Sol Kharaogh

The oldest nation on the Continent and possibly the first human kingdom, Sol Kharaogh stretches across the deserts and jungles across the Southern reaches of the Continent. Although much of its history is lost, even the ancient elven myths tell of the Kharaoghan stone towers and arcane magic. It’s not known who the first rulers of Sol Kharaogh (translated from the ancient tongue: Our Home of Wind and Stone), but some believe that the self-appointed ‘Council of Fire Wind Rock and Steel’ has indeed ruled the nation since its foundation (but all that is known for sure is that the Council has ruled as long as any can remember).

Sol Kharaogh exists today almost unchanged in the last thousand years. It is still ruled by the tradition-bound and distant Council, and the difference between the upper and lower classes is more extreme than any of the other human kingdoms and it remains as the only one that still holds institutionalized slavery (rather than the incidental slavery ignored by the Evengian Empire and Grand Duchy of Resaria). Despite having the most human-centric attitude of the three kingdoms, it has a long history of dealing with other races peacefully and even has a House of Dwarves amongst its aristocracy.

In keeping with the appearance of Sol Kharaogh’s iconic stone citadels, the country is also known for its extensive arcane tradition. Kharaoghan wizards are known throughout the Continent, but they are much more secretive than their Evengian and Resarian counterparts. Indeed, to learn Kharaoghan magic one has to be Kharaoghan. This has led to many myths and urban legends about dark magic in the desert sands. The ruling body of Sol Kharaogh is equally secretive, rarely passing mandates and only attended to by their elite guard. Some rumors persist that the Council are dark wizards themselves, although those claims are entirely unsubstatiated.

Since the Council rarely exerts its control, in function Sol Kharaogh is less a kingdom than it is a collection of city-states and fiefdoms. Despite being a desert nation, the Kharaoghans have stayed in a state of moderate wealthiness thanks to their skilled merchants and artisans. More than any human nation, Sol Kharaogh is known for its artisans and the works of Kharaoghan masons and blacksmiths are prized throughout the Continent.

Kharaoghan society is divided into three main classes: the aristocrats, the artisans and the merchants. While artisans can occasionally work their way to success, almost everyone besides the aristocrats live in poverty, and absolutely every Kharoaghan (with exception to the Council) owes allegiance to someone else. Slaves (both human or otherwise) are almost as common as citizens in Sol Kharaogh and are not protected in any form whatsoever by Kharaoghan law. Foreigners have about as much legal protection as slaves but it is considered bad taste for a Kharaoghan to treat outsiders in a way that would harm their reputation.

Historically, Sol Kharaogh has operated relatively independently from the rest of the world. It wasn’t until Evengian forces attempted to expand around the inland sea that Sol Kharaogh entered a true war. At first the Evengian forces were repelled by a militia raised by the Northern barons, but when they attempted to use the excuse of war to expand northward in an attempt to claim a traditionally Evengian river (water has always been a valuable commodity to Kharoaghans) the Evengians responded with more forces and the war went into a stalemate for nearly 50 years until the Errant Prince led his legion into Kharaoghan territory and negotiated an end to the war, with both sides retaining their traditional borders.

Sol Kharaogh

The Gamblers Cerstemar