Further information for those auditioning for PROJECT: Utopia
THE 6 KINGDOMS IN DETAIL:
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The First Kingdom: (also known as the First Estate) A proud and archaic shadow living in the crumbling ruins of their former greatness. The people of this plane are commonly regarded with suspicion and assumed to be distant and cold by outsiders. Ultimately, though, they are loyal, purposeful, and strong. The First is iconically represented by the skull or skeleton as they believe in the bones as being the strongest and most lasting part of the body. For a citizen of the First, true strength is what remains when all else has been stripped.
The Spiritualists: (also known as the Second Estate) An extension of the First Kingdom. Spiritualists vary in their beliefs, which are largely a conglomeration of old-world religions. Most follow ‘the way of the path,’ which literally entails traversing the footpath from the original settlement of the world to the numerous branches and divisions of religious sects that have since added to and broken off of it. The longest road is said to lead to the sacred city, home of the only strictly formalized religious group of the plane. Each Walker experiences a different journey depending on the path they take and the location in which they finally choose to end their journey. Walkers that have reached the holy city are known as Prophets of the Path and are typically versatile warriors due to the length and danger of their travels. As a result, they are a renowned addition to Skullguard patrols. People of the spiritualist plane tend to be independent, argumentative and willful, but also deeply entrenched in faith. They can range from extremely accepting to extremely close minded.
The Romantics: The initial kingdom to split from the First’s rule, Romantics are focused mainly on the liberation and genius of the intellect and as an afterthought, on all other practical matters. They tend to be eccentric, artistic, pompous, and hoarders of knowledge. Though they hold the largest reserve of old world knowledge, they tend to rarely use it for anything more than passing fads in their own society. They idealize and romanticize the poetic power of nature, possibly because their world is largely barren and devoid of it.
The Unspoken: The Unspoken were exiled and condemned by the First kingdom to be unable to speak out ever again. Thus, in the world they were sent to, they are unable to produce vocal sound. As a result, they have created a widely expressive system of sign language to communicate and love the written word. They are colorful, bright, and expressive people that are hesitant toward outsiders, but that obsessively and lovingly protect their own.
The Wilder: The most isolated and technologically lacking of the planes, the people of the Wilder are used to an extremely hostile but bountiful environment. They are survivalists, navigators, and as fierce as the creatures that roam their world. However, in their own hidden settlements, they are surprisingly domestic, good natured, and laid back. A man or woman of the Wilder may hold a knife to your throat in the forest, but if he decides to take you home, he’ll patch you up, teach you how to whittle, and be sharing a meal with you before you know it.
The (Merchant’s) Gate: The Gate is the most technologically proficient of the planes. They have used this knowledge to create a trade world with the ability to facilitate communication between the kingdoms and transfer goods. Upon this development, many of the planes began referring to them as the Merchant’s Gate. It is often whispered that the legal trade-centers in the Gate are actually controlled by the First, so many black markets have sprung up for those who would like to move goods without suspicion. People of the Gate are shrewd, well-informed and always on the look-out for things of value. They are in the perfect position to be ambassador or spy, and any variation therein, and often play this to their advantage.














