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Content with our overworld lore, with a map sneak preview.

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Development Blog 1 - Lore

Evening all. We thought we would begin our development blogs with some world building and what better way to do that than lore? Over the next few weeks you'll see updates to practically every sub board in relation to lore to bring the timeline to that when the scenario is set - 1303 - however we will begin with one of the most crucial of them all: An Overview of Calradia. This piece of lore is pivotal to display all officially recognised cultures, languages and religions, giving a brief overview to sufficiently understand it. We have recognised that even though much lore was written for DNRP1, we missed out some cultures altogether and areas were not consistent, thus before the launch of DNRP3 we want to ensure all lore is up-to-date and correct. The following lore you can expect to see given an update are the following:

As well as this, in this development blog we will be posting the first sneak peek of our map. Take a look below!


An Overview of Calradia - 1303


(Thanks to Jones for the map art)


Cultures, Languages & Religions of Calradia

Kingdom of Swadia - German, French, English, Dutch. (Language: Common)
Religion: Makerist
Current Ruler: King Harlaus V

The Kingdom of Swadia spans over the central plains and the Mid-Western coast of Calradia and is divided into four primary Duchies, and each Duchy into various counties. The earth of Swadia is naturally fertile and arable, capable of supporting an amalgam of crops without complication. Swadian culture is closely intertwined with that of their southern neighbour, Rhodokkia, as they both share a common ancestral kingdom, the Kindgom of Vlandia, and both share a common semi-mythological founder, Wilund 'the great'. Following the death of King Harlaus IV, the Kingdom has been subject to the rule of an amalgam of men, all of whom were ineffectual in their position, most of their reigns being cut short by assassination, usurpation or other unfortunate causes. The current ruler, King Harlaus V is the fourth son of King Warren, and the Grandson of King Harlaus IV. He ascended to the throne in 1300 following the death of his brother. He is young yet, and naive. He, being the fourth son in a primogeniture realm, never expected to rise to the Kingship, and therefore spent his years pursuing more frivolous activities. The future is uncertain for Swadia, and a consensus on the rule of the young King is yet to emerge.

Kingdom of Nords - Scandinavians (Language: Nordic)
Religion: Makerism among the ruling elite, while the peasantry and much of the low nobility still practice Nordic paganism.
Current Ruler: King Tryggve Thjodolfsson


The Nordic Kingdom is a young one, with their first Monarch being proclaimed just 220 years ago. Since the arrival and settling of their first raiding parties from Jumne, Balion, and other surrounding Isles, their domain has rapidly expanded. Their Kingdom spans the northern coast of Calradia. They are famed for their metalwork, and they sustain themselves fishing the many rivers in the North. Although those ruling the Kingdom of the Nords have long clung to their ancestral religion, they have since, following their crushing defeat in the recent crusade, converted to Makerism under the auspices of their faithful neighbours. These were the terms under which the only remaining sovereign Nordic Jarl following the crusade, and the only surviving son of the mighty King Ragnar, was allowed to be elevated back to the position of King. In the year of 1290, the Nords joined a coalition with the Vaegirs and Western Khuzaits against Swadia, which saw the Nords retake some of their lost lands from the Vaegirs in exchange for joining the coalition, among which was Alburq Castle. Since then, the Kingdom has begun to rebuild its economy and its infrastructure following the devastation of the crusade, and the future of the Kingdom, under King Tryggve and under Makerism, seems bright.

The Tsarsom of the Vaegirs - Slavs and Balts (Language: Vaegir)
Religion: Makerism
Current Ruler: Tsar Martek Byatoslav the Sickle

The Tsardom of the Vaegirs spans the North-Eastern tundra. Its people are a hardy and warlike race in comparison to their neighbours. They are ruled by a Tsar ultimately, with Princes and Boyars being his foremost vassals. Their lifeline is the river Slizk, which allows the Vaegirs to import and export goods through the bay to and from the rest of Calradia. It also allows those positioned on the very peripheries of the Tsardom to engage in trade. The economic centre of the Tsardom is the northern crownlands, where, more so than in any other Vaegir province, agriculture, and trading alike flourish. The realm is rapidly approaching a level of centralization similar to Swadia, much to the resentment of the Tsar's Princes, who seek to maintain their current, generous autonomy for as long as they can. This centralisation has led to the Vaegirs amassing huge power, making them a grave threat to their neighbours, which has led to rising tensions and has made the Tsardom the new powerhouse of the continent.

