| The Isle of Draught
Leaders: Duchess Khalani Claremont
Population: Approximately 840,000
Baronies: Amphorae, Destine, Ethos, Miller's Isle
Known For: Healers, Scientists, Herbs and Spices
Colors: Emerald, Navy and Silver
Major Cities: Haasen, Adenton, and Crestholm in Amphorae, Horizon's Gate in Miller's Isle. Grace, Abora, and Pieta in Ethos. Star's Landing and Vega's Light in Destine
Characters of Draught: Here
Description: The last of the isles raised by the Keeper, Draught is a land of rolling hills and shallow ground, perfect for growing much of the herbs and spices used by the Empire. Wide open fields provide testing grounds for new weapons and other inventions in Miller's Isle, whereas in Codex, one finds the only true forest upon the Isle. There is some rocky terrain in the western side of the isle. It is not the most beautiful of landscapes the Empire has to offer, but it is a land of technologies and sciences.
For more Draught specific information and questions, please visit the Draught FAQ
Map of Draught:
| Baronies and Lordships
Unless otherwise noted, NPC Barons or Lords are available for application
Barony of Amphorae
Barony of Destine
- Baronial Leadership: NPC Baroness Regent Elmyra Jordan
This Barony’s main resources could be considered the exhaustive maps their astronomers have produced of the stars, though as all of the Baronies in Draught, several plantations of both healing herbs and the spices that are Draught’s main economy are planted here. Everything we know of our world and the heavens above has come from the studies of Destine astronomers. Filled with astronomers and astrologers Destine produces the Empire’s finest navigators - provided anyone ever gets a ship into open water not controlled by the currents. However, there is a more quirky set of the population - the fortunetellers and astrologers who believe all of life can be predicted by reading the stars, tea leaves, crystal balls and palms. Their talents are not magical, though a few (very few) have proven remarkably accurate, a fact which has thus far defied scientific explanation.
Omenal - Lord Chase and Lady Madelynn Stevens
Moria - NPC Lord Calvin Reeves
Barony of Ethos
- Baronial Leadership: Baron Regent Parsifal Soranus
This Barony is where the famed Purists of Draught live, whose religious fervor have made them pariahs of a sort among their own people. Believing that Providence’s grace saved us all from the horror of demonkind, these people desire to live their lives in servitude to and worship of Providence - though there are many ideas across the Empire of what that worship should be. The Soranus family seems to have stepped into leadership of the motley crew and been intrinsic in bringing more order and direction to it. The only notable forest on Draught is within Ethos, which also produces some of the isles herbs and spices.
Meritas - Lord Joshua Dhaval
Codex - Lady Karyleine and Lord Cecil Codex
Barony of Miller's Isle
- Baronial Leadership: Baron Ethan Locke
This Barony contains some of the greatest minds on Draught, and its main economy is constructed around the production of power, alchemy, and the evolution of science. The College of Science is located here, specifically in the Lordship of Pyria, and the Lordship of Tinker’s Bench boasts the Empire’s finest shipyards. Only in Miller’s Isle are there no spice or herb plantations - their fields are devoted to testing areas for the various machines and power sources that they invent, as well as large spaces of mostly uninhabited land where alchemists can test their more dangerous potions and scientists their most dangerous inventions without risk to others. This is also where M.O.S.S. has its headquarters, as a branch of the School of Science.
Tinker's Bench - Lady Callista Maricel
Pyria - Lord Dion Sendai
Much of Draught's trade comes in the spices and herbs it grows for the Empire, along with the components for alchemical, healing and magical needs.
| Life on Draught
Most homes on Draught are built out of stone with the hopes that regardless of who inhabits, the home will be relatively safe no matter the mishap, and also because stone is in abundance in many lordships on Draught, while trees are in limited supply and often times destined for the shipyard in Miller’s Isle. Those that are poorer may live in towers that are shared by several families or groups; this is especially common for those just out of school and in the process of gaining financial independence. Explosions or mechanical mishaps of one sort or another are frequent, and it is incredibly common for quite a number of structures on the Isle to be undergoing repairs.
As Draught sees itself as the most educated of the five isles of the Empire, great efforts are taken to see that as many as possible are made literate. Draught has the highest literacy rate within the empire, and puts heavy emphasis on seeing their children well learned.
