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Welcome to Trepidation RP, this server is designed for those who want a true Roleplay experience, without rampant metagaming, rollbacks, and admin interference. We will not keep players who cannot follow basic rules in game, find themselves metagaming or can’t stay in character. This may sound extremely strict, but please understand this server is for people who enjoy serious roleplay. there are plenty of roleplay servers for players who like the mess around. In this server you must value your life…. you only have one. There will be a few admin run events during the season but we value player that can drive their own story forward, we have set the server up to help with that.
Deep within the south Arlinean sea, there lies a chain of islands some of significant size, poised on the edge of a grand oceanic plateau, these islands became known to the world only recently after some rather large leaps in seafaring techniques. over the years it has become the object of great interest to many of the empires of the world, some sending expeditions or battalions to scout and conquer the lands, however none managed more than a month before being forced into a temporary and begrudging retreat. Over the course of decades, it was decided that the islands, and their mysteries, were too dangerous for foreigners, though what exactly led to this decision is the subject of many rumors. Some believe an ancient curse was released by man’s meddling where he should not, some believe it had simply become too costly, while the most prominent of rumors hinge on what the island became after the decree, and the reveal of a large scandal involving a king’s bastard son.
The Islands of Tendaria, though now restricted, and declared a no man’s land, were very frequently visited by ships, and other vessels. No longer carrying the intent to scout or conquer, instead, these ships carried aboard them the dregs of society, the criminals too heinous to be let loose, but not worthy of a swift death, and any who found themselves at odds with a more powerful noble. The Island chain became a home for those who were guilty of crimes that would normally be punished by imprisonment for life, but now, were instead abandoned in a land far away, and far too dangerous to be the site of a new colony. A great barrier erected by an organization known as the Lunar Magi, the very same organization who lobbied for the islands new purpose, was put into place, along with it three fearsome towers of steel and arcane energy to keep the barrier powered.
For what purpose the magi pursued the islands new profession we know not, but what is known is that those poor souls confined to its shores were written off as dead men. This notion found itself challenged when Belron: a former member of the Lunar Magi, was cast onto its sands after a falling out within the order. He was not satisfied with the fate of dying to the island’s fauna, nor of living a quiet and content life, he immediately set to work his plans. He would succeed where those fools could not, in the years he spent there, he started the chain of events that led to the feral island becoming home to the nations we know today. Belron, a powerful and mighty arcanist, ripped into reality a rift that would allow those select few that bore the key, access to a new, unblemished land, where they could garner the resources they so sorely lacked on the Islands. The Arcanist laid rules in stone for those who were granted keys to this new realm, and through this, gave birth to the Maliki Traders Guild, who in turn, through their mercantile, coaxed the fledgling tribes of criminals into great kingdoms. Though taking a neutral standing in conflicts, valuing only coin, not those who hold it, the guild soon found itself in great demand from all the peoples of the land, and found itself in a respected position of sovereignty.