Orph
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The realm of Luxidor is one that has endured many calamities. The first of these was known as the Sundering, which ended an ancient conflict and shattered the world itself, dividing the lands of Men from all other species which inhabit the plane, and beginning the First Age of recorded history. From the Sundering were born five known continents- although much of the world has yet to be mapped, and none can say for certain there are not more. The continent we are primarily concerned with is Elichor- the home of Man. And Elichor is where the second great calamity took place, which brought the First Age to an end and ushered in the Second.
This disaster was known as the Harrowing- when the Old Magic vanished from the world. The commonly accepted version of the story holds that a disease known as the Blight swept the world, and for reasons unknown, those with an aptitude for the arcane were especially susceptible, causing the ways of magic to slowly die out. But some hold to another version of history. They say the Blight was no mere disease, but something far more sinister. They claim that the Blightfolk were beings from beyond the Veil, who emerged into our world and absorbed magic from the world, draining mana from the land itself. They say that the Blight would have eaten color itself next, and left the world a gray, lifeless shell- were they not beaten back by the Armies of Man.
Whichever version of history is the truth, it is true that magic is nearly gone from the world. Enough traces remain that its existence cannot be completely denied, but to claim oneself as a practitioner of the arcane would be met with great skepticism, if not outright mockery, in most of the human world.
On the continent of Elichor, humanity is divided between three nations- though smaller fractious polities do exist on the fringes.
The Kingdom of Adelstahl is the greatest power in these lands, and perhaps the entire world. It controls some seventy percent of the entire continent, divided between its Great Houses, and their vassals. Theirs is a rich history, stretching back into the First Age, where stories tell of magic and monsters, the like of which has not been seen in the Kingdom for over two thousand years. These histories say that Adelstahl was once controlled by a secretive council of magi known as the Occluded Order, whose arcane abilities raised the very walls of the capital, Tarengard, at the dawn of the First Age. If this was true, it is no longer- instead, Great Houses now rule, the influence they wield second only to the King himself.
To the southeast is the Chélidione, or Kingdom of Chivalry- a small but prosperous nation which was once the domain of a coterie of squabbling nobles. This Kingdom’s wealth was obtained through trade, their dominance in that field guaranteed by the nation’s powerful knightly orders. As their largest neighbor, Adelstahl is their most obvious trading partner, but they have relations with the northern Vaskul, and even other continents across the vast ocean. But over the past twenty centuries of the Second Age, the Chélidione grew decadent, their noble class increasingly concerned only with maintaining and advancing their position in the social hierarchy- until the nation was brought to the brink of a civil war. This conflict was only prevented when the knightly orders intervened, crowning the greatest among them Knight-King, and instituting a military dictatorship. The nobility was stripped of title, rank, and privilege, with the worst offenders jailed or executed, and their hoarded wealth was distributed to the citizenry as a show of good faith.
To the north are the Vaskul lands. These warrior clans have no formal nation, but maintain undisputed control of their territory, thanks to the latent mana in their soil- the only place in all of Elichor where the Old Magic can still be found. The Vaskul warriors do not wield magic like arcane sorcerers of old, but its presence has made them mighty, and they have fiercely maintained their independence even in the face of the expansionist tendencies of Adelstahl’s Great Houses.
Among these three kingdoms, Adelstahl is our primary focus- as the tenuous peace between the Great Houses is soon to be broken. But to understand the nature of this imminent conflict, one must first understand the Houses themselves.
House Marshall of the Ninefold Throne.
Words: Our word is law.
King: Byron Marshall.
Colors: Royal blue, gold, red.
Symbol: A crowned eagle with wings splayed, scepter in one talon, a scroll in the other.
Vassal houses: House Hawken.
Main role: The royal house of Adelstahl, having held dominion since the First Age. Legend says the first King Marshall received the crown from the ancient Proto-Mage of the Occluded Order.
House Stern.
Words: Dawn shall come again.
Lord: Syzygus Stern.
Colors: Dark blue with gold trim, black.
Symbol: A solar eclipse ringed in gold on a dark blue sky.
Vassal houses: House Banisher, House Hayward, House Marbury.
