|Ruler||High Prophet Kelldor|
|Religions||Abadar, Torag, Prophecies of Kalistrade|
Source: Campaign Setting, pg(s). 246
The Kalistocracy of Druma (pronounced kal-ihs-TOK-rah-see of DROO-muh) is a land glutting itself on the wealth of trade, ruled by the high prophet of a strange, secular religion that values wealth and trade above any deity. This religion permeates every level of Drumish society, as followers of the Prophecies of Kalistrade favor each other in all business deals. While other religions are tolerated in Druma, their followers rarely go far, as the majority of the Resplendent Bureaucracy which runs Druma is made up of followers of the Prophecy.
Druma is run by the Resplendent Bureaucracy, the organization directly responsible for running the nation. Unfortunately, in a nation that values wealth above all else, few people wish to remain in a job that has steady pay but no opportunity for the advancement of their personal wealth. As such, members of the Bureaucracy only tend to stay there for up to a decade while they look for opportunities elsewhere. Above the bureaucracy is the man it serves, the High Prophet Kelldor. While jobs in the bureaucracy are not usually taken by richer merchants, the role of High Prophet is no mere job. Ruling a country of wealth-obsessed merchants and the political connections that brings, makes the High Prophet one of the most powerful men in the Inner Sea region.
Druma's relationship with its neighboring nations is interesting to say the least. Obsessed with trade, Druma is primarily interested in its neighbors as trading partners and little else. It finds Molthune to the west to be naive and unaware of its power or potential influence. The Kalistrocracy owns large sections of Isger, and hopes to purchase more in the future, in preparation for their "hour of victory" (see Prophecies of Kalistrade). Druma cannot understand the strange egalitarian principles of Andoran, its neighbor to the south, and the wealthy merchants of Macridi find interacting with its citizens who (to Drumish sensibilities) do not know their place, particularly annoying. To the east, Druma eagerly eyes Kyonin and the untapped potential of the kingdom of the elves. Boatloads of goods are sent yearly to the Kyonin city of Greengold (the only city in the elven nation that allows humans) in the hopes of encouraging an expansion in trade.
The area that comprises modern day Druma was not always a human kingdom. In fact, before the founding of Druma, these lands belonged to the dwarves. First the dwarven kingdom of Tar Taargadth rose in this area in -5133 AR. Later after the fall of Tar Taargadth, the area would be split between the five dwarven kingdoms of Gardadth, Saggorak, Doggadth, Grakodan, and Taggoret. For nearly 800 years, these small dwarven kingdoms struggled against each other in petty quarrels and wars. Ironically, humans suffered more from these feuds than dwarves did. Humans that resided in the area were torn between the frequently contradicting proclamations of the various dwarf kings. Then the Prophets of Kalistrade, using their trade-honed negotiating skills, finally brought peace to the feuding nations. In 2332 AR, the dwarves of the Five Kings Mountains signed the Kerse Accord which not only brought peace to the dwarf nations but also granted the humans within the area autonomy and significant control over the mineral wealth of the area. This would hail the beginning of Druma. When the dwarven kingdoms fell one by one to orcs between 2497 AR and 2526 AR, the grip of the humans, and therefore the Prophets of Kalistrade, tightened, forming the start of the modern nation of Druma. Since then the Prophets of Kalistrade have gained a stranglehold on Druma with the Prophecies now forming the official state religion.
Druma's centralized location between the bustling waters of Lake Encarthan and the trade routes of Isger leading all the way to the Inner Sea, makes it an ideal place for a nation of traders. Its rich mineral deposits ensure that Druma will never be short on goods to export. Druma is nestled between Lake Encarthan to its north and the Five Kings Mountains to its east and south. Its border to the west with Molthune is the only border not defined by a natural feature. Druma itself is predominantly hilly and much of its terrain is dominated by the mountains that make up two sides of its border. While the hilly nature of the terrain may not make it ideal for agriculture, it does conceal the mineral wealth that has helped to make Druma so rich.
Prophecies of Kalistrade
The most interesting thing about the people of Druma is their almost universal adherence to the Prophecies of Kalistrade. Nowhere else in Avistan are the followers of the prophecy so common. The prophecy states that its followers must adhere to strict rules about diet and sex, and must also wear only white and wear gloves to prevent contact with those outside of the cult. The prophecies' main tenet is that one must attain personal wealth in order to justify one's worth in the celestial order. This belief means displays of wealth are prominent amongst the citizens of Druma, and often gaudy in the extreme. Merchant lords of Druma frequently wear jewelery worth many thousands of gold pieces. Despite this, few would be stupid enough to rob an adherent of the Prophecies, as they are able to afford magical protection, scrying, and assassins and are often protected by members of the Mercenary League, Druma's highly-paid and well-trained military.
Religions are tolerated but not encouraged by the Drumish government, but those who do not follow the Prophecies are looked down upon and rarely achieve high positions in the official bureaucracy. Nonbelievers also find conducting business here more difficult, as adherents always favor each other in any business dealings.
- Erik Mona et al. (2008). Campaign Setting, p. 246. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- James Jacobs et al. (2011). The Inner Sea World Guide, p. 63. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- Erik Mona et al. (2008). Campaign Setting, p. 72-73. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
- Mike McArtor. (2008). Guide to Darkmoon Vale, p. 44-46. Paizo Publishing, LLC. ISBN 978-1-60125-100-8
- Erik Mona and Jason Bulmahn. (2008). Gazetteer, p. 30-31. Paizo Publishing, LLC. ISBN 978-1-60125-077-3
- Erik Mona et al. (2008). Campaign Setting, p. Poster Map. Paizo Publishing, LLC. ISBN 978-1-60125-112-1