Difference between revisions of "Arkhosia"

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* ''DC 20'' - Though territorial, the Arkhosians are united enough that their different provinces usually fight each other directly; besides, there are almost always more interesting wars to get involved in.  Smaller kingdoms come from far and wide, seeking to entice a clan to join their side in a war.  The unspoken rule is that a Dragonborn clan cannot fight in a war that another clan has already taken a side in, meaning that clans try to pick the most glorious wars to enter before they are claimed.   
 
* ''DC 20'' - Though territorial, the Arkhosians are united enough that their different provinces usually fight each other directly; besides, there are almost always more interesting wars to get involved in.  Smaller kingdoms come from far and wide, seeking to entice a clan to join their side in a war.  The unspoken rule is that a Dragonborn clan cannot fight in a war that another clan has already taken a side in, meaning that clans try to pick the most glorious wars to enter before they are claimed.   
* ''DC 25'' - Arkhosia is surprisingly diverse, with many races living under Dragonborn rule.  The power and wealth of the clans attracts many people, so much so that many cities have more non-Dragons than Dragonborn.  Typically, other races fill out the labor-class, conducting trade, crafting goods and handling the farming on behalf of their noble lords; those few Dragonborn who do not (or cannot) fight often serve them, in turn.  There are two major rules for any non-Dragonborn in Arkhosia.  First, picking up a weapon is banned; arms are for the Dragons only.  Second, only Dragons may war.  In other words, check your racial grievances at the gate.  Quarreling of any kind is enough to warrant banishment, depending on how strict the province ruler is.  Corrupt officials may take sides if it increases their own horde, however, which means that many racial wars are fought by proxy.  Races live together, but not necessarily in peace and harmony in Arkhosia.  Instead, they have learned to bite their lip and mutter quiet curses when they pass  by hated enemies.
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* ''DC 25'' - Arkhosia is surprisingly diverse, with many races living under Draconic rule; so much so that many cities have more non-Dragons than Dragonborn.  Typically, other races fill out the labor-class, conducting trade, crafting goods and handling the farming on behalf of their noble lords.  There are two major rules for any non-Dragonborn in Arkhosia.  First, picking up a weapon is banned; arms are for the Dragons only.  Second, only Dragons may war.  In other words, keep your racial grievances in check; or, at least, know which officials to pay off to make life more difficult for your hated enemies, because in Arkhosia racial wars are fought by proxy.   
  
  

Revision as of 12:16, 10 April 2009

There is no true "Draconic Empire", in the sense of a single ruler presiding over a vast dominion. Presiding means governing, governing means politics, politics requires manipulation and any real Dragonborn believes that manipulating is something best done with a sturdy weapon to an opponents face. Similarly, there is no Dragonborn ruler. No creature short of a deity could maintain rule over a race as strong as the Dragonborn. Not even Bahamut or Tiamat could subdue the independent streak of every one. Instead, Arkhosia is made up of independent clans spread throughout the Northern regions. Some provinces are on the barren steppes, others in the mountains, others by the sea. However, each contains a massive capital city, which serves as the center of all activity.

The first Dragonborn clans were the spawn of colossal chromatic dragons, and served as agents of these mighty beasts as they acquired treasure and glory. Nearly all clans are still ruled by one of these dragons, who spend their day in their palace entertaining (and sometimes eating) guests, reveling in their treasure and pondering how to acquire more. Chromatic dragons are a brutal sort, but intelligent, and the loyal Dragonborn will obey their rulers under dire circumstances. However, they can be pushed too far, and then they revolt in a bloody swarm of numbers, typically to replace their old master with a new dragon, more sympathetic to their concerns. A small handful of Dragonborn have fancied themselves leaders, forged their own throne from the massive bones of the previous draconic ruler and adopted the title "Dragon" for themselves.

A character knows the following with a successful Nature check:

  • DC 20 - Though territorial, the Arkhosians are united enough that their different provinces usually fight each other directly; besides, there are almost always more interesting wars to get involved in. Smaller kingdoms come from far and wide, seeking to entice a clan to join their side in a war. The unspoken rule is that a Dragonborn clan cannot fight in a war that another clan has already taken a side in, meaning that clans try to pick the most glorious wars to enter before they are claimed.
  • DC 25 - Arkhosia is surprisingly diverse, with many races living under Draconic rule; so much so that many cities have more non-Dragons than Dragonborn. Typically, other races fill out the labor-class, conducting trade, crafting goods and handling the farming on behalf of their noble lords. There are two major rules for any non-Dragonborn in Arkhosia. First, picking up a weapon is banned; arms are for the Dragons only. Second, only Dragons may war. In other words, keep your racial grievances in check; or, at least, know which officials to pay off to make life more difficult for your hated enemies, because in Arkhosia racial wars are fought by proxy.


Razortear

Representatives of each clan unite every year at Razortear, in order to settle disputes, have claims arbitrated and call for open warfare. One year, for example, the clans united to liberate a province that had been seized by giants, who sought more slaves for their primordial armies; the might of Arkhosia drove them back, and may have provided enough cover for the fledgeling Dwarven rebellion to get started. In another year, the Arkhosians marched on the Feywild, in a preemptive strike against its subterranean Fomorian denizens; the venture proved disastrous, though no Dragon would ever admit defeat. Arkhosian generals declared a partial victory and lost interest from there, but abandoned no few legions on the other side of the wall between the worlds. Occasionally, the Empire must direct it's own wrath inward to control forces that have gone out of control and risk disrupting the balance of power. Centuries ago, an insane Red Dragon decided to open up a portal to the Infernal Plane and give Devils a free spot to come out of and invade this world. Never had there been such a united effort on the part of the Draconic Empire as the campaign that plunged it's greatest warriors in to the very depths of hell to save Arkhosia from being overrun by the legions of Devils.


Serpentus Rift

Nor Bargeth

On the southwest front in the war between the Arkhosians and Bael Turath, this pathless swamp is frequented by dire boars, venemous serpents, and no sane sentience. The Arkhosians have been using it as a staging ground for raids into the supply lines of the Bael Turath. Within it there are three hidden dragonborn encampments. Though men frequently try to sweep through the swamps, purging it of the guerillas, their efforts are either fruitless or costly beyond reason.



Crowns of the Dawn