Main role: The foothold of the Northeast, loyal to the throne. Slayers of monsters.
House Warding.
Words: Break against us.
Lord: Willum Warding.
Colors: Green and gold.
Symbol: A golden oak tree on a green background.
Vassal houses:
Main role: House Warding controls the valley between the North and the Mid. They are famous for their unbreakable siege defense. They possess the oldest castle in the land, and are unflinchingly loyal to the throne.
House Blackacre.
Words: Reap what you sow.
Lord: Boldt Blackacre.
Colors: Black with gold trim.
Symbol: A black scythe over a field of golden wheat.
Vassal houses:
Main role: House Blackacre controls the most fertile land in all of Adelstahl, west of the capital city. They are farmers, providing massive amounts of food to the rest of the kingdom, but also have a host of deadly warriors.
House Provident.
Words: Foreseen is forearmed.
Lady: Yvonne Provident.
Colors: Light blue and copper trim.
Symbol: A fox on blue background.
Vassal houses:
Main role: House Provident’s domains are intelligence, commerce, and foreign relations. They employ a small army of propagandists, and are known for their affinity for the high arts.
House Vredefort.
Words: Til’ the bitter end.
Lord: Helmar Vredefort.
Colors: Red on silver, black trim.
Symbol: A silver wolf on red background.
Vassal houses:
Main role: Called mad by some, House Vredefort are the Wardens of Northwest. They are strategic but brutal warriors.
House Goldbuck.
Words: Crowned in our honor.
Lord: Jonathan Goldbuck.
Colors: Yellow on black.
Symbol: A black stag on a golden background.
Vassal houses:
Main role: House Goldbuck’s holdings are located in the Western Mid of Adelstahl. They’ve contended with House Blackacre in the past, and are known to be prouder, but also more just.
House Storm.
Words: Our sails full, our blades sharp.
Lord: Reiner Storm.
Colors: Sea green, dark gray, gold trim.
Symbol: A swordfish over clashing waves beneath thunderclouds.
Vassal houses:
Main role: House along the Northern Coast. The most skillful sailors with the most dangerous fleet, house Storm are fearless pirate hunters. They love the rain, but are at a disadvantage when out of their element.
House Lochner.
Words: Rouse not our wrath.
Lord: Arno Lochner.
Colors: Bronze on red.
Symbol: A bear standing on its hind legs with claws bared.
Vassal houses:
Main role: Lochner is the house to the south of Vredefort. They are stubborn, but not swift to action.
House Duncannon.
Words: Virtue lies in action.
Lord: James Duncannon.
Colors: Purple on gold.
Symbol: A roaring lion.
Vassal houses:
Main role: Allies to House Blackacre. Rich and proud fighters.
House Banisher.
Words: Give no quarter.
Lord: Duncan Banisher.
Colors: Signal blue with silver trim.
Symbol: A silver owl on blue.
Vassal of House Stern.
Main role: Loyal vassal house of Stern, the Banishers were potent monster killers in the distant past. They are known to be exceedingly ruthless, and despise backstabbers.
House Hawken.
Words: The truth will out.
Lord: Kellrick Hawken.
Colors: Black and steel gray.
Symbol: A hawk in flight, clutching a blade.
Vassal of House Marshall.
Main role: Head of the Royal Inquisition. Mage-hunters, witch-burners.
House Stackett.
Words: Suffer no lies.
Lord: Ermire Stackett.
Colors: Blue and Gold.
Symbol: A man throttling a serpent.
Vassal of House Goldbuck.
Main role: Loyal vassal house of the Goldbucks. They have a reputation for honesty and venerate it in their house words and sigil.
Beyond Elichor are the four known continents. Three of these four are distant, almost impossible to reach by conventional means- and after the Harrowing, unconventional means of travel effectively no longer exist.
The first is known only as the Far Continent. In ancient texts from the First Age, it is said to be the home of the Elves, who had their own name for their lands, nearly impossible to pronounce with a human tongue. In these histories, it is said that the Far Continent is almost entirely dominated by a massive, otherworldly forest, which the Elves lived in harmony with, treating the land itself like a member of their society. Some even claimed that Elven diplomatic delegations traveled to Elichor, and were received by the King in Tarengard. To most, these are fanciful tales or exaggerations- and even if Elves do exist, most scholars insist that they are simply humans with strange customs, not some other species.
