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Here's another campaign setting I've devised for Pathfinder or other such roleplaying systems. This is very much a work in progress.
The setting is during the Bronze Age, when Iron and Steel are barely even a concept. Here, multiple nations vie for control of the continent they reside on.
The Continent of Ainia
Ainia is the continent on which all three of the warring factions live. The continent itself is split into three individual portions, separated by three major rivers which flow from Mount Ainia, which rests at the center of the continent.
To the North, almost all the land within the area defined by the two northern rivers is comprised of Mount Ercral and its foothills. Much of the foothills and slopes of Ercral are terraced, and winding paths that are said to lead all the way to the summit are often found, though there is little sign of civilization save the occasional abandoned Dwarf home.
To the south-east, a relatively flat and open region of the continent lies, fertile farmland and dense forests comprising much of the area, with several rolling hills to the far east, and low-lying plains to the south.
To the south-west, a veritable wasteland exists. Ringing the edge of this third of the continent from river to river, a blackened and charred mountain range stands as a testament to the fury of the tallest mountain in the range, Dragonsbreath Mountain. Much of the land in this third of the continent is rocky and uneven, coated with the blackened remains of a volcanic eruption some centuries ago, leaving the land barren and desolate, though there are several small lakes and tributaries from the main rivers to provide enough water for anyone living in this section of Ainia.
Between each continent, in the very center of the border between them, stand bridges several hundred meters wide, grand and imperial bridges made by a civilization whose name has been lost to the ages. Many attempts to bring them down have been made, and all fail, as the numerous magical wards and enchantments see the bridges restored within a day, preventing any one continent from breaking itself off from the others.
The Empire
To the East and South, the Holy Astoch Empire controls a good portion of the sub-continent. This Empire, first born of all the Human cities banding together, has conquered three races on their path to domination. The Empire has extremely strong spiritual beliefs, believing themselves to be the chosen of the Gods, and the righteous rulers of the world.
The Orcs were the first race to be conquered. When the Empire expanded into their territory, it sparked a brutal and bloody war that lasted nearly three decades, until eventually, the sheer numbers of the Empire allowed them to sweep across the Orcish strongholds and cities, eventually assimilating their people and culture into themselves, marking the first of the Empire's conquests. Over time, the Orcs have come to accept and even enjoy their place in the Empire, being revered as the finest soldiers to serve beneath their banners. Orcs make up more than a third of the Empire's standing army, and it is not uncommon for an Orc to achieve an Officer's commission. Those who do not serve in the army are often involved some way in helping the war effort. Many are smiths or tanners, shaping and creating the armor and weapons the Legion employs in battle.
The second race to be conquered by the Empire were the Elves. Due to the assimilation of the Orcs, the war for control of Elven lands lasted only two years, with the same results as the Orcish conquering. The remaining cities were absorbed into the Empire, and the standing army that remained was folded into the Legion. Elves, in contrast to the Orcs, do not typically serve in the Legion. Many are considered the "lower-class" members of society, doing the dirty and common jobs needed to keep the Empire's cities and towns in working order, from farming to masonry, to simple carpentry. Few elves view the Legion as a viable alternative to low-end work amongst the cities of the Empire, believing themselves not fit for combat like their Orcish predecessors.
The third and most recent addition to the Empire are the Gnomes. Contrary to the Elves and Orcs, the Gnomes were not conquered. When the Empire began to expand westward, the Gnomes took the initiative. Before the Legion could reach their doorstep, the Gnomes surrendered to the Empire to be assimilated, on the condition there be no conflict involved whatsoever. This marked a new age for the Empire, as it was the first time they had assimilated a new race without an agonizing or casualty-enducing war. Since their assimilation, the Gnomes have found their jobs doing intricate or delicate work amongst the Empire, as well as banding together to tackle problems the Empire faces, such as how to counter their enemy's advances or finding a new metal to replace Bronze. It is rare to see a Gnome amongst the Legion, as they are not the most combat-able individuals.
