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Phoenyx PBeM Exchange

Introduction

"What can we do about these humans!" exclaimed Kluranyr "There are far too many of the buggers, and they're taking over the world. They're worse than the vordral."

"Now now cousin, how could we manage without them? Do you want us kandar to have to labour on the plantations ourselves!", replied Galdeth.

"I'm sure than an honest kandar karathen could do the work of four lazy work-shy humans" retorted Kluranyr. "I've seen plantation workers idling about".

Kluranyr was a kandar knight of Kardak the Defender, who lived in the temple dedicated to that Guardian in Calbeyn. He had just returned to the city from fighting in the mountain war against the zughru, and was paying a visit to his cousin, Galdeth, who worked in the city administration. Kluranyr was such true fanatic for the cause of Kardak that he occasionally proved an embarrassment to the priests. He was, however, and excellent warrior.

"Anyway, how goes the war?", asked Galdeth "You seem to have avoided getting hurt. More wine?"

Kluranyr allowed his glass to be refilled.

"Good for us at least. We didn't gain any territory, but we didn't take many losses, apart from a few humans. They don't count of course. The boys are battle-hardened now. Even young whelps like Thartak!"

"What about the legions?"

"Who gives a toss about the legions? Half of them are human, for the Guardian's sake. We shouldn't be teaching humans how to fight. There will be human knights next!"

"I thought you said it was a good idea to have human soldiers, because it got some of them killed?"

"Trouble is, too many of them manage not to get killed! Even in the thick of the fighting!"

"You sound worried, cousin. What is it about humans in the legions which scares you?"

"Galdeth, have you any idea what lies beyond the borders of our kandar nations? Humans, thousands of them! I have heard people say that their population doubles every fifty years. And they're not just disorganised tribes any more, whole nations are forming! Meanwhile the kandar population has scarcely grown at all since the days of the second empire! "

"Cousin, where did you hear this nonsense? The humans have been here for centuries. Nothing has ever changed. Do you really believe that human armies will come marching over the hill to destroy our cities and murder us all?"

"They won't have to. They have virtually taken over many cities already. Look at Ravenah. Look at this city even. How many humans in this city Galdeth? And how many kandar?"

Galdeth did not reply. He had read the latest census figures, and knew that the official figures always undercounted the human population. Nobody dared enter the infamous Anthill just to count the number of people there. And he knew his cousin well enough to know that there was no point interrupting him when he was in this mood.

"Now there are human wizards! Wizards!" continued Kluranyr, his voice getting louder and louder "I saw Tanala of the Academy this morning. She thinks that this is blasphemy against the Guardians. The holy powers of wizardry are for kandar and only kandar. Yet a human wizard has been admitted to the academy. Tanala was against this of course, but she was voted down by the others. Who do the Academy of the Mind think they are? Are they loyal to the kandar people or wizardry?"

Kluranyr's rage began to subside. Galdeth decided it was prudent not to offer him any more wine. They talked about family matters for the rest of the evening, until the time arrived when Kluranyr had to return to the temple of Kardak before the gates were locked.

After he had gone, Galdeth reflected on some of the things that had been said. He was inclined to dismiss much of it as paranoia. But a few things worried him. The human population was increasing. The social structure where the kandar were the ruling class and the humans did most of the work was starting to break down. But he did not share his cousin's belief that there would have to be war between the races. One day, he though, the two races might live side by side as equals. But that was the future. The status quo would last for his lifetime at least.

History of Kalyr

The first inhabitants of Kalyr were the Kandar and the Zughru. They were brought into Kalyr centuries ago by the powerful beings known as the Guardians. The two races formed a mighty empire, the kandar living in the plains and the zughru living in the mountains. The greatest wizards of the two races built magnificent cities, and the people lived like gods. The wizards made contact with other planes, and brought other races into the world, the Uleem and the Lesardaan, to act as their slaves.

Then a terrible war broke out. The mighty cities were thrown down. Most of the wizards who had ruled the world were killed. A terrible plague killed many of those who survived the destruction of the cities. The Times of Darkness descended upon the world. The zughru retreated underground while the kandar and other races became tribal savages.

