Fates of the Chosen

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Fates of the Chosen

Fates of the ChosenFates of the ChosenFates of the Chosen
Home
Rules
Contribute
Information
  • Homebrew
  • Experience Shop
  • Renown
  • Content Allowed
  • Crafting
  • Beginner's Guide
  • Character Changes
Lore
  • The World
  • Being of the World
  • Religion
  • Seltortis
  • Eador
  • Mish Isle
  • Varis
  • Igarot
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  • Home
  • Rules
  • Contribute
  • Information
    • Homebrew
    • Experience Shop
    • Renown
    • Content Allowed
    • Crafting
    • Beginner's Guide
    • Character Changes
  • Lore
    • The World
    • Being of the World
    • Religion
    • Seltortis
    • Eador
    • Mish Isle
    • Varis
    • Igarot
  • Home
  • Rules
  • Contribute
  • Information
    • Homebrew
    • Experience Shop
    • Renown
    • Content Allowed
    • Crafting
    • Beginner's Guide
    • Character Changes
  • Lore
    • The World
    • Being of the World
    • Religion
    • Seltortis
    • Eador
    • Mish Isle
    • Varis
    • Igarot

About Fates of the Chosen

Iterum

Overview

History

The world of  Iterum. It is still fairly young in age, having only been around for an estimated 35 thousand years, yet so much has happened on it. It was around 15 thousand years after its creation that the races that you still see around now first walked these lands. There have been a number of wars in the lands, the most notable one taking place around a thousand years ago in Eador and Seltortis, while an ongoing one takes place in Varis even today. Up until 479 BD, most people's concerns were dangers from other people, but things changed significantly when earthquakes suddenly began across the world, bringing all sorts of destruction and other natural disasters. This quickly led to many of the smaller towns to collapse, such a pattern continuing more over the years with many people deciding to live on the roam or flood to certain major towns in kingdoms, relying on safety in numbers. Illnesses and issues with water began to become more prominent throughout history as well, including tsunamis, illnesses that spread through people, and even sicknesses in plants themselves. Everything seemed to be happening at once, after such a long period of what was close enough to peace few had to worry, but now even population numbers are getting dangerously low. Perhaps all these new arrivals to the world will help its native people stand a chance. 

Regions

There are a total of five continents and ten countries within them; however, the continent of Sheridan remains unpopulated due to its dangers. The country of Varis is composed of two kingdoms: a kingdom of floating islands called Aerathis and a kingdom of mostly sunken lands known as Neptaron. Seltortis is composed of the upper lands of Oento and the lower region of Nazae, separated by a desert. Eador is broken into three diverse nations: Rezia, Thranebet, and Abreryn. Igarot was, until more recent years, one country, but has recently been divided into the countries of Docere and Occultare. Despite their limited supplies and the fact that they don't officially consider themselves to be a country, the Mish Isles are notable enough for all regions to count them as one.

Timeline

So many years, so much has happened. See the timeline here.

Timeline

Notable Details

Guilds

The groups that help run the world. The ones who give people a place to belong. Not all of them are what they seem, however, so be careful to not get on their bad sides.

Holidays and Celebrations

What is a place without a celebration every once in a while? What gets people in a festive mood, or brings them something to look forward to throughout the year? 

Laws

With every civilization, there must be something that keeps the people in line, to avoid them running rampant. The laws aren't the same everywhere, so make sure that you take note of where you are.

Guild of Magical Expansion (G.O.M.E)

Important Members

The hierarchy of G.O.M.E. falls into a head archmage then a council of eight people below it, one for each school of magic, which then manage their own branches and subbranches of the guild. 


Head Archmage Iardi Wustraco

Archmage of Abjuration  Vivrol

Archmade of Conjuration  Roozam

Archmage of Divination Elgil Wustraco

Archmage of Enchantment Rosilys Lightfen

Archmage of Evocation Thim Jeidu

Archmage of Illusion Mycelium

Archmage of Necromancy Bunish

Archmage of Transmutation Virun

History

The Guild of Magical Expansion was officially established in 163 AP in Igarot as an open effort to begin spreading the knowledge that the continent and their people had about the arcane and other means of magic. They pushed their efforts further in 172 AP as their magic expansion project began, schools to teach magic being opened on each continent. Although most of their time as a guild has been carried through with peace and without resistance there have been a couple of issues noted, the most well known being the Whisper Archives in their home continent of Igarot; however, that group was officially denounced and lost access to anything the guild provided. 


