Tapestry of the Ages The World of Valore

Tiko

Draconic Administrator/Mentor
Administrator
Mentor
Nexus GM
Tapestry of the Ages

The World of Valore

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The world of Valore is one of great diversity, both in geography and its flora and fauna both. We like to keep the exact details and specific of this diversity vague though so that there's always room for new players to build onto what already exists. For the time being we will be focusing on developing the lands of Terra, Caldonia, and Shintenchi. However more continents and more discoveries await as our stories unfold!

This thread will be used to post up information into the many regions and nations of Valore as they become relevant to ongoing story arcs.
 
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Volaria

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Volaria is a relatively isolated nation that is only just beginning to spread its wings beyond the borders of Shintenchi. In some ways Volaria is advanced beyond its years, but in others they struggle with primitive concepts and an archaic government. The nation is plagued with heavy class divisions reinforced by strong religious connotations that remain heavily entwined with their government.

Overpopulated cities are heavily divided with the wealthier regions standing as a pinnacle of the arts, well renowned for their aesthetic architecture. The poorer regions suffer from famine, disease, and the homeless can be found sleeping in the streets. No city more strongly captures this than the very capital of Volaria, Volary. Avorian architects spared little in the construction of their capital. Built atop sheer cliffs, upper Volary is a masterpiece of towering crystalline spires looming high into the clouds to stand sentinel over lower Volary. Lower volary stretches far and wide and is comprised of far more mundane structures. The regions of the city closest to the cliffs serving as home to the middle class merchants and human warriors, while the furthest regions from the city are little more than desolate slums ripe with famine and disease as the people there remain shunned by the rest of society.

With a population size fast exceeding their available land and resources, they have turned their eyes to lands beyond the azure sea for possible expansion. Unfortunately with the way barred by the kingdom of Tiria, their options are few and tensions are on the rise between Volaria and its Tirian neighbors.

While the Volarian Matriarch, Avantia, maintains widespread support among her people as a fair and benevolent leader, unrest has begun to spread through the nation. Those among the religious factions are quick to turn an accusatory finger to the Matriarch for the ills that the country suffers, and others bristle at the increasing expansion of the Volarian military in anticipation of war with Tiria.





Races/Species Demographics

Human: 77.2% (Volarian 82%, Losenyu 13%, Other 5%)
Avorian: 13.7%
Torajin/Catfolk: 3.7%
Other: 5.4%

Summary: Volaria is predominantly populated by humans with 77.2% of its population composed of humans. Of these 77.2%, 82% of them are Volarian or have a Volarian parent. Losenyu immigrants make up 13% leaving only 5.4% that are made up of immigrants from other regions of Valore. Despite their large populations, humans typically make up the majority of the middle and lower class of Volaria.

Though avorians scarcely claim more than a minority number of 13.7% of the population, these winged humanoids claim the most power within Volaria. Much of the nation's wealth can be found within its upper-class which is almost exclusively composed of avorians born into their station.

Torajin immigrants from Losenyu, and their catfolk cousins from Terra make up about 3.7% of the population. The majority of these people are middle or lower class merchants, craftsmen, and farmers that migrated out of Losenyu.



Government

Volaria is currently under the rule of a monarchy, which is headed by a Matriarch. The current acting Matriarch is Avantia Kumara. <More Pending>



Technology

The levels of technological advancement vary greatly within Volaria. In the poorer regions of the country one can find a multitude of shanty fishing villages and poor downtrodden towns. In more developed regions solar powered energy is prevalent alongside the use of Volarian crystal - an unusual substance relatively unique to Shintenchi. Energy based tech has been developed via the innate properties found within Volarian crystal. This tech can be used for a wide range of purposes from lighting one's home, to flying grand airships.



Culture

Class Divisions: Due to their concept of reincarnation it is the belief of many Volarians that it is their duty to fulfill whatever role they were born into. This has developed a series of rigid class divisions from the poor dredges of society all the way on up to the Volarian royalty. The son of a farmer has a duty to perform in his role as a farmer, while those of the royal family are imbued with a duty to lead and protect the people of Volaria. While foreigners might find the practice barbaric and at times brutal, many Volarians view it as a sacred duty. It is commonly believed that if they do not fulfill this duty they will be unable to learn the life lessons that they were expected to learn in this incarnation - thus preventing them from one day reaching a state of spiritual and inner wholeness.

Gender Roles: The gender roles of males and females tend to be somewhat rigid within avorian society, and though their society is matriarchal in nature it is almost unheard of for female avorians to serve in a military capacity.

Males are expected to take on military roles, while females tend to matters of running things from the safety of the cities. It is just as unusual to find a male avorian in a political or governmental role as it is to find females on the battlefield.

Both male and female avorians serve equally in the role of artisans and merchants.

Among the human populations of Volaria, the gender roles are less distinct and it is common place to find both males and females involved in various aspects of life.

Marriage: Marriage practices vary greatly between the humans and the avorians of Volaria. While the human populations of Volaria typically practice monogamy, polygamy is permitted. The practice of polygamy is far more common among the avorians. In particular they practice the form of polygamy known as polyandry; the practice of a woman taking multiple husbands. This practice is due to an imbalance of males to females, and the high infertility rates that plague the avorian people. By taking multiple husbands, the odds of successful conception are increased.

