The Kingdoms of Kambria

 
I loved that I got to know my team before arriving and cried as we all left at the end. Epic.
— Dawn (Summer 2023 Player)

The continent of Kambria exists in an endless cycle of renewal and destruction, established and maintained by the omnipotent power of the Golden Dragon King, who keeps the Kingdoms he rules focused on the games of the Ascension. It is a dystopian world of fantasy and adventure, but one where true Heroes can rise to overcome epic challenges for their Kingdom and people.

It is a world bound by the past…

The Elder Dragons that came to Kambria in the previous era have left a lasting mark on all the Kingdoms of the realm. They claimed parts of the realm as their own to feed off the Essence of the world. This led them to shape the Kingdoms in their own image and, in some cases, create their own race of people born of their magical will: the High Draconian. Today, many generations after the Dragon Wars, the Elder Dragons’ legacies live on in the people they once ruled, and the Dragon Throne influences each Kingdom created from its fallen Elder Dragon.

It is a world defined by static change…

The Golden Dragon King compels the Kingdoms into an endless cycle of renewal and destruction. There are two generations for the Kingdoms. The first is a year of bloody warfare, and Kingdom vs. Kingdom competition called the Ascension. Once the Ascension is complete and one Kingdom is ruled victor, a period called the Tranquility begins, when war between Kingdoms is forbidden. Kingdoms that perform well in the Ascension have an advantage during the Tranquility, as their victories afford them a head start in rebuilding through an array of boons granted by the Golden Dragon King. Throughout the last few millennia, all the Kingdoms have won their share of Ascensions and thus are well positioned to succeed again.

It is a world ruled by fiat…

The Golden King rules Kambria absolutely, using the Ascension to keep the inhabitants focused on Kingdom conflicts and not his rule. His success can be attributed to the power of Beneficence, which enables him to grant others what they desire most, although not always in the way they expect. The Golden Dragon King is aided in his endeavors by the Golden Court. At the end of the Ascension, the High Ruler of the winning Kingdom can ascend to the Golden Court, becoming immortal and joining other past winning High Rulers. The Golden Court members are also ranked by the Golden Dragon King and spend their days embroiled in endless machinations, attempting to outbid one another for the Golden Dragon King’s favor. The highest-ranked court members actively participate in the Ascension, betting on and influencing the outcome to earn favor with their liege and prove their superiority over their brethren. To raise the stakes, court members are honored with a small sliver of the Beneficence magic they can use to influence the outcome of the Ascension to their benefit. The Golden King favors those who use his gift in exceptionally clever or wise ways.

It is a world of adventure…

There are always Heroes in this world, and the Golden Dragon King ensures sufficient adventure abounds in Kambria to occupy the Kingdoms, not just during the Ascensions but also during the Tranquility. Dangerous traps guard valuable treasures, unseen hands weave nefarious plots, and towns and villages are beset by roaming monsters, cruel lords, or magical curses. The Golden Dragon King carefully and cunningly crafts these obstacles to allow all people across Kambria to be recognized as heroes.


Kingdom of Ardmore

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“Ambition. Avarice. Ambiance.”

“Our Venom Runs Deep” 

“Wealth is the envy of all”

Name: Ardmore

Dragon: Sargon’mar, The Great Deceiver, Emperor of Envy, the Emerald Dragon

High Ruler: The King or Queen of Ardmore has a second important title of “Lantern of Serpentis” - making them the Head of the Church of Serpentis (this tradition is authorized by the Golden Dragon King as a gift for Emeraldia’s Loyalty).

Court: The Lords and Ladies of the Emerald Court are noble landowners, military generals, & banking and trade leaders

Military: The military consists of a triad of holy warriors, infantry, and shining knights, the armies of Ardmore fight for the holy Church of Serpentis with tactical vigor and fanaticism. Ardmore’s knights of gold are given superb equipment and weaponry. Known as the Knights of Serpentis they showcase golden armor with gem-encrusted shields while mounted on intimidating and highly-trained war horses. The generals of the Ardmore never cease in their training and study.

Factions of Note:

  • Church of Serpentis. The most influential religious and political faction in Ardmore, the Church manages many aspects of daily life for the citizens and hoards vast wealth. All citizens of Ardmore worship Serpentis, the Golden Snake God of the Mountain or The Golden Dragon King. None worship anything or anyone else.

  • Serpent Bank. The Serpent Bank controls all monetary transactions and trade throughout the Kingdom and beyond and are experts at contracts and pacts. They have an enormous amount of gold stored in an unknown quantity in the most sacred and impenetrable vault in Kambria. 

  • House of Whispers. The House of spies, rogues, and diplomacy, school teaches history, communications, and psychological philosophy in addition to the skills of a manipulator, an assassin, and a master thief. 

