Fatal SoulsThe Third AgeOverviewGenre - Medieval, Subtle Fantasy | Type - Sandbox, Concurrent Universe
"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."
For those that are from the interest checks I put up a few days ago, welcome to the actual thing. Though you will notice it’s not exactly finished completely yet, I still have to upload the new maps and I still have to finish the descriptions on the religions for the most part—which I expect to have done by the end of the week. First things first, why did I quote that little definition there? Because people are intimidated by advanced even though I placed it in this category not as a masturbatory exercise but rather that this is a rather large conceptual sandbox in a concurrent universe and I expect lore to pile up and it’s hardly casual to have this and that with a concurrent world or at least that’s how I justified it.
Fatal Souls is a sort of medieval-fantasy sandbox roleplaying universe that has some subtle elements of fantasy. The idea came from me being way too self-conscious to write Game of Thrones continuity roleplays so… I spent more time it would’ve taken me to catch up on that lore and made this. The idea is to take the stuff I learned from sandbox roleplays (Ultimate DC, Singular Universe, etc.) and apply it to a different genre. I want players to have a lot of freedom with what they do and create stories from multiple perspectives; not just kingly ones. I will be playing it up on multiple perspectives myself as well as orchestrating events as time goes on but what I really want is to see events from other sandbox stories sort of somehow effect the world as a whole to the point another player somewhere else hears about it. For example: there is a royal kidnapping in Reinoa by Islander raiders, yet Elias a former knight for the Kingdom of Terijas hears gossip about that event several weeks later in a small tavern in a city of some renown. This was the sort of thing I loved about Ultimate DC—hearing about things I wasn’t connected with that were still influencing the world.
What stories are there to tell?
For the ASOIAF crowd, there’s political ones they could want to craft but there could be also stories reflecting a kidnapped princess, a disgraced knight living out his days as a sellsword, an ambitious adventurer getting a taste of free life on a “totally-not-a-pirate” ship heading for an unknown island, and so forth. What you write may affect others and what I write likely will as well. This isn’t an authoriatian show, everybody can create a possible outcome that affects things around them. If a former crowned prince is suddenly off in the Atularis Ocean hunting down slavers then there is a likelihood that somebody will hear about it and somebody important will hear about it and so on.
This is not to say player-on-player interaction is discouraged or to not be accounted for—some people work better in groups and it’s always cool to see interaction as it was in the other sandbox roleplays I’ve been a part of.
Some guidelines include: Don’t call shots on ‘important’ NPCs or other player characters, collaborate if you wish to, respect the GM decisions and so forth, don’t jump into a scene for the sake of it—make sure your perspective character has a reason to be there (for example, why is the crowned prince of Fedos Plur suddenly in Terijas helping a soldier in a war? Explain through narrative or to the GM if you need some air of intrigue).
What should I play?
Well, I have a bit of the ethnicity/regional information below so take a looksee and see what preset lore is done and go from there. Also, I recommend people playing a point of view character from the Kingdoms within Orlandis, since I don’t have information (yet) written up for Vecca or the like yet. Though I am NOT limiting people who have ideas for those nations (looking at you, Rin). I am working on making this as complete and ready to go AS SOON AS POSSIBLE, so know that.
Feel free to post at your own pace, but if we need to pick it up for plot or whichever reasons I'll PM you of course to make sure the RP doesn't come to a dead halt.
I can’t think of anything else to mention from here, so feel free to ask questions or start planning out your POV pitch.
The Kingdoms
Lands
The Isles are a cluster mess of minerals, forest, and cliffs—leaving little room for much else other than mines, fishing wharfs, timberhouses, and the few stretches of farm. However, the Isles themselves are stuck in a mesh of the cold winds in the north and the temperate climate in their southernmost islands thus creating a sort of brittle environment. The closest region to their shores is the coastline of the Narrows which provides an interesting relationship with the people of the Isles. Settlements can be found clustered on coastlines, amongst forests, and against the back of mountains.
