A current work in progress.
=-=General Information=-=
The name roughly translates into "Heir of the Storm"
Draconians, or Dragonborn as known by some, are humanoid beastfolk with dragon ancestry. And like beastfolks, very much resembles their heritage. They stand tall, between four feet for the smallest subspecies, and seven and a half feet in height for the largest. Tend to have bulkier forms. Many have wings, but only one subset of this race is capable of true flight. They have a hide of scales, and while tough is not enough to prevent a purposeful swing from a sword cutting through. Their scales are representative of the colors of dragons in which they draw heritage from. While capable of reproduction, they are not natural to the world initially. The detail of the races initial origins had been purposefully destroyed, and remains coveted with the hopes of it fading from time. Draconians often have very specific traits, physiology, social behaviors, and temperaments that is related to their scale color. This is largely something that is instinctual and almost always manifests themselves to varying degrees. Because these behaviors are so exact and constant, the Draconians have given each scale color a name.
Aurak: Extremely rare, highly feared and distrusted by their kin. Auraks are the only Draconians who do not have wings. Many, including elves, may often live their lives and never see an Aurak. They are often naturally clever and intelligent. Many tend to become highly talented mages. The personality temperament of an Aurak tends to always sit at the end of personality extremities. They can be highly mentally unstable. They can be completely oblivious of the world. Zealots of Justice. Unusually Cruel. And so forth.
Baaz: Smallest and weakest of the Draconians. And the most common - making the bulk of the draconian population. And the most likely to spread outside of the empire and settle in other nations and lands. Many are also taken by a natural wonderlust. They stand at the average human heights. With the smallest wings. Despite their bulk, they are able to use their wings to build speed when running, making them quite fast and efficient at crossing large distances. These dracos are well known for being gregarious. If any other race is likely to have a draconian for a friend, it is most likely a Baaz. There is a joke among the Draconians about Baaz’s, Two Baaz’s whom are conversing with each other will likely die in that same conversation.
Bozak: Draconians of Bronze color with tints of green along the wings. Their temperament tends to be the closest to humans. However innately, these draconians tends to be natural leaders with other draconians gravitating to them naturally. They are often found as village leaders, politicians, teachers, generals, and captains. They hold a natural charisma, and tend to work from goal to goal to achieve the greater picture.
Kapak: Draconians of Copper Color. They are often the more atheletic and acrobatic of the draconians are are normally found in mountainous or rocky regions of the empire. Other draconians will often describe the Kapak as the most sarcastic, glib, are abrasive people you will ever have the pleasure of meeting. It’s not by intentional rudeness. The Kapak, much like the copper dragons, have a love for jokes, truth, and wit. You would not be friends with one if you did not have a thick skin. But you know you’re in for a good time if the court jester happens to be one.
Sivak: Draconians of Silver Color. The second largest, and second most fierce. They have the largest wingspans, and are the only draconians capable of flight. They have been well known to have a personality similar to dwarves. Because of their natural ability of flight. Many are employed as Messengers, and Cartographers. Many more often enter the Military as a Career. And will be employed as Scouts, Outriders, Skirmisher, Flankers, and Vanguard.
Alethi: Draconians of Red Color: The most notable feature of them is that the Alethi are the fiercest, most aggressive, and most competitive of the draconians. There is a joke with merit that the best way to make friends with an Alethi, is not by a “How do you do”, but to call them a gecko and punch them in the face. They are the largest of the draconians with the smallest height being six feet. Their natural ferocity and sense of competition often makes many of the glory seekers. Some set out to become adventurers, many go into the military as shock troops, and even mercenaries. If they become craftsmen, tradesmen, or merchants there is guaranteed to be extreme competition and aggressive marketing.
Skaa: Draconians of Blue Color: These draconians have the most flexible wings and second largest wingspan, often disproportionate to their height. While not capable of flight, they tend to have a natural talent of riding the winds. With a strong enough gust of wind, they can sail for long distances. Their most common temperament is patient and polite but also prone to jealousy and envy. It is very difficult to rouse a Skaa’s anger, but even then it is often controlled. The Skaa takes honor and oathes very seriously, and have an extreme distaste for lies. A Skaa’s pride, vanity, and honor are their lives, and will become incredibly distraught if it is tarnished and will usually seek means of redemption. From duels, achieving incredible goals, to even commiting suicide if their shame is great enough. That being said, Skaa tends to be loyal to whatever faction they devote themselves too. And will be the most common draconian found in knighthoods, or paladin orders.
Blanc: Draconians of White Coloration: The only warmblooded draconian, these draconians are highly adaptable to many environments, and including the cold. Unfortunately, these draconians can be described as mentally the slowest of all draconians. Their intellect is below average. And while not bumbling idiots, they tend to be very gullible. They are not very good at thinking or making decisions. As a defensive trait to being tricked, they would often leave all decisions to someone they trust. Because of their dependency on someone they trust, they are often found as servants, close friends, or lovers with others and rarely leave their sides. They are also surprisingly emotionally expressive. Despite their addled minds, they actually have the most superior memory of the draconians. Though this expands mostly to things they deem important, and they lack the brain power for many abstract concepts such as sarcasm or synonyms. If a Blanc were to become a librarian, they would be able to remember every detail about that library. The number of books. Who has borrowed a book. Who has a late book. The contents of a book word per word. The exact location of an exert inside an obscure book.
Kobolds are another type of beastfolk. They originally hail from the unknown lands, and primarily found within the Tsoroshar empire. They are often highly underestimated across the world. Which is not surprising as many adventurers describe them as cowardly weaklings when sharing stories in taverns. This however, is a smoke screen to prevent the larger world from threatening their tribes and learning the deadly truth: that though diminutive, kobolds are as vicious and vengeful as the dragons to whom they claim ancestry. These creatures are meticulous, highly organized, sophisticated, industrious, and inventive. A Kobold’s cleverness is often their deadliest weapon. Whats more, they are hardwired for survival through and through. These heterothermal creatures have an outstanding number of adaptations that allow them to survive in most conditions as long as there’s food, water, and air. And though they are weak, they often lack a natural predator. Like their draconian cousins, each color of Kobold tends to have certain personality traits that resembles the dragons they take lineage from.
Black Scales: Many of kobolds of this color can be found in swamps and mires. They are very capable in the art of stealth and silent swimmers. Many of these kobolds also enjoy keeping Oozes as pets... much to the chagrin of the other kobolds. Morality tends to be an alien concept to them, and fails to believe in good and evil. They are described as cruel and sadistic, but the kobolds do not quite see it the same way. They see results, and will do what ever gets them. These kobolds often enjoy Fermented and pickled foods.
Blue Scales: These kobolds are orderly and neat, and have a deep respect for hierarchies as well as organizations of honor. They are extraordinary schemers and planners. Capable of brutally effective ambushes, traps, and tactics. Though many often fall short in the skill of improvisation. More interestingly, blue scale kobolds can mimic the sounds and voices of creatures they have heard. They have a love for art, beauty, and music.
Green Kobolds: These kobolds are at home when surrounded by foilage. Like their green cousins, they are naturally great hunters and trackers, as well as practiced in the arts of shamanism. Of all kobolds these tend to be the most tolerant of non-draconic races and have been known to guide lost travelers to safety - often in secret.
Red Kobolds: Fierce and Competitive, these kobolds respect power. A tribe of red will gladly accept the patronage of any whom they deem worthy. Even if they themselves are unimpressive. They are often described as the work horses. More well built, and with a better constitution.
Gold Scales: These kobolds have a love for knowledge. They are well known for hording a vast assortment of books, or recording events of history in secret. The rarest of the race, these kobolds are most commonly found in the empire's grand library. Where their service as a scholar's assistance can be purchased.
Silver Scales: The friendliest, and most social of the kobolds. These kobolds often seek friendships with humanoids. And tend to keep friendships with multiple generations of that friend's family long after they pass. This behavior also leads to these kobolds acting as servants to the nobility, knighthoods, and orphanages.
Bronze Scales: Most commonly amphibious in nature. These kobolds have a love for the sea, and will make their colonies near the ocean, under the sea in caverns with pockets of air. Or will aquire large boats and spend the rest of their lives on the sea acting as traders.
Brass Scales: These kobolds enjoys stories and tales from travelers. Wild tribes have been known to creep closer and eaves drop near campfires when a tale is being told, or a song is being sang.
Copper scales: These kobolds love heights and mountainous regions. They are very atheletic and are capable jumpers. Like the Kapak, they are well known for their abrasiveness and sarcasm.
Racial Makeup percentage:
Kobold: 40
Draconian:40
Human: 10
Dwarf: 5
Beastfolk: 5
Due to the warm and hot climates of the empire, clothing is usually kept to the bare minimum of what is needed to be functional while preventing overheating or fatigue from the heat or protection from the sun. And in some locations of the empire, protecting from abrasive dust storms. Clothing design is designed in a way where the material is thin to allow air flow should it cover large portions of the body.
Or if the clothing is thick, it often has many different strategic openings. around the pits, the inner thighs, the chest, deep collars, no sleeves, and so forth. These openings are created in many different methods. Absence of material creating large holes or non-existing parts. Asymmetrical designs, where an entire section of clothing can be missing. A wicker like weaving with thick bands of chord formed from leather thongs or rigid wool. Or perforation.
The common civilian will often employ very utilitarian clothing that is cheaply afforded. Ranging from the use of breach clouts, skirts, drapings.
With the more well off citizens and nobility, there is a culture of fashion that is evident. Fashion in the empire is often a mixture of form and function that plays with the eyes and makes use of the note just above. Note that for an article to be considered fashionable in the empire it must not only be visibly appealing, Simple in design, but also be quite functional and simple to use.
Below is a fashionable Kobold. The leggings are Chausses, and the gloves are Bridal Gauntlets.
Art Credit to KritKobold.
Much of the Empire's sense of fashion is inspired heavily from outside influences, or from soldier attire.
Common articles of clothing in fashion are...
Chausses: A pair of leggings originally derived from use in armor and mounted leg protection, chausses shares a similar appearance to chaps. They can be made out of any durable material that holds shape well like wool. The defining appearance of this article is that it is two separate leggings with a tight fit under the knee. The groin, the inner thigh region half way down are cut out. A rear section is rarely included. But sometimes it exist as a flap of fabric tied to the tail, or for human modesty to cover the posterior. Humans most wear additional clothing for modesty. The upper leg region tends to bulge outwards near the knee and tightens as it goes up to the thigh, and finally attaches to a belt that holds the leggings in place.
The Havah: The Havah was a feminine garment that existed in one of the many nations the Empire had consumed in it's expansion. Originally, it was a robe like dress with an asymmetrical design. The right sleeve could be completely missing or cut at varying lengths but never past the wrist. While the left sleave always extended far past the left hand called "The safe hand". It was a hand that was always covered out of modesty and is considered as shameful as full nudity to expose it. This sense of modesty has been lost with the destruction of the nation that created it. The garment fascinated the empire's civilians and it was quickly adopted into fashion by both females and males. This single feminine garment has also inspired a movement to cover up the left hand with gloves or sleeves. The basic design ideology has remained the same with time. But the styling has seen massive changes. Within the nobility, the Havah is often made of multiple parts featuring bright billowing cloths, sashes, waist wrappings, and so forth.
Bridal Gauntlets: A foreign article of clothing that was introduced to the empire through a seasonal event it holds. The monster hunting event invites contestants of all nationalities, along with merchants, and people who wish to view the events from the many different viewing platforms setup in the uncharted lands. It was during this event it was spotted, and was well received. Within the month these gloves had been wide spread. Bridal Gauntlets are usually made out of some sort of cloth material that can hold it's shape well. They are similar to finger-less gloves, but stretches completely up the forearm and halfway up the bicep. They often have many different designs, but the most popular are tightly fitting designs.
Wide Brimed Hats: Wide Brimmed hats are a common item of fashion. And represents the ultimate cross between form and function to the empire. It's popularity was a result of the Kobold populace. Many of the Kobolds have severe sensitivity to light, and find the sunlight completely unbearable. A common form of eye-protection was a cowel like drapery that fitted over their eyes and part way down their muzzles. Unfortunately, not all kobolds can comfortably secure these in place as it had a dependency of horns. Which not all kobolds had a sizable length of. It was an enterprising Human merchant who had gotten horribly lost and managed to end up five months past his destination that had introduced the kobolds to these hats. Not only did it help block direct sunlight but it also acted as a means to assist in securing the cowl. The human left a rich man, and the wide brimmed hat became a popular staple.
Harness: Another instance where a piece of military equipment had garnered popularity. The harness is a set of straps originally designed to assist in the mounting of a soldier's splint mail to their body. As in many cases an Aketon was not worn due to the heat and a draconian's scales being thick enough to not chafe and act as a lesser gambeson. When soldiers were off duty or relaxing, they'd often roam around with just the harnesses on. As they also served as a good means of holding a large amount of items. Over time, the harness has evolved into many different eye catching designs, with the origional function remaining or being enhanced. Fashionable harnesses often includes a breach clout, kilt or wrappings of cloth.
