THE DRACONIC KINGDOMS

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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.

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