Realms & Countries
The Realm of Darkon is divided into sovereign Countries — alliances of wargamers and roleplayers who fight together under a shared banner, claim territory on the Landmap, and influence kingdom-wide Senate politics. Explore the major active countries below.
No Quarter!
No Quarter! believes that conflict is the true test of one’s ability. Conflict challenges both
individuals and civilizations, forcing them to grow and evolve. No Quarter! also believes that
avoidance of conflict results in stagnation and decline. If you seek to aid everyone that
suffers, you will only weaken yourself and weaken them. It is the internal struggles, when
fought
and won on their own, that yield the strongest rewards. Ultimately, they aim to restore balance.
The gear symbolizes No Quarter!'s focus on innovation and progress. They strive to develop and
improve upon the archaic methods of the worlds they invade. The NQ! standard colors of Black and
White are representative of the balance they bring to the force, while the Red symbolizes the
bloodshed required to achieve that balance.
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Guilds of Darkon
Guilds are professional associations of wargamers, crafters, spellcasters, or specialists who organize independently of national borders. They share knowledge, conduct rituals, and trade skills across the realm.
Tempestas Alas Guild
The Adventurers Guild, Tempestas Alas' Primary objective is to help those in need. To us, adventuring is possibly the most dangerous action you can take in the Realm. Adventuring requires not only strength to fight the threats you may find but also cunning and resourcefulness to survive. Whether nations go on expeditions to expand their lands or monsters ravage the land and prey on the innocent. Tempestas Alas is ready to meet force with force. In our Sigil the North Star represents hope and the guidance for those in need. The star is enveloped in the teal wings of a storm dragon on a blue field representing that the devestating power of the storm can be used for good. We will not just shelter those that cannot defend themselves, but fight back with the fury of the storm.
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The Warriors' Guild
Inspired by the elite brotherhoods in Bernard Cornwell’s Warlord Chronicles, the Warriors Guild originated in the realm of Darkon as a sanctuary for exceptional fighters regardless of their allegiances. The guild transcends battlefield rivalries, focusing instead on a shared commitment to courage, skill, and the belief that worthy opponents push each other toward greatness. Ultimately, it inducts members based not on political titles or colors, but on their strength of character, ferocity in combat, and unwavering honor beyond the field.
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