Azure Sultanate of Ozon'Siiar Organization in Aetheus | World Anvil

Azure Sultanate of Ozon'Siiar

The ruined and rebuilt domain of the great Blue Dragons that once ruled over the fallen citadel and Dragonaught of Ozon'Cerull. The Azure Sultan, the greatest and wisest of the Blue Dragons and their sages, rules with an iron fist and self-proclaimed worship by many - having dominated and twisted a rogue group of Hobgoblins, twisted and sworn to him, and given for their years of service and loyalty, the promise of draconic blood and thus the binding of the Blue Dragons soul. All that pay homage and worship to the Azure Sultan, become one with Ozon'Siiar. Many call this savannah plain and arid sandy landscape home: kobold clans that work deeply within the underground, serving the draconic overseers - meanwhile, Blue Dragonborn call this place home, the descendants of those that reigned within Ozon'Cerull as sages and mages, but have now been reduced to a servile class and bound to the workings of the Azure Sultan. The region seemingly filled with sandstorms, wormholes, and lightning. Long ago, the landscape was blasted by an arc of divine power, though it is not certain to whom did this, but the region has been devastated and glassed by the intense heat, known to shower the region with deadly glass... giving rise to hardier creatures that even thrive upon this weather and torment. It is unwise to not seek shelter when these storms arise, and they arise upon the ire of the Azure Sultan. Seemingly master to many errant elemental spirits.   GOVERNMENT Ozon'Siiar is ruled by the Great Blue Dragon Sultan, the self-proclaimed politico-religious successor to the Dragonaught of Ozon'Cerull, the Soaring Storm, the Sorcerer Supreme, and leader of the ancient Cerulean Council. The leader of a great sorcerer nation. The high positions of government, are filled by the Sultan's family, his wife, and his three children: the First Heir, the First Heiress and the Sage Prince. There upon the Cerulean Council is:
  • The Chief Chamberlain: The master of the royal household, and the master of ceremonies - no one may request to be in the presence of the Sultan without his direction, or from his servants. All petitions to the Sultan are directed through him. Hence, this is a highly prestigious position reserved only for the most respected nobility.
  • The Wazir: A powerful government official that acts as a separate leader in government - in charge of administration, finance, office, royal accountant, chief executor, census-taker, the tax-master, chief public affairs officer. "The kings know well how to lead expeditions, conquer countries, give rewards, and shine in the assembly or battlefield; but it is the domain of the wazir to make a country prosperous, to accumulate treasures, to appoint officials, to ask for accounts, to arrange for the stock-taking of the commodities in the karkhanas, and the census of horses, camels, mules, and other animals, to assemble and pay the troops and artisans, to keep the people satisfied, to look after the men of piety and fame and to give them stipends, to take care of the widows and the orphans, to provide for the learned, to administer the affairs of the people, and to organize the business of the state."
  • The Lord of Justice: presiding over the Court of Complaints and the Court of Holy Law.
  PERILS:
  • Constant storm, glass winds & dragon-altered weather patterns.
  • Sudden appearance of elemental beings (usually air, storm, water or earth, not fire)
  • Harsh and strict 'draconian' law.
  • Largely territorial rulers. Very possessive about their borders, by strangers and entry into their lands - must require entry by permission.
  • Fear of their dragon overlord.
  • Landing in the coastal regions, or laying anchor to any port in the region - due to the stormy seas.
  • Dry Season - lack of rain or storm, thus a time of great potential for lawlessness as the dragons brood and sleep.
  • Deadly fauna and flora adapted to the storms and the magical calamity that pervades the area.
  • Deadly sandstorms - getting lost and hunted by the wild worms of the land.
  • Piracy that owe fealty to the dragon for stipends of their sums so that they do not get driven from his territory - owing him fealty.
  • Terrors of the ground: Bullettes, Ankhegs, Minor Sand Worms, Giant Burrowing Scorpions (nocturnal), Scarab Swarms, Kruthik hives, Neogi slavers, Desert Basilisks - Serpopards, Brogals, Troll Boars, Caeroraptors, Dire Mantis, Ostriches, Giant Centipedes, Perytons, Lizardfolk, Chuul, Jackalweres, Werewolves, Manticores.
  • Desert dangers: insects, snakes, thorned plants and cacti, contaminated water, sunburn, eye irritationl; sources of water and food, attracting lice, mites, wasps, flies - carry disease.
  • Ruins attract spiders, scorpions, centipedes, lice and mites - protecting against elements, attracting other wildlife.
  • Mirages - optical phenomena caused by refracted light through heated air rising from a sandy or stony surface. They make objects that are a mile or more away appear to move. Making it difficult for you to identify an object from a distance. Blurs distant range contours so much that you feel surrounded by water sheets from which elevations stand out as 'islands'.
  • Heat cramps - loss of salt due to excessive sweating. From moderate to severe muscle cramps in legs, arms and abdomen - starting as mild muscular discomfort.
  • Sink-holes - first line of draconic defence (the Sinking Sea). Collapsing caves, crystalline ventilation systems. Crushing and suffocating attackers and trespassers. Will collect its possession and the wealth of dead intruders.