People
Ethnicity: Byrnic (Lyeic)
The people of the Isles don’t have much, but what they don’t have they take from others. Believing in their superiority to others the people of the Isles fashion themselves as strong seamen and their ships are some of the best, especially for warfare, in the northwestern seas; however they cannot compete with those sailing from Adadon. There is no room for honor or duty in society and a belief that the strong win rules over all; in olden times those who ruled were usurped by those who thought they were stronger (and were). The current ruling house however did something nobody in the realm thought was possible—unite a bunch of raiders and primitives. The people have been described as vicious badgers and snakes, the only politics they play are ones that require hostages to trade for resource or leverage. It was said that the Kingdom of Veronia in the Lowlands did not invade and assault the Isles when the then ruler of the Isles held the then King’s daughter.
Much like the people of the Northlands—the people of the Isles favor practicality and bear hides as well as furs rather than silks and cotton.
Military
The Isles specialty is a type of sailing frigate that announces itself with great defensibly without sacrificing maneuverability. The men of Eintir refuse to rely on heavier vessels and thus simply have more frigates and lighter class ships and it is said that they have some of the best ship construction due to their reliance on their naval prowess.
Outside of ships, the Isles prides itself on lightly armored infantry that sport spears, axes, and a sort of crude short sword. Tactically most of this infantry are free-willed and short-sighted so in a greater field of battle they would end up lacking outside of pure intimidation factor. With that said these are the raiders of the Byrnic people and they are not to be taken lightly.
Rule
House Caerloyw (Isles of Eintir)
Lands
The Northlands are the frozen helm of the continent of Orlandis with civilization tested in-between the snow and mountains the lands are known for. The various houses that take hold in the Northlands descend from their ancestors that crossed the Sea of Echoes and found themselves for the most part in a land that was less harsh than their homeland and much more peaceful. Settlements can be found in the rarest of places due to the tenacity of the Noririan people to survive and succeed in the most frozen of circumstances. As one moves closer to the Sea of Echoes, the more frigid it gets, few have the disposition to live in such environments. Due to the history and perhaps the sparsely settled lands some of the most defensive fortresses have sprung up in the Northlands and the conditions have certainly made other regional cultures be wary of advancing, it is to be said that even the Empirical Kings of days past could not even win in the Northlands.
Amongst the lands of the Northlands also exists a region called The Rift and The Grey Islands, just beyond the Sea of Echoes. Technically not on the same continent, people of the Northlands still hold this strip of land to protect themselves from their ruthless nomadic cousins that their ancestors detached themselves from. There are other civilizations beyond The Rift and not simply tribes of barbarians, but trust is hard to come by in the Northlands.
People
Ethnicity: Noririan (Vyntic)
The people of the Northlands are a resilient, cautious, and enduring sort; working rigidly during the warm seasons to prepare for the colder seasons—as with the Northlands, it is longer cold than it is warm. Those men and women who come from this region of Orlandis are both practical and steadfast, not favoring the espionage of politics nor the shielded personalities that exist further south. Arrangements are made in full-view and those who dabble in secrecy are looked down upon with suspicion and distrust. This view of dealing with others renders into a very stable, simple, blunt, and safe place of region; though hardly extravagant and lively. This thick kinship is what makes the Northlands a place that is revered despite religious or cultural differences.
The men and women of the Northlands are also generally practical in their dress and outlook. They tend to bear simplistic attire that will keep them warm than the excessive fashions that would be found in the far south, east, or even in southern Orlandis. This extends to the nobility who despite bearing the colors of their house can be found with fine hide and fur just the same.
The majority of the population in the Northlands live in dense villages amongst timber, farmland, or mines. The Northlands is home to sturdy iron and the occasional mythrite, which in combination with Noririan metalworking techniques that they imported makes the Northlands stand out especially to its neighbors. It is also said that the Northlands is the only place to find mythrite, though it has also been found in the northern hills of The Midlands and in the cliffs located within The Arm.
