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{{Kingdom Template|title1 = The Swikedom Kingdom|years_active = |
{{Worldbuilders}}{{Kingdom Template|title1 = The Swikedom Kingdom|years_active = 2 PR-???|type_of_govt = Oligarchy|allies = [[The Shend]]|enemies = [[Trudger]], [[Snobbite]], [[Clowre]]|primary_races = [[Dragonborn]], [[Kobold]], [[Lizardfolk]], [[Changeling]], [[Hobgoblin]]}} |
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deserts of west Pteris hold many mysteries due to its unexplored nature, but |
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perhaps the biggest mystery revolved around who, or rather what, is the |
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Swikedom Kingdom. |
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The deserts of west [[Pteris]] hold many mysteries due to its unexplored nature, but perhaps the biggest mystery revolved around who, or rather what, is the Swikedom Kingdom. |
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Swikedom is the epicenter of chaos |
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in the new world. All intelligence coming out of Swikedom suggests that they |
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Swikedom is the epicenter of chaos in the new world. All intelligence coming out of Swikedom suggests that they are a reclusive walled-garden of luxury. However, where the money comes from and how they can support so many citizens in a bleak desert environment remains unanswered. Many nations are familiar with Swikedom purely through their deceptive attempts to control and undermine other powers in the realm through changelings, a [[race]] of shapeshifters who can uncannily resemble and sound like any other humanoid in [[Quelmar]]. |
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are a reclusive walled-garden of luxury. However, where the money comes from |
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and how they can support so many citizens in a bleak desert environment remains |
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In truth, Swikedom is a strict and powerful dragonkin society ruled by fear and power, biding their time for the inevitable return of [[dragon|dragons]]. |
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unanswered. Many nations are familiar with Swikedom purely through their |
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deceptive attempts to control and undermine other powers in the realm through |
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= History = |
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Changelings, a race of shapeshifters who can uncannily resemble and sound like |
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After the end of [[The Holy War]], dragon-worshiping loyalists from the [[Dolina|Dolina Peninsula]] attempted a desperate exodus. Fearing retribution from their enemies across [[Amusa]], they set sail for the distant continent of Pteris, hoping to rekindle their crusade far from prying eyes. Their plan: conquer the coastal realms of Pteris, plunder them for resources, and vanish into the uncharted deserts beyond to regroup and heal. |
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any other humanoid in Quel’mar. |
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However, their voyage met fierce resistance from the stalwart sailors of the [[Snobbite|Snobbite Kingdom]]. At sea, the dragonkind suffered heavy losses, with many ships turned to kindling and their warriors sent to the deep. Most of the invading force either perished or limped back to Dolina in defeat. |
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Yet, a small and determined sect of dragonkin fanatics succeeded in slipping past the chaos, landing on the southern shores of Pteris. Abandoning their ships, they fled into the harsh expanse of the [[Kharmaja Dune Sea]]. For weeks they trekked through blistering heat and endless sand, until at last they reached the eastern coast—isolated and untouched by other civilizations. |
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There, on the edge of survival, the dragonkin were taken in by a mysterious family of [[Changeling|changelings]] who ruled over the coastal land, having years before fled the fey realms to escape [[The Fey Front]] raging in [[Isonhound]]. In gratitude, and ambition, the dragonkin laid the foundations for a new kingdom. Upon that coast they built [[Zar’Thuun]], meaning “Heart of Dragons,” the first city of their reborn nation. |
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As Swikedom grew, so too did its structure. A rigid caste system emerged, ranking dragonkin by scale and clan. From the majestic red and gold dragonborn who ruled, to the kobolds and foreign-born who toiled, the Vassirak, The Blood Law, governed all. |
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By the 100s [[PR]], Swikedom had transformed into a quiet powerhouse in the West. Its cities rose high behind fortified walls ruled by sorcerer-king with its gates closed to outsiders save a chosen few. |
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= Society = |
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Swikedom’s society is governed by an unyielding hierarchy known as the Vassirak, or The Blood Law. This sacred caste system defines every citizen’s status, career, and rights from birth, based solely on their draconic ancestry or lack thereof. In Swikedom, scale is destiny. |
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Each caste, carefully ordered from the ruling Shehad to the lowest Baeshra, dictates one’s position, purpose, and privileges. Those of noble blood rule. Those of lesser lineage serve. And those born without scale live at the mercy of their scaled superiors. |
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Deference to higher castes is not a suggestion—it is law. To act above your station, or even question the hierarchy, is a direct affront to the Vassirak and is met with swift and brutal reprisal. The lower your caste, and the greater your transgression, the harsher your punishment. |
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Yet to those at the top, the system is divine. It is a tradition. It is ordered. And in Swikedom, order is the will of the dragons. |
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Though they strive to reach the height of dragons, they are still subject to the same pitfalls of their draconic forefathers. Greed and a lust for gold and wealth permeates every layer of Swikedom society, a blemish on the kingdom that the dragonkin attempts to cover up with strong order. The dragonkin refer to those that give into their greed as people suffering from “the dragon curse.” |
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Both the people and the government of Swikedom are very isolationist in nature. The kingdom avoids and shuns contact with outside powers, and few in Swikedom live outside the walled luxurious cities, underground havens, or laborious work camps. This is due to both the dangerous climate and fauna of Pteris, but also the secretive nature of the Swikedom government. Even in Swikedom society, the Vassirak isolate dragonkin into distinct groups, who then further isolate themselves into familial clans. |
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== Swikedom Caste System == |
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=== Shehad - The Sovereigns - The High Caste === |
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The Shehad, known as The Sovereigns, are the unquestioned rulers of Swikedom and the pinnacle of the Vassirak caste system. Composed solely of Red and Gold Dragonborn, they are considered the most divine of the dragonkin. To defy a Shehad is not only a crime against the state, but a heresy against the natural order defined by the Vassirak. |
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This caste is organized into seven great ruling houses. These houses, equal in power and prestige, each govern one of Swikedom’s seven regions, overseeing all castes within their domain. From fortified palaces and towering citadels, they enact law, collect tribute, and administer judgment in the name of the Vassirak. |
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Although all seven houses rule equally in authority, their methods vary. Some govern with regal dignity and discipline, others with fiery wrath and fear. Disputes between houses are resolved in closed conclaves known as The Ashen Table, where no outsiders, no matter their caste, are permitted. Despite their equal status, the seven houses are often divided by ideology, tradition, and ambition. Power plays are common, though rarely overt. Instead, disputes are waged through proxy conflicts, assassinations, and sorcerous games played beneath the eyes of the Ashen Table. Though if warfare is unavoidable, the houses can enter into a special contract above the Ashen Table. |
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Each Shehad house is steeped in ancient tradition, and their members are trained from hatching in the arts of war, diplomacy, theology, and law. The Sovereigns consider themselves not only rulers but sacred stewards of draconic purity, charged with guarding the bloodline and ensuring the return of true dragons to the world. |
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But even above the Shehad are those of red or gold scale born with sorceress abilities. These sorcerer kings and queens rule their houses with absolute authority and command all of Swikedom and are known as the Vaero’Skarth. Their bloodlines are obsessively guarded, with magical breeding programs and political marriages carefully arranged to preserve sorcerous purity. |
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=== Kepesk - Stormbearers - The Noble Caste === |
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The Kepesk form the noble elite just beneath the Shehad in Swikedom’s rigid hierarchy. Composed of Blue and Silver [[Dragonborn]], they are the kingdom’s commanders, diplomats, and high administrators—charged with executing the will of the Sovereigns and maintaining order across the seven regions. |
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The Stormbearers govern large swaths of the kingdom’s military forces, overseeing garrisons, training regimens, and border defenses. Many serve as generals and admirals, entrusted with the defense of Swikedom’s walls and frontiers. Beyond their martial duties, the Kepesk are vital stewards of law and diplomacy. They oversee provincial courts, manage the kingdom’s intricate bureaucracy, and serve as emissaries in dealings with other realms. |
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Similarly to the Shehad, the Kepesk are organized into distinct clans, each vying for the Shehad’s approval. This leads to infighting amongst the Kepesk clans, something that the Shehad houses will sometimes encourage when certain Kepesk clans may be growing too powerful. |
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=== Vutha’Thurirl - The Mindful Ones - Scholar Caste === |
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The Vutha’Thurirl, or Mindful Ones, serve as the brain of the Swikedom—its scholars, archivists, spellwrights, spies, and advisors. Composed of Green and Bronze Dragonborn, this caste values knowledge, information, and subtlety above all else. They are thinkers first, manipulators second, and warriors only if necessary. |
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It is said that nothing happens in Swikedom that the Mindful Ones do not already know. They run the intelligence networks, especially the outer ring of changeling informants spread across foreign lands. Their knowledge of history, prophecy, and subterfuge makes them indispensable to the Shehad—even if they are not always trusted. While not openly revered, the Vutha’Thurirl command a quiet respect. They do not lead armies or make proclamations from thrones, but their influence is undeniable. |
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As they operate large libraries and record halls, it is not uncommon for some Vutha’Thurirl to pick up some of the basics of classic wizardry. But few ever go beyond learning basic cantrips or low level spells, both out of reverence to the Arcath sorcerers, but also fear. |
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Among the lower castes, they are viewed with a mixture of awe and fear. It is dangerous to be noticed by the Mindful Ones, and more dangerous still to be forgotten by them. |
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=== Dorith - The Shapers - Artisan Caste === |
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The Dorith, known as the Shapers, are the builders of Swikedom: craftspeople, alchemists, artificers, and traders. Without them, there would be no walls, no weapons, no roads or riches. Everything from the Shehad’s gold-plated thrones to the finest weapons starts in the calloused hands of a Dorith. |
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This caste is made up of Copper and Brass Dragonborn. Copper Dragonborn are tinkerers and inventors, always chasing their next great idea—usually halfway through their last one. Their workshops are cluttered, noisy, and alive with strange contraptions. Brass Dragonborn tend to be calmer and more deliberate. They're the kingdom’s jewelers, architects, and traders—born talkers who know the weight of a coin and the value of a good story. If something rare needs to be found, sold, or appraised, it’s usually a Brassborn doing the dealing. |
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Though they don’t hold political power, the Dorith manage much of Swikedom’s economy. They manage guilds for Kepesk employers, oversee trade routes, and operate heavily guarded markets that deal in rare materials, enchanted goods, and innovations the rest of the world barely understands. Only a small number of goods ever leave Swikedom, but when they do, a Dorith has likely signed off on the deal. |
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Still, no amount of talent or wealth can lift a Dorith out of their place in the Vassirak. They may be respected, even courted by nobles for their skills, but they are not permitted to rule. The law is clear—those who shape do not command. |
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=== Vargach - The Bleeders - Warrior Caste === |
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The Vargach, known as The Bleeders, are the lowest of the dragonborn castes—but still dragonborn, and that alone grants them status above the scaled servitors and warmblood rabble beneath them. Composed of Black and White Dragonborn, the Vargach are born into blood, war, and obedience. |
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At a young age Vargach children are often taken from their homes and sent to brutal war training, where they are drilled, hardened, and turned into weapons for the higher castes. They don’t lead armies—they fill them. They fight in the dirtiest wars, guard the harshest borders, and patrol the most dangerous regions of Swikedom. |
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Black Dragonborn tend to be cunning and vicious. They serve as shock troops, assassins, and enforcers. Their anger is controlled, pointed, and dangerous. Many are used by the Mindful Ones (Vutha’Thurirl) for less public work including interrogations, disappearances, silent retributions. White Dragonborn are strong, resilient, and loyal to a fault. Often assigned to garrison duty, frontier watch posts, or dungeon-guard positions, they endure terrible conditions, hunger, and long silence without complaint. |
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Among the higher dragonborn castes, the Vargach are rarely addressed as equals. They're kept at arm’s length—respected for their strength but not their insight. A Dorith may create a masterpiece, a Kepesk may battle a war through strategy, but a Vargach is simply expected to bleed and survive. |
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=== Faestir - The Scaleward - The Servitor Caste === |
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The Faestir, or Scaleward, make up the vast body of Swikedom’s labor force. Drawn from [[Lizardfolk]] and [[Wyvernborn]], the Faestir are expected to serve obediently, tirelessly, and without question. |
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Unlike the dragonborn castes above them, the Faestir are not considered "true kin" of the dragons, but distant echoes. They are scaled and strong, but lacking the bloodline that defines the higher castes. They are still honored as part of the great scaled order, but only just. Their purpose is to support the kingdom with muscle and endurance, not thought or ambition. |
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Lizardfolk make up the bulk of this caste. They are hunters, builders, transporters, guards, and miners. They are valued for their unwavering work ethic and physical resilience. Lizardfolk labor crews maintain Swikedom’s roads, raise its walls, and patrol its lowest barracks and tunnels. Many spend their lives without ever setting foot in Zar’Thuun. |
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The Wyvernborn are a rarer strain—larger and more bestial than standard dragonborn, often born with strong wings and barbed tails. But yet they do not command the same respect that most dragonborn do. They are seen more for their usefulness as brutes and weapons rather than anything else. |
