Fallen Fantasy Worldbuilding Thread (No SV, Help Cyber Go Insane in Fantasy Land Together)

Your god is dead, he knelt before me.

KING: The Lamb
Not much is known of the one known called the Lamb, nor does it seem relevant, even to them. What is known is that in order to stop a prophecy, the Keepers of the Old Faith had committed genocide on the Lamb's race, with them being executed last. Their death did not last, as the god the Old Faith wanted to keep restrained made them a deal; remove his chains and make a cult to his name, and they'll be given life once more. To accomplish their goals, the god gave the Lamb the Red Crown, the source of most of his power.

The Lamb did their side of the deal, but when asked to return the Crown, the Lamb showed their faith wasn't blind, and overpowered the last remaining deity, become one themselves, drawing on no other power but their own. This happened in full view of the cult, and they bowed to their new god.

As a person, the Lamb is a surprisingly pleasant and welcoming individual. This makes the fact he can decimate legions of foes and willing to sacrifice their own flock members for power all the more unnerving. Some believe the Lamb's friendly face is a façade for something more dark and twisted, while others think that they are a nice person at heart, but is also willing to do anything to keep the faith strong and his flock at large safe and thriving, even if they have to do it though tears. No one is sure which option is more terrifying.

Land: The Cult Lands
The wooded land that hides the Lamb are far from welcoming (save for the occasional merchant). Filled with dangerous beasts and cultists who know the land far better then any invader, it is unwise to come alone. If once does come with company, they'd best hope the Lamb doesn't know of it. Armies trying to take the land will find themselves riddled with famine, disease, and sudden bouts of insanity all thanks to rituals the Lamb learned of. However, what makes this place so dangerous doesn't come from just it's physical aspect, but also it's spiritual one.

The land of the cult is a graveyard of many gods who came before, something that would make most uneasy just from being there, and that's without taking the Lamb into account. The Lamb is fully capable of slaying other gods, and they know it. They could overwhelm the god in sheep's wool if they united, though that prospect seems unlikely, but also something the former mortal doesn't want to chance. As such, there is an agreement; the Lamb stay on their lands, and the other deities keep their distance.

In short, if you come here, you are coming without your god.

RULE: Praise the Lamb!

There are three types of people in the Cult Land; members of the flock, enemies, and future members. Each failed excursion only grows the number of the Lamb's followers, and they know ways to break even the most zealous minded for their cause. With each new member, the faith in the Lamb grows stronger, and the stronger they get, the less likely the other gods could stand their ground in a possible attack.

One way that could deal a serious blow to the Lamb is to strike at the followers themselves, though this is very ill-advised. This is the fastest way to make the Lamb mad, and there are fates worse then death or indoctrination...


Been awhile since I've last done something like this. Let me know if I did well.
 
Last edited:
Faction list 1
Thanks. On a side note, I think The Cult of the Lamb would be around Outpost or Colony level, with the Lamb doing most of the heavy work.

Also, sometime ago you asked for a list of factions. Here they are:

The Aldmeri Dominion (Elder Scrolls)-Controls Sicily

The Imperial Legion and Stormcloaks-Warring in Scandinavia

House Lannister and Bolton (Asoiaf) Lannisters-Control Most of Southern Spain, Boltons-Most of South England.

The Dothraki-Control much of the Eurasian Steppe

Nordipalica (Tales of Vesperia)- Somewhere in the South.

Hammerfell- Iran, Iraq, Syria

The Guild Union- Near or at St. Louis Missouri

The Kingdom of Falconia- Moscow

The Empire of Zaphias (Tales of Vesperia)- Stretches from the Ohio River Valley to Maine and South to Virginia.

Isengaurd (LOTR)- Ireland

Mordor (Lotr)-Also Ireland.

The Reunited Kingdom of Arnor and Gondor- Portugal and Parts of Northern Spain

Empire of Nilfgaard- The Balkans to West Turkey.

Kaedwen, Temeria, Redania and Aedirin- POLAND!!

Oxenfurt-Danzig

Toussaint- Aquitaine

Fortunes Market-Various Locals

Brazil-Atlantic Federation

Mexico-Mexican Empire under Santa Anna.

Andes - Incan Empire (ruled from the Shadows by the Changelings)

Transylvania and Western Romania - Vampire Counts (Von Carstein Bloodline)

Hawaii - Lokhir Fellheart, the Krakenlord

Argentina, Uruguay and Chile - Vampire Coats-Pirates

Alsace Loraine-East Europan Imperial Alliance

Canada-Malakath of the Dark Elves.