The closer to the Sea of Echoes one travels, the more uninviting the individuals living there become. It is said that “one who inhabits the echoes, becomes one”, reflecting on the detached uninviting presence that the people embody. Raids by barbarians of Faeriric descent leave a taste of haunting danger to many, despite the fact that The Rift acts as a defense from such people. There are many forts that embody The Rift as well as The Grey Islands to ensure that a lookout—a defense from these unwanted barbarians is employed and that puts many Northlanders at ease albeit for a time.
Military
Rule
House BLANK (Jarldom of Skavia)
House BLANK (Jarldom of Perhyr)
Lands
The Arm is the barrier to the Northlands and the door to the Midlands and is one of the economic giants of the continent. The Arm is sort of a mix of the Midlands and the Lowlands, a hybrid of mountains, fields of rivers, and rolling hills. It is the coldest place before the Northlands and houses a sort of variety of flavors. The minerals are no different than the Midlands or the corners of the Lowlands and there is plenty land to be had for farming as well as overlooking a bay optimal for fishing whilst the northern forests are ripe for timberhouses. Castles are settled all over the north as watchdog’s on the Northlands and in a few forests and mountains to the south expecting the people of the Midlands to invade them like in the time of Dierk the Conqueror.
People
Ethnicity: Eurian (Landian)
The people of the Arm remember history, but choose to embrace the present thus creating a lively sort of people who instead of fearing for the past to repeat itself choose to find happiness in their day-to-day lives. Fairs are ample distractions fed to the people by their lords to create this sense of joy.
Due to the money that comes from their agriculture and industry, the men and women of the Arm are much like their Midland cousins—practical for the most part, but fine fashion is certainly enjoyed.
The population is decently settled outside of cities and strongholds, ranging from villages to hamlets.
Military
Rule
House BLANK (Kingdom of Euritia)
House BLANK (Kingdom of Erayis)
Lands
The Narrows are the “ironbasket” of the continent of Orlandis despite its small strip of land. Surrounded by mountains, hills, and cliffs—there are two plentiful resources in the Narrows: fish and metal. The neighboring region of both the Midlands, The Arm, and the Lowlands; strategically it is central to many and it becomes no surprise that the Isles of Eintir also exploit the size and resources of the kingdom that houses the Narrows. The minerals are plentiful and varied ranging from iron, copper, diamond, gold, silver, emerald, and tin. Due to the sparse options for populated defense people of the Narrows tend to look to their neighbors for support, specifically those in the Lowlands—there are a few foreign baronies that house strongholds alongside the coasts to protect against raiders. Additionally, military aid is not the only thing that people of the Narrows import such as food and extra timber due to their limited land to go through lumber camps and their only major food source being of the ocean-born variety.
People
Ethnicity: Oedic (Lyeic)
The people of the Narrows are the most fearful of the continent due to their small size, foreign occupied baronies, and the threat of foreign raiders. This however does not make them weak but rather strong given their resources which the people know makes them desirable thus creating a hardy, strong-willed, and prepared people. They know playing politics is essential to survival, they know a good detail of economy relies on their support, and they know that they need to be prepared for anything. The advent of some of the most inventive counter-siege weapons exist in the cities of the Narrows and they have a particular talent for archery that is renowned particularly high. The advent of the longbow came from the kingdom settled in the Narrows and it is one of the few things they have not exported. To the people of the narrows duty is good, but survival is better. The people of the Narrows are also one of two peoples still worshiping the ancient religion of Orlandis (as most of the continent has succumbed to the Word of Aavaar) they hold on to their beliefs very seriously and will refuse to convert under all circumstances.
Due to the money that comes from their trade deals, the men and women of the Narrows are much like their Lowlands cousins—practical for the most part, but fine fashion is certainly enjoyed.
The population is sparse outside of cities and strongholds, but large mining towns seem almost as densely populated as the cities themselves. Though a sense of wildness and rampant criminal behavior sprouts around the towns that remain after a mine has been cleared out.