After many years of chaos, the Guardians awoke from their centuries-long sleep, and helped the kandar rebuild the world. Slowly, new cities were built on the sites of the some of the long- destroyed ancient cities. Temples were built in the cities where people worshipped the guardians. Around this time, some wizards experimented with an ancient device and again made contact with another plane. This time, humans were brought into the world, to be their slaves, as other races had been in the ancient past. Then one day the ancient device was destroyed, some say by the guardians.

Over the centuries, many empires rose and fell. The descendants of those human slaves multiplied until they outnumbered the kandar. Most are still servants and slaves of the kandar, but many ran away and established settlements beyond the borders of kandar lands. Many kandar now fear that the humans will one day rise up and overthrow them.

Kalyr Today

Most kandar now live in fortified cities, surrounded by vast human-worked plantations. They tend to be arrogant and superior, and look down on other races. They have a caste system, the four castes being Nobles (exclusively kandar), Citizens (almost all kandar), Freemen (mostly human), and finally Slaves (all human).

There are now three main kandar nations. In the South lies the conservative and decadent Great Kandar Empire, which once ruled a much larger area. In the north-east is the Konaic Empire, a militaristic expansionist tyranny. In the north-west is a federation of three semi-independent city-states, Filgeth, Calbeyn and Ravenah.

Life in a kandar city varies according to social status, which is in turn largely dependant on race. At the top of the heap are the kandar nobles. They receive an excellent classical education, and will have been expected to look down the lower orders, especially humans. Beneath them are the Citizens, the professional caste, mostly kandar, living in the better (but not quite the best) part of town. Such people work as city administrators, merchants, senior guild officials, priests, wizards, artists, architects, career soldiers or physicians. They are likely to have received a good education. Beneath them are the Freemen. The better off Freemen are the, guildsmen, a mix of kandar and human, craftsmen or shopkeepers, belonging to the appropriate craft guild. At the bottom of the heap are the poorest humans. They struggle to make a living, not necessarily always managing to stay on the right side of the law. They live in decaying tenement buildings, possibly underground, maybe partly collapsed. Life can often be nasty, brutish and short, and such people need wits and street skills to survive.

The cities are surrounded by "civilised" areas, dotted with farming villages and plantations that exist to supply food for the city. Most people outside the cities are agricultural labourers, either workers on a kandar-owned plantation, tenant farmers struggling to earn enough to pay the rent on a piece of poorer- quality land, or free farmers scratching a living on the poorest quality land on the very edge of the civilised area. City dwellers tend to regard people from outside the city walls as "hicks".

The wilderness areas beyond the farms are not totally unoccupied. Large areas are thinly populated by communities of humans and other races, many of which were founded by escaped slaves. Life in these communities is hard, under constant threat of attack from bands of outlaws, or by the kandar trying to eradicate outlaws. Anyone from outside the "bounds of civilisation" will be looked down upon in any kandar-ruled area.

The zughru still live in their warrens beneath the mountains. Very little is known about the zughru kingdoms, but there are rumours of fabulous wealth and wondrous devices. There is a long-running border war in the supposedly mineral-rich foothills of the mountains between the zughru and the kandar of Calbeyn and Filgeth. There is little real fighting, but there are quite frequent skirmishes. These skirmishes are just about the only time zughru are ever seen above ground.

There are still survivors of the kandar's earlier slave races around. The reptilian Lesardaan have now reverted to savagery, but the small purple Uleem are occasionally encountered in kandar lands, often as merchants and traders, or as thieves. In the wilds, the savage Vordral may be encountered, hideous warped creatures who first appeared during the times of darkness. There are rumours of other, stranger races living in remote areas.

The landscape is full of relics of ancient times. Ancient ruins litter wilderness areas, many of them reputed to be haunted. One might encounter a devastated area where the very rocks have melted, or a line of decayed towers, purpose forgotten, marching across the horizon.

