The Kingdom of Avernus
The Kingdom of Avernus is on the Western region of Abendall, a land of darkness and fire, where the will of the powerful rules supreme over the weak. It's placed within a basin of obsidian volcanic mountains and rolling plains. The people of Avernus are a proud and disciplined lot, who live their lives with an unwavering commitment to strength, discipline, and obedience. The Baelfyre family, who rule over the kingdom with an iron fist, are seen as the ultimate embodiment of these ideals.
The government of Avernus is a highly centralized one, with power concentrated in the hands of the Sovereign, who is advised by four smaller nobles that make up the Infernium Dominion. The Sovereign, who is chosen by the Baelfyre family and serves for life, rules over the kingdom with absolute authority. The Infernium Dominion acts as the political and militant faction of the government, enforcing the laws of the Sovereign and ensuring the security of the realm.
The capital of Avernus, Sinovar, is a city of darkness and danger, with towering spires and winding alleys. The city is home to some of the most skilled fighters in the kingdom, who are trained from a young age in the art of combat and war. The people of Sinovar are fiercely loyal to their rulers, and are willing to do whatever it takes to defend their homeland.
Outside of Sinovar, the other cities of Avernus are similarly militaristic in nature, with strict laws and regulations governing every aspect of life. The people are trained from a young age to be soldiers, with many children beginning their military training as young as five or six years old. The cities are heavily fortified and guarded by the Hellknights, who are sworn to protect the kingdom and its rulers at all costs.
The culture of Avernus is steeped in the ideals of strength, discipline, and obedience. The people believe that the strong should rule over the weak, and that those who are weak deserve to be dominated. The Baelfyre family is seen as the ultimate embodiment of these ideals, and their word is law within the borders of the kingdom.
Punishments for breaking the laws of Avernus are harsh and swift. Criminals are often publicly executed, with the bodies left on display as a warning to others. Political dissidents are dealt with even more severely, with dissent against the Sovereign or the Infernium Dominion considered a threat to the stability of the realm.
Despite the strict nature of the government and the harsh punishments for disobedience, the people of Avernus are fiercely loyal to their rulers. They see themselves as part of a great tradition, a legacy of strength and discipline that has been passed down through the ages. They are proud of their kingdom and are willing to do whatever it takes to defend it against any who would seek to harm it.
The History of Avernus
The history of Avernus is steeped in blood and fire, a tale of triumph and conquest that echoes across the ages. It began in the aftermath of the Zenithian Empires war of the Primals, when the Orcish hordes descended upon the continent of Abendall, seeking to claim it for their dark creator Mal'Gerath. But as Mal'gerath made his demonic orcs of chaos Abaddon had been cultivating his own Nephilim. The Hellspawn crafted in the fires of Hell they were the mortal chosen of Abaddon. They entered this world why all the might of Hell behind them and they were ready for the Oric hordes. Led by Abaddon, the King of Hell, they met the Orcish armies in battle and broke them upon the anvil of their strength and hate. With each victory, the Hellspawn grew stronger, their armies swelling with the souls of the fallen. They marched across the land, leaving a trail of destruction in their wake, and the people trembled at their approach. But there were those who saw the wisdom in submitting to the Hellspawn, who recognized the power that they wielded and the inevitability of their victory. And so, the four western human houses of Abendall banded together, pledging their loyalty to House Baelfyre and to the Hellspawn forces that had saved them from certain destruction."We will stand with you, my Lord Abaddon," said the Lady Baelfyre, her eyes flashing with the fire of Hell. "We will fight at your side, and together we will crush our enemies beneath our feet." Abaddon proud of his creations, his eyes gleaming with the light of a thousand fires. "You have chosen wisely, Lady Baelfyre," he said. "For in doing so, you have pledged your loyalty to not only I, but Hell itself. And Hell will never forget those who serve it faithfully. Kneel Children you have made your infernal pact, for now and forevermore"And so, House Baelfyre became the rulers of Avernus, their power absolute and unchallenged. The people of Avernus looked to them as symbols of strength and discipline, as paragons of the infernal ideals that had brought them victory.
"It is our duty to maintain order and discipline within our borders," said Lord Baelfyre, his voice ringing with authority. "We must be strong, for only the strong may rule."And so it was that Avernus became a land of the Infernium Dominion rule with strict obedience, a place where the laws of the infernal overlords were absolute and unyielding. But for those who served them faithfully, there was glory and power beyond measure, a place at the right hand of the rulers of Hell itself. For Abaddon, the KIng of Hell, it was a triumph beyond compare, a testament to the power of the infernal forces that he commanded.
"Let all who would oppose us tremble," he said, his voice echoing through the halls of his infernal fortress. "For we are the masters of Avernus, and we will brook no dissent. Let all who would stand against us be consumed by the fires of Hell, Let them hear screams of the damned the symphony of my rule."