Diet: Both the humans and the avorians of Volaria share similar dietary habits with rice serving as a staple alongside fish, fruits, vegetables and nuts. Dairy products and other varieties of grains are also prevalent - especially among the human populations. The primary dietary variation found between the avorian populations and the human populations is that of meat - which the avorian people typically do not eat with the exception of fish. Goat meat is the most common meat found within the human populations of Volaria; though, many regions of Volaria abstain from the eating of most meat alongside the avorians. It should be noted though that even among those who don't abstain from the practice of eating meat, beef, mutton and pork are not typically eaten due to a lack of access. Eating the meat of winged animals is illegal in Volaria as these animals are viewed as sacred.

Religion: Volarian religion varies from region to region, and there are several branches and divisions that can be found throughout the small nation. Many of these religions share a common origin and similar concepts.

The majority of Volarian religions largely focus around the idea of self-actualization and inner-wholeness via a cycle of reincarnation. It is typically their belief that it is one's duty to perform in whatever role they were born into, so that they might learn the important life lessons necessary in their never ending cycle of rebirth to eventually reach a state of inner-wholeness.

It is often believed that to abandon ones role in a current incarnation will only doom them to be reborn into it once more - or perhaps into an even 'lesser' role so as to relearn the lessons of humility.

Within Volarian religion, inner spiritual strength is often represented through the depiction of wings which are prevalent all throughout Volarian art and mythology, and it is for this reason that it is believed that to incarnate into an avorian is a sign that one is nearing a state of inner-wholeness. It is often believed that avorian infertility is the result of a deficit of people progressing to this state of being in their cycle of reincarnation. This has given rise to many religious sects geared towards the pursuit of leading people along their path to enlightenment.


Values typically found within Volarian Religions:
  • Patience and tolerance
  • Non-violence
  • Forgiveness
  • Self-control and contentment
  • Not to steal or conceal, or be selfish
  • Cleanliness, purity and honesty
  • Control over senses and sexual energy
  • Spiritual knowledge or study
  • Truth
  • Absence of anger

It should be noted that though control of one's physical desires is a value upheld in most Volarian religions, this is typically not done through the denial of such things, but rather through the art of moderation. Satisfaction of genuine desires such as art, music, food, sports, clothes, jewelry and physical pleasure are not to be suppressed but must be satisfied in a controlled fashion. Through this controlled satisfaction of desires and passions, an individual becomes free from their bonds. This is true of wealth as well, and the accumulation of wealth is not to be frowned upon so long as that wealth isn't hoarded. It is the duty of the wealthy to share their good-fortune with the poor, handicapped, and less fortunate.

It should also be noted that not all Volarians are religious, and there are some who do not adhere to these practices and beliefs. These are simply some of the more commonly encountered religious beliefs. These beliefs also shouldn't be taken as the standard but should instead be viewed as the ideal. Even among the religious, greed and corruption are a part of every walk of life.

Dragons: Like their Losenji neighbors, the Volarian people hold an element of reverence for the dragons of Shintenchi. Though their numbers are far fewer in Volaria and they aren't worshiped as extensively as they are in Losenji, there are a number of shrines dedicated to the few dragons that do make their homes within Volaria. The three most well known dragons in Volaria are Haigara who holds dominion over the sea and is often revered by human sailors and fisherman, and Havaja who holds dominion over the skies and is often revered by the avorians.

Military

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The Volarian military is comprised of both avorians and humans. Volarian weapons and armor favor the usage of Volarian crystal and Volarian steel. Volarian crystal is an unusual substance relatively unique to Shintenchi with natural properties that are highly reactive to solar energy, and Volarian steel is a highly durable alloy that is extremely lightweight - a necessity for an aerial race such as the avorians.

The favored weapon of the Volarians is that of the vishtafa, a three pronged spear weapon that serves as a formidable melee weapon, a long ranged energy weapon - fueled by Volarian crystal - and an effective stun weapon via the capacity to generate and inflict a debilitating electrical shock. Vishtafa translates simply to 'war-spear' in the Terran tongue.

Most Volarian soldiers are also outfitted with a kala'i ka dohe - a defensive item worn around the wrist and fingers of the wearer. Five rings fitted with Volarian crystal are attached by chains to a disc on the back of the hand, which is in turn attached to a brace around the wrist where yet another Volarian crystal is embedded. When activated, the kala'i can emit a powerful energy shield. Kala'i ka dohe translates roughly to 'wrist guard' in the Terran tongue.

Though more expensive to produce in large quantities, many of the elite members of the Volarian military are typically outfitted with a headband designed to ward against psionics. When worn, the wearer cannot be targeted by psionic based abilities - though it does not prevent psionic based abilities from being used in the nearby vicinity. This item has the drawback that the wearer cannot use psionic abilities while wearing it.

Though still in the early prototype phase, the Volarian borders have recently been outfitted with watchtowers capable of harnessing the power of Volarian Crystals into focused beams of concentrated solar energy to provide a formidable border defense.

Volaria is also renowned for its vast air fleets. Few nations can take to the skies with the mastery that Volaria possesses.




Commonly Encountered Laws

Language: Volarian is the official language of Volaria, but most Volarians are taught Losenyu as a second languages. Foreign tongues from across the sea are less frequently used within the poorer regions of Volaria, and few speak it. Those of scholarly inclinations and more privileged upbringings are more apt to speaking foreign tongues.

