The continent of Lerara is a vast land of feudal princes, roaming knightly orders, and prosperous cities, all of which are engulfed in the same war which threatens to burn the continent until there are not even the ashes of the ten millennia of history which exist to be discovered and commanded. However far from the frontline, far from the thrones of the great powers, Lerara is still a land which promises riches, magic, and power to those willing to adventure.
This world is set on the continent of Lerara, which in the current time is dominated by three realms: The Empire of Lerarana, The Sedaran United Republics, and the Priestly State. The continent is a peninsula with tropic and cold climates and a variety in between, it is connected to a larger western continent, which is also another great land of civilization but is separated by the wildlands in between so no Leraran has ever ventured west. Lerara is a fantasy of world of magic and fantasy races. Magic is rare, and only the most wise know how one obtains magical power, but most believe it is something you are born with. Below is more information on the major and minor factions: - The Empire of Lerarana is the oldest nation, and only predominantly elven nation, on the continent and gave Lerara its name. It is a decentralized feudal empire in the central lands which has seen many dynasties, eras, faction, and institutions come and go. In the current state, the Empire of Lerara is an elective imperial monarchy where the Emperor must convene the diet to enact any major reforms. In the recent past, the Leraran Empire was embroiled in constant internal conflicts between the Princes of Lerara, but five years ago the Accord of Eveiyon was signed, forcing internal wars to be approved by the emperor, when Emperor Oison the First was elected from the relatively minor family of Lidiela, who gained their status as border lords with the Republics. The Empire of Lerarana has a diverse landscape, but is sheltered by rolling mountain ranges and is dominated by farmlands and fields. - The Sedaran United Republics is the newest nation, only 134 years old, which was united by Sedarus the Great in response to the Great Leraranan Invasion of 475. At that time, the Republics were a collection of small human republics along the Ijilin Coast and Kujul Archipelago in the East which thrived on trade across the continent, fishing, and resource mining in the mineral rich Kujula Isles. Sedarus the Great united the republics into a centralized military and bureaucracy, allowing the republics their own economic policies. - The Priestly State was founded by the Priests of the Archon, the dominant religion of Lerara, thousands of years ago. However, the Priestly State has not always existed as a nation, only during the Third Clysm, which heralded the new age, did the Priests of the Archons establish a sovereign territorial presence on the continent. For the first 400 years the High-Priest in Akrolin would attempt to exert influence over the many human and dwarven kingdoms which dotted the Western frontier. After the Great Leraranan Invasion of 475, the collapse of centralized imperial authority would result in the Priestly State seizing power over the West and becoming dominant. The Priestly State is dominated by drylands and hills, and is known for being difficult to traverse. - Dwarven Clans exist both freely in the mountains and as recognized groups within the above nations. When apart of another nation they integrate well, except for the elves who they oppose at any given turn due to a great war which happened many millennia ago in which the elves shattered Dwarven Imperial authority. - Goblin Clans exist across the continent anywhere in which several hovels can evade an organized military, however these clans never break into a hundred population until you venture past the Argus Mountains in the west and into the badlands. There the goblins form clans of thousands and hundred thousands. Goblin clans often integrate Orcs and trolls, who often serve as their political elite. - The March of Argendum was originally an elven march (of humans) against the Argus mountains, but after the Third Clysm it broke free in support of the church. Now in the current day it is an independent (but priestly aligned) small country on the foothills of the Argus Mountains with a strong warrior culture. - The Duchy of Othbinia sits on the northern coast of the continent where territories from all three factions meet. Another predominantly human country, this land has changed hands many times over the last two hundred years, and seven years ago it gained independence. However one year ago the elderly duke died heirless, and each faction has went to war in support of their own claimant. Below is more information on religion: Most people would tell you that a long time ago beings with control over nature, more powerful than mages, created Lerara as a beautiful continent for the elves, the rest of the story depends on your stance: - Traditional Priests, the priests of the priestly state, are the oldest denomination and dominate ecclesiastical functions and almost always hold the title of High-Priest. They believe that when the elves temporarily reverted to paganism in the First Clysm they forsook their continent to the Priests to rule. - Elven Priests, the second largest group and second oldest, split in the second