Capital of Sin
Sinovar is a city that is built from dark volcanic stone, which gives it a foreboding and ominous appearance. The city's architecture is predominantly Gothic in style, featuring high walls, pointed arches, and intricate stonework. The buildings are tall and tightly packed together, with little room for gardens or greenery, creating a claustrophobic and imposing atmosphere. The city is divided into several districts, each with its own distinct character. The most prominent of these districts is the city center, which is dominated by the imposing Bloodspire castle. This fortress is the seat of power for the ruling House Baelfyre, and its towering spires and thick walls serve as a constant reminder of the kingdom's might. The castle is surrounded by a network of narrow, winding streets, lined with tall buildings that lean in towards each other, creating deep shadows and an oppressive feeling of confinement. The buildings are decorated with spiky ornaments and intricate carvings that give them a menacing, almost demonic appearance. The streets are paved with dark stone, and in places, the ground is cracked and uneven, creating tripping hazards and making it difficult to navigate. Beyond the city center, the districts of Sinovar are less densely packed, but no less imposing. The buildings are still tall and foreboding, with Gothic arches and pointed spires reaching up towards the sky. Many of the buildings are adorned with gargoyles and other demonic motifs, adding to the overall feeling of darkness and malevolence. The streets in the outer districts of Sinovar are wider and more open than those in the city center, but they are still tightly packed with buildings on either side. Some of the larger streets are lined with market stalls, where merchants from all over Abendall come to sell their wares. The markets are colorful and vibrant, with merchants hawking everything from exotic spices to deadly weapons. Despite the oppressive atmosphere of the city, there are occasional glimpses of beauty and artistry to be found in Sinovar. Many of the buildings are decorated with intricate stonework, featuring delicate carvings and detailed reliefs. The buildings also feature stained glass windows, which cast colorful patterns of light onto the streets below. The common folk of Sinovar are fiercely loyal to their rulers, the Baelfyre family. They see themselves as the chosen people of their infernal masters, destined to rule over the other kingdoms of Abendall with an iron fist. Despite the strictness and regimentation of Avernus, the people are fiercely proud of their kingdom and its heritage. They are trained in the arts of war from a young age, and many children begin their military training as young as five or six years old. The attire of the people of Sinovar is heavily influenced by their military culture. Men typically wear dark, form-fitting clothing, often adorned with spikes, studs, or other menacing decorations. Leather and metal are commonly used materials, and many men wear helmets or other forms of headgear. Women's clothing is similarly utilitarian, with form-fitting garments that allow for ease of movement. Both men and women often carry weapons, either as a symbol of their status as warriors or as a practical necessity for self-defense. Life in Sinovar is highly regimented, with strict rules and regulations governing every aspect of life. The people are expected to be obedient to their rulers and to follow orders without question. Failure to do so can result in severe punishment, including imprisonment, torture, or execution. The city is heavily fortified, with high walls and numerous guard towers, and is guarded by the fearsome Hellknights, who are sworn to protect the kingdom and its rulers at all costs. Despite the strictness and martial culture of Sinovar, the city is also home to a vibrant marketplace, where traders and merchants from all over Abendall come to sell their wares. The marketplace is a bustling hub of activity, with merchants hawking everything from spices and textiles to weapons and armor. Daily life in Sinovar is highly regimented and structured. The citizens are expected to adhere to strict schedules and routines, with their days typically beginning at dawn and ending at dusk. The city is known for its focus on martial activities, and the common folk often partake in physical training and exercises as a part of their daily routine. Many citizens also engage in work and crafts, such as metalworking and carpentry, which are highly valued in the city. While the citizens of Sinovar are expected to be loyal and obedient to their rulers, there are still instances of crime within the city. However, due to the strict laws and harsh punishments in place, crime is relatively rare. The city guard is highly vigilant, patrolling the streets and enforcing the law. Any individual caught committing a crime can expect to face severe consequences, including imprisonment, flogging, or even execution. In the markets, the city guard is able to identify citizens from outsiders through a variety of means. Citizens typically wear clothing that is distinct from outsiders, and they may also carry identification papers or badges indicating their status as a citizen. Additionally, the guards are trained to be able to recognize the distinctive accent and mannerisms of Sinovarian citizens. As for leisure activities, the citizens of Sinovar do have some opportunities for relaxation and entertainment. The city features several taverns and inns, where citizens can gather to drink, socialize, and hear stories from travelers passing through the city. There are also public festivals and celebrations held throughout the year, which provide opportunities for citizens to enjoy music, dance, and other forms of entertainment. In conclusion, Sinovar is a city that embodies the ideals of strength, discipline, and obedience that are central to the culture of the Kingdom of Avernus. Its architecture, clothing, and way of life all reflect the military culture of the kingdom, with strict rules and regulations governing every aspect of life. Despite the harshness of this way of life, the people of Sinovar are fiercely proud of their kingdom and its heritage, and are willing to do whatever it takes to defend it against all threats.City Districts