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Within the hierarchy, the Faestir are expected to submit. They eat after the dragonborn. They sleep on the cold edges of cities. They do not speak unless spoken to. And yet, there is a quiet resilience among them. The Scaleward know their place—and they endure it. Not out of loyalty, but out of survival. |
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=== Petisse - The Emberless - The Thrall Caste === |
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The Petisse, called The Emberless, are the lowest caste of true dragonkin. The Kobolds of this caste are thralls, bound to labor and obedience, their lives shaped by the harsh will of those above. |
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Though often overlooked or dismissed, the Petisse are the kingdom’s backbone when it comes to menial tasks—tunneling through rock, setting traps, scavenging ruins, and running errands no higher caste would stoop to. Their nimble hands and quick minds make them skilled at survival, but they are rarely trusted beyond the simplest orders. |
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Life for a Petisse is grim and unrelenting. They know their place, and they bear it with a mixture of quiet resignation and stubborn grit. Punishment is swift for those who question their lot, and rewards are few and far between. Still, within their tight-knit communities, they cling to one another, weaving bonds that give them strength in a world that views them as little more than expendable tools. Many though take pride in that they are still above the Baeshra, and take their anger out on the few they can stand above. |
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Though the lowest of dragonkin, the Petisse serve an essential role in Swikedom’s vast machine. They keep the wheels turning in the shadows, unseen, uncelebrated, but absolutely necessary. |
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=== Baeshra - Warmbloods - The Animal Caste === |
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The Baeshra, known as Warmbloods, are the lowest tier of Swikedom society, beneath even the kobold Petisse. They are composed of various other humanoid races—beasts of burden, workers, and outsiders who lack any draconic blood or scale. |
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Baeshra are considered little more than animals by the higher castes. Their lives are defined by toil and servitude; they work the fields, tend the herds, and serve as laborers in the harshest conditions. Most Baeshra live in segregated settlements on the outskirts of Swikedom’s cities or in outlying labor camps under constant watch. |
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Their freedom is minimal. Many Baeshra are bound by contracts or outright slavery. Few have any voice in the kingdom’s affairs, and fewer still are given hope for a better life. They are taught early that their purpose is to serve the scales above them. Some whisper of rebellion, though open defiance is met with brutal reprisal. |
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=== Sjach - Skinshifters - The Shadow Caste === |
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The Sjach, or Skinshifters, are unlike any other caste in Swikedom. Honoring the ancient pact forged when the dragonkin first fled into the eastern coast, the changelings who once sheltered them were granted a unique place in the kingdom, one outside the strict hierarchy of the Vassirak. |
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Their natural talents for disguise, deception, and subtlety make the Sjach invaluable to the kingdom’s secretive spy networks. Many serve as covert agents, infiltrators, and informants, gathering intelligence both within Swikedom and across distant lands. |
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Changelings enjoy freedoms rare among Swikedom’s peoples. They move through cities, markets, and courts with an ease and independence denied even to many dragonborn. Their talents for disguise and infiltration make them indispensable as spies and diplomats for the Shehad houses. |
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Yet, their liberties come with clear boundaries. The Sjach must obey the laws laid down by the Shehad and their ruling houses without question. Most critically, they are forbidden from impersonating members of the highest dragonborn castes, the Red, Gold, Blue, or Silver dragonborn for such acts are considered the gravest offenses to the Vassirak. For all their freedoms, the Sjach know that their fate is bound to the dragons’ will, and that their greatest strength is often their greatest vulnerability. |
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=== Arcath - Spell Scales - The Sorcerer Priest Caste === |
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The Arcath, known as the Spell Scales, are both the greatest resource and the most terrifying weapon Swikedom possesses. They are sorcerers born of draconic blood, rare individuals whose innate arcane power marks them from an early age. When such power reveals itself in a child, there is no question or debate as they are taken, often proudly, sometimes fearfully, by their families and turned over to the Order of Arcath. |
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What follows is a life of privilege but also of relentless discipline and brutal refinement. The training of an Arcath is known to break the weak, burn out the undisciplined, and test even the strongest in body and soul. Only those who survive the rites are permitted to rise. The rest are quietly discarded, either killed or banished to a far away monastery in shame. |
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The few who emerge from the crucible become sorcerer-priests of immense power. They serve Swikedom not only as spiritual leaders, but as weapons of war, agents of state, and keepers of sacred knowledge. Their authority exists outside the traditional caste hierarchy, though even the Arcath are bound by the will of the Shehad. They do not rule—but they are often feared more than those who do. |
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=== Vaero’Skarth - The Burning Crown - The Sorcerer Kings === |
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Above even the ruling Shehad houses, above the stormbearers and spellscales, sit the Vaero’Skarth, those rare Red and Gold Dragonborn born not only of the highest bloodlines, but also gifted with raw, primal draconic magic. These individuals are more than sovereigns. They are grand sorcerer kings. To gaze upon them is to witness what the Vassirak claims is the true form of destiny. |
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Each of the seven Shehad houses is ruled by one such sorcerer monarch, chosen not by inheritance alone, but by raw, violent, divine power. In theory, any member of the high bloodlines may ascend to rule their house. In practice, only those born with sorcerous might are allowed to wear the crown. Those without magic are passed over, demoted, or quietly removed. The bloodline must remain strong. |
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These rulers are trained from the moment of their awakening and not just in magic, but in law, divine doctrine, and the art of absolute rulership. Their upbringing is brutal. The pressure of their station is immense. Failure is not tolerated. For a Sorcerer King or Queen is not merely a leader; they are believed to be a vessel through which the will of the dragons flows. |
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Each Sorcerer Monarch rules their domain with absolute authority, commanding the Ashen Table. In times of war, they do not command from behind; they march at the head of their armies, wreathed in fire or gold, casting spells that turn stone to ash and will into submission. |
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The bloodlines of the Sorcerer Kings are jealousy preserved through magical unions, selective pairings, and generational breeding pacts, some enforced by spell or oath. These monarchs are rarely allowed to love freely. They are not born for happiness, they are born for power. |
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== The Seven Sovereign Houses of Swikedom == |
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Each of the seven great Shehad houses rules one of Swikedom’s seven regions. While all are of Red or Gold Dragonborn blood—or claim to be—each house has distinct traditions, values, and governing styles. Though united by the Vassirak and their authority as Sovereigns, beneath the surface lies rivalry, intrigue, and carefully veiled ambition. |
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=== House Rhazmyr – The Ember Crown === |
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Bloodline: Red Dragonborn |
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Known For: Ceremony, lawmaking, purity of blood, and ruthless order |
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House Rhazmyr rules from the capital city of Zar’Thuun, claiming direct descent from the first Red Dragonborn warlord who led the exiled dragonkin into the Kharmaja Dune Sea. They are traditionalists in the extreme, keepers of the Vassirak Codex, and enforcers of bloodline purity. Their courts are heavy with ritual and customs, and any deviation from these strict practices is met with swift retribution. Rhazmyr tolerates no deviation from the order and no threats to their place at its center. Of all the seven houses, they are arguably the most powerful in both military and arcane might, but not without their rivals. |
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=== House Aurynthal – The Gleaming Oath === |
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Bloodline: Gold Dragonborn |
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Known For: Diplomacy, arcane refinement, and sorcerous blood purity |
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House Aurynthal values grace, law, and vision. Their lands are the wealthiest in Swikedom, lined with arcane towers and sunlit vineyards. They are scholars and orators, often hosting conclaves and arcane symposiums under the guise of unity, but always with a political edge. The Aurynthal bloodline is obsessively guarded through magical unions and eugenic spellwork. Their current queen is said to be more magic than flesh, having ruled longer than a dragonborn’s natural lifespan should allow, and some of the other houses fear what arcane abominations they may be crafting behind closed doors. While they have the power to challenge House Rhazmyr in arcane might, they have instead forged tight bonds with their rival house, making House Aurynthal one of House Rhazmyr’s most ardent allies. |
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=== House Tharxival – The Scaled Fang === |
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Bloodline: Red Dragonborn |
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Known For: Military might, brutal discipline, and warfare |
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The most openly militant of the houses, Tharxival trains its youth in blood and fire. Their Vaero’Skarths are rarely seen off the battlefield. They dominate the outer frontiers and frequently clash with [[Thri-Kreen|Kreen]] beyond the dunes. Tharxival’s warriors are drilled from birth to see war as holy, and they often challenge House Rhazmyr in the Ashen Table for military supremacy. Situated near the border of [[Trudger]] and the [[Clowre]], House Tharxival has seen the most battles out of any of the Seven Houses. |
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=== House Skalanor – The Ash-Sworn Pact === |
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Bloodline: Red and Gold intermingled |
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Known For: Ancient rituals, secrets, and necromancy |
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Skalanor is the most enigmatic of the houses. Cloistered in obsidian temples, they speak in riddles and keep ancient draconic relics under lock and spell. They have constructed most of their dwellings in dark caverns left behind after the Holy War in order to escape from the Pteris heat above. The sorcerers of House Skalanor have been known to engage in dark necromancy, reanimating their dead soldiers again and raising fallen Faestir as mindless thralls able to work without rest. Rumors claim their Vaero’Skarths commune with the spirits of the first dragons and trade secrets with the Arcath behind closed doors. Other houses fear Skalanor’s silence more than Tharxival’s blades. |
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=== House Myrrhazek – The Thorned Flame === |
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Bloodline: Gold Dragonborn |
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Known For: Religious authority, priesthood, and harsh moral judgment |
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Myrrhazek presents itself as the moral heart of Swikedom, where religion and sorcery are one and the same. They oversee many temples of the Arcath and enforce strict codes of conduct among all castes in their territory. Heretics, even noble ones, rarely survive long in their lands. |
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=== House Tazrikarn – The Veiled Pyre === |
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Bloodline: Red Dragonborn |
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Known For: Wealth, commerce, and conjuration |
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House Tazrikarn controls vital trade routes connecting Swikedom to the outside world. Their alliance with the Shend, a network of hobgoblin warlords and crime lords, gives them access to rare goods and covert influence. Though some disdain their dealings, few can match their wealth or the reach of their spies and merchants. Powerful sorcerers in House Tazrikarn have mastered the arts of Conjuration magic in order to expedite the transportation and shipment of goods. While they are ruled openly by a Vaero’Skarth, some rumors claim that their operations are actually managed by a shadowy guild of Vutha’Thurirl merchants. |
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=== House Vel’Jhazir – The Mirror-Blooded === |
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Bloodline: Changeling-Dragonborn |
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Known For: Espionage, political intrigue, and honor |
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House Vel’Jhazir is unlike any other. It is descended from the original changeling family that gave sanctuary to the dragonkin generations ago. As reward for their loyalty, their bloodline was merged through sorcerous rites with Red and Gold dragonborn stock, creating a line of mirror-scaled sovereigns with draconic might and changeling guile. Though some houses still whisper against them, Vel’Jhazir’s power is undeniable. Their lands are the most secretive, home to shapeshifter enclaves and fey preserves. Many Sjach trace their line back to House Vel’Jhazir, and it is rumored that half of Swikedom’s spies answer to them, whether the other houses know it or not. |
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== Culture and Daily Life == |
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Even beyond the rigid Vassirak caste system, bloodlines and clan identity shape every facet of life in Swikedom. Among dragonkin, family is destiny, and clans whether high or low serve as both a source of pride and a crucible of pressure. From the mighty ruling Houses of the Shehad to the smallest artisan families among the Dorith, Swikedom's people live under the weight of inherited expectation. |
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Most castes are organized into clanlines. While the Shehad maintain their grip through divine blood and sorcerous lineages, even kobold clans of the Petisse compete for favor by serving with relentless loyalty or exceptional cunning. Recognition by a Shehad House can elevate a humble clan across generations, but just as swiftly, a single act of disgrace can see an entire lineage branded, exiled, or shattered in name. Clan members are taught from hatching that their actions reflect not only on themselves, but on all who share their blood. |
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=== Marriage, Family, and Kinship === |
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Marriage in Swikedom is political. Within higher castes, unions are arranged to preserve bloodlines, broker alliances, or produce sorcerer-blooded heirs. The Arcath oversee high-caste marriages to ensure that no unapproved mingling occurs between castes. Cross-caste marriages are forbidden, punishable by exile, execution, or the branding of the resulting offspring as Baeshra. |
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Lower castes, especially among the Dorith and Faestir, form unions within their own communities, but even here, clan prestige and blood-purity matter. A lizardfolk marrying into a wyvernborn line may provoke social unrest or violence among traditionalists. |
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=== Education and Upbringing === |
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Children are raised communally within their caste’s clan-halls or training houses, taught loyalty, obedience, and the tenets of the Vassirak before they learn to read. Formal education varies by caste: |
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*Shehad and Kepesk receive elite training in law, command, and diplomacy. |
