Dragonoa

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DragonoaFlag.PNG
Nation Dragonoa
Planet Disparatus
Government Lehk'zhulian Bloc
Motto "All Glory to Loxthgar"
National color(s) Gold and Red
Population Approx. 40,000,000 (370,000,000 in 2321)
(118,000,000 in 2323)
(70,000,000 in 2326)
Demographics Nearly 100% Thuwadian
Location Southernmost continent of Disparatus, but north of the South Pole and Lehk`zhulia.
Primary Languages Thuwadian
Founded 0 AE
Capital Dragonoa City
Owner Jared


Overview

Dragonoa is the common name given to the areas on the southern continent of Disparatus, which is made up of numerous lands claimed under the rule of the Thuwadian Empire. Through the history of the continent, the areas of the continent have often been at war with each other for one reason or another, often with the current king of Dragonoa forcing control over the rebelling lands.

The other nation on the continent, Lehk`zhulia, annexed a majority of the lands formerly claimed by the Thuwadian Empire in 2326, which are split into the administrative regions listed below.


History

Early History

Following The Great Exodus in 0 AE, the Thuwadians claimed the southern continent of Disparatus, and slowly moved their people there from Laa Buillo (now known as the United Provinces) as resources became available. The first thousand years were spent on consolidating the empire by subjugating other tribes and city-states, while receiving help from their closest allies, the Lehk'zhulians. The thousand years following that were merely spent breaking out in civil war whenever they were ready to strike the rest of the world.


Post-Gap Wars and Aftermath

After the Two Year Gap, two major events happened in short succession: The Faerie-Zombie War, and the Thuwadian Civil War of 2323. More information will be added later when we stop procrastinating.

As the wars finally ended, the nation was in shambles. Many cities were in ruins from the fighting, and the zombie virus survived and flourished nearly undetected in the chaos of the war, once again causing problems for the already battered nation. However, with no leader to control them this time, the zombies wandered aimlessly in search of food, rather than actively attacking lands outside of Dragonoa, leaving the rest of the planet safe.

Map.
The safe and open areas of Dragonoa are marked in green. Doraka and its surrounding areas are marked in yellow.

In 2325, Thuwadian sociologist and historian Gratharn Meragul described the post-war situation by noting that "without a king, the ruling council decided that any influence from other nations was unneeded, and justly, ordered all trade and television and radio programs from neighboring countries to be struck from the budget." The council appears to be unaware of the presence of the alternate King Drago, or does not consider him legitimate, and is searching for their King Drago's nearest living relative.

While the zombies were soon fought back enough that the nation could function, most places on Disparatus still refused to allow travel there, not wanting to risk another outbreak. With the Lehk`zhulians still off in their glacier, there was no one to remove the corruption the zombies cause anyway, which would be bad. This, combined with the Dragonoan ruling party's own closing of the nation's ports, severely resistricted public transportation to and from the nation.

Because of this, most public transportation to and from Dragonoa was restricted to:

  • The Forests of Dor’gan (Area 3)
  • Zul’far (Area 5)
  • The island of Laethar (The island off the coast of Dres’then, Area 6)
    • Additionally, the city of Doraka in the Threkzar region remained safe, but most public transportation did not want to risk going there, as the entire zombie outbreak had been believed to have started in Threkzar.

As the national government was unable to deal with both rebuilding and fighting off the numerous zombies in the wake of the war, communications with those in charge were sporadic, but the situation among them seemed to be stable. In truth, the sporadic communication was an intentional action by the regal council, as they did not want word of the severe decrease in the nation's population in the wake of the wars to get out, having dropped to less than one-third of its former size.

It was said by some that you could often find King Drago killing zombies with his bare hands across the plains of Dragonoa, but rumors of this are unconfirmed.


Civil War

Following the end of the zombie threat, a massive Civil War began between twenty-odd city-states, duchies, and counties. In a short time, there were four majour superpowers in the area: Dragodora Kervbujk, "Drago's Spear", led by the prophet Seraxel Gratador, which controlled the bread basket of the Thuwadian Empire region, Grax'dar, and the islands of Dor'gan and Zul'far; Dragodothrax Bervyxa, "Drago's Sacred", led by the defected military commander Hrai Marithab, controlling the northern half of the Dragon Wastes; Kopladothrax Minuvet, "Archer's Eye", led by the notorious terrorist group of the same name, controlling the eastern half of the Thuwadian Empire, Dres'then, Gresh'thar, Barakh, and the island of Threkzar; and the Royalist Empire, the former owners of the entire continent, who had been left with the jungles of the Thuwadian Empire and, of course, Dragonoa.

To the south, there were rumblings from Lehk'zhulia, and more and more Lehk'zhulians had been seen in the north.


