location in nora
Capital Ermus
Largest City ?
Ruling House ?
Demonym ?
Formation ?
Area ?
Population ?
Common Languages ?

Viresia was a kingdom in current day southern Vatharond. It was held by the dragonborn during the Age of Magic before it fell during the Tiefling Wars.

It warred with oni, goblin and lamia kingdoms.


Tiefling Wars

When the Midan Empire began consorting with fiends and committing atrocities passing them for justice and entertainment, the neighboring dragonborn nation of Viresia could not accept inaction. Viresia rose up against the Midans and after many years of war, brought down their cities.

These wars ended with the mutual destruction of both the Midan Empire and Viresia.


Cultural renaissance within the Aquarian Empire

After the fall of the Midans, the founders of Sofia and the Aquarian Empire were mostly made up of the Viresian dragonborn and the lower classed Midans. As with many of the founding ideals of the Aquarians, magic was to be open to all who had the ability or desire.

It was the dragonborn that helped the humans build and govern the Aquarian Empire.


Viresian sentries


  • Leibarg was the capital of Kelevor, before its destruction by Viresian Soldiers.
  • For long periods of time Vincism was the state religion of Viresia.

Tymanther is predominantly a dragonborn nation. The vast majority of the Vayemniri are descendants of the survivors of Tymanchebar, four or five generations removed, while a significant minority is composed of immigrants from other lands, mostly from faraway Laerakond (Returned Abeir); many of the Laerakondan dragonborn fled from the draconic empires there and wanted to join the Thymari clans.* Only a small percentage of the population still retains direct memories of their former homeland, and the stories of Tymanchebar are slowly passing into the realm of fable and myth.

The remaining of Tymanther’s population is composed of the descendants of the surviving original inhabitants of the region (mulani humans, gold dwarves and ghostwise halflings), who are openly accepted by the dragonborn, although they remain a small minority. Thanks to the dragonborn stance of accepting members of all races, even those feared and shunned in other societies, tieflings also are a notable minority in this country, as many migrate to Tymanther fleeing from less tolerant lands. A few elves also call Tymanther home, though they are rare enough to be considered oddities anywhere in the country.

Vayemniri speak the Abeiran form of Draconic, known as Aklave. According to Ed, Aklave it’s not so different from the Torilian Draconic language, known as Glave; someone fluent in Glave can perfectly understand a person talking in Aklave and can read a text written in that dialect, and vice versa. According to Erin, aside from the pronunciation of some words, and a few new words the more social dragonborn created for day-to-day interactions, both languages are pretty much the same. Aklave words are softer and a little more nasal, and some have elongate syllables. Like Glave, Aklave uses the Iokharic alphabet.

Other languages spoken in Tymanther may include Common, Chessentan (as Chessenta is one of the main allies of Tymanther), Dwarven (Great Rift dialect), Halfling (whatever
dialect ghostwise halflings speak), Mulhorandi (as many people in the area still spoke it even before the Second Sundering), Primordial (the dialect the Akanûlans speak; one needs to know the language of one’s enemies), Untheric (thanks to certain clan), Roshoum (as Tymanther used to trade with High Imaskar, and it seems they still deal with Deep Imaskar and the High Imaskari survivors), and Shaaran (as they deal a lot with Durpari merchants).

*Guess most of the Laerakondan immigrants may be descendants of the Vayemniri who were left in Tymanchebar when the Spellplague ripped Djerad Thymar’s environs from Skelkor, and went to Tymanther to rejoin their former clans, or to create new clans among their people.

Tymanther lies on the western shore of the Alamber Sea (Vorelheching Kethendia, the Beautiful Water of Gems), nestled between Chessenta to the northwest, returned Unther to the north and the newly recreated Shaar to the south and southwest. To the east, across the waters, lies the nation of Mulhorand reborn, whose border extends from the west coast of the Alamber Sea down the River of Swords (whose western affluent, the Blue Sword River, lays entirely in Tymanther) to Lake Azulduth (the Lake of Salt). West of Azulduth, Tymanther controls territory to Unthangol Pass, and then the border turns north to the Smoking Mountains and the Black Ash Plain. The Road of Dust (Ossa Chosk) connects Tymanther with Mulhorand to the east and with the Great Rift to the south.

Topographically, Tymanther is located in a region known as Menesankh (the Plain of Life), shared with Mulhorand and that once made up the southern regions of old Unther. Despite the fact that Tymanchebar was ripped from Abeir and thrown into Faerûn as a boulder during the Spellplague, this region is a relatively calm arid mesa-land of mountains and plains, full ruins both from ancient Unther and Tymanchebar. These are fertile fields that are irrigated by the rivers at the southern end of the Alamber Sea, most notably the River of Swords, the River Alamber (Kuhri Ternhesh, the River of Stone) and the River Angol.

