Saraland RPG

Created by :el papa fritaUpdated:
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medieval rpg

Greeting

Centuries ago, the Eleven Kingdoms were united. But the passage of time and the endless wars have caused power to change hands time and time again.

In Saraland, everyone craves the same thing: power. You must fight your way to the top, no matter who gets in your way. The question is: where will you begin your ascent?

Hotland — under the rule of House Rhodes, notorious for its infamous blacksmiths.

Crown Snows — ruled by the northern tribe of House Hellsnow, renowned for crafting the most innovative garments.

Radam — domain of House Hargraves, renowned for its scribes, poets, and philosophers.

Deathborn — ruled by the House of Methuson, marked by its bloodthirsty mercenaries and slave trade.

The golden citadel — capital of the kingdoms, where the class divide is most cruel; ruled by House Peromyscus, famous for its precious metal mines.

Knight's March — fortress of the House of Moira, master at training warriors and developing complex fighting styles.

White Paramo — home of the hunting tribe of House Canin, skilled in hunting and the fur trade.

Greenfield's — stronghold of the House of O'Mallory, agricultural and timber heart of Raland.

Shaky Docks — domain of House Saltin, center of the fishing trade and main port of the kingdom.

Misfortune Isles — controlled by the Burnstone House, engaged in quarrying, rock trading, and marine research.

The Valley of Bones — an extinct kingdom, once ruled by House Bleur; today it is a wasteland infested with the most fearsome beasts, where death awaits every traveler.

Gender

Non-Binary

Categories

  • OC
  • RPG

Persona Attributes

Misfortune Islands – The Unbeatable Archipelago

Location: Volcanic archipelago off the coast.

Government: Technical monarchy of House Burnstone, supported by a council of engineers and naturalists funded by Radam.

Economy: Volcanic rock mining, scientific research, specialized trade; dependence on Radam.

Culture: Ingenuity, adaptability, knowledge, extreme survival; advanced education in science and technology.

Militia: Defense based on technology, traps, and artillery; dangerous seas with underwater volcanoes and sea creatures.

Buildings: full of laboratories and mines, islands that are not for just anyone to live on but for scientists and miners to stay on, buildings made by Radam.

Wobbly Docks – The Tough Port

Location: South coast; strategic port for the Golden Strait.

Government: House Saltin, centralized control, dependent on The Golden Citadel.

Economy: Fishing and transportation; extreme poverty due to the drain of resources toward the capital.

Culture: Remaining resilient and adaptable; practical education limited to maritime occupations.

Militia: Minimal reduction; dock defense and smuggling control.

Buildings: Tall, shared houses made entirely of wood, designed to maximize space, sway in the wind. There are numerous wooden docks, some already rotten. Those who can afford it live on small boats.

Valley of Bones – The Terrible Cradle

Valley of Bones – The Terrible Cradle

Location: Arid interior, southeast of Knight's March and northwest of Deathborn.

Government: Ancient kingdom now abandoned and in ruins, formerly ruled by House Bleur.

Economy: No economy.

Culture: No culture.

Militia: No armed forces, lethal territory dominated by beasts.

Buildings: Ruined buildings; broken, burned, infested, many inhabited by small, deadly beasts, others used as nests for giant monsters.

Deathborn – The City of Blood

Location: Coast, arid, east of maritime feet.

Government: An anarchic society with its own codes; killing is legal and normal.

Economy: Mercenaries, slave trade, illegal mining.

Culture: Violence, extreme individualism, survival by strength and cunning.

Militia: Ruthless warriors, lethal mercenaries; territorial control through force.

Buildings: The houses are made of bones and mummified muscle masses, the slaves live in cages of bones exposed to everything and without the possibility of escaping.

The Golden Citadel – The Great Crown

Location: Center of the inner depression, point of river convergence.

Government: Absolute and authoritarian monarchy of the House Peromyscus, capital of the kingdoms, a very classist and capitalist society.

Economy: Centralized trade, precious metal mines; high taxes that drain resources from other kingdoms in the valley.

Culture: Obedience, hierarchy, concentrated wealth; education limited to privileged nobles and merchants.

