The Kingdom of Erindor – Basic Information

Introduction

Erindor is a kingdom rich with history, magic, and intrigue. Below you’ll find the essential background to help you understand the world, its people, and the forces that shape the stories we play.


Geography

Location: Situated in the center of the continent, bordered by neighboring realms and open to the sea through the great river Brim.

Neighboring Lands:

  • Breamor – Inspired by the UK, Ireland, and Scotland.
  • Lorenia – Inspired by Southern Europe.
  • Piast – Inspired by Eastern Europe.
  • Brimland – Inspired by the Netherlands.
  • The Wildlands – Harsh northern territories, home to primitive clans and tribes.

Provinces of Erindor:

  • Everton County – Seat of the King, location of the Lion’s Academy and the Schola Arcanis.
  • Silverwood County – Vast forests, the Questcamp, and the city of Ravencroft.
  • Heartlands County – The kingdom’s breadbasket and largest beer producer.
  • Sunflower Province – Rolling hills, vineyards, cattle farmers, and open grasslands.

Major Cities: Everton (capital), Oakhaven, Ravencroft.


Government & Politics

  • Form of Rule: Hereditary monarchy, led by King Edmund III.
  • Noble Houses of note:
    • House Highmoor – The royal family.
    • House Ravenspire – Ambitious and expanding its influence in the Silverwoods.
    • House Heartflame – Lords of the Heartlands.

Culture & Atmosphere

  • A medieval society with clear class structures.
  • Strong emphasis on honor, family, and loyalty.
  • Outside the cities, life is simple and community-driven, bound to villages and farmlands.

What Everyone Knows

About the Venators

  • Hunters of Monsters: Venators are not soldiers or knights, they are specialists bred and created to hunt unnatural creatures.
  • Mutated and Alchemical: Their bodies are warped by dangerous magical rites and potions. They heal faster than normal folk and can drink brews that would kill any other, but enhance them when needed.
  • Signs of Magic: Every Venator wields simple battle-spells.
  • Feared and Shunned: Commoners whisper about their origins. Everyone knows the rumors: Orphans taken, experiments done, many dead, for a few to be turned into weapons. To speak of it too openly is taboo.
  • Not Quite Human: Their eyes, scars, and mannerisms mark them as something other. People may rely on them, but few ever truly welcome them. Most people get out of their way.

How to roleplay around them:

  • Respect their skill, fear their nature.
  • Thank them when they save you, but don’t share your food or drink, it might poison you.
  • They are trusted to fight monsters, distrusted in all else.

About the Justicars

  • Knights of the King: Justicars are noble-born enforcers of the King’s justice.
  • Warding Against Magic: Their bloodlines and secret rites make them resistant to sorcery.
  • Judges and Executioners: They have the right to judge disputes and to slay corrupted mages on the spot.
  • Truth Before Mercy: They are stern, incorruptible, and will not bend for tears or bribes.
  • Feared and Respected: Commoners trust their fairness but fear their presence. Mages respect them yet dread their judgment.

How to roleplay around them:

  • Show respect: address them as “Ser” or “Lady.”
  • Speak truthfully and briefly, lies are punished harshly.
  • Obey their orders in times of chaos.
  • Bring crimes or suspicions to them, never hide them.
  • Stand aside when they pass, they represent the King’s law.

About the Mages

  • Weavers of the Weave: Mages draw on the five domains — White (Order), Blue (Control), Red (Chaos), Green (Nature), Black (Death).
  • Learned at the Schola Arcanis: Every mage is tested and trained in the Schola Arcanis, located at the capital of Everton, where they are bound by strict law.
  • Powerful but Fragile: They can heal, twist minds, or shatter with a single word — but without mana, they are vulnerable.
  • Chaos is Dangerous: A mage who drains their mana risks corruption: black veins, horns, abominations. Justicars watch them closely.
  • Feared and Needed: People rely on them against monsters and sickness, yet still whisper that magic is a curse.

How to roleplay around them:

  • Show both respect and caution: they can heal, but also kill with a single word.
  • Do not touch their staff, amulet, or hat, these are sacred anchors of power, and most often warded.
  • Step back when they cast, spells can lash out wildly.
  • If you see signs of chaos (black nails, glowing eyes, horns), call for a Justicar at once.
  • Thank them for aid, but never demand magic for your own gain, it always has a cost.