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Welcome to Strangers in your Homeland

02:52, 20th April 2024 (GMT+0)

Strangers in your Homeland

The nation of Ralan Gul has always been alone. The Peoples all have their own legends of how Ralan Gul was populated, their own gods they follow. The truth, like all matters of faith, is beyond even the oldest of living memories. The Peoples have simply always been here. The oldest verifiable records talk of centuries of oral history, but the true origins of The Peoples is lost to time, history blending with myth and legend until there is simply the gulf of empty years and long forgotten stories.

But The Peoples are happy, by and large. Centuries of complete isolation have eroded racial and cultural hatreds, and a national philosophy of community engagement and support has been fostered in its place. This has not been a bloodless affair, full of sunshine and warm feelings. Corruption has been a constant focus for the ruling council. They are on guard both within and without, knowing that only eternal vigilance will be an effective protection against those who seek to exert a malicious will upon others for personal gain. The punishments are severe, and the laws are applied equally. Thus a firm but peaceful and safe equilibrium has prevailed for centuries.

The landmass Ralan Gul exists upon is a thick crescent, with points to the north and south that sweep east. The bulk of the continent is to the west, and the points enclose a gulf over 800 miles wide, though the points come to just under 500 miles apart. the widest part of the continent, when measured from the inner shore to the outer shore, is almost 1000 miles across. The bulk of the continent is temperate, though the extreme north of the curve is locked in permafrost.

Ralan Gul's isolation comes from the constant raging storm that covers the seas that surround the continent. The ocean is calm for about 200 miles in every direction, but no one has ever passed though the storm by any means and returned. Even teleportation and scrying has failed to return any information. After untold generations, the citizens of Ralan Gul simply don't think about it. That is, until a mysterious ship is sighted off the western coast. It is different than any standard style in use around the island, and anchors some 20 miles off the shore. It is not long before the news is spread though the country.

Outsiders, and for the first time in all of Ralan Gul's history.

The strangers have not disembarked, and only glimpses have been seen of them. They are definitely humanoid, but the ruling council has forbade contact by anyone until their own selected party has a chance to investigate. That is where you come in. You have been summoned to the capital of Fredike to meet with the counsel, with the plan being to send you on to the coast to make first contact with these new people.