The Bloodspire District: The central district of Sinovar is dominated by the imposing Bloodspire castle, which serves as the seat of power for the ruling Baelfyre family. The spire surrounded by a moat of lava, it's hellish glow illuminating the Black iron gates of the Crimson Garden that obscures the public from seeing the castle courtyards. The district is heavily fortified, with high walls and numerous guard towers, and is patrolled by the fearsome Hellknights. The district is home to the royal palace, as well as the headquarters of the Hellknights, city guard and political offices and locations for the Infernium Dominion. The Bloodspire district is off-limits to all but the most trusted members of the ruling elite, and even then, access is highly restricted. The Residential District: The residential district of Sinovar is where the common folk of the city live. The district is home to a mix of small apartments, townhouses, and larger estates, with the wealthiest citizens living closest to the Bloodspire district. The district is heavily regulated, with strict rules governing everything from the size of homes to the types of crops that can be grown in private gardens. The district is also heavily patrolled by the city guard, who are tasked with ensuring that all citizens adhere to the strict rules and regulations of the kingdom. The Trade District: The trade district of Sinovar is a bustling hub of activity, and home to the Soulstone Exchange. With merchants and traders from all over Abendall coming to sell their wares. The district is home to a wide variety of shops, from spice and textile merchants to armorers and weaponsmiths. The district is heavily regulated by the ruling elite, who closely monitor all trade and commerce within the city. There are strict rules governing the types of goods that can be sold, as well as the prices that can be charged. The city guard also keeps a close eye on the trade district, in order to prevent any illegal activities or black market trading. The War College District: The war college district of Sinovar is where the kingdom's future military leaders are trained. The district is home to several prestigious academies and training grounds, where students are taught the arts of combat and war. The district is heavily regimented, with strict schedules and routines governing the daily lives of the students. The district is also heavily patrolled by the Hellknights, who are tasked with ensuring that the students adhere to the strict rules and regulations of the kingdom. The war college district is also home to several armories and training facilities, where citizens can hone their combat skills. In addition to these four districts, there are also several smaller districts and neighborhoods within the city of Sinovar. These include: The Temple District: The temple district is home to several religious institutions, including several temples dedicated to the infernal Abaddon worshipped by the people of Avernus. The district is heavily regulated, with strict rules governing religious practices and rituals. The Craftsman's District: The craftsman's district is home to several workshops and studios, where artisans and craftspeople create and sell their wares. The district is heavily regulated, with strict rules governing the types of crafts that can be produced and sold within the city. The Entertainment District: The entertainment district is home to several taverns, inns, and theaters, where citizens can gather to relax and enjoy music, dance, and other forms of entertainment. The district is heavily regulated, with strict rules governing the types of performances that can be held within the city.Points of Interest
The Crucible: is a massive arena located on the outskirts of Sinovar, where gladiatorial battles are fought to the death between the kingdom's most fearsome warriors. It is said that the arena was built by the Baelfyre family themselves, using the labor of thousands of slaves and prisoners of war. The Iron Pit is surrounded by towering walls of black stone, with the only entrance being a massive gate made of iron bars. As visitors approach the arena, they can hear the sounds of clashing swords and roaring crowds. The arena is round in shape and is sunk into the ground, with high walls that prevent the spectators from being hit by stray weapons. The bottom of the pit is covered in sand, stained red with the blood of countless fallen warriors. The gladiators who fight in the Crucible are known as the Hellions. They are chosen from the ranks of the most skilled and ruthless warriors in the kingdom, and are trained to fight with a variety of weapons and styles. They wear armor made of black iron, and carry a variety of deadly weapons, such as swords, axes, and spears. The fights in the Crucible are not just for entertainment, but also serve as a way for the Baelfyre family to recruit new soldiers into their ranks. Criminals who have committed serious offenses are given the option to fight in the arena, with the promise of freedom or recruitment into the Infernium Dominion if they emerge victorious and show true loyalty to the Baelfyre family. This has led to some of the most fierce and deadly battles in the history of the Crucible, as the criminals fight for their lives and their chance at redemption. The most feared warrior in the Crucible is known as the Grand Champion. This is a title bestowed upon the most successful and deadly gladiator in the arena, who has won countless battles and amassed a legion of fans. The current Grand Champion is a massive Jurator named Darius, who is said to be unbeatable in battle. He is feared and revered by all who know of him, and many young warriors dream of one day defeating him and taking his place as champion. In addition to the gladiatorial battles, the Crucible also hosts other events such as animal fights and public executions. It is a place of brutality and violence, but also of honor and loyalty to the Baelfyre family. The Crimson Gardens: are a lush and beautiful oasis in the heart of Sinovar, known for their exquisite beauty and deadly secrets. The garden is said to have been created by the Baelfyre family themselves, with the help of a powerful devil known only as the Blood Gardener. Legend has it that the Baelfyre family made a pact with the devil, promising to sacrifice their enemies in exchange for the creation of the garden. The Blood Gardener accepted the deal and used his powers to transform a barren wasteland into a vibrant and flourishing paradise, filled with exotic plants and flowers of every color. However, there is a darker side to the Crimson Gardens that few outsiders know about. Hidden beneath the beauty of the flowers and foliage, there are deadly traps and dangers lurking around every corner. The Baelfyre family uses the garden as a way to dispose of their enemies, luring them into the garden and then trapping them with poisonous plants and deadly creatures. The Blood Gardener himself is a mysterious figure, rarely seen outside of the garden. Some say he is a powerful devil who has taken on the guise of a gardener to better spy on the Baelfyre family and their enemies. Visitors to the