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Rachir

One of the oldest of all nations within the Manylands, Rachir is now a well-established monarchy, officially known as the Dragonborn Kingdom of Rachir. It has been the stage upon which many of the most important battles have been fought and lost in the Manylands, as far back as The Age of Legend. More recently, the Burakrin Republic have made repeatedly aggressive steps over the border, but the Kingdom has always been prepared for this: all able adult citizens of Rachir are required to conscript in times of war, being trained from an early age with the halberd – Rachir’s signature weapon – and the crossbow. All citizens are given a ceremonial bronze dagger, a symbol of Rachir’s past, wealth and might. One who wrongs the Kingdom is exiled, with their dagger broken in two by powerful magic to signify this. Outsiders (non-Dragonborn) are not welcome. This, along with more aggressive military action on the border, as well as more stringent monitoring by the Enforcers, Rachir’s secret police, has caused some to want to leave the Kingdom for good. Rachir has learned from its warn-torn past; it will not allow itself to be invaded again. Now, with their neighbours seeking to dominate above ground, and steal resource below, the time has come for “The Patient” King to make his move…  

History

Ruled by Dragons

Rachir has a long and chequered history, being among the first nations of the Manylands. It was founded, along with the first Dragonborn, during The Time of Dragons in The Age of Legend, and was ruled by the formidable bronze dragon Terran “The Fierce”. Due to its plentiful natural resources hidden within its mountains, Rachir is considered the jewel in the Manylands crown. This has also made it the site of much bloodshed, to the point that some historians refer to it as “The Blood Diamond”. Terran herself was betrayed and slain by the great red dragon Ushtarg “The Deceiver”, during his conquest for the Manylands. Those Dragonborn that could not flee were forced into serving their new red master, and consequently attacked neighbouring Burakrin, spawning both the First and Second Rachir War. During the latter, Ushtarg was defeated, his body plunging into the River Ixen, never to be seen again; but his terrible influence left scars on the landscape, Rain Fire being named after the sites seen during the climactic final stand of the ancient red dragon.  

The Devolution

In the years after the last of the dragons, Rachir devolved into tribal city-states, each worshipping one of the seven ancient dragons as gods. Their major territories still exist today:   Hurthir - the capital of modern Rachir. After the dragons, the city was divided into two; one half, including the Palace of Hurthir, was Clan Xarn, followers of the gold dragon Xesk "The First", and the other defended by Clan Lhambold, militant supporters of the black dragon Vord "The Vindicator". The bitter stalemate between the two sides stunted the growth of the city until the eventual formation of The Dragonborn Kingdom of Rachir.   Kuhrisk - north of Hurthir, where the River Rach meets The Westuary. This was the capital of Imbixtell, ruled by Clan Imbixtell, who possessed the secret teachings of the great green dragon Salas'sen "The Quiet Death". Her followers followed Salas'sen's lead, keeping very much to themselves and unwilling to cooperate; they were in fact the last city-state to become part of The Dragonborn Kingdom of Rachir during the unification. Lizardfolk and Kobolds were common here and often used as spies and saboteurs in other territories.   Arcath - north of Kuhrisk, across the River Rach, in the shadow of the Rachner Mountains, lurks the city that once was the capital of Xerrox, ruled by Clan Xerrox - they followed the great blue dragon Woolfriq "The Sky Warden". They boasted the largest fleet of Wyvern Riders, being the first to learn the secrets to catching and training the dragon ancestors from their nests in the Rachner Mountains.   Neroth - the northern-most city in Rachir, and the closest to the forest nation of Laranlas across The Westuary, this was the seat of Clan Dennish. They follow Riklaw "The White Storm" the white or silver dragon (this is still debated), and as such are at home in the cooler climbs of northern Rachir. Prone to battle and with alliances changing like the wind, Markrix Keep was created as a reminder that The Dragonborn Kingdom of Rachir would always keep eyes on the Dennish clan. It is rumoured that the keep is now the headquarters of the Rachiri Enforcers, Rachir's secret police.   Rachsjach - sitting at the waterfalls that form the River Rach, this was the capital of Ragthrok, presided over by Clan Ragthrok, followers of the bronze dragon Terran "The Fierce". Rachsjach is specifically placed due to its central location within Rachir, since Terran was the original ruler of Rachir, before being deposed by Ushtarg "The Deceiver". Their devotion to Terran meant they were initially resistant to joining The Dragonborn Kingdom of Rachir, believing themselves to be the rightful rulers of Rachir.   Rain Fire - this small town became famous as the site that Ushtarg "The Deceiver" was finally slain, being cast into the River Ixen. Followers of the great red dragon built the town upon the site, led by Clan Ushbek, believing themselves to be direct descendants of the dreadful red dragon. It was here that they plotted to overthrow the newly formed Dragonborn Kingdom, despite being instrumental in its formation - as deceitful as the Dragon God they followed. After the expulsion of Clan Ushbek, Rain Fire has become a base for many of Clan Lhambold, who took it upon themselves to eradicate the remainder of Clan Ushbek by force.  