The Kandar

Kandar are tall, slender humanoids, averaging 6'6 in height. The vast majority of kandar live in fortified cities, surrounded and fed by vast human- worked plantations. A once highly sophisticated people, they now always look back to the 'Old Days', when they were 'like gods'. They are arrogant and superior, looking down on other races. Some Kandar can be extremely cruel, although this does not apply to all of them. Their society is marked by continual power struggles and intrigue.

Kandar Society

There are several distinct social classes in kandar society. This class structure affects all aspects of life for both kandar and humans in kandar cities. People are usually of the class they were born into, but may be elevated to the next class by toadying to the right people. It is also possible to lose one or more levels as punishment for some crime, such as being on the losing side in a war.

Vornes

Vornes (nobles) are the ruling class, who are almost exclusively kandar. Almost all belong to a few very powerful clans. Of the several different titles of Vornes, Vorken means head of a family, Tharn means city lord, Sarkan means a member of the high council of six, or Sarkanthen, and Vulan is the high king of all Kandar. The prefix Nar- indicates the nominated successor, so Nar-Vulan is first in line to the throne etc. Vornes are usually addressed by whichever is their highest title.

Emilanes

Emilanes (citizens) can vote in city elections, and can own property in cities. Although almost all are kandar, there are a few human emilanes, who are often referred to as "Honorary Kandar", and are often disliked by the karathen. This is the "default" level for kandar PCs.

Karathen

Karathen (freemen) tend nowadays to be mainly human, and are sometimes called proles (Origin unknown). They form the vast majority of the non-kandar population, and the poorest third or so of the kandar. They have some minimal legal rights, but cannot vote in most cities.

Goruthen

Goruthen (slaves) are almost exclusively humans. They are treated as property, and have no rights at all. However, many slaves are quite well treated, and live better lives that many freemen. Some even hold important posts in city administrations.

Kandar Names

Kandar names have no meaning in present kandar languages. Male names have endings like -dol, -deth, -lath, -kandar, -nyr, -eyn, or -thur. Female names always end in 'a' or 'e', such as ate,-ene, -ela or -edna.

Full names are expressed In the form (personal name) (optional clan name) d'n (name of same sex parent) a'r (name of other parent) d'n (name of highest status grandparent). Only higher status kandar who can trace their line back to one of the fifteen clans of ancient times use the clan name. Clan names maybe passed though either parent. If both parents have (different)clan names, the name is passed through the same-sex parent. Only the personal name plus the clan name is used in everyday life.

Relations with other races

The Kandar consider that humans' duty is considered to be to grovel to their rightful masters. A few kandar believe that humans are a threat, since they can breed like flies, and will eventually so greatly outnumber kandar that kandar civilisation will be overwhelmed. Another minority viewpoint is that humans should be set free to make their own society, and kandar should learn to manage without them. The strangest view of all is that humans should be treated as equals.

The zughru are the ancient rivals to the kandar. Although it was agreed in ancient time that they kept to the mountains while the kandar kept to the plains, they keep breaking the ancient treaties and starting wars.

Uleems are thought to be some sort of small human. Only a few kandar have actually met an uleem.

Most kandar believe the vordral to be the descendants of the kandar who were cast out in ancient times because of their evil ways. Their bodies have become twisted and corrupt to match their souls. They live apathetic existence In the wilderness. Occasionally, their numbers grow too large, and they become a danger to travellers. As a result, it is sometimes necessary to cull them.

Like the uleem, the lesardaan were once kandar slaves. Although they are big and strong, they are a bit stupid, and were difficult to control. As a result, they were released, and have reverted to savagery in the wilderness.

The Humans

Humans were originally slaves and servants of the kandar. According to legend, they were originally kidnapped by the kandar though space and time. Over the centuries humans have multiplied to the extent that they now outnumber their masters. Many humans today are no longer slaves, but free men, although many still work for the kandar overlords. More disturbing for the kandar, many humans have settled outside kandar-ruled territory, and are beginning to form new nations.