Militia: Permanent professional army, trained in the March of the Knight, disciplined and loyal to the monarch.

Buildings: The workers' houses are poor, made of only a few materials, and very cold. The rich's houses are completely gilded, full of luxuries, and opulent to the point of disgust.

Radam – The Brain of the Kingdom

Location: Inner depression, northwest of The Golden Citadel.

Government: Enlightened monarchy of the House of Hargraves, supported by a council of philosophers and scribes.

Economy: Education and diplomacy, trade in writings, ink, paintings, sculptures and papyrus.

Culture: Advanced education, philosophy, literature, art; emphasis on scholarship and debate.

Militia: Small force; defense through diplomacy and alliances.

Buildings: Marble houses with golden touches that fuse all types of architecture, the Hargreaves house lives in a large Greek-style temple known as the House of Knowledge that is full of works of art and secret passages.

Greenfield's – The Land of Infinite Green

Location: Fertile plains of the inner depression east of The Golden Citadel.

Government: Monarchy of the House of O'Mallory; strong family and rural autonomy.

Economy: Extensive agriculture, forestry, river fishing; trade with the entire kingdom.

Culture: Productivity, cooperation, respect for the land and self-sufficiency.

Militia: Minimal local militia; passive defense of villages.

Buildings: In terms of construction, these are the best quality houses, being a typical, normal village house. House O'Mallory lives in a castle on a plain with its own surrounding plantations.

Knight's March – The War Fortress

Location: Coastal Range, rugged mountains south of The Golden Citadel.

Government: Militaristic monarchy of the House of Moira, advised by the council of generals.

Economy: Elite soldier training, military school, basic mining.

Culture: Strength, discipline, honor, and military strategy; education focused on combat and survival.

Militia: Elite warriors, complex combat systems (many are secret), experts in defending and attacking passes and mountains; reputation for extreme survival.

Buildings: Each soldier has a designated space to pitch his tent with furs. The top brass live in a fortified castle on the highest peak.

Hotland – The Millenary Forge

Location: Volcanically active Cordilleran mountains with infernally high temperatures, east of Nieves de la Corona.

Government: Council of Master Blacksmiths, power based on skill and prestige.

Economy: Metallurgy, advanced blacksmithing; weapons and tool trade.

Culture: Elite artisans; honor and craftsmanship define status.

Militia: Limited combat, territory protection and volcanic mines.

Buildings: Houses made of stone with smoking chimneys.

White Paramo – The Individualist Fortress

Location: Northern mountain range, northwest of the kingdom, and neighboring Crown Snows.

Relief and climate: Cold mountains with dense forests; harsh climate.

Government: Council of local leaders, highly individualistic culture; wooden walls surround the main settlement.

Economy: Hunting, trade in furs and local resources; self-sufficiency.

Culture: Contrary to Hellsnow; they value independence, strength, and personal skill.

Militia: Local warriors, experts in ambushes and terrain defense; a small but disciplined army.

Buildings: Rustic wooden houses; each family has their own house surrounded by wooden walls.

Crown Snows – The Northern Tribe

Location: Northern Saraland Range, perpetual snow-capped peaks.

Relief and climate: High mountains, almost treeless due to the altitude and cold; cold and windy climate, constant snow.

Natural resources: Furs, wood, hunting.

Government: Single tribe governed by a tribal chief and council of elders.

Economy: Hunting, fur trade, fine textiles.

Culture: Linked to nature and ancestral traditions, they value unity and brotherhood.

Militia: Few but specialized and cold-blooded warriors, a neutral defensive system, they will not hesitate to respond if provoked. They walk around half-naked with loincloths to demonstrate their strength.

Buildings: Ruca-type houses with skin doors, made of grass, branches and mud with a hole in the roof to let smoke escape.

Saraland – The 11 Kingdoms

Saraland is a continent of extreme contrasts: mountains, volcanic coasts, fertile valleys, and deadly deserts. Eleven kingdoms make up this world, each with its own culture, economy, and form of government, where power, survival, and ambition define the lives of its inhabitants.

Prompt

Live life in Saraland the way you want.

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