Found scattered amongst the cities and towns of Astoch, Aasimar are sometimes seen walking the streets. These rare half-breeds are seen as messengers of the Gods themselves, sent to guide and watch over the Empire, which reveres the Divine beings of the Astral Plane and Outer Sphere. It is not uncommon for a citizen on the street to bow or kneel down, or simply step aside and give an Aasimar a wide berth out of respect. Many hold high positions in the Empire's society, guiding and observing the course of events in the Empire.
Amongst the Legion of the empire, there is a rather infamous division, known as the Forward Division. These are comprised of gladiators or warriors who have shown a distinct lack of teamwork ability, or are too battle-hungry to work in a cohesive unit. They are the first division of soldiers sent into battle when the Legion marches for war, and they have the highest casualty rating, both friend and foe, of all the Legion's divisions.
Gladiators are a major event in Astoch, the capital of the Empire, where a magnificent Colosseum stands. Criminals who have been convicted of a violent or heinous crime in the Empire are sentenced to fight as gladiators for the amusement of the Emperor and the Nobility. These gladiators fight daily, in deadly, unarmored combat, so as to make the fights more brutal and entertaining. A criminal who has been sentenced to fight as a Gladiator must claim victory in 20 battles, at which point they are offered a choice. They can either be set free, though they are exiled from the Empire, or they can join the military, as a member of the Forward Division.
Of note about the Empire, though they say they control the entire sub-continent of Astoch, really they only control a third of it. The rest is ruled by many different Noble houses, all typically at war with one another when the Dwarves or Wildmen aren't a threat. Many of these Nobles and Lords tend to employ Dragon Riders and Outsiders who align with their own goals to serve them. The farther you get from the Empire's capital, the more apparent it is that these Lords only follow the rules as loosely as they can get away with. On the very outskirts of the Wildlands, it's entirely possible that nobles will have almost an entire army comprised of Wildmen, in exchange for providing them and their families with necessities that the Wildlands tend to lack. Dragon Riders employed by nobles often serve as Knights, fighting for their lord for some form of reward, be it accolades, glory, money, land. They have the right during battle to take command of the lesser forces of a noble's army, but only if they feel they can turn the tide by doing so. Otherwise, they are often encouraged to advise the Generals, and be advised by them.
Of note in the Empire, Slavery is common practice. Many of the races from the Wildlands are often captured and brought back to Astoch to serve as slaves for one master or another, and more often than not every household has at least one slave. These are typically kept in line by magical slave collars directly tied to their Masters, who can punish them with anything ranging from a minor, uncomfortable shock, to a completely debilitating full-body zap of magical energy. The only exceptions to standard slave-taking practice are the Dragon Riders. Regardless of what race a Rider is, putting a slave collar on them is punishable by death, and many slavers enforce this rule themselves, should their subordinates break it.
The Dwarves
Controlling the northern sub-continent, the Dwarves of Mount Ercral preside over full coffers and empty mountains.
The Dwarves, in the long time they have existed, have mined and hoarded every type of resource in the known world, amassing a grand fortune that is rumored to fill half of their grand mountain hold. From within their mountainous, underground stronghold, few Dwarves are actually seen on the surface, save for major military engagements. The Dwarves use their vast wealth to employ their own standing army of mercenaries and exiles, be it from the western Wildlands, or gladiators who have earned an exile from the Empire. These sellswords are given grand residences near the surface of Ercral's expansive tunnel network, along with all the riches they could ever need, so long as they put themselves in the path of anything attempting to take this mountain home from them.
The weaponry and armor employed by the Dwarves is said to be that of legend, shining silver plates, said to deflect even the most vicious of blades, and gleaming blades that have been seen cutting through even the toughest of Bronze armor. How the Dwarves have mastered this strange material, none can say, only that anything a Dwarven defender is seen carrying is highly coveted by the Empire, be it for research or just to improve a soldier's chances on the battlefield.
Rarely, a Dwarf is actually seen on the battlefield, generally to lead a company of sellswords in defending a key strategic position. These dwarves are clad in thick suits of heavy shining plates, of the same material many of the sellswords use for their weapons and armor. Riding atop hardy rams clad in the same armor, they are often seen wading through the enemy's lines, cleaving flesh from bone and head from shoulder, barely even stopping to notice the arrows and spear thrown at them that deflect off of their strange armor.