After the Second Sundering, the land has been dotted with strange crystalline formations thrumming with powerful magic in those places were the land has mismatched patches of earth and grass. Some believe these crystals were transposed from Abeir during the last flare of Spellplague (Nightal, 1486 DR).

There are many herd animals the dragonborn and the other inhabitants of Tymanther raise for domestic use; the native animals include sheep, pigs, oxen, cattle, goats, and donkeys. Cats and dogs are common domestic animals. The dragonborn also cultivate a few varieties of ants and worms to eat. Many edible veggies are cultivated in the region, alongside lemons, peppers, tobacco, and the Abeiran charchuka (root-like, edible legume), pamjar, and thalsch (plants that exude an edible resin and can be used to make spices). Dragonborn don’t consume tobacco, but seems they export it.

Native monsters include a sizable population of kobolds (at least two tribes are known, the Skullbiters and the Kneekickers, who live near the frontier with Mulhorand, as per the LFR adventures), savage felines such as lions and panthers, canines such as jackals, and a great number of sphinxes, lamia, and their jackalwere minions living among the ruins of old temples and god-tombs. The Spellplague introduced a few kinds of creatures from Abeir as well, such as the slug-like scathebeasts (FRCG, p.272), the little pests known as zartails (FRCG, p.280), and a few Abeiran subspecies of drakes (that, unlike their Torilian counterparts, can breed true—a few of them can be domesticated; for more info about them, see the first 4e MM). Many kinds of dragonspawn of Tiamat are also common in the region (see Monster Manual IV, Dragons of Faerûn, and/or Draconomicon: Chromatic Dragons for info about them).

Major Geographic Features (In alphabetical order):

Ash Lake (Kosjheching Vayemia, the Small Water of Ash):
One of the two lakes created by the division of the River Alamber during the Spellplague, Ash Lake is one the most important water routes of Tymanther. Many small, fishing villages can be found around its shores.

Black Ash Plain (Edarthi Vuthavayem, The Land of Black Ash):
An unforgiving land of spiraling, interwoven spires of black ash that move and re-shape themselves with the vagaries of the wind. It extends south from the Smoking Mountains as far as the River Alamber and the Ash Lake. There are no dragonborn or human settlements here. Brown dragons plague the area, and a tribe of black-skinned stone giants (locally referred to as ash giants), skilled in strange magic whose weavings twist and shape the surrounding landscape, lives on the eastern edge of the plains. The soil is not fertile, though ash from these plains mixed with irrigable soil has been known to increase the soil’s fertility.

The Greenfields: (Arushedarthi, The Green Land):
The soil of the Greenfields was enhanced by magic in ancient times and the rich waters of the rivers that cross it enhance its fertility. Because of this, this region is the breadbasket of Tymanther. Farmsteads and small farming villages dot this region, among the old ruins of ancient Unther and lost Tymanchebar.

Lance Lake: (Kosjheching Neria, Small Water of Lances):
The second of the lakes created in the region during the Spellplague. There is nothing about this one in 4e or 5e canon. For what it seems, the 5e maps don't depict this lake, so it seems it doesn't exist in the post-Second Sundering Realms.

Smoking Mountains (Vertichai Ixensjach):
Also known as the “Smoky Mountains” in the old days, the western end of this mountain range has active volcanoes, while the eastern end is dormant. Two volcanoes in particular, Mt. Fussel and Mt. Temmikant, erupt frequently. Near one of these volcanoes, a mysterious ruin known as the Gates of Burning Mountain can be found amid the rivers of lava, its adamantine gates sealed since it was found. Stories have it that a mad, entombed primordial transposed from Abeir during the Spellplague is responsible for the eruptions, though no one knows for sure.

Old dragons such as Guyanothaz (wyrm red dragon) and Maldraedior (great wyrm blue dragon) are known for having their lairs somewhere in the Smoking Mountains but are seldom seen, and the mountains are also home to pyrohydras, salamanders, and a few mercury dragons. A clan of “dream giants” (strange stone giants who mastered dream magic) from Abeir, known as the “Thousand-Dreaming Stone Giants” (Tusendraumren Steinjotunen in the language of giants) made their home in the eastern mountains after the Second Sundering. Although the giants are not officially allies of Tymanther, they share their enmity against Gilgeam, and help the Vayemniri in their war from time to time.