Prash, the continent which is said to be home of the Dwarves- a diminutive species with an incredible talent for artifice -is not quite so distant as the Far Continent. However, visiting these lands is just as difficult, albeit for an entirely different reason. The barren, mountainous landscape of Prash is virtually impossible to navigate, and the Dwarven strongholds spoken of in legend and myth are thousands of miles inland, in a region known as the Deep Mountains. If Dwarves truly exist- and are not simply humans who happened to be strangely short of stature -they dwell within these mountains, building machines that are powered by raw mana, and put even the greatest human technological innovations to shame. But their existence is a matter of much scholarly debate in Adelstahl, and proving one side or the other correct would be virtually impossible.
Third is the continent of Tagesh-Tul, where the savage Ork is said to live. Stories of this species are more suitable for frightening children than anything else, as they are believed to be flesh-eating marauders who lived only to kill. Most of the stories of Orks predate even the First Age, as it’s said that the war that preceded the Sundering was between an alliance of Men, Elves, and Dwarves against the forces of a vaguely-described Dark Lord and his army of Orks. Whether any of this is true at all is unknown, as there are no proper recorded histories of the time before the First Age, only stories. However, travel to Tagesh-Tul is just as proscribed as to the Far Continent or Prash- not because it’s impossible to reach, but because no ship sent to those lands in the past two thousand years has ever returned.
Fourth is the continent of Szel, where a variety of smaller human kingdoms are located. This continent is the closest to Elichor, and some of its nations maintain trade relations with both Adelstahl and the Chélidione. However, this represents only some half of the continent- the rest of which is dominated by a ravaged region known only as the Deadlands. None dare travel there, and those fool enough to make the attempt are not long for the world. But many fear that whatever dwells behind the walls that separate the Deadlands from the rest of Szel will not be content to remain there forever.
Though the present day is notionally a time of peace, it is by all accounts a tenuous one. Adelstahl is on the brink of war. House Blackacre’s defiance of the Throne has come to a head, and banners are being called. Loyalties will be tested, and blood is sure to be shed. Tensions have risen between Adelstahl and its northern neighbors, the Vaskul who have historically seen Adelstahlian merchant vessels as ripe targets for piracy. The Knight-King of Chélidione sees Adelstahl’s internal strife as weakness, and rumors have it that he’s readying his armies for war.
Worst of all, there are whispers, rumors, tremors in the very fabric of things- all of which point to only one conclusion. The Blightfolk are soon to return. A second Harrowing is nigh. Many fear this could mean the death of all magic, the barest remaining vestiges drained from the world, leaving it a colorless, lifeless place. But some dare to hope against hope that if the Lightless Ones can be defeated, the magic they stole might return to the world.
The Second Age is coming to an end, that much is certain. But whether the Third Age is one of magic, or one of metal... that is for you to decide.
Call the Banners is not quite a traditional RP. While players are free to write individual characters that are simply small parts of the wider world, they are encouraged to instead take a bigger role. After all, the future of Luxidor is yours to shape, and it takes more than just a man to decide the course of history. From one of the mighty Great Houses to a diplomatic delegation from a far-flung nation, it’s within your power to wield significant political and military might.
While the above description of the world is light on details for any of the non-human species, such beings do exist within this world, and you are welcome to play as any of them. Necessary lore will be distributed to anybody curious about playing as an Elf, Dwarf, Ork, or any number of other potential species- and if we haven’t accounted for them in our lore so far, we’re more than happy to work them in somewhere. If you want to create a new Human kingdom, you're also welcome to do so, although for the most part we'd expect them to be located on the content of Szel, rather Elichor, to explain why the characters from Adelstahl and the Vaskul lands aren't as familiar with them.