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*Vutha’Thurirl are taught in academies under Arcath supervision. |
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*Vargach and Faestir are hardened through discipline and hard labor from a young age. |
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*Petisse are given only the bare minimum—just enough to work and obey. |
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*Baeshra are not permitted an education and violation of this law is punishable by death. |
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=== Language === |
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Draconic is the official and primary language of Swikedom, spoken by all and revered as the tongue of dragons. Every law, ritual, and public decree is delivered in Draconic, with the highest castes speaking a refined High Draconic. Literacy is limited mostly to the upper castes; many Faestir and Petisse communicate through symbols or oral tradition. The linguistic divide reinforces the Vassirak hierarchy as those who cannot read the law cannot question it. |
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Multilingualism is a privilege tied to station. The Shehad, Kepesk, and Arcath often speak Common, Goblin, and other planar or scholarly tongues, especially in diplomacy or sorcery. Vutha’Thurirl and Dorith may learn trade languages or ancient dialects as needed for their duties. Vargach know battlefield code, while Faestir and Petisse rarely learn anything beyond basic Draconic. The Changeling caste, the Sjach, are famously fluent in many languages, using their skill to serve as spies and infiltrators across the realm. |
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==== Common Words and Sayings in Draconic ==== |
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*Arcaniss: Magic |
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*Aryte: War |
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*Auriz: Gold |
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*Axun: Yes |
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*Charir: Red |
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*Darastrix: Dragon |
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*Frahraek: Breath Weapon |
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*Gixustrat: To Disembowel |
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*Hesjing: Water |
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*Iejir: Blood |
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*Ixen: Fire |
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*Kothar: Demon |
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*Kurik: Slaughter |
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*Ioex: Dead |
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*Molik: Skin (hide) |
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*Nar Viraka: You’re Welcome |
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*Pok: Stop |
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*Pothoc: Stupid |
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*Qallim: Marriage Agreement |
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*Rasvim: Treasure |
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*Thurirl: Friend |
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== Religion and Worship == |
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=== [[Quelmar Deities|The Four Dragons]] === |
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In Swikedom, the dragonkin worship the four primordial dragons, and believe that they are the chosen people of the dragons. The dragonkin of Swikedom believe that the four dragon gods are the ones who shaped the land, the blood, and the law, and that the caste system is not just tradition, but divine order, handed down by the gods themselves. |
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At the center of worship is [[Tiamat]], the great five-headed mother of chromatic dragons. She is seen as the architect of the dragonkind and the rightful ruler of all realms, and her dream of restoring dragonkind to dominance is treated not just as prophecy, but as purpose. Temples are built in her image, sermons are spoken in Draconic, and no law passes without some invocation of her name. |
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[[Bahamut]] is acknowledged but rarely worshipped. Though he too shaped dragonkind, his opposition to Tiamat has made devotion to him a quiet taboo. A few whisper prayers to him in private, especially among the metallic born, but public reverence is rare and dangerous. |
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Then there’s [[Sardior]]: dead since the world began, his name survives in old rituals and esoteric texts, mostly among the Arcath and scholars of the Vutha’Thurirl caste. And finally, [[Chronepsis|Enki]], the dreaming dragon of fate, is half myth and half memory, who vanished after creation, but was never fully forgotten. Some say they watch the world through shifting forms and secret voices. |
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Clerics, in the traditional sense, don’t exist here. With Tiamat and Bahamut both banished to distant planes, their followers can’t call on divine magic. Instead, the Arcath serve as keepers of the faith. They lead ceremonies, interpret omens, and channel arcane magic through blood rites and dragonborn sorcery. It’s not the same as divine blessing, but for most in Swikedom, it’s close enough. |
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Outside of the Four Dragons and other dragon adjacent divinity, worship of any other gods or goddesses is strictly forbidden. While worship of any of the lesser gods or Exarchs may simply be punished with banishment to harsh labor camps, worship of the six creator deities results in a violent public execution. The people of Swikedom see the creator deities as the great enemy to Tiamat, and an antithesis to all they stand for. |
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=== [[Kurtulmak]] === |
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Among the Petisse and Faestir, especially the kobold clans scattered in the outer quarters of Swikedom’s cities, quiet worship of Kurtulmak, god of kobolds, persists in hidden corners. Though while many in the higher castes view Kurtulmak more as a saint-like figure then a deity, many kobolds still see Kurtulmak as their true patron, a cunning and vengeful deity who understands what it means to serve, to suffer, and to survive beneath the boot of stronger blood. Shrines carved into sewer tunnels or buried in forgotten mines bear his likeness with offerings of stolen coins and broken weapons as tribute at its base. |
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=== Planar Cults === |
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While these cults do not worship deities, there are some out in the corners of Swikedom or dedicate themselves to other creatures of the outer planes, from [[devil|devils]], to [[demon|demons]], to [[fey|fey]], to even aberrant horrors from beyond. While condemned by the Arcath, these cults have still managed to weasel their way into almost every level of the caste system. |
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==== Cults of [[Fey]] ==== |
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Since the original Changlings of Swikedom came from the [[Feywild]] long ago, the dragonkin are more lenient when it comes to treatment of the Fey. Most fey in the kingdom had been relocated to a few small walled preserves, most of which are in the region controlled by House Vel’Jhazir. These preserves are well guarded and entry is strictly prohibited. Swikedom has made pacts with some of the more powerful Fey in the preserves where in exchange for maintaining and protecting the preserves, these Fey will bless the flora of Swikedom and help maintain the gardens of Swikedom’s walled cities. |
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Though curiously enough, some cults to the Fey have developed in some of the upper echelons of Swikedom society, though they are mostly dedicated to revelry and free expression behind closed doors rather than to any specific courts. While these cults are illegal in the eyes of the law, due to their presence among the higher castes and their contributions to many recreational activities, the few cults to the fey that exist are allowed to remain on the fringes of dragonkin society, as long as they know their place. |
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==== Cults of [[Devil|Devils]] ==== |
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In a society that values power, it is not surprising that some turn to cutting corners by making a deal with a Devil. Some Kepesk nobles may try to make deals with [[Mammon]] in return for bountiful wealth, while some lowly Arcath may turn to [[Mephistophales]] to improve their arcane craft in hopes of gaining a promotion. A dragonkin selling their soul is seen by most as an affront to Tiamat, for many believe as her spawn, all their souls belong to her by divine right. |
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==== Cults of [[Demon|Demons]] ==== |
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During [[The Demonic Infiltration]], Swikedom combated against demonic infestations forming primarily among the lower castes of the dragonkin society. As a society built on strict order, the chaos of demons was something to be swiftly eradicated. These demonic pockets would form in dark tunnel mines or the roiling pits of work camps where the tormented emotions of those working there were high and easily manipulatable. Whenever a demonic infestation would emerge, the Arcath would employ a strategy of scorched earth, destroying all the land and people who had interacted with the demons. |
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==== Cults of Elder Evil ==== |
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Much like demonic cults, aberrant cults were similarly pursued and eradicated whenever they would arise. But unlike demonic cults, these orders would primarily rise within the Vutha’Thurirl Caste and even amongst the Arcath, as those swimming in sea knowledge would occasionally find themselves forever changed when they dived too deep, or reach too far out into the arcane ether. |
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== Veneration of Dragons == |
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The dragonkin of Swikedom believe that true [[dragon|dragons]] are the apex creatures, and that all others are lesser. The skies have been quiet since the end of the Holy War, when the gods Tiamat and Bahamut were banished and the last of the great dragons were slain or vanished. |
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Much of the kingdom’s scholarly and magical effort is spent trying to bring the dragons back. Many scholars of the Vutha’Thurirl and the Arcath believe that [[Orbs of Dragonkind|Orbs of Dragonkind]], ancient relics said to be able to summon dragons, may hold the key to restoring them. No orb has ever been found within Swikedom, but that hasn’t stopped the search. Others believe the bones of dead dragons, if recovered and properly honored, could reignite the blood. The problem is, most of those bones were harvested and used up or sealed away after the war. The entire kingdom is built on this belief. Every law, every ritual, every war plan, all of it assumes the dragons will return. And when they do, Swikedom doesn’t just want to welcome them. They want to stand at their side. |
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= Geography and Climate = |
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Swikedom lies on the western edge of the continent of Pteris, where jagged cliffs rise from the crashing sea and harsh winds sweep westward from the scorched Kharmaja Dunes. The territory is vast, but only a small portion is truly livable, and nearly all of Swikedom's population is packed into seven heavily fortified walled cities, each ruled by one of the great Shehad houses. These garden cities, known for their lush inner sanctums and terraced stone towers, serve as both fortress and sanctuary. |
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To the east, the Kharmaja Dunes stretch endlessly—shifting sands that swallow whole caravans, dotted with ruined statues and wandering [[Thri-Kreen|Kreen]] tribes. Travel through the dunes is perilous and thus the dunes serve as a natural barrier between Swikedom and the rest of the continent. To the west, Swikedom borders the sea, but its cliffs are high and sheer, offering no safe harbors and little access to fishing. The waves are violent, the currents treacherous, and violent stormfronts roll in with little warning, driven by the collision of cool sea winds and the desert’s dry heat. Those who do not take cover will be subjected to some of the most violent storms Quelmar has to offer. In some areas where the regions of Shehad houses border, the desert has been turned to glass from the violent battles of rival Vaeroskarth calling upon ancient and destructive magics. |
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Food is grown in engineered oases within and beneath the cities, often using underground aquifers and labor from the Faestir caste. Large fungal gardens, root-cellar crops, magically reinforced greenhouses, and carefully bred livestock provide much of the kingdom’s sustenance. Meat comes from scaled goat ranches and hardy desert beasts adapted to brutal conditions. In harsher seasons or during shortages, Arcath monasteries and Shehad vaults release stores of magically preserved rations, or send Faestir workers to harsh farming workcamps scattered in the hills and dry valleys. |
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While the walled cities are the beating hearts of the realm, the landscape is also scattered with Arcath monasteries, often perched on storm-wracked ridgelines or hidden deep in canyons. These serve both as spiritual centers and training grounds, with their priests and sorcerers often braving the desert for rituals or research. Elsewhere, a sparse network of mines, quarries, and tunnel-settlements house lower-caste workers and kobolds, digging into long forgotten tunnel networks first dug during the Holy War in order to escape the harsh desert climate. |
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In some of the uninhabited regions, criminal and hermit communities have sprouted up, seeking refuge in the uncharted lands far away from the enemies they may have made in the rest of Pteris. |
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= Government = |
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The government of Swikedom is an imperial theocracy bound by the sacred caste system of the Vassirak. It is a machine of power, control, and ritual, designed to elevate those of draconic blood while subjugating all others beneath it. Rule in Swikedom is not democratic, nor is it absolute monarchy—it is a shared dominion of elite bloodlines, sorcerous priesthoods, and shadowed influences, all competing beneath the veil of unity. |
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== The Ashen Table == |
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The Ashen Table is the most powerful political body in Swikedom. Held within a black basalt chamber beneath Zar’Thuun known as the Vyrmhold, it is where the seven Varo’Skarth gather to deliberate on matters that threaten the kingdom as a whole. Despite their divine standing, no single monarch rules Swikedom entirely. Each Shehad ruler governs their province independently, but at the Ashen Table, they meet as equals. Wars between houses have been ended, castes reassigned, and clans erased at the command of this circle. Each house wields a single vote, but power is rarely decided by numbers alone. Arcath envoys, changeling whispers, veiled threats, and ancient favors often dictate how votes are cast. No one speaks at the Ashen Table without calculation. |
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=== Warfare Between Houses === |
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While direct war between Shehad houses is rare and dangerous, it is not forbidden. If two houses come into serious conflict, they may petition the Ashen Table to formalize their dispute through a Rite of Open Flame: a sanctioned state of limited warfare, typically fought by vassals and proxies rather than sovereigns themselves. |
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These wars are brutal but bounded. Terms are declared, objectives are outlined, and Arcath observers are assigned to ensure neither side violates the greater Vassirak order. These conflicts usually end when one side surrenders or when the Ashen Table demands it. Reparations typically include land, wealth, magical resources, and political marriages. |
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== Regional Rule & Bureaucracy == |
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Swikedom is divided into seven provinces, each ruled by one of the Shehad Houses. These provinces are not merely administrative zones—they are hereditary dominions, passed down through the ruling bloodlines of Red and Gold Dragonborn. Within each domain, the Shehad house grants land, titles, and authority to loyal vassals, typically of the Kepesk or Vutha’Thurirl caste. |
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These vassals owe military service, tax collection, and enforcement of caste law to their Shehad liege. In return, they are granted the right to govern lesser towns, command troops, and benefit from trade, land, and tribute. |