Cadin'Sor: The Cadin'Sor "Working Clothes", roughly translated, was originally the Empire's Cadin'dai "Battle Dress" in its years of creation. It is a uniform of sorts that had fell out of use for years and have resurfaced in popularity for civilian and official use. Despite the name, it is not used by the common populace, but is used in slight variations by hunters, trappers, desert rangers, scouts, highway patrols, and bandits. The clothing often consists of loosely fitting earth tone shirts, vests, and leggings best suited for the race employing them. There is also a head wrapping and a veil used to cover the wearer's face and protect them from the glaring sun as well as prevent sand from being inhaled. Soft and laced boots made of leather are worn and usually extends up to the knee and folds over. A sash is often used with many different color variations. However, red is reserved for military use. And dark green for Rangers and Wardens. Wearing either of these colors without proper identification will often result in an execution under the assumption of being a highwayman. The styling of clothing assists the wearer in staying cool while also providing the ability to easily hide among the sands and rocks of the desert.
The Tsoroshar empire has a very strict class system that can be split into three separate parts. With each part having several smaller parts. Synondairshar and Aeshar both have ten ranks in them called "Siveh". The lower the number of the Siveh, the higher they are above others.
Syondaishar - Often called The Blood. The title translates into by 'Birth and Glory'. Those who exist in this class are of the nobility. By the translation it can be inferred that this class is awarded by inheritance, or awarded by glory. Those of the blood of at least the sixth siveh can elevate those of the Aeshar into the blood by purposefully tearing a scale free and dropping it at the targets feet. Or if scales are not possible, the right most finger nail on the right hand.
The Siveh of the blood is openly displayed through a variety of means. The most common, is a marking of appendages or bodily accessories up to the count of ten. Claws and Nails are often lacquered with a color of their choosing. Evens on the left hand, odds on the right. In some cases, spines along the facial ridges are used. And in others, horns are painted with bands of color. Those of significantly higher status will usually not directly speak to someone who is far below them. And instead will employ the use of a voice. It is forbidden to look a member of the blood who is higher than you directly in the eye unless otherwise told so.
All dragons, regardless of allegiance to the empire are treated as the second siveh. Placing them just under the emperor.
Aeshar - The Citiziens. The title translates roughly into "The Blood of All". This class is most commonly made up of contractual slaves, penal slaves, commoners, merchants, tradesmen, and soldiers. Unless otherwise stated, it is forbidden to look a member of the blood in the eye. The most common siveh in this class, is of the Sixth Siveh. This is a grouping normally given to all civilians born inside the empire. With greater citizenships being inherited or awarded to the family. This grouping is where the full rights of citizenship is awarded.
Falling to the seventh or lower siveh often means that the family or individual has made a great mistake. These lower sivehs are used for prisoners, contractual/penal slaves.
Da'Covele - True Slaves. The title translates roughly into "Those who are property". This class is a mixed bag. In some cases, it is considered to be a great honor to be made a Da'Covele. In other cases, it is used as a grave punishment far worse than execution. It varies from position to position. All legal rights are revoked. However, these slaves are rarely abused.
There are several examples for when this is a severe punishment. When used as a punishment, the position often results in merciless and severe abuse. Many times, these slaves will not be allowed to do productive work. And instead or forced to do meaningless tasks that can be quite dangerous.
There are several examples for when this is considered a great honor. These slaves are well cared for, and never abused. The positions of the voice and the herald grants the unique "Right of Truth" which permits the slave to humble their master and patrons with complete immunity, as long as they speak the truth.
There are a set grouping of laws farmed directly by the Imperial Family that are active across the entire empire. These laws are the most obvious and basic laws that ensures loyalty, and of course minimizes the most extreme crimes.
Each province has their own laws and punishments. Such as prohibitions against gambling, limitations to sentient-life trafficking, definitions of murder, definitions of when petty thievery becomes considered large scale. And so forth.
And finally there are rights and privilages created by the empire that can be revoked.
The Right of Travel: The right of travel gives citizens of the most basic rank the ability to move freely within the borders of the empire. No border within the empire may turn them away. This gives who are at least of the Sixth Siveh of the Aeshar cast or better the ability to leave their lord, and allows them to save themselves should the Lord fall and be consumed by local politics. This right is also lost when a citizen becomes a soldier, but is restored when they retire from service.
The Right of Training: Most citizens of the empire are given the right to an education for any one profession. A lord may not force a citizen into a profession outside of a lottery of necessity.
The Right of Challenge: The Right of Challenge is usually exclusive to the Blood. However, those of the Aeshar caste are able to make an appeal to a higher figure to take the right to challenge a lord, if the lord in question did not originally accept it. This allows citizens and lords a chance of justice against someone whom had wronged them, if the law for what ever reason prevents that individual from being touched.
A by product of the emperor's own unique eccentricities... these practices have spread across the empire in a tidal wave. Many of those in the empire have a fascination for art and fashion.
Articles of clothing were often made of silk, and wool and vary from simply utilitarian to beautiful depending on status.
Delicate sculptures of sandstone, stone, and granite can be found decorating many of the Cities. And much sturdier bulkier sculptures can be found along the roads. These sculptures also serve as a function for windbreakers when the seasonal high-storms come and go.
Glass is also a common medium for art. Artist will often dye their glasses by mixing various metal powders into their work while it is still hot. And even an abstract form of art has rose involving the use of colored shattered glass often of sapphire, ruby, or earth tones. This came into popularity for the Emperor's beautiful scales, and of course the capital of the empire which sits in an area called "The Sundered Planes". A series of sandy peninsulas ravaged by seasonal storms. When viewed from a high vantage point, it looks like a beautiful mosaic of shattered glass.
The official and National langauge of the empire is Draconic. The language spoken by dragons and their decedents. Originally, the language did not have a written form. As dragons often do not feel the need to write things down. Their loyal servants, the Kobolds were the ones who had formed the written language.
In writing, the language is a set of precise ideograms formed by simple strokes and very few long flowing ones. Unfortunately, the language was created by kobolds. Creatures who form complex and winding, confusing tunnel systems. Creatures with an incredible sense of direction. Creatures who find safety in complexity. This means that the language its self is a convoluted mess of patterns and shapes that strains the untrained eye. Worse yet, is the written language is region dependent for those who spent only a short time to learn the language. Too many, the language is a cryptographer's inspiration. To kobolds it's just simple writing.
For sanity's sake. The empire's chosen written language is the language of traders "Common". However, mostly draconian and kobold communities will usually default to draconic. Common is added to signs as well.
The accent of the empire is very distinct. And has even found its way into the tongue of the resident minorities. When common is spoken, the accent takes the form a very slow slurring drawl. Words are said in a manner that almost sounds like the individual is speaking huskily under there breath.
Any time their emperor is directly mentioned, the empire's citizens will always unconsciously add "may he live forever" directly after the word before continuing on.
Over time, the language of draconic has evolved into it's more modern state. The language does not often have a word for everything, so usually concepts like a uniform is created by description and combinations of words. "Cadin'Dai" Roughly translates directly into Battle Dress. Cadin meaning Clothes/Dress and Dai meaning battle. Cadin'dai is a Military uniform. The language also borrows specific words from other langauges.
"Tai'shar" is a greeting phrase used as a good omen of respect. It is most commonly used among warriors, rangers, and the like to refer to a fellow warrior. Enemy or Not. "Tai" Meaning True, "Shar" meaning blood. "Tai'shar, Gu-Wei" means "True Blood of Gu-Wei".
"Los nor, Shen da Jaboera! Carai an Tsorovan’m’hael! Tsorovan’m’hael!" - "Rend forth, Blue Fang! For the honor of the Throne of Tempests. The Throne of Tempest!" The Warcry of Vaalteralde the Kobold. Mercenary Captain of the Band of the Blue Fang.
Due to the lack of lumber in the desert, the heat, and frequent storms, the architecture of the empire has evolved in reflection of this. The empire's various cities and towns sports a mixture of deep subterranean chasm cities, and above ground cities with a heavy focus on verticality.
The primary building materials in the overground are bricks, tiles, and cement. Bricks are often made of sandstone, but richer locations can also be crafted out of granite. Impurities are added to the sandstone during the shaping process to add color. Rust is often used for the color of red, mica is used for white, and so forth. Structures created with cement are usually sweeping shapes designed to allow the wind to easily blow around and over the structures during high storms. And often enough, simple homes are often fashioned out of bricks in stretched triangle shapes to break the winds and divert them away.
Overground sectors of cities tend to be difficult to find as the favored location for their constructions are within plateaus that act as natural barriers to the high winds, as well as provide shade to the city during large sections of the day. The cities also tend to be a bit difficult to navigate, as they prefer a verticality construction over spreading out. The verticality structure of the cities will often bring many of the roads onto rooftops several stories high.
The more obvious cities are built near oasis, rivers, and sections of the desert where vegitation is high.
All major above ground cities have an underground sector to them. And these underground cities can exist on their own without an overground pairing. There are various gates and means to enter the underground city through stair wells. These cities are often mined out, or make use of pre-existing tunnel systems. Various ventilation systems are added to help cycle air. And the empire cities make use of glass, lenses, and mirrors to redirect natural sunlight into large chambers and warrens. This sunlight is then diffused by massive chandeliers to help scatter the light and provide natural illumination. While it is not needed by draconians, lanterns are hung and lit in strategic places to reduce the clutter, and to enhance the beauty of the craftsmanship.
Rather than introducing foreign building materials, a large majority of these underground cities will be carved directly from the stone. dwellings, and chambers are carefully drafted, roughed out, and carved into beautiful shapes featuring arches, arcades, curves, steps, and what ever else is needed. There are very few attempts made to keep the natural appearance of the caves. As tunnels are usually wide open, and various carvings are made into walls to provide aesthetically pleasing textures and to help diffuse sound and reduce echos. Walkway tunnels are often wide, and are paved with polished material.
Small hidden tunnels are peppered throughout these massive chasms. Large enough for kobold use only. These are often used as highways by the smaller draconids. These tunnels are used for various reasons, as maintenance shafts, highways, and passages to private dwellings if the kobold prefers isolation or to stay with kin. But the primary reason for these small tunnels are for defenses. If the under city is invaded, attacking armies will find themselves harassed from all fronts. Above, behind, on either flank, and in the front by draconian forces.
The overarching view of other culture's and races is mixed. The Tsoroshar Empire often find themselves respecting warrior like races and civilizations, or civilizations revolving around craftsman. And more interestingly, should there be conflict with Dwarves and the Draconians, the dracos would find the conflict oddly companionable.
For humans, respect is come and go. They see many of the humanoids (Humans, Dwarves, Elves, Halfings, gnomes, etc) as frail creatures. The soft skin, lack of scales, anatomy, tends to baffle the predominantly draconian empire. And even become a general curiosity. The lack of androgyny is also found alluring. When not seeking romance, a sizable sum of draconids often seek a night with other races. A practice that isn't frowned upon, but is often met with jealousy.
Muha Elves, however, are met with a rage and scorn that transcends mere xenophobic hate. But a blood grudge that reaches back to the time of the empire's creation. Where other cultures merely hate, the draconians would desire their annihilation, and happily be the bringers of it too. Because of this, all elven activity inside the empire is heavily limited and regulated. Including non-Muha. Out of safety, and out of hatred. Elves are disallowed citizenship, and even entry into the country without significant reason. An armed escort must accompany elves who enter the lands at all times, and must redirect the elves back to the border when the period of their stay is over.
And because of the high Kobold population, Gnomes are advised to take caution when entering the empire's borders. They will be provided an armed escort, namely in the protection of the gnomes. For the kobold's hatred can approach unreasonable levels where personal safety is no longer a concern. And may actively seek to lynch the gnome no matter the cost.
The name roughly translates into "Heir of the Storm"
- An Empire geographically situated over a desert with multiple sub-biomes. Arid Deserts, Penensula's, Rain shadows, and dunes.
- Predominantly Dragonblooded races (Draconians, Kobolds, Half-Dragons). With a minority of humans, dwarves, and beastial races.
- Primary Currency is the Sphere which is backed by gold and platinum. A currency comprised of oblong sapphire colored glass marbles with a chip or cutting of a gem or crystal inside. There are multiple standardized denominations based on the contents. The gem or crystal determines the value. With Quartz often being the lowest and most commonly lived on for citizens. And a sapphire cutting being the highest.
- Secondary is a Steel Coin called a boxing. A steel coin has an embedded golden stamp of the empire's symbol. A boxing is a single denomination used to make large purchases in lieu of carrying large cumbersome sums of spheres. A single boxing represents ten sapphire spheres. This currency is most commonly used for land purchases, trading, payments between lords, and so on.
- 9,900,000
- Military: 4% Career Military
- Wealth: Upper end of Stable
- Espionage: High (Kobolds as the main spying force.)