If anybody chooses to write as a member of a non-human species, the full lore for that group will be released publicly once they have established themselves in the RP itself. However, the main ‘action’ will be centered almost exclusively on Elichor, and the Kingdom of Adelstahl in particular. I (Orph) will be controlling the Vaskul, but specifically a group of them that have traveled to Adelstahl. Likewise, if a writer wants to write as a group of knights from the Chélidione, or even an Elven warband from the Far Continent, they should have a good reason for being in Adelstahl. Obviously, we’re happy to work with writers to come up with those reasons, but ‘they just felt like hanging out there’ isn’t going to be considered valid.
Besides the polities and factions detailed above, players are free to create their own groups, whether they are vassal houses or smaller nations, and potentially even larger ones, provided an appropriate amount of effort and commitment to the setting is provided. All player-created factions larger than a single character are subject to GM approval (DM orph_ and jack.law on Discord for details).
Here are some examples of different groups and factions you might play as. Some will be largely confined to the political or military side of the RP, while others would have opportunities to do both.
Representatives from the Merchants’ Guild, attempting to seek influence with the crown and the Great Houses (exclusively political).
A mercenary company on the front lines of the battle (exclusively military).
Agents of the Royal Inquisition seeking to solve mysteries within the capital (political, but with a side of combat).
A fanatical religious organization attempting to spread its influence (political and military, with preachers in the capitol and crusaders on the front lines).
These are just a few of your options, and we encourage you to get creative.
Individual characters will still require GM approval, but the process will be much more lax- effectively just a check to make sure nothing about them breaks the setting’s lore or rules. Anything beyond that will require a bit more scrutiny, but rest assured, our personal philosophy is to err on the side of ‘yes’ before ‘no,’ as we have no desire to see anyone rejected, or their entrance delayed. We will also not be enforcing any kind of style guide- character and faction bios are free to take whatever form the writer wishes, as long as the basic relevant information is conveyed in a concise and legible manner.
While all are welcome to get involved at precisely the level of commitment they feel comfortable with, we would encourage prospective writers to be ambitious. Writing a single character will reduce your ability to interact with the world, as getting between locations requires days or weeks of land or sea travel. But if you’re writing even a smaller vassal house, that means you could have both knights on the battlefield, and nobles in the capital competing for influence with the High King.
Finally, don’t hesitate to DM us with any questions, concerns, or simply ideas you might have for how to make this world more interesting!
This disaster was known as the Harrowing- when the Old Magic vanished from the world. The commonly accepted version of the story holds that a disease known as the Blight swept the world, and for reasons unknown, those with an aptitude for the arcane were especially susceptible, causing the ways of magic to slowly die out. But some hold to another version of history. They say the Blight was no mere disease, but something far more sinister. They claim that the Blightfolk were beings from beyond the Veil, who emerged into our world and absorbed magic from the world, draining mana from the land itself. They say that the Blight would have eaten color itself next, and left the world a gray, lifeless shell- were they not beaten back by the Armies of Man.
Whichever version of history is the truth, it is true that magic is nearly gone from the world. Enough traces remain that its existence cannot be completely denied, but to claim oneself as a practitioner of the arcane would be met with great skepticism, if not outright mockery, in most of the human world.
On the continent of Elichor, humanity is divided between three nations- though smaller fractious polities do exist on the fringes.
The Three Kingdoms of Man
The Kingdom of Adelstahl is the greatest power in these lands, and perhaps the entire world. It controls some seventy percent of the entire continent, divided between its Great Houses, and their vassals. Theirs is a rich history, stretching back into the First Age, where stories tell of magic and monsters, the like of which has not been seen in the Kingdom for over two thousand years. These histories say that Adelstahl was once controlled by a secretive council of magi known as the Occluded Order, whose arcane abilities raised the very walls of the capital, Tarengard, at the dawn of the First Age. If this was true, it is no longer- instead, Great Houses now rule, the influence they wield second only to the King himself.