garden must be cautious, as even the most innocent-seeming flowers may hide a deadly poison or trap. The Baelfyre family maintains a small army of guards to patrol the garden, but they are often reluctant to enter too deeply into the heart of the garden, where the Blood Gardener is said to dwell. Despite the dangers, the Crimson Gardens are a popular destination for the wealthy and powerful of Sinovar, who come to admire the beauty of the flowers and to pay tribute to the Baelfyre family. There are also rumors of secret societies and cults that meet within the garden, using its natural beauty as a cover for their dark rituals and practices. The Sin Forge: is a massive foundry located in the Warrior District of Sinovar. It is said to be the birthplace of the most infernally blessed weapons and armor in all of Avernus, imbued with the power of the infernal realm itself. The Forge is run by a secretive guild of blacksmiths known as the Sinsmiths, who are rumored to have made a pact with the Baelfyre family in exchange for their exclusive right to use the rare and powerful material known as Soulstone. Soulstone is a rare mineral found only in the deepest abyssal depths beneath Sinovar. It is said to be formed from the essence of the souls of the damned, and those who work with it are said to be able to hear their tortured screams echoing through the material. The Infernal Sinsmiths guard their knowledge of how to work with Soulstone with zealously, and only the most trusted members of their guild are allowed to handle it. The material is also highly prized by Mages as well for its powerful component capabilities when it comes to banishing spells . The Forge itself is a massive, labyrinthine complex of forges, smelters, and workshops. The sounds of clanging hammers and the roar of bellows echo through its halls day and night, and the heat from the furnaces is said to be enough to melt even the hardest of metals. The Infernal Sinsmiths work tirelessly, forging weapons and armor imbued with the power of the infernal realm itself. The guild is led by a powerful blacksmith known as Balzorath, who is said to have made a deal with the Abaddon's personal blacksmith to gain his knowledge of working with Soulstone. He is a towering figure, clad in blackened armor and wielding a massive hammer with ease. Balzorath is feared and respected by all who work in the Forge, and he is said to be able to imbue his creations with the most powerful enchantments. Despite the power and influence of the Sinsmiths, their guild is not without its enemies. Some say that a rival blackmarket guild, known only as the اسکراب (Alhuran) from the Continent of Sittarr, seeks to overthrow them and claim the secrets of the Infernal Forge for themselves. Others whisper of dark creatures from the Nether Pit who seek to use the power of the Forge to bring about destruction over the mortal realm. Visitors to the Infernal Forge are rare and often viewed with suspicion by the guild. Only the most trusted agents of the Baelfyre family are allowed entry, and even then they are watched closely. Those who do gain entry are treated to a spectacle of infernal power, as the blacksmiths of the Forge work their magic to create weapons and armor the likes of which have never been seen before. The Bloodspire is a massive castle that dominates the skyline of Sinovar, the capital city of Avernus. The castle is made of black stone and rises to a height of over 200 feet, with walls so thick that even the most powerful siege engines would have a hard time penetrating them. The castle is surrounded by a moat filled with molten lava, which is constantly heated by underground channels of magma. It is said that the castle was built on a site of great infernal power, and that the lava moat is actually infused with Hell's energy. The Bloodspire has been the seat of power for House Baelfyre for over 450 years. The current ruler of Avernus, Sovereign Valtorius Baelfyre, resides within its walls with his family and closest advisors. Valtorius is known for his unyielding sense of discipline and his absolute devotion to the ideals of strength and power. He is a master of combat and a brilliant tactician, and his word is law within the borders of Avernus. The Bloodspire is also home to the Royal Guard of Hellknights, Order of the Infernal Guard an elite order of warriors sworn to protect the Sovereign and his family at all costs. The Hellknights are chosen from among the most skilled and disciplined soldiers within the orders of Avernus, Although many of its ranks are filled with children and family of other noble house of Avernus. They are trained in a wide variety of weapons and combat styles. They are known for their ability to find any spy or threat to the Sovereign and their unbreakable loyalty to their rulers. There are many rumors and legends surrounding the Bloodspire. Some say that it is built on the ruins of an ancient temple with a portal to Hell itself, and that the castle's foundations are infused with the very essence of a Infernal guardian. Others say that there are secret passages and hidden chambers within the castle, filled with treasures and artifacts of great power. Some even claim that the Baelfyre family has made deals with Dark entities, and that they are protected by dark magic that gives them incredible strength and resilience. Despite these rumors, the people of Avernus revere the Bloodspire as a symbol of their nation's power and strength. They see it as a beacon of hope in a world filled with chaos and weakness, and they are willing to fight and die to defend it. The castle has never fallen to an enemy force, and it is said that as long as the Bloodspire stands, Avernus will never fall. The Baelfyre Tombs are one of the most sacred and revered places in Avernus, located just outside the capital city of Sinovar. The tombs are the final resting place of the Baelfyre family, the rulers of Avernus, and are considered to be holy ground by the people of the kingdom. Legend has it that the first Sovereign of Avernus, Arcturus Baelfyre, built the tombs himself, using his mastery of infernal magic to create a place of eternal rest for himself and his descendants. The tombs are said to be imbued with powerful wards and enchantments, protecting the bodies of the Baelfyre family from decay and corruption. The tombs themselves are an impressive sight to behold, with towering stone structures adorned with intricate carvings and Abarissian symbols. The interiors are labyrinthine, with twisting corridors and hidden chambers, making it difficult for outsiders to navigate without getting lost. Many rumors surround the Baelfyre Tombs, some of which are whispered in hushed tones by the people of Avernus. Some say that the