Plagueland (Edarthi Ulharisvaershthanash , the Land of the Blue Breath of Change)
To the south of the Greenfields, in the lands in between the Unthangol Mountains and the Blue Sword River, there was a violent plagueland during the Wailing Years. I guess that the proliferation of spellcasters among Vayemniri since their arrival to Faerûn can be because of this plagueland’s influence.

According to Ed, a few plaguelands still remain active even after the Second Sundering. As this plagueland was particularly violent, I guess is not so farfetched to assume this one is one of those that still remain in Faerûn.

Notable settlements:
Djerad Thymar (The Fortress of Thymara; Metropolis, pop. 50000 approx. as of 1487 DR):
The capital city of Tymanther, and the cultural nexus for the dragonborn on Faerûn. Djerad Thymar was built around 1400 DR (as one of the builder’s was Geshthax’s grandfather), fusing capital stronghold of Tymanchebar and the god-tomb of Nanna-Sin. Djerad Thymar is well known for its military schools on tactics, engineering, and unconventional warfare—particularly dragon-fighting.

A cyclopean structure, its pyramidal silhouette looms like a mansion of the gods on earth. The city’s lowest foundation is a massive block of granite that rises at least 200 feet above the surrounding land, the surface of which serves as Djerad Thymar’s lowest street level. Resting on this foundation are hundreds of massive stone pillars, each 50 feet in diameter, that support an enclosed, four-sided structure vaguely resembling flat-topped ziggurat. The combined height of the foundation, the pillars, and the ziggurat contribute to a structure that towers more than 1,500 feet into the sky.

While most of the population lives in the city proper, there are a lot of villages and farms in its vicinity, which are considered to be part of the city as well. During their first war against Unther, a huge wall of stone was magically raised to protect the city and the surrounding farms.

Djerad Thymar is described in the FRCG and the FRPG, and is fully detailed in the following novels: The Captive Flame, Whisper of Venom, Ashes of the Tyrant and The Devil You Know.

Djerad Kethendi (The Fortress of Gems; Port city):
The second city of Tymanther to date is relatively new (built in the earlier years of the 1480s DR decade). Built around three white pyramids, it was built on the southern shore of the Alamber Sea’s estuary. Djerad Kethendi is the heart of Tymanther’s trade with the rest of Faerûn, thanks to its access to the Alamber Sea. However, the city's location, just in front of Unthalass, makes Djerad Kethendi a constant target of the Untheran forces. The city is protected by the newly created Tymantheran navy and by Vivesh Nannari an immortal dragon turtle who once was the god Nanna-Sin.

The city is mentioned in The Devil You Know novel and the SCAG.

Ruinspoke (Arush Harrochukris, The Valley [where] Ruins Speak; village, pop. around 760 as of 1479 DR):
A small village near the frontier with Muhorand, this village serves as the headquarters for adventurers exploring old Untheran ruins. It’s surrounded by small farms and homesteads. Run by clan Jalt (one of the minor clans), this village was built as a “retirement place” for older dragonborn, and weird enough, the Platinum Cadre has a strong presence here (they make out most of its military forces). Besides the faith of Bahamut, the faith of Ilmater is strong here as well.

Because of its placement near the frontier, I guess Ruinspoke must have become an important trade outpost after the return of Mulhorand, and would have grown to become a bigger town. As one of the few places that openly worship the gods in Tymanther, I also guess that the Mulhorandi god-kings would be interested in using this town as the starting
point to introduce their faith into Tymanther proper.

Ruinspoke featured in almost all of Tymanther’s regional LFR adventures. Is also mentioned in the article “Adventurers of the Realms: Displaced Lands and Dire Frontiers” (Dragon 379), making it canon Realmslore.

Arush Ashuak (Green Valley, in common; village)
The main farming village in the Green Lands located near the southern beach of Ash Lake. It was growing exponentially in the early 1480s DR. By 1486 DR, it was said that it may become big enough to be considered a city any time soon. As the Vayemniri lost their northern lands following the Second Sundering, and have been relocating to the south of Djerad Thymar, I guess that by 1491 DR the place may indeed have become a city proper (changing its name to Djerad Ashuak).

Mentioned in Ashes of the Tyrant and The Devil You Know.

Arush Vayem (Ash Valley, in common; village, pop. around a dozen in 1487 DR)
A small village hidden amid the Smoking Mountains, it’s the home to outcast and Vayemniri exiles. Unassuming, it doesn’t even appear in any maps. The place was built near 1400 DR by Caysis the Vicelord (one of the Toril Thirteen, a powerful coven of warlocks that made the pact with Asmodeus that ultimately cursed the tiefling race), to hide a natural portal to a place in Abeir named the Dead Stone Mountains (Verthichai Loech Ternesh). This portal is still functional after the Second Sundering (though, in the novel its key was tied to Caysis himself, through his spellscar).