Military
Rule
House BLANK (The Kingdom of Reinoa)
Lands
The Midlands are the home to minerals, rolling hills, smooth coastlines, and towering forests. Whilst mountains are not as densely supplied with resources like in the Narrows there are much more land that the mountains inhabit so a lot more potential resources to unearth. Like the Lowlands, there is a diverse sense of economy ranging from farming communities, timberhouses, fishing wharfs upon the rivers that run through the region, and mining hamlets. Some of the most intimidating and historical fortresses exist in the Midlands including the former seat of the Emperor-Kings’ of Orlandis in the eastern provinces. Settlements are wide and far.
People
Ethnicity: Eraphian (Landian)
The people of the Midlands are as they come in the Lowands; some honorable, some deceitful, and others in-between either. However, unlike their neighbors in the Lowlands—the people favor intrigue and politics over honor and duty making them the natural antithesis of the people of the Lowlands. Instilled as well in people is a sense of pride and greed as history had proven that they were the smartest and the strongest of the three major kingdoms of the past and were the only ones to forge an empirical kingdom that dwarfed six regions and had them all under their foot. It is with this sense of entitlement that people of the Midlands are naturally hostile or full of themselves which causes much conflict. Despite such arrogance there is a sense of order that the Midlands people strive for—mostly due to the major religion of the day, the Word of Aavaar, was founded in the Midlands itself thus making the religious identity of these people greatly defined.
The men and women of the Lowlands are somewhere in-between fine fashion and practicality since the Midlands catch the temperate chill of the north, though major noble houses in the Midlands pride themselves on “looking royal”.
The population are divided between cities, towns, hamlets, farming baronies, far mines, and fishing villages. It is a mesh of many walks of life and is well-populated. The soldiers of the Midlands are renowned as swordsmen and spearmen, and as such are sought after by domestic and foreign lords.
Military
Rule
House Teran (The Kingdom of Terijas)
House BLANK (The Kingdom of Gradiar)
Lands
Known for the stretch of rolling hills, long fields, and fields of rivers surrounded by the mountainous nature of the Midlands, the Lowlands is plentiful in pretty much everything. It is no surprise that it is one of the ruling giants of the continent of Orlandis and rightly so. The mountains the Lowlands have access to are plentiful in iron, copper, silver, and gems which compliments the massive supply of agriculture it needs to defend thus with every farming barony lies a fortress to defend it from raids by tribal nomads and the seaborn people to the islands to the north. Settlements can be found all over the Lowlands—cities and towns can be densely populated and several hamlets exist to the eastern part of the region.
People
Ethnicity: Etlasian (Landian)
The people of the Lowlands are as they come in the Midlands; some honorable, some deceitful, and others in-between either. The men and women themselves know that between the fortresses and the cities that they are well protected though history has proven that a successful invasion that ends in their defeat is achievable which in recent years has made them wary of military neighbors which is exactly why the Wardens of the Commonwealth was founded by the ruling house of Veron. The Wardens were created to be a “royal guard” for the people as well as the kingdom—to watch over the borders and defend the people living around these political boundaries. The people of the Lowlands are immersed in politics and religion, but they favor duty and honor above political scheming and extravagant diplomacy.
The men and women of the Lowlands are somewhere in-between fine fashion and practicality since the lowlands catch the temperate chill of the Midlands and the warmth of the desert that separates the Lowlands from the Expanse.
The population are divided between cities, towns, hamlets, farming baronies, far mines, and fishing villages. It is a mesh of many walks of life and is well-populated. The soldiers of the Lowlands are renowned as swordsmen and calvary, and as such are sought after by domestic and foreign lords. It is said that the metalworking is surprisingly full of finesse due to their supposed lack of insight and minerals in comparison to the Northlands and the Midlands. It is speculated that the Kingdom of Antari introduced techniques to them when the King of Veronia engaged his younger sister to the royal court of Antari.