tombs are home to powerful artifacts and treasures, hidden away by the Baelfyre family for generations. Others claim that the tombs are haunted by the spirits of the dead, and that those who enter risk being consumed by the infernal energies that permeate the place. Despite the rumors, the Baelfyre Tombs are heavily guarded by the Hellknights, who are charged with protecting the sanctity of the place. Few outsiders are allowed to enter the tombs, and even fewer are granted access to the inner sanctum where the bodies of the Baelfyre family are entombed. The Pit of Souls is a deep chasm located North of Sinovar, surrounded by towering black rock formations. The Pit is said to have been formed by a catastrophic event long ago, when a massive explosion ripped apart the ground and left a gaping wound in the earth. Legend has it that the explosion was caused by a powerful infernal artifact, whose true nature remains unknown to this day. Despite the danger of the Pit, it is a place of great interest to the people of Sinovar, especially to those who practice infernal magic. The Pit is said to contain a rare and powerful substance known as Soulstone, which is used in the creation of infernal enchantments and rituals. The Soulstones are believed to be formed from the souls of the damned, which are captured and bound to the stones by powerful infernal magic. The excavation of the Soulstones is a dangerous and highly regulated business, carried out by teams of skilled miners and enchanters under the supervision of the Infernium Dominion. Only licensed miners and enchanters are allowed to enter the Pit, and they must follow strict safety protocols to avoid triggering the unstable rock formations that surround the Soulstone veins. Rumors abound about the dangers of the Pit, and there have been reports of miners and enchanters disappearing without a trace. Some say that the souls bound to the Soulstones have somehow gained a measure of consciousness, and seek to escape their imprisonment by luring unsuspecting miners and enchanters to their deaths. One such character rumored to haunt the Pit is known as the Whisperer. According to legend, the Whisperer was once a powerful enchanter who delved too deeply into the secrets of the Soulstones and was consumed by their power. Now, the Soul Binder is said to roam the depths of the Pit, seeking out those who would disturb the souls bound to the stones. The Hell Maw: Hidden deep within the blacked peaks of Avernus, amidst the smoldering ash and sulfurous fumes that swirl in the infernal winds, lies the most notorious prison in all the eight kingdoms. Known as the Hell Maw Dungeon, this imposing fortress is a place of unimaginable cruelty and torment, where only the most dangerous criminals are sent to spend the remainder of their days. Built into the walls of a massive volcanic chasm that plunges thousands of feet into the fiery depths of the underworld, the Hell Maw is a feat of engineering that defies belief. Its layout is a twisted parody of Dante's Inferno, with rings spiraling ever downward into the abyss, each level more foreboding and nightmarish than the last. Prisoners are housed in cells that are hewn directly from the rock face, their minimal comforts consisting of little more than a mat upon which to sleep. They wear little more than a loincloth, and are covered from head to toe in the blackened ash and grime of the hellish environment. Communication with other inmates is forbidden, and any violation of this rule is met with swift and brutal punishment. As the spiral descends, conditions grow increasingly dire. Guard stations and garrisons are stationed at every level, ever watchful for any signs of unrest or rebellion. Massive chains and iron bridges crisscross the chasm, providing the only means of transit between the various rings. And at the bottom of it all, deep within the bowels of the earth, lies the Hell Maw itself – a yawning maw of flame and shadow that devours all who are cast into its waiting jaws. None who have been sent to the Hell Maw have ever returned to tell their tale, and the rumors and whispers that circulate among the people of Abendall speak of unspeakable horrors that are inflicted upon those who find themselves consigned to this place. To be sentenced to the Hell Maw is to be cast into the pits of Hell itself – a fate worse than death, and one that inspires fear and dread in even the most hardened of criminals.Geography and Wildlife:
Avernus, the land of darkness and fire, lies in the western coastal region of Abendall. It is a kingdom shrouded in the ominous haze of sulfur and ash, surrounded by obsidian volcanic mountains and sprawling plains. The kingdom is made up of four distinct regions, each with its own unique landscape and wildlife, all of which revolve around the capital of Sinovar. The towering volcanic mountains, jagged and blackened, dominate the skyline of Avernus. Their presence casts deep shadows over the surrounding terrain, threatening to erupt in fiery fury at any moment. The land is scarred by volcanic activity, with bubbling hot springs and rivers of lava flowing through the valleys and canyons, creating an otherworldly terrain that is both rugged and unforgiving. It is a land of contrasts, where the beauty of the landscape is at odds with the danger it poses. Amidst the mountains, dangerous creatures lurk. Giant scorpions, feral goblins, and packs of wargs roam freely, making travel through the region treacherous for the unwary. In the northern peaks, giant Fire salamanders and cave trolls make their homes, always ready to defend their territory. The plains of Avernus, on the other hand, are home to vast herds of Briffen, massive cattle that provide sustenance and resources for the kingdom's people. The Vostriches, large flightless birds, are also a valuable resource for the people, their meat and eggs providing nourishment and their feathers used for clothing and decoration. The people of Avernus have also domesticated a species of large Hellhounds, using them as loyal companions and as beasts of burden. To the west of Avernus lies the Ash Coast, where winds often carry the falling ash that drifts from the northern region known as the Black Peaks. The Black Peaks mark the border of the kingdom of Krevoria and are the tallest mountains in Avernus. They are treacherous and foreboding, and few dare to venture into their heart. To the south of Avernus lies the Blasted Lands, a region of dry, cracked barrens and small patches of badlands. The terrain is littered with burnt, scorched trees and shrublands, the result of past volcanic activity. Despite the harsh conditions, life still exists in the region, and the people of Avernus often travel through the Blasted Lands in search of resources and to hold strategical positions. To the east of Avernus lies the Blood Sands, a blistering desert that marks the border with the kingdom of Tuchagul. The sands are stained red by the blood of countless battles fought in the region over the years, and the heat is intense, making it a harsh and unforgiving landscape. Despite this, the people of Avernus have found ways to survive in the desert, using their knowledge of the terrain to travel through it safely. In conclusion, Avernus is a kingdom of stark contrasts, where danger and beauty exist side by side. It is a land shaped by volcanic activity, a rugged and unforgiving terrain that is home to a wide range of wildlife, both dangerous and beneficial. The people of Avernus have learned to survive and thrive in this harsh environment, making use of the resources available to them and carving out a life in this dark and fiery kingdom.Infernium Dominion:
The Infernium Dominion is a council of four smaller nobles that advises the Sovereign of Avernus, House Baelfyre. The four houses that make up the Infernium Dominion are the Blackmoore, the Pyr's, the Charon's, and the Ashmont. Each house has its own strengths and responsibilities within the kingdom. The Blackmoore house, located in the northern reaches of Avernus in the City of Blackwall, They are responsible for providing much of the kingdom's raw materials for weapons and armor. They are known for their expertise in mining and metalworking, which has made them invaluable to the kingdom's military strength. The Blackmoore family has a long history of service to House Baelfyre, dating back to the initial conquest of Abendall by the Hellspawn. House Pyre, located in the city of Ashwick, is responsible for the defense of the western borders of Avernus. The Pyr family is known for their expertise in siege warfare and their skill in creating explosive devices. Their contribution to the kingdom's military strength cannot be overstated. House Charion, Based in the city of Brimstone in the far South of Avernus, is responsible for the kingdom's trade and commerce. The Charion family is known for their shrewd business sense and their skill in negotiating deals and agreements. They are often the ones responsible for making sure the kingdom has the resources it needs to maintain its military might. House Ashmont, located in the Eastern city of Cinderfall within the deep Blood Sands, is responsible for the education and training of the kingdom's young. The Ashmont family is known for their strict discipline and their emphasis on physical fitness and martial training. They have produced some of the kingdom's finest Hellknight cadets and warriors. Despite their differences in responsibilities, the four houses of the Infernium Dominion work closely together to advise House Baelfyre on matters of state. They are bound by their loyalty to the Sovereign and their shared vision of a strong and powerful Avernus. Their relationship with the rest of Avernus is complex. While they are highly respected for their contributions to the kingdom, there are also those who resent their power and influence. There are rumors of secret alliances and political maneuverings, but none of these have been confirmed. The four houses of the Infernium Dominion continue to work tirelessly to maintain the strength and prosperity of Avernus, even as they face challenges from within and without.Competition of Pride
The competition of pride between the four smaller houses of Avernus is an annual event held in Sinovar, the capital city of Avernus. Called the Hellknight Cadet Challenge, where each house sends their best young warriors to compete against each other in various martial challenges and drills. The competition is held over several days, with the winners announced at the end. The challenges and drills would include physical fitness tests, obstacle courses, weapon proficiency demonstrations, and strategy simulations. The judges could consist of experienced Hellknights and military officers from Avernus and neighboring kingdoms. The highest scoring cadets from each house could be offered better positions within their respective houses, as well as joining more prestigious orders within the Hellknight hierarchy. The Hellknight Cadet Challenge could also serve as an opportunity for the four smaller houses to showcase their military prowess to the Sovereign and the Infernium Dominion, as well as to potential allies and enemies. The competition could also promote a healthy spirit of competition and camaraderie among the young warriors, while instilling in them the values of discipline, honor, and loyalty that are essential to serving as a Hellknight.In the Sovereign's name! HALT!
Traveling in the Kingdom of Avernus as an outsider not part of the faith without proper documentation or escort could be quite challenging. As a fiercely militaristic society, Avernus is heavily guarded, and outsiders are viewed with suspicion and even hostility. Any foreigner entering the kingdom would likely be subjected to a thorough interrogation by the Hellknights, who are responsible for enforcing the laws of the land and protecting the kingdom from external threats. Non-believers would be expected to adhere to the strict laws and regulations of the kingdom, which are based on the beliefs and values of the Hellknights. This could include restrictions on behavior and dress, as well as limitations on speech and freedom of movement. Failure to comply with these regulations could result in arrest, imprisonment, or even execution. Outsiders would also be subject to surveillance and monitoring by the authorities, who would be suspicious of anyone not belonging to the faith. This could make it difficult for travelers to move freely throughout the kingdom or to engage in activities that might be seen as suspicious or subversive. In addition, the citizens of Avernus are fiercely loyal to their infernal masters, and outsiders who are seen as disrespectful or hostile towards the faith could face violence or retribution from the populace. The Hellknights are known for their brutal tactics in dealing with perceived threats, and travelers who are viewed as a potential threat could be dealt with harshly. Overall, traveling in the Kingdom of Avernus as an outsider not part of the faith would require caution, respect for local customs and beliefs, and a willingness to comply with the strict laws and regulations of the kingdom. It would not be an easy or welcoming journey, but for those willing to abide by the rules and show deference to the Hellknights and their infernal masters, it might be possible to navigate the challenges and experience the unique culture and society of this fierce and uncompromising land.Show me your Papers!
