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{{Worldbuilders}}{{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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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 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]]. |
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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In truth, Swikedom is a strict and powerful dragonkin society ruled by fear and power, biding their time for the inevitable return of dragons. |
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Leading theories include Swikedom being a conglomerate of ex-[[dragon]] worshippers seeking vengeance on the realm, organized crime lords who sell themselves and their services to the highest bidders, or a foreign power who hopes to destroy trust in the new world for reasons yet to be understood. |
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== History == |
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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. |
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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. |
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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 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 capital 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 only known kingdom that hasn’t (yet) encountered direct [[changeling]] interference is the Shend to the north. Many of whom consider to be perhaps the public face of the mysterious Swikedom, a claim the Shend are quick to deny. |
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[[Category:Pteris]] |
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[[Category:Bedlam in the Badlands]] |
Revision as of 00:45, 10 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
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 capital 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
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
Shehad - The Sovereigns - The High Caste
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
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
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
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
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
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
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
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
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
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
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.