World Setting

I. World Setting

II. Interactive Excel History Timelines

III. Religion & Science

IV. Individual Faction Settings

HEY THERE! THIS IS AN OPTIONAL PAGE, BUT HIGHLY RECOMMENDED FOR IMMERSION AND CHARACTER INSPIRATION!


I. WORLD SETTING



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Gil'ead is a world not unlike any other; it is incredibly diverse in language, culture, and conflict. Technology and setting varies as well, of course, ranging from the tribal pack structures of Khogate's Dire, to the medieval monarchy of Svalbard, and to the near-steampunk ingenuity of Ballasburn. The setting of our world is vast and always changing; as all should be.


BOARD TYPES: THE CLAIM, THE DISPUTED, THE UNCLAIM, THE UNKNOWN


The Claim is the affectionate term for territory governed by one or more nations in a relatively-peaceful manner. Areas tagged with this are more likely to be policed by authoritative NPCs like knight and guards who may spawn in response to crime or conflict, as well as simple quest-bearing civilians that turn up small rewards for those who complete them. These places can be considered relatively safe unless their allegiance is one hostile to the nation that the area belongs to. Typically, however, nothing will happen as long as said traveler does not draw attention to themselves. Claimed areas can only be taken over by another nation via a full scale war[?] or an agreement to turn over property.


Disputed areas are potentially dangerous between people of both or all nations disputing said area. The amount of skirmishes that occur in these areas between people of opposing nations is the highest of any area type. Unarmed travelers tend to avoid these places lest they get caught in crossfire battle. Disputed areas have shaky ownership, and can be taken over by another nation via multiple successful turf wars[?] between characters in those nations.


The Unclaim is an (un)affectionate term for unclaimed areas. More than simply unclaimed, these areas usually have some reason that they have been largely untouched from the explained to the unexplained. The Unclaim is severely dangerous due to wild animals, Rogue presence, zero authority NPCs, and are often affected by some varying degree of Blackening[?], which may or may not affect the potency of one's Magic and sanity. A gift and a curse, because there are no laws here—at least, none that have been written. The quests and NPCs found here are far more severe and play for keeps—be wary, and don't accept what you aren't strong enough to accomplish. Not to worry, though, warnings will be placed on a quest or NPC so that you know ahead of time that there's no going back.
The Unclaim cannot currently be claimed. Only a fool would want these lands.


Strange places seem to blink in and out of existence for reasons no one understands. They cannot be claimed nor disputed, and appear to choose when and how and for who they are accessible.
No one can tell you much about these.


II. HISTORY TIMELINES


History throughout Gil'ead is separated by 3 Interactive History Timelines.

01. THE ORIGIN TIMELINE

THE ORIGIN TIMELINE, which details the rise of Humans and the creation of Dire and Eximius. Also known as the Race Conflict segment of history, and is the most unanimously-known piece of history around the world. Crucial to understanding the dynamics.

02. THE MAD KING'S TIMELINE

THE MAD KING'S TIMELINE, which details the events leading up to and resulting in Svalbard's Great Fall and the subsequent, temporary, freedom of Dire and Eximius from Svalbardian persecution. This timeline is a compiling of Dire V1's in-character events, which are canonically known to have happened in recent history. Highly recommended for immersion.

03. THE PRESENT DAY

THE PRESENT TIMELINE, which details all crucial events leading into Dire V2 (Year 0) and throughout the story the community writes. Highly recommended for immersion and keeping up with the landscape. This timeline will be added to as events take place.


III. RELIGION & SCIENCE


01. RELIGION: THE OLD GODS

Belief in the Old Gods was once an all-encompassing affair due to inquisitions and their resultant crusades, carried out by the largest Gil'ead nations. Among them was the infamous Svalbardian monarchy, The Unconquerable. While many cultures commit to the existence of these higher beings, the beliefs on what took place and which of those Old Gods are true patrons of the people vary sharply across the world.

As these concepts have been used to build many cultures long ago, whether someone is a believer or nonbeliever does not typically negate their understanding of the Old Lore. Because of this, a nation or person's choice in Old God is almost instinctively used to determine their intentions by others even by nonbelievers.
There are said to be a great many Old Gods, and their introductions vary between Human-centric religion and Dire-centric or Eximius-centric beliefs, but the most well-known legend detailing the Old Gods is the Human-written Book of Cournisia.

THE OPTIONAL LORE EVENTS OF THE COURNISIA CAN BE READ HERE.

02. SCIENCE: MAGIC, REINCARNATION & EQUILIBRIUM

The most popular belief system in Gil'ead is and has been Reincarnation on the principle of conservation of energy, something that has been tested by other more physics-based means of simulated replication. Energy passes from one object to the other, heat is converted to movement, and death of one transfers the nutrients to another. By this proven logic, reincarnation is believed to follow the same principle as Magic-able living beings die and pass their borrowed energy back to the earth where it belongs. For many, this is separate from the belief in the Old Gods; a far more scientific explanation for the unexplained that still racks the minds of great Human scientists.

The Blackening, a symptom of Magic Overuse, has vastly (but unfortunately) contributed to this hypothesis of Life, Magic & Reincarnation. Excessive use of Magic throughout history has led to mass extinctions and unrecoverable ecosystems throughout Gil'ead, but primarily where the largest Human nations settle and has led to the Dire Extinction event. More dangerously, it has also been supposed that mass killing would reverse Blackening effects by this logic.


While not much can corroborate or deny the idea of Equilibrium, this theoretical idea is supported by the things that have been observed.
The hypothesis of Gileadian Equilibium states that as any one entity becomes more demanding-be it a person, a nation, or the like-forces beyond them will grow undoubtedly stronger and stronger to counteract and eventually overthrow them.

...On Earth, we call this Karma.