In Sinovar, identification papers are issued to citizens by the government. The identification papers are made of a thick, durable parchment that is resistant to tearing and water damage. They are approximately 8 inches long and 5 inches wide, with a border of intricate designs in gold leaf that gives them an official and authoritative appearance. The papers are stamped with the official seal of House Baelfyre and the Sovereign of Sinovar, which features a roaring hellhound with the words "Infernium Dominion" inscribed in bold letters. The seal is embossed into the parchment, giving it a three-dimensional appearance that is difficult to replicate. Each identification paper contains the citizen's name, birthplace, occupation, and other relevant information Additionally, each paper has a unique serial number that corresponds to a record kept by the city's registrar. To prevent forgery or tampering, the papers are stamped with a small seal of hot wax that bears the official insignia of the city. The seal is embossed with a design that is only known to the city's officials and is changed regularly to prevent fraud. When entering the city, outsiders must provide proof of their identity, such as a passport or a letter of introduction from a trusted source. They are then issued a temporary permit that allows them to stay in the city for a specified period. This permit includes the traveler's name, date of arrival, and departure date, as well as any restrictions or conditions placed upon their visit.Oath breakers beware
The laws in Avernus are treated with great severity, Breaking these laws could result in dire repercussions and punishments. Breaking any of these is an act of Oath breaking, an act against Abaddon himself. All Civil deals and arrangements are observed by an Oathkeeper a government notary that can make ones word law abiding. "All citizens must swear allegiance to House Baelfyre and the infernal powers they serve." "Any act of rebellion or disobedience Disrespecting the Sovereign: Disrespecting the Sovereign is seen as an act of rebellion against the infernal masters and can result in severe punishment, including public flogging, imprisonment, or even death." "Possession or use of magic without a permit from the Infernium Dominion is strictly prohibited." "Non-citizens and outsiders are forbidden from entering Avernus without express permission amd documentation from the Infernium Dominion." "Citizens are required to serve in the Infernium Dominion for a minimum of ten years, starting at age 15." "Failure to report any suspicious or disloyal behavior among citizens or outsiders is a criminal offense." "Theft or damage of public or private property is punishable by fines, imprisonment, or forced labor." "Public displays of The Wild Gods are forbidden and can result in fines or imprisonment." "Participation in any Demonic and Primal practices outside of the Abaddon and the Nonagon faith is strictly prohibited." "Spreading rumors or misinformation about the rulers of Avernus or their policies is punishable by imprisonment or forced labor." "Citizens are required to carry their identification and proof of citizenship at all times." "Disrespect or defiance of the Hellknights or other agents of the Infernium Dominion is a criminal offense." "Possession of banned materials: Certain materials, such as books or art that are deemed heretical or subversive, are strictly forbidden in Avernus. Possession of these materials can result in severe punishment, including imprisonment, torture, or even death." "Failure to pay taxes: Failure to pay taxes is seen as an act of disloyalty to the infernal masters and the Sovereign. Those who fail to pay their taxes can face fines, imprisonment, or even forced labor." "Public disturbance: Any public disturbance or disruption of the peace is strictly forbidden in Avernus. Those who violate this law can face fines, imprisonment, or forced labor."