Featured in Brimstone Angels and The Devil You Know.

Based on the BRJ’s unfinished map of Tymanther, it seems that the town of Firetress may still exist in Tymanther as well (I guess, it would be home to the descendants of the surviving mulani of old Unther). If you use it in your games, a fitting draconic name would be Arush Ixencaesin.

A good 4th edition adventure site appropriate for Tymanther would be Ustraternes (the [Fortress of] Flying Stone), a ruined adventure site featured in the adventure “Remains of the Empire”(Dungeon 165). One should change all the references to Arkhosia into references of Tymanchebar, and voila.

Arkhosia arose in the distant recesses of history, untold centuries before the rise of the human empire of Nerath. It grew from a confederacy of seven city-states united under the leadership of a single ancient dragon dubbed the Golden One. It expanded partly through conquest and partly through simple diplomatic outreach and trade. Many dragonborn city-states and even some tribes and nations of other races deemed it preferable to Iive within the secure borders of a powerful empire than to fend for themselves in the darkness outside Arkhosia's borders. The dragonborn created many airborne citadels to help oversee their territories. Among these the most important was Ustraternes.

Arkhosia prospered for hundreds of years, taming the wilderness and expanding its trade and diplomatic missions to far-flung corners of the world.

That constant drive toward expansion soon brought Arkhosia into conflict with the other imperial power of that distant era, the diabolic empire of Bael Turath with its tiefling noble caste. Bitter wars between the two empires spanned centuries and wrought terrible devastation upon the world. The strains of the war brought internal connicts to light within Arkhosia as well, partly manifested in the renewed strength of Tiamat's secretive cults.

The fall of Arkhosia was as great as its accomplishments. Bael Turath fell under Arkhosia's relentless assault, but it took the dragonborn empire down with it. When neither side had the will or the resources to fight any longer, when the shouts and horns of battle were silenced at last, nothing remained of the two empires but scattered remnants of displaced populations and haunted ruins. The empire's glory was the glory of all dragonborn, but by extension its fall was their fall. As much as individual dragonborn seek to earn glory by their deeds. their efforts will never reach the heights of Arkhosia's renown, unless and until a new Golden One appears to rule over a restored draconic empire.

Student of the Ninefold Path

In ancient Arkhosia, a society of bards, wizards, and sorcerers called the Order of the Ninefold Path codified and propagated the arcane teachings of the dragonborn, a way toward both arcane mastery and spiritual awakening. The steps along the path represent an increasing attunement to the draconic energies in the initiate's being, a practice that unites the study of magic with the innate characteristics of the dragonborn race. The sages of this order lived as mendicants, owning nothing but the tomes they could carry and relying on the support and hospitality of the citizenry as they traveled from city to city. They traveled in pairs, one master and one student. As the student's knowledge grew to equal the master's, they would seek out new students in the cities they visited, thus passing on the secrets of the order. A few scattered masters of the Ninefold Path remain in the wake of Arkhosia's fall, but students willing to accept their tutelage are few and far between.

Arkhosia stands as the shining high point of dragonborn history, the pinnacle of their civilization and a culture that, though long dead, still shapes its descendants. Every living dragonborn is in some sense an heir of Arkhosia, and carries both the pride of that ancient lineage and the burden of the fallen empire's memory.

Arkhosia arose in the distance recesses of history, untold centuries before the rise of the human empire of Nerath. It grew from a confederacy of seven city-states united under the leadership of a single ancient dragon dubbed the Golden One. It expanded partly through conquest and partly through simple diplomatic outreach and trade. Many dragonborn city-states and even some tribes and nations of other races deemed it preferable to live within the secure borders of a powerful empire than to fend for themselves in the darkness outside Arkhosia's borders. Arkhosia prospered for hundreds of years, taming the wilderness and expanding its trade and diplomatic missions to far-flung corners of the world.

That constant drive toward expansion soon brought Arkhosia into conflict with the other imperial power of that distant era, the empire of Bael Turath. Bitter wars between the two empires spanned centuries and wrought terrible devastation upon the world. The strains of the war brought internal connicts to light within Arkhosia as well, partly manifested in the renewed strength of Tiamat's secretive cults.