  • House of Joy. The deviant, unique, sensational, yet sincere House of Joy is neutral within the power structure of Ardmore because all patronize it for comfort and confidence. Beyond just the earthly physical pleasures found within, the House of Joy also brings a mental counseling aspect to their services for those who need to escape their everyday troubles; they can find an open ear or a potion to forget. 

Citadel: Avair Forta is a complex maze of connected buildings, reflective of the hubris of past high rulers, each trying to outbuild the prior ruler. The centerpiece is the Great Cathedral built beside a mountain with a massive golden pickaxe of Serpentis at its summit.  

Society: Ardmore is the epitome of contrasting opposites; some of the wealthiest and most decadent nobles in Kambria plot and interplay society games in the central city that surrounds Avair Forta, while some of the most impoverished miners, farmers, and herders of the realm live hand to mouth in the harsh mountains working to feed the people with complete faith in Serpentis’s blessings. 

Geography & Ecology: The lands of Ardmore dominate the sharp peaks of the Endwall Mountains in northwest Kambria, a land called Emeraldia. These tree-covered, gold-filled mountains are home to the sure-footed gold ram and soaring ezaika. A labyrinth of tunnels winds underneath the earth, filled with deadly envy serpents and dark and twisted legends. The Ardmorian are some of the best in the realm, able to find and harvest shining hoards for their masters. 

Resources: Gold and gems are unlike anything else found in the realm, including prized rare emeralds eaten and excreted by envy snakes.

Ideology: The members of Ardmore inherently distrust one another due to their greedy nature. They elevate wealth to a sacred status and believe Serpentis, their Undermountain god, sends the gold and gems that flow from their mines. The upper echelons of society include the nobility, the church, and the bankers, who flaunt their wealth with opulent clothing and jewelry, lavish parties, unique art, and risque entertainment. Unseen echelons include the spy networks and members of the House of Whispers who intermingle as they wish, providing their services to others as they hoard untold amounts of wealth. 

Species: Human 

Alignment: Most Ardmorians lean towards a lawful alignment mainly because defying the Church and Bank often ends in extreme punishment. Foreigners see ruling class Ardmorians as neutral to evil, as they are known for hoarding wealth and exploiting the labor of their peasant populace and continue to be under the influence of the magic and legacy of their manipulative Emerald Dragon of ancient.

Colors & Symbolism: Hunter green and gold, snakes, pickaxe, and shovel


Kingdom of Lancastria

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“Pride. Spirit. Legacy” 

“Mercury’s Majestic Touch”

“The Lush Cradle of Kambria” 

Name: Lancastria, the Kingdom of the Pride, the House of 1,000 Spirits

Dragon: Myth’radies, the Mindbreaker, Keeper of the Key, the Mercury Dragon

High Ruler: The Highr Ruler is descended from the royal lineage of the legendary first Queen. High Rulers rule by divine right of birth.

Court: The Dukes and Duchesses of the four ruling families comprise an assembly called the Four Seasons. Lesser Lords and Ladies oversee other aspects of society based on birthright, land ownership, reputation, wealth, and magical ability.

Military: The Kingdom maintains elite, decorative, and deadly combat forces. The Pride is the Kingdom’s elite military, and the Kingdom produces wood as strong as any steel. It’s common in Lancastria to see knights in full plate riding a massive but noble lion, which is an intimidating sight for any enemy on the battlefield. 

Factions of Note: 

  • The Lancastria family: The direct descendants of the original Queen, this family line produces great leaders and nobles who are gifted in magic and manipulation.

  • The Stormus family: Known for their skill in the combat arts, they are responsible for many military aspects of the Kingdom and are known to produce generals and knights.

  • The Magnolis family: With a connection to the land and magic of the Kingdom, this line produces renowned druids and clerics and is rumored to have shapeshifting powers. They have a vast knowledge of the unique magic of the eastern plains.

  • The Vanitus family: An opportunistic and ruthless line, they oversee trade and manage a network of estates and ports. They are masters of wealth accumulation and have many elite entertainers who travel the realm.

  • The Mistwalkers: A special faction of casters and combat specialists, they protect the families from the dark powers of returning spirits of the Old Essentia. They are trained in a secret and secure labyrinth, then patrol the Kingdom lands at night to battle ghosts and rogue spirits.

Citadel: Castle Brightrose is a jewel of tasteful luxury, with ever-present blooms no matter the season. A feast for the senses, it’s a storybook citadel unlike any other in Kambria.

Geography & Ecology: Lancastria is founded on ancient magical fae-strewn lands known for rolling hills of rich farmland and beautiful, shimmering lakes. Blue wisps lure the unsuspecting deep into the woods, while mad rabbits the size of wolves are the scourge of the farms.  

