Kaald, (free territory of the Steel Realms)

Steel Realms
Located on Ustermaya .

Kaald is a free territory (Freelands), though many called it the Duchy of Kaald. It is the remains of western Dundaria and some freelands. The territory Kaald controls is vast, but its for lack of any competitors and a desire to band together that it is so successful. After the fall of the north, the western lands were still ruled by the Thane of Kaald. The territory was large, and the culture of the Freelanders strong in this area. Over time, Kaald reverted to its Freelander ways. Thanes of places other than Kaald sprung up – but all allies in the battle against the eastern Lich Lords. The Thanes of Kaald adopted the old ways fully, and the druids became many in the north. They learned how to use the ice and weather against the undead. The ancient powers and knowledge of the Steel Realms was still at their disposal. They became more insular. Strangers less welcome. They forged their alliance with the High Kings and learned to cooperate with the Elves, Ducateon and the men of Northgate Garrison. Over the years, even Kalascor has become an ally. Pine Tribesman are allowed to follow the caribou herds, and the trade through Thurlow is open to all. Mages are generally welcome, but there are only a couple orders. The north is mostly suspicious of them and their pursuits that usually awaken things better left undisturbed. House Mataff and a few more are the only open Magus Brotherhoods in the hinterlands.

Kaald

The Free Territory of Kaald is nominally held together by the “King” (as recognized by the High King only) of Kaald. Its hereditary rulers refuse to take title, and instead follow the way of the Free Landers of the north. It consists of several territories that are held by Thanes of the North – called “Princes” by many. These Thanes represent the peoples of their lands, and make alliances and deals with the Kaaldian “King”. The kaaldian lands are divided up by different cultures and societies. Within these may be one or more Thanes – local rulers. All of these Thanes are said to have descended from northern nobility and are as prideful of their bloodlines and the lords of the Riverdans in Dunstrand. Inhabitants tend to follow the Freelander Way.

Kaald is a clean place, full of boisterious, proud, and well educated folk. Tradition is strong, and so to is the desire of these folk to remain free and prove the Freelander Way and look down upon those who “Cause a Stirring”. At once point in the distant past, it was brought to heel and made to bend the knee to the High King in Oerdney, but the distances and logistics in the north and rebel will of the populace soon caused it to slip back into a Freeland. Many in the south hold the Kaaldians responsible for the endless war with the Lich Lords – believing that if they did join forces with the high King, they could be driven back – but Kaald remembers the “betrayal” of those in the south, and refuses to pay tribute or honor. Rumors persist of the sect of The Friendless being employed in the never ending war against the Lich Lords.

Castle Kaald

Population: 40,500 + Garrison of 200 cavalry, 200 crossbowmen, and 800 infantry

Rulers: Kaald Family – since the fall of the north.

  • Cut Culture: The dialect and society of the Ox-Birch Cut dwellers; Thanelands: East Cut and West Cut
  • Birchwood Culture: Northern forest and Kaaldian society. Thanelands: Kaald, Iveswear, Upstack, Feria
  • Stonelands Culture: South Cut, Cleary Vale. Thanelands: Vilefrey, Cleary Vale, Brieketle
  • Aaldian Culture: Flatlands. Thanelands: Castle Vuoy, Kray Castle, Schenker Castle, Tower of Toish
  • Kalurian Enclave: Deep in the Fortaur Forest is an enclave of a few thousand Kalurians. Allies of Kaald and the northern peoples, it is not unusual for the cavalry and runners of the northalnds to be commanded by a Klaurian. They never venture further west than Kaald itself. K’Lorian Normensia is the home of these people.
  • Unique Creatures and Encounters

    A few of the Walking Pinelings still stand vigil.

    History

    [contentblock id=knowref1]If nothing is indicated, assume Common Knowledge.

    Most Recent Stirrings

    Early Years

    Formation

    Realm's Aptitude Powers: Divine, Occult, and Psychic