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  2. Lore

Kingdom of Brussa

@Brussa

Birthplace of Adventurers


I. The Demon Domain of Rhanki

Before Brussa became a peaceful kingdom filled with adventurers, guild halls, and wandering heroes, the land belonged to one of the most disturbing @Demon Lord of the Demon Age.

Her name was Rhanki, a succubus of terrifying influence.

Rhanki did not conquer through brute force like Rumorude or Alom. She ruled through manipulation, seduction, and biological control. Her greatest obsession was creating endless armies.

She believed the world’s greatest weapon was not demons or monsters.

It was reproduction.

Under her rule, @Beastfolk populations were enslaved and forced into breeding programs. Entire regions were turned into controlled settlements where beastfolk were mandated to produce offspring in enormous numbers.

Rhanki referred to them as “living reserves.”

But she was not a simple tyrant.

Rhanki loved entertainment.

She surrounded herself with powerful champions—warriors, mages, assassins, and monsters she personally selected as her elite companions. These champions fought for her amusement, prestige, and favor.

To organize this system, Rhanki created something unprecedented.

She founded the Underworld League.


II. The Underworld League

Rhanki’s Underworld League was the first structured adventurer organization in history.

She issued quests to her champions and followers:

• Hunt powerful monsters
• Capture rare magical creatures
• Locate hidden artifacts
• Track and eliminate Saints

Adventurers were rewarded with power, gold, status, or Rhanki’s personal favor.

The league became infamous across the Demon Age. Warriors from across the world came to participate—not always realizing they were serving a Demon Lord.

Some joined willingly.

Others were manipulated.

But one adventurer within the league was unlike the others.


III. Oscar Brussa

Oscar Brussa was a human.

A Saint.

And the greatest illusionist the world had ever seen.

Oscar did not appear heroic. He was charming, curious, and endlessly fascinated with exploration. His halo was subtle, often hidden behind illusion magic. Most people who met him assumed he was just a wandering mage.

In truth, Oscar had infiltrated the Underworld League.

Using illusion magic, he disguised his identity and rose through its ranks. He accepted quests not to serve Rhanki—but to study her network, locate allies, and secretly recruit those strong enough to oppose the Demon Age.

Oscar was not a warlord.

He was a recruiter.

One by one, he discovered others like him.

Kiba Romae.
Fenrir von Wolfenstein.
Parisse Napoleon.
@Feur.

Many of the future Twelve Saints met through Oscar’s manipulation of Rhanki’s own quest network.

The Demon Lord had unknowingly created the very system that would destroy her.


IV. The First True Adventure

Eventually Oscar gathered enough power.

Enough Saints.

Enough courage.

He revealed his true identity and led the first organized adventuring party against Rhanki herself.

This was not a single battle.

It was a campaign.

They dismantled her champions. They liberated enslaved beastfolk populations. They disrupted breeding facilities and destroyed demon contracts.

Finally, they stormed Rhanki’s palace.

The succubus fought fiercely—commanding elite warriors, monsters, and corrupted champions.

But against the unified Saints she could not stand.

Rhanki fell.

And the Demon Domain collapsed.


V. The Birth of the Kingdom of Brussa

After the Demon Age ended, the liberated land was renamed in honor of the hero who had organized its salvation.

The Kingdom of Brussa.

Oscar Brussa refused to become king.

Instead, his closest companion—Sir Karthis, a loyal knight who had fought beside him throughout the war—took the throne.

Karthis was a practical ruler. Calm, honorable, and deeply loyal to Oscar’s ideals.

Under his rule, Brussa transformed from demon breeding grounds into one of the most peaceful and opportunity-filled nations in the world.


VI. The Adventurer League

Oscar did not abandon the idea that had helped win the war.

Instead, he purified it.

Using Rhanki’s old Underworld League as inspiration, he founded the Adventurer League.

Unlike Rhanki’s organization, the new league would serve the public.

Anyone could join.

Members would choose missions posted by guild halls across the world. These quests ranged from monster hunting to artifact retrieval to exploration.

Rewards were paid in gold, reputation, and rank.

The system became incredibly popular.

Adventurers were ranked based on skill:

F Rank — Beginners
E Rank
D Rank
C Rank
B Rank
A Rank
S Rank — Legendary heroes

Soon, guild halls appeared in nearly every kingdom across Wulfasaga and Oktoberland. The Adventurer League became the backbone of monster control and exploration in the Sanctified Cycle.

All of it traced back to Oscar Brussa.


VII. The Disappearance of Oscar

Despite his achievements, Oscar never settled into politics or administration.

He loved adventure too much.

Years after the Sanctified Cycle began, strange portals began appearing across the world. While many feared them, Oscar was fascinated.

One day he gathered a small group of trusted adventurers.

They entered a portal together.

Witnesses say he was smiling.

According to those who survived and returned, Oscar simply said:

“Looks like the next adventure.”

He stepped through the gateway.

And never returned.

To this day no one knows if he is alive or dead.

Most who knew him believe the same thing:

If Oscar Brussa is alive, he is happily exploring somewhere completely unknown.


VIII. The Present Kingdom

Today the Kingdom of Brussa remains one of the most stable and peaceful realms in the Sanctified Cycle.

King Karthis, now an elderly ruler, still governs the nation. Once Oscar’s right-hand knight, he has spent decades preserving his friend’s vision.

Brussa’s cities are filled with guild halls, training arenas, and libraries of exploration records. Adventurers from every race travel there to begin their careers.

Unlike many kingdoms dominated by church or military, Brussa values freedom of path.

You can be a farmer.

A merchant.

Or an adventurer chasing monsters across continents.