Draconians
Draconians, or Dragonborn as known by some, are humanoid beastfolk with dragon ancestry. And like beastfolks, very much resembles their heritage. They stand tall, between four feet for the smallest subspecies, and seven and a half feet in height for the largest. Tend to have bulkier forms. Many have wings, but only one subset of this race is capable of true flight. They have a hide of scales, and while tough is not enough to prevent a purposeful swing from a sword cutting through. Their scales are representative of the colors of dragons in which they draw heritage from. While capable of reproduction, they are not natural to the world initially. The detail of the races initial origins had been purposefully destroyed, and remains coveted with the hopes of it fading from time. Draconians often have very specific traits, physiology, social behaviors, and temperaments that is related to their scale color. This is largely something that is instinctual and almost always manifests themselves to varying degrees. Because these behaviors are so exact and constant, the Draconians have given each scale color a name.
Aurak: Extremely rare, highly feared and distrusted by their kin. Auraks are the only Draconians who do not have wings. Many, including elves, may often live their lives and never see an Aurak. They are often naturally clever and intelligent. Many tend to become highly talented mages. The personality temperament of an Aurak tends to always sit at the end of personality extremities. They can be highly mentally unstable. They can be completely oblivious of the world. Zealots of Justice. Unusually Cruel. And so forth.
Baaz: Smallest and weakest of the Draconians. And the most common - making the bulk of the draconian population. And the most likely to spread outside of the empire and settle in other nations and lands. Many are also taken by a natural wonderlust. They stand at the average human heights. With the smallest wings. Despite their bulk, they are able to use their wings to build speed when running, making them quite fast and efficient at crossing large distances. These dracos are well known for being gregarious. If any other race is likely to have a draconian for a friend, it is most likely a Baaz. There is a joke among the Draconians about Baaz’s, Two Baaz’s whom are conversing with each other will likely die in that same conversation.
Bozak: Draconians of Bronze color with tints of green along the wings. Their temperament tends to be the closest to humans. However innately, these draconians tends to be natural leaders with other draconians gravitating to them naturally. They are often found as village leaders, politicians, teachers, generals, and captains. They hold a natural charisma, and tend to work from goal to goal to achieve the greater picture.
Kapak: Draconians of Copper Color. They are often the more atheletic and acrobatic of the draconians are are normally found in mountainous or rocky regions of the empire. Other draconians will often describe the Kapak as the most sarcastic, glib, are abrasive people you will ever have the pleasure of meeting. It’s not by intentional rudeness. The Kapak, much like the copper dragons, have a love for jokes, truth, and wit. You would not be friends with one if you did not have a thick skin. But you know you’re in for a good time if the court jester happens to be one.
Sivak: Draconians of Silver Color. The second largest, and second most fierce. They have the largest wingspans, and are the only draconians capable of flight. They have been well known to have a personality similar to dwarves. Because of their natural ability of flight. Many are employed as Messengers, and Cartographers. Many more often enter the Military as a Career. And will be employed as Scouts, Outriders, Skirmisher, Flankers, and Vanguard.
Alethi: Draconians of Red Color: The most notable feature of them is that the Alethi are the fiercest, most aggressive, and most competitive of the draconians. There is a joke with merit that the best way to make friends with an Alethi, is not by a “How do you do”, but to call them a gecko and punch them in the face. They are the largest of the draconians with the smallest height being six feet. Their natural ferocity and sense of competition often makes many of the glory seekers. Some set out to become adventurers, many go into the military as shock troops, and even mercenaries. If they become craftsmen, tradesmen, or merchants there is guaranteed to be extreme competition and aggressive marketing.
Skaa: Draconians of Blue Color: These draconians have the most flexible wings and second largest wingspan, often disproportionate to their height. While not capable of flight, they tend to have a natural talent of riding the winds. With a strong enough gust of wind, they can sail for long distances. Their most common temperament is patient and polite but also prone to jealousy and envy. It is very difficult to rouse a Skaa’s anger, but even then it is often controlled. The Skaa takes honor and oathes very seriously, and have an extreme distaste for lies. A Skaa’s pride, vanity, and honor are their lives, and will become incredibly distraught if it is tarnished and will usually seek means of redemption. From duels, achieving incredible goals, to even commiting suicide if their shame is great enough. That being said, Skaa tends to be loyal to whatever faction they devote themselves too. And will be the most common draconian found in knighthoods, or paladin orders.
Blanc: Draconians of White Coloration: The only warmblooded draconian, these draconians are highly adaptable to many environments, and including the cold. Unfortunately, these draconians can be described as mentally the slowest of all draconians. Their intellect is below average. And while not bumbling idiots, they tend to be very gullible. They are not very good at thinking or making decisions. As a defensive trait to being tricked, they would often leave all decisions to someone they trust. Because of their dependency on someone they trust, they are often found as servants, close friends, or lovers with others and rarely leave their sides. They are also surprisingly emotionally expressive. Despite their addled minds, they actually have the most superior memory of the draconians. Though this expands mostly to things they deem important, and they lack the brain power for many abstract concepts such as sarcasm or synonyms. If a Blanc were to become a librarian, they would be able to remember every detail about that library. The number of books. Who has borrowed a book. Who has a late book. The contents of a book word per word. The exact location of an exert inside an obscure book.
Kobolds
Kobolds are another type of beastfolk. They originally hail from the unknown lands, and primarily found within the Tsoroshar empire. They are often highly underestimated across the world. Which is not surprising as many adventurers describe them as cowardly weaklings when sharing stories in taverns. This however, is a smoke screen to prevent the larger world from threatening their tribes and learning the deadly truth: that though diminutive, kobolds are as vicious and vengeful as the dragons to whom they claim ancestry. These creatures are meticulous, highly organized, sophisticated, industrious, and inventive. A Kobold’s cleverness is often their deadliest weapon. Whats more, they are hardwired for survival through and through. These heterothermal creatures have an outstanding number of adaptations that allow them to survive in most conditions as long as there’s food, water, and air. And though they are weak, they often lack a natural predator. Like their draconian cousins, each color of Kobold tends to have certain personality traits that resembles the dragons they take lineage from.
Black Scales: Many of kobolds of this color can be found in swamps and mires. They are very capable in the art of stealth and silent swimmers. Many of these kobolds also enjoy keeping Oozes as pets... much to the chagrin of the other kobolds. Morality tends to be an alien concept to them, and fails to believe in good and evil. They are described as cruel and sadistic, but the kobolds do not quite see it the same way. They see results, and will do what ever gets them. These kobolds often enjoy Fermented and pickled foods.
Blue Scales: These kobolds are orderly and neat, and have a deep respect for hierarchies as well as organizations of honor. They are extraordinary schemers and planners. Capable of brutally effective ambushes, traps, and tactics. Though many often fall short in the skill of improvisation. More interestingly, blue scale kobolds can mimic the sounds and voices of creatures they have heard. They have a love for art, beauty, and music.
Green Kobolds: These kobolds are at home when surrounded by foilage. Like their green cousins, they are naturally great hunters and trackers, as well as practiced in the arts of shamanism. Of all kobolds these tend to be the most tolerant of non-draconic races and have been known to guide lost travelers to safety - often in secret.
Red Kobolds: Fierce and Competitive, these kobolds respect power. A tribe of red will gladly accept the patronage of any whom they deem worthy. Even if they themselves are unimpressive. They are often described as the work horses. More well built, and with a better constitution.
Gold Scales: These kobolds have a love for knowledge. They are well known for hording a vast assortment of books, or recording events of history in secret. The rarest of the race, these kobolds are most commonly found in the empire's grand library. Where their service as a scholar's assistance can be purchased.
Silver Scales: The friendliest, and most social of the kobolds. These kobolds often seek friendships with humanoids. And tend to keep friendships with multiple generations of that friend's family long after they pass. This behavior also leads to these kobolds acting as servants to the nobility, knighthoods, and orphanages.
Bronze Scales: Most commonly amphibious in nature. These kobolds have a love for the sea, and will make their colonies near the ocean, under the sea in caverns with pockets of air. Or will aquire large boats and spend the rest of their lives on the sea acting as traders.
Brass Scales: These kobolds enjoys stories and tales from travelers. Wild tribes have been known to creep closer and eaves drop near campfires when a tale is being told, or a song is being sang.
Copper scales: These kobolds love heights and mountainous regions. They are very atheletic and are capable jumpers. Like the Kapak, they are well known for their abrasiveness and sarcasm.
Racial Makeup percentage:
Kobold: 40
Draconian:40
Human: 10
Dwarf: 5
Beastfolk: 5
Much of the past histories of the land that bears the Tsoroshar empire has gone up in flames, and destroyed. But what is known is the era of the Draconian uprising in the vast deserts of the Sea of Glass.
Few remember the origins of the Draconians. Reportedly, they were discovered by the Muha Elves whom had completely enthralled them with their way of life. The superior technology the Muha elves held, healing practices, rituals, and their magic had brought a measure of great fear and reverence into the Draconians. The elves, seeing a potential resource had used these amendities to further enwrap and vassalize the Draconians with promises of a better and fulfilling life.
Through many years, the Draconians were conditioned to unconditionally love and serve their elven overlords. The elves sought to it that the Draconians revered them as just short of gods. And perhaps more, as gods whom were powerful beings were only tangible in imagination. Where the elves were tangible in reality. And what the elves held, though not nearly as impressive, was also very real.
As part of the Muha society, the Draconians were among the lowest cast. They were slaves, though their knowledge of it was masked by laced promises and dreams. They were primarily used as a means of Labor, and of course as shock troops for the harsh reality that the Sea of Glass held. While the Muha inhabbited the desert, there were still a race of feral beastkin that were not nearly as impressed as the faithful draconians. And the Draconians had fought and died in the Muha Elves name and to protect their way of life.
However, with time, the Elves had made several mistakes and lasps in judgement. The Draconian's gradually grew aware of what was being done to their people.
The Elves, seeing a resource in the hardyness, strength, aggression, and intelligence in the draconians had felt reason to fear them.
Through the years of conditioning they had also been working to control their population. With scheduled breeding, controlled separation of males and females. And of course shattering unscheduled draconian eggs after telling them "Trust us to do what is best." And that they were to bring forth all unapproved eggs for destruction.
There were also multiple clans of Draconians that had completely disappeared. The occasional traveler would find their small village eerily inactive. But on closer inspection they found that many of the Draconians appeared to have died from disease. The scent of elves had lingered like a stinking perfume, but the elves openly denied involvement.
The next few generations of Muha Elves after the first that the Draconians had seen were not so careful as their ancestors. Where the first had entranced the Draconians into servitude with honeyed words. The next generations of elves had openly abused this trust and gradually disillusioned the Draconians of the promises and revealed them for the lies they were.
When the demands for what was promised began to rise from the Draconians, the elves continued to diplomatically dodge the demands. Their words had bought them time, and appeased the instinctually aggressive draconians for some time. But the effectiveness quickly began to fade.
Eventually, the final mistake was made. The Elves decided to use a display of force to remind the Draconians of their superiority. They had turned magic and weapon onto the rabbling crowd and began to kill.
While such a tactic would normally work on any other race forced into servitude. The Elves had forgotten a few key details about the Draconians in their arrogance.
First, the Draconians are warlike and are naturally aggressive. Violence is met Violence, and comes as ferociously as a passing huricane.
Second, not all Draconians could grasp the concept of magic. But many understood that it was limited to the caster's physical condition. And even then, the time it took to put an arrow into the mage's eye was probably faster than the time it took to utter the first syllabul of a killing spell.
Third, While the race of draconians had their population heavily reduced to something managable, They had only feared possible insurgence from males. And had completely forgotten that females shared very few anatonical and visual differences from their male counter parts. And in fact, have been known to commonly show a level of aggression far more extreme than the male counter parts. A detail the elves may have known, if they had attempted to collect the eggs for destruction themselves.
Needless to say, the elves were expecting the Draconains to be subdued the next day. Instead they were greated with a tidal wave of horrifically enraged scaled warriors, averaging two-hundred pounds eac, armed with claws, teeth, tail, stones, stolen spears, stolen bows, and what ever they could get their hands on.
The streets of Elven cities ran with thick blood. Great pillars of smoke flooded the skies for days. The elves who could not flee fell prey to the brutality that had awaited them. There was no intent for enslavement, no intent for ransome, no compromise. The mercy was death in those last moments of their lives. And that was it.
These events have became known among the Empire as the Color of Trust. A tale which bards occasionally sing of as a historical reminder.
Few remember the origins of the Draconians. Reportedly, they were discovered by the Muha Elves whom had completely enthralled them with their way of life. The superior technology the Muha elves held, healing practices, rituals, and their magic had brought a measure of great fear and reverence into the Draconians. The elves, seeing a potential resource had used these amendities to further enwrap and vassalize the Draconians with promises of a better and fulfilling life.
Through many years, the Draconians were conditioned to unconditionally love and serve their elven overlords. The elves sought to it that the Draconians revered them as just short of gods. And perhaps more, as gods whom were powerful beings were only tangible in imagination. Where the elves were tangible in reality. And what the elves held, though not nearly as impressive, was also very real.
As part of the Muha society, the Draconians were among the lowest cast. They were slaves, though their knowledge of it was masked by laced promises and dreams. They were primarily used as a means of Labor, and of course as shock troops for the harsh reality that the Sea of Glass held. While the Muha inhabbited the desert, there were still a race of feral beastkin that were not nearly as impressed as the faithful draconians. And the Draconians had fought and died in the Muha Elves name and to protect their way of life.
