Argentax

The Code
The Paladins of Argentax must bind themselves to the code. It is from this oath that they gain their powers. While it is generally enforced fairly strictly and conservatively, there are rare members who are more…flexible…with the code. This flexibility runs in both directions, both less strict and more. Those who stray too far from the accepted standard are disciplined and removed from active service, although this is a very rare occurrence.

Vanquish evil wherever it is found.

Show no mercy to evildoer.

Let justice and honor be your guide.

Protect those who cannot protect themselves.

The Citadel
The Citadel of Argentax is nestled at the end of small hidden vale in the high peaks of Sunrise mountains. The only pass into the vale is long and narrow, and the entrance into the vale is blocked by a large gate, the Citadels first line of defense. The vale itself is about two miles wide and five miles long. Despite the high altitude and bitter cold, it is here that the citadel grows much of its food. Little grows but the toughest and hardiest of vegetables, even with the more “moderate” weather provided by the presence of the silver dragon Firaxeen. Despite the miles of fields, you will only few storage structures in the vale itself, and no residences. A keen observer might be able to notice the small towers hidden along the upper ridge of the valley, ever watchful for intruders.

The Citadel towers over the far end of the valley, it’s base nearly half a mile up, along a long twisting path carved into the side of the mountain. The second wall at the entrance to the fortress is made almost redundant by the sheer cliff it is built into. From outside, all else that can be seen are various fortifications built out of the side of the cliff, providing lines of side to all points on the mountain and the gatehouse, capable of raining death upon any attacking force, whether they approached by the main road, or attempted to scale the side of the mountain directly. The architecture here is simple and utilitarian, militaristic, and highly functional. It is clean and well maintained, the large blocks of stone making up the structure well cut and unharmed.

After passing through the front gates and into the mountain a long tunnel awaits, with small slits along to top, allowing those above another line of attack against any intruders. Three hundred feet further on lies the third gate, which finally lead into the citadel proper.

It is only upon passing through these final gates, and into the open caldera inside that one can truly appreciate the majesty of Argentax. After the long dark tunnel, the sky is visible once again, perhaps 500 ft above beyond the rim. And all along the inside of this long silent volcano are the real living structures and pathways of the fortress. And there is an unexpected variety to the architecture here. Some of it has the same spartan look of simply carved stone blocks visible in the outer fortification, but other parts have a smoother, almost alien design as the rocks curve in strange and unnatural ways forming odd and beautiful structures. It might be hard to tell because of the care that has been taken to maintain it, but the smoother architecture is much older than its utilitarian companion. It was old even before Sishaksa came with her band two thousand years ago to found the Order. The utilitarian architecture was build up, around and onto these older structures as the needs of the Order expanded.

Inside the caldera are everything needed to house and sustain almost two thousand people, although rarely is it even three-quarters full. There are baracks, blacksmiths, dinning halls, and anything else a fortress of this size would need. Deeper down, below the caldera can be found subterrainian farms meant to sustain the troops in the event of a siege. There are also training grounds, crystal meditation caverns, nurseries, and more.

Up near the rim of the caldera, set off from the other building is the grandest of the ancient structures, home to Queen Firaxeen and her horde. It is here that Argentax stores the many ancient and powerful artifacts that have been collected through the millennia. Guarded by countless wards preventing intrusion and spying eyes, knights of Argentax, and the Queen Dragon herself, it is probably one of the largest and best guarded collections of magical artifacts on the material plane. Away from the inner lair, many of the less magical or dangerous historical artifacts have been set up for display in something of a museum. It carries pieces of note from important events in the history of Argentax, but also from much of Jameel.

The People
'Author's Note: Think of this section as tentative. I'm not sure I like it, but let me know if you're thinking about it directly I can decide more concretely.'

The denizens of Argentax are organized largely by clan. Members of a given clan largely stick to a given role in society. One clan makes up the majority of farmers. Another of craftsmen. Another the guard. Decendents of Sishaxa, the founder of the order, take up the paladin’s mantel and travel the world rooting out evil and bringing back dangerous artifacts for safekeeping. The life of the paladin is a dangerous one, but also come with the most respect in the community. Those who survive long enough to retire (normally at a relatively young age) take up posts in the guard and help to train younger members.

