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The Great Kingdoms of Abendall

The Great Eight Kingdoms of Abendall are rich in history and tradition, each with its own unique culture and customs. The kingdoms are loosely allied with each other, united under the Nonagon faith and the Council of Kings, which serves as a forum for resolving disputes and coordinating military efforts.    

The Kingdom of Avernus

is a land of fire and brimstone, where the people live in a constant state of martial law under the watchful eye of their rulers. Ruled by House Baelfyre, the kingdom is the largest and most powerful of the eight kingdoms of Abendall, and its people are fiercely loyal to their infernal masters. The culture of Avernus is heavily influenced by the ideals of strength, discipline, and obedience. The people believe in the power of the strong to rule over the weak, and they revere their rulers as symbols of that strength. The Baelfyre family is seen as the ultimate embodiment of these ideals, and their word is law within their borders.   The government of Avernus is highly centralized, with power vested in the hands of a single ruler known as the Sovereign, who is advised by four smaller nobles that together form the political and militant faction known as the Infernium Dominion. The Sovereign is chosen by the Baelfyre family and serves for life, ruling over the kingdom with an iron fist.   The capital of Avernus is Sinovar, a city of dark towers and winding streets, with the imposing Bloodspire castle looming over the city center. The city is home to some of the most fearsome fighters in the kingdom, who are trained from a young age in the art of combat and war. The people of Sinovar are proud and patriotic, fiercely loyal to their rulers and willing to do whatever it takes to defend their kingdom.   Outside of Sinovar, the other cities of Avernus are similarly militaristic in nature, with strict rules and regulations governing every aspect of life. The people are trained in the arts of war from a young age, with many children beginning their military training as young as five or six years old. The cities are heavily fortified and guarded by the fearsome Hellknights, who are sworn to protect the kingdom and its rulers at all costs.   Despite the strictness and regimentation of Avernus, the people are fiercely proud of their kingdom and its heritage. They see themselves as the chosen people of their infernal masters, destined to rule over the other kingdoms of Abendall with an iron fist. To rebel against the rulers of Avernus is to invite death, and the people know that they must be strong and loyal if they are to survive in this harsh and unforgiving land.  

The Kingdom of Thuchagul

is a place of fear and terror for those who are not part of the ruling class. It is a theocracy ruled by the Iron Church, a fanatical order of zealots who have dedicated their lives to the worship of the Iron Lord, their patron god. House Valyris, the ruling family of Thuchagul, are devout followers of the Iron Lord and their motto "Cleansed in blood, Forged by Fire" reflects their unwavering devotion to their god and their willingness to shed blood in his name. The people of Thuchagul are deeply religious and live in fear of the Iron Church. They are taught to obey and serve the church unquestioningly, and any form of dissent is brutally punished. The church has its own laws and courts, and the punishments for crimes are often harsh and violent. Civilians often live in fear and dare not speak out against the all-powerful church in the kingdom.   Thuchagul's cities are grim and foreboding, with imposing cathedrals dominating the skyline. The streets are lined with iron lamps that burn with a dim, blood-red light, casting eerie shadows across the cobbled streets. The architecture is heavily inspired by the Roman Catholic Empire and medieval Portugal, with grand arches and sweeping buttresses adorning many of the buildings.   The government of Thuchagul is an absolute monarchy, with the ruling House Valyris wielding complete control over the kingdom. However, in practice, the Iron Church holds the real power, with the king acting as a figurehead and the church's high priests serving as the true rulers of the kingdom. The church has its own army of fanatical crusaders and inquisitors, who patrol the streets and maintain order through fear and intimidation.   In terms of culture, Thuchagul is deeply influenced by the bloody Crusades and the Spanish Inquisition. The people of Thuchagul view themselves as holy warriors, fighting a never-ending battle against the forces of chaos and darkness. The Iron Church's teachings emphasize penance, sacrifice, and atonement for one's sins, with self-mutilation and flagellation being common practices among the faithful.   Overall, Thuchagul is a kingdom defined by its religious zealotry and its ruthless pursuit of order and purity. It is a place where dissent is crushed, and the price of disobedience is always paid in blood.  