Resources: Produce, herbs, rare potions, textiles, and ornate weaponry

Ideology: On the surface, Lancastrians seem joyful, polite, and forthright. However, manipulation is the mainstay of this Kingdom. Confrontation is considered childish and vulgar. The height of power is to get your way without anyone knowing that was your intent.

Races: Mostly human, with uncommon but present Essentia

Colors & Symbolism: Maroon and gold; a fighting lion


Kingdom of Helfarian

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“Brave the Forge” 

“Tradition Meets Creation”

“Our Pack is Our Nation!”

Name: Helfarian, the Kingdom of the Frost, the Sapphire Storm

Dragon: Snær’farian, Blizzard-bringer, Shield of the North, the Sapphire Dragon

High Ruler: The Helfarian King or Queen is the Chief of Chiefs; they are descendants of Ingunn, Chief of the Wolf Clan.

Court: The Snow Court, also known as the Warriors of the Frozen Table, is composed of nobles descended from leaders of the great clans. The elders of each clan meet four times per year to advise the King or Queen.  

Military: The Helfarian Army is often referred to as the Sapphire Storm. Fighting is a necessity of life in the frozen north. The armies of Helfariann are composed of diverse fighters, rangers, and barbarians with special skills. Hailbringers are experts in ranged weapons and artillery; these expert marksman rain death from above. Ancestor mages are gifted with an abundance of essence and are powerful sorcerers who possess a rare form of blood magic gifted by their ancestors.

Factions of Note: 

  • Warriors of the Frozen Table. Warriors and Clan Chiefs, the Warriors of the Frozen Table consist of nobility and professional soldiers who advise the High Ruler.

  • Experimentalists Guild. Composed of the Kingdom’s best Engineers, Kemists, and Doktors who decided to veer from the traditional paths, they create the weapons, artillery, and healing needed to be successful in battle. They are the bleeding edge of non-magical technology of Kambria’s north. 

  • The Blizzard Battalion. Survivalists with savage fighting skills, they are a boon to lost travelers during the Tranquility and a scourge of their enemies during the Ascension. 

  • Skalds. The historians and storytellers of Helfarian hold positions of honor. It is they who decide who receives laurels after successful completion of the Sönnen Stryk, a rite of passage, and who is immortalized in history and who is forgotten.

Citadel: Ster’Kurandan, now known as the Frozen Citadel, is a monolith of exquisitely crafted stone built into the mountain for which it is named. Intimidating from the outside, the city inside is filled with culture, markets, and peoples known for their wares and hospitality.  

Geography & Ecology: Being the northernmost Kingdom in Kambria, the lands of Helfarian are snowy peaks dressed in evergreens that give way to the tundra of the Frostmoors. Grim wolves, frost lynxes, and enormous ice bears roam the land, allowing the brave to test their skills to fill their bellies. 

Resources: Ore, iron, meat, and novel technological devices

Ideology: The Helfarians are prideful, brave, and loyal to their clans and family. Unified tribes under a common set of values are the cornerstones of Helfarian society. The tribes are generally nature worshipers and draw faith and inspiration from the aspect of nature that unifies their clan.

Races: Human, which includes the Frostmorian humans

Colors & Symbolism: Midnight blue, gray, and silver; a fighting dire wolf


Kingdom of Wyndon

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“Equality. Justice. Honor.” 

“Iron Does Not Bend” 

“Freedom Is Worth the Price”

Name: Wyndon, the Kingdom of the Skies, the Districts of Determination

Dragon: Hazah’lothor the Wyvernlord, King of the Skies, the Iron Dragon

High Ruler: King or Queen, referred to as a King or Queen of the Skies.

Court: The Sky Court is composed of the Barons of each city district, called Baronies, elected by the people of their districts. The Sky Court votes on most political issues and laws, leaving the High Ruler to control the Tower of Justice, the Kingdom’s military, and the Wyvern Caves.

Military: Highly disciplined, the military arts are prominent in the culture of Wyndon. The Kingdom fields mounted knights and is famous for its Empyrean Guard, elite wyvern riders who use powerful recurve bows, and deadly lance strikes. Feared for their accuracy and mobility, they are the only force in Kambria known to have mastered aerial mounted archery. 

Factions: 

  • The Districts. The central city of Wyndon has six districts, each specializing in a specific aspect of the Wyndon economy: Armor, Plow, Coin, Hammer, Sewer, and Library. 

  • The Enforcers of Justice. Ruthlessly controlling rampant organized crime, the Enforcers patrol the city and countryside with carte blanche to ensure that Wyndon’s laws are enforced.  