Kandar Government

Government has the same basic structure in most kandar cities, although the way it works in practice varies considerably. In many cities such as Karmork, one individual or group totally dominates, whereas in others, such as Calbeyn, no one person or group is dominant. In such cities politics revolves around power struggles between the various factions.

The Tharn

The Tharn is the overall ruler of the city. He or she is officially appointed by the Vulan (The ruler of Vohrleyn), but is effectively nominated by the previous Tharn. The only official power is the power of veto over decisions made by anyone else, though a strong Tharn can use this veto to get what they want, and to get the officials they want appointed to the posts of Varakeyr and Lakentyr.

The Varakeyr

The Varakeyr, or Watcher of the Walls, is commander of the military, responsible for defence of the city. He (it is always a he) is generally appointed by the military themselves, although the Tharn may veto their choice if he or she can afford to antagonise the military. The Varakeyr is not supposed to be involved in the normal running of the city.

The Lakentyr

The Lakentyr, or Keeper of The Law, is the chief executive responsible for internal law and order, taxation, public works and the day-to-day running of the city. He or she appoints other officials, and is appointed by the council, although the Tharn can veto their choice.

The Council of the People

The Council of the People is the kandar attempt at democracy. Not all cities allow such a body to exist. It is an assembly of between twenty and forty people, elected from city wards. In most cities, the electorate consists only of Vornes and Emilanes, but in a few more progressive cities such as Calbeyn, the franchise is extended to Karathen.

The Varakeyr and Lakentyr also sit as unelected members. In the majority of cities the electoral process is extremely corrupt, and almost all ballots are rigged, resulting in a council packed with nominees of whoever wields the power in the city. The council's role is to advise the Tharn, Varakeyr and Lakentyr as to the feelings of The People, and to appoint the Lakentyr. It may pass laws or levy taxes, but both the Tharn and the Lakentyr can and frequently do veto it's decisions.

Calbeyn is unique in allowing humans to vote, in those wards which have a significant human population. Separate elections are held for kandar and non-kandar (human) seats. This practice is naturally resented by more conservative kandar of the city.

The Bureaucracy

Most larger cities have a sizeable bureaucracy. Although they officially carry out the will of the Lakentyr and the Council, they frequently conspire to frustrate their actions. They are adept at playing the Tharn, Lakentyr and Council off against one another. Their main objective appears, like all the best bureaucrats, is to prevent change. More than one Lakentyr has resigned after having been reduced to a shambling wreck by them.

Other officials are appointed by the Lakentyr, with or sometimes without the approval of the council. The Lakentyr can remove them at any time. Most, but not all, are members of the council. These people include the City Treasurer, who is responsible for tax collection and allocation of funds. He or she is also responsible for the city's mint. The Chief Magistrate is responsible for crime and punishment. He runs the law-court and the dungeons. The Captain of the City Guard is responsible for the maintenance of law and order within the city walls. The Keeper of Records keeps records of all electors and taxpayers, and all criminal records. Finally, The Official of Public Works is responsible for all public and private building work except for the city walls and other fortifications, which are the responsibility of the Varakeyr.

Taxation

Every citizen must pay a tax on all income earned within the city, typically one-fifth. Most cities collected this monthly, and base it on the taxpayer's own estimate of his or her income. Those who don't estimate their income will have It estimated for them at up to double what it really is. In addition to this a 'poll tax", almost universally of one glerin per year is paid by all citizens eligible to vote.

Most cities charge a property tax, typically one percent of the total value of all property per year, if total property is greater than a thousand Glerin (This is 10 times average wealth).

Finally, those cities that pass a lot of trade charge a trade tax, typically five percent of the value of all goods brought into the city. Adventurer's treasure counts as trade goods, unless it is in a valid kandar currency.

Crime and Punishment

The ancient kandar common law is the basis of the legal systems of most kandar nations. There are very few basic laws, and just about any crime can be classed as one of the these.

Laws

Assault

This is any attack on someone, regardless of whether and damage was caused. Since Calbeyn is a status-ridden society, the severity of any crime against the person is proportional to the status of the victim.