Weapon Regulations: There are currently no restrictions regarding the possession of weaponry by within Volaria; however, all weapons are disallowed from being carried openly within the capital except for those carried by the royal guard, law enforcement officers, and military personnel as well as government officials on official business. Weapons within the Royal Palace are strictly prohibited except for those carried by the royal guard. Ownership in the privacy of one's place of residence, or properly secured weapons for the purpose of transportation out of the city are permitted.

Psionics/Magic Use: No restrictions apply to the use of psionic or magically inclined abilities, but using psionic or magic on another person is treated the same as armed assault.

Dietary Restrictions: It is illegal to eat the meat of winged animals within Volaria. It is also illegal to harm or kill winged animals.

Polygamy: Legal.

Homosexuality/Gay Marriage: Greatly frowned upon within Avorian society and not recognized, but no legal restrictions regarding engagement of the practice. Less negative stigma within the human populations of Volaria, but no legal recognition.

Slavery: Illegal

Citizenship:

  • Born in Volaria
  • Born to parents who are Volarian citizens
  • Marriage to a Volarian citizen
Immigration: Legal but uncommon.

 
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Tiria

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Rebuilt from the ashes of a war nearly a millennium past, this predominantly human-populated country has long since returned to a state of growth and prosperity. Most of Tiria’s settled regions are located near the head of the Ramir River that snakes its way down from the eastern mountains of Caldonia all the way to the western coast. Tiria’s proximity to fresh water and access to fertile soil sets this country apart from the vast wastelands and desolate deserts of Caldonia and it serves as something of an oasis for those residing within its lands. Lorandor, the capital city of Tiria, is a major trading hub for the towns that dot the river-sides and is located at the base of the Tanbark mountain ridge. The city houses the Royal Palace, a seemingly impenetrable fortress and home to the reigning monarch.

In contrast to the rest of Caldonia and the lands beyond, Tiria enjoys a relatively high level of prosperity and peace. And despite its predominant human population, its prosperity has been a strong lure over the years for travelers, traders, and immigrants resulting in a flourishing and diverse range of races, species, religions, and cultural influences.

With a penchant for the exotic and flair for the ornate Tiria is well known for its love of extravagance. Vibrant clothing, jewels, and finery are a thing of the norm rather than reserved for special occasions. This of course means that festivities are often an exercise in the above and beyond. And Tirians do love their festivities.

However as of late tensions have been on the rise between Tiria and the nation of Volaria across the azure sea to the east. Their general state of prosperity has left this nation somewhat complacent over the years and lagging behind some of the more militant nations of Valore. One can’t help but question how long this beacon of light will stand with the shadows of unrest that grow beyond its borders.

That is not to say that the nation is without its defenses though. Few nations have the sheer concentration of enchanters to call upon that Tiria has, and fewer still know the treacherous mountains to the east, or the deadly wastelands of the barrens to the west as the Tirians do. What Tiria lacks in technological advancement, they make up for in knowing how to utilize their land itself as a form of defense.

Tirians are also renowned for their fascination with exotic animals, which are often employed in their military as well as simple day to day life, or as collector pieces among the richest merchants.

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Races/Species Demographics

Summary: Though historically Tiria was a human nation,, over the years that line has blurred with their open acceptance of foreigners. While humans remain the predominant species found within Tiria, races and species of countless variety can be found walking the streets of Tirian towns and cities. There is little division of species when it comes to class divides, and all manner of people can be found filling roles from that of lowly peddlers to government officials.



Government

Tiria is currently under the rule of a monarch, which is headed by a King. The current ruler is King Zahar. The day to day governing of Tiria is largely handled by body of magistrates, appointed by the King. Matters of disputes and crime are seen to by a body of judges known as the Arbiters that are chosen by the people of Tiria. The Arbiters also serve to check the power of the ruling monarch, and any official decrees and edicts must first past the scrutiny of the Arbiters to ensure that they hold do the Tirian Codex of Law laid out by King Rauf, founder of Tiria.

Order and safety within the streets of Tiria is maintained through the user of an animated armored force of constructs called Sentinels. These curious means of employing law enforcement are maintained and managed by some of the finest enchanters Tiria has to offer. They are both impartial and unwavering in the execution of their duties.

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Technology

With a life of relative peace and prosperity there hasn’t been much push for grand military technological advances. Rather than bolstering their military might, or developing long-reaching industries, they have instead shown a penchant for inventing oddities. Gadgets and gizmos are aplenty, and trinkets that mingle the genius of inventors with the arcane administering of magic are common place.

Tirian inventions range greatly from mundane objects such as pocket watches and ever burning lanterns, to ingenious mechanical constructs that combine springs and gear-work into fully functional airships - though one should note the rarity of the latter. The more complex the construct, the more demanding the upkeep. The cost of employing one with the skills necessary to repair such a thing can prove extravagant by all but the wealthiest. Tirians specialize in enchantment based magic as well, which can be combined with all manner of Tirian invention to create truly fantastical outcomes.



Culture

Class Divisions: Tiria maintains a curiously small degree of class division among its general populace, and movement between class divisions is typically fluid and based on personal success and influence rather than hereditary. As a nation that stakes its wealth on trade, even the life of a lowly merchant is often ripe with opportunity and few taxes ease the financial burden of Tirian citizens. This luxury is not without its costs though.

Gender Roles: There are few established gender roles within Tiria. This is largely due to the large influence of foreign cultures over the years blurring such lines. What divisions there are, are often the product of a specific family upbringings due to foreign influences that have survived the generations. Within general Tirian society, these sorts of views are considered archaic and men and women are found among all manner of professions and both serve within militant roles.