Military
Rule
House Veron (The Kingdom of Veronia)
Lands
The Endari Desert separates the Expanse from the Lowlands and the Midlands as it sits on top of the Verge in a wide strip of land. The Expanse is the wall that serves as a natural door to The Verge, a region full of vast resources. Whilst the Expanse does hold resources of its own including lush fields to the west and east of the desert it is not in great number like the Lowlands or any of the other regions where there is ample room for development—some say the desert that acts as a natural defense is also a curse to any kingdom that holds it due to the amount of land it takes up. Even so, there lies ample minerals and soft hills amongst fractured rivers. There are few settlements in the desert (including one stronghold), and plentiful settlements amongst farmland and towns as well as cities. The Island known as the Isle of Anderis holds one plentiful collection of resource—the largest supply of gold on the continent.
The most notable construction is a massive stone wall in that goes from the edge of the eastern side of the desert to the coastline alongside the Kingdom of Caelia’s borders.
People
Ethnicity: Aelian (Landian)
Not dissimilar to the people of the Verge, the people of the Expanse are diplomatic and concerned with its neighbors. As the second of two pieces of land holding a kingdom still worshipping the original religion of the Landian people (The Old Path) the people of the Expanse hold on to their beliefs which is only augmented by the people of the Verge believing the right to practice any belief as it does not impose on others. This of course has made relations between the two regions rather positive. To hold on to their lands and their beliefs, politics has played a heavy role in the Expanse and understandably so.
The men and women of the Expanse are as expected a mix of practical (due to the desert heat in some areas) and extravagant dress as they import the latest fashion from the merchant republics as well as Sabobalia, and Fedos Plur.
Military
Rule
House Caeltos (The Kingdom of Caelia)
Lands
The southernmost region of Orlandis, The Verge is aptly named for the renown it has for being the highway to the rest of the known world including the various merchant republics. The Verge is nestled in-between ore-drenched mountains and soft lowlands that descend into the rocky shorelines. The various houses that take hold in the Verge descend from their ancestors that crossed the Atularis Ocean seeking refuge. Settlements can be found through the farming communities in the north end of the Verge and densely populated cities and towns in the south as well as fishing villages on each of the adjacent islands. As it is the furthest south, it is the warmest of all of the regions of Orlandis.
People
Ethnicity: Voltaani (Vndosian), Voltaani-Aelian (Vndosian/Landian)
The people of The Verge are a passionate, resolute, and diplomatic sort; knowing when to use politics over brawn as well as knowing how to play their hand to benefit themselves. With that said, the people themselves are not selfish but rather neurotic as they worry that history will repeat itself if they don’t assert their role in the world in this way. Historically, the people of The Verge are from Voltaan or at least a good majority of their ancestors were as the ruling house of Voltaan, House Antar, has ruled The Verge as long as there have been kingdoms in Orlandis. The exodus marked in their history speaks of treachery from trusted neighbors and it speaks volumes that as a culture there are only a handful of remaining pieces of it including the Forlandic merchant republics. This is something few people on the continent have experienced and thus creates a kinship that even rivals men from the Northlands. In addition to such political aptitude therein also lies a sense of pride and liberty, which all of The Verge tries to play a role in.
The men and women of the Verge are as expected a mix of practical and extravagant dress as they import the latest fashion from the merchant republics as well as Sabobalia, and Fedos Plur. The nobility announces themselves even more than the merchant caste of which plays a huge role in the region as the merchant guild is almost as old as the Voltaani landing on the shores of The Verge several hundred years ago.
The Verge is home to copper, gold, diamond, and other various minerals in their cliffs and mountains to their western coasts. In combination with their trade connections to nearly every known merchant republic and trade center this makes a good portion of their economy and in turn a valuable as well as resourceful piece in the continents politics.
Military
Rule
House Antar (The Kingdom of Antari)
Houses
“Honor is law, Virtue is life.”
Notable for their flowing blonde hair, House Veron is the second great house to bear the lands of the Lowlands after the Empirical King known as Dierk ‘the Conqueror’ ceded the lands to the former house of central knights that served him loyally during the war of three conquerors. As their house oath says, they are men of duty and their duty is to the virtues instilled in them which includes fairness, justice, honor, and defense of the people in the realm.
