A lost land of old clans, broken villages, blood debts, warlords, forgotten gods, and history that refuses to stay buried.
Old Voldonia is not a kingdom anymore. On Piastan maps, much of this region is marked as the “Voldonian Marchlands”: a disputed borderland, officially claimed by Piast, contested by Brimland and long abandoned by The Kingdom of Erindor.
But many local families, clans, and villagers still call it Voldonia.
To them, this is not just a border region. It is an old land with its own history, identity, wounds, promises, and powers. The rivers divide it, the clans remember it, the villages endure it and the warlords claim it.
For Erindor 7: Blood of Voldonia and the events that follow, choosing a character connected to Old Voldonia places you directly in the heart of the current story.
Why choose Old Voldonia?
Choose Old Voldonia if you want your character to be tied directly to the main conflict of the coming events. A Voldonian character may already care about the land, its clans, its villages, its old powers, or its future. They may have suffered under the warlord’s rule, are part of one of the old clans, protected a village, fled a blood feud, carried old rites, or believe that Voldonia should rise again.
The Old Clans
The old clans are the living memory of Voldonia.
They remember stories from before Piastan maps, before Brimland claims, before foreign powers decided what this land should be called. Some clans still dream of restoring Voldonia’s former glory. Others simply want to protect what little remains of their blood, land, and traditions.
Clan life in Voldonia is rarely clean or peaceful. Old alliances, marriages, betrayals, curses, and blood debts shape how people see each other. A stranger may forget an insult after a night of drinking, a clan may remember it for generations.
A character from the old clans might be a loyal heir, a bitter exile, a ritualist, a clan warrior, a messenger, a hidden child of an old bloodline, or someone sent to seek allies to restore the land. To be of the old clans is to carry history on your back, whether you want it or not.
Clan Zawisza
Clan Zawisza is closely tied to old rites, village protection, spirit work, healing, witchcraft and the kind of wisdom outsiders often fear before they understand it.
To some locals, they are protectors: the ones people go to when priests fail, lords do not listen, and something old has gone wrong in the land. To others, they are dangerous witches whose influence reaches too far into things no one should touch. Their people are connected to old customs, family bonds, quiet rituals, warnings, herbs, charms, grief, and survival. They understand that faith in Voldonia is rarely clean. Sometimes protection has a price, sometimes mercy does too.
A Clan Zawisza character may be a witch, healer, protector, ritualist, clan relative, apprentice, guard or messenger, or someone raised near The Babushka’s people. Choosing Clan Zawisza places your character close to the old spiritual heart of the region.
Clan Mokosh
Clan Mokosh is feared across the region.
They are a clan of blood, strength, pack loyalty, old rage and brutal rites. Many stories describe them as violent, dominant, and dangerous, but reducing them to simple monsters would be a mistake.
Clan Mokosh has its own laws, leaders, loyalties, wounds, and sacred truths. They value primal strength, loyalty to the pack, endurance, and the power carried in blood. Their enemies call them cursed, they call it a blessing.
Their conflict with Clan Zawisza runs deep. No one agrees on how it truly began, only that it has lasted for generations and that both sides remember enough pain to keep the hatred alive.
Recently, Clan Mokosh has become more active. Villages whisper of raids, missing people, unsafe roads, and forests that feel more hostile than before. Some say they have allied themselves with The Warlord. Others say no one truly commands Clan Mokosh except Clan Mokosh.
Players can create characters connected to Clan Mokosh, but this should always be discussed with the crew first. It is a powerful choice that places your character close to danger, faction tension, and the darker side of Voldonian bloodlines.
The Villages
Not everyone in Old Voldonia belongs to a great clan. Most people are villagers, fishers, farmers, hunters, ferry workers, charcoal burners, herbalists, traders, shrine keepers, or ordinary folk trying to survive while powerful people make the world more dangerous.
Nearby settlements include Zeleny Brod, a muddy riverside village known for fishing, ferry work, reed-cutting, and people who hear too much from travellers on the water.
Dobrava is a poorer farming village of grain, goats, cabbages, old fences, too many graves, and people who quietly seek help from the old Clans when priests or local rulers fail them.
Cherny is a woodland hamlet of hunters, mushroom gatherers, and people who know better than to speak too loudly about what lives in the trees, they are a private poeple and deeply spiritual.
Brovi was a small fisherman’s village by a narrow river, just deep enough for small boats and just important enough to be noticed by the wrong people. Verry recently it was raided by combined forces of the Warlord and Clan Mokosh, the reason why and how manny survived this raid is still not clear.
A village character is a strong choice if you want to be grounded in the land without belonging to one of the greater clans. You may know local paths, rumours, fears, customs, and names outsiders have never heard.