Marriage: As with much of Tirian culture, marriage has been heavily influenced over the generations and many different practices and ceremonies can be found within Tirian culture. One point of common consensus can usually be found though. Marriages are often large, boisterous, and an excuse for extravagance.

Diet: The typical diet in Tiria is one of great variety thanks to the fertile lands along the shores of the Ramir. Dates, fruits, nuts, wheat, barley, rice, beans, dairy products, and meat are all plentiful. Thanks to the ever present influx of foreign trade and travelers, Tirian cuisine is ever evolving. Tiria is also well known for their great variety of teas and coffee of which they partake in with great frequency.

Religion: Freedom of religion has long been granted to the people of Tiria, and its influences have found its way to Tirian lands from all across Valore. With a Monarch at its head that reveres the sun and all that live beneath it, they have long remained very open to foreign beliefs as simply another aspect or part of life beneath the umbrella of the sun.

As such, one will find numerous forms of religion practiced within Tiria.

The religion of the reigning monarch itself (and subsequently the most widely spread) is: <details pending>


Military

Tirian military is something of an oddity, as it is remarkably small in relation to the country of Tiria. Rather than relying upon large numbers of soldiers or costly war machines, the Tirian approach to combat is to pad their numbers with constructs. They employ some of the finest enchanters, illusionists, and summoners and prefer to put empty suits of armor, beasts, and illusions to work on the front lines while their magic users do battle from afar. They are also experts at utilizing the natural terrain against opponents and even a small force of Tirians can slow, or even halt a much larger force with enough ingenuity.

Tiria does employee living troops alongside their constructs, and their penchant for the taming of dangerous and exotic wild-life leaves them a fierce opponent both in air and upon the ground.





Commonly Encountered Laws

Language: Caldonian is the primary language of Tiria, though Terran is typically prevalent as a second language.

Weapon Regulations: No regulations regarding the general carrying of weapons. Weapons are prohibited in the Royal Palace.

Psionics/Magic Use: Prevalent and wide-spread. Openly practiced for both practical means and entertainment. Use of magic against another person is treated the same as a physical weapon as far as Tirian law goes.

Dietary Restrictions/Guidelines: There are no dietary restrictions within Tiria.

Polygamy: Legal

Homosexuality/Gay Marriage: Legal

Slavery: Illegal

Immigration: Legal and very common.

 
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Varnathus

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Varnathus is a country that seemingly rose overnight in the aftermath of a great period of turmoil and upheaval that left great swaths of destruction all across the former nation of Terra. A seemingly endless plague of cataclysmic battles and wars tore the lands asunder and brought entire cities to ruin. Time and time again these battles raged until the very stability of the realms began to buckle. Rifts and dimensional tears ripped apart the nation and flooded the countryside with all manner of beast and creature unknown to these lands.

Self proclaimed Emperor Novos gathered together as many as he could under his banner as he promised safety and stability in a land to the east, away from the worst of the cataclysmic hot-spots of central Terra - later to be known as the Midlands. From his most loyal - and ruthless - he chose his highest generals and together they offered the promise of a new and powerful nation for the people of Terra. Multitudes turned to him as trust in the Terran nation crumbled.

It was the catalyst that brought an end to the once great nation that had united the many peoples of Terra under a single flag. Soon, nothing remained of it except its memory among the fractured regions that in turn declared their own independence one after another.

With the Terran nation now in ruins and its lands fragmented there were few to contend Varnathus' claim over much of the Eastlands and fewer still to challenge their belief that the cataclysmic events that brought Terra to its knees were a product of rampant abuse of magic and other supernatural forms of destruction.

With this belief to drive them, those heading this burgeoning country have begun a violent purge of anything deemed unnatural. In a single-minded obsession the nation of Varnathus has unleashed infernal machines with the likeness of giant beasts upon the countryside to cow the populace and to hunt down those that would threaten their world further. Varnathus' outrage hasn't stopped with just the magic users of the Eastlands though, and even historical locations and hot-spots of magic have fallen under Varnathus' path of destruction.

Emperor Novos rules with an iron fist and a horrific blend of brutality and ruthlessness leave him a force to be contended with. Fortunately for many of the Terran countries, the Midlands to this day remains largely uninhabitable and sits as a hot-spot of planar and mystical instability. This natural barrier has largely contained Varnathus' spread to the Eastlands.

One should note though, that from the perspective of his own people, Emperor Novos is nothing short of a god hero. Both magic and religion have been outlawed within Varnathus and all celebratory holidays are in their Emperor’s name. Few know the brutality being enacted beyond their borders, and many look the other way regarding the swift and harsh punishments levied on law breakers as a necessity to keep them safe.





Races/Species Demographics

Summary: Varnathus is composed almost exclusively of humans. While other races are tolerated and are present in small numbers throughout Varnathian lands, they are typically viewed as inferior and at worst animalistic. These perceived inferior and at times unnatural races are often blamed alongside magic for the ills of the world. Those that could already fled Varnathus in its early days. Those that still remain have long learned to keep their heads down.



Government

Varnathus is under the rule of an absolute monarchy with Emperor Novos at its head. He has delegated portions of his lands to his most trusted generals, seven in total. Each of these generals has been tasked with maintaining control and order over their lands, and in maintaining a standing army of their own.