Murder

This is causing death by any means, including failing to prevent a death when it was possible to do so. Thus a bodyguard who failed to prevent an assassination is theoretically guilty of murder. Perjury which results in the execution of an innocent person is also murder.

Robbery

This includes fraud, tax evasion, blackmail etc.. as well as theft of property.

Arson

Actually includes any damage caused to property by any means.

Affray

Defined as causing any disturbance, fights, drunkenness or disorderly conduct.

Treason

Attempting to overthrow the legitimate government of the city.

Blasphemy

Basically, this is upsetting the priests. Unfortunately this is very vaguely defined.

Trials and Punishment

Except for cases of Blasphemy, the accused is tried before a single judge, who calls most of the witnesses. The accused has the right to call one additional witness for every two witnesses called by the judge. It is possible to bribe the judge, either to get an acquittal, or to reduce the punishment. In most cases, the accused will be held in the cells until trial, though it is possible to obtain bail for some minor crimes.

Trials for Blasphemy are held at the city's temple of Karlandra before a bench of as many priests as care to attend. To be convicted, a two-thirds majority of the priests who turn up is necessary. In practice, it is very rare for anyone to be convicted, since the priests can never agree on anything.

Imprisonment is never used as a punishment. If found guilty, the following punishments may be used : being let off with a warning, public flogging, an unlimited fine, dismemberment (appropriate organ or limb for the crime), banishment from the city, lowering of caste, being sold into slavery, or death by various means, usually in public. The severity of the sentence is proportional to both the severity of the crime and to the quality of the evidence.

Arts and Music

Kandar art is almost entirely abstract. Paintings contain random swirls of colour, and sculptures tend to be equally weird. Realistic portraits and landscapes are virtually unknown. Any human artist who attempts such a work becomes the subject of much ridicule, while no kandar would even think of doing such a thing.

Classical kandar music prefers sounds and textures to melody. A typical composition is performed by either large orchestras of wind or stringed instruments or equally vast choirs. The music sung by the choirs has no words. There are some works composed entirely for percussion. All classical kandar musical forms are very conservative, and have been much the same for centuries. Despite this, there are very few "standard works", and many hundreds of similar-sounding works by many different composers are performed. Many of the best choirs and orchestras perform at or are sponsored by the temples of Esala, the patron guardian of the arts.

Meanwhile, popular kandar (and human) music is usually performed by small groups of less than half-a-dozen people playing zathur and percussion backing one or more singers. This kind of music is usually performed in inns and taverns rather than in temples. In recent years, there has been an explosion of this kind of music, with some artists gaining large followings.

Musical Instruments

The zathur is a seven-stringed guitar-like instrument. It has close relatives in the narzthur, a smaller version of the zathur, and the nirzthur, a large nine-stringed version. A recent development is the karazathur, an magically amplified version of the zathur, manufactured by the Karazthan. There is a huge family of related wind instruments of which the shavark is just one example. Lastly there is the Kzalth, a very rare and valuable magical instrument, which makes just about any sound. Some of them are believed to date from the first empire, although they are occasionally made by the Karazthan.

Games and Pastimes

Thlan

A popular strategy game in Kalyr is Thlan, a two-player game played on a hexagonal board. There are several types of pieces, each of which has different rules for movement. Whenever a piece is captured, it is turned over, and passes to the other player. As in all the best games of this type, although the basic rules are simple, the strategies can be extremely subtle and complex. It is said that the game takes moments to learn, but a lifetime to master.

Lonthu

Another popular game is called Lonthu. This game involves dice, and a mixture of skill and luck is required to win. Naturally, the game is popular in gambling houses.

Playing Cards

A great many different card games are also played. The standard pack of playing cards consists of 64 cards. There are 7 colours (Red, Yellow, Green, Blue, Brown, Purple and Black), each of which has nine cards, in increasing order of value, the Dunnykinman, the Farmer, the Guildsman, the Soldier, the Priest, the Wizard, the Knight, the Tharn and the Sarkan, plus one additional colourless card, the Vulan.


All material © Tim Hall, 2000 unless otherwise stated.
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