Present Day

In late 2325, a full-out war raged between Lehk'zhulia and the Thuwadian Empire. Surprisingly, for a Thuwadian war, it was not particularly bloody. As one famed Thuwadian historian noted, "spears don't do shit to plasma guns and power armour, in retrospect."

By March 2326, the war had ended in Lehk'zhulian victory. Lehk'zhulia took control of nearly the entire continent, leaving the Thuwadian Empire only the homeland of Dragonoa and Grax'dar, with half of their nation's income placed directly into Lehk'zhulian coffers. This also cut the Empire's population to 40,000,000, as 30,000,000 citizens now lived in Lehk'zhulia. The population shift also put Lehk'zhulia at nearly equal numbers to the Empire for the first time in recent memory.


Government

Old Government

In the past, The Dragonoa Empire had been united by an unbroken line of despotic monarchies from the same family, all taking the name of "Drago". They were descended from a single Earth Dragon, also named Drago, that subjugated the other draconic species of the land.

New Government

With the recent deaths of the God-King and his son, there was no heir to the throne. In an effort to find a new heir, a regency council was allowed to rule. Within a short amount of time, they grew corrupt, and many factions broken off at once in massive rebellions. Because of this, it is believed by many that the Ancien Régime may finally collapse, like all before it.


Military

As fighting is considered the purest and most beautiful art form, soldiers are highly regarded, especially if they are of high rank. Unlike human or Alibaas armies, it is expected and required for the higher-ups apart from Generals to be in the thick of the battle, although more glory and honour go to a general if in battle as well. In order to keep its troops sharp, Thuwadians are constantly training and putting down small rebellions. Of course, special operation forces are constantly deployed in "peacekeeping" and other types of missions to ensure the Empire's interests are kept protected in other parts of the world.


Culture

Thuwadians have a vast and extensive history of art.

Religion

For all intents and purposes, the only religion in the Thuwadian Empire is Dragoism. Most importantly, Dragoism is the belief that each Drago is the reincarnation of the dragon Drago. While there are minour sects that worship other dragons, the tenet that Drago is superior to all other dragons is heavily enforced by roving squadrons of Thuwadian Moral Guards. Dissenters are heavily fined on their first violation, beaten on the second, jailed and beaten on the third charge, and finally executed on the fourth charge. (Apostates, on the other hand, are summarily executed.) Oddly enough, for such an extreme religion, those who are not Thuwadian are not expected to abide by Dragoism, as they are not amongst the chosen race. Those who are not Thuwadian and convert to Dragoism are expected to be servants for either their local temple or the local "Gaxhasodza" (head priest).

Architecture

There are three types of architecture: Theradaxn, or the capital city; Mujai-hadin, or the temples; and Nebrat, or local architecture. Theradaxn architecture is only found in the capital city, fittingly enough, and is characterized by towering minarets and imposing buildings, all made from Thuwadian steel. This steel is the strongest natural metal on Disparatus (despite its misnomer, it is not an alloy), but is also malleable enough to make buildings, armour, and weapons from. Mujai-hadin architecture is crafted from marble and has ornate carvings of Drago subjugating the other dragons, the blinding whiteness providing a beacon for worshippers in times of need. Nebrat style is merely the flavour of the region- for example, in the jungles of Dragonoa, they are mud and clay huts, made to shade the inhabitants from the overbearing sun.

Art

Despite warfare being the most respected art form in Dragonoa, standard art has its places. Naturally, given the culture's bellicose nature, the two subjects that artists gravitate the most toward to are religious subjects and romanticized military victories against their previous enemies. Lately, there has been a movement showcasing the betrayal of the Lehk'zhulians and their hatred towards Innocent Dragonoa.

Music and Literature

Once again, religion and warfare dominate the themes of Thuwadian prose and poetry. However, there are, of course, other genres that are very popular, such as detective stories and coming of age novels, but written criticism against Dragoism or the government is mostly restricted. On the other hand music that is critical of the government is extremely popular. It is telling that the Empire does not bother or need to repress musicians, but time will tell if this is a foreshadowing of restrictions on other art forms being lifted.

Dance

Out of all Thuwadian art forms, this is dominated by warfare the most. Dances are practiced by soldiers to emulate battle tactics and evasive techniques. Otherwise, there are no other popular dances.


Social Problems

Dragonoan society faces two major issues, although the second largest is mostly gone. Many Thuwadians had cried against the treatment of minourity species such as Alibaas and humans for years, but recent events have taken care of that problem. The leaders of the nation consciously drafted those species during warfare and placed them on the front lines so they would be killed. The nation's most prominent problem, however, remains the slaves. Many protest against the brutal treatment of slaves, but the lawmakers and regency council remain quiet about it.


