Dakzan

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The Dakzan empire is the primary power of the south. It's a harsh, desert land, and the foremost concern of its population is survival; all other concerns are secondary. It's no surprise, then, that the empire has survived with relatively few major changes since Dakzan himself united the feuding goblin tribes almost three thousand years ago. As harsh as their home, the goblin citizens of the Empire are famous for unprovoked raids into more hospitable lands. They never stay long, merely taking what they want and leaving; but lately their tactics have changed and they seem to be interested in conquest rather than slaves and wealth. Few of its enemies are ever foolish enough to attack Dakzan: doing so requires moving an army over the northern or eastern mountain ranges, or a fleet of ships. Supply lines tend to falter even a short distance into the desert, and the goblins are more than happy to let thirst deal with their enemies for them.

Contents

System of Government

The empire is a theocracy ruled by Durzon, the current Emperor and a direct descendant of Dakzan himself. He holds absolute power (at least in theory)over every aspect of life throughout the empire, even unto the southern islands. The Emperor is advised by the high clerics of each of Dezziks two Aspects and by the two high clerics of Lord Aki. He has recently added a controversial fourth advisor: Kriklani, the founder of the cult of Cactus Woman.

Most of the Empire's power base lies in its western lands, where several major cities (including the capital) have sprung up on the banks of the Klaztu river. Each of these cities has a central temple or monastery whose leader has absolute power over the citizens. Rebellions against these are rare and almost always fail, but some city-level rulers (their exact positions and titles vary) are more lenient with their citizens than others. Personal power is recognized in Dakzan, and if a rare rebellion manages to succeed its leader is usually able to seize power without much objection and, unless the Emperor's immediate servants or the clergy have some interest, is usually issued a title to recognize the fact of their newfound power. This prevents infighting between the cities of the Empire, and it follows the laws handed down by the Burning Hammer: the strong have a duty to rule over the weak.

The Empire mints ceramic coins which are backed in gold by the royal treasury, but the barter system is widely favored. Ceramic's pretty, but it won't feed you or clothe you or keep the dust outta your eyes.

Ruler

Dakzan is ruled over by Durzon, one of the Dezdrin. He is famous for his deeds in battle on raids against the elves during his youth, and for his habit of challenging his detractors to single combat and defeating them. Groomed for the throne since his birth, Durzon spent his childhood training under Ashrik Redglass, a former Torch of the Desraji. He learned the ways of the desert and of the sword (and several secret techniques for battling the Hirzdul), and the ways of the whip and the silvered tongue. Once his training was complete he was tested in the fires of war, serving as captain of a Dakzani slaving ship on raids against the southern islands and later on a series of campaigns against the elves following the White Rain. He is very popular among his more militant citizens, but his recent approval of the Cactus Cult is causing murmurings of dissent among most traditionalist goblins. Most goblins are traditionalists.

Heirarchy

The Dakzan Empire has a strict social ladder, and may the gods help you if you trod on a rung that's too high up for you. From lowest to highest, here are the different castes and their duties and explanations. There are many ranks within various organizations which subdivide each caste into its higher and lower portions, mostly indicated by glass bracelets of various color combinations.

