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.

Dominant Races

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

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. The Vizier of Fate, the current Caliph, 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---


BermudaWolves of the North


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.


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 Sultanate resisted a rebellion of Djinn struggling against a millennium of control at the hands of the Solomonic Code. Magic of both sides scarred the landscape. It is unclear if it was the magic or the resulting paradox, but the desert was scorched and the sand melted into smooth glass. In the end, the Djinn Emperor Kayeel was bound for seven hundred and seventy seven years. 

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, C.J., to seek aid from Dischordia, and the Society of Deus in particular. Dischordia sent one noble from each domain to negotiate with Lazarean diplomats. Lazarus agreed to relinquish his claim on Constantinople; in exchange, Dischordia pledged non-interference in Lazarus’ dealings with Xibalba. The tense peace continued, and Constantinople joined under Deus’ banner, claiming St Louis as its North American stronghold. The close ties between their two Domain Lords, Al-Ashrad of Constantinople and Damien Vryce of the Society of Deus, led to the two joining together. While Dischordia gained new territory, Lazarus forged an alliance with Xibalba.

Constantinople claimed the city of St Louis after CJ, an Assamite of ill repute from Constantinople, and Gemini, a Deus stooge in Second City, along with Sylar Veselov of Appalachia and Doc of Devil’s Triangle went there to close a gate opened through the arch that was pouring out bygones and chimerical monsters that the denizens of the ruined St. Louis were cutting their teeth on. Constantinople kept the city as those found there swore under CJ, Sylar kept the gate, the St. Louis Arch, to watch over the trods connected to it, and Doc kept the malfunctioning device that held the gate open permanently.

War of Aether

After the armies of Deus fell, but before Constantinople succumbed to Nul's forces, Sultan Suleiman and his army of bound djinn swarmed the battlefield and the desert glass focused the pure light of creation to drive back the darkness. It was the Vizier of Law who summoned aid for Constantinople when the forces of Ordo Trismegistus fell, and the Vizier of Truth and his alchemists fought back Nul's darkness. The Vizier of Mercy aided the survivors. With Dischordia failing to protect them, the Vizier of Fate demanded that Constantinople forsake their oaths and kneel to Sultan Suleiman; Al-Ashrad readily complied. The Vizier of Fate, having brought Constantinople into the fold, was rewarded with the title of Caliph.

Though the loss of Constantinople still weighs heavily on the Ordo, hostility between the Dischordia and the Sultanate has been soothed through diplomatic efforts between Dischordian nobles and emissaries from the Viziers of the Wind and Law. Further negotiations have established friendly relations between Dischordia and the Sultanate, and trade has been open through the office of the Vizier of Wind.

War of Maelstrom's Rebuke

During the Court of Empires, diplomatic relations between Dischordia and Lazarus' Kingdom failed, and the longstanding hostility between those two kingdoms erupted into war. A coordinated attack by Dischordian nobles on the European domain of Carpathia and its lord, Alyosha Buljiev, precipitated the conflict, which would come to be called the War of Maelstrom's Rebuke.

The Sublime Cataclysm

With the tides of the war turning quickly to their enemy’s favor, the Dischordian domain lords prepared a spectacular attack certain to bring a swift end to the conflict. Sultan Suleiman, unsurpassed master of spirit magic, led the largest ritual Dischordia had ever seen. Aided by New Faith ritualists, the Arcane Academy, and a million occultists assembled from every domain, the sky itself bled with the power they summoned. Chunks torn from the spirit realms themselves bombarded Lazarus’ Empire. As each realm impacted, it laid waste to thousands of miles of Lazarus' territory, destroying immense swaths of land and destroying millions.

Treaty of Maelstrom's Rebuke

In the aftermath of the cataclysm which ended the war, exactly one year after the events which marked its beginning, representatives from Dischordia and Lazarus met in Vancouver to solidify a treaty to bring an end to the hostilities and negotiate terms for a lasting peace. Diplomats from every kingdom were sent to witness the treaty, but each hoped to see their own agenda reflected in the final document. The Treaty detailed the terms of the ceasefire, returning of prisoners of war and withdrawal of troops from occupied territories, but also contained several initiatives designed to further specific agenda.