Regions

A map of the ten regions of Dragonoa. Regions 1 and 2 belong to the Thuwadian Empire, while 3 through 10 are controlled by Lehk'zhulia.
The same map, but in glorious color.
  • Thuwadian Empire
    • 1 - Dragonoan Homeland
    • 2 - Grax'dar
  • Lehk'zhulia
    • 3 - Forests of Dor'gan
    • 4 - Threkzar
    • 5 - Zul'far
    • 6 - Dres'then
    • 7 - Gresh'thar
    • 8 - Barakh
    • 9 - Dragon Wastes
    • 10 - Lehkzhul


The Thuwadian Empire

Area 1: Dragonoa

This area is the cradle of Thuwadian civilizations. Several large rivers start at the mountainous areas of the southern borders and flow into the ocean at the north, enabling the peoples to thrive over two thousand years ago. They are the only rivers in all of the Thuwadian continent that have a northern current.

The land is very much like the original Thuwadian homeland on Umbra Terra, where due to the rivers and extremely fertile jungle land, these were the first dragonkin to evolve from four-legged beasts to a more humanoid frame. Along with their skeletal structure being changed, their nervous system evolved as well, allowing them to become the second-most intelligent breed of Thuwadians, behind the Lehk`zhulians.

However, as they were bred of Earth dragons, they quickly realized with their new-found intelligence that they could overtake the other races. An ambassador from their land met with the only other equally evolved Thuwadian breed, the Lehks from the south, to hammer out a deal that would forever shape the political structure of both the original continent and the one on Disparatus. With the Thuwadians’ cunning and the Lehks’ unmatched inventions, they quickly took over the rest of the mainland.

Many years later, when the Thuwadians relocated to Disparatus, the ruling Dragonoans soon found themselves struggling once again for control, with many bands of Thuwadians claiming control of their own areas, and the Dragonoans once again hammered out a deal with the Lehk`zhulians to wage war on the rebelling peoples.

With the then-allies successful, they split the continent in half, with the Thuwadian empire ruling over their own area, Grax’dar, the Dor’gan Forest, and Zul’Far. The Lehks, on the other hand, ruled over Threk’zar, Dres’than, Gresh’thar, and Barakh. Where the Lehks gave up their provinces over the years and gave them their independence once more, the Thuwadians have kept control over their land, subduing revolts. Though their modern-day philosophies differ from the Lehks, they remained staunch allies until late 2322, when the Lehks attempted to conquer Dragonoa.

The Dragonoan government is an absolute monarchy, with each city having their own prefect and each province led by a general. Each prefect and general, as well as everything else, has been hand-picked by the King, Drago, with the latest being from a long line of similarly-named kings

Area 2: Grax'dar

Grax’dar was the first country to be annexed into the Thuwadian Empire during their golden era. They were easily overswept by the invading forces, as they were less evolved, and traveled on all fours. They also did not possess any of the weapons and technology that the combined forces did.

In the present-day, they have been become bipedal, along with the rest of the species, though many prefer to walk on all fours, especially while working. However, they still do not possess the same intellect as the others, though only because of artificial means. When they are born, most have their higher brain functions removed via Lehkzhul technology. The Thuwadian Empire does this to keep them in line with their former bestial ways as slaves and beasts of burden.

However, those that do are escape the permanent loss of their higher cognitive processing are allowed to do so for one reason: Their spiritual advisors have told the slave-owners to keep them, so that the infants may also become spiritual advisors for the Thuwadian Empire. Because of this, even the feral slave still keep a glimmer, however small and unlikely, of hope that they may be freed of their shackles.


Lehk'zhulia

Area 3: Forests of Dor’gan

Split from the mainland several thousands of years ago, there are no known indigenous Thuwadian tribes on this island. However, there is a variety of local wildlife, as well as a sawmill on the south eastern coast. The main export of the island is lumber, paper, and little animals for Thuwadians to keep as pets.

The temperature is a year-long average of 70 degrees Fahrenheit, and the trees can sometimes become so thick in the center of the island that even during the middle of the day, one can barely see ten feet in front of one’s self. Despite the claim there is no indigenous population, the lumberjacks tell tales of ritualistic items and chants heard deep in the darkness of the forest.

More recently, it has been rumored that at the end of the Thuwadian Civil War of 2323, King Drago granted control of the region to the people of Eluvina. The few non-faeries who know of the existance of a teleporter between Dragonoa and Eluvina suspect it resides here, but none have been able to locate it.


Area 4: Threkzar

Threkzar is a very heavily industrialized island in the northeast. The Thuwadian Empire has worked with contractors from the human nation of the United Provinces to create a thriving metropolis, complete with an airport and docks. The capital of the island province, Doraka, is one of the few places in Threkzar which was able to keep itself entirely free of the zombie plague.

With the industrial and civilized boom of humans to improve commerce comes a hefty price: The island’s wild life and scenery are being cleared for more cities. Also, corruption runs rampart throughout the capital, something rarely seen between Thuwadians.