The Dragonborn Kingdom

These city-states were finally united by Clan Xarn, under their leader Markrix. Principally, Clan Xarn united all the dragons as Gods under one pantheon, but also recognised that the feuding clans needed one leader, a figurehead, a King – and so, the Dragonborn Kingdom of Rachir was founded.   A fragile monarchy has existed ever since, though has regularly come under threat. After 30 years of peace, Markrix himself, along with the rest of Clan Xarn, was assassinated by Clan Ushbek, devout followers of Ushtarg, in what would later be named The Ushbek Occupation. The rest of the Clans united to expel Ushbek from Rachir forever, installing Clan Orexduhn, cousins of Clan Xarn, as the de facto royal line. To appease the clans, as well as to have a body to deal with more mundane issues in the kingdom, each Clan leader takes a role in The Dragon Council, of which the King is the head, though rarely attends meetings.   From the capital, Hurthir, upon The Maw Throne, Kings have come and gone, always bearing Xarn as part of their name, in honour of the ancient Clan. The current leader is Xarndak “The Patient”, the last living in the Orexduhn, and therefore Xarn, line after his wife and son were murdered by poisoning. It is believed spies from Burakrin were behind this dreadful act, but Xarndak suspects there may be another threat at play, increasing security around Hurthir in particular.  

Demography and Population

Dragonborn: 90%, Kobold: 6%, Lizardfolk: 3%, Other: 1%  

Military

Royal Guard   City Watch   Conscripted Citizens   Rachiri Enforcers   Wyvern Riders  

Religion

Unlike most of its neighbours, Rachir almost exclusively worships The Dragon Gods. This religion was founded after the Seven Dragons who ruled the Manylands and beyond. After the last dragon, Ushtarg, was slain, Rachir devolved into feuding clans, each one vowing a different dragon to be the one true Dragon God. It was only after intervention from Clan Xarn, and their leader Markrix Xarn, that all seven Dragon Gods were brought together under one pantheon. Today, religion is a private affair, with the only mass religious services being marriages or funerals, in which all seven Dragon Gods are acknowledged. Public religious practice outside of these is considered criminal, for fear of stoking the old divisions between the Clans.  

Foreign Relations

The Burakrin Republic: (poor) Recently, a kind of cold war has started with the Republic. The Republic have introduced a blockade on the border, not allowing people or goods to pass through. There is believed to be a more open conflict happening beneath the mountain borders, where both nations are competing for resources.   The Laranlac High Council: (neutral) The forest nation tends to keep itself to itself, and this suits the secretive Kingdom. Laranlas does provide herbal, edible and other natural supplies across The Westuary, particularly when the need is greatest, whilst the Kingdom provides precious minerals and ores that the Sylvan lot sorely lack. They are almost Rachir's sole trading partner, now that Burakrin relations have worsened, with the exception of goods smuggled across the border by The Moonrunners.  

Mythology and Lore

Legend tells that the first Dragonborn were created by their masters, the great Dragons, during the Age of Legend. These behemoths held dominion over the Manylands and beyond, carving up territories amongst themselves. Each of these dragons embodied a different spirit, but each wielded a great and terrible power, comparable only to that of a God, and so the Dragonborn worshipped them accordingly. The Dragon Gods are believed to be even older than The Eight, the most widely accepted religious pantheon today, and as such, to Dragonborn at least, are held in higher regard.  

Divine Origins

The Dragonborn owe their existence, their creation, to the Dragons of old. The Seven Dragons were the first known rulers of the Manylands and beyond, and were understood to have wielded both great and terrible power. Each had its own manner, its own teachings, its own domain, and it is believed that certain personality types of Dragonborn, as well as scale colour, are akin to their original masters. The Seven Dragon Gods became one united pantheon in Rachir following the actions of Markrix Xarn, who united the warring clans, each of which worshipped a different Dragon and believed it to be the one true Dragon God. This shift from monotheism to polytheism appeased all sides, although ironically the Dragons of old were said to be intrinsically selfish and territorial - and would probably loathe the idea of being united together in this manner.  