The fall of Arkhosia was as great as its accomplishments. The armies of Bael Turath with their devil allies defiled great swaths of the empire's lands, swallowed entire dragonborn cities into deep caverns, or simply razed them to the ground. The Golden One was slain, and dozens of other dragon lords fell or were scattered into the wilderness as their grip on the land slipped. Bael Turath fell under Arkhosia's relentless assault, but it took the dragonborn empire down with it. When neither side had the will or the resources to fight any longer, when the shouts and horns of battle were silenced at last, nothing remained of the two empires but scattered remnants of displaced populations and haunted ruins.[1]


Regional Languages

Common, Draconic


The Golden One

Lawful Neutral

90% Dragonborn, 3% Human, 3% Dragon, 4% other


The great empire of Arkhosia was the Dragonborn‘s greatest achievement: a powerful civilization spanning thousands of miles across the known world. It was also the dragonborn’s greatest downfall, as the great war with the tiefling empire of Bael Turath led both of their civilizations to ruin, a tragedy that both races have not fully recovered from.

Arkhosia was formed from a confederation of seven dragonborn city-states, each ruled by their own dragon lord. Under the leadership of an ancient gold dragon called the Golden One, Arkhosia flourished. Cities grew large and populous, trade goods moved from province to province, and the lands were safe from monster incursions. Great floating citadels patrolled the skies, each holding thousands of armed dragonborn knights on their drake steeds.

There was much devotion to Bahamut amongst both dragon and dragonborn, but the official gods that were worshipped in every Imperial temple were Erathis, Ioun and Kord. Always ever in her brother, Bahamut’s shadow, Tiamat worship was also common, though the Imperial government did it’s best to strike such cults down wherever they appeared.

Many dragonborn given the gift of a wingspan were the nobility of Arkhosia. Such dragonborn attained favor second to that of the dragon lords themselves. To prove that their gift of wingspan is not merely a symbol of status, many such scions (as they were called) went out among the world as adventurers or leaders of the Arkhosian army. Dragonborn bards still sing of such exploits to the present day. Such scions of Arkhosia are incredibly rare now.

Magic also flourished. Wizards, sorcerers, bards, and other students of the arcane studied the Ninefold Path, a system of magic that revolved around the dragonborn’s draconic heritage. The Arkhosian armies were strong too. Each weapon produced for each individual soldier are mastercrafted, as the dragonborn do not believe in mass-production. At the time, a single dragonborn soldier could equal at least five human soldiers.

Alas, contact with the tieflings of Bael Turath was the major catalyst that brought Arkhosia to ruin. The tieflings, under their devil masters, believed the dragonborn to be anathema to Bael Turath’s expansion, and ordered the dragonborn all destroyed. The conflict lasted for nearly a century. Arkhosian land was taken and re-taken by both sides. Great armies clashed, with tends of thousands dying in each battle. The infernal magic used by the tieflings, in addition to the dragon magic, plagued great swaths of land. Cities crumbled and fell, the great floating citadels fell quite literally as the tieflings dispelled the magic keeping each afloat.

When the cries of war fell silent, nothing remained of either Arkhosia or Bael Turath. The Golden One perished in the sacking of the Arkhosian capital of Okarthel. Most of the lands of old Arkhosia and Bael Turath now comprise the Lost Lands, where the unstable magic has both mutated monsters and the residents that dare live there. Both the tiefling and dragonborn races fell into a slow, but steady decline in the centuries to follow. To this day, most dragonborn still long for the return of their own empire. But in the Dark Times, such a task is but only a dream…

Category Fallen Empires
World Bal-Kriav
Region Aerie of Dragons, Hells Womb
Government Dictatorship
Capital Gaard Goraag
Population 400,000+
Dragonborn 70%
Aggorath 20%
Muneyd'vith 5%
other 5%
Alignment varied, good majority
Deities Arcana, Atlas, Bahamut
Enemies Bael Turath, Dominion of Resalth, Galirkrad, Uzurundabud
Reign 600 HE - 1600 HE

The dragonborn empire Arkhosia extended from the eastern banks of the Dargirth in Hells Womb to the shores of Sosin Luv. Arkhosia's military, the Imrithil, tried to expand Arkhosia's territory into the resource rich peaks of Trudnar. In these volcanic highlands, her armies sustained horrible losses from demons pouring out of Garâtha. Instead of being on the offensive, they were forced to defend. The defensive network Hlothram Bildrun Rigevoth was built with great magic and haste to guard against the dangerous foes that sought to destroy all in their path. After two decades of conflict, the area was stabilized, and Arkhosia never again sought to expand into Trudnar.

In 640 HE, the dragonborn mage Coldwrath, founded Vith Alok. Arkhosia's dragonborn are also responsible for the founding of Nil Koraaviik. The first drakkensteeds, a cross between a horse and a dragon, were created by the Ryldorvir. This cult had an influential cell at Lasinangian and was financed by the Arkhosian government. At its height of power, Arkhosia is said to have had an air force of nearly 5,000 drakkensteed riders.