However, with time, the Elves had made several mistakes and lasps in judgement. The Draconian's gradually grew aware of what was being done to their people.
The Elves, seeing a resource in the hardyness, strength, aggression, and intelligence in the draconians had felt reason to fear them.
Through the years of conditioning they had also been working to control their population. With scheduled breeding, controlled separation of males and females. And of course shattering unscheduled draconian eggs after telling them "Trust us to do what is best." And that they were to bring forth all unapproved eggs for destruction.
There were also multiple clans of Draconians that had completely disappeared. The occasional traveler would find their small village eerily inactive. But on closer inspection they found that many of the Draconians appeared to have died from disease. The scent of elves had lingered like a stinking perfume, but the elves openly denied involvement.
The next few generations of Muha Elves after the first that the Draconians had seen were not so careful as their ancestors. Where the first had entranced the Draconians into servitude with honeyed words. The next generations of elves had openly abused this trust and gradually disillusioned the Draconians of the promises and revealed them for the lies they were.
When the demands for what was promised began to rise from the Draconians, the elves continued to diplomatically dodge the demands. Their words had bought them time, and appeased the instinctually aggressive draconians for some time. But the effectiveness quickly began to fade.
Eventually, the final mistake was made. The Elves decided to use a display of force to remind the Draconians of their superiority. They had turned magic and weapon onto the rabbling crowd and began to kill.
While such a tactic would normally work on any other race forced into servitude. The Elves had forgotten a few key details about the Draconians in their arrogance.
First, the Draconians are warlike and are naturally aggressive. Violence is met Violence, and comes as ferociously as a passing huricane.
Second, not all Draconians could grasp the concept of magic. But many understood that it was limited to the caster's physical condition. And even then, the time it took to put an arrow into the mage's eye was probably faster than the time it took to utter the first syllabul of a killing spell.
Third, While the race of draconians had their population heavily reduced to something managable, They had only feared possible insurgence from males. And had completely forgotten that females shared very few anatonical and visual differences from their male counter parts. And in fact, have been known to commonly show a level of aggression far more extreme than the male counter parts. A detail the elves may have known, if they had attempted to collect the eggs for destruction themselves.
Needless to say, the elves were expecting the Draconains to be subdued the next day. Instead they were greated with a tidal wave of horrifically enraged scaled warriors, averaging two-hundred pounds eac, armed with claws, teeth, tail, stones, stolen spears, stolen bows, and what ever they could get their hands on.
The streets of Elven cities ran with thick blood. Great pillars of smoke flooded the skies for days. The elves who could not flee fell prey to the brutality that had awaited them. There was no intent for enslavement, no intent for ransome, no compromise. The mercy was death in those last moments of their lives. And that was it.
These events have became known among the Empire as the Color of Trust. A tale which bards occasionally sing of as a historical reminder.
Give me your trust, said the Muha's cry.
On my shoulders I support the sky.
Trust me to know and to do what is best,
and I will take care of the rest.
But trust is the color of a dark seed growing.
Trust is the color of a heart's blood flowing.
trust is the color of a soul's last breath.
Trust is the color of death.
Give me your trust said the dignitary's crone,
for I must bare this burdon all alone.
Trust me to lead, to judge, to rule.
And no one will think you a fool.
But trust is the sound of a grave dog's bark.
Trust is the sound of a eggs broken in the dark.
Trust is the sound of a soul's last breath.
Trust is the sound of death.
Give us your trust said their promises and lies.
A promise of peaceful and prosperous lives.
Trust our compssion will reign pure and true.
A king dom forged with joy and glory through and through.
But trust is the scent of a rotting village.
Trust is the scent of a breeder's stillage.
Trust is the scent of a soul's last breath.
Trust is the scent of death.
Give us your trust said my Master and Mistress.
To grant you protection and peel you from distress.
Trust us to heal you and bring you into our prosperous lives.
Now show us difference, and lower your eyes.
But trust is the touch of the bull whip's bite.
Trust is the touch of blade from another's fight.
trust is the touch of soul's last breath.
Trust is the color of death.
Give me your trust said the love of my life.
To have and hold, through joy and strife.
Trust me to love you with heart and soul.
For it can not be separated, till death takes its toll.
But trust is the taste of a broken mother's tears.
Trust is the taste of the words from the elven seers.
Trust is the taste of a soul's last breath.
Trust is the taste of death.
On my shoulders I support the sky.
Trust me to know and to do what is best,
and I will take care of the rest.
But trust is the color of a dark seed growing.
Trust is the color of a heart's blood flowing.
trust is the color of a soul's last breath.
Trust is the color of death.
Give me your trust said the dignitary's crone,
for I must bare this burdon all alone.
Trust me to lead, to judge, to rule.
And no one will think you a fool.
But trust is the sound of a grave dog's bark.
Trust is the sound of a eggs broken in the dark.
Trust is the sound of a soul's last breath.
Trust is the sound of death.
Give us your trust said their promises and lies.
A promise of peaceful and prosperous lives.
Trust our compssion will reign pure and true.
A king dom forged with joy and glory through and through.
But trust is the scent of a rotting village.
Trust is the scent of a breeder's stillage.
Trust is the scent of a soul's last breath.
Trust is the scent of death.
Give us your trust said my Master and Mistress.
To grant you protection and peel you from distress.
Trust us to heal you and bring you into our prosperous lives.
Now show us difference, and lower your eyes.
But trust is the touch of the bull whip's bite.
Trust is the touch of blade from another's fight.
trust is the touch of soul's last breath.
Trust is the color of death.
Give me your trust said the love of my life.
To have and hold, through joy and strife.
Trust me to love you with heart and soul.
For it can not be separated, till death takes its toll.
But trust is the taste of a broken mother's tears.
Trust is the taste of the words from the elven seers.
Trust is the taste of a soul's last breath.
Trust is the taste of death.
Once the elven overlords had been tossed out, the draconians had began to regroup back into tribes whom were fixed in place. Though there were some who had seen a benefit in practices used by the elves, and began to set up systems of feudalisms. Tribes of draconians were absorbed into multiple different feudal states of many different sizes.
During this time, Draconians have also adopted Kobold tribes into these feudal states in a symbiotic relationship. Promising protection and prosperity in exchange for their subterranean architectural skills, and natural tenacity for work. Learning from the Kobolds, and past elven constructions, the draconians began to learn how to build permanent structures both above ground and below ground. As well as experiment further to improve their way of life towards prosperity.
During this time, Draconians have also adopted Kobold tribes into these feudal states in a symbiotic relationship. Promising protection and prosperity in exchange for their subterranean architectural skills, and natural tenacity for work. Learning from the Kobolds, and past elven constructions, the draconians began to learn how to build permanent structures both above ground and below ground. As well as experiment further to improve their way of life towards prosperity.
Many different feudal states have risen and fallen during this period. Some states had collapsed from critical failure, by the lack of proper resources, or from destruction of fauna and infighting. While others have been absorbed by more stable feudal states.
Eventually, a single Skaa draconian who had became known as the Storm Lord - born on the day of an unusual coloration of lightning - had risen and sought to forge the Tsoroshar Empire. He had succesfully taken several feudal states, and forced them to bend to his will through military might. He had died from old age, and his son had taken his place. The offspring had set forth the current culture of the empire as he walked through his father's legacy from Natan to Uri, unknown to his subject, with not much more than a single waterskin, a black veil, and a cloak.
Several generations have passed before finally the Empire has reached the size it is now today.
Eventually, a single Skaa draconian who had became known as the Storm Lord - born on the day of an unusual coloration of lightning - had risen and sought to forge the Tsoroshar Empire. He had succesfully taken several feudal states, and forced them to bend to his will through military might. He had died from old age, and his son had taken his place. The offspring had set forth the current culture of the empire as he walked through his father's legacy from Natan to Uri, unknown to his subject, with not much more than a single waterskin, a black veil, and a cloak.
Several generations have passed before finally the Empire has reached the size it is now today.
During this period, the Tsoroshar faced stability problems. Draconians were naturally aggressive, competitive, and frequently sought an outlet. It was not uncommon to see civil wars pop up. Though instead of the wars being directed towards the government, it'd be villages and cities facing off on one another. And entire villages had been dismantled in such acts.
The Empire had sought a means to remedy this, and began a revolution to the draconian culture. Much of the draconian's old ways were maintained. But rather than focusing souly on survival, the draconians were encouraged to procure other means of competition. Originally, this did not pick up. But it did not take very long for two draconians to start fighting over one another's skill in some artisan task. Sculptures, Glass blowing, paintings, tapestries, began to pop up like wildfire. The desire for trading also began to grow as merchants began to discover that to better compete and best their competition importing goods for foreign locations would attract more customers. And so forth.
Several Provinces had disappeared during this time. Not by force of arms. But from the attempt of an early form of a representative government. The desire for competition in the draconians had caused this system to collapse immediately as riots broke out in the streets. These failed provinces had been absorbed, and the caste system had been established across the entire province. It greatly discouraged such fearce competition, but not qwell it fully. As the system had established an early form of a meritocracy.
The Empire had sought a means to remedy this, and began a revolution to the draconian culture. Much of the draconian's old ways were maintained. But rather than focusing souly on survival, the draconians were encouraged to procure other means of competition. Originally, this did not pick up. But it did not take very long for two draconians to start fighting over one another's skill in some artisan task. Sculptures, Glass blowing, paintings, tapestries, began to pop up like wildfire. The desire for trading also began to grow as merchants began to discover that to better compete and best their competition importing goods for foreign locations would attract more customers. And so forth.
Several Provinces had disappeared during this time. Not by force of arms. But from the attempt of an early form of a representative government. The desire for competition in the draconians had caused this system to collapse immediately as riots broke out in the streets. These failed provinces had been absorbed, and the caste system had been established across the entire province. It greatly discouraged such fearce competition, but not qwell it fully. As the system had established an early form of a meritocracy.
A special breed of beast like troll exists in the Badlands. Originally thought to have been utterly destroyed in the days of their elven overlords, the Draconians have waged war against the trolls once again and have began to beat them back and burn them out. Towards the end of the war, search and destroy parties sweeped the areas to ensure that all body parts of the trolls had been adequately destroyed. Cave systems that acted as their homes were either burned out or collapsed.
Under the rule of Empress Thubia, The Sapphire star, the Empire had began to patch relationships with their northern neighbors. Decedents of the old Muha empire.
Clothing
Due to the warm and hot climates of the empire, clothing is usually kept to the bare minimum of what is needed to be functional while preventing overheating or fatigue from the heat or protection from the sun. And in some locations of the empire, protecting from abrasive dust storms. Clothing design is designed in a way where the material is thin to allow air flow should it cover large portions of the body.
Or if the clothing is thick, it often has many different strategic openings. around the pits, the inner thighs, the chest, deep collars, no sleeves, and so forth. These openings are created in many different methods. Absence of material creating large holes or non-existing parts. Asymmetrical designs, where an entire section of clothing can be missing. A wicker like weaving with thick bands of chord formed from leather thongs or rigid wool. Or perforation.
The common civilian will often employ very utilitarian clothing that is cheaply afforded. Ranging from the use of breach clouts, skirts, drapings.
With the more well off citizens and nobility, there is a culture of fashion that is evident. Fashion in the empire is often a mixture of form and function that plays with the eyes and makes use of the note just above. Note that for an article to be considered fashionable in the empire it must not only be visibly appealing, Simple in design, but also be quite functional and simple to use.
Below is a fashionable Kobold. The leggings are Chausses, and the gloves are Bridal Gauntlets.
Art Credit to KritKobold.
Much of the Empire's sense of fashion is inspired heavily from outside influences, or from soldier attire.
Common articles of clothing in fashion are...
Chausses: A pair of leggings originally derived from use in armor and mounted leg protection, chausses shares a similar appearance to chaps. They can be made out of any durable material that holds shape well like wool. The defining appearance of this article is that it is two separate leggings with a tight fit under the knee. The groin, the inner thigh region half way down are cut out. A rear section is rarely included. But sometimes it exist as a flap of fabric tied to the tail, or for human modesty to cover the posterior. Humans most wear additional clothing for modesty. The upper leg region tends to bulge outwards near the knee and tightens as it goes up to the thigh, and finally attaches to a belt that holds the leggings in place.
The Havah: The Havah was a feminine garment that existed in one of the many nations the Empire had consumed in it's expansion. Originally, it was a robe like dress with an asymmetrical design. The right sleeve could be completely missing or cut at varying lengths but never past the wrist. While the left sleave always extended far past the left hand called "The safe hand". It was a hand that was always covered out of modesty and is considered as shameful as full nudity to expose it. This sense of modesty has been lost with the destruction of the nation that created it. The garment fascinated the empire's civilians and it was quickly adopted into fashion by both females and males. This single feminine garment has also inspired a movement to cover up the left hand with gloves or sleeves. The basic design ideology has remained the same with time. But the styling has seen massive changes. Within the nobility, the Havah is often made of multiple parts featuring bright billowing cloths, sashes, waist wrappings, and so forth.
