THE DRACONIC KINGDOMS
The Draconic Kingdoms
Language:
All inhabitants of the Draconic Kingdoms speak Lower Draconic as their base
language. In addition, all classes can learn Common, Higher Draconic, and
Orcish. Clerics, sorcerers, and wizards can learn all of the above, as well
as Giant, Abberant, Celestial, and Infernal. All characters from this area
MUST speak Common.
Gods:
The Draconics worship a set of eight gods, based on the four elements and
the four para-elements. These gods created the elves, gnomes, and dragons
during the First Age, and are now the patrons of the Draconic Lesser Races
(elves and gnomes). The Draconic gods are as follows:
Tiann, Goddess of Magic
Neutral, Domains: Magic (required of clerics), Knowledge, and Healing
Tiann is the patron of elves and gnomes, and is considered the guardian of
the Draconic kingdoms. She is also considered by elves and gnomes to be the
creator of all magic, and is also known as the 'all-knowing' goddess. Tiann
is worshipped on general principles, and has a temple in every city and almost
every town in the Draconic kingdoms.
Herani, Goddess of Water
Neutral Good, Domains: Water, Plant and Healing
Herani is one of the two most worshipped gods in the Draconic kingdoms, especially
in rural areas. The goddess of water, plants, and the harvest, Herani is considered
to be a kind goddess, and if often prayed to by the sick in order to get better,
and by farmers in the hopes of getting good crops. She is associated with
the season of spring, an auspicious time for elves.
Torm, God of Earth
Lawful Neutral, Domains: Earth, Law, and Protection
Torm is the guardian of the earth. The patron god of smiths and any who work
with metals, Torm is not often prayed to by the average elf, although he is
given respect as the husband of Herani. Torm is considered to be the elven
god who is most attuned with dwarves, and dwarves who choose to live in elven
lands often worship him. Torm is associated with the season of summer, when
things relax and develop slowly.
Logaan, God of Air
Chaotic Neutral, Domains: Air, Luck, and Trickery
The god of fools, gamblers, and the weather, Logaan is considered to be a
changeable god, and has few temples due to his fickleness when it comes to
rewarding his followers. He is often prayed to by farmers, when droughts or
heavy storms are in effect, but is otherwise rarely invoked. Logaan is also
considered by elves and gnomes to be the god most interested in halflings.
Sarai, Goddess of Fire
Neutral Evil, Domains: Fire, Destruction, and War
The goddess of anger, violence, hatred, and flame, Sarai is an all-consuming
goddess. Her worship is restricted to warriors, and even then, many choose
to worship Torm instead. Sarai is feared more than worshipped, and is rarely
invoked. Her temples are usually either small or hidden.
Treye, Goddess of Lightning
Chaotic Good, Domains: Sun, Travel, and Protection
The goddess of travellers, Treye is considered to be a kind, but slightly
odd, goddess. Although her temples are few, there are many small shrines to
her along roads throughout elven and gnomish lands, and her priests are by
far the most common seen travelling, especially outside the Draconic Kingdoms.
Treye is also worshipped by bards, as she is believed to have invented music,
and she is thought to be the keeper of time. She is associated with the day.
Cyni, Goddess of Ice
Lawful Evil, Domains: Death, Evil, and Trickery
The goddess of the dark places of death, and the sister of Treye, Cyni is
the single most feared goddess among the Draconic races. She is never invoked,
as it is considered unlucky to even speak her name, and is often shown as
being in league with enemies of the Draconic races, more concerned with her
personal power than with the greater good. However, she is also a truthful
goddess, and is sometimes secretly worshipped by those who wish vengeance
on their enemies, or by those wishing to avoid their own deaths. Cyni is the
goddess of dreams as well, and is the one who brought the curse of sleep to
the gnomes. It is said that she wishes to do the same to the elves, but has
thus far been unable. Cyni is also associated with the season of winter and
with the night.
Saar, God of Smoke
Lawful Good, Domains: Animal, Good, and Knowledge
The god of animals and of the ocean, Saar is a straightforward and kind god,
but one who is fearsome when provoked to anger. The brother of Herani, he
is often worshipped by hunters, who wish to show proper respect to the animals
that they must kill to survive, and by sailors, who know that Saar and Logaan
hold their fate in their hands. He is generally viewed as a benign god, however.
Saar is also invoked by those who wish to swear oaths, as he loathes more
than any other god having his name taken in vain.
Porth, God of Acid
Chaotic Evil, Domains: Death, Destruction, and Chaos
The husband of Cyni, Porth shares her affinity for death, and is the patron
of disease, decay, and violent death. He is worshipped by thieves and assasins
primarily, and by those who wish a violent death brought upon their enemies,
and is not trusted by any other god, even by his own wife. Porth is associated
with the season of autumn, as the world decays and is brought towards its
temporary death.