Eastern and Northern Japan - The Fire Nation

Korea - The Kingdom of Korea and the Avatar-Alliance

The Three Kingdoms-Alliance - Western China

The Earth Empire - Manchuria and Parts of Northern China

Water Tribes - North Pole (Northern Tribe) and South Pole (Southern Tribe)

The Republic of China and the People's Republic of China - Central China

Equestria- Flyover States of Montana, Idaho, Washington states.

Realms of Ulthuan - East Coast South of Virginia

Republic of Texas - Texas

Native Tribes-Coalition - Central USA ("Wild West")

Castlevania - Balkins (Romania?)

Ganondorf - Hyrule (Turkey)

LeChuck (Monkey Island) - The Caribbean

Risky Boots (Shantae) - Sequin Land (Yemen and Oman)

The hero schools from the Valthirian Arc series (somewhere?)

Evil Ash (Army of Darkness) - The Deadite Wastes (Isle of Man)

The Skeksis - Thra (Southern half of Africa (save Madagascar?))

Illiger Raiders - Lybia

Tomb Kings (Settra the Imperishable) - Egypt

The Black Mountain (Nagash) - Deep in the Sahara

Daimyo Alliance-Kyushu, Chugoku, Kansei and Shikoku

Okinawa- Kyoshi Island

Haradrim - Arabian Peninsular

Lunatic Cult - The Dungeon

Ardanian Resistance - Ardania

Westeros

Ymaryn Kingdom

Nuemanor

The Dunedain

Centaur Mongols - Unegen Khan

Indomitable Village (plus four Roman Garrisons) - Northern Coast of Brittany

Brethren Court - Cuba

EITC - Other parts of the Caribbean

Brettonia - Kingdom of Burgundy

Dwarf Fortress

The Cult of the Lamb - Estonia

The Awakened Empire - Australia

The Kingdom of Lucis

Camalot

Cair Legion

Assassin's Creed

The Seener Resistance - Muriet

The Broddring Empire

Varden and their Dwarven Allies - Carpathian Mountains

The Cult of Secrets - The Kourna Province

Tropico - *Relatively* insignificant islands

Piltover - Greenland

Terrarian Adventurer's Guild

The Descendants of the Builders

The Great City of Paris and its Metropolitan Area

The Free Sea - Caribbean Islands

Pure Ones - Australia

The Dark Prince (Prince of Persia) - Empire of Persia (Iraq, Iran, Syria) location overlaps with the given location of Hammerfell

Malefor (Legend of Spyro) - Malefor's Domain (Algeria)

Jareth - The Labyrinth

Principality of Gallia - Belgium, Netherlands and Luxemburg

Undertale

Selanar Fengolor - Golden Isle

Norsca - Norway

Ulthuan (Philipines?)
 
So…yeah the plan is to get at least 3 big cities on each continent to act as a sort of "hub"

Paris is one of Europes.
Like the idea, but I feel like that might be hard to do when it come to South America, Africa, and Oceania.

Also;

Location in the Real World- Galapagos Islands or Falkland Islands

Name of Faction: Arcane Flight

King/Ruler: The Arcanist

Land: Starfall Isles - Starfall Isles, once low rolling plains and small islands lined with glimmering shores, were transformed into a skyline of crystalline peaks and listlessly rotating earth streaked in bolts of pure magic. The land is wondrous, but also dangerous and alien. Doesn't help that this place is a magnet for meteors and whatever comes with them...

Rule: The Magic Flows - The Arcane dragons of the Starfall Isles are dreamers. They prefer the allure of the unknown and mysterious nature of the magical energies that bind the universe together. Of all the dragons, Arcane dragons are the most curious, pursuing their theories and their dreams, often oblivious to the effects that their dogged pursuits may have on the world around them. Meteors and runestones are their favored treasures.
 
Okay like it?

Where is it from?
Flight Rising, basically a social web-based activity site with dragon breeding, combat, collecting, ect, though there is a good amount of lore to it.

Some things you should know;
There are eleven Flights are based off of elements, Arcane, Earth, Fire, Ice, Light, Lightning, Nature, Plague, Shadow, Water, and Wind.
Each Flight is lead by a deity, so the the Arcanist is a (relatively young) god.
Fae Dragons are creations of the Arcanist, but other breeds of dragon also live on the Isles.
The Arcanist caused (directly and indirectly) two apocalypses. He's yet to learn his lesson.
 
Representative Maximillian Robespierre
Age: 35

Titles: The Incorruptible

Diplomacy: D20 => 16+1=17 ( A Orator, a political idealist, and master of Human connection, and he's a published essayest in many newspapers, his anger is a slow boil, however.)

Martial: D20 => 9+1=10 (He knows war is similar to organizing peace, or the crowds, and he can point crowds in a general direction to fight, but that is the limit of his military ability, he does understand however the value of keeping those who know war.)