Bridal Gauntlets: A foreign article of clothing that was introduced to the empire through a seasonal event it holds. The monster hunting event invites contestants of all nationalities, along with merchants, and people who wish to view the events from the many different viewing platforms setup in the uncharted lands. It was during this event it was spotted, and was well received. Within the month these gloves had been wide spread. Bridal Gauntlets are usually made out of some sort of cloth material that can hold it's shape well. They are similar to finger-less gloves, but stretches completely up the forearm and halfway up the bicep. They often have many different designs, but the most popular are tightly fitting designs.
Wide Brimed Hats: Wide Brimmed hats are a common item of fashion. And represents the ultimate cross between form and function to the empire. It's popularity was a result of the Kobold populace. Many of the Kobolds have severe sensitivity to light, and find the sunlight completely unbearable. A common form of eye-protection was a cowel like drapery that fitted over their eyes and part way down their muzzles. Unfortunately, not all kobolds can comfortably secure these in place as it had a dependency of horns. Which not all kobolds had a sizable length of. It was an enterprising Human merchant who had gotten horribly lost and managed to end up five months past his destination that had introduced the kobolds to these hats. Not only did it help block direct sunlight but it also acted as a means to assist in securing the cowl. The human left a rich man, and the wide brimmed hat became a popular staple.
Harness: Another instance where a piece of military equipment had garnered popularity. The harness is a set of straps originally designed to assist in the mounting of a soldier's splint mail to their body. As in many cases an Aketon was not worn due to the heat and a draconian's scales being thick enough to not chafe and act as a lesser gambeson. When soldiers were off duty or relaxing, they'd often roam around with just the harnesses on. As they also served as a good means of holding a large amount of items. Over time, the harness has evolved into many different eye catching designs, with the origional function remaining or being enhanced. Fashionable harnesses often includes a breach clout, kilt or wrappings of cloth.
Cadin'Sor: The Cadin'Sor "Working Clothes", roughly translated, was originally the Empire's Cadin'dai "Battle Dress" in its years of creation. It is a uniform of sorts that had fell out of use for years and have resurfaced in popularity for civilian and official use. Despite the name, it is not used by the common populace, but is used in slight variations by hunters, trappers, desert rangers, scouts, highway patrols, and bandits. The clothing often consists of loosely fitting earth tone shirts, vests, and leggings best suited for the race employing them. There is also a head wrapping and a veil used to cover the wearer's face and protect them from the glaring sun as well as prevent sand from being inhaled. Soft and laced boots made of leather are worn and usually extends up to the knee and folds over. A sash is often used with many different color variations. However, red is reserved for military use. And dark green for Rangers and Wardens. Wearing either of these colors without proper identification will often result in an execution under the assumption of being a highwayman. The styling of clothing assists the wearer in staying cool while also providing the ability to easily hide among the sands and rocks of the desert.
Class System
The Tsoroshar empire has a very strict class system that can be split into three separate parts. With each part having several smaller parts. Synondairshar and Aeshar both have ten ranks in them called "Siveh". The lower the number of the Siveh, the higher they are above others.
Syondaishar - Often called The Blood. The title translates into by 'Birth and Glory'. Those who exist in this class are of the nobility. By the translation it can be inferred that this class is awarded by inheritance, or awarded by glory. Those of the blood of at least the sixth siveh can elevate those of the Aeshar into the blood by purposefully tearing a scale free and dropping it at the targets feet. Or if scales are not possible, the right most finger nail on the right hand.
The Siveh of the blood is openly displayed through a variety of means. The most common, is a marking of appendages or bodily accessories up to the count of ten. Claws and Nails are often lacquered with a color of their choosing. Evens on the left hand, odds on the right. In some cases, spines along the facial ridges are used. And in others, horns are painted with bands of color. Those of significantly higher status will usually not directly speak to someone who is far below them. And instead will employ the use of a voice. It is forbidden to look a member of the blood who is higher than you directly in the eye unless otherwise told so.
All dragons, regardless of allegiance to the empire are treated as the second siveh. Placing them just under the emperor.
Aeshar - The Citiziens. The title translates roughly into "The Blood of All". This class is most commonly made up of contractual slaves, penal slaves, commoners, merchants, tradesmen, and soldiers. Unless otherwise stated, it is forbidden to look a member of the blood in the eye. The most common siveh in this class, is of the Sixth Siveh. This is a grouping normally given to all civilians born inside the empire. With greater citizenships being inherited or awarded to the family. This grouping is where the full rights of citizenship is awarded.
Falling to the seventh or lower siveh often means that the family or individual has made a great mistake. These lower sivehs are used for prisoners, contractual/penal slaves.
Da'Covele - True Slaves. The title translates roughly into "Those who are property". This class is a mixed bag. In some cases, it is considered to be a great honor to be made a Da'Covele. In other cases, it is used as a grave punishment far worse than execution. It varies from position to position. All legal rights are revoked. However, these slaves are rarely abused.
There are several examples for when this is a severe punishment. When used as a punishment, the position often results in merciless and severe abuse. Many times, these slaves will not be allowed to do productive work. And instead or forced to do meaningless tasks that can be quite dangerous.
- A member of the blood can be sold as a Da'Covele for the cost of a great dishonor or failure, where they are not permitted the honor of death to avoid personal embarrassment.
- A Traitor of State will often be sold as a Da'Covele.
- Failure to hold to a powerful oath given to the Emperor's Service.
There are several examples for when this is considered a great honor. These slaves are well cared for, and never abused. The positions of the voice and the herald grants the unique "Right of Truth" which permits the slave to humble their master and patrons with complete immunity, as long as they speak the truth.
- When being purchased as a Voice. You are permitted to look your master in the eye, and speak for your master directly to subjects whom would normally be higher than yourself.
- When being purchased for recognition of their beauty or appearance being pleasing to the eye. These slaves often wear shear near translucent silks that hide little on their bodies. When these slaves master dies, they often commit suicide to follow service into death.
Laws and Rights
There are a set grouping of laws farmed directly by the Imperial Family that are active across the entire empire. These laws are the most obvious and basic laws that ensures loyalty, and of course minimizes the most extreme crimes.
Each province has their own laws and punishments. Such as prohibitions against gambling, limitations to sentient-life trafficking, definitions of murder, definitions of when petty thievery becomes considered large scale. And so forth.
And finally there are rights and privilages created by the empire that can be revoked.
The Right of Travel: The right of travel gives citizens of the most basic rank the ability to move freely within the borders of the empire. No border within the empire may turn them away. This gives who are at least of the Sixth Siveh of the Aeshar cast or better the ability to leave their lord, and allows them to save themselves should the Lord fall and be consumed by local politics. This right is also lost when a citizen becomes a soldier, but is restored when they retire from service.
The Right of Training: Most citizens of the empire are given the right to an education for any one profession. A lord may not force a citizen into a profession outside of a lottery of necessity.
The Right of Challenge: The Right of Challenge is usually exclusive to the Blood. However, those of the Aeshar caste are able to make an appeal to a higher figure to take the right to challenge a lord, if the lord in question did not originally accept it. This allows citizens and lords a chance of justice against someone whom had wronged them, if the law for what ever reason prevents that individual from being touched.
Famed Artistry and Styles
A by product of the emperor's own unique eccentricities... these practices have spread across the empire in a tidal wave. Many of those in the empire have a fascination for art and fashion.
Articles of clothing were often made of silk, and wool and vary from simply utilitarian to beautiful depending on status.
Delicate sculptures of sandstone, stone, and granite can be found decorating many of the Cities. And much sturdier bulkier sculptures can be found along the roads. These sculptures also serve as a function for windbreakers when the seasonal high-storms come and go.
Glass is also a common medium for art. Artist will often dye their glasses by mixing various metal powders into their work while it is still hot. And even an abstract form of art has rose involving the use of colored shattered glass often of sapphire, ruby, or earth tones. This came into popularity for the Emperor's beautiful scales, and of course the capital of the empire which sits in an area called "The Sundered Planes". A series of sandy peninsulas ravaged by seasonal storms. When viewed from a high vantage point, it looks like a beautiful mosaic of shattered glass.
Language and Accent
The official and National langauge of the empire is Draconic. The language spoken by dragons and their decedents. Originally, the language did not have a written form. As dragons often do not feel the need to write things down. Their loyal servants, the Kobolds were the ones who had formed the written language.
In writing, the language is a set of precise ideograms formed by simple strokes and very few long flowing ones. Unfortunately, the language was created by kobolds. Creatures who form complex and winding, confusing tunnel systems. Creatures with an incredible sense of direction. Creatures who find safety in complexity. This means that the language its self is a convoluted mess of patterns and shapes that strains the untrained eye. Worse yet, is the written language is region dependent for those who spent only a short time to learn the language. Too many, the language is a cryptographer's inspiration. To kobolds it's just simple writing.
For sanity's sake. The empire's chosen written language is the language of traders "Common". However, mostly draconian and kobold communities will usually default to draconic. Common is added to signs as well.
The accent of the empire is very distinct. And has even found its way into the tongue of the resident minorities. When common is spoken, the accent takes the form a very slow slurring drawl. Words are said in a manner that almost sounds like the individual is speaking huskily under there breath.
Any time their emperor is directly mentioned, the empire's citizens will always unconsciously add "may he live forever" directly after the word before continuing on.
Over time, the language of draconic has evolved into it's more modern state. The language does not often have a word for everything, so usually concepts like a uniform is created by description and combinations of words. "Cadin'Dai" Roughly translates directly into Battle Dress. Cadin meaning Clothes/Dress and Dai meaning battle. Cadin'dai is a Military uniform. The language also borrows specific words from other langauges.
"Tai'shar" is a greeting phrase used as a good omen of respect. It is most commonly used among warriors, rangers, and the like to refer to a fellow warrior. Enemy or Not. "Tai" Meaning True, "Shar" meaning blood. "Tai'shar, Gu-Wei" means "True Blood of Gu-Wei".
"Los nor, Shen da Jaboera! Carai an Tsorovan’m’hael! Tsorovan’m’hael!" - "Rend forth, Blue Fang! For the honor of the Throne of Tempests. The Throne of Tempest!" The Warcry of Vaalteralde the Kobold. Mercenary Captain of the Band of the Blue Fang.
Architecture
Due to the lack of lumber in the desert, the heat, and frequent storms, the architecture of the empire has evolved in reflection of this. The empire's various cities and towns sports a mixture of deep subterranean chasm cities, and above ground cities with a heavy focus on verticality.
The primary building materials in the overground are bricks, tiles, and cement. Bricks are often made of sandstone, but richer locations can also be crafted out of granite. Impurities are added to the sandstone during the shaping process to add color. Rust is often used for the color of red, mica is used for white, and so forth. Structures created with cement are usually sweeping shapes designed to allow the wind to easily blow around and over the structures during high storms. And often enough, simple homes are often fashioned out of bricks in stretched triangle shapes to break the winds and divert them away.
Overground sectors of cities tend to be difficult to find as the favored location for their constructions are within plateaus that act as natural barriers to the high winds, as well as provide shade to the city during large sections of the day. The cities also tend to be a bit difficult to navigate, as they prefer a verticality construction over spreading out. The verticality structure of the cities will often bring many of the roads onto rooftops several stories high.
The more obvious cities are built near oasis, rivers, and sections of the desert where vegitation is high.
All major above ground cities have an underground sector to them. And these underground cities can exist on their own without an overground pairing. There are various gates and means to enter the underground city through stair wells. These cities are often mined out, or make use of pre-existing tunnel systems. Various ventilation systems are added to help cycle air. And the empire cities make use of glass, lenses, and mirrors to redirect natural sunlight into large chambers and warrens. This sunlight is then diffused by massive chandeliers to help scatter the light and provide natural illumination. While it is not needed by draconians, lanterns are hung and lit in strategic places to reduce the clutter, and to enhance the beauty of the craftsmanship.
Rather than introducing foreign building materials, a large majority of these underground cities will be carved directly from the stone. dwellings, and chambers are carefully drafted, roughed out, and carved into beautiful shapes featuring arches, arcades, curves, steps, and what ever else is needed. There are very few attempts made to keep the natural appearance of the caves. As tunnels are usually wide open, and various carvings are made into walls to provide aesthetically pleasing textures and to help diffuse sound and reduce echos. Walkway tunnels are often wide, and are paved with polished material.
Small hidden tunnels are peppered throughout these massive chasms. Large enough for kobold use only. These are often used as highways by the smaller draconids. These tunnels are used for various reasons, as maintenance shafts, highways, and passages to private dwellings if the kobold prefers isolation or to stay with kin. But the primary reason for these small tunnels are for defenses. If the under city is invaded, attacking armies will find themselves harassed from all fronts. Above, behind, on either flank, and in the front by draconian forces.
Views on Other Races and Cultures
The overarching view of other culture's and races is mixed. The Tsoroshar Empire often find themselves respecting warrior like races and civilizations, or civilizations revolving around craftsman. And more interestingly, should there be conflict with Dwarves and the Draconians, the dracos would find the conflict oddly companionable.
