The South

**The South**

## Culture and Customs

### Government

There are eight major cities in the southern nation, each led by a different wealthy family. Several generations ago, the country was torn apart by feuds, until the Kastairn family proposed to unite under one name and rule as one. The Kastairn's efforts earned them the reputation of being just and fair, allowing their city to become the capital. Three other royal families of major cities include the Batrun, Tanith, and Shol, who have sworn fealty to the Kastairns for generations.

Aside from the major eight, the southern nation is home to hundreds of smaller cities, towns, and villages. Most fall under the jurisdiction of one of the ruling cities, but some choose to govern themselves. These are exempt from tithes and taxes by the major cities, but enjoy no protection in return.

### Beliefs

The South is host to a wide variety of religions, from all over Kalon.

It was the South where the worship of the Celestial **Dhanir** originated, among others, and is still widely practiced throughout Southern cities, even with the introduction of new Celestials and rites from other nations. Dhanir is the Celestial of homecoming, of safety in travel, of bonds between souls even over distance. If one lives their life in building those bonds, sharing goodness with those around them, they will have a home in the astral plane in the next life. The sky is Dhanir's domain, so his followers are never far from his presence, and all the stars are the lanterns of the departed as they watch over and guide travelers on their way home.

Small shrines to Dhanir can be found all over the South, and less frequently in other parts of Kalon, from actual places of worship to simple rock cairns built over a written prayer, often found marking a safe path through dangerous terrain. As a keeper of souls, the practice of blood magic, and especially soul binding, is an affront to Dhanir.

**Bal-sunar** is the goddess favored by practitioners of blood magic, namely the Lekapos family. She represents sacrifice, power, and betrayal, and grants the use of blood magic to favored individuals. Because of her cruel nature, she does not limit her gift solely to worshipers, instead allowing blood sigils to be used and studied freely where it could cause the most harm. Bal-sunar revels in the chaos of power struggle, and the carnage that inevitably follows blood feuds is her feast.

## Blood Magic

While blood magic is a taboo or outright illegal in many parts of the world, the Southern nation is far more relaxed around the use of blood magic, being far more open to mages of all kinds. The Lekapos family are recognized as the head of the cult of Bal-sunar in the South, so their city, their allied cities, and all towns and villages under their rule are free to use blood magic as they wish.

Until a few years ago, blood magic was also tolerated by the Kastairns and their allied cities, as long as blood mages caused no harm in their practices. Three years ago, however, Dunaetha became outspoken against the practice, though she could not outlaw it without losing much support and several allies.

Blood magic is done through the use of sigils. The blood used in the circle is usually that of the person or creature that will be affected by the spell, though there are some variances. Once the sigil is drawn, the spell is cast when the mage places their hand in the center - though again, there are variances. Multiple individuals can be targeted with a single circle if a mix of blood is used, but spreading the effect can weaken the overall magic.

There are a few consistent spells that most students of the practice are able to learn, or at least learn the theory of. A few fringe mages know how to develop their own spells, but they are difficult to find, even for the Lekapos.

**Hold:** One of the simplest spells to execute. A sigil drawn in blood causes paralysis in the afflicted until the spell ends. Novice mages may only be able to Hold for a few seconds or minutes at a time, while an experienced mage could last for hours with the right concentration. The more individuals under the effect of a single Hold, the more concentration is required to keep the spell active. This is useful in combat to gain an advantage over an enemy.

**Bind:** The soul of the affected is bound to an object made of precious stone, glass, or metal placed at the center of the circle. This spell is very imperfect unless cast by a master mage. Ninety percent of the time, this spell requires the death of the soul's original body, allowing the soul to be captured as it flees in death. The window to do this is extremely narrow and almost always results in imperfect Binding, which will decay and free the soul bit by bit after a few months or years. Its common use is to save souls "for later" to be used as enchanting ingredients, Celestial offerings, spell components, etc., and commonly uses animal souls, which are weaker and easier to bind. Human souls are the most difficult to Bind and are a rare commodity in underground magic item trading, as the magic degrades more quickly.

**Burn:** Another combat spell. Like Hold, a sigil of mixed blood can be used, but instead of placing a hand to cast, the circle must be set on fire. A spark from a flint is usually enough to set it off. As the circle burns, the blood of the affected is boiled in their veins, killing them. The more individuals’ blood is used in the circle, the more difficult it is to ignite.

**Mend:** The most benevolent spell in this violent school of magic, used for healing wounds and illnesses. This is one rare instance of the caster's own blood being viable for the spell, though depending on the severity of the wound, a third participant may be preferred. The sigil should be drawn on the injured party as close to the afflicted area as possible, using the blood of the sacrifice (caster or third party). That same person's blood is then spilled freely into the circle until the wound is healed or the disease cured. The worse the wound, the more blood required, and in many cases, the sacrifice dies. Inexperienced mages have inadvertently caused their own deaths by misjudging a Mend spell and using too much of their own blood.