After Thel'sel officially separated from G.O.M.E. in 254 AP, their focus fell fully onto the arcane, allowing for them to be devoted to the divine and though much of the more nature based magics fell to those in the Widows, though they stayed well updated in developments in such magic. While the separation did cause some conflicts in those whose magics fell under both types of magic, agreements between the guild allowed for one to be a member of both of them. In more recent years, they have pushed further efforts into offering their knowledge and magic as a reward for those who offer their assistance in situations that are too dangerous for the common person to handle (dungeons). 

Ideology

 G.O.M.E. believes that everyone should have access to magical knowledge, regardless of their innate ability, often advocating for affordable magical education. Its members view magic as a powerful force that can be used for positive change and advancement, often trying to find ways to use it to fix societal problems and improve quality of life. Despite their efforts to spread knowledge, they also emphasize the importance of responsible and ethical uses, requiring anyone taking lessons on them to at least attend a brief class on the risks and responsibilities that people have when wielding such strong forces. 

Prominent Subbranches

Magical Inquisition- This subgroup's job is to regulate the different magical schools and their students to insure they aren’t breaking any laws or overextending their powers. Graduates from all schools are found here. 

Widows of the Pure (Widows)

Important Members

The Widows are led by a leader with a group that they chose working directly under them.


The Grand Patron Moss-root

Council of the Elements

Fire Tender Damon Hearth

Cloud Whisperer Roke 

Torrent Keeper Kymos Creegl

Stoneheart Wierturs Dirdrud

History

The ‘Nature’s Protectors’ were officially established in Seltortis in 47 BP by a collective of druids, rangers, and spiritual hermits who felt the community was abusing the world around them due to a major decline of certain creatures and plant life. By 1 AP their numbers had grown enough that they began to publish a record of the native plants and animals in each continent, distributing such information to the local people and keeping it updated every so many years. In the earlier publications of such information, words were rather harsh on the declining populations due to actions of the people, believing to have been an attempt to provoke change. The earliest record of them shifting to using the Widows of the Pure title rather than their previous one was only in the 200s, followed with an increasing push for laws being made to protect the land and the creatures that roam it.


In 258 AP they established an official sanctuary in the deserts of Seltortis for any sort of refugee, their focus shifting a bit more to simply spreading their knowledge rather than showing violence to those who abuse the land, though not all of their members agreed to such a change. In the past few dozen years, their efforts to change laws to protect the land have grown from their home continent to all that they hold any sort of influence in, stirring up some unrest between them and the government of each land. Despite them pushing for peace for all living beings, there have been an increasing number of reports of violence from their guild members, though typically any information about said violence is hidden away, leading many to believe that they really hold more power among the people than they let on.

Ideology

 The Widows believe in the conservation of wildlife and growing their power in order to control what other guilds and even kingdoms do with the natural flora and fauna of their native plants. They heavily enforce the spreading of knowledge to all, not wanting to give anyone the chance to plead that they were unaware of the lives around them. They are strong believers in destroying invasive species regardless of who or what they are, which tends to make them seen as a more zealot group and potentially dangerous.

The Shimmersongs

Important Members

The leaders of the Shimmersongs are broken into major categories; it varies how each person is selected, but is typically at the recommendation of their predecessor. 

 

Master of the Schedule  Nivens

Master of Cultures Molog

Master of the Ranks Ragnar

Master of Trade Pip Glowstep

Master of Connections Vrack Sharoth

History

 The exact year of their creation is unclear, though it is believed to have been well before the first instance of The Trade Connections, due to their funding and assistance in setting it up, so likely in the mid to late 100s BD. Their efforts originally began in Abreryan, with it being said that many of their earlier members were goblinoids, though some argue that their origin year shouldn’t be counted until the first year they began to use the name of the Shimmersongs, which wasn’t until 27 BD. Their earlier years brought a lot of resistance against what they were attempting to do, many disliking the idea of having to learn of other cultures and sharing their own with others. 


By the early 100s AP, many people had warmed up to and even heavily embraced such ideas, especially when they realized the beneficial economic impacts that assisting in such things brought with it. It’s said that it is around that time that they made an official guild contract with the Jade Dragons despite their infamy, in an effort to remove any the lingering concern about the safety of participating in any of the events or trade activities that the guild was hosting, as well as it being the period they shifted to the ranking system that they use today. In more recent years, they have fallen into a more steady pattern of their events and activities that they run across countries, with the things that they host being as popular as ever. 

