Community world · Syria and the Levant · 1112

The Sultan's Summons, 1112

Courtly pressure, Politics focus

The year is 1112 AD. The Levant is a fractured land shaped by war, faith, trade, and ambition. The Crusader States cling to fortified territories established after the First Crusade, while rival Muslim sultanates, Seljuk rulers, local emirs, and lingering Byzantine interests compete for influence. Damascus, Aleppo, Antioch, and other great cities serve as centers of commerce, scholarship, diplomacy, and military power. Alliances shift constantly, and even powerful rulers must contend with rebellion, invasion, rival dynasties, and ambitious commanders. At the heart of this world lies Damascus, seat of the Sultanate of Syria, founded in 1085 by Sultan Khalid al-Saiyyd. Khalid forged a centralized state through military discipline, legal reform, and administration. House Al-Saiyyd is at its center: Khalid al-Saiyyd, the stern patriarch; Sultana Zahra bint Ilyas, the sharp-eyed consort; the courtly sons Farid and Nasir; Layla, the charismatic daughter; and the exiled eldest son, Darius, who has just returned from a decade of mercenary service at the head of the Black Sand Company—a disciplined force he built after being cast from court in 1098. The Sultan has summoned Darius back to Damascus, and the city stirs with rumor and possibilities.

Created by Djovan Jay

Runs

2

Likes

0

Locations

10

Characters

7

World premise

A playable world seed with consequences.

The year is 1112 AD. The Levant is a fractured land shaped by war, faith, trade, and ambition. The Crusader States cling to fortified territories established after the First Crusade, while rival Muslim sultanates, Seljuk rulers, local emirs, and lingering Byzantine interests compete for influence. Damascus, Aleppo, Antioch, and other great cities serve as centers of commerce, scholarship, diplomacy, and military power. At the heart of this world lies Damascus, seat of the Sultanate of Syria, founded in 1085 by Sultan Khalid al-Saiyyd. Khalid forged a centralized state through military discipline, legal reform, and administration. House al-Saiyyd is at its center: Khalid, the stern patriarch; Sultana Zahra bint Ilyas, the sharp-eyed consort; the courtly sons Farid and Nasir; Layla, the charismatic daughter; and the exiled eldest son, Darius, who has just returned from a decade of mercenary service at the head of the Black Sand Company—a disciplined force he built after being cast from court in 1098. The Sultan has summoned Darius back to Damascus, and the city stirs with rumor and possibilities. Spring rains have washed the streets, and the Citadel’s gates stand open—but every courtyard holds a whispered calculation, every market stall a hidden debt.

The Sultan's summons has drawn Darius into the vortex of court succession politics.

The Black Sand Company's presence creates unease among the standing garrison and the trade guilds.

Damascus's commercial fortunes are shifting with the season, and control of the caravan routes grows contested.

House al-Saiyyd remains haunted by the betrayal that led to Darius's exile, and old grievances threaten to surface.

Map

Locations

courtly

The Citadel

Fortress of the Sultan, seat of power and intrigue. Every corridor carries whispers of shifting alliances.

market

Grand Bazaar

Hustling market of goods, gold, and gossip. Prices change with the arrival of every caravan.

residential

Al-Qaymar Quarter

Dense neighborhood of artisans, families, and hidden alliances. Every household has its debts and hopes.

authority

Court of Justice

Where judges and officials enforce the laws of the Sultanate. A single word here can ruin or save a family.

social

The Great Bathhouse

Public baths where people gather to talk and trade rumors. Steam softens tongues and tempers alike.

travel

Bab al-Sharqi

The eastern gate connecting Damascus to the desert and trade caravans. Beyond it lie both fortune and danger.

Power

Factions

military · influence 60

Black Sand Company

Veteran mercenaries led by the returned exile Darius, loyal only to him. They are a force of order and disruption alike.

economic · influence 70

Damascus Trade Guilds

Powerful merchants who benefit from the caravan routes and will protect their profit margins at any cost.

political · influence 75

House Al-Saiyyd

The ruling family itself, fractured by ambition and past betrayal. The Sultan's summons to Darius has set them on edge.

military · influence 65

Sultanate Army

The standing garrison and provincial troops loyal to Sultan Khalid. They watch the Black Sand Company with suspicion.

religious · influence 50

The Ulema

Religious scholars and judges who interpret the law. Their approval can legitimize or undermine the Sultan's decisions.

Pressure

Opening rumors

Credibility 65

palace gossip

Whispers say the Sultan aims to name Darius heir, angering Prince Farid.

Credibility 58

market talk

Rumor has it the Trade Guilds are bribing officials to choke off caravans from rival merchants.

Credibility 42

travelers

A traveler swears a contract has been taken out on a member of House al-Saiyyd.

Begin

Start a life inside The Sultan's Summons, 1112.

More worlds to play

The Roman Emperor Caligula, 180

You navigate the treacherous halls of Roman power, where divine pedigree meets the brutal reality of imperial politics and shifting loyalties.

The Tangle of Chionthar, 1492

In the dense, magical periphery of the Wood of Sharp Teeth near Baldur's Gate, the reach of the Flaming Fist is thin. Settlers and outcasts struggle against encroaching fey-corrupted flora and the economic squeeze of city-state tariffs while surviving on the edge of the Coast Way.

