From World of Charun

"The sword and shield does not make the knight."
- Old Sanctian saying




Sanctia is a realm of myth to those of the outside world. It was a realm of martyrs, heroic deeds, and a belief in something higher than the petty mortal man. The truth, sadly, is anything but so idyllic. Grass and weeds press up through cracks in weathered cobble paths and time-worn masonry, worn smooth by weather and lack of upkeep. Roads lead through fields and villages towards the capitol Larmenius, named after the founder of the realm. Larmenius is located at the foothill road that leads up to the castle Eagle's Sanctum and the King's Seat.

Sanctians are, through and through, hard-working, industrious people who give themselves fully to their pursuits. Nearly half of the population can be found within Larmenius, Sanctia's capitol, nestled neatly in the foothills and flat ground under Eagle's Sanctum, engaged in various trades both craft and scholarly. The rest of the population can be found out in the fields, farmlands and villages across the realm, spreading out from Larmenius to the borders of the nation. The life of the average Sanctian is a busy one, with little mirth or joy. However, it is by no means a miserable existence, or one threatened much by the dangers of the outside world.

The architecture of the realm is a mix of the old of Stormwood and that which came behind it, with old village stylings of the region and influences from travellers as well who've come to call Sanctia home. However, most of the structures, stonework included, are in something of a state of disrepair.

More about: Larmenius | Sanctia

Life expectancy and Fertility Rate

Adulthood: 15 years
Life expectancy: 60 years
Maximum lifespan: 120 years
Total fertility rate: The average number of children born to a female over her lifetime is 2-5.


It may be hard to imagine the turmoil that took place when Stormwood was sacked by the Dhazzir, sending it's inhabitants fleeing while the knights of the realm took their last stand. Ruxellius de Larmenius, himself a native of Stormwood, took in the refugees into his castle, Eagle's Sanctum, and even organised extremely dangrous expeditions to retreive relics and other items of importance from the fallen realm. The safety the refugees found under the wings of de Larmenius is reflected in the nation's name, which is derived from "sanctuary", as is the name of the harbour Port Safe Haven.

History and Origins

Few had found cause to live where the Sanctians dwell, in the stretch of land between Talewood and the Gate of Chaos, on the long expanse of barren road overshadowed by cliffs and hills that divide the Fierce Sea and the Sea of Sharks.

Their history dates back to the ancient realm of Narghal that flourished during the Second Age. Once the cradle of knighthood, the nation fell to foul forces of evil from within, forcing surviving inhabitants to flee. With the ending of the Second Age, and the dawn of the Age of Men, three new realms were founded by the Narghali refugees. Stormwood was the most prominent of these at pursuing the faith and virtues of old Narghal.

Stormwood faced destruction by the Dhazzir and fate brought the remnants of old Stormwood in the form of its people to the foothills of today's Sanctia. From it rose a village, and from these humble origins, carving their niche in the world in the Fourth Age, rose the realm of Sanctia with it's Narghali-blooded Sanctians.

The realm was ruled by the secretive Conclaive Devoir council for centuries, until the Dawn Revolt of 418 IV, where the upset population supported by the Larmenian Knights, ended their rule. Monarchy was introduced in 432 IV by Tibault Pomeray, who simultaneously made himself king of Sanctia. The Pomeray lineage still rules in the nation.


Sanctians share the common traits of those who are of the Narghali bloodlines of old. Brown hair, sometimes black, with eyes of blue or grey. Sometimes red hair can be found, a rare circumstance nonetheless. Most Sanctians spend their time in the sun, or at their labors, so their naturally light skin gets tanned as they age.


Sanctian developed from Northern Narghalan during the first centuries of the Fourth Age. It bears very little Narghalan elements today, more so resembling Islean that is the common tongue of Charun.


Governmental Form

The realm was for long ruled by the Conclave Devoir, a group of noteworthy and powerful individuals. Few in Sanctia knew of the Conclave's workings or its members. The discontent with them grew in the end of the 4th century, culminating in the 'Dawn Revolt' in 418 IV, where it's members were captured and hanged for various crimes against the nation of Sanctia and its people. The revolt was led by the commander of the Sanctian army, Lord Hercule Pomeroy, who through the people's support became the ruler of the nation. Sancia has since the revolt in 418 IV developed from a military state to a monarchy. When Hercule Pomeroy died in 432 IV, the title 'King' was swiftly introduced by his son, Tibauld, along with a hereditary system to the throne. Tibault Pomeroy was the lord commander of the Larmenian Knights at the time and was supported by the entire army, which explains the ease with which he followed through with his plan.