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Each province contains dozens of fiefs, managed by Dracarchs (vassal-lords) and Magistrixx (civil overseers), who may pass rulership to their own heirs with their liege's blessing. Ambitious vassals are watched carefully; while most Shehad houses tolerate a degree of ambition, any open defiance is swiftly and violently put down. |
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== The Arcath Order == |
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The Arcath, Swikedom’s sorcerer-priest caste, function both as a state religion and an arcane enforcement body. Their temples are not only centers of worship but also repositories of magical knowledge, military academies, and ideological courts. When a child of Swikedom is born with the potential for draconic sorcery, they are taken from their parents and immediately begin their training in the order. |
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The internal order of the Arcath is mostly exempt from the binds of the Vassirak. In the order, your position is determined by strength, for members believe when practicing sorcery, your draconic spirit outweighs the importance of your scales. But while this is true for most of the dragonborn, it is not so much so for any lesser dragonkin. While there may have been powerful Lizardfolk or Kobold members of the Arcath in the past, none have ever graduated to the rank of Lejir’Turace. But their fates are exceptionally better than that of any non-dragonkin exemplifying draconic sorcery, for they are instead experimented on to dissect their powers and abilities for the order’s intellectual amusement. Arcath do not inherit their titles. Instead they are tested, chosen, and bound by oath. Bloodlines are respected, but never enough without magical merit. In addition, Arcath may not marry freely. Reproduction is arranged to preserve or cultivate sorcerous potential, with some unions dictated by prophetic visions. |
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The Arcath of Swikedom dress in a unique fusion of sacred regalia and battlefield armor, reflecting their dual role as sorcerer-priests and warrior-inquisitors. Most wear reinforced scaleweave or fabricated dragon-hide lamellar, fitted for mobility and enchanted to resist magic and blade alike. Layered over this is the Arcath mantle, a cloak or half-cape bearing their magical discipline, known as a Draconic Sphere, often stitched in glowing thread, enchanted to shimmer or shift in subtle ways. |
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Higher-ranking Arcath like the Vaeroskarth and Myvishkar wear armor fused with rare arcane metals and ceremonial dragon motifs, with horned helms, winged pauldrons, or floating spell-crests, declaring their sacred bloodlines and martial authority. Zarthul’Vaer, who lead temples and warbands, favor hardened scalejackets and enchanted staves or chained spellrods, bearing the weight of both command and judgment. Even the lowest initiates, the Thurirl’Sariik, wear durable robes or tunics reinforced for training and trial, their garments bearing only the glyph of their aspiring sphere until they survive their first rite. |
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All members of the order are trained in a variety of weapon disciplines and are taught how to incorporate their tools into their spellwork. These weapons are enchanted with powerful spellwork and are designed to enhance the Arcath’s combat capability. Though some members of the order forsworn weapons, believing that they are only crutches, inhibiting one’s true magical and destructive potential. |
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=== Vaeroskarth - The Burning Crowns === |
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The pinnacle of both the Shehad and Arcath orders. These rulers are more than monarchs, they are considered living vessels of the draconic might. Their word shapes policy, law, and faith. Though they rarely convene as Arcath, their power defines the order's direction. |
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=== Thurkear’Valthor - The Fire-Born Prophets === |
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Each Shehad province is served by three Thurkear’Valthor, chosen from the eldest and most accomplished Flamebinders. They advise the ruling Shehad on spiritual doctrine, oversee major rituals, and command lesser Arcath within their region. Their word is sacred in temple law, and they often serve as adjudicators in matters of heresy. |
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=== Lejir'Turace - Flamebinders === |
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The Lejir’Turace, otherwise referred to as direct the day-to-day operations of temples, oversee magical academies, and lead flame legions into battle when called. Each is considered a master of both sorcery and scripture. Many sit as advisors on provincial courts or lead major purges of magical dissent. |
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=== Verthiss'Sanhalar - Burning Voice === |
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Verthiss’Sanhalar act as the inquisitorial force of the Arcath. They lead ritual trials, command lesser acolytes, and train promising spellcasters. They are often feared, even by higher castes, for their absolute authority in spiritual law enforcement. |
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=== Vargach'Darss - Bleeding Embers === |
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The Vargach’Darss, also known as Ashborn Acolytes, are the lowest rung of the Arcath, a mixture of chosen children, failed aspirants, and hopeful bloodliners. Those who survive years of harsh service and trial may be elevated to the Verthiss’Sanhalar. Most do not survive long enough to earn a name. |
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== The Sjach & The Ministry of the Veil == |
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Swikedom’s spy network is formally managed by the Ministry of the Veil, an intelligence organization operated almost entirely by Sjach changelings. Based in the domain of House Vel’Jhazir, the Ministry is vast and decentralized, with agents placed in nearly every kingdom on the continent of Pteris, and whispers even stretching as far as Osugbo. |
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The Ministry is responsible for rooting out rebellion, tracking foreign threats, disrupting external alliances, and eliminating internal dissent. Its agents are highly trained in subterfuge, mimicry, and misdirection. The Ministry answers only to the Ashen Table, though it is said that Vel’Jhazir holds the true keys to its vaults. |
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== Military Structure == |
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Swikedom’s military is built on caste hierarchy. At the top are the Vargach battleborn, trained from a young age in war and discipline. Below them are Faestir conscripts and Emberless levies. The officers, almost exclusively Kepesk or Shehad, are chosen for their blood, not their valor. |
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Each province maintains its own Draconic Legion, commanded by their house’s generals and outfitted according to regional traditions. The Arcath serve as magical artillery and divine morale. Few battle lines hold once a Spell Scale joins the fray. Each legion typically marches with at least multiple Lejir’Turace or higher to command spells and enforce magical discipline. |
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== Law & Justice == |
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Justice in Swikedom is absolute, rigid, and caste-bound. The legal system is built entirely upon the Vassirak, the divine blood law that dictates not only criminal and civil codes, but also spiritual alignment and one’s role in society. It is not concerned with fairness, but with order, bloodline, and obedience. |
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The severity of punishment is directly proportional to one’s caste: the lower the caste and the higher the violation, the greater the consequence. A minor disrespect from a Petisse to a Shehad may result in execution, while a similar offense between equals might warrant only ritual penance. |
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Disputes between members of different castes are resolved by the higher caste party’s judgment, unless an Arcath intervenes. Matters involving sorcery, heresy, or the Vassirak itself fall under the exclusive jurisdiction of the Arcath Order, who act as inquisitors, judges, and executioners. |
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Petisse and Faestir have no legal standing and are often punished communally. A crime committed by one thrall may result in punishment for an entire clan. Conversely, the Shehad are rarely punished unless their actions threaten the kingdom itself, in which case the Ashen Table may call for judgment by conclave. |
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There are no jails in Swikedom, only labor pits, exile camps, or public executions. Mercy is rarely shown unless the criminal’s blood holds potential for sorcery or service. Common punishments for lesser castes include brandings, public whippings, work death, and clan cullings. While those in greater castes may be subjected to forced blood-vows, public shaming, exile, and estate stripping. The Arcath order punishes their own and keeps their internal justice secret. Though rumors of petrification, arcane warpings, removals of one's ability to speak are whispered in the dark corners of the kingdom. |
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== Economy and Trade == |
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Swikedom’s economy is built on strict control, self-reliance, and a deep mistrust of outsiders. The kingdom is almost entirely closed off to foreign merchants, ambassadors, or explorers, and few know what lies beyond its high walls and sun-scorched dunes. Only one external trade relationship exists, a morally murky partnership with the remains of [[The Shend]], a former kingdom now turned hobgoblin crime syndicate. |
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Officially, after the collapse of the Shend kingdom, Swikedom denied the existence of any foreign partners. But behind closed gates and beneath scorched cliffs, House Tazrikarn, the merchant house of the Shehad, handles discreet caravans and covert markets where Shend smugglers arrive under nightfall. In exchange for weapons, slaves, rare spell components, and relics stolen from tombs or battlefields, Swikedom offers magical items, alchemical reagents, and crafts enchanted by Dorith artisans under Arcath oversight. Some say the Shend even traffic in dragonborn blood and eggs, a dark trade tolerated as long as it benefits the kingdom's hidden ambitions. |
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Within Swikedom, the economy is strictly caste-controlled. Each caste is responsible for a different sector: the Dorith handle production and crafting; the Faestir work the fields, repair infrastructure, and perform menial labor; and the Vutha’Thurirl oversee archives, logistics, and historical recordkeeping. Vargach warriors serve as enforcers and guards for trade routes and vaults, while the Kepesk serve in a managerial role. |
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There is no open market economy. Goods are distributed through tightly regulated caste-run guilds and overseen by house-appointed ministers. Merchants must be licensed by noble decree, and trade between castes is carefully restricted. In Swikedom, while they do utilize currency common across Quelmar, instead of calling their money coins, they refer to them as Scales. For the common folk, barter and internal favors are far more common than currency. A Faestir stonemason may trade weeks of work for the protection of a Vargach warrior, while a kobold miner might offer scavenged relics in exchange for a ration surplus. |
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= Allies and Enemies = |
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Outside of their vast spy networks, Swikedom does its best to remain isolated in Pteris affairs and maintains its high walls. With the assistance of their spies and the Shend, they have also made sure that as little information as possible about what goes on inside their borders reaches the rest of the realm. But this has not stopped them from making alliances and enemies both planar and abroad. |
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== [[The Shend]] == |
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Amongst all of their enemies, it cannot be said that Swikedom was without its allies, or well, ally. The only nation Swikedom aligned itself with during the years of the first realm war was the Hobgoblin nation of the Shend to their north. Their bonds were formed through a mutual hatred of Trudger and a shared appreciation of order through strict rule. The Shend’s worship of the god of tyranny Bane, and their beliefs that it was the duty of the strong to rule over the weak closely aligned with parts of the Vassirak. During the Realm War, Swikedom would send the Shend arms and arcane materials to help in their fight against Trudger in the north. Their relationship was so good that other nations would go to the Shend if they wanted something from Swikedom, treating the Shend as the public face of the secretive desert kingdom. |
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After the Shend’s collapse as a kingdom, what criminal organizations that arose from its ashes continued to be close partners of Swikedom. They remained Swikedoms only trading partner in the selling of weapons, rare materials, and slaves. Swikedom would liberally employ Shend mercenaries to assist in accomplishing goals abroad as well as to serve as the primary military force on the border separating Swikedom and Trudger. |
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== [[Trudger]] == |
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As Trudger is a nation descended from giants, they were a natural enemy of Swikedom. Though Trudger’s lack of a serviceable fleet and the harsh conditions of the desert made any true military advance on Swikedom difficult. Their attempts at combating Swikedom were further delayed by Swikedom placing the Shend as a barrier between the two nations. During the realm war, the only combat seen between the two nations was along a small stretch of land that became known as the “Killall Front,” and the region saw some of the highest fatalities in the entire war. Even after the war this front was maintained, turning into a border that neither nation was brave enough to cross. |
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== [[Clowre]] == |
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While not necessarily a nation, Clowre was a collection of Kreen tribes that many surrounding kingdoms treated as a singular force. While Trudger was Swikedom’s greatest enemy, throughout the years they would see most combat against the Kreenfolk as Swikedom’s borders would clash with traveling Kreen tribes. The dragonkin of Swikedom’s higher castes considered the Kreenfolk as creatures even lower than the warmbloods, not even worthy enough to be taken as prisoners. |
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== [[Snobbite]] == |
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The Snobbite’s and Swikedom’s hatred of each other goes all the way back to the first Realm War and the Amputer Front, where the Snobbites sent hundreds of invading dragonkin to the ocean floor. While the Snobbites have moved on, the people of Swikedom will never forget the sailing kingdom’s transgressions. |
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Leading theories include Swikedom |
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being a conglomerate of ex-dragon worshippers seeking vengeance on the realm, |
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organized crime lords who sell themselves and their services to the highest |
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bidders, or a foreign power who hopes to destroy trust in the new world for |
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reasons yet to be understood. |
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The |
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only known kingdom that hasn’t (yet) encountered direct changeling interference |
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is the Shend to the north. Many of whom consider to be perhaps the public face |
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of the mysterious Swikedom, a claim the Shend are quick to deny.'''<br> |
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''' |
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[[Category:Pteris]] |
[[Category:Pteris]] |
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[[Category:Bedlam in the Badlands]] |
Latest revision as of 15:48, 12 July 2025
Years Active | 2 PR-??? |
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Government | Oligarchy |
Allies | The Shend |
Enemies | Trudger, Snobbite, Clowre |
Primary Race | Dragonborn, Kobold, Lizardfolk, Changeling, Hobgoblin |
The deserts of west Pteris hold many mysteries due to its unexplored nature, but perhaps the biggest mystery revolved around who, or rather what, is the Swikedom Kingdom.
