My player character's
Red Wizard Symbol
Red Wizards of Dragothi
Leaders: The Zulkirs
Prominent Members: Apophis, Bredolth, Galzra, Inioth, Ronnuth, Seddrinth, Taevarth, Xalanth.
Structure: Magocratic Council
Resources: The entire region of Dragothi, and several castles, citadels, and fortresses across Syrik.
The Red wizards were created long ago by the eight great dragon lords of Ceirdanin. (known by the red wizards as the Kapral)
The Red Wizards are the magocratic generals of the country of Dragothi, ruled only by the Kapral. The most powerful Red Wizards are the Zulkirs, each specialized in one of the schools of magic. These eight choose the Tharchions (regional governors) who handle the day-today leadership of Dragothi while the Zulkirs scheme and plot.
Until recently the Red Wizards have been formed entirely of Draconians, as they believed that humans and other sapient races are beneath them, and should not be given the chance to wield magic.
Draconian citizens mingling with the human slaves, lead to several slaves being executed including the newborn children of these couplings.
In 258 G.C after several slave revolts, the Zulkir’s allowed the Dragothian humans (and other sapient races) to wield magic.
In 149 G.D Apophis is the first human to join the ranks of the Zulkir.
Long-standing factions split the power of the Zulkirs. Some push isolating their land in order to safeguard their vast magical knowledge, while others advocate wars of conquest. Currently a faction favoring trade and mercantilism rules the day, rising from a class of ambitious entrepreneurial mages with their eyes on the rich commerce of the Nureskian Sea and the kingdoms of the west. The Red Wizards’ ability to forge and trade magic items in great quantities has given them control of a lucrative and influential trade. Dragothian enclaves exist in dozens of cities around the Sea of Darathix, walled compounds in which the Dragothians enjoy immunity from local laws and tariffs while providing access to their many and varied magical wares.
Given their different magical specializations and conflicting philosophies, the Red Wizards may be involved in almost any sort of venture, from smuggling to adventuring to slaving. (Active slaving is currently discouraged by the Zulkirs in places where such activity is illegal, since such efforts generate ill will toward the mercantile efforts.)
Dragothian enclaves are independent mercantile and political entities within an urban area in a non-Dragothian country. Here people interact with Dragothians in a peaceful manner, by magic items, and make deals with the Red Wizards who control the enclave.
An enclave is established after a Dragothian diplomat negotiates with the local authorities. These negotiations usually entail lists of benefits for the local rulers, such as an increased amount of magic for their guards and protectors, as well as for the authorities themselves. Depending on the nature of the local authorities, the diplomat presents gifts or offers bribes in order to sweeten the deal. For peaceful or good nations, the gifts are benign or useful items such as potions of cure spells, wands of fly, magic shields, and so on. For more aggressive countries, the bribes are often items that can be used for illicit deeds, such as potions of invisibility, or combat items such as a wand of fireball or magic weapons. Once both parties agree that an enclave can be built, they discuss the exact terms.
The Dragothians always require the local government to agree to three demands (known as the Three Laws of the Enclave) and refuse to establish an enclave unless the other party agrees to all of them. The Three Laws prevent abuse at the hands of those who oppose the presence of the Red Wizards on moral, cultural, or religious grounds. If such abuse occurs, the Dragothians can claim that the local authorities have failed to provide protection fro diplomatic envoys acting within the confines of the law, which would make the local government accountable to Dragothi itself.
The Law of Sovereignty: The enclave is treated as Dragothian soil. Dragothian law applies within, the Red Wizards are responsible for patrolling the enclave themselves, and the law of the rest of the country does not apply. The enclave’s inhabitants are not immune to prosecution; for example, local authorities can demand that a man who murders someone elsewhere in town and then retreats to the enclave be turned over to the local law, whereupon the Dragothians must comply. Slavery is permissible within the enclave, although if the local laws forbid slavery, few Dragothians force this points by keeping slaves in the enclaves.
The Law of Trade: The Dragothians price their goods and services at 10% below the normal cost. Their merchandise is primarily magic items, and some enclaves also sell mundane equipment such as tapestries and weapons. Technically the sale of slaves is permitted, but since local laws apply outside the enclave, this is futile in lands where slavery is outlawed. An enclave normally sells scrolls of 0-level spells for the cost of creating them if the customer buys an equal number of other magic items (including potions and scrolls of 1st level or higher). The Law of Trade also states that the Dragothians can accept slaves as payment for items, and these slaves can be legally transported within the borders of the sovereign nation on the way to Dragothi. Most antislavery countries require that a potential slave in this situation must either be willing (such as a man selling himself into slavery to provide for his family) or a criminal convicted of a serious offense (such as murder or treason), The local government sometimes even trades criminals in exchange for Dragothian goods.
The Law of Crafting: This law dictates what the Dragothians will and will not create for sale to the general public. Normally an enclave only produces potions, scrolls (of up to 4th-level spells), wands, +1 armor, +1 weapons, and minor wondrous items. None of these may have abilities easily used for crime (such as potions of invisibility or a wand of charm person) or overtly destructive (such as a wand of fireball). They may also cast spells for hire. In general, the Dragothians dominate limited resources that could be used to produce cheaper and more desirable products. All items produced in an enclave are require to bear the mark of the Red Wizards and the insignia of the city where the enclave is located. They also refuse to create dangerous items (as described above) because should someone be harmed with an item created in an enclave, the Dragothians could be held responsible. This policy prevents such items from being used against them.
In exchange for these demands, the Dragothians agree to donate 1% of the enclave’s profits to the local government. The actual amount is rather soft, since an accurate count is not provided for the local government, and some enclaves allocate a portion of these funds to bribe local guardsmen and officials. Most enclave contracts include brief but regular periods of military service by the wizards in the enclave’s employ, which allows the local government access to more spellcasters.
Since the inception of the Dragothian enclave, their numbers have increased quickly. Within the lands bordering on the Nureskian Sea, nearly every (90%) metropolis-level location has an enclave of one sort. Most (75%) large cities have one, many (50%) small cities do, some (30%) large towns do, and a few (10%) small towns have an enclave, while smaller settlements might have a single Dragothian representative or none at all. A typical enclave holds a number of Dragothians equal to 1% of the settlement’s population. Guards and other support staff for the wizards, including servants, assistants, and mundane artisans, make up at least half of the enclave population. The remainder are wizards of various levels (some with levels in the Red Wizard prestige class). The highest-level wizard is the leader of the enclave, and always has at least one level in the Red Wizard prestige class.