To the southeast is the Chélidione, or Kingdom of Chivalry- a small but prosperous nation which was once the domain of a coterie of squabbling nobles. This Kingdom’s wealth was obtained through trade, their dominance in that field guaranteed by the nation’s powerful knightly orders. As their largest neighbor, Adelstahl is their most obvious trading partner, but they have relations with the northern Vaskul, and even other continents across the vast ocean. But over the past twenty centuries of the Second Age, the Chélidione grew decadent, their noble class increasingly concerned only with maintaining and advancing their position in the social hierarchy- until the nation was brought to the brink of a civil war. This conflict was only prevented when the knightly orders intervened, crowning the greatest among them Knight-King, and instituting a military dictatorship. The nobility was stripped of title, rank, and privilege, with the worst offenders jailed or executed, and their hoarded wealth was distributed to the citizenry as a show of good faith.
To the north are the Vaskul lands. These warrior clans have no formal nation, but maintain undisputed control of their territory, thanks to the latent mana in their soil- the only place in all of Elichor where the Old Magic can still be found. The Vaskul warriors do not wield magic like arcane sorcerers of old, but its presence has made them mighty, and they have fiercely maintained their independence even in the face of the expansionist tendencies of Adelstahl’s Great Houses.
Among these three kingdoms, Adelstahl is our primary focus- as the tenuous peace between the Great Houses is soon to be broken. But to understand the nature of this imminent conflict, one must first understand the Houses themselves.
The Great Houses of Adelstahl
House Marshall of the Ninefold Throne.
Words: Our word is law.
King: Byron Marshall.
Colors: Royal blue, gold, red.
Symbol: A crowned eagle with wings splayed, scepter in one talon, a scroll in the other.
Vassal houses: House Hawken.
Main role: The royal house of Adelstahl, having held dominion since the First Age. Legend says the first King Marshall received the crown from the ancient Proto-Mage of the Occluded Order.
House Stern.
Words: Dawn shall come again.
Lord: Syzygus Stern.
Colors: Dark blue with gold trim, black.
Symbol: A solar eclipse ringed in gold on a dark blue sky.
Vassal houses: House Banisher, House Hayward, House Marbury.
Main role: The foothold of the Northeast, loyal to the throne. Slayers of monsters.
House Warding.
Words: Break against us.
Lord: Willum Warding.
Colors: Green and gold.
Symbol: A golden oak tree on a green background.
Vassal houses:
Main role: House Warding controls the valley between the North and the Mid. They are famous for their unbreakable siege defense. They possess the oldest castle in the land, and are unflinchingly loyal to the throne.
House Blackacre.
Words: Reap what you sow.
Lord: Boldt Blackacre.
Colors: Black with gold trim.
Symbol: A black scythe over a field of golden wheat.
Vassal houses:
Main role: House Blackacre controls the most fertile land in all of Adelstahl, west of the capital city. They are farmers, providing massive amounts of food to the rest of the kingdom, but also have a host of deadly warriors.
House Provident.
Words: Foreseen is forearmed.
Lady: Yvonne Provident.
Colors: Light blue and copper trim.
Symbol: A fox on blue background.
Vassal houses:
Main role: House Provident’s domains are intelligence, commerce, and foreign relations. They employ a small army of propagandists, and are known for their affinity for the high arts.
House Vredefort.
Words: Til’ the bitter end.
Lord: Helmar Vredefort.
Colors: Red on silver, black trim.
Symbol: A silver wolf on red background.
Vassal houses:
Main role: Called mad by some, House Vredefort are the Wardens of Northwest. They are strategic but brutal warriors.
House Goldbuck.
Words: Crowned in our honor.
Lord: Jonathan Goldbuck.
Colors: Yellow on black.
Symbol: A black stag on a golden background.
Vassal houses:
Main role: House Goldbuck’s holdings are located in the Western Mid of Adelstahl. They’ve contended with House Blackacre in the past, and are known to be prouder, but also more just.
House Storm.
Words: Our sails full, our blades sharp.
Lord: Reiner Storm.
Colors: Sea green, dark gray, gold trim.
Symbol: A swordfish over clashing waves beneath thunderclouds.
Vassal houses:
Main role: House along the Northern Coast. The most skillful sailors with the most dangerous fleet, house Storm are fearless pirate hunters. They love the rain, but are at a disadvantage when out of their element.
House Lochner.
Words: Rouse not our wrath.
Lord: Arno Lochner.
Colors: Bronze on red.