The Kingdom of Cinzaland

Cinzaland with there Sky Citadel Capital of Clouds Reach, is a marvel of engineering and innovation. Located high in the mountains, this dwarven kingdom is ruled by House Highhammer, a powerful family of expert metalworkers and steam engineers. Their motto "Steam and Steel" reflects their mastery of machinery and their dedication to producing the finest quality products. The dwarves of Cinzaland are renowned for their engineering expertise and are constantly pushing the boundaries of what is possible. They have developed steam-powered machinery that has revolutionized the way they live and work. This has allowed them to build towering cities and grand fortresses that are both beautiful and functional.   Despite their mastery of technology, the dwarves of Cinzaland have become somewhat disconnected from their old traditions beneath the earth. They have all but abandoned their faith in the god Thondorin and instead devote their time and energy to perfecting their technological advancements. Together with the humans who have settled here, the kingdom has become one of the most advanced cities in the world.   The culture of Cinzaland is heavily inspired by Germanic Victorian steampunk, with grandiose architecture and sophisticated fashion. The people are hardworking and industrious, and they take pride in their work and their achievements.   The government of Cinzaland is a monarchy, with House Highhammer as the ruling family. The king, known as the High King, is advised by a council of expert engineers and advisers. The laws of the land are enforced by a highly trained military force made up of both dwarves and humans.   The cities of Cinzaland are marvels of engineering, with towering spires and intricate machines everywhere. The streets are bustling with activity, with merchants selling their wares and craftsmen showing off their latest inventions. Despite the advanced technology, the dwarves of Cinzaland have not forgotten their roots, and many of their homes and buildings are still made from stone and decorated with intricate carvings.   In summary, the Kingdom of Cinzaland is a wonder of technological innovation and engineering mastery. Their culture is a blend of traditional dwarven values and modern advancements, and their government is a monarchy ruled by House Highhammer. The cities of Cinzaland are bustling with activity and filled with towering spires and intricate machinery, making it a sight to behold for any visitor.  

The Country of Guldia

A land ruled by the Freehold Tribunal, a merchant state that values trade and commerce above all else. Their motto, "Gold is Eternal," reflects their deep devotion to wealth, and their sigil is a gold scale on a silver field. The kingdom is renowned as the wealthiest in the land, and its capital, Luminor, is the center of culture, entertainment, and diplomacy. Luminor is also known as the City of the Heart, as it is home to many grand theaters and the prestigious Robinsong Academy, a bardic school that produces some of the greatest entertainers in the world. The city is a melting pot of cultures and people, with street performers, grand theaters, smoking dens, and even lucrative brothels.   However, Luminor also has its fair share of crime, as many criminals try to get a piece of the constant flow of income and travelers. The most notorious is the Black Rose Syndicate, a well organized crime family that has their fingers in the politics of the city. Though the black rose may be powerful they do have their fair share of competition looking to dethone them and take their business. The Freehold Tribunal, acting as moderators and enforcers of law and order, works hard to maintain the peace and ensure that trade continues to thrive.   The culture of Guldia is heavily influenced by the French and Italian Renaissance, with a focus on art, music, and culinary excellence. The people of Guldia are proud of their status as the wealthiest kingdom, and many aspire to become successful merchants and traders.   The Freehold Tribunal is the ruling government of Guldia, and it is composed of a council of powerful merchants who are elected by the people. The Tribunal acts as a mediator between the various merchant guilds and oversees the economy and trade of the kingdom. The people of Guldia have a say in the government, and their votes determine who is elected to the council.   In conclusion, the Kingdom of Guldia is a land of wealth, culture, and diplomacy, ruled by a merchant state that values trade and commerce above all else. Its capital, Luminor, is a city of entertainment and diplomacy, where people from all over the world come to trade, learn, and be entertained.  