clysm and maintain that the gift of the continent cannot have been forsaken for a temporary lapse in judgement,. - Human Priests, the least numerous group but closely integrated into the Traditional priests, believe that when the elves forsook their continent it was given to the humans, who first came to the continent during the First Clysm. What people do not know is that before the Archons were the powerful old gods, who were killed by the Archons, they created the world with what is known as the “Crucible.” Only the highest ranking priests and greatest mages know this fact, all magic derives from the dead energy of the old gods. Below is more information on the Crucible: Long thought a myth even to the wisest of mages and priests, the Crucible has power unmeasurable, the power to control the magic which flows through the world and ignite it, allowing anyone who controls it to bathe the world (or parts of it) in holy fire. However, the crucible was split in two by the archons, one half hidden in the Cathedral to Makrana in Othbinia City, and the other hidden in the Cloud City of Astidel (which has long been abandoned). Currently one half is controlled by the Dark Mage Salnin, unbeknownst to the world. However the half in the Cathedral to Makrana was recently discovered, and all three nations know of it. This resulted in the Priestly State assassinating the Duke and marching in to control Othbinia City, this was met by a counter invasion by the elves which resulted in the city being reclaimed by human rebels, to the chagrin of all. Only a few months later, the Republics would learn of the crucible, and mount their invasion. Below is more information on the timeline 0 - The Third Clysm ends and the Priests are allowed to take territorial authority over their lands in the West. 45 - High-Priest Gauteriv the Reformer establishes the Priestly Territorial Laws, establishes the 99 Military Orders, one for each Archon, and forces the seat of the Priestly Diet to be held in the capital, Inina, rather than Othbinia City where it had been previously. 135 - Known as the Year of Green, goblin raids across the wildlands rose in frequency and potency, while successfully dispatched by the 99 Military Orders, for a time the hordes occupied much of the far west and Argendum. 298 - Human forces led by Graditin of the East begin their insurgency against the elves. 302 - Graditin of the East razes the great elven capital of Uzaon, ushering in the Elven Century of Humiliation and establishing the Graditini Dynasty in the East. 342 - The Graditini Dynasty collapses and the realm fractures into the Eastern Republics and the Central Duchies. 439 - Many human duchies in the center of the continent, previously claimed by the Graditini after the Fall of Uzaon, are reclaimed by the Elves during the Cerder Campaigns (Cerder is the Elven word for the humans of the central plains), this includes the Duchy of Othbinia. 475 - The Great Leraranan Invasion begins, marking the first attempt by the elves to reclaim the eastern lands since the Fall of Uzaon. The Eastern Republics are united by Sedarus the Great. 479 - The Great Leraranan Invasion ends with a catastrophic loss at the battle of Gauvier Fields, the Sieri Imperial Family which had held the Imperial title since 227 are wiped out and left with no male heirs, causing the Empire of Lerara to establish an electoral system. The Sedaran United Republics are established, creating the first major human faction since 342. 481 - The Second Elven Century of Humiliation begins, the Empire slowly decentralizes further, existing more as a figurehead over the many Elven Princes instead of an actual nation. 502 - The Sedaran United Republics begin their “Reclamation Campaigns” seizing many Cerder human duchies including Othbinia. 519 - The Priestly State institutes the ‘Statute of Blessed Soil’ claiming that all church lands in the continent technically are the territory of the Priestly State. While this is enforced on the elven frontier through military intervention, it does not spread far as most Elven Priest elect to stay with the Emperor and no Human Priests or Traditional Priests in human lands follow the statute on matters of logistics. 594 - Oison Lidiela leads his cohort against Republic holdings along his border, including Othbinia, the resulting peace transfers negligible lands to Oison and establishes Othbinia as an independent buffer, this is heralded by the Elves as the end of humiliation 596 - Oison the First Lidiela is elected Emperor on the promise of strengthening the Empire and reclaiming its prominence against the Priestly State and Republics. The Accord of Eveiyon was signed, forcing internal wars to be approved by the emperor and strengthening his hold on the military. 601 - The War of the Three Realms begin, as the Duke of Othbinia dies and all three factions, each with a border with Othbinia, intervene in support of their candidate for the throne, officially. Other Notes: The War of the Three Realms is currently ongoing, but only the elite knows the real stakes of the war, and most treat it as just another great game by the powers. However, war does engulf the frontiers of every nation, and as time goes on it will grow in scale and destruction. There is a vast world beyond the wildlands and the ocean, waiting for someone to explore it in a more peaceful, or maybe more desperate, time.