  • Blinding sand swirls. Hidden and unforeseen 'dust devils'.
  • Appeasing the dragons vanity - any insinuation of weakness and inferiority will be met with rage and destruction; patient and methodical, fighting on its own terms, over the course of hours or days, attacking from a distance, then flying out of harms reach as it waits to attack again.
  • Oil reserves that can result in explosions - good for lantern oils.
RESPONSE TO PERILS:
  • Avoid wearing metal, as it weighs you down and causes an excess in sweating. Marking down shelter points for protection from the storms and harsh winds.
  • Elemental beings are hard to distinguish and locate: thus, undisclosed areas or sweeping silence is described as an omen of danger, and that approaching them can mean certain death.
  • Not following the will of the dragon spells certain death.
  • They are not appreciative of foreigners, or trespassers, and are usually marked for death - any transactions or hidden agendas will result in painful punishment, and considered thieves. Not xenophobic necessarily, but paranoid about newcomers, and are certainly not welcome - everyone knows everyone, and they all answer to the Dragon and his dragon guard. But make special exception if they can get them to work for their dragon overlord - particularly bards, sages, artists, wizards and even assassins, rewarding loyal service handsomely - as they covet valuable and talented creatures.
  • Anyone who is anyone must prove themselves talented to the dragon, or they are punished or imprisoned.
  • The people fear and respect the dragon.
  • Coasts are considered dangerous areas, unless granted the dragons blessing, or curse - and fleets are sent out if they receive punishment and if they survive, they will have proven their worth - or if they come back with a hoard of treasure for their lord.
  • As the dragons are 'hibernating' in the Dry Season, their official titles are taken by their loyal servants and children. But their iron will is not something to jest or underestimate, as they take power in the dragons stead and protect their lands and their treasures - failure to do this usually results in death. But in this period, many suffer from heat-stroke and seek the shade of the crystalline caverns below, the safety of the ventilation tunnels from the sun. Droughts often occur, as the dragons do not care for flowing waters or irrigation - preserving the waters for themselves.
  • Wear gloves for protection - visually inspect areas before sitting or lying down; shake out and inspect clothing and shoes. Never walk barefoot. Watch where you step, or get bitten by snakes - avoid them at all times.
  • Child scorpions more deadly than adult ones - bites cause swelling, pain, nausea, fever, speech and breathing difficulties - keep calm, reduce heat, as this spreads venom more quickly.
  • To avoid getting lost in sandstorms - bring goggles and mouth coverings, and nose coverings - mark the direction of travel, lie down,and sit out the storm if natural shelter is unavailable.
  • Mirages makes it hard for people to identify targets, estimate range, see objects clearly. If you get to high ground (3 metres or 10 feet above desert floor), can get above superheated air close to the ground and overcome the mirage effect. Survey the area at dawn, dusk or moonlight when there is little likelihood of mirage.
  • Stop all activity, get in shade, drink water. - heat cramps.
JOYS THEY VALUE:  
  • Blue is considered to be the most noble and beautiful of colours, and the finding of sapphires are a great occasion.
  • The punishment of thieves is a momentous occasion - and the dragons often pit one another's slaves and servants in a series of great 'dust-bowl' games. Settled in salt-lakes, arid planes. Gladiatorial combat and professions of love to their draconic protector is much lauded (creating an almost 'hero cult' among them).
  • The cooking of storm foods - using the latent electricity of storms to collect its power and create specially 'electric-cooked' foods and goods.
  • The coming of storms and thunder is a momentous occasion, as it powers their magical stores and towers of power.
  • Sandboarding/ Wakeboarding - being able to ride the desert winds on their craft quickly; able to haul up and down the sand dunes across the desert with ease, avoiding pitfalls and sinkholes. Powered by the superheated winds, can even fly and glide over areas.
  • Camel racing.
  • Cactus spirits and waters (careful not to get the wrong kind, can get headaches and diarrhea)
PRODUCTS THEY MAKE:  
  • Divine glass, or Thunderglass (from the thunder storms prominent in the region and from past divine actions)
  • Camels - milk, meat, leather, fur, and bone. Procuring cheeses and special foods.
  • Thunder-cooking.
  • Glass - coloured or otherwise. Blue being the most prominent. Therefore a lot of mirrors.
  • Elemental dusts
  • Open-pit mines produce valuable minerals and non-mineral resource: iron and lead-zinc ore, gold, silver - lithium, clays, pumice and scoria. Also providing sulfate, nitrates from evaporated inland bodies of waters. Also, oil reserves.
HOPES FOR THE FUTURE:  
  • The mastery over old draconic and lost magics and sorceries - the further establishment as the first successfully revived draconic state.
  • Desert greening - being able to commit to a better production of food through a draconic lifetimes revival of the land.
  • Clearing the glass storms that can harm even dragons - and mass recovery of the dragon-shards prevalent in the area.
  • The discovery and relocation of the lost draconic dragonaughts, and integrating them, their power and secrets.
  • The empowerment over other people through devoted oaths, sworn in front of idols of Sincainea - to bind them to their interest.
Type
Geopolitical, Archduchy
Neighboring Nations