The Kelian Guard

Geography & Location:
The Kelian Guard occupies the rugged southeastern quadrant of the continent, bordering Lymeria to the northwest and the Rainecourt Kingdom to the northeast. Its terrain is a mixture of rocky steppes, fortified hills, and high desert plateaus, with sparse forests and river valleys that provide natural strongholds.

The land is harsh, and the people are harder still. Its climate ranges from temperate in the south to dry and wind-swept in the north, contributing to the Kelian ethos of endurance, austerity, and martial efficiency.

Historical Background:

The Kelian Guard originated over 400 years ago during a time of chaos known as the Sundering Wars, when local warlords, mercenaries, and exiles fought for dominance across the southeastern wildlands. Amid this violence, a legendary tactician and general named Torvek Kel united the fractured forces into a single disciplined military order. Rather than declare himself king, Torvek styled himself First Marshal of the Guard, pledging loyalty to no bloodline, only to strength, unity, and the law of arms.

Thus was born the Kelian Guard, a stratocracy—a nation ruled by a military elite, where citizenship is earned through service, and governance is conducted like a war campaign.

Government & Political System:

· Stratocratic Rule: The Kelian Guard is governed by the Council of Marshals, made up of the highest-ranking generals (Marshals) elected from among the officer corps by merit and combat record. The council governs through strategic consensus and military efficiency.

· Supreme Marshal: The highest authority is the Supreme Marshal, a position held until death or battlefield defeat. This leader directs both the nation's internal affairs and military operations and is often seen as the embodiment of national will.

· Citizen-Soldier Model: All full citizens are trained warriors. Military service is compulsory from the age of 16 and is the only path to political power, land ownership, or prestige. Those who refuse to serve are cast as Drifters and relegated to the margins of society.

· Merit Above Birth: Nobility by bloodline is not recognized. All ranks, honors, and influence must be earned through action, loyalty, and demonstrated competence in warfare or strategic administration.

Culture & Society:

· Martial Values: Honor, discipline, loyalty, and sacrifice are the core cultural values. Children are raised with military discipline, and dueling is common as a means of settling disputes.

· The Code of Iron: An ancient martial code followed by all citizens. It outlines conduct in battle, treatment of prisoners, and laws of command. Violating the Code results in exile, demotion, or execution.

· Craft and Utility: Arts and culture are functional. Armor, weapons, war banners, and music are designed for psychological or battlefield impact. Poets are often war-chanters or memorialists.

· Religion: The Kelian Guard venerates Tarkas, the God of Iron Will, and Velmara, the Flame of Resolve. Temples are also barracks, and sermons are tactical briefings laced with sacred doctrine.

Major Cities and Military Districts:

1. Ironmarch (Capital):

o The heart of the Kelian Guard, Ironmarch is a sprawling fortress-city built into the side of Mount Krel. Its entire structure is layered like a bastion: outer ring for training and trade, middle ring for housing and logistics, and inner ring for military command and sacred halls.

o The Council of Marshals meets in the Warspire, a towering keep at the city’s summit.

o Massive foundries and armorworks supply much of the Guard’s weapons.

2. Gavren Hold:

o A fortified mountain pass city guarding the border with Rainecourt. It is known for its defensive architecture and elite cavalry legions.

o Home of the Steel Gale, a corps of elite war riders trained in high-speed flanking and pursuit operations.

3. Southreach:

o A dry, sun-baked city near the southern desert. It serves as a testing ground for new recruits in the Trial of Flame, a brutal survival test.

o Southreach also hosts gladiatorial games to identify promising warriors for officer training.

4. Stonevigil:

o A fortified bridge-town near the Lymerian border. It’s the site of frequent border tensions and home to scouts and forest-rangers known as the Veilcloaks.

o It is the most diplomatically active city in the Kelian Guard, though still heavily armed.

Military Structure:

· Legions: The military is organized into Iron Legions, each composed of 10,000 troops. Each legion has its own banner, elite unit, and commander.

· War Schools: Young initiates attend military academies known as War Schools where they are trained in tactics, swordplay, siegecraft, and leadership. The best are selected for officer training.

· Siege Engineers and Beastmasters: The Kelian Guard has specialized divisions for siege warfare and the training of massive war beasts (such as armored boars or canyon drakes) used in shock combat.

· Auxiliary Drifters: Non-citizens and exiles may serve as auxiliary units to earn citizenship. These include mercenaries, adventurers, or condemned criminals offered redemption through blood.

Relations with Neighbors:

· Lymeria: Respected but distrusted. The Kelian Guard views Lyrians as capable fighters, but their magic and shapeshifting are considered undisciplined and too emotional. Skirmishes occasionally break out, especially near Stonevigil.

· Rainecourt Kingdom: The two states maintain a cold, competitive peace. Rainecourt’s nobility often grates against the meritocratic militarism of the Kelian Guard, but both recognize the need to avoid open war—for now.

· Maston Protectorate: Relations are strained. The Kelian Guard regards Maston’s religious fanatics with suspicion and disdain, while the Protectorate sees the Kelians as faithless warlords. No open conflict exists, but diplomats rarely get far.