Land for All
The discovery of a book named “The Collective Good” explained in great detail how conflict should become a thing of the past and a new future of unity should be forged. A looming threat, was prophesied, which would end the world.

The Good Change
The leaders of the day to set in motion the change of the world. The book detailed the creation of a nation of all nations, its name, which lands should it hold, its borders and the names of its towns. It greatly eased the creation of Landlandia - the Land for All, a task impossible even to the most diplomatic. Every nation was to give up parts of its territories and contribute to its establishment. The Good Change refers to the month-long council session on the implementation of the treatise detailed in the “Collective Good”. Each nation sent 100 delegates. Seven nations joined the assembly.
Pillars of the Nation
The following characteristics define Landlandia, all thoroughly described within the Collective Good. It was established:
Name: Landlandia with capital - Taverninn
Motto - Land for All, Land of All
The Tongues - a common simplified language
The Standard - a common coin
A common calendar and holidays
The Songstitution - a set of laws defining the nation
Adventurer career
The Adventurer Career
Based on the 5th law of the Songstitution, the Adventurer Career emerged. Each adventurer is to choose a Way - a distinct approach to adventuring. The following have been officially recognized:
Alchemystic - magi adapt at tapping into the world's rhythms.
Battleborn - brutes of physical and weapons prowess.
Heartist - powerful evokers, masters of emotions.
Loresmith - storytellers who craft tales to impress or distress.
Seeker - relentless explorers, rushing to acquire.
Unbound - spontaneous and unpredictable wildlings.
Politics
Supreme authority above all holds the Council of Change - a people's assembly which anyone and everyone can be a member of (subject to the ruling of their nation). The Schemery is a council of seven Schemers, with each nation having a single representative, are the de facto rulers of Landlandia. The Tensions Tribunal interprets the Songstitution and has the final say on any offences committed within the domain. The Tomens, mystical sentient books serve as inkeepers of the Taverns within Landladia.
The Schemery
Each one of The Schemers rules a single domain, an important aspect of the nation's wellbeing.
Schemer of Taverns - tavern management
Schemer of Coins - coins, taxes and fines
Schemer of Culture - history, public affairs and holidays
Schemer of Travel - transport
Schemer of Conflict - military, judicial and foreign affairs
Schemer of Magic - study of magic and magical affairs
Schemer of Hazards - natural or man-made disasters
The Songstitution
The formative laws of Landlandia. This sacred text has been adapted into a world-renowned musical piece, an evergreen classic.
Every soul shall find solace in a Tavern.
The Threes belong to none and stand alone.
None shall doubt the wisdom of the Threes.
Let magics whirl and gleam.
Seek the old and bask in its illumination.
No soul shall starve or wither.
Define your own or thou shall be defined.
The Annual Schemes
The Annual Schemes is a high-stakes event where the seven Schemers compete in a game of territorial exchange, each striving to govern as much land as possible. This thrilling contest is a test of strategy and cunning, where alliances are formed and broken, and every decision could shift the balance of power. As regions change hands and rivalries unfold, the Annual Schemes showcase the relentless pursuit of dominance and control that defines Landlandia’s dynamic political landscape.
Locations
Landlandia occupies several scattered regions, harbouring important aand strategic locales. Hosting crucial natural resources, geographic choke points, or unique environmental advantages that elevate it beyond any nation.
Loophole Isle
Loophole Isle is a plot of land dedicated for warmongering. Here all nations can participate in warfare with no reprecussions. A sanctioned war zone, allowing the nations to test their military prowess, settle disputes, and hone combat strategies without violating Landlandia's laws.
The Taverns
The Taverns are vital hubs for wanderers, where thrill-seekers and adventurers gather in search of their next quest or reward. During the era of "The Collective Good", fifteen mystical Tomens - sentient books with unique names and locations inscribed in their pages - came to life, each with one purpose: to run a tavern. Scattering across the lands, they founded these iconic establishments, now cornerstones of adventure.
In every Tavern there is a portal known as a "Gap" that connects with other Taverns, and allows seemless travel between them.
