Welcome to the Kingdoms of Victarius
A brief overview of 700 years of history…
The Lands
The Six Kingdoms of Victarius follow a Lunation Calendar divided into twelve moon phases.
The moon completes one full cycle every 30 days (or dates/da’es depending on one's accent and preferred linguistic style).
Each moon cycle was determined to be a “fresh start” for the people, thus beginning the creation of the calendar for time telling and tracking of stars and the moon. The indication of each new phase was the sighting of the new moon. Some phases, however, would be 29 days instead of 30 depending on the cycle of the moon and the lunation calendar would be updated throughout the seasons to accurately reflect the moons changes.
Each cycle aligns with the Divine House constellation held within the sky. A constellation that determines ones destiny in this lifetime.
Divine Houses & Guilds
The Six Kingdoms of Victarius operate under a caste system determined by a person's Divine House, which is assigned at birth based on the constellation under which they are born. Each House consists of different guilds and classes, with varying levels of internal hierarchy.
Children born in impoverished families but prominent Houses were deemed the luckiest in society, as they were able to leave their poverty behind for higher pursuits, but were also forced to leave their family behind to pursue their Destinies. Just as harsh, but less in luck, were children born into undesirable Houses with parents from Houses of prestige. Like their counterparts, these children were forced to leave their families behind to pursue their Divine Destinies, but instead of being awarded with privilege and honor, they were often made to start over while pursuing their lesser Houses and fates.
It was not uncommon or even looked down upon for expecting parents to attempt to time the birth of their children to the stars alignment, with Herbalists offering over-the-counter herbal mixes to take to induce labor, delay the birth, or, only offered by few Herbalists, stop it from occurring entirely if there was no chance for the child to be born into a House deemed appropriate for the family’s wishes.
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The House of Scholar is, for most, the most desired Houses to be born under and is higher on the social class hierarchy than others. Those born under these stars, if having worked their way high enough in status within this House, can hold as high of a social status and prestige as a born nobleman.
Scholars are destined to serve their country in books and record keeping alongside teaching or leadership positions if they so choose those respective paths. Those trusted the most often become high-ranking leaders themselves or advisors to the noblemen above them.
Most Scholars complete their schooling at the Hall of Archives in Isilria- the center of historical and religious knowledge in the Six Kingdoms. Others choose to take their lessons in their home country’s capital, some with better stocked archives than others.
The highest position one can achieve within the house is High Scholar- an honor not given to many and only achieved through recognition for their labors by Lords and Ladies, or the king himself. High Scholars are referred to as Father and Mother when honored with the rank of First Scholar of their country with other High Scholars being referred to as Brother or Sister.
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Herbalists are divided into several Guilds of study including general herbalism, healing, scientific development, and during times of war, many become creators of chemical weapons (despite most chemical weapons being banned).
Herbalists aid in many day-to-day advancements and needs; from acting as doulas and medical experts to being inventors of great medicinal and scientific achievements. Many still believe the legends that the greatest Herbalists are reincarnations of wizards of past ages who wielded magic that once ran plentiful through the Earth Herself.
Herbalists of different factions take their study throughout the entire kingdom, some taking more Druidic style paths of learning by escaping into nature while those seeking deeper and more traditional learning boarding themselves at the Citadel in the shadow of the Dragon’s Tower of Odessin. Like all guilds and Houses, each country has various schools and places of learning to ensure that those walking their destined path do not have to always have to travel far lengths to do so.
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Also considered one of the higher ranking Houses, the House of Armor consists of soldiers, military officers, noble guards, and for those who lack much talent and ability on the battlefield (or who have retired from combat), common guards and doormen for establishments in need of muscle.
In countries such as the Isles of Aishar, being born under the House of Armor comes with the most honor one could pray for, as many families believe that being born to swear your life to your kingdom is the most noble and holy destiny one could be granted.
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Those born in the House of Water take on duties related to the sea, sailing, and fishing. This includes the Sailors Guild, where members hold positions such as sailors, ship captains, and boat constructors. The Fisherman’s Guild- the second most common Guild within this House- holds those who fish for and sell the water’s creatures.
Other Watermen include sea merchants who work alongside the House of Merchant to trade goods along the waters and travel across the countries for commerce.
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Reapers feed the country, alongside the Huntsmen, and are responsible for the farmland across the continent. While not a House most wish to be born into (much to do with the intense physical labor and demand it would entail), the Six Kingdoms owe their gratitude to its Reapers for everything from common root vegetables and produce to olives and grapes used for olive oils and rare wines.
The House of the Reaper also includes farmers who raise livestock for trade or processing, making friendships with Huntsman who take up the butcher's knife.
The beauty of the diverse and vast lands of the Six Kingdoms is also indebted to the Reapers who may choose a life of maintaining gardens of flora and blooms instead of farms of wheat or other foods from the earth.
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Possibly the most encompassing House, The House of Merchant contains countless paths to choose from including becoming inn keepers, tavern keepers, traveling caravan traders, and general or specialty store merchants.
While many find simple pleasures in the diversity in choice this House offers, this House offers no formal training or education and most, if not all, go through periods of unpaid labor within merchant houses and places of business in order to find their desired path. Once able to obtain their own place of business (if not choosing a smaller path of employment within a merchant house) individuals born impoverished or within poorer communities often find themselves in deep debt to those with the funds they must borrow to continue pursuing their Divine Destiny.
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Those born in the House of Vassal are destined to take up lives of servitude. Taking up positions such as butlers, royal aids, lady’s maids, vassals, and more. While not always believed to be an honorable or desirable House, the official position of Vassal is a position of honor within the House as those with this duty directly serve the highest of noblemen.
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The House of Craft provides art and entertainment to the Six Kingdoms with minstrels, music keepers, artists, potters and other artistic and craft-related guilds and careers being held under this House. Like the other Houses, guilds exist within such as the House of Music, House of Clay, and the House of Art.
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The House of Journeyman contains guilds and jobs such as wine makers, beer makers, builders, roofers, and carpenters. This House Contains all categories of careers that aid in continuing the growth of society, day-to-day trade, and continuation of tasks that require apprenticeships.
Journeymen, once skilled enough in their craft, become master craftsmen and take on apprentices and journeymen of their own. Some travel far across the continent to find children in their apprentice epochs to take to live under their household and train in their trade. Journeymen are destined to pass their trade onto others and believe that a failure to do so is a failure in their Destiny.
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While this House is titled specifically for Huntsman, it contains guilds outside of those who hunt to feed and protect their town, including guilds related to hunting such as bowyers, trappers, fletchers, tanners, and butchers.
For some Huntsmen who choose the life of wielding a bow or fletching arrows, many are enlisted into military service to become archers and weapons makers for their country’s banners.
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Those born in this House can choose to pursue a life as shoemaker, seamstress, tailor, or weaver, with the most favored and talented weaving threads for noble houses. Textile workers can often be found socializing or working with Reapers who grow cotton to weave or raise sheep to shear and trading with Herbalists who specialize in plants processed for dying textiles.
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Iron-born forge all weapons and equipment that their town and people may need, from simple metal candelabras to heavy metal work used to build great structures or create intricate weaponry.
Within this House, weapons makers are the most commonly chosen paths, with others choosing to smith architecture and home goods and others desiring to spend their time living lives of more peace and smelting metal for horseshoes and farm equipment.