IV. INDIVIDUAL FACTION SETTINGS


As the races of Gil'ead continue to settle after the Conversion and Blanchard Events[?] respectively, the divide between their nations only grows more profound as their nations pose better threats to their once-captors. Still, with peace at least in their own backyards-for now-the glaring question remains: how will the Blackening of Gil'ead be reversed?

As petrification of trees and pollution of dead seas spread across forests and rivers, the greatest of minds around the world attempt to crack into secrets they've not yet scraped the face of. The more immediate threats of war, betrayal and siege between nations have forced this common threat onto the backburner for most of them. Will that ever change?

In the interim of shrewd tactics and distrust, unexplained things have been taking place beneath the curtain of politics. As of 02.08.20, Year 0, the mini plots of Gilead's factions are listed below. Only time will tell how the world reshapes itself.
Keep up with the Present Timeline to know how the world is faring thus far.

HEY THERE! THE MEAT OF THE INFORMATION ABOUT THE NATIONS ARE IN THE NATIONS GUIDEBOOK TAB!
IT'LL TELL YOU MORE ABOUT WHO'S WHO!


01. SVALBARD SETTING

Svalbard's new Queen, the last remaining heir to The Mad King's throne, has returned from the exile pressed upon her by the stand-in King who usurped and killed her father, Fenrir Forseign. In Svalbard's time of need, kingless and defeated for once in history[?], the thought-to-be dead Princess returns relatively…unharmed, from The Unclaim.
And different. Utterly different.
But nevertheless, she appears ready to lead.

02. BALLASBURN SETTING

After the war that temporarily released Svalbard's grip from the throat of Gil'ead, Ballasburn has taken the short breath of time to swiftly restructure itself. Known for their ability to do many great things in a hair's amount of time, this has been no different for them.
No longer in need of the wrathful warmonger who sought to end Human majority with genocide and therefore led the charge against Svalbard, joined by Dorsum and Khogate's forces, Ballasburn has collectively impeached the infamous Sullivan Renepault from her post and taken up their old election method of democratic voting once more. With 4 Speakers acting as a single voice, where do they lead the Glorious Ballasburn in contrast to The Brass Hammer's legacy?[?]

03. KHOGATE SETTING

With Svalbard's loss of The Highway and Dorsum's declaration of freedom from Svalbard during the most recent war[?], the Holy Land of Khogate has been able to thrive without fear of Svalbard's nearby grip via Dorsum.
Able to focus without the looming threat of Svalbardian global genocide, many within Khogate have begun to turn to their leaders and pose the question: what can be done about the Blackening? As proclaimed reincarnated descendants of the Old Gods, the holy people of Khogate take up the weight of that duty.

04. DORSUM SETTING

Dorsum has earned its freedom in the plight against Svalbard, an unexpected declaration of freedom from the gripping diarchy that abused it for its agricultural background. The Viceroy has become their own leader, and the people have become free to act without a distant list of laws to follow.
There is of course caveat, however. Without the heavily-experienced Svalbard to lead them through politics, and without the immeasurably large military force to defend them by proxy, Dorsum leaders must not only build their defenses quickly, but they must establish themselves in politics to ensure their safety. After all, the world knows them as Svalbard's left hand. Without a means to back that up, protecting themselves from figures who still despise them is..tricky.

05. GIRUVAGA SETTING

Giruvaga has come across a cold, but intact, egg of unknown origin. With dragons long thought to have been the first victims of Blackening Extinction, most speculation among them has been put to rest concerning that possibility. Even still, despite their best efforts to hatch it going to waste, the Giruvagan vikings keeps this large peculiar treasure all the same.

In the meantime, Giruvaga has found an unlikely ally boarding their island shore: Ballasburn's impeached warmonger. While seemingly disinterested in battling its leaders for supremacy, any mixed opinion on the warmongering machine is understandable: after all, The Battle of Vanderhal[?] was led by her...and Giruvaga was its target.
She offers particular tactics to the growing viking nation, however: is it worth burying the hatchet?

06. CORZYA SETTING

Corzyan pirates have recovered a strange relic from a fateful deep dive into the Kasiean Sea. There are rumors that its discoverers were led to it by a voice, but no replication experiments have been successful in getting the artifact to speak again.
Despite this, the prized relic is sought after by many hungry eyes. Dare they pilfer it from the merciless pirates and their leader who keeps it on their person at all times?

07. SNELANDIA SETTING

Having largely been uninvolved with the events on the mainland[?], Snelandia continues instead to battle its age-old dispute with Corzya, who consistently pilfer, traffic and sell their indigenous, lesser protected people to royals around the world. Like snake and mongoose, Snelandia and Corzya have been consistently at odds since either of their births.
In addition to this, Snelandia must consistently balance the relations with its own two halves, as both Providences are ruled by a different Dynasty. The more the dynasties are at disagreement with another, the less able they are to focus on other mounting crises…

08. THE WEYRS SETTING

With the last documented sightings of their people having been when the dragons were said to go extinct[?], the nomadic Weyrans have been thought, as well, to have lost their means to survive The Unclaim and have perished.
However..sightings dot throughout Gil'ead once more, growing as time goes on, although many doubt the eyewitnesses.
If what they say is true, are the dragonkeeper nomads rebuilding themselves to former glory? And if so, what are their intentions?

09. ROGUE SETTING

The death toll tallied up by The Unclaim has drastically increased in recent years. Whether those numbers were simply under reported, Svalbard's loss of The Highway has led to an increase of danger, or if it's caused by some other reason-who can say?
The sightings of Rogues has certainly increased with the discord among nations, but most importantly, many groups' level of coordination and intent appears to be drastically increasing in some areas. It's almost as though something beyond basic avarice has stepped in to guide them.