Российская справедливость, 2025

Сергей Баршков живёт в Волгограде. Он гулял с подругой Алиной по центру площади, когда началась масштабная погоня ФСБ, ОМОН и депутатов за экстремистами. Депутат на машине случайно сбил Алину насмерть, крикнув «Извините!», и уехал. Сергей отказался от денежной компенсации и жаждет мести. Позже он связывается с движением ВССРФ, которое использует его, но затем спасает от нападения ФСБ и принимает в свои ряды. Теперь перед ним выбор: отомстить депутатам и помочь очистить Россию от коррупции или мучиться до конца жизни, рискуя жизнью.

The Ash-Cradle 2270 CE, 2270

The Ash-Cradle (2270 CE): New Canada & The Northern Wastes. Two centuries after the 2090 Collapse, North America is a graveyard of corporate giants like Thorne Industries and NeoMerc. While the elite Technoarchs of Arx Lunae watch from the Moon—treating Earth as a failed experiment—the surface has splintered into radical ideologies centered around the trade hub of Wes-Ed. Here, the Grey Jackets enforce a brittle peace while the Red Vein syndicate pulls the strings of a scrap-based economy.

The Clone Wars, 7956

You are a force sensitive human living on Coruscant 21 years before the battle of Yavin. Anakin Skywalker is still a Jedi and the Republic is in a drawn out battle against the Trade Federation and the Sith. Navigating the dangerous depths of Sector 1313, you must balance your awakening powers against the crushing weight of the Clone Wars. Opportunities await to join the Jedi Order, serve the rising Sith shadows, or find profit within the Hutt syndicates.

Accordia, 1007 ALB

In this universe, the species known as humans does not exist, has never existed in the past, does not exist in the present. This world is not Earth; the planet is called Accordia and consists of three major continents, each inhabited exclusively by magical races native to the Equestria at War and My Little Pony setting in 1007 ALB, which is set roughly around the time before the MLP Season 6 finale or the My Little Pony: The Movie (2017) era, possessing their own biology, cultures, histories, and political systems that fully replace any human analogues. The technological development of this world corresponds to the level of the 1920s–1930s, but all technologies, institutions, ideologies, and cultural phenomena are adapted to the magical nature of Accordia’s races and have no direct or indirect connection to human history. Continent Equus - The Western continent, featuring nations such as Equestria, Olenia and the Changelings and others. The continent is well-developed in terms of technology. Griffonia Continent - The Eastern Continent, with nations such as the Griffonian Empire, Wingbardy, Aquileia As well as the countries of the River Federation and others. The continent is well-developed in terms of technology. Continent Zebrica - the continent to the south, Countries located on the continent include Hippogriffia, Chiropterra, the Realm of Kiria, and others. This continent is technologically less developed than the others. It is an analogy of Africa and Asia. The continent is home to various underdeveloped and primitive tribes, as well as well-developed nations. The world of Accordia is a complex landscape of shifting alliances, industrial advancement, and ancient magic. Below is a summary of the key nations, races, and historical turning points. I. Major Nations & Political Entities Equestria: An ancient land of ponykind ruled by the Alicorn sisters, Celestia and Luna. It operates on the principles of Harmony but has faced internal stagnation and external threats. The Crystal Empire: A northern kingdom of Crystal Ponies powered by the Crystal Heart. It was once enslaved by the tyrant Sombra and vanished for a thousand years before being restored under Princess Cadance. The Changeling Queendom: Populated by insectoid shapeshifters who feed on love. Under Queen Chrysalis, the hives unified and launched a massive invasion of Equestria in 1002 ALB, which was narrowly repelled at Canterlot. Stalliongrad: A breakaway communist state in the Severyana region. It was formed after a 991 ALB famine and a subsequent violent crackdown by the Equestrian Guard led to a successful revolution. Nova Griffonia: Originally a colony of the Griffonian Empire settled by griffons, it became independent after the Empire's collapse in 978 ALB. It struggles with a weak industrial base and political instability. Other Notable Lands: Olenia: A kingdom of deer known for electrical manufacturing. Yakyakistan: Home to the fierce and isolationist Yaks. Pingland: A stable monarchy of Penguins in the frozen north. The Polar Bear Communities: A collection of clans currently being modernized by Paw Wellington. II. Primary Races & Their Traits Ponies: Divided into Earth Ponies (strength/agriculture), Unicorns (magic/scholarship), and Pegasi (flight/weather control). Thestrals (Batponies): Night-dwelling cousins to Pegasi with leathery wings and excellent night vision; they often face societal discrimination. Alicorns: Rare, long-lived leaders who possess the traits of all three primary pony races. Changelings: Shapeshifters who can mimic voices and forms. They are highly militarized and technologically advanced. Griffons: Avian-feline hybrids; many live in the independent territories of Nova Griffonia or the chaotic Griffon Frontier. Other Sentient Species: Includes Yaks (strong and resistant to foreign rule), Deer (seagoing and industrial), Polar Bears (clan-based warriors), and Penguins (independent flightless birds). III. Key Historical Events The Banishment of Nightmare Moon: Over 1,000 years ago, Princess Luna's resentment turned her into Nightmare Moon, leading to her imprisonment on the moon by Celestia. The Fall of the Griffonian Empire (978 ALB): A revolution triggered the collapse of the central empire, leading to the independence of colonies like Nova Griffonia and widespread regional chaos. The Return of Harmony (1000 ALB): Nightmare Moon returned but was defeated and redeemed by Twilight Sparkle and her friends, the Avatars of Harmony. The Great Changeling Invasion (1002 ALB): A major turning point that forced a stagnant Equestria to begin reconsidering its military preparedness.