**Jack:** Short for "soul-jack", and one of the most difficult spells to master. Like Bind, animal subjects are more easily Jacked than human. This spell requires two circles, one engraved on a ritual stone, and the other carved into the flesh of the victim. Once the stone is watered with blood from the wounds, and the caster places their hand in the circle, the mage assumes mental control over the victim, seeing with their eyes, speaking with their voice, and moving their body as a puppet. The spell lasts until the caster ends it, or either sigil is broken. Only the best blood mages are able to Jack a human soul and even then there is a chance for their puppet to overcome the control through intense concentration, one of the dangers of Jacking a fellow blood mage. Ritual stones are created through repeated use, so a novice mage would have to start with small animals before both they and their sigil stone would be strong enough to Jack a human soul. Historically, Jacking was and still is used for espionage, and once was a tool of assassins, though the number of mages with the ability to Jack a human soul has dwindled drastically in recent decades.

**Shape:** Another technique belonging only to the top blood mages. Like Mend, it uses the caster's own blood, and therefore has a very high mortality rate. By drawing the sigil in their hand, a mage can manipulate their blood into a solid form. The most common use is a weapon, but it can also be used as a rope or lasso, a shield, a pen - anything handheld. The larger the object Shaped, the more blood it takes to create, and the greater skill and constitution required. Some mages are never able to handle more than a small dagger, while others have built up their tolerance enough for polearms. There is an extremely fine line between creating an effective weapon and maintaining enough energy to fight without fainting.

**Summon:** A forbidden art. Once a soul passes out of the realm through death, it is considered lost. But lost souls can be called back through the use of summoning. Bringing back a soul doesn't revive the dead, but the Summoned soul may be Bound for later use. Though the Celestial Dhanir remains neutral, summoning with blood magic is the single sin that will invoke his Malediction, as passed-on souls belong to him and his realm and to bring one back is theft from a god. The curse is rare, and easily avoided, but is terrible, and mages afflicted with it usually last less than a year. Not even the Lekapos dare tempt Dhanir's curse with a Summoning.

## Environment

### Geography

The Southern nation sports a warm, dry climate of mostly deserts and grasslands. One major mountain range cuts through a third of the region, where the elevation allows snow in the winter. Water flows out of the peaks to feed the vast river, most heavily in the spring; settlements and cities along its banks enjoy rich agriculture, and fertile forests thrive in the subtropics.

### Wildlife

Herd animals such as antelope and ibex are plentiful around the mountains and grasslands, while the shaggier mountain goats inhabit the peaks. Puma and snow leopards also rove the range, preying on unsuspecting travelers and the herds of mountain villages. The dunes hide venomous reptiles of every shape and size hidden under the sand from the sun. Travelers are encouraged to carry antidote should they fail to watch their step.

Horses, while not native to the region, were introduced hundreds of years ago through trade with other kingdoms, and now a handful of wild herds roam the grasslands. Modern breeds are well-adapted to the South’s climate and are as good a beast of burden as any native desert creature.

## History

Several generations ago, the southern country was torn apart by feuds, until the Kastairn family proposed to unite under one name and rule as one. The Kastairn's efforts earned them the reputation of being just and fair, allowing their city to become the capital, and to acquire the sworn allegiance of three other families.

However, the Lekapos family refused to follow the Kastairn family, as they were far wealthier, leading their city with fear by hiring mercenary soldiers to police their people and keep them controlled. The Lekapos also practiced blood magic - a legal art, but frowned upon by many - and with this craft, they became the only family in the southern region to successfully create a phylactery in recent decades. For these reasons, they considered themselves more fitting rulers. They earned one ally, and both Lekapos-controlled cities openly opposed the Kastairns for years, but never moved against them. The remaining two cities preferred their independence and stayed neutral, keeping peace with the feuding families but supporting neither side.

Thael Lekapos left his family to court Dunaetha Kastairn, causing a massive rift between families when they eventually married. Thael was effectively disowned by the Lekapos for sharing the blood magic skill with their perceived enemy. It has been over eight years since then, and both sides have lashed out several times with devastating consequences, though the Kastairns still hold their position for now. The southern country teeters on the edge of civil war, and travelers there must take care lest they find themselves swept up in the feuds.

## Notable Locations

### Jaraska

The majority capital of the South controlled by the Kastairn family, led by Dunaetha Kastairn and her husband Thael. It was formerly led by by Dunirias, now deceased, and his wife Neri. The city is located by the bay and has a major hub of trade routes spanning not just the region, but all of Kalon.

### Aimirum

The minority capital of the South led by Metsis Lekapos, a blood mage of unknown age whose soul is bound to a phylactery. Situated in the mountains; most of the raw materials produced by the South are mined here. A second major city lies under their control, though the royal family took on the Lekapos name upon pledging themselves, thus the old name has been lost to history.

### Oriflamme

An independent factory city known for its production of valuable weapons and refinery of raw resources. The city is controlled by an underground organization known as Chariot, while Lady Tessleen is responsible for the weapon trade.

### Aubade

A beach resort located at the south east of the region, consisting of a few hotels along the ocean, mainly serving to collect gold for the capital through tourism.

### Roashan

An independent collection of islands inside the southern ocean, worshipping the Celestial Dionas.