<more to come regarding the generals>



Technology

Of all nations, Varnathus has seen the greatest technological advancements in recent years past. In part due to their reconstruction and reclamation of old Terran facilities and technology that they where able to build upon. Though none of its civilian populace has yet to reap the benefits of this.

With a single-minded focus on war, this fearsome nation has churned out both great and terrible war tech while their populace are relegated to a primitive lifestyle of the likes no longer seen in the more developed nations of the world.

The difference between the life of a civilian and the life of a soldier is startling different. Civilian towns and cities are provided only the basic necessities to maintain rudimentary running water and power, while all forms of military tech are strictly prohibited in the hands of civilians. That is not to say that civilian life is drudgery though.

The Terran cities that Varnathus claimed as their own where erected by a once great nation and though they've long since been stripped of any remnants of Terran technology - or worse - Terran magic, they provide plentiful strongholds for the people of Varnathus. The lands of Varnathus remain largely intact, avoiding the worst of the destruction that claimed the Midlands as well. This has left them with plentiful land that is rich in both farmland, grazing lands, and natural resources.

Some of the eldest among them still remember the days of old, and the destruction that drove them from their homes. Their stories carry on, and for many the simpler life free of magic and complications is a blessing granted by Emperor Novos.



Culture

-More to Come-

Military

Varnathus boasts an impressive fleet of airships, rivaled only by that of the Volarians. They also possess the largest - and most advanced - concentration of fire-arms and war-machines. From mechanized war beasts, to looming tanks, to great flying fortresses. The seeming infernal quality to many of their greatest machines and weapons is a carefully guarded and ancient technology unearthed from centuries past. Or so they claim. Few have had the opportunity to study these monstrous constructs though, and the feared war beasts have been known to lay waste to entire towns and cities with little regard for survivors.

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Varnathus' primary military strategy is one of fear. From the simple side-arms of their infantry on up to their gargantuan siege machines, every make and design is with the purpose of instilling terror into all who look upon their armies. Spikes, scaled plating, and horns are prevalent through many of their military designs.

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Varnathus employs a combined might of ranged and melee combat, with a preferred tactic for employing small units of elite striker troops behind enemy lines to take out enemy support units and mages with precision attacks while utilizing the psychological impact of their infernal war machines to break enemy resolve as they move into position. The most famous of these striker troops are the lancers, and iron knights.
Varnathus is in the possession of numerous military bases throughout the Eastlands - many of them former Terran facilities that have been adapted to their own uses. Many of these facilities possess technological advancements that Varnathus has yet to truly understand.

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Commonly Encountered Laws
-More to Come-​
 
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The Dracon League

Here be dragons.

The Dracon League are a collection of moderately powerful clans of kinlings, draconians, dragon-blooded and dragons that dwell in Western Caldonia, near the southern mountains. With bloodlines dating back to the Draconian Empire of the past, these old bloodlines cling to memories of their dominance and power, and despite their waning influence still steadfastly see themselves as superior to the rising human powers of the world.

Comprised of large clanholds that resemble wealthy city-states in their own right, in a variety of differing structures, the Dracon League is plagued by internal political division - the schemes of eternally prideful dragons, each seeing themselves as the true ruler of the League, directing the more mortal dragonkind from high mountains and glorious castles alike. This division is largely a good thing for the rest of the world, for were the clans to truly unite and form a single, unified force with an eye to reclaiming their former glory, they might pose a significant threat to the empires of today.

The peoples of the Dracon League are prideful, from the mightiest dragon to the smallest kinling, and believe themselves to be inherently superior to their ‘softskin’ neighbours by merit of their blood and ancestry. As a people, they look down on the inventions and ingenuity of mankind, even as those developments leave them further and further behind.

The Dracon League is led by the Spectrum Council, a council of clan leaders comprised almost entirely of full-blooded dragons - though for those clans that are entirely composed of kinlings, draconians or other folk, there are representatives of those races. The council rarely meets, instead relying on diplomatic emissaries sent between the clanholds to court the favour of individual allegiances, only coming together to vote on matters of importance for the League as a whole.

Race/Species Demographics

Dragon-Blooded in both their normal and dragon-shifted forms
  • Dragon-Blooded: 49.6% (those carrying draconic features and blood; 2.3% Half-Dragon, 47.3% of ‘lesser purity’)
  • Kinlings: 24.4% (a small race of dragon-featured humanoids averaging at below 3’ tall)
  • Human: 19.2%
  • Draconian: 3.2%
  • Dragon: 0.4%
  • Other: 5.2%
Summary: The majority of the League’s inhabitants carry some amount of draconic blood in their veins, even if it is only a small amount. Though they hail from many different races, these “dragon-blooded” are treated equivalently by the culture of the League, with the more draconic features one possesses, the more inherent respect one receives.

Half-Dragons (any dragon-blooded with a dragon parent) are second only to dragons in their attributed importance, and many of the most influential figures in the League claim a draconic parent.

Though viewed as inferior to all other draconic races, Kinlings - a small, meek people with draconic visages that rarely reach 3’ in height - are still seen in higher regard to the human population of the League, though both they and the humans of the League are often slaves.

Draconians are more common in the League than most places in the world, but even in the League they are rare. They are viewed in high esteem for their strong draconic resemblance, and their connection to the ruling powers of the old empire.

Government

Tesherat, Molten Queen

The government of the Dracon League is formed of a council of representatives from the different clans and houses, called the Spectrum Council.

