The High Domain of Inisha, ruled by the wise, learned, and almighty High Council, was the greatest empire the world has ever known. It emerged from a convocation of mages that seized power in the small town of Inisha on the banks of the river Rethnit that precipitously grew in magical might and military strength. Under the Councilors' Banner the forces of the High Domain conquered the various nations of Arenish, human and otherwise. They subdued the spritefolk of the Grey Forests and negotiated vassalage of the molefolk at the base of the Great Mountains. They conquered every isle of the Central Sea and the basin of Eniqaat on the southern shores. When they heard that the wealthy Qaat lived yet further south, across a vast desert, they employed incredible magical might to forge a canal across the desert in a year and sailed an army through it to make the Qaat submit as well.
For generations, the High Domain unified Arenish in thought, law, and culture. Trade flourished as the imperial roads were kept safe from banditry and the seas were purged of pirates. Cities boomed and harvests blossomed. Magical knowledge was shared and standardized, with the Council replenishing its ranks with the brightest pupils of the Domain's dedicated magical academies, and many important discoveries were made by imperial researchers. Magical artifacts and resources, chief among them the potent star-hearts, were brought to the capital complex, reserved for the use of the Councilors alone. It was a glorious age.
The High Council of Inisha fell two hundred years ago and the continent has never recovered. The twelve nations of Arenish, always contentious, turned upon each other in devastating, endless wars and stormy diplomacy. Monstrous hordes overran the old defensive lines and pillaged great cities and realms, leaving behind naught more than pasture for their horses. These armies in time overcame every one of the old nations, subjecting them to brutish and unenlightened rule for generations.
This endless warfare has wrought a terrible toll on the lands and their peoples. The ethereal forestfolk, a kind and gentle people, were wiped out to the last sprite in wars, famines, and spiritfire. The industrious molefolk retreated to their deepforts in the foothills and swore to never treat with the surface again. Within those same mountains, the handful of traversable passes were intentionally destroyed by ice mages of the north, cutting off their old bastions from all contact. Great Inish cities were razed to the ground and never rebuilt. Culture, trade, and even civilization itself barely hang on by a thread, sustained only by the efforts of our temples, the mercantile cities, and what choice relics the barbarian kings hoard in their stark fortresses.
The most tragic reminder of how far we have fallen is the old capital, Inisha, Great and Mighty itself. This metropolis of marble and quartz was once the largest city in the world. Now, farmers plow fields between the foundations of massive temples long since vanished. Rough shacks are built from piles of marble and brick that were once splendid pleasure palaces. Children drink silty water from the basins of wrecked bathhouses. The city is dead, and nothing but shades of glory remain. Only a minuscule fraction of the population at the city's height can subsist within its demolished walls today, and the center of the city, its once-grandest plazas and monuments, remains completely abandoned. What traces remain of Councilor nigh-almighty magics supposedly keep any would-be intruder out…
—Excerpt from the Great Complaint on the Condition of the Nations by the Venerable Father Danesiti III, ACC 641
It was the grace of the gods that saw our people, the earth-born Recharaz, leave our homelands in Old Allestam: mighty Therdinas, wise Gerdutin, and all-seeing Tarshan, though we did not know Him by that name at that time. Spurred by our wise women and favorable signs, we departed from the east, from the brutish nations and mighty beasts that also dwelt there and pursued us, and first entered the land of Enka, on the border of the High Domain of Inisha. With us were our brother tribes, the horse-born Thurgwaz, the sea-born Burlengaz, and the sky-born Alestaz.
We bade the Councilors grant us asylum and the right to settle in their empty frontiers, for we feared those who followed us. Yet the Councilors were arrogant and denied us entry, and our pursuers attacked us in Enka and slaughtered many of our people. In righteous anger and fear we overcame the Inish defenses to the west; through cunning skill and artifice we surmounted walls, seized cities, and took lands as our own. We Recharaz took the hills of Ispiyat as our own, the Thurgwaz took the plains of Karushiya, the Burlengaz took the islands of Darupal, and the Alestaz took the rivers of Mitama.
Some of us prospered, and some of us suffered. The Thurgwaz expanded their kingdom into the heartlands of the High Domain as that realm crumbled and became the most powerful of us all. The Alestaz were quickly overcome by rebellion and invasion by monstrous folk from the east, chief among them the Ikhtharai whom all others now fear.