Deep within their massive sprawling cities, it's rare to experience wholesale racism, unlike in the Empire. The Dwarves believe themselves above all the other races, as evidenced by guarded, Dwarf-only paths and sections of the city. However that is where the racism stops, as many Dwarves realize that all other races are useful and have their own strengths and weaknesses. Dwarves are at the top, and everyone below them are equal. Much of non-Dwarf life is devoted to one principle: You earn your share. Handouts are few and far in the Underkingdom, so if you can't pull or pay your weight, you aren't worth others' time.
Because of their vast wealth and strange forging practices, the Empire sees them as a threat to their own livelihood, and are constantly waging war against them, gaining ground almost as quickly as they lose it, the battlefront constantly fluctuating.
The Wildmen
To the west of the Empire and the Dwarven lands, jagged and rough foothills forged of cooled magma run slowly up the side of Dragonsbreath Mountain, a barren and desolate wasteland the Wildmen claim their home.
The Wildmen are not one specific race, rather, an alliance of all the races the Empire has deemed "Impure." Gnolls, Giants, Ogres, Tieflings, almost every race that is not accepted amongst the Empire is found in some community or another. Because of this, they have no real military or chain of command, though they do have a network of scouts to warn them of incursions into their land. The denizens of the Wildlands see the Empire as powermongers, and are constantly fending them off, and even striking back into the farmlands of the Empire, to plunder what they need to survive. The Wildmen believe that the farmlands are rightfully theirs, as without them they suffer immensely from food shortages, so they are constantly fighting the Empire back, in the hopes of one day holding enough land to feed their people.
Dragon Riders
Found all throughout Ainia, Dragons and their Riders can be found just about anywhere there's conflict, strife, or general unrest. Many of them are sanctioned by one of two sides, with Rogue Riders also being a rare occurrence. All of the Riders have one thing in common no matter how they got their dragon: The creature called out to them within the shell, and on placing their hand on the egg, were branded with a serpant coiling around the base of the thumb and the palm of the hand, the basis of the bond that all Dragon Riders share with their Dragon. In the simplest of terms, the Dragon and Rider bond their souls together, permanently linking their fates together. The Riders begin to gather strength, and gain Draconic lifespan and immunities, while the Dragons gain a conduit for channeling their overwhelming magical energy, and an ability to manipulate intricate workings and devices that a dragon on its own cannot. Nobody really knows WHY all Dragon eggs require this method of hatching, but there has not been a recorded case of a Dragon hatching naturally in many centuries.
The Dragon Coalition
High atop Mount Ainia, nestled into the cone of the massive mountain, a city of marble and alabaster stands, shrouded by the clouds that form around the peak of the mountain, keeping its existence largely a secret to the warring empires below. It is from here, The White City, that the Dragon Coalition rules all Metallic dragons, and their subjects. Comprised of the oldest and wisest of every flight of Metallic dragons, the Coalition seeks to bring order and stability to the world in the future. This goal, however, can never come to fruition, as they are engaged in a shadow war with the Chromatic dragons of Dragonsbreath Mountain, who seek to turn all of Ainia into the same barren wasteland that surrounds their home.
The Coalition itself is not just an army of dragons. Many of the buildings are designed for humanoids, mortals who have either descended from the first Dragon tenders, or those that Dragon Riders have found amongst the three empires that show that they are good and pure enough to live amongst the Dragons.
Amongst these mortals are the Dragon Riders, diplomats and warriors who have taken it upon themselves to protect and strengthen a Hatchling, by bonding with it and accelerating its growth by centuries at a time. These Riders strike out occasionally from the White City, seeking to further themselves and in doing so, their dragons, by way of combat, worldly experience, or serving a lord or lady whose virtues they agree with. Very few of these are seen in Mortal lands, but many believe them to be signs of good fortune, or impending victory in a coming battle.
The Chromatic Brotherhood
Resting atop Dragonsbreath Mountain, in caves and hovels carved out of the cone of the dormant volcano, the Chromatic Brotherhood and their subjects dwell, plotting the downfall of mortals, and the conquest of Ainia. Where the Dragon Coalition believes in the goodness of Mortals, and their future, the Brotherhood believe Ainia is rightfully theirs to conquer and do with as they see fit. Ruled by a Red dragon of immense power, the dragons, and the mortals they command, train and prepare for the inevitable war that looms between the two Dragon flights.
