Sultanate of Glass

Domain Summary

The Sultanate of Glass is a kingdom of enlightenment and magic akin to the tales of the 1001 Arabian Nights, complete with djinn, lamps, and flying carpets. The kingdom spans the deserts of the middle east, whose sand was melted into glass during the conflicts that followed the Fall of the Shroud, and the return of the Djinn.

Life in the Domain

Everyone in the Sultanate lives and works in service to one of the Viziers, each contributing to the society in accordance to their skills. No branch is valued more highly than the others, but each is given deference in matters of their expertise. Djinn and spirits are commonplace, and live and serve alongside the other citizens and nobles. Magic is prevalent, but working technology is rare.

Dominant Races

Mages, Vampires, Fae, and Mummies; as well as (non-playable) Djinn and Spirits

Paradigm: Those paradigms commonly found in the Middle East are present in abundance: Taftani and Ahl-i-Batin. Some Celestial Chorus and Hermetics find themselves at home here. The Mokteshaf Al-Nour holds a strong presence as well.

Domain Advantages

Subtlety - Vassals of the Ahl-i-Batin, regardless of the Vizier they serve, enjoy a level of anonymity from the Ahl-i-Batini's Ritual of Occultation granting them Arcane x 5 for free.

Mercy - Though not the largest sect of the Sultanate's government, the Hands of Mercy are among the most highly valued. Charged with the health of the kingdom, but also merciful punishment of their enemies, they are each supplied with Health influence x 5 for free. 

Enlightenment - Although each of the Sultanate's five guilds focus on different aspects of the kingdom, they each value education. A noble of the Sultanate of Glass may choose to gain Learning x 5.

Domain Disadvantage

Tithe 5 Point Flaw - Every noble in the Sultanate, regardless of creature type or title, is obligated to protect the Sultanate’s places of power. To keep these places charged with magical energy, a tithe of 5 traits of supernatural energy (blood, glamour, gnosis, sekhem or quintessence) is required each month.

Politics & NPCs

The immortal mage Sultan Suleiman rules the Sultanate of Glass. He is advised by a council of five Viziers, each overseeing a different aspect of their society. One of the Viziers is appointed as Caliph, the highest advisor and Voice of the Sultan. Since the demise of the former Caliph, no replacement has been chosen. The Vizier of Fate leads the ‘Observers of Fate’ who specialize in astronomy and astrology. The Vizier of Mercy, and her Hands of Mercy, oversee medicine and agriculture and care for those less fortunate. The Seekers of Truth, led by the Vizier of Truth, oversee mathematics, engineering and alchemy, and are responsible for most matters of infrastructure. The Vizier of Wind, leader of the Riders of the Wind, manages travel and navigation, as well as most merchantile and trade matters (including many of the disreputable criminal enterprises). The Keepers of Law and their Vizier, a former Magistrate of the Sanctum of Unification, oversee the law enforcement, politics and philosophy.

---Loading Oaths---

Allies

BermudaWolves of the North

Enemies

Appalachian AllianceOrdo Trismegistus

Costuming and Archetypes

Modern Middle Eastern Nobility, Professional Assassin, Sufi Mystic, Ancient Persian Royalty, Babylonian Priestess, Bedouin Merchant, Kadi Magistrate

Kingdom Views

Ours is a land of power that has been sought after for centuries. The 10,000 djinni plague, the rise of the Eaters of the Weak, the Crusades, the Technocracy... Our lands have been torn by strife for far too long by those who would claim the Web of Faith, our places of power. With the return of Suleiman the Wise, and the rise of the Mokteshaf Al-Nour, our lands have a chance to prosper, even in these dark times... and to once again be the cradle of civilization, and to once again lead the world out of the dark ages.

Dischordia

Appalachian Alliance - The Appalachians are rowdy and arrogant, but their dedication to commerce and politics rivals that of the Riders of the Wind.

Empyrean Dysambigua - We have much in common with our friends. They understand the power of faith, and the dangers of the infernal.

Imperials - The Imperials are burdened by their authority rather than reveling in it. They appear as loyalists, but many are loyal only to themselves.

Imperial Bermuda - Those who lead this domain are visionaries, and there is little more dangerous. Our two kingdoms have a long history, and our futures are intertwined.

Nightmare Lands - Ours is a kingdom of order and enlightenment, theirs is one of chaos and fear. There is little else that needs to be said.

Ordo Trismegistus - They blame the Sultan for Constantinople breaking their oaths to Deus, but it was their own failing that endangered Constantinople in the first place. For all the value they place on knowledge, they seem to make decisions that cause them to suffer unnecessarily.

Wolves of the North - They are blunt instruments. A hammer is useful, but not every situation is a nail.

Other Kingdoms

Aether - The darkness of ignorance and superstition covers the world once again, but now it has taken a literal and physical form. Our light of enlightenment can wound, or even banish the darkness.

Aztlan - We are far removed from them, but their alliance with the crusaders of Lazarus make us enemies.