Ideology

The Shimmersongs believe that prosperity is born from connection, seeing themselves as an essential part of connecting diverse people and cultures across countries and continents. They emphasize respect for all cultures and traditions, even those that are more inconvenient or sometimes even harmful, seeing the events that they help with hosting as a means to achieve mutual understanding and peace among the people. While not as major as their cultural impacts, they also believe in the free and organized flow of commerce to remove barriers between people.

Jade Dragons

Important Members

The important members recognized within the guilds are ones who have shown particularly grand skills with certain types of weapons and attacking skills, with four main categories and then specialty titles for those who earn one.


Keppers of the Blade: Swift Striker Skirl and Willbreaker Torvin Blight

Chargers of the Blunt: Line Breaker Panya and The Inevitable Zort Kaelen

Swingers of the Pole Arm: Wide Sweeper Urnom and Foe Faller Niri

Aimers of the Ranged: Mark Seeker Lair and Leg Breaker Zorp

History

In 337 BD the mercenary guild commonly known as the Scorched Earth collapsed, with the Jade Dragons (the dragon part of their name likely inspired by the previous gold) quickly filling in the role and taking on many of their members. Almost immediately, the infamy that the Sorced Earth members had carried was applied to the Jade Dragons, though their members rarely cared, even when it earned them scornful or distrustful behavior from the people who had been on the bad end of a situation involving their members. For many years, their actions were done behind closed doors and kept out of sight outside of those who were directly involved in the contracts being formed, though anytime someone died by mysterious means, many silently placed the blame on the guild.


The behavior of the guild took a shift in the early 100s AP after they began to work alongside the Shimmersongs and many of the projects that they worked on, especially the Trade Connection, leading to many people ‘forgiving’ their previous actions. Most of their actions take place rather openly now, even offering their members to be hired as simple protection for most events being hosted, even outside of their partnered guild, and taken as body guard positions for the right price. Many believe that there are still less savory things happening behind the scenes with the deals that the guild makes, especially based on the vague advertisements from the guild promising to ‘never fail any approved contract’, but there’s less and less proof of such activities as time goes on.

Ideology

The Jade Dragons believe that physical ability is heavily connected to one’s self-worth, especially in instances in which such abilities allow a person to act outside of typical bodily constraints. Their loyalty first falls to the guild, then to the contract that they have been assigned, expected to never turn against the contract, no matter what must be done to complete it, once one has been accepted. They often view their actions, even violent ones, as a necessity to display their own power in order to command respect and ensure that their guild remains strong. 

Prominent Subbranches

The Arcane Hammer - As most of the main branch emphasizes so much on the use of physical weapons and attacks, a subbranch has formed for those who wish to participate in the guild's doings but focus on magical abilities. Some treat them like outcasts, while others embrace them for the opportunities that are otherwise impossible. 

Thel'sel

Important Members

Thel'sel has no hierarchy or leaders, but below are some of the more influential people who have a place within the guild: 


Hierophant Chirion

Patrician Shess

Priest  Zenos Illiana Remiel

Justicar Gideon Steel

Preist Galan

History

 Thel’sel originated as a subbranch of the Guild of Magical Expansion, with their members typically being the ones that drew their powers from the divine rather than the arcane or primal, officially separating into their own branch in 254 AP. Although it is never openly said, it is widely believed that they removed themselves from being a sub-branch of G.O.M.E. due to issues with the leadership at the time, as well as growing hostility in their belief that divine magic was the best path to take over any other type. The guild members of Thel’sel reportedly began to be granted visions and blessings from the gods after their departure from the arcane-focused guild, only fueling the idea that them becoming their own guild was the right path for them to take.


For many years, they simply behaved in a similar manner to the other magic-based guild, spreading their word and encouraging people to join their ranks or at least embrace the possibility of being granted favor from the divine.  At the beginning of the 300s AP, they took up the task of funding and having their members support the Festival of the Cleansing in Eador, with some people believing that they pushed so hard for it to happen to confront G.O.M.E. for their insistence that the land within the forest had no issues. A more recent development for the guild is that many of their members have taken on a role to try to protect any sort of worship that happens around the world, bringing forth some issues when it comes to some ways that may be harmful or even illegal, yet the guild almost always supports its people in any decisions that they make.