  • The Wyndon Intelligence League, or “Wyndon’s Will.” Spies and internal affairs officers, they methodically infiltrate influential organizations, including the Baronies, the Enforcers of Justice, and rival Kingdoms. 

  • Herdmasters. One of the most respected professions in Wyndon, they play a crucial role in raising the war horses and livestock of Wyndon.

  • The Disciples of Iron. A small group devoted to the Wyvern Caves and the Flame of Hazah’lothor, the Disciples breed and care for the Wyvern and train people in their art. They also care for the Flame, ensuring it always flows throughout Wyndon forges. Many Disciples are also members of the Lodge of the Eternal Embers.

Citadel: The great city of Wyndon sits atop tall cliffs, and at its center is the capitol, Steadfast Keep, which contains the Iron Throne. Wyndon is a heavily fortified, planned city, built with exacting specifications, including multiple walled districts and modern infrastructure not found in the more ancient citadels and cities of the other Kingdoms. Its sewer network and river connections that run through the city are marvels of urban planning that hide the darker criminal elements in plain sight.

Geography & Ecology: Beyond the great city, you’ll find a diverse land of rolling plains, rich farms, and beautiful deciduous forests nestled in the foothills of the Endwall Mountains. The most spectacular feature is the Iron Cliffs, enormous shear walls of dark gray rock stretching high above the Wandering Plains. Wyndon receives more foreign visitors than any other Kingdom.

Resources: Food (meat), iron, wood, and manufacturing (especially armor and weapons)

Ideology: Freedom is the foremost value for a citizen of Wyndon, and with freedom comes choice. Wyndon is a city with law-abiding, hard-working people and those in the underbelly who seek to take advantage of their freedom. 

Races: Human

Colors & Symbolism: Gray and blue; a steel gauntlet decorated with a rampant wyvern


The Arcadian Dominion

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“The Arcane Guides Our Way” 

“The Stars Shine on Us” 

“Knowledge. Insight. Power.” 

Name: Arcadian Dominion, the House of the Elements, the School of the Seven Towers, the Diamond Dominion 

Dragon: Diamendia the Ensorcelled One / Hydraxis, the Essencebinder, the Diamond Dragon

High Ruler: Archmagus, determined by merit

Court: The Council of the Towers comprises the leader (Magus) of six Towers: Watchtower, Terra, Ignis, Aquan, Ether, and Luxa. The Seventh Tower, the Tower of the Archmagus, is represented by the Archmagus. 

Military: The Kingdom is replete with powerful spellswords and war mages. They are known for elemental damage, whether fire, ice, earth, water, storms, light, or raw Essence, and reinforce their casters with Essence Engineers steering automatons into battle. 

Factions of Note: 

  • The Seven Towers of the Magi. Within Arcadia exist seven great towers of magical power and influence. Each tower has dominion over an aspect of society. 

  • The Watchtower. A secret order that comprises one of the seven  Towers, the Watchtower magi will hunt down any mage who violates the Oath of the Magi.

  • The Disciples of Hydraxis. A group of magic users who follow the dark ways of the evil side of the Diamond Dragon have been twisted by their hunger for power. 

Citadel: Polestar is a city that breathes magic. The white and gold Towers of the Magi sit high on a hill, once the site of a pioneering magic university. The city spreads below, filled with schools, homes, and shops built from stone and timber. Magical inventions, both mundane and spectacular, can be seen on every street.

Geography & Ecology: A land of ancient pine forests, misty meadows, and crystalline streams, Arcadia has all four seasons. From the zephyrs playing on the winds of the rocky coasts to the mighty trees in the deep forests, the land is saturated with the Essence of the Elder Dragon Diamendia.     

Resources: Magic items, timber, herbs, fish, and cold-weather crops

Ideology: Knowledge and power are the foundation of Arcadian society. Due to their competitive and ambitious nature, the Arcadians adhere to strict courtesies based on their ranking and Orders to avoid offense. However, they are all driven by the goal of creating the ideal magical society.

Races: Human and Diamond High Draconian

Colors & Symbolism: White and gold; a six-pointed star


The Gulph Armada

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“Kraken, Hydra, Leviathan”

“Acquisition, Decadence, Peril” 

“The Sea Is Life, and the Sea Is Death” 

Name: The Gulph Armada, the Kingdom of the Kraken, the Aquamarine Admirals

Dragon: Markar’varune, the Lord of the Lost Loch, the Aquamarine Dragon

High Ruler: High Admiral, determined by vote of the Admiral’s Accord based on which captain has the highest wealth. When a High Admiral steps down or ascends to the Golden Court, a new one must be chosen after the Great Hunt, a treasure hunt left behind by the outgoing High Admiral. Whoever finds the treasure usually gains enough wealth to become the new High Ruler. 