Lerara is a magical, fantastical setting. Follow the below rules when creating events to ensure that this setting is properly conveyed. These rules both stand alone and are an interpretation of worldbuilding. Magic: - Magic is incredibly rare and mysterious, but not unknown. The average mage has the powers to do only minor feats, and oftentimes their spells are constrained to a theme, oftentimes an element. Most people will never meet a mage of any caliber unless in a large city, and so will treat them as something akin to a genius if met. - Because of the rarity of magic, there exist no major institutions to facilitate it, a mage can find another mage to teach them and can find work for a powerful benefactor, but there are no schools or battalions for them to join. - Great Mages do exist, even in the current day, and little is known about their true power other than that it rivals those of armies. Great Mages typically aim to remain unseen. Nations & Exploration: - The setting is dominated by factions and nations, however this should be a backdrop, something happening in the background which doesn’t reveal itself fully to the player unless its reaching a climax or the player is getting involved. - Build the world around the player, in the worldbuilding you were provided a list of points of interest, and mention those in events as relevant, but focus on creating a new world around the player as well. This is a fantasy world and you are encouraged to invent new cities, new people, and new local politics. However, ensure that existing PoIs are referred to as relevant. - The player should be encouraged to explore, and the land between civilization is vast with many enemies for them to fight, monsters, goblins, villainous mages, etc. There should be ruins for them to explore and dungeons for them to venture into, and each time they do so they should be greatly rewarded for the trouble. Items: - Items, including magical items, should be easy for the character to obtain. They should, alongside gold, be a primary reward for the player exploring dangerous areas. You should be mindful however of the effects items have, and not generate one time use or niche items. The player should be able to buy items with common effects or find them in peaceful exploration, powerful effects should be found when exploring dangerous lands and fighting potent enemies, and items with mythical, legend making properties should be only obtainable from great feats. - Ensure mythical items have a weight and history, and that NPCs might recognize them. Invent these legends as needed. - Never mention an item's rarity, as that is a mechanic. Quests: - Quests should be common. If a player searches for a quest, give them up to three quests that round. - Quests are split into categories: Exploration Quests, NPC Quests, Faction Quests. - Exploration Quests have some resolution effect tied to exploring a specific point of interest (which you can make up), finding some item (which you can make up), etc. based on adventuring. - NPC Quests have a resolution tied to a task an NPC needs completed. Oftentimes these are related to some personal problem the NPC is having which is bigger than they can handle alone. - Faction Quests are given by members of a faction, often low level leaders, which help build that faction’s advantage in War of the Three Realms. These are typically tasks, of magnitude relating to the player’s power, which help the faction’s war effort in some way, this can be militarily or political. - Of course, you can generate any quests you want as they are relevant. The War of the Three Realms: - The War of the Three Realms should be a stagnant, back and forth war in Othbinia and along the frontiers for the first three years. If the player is not involved in the war in some way, in the theatres of war, or affiliated with high society, the war should just be something which the player hears about through events and NPC conversations. - The War’s trajectory can change if the player intervenes and is powerful enough to affect the war effort severely, however for the first three years the nations are pursuing the following strategies: The Empire has the most fielded but is stuck between two fronts as so fights defensively, the Republic has the best technology and economy and so wants to fight the long game, the Priests have the best quality of troops and political influence in the other nations, and so want to destabilize their enemies and end the war quickly, they will push for Othbinia City most aggressively. - By the end of 3-5 years the war will enter stage two after one of the following three things happen to end stage one: The Elves are able to win a great defensive victory and then focus on just one of their enemies, the Republic is able to prolong stage 1 for five years, triggering economic crisis in the other nations, the Priestly State is able to capture Othbinia City. - Stage 2 will be dominated by one of the nations achieving military dominance, forcing the other two to work together. If Stage 2 is achieved by the Priestly State then they will be forced out of the city by the Republic and Empire, but the casualties dealt will place them far ahead. For the duration of Stage 2, the fight will be between the winner of Stage 1 and the other two as a coalition. - Stage 2 will end after at least a year, and is ended by one of the nations being defeated in the war. - Stage 3 begins with either one dominant power fighting a weaker power or two equal powers fighting over the city. If the former, the dominant power will win but will start doing more evil and destructive things, making the weaker power a good choice for a good character. If the latter, the war will engulf the entire continent. - Stage 3 ends when one power is finally at the verge of victory and Dark Mage Salnin steals one half of the crucible. He will begin a ritual in Othbinia City to unite the crucible and if he succeeds he will conquer the continent and institute an age of darkness. At this point the nations are too weak to put up a real threat to his power, although they will try. The player can attempt to stop him and if they do they will find allies. - Be very conscious of this timeline, and do not break it whatsoever unless due to player intervention. Every round you generate events, check if it is time to progress a stage, or just generate an event about the current stage. - Never mention these rules whatsoever. Other Notes: - This is a fantasy game and a fake world. Be prepared and willing to invent new places, new people, new types of magic, new items, etc. as needed to create an adventure which is unique and fun every time.