Calender:
The Draconic year is divided into 13 months of 28 days apiece, with a single
day at the end of the year to mark the changing of the year. The year is considered
to change in the spring, when the world is reborn. The months are::
1. Unlocking (Spring)
2. Growing (Spring)
3. Blooming (Spring for 16 days, Summer for 12)
4. Blossoming (Summer)
5. Settling (Summer)
6. Ripening (Summer)
7. Harvesting (Summer for 12 days, Autumn for 16)
8. Fading (Autumn)
9. Darkening (Autumn)
10. Dying (Winter)
11. Sleeping (Winter)
12. Waiting (Winter)
13. Waking (Winter)
Each month is divided into four weeks of seven days apiece. These days are
named after the primal aspects of the world.
1. Sunday
2. Moonday
3. Starday
4. Cloudday
5. Earthday
6. Seaday
7. Woodday
Festivals:
coming soon
The Nations
There are nine kingdoms of Draconia, each with its own ruler and customs.
All nine kingdoms follow a basic code of laws, but have their own unique variants.
For the most part, laws are consistant with medieval England.Slavery is strictly
outlawed; lesser offenses are punished by severe fines, and major ones by
death. In addition, there are the following consistant laws:
1) All arcane spellcasters are adopted into noble houses. Having arcane magic
is considered to be a blessing granted directly by Tiann, and these individuals
usually rise to positions of prominence regardless of their birth (of course,
those born nobly usually rise farther).
2) Merchants and craftsmen have their own guilds, which demand small fees
and offer protection against outside influences. The guilds are run by the
kingdoms, and are little more than extensions of the political struggles that
go on between rival houses.
4) The production and sale of magical weaponry and of magical items with destructive
powers that can be used by non-wizards/sorcerers is strictly forbidden, as
is the possesion of the same. The dragonkin kings can grant dispensation to
anyone they choose, and grant this power to their retinue and elite guards.
Wizards and sorcerers are allowed to possess destructive magical items that
can only be used by them, as they are already considered to be under control.
5) Dragonkin, being dynastic, are allowed to charge all their purchases to
the royal family. The purchase will be payed within a week.
6) Dragonkin kings and queens can be removed from office by a unanimous vote
of their marquises. This rarely happens, however.
The kingdoms use a set currency, portraying the current ruler on the head,
and the capital of the nation in which it was minted on the reverse. Because
of this, the nine kingdoms are careful to keep the amount of money in circulation
stable.
The Kingdoms and their Rulers(from strongest to weakest):
The kingdoms of Draconia are subdivided into feudal ranks, as follows. Each
of the kingdoms (ruled by a king or queen) is subdivided into between three
and six duchies. One is ruled by the king, the others by dukes. Each duchy
is then divided into five to eight counties, ruled by counts. Each count can
appoint knights, with the permission of their duke.
(Note: Military and Political power is ranked from 1 (weakest) to 5 (strongest).
Some nations share ratings.)
Eluvniel
The westernmost of the Draconic nations, Eluvniel is best known for its willingness
to trade with Olanshians, and for its extensive network of trade agreements
and alliances. It is closest with the human kingdom of Cerorsha, and has the
only land-based trade routes from Olanshian lands into Draconic ones, giving
it a great deal of political power (Political Power: 4)
The military of Eluvniel is less well-developed - aside from the occasional
skirmish with orcs or goblins, Eluvniel's armies haven't seen battle since
they were deployed 500 years ago against Olanshia, and have suffered in the
mean time (Military Power: 2)
Eluvniel is ruled by Queen Cilith II, of the House Fendris. Queen Cilith holds
power through an intricate web of alliances with the other noble houses of
Eluvniel, which have kept any serious contenders for the throne from manifesting
themselves.
Gaedrilith
Lying in the center of Draconia, Gaedrilith is the physical and spiritual
centre of the Draconic kingdoms. Although it is theoretically an elven kingdom,
there are almost as many gnomes as elves there, and next to no members of
any other race - as a religious nation, Gaedrilith disallows the worship of
non-Draconian gods, and so any Olanshians that immigrate must worship the
Draconic gods instead. Gaedrilith's power within Draconia is immense - as
the centre for every temple, no other kingdom dares to oppose them too directly,
for fear of sparking internal revolutions. (Political Power: 5)
Gaedrilith's military, however, is in a sorry state. The nation is completely
surrounded by friends, and there are no major wildland areas within their
territory. As a result, the military is largely ceremonial, and there is some
question about how well they would handle an invasion. The only saving grace
that Gaedrilith has on military terms is a relatively large number of paladins
and clerics, if they are fighting a war that involves their religion. Even
then, it would be touch and go - most of the clerics in the kingdom are those
who are more scholarly than martial. (Military Power: 1)
Gaedrilith is ruled by King Parandel IV, a direct descendant of the king who
started the now-infamous Elven wars 500 years ago. King Parandel has a very
low opinion of those who are not born of the Draconic line, and there are
fears among the more moderate elements in the elven lands that he may try
to re-ignite the ancient Pantheon wars and forcibly spread the worship of
the Draconic gods to Olanshia.