As the coalition has riders, so too does the Brotherhood, who enlist anyone willing to do what it takes to not only bring conquest to the Brotherhood, but also victory to themselves, and power to their Bonded dragons. As the Metallic riders often serve those whose virtues align with their own, the Chromatic riders serve anyone willing to pay them the respect and coin a Rider is deserving, in exchange for slaying their enemies, or deterring attacks.
Because both Chromatic and Metallic riders serve mortals for their own reasoning, it is not unheard of for a Metallic and a Chromatic to end up serving the same lord, though their dragons tend to harbor hatred towards each other, and often have to be reined in by their riders. Because both sides are trying to keep the existence of their societies a secret, they often try to co-operate with any other Dragon Riders they end up serving alongside, and as such, most common folks just believe all of them to be from the same secretive order.
Rogue Riders
Sometimes, a mortal gets it in their head that they can tame a Dragon. Some are too stupid to realize that wading into a Dragon nest is most assuredly a death sentence. Some are kind enough to earn a Dragon's trust. These normal individuals can develop their own Bond with a Dragon whose trust they earn. These are called Rogue Riders. These riders operate outside the teachings and moral justifications the Coalition and Brotherhood instill in sanctioned Dragon Riders.
This isn't to say they are hated by both groups. Quite the opposite, actually. Typically, a sanctioned Dragon Rider is encouraged to try and befriend a Rogue Rider they come across, in the hopes of winning them over to their cause. When this happens, the rogue and Sanctioned riders both fly to their respective organizations, and plead a case for them to be sanctioned, though this is a formality at best. Both organizations need as many Bonded dragons as they can get, to both bolster their own forces, and to increase their numbers in the mortal realms for when both organizations break their veil of secrecy and fly to war.
The easiest way to tell if a Rider is actually sanctioned is to check the back of their shoulders. There, spanning the length of their shoulder blades, is usually a brand marking them as either Coalition or Brotherhood, which, to someone not looking for the hidden differences, look much the same.
The setting is during the Bronze Age, when Iron and Steel are barely even a concept. Here, multiple nations vie for control of the continent they reside on.
The Continent of Ainia
Ainia is the continent on which all three of the warring factions live. The continent itself is split into three individual portions, separated by three major rivers which flow from Mount Ainia, which rests at the center of the continent.
To the North, almost all the land within the area defined by the two northern rivers is comprised of Mount Ercral and its foothills. Much of the foothills and slopes of Ercral are terraced, and winding paths that are said to lead all the way to the summit are often found, though there is little sign of civilization save the occasional abandoned Dwarf home.
To the south-east, a relatively flat and open region of the continent lies, fertile farmland and dense forests comprising much of the area, with several rolling hills to the far east, and low-lying plains to the south.
To the south-west, a veritable wasteland exists. Ringing the edge of this third of the continent from river to river, a blackened and charred mountain range stands as a testament to the fury of the tallest mountain in the range, Dragonsbreath Mountain. Much of the land in this third of the continent is rocky and uneven, coated with the blackened remains of a volcanic eruption some centuries ago, leaving the land barren and desolate, though there are several small lakes and tributaries from the main rivers to provide enough water for anyone living in this section of Ainia.
Between each continent, in the very center of the border between them, stand bridges several hundred meters wide, grand and imperial bridges made by a civilization whose name has been lost to the ages. Many attempts to bring them down have been made, and all fail, as the numerous magical wards and enchantments see the bridges restored within a day, preventing any one continent from breaking itself off from the others.
The Empire
To the East and South, the Holy Astoch Empire controls a good portion of the sub-continent. This Empire, first born of all the Human cities banding together, has conquered three races on their path to domination. The Empire has extremely strong spiritual beliefs, believing themselves to be the chosen of the Gods, and the righteous rulers of the world.