Court: The Admiral’s Accord is the formal naval court within the Helm. It consists of different fleet admirals, who are nobles of the Kingdom. Cities are governed by chancellors appointed by the various admirals invested in each city. Chancellors make up a political body called the Anchor of Gulph.

Military: Masters of the sea, the Kingdom boasts a grand armada, which has been the most powerful sea fleet in the realm for countless generations. Their military also consists of fierce swashbucklers and Sea Essentia, who are a powerful force on land and almost unstoppable in the water. The Kingdom protects and defends the depths of the Kambrian sea. 

Factions:

  • The Helm. Made up of captains of Gulph ships and the admirals who lead Gulph’s fleets, the Helm is the core of the Kingdom’s armada, and the success of the Kingdom rests on its leadership and bravery.

  • The Anchor. This faction comprises the chancellors who manage the ports. They turn the naval prowess of the Kingdom’s armada into gold and oversee an almost endless sea trading empire.

  • Denizens of Lost Loch. Essentia who live under the sea, they are expert hunters, warriors, and casters that help the Kingdom commune with the ocean. 

  • Agents of Darkwater. A secret organization that often poses as merchants, the agents collect information throughout Kambria for the admirals and undertake secret missions.

  • The Brotherhood of the Red Brine. An outlaw faction of pirates and sea bandits, they defy the Kingdom’s laws, renounce the Helm, and steal from the Anchor. Afflicted with an ancient curse called Darkwater Fever, they plunder mercilessly and are feared for their ruthless ways.

Citadel: Seaspire is a massive citadel that was built out of the battleship once sailed by Admiral Gulphias, the first High Ruler of the Kingdom. The ship’s deck and hull have been converted into a capital that can withstand the wind, salt, and sand that pummel it, and it inspires as much admiration as any citadel in Kambria. The city built around Seaspire’s location is dominated by its massive port, the largest in all of Kambria.


Geography & Ecology: Gulph Island is a tropical paradise with white sand beaches. But beware of the marshes that dominate the island’s interior, which form a maze that can confound even seasoned travelers. A few visitors may meet a Krakenita in Gulph Gulf, which can be friendly but are more often deadly.

Resources: Manufactured goods, treasure, seafood, sea herbs and rare aquatic plants

Ideology: The people of Clan Gulph are energetic and welcoming. They are likely to solve a conflict by offering a drink of rum before reaching for a sharp saber, but do not doubt their fighting prowess. Although many are not related by blood, the members of the Kingdom are fiercely protective of their own and will not hesitate to defend one another. 

Races: Human and Sea Essentia 

Colors & Symbolism: Sea blue and yellow-gold; an octopus


Empire of Vyr’mithraxe

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“Honor, Fire, Fury” 

“The True Way of the Dragon” 

“Unstoppable Honor Forged in Fire” 

Name: Vyr'mithraxe, the House of Honor, the Heart of the Volcano, the Draconians of Destiny

Dragon: Vyr'mithraxe, the Molten King of Honor, the Ruby Dragon

High Ruler: Emperor, selected based on the highest honor during the Igneous ritual

Court: The Court of Honor, composed of the leaders of each Regiment

Military: Vyr'mithraxe society is highly disciplined and military-focused, with a massive standing army. All factions in this Kingdom are military-oriented and driven by honor, duty, and a sense of purpose. If you’re born into a Regiment, odds are you will be a part of it for life. No Regiment is more or less important than another as they all work as one when the Ascension comes. 

Factions of Note: 

  • Lava Regiment. The vanguard that includes the powerful Kahn’Ra, Ruby Blades, and Ruby Fists, this combat Regiment is the smallest but most elite.

  • Magma Regiment. The bulk of the fighters in Vyr'mithraxe they are highly respected. All paladins are found here and remain accessible to the people. 

  • Ash Regiment. Spies, diplomats, manipulators, and Regiment members conduct their battles in the council chambers and courtrooms while seducing their prey in politics and international intrigue. 

  • Obsidian Regiment. Supplying strategic support and artillery on the battlefield, this Regiment is known for the Molten Sappers who use demonic technology in their explosive creations. Tradespeople and artisans, they are merchants and respected Cauterizers who heal the wounded. 

Citadel: Kor’meum, Heart of the Volcano, is built into the base of the volcano Krak’veltar and continually wreathed in volcanic ash. Made of glossy black obsidian, the spires of Kor’Meum stab the sky in defiance of the harsh land surrounding them. The citadel is a massive fortress that contains much of the Ruby High Draconian population.