Swikedom is the epicenter of chaos in the new world. All intelligence coming out of Swikedom suggests that they are a reclusive walled-garden of luxury. However, where the money comes from and how they can support so many citizens in a bleak desert environment remains unanswered. Many nations are familiar with Swikedom purely through their deceptive attempts to control and undermine other powers in the realm through changelings, a race of shapeshifters who can uncannily resemble and sound like any other humanoid in Quelmar.
In truth, Swikedom is a strict and powerful dragonkin society ruled by fear and power, biding their time for the inevitable return of dragons.
History[edit | edit source]
After the end of The Holy War, dragon-worshiping loyalists from the Dolina Peninsula attempted a desperate exodus. Fearing retribution from their enemies across Amusa, they set sail for the distant continent of Pteris, hoping to rekindle their crusade far from prying eyes. Their plan: conquer the coastal realms of Pteris, plunder them for resources, and vanish into the uncharted deserts beyond to regroup and heal.
However, their voyage met fierce resistance from the stalwart sailors of the Snobbite Kingdom. At sea, the dragonkind suffered heavy losses, with many ships turned to kindling and their warriors sent to the deep. Most of the invading force either perished or limped back to Dolina in defeat.
Yet, a small and determined sect of dragonkin fanatics succeeded in slipping past the chaos, landing on the southern shores of Pteris. Abandoning their ships, they fled into the harsh expanse of the Kharmaja Dune Sea. For weeks they trekked through blistering heat and endless sand, until at last they reached the eastern coast—isolated and untouched by other civilizations.
There, on the edge of survival, the dragonkin were taken in by a mysterious family of changelings who ruled over the coastal land, having years before fled the fey realms to escape The Fey Front raging in Isonhound. In gratitude, and ambition, the dragonkin laid the foundations for a new kingdom. Upon that coast they built Zar’Thuun, meaning “Heart of Dragons,” the first city of their reborn nation.
As Swikedom grew, so too did its structure. A rigid caste system emerged, ranking dragonkin by scale and clan. From the majestic red and gold dragonborn who ruled, to the kobolds and foreign-born who toiled, the Vassirak, The Blood Law, governed all.
By the 100s PR, Swikedom had transformed into a quiet powerhouse in the West. Its cities rose high behind fortified walls ruled by sorcerer-king with its gates closed to outsiders save a chosen few.
Society[edit | edit source]
Swikedom’s society is governed by an unyielding hierarchy known as the Vassirak, or The Blood Law. This sacred caste system defines every citizen’s status, career, and rights from birth, based solely on their draconic ancestry or lack thereof. In Swikedom, scale is destiny.
Each caste, carefully ordered from the ruling Shehad to the lowest Baeshra, dictates one’s position, purpose, and privileges. Those of noble blood rule. Those of lesser lineage serve. And those born without scale live at the mercy of their scaled superiors.
Deference to higher castes is not a suggestion—it is law. To act above your station, or even question the hierarchy, is a direct affront to the Vassirak and is met with swift and brutal reprisal. The lower your caste, and the greater your transgression, the harsher your punishment.
Yet to those at the top, the system is divine. It is a tradition. It is ordered. And in Swikedom, order is the will of the dragons.
Though they strive to reach the height of dragons, they are still subject to the same pitfalls of their draconic forefathers. Greed and a lust for gold and wealth permeates every layer of Swikedom society, a blemish on the kingdom that the dragonkin attempts to cover up with strong order. The dragonkin refer to those that give into their greed as people suffering from “the dragon curse.”
Both the people and the government of Swikedom are very isolationist in nature. The kingdom avoids and shuns contact with outside powers, and few in Swikedom live outside the walled luxurious cities, underground havens, or laborious work camps. This is due to both the dangerous climate and fauna of Pteris, but also the secretive nature of the Swikedom government. Even in Swikedom society, the Vassirak isolate dragonkin into distinct groups, who then further isolate themselves into familial clans.
Swikedom Caste System[edit | edit source]
Shehad - The Sovereigns - The High Caste[edit | edit source]
The Shehad, known as The Sovereigns, are the unquestioned rulers of Swikedom and the pinnacle of the Vassirak caste system. Composed solely of Red and Gold Dragonborn, they are considered the most divine of the dragonkin. To defy a Shehad is not only a crime against the state, but a heresy against the natural order defined by the Vassirak.
This caste is organized into seven great ruling houses. These houses, equal in power and prestige, each govern one of Swikedom’s seven regions, overseeing all castes within their domain. From fortified palaces and towering citadels, they enact law, collect tribute, and administer judgment in the name of the Vassirak.
Although all seven houses rule equally in authority, their methods vary. Some govern with regal dignity and discipline, others with fiery wrath and fear. Disputes between houses are resolved in closed conclaves known as The Ashen Table, where no outsiders, no matter their caste, are permitted. Despite their equal status, the seven houses are often divided by ideology, tradition, and ambition. Power plays are common, though rarely overt. Instead, disputes are waged through proxy conflicts, assassinations, and sorcerous games played beneath the eyes of the Ashen Table. Though if warfare is unavoidable, the houses can enter into a special contract above the Ashen Table.
Each Shehad house is steeped in ancient tradition, and their members are trained from hatching in the arts of war, diplomacy, theology, and law. The Sovereigns consider themselves not only rulers but sacred stewards of draconic purity, charged with guarding the bloodline and ensuring the return of true dragons to the world.
But even above the Shehad are those of red or gold scale born with sorceress abilities. These sorcerer kings and queens rule their houses with absolute authority and command all of Swikedom and are known as the Vaero’Skarth. Their bloodlines are obsessively guarded, with magical breeding programs and political marriages carefully arranged to preserve sorcerous purity.
Kepesk - Stormbearers - The Noble Caste[edit | edit source]
The Kepesk form the noble elite just beneath the Shehad in Swikedom’s rigid hierarchy. Composed of Blue and Silver Dragonborn, they are the kingdom’s commanders, diplomats, and high administrators—charged with executing the will of the Sovereigns and maintaining order across the seven regions.
The Stormbearers govern large swaths of the kingdom’s military forces, overseeing garrisons, training regimens, and border defenses. Many serve as generals and admirals, entrusted with the defense of Swikedom’s walls and frontiers. Beyond their martial duties, the Kepesk are vital stewards of law and diplomacy. They oversee provincial courts, manage the kingdom’s intricate bureaucracy, and serve as emissaries in dealings with other realms.
Similarly to the Shehad, the Kepesk are organized into distinct clans, each vying for the Shehad’s approval. This leads to infighting amongst the Kepesk clans, something that the Shehad houses will sometimes encourage when certain Kepesk clans may be growing too powerful.
Vutha’Thurirl - The Mindful Ones - Scholar Caste[edit | edit source]
The Vutha’Thurirl, or Mindful Ones, serve as the brain of the Swikedom—its scholars, archivists, spellwrights, spies, and advisors. Composed of Green and Bronze Dragonborn, this caste values knowledge, information, and subtlety above all else. They are thinkers first, manipulators second, and warriors only if necessary.
It is said that nothing happens in Swikedom that the Mindful Ones do not already know. They run the intelligence networks, especially the outer ring of changeling informants spread across foreign lands. Their knowledge of history, prophecy, and subterfuge makes them indispensable to the Shehad—even if they are not always trusted. While not openly revered, the Vutha’Thurirl command a quiet respect. They do not lead armies or make proclamations from thrones, but their influence is undeniable.
As they operate large libraries and record halls, it is not uncommon for some Vutha’Thurirl to pick up some of the basics of classic wizardry. But few ever go beyond learning basic cantrips or low level spells, both out of reverence to the Arcath sorcerers, but also fear.
Among the lower castes, they are viewed with a mixture of awe and fear. It is dangerous to be noticed by the Mindful Ones, and more dangerous still to be forgotten by them.
Dorith - The Shapers - Artisan Caste[edit | edit source]
The Dorith, known as the Shapers, are the builders of Swikedom: craftspeople, alchemists, artificers, and traders. Without them, there would be no walls, no weapons, no roads or riches. Everything from the Shehad’s gold-plated thrones to the finest weapons starts in the calloused hands of a Dorith.
This caste is made up of Copper and Brass Dragonborn. Copper Dragonborn are tinkerers and inventors, always chasing their next great idea—usually halfway through their last one. Their workshops are cluttered, noisy, and alive with strange contraptions. Brass Dragonborn tend to be calmer and more deliberate. They're the kingdom’s jewelers, architects, and traders—born talkers who know the weight of a coin and the value of a good story. If something rare needs to be found, sold, or appraised, it’s usually a Brassborn doing the dealing.
Though they don’t hold political power, the Dorith manage much of Swikedom’s economy. They manage guilds for Kepesk employers, oversee trade routes, and operate heavily guarded markets that deal in rare materials, enchanted goods, and innovations the rest of the world barely understands. Only a small number of goods ever leave Swikedom, but when they do, a Dorith has likely signed off on the deal.
Still, no amount of talent or wealth can lift a Dorith out of their place in the Vassirak. They may be respected, even courted by nobles for their skills, but they are not permitted to rule. The law is clear—those who shape do not command.
Vargach - The Bleeders - Warrior Caste[edit | edit source]
The Vargach, known as The Bleeders, are the lowest of the dragonborn castes—but still dragonborn, and that alone grants them status above the scaled servitors and warmblood rabble beneath them. Composed of Black and White Dragonborn, the Vargach are born into blood, war, and obedience.
At a young age Vargach children are often taken from their homes and sent to brutal war training, where they are drilled, hardened, and turned into weapons for the higher castes. They don’t lead armies—they fill them. They fight in the dirtiest wars, guard the harshest borders, and patrol the most dangerous regions of Swikedom.
Black Dragonborn tend to be cunning and vicious. They serve as shock troops, assassins, and enforcers. Their anger is controlled, pointed, and dangerous. Many are used by the Mindful Ones (Vutha’Thurirl) for less public work including interrogations, disappearances, silent retributions. White Dragonborn are strong, resilient, and loyal to a fault. Often assigned to garrison duty, frontier watch posts, or dungeon-guard positions, they endure terrible conditions, hunger, and long silence without complaint.
Among the higher dragonborn castes, the Vargach are rarely addressed as equals. They're kept at arm’s length—respected for their strength but not their insight. A Dorith may create a masterpiece, a Kepesk may battle a war through strategy, but a Vargach is simply expected to bleed and survive.
Faestir - The Scaleward - The Servitor Caste[edit | edit source]
The Faestir, or Scaleward, make up the vast body of Swikedom’s labor force. Drawn from Lizardfolk and Wyvernborn, the Faestir are expected to serve obediently, tirelessly, and without question.