Symbol: A bear standing on its hind legs with claws bared.
Vassal houses:
Main role: Lochner is the house to the south of Vredefort. They are stubborn, but not swift to action.
House Duncannon.
Words: Virtue lies in action.
Lord: James Duncannon.
Colors: Purple on gold.
Symbol: A roaring lion.
Vassal houses:
Main role: Allies to House Blackacre. Rich and proud fighters.
Vassal Houses.
House Banisher.
Words: Give no quarter.
Lord: Duncan Banisher.
Colors: Signal blue with silver trim.
Symbol: A silver owl on blue.
Vassal of House Stern.
Main role: Loyal vassal house of Stern, the Banishers were potent monster killers in the distant past. They are known to be exceedingly ruthless, and despise backstabbers.
House Hawken.
Words: The truth will out.
Lord: Kellrick Hawken.
Colors: Black and steel gray.
Symbol: A hawk in flight, clutching a blade.
Vassal of House Marshall.
Main role: Head of the Royal Inquisition. Mage-hunters, witch-burners.
House Stackett.
Words: Suffer no lies.
Lord: Ermire Stackett.
Colors: Blue and Gold.
Symbol: A man throttling a serpent.
Vassal of House Goldbuck.
Main role: Loyal vassal house of the Goldbucks. They have a reputation for honesty and venerate it in their house words and sigil.
Elsewhere.
Beyond Elichor are the four known continents. Three of these four are distant, almost impossible to reach by conventional means- and after the Harrowing, unconventional means of travel effectively no longer exist.
The first is known only as the Far Continent. In ancient texts from the First Age, it is said to be the home of the Elves, who had their own name for their lands, nearly impossible to pronounce with a human tongue. In these histories, it is said that the Far Continent is almost entirely dominated by a massive, otherworldly forest, which the Elves lived in harmony with, treating the land itself like a member of their society. Some even claimed that Elven diplomatic delegations traveled to Elichor, and were received by the King in Tarengard. To most, these are fanciful tales or exaggerations- and even if Elves do exist, most scholars insist that they are simply humans with strange customs, not some other species.
Prash, the continent which is said to be home of the Dwarves- a diminutive species with an incredible talent for artifice -is not quite so distant as the Far Continent. However, visiting these lands is just as difficult, albeit for an entirely different reason. The barren, mountainous landscape of Prash is virtually impossible to navigate, and the Dwarven strongholds spoken of in legend and myth are thousands of miles inland, in a region known as the Deep Mountains. If Dwarves truly exist- and are not simply humans who happened to be strangely short of stature -they dwell within these mountains, building machines that are powered by raw mana, and put even the greatest human technological innovations to shame. But their existence is a matter of much scholarly debate in Adelstahl, and proving one side or the other correct would be virtually impossible.
Third is the continent of Tagesh-Tul, where the savage Ork is said to live. Stories of this species are more suitable for frightening children than anything else, as they are believed to be flesh-eating marauders who lived only to kill. Most of the stories of Orks predate even the First Age, as it’s said that the war that preceded the Sundering was between an alliance of Men, Elves, and Dwarves against the forces of a vaguely-described Dark Lord and his army of Orks. Whether any of this is true at all is unknown, as there are no proper recorded histories of the time before the First Age, only stories. However, travel to Tagesh-Tul is just as proscribed as to the Far Continent or Prash- not because it’s impossible to reach, but because no ship sent to those lands in the past two thousand years has ever returned.
Fourth is the continent of Szel, where a variety of smaller human kingdoms are located. This continent is the closest to Elichor, and some of its nations maintain trade relations with both Adelstahl and the Chélidione. However, this represents only some half of the continent- the rest of which is dominated by a ravaged region known only as the Deadlands. None dare travel there, and those fool enough to make the attempt are not long for the world. But many fear that whatever dwells behind the walls that separate the Deadlands from the rest of Szel will not be content to remain there forever.
The Story.