Geography & Ecology: Nestled deep in the Firelands, the Kingdom’s ground radiates heat as molten lava slowly flows through the valleys. Huge fields of ash lay between the jagged peaks, evidence of previous destruction. Naklar, lizards the size of wolves, lay in wait amidst the crags to ambush their prey.

Resources: Weaponry and steel, along with rare gasses, minerals, and ore

Ideology: Ruby High Draconians view honor as the highest virtue and are very proud of their culture. They have a strong sense of family that extends to their Kingdom, Regiments, and community. The Firelands are an extremely harsh environment that has driven the Vyr'mithraxe to be very efficient. Each person does what they are best suited for and uses those skills for the survival and betterment of the Kingdom. 

Races: Ruby High Draconian

Colors & Symbolism: Red and black; a rising dragon on a shield


Empire of Za’Haria

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“Anything Is Possible” 

“Dreaming Forever” 

“Wisdom, Imagination, Family” 

Name: Za’Haria, the Desert of Dreams, the Amethyst Abyss

Dragon: Onira’zahar, the Lucid Dreamer, the Essence Channeler, the Amethyst Dragon 

High Ruler: The Emperor or Empress of the Zareen, the Pinnacle of the Pyramid, the Master of Dreams, and The Everliving Embodied Spirit of Onira’zahar herself from within the Dragon Throne. 

Court: Each mercantile family is led by a High Overlord, and the High Overlords join to form the Crystal Council of the Empire. They make up the main governing body that supports the will of the Emperor or Empress.

Military: The Zareen Desert is unforgiving, and the combat units of Za'Haria are expertly trained in its harsh elements. Cyclones are warriors skilled in close-quarters combat, their whirling scimitars carving through enemies. By their side, Duneriders are mounted on their Cyclopean Scorpions, prepared to charge into battle, and stingers are always ready. 

Factions of Note: 

  • The Multitude.  The Multitude are the traveling guardians of the dunes. These people live in traveling caravans that criss-cross the deserts of their realm. They are used to a spare, modest lifestyle, taking on the great responsibility of being scouts as well as the first line of defense against those who would pillage the magical lands they call home. The Overlords of Nar’kul. They lead the people who live not just in the City of Nar’kul, but other cities, towns, and other permanent locations. They enjoy a luxurious lifestyle and are generally very knowledgeable in academics or the arts.

  • The Seekers of Wisdom. An organization of highly trained High Draconians devoted to their Path. Possessing exceptional magical skill, they often explore other realms, particularly the Dreamscape. Their wisdom is highly sought after and respected throughout the Empire. 

  • The Pyramid’s Keepers. The Keepers guard the knowledge and great power of the Empire against prying eyes and thieving hands. Within the Great Pyramid, a vast horde of magical artifacts remain that are either too evil and dangerous or powerful to allow other Kingdoms to possess.

  • Nightstalkers. Highly educated and often adept at magic, the Nightstalkers are a secret cult that finds wisdom through otherworldly horrors and dreams turned into nightmares. Created by dangerous and complex rituals, the Nightstalkers channel dark powers to inflict horrors upon others. They do the will of the Emperor or Empress when they deem a nightmare’s vengeance to be brought down upon their enemies. 

Citadel: The brightest jewel in the desert, the Great Pyramid of Nar’kul is a cyclopean fortress constructed from the hardest of desert marble. The Great Pyramid is capped in gold, with a titanic amethyst Essence gem floating above it in mid-air, overlooking a lush oasis city. The citadel's core centers around a Grand Market filled with diverse wares and exotic offerings. Caravans of the mercantile Amethyst High Draconians surround the city, constantly moving in and out, bringing goods throughout the Empire and beyond during the Tranquility. 

Geography & Ecology: The lands of Za'Haria encompass the Zareen Desert, a place of dark evil and unknown mysteries from back in Ancient times. Now an endless ocean of sand dotted with spectacular oases and magical Essence crystals, these harsh lands are filled with unusual desert-borne creatures, ranging from the dainty shadhavar to the lethal ukufat. Among them are the massive Cyclopean Scorpions that can burrow beneath the land or glide across the dunes, making them the chosen mount of the Empire. 

Resources: Exotic herbs, spices, and medicines, Essence crystals

Ideology: The people of Za'Haria view wisdom and magical power as the highest virtues. They tend to be mystical, focused on the world beyond, but also attentive by necessity to the practical aspects of surviving and protecting the treasures within the Empire’s own borders. Upon reaching adulthood, each member of the Empire selects a Path they will follow to find wisdom throughout their life. How they choose to pursue wisdom shapes who they are as a person. 