Stewardship: D20 => 16+1=17 (He keeps his money and affairs in order, and he understands the value of logistics and organizing people and resources, in the future unborn, he does a fair bit of Committee work himself and did rather well considering the circumstances he found himself in.)

Intrigue: D20 => 15+1=16 (A Political animal and Lawyer must lie, and know the truth from a lie to succeed. His reputation was earned for his political mind and a stern conviction.)

Learning: D20 => 14+1=15 (Well educated in the Finest of Frances Law Schools, he is as much as a student of the Enlightenment as he is an advocate.)

Piety: D20 => 7+1=8 (He considers himself a Deiest who thinks God no longer concerns himself in the affairs of men...recent events have caused him to at least reconsider that last point properly, if only because it was so...out of nowhere.)

Personal Combat: D20 => 7+1=8 (He knows how to use a Pistol and dagger, just..poorly given his profession keeps him away from violence most of the time, though he can throw and take a punch.)

Traits:

The Incorruptible: Maximillian Robespierre is many things, A talented lawyer, a brilliant orator, and a statesman with an impeccable reputation as one of the French Revolution's greatest advocates he is unyielding as he is uncompromising…though like all men of the reason he can be convinced. With Proper evidence. (+1 to all stats, passing a difficult diplomacy check he can convince anyone to at least consider his words. When facing Monarchs he has a -10 to all rolls if he fails a composure check. +10 to all rolls related to law and politics. +20 to all rolls related to defending or convicting a client he wishes to see properly freed or punished)

The Firebrand of '93: Maximillian Robespierre is a believer in the Revolution and all its virtues and flaws, he thinks all men should at least consider the ideals. Or be made to consider them…by any means necessary. ( if assigned on adventures to a foreign Power, Max will try to spread the revolution, If he rolls an 80 or above in his "Teaching Revolutionary theory" diplomatic action, in three turns, a random -30 is applied to the power it was taught to as a revolt against the established government is fermented and begins to take action.)

AN: ROBBY!

Try not to have too much fun shifting through the French Bureaucracy, God literally tossed you guys into another Timeline..
 
Location in the Real World- Ethiopia, Djibouti, upper half of Somalia

Name of Faction: Plague Flight

Queen/Ruler: The Plaguebringer - Characterized by her diseased, skeletal appearance, she is known for fighting with her sister the Gladekeeper, with a desire to spread disease and infection throughout the land.

Land: The Scarred Wasteland - Like a wound in the center of the world, the Scarred Wasteland continues a campaign of destruction that began in an age where the Plaguebringer only had one enemy: her sister the Gladekeeper. Rot and runaway viruses pulse through the landscape, infecting the terrain as it spreads ever outward in a sick spiral of death and decay.

Rule: Survival of the Fittest - The Plague dragons of the Scarred Wasteland are survivors. They prefer to be as strong and adaptable as the plague they spread. Of all the dragons, Plague dragons are the most savage, and celebrate the cycle of life and death by constantly pitting themselves against others. The bones and armor of their enemies are their favored treasures.



Location in the Real World- Uganda, Kenya, lower half of Somalia

Name of Faction: Nature Flight

Queen/Ruler: The Gladekeeper - Mostly covered in bright green leaves, she shares a rivalry with her sister, the Plaguebringer. She desires to revitalize the land and spread growth and life throughout it, though she is also xenophobic, not wanting non-Nature dragons (not just Plague) her, "precious greens and flowers soiled with the filth of other Flights."

Land: The Viridian Labyrinth is considered the pulsing, verdant center of what remains of the Gladekeeper's ambitious campaign to blanket the world in life abundant. From the dark sweated jungles, shamanistic clans weave the wildlife around them into formidable tree villages and hideaways, content enough to cling to the waning growth of the world through roots and streams.

Rule: Laws of Nature - The Nature dragons of the Viridian Labyrinth are druids. They prefer to be as wild and primal as the ancient forests they call their home. Of all the dragons, Nature dragons are the most nurturing, enjoying the care and cultivation of flora and fauna, spreading an overgrowth of life where once there was none. Seeds and rare flowers are their favored treasures.

Other things to note;
The exact personalities of the sisters are mostly unknown, though it is made a point that, despite appearances, neither of them are necessarily better or worse then the other.

Mirror and Aberration Dragons are native to plague, and Wildclaw Dragons are native to nature.

Plague healers are an interesting bunch because rather than administer treatments that counter illness, they use a mixture of magic and contagion that stress the affected dragon further, allowing them to reach a stronger, healed, and resistant state faster than other elements. Plague healers will treat physical injuries with sutures, bandages, and braces, but they won't clean the wounds or apply ointments.

The Plague Flight hates the undead. They believe in survival of the fittest, and the undead did not survive, and therefore should not live.
 
