Drakmir Dominion — Government, Military, Economy & Culture
Dragonborn and Kobolds of Eryndor
Government
The Drakmir Dominion is ruled by the Drakmir Conclave, a council of seven Scale Bearers, one chosen from each of the Dominion’s great cities. A Scale Bearer does not speak for themselves alone. They carry the honor of their city before the nation.
The Dominion is a meritocracy built on service. Rank must be earned through deeds that strengthen the whole. A great family name may open a path, but it does not complete the climb. In Drakmir society, old blood brings expectation before privilege.
Above the Conclave stands the Archon of Scales, supreme ruler of the Dominion and living symbol of Drakmir unity. The Archon is never seen in public and speaks only through sealed decree, trusted envoys, and the Conclave itself. To outsiders, this secrecy appears ominous. To the Drakmir, it is part of the capital’s sacred order.
Scale Bearers are chosen for life unless they abdicate or are proven unworthy. A Scale Bearer may be dragonborn or kobold, for both peoples are equal halves of the Dominion’s strength.
The central ideal of Drakmir rule is shared honor and shared shame. Every triumph reflects upon family, city, guild, legion, and nation. Every disgrace does the same. This belief makes Drakmir law severe and public.
The Dominion also holds oath-bound peoples within its reach, including Sanama, the Herds of Elora, and the Scar of Vaelor. These peoples keep their own customs, leaders, and internal laws, but the Dominion considers them bound beneath the greater banner of Drakmir. Whether those peoples agree is another matter.
Military
The Draconic Legions are the living expression of shared honor and shared shame. No soldier marches for themselves alone. When a banner rises, the city rises with it. When a banner falls, the disgrace reaches every family that sent blood, labor, craft, and trust beneath it.
The Dominion maintains one of the largest standing militaries in Eryndor. From childhood, Drakmir citizens are taught that strength has no worth unless it serves the whole, and military service remains one of the clearest ways a citizen may bring honor to their name.
Each Legion is trusted with broad authority in the field, but no Legion belongs to its commander. It belongs to the Dominion. Commanders may win glory, but that glory is never theirs alone.
Drakmir warfare is built on discipline, endurance, and combined strength. Dragonborn and kobolds serve side by side, not as greater and lesser peoples, but as different expressions of the same national will. The Legions do not prize reckless glory. They advance with patience, secure what they take, and turn roads, passes, mines, and fortresses into extensions of Dominion strength.
Economy & Fragment Access
The Drakmir Dominion is wealthy because it is disciplined. Its economy is built around strength that can be measured, stored, moved, and defended. Mines feed forges. Forges arm cities. Roads bind the cities together. Trade is welcomed when it strengthens the Dominion, but profit is never treated as more sacred than national power.
Fragments are the heart of this strength. The Dominion controls several large and productive mines, including the immense veins beneath Zakath. These mines are not left to private ambition alone — they are watched closely because every Fragment taken from the earth can become a weapon, a ward, an engine, or a debt owed by another nation.
The Dragonborn Mining Guild and the Kobold Engineering Guild share authority over the mines. Neither people stands above the other in the work that sustains the Dominion.
Since the coming of the rails, Drakmir commerce has become faster, richer, and more tightly controlled. Freight corridors now carry grain, ore, soldiers, tools, and coin with a precision older generals once reserved for campaigns. In the Dominion, the line between economy and strategy is thin. A road, a depot, a mine, and a market are all parts of the same design.
Culture
Drakmir culture begins with the name. A citizen’s name belongs to more than the person who carries it — it belongs to the family that raised them and the city that shaped them. Glory adds weight to that name. Shame does the same.
Service is the passage into adulthood. The years given to the Dominion are remembered long after the duty ends. A Drakmir who served well needs little introduction. One who refused service may still live among their people, but something about them is considered unfinished.
The Dominion is severe, but not joyless. Its people celebrate with fire, contest, food, and witness. Praise matters because it becomes part of the family story, and Drakmir families are careful about what they allow memory to keep.
Dragonborn and kobolds share one national identity without becoming the same people. Their households, traditions, and measures of prestige often differ by city, but the Dominion binds them through service. To be Drakmir is not to look a certain way. It is to strengthen the whole and be worthy of the banner.
The Dominion looks at the wider world with a hard confidence. Its people believe divided nations bleed because no one strong enough has gathered them. They do not see imperial rule as cruelty, but as the burden of those capable of imposing order. This gives the Drakmir courage, discipline, and purpose. It also gives them pride sharp enough to mistake command for wisdom.
Religion
Religion in the Drakmir Dominion is broad, old, and deeply woven into civic life. The Dominion does not demand one god for one people. What unites Drakmir religion is not a single altar, but the belief that faith should strengthen the life of the Dominion.
Each city tends to favor a divine patron whose virtues reflect its place in the nation:
| City | Patron | Domain |
|---|---|---|
| Kryzath | Tempus | War understood as discipline tested beneath blood and steel |
| Dalath | Gond | Craft, invention, and dangerous industry as sacred work |
| Zakath | Waukeen | Measured value, binding contracts, and the wealth that sustains a nation |
| Vorth | Mystra | Stormcraft, spell discipline, and mastery of power |
| Drakhal’Rath | Asmodeus | Hierarchy, ambition, command, and the sanctity of binding words |
| Azurath | Helm | Vigilance suited to a city watching sea, road, and border |
| (Seventh city) | Lathander | Renewal after ruin, the dawn after conquest, reforging into something stronger |
These patron deities do not exclude the rest of the pantheon. Torm, Tyr, Kelemvor, Selûne, Chauntea, Moradin, Bahamut, and many others are honored wherever their virtues find a home.