Though the council ostensibly stands each equal to one another, the more powerful clans and houses carry much more weight in their decision-making.

Currently, the most powerful leaders of the Dracon League are the magma dragon Tesherat, Queen of the Ignatus Clanhold that lies on the slopes of a dormant volcano, and the wizened old gold-scaled dragon Vadrantas, who rules a citadel-city in the base of the mountains on the eastern edge of the League’s influence. The two clash frequently with their diametrically opposed viewpoints: Tesherat often calls for the clans to expand and exert their dominance on neighbouring lands, while Vadrantas calls for patience, peace and progress in the form of learning from their human neighbours.

Technology

The Citadel of Vadrantas

Due to their habits of clinging to the old ways, technology in the Dracon League has stagnated over the years. Far more reliant on pure magic than on magitech, the League remains largely feudal in its technology.

There are some exceptions to this, particularly in Clanholds with higher free Kinling populations, where the ingenuity of the shorter-lived race shines through in a wide variety of inventions that are, in some cases, adopted to wider use.

Pure magic is abundant in the Dracon League, however, with a vast majority of its Dragon-Blooded citizens possessing some minor capability with the arcane.

Culture

Not pictured: the slave markets 20 feet to the right

Class Divisions: The Dracon League is a clearly tiered society, with a small number of ruling bloodlines holding absolute power within their own domains. At the top of the pyramid are the full-blooded dragons. Even those dragons outside of the ruling families possess more authority by merit of their race than all but the most powerful ‘lesser races’.

Typically, the more dragon-blood one possesses - and the more prominent one’s draconic features as a result - the higher caste one is.

Gender Roles: By contrast to its clear caste-lines and racial prejudices, the Dracon League places almost no significance on one’s gender when it comes to career or respect. This largely stems from the more minor physical disparity between dragons of different genders.

Marriage: Marriage is viewed with importance by the Dracon League, as it represents the tying and furthering of bloodlines. Even amongst the less wealthy and influential, marriage is often viewed as a political thing, bringing two families together and securing their futures together.

Diet: The Dracon League has a meat-heavy diet, due to the greater prevalence of beasts to be hunted than fertile land to till, and the carnivorous nature of many of its peoples. Those of more draconic blood require less in the way of a varied diet, and are more able to subsist entirely off of meat.

Religion: The Dracon League venerates draconic gods almost exclusively. While worship of other deities is not outlawed, it is looked down on, and such shrines are almost always small and personal affairs, rather than larger temples or churches.

Military

What's your military rank? Dragon.

The Dracon League’s military is not a single unified force, but rather consists of the individual militaries of each clanhold. The size and skill of each force varies between holds, but for the most part the clans maintain a sizable military presence as much to deter the ambitions of other clans as to protect themselves from beyond the League’s borders.

By far, the League’s greatest military strength is in the mighty dragons that can take wing to join its ranks. The ancient leaders of the holds are armies unto themselves, and though it would take an unprecedented threat to stir them all from their strongholds, it is their presence that serves as the greatest deterrent to any who would move against them.

Beyond this, the League boasts a large number of spellcasters with mastery over the elements, and many of their people can disgorge dangerous elemental bursts from their biology alone. What they lack in unity and numbers, the League’s soldiers make up for in individual strength.

Commonly Encountered Laws

This is why you don't invade the Dracon League.

Language: Caldonian is the primary language of The Dracon League, with some Terran spoken as well, though it is not common.

Weapon Regulations: No regulations regarding the general carrying of weapons. Many citizens of the League are armed at all times, with vicious claws or breath weapons, and so little regulation has been placed on carried weaponry.

Psionics/Magic Use: Prevalent and widespread. Misuse treated harshly, though what qualifies as misuse depends on the clanhold.

Combat: In some clanholds, armed combat to the death is not treated as murder provided both parties consented to the battle.

Dietary Restrictions/Guidelines: There are no dietary restrictions within the Dracon League.

Polygamy: Legal, widely practiced among ruling castes

Homosexuality/Gay Marriage: No legal restrictions are placed on homosexual relations, and it is culturally accepted, but marriage between two men or two women is not recognised, due to the importance placed on furthering bloodlines. Those of higher bloodlines are expected to produce children regardless of their preferences.

Slavery: Legal for some races, a large portion of the human population are slaves, as well as a significant number of kinlings. It is illegal to enslave a dragon, dragon-blooded, or draconian.

Immigration: Legal subject to the approval of the rulers of an individual clanhold but very uncommon.
 
Breq'Anya

The Breq'Anya plains are a region of savannah brush and grassland in the Eastlands of Terra, situated at the feet of the mountain ranges of the Northlands. The warm, wet winds blowing in from the east and south hit the northern mountains and are pushed upwards to a great altitude, resulting in a cycle of arid and rainy seasons that can be predicted almost to the day.

This microclimate is the defining feature of life on the plains, with most creatures and people adopting a migratory lifestyle in pursuit of the grasses nourished by the most recent rainfall- or else preying upon the vast herds of animals that graze there.

The dark skinned Breq'Anya people, for whom the plains are named, are no exception. They live as hunter-gatherers in constant migration, dispersed across the savannah in small clans and family units, and only gather into the greater tribes that make up their political society at times of religious festival or great need. They build no permanent settlements, and have long forgotten the name- if indeed they ever knew it- of the ancient city that now lays in ruins between the three great lakes at the heart of the plains.