Current Family Members:
Alexander Veron ‘the III’ - King of Veronia, age 46
Alexander Veron ‘the IV’ - Prince of Veronia, Heir to the Throne, age 27
Michael Veron - Prince of Veronia, age 21
Emilia Veron - Princess of Veronia, age 13
The Council of Veron:
The Arbiter -
The Cloak -
The Commandant -
The Keeper -
The Magus -
The Minister -
The Navarch -
The Sentinel - Gregor Vaelon
Royal Vanguard:
Ser Gregor Vaelon - Sworn Sword to King Alexander, age 65
Ser Hugh Kimley - Sworn Sword to Prince Alexander, age 43
Ser Joesph Taroll - Sworn Sword to Prince Michael, age 40
Ser William Barton - Sworn Sword to Princess Emilia, age 39
Religion
Religion in Orlandis has always been a divided and diverse with belief in spirituality, nature, and humanity itself. When the document known as the Silver Parchment was written several hundred years ago it was devised to encompass the core of Orlandic beliefs and removing those that the writer of the parchment saw as undesirable. The prophetic scribe named Aaroun was said to be a very learned man who was dissatisfied with the state of his fellow man around him as they resulted in a selfish, fearful, and hedonistic culture. It was here he supposedly came to conclusion (through divine intervention or on his own) that without salvation and order people found themselves ruled by petty materialism and cynicism towards one another. This is why Aavaarism (or the Word of Aavaar as it is known) finds itself on grounds of order through salvation and moralistic altruism.
The ruling deity of the religion itself is unsurprisingly, Aavaar, who grants salvation and peace in the celestial plane to those who serve him through virtue and order. The Silver Parchment describes his laws of order as guides to a “good life” and that man should follow them to achieve the paradise that they deserve. However, unlike some other religions in the world, a belief in a “damnation” is not present or even mentioned in the scriptures in the Silver Parchment. This comes from Aaroun’s belief that man should not be punished for lack of faith, but rewarded for devotion to it.
Worship around Aavaar is focused on lectures through temple structures, in addition to such worship a necklace of Aavaar’s symbol (a silver cross) is suggested to show your desire to be devoted to the laws and as a reminder of Aavaar’s role on a person’s life. The fable revolving around Aaroun being spoken to by Aavaar is a common belief of literal godly interaction, though some historians are not completely convinced that Aavaar spoke to Aaroun but rather Aaroun created Aavaar as an unearthly device to make people his definition of morality. If the fable is truly literal than Aavaar has not spoken to another scribe in over six-hundred years.
Worshipped: Terijas, Euritia, Veronia, Gradiar, Erayis
Worshipped: Antari, Gevanta, Ortan, (parts of) Sabobalia
A religion that follows druidic beliefs that the gods are the forces of nature—the elements of fire, water, air, and earth. Most notable for its worship by the Byrnic people, Gaewism, is a dying religion that only continues outside of the islands the Byrnic people call home in select parts of Orlandis due to partial conversions and a variety of nomadic people who refuse to convert to the continents ruling faith, Aavaarism.
Worship around Gaewism is faced with specific sacrifices of human and bestial nature during certain points of time, location, and amongst specific types of idols. For example, a man who wants to appease the element of water would bring a blood sacrifice with idols that represent water such as trinkets carved into symbols of the element, sapphires, seaborn moss to a spiritual location such as an island, swamp, or shoreline. It is said that to send tribute to the gods in one of the sacred sites would bring a blessing that could last generations upon your bloodline.
Worshipped: Eintir
The northwestern tribes of the Vyntic people believe in war, the way of the free man, and a heaven that promises them prosperity if they leave the world as the best he can be. This heaven (or “Feigrland”) is often described as a place of unearthly desire and transcendence; though most of the tribal people who follow Kaardrism believe the ‘best’ way is the ‘strong’ way which creates a people zealous and innately hostile and aggressive.