Granted Divine Powers

As each Dragon wielded a different power, so too do its faithful. Priests of Riklaw "The White Storm", for example, can harness the power of iciest winter, and the weather itself; while those of Ushtarg "The Deceiver" not only summon fire, but illusions and apparitions to fool and confuse. It is true that all Dragonborn inherit gifts from their ancestry, in terms of scales and dragon's breath (bronze Dragonborn being able to breathe lightning like Terran "The Fierce"), but those granted divine powers do not conform to the same rules. A green Dragonborn may expel Salas'sen's poisonous breath, but should they worship Vord "Vindicator", they may be able to summon the Black Dragon God's corrosive weapons of war as well.    

Culture

  Life in the Dragonborn Kingdom is a simple one for most. Most people have a typically laborious profession which they work in all their lives, and are honoured to do so. All taxes are paid to the Crown in exchange for protection, upkeep of public facilities and infrastructure. Failure to do so will result in swift retribution by the Enforcers, usually with repossession of assets, but occasionally with far more draconian punishment.   The ultimate punishment for lawbreaking in Rachir is to face "The Pit", an arena in the centre of Hurthir with a shaft leading far underground. Within lurks "The Seven Deaths" - some say it takes the form of seven dragon-like creatures, others that it is one monster with seven heads; and some maintain that it was once a pet to Ushtarg "The Deceiver". Though this is considered a death sentence, by law it is a form of trial; if the accused defeat the monster, they are absolved of their crimes - this has yet to happen. This doubles as a form of entertainment for the citizens of Hurthir.   Rachir is not known for its cuisine, but signature dishes demonstrate bold and often acquired tastes. Tea is overly fragrant with flowery and spiced notes in equal measure, but plentiful, much like the stout they brew - thick, black and powerful. Wine is not made here, and only available via imports. Spirits, however, are in abundance, often flavoured with cinnamon, aniseed and other A typical Rachiri dish will consist of root vegetables with fish as its central piece, usually coated in a bold combination of herbs and spices. Meat is rare, aside from gull meat, and when found is usually dried and smoked to preserve it for longer. Pickling is also a popular custom, since the acidic flavouring appeals to their bold tastes, with the practicality of preserving the food being equally useful.   Clothes and buildings are functional rather than decorative - though the imposing angular stone spikes that protrude from most characteristic Rachiri architecture serve both purposes. These buildings are traditional in Rachir with some having existed since even The Time of Dragons. In one way they reflect the mountainous features of the country, but also would stop dragons laying their claws on such a building. Those who can't afford these structures live in much simpler, squat square homes.   Perhaps this reflects the overall quality of life in Rachir, which is fairly simple compared to the affluent capitalism on display in neighbouring Burakrin. Most lead a simple life, and stay out of political affairs. Loyalty to the crown is paramount, many still remember the tales of how things were before the Kingdom, and nobody wants to end up a meal for "The Seven Deaths".
Founding Date The Age of Legend (The First Age)   Type Geopolitical, Kingdom   Capital Hurthir   Alternative Names The Dragonborn Kingdom of Rachir   Demonym Rachiri   Leader King Xarndak   Government System Monarchy, Absolute   Economic System Traditional   Currency Dragons - these are triangular coins that come in four varieties: stone, brass, bronze and jade. For ease of understanding, the table below outlines the general conversion rate against Burakrin Republic Pieces:
Rachiri Dragons 1 Stone 1 Brass 1 Bronze 1 Jade
Burakrin Pieces 2 Copper 2 Silver 4 Gold 8 Platinum
As the table shows, the coinage denomination structure is also different to the standards of Burakrin. For clarity and equivalence: 10 stone dragons = 1 brass dragon, 20 brass dragons = 1 bronze dragon (or 200 stone dragons), 20 bronze dragons = 1 jade dragon (or 400 brass dragons, or 4000 stone dragons)   Major Exports Bronze, stone, iron and other metals - Rachir has a wealth of minerals hidden within its mountains. Magic and enchanted items - the Dragonborn have learned secrets of magic that have been passed down the Ages.   Major Imports Wood, food and crops - Rachir is rich with minerals, but the ground has been scorched and polluted over the centuries, and has not made it a hospitable place for vegetation. Though some can be grown, it is sparse, and not enough to sustain the population.   Legislative Body The laws of Rachir have always been written by its rulers. It began with its dragon rulers, of which some of their draconian laws still survive. The biggest amendments to these laws came about when the Xarns united the feuding Clans. Any new law must be passed by the King, and the majority of his advisors - otherwise known as The Dragon Council.   Judicial Body - Royal Guards are the first line of defence for the Kingdom and its citizens, but increasingly their attention has been diverted to the borders. In their absence, the Rachiri Enforcers, Rachir's secret police, have taken a much more prominent role. Trials are set towards The Maw Throne, where the King himself, along with The Dragon Council, will be the judge.   Official State Religion The Dragon Gods   Official Languages Draconic   Neighboring Nations Burakrin
Type
Geopolitical, Country

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