
Solarean Adventures LARP Lore
Elsewhere
Though the continents of Lithia and Reshis are vast, there are places that do not belong to either continent aside from New Zanshia. When deciding what to call these regions while drawing The Known World map after The Descent, the collective cartographers of the world decided simplicity would be best. Both academically and casually, these areas are simply referred to as Elsewhere.
Alaethrie
Alaethrie (Ah-lay-three) is an island that sits between many other countries, though it has complete sovereignty from its neighbors. The entire island exists as parts of a city that goes by the same name. Alaethrie acts as a neutral trading site for New Zanshia, Solarea, and Rúndísar. The Rupture Oscura pushes the currents of The Broken Sea north allowing travelers to more easily make their way to the island. Alaethrie is independent enough to remain neutral in trade disputes.
(Writing credit: Elizabeth Lund)
Alpania
Nestled in the oldest part of the forest, among ancient towering lājevardis trees is the town of Alpania. The library of Alpania is not known among those of the greater world but it houses a vast collection of tomes and histories, thought all but lost in the great purge when many of the great cities were leveled and turned to ash. Here they are kept secret, preserved, studied, and copied by hand. The library has a small network of agents, deployed into the greater world, searching for lost information and wonderous arcane technology, only hinted at in some of the more ancient scrolls.
(Writing credit: Theodore Malt)
The Behemoth Isles
The Behemoth Isles are perhaps the most dangerous in the world. All manner of creatures call it home. It is treacherous to navigate once ashore. There are no settlements or trade occurring on the shores or mountains. The monsters who reside there seem to only be getting stronger as time goes on. When the Zanshian Citadel Nazeen fell, it crashed and scattered all across The Behemoth Isles exposing the local beings to energy that would only make them stronger over time. The country of Bhakti upholds their duty of keeping these creatures at bay so the rest of the world can know piece.
(Writing credit: Sahil Vaid)
Krophia
Krophia is a remote island nation located in the sea south of Varcastia. The island is about 10 thousand square miles, holding a population of about 50 thousand people. The land is rocky around the edges, with a range of dormant volcanoes running in an arc across the east and south edges of the island. The largest peaks are to the southeast. In the middle of those peaks is a large gap, where the largest mountain stood before the Great War of the Gods. While dormant, the mountains still provide hot springs and thermal across the island. Most of the terrain is a mix of forests, swamps, hills, valleys, plains, with a few larger rivers running parallel across the island. Ancient ruins peek out from the land, leftover from the Old-Krophia that fell when the mountain exploded. Krophia has dry summers and wet winters that take up most of the year's weather. Spring and fall are shorter, but come with torrential storms that can make life on the island harsh along the western coast.
The island is run by a cult of unorthodox Opistrae worshipers called the Bare Branch. Its church rules over much of the life on the island. From the military to the government, the church has its hands on it in some way. The Church’s hold on the island is stronger the further you go into the center of Krophia. Day-to-day life would not be seen as odd from the outside, especially in the few port towns. People live and work like most anywhere else. The people lean to collectivism, with the church as the focus. Most of the population is human, but you can find people of other lineages on occasion, beast-kin and half-folk are frequent but others are less common. Everyday people farm and craft, but tend to be more aligned with the teachings of the Bare Branch.
Imperial Common and Krophian (Greek) are the main languages of Krophia, with many in the priesthood learning Ancient Krophian (Attic Greek). The main farming exports are, wool, sweet potatoes, medicine, and tea, other exports are; salt, obsidian, and dyes. While people from the outside are allowed to trade in the port towns, outsiders are not typically allowed deeper into the island.
A notable feature of Krophia is a Rupture in the mountains. The site causes emotions, wants, feelings, and needs to be drained from a person while they are on the island. The effect is very muted in the port towns, but grows noticeable the further you go inland towards the mountains. The power is kept in check by three individuals. Holders of the shards of a fallen god, pieces of divinity that have been fused to their essence. Other effects of the energies from the site can be seen in the flora and fauna, some subtle, others not.
Some big taboos in Krophia are necromancy, heresy against The Twelve, and individualism.
In world story about dragons and Krophia:
"They say, long ago, during the age before ages, the Dragons and Krophians fought a never ending conflict. When the gods began to fight, the people of Krophia prayed for the dragons to fall and for their god to be ripped from the heavens. Their beg for aid seemed to have been answered when the ancient god of dragons was struck down during the war and a piece of it fell from the heavens and crashed into the home island of the Krophians."
"The hunk of divinity slammed into the largest mountain on the island, what was a dormant volcano. The mountain was shattered, causing the ground to erupt all across the island, killing most not near the coast. What was left of the chunk of god that fell to the island buried itself deep into the stone, having hollowed out a large section of mountain. Once my... ancestors found where it landed , they dug a hole deep to see what was sunk in the stone, but were unable to move what was found. That hole is the well. What would later be called the Well of Páthos.”
"Once uncovered the Well began to suck the feeling and want from all that was left on the island. It was not till the priests found it and contained it did it stop, but not all the way. It still feeds on the people of the island's wants, desires, passions, sorrows. All feelings. It pulls at you till you are left empty."
(Writing credit: Adrian Newton)
The Skeleton Keys
The Skeleton Keys are a tropical archipelago off of the coast of Verania. Surrounded by politically neutral waters, the Keys became a final resting place for pirates and other state enemies who wished to be buried in earth rather than sea for religious, social, or personal reasons. Eventually, the islands were also exploited by marauders looking to stash stolen loot there, disguising it with grave markers in hopes it would not be disturbed. However, word of this practice got out among treasure hunters, and the isles have since been plagued with exhumation in search of the false grave caches.
There is no formal curse upon the Keys, but the potent mixture of blood money, the sordid deeds of those buried there, and the vandalization of sacred last rites have solidified its fate as a truly haunted place, ensuring that those whose mortal beds are jostled by the raiding will rise again, wrathful, violent, and desperate for a way to be put back to eternal rest.
(Writing credit: Wes Bevans and Matthew Kyle)
Please click "Varcastia" above for full details about the country.
