The Realm of Vindicta

Vindicta, the dwelling place of the God of the Heart, Flax, and his arch graces, stands as the calmest and most liberating realm for mortals to inhabit. Its climate and populace exhibit a friendlier disposition compared to other realms. However, this does not imply an absence of roaming monsters or creatures; rather, Flax and his devoted servants ensure the realm remains controlled. To date, Vindicta stands as the sole realm that has not witnessed any wars or civil conflicts among its people since the gods assumed direct rule over their dominions.  

Ruling Dominon

Vindicta is divided into 6 Provinces, each governed by a Head of State or a Group of individuals who undergo the direct rule of Flax himself. The realms and their inhabitants can always seek an audience with Flax, but it is suggested to first speak to their heads of state to assist in resolving any local problems.  

Province, Patriam Manus

As a hub for adventurers, it hosts bustling markets, renowned guilds, and magic academies. Steeped in legends, the province is haunted by the Golden Knights and Brotherhood of Eden, attracting seekers of truth and treasures. The ever-changing population embraces inclusivity, accepting different races and cultures.   The formidable military, an extension of Flax the Greater's Jaheb-lism, unites diverse members to protect against external threats and paranormal activities. Religion, primarily centered around Flax, fosters tolerance, allowing diverse beliefs to coexist peacefully in Patriam Manus.  

Province, Patriam Campan

is famed for its diverse populace, primarily Avaranti Humans living monk-like lives. This province values martial arts, self-improvement, and inner peace, attracting those seeking personal growth and redemption. Rich in history, it's Flax the Greater's birthplace, fostering ki traditions and the renowned "Tortoise Wave" technique. A harmonious blend of Avaranti Humans, dragonkin, dwarves, dormarlings, orcs, and more coexists, sustaining a cooperative economy.   The martial artist monks, led by a Grandmaster, form a formidable military known for their combat skills and ki manipulation. Patriam Campan promotes religious freedom, peace, and mutual respect, maintaining amicable relations with neighboring provinces. The province's economy thrives on trading books, manuscripts, and the prized Iron Wood, renowned for its unique properties. Governed by martial artist monks, Patriam Campan values peace and harmony, resolving conflicts through mediation and self improvement.  

Province, Hirundo Castrum

Dragonkin, Dwarves, Ufragar Humans, and Beastpeople of Flax coexist with immigrants like Sharp Ear Elves, Goblins, and Grey Orcs, enriching the province's diversity. Craftsmanship and metallurgy define the Dragonkin and Dwarves, renowned for their weapon forging and jewelry making. Hirundo Castrum serves as a bustling trade hub, promoting economic growth and inclusivity. The province emerged from a dark history of dragon oppression, culminating in a rebellion that paved the way for freedom and equality.   Despite occasional dragon threats, Hirundo Castrum symbolizes resilience, progress, and unity, standing as a beacon of tolerance and cultural harmony. The military, led by Dragonkin and supported by Dwarven privateers, ensures defense and order, while religious tolerance prevails with beliefs in Flax or Sanguis Gladio.  

Province, Tricitum Castrum

presents a facade of inclusivity. Despite being a haven for beings of all kinds, a dark side emerges with a state of denial and acceptance of their fabricated utopia. The province's public agenda revolves around self-love and resistance to change, fostering racism and discrimination.   Its history, scarred by the Wars of the Rift, saw devastation and intervention by Flax before the time the gods ruled, bringing a semblance of order. Demographically diverse, Tricitum Castrum struggles with hypocrisy and discrimination against those not adhering to Flax's beliefs, leading to internal conflict.  

Province, Deus Gentis

is a profoundly religious province with a diverse populace, mainly elves, humans, and strix, alongside orcs, kobolds, and others. Jaheblism dominates, shaping daily life, arts, and traditions. It stands as a haven for devout believers, fostering religious unity and upholding Jaheblist principles.   Its history intertwines with the Arch Graces, once a beacon of enlightenment tarnished by corruption and greed. Despite efforts to purge evil, a lingering dark past haunts Deus Gentis. The population, deeply connected to Jaheblism, considers it integral to their identity. Foreign relations, notably with Ursus, are complex due to differing beliefs and ideologies.  

Province, Ursus

Possing Vindicta's denses forests, boasts a culture forged by the challenges of its environment. Inhabitants, are renowned for their self-sufficiency and resilience. The province draws adventurers seeking monster hunts or an honorable end. Once shrouded in darkness by the tyrannical lich Xalinar, Flax's intervention banished him, but the legacy lives on in the form of monstrous creatures.   The sparse population, including migrated ethnicities and monsters, relies on the lucrative trade of monster carcasses and rare weapon parts for economic sustenance. Despite the perilous environment, tales persist of Xalinar's lingering ghost seeking vengeance. The province remains skeptical of religious beliefs, focusing on survival amidst constant threats.  