For the most part, marriage on Draught is a practice of the nobility. Some of the ordinary citizens of Draught participate in the ritual. When bloodlines are not required to be known for the purposes of heirship, the people of Draught are free to indulge themselves in whatever matter they choose, often creating unusual relationships or more short-term ones, as suits them.
For example, it is not uncommon for a male and female student who work together closely in their studies to develop a romantic attachment that does not last beyond their graduation. Adults who are continuing their research at a more advanced level generally abstain from romantic entanglements while working, to keep their minds clear of distractions, but are likely to seek companionship for short periods while between projects.
Whenever a child results from such an assignation, the parents will often form a more stable relationship to see that said child is raised properly, and with all of the necessities. This occasionally takes the form of a marriage, but often is more of a business arrangement, with both parents contractually obligated to support the child in certain ways. Due to the prevalence of birth-control herbs on Draught, unplanned children are a rare event, and this system has worked for Draughtian people for generations.
Some people of Draught practice the ritual of handfasting, which is essentially a short-term marriage. It is most common during periods of intense research when all efforts must go towards completing a specific task or project. The handfasted couple generally contains one person involved in a project and another who has recently completed one. It provides for the care and comfort of the working individual, so that simple things such as eating, sleeping, and keeping up with the home are not set aside during their period of intense concentration. It is said that the fringe benefits are quite comfortable as well.
A handfast lasts until the working individual has completed their research or project, at which point it can be mutually dissolved without rancor, or renewed so that the other partner can then begin a research project of their own. It is generally frowned upon for a handfasted couple to allow themselves to become pregnant – the distractions of a child defeat the purpose of the union, and therefore most handfasted couples make use of birth control herbs and remain childless.
A relationship that intends to lead to children can occur in two ways. Marriage, something that is a required practice with nobility, is not the only option for the common citizens of Draught. The second option for the Draughten citizen is known as The Covenant, a contractual agreement between two consenting adults for the express purpose of creating progeny. It is similar to a marriage only in that it provides for the well-being of any children that result from the sexual union of the two parties involved. Any obligations on behalf of each partner are dictated into the contract and their responsibilities end there. Some Covenants allow for the couple to live together and raise the children, others require that the couple live apart and the children have equal visitation with each parent. Some Covenants even dictate in what manner the children will be educated, which college they will attend, and who will pay for their basic needs – while others merely state that all expenses will be shared equally by each party. A Covenant is a legal contract, but varies from couple to couple so widely as to be completely unrelated to any other Covenant. All Covenants must be witnessed by an approved advocate upon Draught. Even though it's not a marriage, no one person is allowed to enter into more than one contract for a time period specified in the contract, varying by the contents of the rest of the contract and decided by the appointed advocate, or panel of peers. Draughtian Nobles are not and have never been permitted to enter into such a contract under any circumstances.
Because of the diverse nature and beliefs of the people of Draught, marriage ceremonies vary widely as well. Each region tends to incorporate their own local flavor into the ceremony. People of Ethos, for example, have very religious ceremonies involving Providence. On the other hand, inventors on Miller's Isle pride themselves on uniqueness and creativity in their ceremonies, often involving grand displays. The common thread in nearly all ceremonies include binding, contractual vows similar to a Covenant, but intended to be permanent. A subset of the vows is often spoken at the ceremony and the document is nearly always signed during the ceremony. Marriage contracts also tend to have more specificity on duties and responsibilities involving children, especially with regard to noble progeny that may become heirs.
Like much of the rest of the Empire, the dead of Draught are not buried, but rather ceremoniously burned upon a funeral pyre. The only notable exception are the Purists, who are indeed known to bury their deceased within family crypts. In some instances, the ashes of the deceased are used as ingredients to make certain inks.
Most Draughtians are not concerned with high fashion, but rather sturdy and well made clothes that will be durable. Not to say that the citizens do not like to get dressed up from time to time, then you will see some of the fashions from the main isle of Gateway make their way to Draught.
| Festivals and Traditions
March 10 - Traveler's Day - A day with a somewhat infamous history, this holiday has roots stemming into a yearly hazing ritual for those students of navigation and seafaring exploits. Traditionally, on their day of graduation, the alumni and masters would take their newly graduated students and abduct them, only to drop them in the middle of a field somewhere on Draught, sometimes as far as days away. Giving them only the basic tools and instruments to guide them back to their home. Students who made it to the nearest village then asked for help were often ridiculed and at times even thought as lesser navigators. Over the years it has slowly morphed into a more celebratory day of games based around navigation and astronomy, though it's no doubt that such hazing still happens across the isle.