For humans, respect is come and go. They see many of the humanoids (Humans, Dwarves, Elves, Halfings, gnomes, etc) as frail creatures. The soft skin, lack of scales, anatomy, tends to baffle the predominantly draconian empire. And even become a general curiosity. The lack of androgyny is also found alluring. When not seeking romance, a sizable sum of draconids often seek a night with other races. A practice that isn't frowned upon, but is often met with jealousy.
Muha Elves, however, are met with a rage and scorn that transcends mere xenophobic hate. But a blood grudge that reaches back to the time of the empire's creation. Where other cultures merely hate, the draconians would desire their annihilation, and happily be the bringers of it too. Because of this, all elven activity inside the empire is heavily limited and regulated. Including non-Muha. Out of safety, and out of hatred. Elves are disallowed citizenship, and even entry into the country without significant reason. An armed escort must accompany elves who enter the lands at all times, and must redirect the elves back to the border when the period of their stay is over.
And because of the high Kobold population, Gnomes are advised to take caution when entering the empire's borders. They will be provided an armed escort, namely in the protection of the gnomes. For the kobold's hatred can approach unreasonable levels where personal safety is no longer a concern. And may actively seek to lynch the gnome no matter the cost.
The Tsoroshar Empire largely relies on Conscription from empire citizens to serve, and almost never outside sources. Despite the average wages, a large contingent of citizens do conscript willingly into the army out various desires other than pay. Many are often short term, with the briefest desires of adventure and glory. While many others stay and form a career of ten years or more.
Armies are often managed by the individual provinces of the Empire, with their main loyalty being to the empress first and their lords second. Squads of each army are often rotated out to act as policing unit for each province, patrolling roads and city streets, manning garrisons, and keeping the peace. Each army is also often used in border skirmishes between provinces. Largely due to the natural aggression that exists in most Draconians. Unlike actual wars, these battles are often suffer reduced losses, certain weapons of war are not employed. And Cities, villages, and citizens remains unthreatened. Border Skirmishes are often for competition of resources from one house to another. Or simply to weed out the week. The soldiers, despite going against their own, are well known for taking sport in it.
Outside of this, Armies are often rented out to other countries and nations as contracted mercenaries. These mercenaries are directly managed by the Empire, and are honor bound to the terms of the negotiated contract. The contract ensures payment, and protection to the mercenaries in times of war. While also guaranteeing certain elements of their behavior to the client. The contract can prevent or limit looting, pillaging, and other nefarious acts that mercenary companies often display.
The Tsoroshar's Military largely shines in their power as an infantry. An encounter infantry to infantry with the empire will often be found to be largely unpleasant for the opposing forces. Due to their mounts being difficult to train, calvary tactics aren't used nearly as much as other armies. And they are usually at their weakest in battles of attrition against walled or garrisoned armies. Easily disheartened at the idea of needing to mindlessly throw thousands of bodies into killing fields and dying without a proper fight.
Armies are often managed by the individual provinces of the Empire, with their main loyalty being to the empress first and their lords second. Squads of each army are often rotated out to act as policing unit for each province, patrolling roads and city streets, manning garrisons, and keeping the peace. Each army is also often used in border skirmishes between provinces. Largely due to the natural aggression that exists in most Draconians. Unlike actual wars, these battles are often suffer reduced losses, certain weapons of war are not employed. And Cities, villages, and citizens remains unthreatened. Border Skirmishes are often for competition of resources from one house to another. Or simply to weed out the week. The soldiers, despite going against their own, are well known for taking sport in it.
Outside of this, Armies are often rented out to other countries and nations as contracted mercenaries. These mercenaries are directly managed by the Empire, and are honor bound to the terms of the negotiated contract. The contract ensures payment, and protection to the mercenaries in times of war. While also guaranteeing certain elements of their behavior to the client. The contract can prevent or limit looting, pillaging, and other nefarious acts that mercenary companies often display.
The Tsoroshar's Military largely shines in their power as an infantry. An encounter infantry to infantry with the empire will often be found to be largely unpleasant for the opposing forces. Due to their mounts being difficult to train, calvary tactics aren't used nearly as much as other armies. And they are usually at their weakest in battles of attrition against walled or garrisoned armies. Easily disheartened at the idea of needing to mindlessly throw thousands of bodies into killing fields and dying without a proper fight.
The Empire soldiers employ various weapons, and leans towards several favorites which are listed listed here.
The Ashandarei - The Sword Staff
The name quite literally means the "Sword and Spear" in draconic. The Ashandari is a polearm employing the combination of a quarterstaff, and a blade at the top. It is often confused with the Gu-Wei Naginata - which can be called a close cousin. Like the Naginata, the quarterstaff is made to be oblonged shape to allow for edge alignment in motion. Unlike the Naginata, the staff is not curved. And the blade often closely resembles the more common short sword. Complete with a sword's hilt under the blade. The blade is most commonly single edged with a curved cutting edge. The secondary edge usually only reaches a fourth of the way down the blade to allow for optimized thrusting. Other blades can be attached as well depending on the need of the user.
The Ashandarei offers a unique mixture of defensive capabilities with the hilt and extended range and reach. The length enables it to be very effective at fighting mounted units. And the additional length also makes it very handy for fighting heavily armored units as more power can be applied into the swing thanks to leverage. It can behave as a spear making it useful for formations, and bracing against charges. And is certainly handy enough to be used in close quarters combat. The hilt can be used to catch and chamber weapons, and hook and trip targets.
Needless to say it is a favored weapon for infantry. Though it requires more training than a common spear to reap the full benefit. It can sometimes be found in collections outside of the empire. Either as a trophy a soldier may have taken. Or simply a weapon collector.
One handed Swords
Primarily used as a side arm. It is often the fallback weapon when the Ashandarei has entered a situation where the length of it becomes a burdon. Largely when in the tighter confines of a thick woods, or when a battle has devolved into a melee and the aid of a shield is more desirable. These weapons are most commonly a scimitar.
Yasogar - "The Cheap Dusack"
The favored sword of kobolds. Most commonly called the Cheap Dusack. It is a cheaply made sword that a blacksmith of poor skill can often produce and still manage to somehow be effective. Unlike most swords the weapon does not have a true handle or hilt. Instead the blades tang is is extended and curled into a guard. Because of this design, Kobolds have came up with many ingenious uses for the weapon. For using it as knives, swords, spears, climbing toolsdw, to hook something, and so forth.
Horn Bows
Due to the environment. Wood is not a commodity that is easily wasted. And because the training for archery takes years, wood is not spent on bows. Instead, bows are often made out of a composite of horns and sinew. They are designed short and with a double recurve and points of leverage on both ends of the bow. The result is a short bow that is comparable to a common longbow in performance. However, unlike the longbow the bow does not perform as well with heavier arrows - thus does not have the same armor penetration capabilities at range.
Due to the nature of these bows, these bows take much longer to produce and are generally expensive. These bows are much more difficult and time consuming to create and requires an experienced bowyer to produce a bow of acceptable quality. Critical failure of a poorly made drawn horn bow is often times fatal to the handler.
The bow also must be kept dry due to the glue. However, many of the bows in military service are often wrapped with something to protect it from the elements. Either a scaley hide or the bark of an ash tree. The bows are often stored in cases strapped to the side of the soldier or hunter.
However, the bow is fully capable of being used while in motion and mounted.
Largely due to history, those who are training for archery are trained to shoot while not standing in a static position. Archers are trained to shoot while moving. They must be able to shoot and hit thrown targets while jumping forwards and backwards. They must be able to hit a target while running forward and back pedaling. They are also trained into two drawing techniques that allows them to fire their bows in rapid succession. These techniques are holding the arrows pinched between each finger of their drawing hand. And to hold and draw arrows from the hand that is holding the bow. This training is true among the citizens as well.
Slings
Origionally more commonly used by the empire's kobolds. The versatility and ease of handling the sling has brought the weapon into more common use. The sling is often outfitted with multiple different types of bullets and ammunition. Fire grenades, lead bullets, rocks, caltrops, and so on.
All infantry units carry a sling, and a handful of bullets. Each soldier is trained to be able to load the sling with a single hand. And to be able to hit a single target at variable distances while stationary. And to sling the weapon in barrages while moving.
Kobolds are often far more proficient with the weapon. And squads of them are used as skirmishing units to pelt enemy units with barrages of rocks and fire grenades.
Hoopac
A type of sling that has additional uses of versatility. It is a quarterstaff made of flexible wood. On one end is a sling shot like addition. On the other end is a spear point. The hoopac can be used as a sling staff. Be stabbed into the ground and used as a sling shot to fire heavier ammunitions. Or be used as a spear. It can also be spun about to make a bullroar sound as a form of music.
Javelin
Even though it is outclassed by the horn bow. The javelin still has found usage in the military. The Javelin is primarily used in the light cavalry and skirmishing units. Unlike the common javeline, the Tsoroshar empire's javelin has been made shorter and leans towards the heavier side. When used by light cavalry, the spear's additional weight allows it to punch armor, or take out the mount with the aid of opposing momentum. When used by skirmishers, siveks are the primary users of this weapon. Their ability to fly allows them to throw the weapon from greater heights and take advantage of the weapon's heft.
The Ashandarei - The Sword Staff
The name quite literally means the "Sword and Spear" in draconic. The Ashandari is a polearm employing the combination of a quarterstaff, and a blade at the top. It is often confused with the Gu-Wei Naginata - which can be called a close cousin. Like the Naginata, the quarterstaff is made to be oblonged shape to allow for edge alignment in motion. Unlike the Naginata, the staff is not curved. And the blade often closely resembles the more common short sword. Complete with a sword's hilt under the blade. The blade is most commonly single edged with a curved cutting edge. The secondary edge usually only reaches a fourth of the way down the blade to allow for optimized thrusting. Other blades can be attached as well depending on the need of the user.
The Ashandarei offers a unique mixture of defensive capabilities with the hilt and extended range and reach. The length enables it to be very effective at fighting mounted units. And the additional length also makes it very handy for fighting heavily armored units as more power can be applied into the swing thanks to leverage. It can behave as a spear making it useful for formations, and bracing against charges. And is certainly handy enough to be used in close quarters combat. The hilt can be used to catch and chamber weapons, and hook and trip targets.
Needless to say it is a favored weapon for infantry. Though it requires more training than a common spear to reap the full benefit. It can sometimes be found in collections outside of the empire. Either as a trophy a soldier may have taken. Or simply a weapon collector.
One handed Swords
Primarily used as a side arm. It is often the fallback weapon when the Ashandarei has entered a situation where the length of it becomes a burdon. Largely when in the tighter confines of a thick woods, or when a battle has devolved into a melee and the aid of a shield is more desirable. These weapons are most commonly a scimitar.
Yasogar - "The Cheap Dusack"
The favored sword of kobolds. Most commonly called the Cheap Dusack. It is a cheaply made sword that a blacksmith of poor skill can often produce and still manage to somehow be effective. Unlike most swords the weapon does not have a true handle or hilt. Instead the blades tang is is extended and curled into a guard. Because of this design, Kobolds have came up with many ingenious uses for the weapon. For using it as knives, swords, spears, climbing toolsdw, to hook something, and so forth.
Horn Bows
Due to the environment. Wood is not a commodity that is easily wasted. And because the training for archery takes years, wood is not spent on bows. Instead, bows are often made out of a composite of horns and sinew. They are designed short and with a double recurve and points of leverage on both ends of the bow. The result is a short bow that is comparable to a common longbow in performance. However, unlike the longbow the bow does not perform as well with heavier arrows - thus does not have the same armor penetration capabilities at range.
Due to the nature of these bows, these bows take much longer to produce and are generally expensive. These bows are much more difficult and time consuming to create and requires an experienced bowyer to produce a bow of acceptable quality. Critical failure of a poorly made drawn horn bow is often times fatal to the handler.
The bow also must be kept dry due to the glue. However, many of the bows in military service are often wrapped with something to protect it from the elements. Either a scaley hide or the bark of an ash tree. The bows are often stored in cases strapped to the side of the soldier or hunter.
However, the bow is fully capable of being used while in motion and mounted.
Largely due to history, those who are training for archery are trained to shoot while not standing in a static position. Archers are trained to shoot while moving. They must be able to shoot and hit thrown targets while jumping forwards and backwards. They must be able to hit a target while running forward and back pedaling. They are also trained into two drawing techniques that allows them to fire their bows in rapid succession. These techniques are holding the arrows pinched between each finger of their drawing hand. And to hold and draw arrows from the hand that is holding the bow. This training is true among the citizens as well.
Slings
Origionally more commonly used by the empire's kobolds. The versatility and ease of handling the sling has brought the weapon into more common use. The sling is often outfitted with multiple different types of bullets and ammunition. Fire grenades, lead bullets, rocks, caltrops, and so on.
All infantry units carry a sling, and a handful of bullets. Each soldier is trained to be able to load the sling with a single hand. And to be able to hit a single target at variable distances while stationary. And to sling the weapon in barrages while moving.