The Orcs were the first race to be conquered. When the Empire expanded into their territory, it sparked a brutal and bloody war that lasted nearly three decades, until eventually, the sheer numbers of the Empire allowed them to sweep across the Orcish strongholds and cities, eventually assimilating their people and culture into themselves, marking the first of the Empire's conquests. Over time, the Orcs have come to accept and even enjoy their place in the Empire, being revered as the finest soldiers to serve beneath their banners. Orcs make up more than a third of the Empire's standing army, and it is not uncommon for an Orc to achieve an Officer's commission. Those who do not serve in the army are often involved some way in helping the war effort. Many are smiths or tanners, shaping and creating the armor and weapons the Legion employs in battle.
The second race to be conquered by the Empire were the Elves. Due to the assimilation of the Orcs, the war for control of Elven lands lasted only two years, with the same results as the Orcish conquering. The remaining cities were absorbed into the Empire, and the standing army that remained was folded into the Legion. Elves, in contrast to the Orcs, do not typically serve in the Legion. Many are considered the "lower-class" members of society, doing the dirty and common jobs needed to keep the Empire's cities and towns in working order, from farming to masonry, to simple carpentry. Few elves view the Legion as a viable alternative to low-end work amongst the cities of the Empire, believing themselves not fit for combat like their Orcish predecessors.
The third and most recent addition to the Empire are the Gnomes. Contrary to the Elves and Orcs, the Gnomes were not conquered. When the Empire began to expand westward, the Gnomes took the initiative. Before the Legion could reach their doorstep, the Gnomes surrendered to the Empire to be assimilated, on the condition there be no conflict involved whatsoever. This marked a new age for the Empire, as it was the first time they had assimilated a new race without an agonizing or casualty-enducing war. Since their assimilation, the Gnomes have found their jobs doing intricate or delicate work amongst the Empire, as well as banding together to tackle problems the Empire faces, such as how to counter their enemy's advances or finding a new metal to replace Bronze. It is rare to see a Gnome amongst the Legion, as they are not the most combat-able individuals.
Found scattered amongst the cities and towns of Astoch, Aasimar are sometimes seen walking the streets. These rare half-breeds are seen as messengers of the Gods themselves, sent to guide and watch over the Empire, which reveres the Divine beings of the Astral Plane and Outer Sphere. It is not uncommon for a citizen on the street to bow or kneel down, or simply step aside and give an Aasimar a wide berth out of respect. Many hold high positions in the Empire's society, guiding and observing the course of events in the Empire.
Amongst the Legion of the empire, there is a rather infamous division, known as the Forward Division. These are comprised of gladiators or warriors who have shown a distinct lack of teamwork ability, or are too battle-hungry to work in a cohesive unit. They are the first division of soldiers sent into battle when the Legion marches for war, and they have the highest casualty rating, both friend and foe, of all the Legion's divisions.
Gladiators are a major event in Astoch, the capital of the Empire, where a magnificent Colosseum stands. Criminals who have been convicted of a violent or heinous crime in the Empire are sentenced to fight as gladiators for the amusement of the Emperor and the Nobility. These gladiators fight daily, in deadly, unarmored combat, so as to make the fights more brutal and entertaining. A criminal who has been sentenced to fight as a Gladiator must claim victory in 20 battles, at which point they are offered a choice. They can either be set free, though they are exiled from the Empire, or they can join the military, as a member of the Forward Division.
Of note about the Empire, though they say they control the entire sub-continent of Astoch, really they only control a third of it. The rest is ruled by many different Noble houses, all typically at war with one another when the Dwarves or Wildmen aren't a threat. Many of these Nobles and Lords tend to employ Dragon Riders and Outsiders who align with their own goals to serve them. The farther you get from the Empire's capital, the more apparent it is that these Lords only follow the rules as loosely as they can get away with. On the very outskirts of the Wildlands, it's entirely possible that nobles will have almost an entire army comprised of Wildmen, in exchange for providing them and their families with necessities that the Wildlands tend to lack. Dragon Riders employed by nobles often serve as Knights, fighting for their lord for some form of reward, be it accolades, glory, money, land. They have the right during battle to take command of the lesser forces of a noble's army, but only if they feel they can turn the tide by doing so. Otherwise, they are often encouraged to advise the Generals, and be advised by them.
