelming ambition. Caliaze ignited the first Tri-Fief War in 1876 after instigating wide-spread mutiny and gaining control of nearly one-quarter of the former Imperial Navy. When this did not expand the borders as expected, a civil war erupted in 1895. Effectively taking Caliaze out of the Tri-Fief war. The entire Arch-Duchy’s attention for 10 years was focused on this conflict. Only a few years after the new government was established, a second Tri-Fief war erupted, and Caliaze was unprepared to resist the aggressions of its neighbors. The ruling family, traced back to the original prefect of Caliaze was killed during the occupation. The Duchy was torn down and divided amongst its neighbors eventually being occupied by a joint Arvanos-Trenium alliance. However, the most recent Tri-Fief war was fought by Trenium and Arvanos to defeat Crullath's attempts at annexation of all three fiefs, Trenium, Arvanos, and Caliaze. Trenium and Arvanos defeated the attacks from Crullath, but with no help from Caliaze which was more insulated from the war than its neighbors. Afterwards the two fiefs were not strong enough to hold their conquered land in Caliaze. The Archy-Duchy again declared its independence and again changed its name to the Calazeria, becoming independent fief. Unfortunately, coming out of occupation so quickly there was little time for a central government to take root. By virtue of his status as the son of General Bloodsaik, Thorgils Bloodsaik assumes command of the fief and attempts to keep the land from splintering. He is successful so far as to gain the allegiance of the other major families in the region, each of which has nobility and claimed the right to replace the prefecture’s family. Currently they all provide tributes and soldiers from them in exchange for overall management of border protection efforts. The families retain a large measure of independence in the specific areas of expertise for each family and much diplomacy must be used to maintain a consensus among them. In addition to balancing internal politics, relations with Arvanos have been chilly, as Joral believes his grandfather (Joral IV) was stabbed in the back by Caliazen nobility when he was busy fighting Crullath.


The region of Calazeria is a richly fertile plain area. During the Imperial Era the province made up about 35% of the agricultural output of the entire Empire. The number has been reduced obviously as the other provinces scrambled to make up for the shortfall, but the mass of production is still done in Calazeria. Textiles is a major industry primarily because Carlis is a major port along the western sea-board with access to Arvanos, Kuras (through Trenium), and, potentially, Southern Avlis—-though this has not been significantly explored.

As it occupies a good percentage of what used to be Bracentia (Arvanos lost the territory during the Second Tri-Fief War and Calazeria acquired it later) a good number of Wemics populate the southern region. The race tends towards fighters and priests over mages, and have been successfully persuaded to supply some troops to the border with Arvanos in exchange for relative freedom to maintain their way of life.

The fief has a strong central castle, established when the land was unified, to act as an anchor of government and military command. Small border posts intermidently line the long border stretches built over time depending on where attacks were coming from. Most troops from the coastal and interior regions are stationed at these posts along the north and south borders.

The Eastern borders with Medec and Kuras have traditionally been peaceful and open. They provide a steady outlet for trade from Calazeria's rich farms and coastlines. The capital city is a major port for merchants who don't want to travel up river along the Brekon border or travel up to Trenium then backtrack along the river to Kuras. The flat land of Calazeria’s interior enables merchants to transfer goods from ship to caravan through Medec in order to reach Kuras. These caravans are relatively unhindered by bandits, but often repeatedly taxed as they travel through the various cities and fiefs on the way to their destination.

Along the coast and much of the interior life is simple for the Calazerians. There are many farmers and fisherman who go about their lives unconcerned with the skirmishes that happen along the borders. There are two main coastal towns, besides the capital, that control the only regions without hositle external borders. These two towns focus on trade, and help economically with the cost of defense against Caazeria’s neighbors.


Lord Marshall Arkn’sterod Bloodsaik governs the entire fief with the implicit consent of the major families. It is not obvious to external forces or diplomats, as the ruling council will debate their positions and come to a consensus before communicating with foreign governments. However, the Bloodsaik Lords also have control over the bulk of the military forces in the fief and without a concerted, conspiratorial effort by the others, could not be displaced. This has kept Calazeria from falling apart to in-fighting for dominance for nearly 100 years.