The nation was soon thereafter divided into feudal estates known as Countships by Pomeroy. Each is governed by a count whose authority derives directly from the royal household. The counts hold all hunting rights in their countship and poaching is usually punished through cutting off the ears of the poacher.

The Pomeroy lineage still rules the nation with king Galeatius, constantly competing with the Holy Sanctian Church of Brunir on the political arena. The Holy Church, as it's commonly called, is an old institution filled with as much corruption and scrupulous, power-hungry individuals as the king's court.

Social Stratification

Sanctia is a distinctly unequal society, with the majority of peasants existing at the bottom of a pyramid of power filled by church magnates, the Counts, and the Crown as one rises. That said, as a feudal society, conditions vary depending on the nature of the local ruler -- some are generous, some grasping, some petty, others magnanimous. Peasants may in theory own land, and exchange it, but generally work the Counts' lands. Their legal mobility, however, provides them sufficient power to avoid being treated as chattel outright -- an especially abusive Count rapidly finds that he has run out of peasants to work his lands, and falls into poverty.


Sanctia's economy is one of agriculture, met with an unsteady production of tools and impliments of war. Samples of the Third Age's technology still exist, but few are those who actually ever lay their hands upon such an item. However, the knowledge of Narghali craft passed down from the ancestors of Stormwood still survives in part, especially when it comes to manufacturing heavier armour.

The Trail of Gold flows out of Port Safe Haven, which would normally result in a prime opportunity to prosper through trade. However, the irregular production rates combined with the flourishing business of Atalheim doubly hampers trade.


Sanctia's body of men consists of the Larmenian Knight Order; 20,000 knights patrolling their routes with a vigilant but practiced routine. In addition there are local troops around the nation. What the force of Sanctia lacks in numbers compared to larger armies, they make up for in the tenacious fighting spirit that has come from generations of Narghali blood and history. Disciplined forces march and train in formation, to the man a demonstration of skill and technique even rivaling the men-at-arms of the Three Isles.

The knights wear sturdy chainmail and are clad in the black and silver that were the colours of Narghal, and a golden trim to honour the heraldic colour of Ruxellius the Larmenius, founder of the realm. The force, known as the Larmenian Knights, field themselves from numerous barracks both in the walls of Sanctia proper, spreading throughout the realm within the walls which enclose Larmenius. They are always keeping watchful gazes on the system of lighting posts that are used to warn of attacks and threats, even though Sanctia has not faced a formidable threat since the reign of Ruxellius de Larmenius himself, in the first decades of the Fourth Age.


Sanctian technology is generally unremarkable, for the most part being neither particularly advanced nor especially backwards -- though they are technological masters compared to their Hillfolk neighbors, who have yet to build a single functioning sewer.



Most of that which makes up the diet of the average Sanctian comes from the fields and the hard work of farmers and laborers. Barley, corn, fish, meat, all raised, caught and grown from the lands, a fact that many Sanctians take pride in.


There is only one custom of note held in regard in Sanctia, and though it's well known by every Sanctian, those who practice it are few. The practice that two men of Sanctia can come to terms on questions of honour, a duel known as Resolving. It is taken from an incident long in the past that hails back to the very death of Ruxellius de Larmenius, founder of the nation.

Resolving is a higly formalized form of duel in which the question is not one of skill, but one of determination, resolve, and willingness. Those who would take on the act of Resolving do so only when they would be willing to give their lives for the matter at hand.

Resolving has become such a part of the Sanctian mindset that it is both the first training a squire hoping to come a knight of the realm learns and the test they undergo to become knights.

More about: Resolving


Sanctians are monogamous, and affairs are not tolerated within their society. Widows and widowers are free to remarry and generally seek to do so. All marriages take place within the auspices of the Church of Brunir, which also tracks births and deaths.


The dress of Sanctia is one of modesty and humble means. Tunics and trousers are the standard, with comfortable boots worn to keep the feet warm, protected and dry. Most men take the time to roll their sleeves up when they work, though few actually remove their tunics, even on hot days. Likewise, the women wear simple gowns in which they can work, ensuring that there remains little frill on which to catch and tear a servicable gown on. Both the women, as do the men, take time to ensure their appearance, even when working hard, ensuring that they are presentable or can be made so in a few moments' time.