Kingdom of Rhodoks - The ruling elite: Italians, Spanish (Language: Common). The indigenous peoples of the highlands: Irish, Scottish.
Religion: Makerist
Current Ruler: King Rickard de Broyne


The Kingdom of Rhodokkia covers the hills and mountains to the Southwest, and was once a part of the Kingdom of Swadia. A bloody rebellion saw an end to their mistreatment at the hands of Swadians, and the creation of the Kingdom of Rhodokkia as we know it today. The majority of Rhodokkian land is rocky and mountainous, with only the toughest of crops and livestock being raised there. Between these mountains lie great valleys and glens, where sheep dot the hillsides and graze all year round. The agricultural centre of Rhodokkia is their lands on the southern bank of the Ludistrum, separating them from their old masters, Swadia. Rhodokkia is famous for its siege defence, its effectiveness proven by the futility of the Swadian offensives which each collapsed against Rhodokkian walls early in the rebellion. No army has since marched on Rhodokkia. The Rhodoks differ from other Kingdoms in the sense that they elect their Kings from among the most prominent among the nobility.

The Tribes of the Khuzait - Mongols and Turks (Language: Khuzait)
Religion: Shensune (The Spirits)Current Rulers:

Hanjiru Tribe (North): Bultger Khan of the many sons
Shigozen Tribe (Central): Gantulga Khan
Taejin Tribe (South): Horkhudagh Khan


The Khuzait territories span over the eastern steppe of Calradia, the borders of each tribe-owned land ever-changing between the three major tribes of the Khuzait - the Shigozen, the Hanjiru and the Taejiin, who are in an almost perpetual state of war. The Miragai are a smaller, independent tribe that roam the steppes. Civil wars have broken out between these tribes, often orchestrated by the foreign interests, hiring one tribe to kill the others' leader in exchange for wealth or property. In recent years the Khuzaits have extended their influence into the Tsardom, their sights likely set on Nelag castle and Shulus, looking to gain access to the great Slizkh river, therefore securing access to trade with the rest of the continent. In the past 20 years, the expansion of the Shigozen tribe and the razing of Halmar in 1301 has seen utter chaos descend on the Taejin tribe, many of whom have opted to flee the Steppe altogether.

Sarranid Sultanate - Arabs (Language: Sarranid)
Religion: Aserism
Current Ruler: Sultan Faadi of the Banu Hulyan

The Sarranid Sultanate is a confederation of semi-independent states who each recognise the Sultan as their spiritual leader. These people, known as the Aserai, inhabit the great Nahasan desert, and have carved a great civilisation among the oases and mesas of the desert. They are bound by a sacred covenant, Balkhadir zIyakis, to support the Sultan in times of war. In return, the Sultan promises to only interfere in the business of his Sheikhs if it concerns foreign policy. Their nobility consists of seven tribes, which have inhabited the land for centuries, each tracing their roots to one of the seven sons of their patriarch, Asera. Famed for their art and science, Aserai scholars have for years spearheaded the fields of mathematics and science, not restricted by the same reins of religious regulation that bind Makerist scholars.

Kingdom of Balion - Anglo-Saxon (Language: Balish)
Religion: Makerist
Current Ruler: King Cynsige the young


The Kingdom of Balion encompasses a plethora of islands found a 10-day voyage west of Calradia. Inhabiting this island are a people known as the Balish, which are a mix of Jumnish settlers and the indigenous people of the isles. It is divided into four main earldoms, and each Earldom into several Burroughs, baronies, and bishoprics. The foremost of these Earldoms is the Earldom of Corrib, which seats the King of the isles. The isles are mostly infertile, despite a small area of land located on the outskirts of Luringsford. The North is covered in mountains and is also in a thick blanket of snow for at least half of the year. The southern coast and midlands of the isles are marked by expansive swathes of green hills, but alas the soil on these hills is thin, and not optimally suited to the cultivation of arable crops. From the mountains run a series of rivers that drain the land, the most notable being the 'Tonild', which drains the lowlands surrounding Luringsford, before flowing into the Bay of Corrib.

