Four years; Fifth Campaign is Running

The Sons of Solar

28/09/2011 01:34

The Sons of Solar consider themselves the children of Solar, the Sun God. Their outlook on life is colored by their belief that Solar is Iawat’s true heir and therefore should be considered the premier Deity by all who live on Iawat’s belly. Even though Fahra is still the Pantheon’s sovereign ruler, the Sons of Solar dispute this position heavily, ever since her infidelity, which spawned Lyrian and the Gardener.

The three species that form the Sons of Solar are ordered in a strict hierarchical society with the noble Aristo Draconae at the top of this piramid. This elite race is considered divine by the Kroxigan guardian race and by the kobold servant race. All of the Sons of Solar are cold blooded lizard like beings who adhere to the Sun God and are dependent on his life giving warmth for their energy and survival. They prosper and thrive in the hot Jungle area on the north eastern continent.

The kobolds serve the Aristo Draconae unquestioningly, always having had a rigid faith in the Hierarchy and true willingness to serve the master race. The Kroxigans in turn have a sense of care bred into them that makes them the ideal guardians for the physically weaker Aristo’s and Kobolds. Their ferocity in battle is matched only by the Trolls and Taurians who are used respectively as mercenary troops and enslaved minions in a war of conquest unleashed upon the Sons of Solar by the Proudfoot Empire.

The Sons of Solar have been under siege by the Proudfoot Empire for over a decade now, for their emperor long wished to obtain the vast riches from Solarian lands. The jungle lands are well defended however and it will take many more years for the Stoutfolk to gain even a foothold in the sprawling jungle.

The military power of the Sons of Solar is expressed through their fleet of living airships called Arakats. These flying creatures have huge wings that soak up the energy of the sun during the day and use this energy to stay afloat during nighttime. Never having to land anywhere, these ships form the ideal base from which the sun’s rays can be focused and used as a powerful weapon against the invading Proudfoot armies. The Arakat airships are neither animal nor plant, but have some qualities of both. They have an emotional brain which is lizard-like but their wings are more plantlike in that they use photosynthesis to convert the sun’s rays into the energy of life.
 

Note to GMs and players: The division between these races is similar to that of the Fey, one human sized governing race, a smaller support race and a tough gaurdian race. Though instead of revering the kobolds, like the Elves revere the gnomes; the Aristo Draconae use their support race as useful servants that have certain advantages which they themselves lack; mainly being a lot more proliforous and therefore expendable. The Kroxigans are comparable in physical prowess to the Trolls, Taurians and some of the younger Arborians. Only Dragons and Caementi prove to be tougher opponents then these four, but only because the latter two actually have the brains to back up the brawn. Eventhough the Solarian nation is struggling to fend off the Proudfoot Armada, this does not mean that a player who plays a Son of Solar is required to be intolerant of all Stoutfolk. In fact most regular people do not really care much for the politics played at the highest levels, even though the wars they cause affect everybody. They will definetely be cautious around each other, but where there are different races, there are different trade goods to haggle for and once trade ensues it becomes a whole different ball game. The majority of these encouters between warring species occur in the large trade hubs of the world, Quatropolis in the Zenian Federation, Khandar in the Turil Kingdom and in the sprawling ports of the Rontra Republic, all of which will be described later in further detail.

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