Kobolds are often far more proficient with the weapon. And squads of them are used as skirmishing units to pelt enemy units with barrages of rocks and fire grenades.
Hoopac
A type of sling that has additional uses of versatility. It is a quarterstaff made of flexible wood. On one end is a sling shot like addition. On the other end is a spear point. The hoopac can be used as a sling staff. Be stabbed into the ground and used as a sling shot to fire heavier ammunitions. Or be used as a spear. It can also be spun about to make a bullroar sound as a form of music.
Javelin
Even though it is outclassed by the horn bow. The javelin still has found usage in the military. The Javelin is primarily used in the light cavalry and skirmishing units. Unlike the common javeline, the Tsoroshar empire's javelin has been made shorter and leans towards the heavier side. When used by light cavalry, the spear's additional weight allows it to punch armor, or take out the mount with the aid of opposing momentum. When used by skirmishers, siveks are the primary users of this weapon. Their ability to fly allows them to throw the weapon from greater heights and take advantage of the weapon's heft.
Armor within the empire is often times slanged to the term of a Harness. This is due to most of the armors created for use within the empire do not feature an aketon for draconians and kobolds, and are normally worn with the aid of a harness or other materials. An aketon is used for humanoids who are in the army.
The common lack of an aketon is mostly due to the scaley hide of draconians and kobolds. It often works well enough to deflect an errant swing of the sword. Though does not quite offer the same protection as a gambeson. The use of full plate is also rare in the empire compared to other nations. While it is agreed that it offers the best protection, it is often viewed as an unnecessary luxury due to the impracticality that comes with it. The requirement for assistant to put on and remove, the expense and length of time required to craft it, and the in ability to easily pass it on to offspring gives it a lack-luster view.
These are the most common sources of protection used in the army.
Splint Mail
Armor most commonly used by heavy units. The Splint mail is an armor formed from a mixture of bands of steel called 'splints' being attached to variest pieces of leather both hardened and soft. The armor also sometimes features gambeson patches on major sections for added protection in the event something manages to get through the small gaps and the hardened leather. A chainmail is also often worn, but not always.
Brigadine
Quite literally a coat of plates. and by far the most common assortment of armor. It is forged by rivoting plates onto a hardened leather coat.
Gambeson
Often worn only by skirmishing units and kobolds. It is surprisingly protective and quite resiliant to punctures and cuts. Due to it being cloth, it is often times died to help the skirmishers blend into the environment.
The common lack of an aketon is mostly due to the scaley hide of draconians and kobolds. It often works well enough to deflect an errant swing of the sword. Though does not quite offer the same protection as a gambeson. The use of full plate is also rare in the empire compared to other nations. While it is agreed that it offers the best protection, it is often viewed as an unnecessary luxury due to the impracticality that comes with it. The requirement for assistant to put on and remove, the expense and length of time required to craft it, and the in ability to easily pass it on to offspring gives it a lack-luster view.
These are the most common sources of protection used in the army.
Splint Mail
Armor most commonly used by heavy units. The Splint mail is an armor formed from a mixture of bands of steel called 'splints' being attached to variest pieces of leather both hardened and soft. The armor also sometimes features gambeson patches on major sections for added protection in the event something manages to get through the small gaps and the hardened leather. A chainmail is also often worn, but not always.
Brigadine
Quite literally a coat of plates. and by far the most common assortment of armor. It is forged by rivoting plates onto a hardened leather coat.
Gambeson
Often worn only by skirmishing units and kobolds. It is surprisingly protective and quite resiliant to punctures and cuts. Due to it being cloth, it is often times died to help the skirmishers blend into the environment.
The Artillery of the army is predominantly designed to target infantry. These weapons are much smaller, and are designed to fling a scatter based ammunition, rather than a single large stone or arrow.
The most common artillery is a small catapult. The loading bowl is designed to be much larger and to allow the loaded ammunition to scatter.
The army will employ various different types of ammunitions. From Fire Grenades, Stones, vials of oil, and so forth. But perhaps their most famous are the Morderivaren.
The Morderivaren, "Glass balls of death"
Globes of thick hollow hardened glass. Surprisingly cheap and easy to make. They are difficult to break, and can be dropped onto a hard stone from hip height with only a crack. However, when provided with enough energy, say being launched from a catapult, the orbs will shatter on impact. Due to the excess energy, the thousands of tiny glass shards are easily flung ten feet through the air at a high velocity. This flings glass into various exposed areas, cutting skin, the eyes, getting in the mouths and nose. The glass also works its way under the armor and will run through gambeson and cloth and begin to cut at the skin underneath. And larger glass shards often punch their way through boots when stepped on. The weapon isn't known for killing immediately. But the damage it causes later is massive and is a heavy strain logistically. Many of the soldiers impacted by the weapon often die from blood loss, or infection from hundreds of cuts lining their bodies. Fortunately, the weapon is as a discourtesy for the opposition to die in battle. So it is not often Employed.
The most common artillery is a small catapult. The loading bowl is designed to be much larger and to allow the loaded ammunition to scatter.
The army will employ various different types of ammunitions. From Fire Grenades, Stones, vials of oil, and so forth. But perhaps their most famous are the Morderivaren.
The Morderivaren, "Glass balls of death"
Globes of thick hollow hardened glass. Surprisingly cheap and easy to make. They are difficult to break, and can be dropped onto a hard stone from hip height with only a crack. However, when provided with enough energy, say being launched from a catapult, the orbs will shatter on impact. Due to the excess energy, the thousands of tiny glass shards are easily flung ten feet through the air at a high velocity. This flings glass into various exposed areas, cutting skin, the eyes, getting in the mouths and nose. The glass also works its way under the armor and will run through gambeson and cloth and begin to cut at the skin underneath. And larger glass shards often punch their way through boots when stepped on. The weapon isn't known for killing immediately. But the damage it causes later is massive and is a heavy strain logistically. Many of the soldiers impacted by the weapon often die from blood loss, or infection from hundreds of cuts lining their bodies. Fortunately, the weapon is as a discourtesy for the opposition to die in battle. So it is not often Employed.
The structure of Tsoroshar military and armies consists of Squads, Banners, Armies, and Grand Legions.
Squad
A squad is a subgroup of a banner. A squad can be of variable sizes, from five to five hundred men. And will be lead by a squad leader often called a Captain.
Banner
A Banner is a collection of squads, commonly equating to over a thousand men. A banner's count is often optimized to cover a predetermined area of land. A banner of infantry can easily be three thousand men, while a banner of calvary could be only a thousand mounted units. Yet they take up the same defensible area in multiple formations. This makes it easier to make commands, while having a rough estimate of what lines or formations will look like in the field. The leader of a banner is called a Banner-General.
Army
An army is a collection of Banners. A Lieutenant-General will often command a small number of banners at once.
The Captain-General is the leader of the army.
Legion
A legion is a collection of armies. Usually under the command of a High lord. If not directly under command of a high lord, than by his appointed "Lord Captain-Commander" and generals.
Grand Legion
The Grand Legion is the entire military collection of the empire. The Grand Legion is under direct command of the current Empress/Emperror, the spouse, and generals.
Squad
A squad is a subgroup of a banner. A squad can be of variable sizes, from five to five hundred men. And will be lead by a squad leader often called a Captain.
Banner
A Banner is a collection of squads, commonly equating to over a thousand men. A banner's count is often optimized to cover a predetermined area of land. A banner of infantry can easily be three thousand men, while a banner of calvary could be only a thousand mounted units. Yet they take up the same defensible area in multiple formations. This makes it easier to make commands, while having a rough estimate of what lines or formations will look like in the field. The leader of a banner is called a Banner-General.
Army
An army is a collection of Banners. A Lieutenant-General will often command a small number of banners at once.
The Captain-General is the leader of the army.
Legion
A legion is a collection of armies. Usually under the command of a High lord. If not directly under command of a high lord, than by his appointed "Lord Captain-Commander" and generals.
Grand Legion
The Grand Legion is the entire military collection of the empire. The Grand Legion is under direct command of the current Empress/Emperror, the spouse, and generals.
The government of Tsoroshar Empire is of an imperial state. At the head is the Emperor or Empress, often times from the imperial family. Should the family be wiped out, it makes room for a member of the blood and their family to ascend. The emperor has absolute power over the entire state, but does not always directly manage the empire.
The Upper caste of the Blood will often see to governing tasks similar to a Feudal system. At the top are colloquially known as high lords, whom own large sums of lands called provinces. Lesser lords serve under these high lords and control and manage smaller plots of land within the province. These can be from a small village, to sections of a city, or an entire country side.
As for laws and judgement, The entire empire has a basic set of laws placed by the emperor that can not be invalidated by any other power than the emperor's hand. Below that are Provincial laws that affects the entire province set by the high lords. And then finally each section of land managed by a lord under the provice will also have their own laws and judgement systems.
The Upper caste of the Blood will often see to governing tasks similar to a Feudal system. At the top are colloquially known as high lords, whom own large sums of lands called provinces. Lesser lords serve under these high lords and control and manage smaller plots of land within the province. These can be from a small village, to sections of a city, or an entire country side.
As for laws and judgement, The entire empire has a basic set of laws placed by the emperor that can not be invalidated by any other power than the emperor's hand. Below that are Provincial laws that affects the entire province set by the high lords. And then finally each section of land managed by a lord under the provice will also have their own laws and judgement systems.
The Primary Religion of the Tsoroshar Empire most obviously follows the dragon pantheon. A collection of many different enlightened dragons. The origins of this religion are not fully known, and many of the details are largely here-say. But the religion holds mythos of creation, and a prophecy of the end of the world. This religion is primarily practiced by Draconians and Kobolds.
The three most notable entities of this religion is as follows:
Apsu - The dragon god of life and law.
Takhisis - The Dragon goddess of passion and ruin.
Baal - The Dragon God of all and nothing. Chaos and Neutrality.
Religions from other countries have been introduced by foreign missionaries, and immigration. These religions are largely practiced by the minority races within the empire. The empire's view of religions allow for freedom of practice, but mandates that all religious activities except for the empire's primary must be kept out of state affairs.
The three most notable entities of this religion is as follows:
Apsu - The dragon god of life and law.
Takhisis - The Dragon goddess of passion and ruin.
Baal - The Dragon God of all and nothing. Chaos and Neutrality.
Religions from other countries have been introduced by foreign missionaries, and immigration. These religions are largely practiced by the minority races within the empire. The empire's view of religions allow for freedom of practice, but mandates that all religious activities except for the empire's primary must be kept out of state affairs.
The economy of the Tsoroshar Empire is comprised of a mix of Internal, and external exploits. The Internal trades are largely a mix of shipping various supplies to locations that do not have such resources.
Agriculture is extremely limited within the Empire, and is primarily along the Wester, and Eastern border of the empire, where major biome features supports it. The River and Savannah.
Further south, around the outskirts, Mining is a major operation. Raw materials such as Tar, Copper, Iron, Cobalt, Gold, Silver, and Gems are mined and gathered. These materials are shipped through out the entire Empire towards various markets and crafts men.
Stones are also collected and cut. Shale, granite, raw stone, etc.
Outside of mining, there are major hunting paths involving dinosaurs, and various monsters natural to the area. Hides and meats are collected.
Finally, there is also a few special dig sights where the sand has a favored composition that is used in the nations glass art work. Though it is often experimented with to find new compositions, the base is normally this material.
As for External Trade, Tsoroshar Empire primary exports is Iron, Sugar Cane, Gems, Copper, Silks, Tin
Gu-Wei are currently their most important trading partner, who provides additional agricultural supplements, wood, and materials that would be incredibly difficult to obtain in the desert.
More notably, the Empire also buys shipments of fertile soil.
Agriculture is extremely limited within the Empire, and is primarily along the Wester, and Eastern border of the empire, where major biome features supports it. The River and Savannah.
Further south, around the outskirts, Mining is a major operation. Raw materials such as Tar, Copper, Iron, Cobalt, Gold, Silver, and Gems are mined and gathered. These materials are shipped through out the entire Empire towards various markets and crafts men.
Stones are also collected and cut. Shale, granite, raw stone, etc.
Outside of mining, there are major hunting paths involving dinosaurs, and various monsters natural to the area. Hides and meats are collected.
Finally, there is also a few special dig sights where the sand has a favored composition that is used in the nations glass art work. Though it is often experimented with to find new compositions, the base is normally this material.
As for External Trade, Tsoroshar Empire primary exports is Iron, Sugar Cane, Gems, Copper, Silks, Tin
Gu-Wei are currently their most important trading partner, who provides additional agricultural supplements, wood, and materials that would be incredibly difficult to obtain in the desert.
More notably, the Empire also buys shipments of fertile soil.
Cemaros - The Capital Territory of the Tsoroshar Empire. Provincial Capital is "The Sapphire City, Oghriera" one of the Jeweled Cities. Located directly in the center of "The Mosaic Plains". The provincial capital of this city is built to be in the direct path of the eye of the high storm. This territory houses the grand shrine to Baal, Father of all and nothing. The father of both the end and beginning. The father of time.
