Table of Contents
Fédération de Drakr
Drakr
| Capitale: | Trekhom |
|---|---|
| Gouvernement: | République |
| Dirigeants: | Chancelière Dmitra Takhenov |
| Langue officielle | Nain |
| Races | Humain 67%, nains 30%, autres 3% |
Before the rise of the kingdom of Triegenes, dwarven warlords in
Drakr subdued the undead titans of the land, encased them in crystal, and buried them deep beneath the earth. The dwarven warlords
allied with the Demonocracy in the east, trading the lives and souls
of their mostly-human subjects for infernal power. Each warlord
erected a tower as a symbol of his power, and from these bases they
marched unnatural armies to battle for territory and supremacy.
Later Triegenes assailed those towers, toppling each as a stepping stone toward the Demonocracy itself. The tyrants fell, and
dwarves became an oppressed minority in what had once been
their homeland. When the Great Malice shattered the kingdom
of Triegenes, several clans of dwarves overthrew the priests who
had ruled over them. They prepared for war, intending to recreate new dwarven kingdoms, but the deadly threat from the Malice
Lands forced them to band together, even unite with humans to
keep newly-birthed abominations at bay.
The dwarven clans and fractured human provinces that survived
the collapse of the kingdom of Triegenes created a loose federation
that has grown ever more united. Regional governors, mostly human, handle normal farming and trade, while dwarven lords direct
grand mining operations and command the nation’s army and navy.
Once again the nation has grown fond of towers, not just as
symbols of power but as strongholds against intermittent waves of
monstrous incursions from the Malice Lands. Dark magic is not
precisely endorsed, but it is tolerated as a necessary evil for the nation’s defense. Criminals convicted of any great crime vanish into
mountain prisons to serve in hellish mines, until the day they are
sacrificed to empower a magical ward or weapon.
Metal and Magic
The Lost Riders
After most of the dwarven tyrants
had fallen to Triegenes, the last five
warlords gathered at a fiery tower in
the Shawl Mountains to discuss a plan
for war. As they camped and planned, one
of their archmage servants warned that
a winter storm stronger than any in
history was approaching. Afraid of being
stranded from their battle, the five
warlords mounted their various dread
steeds and rode forth. But when the
storm fell upon them, they lost their
direction.
Too cruel and convinced of their
invincibility to die, the five continued
riding until they vanished forever into
the blizzard. For over a millennium the
dwarves of Drakr have told tales of the
lost riders, continuing to search for
the battle that they should have fought
and won. Folk tales warn never to offer
aid to lost travelers, lest you anger
their pride and earn their wrath.
Unsurprisingly, Drakr has taken easily to alliances with Danor,
both military and economic. In particular they helped build and
still today defend the Avery Coast railroad, and are in the process
of building their own rail lines. Their trains, however, are powered
by arcane furnaces that burn blood red yet whose metal skin feels
eerily cool to the touch.
Similarly, the Drakran military has embraced firearms, and
several companies have become famous for slaying implacable
malice beasts which previously would have taken an army to defeat.
The finest guns come from Drakr, and many of those are enchanted.
Unlike Risur, however, Drakr has not rushed to develop steam warships. They have limited interest in naval matters, and prefer to
defend their coasts with forts and cannons, though a few Drakran
shipyards do construct ironclad vessels for Danor.
The capital city of Trekhom is a major hub of industrial trade,
as well as a nexus for several rail lines. Every day countless tons of
refined steel arrives by train from the northern forge city of Mirsk,
high in the snowy Shawl Mountains. It is said that giants work
some of the mines in those frigid mountains, lending their physical
might in exchange for enchanted weapons and armor.
Where the Avery Coast railroad crosses the border into the
Malice Lands, a steel spire rises five hundred feet above the desolate landscape, guarded by a battalion of soldiers and mages. Its
purpose is unclear, but some suspect it is enchanted to drive away
malice beasts, or to help mend the tear in the fabric of magic.
The Philosophy of Governance
Though intellectuals of the rest of the world are quick to disassociate
themselves with some of the darker trends in Drakran philoso-
phy — those grounded in the power of the old warlords — many
heap great praise on the wise and open deliberations in the nation’s
parliament.
The old ecumenical tradition of the Clergy survived the Great
Malice in the form of schools of philosophy. Often each clan or township would have its own line of local philosophers. Their ideas would
influence local leaders and businessmen, who would in turn spread
them through the rest of the nation, with the most successful and
intriguing philosophers earning their home prestige and profit.
Today the most visible philosophy is Heid Eschatol, which focuses on proper endings to all of life’s affairs. Its founder, Vlendam
Heid, makes a living speaking to audiences around the world, engaging them with philosophy rather than letting them be passive
consumers of ideas from books. But other ideologies still battle in
the marketplaces and academies of Drakr, and any successful federal representative has to be a studied philosopher, or else espouse
wild teachings that will get him noticed.