The Kingdom of Krevoria

Krevoria is a rugged and formidable land in the northernmost reaches of Abendall, ruled by House Fostelm, whose motto is "Bitter be The North." They are descendants of the human Torathi barbarian tribes and the now dead kingdom of Vynadel, and their resilience and toughness are reflected in their blue and white colors and sigil of a white bear on a blue field.   The capital city of Icecrown stands as a beacon of civilization in the harsh and unforgiving northern landscape. It is home to bustling markets, grand halls, and sturdy fortifications. But beyond the city walls lies a land of vast northern plains, boreal tundras, and soaring mountains ranges and peaks, with surean hot springs scattered throughout. Yet even amidst the natural beauty of the land, savage predators roam free, adding danger to the already harsh conditions.   Mining companies from far and wide come to Krevoria to harvest its precious ore called Rime Salt, which is said to be imbued with magical properties that are unique to the land, Believed by the northern tribes to hold powerful effects . However, these mining operations are not without their challenges, as the Barbarian tribes that dwell in the nearby forest and mountains often clash with the miners and pose a threat to the kingdom's stability.   Overall, the Kingdom of Krevoria is a land of contrasts, with rugged natural beauty and harsh conditions mixed with valuable resources and potential conflict. The culture and government takes heavy inspiration from medieval scandinavia and Russia paints a vivid picture of a harsh yet resource-rich land ruled by a resilient and strong House Fostelm. The addition of the hot springs and savage predators adds depth to the environment, and the mention of mining companies and Barbarian tribes hints at potential conflicts and political intrigue. As the resource trade is the primary source of income for the kingdom, the further need for more abundant resources only pushes the Krevorain People and expeditions further and further north. into the deadly forest and mountains considered forbidden lands filled with the beast men of Gor, brutal giants and the dark being of chaos by the Torathi barbarians.   Overall, the Kingdom of Krevoria is a land of contrasts, with rugged natural beauty and harsh conditions mixed with valuable resources and potential conflict. The culture and government takes heavy inspiration from medieval scandinavia and Russia  

The Kingdom of Fellengarde

is a land of lush forests, fierce warriors, and superstition. Ruled by House Wargraine from the capital city of Stormhold, the kingdom's motto is "Fangs in the Storm," reflecting the family's reputation as protectors of their people. The colors of House Wargraine are green and silver, and their sigil is a wolf howling on a green field, symbolizing their connection to nature and their skill in battle. The land of Fellengarde is characterized by frequent storms and heavy rainfall, which nourish the rich forests and fertile soil. The kingdom's vast forests provide an abundant supply of timber, which forms the basis of the economy. The people of Fellengarde are skilled at logging and woodworking, and take great pride in crafting fine furniture and other goods from the wood they harvest. The logging communities and mills that dot the kingdom are a source of pride for the people, who rely on their connection to the land and their skilled warriors to defend themselves against outside threats.   The people of Fellengarde are deeply superstitious, and many believe in the existence of werewolves, hags, and other creatures that dwell in the darkness. The gloomy forests and frequent storms only serve to fuel these beliefs, and many small hamlets and villages are said to be haunted by these creatures. The people of Fellengarde take great care to protect themselves from these dangers, relying on their fierce warriors and deep connection to nature to maintain their independence.   One notable group of warriors in Fellengarde are the Slayers, a mysterious order of monster hunters who are said to be descended from a cursed tribe of northern warriors afflicted by lycanthropy. The Wild God Venris took in these warriors and taught them to control the beast within, harnessing its ferocity to become fearsome hunters of monsters. Over time, the Slayers became consumed by their need to hunt, and directed their efforts towards protecting the mortal kingdoms from the creatures that preyed upon them. The Slayers are known for their cold, stoic demeanor and their fierce determination to protect the people of Fellengarde.   The culture and traditions of Fellengarde are heavily inspired by medieval Poland and Slavic traditions. The people of the kingdom take great pride in their connection to nature, and many of their traditions are centered around the changing seasons and the cycle of life and death. The superstitions and beliefs of the people are deeply ingrained in their way of life, and many see themselves as guardians of the land against the darkness that lurks in the forests.   Overall, the Kingdom of Fellengarde is a land of fierce warriors, rich forests, and deep superstitions. The people take great pride in their connection to nature and their ability to protect themselves from outside threats, relying on their skilled warriors and their deep connection to the land to maintain their independence.    