Races: Amethyst High Draconian

Colors & Symbolism: Purple and Silver; a dreaming dragon


The Kara’kung Legion

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“Brutality, Cunning, Discipline”

“Sound the Drums of Freedom” 

“Her Legion Will Never Fall” 

Name: Kara'kung Legion, the Warriors of the Wastelands, the Kingdom on the Edge

Dragon: Kara'kung, the Warcaller of Destiny, the Copper Dragon

High Ruler: Warcaller, selected by winning the Great Calling, a tournament fought by all warlords

Court: The Warcaller must rely on the warlords to enforce their dictates in the tribal-like Kingdom.

Military: The harsh lands led to the creation of warbands, which come together to form the Legion. The most elite warriors are Thunderheads, unrivaled experts in wielding great weapons (halberd, battleax, etc.); Copper Fists, sacred monks; and Wild Berserkers, who channel the fury of their beloved Elder Dragon’s spirit.

Factions of Note: 

  • The Guardians of the Wellspring. The most trusted and faithful defenders of Kara'kung’s most valuable and sacred magical sanctuary, they are made up of the most elite warriors, unmatched in single combat throughout the Legion.

  • Edgeriders. Holding the rarest of occupations in Kara'kung, these crystal-eyed spellcasters were gifted with a unique mutation during the Submersion, allowing them to reach into the Edge and greatly enhance the power of their spells. Almost all Edgeriders serve the Warcaller directly.

  • Scavengers. The innovators of Kara'kung, the Scavengers provide valuable sources of supplies for the Legion, taking what others have discarded to create tools and weapons. They are essential to the Kingdom’s economy.

  • Stalkers. Expert survivalists, infiltrators, and hunters, Stalkers serve in many capacities. Some have mastered the beasts of the Krag, while others protect the Legion from extraplanar threats. 

  • The Heartbeat. Masters of storytelling and music, healers of the body and the heart, the Heartbeat of Kara'kung cries out the Legion’s great victories – and deals with the aftermath as well. 

Citadel: From the outside, Zyrk’tazoth appears to be an oddly shaped rock mound whose only notable features are a massive copper dome and waterfalls flowing into the river below. However, once one passes beyond the wall, Zyrk'tazoth is a lively city full of permanent and decorative warband tents. Four massive stone arches lead from high above on the wall to the Heart of Kara'kung. Inside the Heart is a battle arena. Below the arena is a sacred Essence-enriched oasis known as the Wellspring of the Ancients.

Geography & Ecology: A wasteland of rock, dust, acid pits, and green geysers spewing Wild Magic, the Krag of Kara'kung is what happens when a land is so severely damaged by ancient curses that it can never repair itself and becomes a scar upon the continent, except for the oasis of Zyrk’tazoth. 

Resources: Wild Magic-infused items, survivalist tools, refurbished weapons and gear, and occasional Tranquility and Ascension mercenaries for hire

Ideology: The Copper High Draconians are driven by survival. They form close-knit warbands to carve out a life in the Krag. They learn valuable skills and compete with other warbands to thrive. But there is joy in the severity of their circumstances, and they do not hesitate to celebrate any occasion wildly.

Races: Copper High Draconian

Colors: Blood orange and black, a black dragon rising


The Dynasty of Sher’lyndria

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“Weavers of Eternity” 

“Eternity, Vigilance, Essence” 

“Bright as the Sun, Mystical as the Moon” 

Name: Sher'lyndria, the House of Star’song, the Crescent of the Cosmos

Dragon: Sher'lyndria the Immortal Star, the Platinum Dragon

High Ruler: Immortal Emperor or Empress of Sher'lyndria; they alone among the elves have the power to channel the Essence of both Sunlight and Moonlight, believed to be chosen by the Platinum Dragon’s spirit

Court: The Sun and Moon courts are led by a Prince or Princess. Each principality is overseen by a Princeps.

Military: Sher'lyndria fields a fascinating and intimidating military force that combines dualistic sun and moon magic with trained weapon wielders. The Knights of the Dawn are the most elite troops of the Dynasty and are covered in platinum-colored laminar armor. Their most fearsome units devastate the enemy with solar lances made of pure light wielded from atop Lumin or Sher'lyndrian tigers. The Lunar Twilight are from the jungles of Sher'lyndria and are noted for their tactical Drakus Riders. At the same time, highly skilled rangers and rogues battle enemies with guerilla tactics that only elven physical gifts can achieve—additionally, the Sun and Moon Court field devastating battle mages who can lay waste to entire armies.

Factions of Note:

  • Exemplars of Sunlight. Nobles who rule from the Sun Court and wield the power of the Sun, they are often sorcerers, druids, clerics or manipulators who master and understand the duality of Celestial magics with the direct power of the sun.

  • Luminaries of Moonlight. Nobles who rule from the Moon Court and wield the power of the moon in the Dynasty, they are often sorcerers, druids, clerics or manipulators with mastery over the darker side of moon magic, which the Courts must closely monitor.