The current Lord Bloodsaik inherited his position from his brother who was assassinated. The other provinces are ruled by an eclectic mix of men and women. Arkn’sterod’s younger brother, Enrik has recently been given control of the northern coastal province. He was installed in this position to help solidify the Bloodsaik rule of the fief. Below Enrik’s provice, James Kurane III—keeps his province paying tribute and supporting the border with troops. However, he has little interest in the larger politics of the fief, often deferring to Arkn’sterod decisions. Along the border with Kuras and Medec is the province of Misthaven. It has been passed down through the same family for generations.

With the recent change in power to Lord Arkn'Sterod, there is little loyalty from the province rulers however most of the commoners are unaware of the changes happening at so high a level, and so there has been little civil unrest. The Dracon and Wemic populations have accepted the changes with equanimity and assurance that their status will remain unchanged.

Within each province is a structure of local law enforcement consisting of sheriffs and magistrates. The sheriffs have authority to temporarily authorize deputies, so long as they are not currently under military obligation, but cannot make their status permanent. The magistrates are allowed to grant permanent status to local deputies, and a council of magistrates decides on the town sheriff. There are also courts in each province, officiating by the magistrates. This system is often corrupt on a local level with sheriffs using deputies to carry out personal agendas or rule as minor lords in the rural villages. Rarely do complaints about the system reach Lord Bloodsaik. The provincial ruling families do not intervene in this long established system.

In addition to gaining status as the ruler of a province, Enrik has been placed at the head of state diplomacy. He has experience working with the current ambassadors to the other fiefs of the empire. His head for diplomacy has also given him status with the nobles of his province as an acceptable leader.


Population: People who live in Calazeria are rough and ready folk, with many having relatives in the army, and most knowing how to at least use one weapon. Life outside the border skirmishes is relatively contented in this province, though the many wars have taken their toll on the common folk, and to an extent the nobles. Fish is a mainstay of the province, with only the nobles and gentry having regular access to deer and other game. Food is not in short supply, but the diet is fairly bland for all but the wealthy. The nobles have been in a state of constant turmoil and intrigue, with a high mortality rate amongst them for various reasons — one of the most common being sharp pointy objects being inserted into them against their will by their enemies. This has lessened under the rule of the new Lord Bloodsaik, however feuds still simmer and threaten to boil over if left unchecked.

Classes: Warriors and Warrior Priests are fairly common here. This has mainly to do with the perception that priests are hardier than mages, and more likely to gain favor with their deity (Toran) to cause damage to the opposing side. Mages have some role on the battle front, as most are required by their lords to join the army. The ones that survive their first few years tend to be very capable.

Economy: Internal trade of textiles for food thrives within the fief with different provinces providing different resources. The border lords have long taxed their populations quite heavily to finance the defense of the border. This is evening out as Lord Bloodsaik now requires taxes from all provinces to maintain the army. There is wealth, but it is concentrated in the hands of a few corrupt nobles who have become land owners over sprawling tracts of the fertile Calazeria plain. Some notably proficient but unobtrusive thieves guilds have also managed to gather great wealth and power. There is little ore throughout the entire province necessitating external trade. Trade relations are best with Kuras and Medec, though some avenues are being explored with Arvanos and Trenium. This trade provides raw ore, weapons, armor and other necessities for the fief to defend itself. Food production is often abundant, though the commoners are rarely given more than needed for their survival. There is also a strong textile industry in this province, and is creating a comfortable, growing class of merchants.

Religion: All sorts of worshippers are found in Carlis but the war gods are the most important. In Carlis there is a temple to Toran and a high temple of Dagath, who is the head deity of Calazeria. Mainly human gods are worshiped, though some of the pockets of other races have brought their personal deities with them. The state, however, only recognizes Dagath and Toran as valid deities for worship.


One major army which is divided along the borders. Each fort or castle holds a division divided up in three battalions:

1. Silver Shield Battalion (Infantry)

2. Copper Arrow Battalion (Archers)

3. Golden Mind Battalion (Priests and mages)

Research in the art of war is also an important business in this fiefdom. The military academy is build close to the main castle in Carlis. Each day lesson and debates about war and fighting are held. Next to the academy is the official recruiting center to which all recruits come and are sent to training camps along the border. The military academy also contains the headquarter for the high officers and general. The whole army is under command of General Cunhert Rythal. Above every order or command stands the Lord Marshal Arkn’sterod Bloodsaik.