Ideology

Those in Thel’sel believe that faith is the truest path to power and knowledge, viewing the gods’ blessings and visions as the most powerful form of magic that mankind can achieve. They hold that they have a sacred duty to spread religious knowledge and divine magic to anyone that they can, many even taking on dangerous missions when they believed they must do so. Due to many of them workshipping different gods and domains, they emphasize that all religions, worshiped beings, and means of worshipping must be respected, and not abused for personal gain.  

Virtue’s Secrets

Important Members

Virtue’s Secrets follows a standard guild heirarchy with a guildmaster, second in command, then a few high ranking officers below them.

 

Guildmaster Urgul

Vice-Guildmaster Krill Hroth

Ringmaster Melia Philon

General Contractor Tauros
Master Craftsman Unit 29

History

 For many years, Virtue’s Secrets struggled to be officially established, a mix of internal issues and the rise of magical influence causing mixed feelings over those who focused on non-magically influenced tasks, but they finally succeeded in 122 AP. They immediately struggled with people comparing them with the Shimmersongs, with many trying to say they originated as a subbranch of them, but the other guild quickly showed their support for the much newer Virtue’s Secrets, with many of the ones that had helped with the guild’s establishment having been from Shimmersongs. From the very beginning, their people were a mix of highly skilled artisans and laborers who were more than happy to teach anyone who showed interest in any of their skills, sometimes even attempting to sway those away from furthering any magical attempts that they had made. 


The earlier years of their guild life were full of them offering simple lessons for the common folk at a cheap or free cost, in efforts to increase their numbers, which brought success in regions that had rarely done anything but work with their hands. As time went on and they settled into a comfortable position of one of the major guilds across the world, they allowed for their attention to shift from the strictly hands-on labor to allowing their numbers to include more of the performance art of things, though it brought forth a resurgence of comparisons to the Shimmersongs. Likely due to such comparisons being made so often, though it is also said that there were issues between the leadership of each guild, somewhat of a feud and competition formed between the Virture’s Secrets and the Shimmersongs, with any of the things they worked together on in the past stopping almost completely. 

Ideology

Virtue’s Secrets believes that skill and effort in physical craft and labor can equate to any sort of ability, physical, magical, or by any other means, or in many cases, even be better suited. They hold that true worth is found in things that you can create with your own hands without having to rely on other sources, focusing often on more practical skills like smithing and performing. They emphasize the sanctity and preservation of crafted works, seeing the needless destruction of major crafts as a serious offense, even more so when such crafts took long periods to be completed.  

Holidays and Celebrations

The Unification Convocation

Date: Hammer 15-18

First Year: 157 BD

Frequency: Yearly

Region: Global
These meetings are even older than the modern countries; this ‘celebration’ is typically composed of high ranks of each kingdom meeting up to discuss precautions to take and mourn the losses caused by the increasing earthquakes. The location of the convocation changes every year, typically taking place in the most populated town of whichever country it is taking place in, though it has not taken place on Aerathis for nearly a hundred years due to them often choosing not to send a representative. Some sort of goods as an offer of thanks for hosting are typically brought by the representatives who are attending.  

The Arcane Register

Date: Hammer 25-30

First Year: 151 AP

Frequency: Yearly

Region: Igarot

Igarot invites all magic users and potential magic users from around the world to join them in a celebration they portray as a competition with simple tasks to complete for prizes, but all those who attend are required to register and record their abilities for Docere’s records. Even those who fail to attend are heavily encouraged to send information about anyone with magical abilities with those who are attending for the sake of being added to the registration list.  There are also free classes offered temporarily through their schools around the world; at the time, those attending are required to register as well.

The Day of the Unsunken

Date: Alturiak 30

First Year: 294 AP

Frequency: Yearly

Region: Neptaron

The biggest thing that happens during this is a large showcase of the technologies and research information that is considered older and outdated, or even supposed things that have been lost to time. There are competitions to show off inventions that have been made, typically through a variety of challenges and tasks that they needed to test their skills on (races, demolition, practical use, etc). Near the end of the day, there is typically a ceremony to release small fish into the waters as a sign of never giving up and striving even in the worst situations.