Mszar and the Mszarniki
In the far west of Voldonia lies Mszar, a strange marshland wrapped in mist, old stories, rare herbs, and rumours few outsiders fully believe. Most people describe Mszar as an impossible swamp: dense, ever shifting, difficult to enter, and harder still to understand. Its people, the Mszarniki, are often seen as strange even by other Voldonians.
They are known for barter, unusual customs, mysterious plants, and a deep connection to forces many outsiders dismiss as fairy tales or superstition. They do not easily explain themselves, and even when they do, people often remember less than they should.
Mszarniki culture is shaped by old agreements, names, hospitality, misdirection, and the belief that every exchange has meaning. Gold and silver mean less there than a useful object, a favour, a promise, or a carefully worded deal.
A character from Mszar may be a trader, wanderer, herbalist, March-Warden, strange diplomat, fey-touched survivor, or someone who understands that the world is never quite as solid as others pretend.
Mszar is a good choice for players who want mystery, strangeness, old bargains, and a character who feels slightly out of step with ordinary reality and is into some Fey shennanigans.
The Warlord’s Shadow
Much of the region now lives under the growing shadow of a self-proclaimed warlord.
No one truly knows who he was before he took that title. Some call him a tyrant. Some call him a butcher. Others, more quietly, call him the first man in years who has dared to claim the land openly and act as if Voldonia really matters, the first one in decades to finally step up against the chaos and lawlesness of the land.
Many villages pay tribute to him for protection. Some do so out of fear. Some because refusal would bring ruin. But others believe his rule, harsh as it may be, is still better than being left at the mercy of Piastan officials, Brimland invaders, raiders, monsters and rival clans.
His followers are not seen as common bandits. Rumours speak of oath-bound Wardens in dark armour, disciplined and grim, appearing before villages fall silent, kneel, or burn. They are said to serve not merely for coin, but out of conviction.
To his enemies, the Warlord is replacing one oppression with another. To his supporters, he is the only one strong enough to push back against foreign claims and force the region into unity.
Both may be true.
Choosing a character tied to the Warlord’s rule places you close to power, fear, rebellion, loyalty, and hard questions. You may have suffered under him, paid tribute to survive, served him once or still do, lost someone to his Wardens, secretly or openly support his cause and believe that only strength can hold Voldonia together.
This is a strong choice if you want your character to stand near the political heart of the conflict: not simply good against evil, but freedom against order, survival against mercy, and the question of what kind of ruler Voldonia deserves.
The Forgotten Power
There are places in the old Voldonian forests where people no longer go: old shrines half-swallowed by roots, paths that seem to fade before they reach their destination, and clearings where the air feels heavy and sound does not carry as it should.
Older villagers speak of powers that were once named, honoured, feared, or deliberately forgotten. Some say they were ancient gods, while others believe they were something older and less easily understood. Whatever the truth may be, most people avoid such places, though not everyone has the wisdom or the patience to leave them undisturbed. Some seek strength there, others seek answers. Some hear whispers and mistake them for help. Some believe these old powers were buried for a reason, while others believe Voldonia cannot rise again while its oldest names remain forgotten.
Recently, something has changed. Curious, desperate, or well-meaning souls have answered old whispers and disturbed what had long been left sleeping. Now others are beginning to hear it too: a presence in the woods, a pressure behind the thoughts, and a name returning to the world…
A character connected to these Forgotten Powers can come from almost any part of Old Voldonia. They might be a Zawisza witch trying to understand or contain it, a Mokosh clansman drawn to its promise of strength, a villager whose family once knew the old rites, a follower of the Warlord who sees it as a weapon, a Mszarniki traveller curious about old bargains, or simply someone who heard these whisper…
This connection does not need to be your only allegiance. It can be a secret, a temptation, a family burden, a fear, a devotion, or a question your character cannot leave alone. It can exist alongside another faction, clan, village, or personal loyalty, giving your character a direct link to the stranger and darker side of Voldonia’s spirituality.
This is a strong choice for players who want mystery, old religion, dangerous rituals, hidden knowledge, and the uneasy feeling that what was forgotten may not have been gone at all. Perhaps it was buried for good reason. Perhaps Voldonia needs it back. Most likely, no one will know the difference until it is far too late.
Choosing your place in Old Voldonia
If you want to create a character from Old Voldonia, think about where they stand.
- Do they want Voldonia restored?
- Do they just want their village to survive?
- Do they trust the old clans?
- Do they fear Clan Mokosh?
- Do they owe something to Clan Zawisza?
- Did the warlord take something from them?
- Do the old powers speak to them?
- Are they loyal to blood, land, family, faith, revenge, or survival?
Making a character from Old Voldonia is not a safe choice, it is the choice for players who want to step directly into the current story.