Glatar



Dominant Race: Draconian
Apex Predator: Guandarison
Wildlife: 
Resources:
Natural Wonders: The Vile Pit and the Jeweled Dome
Primary Biome: Desert

HISTORY
of the Scorched Crown

Glatar began in blood beneath the sand. When Monicurro bled into the forming world, the desert remembered. From that divine wound rose the Hallowed Queen, and from her Scalding Clutch came the first Draconians: fierce, directionless, and bound together only by instinct and shared pain. In those early ages, the land reflected them. Forest clung to the northern coast, scrub rolled inland, and the southern reaches were harsh but not yet sovereign. Clan devoured clan beneath the Jeweled Dome, and the Dread Dunes of Zoelath became burial ground as much as proving ground. Unity did not come through enlightenment, but through exhaustion. Collapse taught what dominance could not: survival required structure.

The turning came during Humanity’s Great Scourge. Where others saw invasion and humiliation, the Draconians saw revelation. Chains and whips were not merely tools of cruelty they were instruments of order. When Humanity retreated under pressure from treaty and Fairy censure, Glatar did not abandon the practice. It refined it. Slavery became ritualized, codified, woven into economy and identity. Prosperity followed, though so did condemnation. Fairy courts named them warning; Human historians named them shame. Yet under Maladieus Dragonback, prophet of Monicurro, something harsher and more enduring took root. Clan chaos yielded to caste. Faith fused with governance. Pain became policy. Glatar ceased being a battleground of predators and became a state built upon disciplined suffering.

Since that crucible, Glatar has endured as a paradox of severity and brilliance. Its deserts expanded southward as climate shifted and ash from distant Malcik darkened the northern shores. The Latchrock River fixed its southern boundary against the primordial wilds of Sizus, while the mountains of Donmolim held the west in stone silence. Under the Jeweled Dome, Draconians chart lineage and fate with the same precision they enforce hierarchy. They are not aimless monsters, nor are they misunderstood saints. They are a civilization forged in adversity and convinced that pain is proof of worth. Glatar does not apologize for what it is. It survives clear-eyed beneath the stars, hardened by ash, and ordered by the old rhythm that began in the blood beneath the sand..

Government

• Socialist Theocracy

    There are three castes of Draconians, each serving a different function within their society. Originally established by Maladieus, this caste system has guided them into a civilization of continental recognition and made Glatar a country not to be trifled with. Maladieus recognized that the three different breeds of Draconians were characterized by commonalities, that when harnessed properly allowed the collective to stand against even the most influential of foes.

   The purple-skinned Rasa serve as the religious leadership, having a natural knack for alchemy and magix. These zealots guide their leadership by gleaning information from the gods and then disseminating it to the political leadership. They do not, however, concern themselves too greatly with the machinations of politics and instead focus on the affairs of the spirit realm, serving their demigods and deities fanatically.

   The Gorsh lead their people on all things secular, from running shops to designing city plans. They make up the ruling class and only concede to the direction of the Rasa out of fear of angering the gods. The red-skinned ruling class is clever and treacherous, seeking only to better their station in life. To them, compassion and honor are for fools and can only lead to ruin. The ultimate ruler is known as the Dragonback.

   Tinisru are the lower class, green and brown skinned  Draconians that make up the labor force and foot soldiers of Glatar. They are heavier and stronger than their counterparts but don't have the desire to rule or the patience to serve the gods. They do, however, love to war.

• Alliances 

Union of Iron: An ongoing treaty with the races of men: Draconian, Cyclops, Nephilim, and Gnomes.

Military

• Calvary
   The Ascended: Elite soldiers tasked with the protection of the Rasa, equipped with a shield, and scimitar.
   Bone Crushers: Heavy Horsemen with chain-mail and armed with heavy Kanabō,  Steel Teardrop shield, and dagger.
   Chosen: Horsemen with leather-mail, bronze-tipped spear, Wooden Coffin shield, and dagger.

 • Infantry
   Sharpened Fang: Light Infantry armed with steel scimitars, steel stake shields, and spiked-leather armor.
   Venomous Fang: Heavy Infantry equipped with flamberges and steel half plate.

• Polemen
   Halberdiers: Equipped with half-plate, tower shields, and halberds.
   Pole-axemen: Equipped with chain-mail, shield, and pole-axes.
   Heavy Axemen: Equipped with chain-mail, battle axes, tower shield, and daggers.
   Spearmen: Equipped with leather-mail, short swords, shield, and spears.
   Pikemen: Equipped with plate-mail and pikes.


• Archers
   Archer: Girded with leather armor and a shortbow.

• Artillery
   Bombadiers: Manning a Mortar, wearing chainmail with shortsword and morningstar.
   Cannons: Manning cannons, wearing leather armor with morning stars.
   Trebuchet: Manning trebuchet, wearing leather armor with short swords.