The Great Separation

Date: Alturiak 30-Ches 5

First Year: 125 AP

Frequency: Yearly

Region: Aerathis
The most prominent thing that happens during this celebration is a sky race where floating obstacles and challenges are set up for those with flying abilities to show off their skills. There are typically temporary stalls set up during it to sell food and other goods, focusing specifically on resources that are found on the floating islands, though they do allow some outside traders to set up stalls as well with preapproval and a fine. On the final day, they typically have a large gala, known as the Glimmerfall Gala, that is usually invite-only, though some years they allow for anyone who wishes to attend to do so, where glowing flora is released into the sky.  

Austere Commemoration

Date: Tarsakh 19-29

First Year: 312 AP

Frequency: Yearly

Region: Oento

Austere hosts a big grand celebration during his birthtendays to show their economic and other successes during the year, while also showing honor each year for the successes of the previous King Austere. There’s always many sweets and pastries that are sold at a cheaper price, as well as a variety of non-meat dishes at a reduced price, the royal family paying the discounted amount so the vendors aren’t losing out. The main attraction that is carefully upkept throughout the tendays is a hall full of the major things that the current and previous King Austeres did during their ruling.

Thanks of the Harvests

Date: Mirtul 8-11

First Year: 230 AP

Frequency: Yearly

Region: Nazae
To offer thanks and celebrate their harvesting successes, the people of Nazae hosts an event often full of cooking and farming-related activities, allowing people to heavily interact with their crops and farm animals. Often includes getting to harvest your own goods for a cost, getting the chance to ride some unusual animals, and farming competitions. They often make a point of selling seeds or saplings to some of their most popular things in order to encourage people to grow their own plants and give tips on how to ensure they grow properly. 

The Trade Connection

Date: Kythorn 3-10

First Year: 75 BD

Frequency: Yearly

Region: Global

A representative or group from each nation is sent to each other kingdom to show off their goods and products that they are offering during the year, even those that have tensions between each other tend to send one. Usually carries high risks of bandits attempting to attack, with this week and time leading up to and after it being the Jade Dragon’s busiest time of the year. During this season, each country’s main town usually hosts a large market to show all the goods that the other kingdoms are offering, and to make some easy purchases, with a typically higher amount of guards around during these times.

Election Day

Date: Kythorn 23-30

First Year: 250 AP

Frequency: Yearly

Region: Thranebet
A big celebration and event is put into place where most of the population of the land cycles through Lion’s Roar to vote on the council for the next year. Throughout the seven days and the days leading up to it, those who are running for council often parade around town and to other towns in the country to promote themselves and what they will be working towards if they get elected. While only those who live in the kingdom can vote, many other activities are set up for outsiders to enjoy, such as festival-like activities like traveling shows, food vendors, and some artisan markets, though they are careful to keep the votes secure. 

The Command Gauntlet

Date: Flamerule 14 + 15

First Year: 279 AP

Frequency: Yearly

Region: Abreryn

Those considering themselves the strongest of the kingdom gather together to show off their strength to compete in pointless games just for acknowledgment from the brothers. The winners get no proper prize, and those competing are often given strange commands that they must complete or be disqualified, truly showing how much commanding power the siblings have. Occasionally, stalls are set up around, usually selling weapons and armor, mostly aimed at the competitors but often selling to those not trying to win the gauntlet as well. 

The Night of the Freed

Date: Eleasis 22

First Year: 186 AP

Frequency: Yearly

Region: Seltortis
During the day, there is typically bustle and some stalls set up selling simple goods, usually ones that are themed based on being captured (such as manacles, trapped semi-tamed animals, other simple trinkets) and things used to fight for freedom, such as weapons and armor. At night, the celebration really begins with many competitions of showing one’s physical strength without weapons, including but not limited to tearing things apart, breaking free of ropes,  and fist fights. At the end of the activities, there is usually some kind of feast, where people typically pay to help pay for the goods or bring some sort of food to share.  

The Royal Hearing

Date: Eleint 3-7

First Year: 245 AP

Frequency: Yearly

Region: Rezia
During these days, the Royal Family Castle is opened for the public to attend, with there often even being tents and such set up nearby for those who need to camp out nearby to get their turn. The royal family typically stays on and off throughout the day in the throneroom to handle any issues and requests that arise, though anything that is considered a major request typically has to wait for the final day of the hearing. Although it’s not the main focus of the hearing, many people often use this as a chance to bring offerings, and thanks to the royal family. 