The Breq'Anya people have lived in relative isolation for a long time, owing to the comparative sparsity of their population relative to the rest of the Eastlands, and a landscape that outsiders find hostile and difficult to navigate due to its lack of landmarks and population centres. Resources have always been plentiful, and so conflict between the tribes has been infrequent and usually peacefully resolved. However, the upheavals in the Midlands in recent generations have led to disturbances in the climate and incursions from previously unseen and fearsome creatures of magical origin. The increasing competition for resources that has resulted has caused a corresponding rise in skirmishes between clans.

Additionally, the Breq'Anya plains now sit in the unfortunate position of Buffer State between the centaur tribes and free peoples of the northeast, and the ascendant Varnathian Empire to the south. Until now, Varnathus has limited their involvement to strategic diplomacy and a divide-and-conquer approach with the tribes, but emperor Novos' hunger for conquest will surely not be restrained for long.

Races/Species Demographics

Human: 99%
Non-human: <1%

The population of the Breq'Anya plains is small, and almost entirely human. The human population is itself almost entirely made up of Breq'Anya tribespeople. There are no laws against or antipathy towards immigration; anyone who is willing to live as the Breq'Anya do is accepted. However, due to the close knit extended family nature of day to day life, admittance into a clan group (and thus membership of one of the Great Tribes) is hard to come by, and it would probably take at least a generation or two before one's descendants were truly considered Breq'Anya.

Terran is a universally spoken language, as is the native Breq'Anya language; Ushanya- which is itself a highly divergent dialect of Terran.

Government

The Breq'Anya believe that they are descended from stars which fled to the earth to escape a great cosmic war. As such, they are divided into seven Great Tribes, six of which are said to have been founded by these astral refugees and their retinues:

Breq'Khepshef: "The people of the constellation of the Sword"; descended of the star Fayanya

Breq'Haras: "The people of the constellation of the Loom"; descended of the star Lya

Breq'Aman: "The people of the constellation of the Twins"; descended of the stars Kaladar and Kalanya

Breq'Eya: "The people of the constellation of the Horn"; descended of the star Galara

Breq'Usheb: "The people of the constellation of the Basin"; descended of the star Aryton

Breq'Kesh: "The people of the constellation of the Bow"; descended of the star Geradon

Each Great Tribe is headed by a matriarch called the Neferanya; "Star-Mother". The Neferanya has total authority over her tribe, and it is unheard of for a Breq'Anya to act against the wishes of their Star-Mother.

The first act of a Neferanya on ascending to her role is to appoint her Tomorrow-Keeper from the women of the tribe. This is the woman who will be her successor, who begins her career as an apprentice and aide to the Neferanya. The Neferanya also appoints four other keepers from the men of the tribe.

The Fire Keeper is responsible for leading religious ceremonies and keeping the oral history of the tribe. The Water Keeper is responsible for keeping the sacred Usheb basin used for communication between the disparate tribes, and for inter-tribal diplomacy. The Earth Keeper is responsible for matters of warfare, hunting, navigation and tracking of prey. The Wind Keeper is responsible for the day to day governance of the tribe and coordination of the disparate clans within it, and with being ambassadors to the Seventh Great Tribe.

Outside of these roles, authority is greatly decentralised among the elders of the many family and clan groups of the Breq'Anya.

Once every seven years, for one month, the moon enters The Constellation of the Dragon. Children born under this sign are given over to the seventh Great Tribe: the Breq'Vadranya; "The people of the constellation of the Dragon". This tribe are the only sedentary people of the plains. They are tasked with guarding the ruined city at the centre of the plains, which the Breq'Anya superstitiously believe to be cursed and haunted, and are supplied with food and resources by the Wind Keepers of the other six tribes. This obligation is as close as the Breq'Anya come to taxation. The Breq'Vadranya are the smallest of the tribes, numbering less than two thousand individuals. Their service is considered a lifetime vigil, and as such they do not marry or sire children.

Once every year, during the month before the rainy season, all of the Breq'Anya gather in a vast tent city outside the ruins at the centre of the plains. This month is a time for great festivity and cultural exchange, during which the Breq'Anya pray for the coming of the rains, and the Neferanyas convene in the Council of the Stars- the Seshperanya. The Breq'Vadranya are considered the hosts of this council, during which all matters of national importance to the Breq'Anya as a people are decided by vote of the Star-Mothers. As the Seventh and smallest Tribe, the Neferanya of the Breq'Vadranya votes last and is considered the deciding vote if the other Neferanyas are evenly divided in opinion.

It is also at this important festival that the bulk of trade and social interaction between tribes occurs, including the induction of children into the Breq'Vadranya, and the many inter-tribal marriages that keep the Breq'Anya people united- the new husband joins his partner's clan group and their children become members of her Tribe.

Technology, Military and Culture

Due to their nomadic way of life, the Breq'Anya do not mine metal or mineral ore. As a result, their technology is largely limited to what can be obtained from plant and animal sources. Metal items such as weapons and jewellery are highly prized prestige items, and are often clan or family heirlooms. On certain parts of the plains, near the foothills of the northern mountains, obsidian is available and is used for jewellery and edged weapons.