Rilmalia
The southernmost nation in the east, Rilmalia is the only Draconic nation
that borders the southern sea, giving it a certain amount of leeway when it
comes to trade. However, the nation lies too far east to trade effectively
with the southwestern isles that provide many luxeries, instead preferring
coastal trading with small nations such as Purthia, and with the human kingdom
of Sashsin. Because of this, they have less political muscle than their constant
trading rival, Eluvniel. (Political Power: 3)
Rilmalia's land military is underformed, due to a lack of serious enemies.
However, their navy is second to none in Draconia, and rivals that of Sashsin
for power. The navy spends a great deal of time fighting with pirates, and
occasionally ventures south to do battle with fire and storm giants who have
travelled from exile to prey on the northern realms. (Military Power: 4)
The ruler of Rilmalia, King Surion III, is a weak-willed and ineffectual ruler,
who gives in to his nobles almost constantly. As a result, house politics
in the realm are more active than anywhere else, as everyone attempts to get
members of their house onto the king's advisory staff.
Thririnth
The smallest of the Draconic kingdoms, Thririnth is nestled in the farest
east of the continent, an inhospitable land shared with numerous orcs and
goblins, occasional giants and monsters, and even the rare dragon. Thririnth
survives mainly off mining and lumber, but even these resources are fairly
slim. Despite this, the kingdom survives, and even thrives, as a center of
gnomish ingenuity. This ingenuity does not win them much support among the
other lands, but they don't seem to care. Thririnth's official stance that
gnomes are superior to elves in every way certainly doesn't help. (Political
Power: 1)
Thririnth's military is well-developed from their constant battles, and they
have numerous military devices that haven't made their way further west, including
a rare power known as blastpowder, that can be used to create devastating
(if unreliable) siege weapons, known as cannons, that can sometimes fell a
giant with one blast. Any attempts to reproduce these monstrosities on a smaller
scale has so far met with accidents, usually involving extreme injury to all
participants, but it is generally considered only a matter of time before
hand cannons are able to be produced. (Military Power: 5)
Thririnth is ruled by Queen Merinashni IV, a hard-fisted ruler who tolerates
no dissent from her laws. Despite her iron fist, Queen Merinashni heaps lavish
rewards upon her supporters, creating her own ruling class which brooks no
insubordination.
Isundra
Lying in the north, the gnomish kingdom of Isundra is out of the way for most
Draconians, who prefer to visit a less artic climate. The cities of Isundra
are located primarily in caves and mountains, and the kingdom is fortified
against attacks by giants from the north. Isundra also contains small colonies
of dwarves, who aid the gnomes in their constant war against the frost giants
who continually attempt to raid the 'southern' lands they once ruled. Isundra
is also a major source for the mining of precious metals, and is the source
of most coinage in Draconia. (Political Power: 3)
Isundra's military consists mainly of small, very well trained and equipped
units, designed to do battle with the giants and monsters of the north. They
prefer to operate in patrols, rather than as battalions, which would work
poorly if Isundra ever wanted to invade anyone, but is perfect for defending
their lands. (Military Power: 3)
Isundra is ruled by the warrior King Delaradienthas VI, who leads his own
personal band of Giantslayers to victory time and again, with the power of
his sacred sword Flametongue, which is the bane of frost giants everywhere.
The Other Powers
The Temples
The temples of Draconia wield an extreme amount of power throughout the Draconic
lands. All the temples are centered in Gaedrilith, and are the source of that
nation's political might - when the temples want some done, Gaedrilith does
it. In particular, the temples of Herani and Tiann have enormous influence
in all aspects of elven life. The temple of Treye is also notable for its
clerics, and as the only temple that lacks a central location, instead being
evenly spread throughout Draconic lands. In many areas, simply being a cleric
entitles one to free food and a place to stay, and attacking a cleric without
provocation is punishable by death.
The Merchants Guild
The Guild of Merchants has some influence in the western areas of Draconia,
although it remains primarily an Olanshian institution. The Guild controls
virtually all trade between Olanshian and Draconic lands, giving it a measure
of political power, and is careful to keep all positions of power on the Draconic
side in the hands of elven nobility.