DrakhanA large, imposing empire to the far north whose borders extend to cap nearly the entire top range of Terran. Always cold and snowy, Drakhan thaws for only a month or so in the spring, and only the southern-most tip. Immense mountains, and hidden ice chasms make traversing the region treacherous, even for the experienced. |
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Politics
Drakhan's laws primarily revolve around the concept of being useful to the nation. 'Usefulness' makes the citizen protected by law, whereas anyone who loses their status as 'useful' to the country has to quickly be condemned by their community - or else they, too, will suffer the consequences the individual has brought upon themselves. Capital punishment is hardly a rarity in Drakhan, and those who escape this grave fate are often exiled, with the locals being forbidden to aid them in any way, shape or form.
The army is the center of everything in Drakhan, and the nation's soldiers are also its law enforcement. Those who are not fit to fight (and did not sustain these injuries while valiantly fighting for their nation) are frowned upon in Drakhan, and if they fail to prove to be useful to the nation in another way, they will soon be considered a burden. And the nation certainly does not need burdens around...
Drakhan is an absolute monarchy (an autocracy). All of its power is concentrated within the hands of its leader, commonly referred to as 'Lady Rime' or 'Sister Frost'. Any attempts to weaken or question her rule are severely punished.
- The Myriad - All this talk about acceptance and revering all four of the gods equally is just plain stupid, as far as the Drakhanites are concerned. They certainly don't want any hand-outs from those Myriad folk, either. Why waste time worshiping the gods when there are more pressing matters to attend to, like, say, staying alive?
- Cerulean Concord - If there's one thing Drakhanites hate more than relying on others, it's fancy, useless magic.
- Garden of the Moon Thread - The nation features plenty isolated spots, but likewise plenty lawmakers who are all too eager to execute any guild member they find. Is it worth the risk...?
- The Wardens - They are tolerated due to their dedication to cleansing the Aether Pools. Drakhan occasionally assists them by sending its own soldiers to help fight Void Reapers.
Economy
- Every resident of Drakhan has been a part of its military at some point. The nation has a mandatory three years of service in the military for each of its citizens, and some choose to stay in the profession due to its prestige.
- Spinehind herders are likewise common and somewhat well-respected, as their Spinehinds are a major part of the annual Winter Celebration.
- Those who reside in Kald and wish to serve Drakhan's army may find themselves in more specialized positions, such as alchemists or ammunition specialists.
Other common occupations include:
- Herding
- Carpentry
- Masonry
Culture
Drakhan is far from wealthy, and its citizens primarily focus on survival than any distinct cultural values. They appreciate strength, honesty, and perseverance above all else. All of the country's 'nobility' is concentrated in Kald, but still has little in the way of material wealth. Everyone is expected to fend for themselves, and accepting help from outsiders is considered showing weakness.
Drakhanites are fond of powerful, showy magic - the subtleties of deception and illusion are far from popular in the nation, and Niravar whose magic leans less towards absolute destruction and more towards manipulation or trickery are beyond unpopular. The god of Energy is the sole deity worshiped in Drakhan, and the residents claim they 'do not have time' to worship the rest of the gods whatsoever. |
The winter celebration is an annual celebration of Drakhan's strength and independence. A long time ago, during the great Cataclysm, Drakhan was locked under a thick layer of ice. Frozen solid, the entire northern continent was devoid of life. The Drakhanites that live there today tell tales of a brave warrior who fought for a hundred years against the ice and frost to bring warmth and life back to the region. Each year, with the return of the cruel, harsh winter, they celebrate their triumph over the ice as a reminder that the harsh times of cold and scarcity they are experiencing are only temporary and that with each other and with a hundred years' worth of determination, they can overcome anything. |
International Relations
Drakhan recognizes Sorcas Islands as a part of its ever-growing empire.
Their relations with Toneru Islands are somewhat complicated, as they would like to secure more trade deals with the nation but have to cross Sarthia and Djama's trade routes to get there. Their existing trade deals with Grandiaga are shaky at best due to their recent attack on Sorcas Islands.
Factions
The Army of Drakhan
lawful neutral / lawful evilThey say one Drakhan soldier is worth ten soldiers from Sarthia. Drakhan's military is merciless and fearless, and while every one of Drakhan's citizens has served in it for at least three years, the ones who chose to stay in it for life are often nothing short of bloodthirsty and incredibly loyal.