Diamond Congo - Chaos surrounds this kingdom, and their leaders cannot seem to hold onto power. Only time will tell if they are worthy of our attention.

Jade Empire - The Silk Accord we share with the Dalou’laoshi, better known as Clan Five Metal Dragon, marked the beginning of our alliance, but not the totality of it. The Jade Empire is close to us in philosophy as well as geography - they share our dedication to the pursuit of enlightenment.

Jukurrpa - Though they are allies to the Kingdom of Dischordia, they are little better than barbarians with little interest in scholarly pursuits.

Kingdom of the Iron Lotus - The Lotus and we have had a complicated history. We have been enemies and we have been allies. Now, however, our relationship with one another is dictated more by our relationships with others. They are allies of Lazarus, who are our enemies, and they are enemies of the Jade, who are our allies. As a result, we and the Lotus regard each other with suspicion.

Lazarus' Empire - The Crusades never truly ended for Europe, and Lazarus has resumed them with the last gasping breaths of dying religions in the hopes of usurping a divinity that is not his to claim. The arrogance of his Church has once again brought about a dark age, and it is once again up to us to keep the light alive.

Ukhu Amarumaya - We have had little contact with them, and so have little upon which to base an opinion.

Umbral Realms

  • Low Umbra - Shroud 7
  • Middle Umbra - Gauntlet 5 (City of Brass - Gauntlet 0)
  • Dreaming - Mists 4 (Far Dreaming - Mists 5, Deep Dreaming - Mists 7) / Banality 5
  • High Umbra - Periphery 4 (Afterworlds - Periphery 2, Elemental Courts - Periphery 3)

Historical Information

Djinn Rebellion

While other kingdoms fought a War of the Dead, the Middle East faced a very different sort of battle. As the Shroud fell, the fabled City of Brass, long lost in the depths of the spirit realms, crashed back to the physical world over what had been Istanbul.

Read more: (Shroud Fall) Djinn Rebellion

Constantinople Joins Dischordia

Tensions remained high between Lazarus and Dischordia throughout the Foundation Era. When Constantinople found itself threatened by Lazarus, Al-Ashrad sent a representative to seek aid from Dischordia and the Society of Deus in particular. Dischordia sent one noble from each domain to negotiate with Lazarean diplomats.

Read more: (Founder's Era) Constantinople Joins Dischordia

War of Aether

When the Aether struck at Constantinople, Al-Ashrad called upon the Ordo for aid. Gabriel De'Angelo and his allies responded, fighting to reclaim the portals to Contantinople... only to discover that Nul had severed them. None know for certain what transpired, but De'Angelo and his officers vanished in the chaos of the battle which followed. De'Angelo and those who accompanied him were never heard from again. Survivors swear they saw De'Angelo's army enter the portal moments before its destruction. Serabella and Adam of Rome fought to save St. Louis from total destruction at Aether's hands.

Read more: (War of Aether) The Sultanate of Glass

A Marriage of Two Kingdoms

An imperial wedding solidified an alliance between Dischordia and the Sultanate of Glass. The Sultanate joined Dischordia as a new domain. 

Read more: (Court of Empires) Marriage of Two Kingdoms

War of Maelstrom's Rebuke

During the Court of Empires, diplomatic relations between Dischordia and Lazarus' Kingdom failed. Dischordian nobles learned of a dark ritual planned by the Prince Alyosha Buljiev. In response, Dischordia launched a coordinated attack on Buljiev's domain of Carpathia. Their attack, seen by Lazarus' Empire as unprovoked, precipitated the conflict. The hostility between the two kingdoms erupted into the War of Maelstrom's Rebuke.

Read more: (War of Maelstrom's Rebuke)

The Last Child of Gwydion

Nearly a year after their marriage, Maeve and Fadil were expecting their first child. Despite their best efforts to keep this secret, word spread of the heir of House Gwydion. With it, so too did rumors of the groups who sought to obtain the child for their own nefarious ends. Occultists whispered of the arcane power the child's blood would hold.

Read more: (War of Maelstrom's Rebuke) The Last Child of Gwydion

The Sublime Cataclysm

The tides of the war began to turn to their enemy’s favor. The Dischordian lords of prepared a spectacular attack to bring a swift end to the conflict. Sultan Suleiman, a master of spirit magic, led the largest ritual the kingdom had ever seen. New Faith ritualists, students of the Arcane Academy, and a million occultists gathered from all domains aided him. The sky itself bled with the power they summoned. Chunks torn from the spirit realms themselves bombarded Lazarus’ Empire. As each realm struck, it laid waste to thousands of miles of Lazarus' territory. Millions perished in an instant, as the realms destroyed immense swaths of land.

Read more: (Sublime Cataclysm)

Treaty of Maelstrom's Rebuke

The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.

Among the terms of the approved Treaty, Lazarus' Kingdom relinquished their control of the Black Sea and the Mediterranean to the Sultanate of Glass.