Unlike the dragonborn castes above them, the Faestir are not considered "true kin" of the dragons, but distant echoes. They are scaled and strong, but lacking the bloodline that defines the higher castes. They are still honored as part of the great scaled order, but only just. Their purpose is to support the kingdom with muscle and endurance, not thought or ambition.
Lizardfolk make up the bulk of this caste. They are hunters, builders, transporters, guards, and miners. They are valued for their unwavering work ethic and physical resilience. Lizardfolk labor crews maintain Swikedom’s roads, raise its walls, and patrol its lowest barracks and tunnels. Many spend their lives without ever setting foot in Zar’Thuun.
The Wyvernborn are a rarer strain—larger and more bestial than standard dragonborn, often born with strong wings and barbed tails. But yet they do not command the same respect that most dragonborn do. They are seen more for their usefulness as brutes and weapons rather than anything else.
Within the hierarchy, the Faestir are expected to submit. They eat after the dragonborn. They sleep on the cold edges of cities. They do not speak unless spoken to. And yet, there is a quiet resilience among them. The Scaleward know their place—and they endure it. Not out of loyalty, but out of survival.
Petisse - The Emberless - The Thrall Caste[edit | edit source]
The Petisse, called The Emberless, are the lowest caste of true dragonkin. The Kobolds of this caste are thralls, bound to labor and obedience, their lives shaped by the harsh will of those above.
Though often overlooked or dismissed, the Petisse are the kingdom’s backbone when it comes to menial tasks—tunneling through rock, setting traps, scavenging ruins, and running errands no higher caste would stoop to. Their nimble hands and quick minds make them skilled at survival, but they are rarely trusted beyond the simplest orders.
Life for a Petisse is grim and unrelenting. They know their place, and they bear it with a mixture of quiet resignation and stubborn grit. Punishment is swift for those who question their lot, and rewards are few and far between. Still, within their tight-knit communities, they cling to one another, weaving bonds that give them strength in a world that views them as little more than expendable tools. Many though take pride in that they are still above the Baeshra, and take their anger out on the few they can stand above.
Though the lowest of dragonkin, the Petisse serve an essential role in Swikedom’s vast machine. They keep the wheels turning in the shadows, unseen, uncelebrated, but absolutely necessary.
Baeshra - Warmbloods - The Animal Caste[edit | edit source]
The Baeshra, known as Warmbloods, are the lowest tier of Swikedom society, beneath even the kobold Petisse. They are composed of various other humanoid races—beasts of burden, workers, and outsiders who lack any draconic blood or scale.
Baeshra are considered little more than animals by the higher castes. Their lives are defined by toil and servitude; they work the fields, tend the herds, and serve as laborers in the harshest conditions. Most Baeshra live in segregated settlements on the outskirts of Swikedom’s cities or in outlying labor camps under constant watch.
Their freedom is minimal. Many Baeshra are bound by contracts or outright slavery. Few have any voice in the kingdom’s affairs, and fewer still are given hope for a better life. They are taught early that their purpose is to serve the scales above them. Some whisper of rebellion, though open defiance is met with brutal reprisal.
Sjach - Skinshifters - The Shadow Caste[edit | edit source]
The Sjach, or Skinshifters, are unlike any other caste in Swikedom. Honoring the ancient pact forged when the dragonkin first fled into the eastern coast, the changelings who once sheltered them were granted a unique place in the kingdom, one outside the strict hierarchy of the Vassirak.
Their natural talents for disguise, deception, and subtlety make the Sjach invaluable to the kingdom’s secretive spy networks. Many serve as covert agents, infiltrators, and informants, gathering intelligence both within Swikedom and across distant lands.
Changelings enjoy freedoms rare among Swikedom’s peoples. They move through cities, markets, and courts with an ease and independence denied even to many dragonborn. Their talents for disguise and infiltration make them indispensable as spies and diplomats for the Shehad houses.
Yet, their liberties come with clear boundaries. The Sjach must obey the laws laid down by the Shehad and their ruling houses without question. Most critically, they are forbidden from impersonating members of the highest dragonborn castes, the Red, Gold, Blue, or Silver dragonborn for such acts are considered the gravest offenses to the Vassirak. For all their freedoms, the Sjach know that their fate is bound to the dragons’ will, and that their greatest strength is often their greatest vulnerability.
Arcath - Spell Scales - The Sorcerer Priest Caste[edit | edit source]
The Arcath, known as the Spell Scales, are both the greatest resource and the most terrifying weapon Swikedom possesses. They are sorcerers born of draconic blood, rare individuals whose innate arcane power marks them from an early age. When such power reveals itself in a child, there is no question or debate as they are taken, often proudly, sometimes fearfully, by their families and turned over to the Order of Arcath.
What follows is a life of privilege but also of relentless discipline and brutal refinement. The training of an Arcath is known to break the weak, burn out the undisciplined, and test even the strongest in body and soul. Only those who survive the rites are permitted to rise. The rest are quietly discarded, either killed or banished to a far away monastery in shame.
The few who emerge from the crucible become sorcerer-priests of immense power. They serve Swikedom not only as spiritual leaders, but as weapons of war, agents of state, and keepers of sacred knowledge. Their authority exists outside the traditional caste hierarchy, though even the Arcath are bound by the will of the Shehad. They do not rule—but they are often feared more than those who do.
Vaero’Skarth - The Burning Crown - The Sorcerer Kings[edit | edit source]
Above even the ruling Shehad houses, above the stormbearers and spellscales, sit the Vaero’Skarth, those rare Red and Gold Dragonborn born not only of the highest bloodlines, but also gifted with raw, primal draconic magic. These individuals are more than sovereigns. They are grand sorcerer kings. To gaze upon them is to witness what the Vassirak claims is the true form of destiny.
Each of the seven Shehad houses is ruled by one such sorcerer monarch, chosen not by inheritance alone, but by raw, violent, divine power. In theory, any member of the high bloodlines may ascend to rule their house. In practice, only those born with sorcerous might are allowed to wear the crown. Those without magic are passed over, demoted, or quietly removed. The bloodline must remain strong.
These rulers are trained from the moment of their awakening and not just in magic, but in law, divine doctrine, and the art of absolute rulership. Their upbringing is brutal. The pressure of their station is immense. Failure is not tolerated. For a Sorcerer King or Queen is not merely a leader; they are believed to be a vessel through which the will of the dragons flows.
Each Sorcerer Monarch rules their domain with absolute authority, commanding the Ashen Table. In times of war, they do not command from behind; they march at the head of their armies, wreathed in fire or gold, casting spells that turn stone to ash and will into submission.
The bloodlines of the Sorcerer Kings are jealousy preserved through magical unions, selective pairings, and generational breeding pacts, some enforced by spell or oath. These monarchs are rarely allowed to love freely. They are not born for happiness, they are born for power.
The Seven Sovereign Houses of Swikedom[edit | edit source]
Each of the seven great Shehad houses rules one of Swikedom’s seven regions. While all are of Red or Gold Dragonborn blood—or claim to be—each house has distinct traditions, values, and governing styles. Though united by the Vassirak and their authority as Sovereigns, beneath the surface lies rivalry, intrigue, and carefully veiled ambition.
House Rhazmyr – The Ember Crown[edit | edit source]
Bloodline: Red Dragonborn Known For: Ceremony, lawmaking, purity of blood, and ruthless order
House Rhazmyr rules from the capital city of Zar’Thuun, claiming direct descent from the first Red Dragonborn warlord who led the exiled dragonkin into the Kharmaja Dune Sea. They are traditionalists in the extreme, keepers of the Vassirak Codex, and enforcers of bloodline purity. Their courts are heavy with ritual and customs, and any deviation from these strict practices is met with swift retribution. Rhazmyr tolerates no deviation from the order and no threats to their place at its center. Of all the seven houses, they are arguably the most powerful in both military and arcane might, but not without their rivals.
House Aurynthal – The Gleaming Oath[edit | edit source]
Bloodline: Gold Dragonborn Known For: Diplomacy, arcane refinement, and sorcerous blood purity
House Aurynthal values grace, law, and vision. Their lands are the wealthiest in Swikedom, lined with arcane towers and sunlit vineyards. They are scholars and orators, often hosting conclaves and arcane symposiums under the guise of unity, but always with a political edge. The Aurynthal bloodline is obsessively guarded through magical unions and eugenic spellwork. Their current queen is said to be more magic than flesh, having ruled longer than a dragonborn’s natural lifespan should allow, and some of the other houses fear what arcane abominations they may be crafting behind closed doors. While they have the power to challenge House Rhazmyr in arcane might, they have instead forged tight bonds with their rival house, making House Aurynthal one of House Rhazmyr’s most ardent allies.
House Tharxival – The Scaled Fang[edit | edit source]
Bloodline: Red Dragonborn Known For: Military might, brutal discipline, and warfare
The most openly militant of the houses, Tharxival trains its youth in blood and fire. Their Vaero’Skarths are rarely seen off the battlefield. They dominate the outer frontiers and frequently clash with Kreen beyond the dunes. Tharxival’s warriors are drilled from birth to see war as holy, and they often challenge House Rhazmyr in the Ashen Table for military supremacy. Situated near the border of Trudger and the Clowre, House Tharxival has seen the most battles out of any of the Seven Houses.
House Skalanor – The Ash-Sworn Pact[edit | edit source]
Bloodline: Red and Gold intermingled Known For: Ancient rituals, secrets, and necromancy
Skalanor is the most enigmatic of the houses. Cloistered in obsidian temples, they speak in riddles and keep ancient draconic relics under lock and spell. They have constructed most of their dwellings in dark caverns left behind after the Holy War in order to escape from the Pteris heat above. The sorcerers of House Skalanor have been known to engage in dark necromancy, reanimating their dead soldiers again and raising fallen Faestir as mindless thralls able to work without rest. Rumors claim their Vaero’Skarths commune with the spirits of the first dragons and trade secrets with the Arcath behind closed doors. Other houses fear Skalanor’s silence more than Tharxival’s blades.
House Myrrhazek – The Thorned Flame[edit | edit source]
Bloodline: Gold Dragonborn Known For: Religious authority, priesthood, and harsh moral judgment
Myrrhazek presents itself as the moral heart of Swikedom, where religion and sorcery are one and the same. They oversee many temples of the Arcath and enforce strict codes of conduct among all castes in their territory. Heretics, even noble ones, rarely survive long in their lands.
House Tazrikarn – The Veiled Pyre[edit | edit source]
Bloodline: Red Dragonborn Known For: Wealth, commerce, and conjuration
House Tazrikarn controls vital trade routes connecting Swikedom to the outside world. Their alliance with the Shend, a network of hobgoblin warlords and crime lords, gives them access to rare goods and covert influence. Though some disdain their dealings, few can match their wealth or the reach of their spies and merchants. Powerful sorcerers in House Tazrikarn have mastered the arts of Conjuration magic in order to expedite the transportation and shipment of goods. While they are ruled openly by a Vaero’Skarth, some rumors claim that their operations are actually managed by a shadowy guild of Vutha’Thurirl merchants.
House Vel’Jhazir – The Mirror-Blooded[edit | edit source]
Bloodline: Changeling-Dragonborn Known For: Espionage, political intrigue, and honor
House Vel’Jhazir is unlike any other. It is descended from the original changeling family that gave sanctuary to the dragonkin generations ago. As reward for their loyalty, their bloodline was merged through sorcerous rites with Red and Gold dragonborn stock, creating a line of mirror-scaled sovereigns with draconic might and changeling guile. Though some houses still whisper against them, Vel’Jhazir’s power is undeniable. Their lands are the most secretive, home to shapeshifter enclaves and fey preserves. Many Sjach trace their line back to House Vel’Jhazir, and it is rumored that half of Swikedom’s spies answer to them, whether the other houses know it or not.
Culture and Daily Life[edit | edit source]
Even beyond the rigid Vassirak caste system, bloodlines and clan identity shape every facet of life in Swikedom. Among dragonkin, family is destiny, and clans whether high or low serve as both a source of pride and a crucible of pressure. From the mighty ruling Houses of the Shehad to the smallest artisan families among the Dorith, Swikedom's people live under the weight of inherited expectation.
Most castes are organized into clanlines. While the Shehad maintain their grip through divine blood and sorcerous lineages, even kobold clans of the Petisse compete for favor by serving with relentless loyalty or exceptional cunning. Recognition by a Shehad House can elevate a humble clan across generations, but just as swiftly, a single act of disgrace can see an entire lineage branded, exiled, or shattered in name. Clan members are taught from hatching that their actions reflect not only on themselves, but on all who share their blood.