The human scientists that were imported from the United Provinces, along with the Thuwadian scientists from Lehkzhul, were at one point working on a secret project in the middle of the city. Rumours said it involves the combination of the rabies virus, as well as the toxoplasmosa gondii parasite, which has caused many to suspect this was the origin of the zombification virus unleashed in 2322.

The rest of the island contains a large forest and a medium-sizes lakebed in the middle. It used to be a popular tourist attraction, until the same scientists ordered it condemned in early 2322. Passers-by claimed that the fish living in the lake had become lethargic, and their natural prey have all but been eliminated in the short few weeks since it was condemned.


Area 5: Zul’far

A wasteland. Hot. Barren. Despite all of that, the island is thriving with life. However, the life found on this island is not to be toyed with, as it is made almost entirely of dragonkin, specifically, of the fire element. The oases in the center are reserved for their willing servants and acolytes, who tend to the gardens, learn their martial arts and fire-based magic, and perform temple duties.

Temples dot the barren landscape, with adolescent whelps and Thuwadian disciples guarding them ferociously from outsiders. The heads of unfortunate wanders and not-so-innocent looters rest on pikes that are stationed on the front steps of the temple, warning all to their fate.


Area 6: Dres’then

Dres’then is a newly liberated area, formerly owned by Lehkzhul. The first area to regain its independence, it is a mountainous region. The indigenous tribes have made their home near the peaks, which allow them to see the island of Threkzar. Upon the closest coast to the island, there is a large shipyard.

This, along with Threkzar, has the most varied population of Dragonoa, though that is only true within the coastal cities; humans and Thuwadians make their home there. The coastal island region of Dres’then, known as “Laethar” to the Thuwadians, boasts the nation’s lowest crime rate. The cities are also quite modernized, however, unlike Threkzar, corruption and graft are barely present.


Area 7: Gresh’thar

Gresh’thar is a relatively untouched area of Dragonoa. No humans and no invading forces have ever set foot into the region, for two reasons. The primary reason is a very large swamp that spans the gap between the mountain that make up the region and the tundra of the Dragon Wastes. The swamp has been blessed by its draconic guardians over the millennia, ensuring that those with ill will sink into the murky waters of the swamp. There is, of course, a tribe that lives on the edges of the swamp, and they are given all the essential tools to live there, as long as they pay tribute to their superiors in the form of prayer. The second reason is that the coastline is utterly impassable. Extremely rocky, sheer cliff faces oppose all those who intend to battle the dragon worshippers.

The Thuwadians of this region, having been untouched by other civilizations, are different than your average Thuwadian. They speak with a different dialect, and their worshipping-practices are unusual, compared to the more well-known Thuwadians. Largely left alone, they have not discovered the usage of modern medicine or technology, and if they did find it, they would most likely come to the notion that is mumbo-jumbo and dismiss it in favour of their finely crafted axes and magic.


Area 8: Barakh

A near-desolate landscape that is covered in a thick sheet of snow and frozen soil, Barakh has very little history associated with it. There were several tribes located in the region, but they were either wiped out entirely or brought into Lehkzhul as slaves. The lineage has many impurities and is on the verge of near-extinction, as thousands of years of breeding with the Lehkzhuls have nearly wiped their traits out completely.

Amidst the flat, frozen tundra, there is a solitary point of interest. In the middle of the region is a large crater with petrified and bare trees surrounding the crash-site. No one knows or cares enough to tell the others what made the crater, and there is a base for the study of the crater only a mile away.


Area 9: Dragon Wastes

The Dragon Wastes is a large, frozen territory in the middle of the continent. As such, it serves two purposes: A meeting point for all the Thuwadian tribes and Dragons to discuss all their collective problems, and also a large graveyard for all the different types of dragons. Each part claims its own tract of land as its sacred final resting place, and only its acolytes and disciples may enter the sites.

Dragon skeletons from those unlucky or weak enough to not make it to the sites are a common sight in the area, the hard frozen punctuated with the bones. At the heart of the land lies the massive temple, where the de facto draconic leader calls his or her home. Of course, dragons and Thuwadians aren’t the only species to make the tundra its home. Bears, elk, and indigenous wild life dot the sparse environment, with local plants, also used for medicinal purposes for the Thuwadians, pushing through the snow. No other sentient creatures may step foot into the area, unless otherwise escorted by a draconic escort. Otherwise, they will be killed on sight.

In the south there is a large steel wall, blocking off any access by foot to the glacier of Lehkzhul except via a door, only allowed to be opened by descendants of the ice dragons.


Area 10: Lehkzhul

See article: Lehk`zhulia

Lehkzhul, also known as Lehk`zhulia, is the Lehk`zhulian glacial homeland. More information can be found in the main Lehk`zhulia article.