Of note in the Empire, Slavery is common practice. Many of the races from the Wildlands are often captured and brought back to Astoch to serve as slaves for one master or another, and more often than not every household has at least one slave. These are typically kept in line by magical slave collars directly tied to their Masters, who can punish them with anything ranging from a minor, uncomfortable shock, to a completely debilitating full-body zap of magical energy. The only exceptions to standard slave-taking practice are the Dragon Riders. Regardless of what race a Rider is, putting a slave collar on them is punishable by death, and many slavers enforce this rule themselves, should their subordinates break it.
The Dwarves
Controlling the northern sub-continent, the Dwarves of Mount Ercral preside over full coffers and empty mountains.
The Dwarves, in the long time they have existed, have mined and hoarded every type of resource in the known world, amassing a grand fortune that is rumored to fill half of their grand mountain hold. From within their mountainous, underground stronghold, few Dwarves are actually seen on the surface, save for major military engagements. The Dwarves use their vast wealth to employ their own standing army of mercenaries and exiles, be it from the western Wildlands, or gladiators who have earned an exile from the Empire. These sellswords are given grand residences near the surface of Ercral's expansive tunnel network, along with all the riches they could ever need, so long as they put themselves in the path of anything attempting to take this mountain home from them.
The weaponry and armor employed by the Dwarves is said to be that of legend, shining silver plates, said to deflect even the most vicious of blades, and gleaming blades that have been seen cutting through even the toughest of Bronze armor. How the Dwarves have mastered this strange material, none can say, only that anything a Dwarven defender is seen carrying is highly coveted by the Empire, be it for research or just to improve a soldier's chances on the battlefield.
Rarely, a Dwarf is actually seen on the battlefield, generally to lead a company of sellswords in defending a key strategic position. These dwarves are clad in thick suits of heavy shining plates, of the same material many of the sellswords use for their weapons and armor. Riding atop hardy rams clad in the same armor, they are often seen wading through the enemy's lines, cleaving flesh from bone and head from shoulder, barely even stopping to notice the arrows and spear thrown at them that deflect off of their strange armor.
Deep within their massive sprawling cities, it's rare to experience wholesale racism, unlike in the Empire. The Dwarves believe themselves above all the other races, as evidenced by guarded, Dwarf-only paths and sections of the city. However that is where the racism stops, as many Dwarves realize that all other races are useful and have their own strengths and weaknesses. Dwarves are at the top, and everyone below them are equal. Much of non-Dwarf life is devoted to one principle: You earn your share. Handouts are few and far in the Underkingdom, so if you can't pull or pay your weight, you aren't worth others' time.
Because of their vast wealth and strange forging practices, the Empire sees them as a threat to their own livelihood, and are constantly waging war against them, gaining ground almost as quickly as they lose it, the battlefront constantly fluctuating.
The Wildmen
To the west of the Empire and the Dwarven lands, jagged and rough foothills forged of cooled magma run slowly up the side of Dragonsbreath Mountain, a barren and desolate wasteland the Wildmen claim their home.
The Wildmen are not one specific race, rather, an alliance of all the races the Empire has deemed "Impure." Gnolls, Giants, Ogres, Tieflings, almost every race that is not accepted amongst the Empire is found in some community or another. Because of this, they have no real military or chain of command, though they do have a network of scouts to warn them of incursions into their land. The denizens of the Wildlands see the Empire as powermongers, and are constantly fending them off, and even striking back into the farmlands of the Empire, to plunder what they need to survive. The Wildmen believe that the farmlands are rightfully theirs, as without them they suffer immensely from food shortages, so they are constantly fighting the Empire back, in the hopes of one day holding enough land to feed their people.
Dragon Riders
Found all throughout Ainia, Dragons and their Riders can be found just about anywhere there's conflict, strife, or general unrest. Many of them are sanctioned by one of two sides, with Rogue Riders also being a rare occurrence. All of the Riders have one thing in common no matter how they got their dragon: The creature called out to them within the shell, and on placing their hand on the egg, were branded with a serpant coiling around the base of the thumb and the palm of the hand, the basis of the bond that all Dragon Riders share with their Dragon. In the simplest of terms, the Dragon and Rider bond their souls together, permanently linking their fates together. The Riders begin to gather strength, and gain Draconic lifespan and immunities, while the Dragons gain a conduit for channeling their overwhelming magical energy, and an ability to manipulate intricate workings and devices that a dragon on its own cannot. Nobody really knows WHY all Dragon eggs require this method of hatching, but there has not been a recorded case of a Dragon hatching naturally in many centuries.