Marriage, Family, and Kinship[edit | edit source]
Marriage in Swikedom is political. Within higher castes, unions are arranged to preserve bloodlines, broker alliances, or produce sorcerer-blooded heirs. The Arcath oversee high-caste marriages to ensure that no unapproved mingling occurs between castes. Cross-caste marriages are forbidden, punishable by exile, execution, or the branding of the resulting offspring as Baeshra.
Lower castes, especially among the Dorith and Faestir, form unions within their own communities, but even here, clan prestige and blood-purity matter. A lizardfolk marrying into a wyvernborn line may provoke social unrest or violence among traditionalists.
Education and Upbringing[edit | edit source]
Children are raised communally within their caste’s clan-halls or training houses, taught loyalty, obedience, and the tenets of the Vassirak before they learn to read. Formal education varies by caste:
- Shehad and Kepesk receive elite training in law, command, and diplomacy.
- Vutha’Thurirl are taught in academies under Arcath supervision.
- Vargach and Faestir are hardened through discipline and hard labor from a young age.
- Petisse are given only the bare minimum—just enough to work and obey.
- Baeshra are not permitted an education and violation of this law is punishable by death.
Language[edit | edit source]
Draconic is the official and primary language of Swikedom, spoken by all and revered as the tongue of dragons. Every law, ritual, and public decree is delivered in Draconic, with the highest castes speaking a refined High Draconic. Literacy is limited mostly to the upper castes; many Faestir and Petisse communicate through symbols or oral tradition. The linguistic divide reinforces the Vassirak hierarchy as those who cannot read the law cannot question it.
Multilingualism is a privilege tied to station. The Shehad, Kepesk, and Arcath often speak Common, Goblin, and other planar or scholarly tongues, especially in diplomacy or sorcery. Vutha’Thurirl and Dorith may learn trade languages or ancient dialects as needed for their duties. Vargach know battlefield code, while Faestir and Petisse rarely learn anything beyond basic Draconic. The Changeling caste, the Sjach, are famously fluent in many languages, using their skill to serve as spies and infiltrators across the realm.
Common Words and Sayings in Draconic[edit | edit source]
- Arcaniss: Magic
- Aryte: War
- Auriz: Gold
- Axun: Yes
- Charir: Red
- Darastrix: Dragon
- Frahraek: Breath Weapon
- Gixustrat: To Disembowel
- Hesjing: Water
- Iejir: Blood
- Ixen: Fire
- Kothar: Demon
- Kurik: Slaughter
- Ioex: Dead
- Molik: Skin (hide)
- Nar Viraka: You’re Welcome
- Pok: Stop
- Pothoc: Stupid
- Qallim: Marriage Agreement
- Rasvim: Treasure
- Thurirl: Friend
Religion and Worship[edit | edit source]
The Four Dragons[edit | edit source]
In Swikedom, the dragonkin worship the four primordial dragons, and believe that they are the chosen people of the dragons. The dragonkin of Swikedom believe that the four dragon gods are the ones who shaped the land, the blood, and the law, and that the caste system is not just tradition, but divine order, handed down by the gods themselves.
At the center of worship is Tiamat, the great five-headed mother of chromatic dragons. She is seen as the architect of the dragonkind and the rightful ruler of all realms, and her dream of restoring dragonkind to dominance is treated not just as prophecy, but as purpose. Temples are built in her image, sermons are spoken in Draconic, and no law passes without some invocation of her name.
Bahamut is acknowledged but rarely worshipped. Though he too shaped dragonkind, his opposition to Tiamat has made devotion to him a quiet taboo. A few whisper prayers to him in private, especially among the metallic born, but public reverence is rare and dangerous.
Then there’s Sardior: dead since the world began, his name survives in old rituals and esoteric texts, mostly among the Arcath and scholars of the Vutha’Thurirl caste. And finally, Enki, the dreaming dragon of fate, is half myth and half memory, who vanished after creation, but was never fully forgotten. Some say they watch the world through shifting forms and secret voices.
Clerics, in the traditional sense, don’t exist here. With Tiamat and Bahamut both banished to distant planes, their followers can’t call on divine magic. Instead, the Arcath serve as keepers of the faith. They lead ceremonies, interpret omens, and channel arcane magic through blood rites and dragonborn sorcery. It’s not the same as divine blessing, but for most in Swikedom, it’s close enough.
Outside of the Four Dragons and other dragon adjacent divinity, worship of any other gods or goddesses is strictly forbidden. While worship of any of the lesser gods or Exarchs may simply be punished with banishment to harsh labor camps, worship of the six creator deities results in a violent public execution. The people of Swikedom see the creator deities as the great enemy to Tiamat, and an antithesis to all they stand for.
Kurtulmak[edit | edit source]
Among the Petisse and Faestir, especially the kobold clans scattered in the outer quarters of Swikedom’s cities, quiet worship of Kurtulmak, god of kobolds, persists in hidden corners. Though while many in the higher castes view Kurtulmak more as a saint-like figure then a deity, many kobolds still see Kurtulmak as their true patron, a cunning and vengeful deity who understands what it means to serve, to suffer, and to survive beneath the boot of stronger blood. Shrines carved into sewer tunnels or buried in forgotten mines bear his likeness with offerings of stolen coins and broken weapons as tribute at its base.
Planar Cults[edit | edit source]
While these cults do not worship deities, there are some out in the corners of Swikedom or dedicate themselves to other creatures of the outer planes, from devils, to demons, to fey, to even aberrant horrors from beyond. While condemned by the Arcath, these cults have still managed to weasel their way into almost every level of the caste system.
Cults of Fey[edit | edit source]
Since the original Changlings of Swikedom came from the Feywild long ago, the dragonkin are more lenient when it comes to treatment of the Fey. Most fey in the kingdom had been relocated to a few small walled preserves, most of which are in the region controlled by House Vel’Jhazir. These preserves are well guarded and entry is strictly prohibited. Swikedom has made pacts with some of the more powerful Fey in the preserves where in exchange for maintaining and protecting the preserves, these Fey will bless the flora of Swikedom and help maintain the gardens of Swikedom’s walled cities.
Though curiously enough, some cults to the Fey have developed in some of the upper echelons of Swikedom society, though they are mostly dedicated to revelry and free expression behind closed doors rather than to any specific courts. While these cults are illegal in the eyes of the law, due to their presence among the higher castes and their contributions to many recreational activities, the few cults to the fey that exist are allowed to remain on the fringes of dragonkin society, as long as they know their place.
Cults of Devils[edit | edit source]
In a society that values power, it is not surprising that some turn to cutting corners by making a deal with a Devil. Some Kepesk nobles may try to make deals with Mammon in return for bountiful wealth, while some lowly Arcath may turn to Mephistophales to improve their arcane craft in hopes of gaining a promotion. A dragonkin selling their soul is seen by most as an affront to Tiamat, for many believe as her spawn, all their souls belong to her by divine right.
Cults of Demons[edit | edit source]
During The Demonic Infiltration, Swikedom combated against demonic infestations forming primarily among the lower castes of the dragonkin society. As a society built on strict order, the chaos of demons was something to be swiftly eradicated. These demonic pockets would form in dark tunnel mines or the roiling pits of work camps where the tormented emotions of those working there were high and easily manipulatable. Whenever a demonic infestation would emerge, the Arcath would employ a strategy of scorched earth, destroying all the land and people who had interacted with the demons.
Cults of Elder Evil[edit | edit source]
Much like demonic cults, aberrant cults were similarly pursued and eradicated whenever they would arise. But unlike demonic cults, these orders would primarily rise within the Vutha’Thurirl Caste and even amongst the Arcath, as those swimming in sea knowledge would occasionally find themselves forever changed when they dived too deep, or reach too far out into the arcane ether.
Veneration of Dragons[edit | edit source]
The dragonkin of Swikedom believe that true dragons are the apex creatures, and that all others are lesser. The skies have been quiet since the end of the Holy War, when the gods Tiamat and Bahamut were banished and the last of the great dragons were slain or vanished.
Much of the kingdom’s scholarly and magical effort is spent trying to bring the dragons back. Many scholars of the Vutha’Thurirl and the Arcath believe that Orbs of Dragonkind, ancient relics said to be able to summon dragons, may hold the key to restoring them. No orb has ever been found within Swikedom, but that hasn’t stopped the search. Others believe the bones of dead dragons, if recovered and properly honored, could reignite the blood. The problem is, most of those bones were harvested and used up or sealed away after the war. The entire kingdom is built on this belief. Every law, every ritual, every war plan, all of it assumes the dragons will return. And when they do, Swikedom doesn’t just want to welcome them. They want to stand at their side.
Geography and Climate[edit | edit source]
Swikedom lies on the western edge of the continent of Pteris, where jagged cliffs rise from the crashing sea and harsh winds sweep westward from the scorched Kharmaja Dunes. The territory is vast, but only a small portion is truly livable, and nearly all of Swikedom's population is packed into seven heavily fortified walled cities, each ruled by one of the great Shehad houses. These garden cities, known for their lush inner sanctums and terraced stone towers, serve as both fortress and sanctuary.
To the east, the Kharmaja Dunes stretch endlessly—shifting sands that swallow whole caravans, dotted with ruined statues and wandering Kreen tribes. Travel through the dunes is perilous and thus the dunes serve as a natural barrier between Swikedom and the rest of the continent. To the west, Swikedom borders the sea, but its cliffs are high and sheer, offering no safe harbors and little access to fishing. The waves are violent, the currents treacherous, and violent stormfronts roll in with little warning, driven by the collision of cool sea winds and the desert’s dry heat. Those who do not take cover will be subjected to some of the most violent storms Quelmar has to offer. In some areas where the regions of Shehad houses border, the desert has been turned to glass from the violent battles of rival Vaeroskarth calling upon ancient and destructive magics.
Food is grown in engineered oases within and beneath the cities, often using underground aquifers and labor from the Faestir caste. Large fungal gardens, root-cellar crops, magically reinforced greenhouses, and carefully bred livestock provide much of the kingdom’s sustenance. Meat comes from scaled goat ranches and hardy desert beasts adapted to brutal conditions. In harsher seasons or during shortages, Arcath monasteries and Shehad vaults release stores of magically preserved rations, or send Faestir workers to harsh farming workcamps scattered in the hills and dry valleys.
While the walled cities are the beating hearts of the realm, the landscape is also scattered with Arcath monasteries, often perched on storm-wracked ridgelines or hidden deep in canyons. These serve both as spiritual centers and training grounds, with their priests and sorcerers often braving the desert for rituals or research. Elsewhere, a sparse network of mines, quarries, and tunnel-settlements house lower-caste workers and kobolds, digging into long forgotten tunnel networks first dug during the Holy War in order to escape the harsh desert climate.
In some of the uninhabited regions, criminal and hermit communities have sprouted up, seeking refuge in the uncharted lands far away from the enemies they may have made in the rest of Pteris.
Government[edit | edit source]
The government of Swikedom is an imperial theocracy bound by the sacred caste system of the Vassirak. It is a machine of power, control, and ritual, designed to elevate those of draconic blood while subjugating all others beneath it. Rule in Swikedom is not democratic, nor is it absolute monarchy—it is a shared dominion of elite bloodlines, sorcerous priesthoods, and shadowed influences, all competing beneath the veil of unity.
The Ashen Table[edit | edit source]
The Ashen Table is the most powerful political body in Swikedom. Held within a black basalt chamber beneath Zar’Thuun known as the Vyrmhold, it is where the seven Varo’Skarth gather to deliberate on matters that threaten the kingdom as a whole. Despite their divine standing, no single monarch rules Swikedom entirely. Each Shehad ruler governs their province independently, but at the Ashen Table, they meet as equals. Wars between houses have been ended, castes reassigned, and clans erased at the command of this circle. Each house wields a single vote, but power is rarely decided by numbers alone. Arcath envoys, changeling whispers, veiled threats, and ancient favors often dictate how votes are cast. No one speaks at the Ashen Table without calculation.
Warfare Between Houses[edit | edit source]
While direct war between Shehad houses is rare and dangerous, it is not forbidden. If two houses come into serious conflict, they may petition the Ashen Table to formalize their dispute through a Rite of Open Flame: a sanctioned state of limited warfare, typically fought by vassals and proxies rather than sovereigns themselves.