Terrain & Bioms

Desert

a harsh, arid environment characterized by low precipitation, high temperatures, and minimal vegetation. Adapted flora and fauna, such as cacti and tiefdogs, thrive in sandy landscapes. Extreme temperature fluctuations and scarce water sources pose challenges, shaping the unique adaptations of life in this unforgiving place.  

Mountains

Towering peaks, deep valleys, and diverse ecosystems define this biome. Harsh climates, with temperature extremes and variable precipitation, create unique habitats for flora and fauna, including alpine plants and resilient mountain-dwelling species adapted to the challenging conditions.  

Plains

Characterized by grassy landscapes and occasional shrubbery, these plains offer habitats for diverse wildlife. Weather conditions, including variable temperatures and seasonal changes, shape the resilience of the flora and fauna in this biome.  

Forests

a lush expanse dominated by dense vegetation, towering trees, and diverse plant life. This vibrant ecosystem supports a plethora of wildlife, creating a harmonious balance between flora and fauna. The forest biome experiences varying climates and provides a haven for diverse species.  

Steppes

This biome is characterized by its flat terrain, moderate climate, and low precipitation. It supports a unique array of grasses and shrubs, along with diverse herbivores and predators adapted to the expansive landscape.  

Taigas

a cold and coniferous forest region. Dominated by spruce and fir trees, this biome experiences chilly temperatures and snowy landscapes. Home to hardy species like reindeer and wolves, the taiga exhibits a distinctive flora and fauna adapted to its subarctic conditions.

Cultures & Races

Vindicta is graced by people of almost any race or culture due to its varied terrain and availability of resources. From Elves, Humans, Dwarves, Dragonkin, and other species, almost everything is present in this realm, making it stand out among all the other realms.  

Regional Cultures

 

Avaranti Humans

Living in Patriam Campan Mainly embody disciplined lives devoted to self-improvement and martial arts. Their tranquil existence, characterized by meditation and enlightenment pursuits, reflects a spiritual journey towards inner peace.  

Circlet Leshies

Living in Forests all around and in the druid circles in the realm are  the friendliest animal-loving druid masters. Their deep connection with nature fosters a love for creatures and disdain for those harming fauna. They are fierce protectors of wildlife.  

Moard Dragonkin

dwelling with dwarves atop Vindicta's mountains, fuse their draconic heritage with diverse cultural influences. Their society embraces individualism and cooperation, mirroring both personal growth and the independence forged through liberation from a dark history of draconic enslavement.  

Crvenian Orcs

Living in the Big Citties and elven Settlements with distinct red skin, diverge from militaristic tribal origins, cultivating a unique, dispersed culture centered around arts and creativity. Spiritual practices involve worshiping the eternal Jesper and forming bonds with Dwarves, creating a rich tapestry of cultural diversity.  

Flaxian Beastpeople

Most Prominant in Hirundo Castrum are characterized by deep humility, prioritizes community over personal gain, accumulating wealth for collective nurture. Naive about other cultures, they avoid war and magic, finding joy in music and celebrations, fostering a society based on humility and benevolence.

Regional Monsters

 

Phantoms

Phantoms, former mortals who lose their hearts to despair or regret, may linger in realms without divine guidance. Though most move on after death, some stay to fulfill goals, tethered by their Chains of Fate. The transformation process takes months to years, corroding the chain, tied to their essence, reflecting their fading connection to the living. Accelerating factors include attacks by Phantoms or other undead creatures, extreme despair, or use of specific occult powers. Their limited interaction with the living becomes a struggle when goals are unattainable or ties are severed.  

False Hydra

The Illusory Serpent, a sinister entity in Vindicta, weaves illusions that erase itself from collective memory. Through a haunting melody, it devours minds, leaving communities oblivious to its victims. Its insidious nature thrives on the forgotten, creating unsettling voids in the minds of those it preys upon, all while remaining concealed within the shadows of its own illusions.  

Death Leshys

possessed by Void Undead entities, exhibit a macabre existence. Like grim reapers, they spread void infection, turning victims into undead with a vile vomit. Hunting living creatures for months, they stalk and infect entire communities. Only a demi-god's blood holds the cure, restoring the turned victims to life.  

Passing the Realm

For entering and exiting the realm of Vindictus, one must seek an audience with Flax's Arch-Graces at the court. Departure or entry without their blessing may result in disintegration or being cast into the abyss of the Void Sands.

Maps

  • The Realm of Vindicta
    The Home of Flax the Greater, god of the Heart, this realm is inhabited by all sorts of species and is commonly fair and docile in most citys.
  • Province, Deus Gentis
  • Province, Hirundo Castrum
  • Province, Patriam Manus
Provinces
Patriam Manus
Patriam Campan
Hirundo Castrum
Tricitum Castrum
Deus Gentis
Ursus
Population
~200 Million Citizens
Owning Organization

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