The Day of Acknowledgement

Date: Marpenoth 10

First Year: 19 AP

Frequency: Yearly

Region: Docere
This day of celebration typically spreads across all three of Igarot’s towns, with each of the pseudo-leaders being given pedestal-like areas to stay at for the day, usually covered in decorations related to the deeds that they’ve done during their years of running the town. People often offer the leaders gifts and offer verbal thanks, though if it is something too expensive, the pseudo-leader may opt to decline any gifts from their people. Sometimes shows based on the leader’s likes are planned and set up, as well as markets and goods being related to what they enjoy. 

The Continental Concord

Date: Uktar 23-30

First Year: 243 AP

Frequency: Yearly

Region: Eador
This large event typically takes place on the border between Rezia and Abreryn, between the central forest and the ocean, in a large area that’s usually heavily decorated and done up. There are multiple days of market, general cultural exchange stalls (such as offering artisan and crafting classes, and showing off things from their regions), and various types of shows and stories. There’s almost always some sort of play or multiple of them about grand feats of mankind being reenacted on a rough stage that is set, with some people spending a great amount of the year planning how said reenactments and plays would go.  

Festival of the Cleansing

Date: Nightal 14-21

First Year: 301 AP

Frequency: Yearly

Region: Eador

This festival is the largest gathering of those with the largest amount of divine magic users throughout the year, with all their focuses on cleansing any negative energy or figures that linger in the central forest. This sort of gathering attracts the unsavory sort who set up stalls attempting to attract sales from people hoping for some sort of religious relic during such a gathering, usually selling all sorts of things that they claim are blessed by the divine, as well as other traveling and general supplies, and even often hunting loot as well. 

Rezia Royal Summit

Date: Mirtul 20

First Year: 71 AP

Frequency: Every Two Years (Next: 325 AP) 

Region: Rezia
This large celebratory event has been ongoing through the four generations of royal families that have seen the kingdom so far, and involves a lot of things being given out for free, typically simple trinkets and food. There is always a huge party during it, usually starting midday and going till later in the day, typically involving offering drinks and more expensive foods in small portions and normal foods and drinks in more normal-sized portions on a banquet table area. It's fairly well known that this is all to ensure that the people keep positive sights on the royal family, and to help strengthen their bonds together. 

Crowning of the Champion

Date: Uktar 8 Onwards (lasts as long as needed)

First Year: 117 AP

Frequency: Every Three Years (Next: 327 AP)

Region: Mish
This championship begins early in the morning of its starting day, and often includes many days of brutal fighting among those who are trying to earn the leader position for the next three years. There is no set time for how long such a competition can take, with there being some that only the day while others lasted for over a tenday. The fighting is typically done with only natural weapons, but some competitors sneak in weapons, as there is little negative impact from doing so if you manage to win. The fighting is always very bloody and violent, possibly contributing to why they don’t often let outsiders watch, but it isn’t unheard of. 

The Great Migration Festival

Date: Marpenoth 5-12

First Year: 304 AP

Frequency: Every Four Years (Next: 328 AP)

Region: Nazae

The festival days are when there’s the most tension between Oento and Nazae, due to it being focused on highlighting the people who had left the northern country to migrate to the southern one. There are celebrations that take place in Nazae’s towns to show support to the people who moved to show their support, including but not limited to activities that involve shiny prizes and mining, and showing artisan crafts made with the supplies the harengon and haflings once gathered. There are typically some people who come from the northern country to celebrate too, wanting no ill will with those who previously lived among them. 

The Great Tide Harmony

Date: Ches 24-27

First Year: 115 AP

Frequency: Every 5 Years (Next: 330 AP)

Region: Neptaron
This gathering of the people of the water involves them meeting on the edge of the lands owned by the kingdom, making it easier for those who choose not to live in the main town to approach. Those who are unable to remain underwater for extended periods of time are excluded from most of the activities due to them taking place in deeper parts of the water. Such inventions include things like showing off inventions that work underwater, especially ones that involve music and transportation. Closer to the surface, there are activities, such as grand displays of crafts made from deep ocean harvests, and showing off the most dangerous catches.  

The Laws

What are the laws that rule the lands? Many countries share similar laws, while others think having such laws are foolish. Follow the link below to see the breakdown of all parts of the laws and likely punishments that may come with breaking them. 

The Laws

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