May 25 - Independence Day - Celebrated as the day that Emperor Jordan Caprios named the first Duke Draught and declared the isle its own Duchy in thanks for creating an herbal remedy for his son, Prince Maximillian, and saving his life. A day of highly anticipated excitement and merriment as people take the opportunity to celebrate all their amazing accomplishments of the past year. Often spotted by much boasting and exaggerating, contests have also evolved at the Ducal estate in the past where the top awards in Mechanics, Herbalism, Medicine, Alchemy, Earth Sciences and the like. Aptly named 'The Pennington Awards', after the man who developed Prince Maximillian's life-saving cure.
July 1 - Raising Day - A day celebrated all through Draught as the day that Emperor Rourke Caprios first raised the Isle of Draught up from the Sea of Veils as a wedding gift to his son, Prince Jordan Caprios, and his new wife, Shannah Rose; the daughter of the leader of Guardian intellectual separatists. Celebrated with debates and other social contests in memory of Shannah Rose's father and the struggle of brains over brawn. There are also a number plays and re-enactments of certain battles and skirmishes that the first Draughtians endured on Guardians before being given their own isle (some more comical and biased than others).
August 15th - Kite Festival - A festival initially started in Ethos, it has slowly spread through the isle with increasing popularity. With the rather tepid and windy summers, the Kite Festival is a chance for families to come together across Draught and celebrate in fellowship. No one is really sure how the festival came about, many say that is was just a boy and girl playing with kites one day and just invited others. Now, it is a day where picnics are held, and kites of all sizes and colors take to the skies. Children sometimes attach small prayers or wishes (depending on their faith) to their kites to lift into the sky. Prizes are given for both the most extravagant kite...and the kite selected as the most modest.
Half-Year Celebration - This celebration is for the baby who has reached six months of life. It is also valued on Draught perhaps more on other isles as it is when they typically start to use two syllable words such as baba, dada, mama, etc. It marks the first show of personality, expression and in Draughtian terms, intelligence. Children are normally given books at this point and other means of childhood toys to foster more academic progress. Blocks and shape toys are normally given as well as wooden flashcards to learn more words. Now this celebration is not just for the child, as by now the children are sleeping through the night. The night of half-year, the parents are taken out by other parents. It is a night to share the stories up to now and to share what is next to happen. There are also many drugs given freely, most are intellect boosters or drugs to inspire euphoria.
Ashes to Embers: On September 23rd, 257 AG, a fire swept the Draughtian public archive and as a result most of the historical texts from years 148 to 158 were lost to the flames or damage from water used to extinguish the fire. Because of this, every year on the anniversary of the fire, people gather with stories they’ve written of the events believed to have taken place in that missing time period. All the stories are fictional, ranging from the mundane to the fantastical. When they’re finished with their story, they toss the written copy into a bonfire, burning the copy in remembrance of what was lost. There are a many celebrations throughout the Isle of Draught, though there is one official contest every year, and the winner of the contest’s story is saved from the flames, printed into a book and stored in the archive in that missing section.
Age of Majority-At age 17, a person reaches what Draughtians call the Age of Majority. It's the age at which a child can move out on their own, stand on their own two feet and decide their future. Essentially it's the age at which a person is considered an adult. It's common for children to continue in the footsteps of the training they've already received, but not unheard of for one to go in a completely different direction, though by doing so they fall behind in their studies and often are a bit older before they graduate that a person might normally be.
When a person reaches the Age of Majority, their family is also no longer required to care for a child. Some families hold very strictly to this and at the age of 17, push the child out into the world like a baby bird from the nest. Others are not so strict and will continue give their support.
A parent, caregiver or guardian to a child under the age of 17 is required by law to provide for their child, and if they do not they can be brought up on charges for neglecting to do so. Providing is a vague term though, and does not mean that anyone will step in to prevent abuse or take a child from a home that's not affectionate, it simply means that the child will receive at least the minimum care (food, clothing, etc) and educational requirements as dictated by the laws of Draught. The process in which a person must go through to file an official complaint is a complicated one, starting with their direct liege, (lord, or baron if there is no lord in place) and on, and usually must be done by an adult. This can complicate matters if there's no adult willing to do so.
