Druma - Profit and Prophecy
1. The Philosophy of Profit
Druma is ruled by a secular philosophy known as the Prophecies of Kalistrade. Its followers, the Kalistocrats, believe that the accumulation of personal wealth and the strict avoidance of unprofitable behaviors are the keys to a pure existence. They must wear white, abstain from alcohol and casual sex, and employ the 'Blood Price'—a system of compensation for any harm done. The core tenet is that profit is not greed, but a spiritual discipline; wasting time, resources, or opportunities is considered a sin.
2. Government and Society
The nation is an oligarchy. The Resplendent Bureaucracy runs the day-to-day affairs, staffed by civil servants whose positions are temporary stepping stones to greater commercial ventures. Above them is the High Prophet Kelldor, who rules from the capital city of Kerse. The Bureaucracy is fiercely secular; followers of traditional gods are tolerated but rarely trusted with power. Citizens are divided into a strict class hierarchy based on their net worth and adherence to the Prophecies.
Major Classes
| Class | Role in Society |
|---|---|
| Kalistocrats | The ruling elite, wealthy enough to dictate policy. |
| Bureaucrats | The administrative middle class, constantly auditing and regulating. |
| Prophets | Spiritual advisors who enforce the doctrine of austerity. |
| Proletariat | The laborers, loggers, and miners who fuel the economy. |
3. A History Forged in Gold
The history of Druma is a long and violent saga, beginning with the Macridi Blade culture, an ancient Kellid society that traded with the fey and the distant empires of Thassilon. Their civilization was destroyed by Earthfall, leaving the lands open for the dwarves of Tar Taargadth to colonize, a rule that lasted for millennia. But the Kellids never forgot their heritage. The Prophet Kalistrade emerged in the second century AR, offering a new path to salvation through trade, austerity, and the accumulation of gold. His followers eventually bought Druma's independence from the dwarves in the Kerse Accord of 2332 AR, establishing a nation where the pursuit of wealth is the ultimate virtue.
Key Eras
| Era | Description |
|---|---|
| Macridi Blade Era | Ancient, magical, and built on dark bargains with the fey. |
| Dwarven Rule | Massive infrastructure projects, mines, and fortified cities. |
| The Kerse Accord | The diplomatic masterstroke that bought national freedom. |
| Modern Kalistocracy | An era of aggressive trade and industrial expansion. |
4. The Land and Fey
Druma is situated between the Lake Encarthan to the north and the Five Kings Mountains to the east and south. The central feature is the Palakar Forest, a primeval woodland divided by the Great Goldpan and Profit's Flow rivers, meeting at the town of Macridi. The forest is home to powerful fey courts: satyrs, nymphs, and dryads who have a peace treaty with the humans, granting logging rights in exchange for fair compensation. The fey are fiercely territorial, and any violation of the treaty brings terrible retribution.
Locations of Note
| Location | Overview |
|---|---|
| Macridi | A logging town at the confluence of the rivers, known for its quiet wealth and fey diplomacy. |
| Reiver's Right | An abandoned camp corrupted by ancient blight. |
| Pulgari Estate | A once-grand manor with a portal to Hell beneath it. |
| Desolation Blade Mounts | Mysterious clay mounds that mark ancient fates. |
5. Military and Defense
Druma's military is unique. Rather than a standing army, the Kalistocracy relies on elite mercenary companies funded by the Bureaucracy. The most famous are the Blackjackets, highly disciplined agents who serve as bodyguards, spies, and enforcers of the Blood Price. Furthermore, the nation maintains a powerful array of alchemically augmented siege weaponry, often sold to other nations at exorbitant prices. Their navy is small but strictly protects trade routes on Lake Encarthan.
6. Religion and the Gods
Though Druma officially eschews organized religion, the population maintains a deep, private spiritualism. The Prophecies of Kalistrade are treated as a holy scripture of economics. However, many citizens secretly worship Abadar (god of cities and law), Sarenrae (for healing), or Norgorber (for corporate espionage). The state turns a blind eye to these practices as long as the tithes continue to flow. The true power in Druma is the Bank of Abadar, which holds the national reserves.
7. Economics and Exports
Druma is the economic engine of Avistan. The nation controls massive deposits of gold, mithral, and cold iron. The Palakar Forest provides the finest darkwood for ships and staves, and the dwarven ruins hide caches of ancient magical artifacts. Druma's main exports are precious metals, lumber, and advanced siege engines. Their merchants have agents in almost every major city in the Inner Sea region, ensuring that their currency—the gold standard—remains dominant.
Key Exports
| Good | Use |
|---|---|
| Darkwood | Used for constructing elegant, lightweight weapons and shields. |
| Gold & Mithral | The backbone of the economy. |
| Siege Engines | Sold to the highest bidder. |
8. Relations with Other Nations
Druma maintains fragile, transactional relations with its neighbors. The dwarves of the Five Kings Mountains view them as usurpers but tolerate them for trade. The fey of the Palakar are uneasy allies. To the west, the nation of Nirmathas is a constant source of conflict due to taxation disputes. To the north, the city-state of Absalom is a vital trading partner, though they view Druma's wealth with suspicion.
9. Factions and Secret Societies
Beneath the surface of the austere society, shadows move. The Society of the Golden Hand secretly worships Mammon and seeks to open portals to Hell. The Followers of Kalistrade seek to enforce the Prophecies through zealous means. And the Macridi Blade Cult waits in the ruins, planning to revive the ancient blood magic of the forest.
Active Factions
| Faction | Primary Goal |
|---|---|
| Golden Hand | Infernalists who seek infinite wealth by trafficking with Hell. |
| Blackjackets | The lawful, yet brutal, enforcers of Kalistocratic law. |
| Fey Courts | Independent powers that control the natural state of the forest. |
| Macridi Blade Cult | An ancient conspiracy seeking to revive pre-human blood magic. |
10. Deep Adventure Hooks
Druma is full of danger: The Charcoal Wars, ancient dwarven grudges, hidden portals to Hell, terrifying clay mounds, and the cutthroat competition between merchants make it a prime location for adventurers who seek both fortune and a worthy challenge. The economic wealth of the nation is a magnet for thieves, spies, and supernatural entities looking to prey on the greedy. The center of the Palakar Forest is a wild, untamed place where the laws of physics and economics are secondary to the will of nature and the old gods.
Potential Campaigns
| Hook | Description |
|---|---|
| Treasure Hunting | Uncovering ancient Thassilonian vaults hidden in the mountains. |
| Corporate Espionage | Stealing secrets between rival Kalistocratic houses. |
| Fey Bargains | Negotiating with nymph queens and satyr kings for safe passage. |
| Demon Hunting | Rooting out Mammon-worshippers in the Pulgari Estate. |