Last edited:
Prisoner Number 34
Age:19-33

Titles: The Chateau Di'f's most Dangerous Prisoner, The man Formally Known as Edmond Dantes.

Diplomacy:10+2+3-2=13 (The Prisoner is a Charming and well mannered man of principle.)

Martial: 9+2+3=14 (Between learning basic military theory from Faria, he got lessons from several Military commanders the Government threw into prison.)

Stewardship:10+ 2+3=15 (His skill in management is impeccable. For one with only the basics of economics)

Intrigue: 20+2+3+2=27 (The Men I trusted Betrayed me…I will never allow that to happen again.)

Learning:18+2+3=23 (Fluent in the Classical arts, languages and philosophy.)

Piety:6+2+3=11 (You believe in God, and given your best friends with a man who defiled God…you believe.)

Personal Combat: 20+2+3=25 (You got lessons in the art of the blade from a man named Thomas Alexander Dumas…who for some reason reminds you of yourself.)

Traits:

The Man who would be Count: In another Life Edmond Dantes would become his final form, a redeemed and happy man who has achieved Justice, revenge and finally a measure of peace. No more his fate has changed and now he is trapped…or is he? (+2 to all stats, +5 to all rolls, +10 to all rolls related to escaping the Chateau Dif Will evolve into ??? if he escapes. )

Classically Educated: Edmond has been classically trained and educated for Years by Abba Faria, and is skilled in all nobleman arts. (+3 all stats, +5 to Learning and Diplomacy Rolls)

Iron Willed: "I cannot give up…I will not give into despair." (+2 Personal Combat and Piety, ??? To a random roll)

Bitter: "You have suffered…please you do not know the meaning of suffering." (-2 Diplomacy, Piety, +2 Intrigue, -5 to certain rolls)

The Angel on His Shoulder: Edmond Dantes has forever owed Abba Faria both his life and sanity. He will never betray him. (You are Loyal to Abba Faria, +10 to all rolls when working with him on adventures and in national actions.)

The Devil Crying for his Heart: Edmond has forever been at war with his disire for revenge, he must battle the temptation in the form of an assassin named Jaqen Hagar who may give him what he desires…for a price. (The Faceless god of death offers many things…for a price. +10 related to helping the Faceless men)

Odd Friendship (Victor Frankinstine): You both met while in solitary confinement, apparently he committed a Crime against nature…and you bonded over the classics. (Starts as Friends with Victor Frankenstein. Your Life is in terrible Danger)


AN: I hope @TirelessTraveler likes this its just another version of Edmond Dantes.

Now with more people in Prison with him.
 
Cuz the monster Frank made wants to kill anyone associated with it's maker, right?
Among other things.

For one thing.

Adam can sense how Dangerous Edmond is.

But then again, anyone with sense can see that Edmond is the most dangerous man in the Prison.

Or one of them, he's not Nappy B, but that 27 Intrigue...damn, and this is before his level grinding.
 
Alexis Fideles

Age:36

Titles: Judge of the Tribunal.

Diplomacy:15+1=16 (A Firey Orator, and master of the Guillotine, He is a Firebrand, though a much more subdued one then Robespierre, but no less talented.)

Martial: 9 (His Military Education consists of pointing an armed Mob at a target, and it seems to be rather effective, though his agent Gegory Remal has been giving him a "Real" military education, involving the importance of Cover and barracades)

Stewardship:13+1=14 (A noted Drinker and gambler, he has somehow, been able to keep his modest and comfortable living conditions of his family unhindered by his antics…the real miracle in his life.)

Intrigue: 16+1=17 (One does not survive the Politics of France without a keen mind for politics.)

Learning:11 (He knows the Law, and its Loopholes)

Piety:1 (Dispite God literally throwing Paris into another world, he remains a Deist and impious.)

Personal Combat: 15 ("One does not live as long as I have…without beating men with my fists after dice.")

Traits:

Judge of The Revolution: "I am a Member of the Revolutionary Tribunal of France and arbitrator of its Laws, No more no less." (When acting as Judge, gain a +5 to all Rolls, When apart of a conspiracy of Equals or leading one, gain a bonus from a random named supporter in your conspiracy.)

Recovering Sinner: You are a recovering alcoholic and dice gambler, who put his hobbies aside for the sake of family and work. ( Roll a d10 for a sobriety check, on a 2-10, you can function normally, on a 1, Roll a d100 for how bad the relapse is and suffer a -30 to all rolls for one turn.)

Backroom Schemer: This character is a master of getting items made behind closed doors. (+1 Diplomacy, Intrigue , Stewardship, +10 to those rolls in making a deal)

AN: The Protagonist of We. The Revolution, now forced to pull double duty.
 
Back
Top