Domains

• Vadizzith [aka The Heartland]
   The capital domain of the Draconian people. Secreted away within its borders is the temple of Astarte, their sacred Queen. Oathbinder, Fadil-rasa, rules over all of Glatar from the capital city of Minya-dragonback. Some of the oldest settlements in draconian history are found within this territory. It is considered the Heartland

• Merthog
   A major fishing and trade domain, governed by Horus-gorsh, Master of Provisions. Subjects of Merthog have pulled fish from the Borshan River for thousands of legras. With an unspoken peace between them and the colossal Giants of Sizus, Merthog quickly established itself as a major trade hub, sending caravans to Linkkert, Evates, Yavadeth and even Stenocia. 

• Drusgex [Plateau of Inquisition]
   Kek-gorsh oversees the daily routines of managing the Plateau of Inquisition, a bloody and gruesome position. All behavioral modifications, confession withdrawals and interrogations are conducted within the halls of Castle Festering Rock which is found in the heart of Drusgex. Culturally, this territory has a history of extreme prejudice against other races and their sands have tasted the blood of millions of Glatar as well.

• Todre
   A coastal domain, the Todre is ruled by Abasi-gorsh, the Draconian Slave Master. Al-zotus boasts the largest and finest selection of slaves in Epimetheus, and is located on the coast of this territory. It is also the home to the Bay of Blood, a historical location with enormous statues guarding the port facing the volcanic island of Malcik.

• Thishti
   With many major ports for the draconian people Thishti is a bustling territory. This domain supports the nations naval fleet, protects trade fleets from pirates and has the finest shipyards in Glatar. 2nd Admiral, Rashidi-gorsh, runs things for the Oathbinder in this domain.

• Bedroc
   Tau-rasa 2nd Commander. Tau-rasa has a reputation as a shrewd tactician and has earned many victories for Glatar. Bedroc produces the finest warriors of their people, houses the Rohdea Coliseum, and has many ports, Perga being the most populated of them. It watches over the eastern entrance to the Sencheso Pass as well as the southern entrance to the Bigum's Trail.

• Krolkac
   Seb-gorsh, Minister and representative of the nation of  Glatar, is the overseeing leadership in Krolkac. Some of the finest craftsmen of Glatar are found here.  Seb-gorsh has formed a relationship of mutual respect with Lord Gustav Boralia of Donmolim, making for a unique pair.


Wonders

Temple Astarte
    The birthing Grounds for the Draconion people. This temple is protected by the
     Surrogates, an elite army of fanatical veteran soldiers, and houses the
     Hallowed Queen.  It's secret location is as well guarded as is it's walls.

     The temple is believed to have been created by an ancient dragon, reverently
     referred to as the father of the Draconion. It is comprised of marble and hums
     ever so slightly with the magic used in its creation.

Rohdea Coliseum
    Made famous by the exploits of Akeg-tinisiru. This brown-skinned Draconian
    carved a bloody path to fame with his victories in the Coliseum as a Gladiator.
    His bravado and prowess coupled with his unusual love for the crowd earned
    him the recognition of Maledieus.  Maladieus, seeking to exploit Akegs fame to
    further his own advancement,  purchased the Gladiator's freedom and gave him title
    and authority.

    Now, many Tinisiru seek fame, glory and status through the Coliseum Grounds.
    Annual "Proving Games" are also held within its walls along with high profile
    executions. Every Oathbinder that has sat on the throne has presided as Grand
    Judge over the games since Maledieus. Slaves are also sold twice a Legra on its
    blood soaked grounds.

    It was constructed during the height of Maledieus's rule by a Cyclops crew with
    the direction of the ruler himself. Blessed by the Three and consecrated with
    the blood of every race the structure is believed to be indestructible. It is an
    immense complex, with cells in the lower levels, market stalls built right into the
    outer walls, lavish apartments for leadership and a chapel for each of the three
    major faiths of the Draconion people.

Vile Pit
     An immense cavern with hundreds of run-off caves. The bodies of executed prisoners are
    discarded into the main cavern. Many creatures of the dark feed on the rancid flesh of the
    decaying. The stench is so putrid that it is a rare soul that does not wretch at its smell.

    It is rumored that there are necromancers living within the network of caves, using the
    refuse to conduct their macabre arts. Whether or not that is true, the Vile Pit is still a
    dangerous place. Many would be adventurers have voyaged into their depths never to be
    seen again.

Death Deck
    When judgment is handed down and execution is the verdict, it is usually carried out on
    this permanent structure found in the heart of the Plateaus of Inquisition.  It is a long
    March from the Inquisitor's Chamber to the gallows and the judged are harassed every
    step of the way. With curses, insults and objects hurled at the damned, the last thing
    these Draconians see is hatred.

    There are several ways upon which execution is administered. Some of those methods
    are quite visceral. There are grooves and channels within the stone platform that directs
    the blood and bodily fluids into flasks, there are portals where they dump innards and the
    cadavers are tossed into the Vile Pit.

    The Deck is located in the center of a large cobblestone plaza. The Draconian people
    consider the tortures and executions to be quite entertaining. As a consequence the
    plaza is frequently filled with riotous spectators. This same attraction to the gore is what
    instills such fear into the populace. By witnessing the atrocities firsthand they are terrified
    of being the next to walk the path of the damned.