At 17 a person can also sign a legally binding contract and be held accountable to the agreement. If a person signs a contract before 17, whether it's honored or broken and whatever recompense on either side given, is discussed and decided on by the parent or guardian and the person who owns the contract. If an agreement cannot be made, a third party mediator is brought in.
| Justice of Draught
The Duke and Duchess of Draught have a household guard, made up mostly of those members of society who preferred the path of the warrior and trained on Guardian Isle. They are in large part responsible for protecting the peace, and when necessary, can and do arrest citizens accused of wrongdoing to be brought before the Duke and Duchess.
All matters of justice that do not directly pertain to treason are handled by the Duke or Duchess. Treasonous subjects are remanded to Gateway Isle to be dealt with directly by the Emperor.
The Isle of Draught has developed a tradition of trial by jury, with appointed judicial representatives of the Duke or Duchess acting as judge. The typical jury consists of six members of the populace – for noble crimes, all members of the jury are noble, and for citizen crimes, all members of the jury are citizens. Members of the jury are chosen by random lots. Every person accused of a crime is given an advocate to speak on their behalf. The victim of a crime is also given an advocate to plead his case. While it is normal for both parties to choose their own advocate, if one is not chosen, it will be assigned by the judicial representative.
At a trial, evidence is presented by both sides and the jury deliberates on the facts of the case. When they have reached a unanimous decision, the trial is complete and the person is declared guilty or innocent. In case of a split jury, the judge will decide the fate of the accused. The Duke or Duchess is solely responsible for meting out punishment when someone is found guilty of high crimes. Otherwise, it is left in the hands of local law enforcement.
Punishment varies according to the crime. In the case of theft, a warning may be issued if the item was small or there were mitigating circumstances – however, habitual thieves are punished more severely, by imprisonment, loss of a hand, or death. Convicted murderers are almost always executed.
The theft of an idea or invention is one of the more serious crimes on Draught. Intellectual property is seen as sancrosanct, and claiming someone else’s original thought or idea as your own will, if proven in a trial, earn you a branding and outcast status in society. This is known as, appended with an O to the back of the hand/low on the wrist. Anyone on Draught who sees this symbol will refuse succor, aid, food, or shelter to the outcast person. It is not uncommon for those who have been outcast to flee the Isle of Draught for their own survival, as murder of an outcast is not seen as a crime.
| Character of Draught
The population of Draught often look at themselves as intellectually superior to most everyone else within the Empire. As it is the isle with the highest rate of educating their children, information is paramount. To steal an idea from another person is looked at as a higher crime than murder, to some people. An isle where science meets religion, where technology moves the Empire forward and where advances in healing save more lives every day, Draught also has its darker side that is whispered about in dark corners. Drug use is highest upon this isle, not to anyone's surprise, and knowledge is more treasure than anything else.
Those that practice the science of alchemy, they are known to mix all sorts of things, from facial creams to tinctures of alertness. They are the equivalent of our modern day chemists, taking years to master their craft.
Much as the name implies, these are the trained and bonded healers of Gateway Empire. To practice healing successfully throughout the Empire, one truly must go through the College of Healing within Amphorae and take their official oath to the Healer's Guild.
An herbalist studies not only how to grow herbs, but how to maintain healthy plants, when to harvest the herbs, and how to preserve or draw the needed components out of them. Though it is extremely rare that an herbalist will ever achieve the same level of fame (or infamy) that a healer or alchemist might, they do play a pivotal role in Draught. A skilled herbalist is sought after, especially those with the most advanced preservation techniques so that their herbs have the longest shelf lives and still maintain their potency.
These are people who seek to improve the quality of life by rejecting actions seen as 'wrong' or 'sinful' in an attempt to stem the influence of darkness. This is the smallest sect on Draught, but in many ways, the loudest. Fascinating speakers, this sect boasts many people with the power of verbal persuasion, able to form passionate and compelling arguments for their way of life. Virtue and personal purity is considered a sign of devotion to Providence, though not every Purist agrees on the precise definition of such. They encourage abstinence from hallucinogenic and euphoric drugs, and in distant ages were mistrustful of astrology and machinery, but some of the more archaic tenets of the faith have evolved with time. All major doctrine is compiled in what the Purists call the Libris Sancti which draws together several sources, including a tome written by the Emperor Jonathan Caprios.