Worshipped: Skavia, Perhyr, Himnar
The isles of Athraka possess a belief in death, so much that they worship it. At the center of Obdis worship is the belief that death is sacred and natural—there is no need to fear it, but to embrace it. Religious laws demand strict adherence to daily religious customs or risk having Obdis take something from you—some of the most zealous members of Obdis worship believe Obdis grants immortality for such obedience and for Obdis to tell you that you are greater than death for devotion his name is a true honor indeed.
Worshipped: Athraka, Jekad, Antoria
The northeastern tribes of the Vyntic people have always believed in themselves and the realm of the divine of which they wish to reach. This heaven (or “Sohvahr”) is only achieved by living life according to the rules provided to them in the ‘Ovaskah’ a book that documents the religions mythlore and minor history. To be in heaven in death means to live life to the fullest upon every day while fearing the consequences of dark actions and the supernatural nature of beasts.
Worshipped: Vecca, Volskar
The people of Fedos Plur have always gone by the holy light as their guide in life and death. Throughout history several variants and perspectives of the holy text of “Hal’aim” have existed and even controlled Fedos Plur and some it’s surrounding territories. While others are different in their perceptions there is however one thing that remains the same—the Light is a guide to overturn dark souls and accursed acts, hoping to instil a faith in humanity that creates a sense of peace during times of struggle and wonder. Orthodox views of the religion suggest that the light’s will demands unity through conversion and strength by divine belief while more Liberal views of the religion believe that the light guides if you listen and only a tyrant would impose himself on others—suggesting followers should live by example with honor, humility, and justice as creeds over zealousness, cruelty, and lack of compassion.
Worshipped: Fedos Plur, Austahar, Malorah, Cazalim
Like Gaewism, but different.
Worshipped: Reinoa, Caelia
The people of northern Jahfalar are strong believers in a spiritual pantheon where the gods are as diverse as they are special—ranging from gods of every aspect of life including knowledge, war, hunting, weather, and trade; as such there are dozens of temples scattered north of the Ala’duin Desert. There is no “heaven” or “hell” in practitioners of this religion and prefer to live in the present rather than the future.
Worshipped: Sabobalia, Matar, Aaara, Orm, Sufakar
The followers of Adadon have always had a religious identity close to an animistic belief system where all elements of nature have a spiritual role. Zahhak evolved from a wonder of Adadonic creatures like dragons, wyrms, and serpents which created a belief from the shamans who saw them who claimed that they were not simply great spirits but signs instilled by the universe that something great was happening such as birthing of civilizations, heroes, foreboding currents of war, death and so forth. In ancient times the people of Adadon would send tribute to the creature thus creating a “hoard” of treasure—foreign treasure-hunters have always sought out such to fulfill their own self-absorbed desires and upon the act of their heresy.
[u]Worshipped: Olbiaen, Vuleion, Utaenia, Paixia, Raleion
Timeline
0 – The Imperium of Vndos becomes a giant of trade in-between several sultanates that do not worship their cultural god. But the people of the imperium do not seek conquest nor conversion as it is against their beliefs and practices. For years they attempt to remain as a calm collective of city states under the imperial regent of Vndosia—it is here in this imperium that rises the advent of civilization and technology of which they share with their neighbors eagerly.
41 – A merchant-scholar from Vndos finds himself lost at sea before discovering he and his sailors have washed up in a new land: Adadon. This merchant’s time in Adadon would make the foundation for technological and cultural growth through distinct trade routes that were previously thought pointless.
406 – In Orlandis, the Noririan people cross the Sea of Echoes and settle in northern Orlandis.
526 – After five-hundred years, the Imperium of Vndos begins to struggle but not from men seeking independence due to tyranny but rather a rampant plague tearing through the lands in the southern providences while a sultanate to the northwest named Sabobalia declares a war of greed. In the end, Vndos is separated into several pieces: the kingdom of Voltaan in the south, the islands of Manzia in the Forlandis Sea, the Kingdom of Meeria in the northwest, and the Kingdom of Lyntos in the northeast.