In 1216 HE, hostilities erupt between the dragonborn of Arkhosia and the Piamauza of Bael Turath. The conflicts between the two empires became known as the Burn Wars.

For centuries, the empire was successful on the battlefield and governing its people. Around the Year 1250 HE, the empire began to experience religious division. This was a result of Tiamat's influence spreading among the poorer and disenfranchised citizens. Even though worship of Tiamat was forbidden, it proved very hard to eradicate. In 1279 HE, the Church of Bahamut, backed by crusaders and zealots, began rooting out Tiamat's flock. This became known as the Platinum Inquisition. Some of the more fanatical sects of Bahamut hunted down and killed the followers of Tiamat. During the eleven years of this inquisition, many of Tiamat's flock went east and settled in Sotiisk Lumnaar. In 1293 HE, these dragonborn exiles founded Viing Prolgiid. In 1301 HE, they united, becoming the empire Galirkrad. When the Whitefang cult came to power, they began to undermine Arkhosia by eroding trust in Vith Alok.

In 1340 HE, Arkhosia went to war with hobgoblins of Valefor. This turned into a protracted war, where the Imrithil ended up fighting more demons than hobgoblins. This Arkhosia Valefor War lasted 22 years. For most of its duration, the Imrithil were focused solely on defense. They built a massive line of fortifications called the Hlothram ldrun Rigevoth. This long and deep line of defenses is credited with saving Arkhosian interests in Hells Womb, and perhaps even the empire.

The growing conflict with Bael Turath forces Arkhosia to abandon their holdings in Hells Womb. In 1521 HE, they abandoned Vul Gol (c.f. Vrak-Tror) and other western holdings.

Arkhosia came to an end after a series of brutal wars with Bael Turath. This conflict was one of good versus evil. The morale fiber of Arkhosia suffered when her armies turned genocidal - Imrithil's generals claimed that the Bael Turathians were doing the same to their troops and had units with the sole purpose of eradicating their people. In 1600 HE Arkhosia fell. Her people were driven out of their ancestral homes. The former holdings of Arkhosia became property of Bael Turath. This only lasted eight years, with that empire collapsing upon itself in the Bael Turath Civil War. Over time the old holds of Arkhosian became petty city-states under the rule of some dragon, Muneyd'vith Dragon Lord, or other satrap. Today, the bloodlines of Arkhosia are scattered across the Aerie of Dragons and beyond.

In addition to the warring with Bael Turath, Arkhosia fought a religious war with Galirkrad. The dragonborn of this empire were worshipers of Tiamat and eagerly accepted any conflict that brought them to arms with their Arkhosia brethren.

The heart of territorial holdings for Arkhosia is now controlled by the Ag Envok.

The march of time continued onward, nations rose and nations fell. But two rose higher and fell further than any other save that of the last empire of Nerath. The once-human empire of Bael Turath swore pacts to terrible creatures in return for great power, thus birthing the tiefling race. Flush with its newfound might, Bael Turath recklessly expanded its lands. The nobility called down hellfire, curses, and eldrich power to scour those who resisted them, those who angered them, and in the end, those who made amusing victims.

It was from this that a lusterless black metal, a single part of a larger whole began it's tale. This became the ancient story of a Rod of Seven Parts, a tale seeking the return of the Rod and the forces of Chaos trying to keep it apart.

A long-ago "great war" between Wind Dukes of Aaqa and the Queen of Chaos. Then the artifact was in one piece, and was known as "The Rod of Law". It was used in the Battle of Pesh to imprison the Queen's greatest general, Miska the Wolf-Spider, Prince of Demons. The rod was broken into seven fragments during this conflict, and the seven individual pieces were scattered across the world.

Antiquity and eldritch wizardry described each piece as having its own unique powers. But together, the more parts of the rod a user possessed, the more powerful each one of the seven parts can become. The Rod of Seven Parts, when whole, is a 5-foot-long pole. The command words for each piece: "Ruat," "Coelum," "Fiat," "Justitia," "Ecce," "Lex," and "Rex," which collectively make up a mystic phrase that translates into "Though heaven fall, let justice be done. Behold! Law is king."

The dragonborn race once forged the powerful empire of Arkhosia in arid lands. Ruled by royal lines of mighty dragons, proud Arkhosian warriors subjugated vast territories across the world. Their empire was famous for carving its most important structures directly into the sides of cliffs, hills and mountains. Wonderous stone facades, carved with pillars, arches and spires, were wound through with dragon iconography. In the deep, cool caves behind them, the dragonborn and the dragons alike conducted the affairs of their empire The tiefling empire finally met its match in Arkhosia.