Drakmir worship is practical without being shallow. Temples bless marriages, record names, bury the honored dead, witness oaths, train acolytes, shelter the grieving, and advise the powerful when ambition begins to rot into folly. A god who cannot shape conduct is rarely loved for long.
Mercenaries & Criminal Organizations
The Ash Bringers
Home Nation: Drakmir Dominion | Honor Scale: 4/10 Symbol: A black shield crowned in flame Leader: Vashal the Blackened
The Ash Bringers are Drakmir discipline stripped of mercy — hardened veterans, ambitious officers, and brutal professionals who sell siegecraft and controlled violence at a premium. Their reputation was built through fortress assaults, riot suppression, punitive campaigns, and battlefield efficiency. When the Ash Bringers are hired, the message is rarely subtle. Someone wants a wall broken, a revolt ended, or a lesson delivered in smoke and flame.
The Cracked Scale
Primary Nation/Area: Drakmir Dominion / Rakkath Symbol: A cracked golden scale Leader: Shaka the Cracked — a golden-scaled dragonborn with facial scarring
A powerful criminal syndicate handling smuggling, laundering, illegal trade, stolen fragments, and restricted goods moving through Dominion systems. It thrives because it understands where the Drakmir Dominion is strongest and where that strength can be quietly exploited.
Its structure relies on smugglers, corrupt quartermasters, spies, assassins, merchants, and military contacts who know how to profit without openly challenging the state. Born during wartime rationing in the 980s and strengthened through peacetime expansion, the Cracked Scale survived the Cleansing Edict of 1018 largely intact. In Rakkath it may look like a black-market supply network. In Redmarch, Sylvandar, Thundrakar, or Kar Dromm it operates through foreign brokers and deniable trade routes.
Old Blood
Trait: Old Blood of the Wyrm
Powerful dragonborn families may develop the Old Blood of the Wyrm. These bloodlines frequently produce Scale Bearers, generals, and military commanders. The manifestation appears as a mark or tattoo around the eyes.
Level 7 Power: Once per long rest, you may choose to deal maximum damage with your breath weapon instead of rolling. Drawback: After using this ability, you take half of the damage you dealt. This damage ignores resistance and immunity and cannot be reduced or negated.
Grudges & Political Strain
Sylvandar remains the Dominion’s deepest wound. The Long War left burned forests, broken borders, and hatred on both sides. The Dominion sees the elves as arrogant and deceitful. Sylvandar sees the Dominion as the nation that burned sacred land and survived long enough to call it strategy.
Thundrakar is a hostile rival along the northern edge of Dominion power. The goliath clans respect strength but not submission, and their raids keep the border hard. Drakmir commanders consider them dangerous because they are too strong to dismiss and too divided to defeat cleanly.
The Redmarch Coalition is a constant threat to the eastern marches. To the Dominion, Redmarch is disorder given teeth: violent, stubborn, and difficult to pacify. Raids and border pressure keep Azurath and the eastern roads under constant watch.
The Bastions of Solara remain politely resented. The Dominion has never forgiven being pressured into the Peace of 1000. Many Dominion voices maintain that the Aasimar possess too much authority in affairs not their own.
Notable NPCs
The Conclave — Scale Bearers
Vornak Thryss — Scale Bearer of Drakhal’Rath. Towering figure whose reputation was first made in war and later sharpened in politics. Speaks rarely in public.
Kravel Vorrask — Scale Bearer of Kryzath. Believes war exposes the truth of people. Severe, precise, and convinced that a commander’s first duty is to remove weakness before it reaches the field.
Azran Veyrusk — Scale Bearer of Azurath. Dark blue dragonborn with frost scars across his jaw and one horn broken near the base. More comfortable on a harbor wall than in a council chamber.
Vellior Thazarn — Scale Bearer of Vorth. Silver-scaled archmage whose calm feels almost unnatural beneath the city’s constant thunder.
Myrrik Velthorn — Scale Bearer of Zakath. Gold-scaled dragonborn economist and master of trade law.
Raxiv Moltane — Scale Bearer of Dalath. Brass-scaled dragonborn with furnace scars. Known for speaking plainly enough to make polished politicians uncomfortable.
Threxan Goldwake — Scale Bearer of Rakkath. Copper-scaled dragonborn with a merchant’s patience and a magistrate’s memory.
Notable Figures
Ralvik Brightcoil — Scale Bearer of Dalath (appointed 1018 after his father’s assassination). Stern, procedural, and openly contemptuous of corruption.
General Draknar Kiz — Architect of the Emberwood burning. Semi-retired, now serving as trainer and advisor. Championed rail logistics. A defining and controversial figure in Dominion history.
Shaka the Cracked — Leader of The Cracked Scale. Golden-scaled dragonborn fixer, smuggler, and information broker who understands the difference between crime that weakens the Dominion and crime that oils its gears.
High Envoy Sareth Vokar — Oversees Drakhal’Rath’s harbor and foreign delegations. Gracious in the way only a powerful nation can afford to be.
Archivist Vikka Ninesoot — Keeper of the Dominion’s public records of service, disgrace, abdication, adoption, promotion, and removal in Drakhal’Rath. Few citizens mistake her small office for small power.