Sanctians are not known for producing large numbers of artists, but those who arise tend to be fairly skilled. Sanctian sculpture is unremarkable, but they are particularly known for their painters and musicians. In particular, Sanctia is known to be very friendly towards skilled musicians and actors, and urban Sanctians are avid fans of drama. Sanctian theatre is every bit as sophisticated as that found in the Isles, and there is a bit of cultural rivalry between the two.


Sanctians are avid card players, and while social mores dictate that Counts do not generally play the same games as peasants and dockworkers, they all tend to know each others' games. Larmenius has a small but burgeoning set of playing card makers who create decks for all manner of customers.

Weapons and Armour

The average Sanctian owns no tools of war, unless the art of war is something they've found reason and cause to practice. Normally this comes in the form of a broadsword, standard among the works of the realm's smiths. Other weapons are those which are tools first, and implements of defense only if such were needed. Axes are common for self-defense, along with anything that can be found at hand.

The exception to this is the longbow. Given the acres and acres of empty land, archery, at both distance and target shooting, is a hobby that many begin in their youths and practice for their entire lives. It's not uncommon to find bows of immense quality in the hands of richer Sanctians, or Sanctians who came from better off families but fell on hard times. Such bows can see generations of service, and the craft and maintnance of such is a point of pride among Sanctians of all standings.


Brunir has always played an important role for Sanctia. The nation was founded by Ruxellius de Larmenius - a paladin and the faith of Brunir has followed them throughout history, ever since their exodus from Narghal during the Second Age. Since the death of Ruxellius, the faith in the Overlord dwindled, reaching a low in the early 5th century. Heavy campaigning against the faith and government led to the population shunning the church of Brunir to the extent that the priests were spat on in the streets of Larmenius. The Dawn Revolt of 418 IV didn't only end the rule of the Conclave Devoir - it also ended the power enjoyed the Brunites had always possessed.

The faith rose unexpectedly from the ashes to heights no one could forsee when monarchy was introduced in 432 IV, which led to many speculating about the role that Brunites had in the entire process. The church of Brunir and the state have been interwoven since then, leading to a situation where all other faiths are banned and punishable if practiced. Herecy, blasphemy, and paganism are dealt with harshly in the courts where Brunite priests take on the role of judges. Other faiths are still practiced in secrecy and under constant fear of discovery.

More about: Holy Sanctian Church of Brunir


Location in Charun: Sanctia

Population: 350.000

Settlements: Larmenius (150.000), Repaser (15.000), Laison (10.000), Molein (5.500), Port Safe Haven (60 permanent residents)

Army: Larmenian Knights

Government form: Monarchy

Player Characters

Sanctian names for your character: Sanctian Names


Sanctians are part of the Civilized Faction, along with other human cultures and the Mórail.

Genetic Modifiers

The Narghali are naturally influential, generally projecting unusual confidence, along with great communication skills. However, they are generally poor at book learning since their culture has evolved more around pursuing virtues than knowledge.

The Narghali heritage has the following ingame effects:

Ability Modifiers:
+1 CHA, -1 INT

Cultural Modifiers

Knightly Blood:
Sanctians are often schooled through their legends and myths that give them knowledge of matters far beyond their borders. They are raised according to the old knightly virtues of Narghal, which in addition gives them a conviction and courage not found amongst the general population of other races. Sanctian characters gain a Save Bonus vs Fear: +1 and a Skill Bonus: Lore +2


Sanctians have the following cultural classes, which they can choose from during character creation. Following levels may be taken in the general classes (rogue, mystic, warrior) or in the cultural class chosen during character creation. Player Characters should note that selecting the "Mystic" class is inherently dangerous, and that Pact marks can not be hidden in case of bodily inspection by Church officials.


Native Tongue: Islean
You can always speak your native tongue as long as your INT is above 0, but you will not have any "language slots" at INT 7 or lower.
If your INT is 7 or lower you will not be able to understand languages other than your native tongue, regardless of whether you know them or not.

Faction Common Tongue: Islean
At INT 8 you will be given your first language slot, which if starting with INT 8 or higher will always be used for your faction's common tongue. If the native tongue is the same as the faction tongue, the slot can be used for a secondary language.

Secondary Languages: Ancient Narghalan, Northern Narghalan, Southern Narghalan (The Sancitan libraries are filled with litterature in old forms of Narghalan)
At INT 10 and each 2 INT after that you will be given another language slot, which can be used upon entering the game for the first time to pick a language from the secondary languages list. Language slots may also be used later to learn new languages.

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