  • Lower Classes:
    • Shudru: Common (nongoblin) slave. Primarily used to perform grunt labor (often construction, agriculture isn't too important to the goblins), they tend to die quickly under harsh conditions. If they become unable to work, they are often served up as dinner. Shudru wear whatever they're given, which is usually not much, and are usually branded with a mark of ownership. Some goblins (particularly devotees of the Thirsty One) with a taste for interracial romance have a small harem of more attractive Shudru who they dress up as they please.
    • Shudreen: This is the lowest rank to which any goblin may fall. Shudren are goblins who have committed some crime or great dishonor. They are essentially slaves. Shudren are ridiculed and humiliated (and physically beaten on occasion) by the members of every other class. They are subject even to the commands of the Shodrenki and higher-ranking Shudru. Many goblins commit suicide rather than serve as Shudren, but some Shudren are able to make the most of their situation and serve out their sentences or destroy their masters. Often the loser of a nonfatal duel must serve as Shudreen to his enemy for a year, and anyone who refuses a challenge (regardless of rank) must become the challenger's Shudreen. Shudreen are branded on the back of each hand.
    • Shodrenki: Shodrenki are often second or third-generation slaves whose families have survived long enough as Shudru to become valuable to their owners. If one of these slaves shows promise he or she may be promoted to Shodrenki and given command of a group of Shudru. Shodrenki are often trained to serve as craftspeople or warriors, and they are highly valued commodities. Shodrenki who serve particularly powerful individuals often have a power of their own, serving as their owner's voice in absentia (which many goblins resent). A shodrenki wears whatever garb is appropriate to their duty (arms and armor for a bodyguard, thick gloves for a glassblower, a whip for a construction manager, not much for a favored concubine) as well as a thin copper collar which indicates their favored status among slaves and often bears a mark identifying their owner.
    • Moveen: Foreigner who has purchased citizenship. Required to wear a bronze collar to prevent anyone mistaking them for a Shudreen or a noncitizen. Most foreigners who travel in the Empire either become Moveen or obtain a collar and pretend to be: nongoblins are fair game unless they're wearing a collar or a brand.
  • Middle Classes:
  • Toveen: Goblin noncombatant, usually due to age or infirmity. Cared for by friends or family members, or sometimes by slaves. Legally equal in rank to the Moveen, but they don't suffer a foreigner's stigma. The Shoveen need wear no ornamentation to designate their rank: their inability to participate in combat is obvious.
  • Shov: Goblin commoner. This is the rank at which Shoveen are born, and the highest rank any non-goblin can hope to achieve. The Shoveen make up the bulk of goblin society. They are usually trained in one profession or another, though the harsh life of the desert necessitates that they learn to handle dangerous situations. A nongoblin who demonstrates exemplary service to the Empire may be granted the rank of Shov, in which case they are granted a yellow glass bracelet to indicate their new position.
  • Subran: Shoveen sorcerers are Subran. As soon as their eyes are noticed Subran children are taken to the Vardreen, who give their training over to older Subran. The vast majority of the Subran serve the Vardreen, but those who attain sufficient power are often promoted to the rank of Vard themselves.
  • Vard: This is the rank at which the Vardreen are born, and the highest rank any Shoveen can hope to achieve. The Vardreen are the clerics and nobles of the goblins, and special training is their right and duty from birth. The parents of a young Vardreen choose which path their offspring will follow, and from then on that path is set. A Shoveen may attain the rank of Vardreen after exemplary service to the clergy or the military (they're two branches of the same thing), and is granted an orange glass bracelet to indicate this rank.

Vardran: Vardreen children who indicate the potential for sorcery are exceedingly rare. Such children are usually raised by the Subran and the Vardreen, and often gain divine and arcane power as they age. Some even reach the rank of Dez.

  • Dez: This is the rank at which the Dezdrin are born, and the highest rank any goblin not of royal blood can hope to aspire to. The Dezdrin are carefully raised in cooperation by each branch of the clergy, and at the age of seven they choose which path they will follow for the rest of their lives. Only through amazing demonstrations of power (power put to good use serving the empire) can a goblin hope to attain the rank of Dez (which is indicated by a red glass bracelet, or ruby if the individual is powerful enough to afford it). The rank comes with dominion over a swath of desert (usually somewhat barren, unless the new Dez has good connections) and its denizens. The Dez is expected to tax reasonably but not exorbitantly, and to keep a military force on call in case the Emperor needs a fresh infusion of troops somewhere.


Current State

Durzon took the throne upon the death of his father six years ago, and he's instituted quite a few changes since then. Not all of them are popular; the goblins are loathe to change their ways without dire need. Durzon has ended the persecution of the Cactus Cult, freely granting their founder a seat as one of his own advisors. The clerics of the Thirsty One are immensely displeased with this decision, and if it weren't for Durzon's strong supporters among worshippers of the Blazing Hammer they'd have managed to oust him and give the throne to one of his numerous nephews or nieces. Instead they've been playing a dangerous political game, trying to discredit the Emperor and his new advisor. So far they've been unsuccesful, and the empire has continued to expand as the southern islands fall one by one to Durzon's tactical prowess. The schism amongst the ruling class has not gone unnoticed by the populace, however, and most are sitting it out to try and see who the winner will be before they pick sides.

The Empire has poor relations with its northeastern neighbors. Nere is their sworn enemy and the Pallonians, while willing to trade, are constantly suspicious (elves and Bantlings have long memories, which easily encompass the raids Durzon's father launched three decades ago). The northwestern reaches of the Empire, where the desert gradually gives way to grasslands, are some of the most fertile hunting and farming lands Durzon's borders contain, but they're also home to quite a few Burnt Elves who resent the Empire's conquest, two centuries ago though it may have been. The Empire's only reliable partner is Sridan to the east. The Haskan and the Vorni (and the occasional Thri-Kreen) are willing to trade exotic fruits, silks, skins and (most importantly) woods in exchange for good glass and stone, and neither nation needs fear the other. Sridan is protected from the goblins by mountainous rainforests and towering cliffs, and Dakzan has never lost a desert city.

Organizations

Significant Locations

Significant NPCs

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