We Recharaz and the Burlengaz both held our kingdoms but did not expand, seeking instead to find prosperity and common understanding with the peoples we rule. We learned of Inish gods and accepted them as our own, as the Inish people in our lands learned of Allestammer gods and accepted them in turn. In our traditions of monarchy we have established more stable rule than the constant chaos and civil war of the High Domain when it still ruled these lands, and our Kings rule justly under the watchful eye of Tarshan, highest among the gods. It is as fellow worshippers of Tarshan and the other gods, Inish and Allestammer, that we formally request your aid against the Ikhtharai threat…
—Excerpt from a rather circumspect missive sent by the Master of the House (an administrator directly serving the King) of the Kingdom of Rechaum, pleading for assistance from non-Allestammer kingdoms against invasion, ACC 702. These pleas fell on deaf ears and the Kingdom was conquered by the Ikhtharai before ACC 710.
Welcome to Arenish, where a mighty, magical empire once ruled, but has long since fallen! For centuries now these lands have proven incredibly unstable, with powerful states rising and falling practically every generation. Warfare is constant, and with every year that passes the livelihood of the common people grows worse.
On the periphery of the mightiest nations, dozens of small principalities attempt to eke out a decent existence. Some succeed, but most end up becoming a staging ground for yet another war between two larger nations or the victims of a raid by bandits.
Congratulations, you unfortunate fool, you are the new ruler of one of these godsforsaken states! Where is your weak little principality located within Arenish?
[ ] The highlands of Bassi. These lands are close to the heartland of what once was the High Domain, now ruled by a complex feudal system established by your Thurgwaz ancestors roughly a century ago. You are a vassal of the "King of Inisha," a toothless and meaningless title, but infighting between the vassals is constant and fruitless.
[ ] One of the islands of Darupal. This ancient archipelago has retained much of its insular nature (in both meanings of the word) even after the fall of the High Domain, but that didn't stop your Burlengaz ancestors from taking over the place. You're safer here than in most parts of Arenish, but also have a lot less potential to get much done; your subjects aren't interested in foreign adventuring, unless you can do something about the pirates…
[ ] The coastline of Annitash, just south of the Great Mountains. The Allestammer never made it to this region, which means all the little successor states of the High Domain are actually ruled by Inish people! That doesn't mean life is any better here, though; the few survivors of the Council settled here when the High Domain fell and brought along their magical artifacts. Their descendants wage much more…destructive war against each other than in other parts of Arenish, all under the pretense of a lot of completely defunct titles. You're one of that deluded lot, sad to say.
[ ] One of the cities of the Eniqaat. Located on the south shore of the Central Sea, your people are a mixture of Inish settlers and Qaati merchants who passed through the Great Canal to expand trading networks between Inisha and Qaat. When the High Domain fell, so too did the trade networks, and many Eniqaati turned to piracy—including your family! Yo ho ho.
[ ] One of the villages along the Mitama River. The other great river of the continent besides the Rethnit, your people are a stubborn lot. You resisted Inish rule for decades and retained your language and culture even after the conquest. When the Allestammer invaded, you successfully rebelled against them and forced their local remnants to kneel to you. The Riverine Confederation of which your village is a member is strong—but the fearsome Ikhtharai hordes are stronger, right next door, and looking to expand. Good luck.
Let's find out a little more about yourself. How old are you, and what gender are you? We'll determine your actual name once your culture has been picked from the options above…
[ ] Age: A child of fifteen. Your parents have died too young, and now you've been saddled with responsibility before your time. Vultures are circling. Probably the worst option for your continued, ahem, survival.
[ ] Age: A young person of twenty-one. Your parents prepared you to rule, but you still don't feel ready. You will need to marry soon.
[ ] Age: A young adult of twenty-seven. You recently got married—congratulations—and now either having or adopting a child is a priority for you.
[ ] Gender: Male
[ ] Gender: Female
[ ] Gender: Non-binary (Only available in Bassi and Darupal; the Allestammer peoples have a more expansive view of gender than the Inish and Qaati do!)
Welcome to a quest in an original setting I hope to write a story in one day! This quest involves taking control of a small nation in a fantasy take on the later parts of the European Migration Era and attempting to steer it through the waves of a continent in chaos, only lasting as long as the ruler survives. Mechanics wise it'll be a pretty simple take on Crusader Kings style quests—the narrative comes first. I apologize for all the random names and concepts being thrown around; once the setting and character are solidly decided I can explain things a bit more thoroughly. Feel free to ask questions about anything!