For years Drakis
Drak-Kiss was a site of ongoing warfare bewteen Talax and Alantor, centuries before the two nations were united by their repective monarchs, the two nations fought over Drakis for its strategic postion of the war.
Now a place of neutrality, with its Governor voted in every ten years by the leaders of grand alliance. Drakis is home to the Bouleuterion, the assembly house for important act of the grand alliance, and where they meet those who intend to join.
|Current leader:||William Kennady|
|- Head of:||The Council of the Alliance A representitive from each of the nations withing the alliance.|
|Goverment:||Subsidary of the The Grand AllianceThe Grand Alliance consits of Talax, Alantor, Ra, Razell, Thraw, Drakis and Mekis.|
|Established:||circa 2900 years ago|
|Geography:||30% Forest, 70% Grassland|
The neutral meeting point of the Grand Alliance
A grand building, with two dozen sleeping chambers, a large meeting hall and a circular room with a large stone table for making decisions that affect the whole alliance.
|Resident Population:||10,000. Human
If you don't know what a human is, you're in trouble.
Quick to learn and adapt, they survive in all bar the most extreme of environments with ease.
|~ Visting Population:||During important meetings the population can double, with dignataries from far and wide. Espescailly so during times of War.|
The widley used langauge of Terrainia, although it varis a little, through dialect and acent, it remains interprettable by anyone with the most basic of understanding of it.
A langauge common amongst elves, recognised by most other races and can be learnt by anyone.|
Typically refered to as elvish, but only amongst those who don't speak it.
|Demonym:||The demonym of inhabitants remains that of thier home nation|
|Laws and Justice:||The rule of law in Drakis is laid out in the Treaty of Drakis
The Treaty of Drakis is the offical name of the document signed by the first members of the grand alliance, namely Karla Raeger and Ralor Masif, with others added as new members joined.
The treaty covers how each nation will interact with the other nations of the alliance, who will coe to whos aid, the trade tarrifs of the alliance, along with the right of passage for those within the alliance.
Intially drafted to end the ar between the two nations, brought on by a combined wider view of the world, facitlited by the crowning of the pair as ruling monarchs, this allowed the two nations to focus on repairing the damage done, offering safe harbour to those that needed it, and generally defending the world from evil.
|Architecture:||Archtecture of Drakis is wide and varied, as many nations build here.|
Hover over image to enlarge and see major cities.
|Talax Forces||Men at Arms
Trained for two years in all forms of combat, each man at arms can wield a bastard sword and shield or a longbow, often they carry both.
Fighters on foot.
Medium Armour, Shield, Bastard Sword and/or Longbow. (2,000)
|Duty:||Patrol the Coast & police the interior|
|Mekis Forces||Iron Golems
Although the first were iron, they have since changed to more durable metals such as steel and palladium, but the name stuck, these machines are visible protectors of the realm, walking amongst the cities and roads through the desert as a never-ending watch.|
Iron Golems have a superior set of directives, they can talk, interact with each other and the citizens of Mekis, and will come to the aid of those calling for help.
Large Fighters on foot.
Heavy Armour, Pneumatic Spear, Pneumatic Fist. (200)
|Duty:||Repel invaders when activated|
|Yuduku Forces||Nelothi Sentinels
The pinnacle of unseen death, able to pick out a target over two hundred feet away and deliver a fatal blow, leaving the enemy confounded.|
On the open battlefield the sentinels will seek out a forest from which to strike, calling on the power of their mages to summon forth one if necessary.
Archers on foot.
Light Armour, Woodland Cloak, Composite Longbow, Daggers. (100)
|Duty:||Oversee the other forces|
|Alantor Forces||Alantir Knights
The strongest and most devote of heavy cavalry will become Knights of Alantir, these champions are offered greater power by their deity and ride to battle not on horses, but on a celestial steed.
champion on Celestial Horse.
Heavy Armour, Shield, Longsword and Blessed Lance (500)
|Duty:||Respond to attack where needed|
Wooden construction which requiers two soldiers to operate.
Medium bolt throwing device. (50)
|Mounted on watchtowers and outposts|
|Boars, Small Woodland Mamals, Rodents, Birds, Horses, Snakes|
|Roaming Outlaws (Pirates)
Pirates will attack lone ships, or vastly outnumbered convoys, or even the ports of smaller towns
Often pirates will be a lone ship, but occasionaly band together to attack a more lucrative target. , Roaming Outlaws (Raiders) Generally hired by someone else, raiders seek to obtain an induvidal item(s) from thier employers chosen target.
Most of the time these raiders will infiltrate in just the few they need, occasionally a full scale attack is necessary to achive thier goal.