Drekaherra Dominion
Guarding the northeast passage from the Mystletainn Cradle, there resides a kingdom where dragons are revered - the Drekaherra Dominion. Powerful Sovereign dragons reside in the mountains looming eastward, sheltering and guiding the leaders of this nation. The dragon-kings of the land shaped it into a militaristic magocracy, led by the Rexis Family and their patron sovereign dragon. Lesser dragons such as wyverns and drakes are constantly found and used within this nation, and many families in the dominion bond with an imperial dragon.
Structure
The Dominion is ruled by a single dragon-king (Drekakóngur), which has always been the scion of the Rexis Family and a powerful mage. Under the dragon-king is a council of seven talented mages, who serve as advisors, informants, and who delegate orders from the top. Directly beneath the mage council are the heads of the military - one wing of dragonguards for each council mage, who each manage their own soldiers and handle matters within their purview. Guildmasters in the towns also take their orders from the mages, and then disseminate orders down to workers and outlying hamlets.
Culture
Drekaherran culture is very family-forward; within the dominion, one protects, serves, and loves their family, through thick and thin. Drekaherran extended families often stick together over long periods of time, establishing clans that expand large complexes to hold the whole group. Within these clans, however, each smaller family unit is even more close-knit, and an immediate family will often betray or abandon the larger clan if it benefits their unit. Drekaherrans often compartmentalize the portions of their life based on relation to family - their work is time separate from their family, and is therefor less important, and not suitable for significant conversation while with the family. Drekaherran familial bonds persist even through death, and most people carry at least one token given to them from a late family member. For pleasure, families spend their time together - sometimes in martial training, by sparring or practicing archery, sometimes in picnics or large feasts.
Dragons and dragonkind play a major part in Drekaherran life, and some of their culture reflects this - the familial bonds they share often mimic the bonds dragons choose to share, and many Drekaherrans are very proud or stubborn. However, these traits are not ubiquitous, and clans often learn distinct traits from the differing dragons they may be in contact with or bound to.
Many Drekaherran families bond to a local dragon - usually an imperial dragon, but other dragons are not unheard of. These bonds form two general patterns. Most dragonbound families have the entire family swear their oath to the dragon (and the dragon in return), with new family members taking the oath when brought into the family or when they come of age. Rarely, a dragonbound family opts to exchange the oath between a single scion of the family and the dragon, and for the oath to transfer to a single family member (willingly or upon death) - the scion of this type of bond is usually referred to as a dragonheir. Usually, the oath from both sides discusses mutual protection, welcomes the dragon into the sacred family, and ensures that both sides to the agreement work to the best interests of the family. The precise phrasing of the oath can be a hint at what type of dragon is forging this bond - forest dragons rarely form dragonheir bonds, leaning towards their instincts of protecting a large clan; while an underworld dragon is more likely to form a dragonheir, with provisions to give the dragon some say in the next heir (to find someone suitable to help progress their research or hoard). This bond (due to Rulership) grants both parties notable power in shaping the world around them, for better or worse.
Demography and Population
- 60% Human
- 10% Dwarven
- 10% Elvish
- 10% Lizardfolk
- 10% Other (mostly Tengu, Kobolds, and Orcs)
Territories
The land stretching between the mountains in the northeast passage from the Mystletainn Cradle, and some lands south of this along the lake as well.
Military
The Drekaherra Dominion makes constant use of wyverns, drakes, and even occasionally true dragons in their military ventures. Refer to the Wyvernwing Warriors.
Religion
Many people worship draconic echoes in the world. Many also worship echoes of wind, air, or flight. Some worship echoes of fertility or agriculture. The more militaristic folks often devote much of their time towards building shrines devoted to their preferred mode of combat, and see training in its shadow as an act of worship. The state has no official support for a given religion, and has problems with none so long as they do not conflict with their basic laws.
Foreign Relations
The Dominion is often staunchly protective of their claims, and can be a rather stubborn negotiator. They're broadly viewed as a slightly antagonistic nation fueled by draconic greed, but not so much that they're worth fighting on every front.
Agriculture & Industry
Most agriculture in Drekherra is limited to feeding their own, as their location on the border of the cradle is less fertile than the western and southern reaches of the valley, but much trade passes through the passage they control. Drekherran craftspeople have access to many exploit natural metal deposits, which they use to create novel arms and armors stylized and influenced by their draconic allies. Their quality isn't exceptional, but the designs are innovative, and can fetch a high price for those with a keen eye to adapt some of the key features to make outstanding pieces.
Trade & Transport
Due to the prevalence of dragons, a surprising amount of Drekherran trade and transportation must be done via the skies - not a majority, but most of the populace will end up flying astride a wyvern at least a few times in their lives. Some priority cargo runs may even strap luggage to a quick rider, while a larger haul may be a caravan of dozens of wyverns, each hauling a bundle. Each settlement has a spire, which serves a handful of uses - most notably as a roost for wyverns and drakes, and thus also a place for travellers to come and go. Each spire has a higher deck as well, which is often used for a jumping off point for gliding vehicles, used for local travel. Lower floors of the spire contain conveniences for travelers and adventurers - taverns, lodging, and premium shops mean those who are just passing through a town by air can still access good services. The lowest floor and a sub-floor often serve as a barracks for the local guard, due to the spire's central location as well as adventurers' propensity for bringing violence into the towns.
Most trade within and through the dominion is on more traditional caravans, often switching to ships at the harbors on the lake.
Education
Young Drekhharri do have a standardized education, but it only goes so far as teaching younglings the basics of reading & writing Common, speaking conversational Draconic, how to talk to and ride wyverns, and very rudimentary soldiering.
Infrastructure
Each city has a spire, which serves as a local glider-tower, shipping center, guard barracks, and commercial hub.
Founding Date
1002
Type
Geopolitical, Magocracy
Training Level
Semi-professional
Veterancy Level
Experienced
Demonym
Drak
Leader
Head of State
Head of Government
Government System
Magocracy
Power Structure
Unitary state
Economic System
Command/Planned economy
Major Exports
Novel arms & armor
Trained wyverns & drakes
Dragon-material products
Major Imports
Novel or luxury foodstuffs
Clothing
Legislative Body
The dragon-king and a loyal council of arcane casters set out to canonize the laws of the dominion and disseminate them to military officers.
Judicial Body
Officers in the military serve to judge actions against the few canonized laws of the Dominion
Executive Body
The military sends out patrols, led by an officer, to seek out crime and enforce laws in the dominion.
Neighboring Nations
Peace, Trade Treaty
Drekaherra's sovereign made a grand impression in recent years
Trade between the two nations flourishes - the empire needs arms, armor, and flying mounts to equip their militant forces, while the dominion craves many of the forest products from mystletainn
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