These wars are brutal but bounded. Terms are declared, objectives are outlined, and Arcath observers are assigned to ensure neither side violates the greater Vassirak order. These conflicts usually end when one side surrenders or when the Ashen Table demands it. Reparations typically include land, wealth, magical resources, and political marriages.
Regional Rule & Bureaucracy[edit | edit source]
Swikedom is divided into seven provinces, each ruled by one of the Shehad Houses. These provinces are not merely administrative zones—they are hereditary dominions, passed down through the ruling bloodlines of Red and Gold Dragonborn. Within each domain, the Shehad house grants land, titles, and authority to loyal vassals, typically of the Kepesk or Vutha’Thurirl caste.
These vassals owe military service, tax collection, and enforcement of caste law to their Shehad liege. In return, they are granted the right to govern lesser towns, command troops, and benefit from trade, land, and tribute.
Each province contains dozens of fiefs, managed by Dracarchs (vassal-lords) and Magistrixx (civil overseers), who may pass rulership to their own heirs with their liege's blessing. Ambitious vassals are watched carefully; while most Shehad houses tolerate a degree of ambition, any open defiance is swiftly and violently put down.
The Arcath Order[edit | edit source]
The Arcath, Swikedom’s sorcerer-priest caste, function both as a state religion and an arcane enforcement body. Their temples are not only centers of worship but also repositories of magical knowledge, military academies, and ideological courts. When a child of Swikedom is born with the potential for draconic sorcery, they are taken from their parents and immediately begin their training in the order.
The internal order of the Arcath is mostly exempt from the binds of the Vassirak. In the order, your position is determined by strength, for members believe when practicing sorcery, your draconic spirit outweighs the importance of your scales. But while this is true for most of the dragonborn, it is not so much so for any lesser dragonkin. While there may have been powerful Lizardfolk or Kobold members of the Arcath in the past, none have ever graduated to the rank of Lejir’Turace. But their fates are exceptionally better than that of any non-dragonkin exemplifying draconic sorcery, for they are instead experimented on to dissect their powers and abilities for the order’s intellectual amusement. Arcath do not inherit their titles. Instead they are tested, chosen, and bound by oath. Bloodlines are respected, but never enough without magical merit. In addition, Arcath may not marry freely. Reproduction is arranged to preserve or cultivate sorcerous potential, with some unions dictated by prophetic visions.
The Arcath of Swikedom dress in a unique fusion of sacred regalia and battlefield armor, reflecting their dual role as sorcerer-priests and warrior-inquisitors. Most wear reinforced scaleweave or fabricated dragon-hide lamellar, fitted for mobility and enchanted to resist magic and blade alike. Layered over this is the Arcath mantle, a cloak or half-cape bearing their magical discipline, known as a Draconic Sphere, often stitched in glowing thread, enchanted to shimmer or shift in subtle ways.
Higher-ranking Arcath like the Vaeroskarth and Myvishkar wear armor fused with rare arcane metals and ceremonial dragon motifs, with horned helms, winged pauldrons, or floating spell-crests, declaring their sacred bloodlines and martial authority. Zarthul’Vaer, who lead temples and warbands, favor hardened scalejackets and enchanted staves or chained spellrods, bearing the weight of both command and judgment. Even the lowest initiates, the Thurirl’Sariik, wear durable robes or tunics reinforced for training and trial, their garments bearing only the glyph of their aspiring sphere until they survive their first rite.
All members of the order are trained in a variety of weapon disciplines and are taught how to incorporate their tools into their spellwork. These weapons are enchanted with powerful spellwork and are designed to enhance the Arcath’s combat capability. Though some members of the order forsworn weapons, believing that they are only crutches, inhibiting one’s true magical and destructive potential.
Vaeroskarth - The Burning Crowns[edit | edit source]
The pinnacle of both the Shehad and Arcath orders. These rulers are more than monarchs, they are considered living vessels of the draconic might. Their word shapes policy, law, and faith. Though they rarely convene as Arcath, their power defines the order's direction.
Thurkear’Valthor - The Fire-Born Prophets[edit | edit source]
Each Shehad province is served by three Thurkear’Valthor, chosen from the eldest and most accomplished Flamebinders. They advise the ruling Shehad on spiritual doctrine, oversee major rituals, and command lesser Arcath within their region. Their word is sacred in temple law, and they often serve as adjudicators in matters of heresy.
Lejir'Turace - Flamebinders[edit | edit source]
The Lejir’Turace, otherwise referred to as direct the day-to-day operations of temples, oversee magical academies, and lead flame legions into battle when called. Each is considered a master of both sorcery and scripture. Many sit as advisors on provincial courts or lead major purges of magical dissent.
Verthiss'Sanhalar - Burning Voice[edit | edit source]
Verthiss’Sanhalar act as the inquisitorial force of the Arcath. They lead ritual trials, command lesser acolytes, and train promising spellcasters. They are often feared, even by higher castes, for their absolute authority in spiritual law enforcement.
Vargach'Darss - Bleeding Embers[edit | edit source]
The Vargach’Darss, also known as Ashborn Acolytes, are the lowest rung of the Arcath, a mixture of chosen children, failed aspirants, and hopeful bloodliners. Those who survive years of harsh service and trial may be elevated to the Verthiss’Sanhalar. Most do not survive long enough to earn a name.
The Sjach & The Ministry of the Veil[edit | edit source]
Swikedom’s spy network is formally managed by the Ministry of the Veil, an intelligence organization operated almost entirely by Sjach changelings. Based in the domain of House Vel’Jhazir, the Ministry is vast and decentralized, with agents placed in nearly every kingdom on the continent of Pteris, and whispers even stretching as far as Osugbo.
The Ministry is responsible for rooting out rebellion, tracking foreign threats, disrupting external alliances, and eliminating internal dissent. Its agents are highly trained in subterfuge, mimicry, and misdirection. The Ministry answers only to the Ashen Table, though it is said that Vel’Jhazir holds the true keys to its vaults.
Military Structure[edit | edit source]
Swikedom’s military is built on caste hierarchy. At the top are the Vargach battleborn, trained from a young age in war and discipline. Below them are Faestir conscripts and Emberless levies. The officers, almost exclusively Kepesk or Shehad, are chosen for their blood, not their valor.
Each province maintains its own Draconic Legion, commanded by their house’s generals and outfitted according to regional traditions. The Arcath serve as magical artillery and divine morale. Few battle lines hold once a Spell Scale joins the fray. Each legion typically marches with at least multiple Lejir’Turace or higher to command spells and enforce magical discipline.
Law & Justice[edit | edit source]
Justice in Swikedom is absolute, rigid, and caste-bound. The legal system is built entirely upon the Vassirak, the divine blood law that dictates not only criminal and civil codes, but also spiritual alignment and one’s role in society. It is not concerned with fairness, but with order, bloodline, and obedience.
The severity of punishment is directly proportional to one’s caste: the lower the caste and the higher the violation, the greater the consequence. A minor disrespect from a Petisse to a Shehad may result in execution, while a similar offense between equals might warrant only ritual penance.
Disputes between members of different castes are resolved by the higher caste party’s judgment, unless an Arcath intervenes. Matters involving sorcery, heresy, or the Vassirak itself fall under the exclusive jurisdiction of the Arcath Order, who act as inquisitors, judges, and executioners.
Petisse and Faestir have no legal standing and are often punished communally. A crime committed by one thrall may result in punishment for an entire clan. Conversely, the Shehad are rarely punished unless their actions threaten the kingdom itself, in which case the Ashen Table may call for judgment by conclave.
There are no jails in Swikedom, only labor pits, exile camps, or public executions. Mercy is rarely shown unless the criminal’s blood holds potential for sorcery or service. Common punishments for lesser castes include brandings, public whippings, work death, and clan cullings. While those in greater castes may be subjected to forced blood-vows, public shaming, exile, and estate stripping. The Arcath order punishes their own and keeps their internal justice secret. Though rumors of petrification, arcane warpings, removals of one's ability to speak are whispered in the dark corners of the kingdom.
Economy and Trade[edit | edit source]
Swikedom’s economy is built on strict control, self-reliance, and a deep mistrust of outsiders. The kingdom is almost entirely closed off to foreign merchants, ambassadors, or explorers, and few know what lies beyond its high walls and sun-scorched dunes. Only one external trade relationship exists, a morally murky partnership with the remains of The Shend, a former kingdom now turned hobgoblin crime syndicate.
Officially, after the collapse of the Shend kingdom, Swikedom denied the existence of any foreign partners. But behind closed gates and beneath scorched cliffs, House Tazrikarn, the merchant house of the Shehad, handles discreet caravans and covert markets where Shend smugglers arrive under nightfall. In exchange for weapons, slaves, rare spell components, and relics stolen from tombs or battlefields, Swikedom offers magical items, alchemical reagents, and crafts enchanted by Dorith artisans under Arcath oversight. Some say the Shend even traffic in dragonborn blood and eggs, a dark trade tolerated as long as it benefits the kingdom's hidden ambitions.
Within Swikedom, the economy is strictly caste-controlled. Each caste is responsible for a different sector: the Dorith handle production and crafting; the Faestir work the fields, repair infrastructure, and perform menial labor; and the Vutha’Thurirl oversee archives, logistics, and historical recordkeeping. Vargach warriors serve as enforcers and guards for trade routes and vaults, while the Kepesk serve in a managerial role.
There is no open market economy. Goods are distributed through tightly regulated caste-run guilds and overseen by house-appointed ministers. Merchants must be licensed by noble decree, and trade between castes is carefully restricted. In Swikedom, while they do utilize currency common across Quelmar, instead of calling their money coins, they refer to them as Scales. For the common folk, barter and internal favors are far more common than currency. A Faestir stonemason may trade weeks of work for the protection of a Vargach warrior, while a kobold miner might offer scavenged relics in exchange for a ration surplus.
Allies and Enemies[edit | edit source]
Outside of their vast spy networks, Swikedom does its best to remain isolated in Pteris affairs and maintains its high walls. With the assistance of their spies and the Shend, they have also made sure that as little information as possible about what goes on inside their borders reaches the rest of the realm. But this has not stopped them from making alliances and enemies both planar and abroad.
The Shend[edit | edit source]
Amongst all of their enemies, it cannot be said that Swikedom was without its allies, or well, ally. The only nation Swikedom aligned itself with during the years of the first realm war was the Hobgoblin nation of the Shend to their north. Their bonds were formed through a mutual hatred of Trudger and a shared appreciation of order through strict rule. The Shend’s worship of the god of tyranny Bane, and their beliefs that it was the duty of the strong to rule over the weak closely aligned with parts of the Vassirak. During the Realm War, Swikedom would send the Shend arms and arcane materials to help in their fight against Trudger in the north. Their relationship was so good that other nations would go to the Shend if they wanted something from Swikedom, treating the Shend as the public face of the secretive desert kingdom.
After the Shend’s collapse as a kingdom, what criminal organizations that arose from its ashes continued to be close partners of Swikedom. They remained Swikedoms only trading partner in the selling of weapons, rare materials, and slaves. Swikedom would liberally employ Shend mercenaries to assist in accomplishing goals abroad as well as to serve as the primary military force on the border separating Swikedom and Trudger.
Trudger[edit | edit source]
As Trudger is a nation descended from giants, they were a natural enemy of Swikedom. Though Trudger’s lack of a serviceable fleet and the harsh conditions of the desert made any true military advance on Swikedom difficult. Their attempts at combating Swikedom were further delayed by Swikedom placing the Shend as a barrier between the two nations. During the realm war, the only combat seen between the two nations was along a small stretch of land that became known as the “Killall Front,” and the region saw some of the highest fatalities in the entire war. Even after the war this front was maintained, turning into a border that neither nation was brave enough to cross.
Clowre[edit | edit source]
While not necessarily a nation, Clowre was a collection of Kreen tribes that many surrounding kingdoms treated as a singular force. While Trudger was Swikedom’s greatest enemy, throughout the years they would see most combat against the Kreenfolk as Swikedom’s borders would clash with traveling Kreen tribes. The dragonkin of Swikedom’s higher castes considered the Kreenfolk as creatures even lower than the warmbloods, not even worthy enough to be taken as prisoners.
Snobbite[edit | edit source]
The Snobbite’s and Swikedom’s hatred of each other goes all the way back to the first Realm War and the Amputer Front, where the Snobbites sent hundreds of invading dragonkin to the ocean floor. While the Snobbites have moved on, the people of Swikedom will never forget the sailing kingdom’s transgressions.