The Dragon Coalition
High atop Mount Ainia, nestled into the cone of the massive mountain, a city of marble and alabaster stands, shrouded by the clouds that form around the peak of the mountain, keeping its existence largely a secret to the warring empires below. It is from here, The White City, that the Dragon Coalition rules all Metallic dragons, and their subjects. Comprised of the oldest and wisest of every flight of Metallic dragons, the Coalition seeks to bring order and stability to the world in the future. This goal, however, can never come to fruition, as they are engaged in a shadow war with the Chromatic dragons of Dragonsbreath Mountain, who seek to turn all of Ainia into the same barren wasteland that surrounds their home.
The Coalition itself is not just an army of dragons. Many of the buildings are designed for humanoids, mortals who have either descended from the first Dragon tenders, or those that Dragon Riders have found amongst the three empires that show that they are good and pure enough to live amongst the Dragons.
Amongst these mortals are the Dragon Riders, diplomats and warriors who have taken it upon themselves to protect and strengthen a Hatchling, by bonding with it and accelerating its growth by centuries at a time. These Riders strike out occasionally from the White City, seeking to further themselves and in doing so, their dragons, by way of combat, worldly experience, or serving a lord or lady whose virtues they agree with. Very few of these are seen in Mortal lands, but many believe them to be signs of good fortune, or impending victory in a coming battle.
The Chromatic Brotherhood
Resting atop Dragonsbreath Mountain, in caves and hovels carved out of the cone of the dormant volcano, the Chromatic Brotherhood and their subjects dwell, plotting the downfall of mortals, and the conquest of Ainia. Where the Dragon Coalition believes in the goodness of Mortals, and their future, the Brotherhood believe Ainia is rightfully theirs to conquer and do with as they see fit. Ruled by a Red dragon of immense power, the dragons, and the mortals they command, train and prepare for the inevitable war that looms between the two Dragon flights.
As the coalition has riders, so too does the Brotherhood, who enlist anyone willing to do what it takes to not only bring conquest to the Brotherhood, but also victory to themselves, and power to their Bonded dragons. As the Metallic riders often serve those whose virtues align with their own, the Chromatic riders serve anyone willing to pay them the respect and coin a Rider is deserving, in exchange for slaying their enemies, or deterring attacks.
Because both Chromatic and Metallic riders serve mortals for their own reasoning, it is not unheard of for a Metallic and a Chromatic to end up serving the same lord, though their dragons tend to harbor hatred towards each other, and often have to be reined in by their riders. Because both sides are trying to keep the existence of their societies a secret, they often try to co-operate with any other Dragon Riders they end up serving alongside, and as such, most common folks just believe all of them to be from the same secretive order.
Rogue Riders
Sometimes, a mortal gets it in their head that they can tame a Dragon. Some are too stupid to realize that wading into a Dragon nest is most assuredly a death sentence. Some are kind enough to earn a Dragon's trust. These normal individuals can develop their own Bond with a Dragon whose trust they earn. These are called Rogue Riders. These riders operate outside the teachings and moral justifications the Coalition and Brotherhood instill in sanctioned Dragon Riders.
This isn't to say they are hated by both groups. Quite the opposite, actually. Typically, a sanctioned Dragon Rider is encouraged to try and befriend a Rogue Rider they come across, in the hopes of winning them over to their cause. When this happens, the rogue and Sanctioned riders both fly to their respective organizations, and plead a case for them to be sanctioned, though this is a formality at best. Both organizations need as many Bonded dragons as they can get, to both bolster their own forces, and to increase their numbers in the mortal realms for when both organizations break their veil of secrecy and fly to war.
The easiest way to tell if a Rider is actually sanctioned is to check the back of their shoulders. There, spanning the length of their shoulder blades, is usually a brand marking them as either Coalition or Brotherhood, which, to someone not looking for the hidden differences, look much the same.
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