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Drune’s geography is a study in contrast. To the north, the land is harsh and rugged, with towering cliffs and relentless winds from the sea. Drune’s capital, sits at the heart of this coastal region, a bustling port where ships from across the continent dock to trade in goods and knowledge. The waters are home to many a fisherman, and the seas themselves are as much a part of Drune’s economy as the land.
To the south, however, the land transforms into fertile, rolling farmlands. These southern plains produce grain, fruits, and vegetables in abundance, and the bounty of the fields feeds the entire kingdom. But these lands are vulnerable, distant from the safety of the capital, they are harder to defend from invaders or raids, and mostly a trade agreement with Skaldune is depended on in order to keep these southern lands safe. In a kingdom where the seas are its greatest protector, the open plains are an exposed weakness.
Drune’s prosperity has always been rooted in the ocean. Fishing is the lifeblood of the kingdom, with the seas providing not only food but also resources like pearls, salt, and whale oil. The kingdom’s skilled sailors, many of whom are from a long line of fishermen, know the tides and currents better than anyone, ensuring a steady flow of trade and commerce through their bustling ports.
But Drune’s wealth does not come solely from the sea. The people of Drune are master traders and shrewd businessmen, with a natural talent for negotiation and diplomacy. Their merchant fleets are among the finest in the region, carrying goods far and wide, establishing trade networks that stretch across the known world. Baleport, the nearby merchant republic, is a vital trade partner, though the two kingdoms often engage in quiet competition and rivalry. Drune's merchants are skilled at both trade and deception, carefully manipulating market prices and always staying one step ahead of their competition.
Piracy is another defining characteristic of Drune’s maritime culture. While it might be seen as a criminal endeavor in other parts of the world, in Drune, it is often a sanctioned part of their economic strategy. The kingdom’s rulers have long offered safe haven to pirates in exchange for a share of their profits, using them as a tool to control the seas and maintain dominance over their coastal waters. This relationship between the crown and pirates is a delicate one, but it ensures that Drune’s trade routes remain largely free from interference, and that its ports remain full of foreign ships seeking refuge.
Drune is not a kingdom defined by brute force or military might. Instead, it is a place where the mind is the sharpest weapon. The rulers of Drune are masters of political maneuvering—a royal family known for their ability to twist the threads of diplomacy to their advantage. The kingdom is governed by Prince __, who rules with a combination of authority and discretion, known for his calm demeanor and calculated decisions. His advisors are often as influential as the royal family itself, made up of some of the best diplomats, spies, and merchants from across the kingdom.
Drune shares a border with three very different powers: the House of Dawn, a militant and highly religious kingdom to the east, the merchant republic of Baleport to the north, and the warband tribes of Skaldune to the south. The House of Dawn, a theocratic society, has a strict moral code and a fervent belief in the righteousness of their cause, Baleport a city-state focused on wealth, diplomacy, and trade, while Skaldune a Heretically people focused on war death and honor. Drune finds itself walking a fine line between these three powers, leveraging alliances and trade agreements when needed but often maintaining a stance of neutrality—at least outwardly.
What sets Drune apart from its neighbors is its unparalleled spy network. The kingdom maintains a highly secretive and efficient intelligence system that spies on its neighbors, infiltrates rival factions, and keeps the ruling family constantly updated on the shifting tides of diplomacy. Through bribes, blackmail, and subtle manipulation, Drune’s agents keep the kingdom one step ahead of any potential threat. This web of spies is so deeply entrenched in Drune’s politics that it has become almost a part of the kingdom’s culture—information is as valuable as gold here, and those who can collect it wield immense power.
The whale is the symbol of Drune. Majestic, powerful, and elusive, the whale represents the kingdom’s dual nature: the quiet strength of the ocean and the ability to navigate both the physical world and the world of politics with grace and precision. The people of Drune hold the whale in deep reverence, often incorporating its imagery into their ships, clothing, and coats of arms. Whales are also featured in many of their myths and legends, seen as messengers between the sea and the land, reminding the people that their strength lies both in the waters they sail and the wits they wield.
The Principality of Drune is a land where the sea, trade, and diplomacy intersect to create a kingdom that is both powerful and elusive. Its wealth and influence are not solely derived from military might, but from its control of the oceans, its political savvy, and its shrewd businessmen. With a network of spies that keeps them always a step ahead, and a culture built on trade and subtlety, Drune stands as a kingdom that is ever-watchful, ever-ready, and always calculating the next move. Whether dealing with the zealous House of Dawn or the competitive Baleport, Drune plays the game of power with finesse, ever aware of the tides that could shift at any moment.
One of the most beloved and worshiped figures within the faith of Her Eternal Luminance is Saint Senna, a legendary hero who is particularly revered in the Principality of Drune. Saint Senna is said to have been saved by the Lady of Light herself, chosen to become a vessel of Her Eternal Luminance’s fire and wrath.
The tale of Saint Senna begins in the troubled coastal waters of Eastern Essyltania, where terrifying creatures, known as beasts of the deep, plagued the region. These horrors, said to be ancient beasts who had escaped the divine judgment of the gods, terrorized the seas and ravaged coastal settlements. With Her Eternal Luminance’s divine light burning in her breast, Saint Senna was filled with an unyielding sense of purpose and a powerful desire to cleanse the oceans of these monstrosities.
Senna’s bravery led her to gather a fleet of followers and warriors, all dedicated to purging the seas of the creatures that threatened to engulf the world in darkness. After many years of tireless battle, Senna and her fleet encountered the greatest of all the ocean's evils: the Great Kraken, a creature of unimaginable power that had terrorized the seas for centuries. With the fire of Her Eternal Luminance guiding her hand, Saint Senna led a final, catastrophic assault on the Kraken, culminating in its destruction.
Senna’s victory over the Kraken became the stuff of legend, and her tale is told in great detail throughout Drune and beyond. Her story is one of unwavering faith, heroic sacrifice, and divine vengeance, and she is revered as the goddess’s earthly champion. Many followers of Her Eternal Luminance look to Saint Senna as an example of the strength and resolve that comes with walking in the goddess's light. The tale of her victory is often retold as a rallying cry for those embarking on the holy crusades, and her name is invoked as a prayer of inspiration during times of great struggle.
In Drune, Saint Senna is viewed almost as a patron saint of sailors and warriors, and many among the Drune people wear symbols of her likeness or carry charms invoking her protection before setting out to sea.
The Rite of Divine Illumination: This is the ceremony by which followers are initiated into the faith of Her Eternal Luminance. It involves standing before the Holy Flame, a sacred fire that represents the goddess’s light, and professing one’s devotion to truth and purity. The initiate is blessed with a mark of light, usually in the form of a glowing sigil, symbolizing their connection to Her Eternal Luminance.
The Day of Wrath: This is a holy day dedicated to remembering the goddess’s divine wrath and the righteous purging of evil. On this day, the faithful gather for processions, sermons, and ritual cleansings, where sins are confessed and the faithful seek purification. The day often culminates in a symbolic purification ritual, where those who have strayed from the path are "cleansed" by light or fire.
The Crusader's Oath: Warriors who dedicate themselves to the holy crusades take this sacred vow, pledging to rid the world of falsehood and to fight in the name of Her Eternal Luminance. The oath is a solemn promise to give one’s life in the service of the goddess, and it is often sworn before a holy relic or the High Priest.
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