  • The Star Merchants. Traveling merchants and the only elves most other Kingdoms encounter during peacetime bring rare and beautiful goods to the other Kingdoms of the realm.

  • The Lunar Twilight. Elves whose home is the jungles of the Dynasty, they are often physically gifted rangers and rogues, Drakus Riders, or fascinating bards who protect the jungle ecosystem and act as guerilla defenders of the elven frontier. 

  • The Knights of the Dawn. Elves formally trained and conscripted into the most elite combat units of the Dynasty, they are often knights, monks, and paladins with unique skills that are innate only to the elves. 

Citadel: Stunning by night and day, Soluna is powered by enormous Essence Crystals set in platinum.  Surrounding the citadel itself is a beautiful city with impossible architecture, nestled by a river deep in the jungle and protected by the steep hills surrounding it.  

Geography & Ecology: Most people in Kambria never see beyond the mists obscuring the elven homeland. The island is covered in dense, lush rainforest. Stunning, poisonous exotic flowers and towering ancient trees hide the lethal animals that roam this jungle. The jungle comes alive by night as plants glow blue and purple, attracting nocturnal creatures. By day the overgrowth of vines and plants hide the working trails of the Celestial Elves to those unfamiliar with this land. Sher'lyndria is known for the most beautiful and most deadly flora and fauna in Kambria.

Resources: Essence crystals, exotic goods (starsilk, poisons, etc.)

Ideology: The elves of Sher'lyndria are secure in the knowledge that they are superior Celestial beings. Some express their superiority through wanting to care for Kambria while others want to conquer it. The Dynasty is a highly organized society, and the Celestial Elves fulfill their assigned roles given to them at a young age. 

Races: Celestial Elf – Sunlight and Moonlight

Colors & Symbolism: Teal, sun yellow, and black; the elven seal of Kambria


The Guild

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“Forget the Past. Profit the Future”

“In the Guildfather We Trust”

Name: The Guild

Dragon: The Golden Dragon King is their Patron

High Ruler: The Guildfather, and Keymaster, the master of all Guildmasters and protector of the planes of existence. This is an honorary and secret title that is passed down from leader to leader, forever shrouded in mystery. Guildfathers answer to the Golden Dragon King alone. The Guild is not a formal Kingdom.

Court: Each Trading Post in each kingdom has a Guildmaster. They are the leaders of their posts and hold undisputed power in that area for that domain. They answer only to the Guildfather himself and none other.

Military: Without formal troops, the Guild specializes in covert operations for hire. There are, however, a number of factions within the Guild that specialize in different operations, such as trade, espionage, assassination and other tasks that require special skills. 

Disciplines (Factions) of Note: The Guild has a number of specialized disciplines and ranks. Ranks: Guild Member, Guild Specialist, Trading Post Hand, Guildmaster, Guildfather. 

  • The Cloak – A spymaster, the Cloak authorizes and plans spy missions (and works closely with the Raven). Controls the Guild’s spies.

  • The Dagger – A master of assassins, the Dagger authorizes and plans assassinations and controls the Guild’s trained killers.

  • The Raven – A master of information, the Raven collects and delivers it anywhere (working closely with the Cloak). The Raven also controls the Guild’s ravens and messengers.

  • The Road – A master of transport, the Road moves anything anywhere. The Road also controls the Guild’s caravans (on land or sea).

  • The Coin – A master of trades, the Coin buys and sells anything and everything. The Coin also is a lender and economist, and controls the Guild’s funds.

  • The Trove – A master of items, the Trove can procure anything, magic or mundane. The Trove is also in charge of the Guild’s items. 

Citadel: The Guild does not have a central location per se, but it runs the market at Tranquility Village near the Golden Citadel and the endless bazaar in the Wandering Plains. Additionally, and most importantly, each kingdom has one Guild trading post within its borders that is neutral ground and allows full access to the Guild’s amenities. 

Geography & Ecology: The Guild is everywhere. Every Kingdom in Kambria has a Guild chapter, and most towns have a contact person at a minimum. The Guild runs all ports unaffiliated with a Kingdom, and the Guildmaster is usually the guest of a High Ruler or has a glorious caravan that moves surreptitiously throughout the neutral or border territories. 

Resources: Gold, rare items, unique skills, and secrets

Ideology: Everyone in the Guild came from somewhere else. Their desire or need to be part of the Guild is what brings them together; that, and a mutual appreciation for making money. In a world run by the Kingdoms, the Guild is one of the few places where the Kingdom-less can thrive. 

Races: Any and all are welcome!

Colors & Symbolism: Leather brown, white, and gold; crossed keys.