The Kingdom of Erindor
The Kingdom of Erindor has long carried the reputation of being a safe haven for travelers. Its roads are well maintained, its towns orderly, and the patrols of the Erindor Guard are a familiar sight. Strict laws and efficient law enforcement ensure that citizens and visitors alike enjoy a sense of safety rarely found elsewhere.
Though modest in size, Erindor’s focus on education and knowledge, combined with the many political ties woven through the royal bloodline, has earned it a place of respect and influence on the world stage. Diplomats, scholars, and merchants alike treat the Kingdom as a trusted ally.
Yet, this image of safety holds true only within the center of the Kingdom. Beyond the bustling cities and villages lies a different world. The outskirts of the Kingdom are wild, dangerous and almost lawless. Local sheriffs and Landlords do their best, but bandits thrive on lonely roads and monsters sometimes descend upon isolated hamlets. Here, survival depends as much on courage and luck as on the rule of law.
The Order
One hundred years ago, the Kingdom of Erindor was plunged into darkness, chaos, and destruction at the hands of three evil sorcerers. Entire towns burned, monsters were unleashed, and trust in the realm nearly collapsed.
That is where the Order stepped in. Born out of necessity, the Order was created to end this threat and restore stability. From that moment onward, it has ruled with an iron hand, forcing the peace that Erindor still enjoys today.
The Order of Erindor is not gentle, nor forgiving. Its sole purpose is to preserve safety, stability, and obedience within the realm. While the King rules, it is the Order that ensures his laws are upheld without exception.
Within the Order serve three distinct arms:
- Mages of the Schola Arcanis, bound by strict doctrine, their gift of magic is tolerated only when harnessed for the realm.
- Justicars, trained from youth to be the unbending sword of law, relentless in rooting out corruption, heresy, and rebellion.
- Venators, altered through dangerous rites, their bodies and minds reshaped into weapons fit to face horrors no common soldier could withstand.
Membership in the Order is not a matter of personal ambition. Those with rare abilities or cursed talents are claimed by duty, their skills directed toward the Kingdom’s greater good. Power is not theirs to wield for personal gain, it belongs to Erindor.
The Order does not seek to be loved, nor to be feared. It seeks only to be obeyed.
No Way Out
Leaving the Order is not a choice. Membership is a lifetime bond, not a voluntary service.
Desertion is considered treason. Any Mage, Justicar, or Venator who abandons their post and / or breaks their oaths becomes a fugitive, marked as a threat to the Kingdom itself. Their knowledge, training, or powers could be turned against Erindor, and the Order does not take that risk lightly. Those who desert are relentlessly hunted. Capture often ends in execution.
In the eyes of the Order, their life, talents
and service belong to the Kingdom.
We recognize that this is not a lighthearted design. Erindor is a grimdark fantasy LARP, and the uncompromising nature of the Order is part of that world.
How your character responds to this reality is up to you, through defiance, obedience or quiet resistance. But understand this: This is our setting and your actions will have consequences.