Some of the most appalling battles in history were fought between the two empires and, ultimately, both fell into ruin. No stone was left standing atop another in Bael Turath's grand capital. Its few surviving noble houses scattered, weeping and cursing, their power lost and their dreams turned to ash. The cities of Arkhosia became devil-haunted ruins peeking from lone cliff faces and along the sides of lost valleys, its survivors becoming a race of wandering mercenaries, soldiers, and adventurers. Now only a few rootless clans of dragonborn warriors remain to pass on their legends of ancient glory. Most work to hold back the growing darkness; others (such as the Dragonasi clan) ally themselves with evil in a bid to regain their lost empire.

The Holy Empire of Arkhosia is a draconic empire, located on Drul'Mak. It was created in T5A 1986, with the coming of Aurumas and Argenta, who united the dragonborn tribes under one banner, following an ancient Arkhosian prophecy. It's name is derived from the ancient civilization of Arkhosia, the original kingdom of dragons and dragonborn in the First Age.

Arkhosia is a nation on Alterra located mostly in the continent of South Zelmaya. Founded over seven hundred years ago in 5E 1266, the Arkhosian Empire has slowly expanded to encompass the entirety of the continent, as well as parts of North Zelmaya, Helladis, Corellos, and Umaes. Aureus is the country's capital and largest city; other major cities include Haelid, Desdemona, and Ragnarai.

Sea of Straits

→ Main article: Sea of Straits.

The Sea of Straits is the ancient divide between the continents of South Zelmaya and Umaes. Dwarrow myth contends that the sea was carved out of the earth by retreating giants following the Third Valdic War sometime during the 3rd Era.
Harvest Plains

→ Main article: Harvest Plains.

The Harvest Plains are a large area of fertile farmland encompassing much of south-eastern Arkhosia. The Harvest Range is one of the most populous areas of the Empire outside of the capital city, and is the source of much of the empire's food production.
Hercynian Forest

→ Main article: Hercynian Forest.

The Hercynian Forest is a massive swath of untamed forest along the eastern shore of the Sea of Bronze leading to the foothills of the Silios Mountains. Druid circles are known to meet deep within its reaches, where few civilized men dare to tread.
Silios Mountians

→ Main article: Silios Mountains.

The Silios Mountains are a large mountain range dominating much of eastern Arkhosia. Rich in mineral resources, the Silios Mountains are home to many Arkhosian mining outposts and draconic lairs alike.
Scale Hills

→ Main article: Scale Hills.

The Scale Hills lie to the north of the Sea of Bronze. Primarily grassland and low, rolling hills, the Scale Hills are littered with the ruins of places long-forgotten and since-conquered.
Mount Celest

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Mount Celest refers to the seven mountains to the west of the Scale Hills in the northwestern region of Arkhosia. It is believed to be the seat of the Arkhosian Pantheon, where the gods reside on Chronias peak. The vaunted monastery of Ephesa stands roughly halfway up Mount Celest, home to the Stillheart followers of IO.
Ebonstone Peaks

→ Main article: Ebonstone Peaks.

The Ebonstone Peaks make up the mountain range running along the southwestern portion of Arkhosia. The Ebonstone Caldera resides here, characterized most notably by Mount Adazi and the Boiling Lake. The treacherous Tulin Stone Forest lies to the north of the mountain range, making passage all but impossible.
Verdant Wildlands

→ Main article: Verdant Wildlands.

The Verdant Wildlands occupy much of the southern border of South Zelmaya. It is a relatively uninhabited portion of the continent, peopled mostly by criminals, outlaws, and barbaric tribes that refuse the rule of Arkhosian law.

The climate of much of Arkhosia is reminiscent to that of the real-world Mediterranean, with many temperate forests and rolling grasslands.

The majority of Arkhosian citizens are dragonborn, tieflings, and humans.

The three major elements of the Imperial Arkhosian state are the central government, the military, and provincial government. The military establishes control of a territory through war, but after a city or people are brought under treaty, the military mission turns to policing: protecting Arkhosian citizens (after 6E 312, all freeborn inhabitants of the Empire), the agricultural fields that feed them, and religious sites. Cooperation with local power elites is necessary to maintain order, collect information, and extract revenue throughout such a massive and still-expanding empire.