The Breq'Anya are persistence hunters; chasing their prey into exhaustion and finishing it off with bows and spears. They also gather wild growing grains and vegetables to supplement their diet. Hunting or gathering these food sources is the responsibility of every clan member, and occupies the overwhelming majority of their time. As a result, the Breq'Anya exhibit a level of stamina and resilience that is often shockingly impressive to outsiders. They are also highly accomplished trackers and able to move about the plains and disguise their tracks with great stealth- it is often said that only a Breq'Anya can track another Breq'Anya.

As a result of their isolation, the Breq'Anya have no formal military- indeed, until now they have been at greater risk from the many large predatory animals of the plains than from any organised invading army. At need, the Earth Keeper of each tribe can call upon every tribesman and woman as a levy army, armed with the same weapons they use for hunting. The Breq'Anya have very little experience of warfare on a grand scale, and rely primarily on hit-and-run ambushes and the elemental magic of individual magi, along with their extreme mobility, stealth and familiarity with their environment to outmanoeuvre and overwhelm their enemies. They fight in small mixed-unit squadrons organised along clan lines.

The Breq'Anya have no written tradition, but have a highly developed oral tradition of history, legend, poetry and song. An abundance of dyes derived from plant and animal products has resulted in an extremely rich textile culture as well; from brightly coloured tents and clothing indicating clan ties, to tattooing and cosmetics, as well as intricate and exquisite tapestries depicting religious and mythological events, or more mundane scenes from daily life. Intricately carved animal bones and horn are also common, and together these luxury goods constitute the bulk of trade between tribes, as well as the extremely limited trade for crafted metal objects with societies outside of the plains.

Religion and Magic

To the Breq'Anya, religion and magic are deeply intertwined. Their religious practices revolve around veneration of the stars and intense ancestor worship. They believe that the destiny of the Breq'Anya people is to one day return to the stars in triumph to reclaim their homeland, and they believe that upon death they also return to the stars. As such, the dead are cremated on precarious, elevated pyres to facilitate this process. Perhaps as a result of this practice, fire itself is seen as a threshold between worlds and is held sacred.

Most Breq'Anya can name their ancestors in a maternal line all the way back to the genesis of their tribe, and a customary Breq'Anya greeting is to give one's name, with the name of one's antecedents back to the eldest living maternal relative.

Magic is seen as a force of the natural world. It can be practiced by anyone with the aptitude, but is highly ritualised- these rituals take a lifetime to master, and as a result the elders of a clan and especially the Keepers of each tribe tend to be the most proficient magic users among the Breq'Anya. It tends to be focused on herbalism, elemental magic, healing magic, and divination. The Breq'Anya are also accomplished with illusion magic, which together with their ability to move great distances en masse and in silence, has contributed to the fame of their ability to disappear into the savannah.

Through the use of hallucinogenic plants, the Fire Keepers are said to be able to communicate with the souls of the departed to obtain knowledge of the past, of distant goings on in the present, and prophetic glimpses of the future.

The Usheb basins carried by the Water Keepers, when filled with water, are used to communicate with other basins across vast distances through careful reading of the ripples and reflections in the water- it is unclear whether this magic is an enchantment upon the basin, or a manipulation of the water itself.

The Earth Keepers are renowned shapeshifters and illusionists, and some hold that their proficiency for tracking and vanishing stems from an ability to commune with the soil, plants and animals around them.

Breq'Anya legend abounds with tales of Wind Keepers who at great need, were able to call upon the power of flight, or to conjure rains or violent storms, in order to save their tribe from disaster, and have a long tradition of both magical and medicinal healing.

Class and Gender Divisions

As a result of the highly communal nature of Breq'Anya society, there are very few class or gender restrictions. The Neferanya and the Keepers of a tribe are highly venerated and gender restricted positions, but besides this, as long as a person contributes to the survival of the clan, there are no restrictions on role within society.

Commonly Encountered Laws

The Forbidden City:

Trespass in the ruined city at the centre of the plains, or any form of interference in the duties of the Breq'Vadranya, is a capital crime. Sentence to be enacted on the spot and without trial by the nearest Breq'Vadranya tribesperson.

Weapon Regulations:

There are no restrictions on weapon ownership or carrying, except at the great tent city in the centre of the plains. Indeed, every adult Breq'Anya is expected to maintain and own at least one weapon for hunting purposes. Use of a weapon to assault or intimidate another is considered a crime, but the prosecution or punishment of such a crime depends on the judgement of the relevant clan or family leader.

Psionics/Magic Use:

Psionics are rare. Use of all magic is legal, but highly ritualised and steeped in religion, and improperly religious use of magic can be considered blasphemous and thus illegal. Use of magic to harm another is considered a severe crime, but the prosecution and punishment of such a crime depends on the judgement of the relevant clan or family leader. Use of magic outside of religious ceremonial purposes at the great tent city is a capital crime.

Dietary Restrictions:

There are no legal dietary restrictions (except cannibalism).

Polygamy:

Illegal due to the high cultural importance of ancestral, tribal and family ties. Polyamorous relationships short of marriage and child bearing are tolerated but not given legal or social status.

Homosexuality/Gay Marriage:

Legal. For marital purposes, the dowry paying partner is considered the "husband", and joins their partner's clan.

Slavery:

Illegal under all circumstances.

Citizenship:

Living a nomadic plains lifestyle, and accepted as a member of a clan group and Great Tribe. Contributing to one's tribe's continued subsistence by participating in hunting, gathering and other duties of daily life. Honouring Breq'Anya customs of star and ancestor worship, and participating in related festivals and ceremonies.
 
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