Arx Infusco Information

Location Built deep within the mountainous ranges of an as-yet unnamed continent, Arx Infusco is built mostly within the deep rifts and valleys between the towering peaks on either side of its ranges. The mountains at either side are young, meaning that their harsh edges and snow-tipped peaks give way to avalanches during the spring seasons, however the construction of the Arx has prevented those who live within its borders safe-haven from such raw fury.

The Arx itself is a massive construction of granite and other local rocks, built in the form of a fortress that overlooks a low, wide lake. It is butted up against the western range, and extends deep into the mountainside, however not all of the Arx's residents live within its walls. Many have built or dug haphazard dens that sprawl out and away from the Arx itself, however they pay allegiance to the Arx lest its collectors destroy their humble abodes.

One of the more interesting features of the Arx is its pavilion, a large construction of the same rock of the fortress, but built outside its boundary. The pavilion is built to draconic proportions, surrounded by a moat of running water, and heated from beneath so that even in the icy winters, its floors are steamily warm. Many dragons come here to rest and relax, and many try to assert their ownership of the construction. The Lord of the Arx is the one in control of the place whenever he (or she) is present, however it usually falls into squabbling paws whenever he is absent. Those who wish to use it must offer tithes to the Lord, save for those elite few who have the Lord's blessings.

Trade: Trade with other Nidusi is negligible; Arx Infusco gains most of its imports through raiding parties, including slaves and hunting sport. Raiding parties are often sent out to menace the Pagani that have been established under the watchful eyes of other Nidusi; the Pagani being composed mostly of dragon-less humanoids, they make easy pickings. From these raids come a variety of foodstuffs (sometimes human) and loot. Metals are considered the most precious, as are valuable gems. Raiding parties usually bring along one or two humanoids of their own to gather supplies for those other humanoids living at the Arx.

On the other hand, Arx Infusco is perfectly willing to do trade with off worlders; pirates and mercenaries are often given harbor, and the Arx is well known for its gambling, fighting and harlotry facilities. Slaves are regularly exported, and seasonal hunts have become a well-respected festival -- these hunts, of course, often center around the capture and death of humanoids and dragons, rather than the local fauna. Vice is kept under control of the Lords, and is doled out through a network of power. Nothing is illegal, so long as one can afford it!

Political and Economic Outlook: Arx Infusco is run by a Lord and/or a Lady, these being the most powerful, intelligent, or simply clever creatures in the Arx. Power is kept so long as there is not a contest of authority, and in such cases, the victor is usually given the role. The fortress itself is divided by gender, for the most part: within the wing of the Harem, female dragons are kept under strict watch of the most powerful of these. The wing of the Horde houses male dragons, also under watch of the dominant male. Humanoids are free to move between each, though they must be careful, as there is no special privilege given to them, and they may easily become a treat to a passing dragon. Typically, those humanoids bonded to dragons are made to wear a cape with their rank and insignia plainly painted or embroidered across the back where large dragons can easily spot them. Unbonded humanoids are made to live within a small village labeled 'the Stock Yard'.

Arx Infusco's economic outlook is based around power and plunder. Those who have it have everything. Those who have nothing are worse than nothing, and are hunted. One can gain for oneself everything that he or she has the power to gain, and a strict layer of castes have begun to condense around the levels of strength that various dragon-kind are able to display. One rule runs beyond simple power struggles: a slave is always a slave, no matter how powerful he or she is... and a slave can be made by the Lord out of anyone.

Relationships with Other Nidii: Nidus Insula: "Exotic and isolated, Insulans are prized as slaves. The sea-folk make good eating, too!"
Nidus Corona: "Our number one source for food and resources; they're a huge, poorly defended establishment with a weak set of leaders who don't know a thing about warfare or even basic self defense. They're soft, but we won't scoff at an easy treat."
Nidus Silva: "Don't deal much with 'em. They're about kitty-corner across the continent from us, and rarely venture out of that forest of theirs. We're equally as like to trade with them as raid from them, and they're isolated enough from one another that one dragon doesn't care too much if another is taken."
Nidus Lacus: "The biggest thorn in our side, these militant sons of bitches live for nothing but making trouble for us! Slaves from Lacus are a real treat; they're worth their weight in gold and they provide the best entertainment in the fighting pits. There's a bounty out on their war leaders; even their humanoids are tough and wily!"
Nidus Descendi: "Aside from Corona, Descendi's our main hunting grounds. They're a little more difficult to raid, being built into the side of a mountain, but their Pagani are a main source for our Stockyard, and their dragons are relatively weak. They're closer, so they're more wary of us than Corona, which adds a little to the difficulty."
Population: Census, Year 0: 43 dragons and/or dragon/rider pairs.
X Male dragons and X Female dragons.
0 human families within the Stockyard.
X Dragons with dragon-human shifting abilities (X Males and X Females).