Though the present day is notionally a time of peace, it is by all accounts a tenuous one. Adelstahl is on the brink of war. House Blackacre’s defiance of the Throne has come to a head, and banners are being called. Loyalties will be tested, and blood is sure to be shed. Tensions have risen between Adelstahl and its northern neighbors, the Vaskul who have historically seen Adelstahlian merchant vessels as ripe targets for piracy. The Knight-King of Chélidione sees Adelstahl’s internal strife as weakness, and rumors have it that he’s readying his armies for war.
Worst of all, there are whispers, rumors, tremors in the very fabric of things- all of which point to only one conclusion. The Blightfolk are soon to return. A second Harrowing is nigh. Many fear this could mean the death of all magic, the barest remaining vestiges drained from the world, leaving it a colorless, lifeless place. But some dare to hope against hope that if the Lightless Ones can be defeated, the magic they stole might return to the world.
The Second Age is coming to an end, that much is certain. But whether the Third Age is one of magic, or one of metal... that is for you to decide.
OOC.
Call the Banners is not quite a traditional RP. While players are free to write individual characters that are simply small parts of the wider world, they are encouraged to instead take a bigger role. After all, the future of Luxidor is yours to shape, and it takes more than just a man to decide the course of history. From one of the mighty Great Houses to a diplomatic delegation from a far-flung nation, it’s within your power to wield significant political and military might.
While the above description of the world is light on details for any of the non-human species, such beings do exist within this world, and you are welcome to play as any of them. Necessary lore will be distributed to anybody curious about playing as an Elf, Dwarf, Ork, or any number of other potential species- and if we haven’t accounted for them in our lore so far, we’re more than happy to work them in somewhere. If you want to create a new Human kingdom, you're also welcome to do so, although for the most part we'd expect them to be located on the content of Szel, rather Elichor, to explain why the characters from Adelstahl and the Vaskul lands aren't as familiar with them.
If anybody chooses to write as a member of a non-human species, the full lore for that group will be released publicly once they have established themselves in the RP itself. However, the main ‘action’ will be centered almost exclusively on Elichor, and the Kingdom of Adelstahl in particular. I (Orph) will be controlling the Vaskul, but specifically a group of them that have traveled to Adelstahl. Likewise, if a writer wants to write as a group of knights from the Chélidione, or even an Elven warband from the Far Continent, they should have a good reason for being in Adelstahl. Obviously, we’re happy to work with writers to come up with those reasons, but ‘they just felt like hanging out there’ isn’t going to be considered valid.
Besides the polities and factions detailed above, players are free to create their own groups, whether they are vassal houses or smaller nations, and potentially even larger ones, provided an appropriate amount of effort and commitment to the setting is provided. All player-created factions larger than a single character are subject to GM approval (DM orph_ and jack.law on Discord for details).
Here are some examples of different groups and factions you might play as. Some will be largely confined to the political or military side of the RP, while others would have opportunities to do both.
Representatives from the Merchants’ Guild, attempting to seek influence with the crown and the Great Houses (exclusively political).
A mercenary company on the front lines of the battle (exclusively military).
Agents of the Royal Inquisition seeking to solve mysteries within the capital (political, but with a side of combat).
A fanatical religious organization attempting to spread its influence (political and military, with preachers in the capitol and crusaders on the front lines).
These are just a few of your options, and we encourage you to get creative.
Individual characters will still require GM approval, but the process will be much more lax- effectively just a check to make sure nothing about them breaks the setting’s lore or rules. Anything beyond that will require a bit more scrutiny, but rest assured, our personal philosophy is to err on the side of ‘yes’ before ‘no,’ as we have no desire to see anyone rejected, or their entrance delayed. We will also not be enforcing any kind of style guide- character and faction bios are free to take whatever form the writer wishes, as long as the basic relevant information is conveyed in a concise and legible manner.
While all are welcome to get involved at precisely the level of commitment they feel comfortable with, we would encourage prospective writers to be ambitious. Writing a single character will reduce your ability to interact with the world, as getting between locations requires days or weeks of land or sea travel. But if you’re writing even a smaller vassal house, that means you could have both knights on the battlefield, and nobles in the capital competing for influence with the High King.
Finally, don’t hesitate to DM us with any questions, concerns, or simply ideas you might have for how to make this world more interesting!
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