Tribes of the Jumne - Pre-Migration Scandinavian People (Language: Jumish)
Religion: Wekind (Nordic Paganism)


The isles of Jumne, which number some 17, are situated to the north-west of the Balish isles, being a 15-day voyage from Praven. The Jumnish isles are ruled by various sovereign chiefdoms, each chiefdom comprising a plethora of smaller tribes. These chieftains are regularly at war with each other, and the territories under each chieftain's domain remain entirely dynamic. The isles themselves are incredibly rocky and infertile, meaning that the inhabitants, who are a naturally hardy people, relying mainly on fish and livestock to sustain themselves. Annually, these tribes strike out on raids, mostly to Balion, with some of the more brave chieftains and warlords attacking along the Calradic coast. These raids are generally temporary, and once the raider's appetite for booty has been satiated, they return to their homes. Sometimes, however, they opt not to leave, settling the lands in which they land, such is the origin of the Kingdom of the Rhodoks. Every sensible Calrad or Baliite fears the Jumnish raiders and their brutality.

Major Religions of Calradia

Makerism


Makerism is the official faith adopted by five sovereign Kingdoms, the Vaegirs, the Swadians and Rhodoks, the Balish, and most recently the Nords, showing the Maker to be a more successful conqueror than any Emperor or King contained within the annals of history. Makerism is championed on earth by the Grand Bishop of Lieschwill and his subordinate clergymen. The Grand Bishop swears fealty to no man and rules over a realm of his own, which is spread over five Kingdoms in the form of Bishoprics and Archbishoprics.

Orthodox Makerism preaches that one should abide by the six cardinal virtues which were gifted to humanity on two occasions, which are known respectfully as the first and second coming of the virtues. They worship the Maker primarily but also his 6 most senior prophets, known as the Saints of Salantium. Each Makerist, upon coming of age, vows to abide by one of the six virtues to abide by for his life. To break this vow is a grievous sin, the consequences oft times being extreme. Makerists believe that if they abide by their virtue for their life, they will be granted ever lasting life in Maruvium, and if they do not, they are cursed to dwell in Ecagua for eternity. Their divine scripture, which records the visions and teachings of the Salantium Saints, is known as the Liber Bratore.

Wekind (Nordic Paganism)


Nordic paganism is practiced mainly in the Jumnish isles, but also among the common folk inhabiting the Kingdom of the Nords, although the ruling elite of the Nords have converted to Makerism and taken their virtue and name. Although all practitioners of Wekind share a common general pantheon, smaller cults do exist from community to community. A petty God that is worshipped in Jumne may not be worshipped in Tihr, and vice versa. There is no central organisation in Wekind, nor a doctrine by which worshippers must abide. Local priests, or Gothar, served as the link between the will of the Gods and humanity, which they interpret by various means such as haruspication (the examination of a sacrificed animal's entrails) and also by inducing a state of euphoria by the consumption of sacred mushrooms and plants. Sacrifice also plays a large part in their worship, both human and animal. Votive offerings and libation are also characteristic of Wekind worship.

Shenshune (Khuzait Paganism)


The Khuzait people follow Shensune, or simply known as the "Spirits." Shensune is simply the belief that one must be in spiritual balance and harmony to live a healthy, joyous and fulfilling life. There are three spirit types: Spirit of Man, Spirit of Nature and Spirits of Ancestors. The balance of one's spirit is done through a shaman, who is believed to walk through the physical world and the spirit world, joining the two. Each person and animal is born with a spirit. The health of one's spirit determines the health of their mental, emotional and physical self. If one's spirit is not in harmony, one is more prone to fall into despair and more susceptible to illness. The spirit of man can be torn apart from their physical body, leading to having a lost spirit. Spirits are capable of abandoning one's body when there is fear and trauma, whether physical or emotional. The spirit of man must be called back by a shaman in a ceremony that the Khuzaits call "jiashen." If one does not reunite with their spirit, they will never be able to feel at peace. The spirit of man can also be weakened if the spirit does not align with the individual's given name.

Aserism (Nahasan Paganism)


Those inhabiting the bronze desert, or the Nahasa, known as the Aserai, practice Aserism. Aserism practitioners believe in one supreme being and creator, Asa, and they believe that they are this deity's chosen people, as he led their common ancestor, Asera, from the wastelands of Loktii to the Nahasa. Nature is central to Aserism, especially birds. As it is through these creatures that Asa communicates with his chosen people. Therefore, the only way in which the Aserai are permitted to interpret the will of Asa is through augury. All augury is deemed valid, but signs interpreted through the flight and behavior of vultures are considered most sacred. The religion has a centralized structure and an authoritative doctrine. There is a complex hierarchy in Aserism, with those at the top dwelling north of Burquba in a monastery, where they are responsible for interpreting Asa's will and informing the Sultan and the tribes.

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