Castle Maledieus
   This structure is quite possibly one of the most unique in all of Glatar if not all of Aborlon.
     It was created purely with magic, a feet believed to be possible only by the ancients and
     gods. There is still quite a bit of mystery surrounding how Sest Maladieus managed to
     pull it off. Though it is believed that a deal was made with the denizens of the dark.

     The structure itself is fashioned entirely of obsidian. However, it is not made of
     cut stone, but is literally solid as if grown from the gardens of hell. It resembles
     a fist protruding from the depths of Gahanna. The castle is gargantuan even for
     a castle, and battlements are so seamlessly sculpted into its walls that they are
     impossible to pick out from the rest of the structure.

     Located in the heart of Messash, the castle is now occupied soley by the
     Paternal Covenant. From within its walls Proxies are puppeted, instructions
     are distributed, wars are declared, and all assignments of authority are
     decided. It is the central location of rule and indoctrination.

Visceral Rock
     A ledge on the edge of the western mountain range where thousands of Draconians lost
     their lives. They had their innards ripped out and stuffed into their mouths. Limbs were
     torn off and all of them were skinned. It was a gruesome sight, even to these barbaric
     people.

     The act was one of retaliation from Donmolim. Dwarves of the mountains would not
     tolerate Draconian soldiers in the Halls of Jamal. It was a rare act of brutality not
     common from Mountain Dwarves. The location has since been enshrined to show the
     "...influence that Galtar has on its neighbors".

Bay of Blood
     While the relationship between Glatar and Malcik is friendly, it hasn't always been the
     case. Before the rule of Maledieus, Draconian and Nephilim were at odds with one
     another. For nearly two centuries the fierce people of Malcik sought to gain a foot hold
     on the mainland only to be turned aside by the vast number of Draconian.

     One battle in particular, known as the 'Battle of Blood and Water', saw heavy casualties
     on both sides as determined generals refused to abandon their goals. The loss of life
     was so heavy that it took nearly three generations for their populations to recover. This
     took place at the Bay of Smoke and Fire, but is now known as the Bay of Blood.

     Today there are great statues commemorating the battle as both nations came to
     respect the fighting spirit of their opponent. The entrance to the Bay is flanked on either
     side by a colossal  statute in the likeness of the two generals who led the armies. The
     statue of General Kruldron-gorsch carved from green marble while the likeness of War
     Master Rag'dran is fashioned from obsidian.

The Waling Halls
    There is a place where many go and never return. It is a sandstone complex that
     consumes souls and sanity alike.  The Ministry of Deracination was originally created to
     reform obstinate Tinisiru but devolved rapidly after the fall of the Maledieus Dynasty. The
     building maintains much of its original opulence but is now tainted by the twisted
     occupants who fill its halls.

     The Divine Innards, a cult of sadists, who find their ecstasy in the suffering of others,
     reside within the Ministry. There is no end to the screams of pain and agony as these
     demented Draconians perfect their art of torture. The Ministry's halls are populated with
     members of nearly every race, though strangely enough the Nephilim who darken its halls
     come and go at will. This fact perplexes the people of Glatar, but not so much that any
     would openly voice it.

     The ministry is carved into the side of a mountain in western Basthiath. It's western walls
     are eternally guarded by hundreds of marble gargoyles. The inner Halls are lined with
     black marble with blood red veins.  It was designed to awe and inspire Draconian
     miscreants into willing submission and fealty.

     By way of thousands of embedded mirrors and hundreds of skylights, atriums of great
     beauty are scattered throughout the immense complex. Many of the decorations
     displayed within are crafted from the skin and bones of the tortured. With fountains of
     blood as common as fountains of water, the mixture of beauty and the macabre adds an
     unsettling ambience to the Ministry.

The Feasting Grounds
     "Never has a soul witnessed the true ferocious nature of a Draconian until they look upon
     the madness of writhing masses of hatchlings devouring one another with such hunger."
     - Sest Maledieus Dragonback

     While many Draconian believe the cannibalism of hatchlings to be a natural order of life,
     Maledieus saw the truth, it was the result of no sustainable food source. For generations
     the Rasa had claimed that this process ensured the strength of their race, Sest saw the
     wasted lives and therefore the lost potential for his people.

     The Feasting Grounds is an immense anti-chamber where hatchlings fall after breaking
     free from their eggs. With no source of sustenance available to them they turn to their
     siblings to sate their hunger. Sest believed that this environment contributed to the
     devolution of his people into a "lesser-minded" race.

     Introducing an alternative food source to the hatchlings confirmed his theory as many
     Draconian from that generation were far more intellectual than their predecessors.
     Unfortunately it also proved to be Sest Maledieus's undoing, as it was from this group of
     hatchlings that the plans to overthrow him had been formulated. Today this information
     is scoffed at by the Gorsch and deemed heretical by the Rasa.


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