
Solarean Adventures LARP Lore
Scattered Territories
There are places in Lithia that do not belong to any of the formally named regions on the continent. However, these places do still exist and have rich histories of their own. When brought up in conversation within the context of Lithia, these places are referred to as Scattered Territories.
Aarvelia
Geography:
Aarvelia is a coastal city-state with an urban center, but a good amount of rolling farmland and estates surrounding it. It sits on a southwestern peninsula, far enough away to not need to worry about the raiding season of the tribes on the Plains. The territory is mostly self-sufficient, but is used to travelers and merchants from both land and sea routes finding their way into the region for trade, pleasure, or to seek out the knowledge offered by the local university.
Government:
Aarvelia is ruled by the elected members of the High Council. Councilors serve ten years and campaigns are generally financed by wealthy citizens, giving coin quite a lot of power in the region. There is a reasonable amount of class mobility, however, given the abundance of trade, apprenticeships, and educational opportunities around the city-state.
Major Landmarks:
Miroslav University is the most renowned academy for higher education in Lithia, offering robust programs in magical, natural, and physical sciences, as well as a competitive business school. Its campus is interwoven throughout the city center.
Other A bustling community based around a large port - a majority of Lithia’s imports and exports go through here. Supported by ample farmland and distant enough from the conflict of the Plains to be fairly self-sufficient and stable. Equine sports are very popular here and an exotic animal trade flourishes.
Cultural Inspiration:
Slavic naming conventions and Spanish equine culture.
(Writing credit: Paige Allison and Kaylah Crepps)
Baile Briste
Baile Briste is an isolated hamlet in the mountains at the southernmost islands of Lithia. It is not readily accessible to outsiders, given the treacherous terrain and odd proclivity for forest fires, so not much is known about it.
(Writing credit: Roswell Davis)
Lamplight
A funky little swampy backwater town where some markets are held. It can considered a one-stop-shop location for anything you need. The swamp welcomes all.
(Writing credit: Paige Allison)
Pakao
A tropical island where fire devils who lived in the volcano and humans had established a somewhat peaceful civilization together.
The people of Pakao and the Infernals there speak language based on Tagalog and Kapampangan, respectively.
(Writing credit: Ren De Guzman)
A History of Pakao
Written by Isko, formerly of the Ash Coast
The Arrival
No one knows exactly when the Infernals came. They showed up at the mouth of the volcano one day, and everything changed after that. There are no stories about where they came from, or why. If there were, they’re gone now—burned or erased by the Infernals themselves. Back then, people lived in scattered villages along the coast and deep in the jungle. The Infernals didn’t speak to them. They didn’t ask for anything. They just took what they wanted. Fields burned. Villages disappeared. People died. There was no reason or warning—just fire and fear.
The Rise of the Shamans
Over time, some people were able to speak to the Infernals and live. These were the spirit-speakers - shamans, witch doctors, seers. Somehow, the Infernals let them live, maybe even listened to them. The people started trusting these shamans. They became the ones who spoke for the tribe, kept the peace, and made the rules. That’s how the priest class began. Violence didn’t work against the Infernals, so peace became the only way forward. The people became quiet, careful, and deeply tied to ritual.
The Failed Rebellion
A few generations later, the people tried to fight back. Some thought they could push the Infernals off the island. It didn’t work. The Infernals struck back fast and without mercy. Many died. Whole families vanished. After that, nobody tried again.
The Soul Bargain
Not long after the rebellion, the First Infernal -the oldest and strongest of them - made an offer. One soul, once a year, in exchange for peace. That was the start of the Soul Bargain. The offering would happen every year, right at the equinox, when day and night are equal, and the sun hangs straight above at noon. It’s a time of balance, and so the offering became part of that balance.
At first, anyone could be chosen. Later, the priests changed that. Now, it’s always someone who broke the peace—criminals, violent ones, people the village no longer accepts. The death still happens, but the people choose who it is.
The Age of Balance
After the pact was made, life slowly changed. The fear didn’t go away, but people learned to live with it. Ashfall Eve, the day of the offering, became something people didn’t just fear -they came to expect it. They built songs and dances around it. It became a tradition. Now, it’s even seen as a celebration.
Over time, the First Infernal became more than just a threat. People built shrines and temples. Some say he’s a god. Others say he’s just power we can’t understand. Either way, he only appears once a year - on Ashfall Eve, during the offering. When he shows himself, the priests receive his blessing. Sometimes they gain the ability to warm others with fire, calm wild flames, or see signs of what’s to come. The main seer usually sees if he wants something in the year ahead.
Today, humans, Infernals, and their mixed descendants - called Ashkin or Embers - live mostly in the village near the volcano. The shaman-priests still lead the rites, and Ashfall Eve remains the most important day of the year. One life is taken, the rest are spared. That’s the balance.
(Writing credit: Ren De Guzman)
