Extant Members

  • Viktor Dranir (Too old to be human, but looks 36)


Other Families

  • Ciro Castell – Trade
  • Stefania Antero – Assassinations
  • Emilia Seno – Espionage
  • Cain De Santo – Relations with the other Houses
  • Efrem Bartolo – Day to day happenings in Dranir lands
  • Ivo Recine – Head of the guard that protects both Dranir land and the prominent families that reside there.

Capital: Trimond – Large city-state population of 20,000

Valzen lands – population of 30,000

Banner: Black upside down bat, Gray background


Other Attributes

Merchants have relationships with Dranir

They control banking, and trade routes

Buying and selling  information

Network of assassins


Religion in Dranir

Unlike the other Houses, House Dranir does not directly control their land, Valzenn. Instead, Valzenn is a theocracy, run by the Temple of Vanaria. The High Priest of Vanaria is typically chosen from among the leading families of Trimond; the family that the High Priest is chosen from usually gains enough power to control most of Trimond and Valzenn. For the past four hundred years, House Dranir has been the only house that the High Priest has come from–giving their leaders, in effect, king-level control over Valzenn.


Economy in Dranir

While the political religion in Valzenn is that of the Temple of Vanaria, there are many other areas of power. The economy is run by a merchant guild named The Fellowship of the Coin. Anything that is sold, traded, or moved through Valzenn must pass through their exhaustively systematic approval process. In many ways, the Fellowship is the strongest organization in Trimond, even stronger than House Dranir. They employ the most people, have the biggest net worth, and if they don’t approve of you…no one can stop them from publicly cutting your throat.



The lands nominally controlled by House Dranir, Valzenn has little to offer. Mostly swamp, bog, and peatland, the soil is unsuitable for farming. Valzenn is rich in fish, but that is not a valuable trade good as most houses have access to large rivers and lakes. Furthermore, due to its cold, southern climate, many rivers and lakes of Valzenn freeze over during the winter, making even that way of life more difficult.

The people who live in this inhospitable region are hearty and resourceful. This land was formed by outcasts, pushed to a land no one else wanted. The fact that they have created anything, let alone a financially successful city, is a testament to their willingness to find every possible angle and advantage to survive.

After the plagues of the last cycle, the city of Valzenn has struggled. Many died and many more were left weakened, both physically and spiritually. Vanaria’s worship is particularly strong here, and it is said she can often be found in one of the many taverns. She protects the Valzjennis and deeply loves her people. The resourcefulness of the people and coin from Trimond have greatly aided the town. It is said that Doge Cain de Santo charmed a generous gift from one of the Garreshian Prefects to aid the people of Valzenn.

In any case, it is doubtless that Valzenn will again prosper. The stubborn determination of the people and the favor of a goddess more than make up for the dismal, swampy lands



First seen when approaching from the Northwest Road, the skyline of the capital of Valzenn is dominated by the large, towering financial district. The backbone of the city’s success, laywers, merchants, and bankers reside in this area. Terra Cotta roofs and baked brick walls glow during sunset.

Separated from the wealthy by a large wall is the shanty town for the poor. Like all poor of Azkon, their homes are filthy, disorganized, and wooden. Few proper trees grow in this area of Valzenn, so many of the houses are thatch, shrub, and reeds–poor protection against harsh, wet winters.

The nobility of Valzenn do not reside in the city; they live in villas outside of town on the few hills that are not regularly soaked during the heavy spring rains.

The most noteworthy aspect of Trimond in not the financial district, the sprawling docks where ships fish and travel Azkon to trade, or even the villas of the wealthy. Rather, it is the smell. The acidic, waterlogged soil is unable to hold the normal waste products of a city. The few sewers ever built burst and release their cargo to the surface during the spring rains. All attempts at burying the dead or refuse have been abandoned. Instead, they are cremated or relocated.

The relentlessly creative people of Trimond devised a solution years ago. Privies are built on massive platforms throughout the city, and under them are huge, wheeled barrows. When full, these barrows of human waste are rolled to the docks, loaded onto flat barges, and sailed to an island on Lake Az-Raban that sits well above the waterline. There, the waste is unloaded. However, any time the winds blow from the south, it carries the stench of “dung island.” Combine that with the massive warfs, the humid climate, and the peat fires of the poor…Trimond is generally an unpleasant city to visit.


History of House Dranir

Imperial Dranir

House Dranir is one of the oldest Houses of Azkon. Their origin, much like almost everything to do with the House, is shrouded in mystery. Rumors claim that the House was able to rise to power due to dealings with Misigoth himself, while members of the House claim that “favorable business deals with allies and enemies alike” is how they were able to gather power.

A very wealthy human trader named Viktor Dranir established the House close to 300 years ago, after being awarded the land in a trade agreement. He was able to use his coin and influence to establish a major trade route going right through his stronghold. With this, came workers and people and in turn, more coin. With more coin, came shadier and shadier people. These shady people included Necromancers, Templars, and Assassins alike. These people helped Viktor establish a Lordship for himself, while also buying themselves places at his side. During this time he legalized the practice of Necromancy and Dark Magic, as well as establishing a business that would put their Assassins to use, and “take care of” any problems they or other Houses might have the coin to take care of. The Dynasty did not like this one bit.



After declaring himself Lord and legalizing those practices, the Dynasty of Hazon immediately declared war on House Dranir. Not even having a standing army, this was obviously a problem for House Dranir. Even with the help of Dark Magic, they knew they stood no chance at defeating the Dynasty. Because of this, Viktor knew he would have to use subtle and low-key measures to ensure the survival of his newborn House. Thus, he used his influence with the trade routes to stop all but one route reaching the Dynasty, effectively starving them of resources. Under normal circumstances, the Dynasty would simply charge to the House and tear it apart, but these were by no means normal circumstances. The Dynasty realized Viktor’s influence over almost all of the trade in Azkon, so they set out to make a deal with Viktor.

The deal made Viktor and House Dranir officially recognized sects of the Hazon Dynasty, and gave Viktor the title of Lord Viktor Dranir, Hazonian Master of Trade. This is when Viktor’s real work began. He brought in six of his closest advisors and their families to help him.





  • Money buys loyalty
  • Skills necessary to get the job done are valuable
  • A deal can always be struck


  • Maintain control of the trade routes and uphold the Dranir house.
  • Expanding their network of connections


Relationships with other Houses

  • Thorn – Trading partner and ally
  • Hazon – Potential trading partner, although history is not pleasant
  • Knights – Hostile, the Knights strongly disapprove of Dranir and Dranir is happy to respond
  • Kran – Trading partner
  • Library – Trading partner
  • Province of Jade – Under negotiation