Dramillios
Known
throughout as the wizardly nation. Spellcasters live here for many
reasons, primarily due to the Academies; which openly teach magical
skills for anyone with the crown or coin to pay for it. Another is
the acceptability of the magical arts. Perhaps most importantly, is
that Wizard’s have helped shape this nation and consider it above
all others their home.
This
was the second oldest lake nation - founded by humans returning home
after fleeing to Lyrria for immediate protection from the great
freeze. With the knowledge of Sollus and help from the elves in
creating a magical barrier to ward off the undead, the Lyrrian humans
wanted to rebuild their former nation. To do this they needed help,
and they knew they could no longer depend on their Elven allies who
faced their own battles to keep the faerie realm free from the ice
tyrants. Thus they turned to the outcast wizards, in their own midst
to help them. The magical arts have often flourished in human
communities, but it was done so in secret, for if it was not an
outright crime it was socially unacceptable. Even the ancient
Hembrian nation, wizards were a lower class, bound by many
constraints over what they could or could not do.
The
original Dramillian counsel knew that to survive they must overcome
the oldest of superstitions; they must not only tolerate the wizard’s
presence but also help them prosper. They asked Barath, the most
infamous wizard of his day for assistance in defending their lands.
Barath, an elderly mage even at this point, took a long time before
answering their request. His request of the counsel was not funding
or even power, but for autonomy. Wizards would be left alone in their
magical study in return ALL WIZARDS stayed out of internal affairs.
This open acceptance would later be codified as the Wizard's Oath and
this more than anything else has intertwined wizards with the fate of
Dram.
Yet
this oath has not always been kept. On at least three occasions
wizards have led coups to depose or control the Grand Counsel. Each
time the traitors have been defeated by their own kind: wizards who
hold onto the creed of the oath as their strongest belief. Most
wizards deeply admire the nation and its principals and ensure the
Grand Counsel is free from all subversion. To ensure the adherence to
the Wizard's Oath, since the death of Barath, wizards have elected a
Solomo or judge among their own. They have the power to bind or exile
any wizard who breaks the oath if not the spirit of the oath. Also,
since the Wizard's have no political power it is also the Solomo's
duty to either sit in or choose a wizard to act as advisor to the
Grand Counsel. It is important for the Solomo not to show favoritism
or get involved with political affairs, as they are bound to the
counsel itself. Solomo's who interfere with the counsel are asked to
leave counsel chambers leaving wizards without a voice or ear to the
workings of the counsel. With all of this said, Wizards still
comprise less than 2% of the adventurer population. They are heard
and seen and involved in all aspects, but many more facets must be
understood to comprehend Dram.
Jammer
crews often say, "no need to visit all the spires - just go to
Dram." As the central nation, this has always been a home to any
refugee that needs one. It is seen as the safest haven from the cold
and the tyrants - and as such everything can be found within these
metropolises
One
might think that due to the influx of so many beings conflicts
between these peoples might be rampant, it isn't due to the
GENTLEMAN'S CODE. At its heart it states that all beings are equal
under the law. Prejudice isn't outlawed; merely racial conflicts are
confined to non-violent means. Those who break this edict face exile,
not just from the city but the confines of the sollus. But even more
than this, the code is virtue and etiquette, those who are so
close-minded can be shunned, risk losing business or jobs or even
friends.
Competition
is core to the Dram mind-set. Whether it be in the arts, business or
the military arts - one must be better than your neighbors. Those who
are rich flaunt "it"; those who are not so rich try even
harder to flaunt "it" just to show that they have "it".
Image is everything, and the nobles and businessmen pay a small
fortune to wear what is fashionable or hot. Minx collared furs, high
black riding boots, Anthril Lances, Verchine earrings, or a purple
feathered flying griffon...if the IN CROWD has it, and then anyone
who is anyone must acquire it.
Gambling
is a beloved Drammish pastime; rolling bones, cards, knives,
especially on the sports competitions that are held once a Ten-Day.
These warriors’ competitions were once important military
spectacles to keep the public in military form, now they are a time
for circumstance, pomp, politicking and favoritism. Thousands crowd
inside arena to bet on their favored wrestling and dueling gladiators or the sports: mace
throwing, running, jumping, riding, and spear throwing.
Faith,
like race, is both open and tolerated. Open because people can choose
any deity, even those who are shunned elsewhere for dark, vile or
even evil practices. What you believe means less than what laws you
choose to break. Shion, the god of thieves has temples in Dram, where
hooded followers sneak in to make their sacrificies and learn their
lessons, yet thievery is still illegal, and punishments are harsh.
Soo too with every other chaotic or evil gods are tolerated, the
lessons are tolerated, but action to break the laws will mean getting
punished. Lawful and bulging obelisks exist beside empty chaotic
ones.
For
those from the outside, this luxurious life is quite different to the
bleak isolated living of the spires or the burden of constantly
finding sollus to keep the cold away. They have accomplished their
wondrous society by the Great Sollus Towers, three gigantic towers
that soar more than a mile high each, and have a hundred pound of
sollus in each. They provide the warmth for the entire region; enough
so that there is no need for the Green Towers, shul and shum can be
grown from the earth. One might wonder if the nation has such a
supply that they need to worry about having such a huge supply
needlessly to warm hundreds of miles unnecessarily; of course for the
common person they let the Grand Counsel worry about such trivial
matters.
Laws
Taxes:
Paid once a ten-day, reasonable rates; though most pay with service not coin (5%, 10%, 20%)
Towers: Prevalent in nearly every faction of society, hold great influence and wealth
Prostitution:
Officially sanctioned; more expensive, but extremely discrete
Weapons:
Soldiers, knights & Sell-swords but only in cities with a bond.
Jube: officially banned, but tolerated in seedy areas for consumption, the law still convicts for trafficking
Magic
Items: Open, as long as it doesn't do mind control, summoning outer planar or undead
Necromancy:
banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery:
Technically banned, cannot purchase, but owners still have limited
rights
Thievery:
Imprisonment or loss of rights.
Psionics:
Banned but ignored under similar magical tolerance
Wizard
Spells: Rigidly controlled but most are open. Nobles are given
more freedom.
Clerical
Spells: Taxed 50% at any obelisk or 75% at Temples
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; with many competiing guilds
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; with many competiing guilds
Duels:
Any free-man (or woman) can duel on Sword Day, otherwise soldiers,
knights, men of standing and nobles. Note it is illegal for a
non-noble to duel a noble unless it is sanctioned during Sword Day.
This is the only way to legally kill a noble.