901 – The last remnants of the Imperium of Vndos collapses as the Kingdom of Voltaan falls to the invading crusaders from Fedos. Salvador Antar, the crowned prince flees the kingdom after word reaches him that his father, Alfonzo Antar, had been killed in battle only a few days away. Seeking to save lives rather than sacrifice needless more he retreats with a fleet of ships where they eventually land on an island off the coast of Orlandis. This is the beginning of the Kingdom of Antari which will become the refuge of Salvador’s people.
600 – It is the time known as the “Dawn of the Three Conquerors” as three men (Dierk of Terijas, Edvard of Vinsar, and Gregory of Etlasia) begin to mold the realm in their image. As Gregory and Edvard clash in the midlands Dierk goes south to utilize his diplomatic talents with the Kingdom of Antari and the Kingdom of Caelia. It is with these two countries and a strategic approach he ends up winning this war of three kings. Dierk disassembles the dynasties of his former rivals (house Etlas and Vinyas) and places kings in their stead—House Veron and House Gradon. The lands of Etlasia and Vinsar are respectively renamed Veronia and Gradiar. The Empirical State of Orlandis is formed.
633 – Thirty-three years later, Dierk is entombed and his heir is pronounced empirical king. The first thing Kristof does on the day of his coronation is declare all religions outside of Aavaar as false faiths going against Dierk the Conqueror’s original promise to Antari and Caeli to not impede on their own beliefs. This begins a series of spiritual revolts that are aggressively put down as Kristof uses select passages from the scripture to give his oppression validity and thus becomes known as “the zealot”.
992 – Three-hundred and fifty-nine years later, the Empire is on the verge of collapse as the former empirical king’s war on the pagan northerners has drained the economy. The newly crowned empirical king, Dieter, is a man of apathy and incompetence as he drains the economy even more by distracting himself with fruitless feasts and festivals. This is the straw that breaks the camel’s back—political revolt spreads throughout the land, the majority of the military begins to suffer in the northern orlandic conditions, druidic pagans from the islands of Eintir invade the northwestern coast, and the economy becomes completely spent. It all ends when Dieter falls off a balcony in a drunken stupor, though some speculate he was pushed. Dieter’s cousin, Armin, is found unable to solve the issues even with retreating from the north and admitting economic policies to fix the problems the last two empirical kings made. Armin is convinced by the council to disband the empire.
120 – The byrnic overlord known as Edwyn of Caerloyw begins a conflict with Reinoa and Antari—with the former being a target of multiple raiding parties whilst the other is violently denied trade presence in what the mad pagan perceives as his territory. He is nicknamed ‘the Cruel’ by his habit of burning his prisoners alive on execution pyres.
202 – The current date.
Notes
The Arbiter – responsible for law and order, diplomacy, and political advisement.
The Cloak – responsible for information gathering, espionage, and such.
The Commandant – the military consulate in charge of the army.
The Keeper – the core advisor to the King and acts as his second-in-command on many fronts.
The Magus – the religious head of the realm.
The Minister – responsible for the economy of the realm.
The Navarch – the military consulate in charge of the navy.
The Sentinel – the leader of the vanguard who are tasked with protecting the royal line.
Technology is relatively feudal/medieval ages.
MapsApplicationTo set us up, I think it’s rather optimal to get us going for a few fields.
House Information Since I’ve pretty much barely set up history, few houses have much to them outside of a name and some don’t even have that. No sigil, no house words/motto/saying, no real depth to them. I will ask you to include whatever you think you’ve come up with for house’s as long as nothing is at conflict with the history or information tabs above (which is easy).
House Name – (ie: Veron, Meras, etc.)
House Words—(“glory to the brave”, “shield to the weak”, etc.)
House Sigil
Current Members
Royal Council
Royal Vanguard
Optional Information—(history, etc.)
Player Information This is your main perspective or point-of-view, so likely a lot more important than the House sheet above. Since this is a sandbox I’m curious what perspectives are being thought up by the playerbase.
Name—(ie: Alexander Veron, the IV)
Age
Appearance
Personality
Biography
Notes—(anything optional you want to add in, perhaps NPC characters or the like)
Roster