There is some flexibility in role among the clans, but it is rarely exercised. Most commonly it come about through skill with a sword. All members of Argentax are given some training from a young age to fight and defend themselves, and when a farmer or craftsman of them shows exceptional skill with the blade, and a desire for a different station in life, they may be let join one of the military clans. It is also possible, in theory, for one of the military to join the workers, but it is almost unheard of, at least until the dragonborn has arrived in their later years.

Each clan organizes itself for the most part, led by that clan elders. While each clan still abides by the Laws of Argentax, there are often small nuances with vary between clans. Each clan also appoints one person as their voice on the Dragon’s Council to represent them in matters relating to the whole of Argentax. Formally, the Dragon’s Council is headed by the Queen Dragon, but in her absence (which is often) the Elder of Sishaxa heads the council and breaks ties among the members.

Beyond the clan structure, every member of Argentax is trained in basic combat and required to put in some time with the military. These troops make up a significant portion of the guards.

The Queen Dragons
The Queen Dragon is the official head of Order of Argentax. There have been only three since the founding of the order some 2000 years ago.

The first, Forexil, befriended Sishaxa during the founders questing days, and it was through an agreement between the two of them that the Citadel of Argentax was founded in the caldera beneath Forexil’s lair. The Queen would keep the order safe, provide them shelter, and assist them if necessary in conflicts of great significance. In return, the order would gather relics of historic or dangerous nature and bring them to the Queen for safekeeping, and help to guard her lair. What began as more of a working relationship became closer of a divine reverence from the people to their Queen as time passed and those who knew her at the founding passed on. This was only exacerbated when the Order was singlehandedly saved by the Queen during the Calamity. However, doing so put great strain upon her, and Forexil, now past 1000 years in age, died not long after, leaving the Order to be guided by her daughter Faronierix.

Faronierix was slain by Korrashk the Tarnished in her ~900th year, and was followed by her daughter, Firaxeen.

The Queens have always remained somewhat separate from the order, only rarely intervening in the regular goings on in the Citadel. The Order adheres to a stricter view of reality than their queen, who long ago decided that, so long as Argentax continued doing good in the world and providing relics for her, it was not worth the effort to actively sway them to her softer view of the world. She provides nudges where she can, but the orders ways are set in stone with roots as deep as mountains. Because of this, and the extreme reverence she is treated with when she walks among them, she spends little time among her subjects, and is generally hands off. Only those on the Dragon’s Council, or the privileged few assigned to guard close to the lair, see Firaxeen with anything approaching regularity.

The Paladins
The Paladins form the active hand of Argentax, going out into the world to fight evil and collect artifacts of power. They generally travel in adventuring bands of 4-5, although gather in larger numbers if significant dangers are expected. Most of their quests are found through the information network, although sometimes other parties approach Argentax directly with requests for help. They tend to be swift and brutal dealing with problems, and aren’t overly worried with collateral damage. That being said, they do make efforts to stay within the local law. In many locations, this is made easier through agreements between Argentax and the governments that give the Paladins the rights to act above much of the standard legal procedure.

The Information Network
Argentax has many agents throughout the world not directly connected to the paladins. Some of them act as official ambassadors, while others keep a lower profile, just keeping an eye out. They’re primary purpose is to keep watch and inform the citadel of any goings-on, especially those that merit the presence of the Paladins. These include, but are not limited to signs of: evil cults, especially of Tiamat; powerful magical artifacts; anti-Argentax sentiment.

Many of the informants were once Paladins who, for some reason or another decided they would prefer less active involvement. There are others though who have never had a role beyond the information network, and are better trained in such stills, and less masterful in the arts of combat.

No matter the specific role of the informants, they do not take actions of subterfuge normally associated with spies. Although they sometimes try to remain anonymous, they are forbidden from direct lies, and don’t actively work to manipulate politics.

Every informant has a sending stone to communicate easily with the citadel.

The Guards
The guard protect the citadel and interface between the citadel and local peoples. Primarily, this includes manning all of the guard posts in the citadel itself and around the Vale. When there is trade between the Citadel and another group. It is the guards who meet with the outsiders to retrieve the goods. These meetings always happen away from the entrance to the valley, and the goods are carried back by the guard, so that the location of Argentax remains unknown.

Affiliated People
High Marshall Gerren: One of the top commanders in the Clan of Sishaxa. Tutor and something of a father figure to Sirenixia

Torinn: A member of the Argentax information network stationed in Guavira.