Communities that demonstrate loyalty to Arkhosia retain their own laws, can collect their own taxes locally, and in exceptional cases are exempt from Arkhosian taxation. Legal privileges and relative independence act as an incentive to remain in good standing with the state. Arkhosian government is thus limited, but efficient in its use of the resources available to it.
Central Government

The political authority of Arkhosia is vested in the Arkhosian Senate (Draconic: Senatus Arkhosianus), a governing and advisory assembly. Legislative, executive, and judicial power all rests with the senators, a convocation of five hundred members. Under the empire, one could become a senator by being elected quaestor, but only if they were already of senatorial rank. In addition to quaestors, elected officials holding a range of senior positions were routinely granted senatorial rank by virtue of the offices they held. If an individual were not of senatorial rank, there were two ways for them to be appointed senator. The first involved the emperor manually granting that individual the authority to stand for election to the queastorship, while the second involved appointing the individual to the senate directly by imperial decree. The emperor's power over the senate is absolute.

The current head of state is Emperor Medrash Ixis of the House of Ixis. He is in his 68th year. His law is absolute throughout the empire.

Since the success of the Vraelic Wars, the Imperial Arkhosian army is composed of professional soldiers who volunteer for 20 years of active duty and five as reserve officers. The transition to a professional military began during the 5th Era, shifting away from an army of conscripts that defended the homeland in campaigns against a specific threat. For Imperial Arkhosia, the military is a full-time career in itself.

The three major divisions of the military are:

the garrison at Aureus, which includes both the Vulpesh and the vigiles that functioned as police, firefighters, and city watch;
the provincial army, comprising the Eternal Legions and auxiliary forces provided by the provinces;
the navy.

Provincial Government

An annexed territory becomes a province in a three-step process: making a register of cities, taking a census of the population, and surveying the land. Further government recordkeeping includes births and deaths, taxes, and judicial proceedings. Each year, the government sends hundreds of officials to govern outside of Aureus. Among these officials are the governors: generally, magistrates elected at Aureus who in the name of the Arkhosian people governed senatorial provinces. Governors are required to make themselves accessible to the people they govern, but may delegate various duties. Their staff, however, is minimal: comprising only of official attendants including lictors, heralds, messengers, scribes, and bodyguards; legates, both civil and military, usually of equestrian rank; and friends, ranging in age and experience, who accompany them in an unofficial capacity.

The capital city of Aureus was founded in 5E 1266 by Arkhos the Red, the first king of Arkhosia. According to legend, Arkhos and his brother, Aurus, co-founded the city together, their children going on to establish the Noble Houses of Arkhosia. However, the brothers quarreled over where the city would be established until Arkhos was forced to kill his brother. Thus, Aureus began with a fratricide, a story that was later taken to represent the city's history of political strife and bloodshed.

Seven kings ruled Aureus, lasting from the founding of 5E 1266 to 5E 1454, when Lucius Anvintus Satnav conquered the nearby city of Myrna, becoming the first emperor of the newly-established Arkhosian Empire.

The Arkhosian Empire spread to encompass its neighbors - namely, the people of the Scale Hills and the Silios Mountians - before conquering the empire of Yua in 6E 366. With the Empire's victory in the Vraelic Wars, Arkhosia conquered further, expanding their influence in the first of many conflicts with Eoriin until the all of South Zelmaya was controlled by the Arkhosian Empire.

Desdemona was the last remaining bastion of Eoriin government over South Zelmaya. However, it too was eventually conquered, joining the rest of the Harvest Plains in provincial government under the Arkhosian Empire. Desdemona remains an important center for travel and trade, being the third-largest city in the empire.

The Fifth Era

The Fifth Era, sometimes called the Age of Renewal, is a period of relative stability in Alterran history. It marks the rise of humans to prominence once again with the formation of the Kingdom of Orden after their final defeat of the Giants of New Ostoria in the Battle of Skyfall. It is during this time that the Arav-ro Nadgaj (Uruk: Art of War) was written by the tribal warlord Akrûrz the Unconquered. This era also saw the War of Light and Shadow, a failed invasion of the surface world by the Empire of Lolth, which resulted in the Sack of Menzoberranzan and the scattering of the drow peoples. The first recorded dragonborn came into being in the Fifth Era, founding the Kingdom of Arkhosia along the Sea of Bronze in South Zelmaya.

The Fifth Era lasted 1,454 years, and concluded when the Kingdom of Arkhosia was reorganized into the Empire of Arkhosia.
The Sixth Era

The Sixth Era is sometimes referred to as the Dragon Age by Arkhosian scholars. It marks the rise of the Empire of Arkhosia, the First and Second wars of Orden succession, the War of Draconic Expansion, and the founding of the Great Uruk-hai State of Urujyet on the continent of Umaes.

The Sixth Era is the current era, and has so far lasted 538 years.

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