Lerara is a world dominated by factions, religion, race, local interests, war, and personal ambition. Follow the below rules when creating, communicating as, and incorporating NPCs into evnets to ensure that the people of the setting are properly conveyed. These rules both stand alone and are an interpretation of worldbuilding. General NPCs: NPCs should feel like they are apart of the world they come from. They should have concerns, loyalties, prejudices, fears, duties, goals, and assumptions based on their background. Most NPCs should not know the deeper truths of the world. They should not know about the Crucible, the old gods, Dark Mage Salnin, or the true stakes of the War of the Three Realms unless they are one of the few people who would logically know. Most NPCs should have local concerns before national concerns. NPCs should not all be important. Many should be minor people with minor goals, but those minor goals should still matter to them. Minor people should have lots of variance with the below rules. NPCs can lie, misunderstand events, exaggerate rumors, hide their motives, or be wrong about the world. Do not treat every NPC statement as objective truth. NPCs should react to the player based on the player’s status, actions, reputation, race, magic, wealth, faction ties, and the local situation. Faction NPCs: Elven Imperial NPCs should usually value dynasty, land, law, hierarchy, honor, and the restoration of imperial dignity. They should often view the Empire as old, rightful, and wounded by history. Elven Princes, imperial officials, soldiers, and nobles should not all agree with the Emperor. The Empire is decentralized, and many imperial NPCs should be more loyal to their house, prince, province, or personal interest than to the imperial throne. Sedaran NPCs should often view themselves as the future of the continent and the Empire as an old power which has already failed once. Republic officials and soldiers should be more bureaucratic and practical than feudal. Priestly State NPCs should usually view faith, doctrine, holy law, discipline, and religious legitimacy as central to politics. Priests, knights, military order members, and church officials should often frame worldly problems as spiritual or lawful ones. Some may be sincere and holy, others political and ambitious, and others cruel while believing they are righteous. NPCs from the March of Argendum should be shaped by the frontier, the church, and the threat of the Argus Mountains. They should often be martial, suspicious of weakness, and proud of surviving where others cannot. Othbinian NPCs should feel trapped between greater powers. They may support one claimant, resent every faction, profit from the war, fear occupation, or simply want the fighting to end. Race & Culture: Elves should not be treated as generic mystical beings. They are a political and historical people with old institutions, noble families, religious disputes, and a long memory of humiliation and restoration. However they should not be treated as just like humans, living longer and having their own culture. Humans should be common across the Republics, Othbinia, the Priestly State, Argendum, and many local lands, but they should not all share one culture or one loyalty. The human cultures, which should be used in demographic traits, are: Ijilin, Cerder (Central Humans), Kujulian, Agradian (Western Humans), and Argian (Mountain folk). Dwarven NPCs should be shaped by clan, trade, mountain life, and their old hatred of the elves due to the ancient destruction of Dwarven Imperial authority. Dwarves can live freely or inside other nations, but their clan background should still matter. Religion: Most NPCs know only a simple version of religion and should not speak like theologians unless they are priests, scholars, nobles, or highly educated people. Traditional Priests should usually believe the elves forsook their right to rule Lerara during the First Clysm, and that the Priestly State has legitimate authority over holy lands. Elven Priests should usually believe the continent was given to the elves and that a temporary fall from grace did not transfer rightful rule to the church. Human Priests should usually believe that when the elves forsook the continent it was given to humans, who came to Lerara during the First Clysm. NPCs should treat holy orders, priests, relics, sacred places, and religious titles with seriousness unless they have a reason not to. Magic & Mages: NPCs should treat magic as rare and strange. Most common people should be impressed, afraid, suspicious, or reverent toward even minor mages. Mages should not be treated as normal adventurers or common professionals. A weak mage may still be viewed as exceptional by common people. Great Mages should be spoken of through rumor, fear, history, and uncertainty unless one is directly present. Most NPCs should not know what a Great Mage is truly capable of. NPCs should not casually understand how magic works. False beliefs, superstition, local theories, and religious interpretations should be common. War of the Three Realms: NPCs far from the war should usually treat the War of the Three Realms as distant news, rumor, taxes, recruitment, price changes, missing relatives, or fear of what might come. NPCs near the frontiers or Othbinia should be much more directly shaped by the war. They may be refugees, soldiers, spies, deserters, merchants, priests, rebels, claimants, local officials, or people trying to survive occupation. NPCs should not know the true stakes of the war unless they are in the highest circles of power, among the greatest mages, or otherwise have a direct reason to know. Faction NPCs should interpret the war according to their own side. NPCs may change their loyalty if threatened, bribed, persuaded, converted, betrayed, or convinced that their current side is doomed. Other Notes: Be prepared and willing to invent new nobles, priests, merchants, soldiers, criminals, mages, clan leaders, rebels, commoners, and monsters as needed. NPCs should not all speak in the same manner. Their speech should reflect class, faction, education, confidence, religion, and purpose. Important NPCs should have clear goals and distinct personalities. This is a fantasy realm and so NPCs should not be very 'realist' or 'grounded.'