Natan - Provincial Capital, "The Emerald City, Emarldo". A province located on the western most side of the empire, and nestled against the river. It is well known for being one of the more lush nations with greenery being a major decoration. The acting High Lady is a Bozak Draconian by the name of Bazael. The province houses the final stop of a pilgrimage first undertook by the second emperor of the Empire. Here the grand shrine of Apsu is located. God of preservation and justice. Of life and benevolance.
Uri - Provincial Capital, "The Ruby City, Calahenila". This territory is located on the south eastern end of the empire. It is well known for the color of the red sand and strata. This Province's current High Lord is a Alethi Draconian named "Parga". This province marks the beginning of the historical pilgrimage taken by the second emperor. In this province, the Grand Shrine of Takhisis is held. Mother of Ruin and Passion. Mother of Death and Perserverence. Mother of ambition and conquest.
Nuitari - Provincial Capital, "The Beryl City, Safabumila" A province located on the northern most section of the empire. It gets its name from the draconian name for the moon. The Capital City's name roughly translates into "The forgoten daughter." Despite it literally translating into something else. The current highlord is a Skaa Draconian by the name of "Antac".
Natan - Provincial Capital, "The Emerald City, Emarldo". A province located on the western most side of the empire, and nestled against the river. It is well known for being one of the more lush nations with greenery being a major decoration. The acting High Lady is a Bozak Draconian by the name of Bazael. The province houses the final stop of a pilgrimage first undertook by the second emperor of the Empire. Here the grand shrine of Apsu is located. God of preservation and justice. Of life and benevolance.
Uri - Provincial Capital, "The Ruby City, Calahenila". This territory is located on the south eastern end of the empire. It is well known for the color of the red sand and strata. This Province's current High Lord is a Alethi Draconian named "Parga". This province marks the beginning of the historical pilgrimage taken by the second emperor. In this province, the Grand Shrine of Takhisis is held. Mother of Ruin and Passion. Mother of Death and Perserverence. Mother of ambition and conquest.
Nuitari - Provincial Capital, "The Beryl City, Safabumila" A province located on the northern most section of the empire. It gets its name from the draconian name for the moon. The Capital City's name roughly translates into "The forgoten daughter." Despite it literally translating into something else. The current highlord is a Skaa Draconian by the name of "Antac".
The Sea of Glass
The name of the entire desert that houses the Tsoroshar Empire. The name comes from the way the desert's landscape glitters slightly in the sunlight. A small fraction of the desert is the result of rain shadows. But the large majority of the plains is a costal desert, and is actually caused by regularly occuring high storms that had utterly washed away the top soil and left behind mostly stone, sand, and deposits from the storms.
Natural Phenomenon - High Storms.
High storms are a regular part of the desert, and appear at a regular and near predictable interval. Typically the storms occur every few days. The path of the storm is always from south-east to north west. The storm consists of extreme winds capable of peeling flesh with sand and small debris, or throwing large stones and uprooting houses that have not been constructed with the storms in mind. A heavy rain storm strikes with enough force to give a stinging sensation where the rain drops hit. The storm is broken into two major parts.
The Storm Wall, which is a visible wall of clouds, lightning, and heavy rain that signals the approach. Generally when the storm wall is seen on the horizon, you only have an hour or so to get to shelter. The second part is the passing. Where the strength of the storm dwindles to a light rain after the main wall has passed. Both stages lasts for a few hours, and it is safe to go outside just before the "Passing."
Because of the raw and untamed nature of the storm, the storm is often associated with one of the draconic gods. The High Storms are revered, and are a strong part of the empire's culture.
The Mosaic Plains
A large swath of Penensulas forming canyons and chasms situated in the center towards the souther border. The land gets its name as the wind polished surface of the penensulas creates a beautiful mosaic of colors in the desert sun. In the depths of the chasms, creatures that thrive in darkness and are capable of withstanding the floods thrive here. Because of how difficult it is to lay siege with the diffuclt terrain, and multiple forms of exposures to the storms, the Empire's Capital is located here.
The Nightmare's Land.
The southern most area, and near the border. The Badlands gets its reputation for being a absolutely nightmare to traverse. Numerous monsters, creatures of pray, and spirits of the fallen who had not come to terms with their death tend to roam here. It is assumed that this is largely because the area happens to be near the border of the known world. Near this border, and within the mountain rages is an old ruins that is used for a cremony of redemption.
The Highlands.
The western section of the empire, near the river and mountains. The Highlands is one of the more green areas of the empire. The ecosystem, supported by the river, and additional run off streams from the mountains, gives it the support of trees, tall mountain grass, flowers, and of course a healthy population of bees. The highlands is made of layered cliff sides that shape the path of the river.
The Shifting Sea of Sand.
The area south of the capital. Here most of the sand is often heavily saturated with water, and is mostly loose. A large number of quicksand pits exist here.
The Jeweled Cities
The Jeweled Cities are the Empire's major Cities. As the name states, they were initially named after a gem of some sort. With the first Jeweled city to be created, The Sapphire City Oghriera. While a fraction of a Jeweled City can be seen above ground, the majority is underground, housed in large cave systems both natural and man-made.
The name of the entire desert that houses the Tsoroshar Empire. The name comes from the way the desert's landscape glitters slightly in the sunlight. A small fraction of the desert is the result of rain shadows. But the large majority of the plains is a costal desert, and is actually caused by regularly occuring high storms that had utterly washed away the top soil and left behind mostly stone, sand, and deposits from the storms.
Natural Phenomenon - High Storms.
High storms are a regular part of the desert, and appear at a regular and near predictable interval. Typically the storms occur every few days. The path of the storm is always from south-east to north west. The storm consists of extreme winds capable of peeling flesh with sand and small debris, or throwing large stones and uprooting houses that have not been constructed with the storms in mind. A heavy rain storm strikes with enough force to give a stinging sensation where the rain drops hit. The storm is broken into two major parts.
The Storm Wall, which is a visible wall of clouds, lightning, and heavy rain that signals the approach. Generally when the storm wall is seen on the horizon, you only have an hour or so to get to shelter. The second part is the passing. Where the strength of the storm dwindles to a light rain after the main wall has passed. Both stages lasts for a few hours, and it is safe to go outside just before the "Passing."
Because of the raw and untamed nature of the storm, the storm is often associated with one of the draconic gods. The High Storms are revered, and are a strong part of the empire's culture.
The Mosaic Plains
A large swath of Penensulas forming canyons and chasms situated in the center towards the souther border. The land gets its name as the wind polished surface of the penensulas creates a beautiful mosaic of colors in the desert sun. In the depths of the chasms, creatures that thrive in darkness and are capable of withstanding the floods thrive here. Because of how difficult it is to lay siege with the diffuclt terrain, and multiple forms of exposures to the storms, the Empire's Capital is located here.
The Nightmare's Land.
The southern most area, and near the border. The Badlands gets its reputation for being a absolutely nightmare to traverse. Numerous monsters, creatures of pray, and spirits of the fallen who had not come to terms with their death tend to roam here. It is assumed that this is largely because the area happens to be near the border of the known world. Near this border, and within the mountain rages is an old ruins that is used for a cremony of redemption.
The Highlands.
The western section of the empire, near the river and mountains. The Highlands is one of the more green areas of the empire. The ecosystem, supported by the river, and additional run off streams from the mountains, gives it the support of trees, tall mountain grass, flowers, and of course a healthy population of bees. The highlands is made of layered cliff sides that shape the path of the river.
The Shifting Sea of Sand.
The area south of the capital. Here most of the sand is often heavily saturated with water, and is mostly loose. A large number of quicksand pits exist here.
The Jeweled Cities
The Jeweled Cities are the Empire's major Cities. As the name states, they were initially named after a gem of some sort. With the first Jeweled city to be created, The Sapphire City Oghriera. While a fraction of a Jeweled City can be seen above ground, the majority is underground, housed in large cave systems both natural and man-made.
Deathwatch Guard - The Praetorian guards of the royal family. These are an elite group of watchmen dedicated to the protection of the royal family. All members of the deathwatch guard are Da'covele owned by the Emperor/Empress herself. These guards fiercely protect the family from threats of assassination. Their armor is painted a green so dark it is easily mistaken for black, and a sapphire blue. They get their name, for if the emperor/empress dies under their watch, they are all to be executed.
Asha'riod (The Guardians of the Land)
A faction of Rangers who have dedicated themselves to life in the wilderness of the desert. These Rangers often protect settlements through the empire from bands of bandits, and wild creatures. They help maintain roads and ensure they are easy to discern in the harsh environment. They keep schedules of the upcoming storms. And finally, they rescue travelers who have gotten lost in the desert.
Asha'riod (The Guardians of the Land)
A faction of Rangers who have dedicated themselves to life in the wilderness of the desert. These Rangers often protect settlements through the empire from bands of bandits, and wild creatures. They help maintain roads and ensure they are easy to discern in the harsh environment. They keep schedules of the upcoming storms. And finally, they rescue travelers who have gotten lost in the desert.
Empress Thubian - The Sapphire Star
The current Empress of the empire. In the empire's history, she stands unique from the other emperors and empress in her appearance. Like most other emperor's she is a Skaa. Unlike most of her own race she shows decidedly feminine features. She lacks much of the bulk found on Draconians, and has a much more slender frame with curves. Her neck longer, as are her claws, legs, and arms. Her snout is also shorter. All in all, she has the beauty and grace of a serpent. Personality wise, many of the typical politicians outside the empire will find her difficult to pin. She is measured, and calm, but holds a tongue so blunt, it can be used as a bludgeon. She rarely sweetens her words with honey. And though she is well loved by her people, she is known for having an emotionally detached and heavy handed enforcement policy.
Captain-General Lord Vaalteralde of Ceramos
Vaalteralde is a blue scaled Kobold originating from the Thunderfoot tribe. His name was originally Lllthyx, and like the rest of his tribe, he served the imperial family with near slavish loyalty. It was eventually discovered that the Kobold had an impressive talent and grasp for military tactics. By order, he had entered the military as a squad leader for Kobold Skirmishers. He quickly ascended through the ranks with a show of cleverness and guile. And eventually became a Captain-General of one of the Empress's personal armies. As a reward, the Empress had promoted him to a siveh just under a high lord, and gifted him his new name. Through his time in service as a Captain-General, he had forged an extremely strong relationship-bond with his Lieutenant-General. A bond that is well known for being rare among kobolds. A bond strong enough to allow the kobold to overcome his kinds natural sense of paranoia and vulnerability. And he becomes quite irate when separated from his Lieutenant for too long.
Lieutenant-General Lord Rhundas
A Skaa Draconian who had been the Lieutenant-General of the Blue Fang for years. When his original Captain-General had met an untimely end, the promotion was presented to Rhundas but he head refused the position. This allowed Vaalteralde to become the new Captain-General. Due to the sense of vulnerability that a kobold often has, the Skaa also acted as the Kobold's personal bodyguard and if need be Chaperone. With time, the two began to forge a powerful relationship. Both of which forming what seems like a dependency on one another. They became each other's closest friends, confidants, drinking partners, and more.
The current Empress of the empire. In the empire's history, she stands unique from the other emperors and empress in her appearance. Like most other emperor's she is a Skaa. Unlike most of her own race she shows decidedly feminine features. She lacks much of the bulk found on Draconians, and has a much more slender frame with curves. Her neck longer, as are her claws, legs, and arms. Her snout is also shorter. All in all, she has the beauty and grace of a serpent. Personality wise, many of the typical politicians outside the empire will find her difficult to pin. She is measured, and calm, but holds a tongue so blunt, it can be used as a bludgeon. She rarely sweetens her words with honey. And though she is well loved by her people, she is known for having an emotionally detached and heavy handed enforcement policy.
Captain-General Lord Vaalteralde of Ceramos
Vaalteralde is a blue scaled Kobold originating from the Thunderfoot tribe. His name was originally Lllthyx, and like the rest of his tribe, he served the imperial family with near slavish loyalty. It was eventually discovered that the Kobold had an impressive talent and grasp for military tactics. By order, he had entered the military as a squad leader for Kobold Skirmishers. He quickly ascended through the ranks with a show of cleverness and guile. And eventually became a Captain-General of one of the Empress's personal armies. As a reward, the Empress had promoted him to a siveh just under a high lord, and gifted him his new name. Through his time in service as a Captain-General, he had forged an extremely strong relationship-bond with his Lieutenant-General. A bond that is well known for being rare among kobolds. A bond strong enough to allow the kobold to overcome his kinds natural sense of paranoia and vulnerability. And he becomes quite irate when separated from his Lieutenant for too long.
Lieutenant-General Lord Rhundas
A Skaa Draconian who had been the Lieutenant-General of the Blue Fang for years. When his original Captain-General had met an untimely end, the promotion was presented to Rhundas but he head refused the position. This allowed Vaalteralde to become the new Captain-General. Due to the sense of vulnerability that a kobold often has, the Skaa also acted as the Kobold's personal bodyguard and if need be Chaperone. With time, the two began to forge a powerful relationship. Both of which forming what seems like a dependency on one another. They became each other's closest friends, confidants, drinking partners, and more.