The Kingdom of Mirtistrav

is a dark and mysterious land, shrouded in shadows and ruled by House Mirtis. Their motto, "Shadows belong to us," reflects the family's expertise in espionage and stealth, always operating in the shadows to protect their kingdom from threats both external and internal. Their colors are black and purple, and their sigil is a black raven on a purple field, symbolizing their cunning and intelligence. The capital of Mirtistrav is known as Neverdawn, named after the perpetual darkness that has befallen the kingdom. Long ago, during the undead siege of Abendall by the Zenith of Death, Gostwyld, unleashed an endless spell that cursed the land. A darkness settled over the kingdom that would never lift, shrouding the daylight in a blanket of dark clouds. Fields withered and died, livestock fell sick and spread pestilence, and the dead refused to rest in their graves. To this day, it is common practice to stake bodies into their graves or bind them in chains and iron to prevent them from rising again.   It was Khrell, in his mortal coil before he became a god of the Nonagon, who drove back the undead scourge and earned the title of saint. For this reason, after the events of Godfall, Abaddon chose Saint Khrell to receive an Ember of the God Flame. Now, the people of Mirtistrav live in the dark kingdom, ever vigilant to any uprising of undead. Their culture is reminiscent of medieval Romania and Turkey, with a strong and stubborn spirit that refuses to succumb to the darkness.   However, because of the curse upon the land, Mirtistrav has become a haven for nefarious factions seeking to hide their dark plots in the shadows. Rumors and tales even suggest that powerful vampires and Cultists of Fellgoth have infiltrated the noble houses of Mirtistrav, seeking to gain power and control over the kingdom. As a result, the Iron Crusade has made their way to Mirtistrav to begin their inquisition of the lands, even if it means all-out war between Tuchagul and Mirtistrav.   Despite the dark cloud that hangs over Mirtistrav, the kingdom is not without its beauty and wonder. The landscape is filled with misty forests, shadowy mountains, and winding rivers that shimmer in the dim light. The people of Mirtistrav have learned to adapt to the perpetual darkness, and their cities and towns are built with narrow alleys and hidden passages that allow them to move about undetected.   House Mirtis is known for its skill in espionage and covert operations. They maintain a network of spies and informants throughout the kingdom, gathering intelligence on potential threats and neutralizing them before they can cause harm. They are also skilled in the art of assassination and have been known to eliminate their enemies with precision and efficiency.   In conclusion, the Kingdom of Mirtistrav is a dark and mysterious land, ruled by House Mirtis and shrouded in perpetual darkness. Despite the curse upon the land, the people of Mirtistrav are strong and resilient, adapting to their surroundings and learning to thrive in the shadows. The kingdom is not without its dangers, however, as nefarious factions seek to gain power and control over the land. House Mirtis, with their expertise in espionage and covert operations, remains vigilant against these threats, working tirelessly to protect their kingdom from harm.  

The Kingdom of Haelwynn

is a coastal nation situated on the eastern coast of the continent of Abendall. It is ruled by House Wavesong, a noble family known for their connection to the sea and their skill in sailing and naval warfare. Their motto, "Swift as the Tides," reflects their agility and speed on the water. Their colors are blue and gold, and their sigil is a sea serpent on a blue field, symbolizing their power and grace on the sea. Haelwynn's capital city is Tidecrest, which is home to Reavers Rest, the keep of House Wavesong. The city is situated on a natural harbor that is sheltered from the rough seas by a small island. The harbor is home to a bustling port that serves as the main hub for trade and transport in the region.   Haelwynn has a long history of maritime trade and naval warfare. They are renowned shipwrights and expert sailors, and their ships are highly sought after for their speed and agility. The kingdom's proximity to the sea has also made them vulnerable to piracy, and many of their sailors have turned to piracy themselves to meet the demand for goods. This has led to conflict with other pirate groups, including the Sittarian Pirates and the Sea Raiders of Skyjoldenheim.   To combat piracy, Haelwynn has established a navy to patrol and secure the waters of Abendall. The navy is made up of highly skilled sailors and naval officers who are trained in the art of naval warfare. They are equipped with the latest ships and weapons technology, which gives them an edge in battles at sea.   However, the navy faces a difficult task in tracking down pirates who seek refuge in the Marauders Strand, a chain of tropical islands off the southern coast of Abendall. The islands are notorious for their treacherous waters and hidden coves, which make tracking down pirates a challenge. Moreover, rumors have spread that monstrous lizard men and reptilian beasts occupy the islands, making the task of exploring them even more daunting.   Despite the risks, expeditions have been launched to explore the Marauders Strand and retrieve the unknown riches that may lie in the forgotten tombs and shrines of the lost civilization. Relwynn's expertise in sailing and naval warfare may give them an edge in these endeavors, but the dangers of the islands cannot be ignored.   Haelwynn's culture is heavily inspired by the English of the 1600s. The kingdom's architecture, clothing, and language all bear a strong resemblance to that of England during that time period. They have a close relationship with Cinzaland, a landlocked kingdom situated to the central East portion of Abendall. Despite the challenges of trade and transport, Haelwynn's ships are often called upon to transport goods to and from Cinzaland.   In conclusion, the coastal Kingdom of Haelwynn is a nation known for its connection to the sea and its skill in sailing and naval warfare. Their long history in maritime trade and naval conflict has made them a powerful force in the region. However, the challenges of piracy and the unknown dangers of the Marauders Strand make their position precarious. Nevertheless, Haelwynn's expertise in sailing and naval warfare may give them an edge in these endeavors, and their relationship with Cinzaland ensures that they will continue to be an important player in the region's politics and trade.    