All of Drakhan's citizens have served in the army for a minimum of three years, as military service is mandatory within the nation. Getting into the army is therefore not particularly difficult. In an impressive display of administration given the nation's sheer size, recruiters travel to the homes of families with children who have just turned 20 years old.
They make sure to assign these new soldiers to an appropriate post, and likewise make sure they reach that post as well. Thus begins their three-year service in the military, which can only be ended sooner should the recruit suffer an injury too grave to allow them to continue their service. Dishonorable discharge or attempts to avoid recruitment often result in capital punishment.
Those who move into Drakhan as adults are recruited into a special section of the army immediately upon receiving their citizenship and reaching the age of 20 years old.
Drakhan soldiers follow a set of rules given to them by Lady Rime. Breaking any of the rules may result in capital punishment or exile.
- Information obtained within the army is only to be shared with its members and no-one else. Foreigners who are recruited and on probation are considered outsiders as well.
- Disobeying a superior member of the armed forces is a transgression against Lady Rime herself.
- Helping known criminals is akin to committing their own crimes yourself.
- Never retreat.
Hydra ◈
The leaders of the army who report directly to Lady Rime. There are five of them total, and the lower-ranking members see them very scarcely.
Wyverns ◈
Wyverns command Dragoons and all the units that fall under them. They are often experts in battle tactics and impeccable strategists.
Dragoons
Command battalions of up to 300 soldiers. Only the most loyal, dedicated and experienced are awarded this role. Dragoons usually obtain their rank after decades of serving in the army, and as such are often older Niravar with plenty of experience. Dragoons are not expected to leave Drakhan frequently, and are closely watched for the slightest signs of betrayal.
General roles (Anywhere)
- Trained infantry
- Berserkers
- Artillerists - Primarily operate Drakhan's repeating ballistae, which fire lightning.
- Druids - Specialists who use magic to alter the battlefield.
- Scale-maulers - Soldiers who wear long blades shaped like dragon scales on their armor. They charge head-first into melee combat to inflict as much damage as possible.
Special units (Kald)
- Tacticians
- Messengers
- Lindwurms - Drakhan's police force. Answer directly to Lady Rime.
- Spies - Embed themselves in a group to gather information, oftentimes abroad.
- Scouts - Collect information out in the field, gather notes on terrain and possible obstacles that could hinder the rest of Drakhan's forces.
Notable Characters
'Lady Rime'The ruler of Drakhan. Merciless and withdrawn. Only a select few have seen what she looks like, but for the rest of the country's citizens, one of her many names is enough to send a chill down their spine. |
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Void Reaper Presence
Reference images
GeographyDrakhan's weather is harsh, and its settlements are very far apart. Travel between them is perilous and time-consuming, and requires thorough preparation and a number of supplies.
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KaldThe only port town that permits outsiders within Drakhan's borders, Kald is known for their yearly Winter Celebration and the infamous Redberry Toss where participants face off against the aggressive Spinehinds and try to snag as many berry bundles into their antlers as they can. Injury is not uncommon but to the Drakhanites a scar or injury should be worn with pride. |
Hidden Hot SpringsA long dormant volcano still heats the ground and water deep beneath the mountains. This heated water is forced up into steaming pools which trickle into the nearby lake, preventing it from freezing even during the coldest winters. |
Fractured ChasmsAn area between two impressive mountain ranges that first looks like a mundane plain of snow. Inexperienced travelers soon discover that the snow hides something far more insidious as it suddenly plummets into a narrow chasm. With the constant snow it is nearly impossible to map each chasm and many Nir disappear without a trace after slipping into a sudden crevice. |
Vynnfurth's LairA long hidden ice cave where the ancient ice drake known as Vynnfurth slept for many years following the Cataclysm. He was tracked down and subsequently awoken by Noktis who repelled his rival Atra's attempts to stop him. Vynnfurth has since left his lair and now terrorizes the Sorcas Islands to the south. |
CascaA tiny village nestled beneath the craggy mountains and nearly always covered in a thick layer of snow. Ice Drakes seem to visit the village often, even nesting in the eaves of the houses. |
BalheiA tiny ramshackle village situated on a small creek. The locals are said to be very knowledgeable about the nature and environment in Drakhan and how to survive the best way, which must be true considering how far they are away from Kald and its resources. |
Strange Ice RingsNot terribly far from Vynnfurth's Lair, mysterious loops of nearly clear blue ice are found dotting the forests and mountains. These strange ice rings vary in height, some only as tall as a Niravar while others seem to tower high into the sky. Where they came from or what their purpose is, no one knows. |