THE KINGDOM OF RYNDELL

  The Kingdom of Ryndell, the Northernmost kingdom of Abendall is a rugged, northern territory that is characterized by its vast stretches of untamed wilderness, towering mountain ranges, and dense pine forests. Ruled by House Vintorden, their motto is "Never shall we be Sundered," reflecting their ability to withstand the harsh conditions of their homeland and the horrific conflicts that have occured within the kingdoms. Their colors are black and dark blue, and their sigil is a silver snowflake on a dark blue field, symbolizing the eternal winter that grips their land.   The capital of Ryndell is Frostfjell, a city built within the basin of a large mountain range. The city is carved into the side of a mountain with the great burt minor elder tree known as the ember tree still standing in the center, with winding tunnels and stairways connecting the various districts. The city's unique construction makes it easily defensible and hard to besiege. Due to its geographical location, Frostfjell was once the home capital of the Eluri snow elf kingdom of Abendall. After the events of Godfall and the Dragons watched as mortals took pieces of the Godflame for themselves. Not only that but even the Giants of Numena had now claimed the great Elder God Tree as their own, The tree that all minor Elder Trees' come from. Determined the Dragons laid siege on the elves of Ryndell hoping to take the great Minor Elder Tree within the city of Frostfjell. The dragons would burn the tree releasing its great and mighty power throughout Ryndell,plunging the lands into an eternal winter. As the Elves fled to the forest and caves it was the humans that would fight back against the dragons, defeating them and claiming the land as their own.   In present day the people of Ryndell are known for their resilience and adaptability, having learned to survive and thrive in the unforgiving climate. They are skilled hunters, trappers, and mountaineers, relying on their knowledge of the land and its creatures to provide for their communities. The people of Ryndell have a strong connection to nature and are known for their spiritual beliefs in the Wild Gods, which emphasize the importance of balance and harmony with the natural world.   House Vintorden is an ancient lineage with deep roots in the region. They are known for their military prowess, particularly in the use of guerrilla tactics and the art of fighting in harsh terrain. The warriors of Ryndell are often sought after as mercenaries, and their reputation as formidable fighters has spread far and wide.   The culture and traditions of Ryndell draw inspiration from medieval Nordic and Celtic influences. The people celebrate various seasonal festivals, paying homage to the gods of nature and the spirits of the land. Their clothing and architecture are designed to withstand the harsh winters and blend seamlessly with their surroundings.   However, the Kingdom of Ryndell faces its own set of challenges. The harsh climate has made agriculture difficult, forcing the people to rely heavily on hunting and trade. In recent years, a mysterious and deadly creature known as the Pale Wraith has been haunting the wilderness, attacking travelers and hunters alike. This has made the already dangerous landscape even more treacherous, as people fear to venture too far from their settlements.   Additionally, the lure of the region's untapped resources, lost dragon hoards, such as precious metals and gems hidden deep within the mountains, has attracted the attention of other kingdoms, leading to conflicts over territorial claims and mining rights. House Everfrost must navigate these complex political landscapes to maintain their sovereignty and protect the interests of their people.   In conclusion, the Kingdom of Ryndell is a land of rugged wilderness and enduring people, defined by their ability to adapt and survive in the harsh northern environment. The kingdom's unique culture, spiritual beliefs, and the challenges it faces, such as the deadly Winter's Wraith and territorial disputes, create a rich and immersive setting ripe for storytelling and adventure.
Type
Geopolitical, Kingdom

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