House Baelfyre
Valtorius Baelfyre is the current patriarch of the Baelfyre family, rulers of the kingdom of Avernus. He is a man of great intelligence and cunning, known for his shrewd political maneuvering and strategic alliances. He is also a skilled warrior, having trained in the arts of combat from a young age, and is known for his prowess with a sword. Valtorius Baelfyre is married to the powerful and cunning Infernal Regent, Lady Calantha Baelfyre. Lady Calantha is known for her formidable intellect and her unwavering loyalty to the Baelfyre family, as well as her fierce ambition to maintain and expand their power within Avernus. Valtorius and Lady Calantha have three children: their eldest son, Lucius, their daughter, Valeria, and their youngest son, Octavius. Lucius is a skilled warrior and tactician, fiercely devoted to his family and their legacy. Valeria is a cunning diplomat, renowned for her ability to negotiate with even the most difficult of infernal powers. Octavius, the youngest of the Baelfyre children, is still finding his place within the family's power structure, but he has already shown a talent for the infernal arts and a quick wit. The relationship between Valtorius and his children is complex, with each child vying for their father's approval and favor in their own unique ways. Lucius is often seen as the favorite, given his skill in combat and his unwavering loyalty to the Baelfyre family. Valeria is known to be more politically savvy than her brothers, often using her charm and cunning to gain influence within the Infernium Dominion. Octavius is seen as the wildcard of the family, with a mischievous streak that often lands him in trouble but also endears him to those around him. Despite their individual strengths and weaknesses, the Baelfyre family is a force to be reckoned with in Avernus. They are respected and feared by the other noble families, and their power within the Infernium Dominion is nearly unparalleled. However, there are whispers of discord and infighting within the family, with some suggesting that Lady Calantha's ambition may be driving a wedge between Valtorius and his children. Despite his many strengths, Valtorius is not without his flaws. He is known to be arrogant and dismissive of those he sees as beneath him, and has been known to hold grudges for perceived slights. He can also be ruthless when it comes to protecting his family and his kingdom, and has been known to make difficult decisions that may not be popular with his subjects. The Baelfyre family has a long and storied history in Avernus, tracing their lineage back to the first Sovereign of the kingdom, Arcturus Baelfyre. The family has always been seen as the rightful rulers of Avernus, and their word is law within the kingdom. They are respected and revered by the people of Avernus, and are seen as the protectors of the kingdom against the many threats that exist within the infernal plane. Despite their power and influence, however, the Baelfyre family is not without its secrets and intrigues. There are whispers of family members who have been exiled or disowned for various transgressions, and rumors of long-standing feuds and grudges within the family. Some even whisper that the Baelfyre family is not as unified as they appear, with various factions vying for power and influence behind the scenes. Within the Infernium Dominion, the Baelfyre family is viewed with a mixture of respect and suspicion. While they are seen as the legitimate rulers of Avernus, there are some who believe that the family's power has grown too great, and that they may become a threat to the stability of the infernal plane. Others view the Baelfyre family as useful allies, and seek to cultivate relationships with them in order to further their own agendas. In recent years, there have been whispers that Valtorius Baelfyre may be growing more ambitious, and that he may be seeking to expand his kingdom's influence beyond the borders of Avernus. Some within the Infernium Dominion see this as a cause for concern, and are watching the Baelfyre family closely to see what actions they may take in the future.The Blood Sands
To the east of Sinovar lies a region known as the Blood Sands, where the last battle of the Orcish invasion of Mal'Gerath took place. The fierce conflict stained the sands with the blood of thousands, giving the region its ominous name. The nights in the Blood Sands are as chilled as death's touch, while the days are blistering and muggy, making travel through this region a perilous endeavor. Despite the harsh environment, the Blood Sands are home to a number of settlements and outposts, inhabited by hardy and resourceful people who have adapted to life in this unforgiving land. These settlements are often built around natural sources of water, such as oases and underground springs, which are fiercely contested by Feral Goblin Tribes. The Blood Sands are also home to a number of dangerous creatures, including giant scorpions, venomous snakes, and packs of feral Wargs. The orcs that once roamed this region have been largely driven out, but their subjugated goblinoids still pester the people of Avernus, but some still remain, hiding in the vast network of canyons and ravines that crisscross the Blood Sands. Despite the dangers, the Blood Sands are a popular destination for adventurers and thrill-seekers, drawn by the promise of ancient ruins and forgotten treasures buried beneath the shifting sands. The most famous of these ruins is the lost city of Mozurith, said to be the the site of the ancient Zenithian civilization that predates the kingdom of Avernus. Legends abound about the treasures that lie hidden within the ruins of Mozurith, including powerful artifacts and magical items of immense value. Many adventurers have attempted to uncover these treasures, but few have returned from the treacherous ruins alive. One of the most infamous characters associated with the Blood Sands is a ruthless warlord known only as Aljueran. Little is known about Aljueran's origins, but it is said that he rose to power within the Juthraki Raiders of Sittarr, seizing criminal control of a large swath of territory in the Blood Sands. The Order of the Bleeding Fist have been actively hunting the mercenaryShops, Venues & Trade
The Hellfire Emporium is a well-known establishment in the capital city of Sinovar, catering to the needs of adventurers and explorers from all corners of Avernus. Founded by the enigmatic merchant, Zatharion, the Hellfire Emporium is a place where one can find rare and powerful magical artifacts, exotic potions, and other unique items that cannot be found anywhere else in the kingdom. Zatharion is a mysterious figure, shrouded in rumors and legends. Some say he was once a powerful wizard who delved too deeply into the secrets of the infernal planes and was cursed by the archdevils themselves. Others claim that he is an immortal being who has lived for centuries, gathering knowledge and artifacts from across the multiverse. Despite his enigmatic nature, Zatharion is known to be a fair and honest merchant, who deals only in the highest quality goods. His shop is staffed by a team of knowledgeable assistants, who are always on hand to help customers navigate the wide selection of items available. The Hellfire Emporium is located in a large, two-story building in the heart of Sinovar, with a striking red and black façade that is impossible to miss. Inside, the shop is divided into several sections, each dedicated to a different category of items. One of the most popular sections of the Hellfire Emporium is the "Arcane Attic," which houses a wide variety of magical items, including wands, scrolls, and enchanted weapons. Adventurers can browse through racks of spellbooks and grimoires, and even commission custom spells from the resident wizard, Malakar. Another popular section is the "Infernal Infirmary," which specializes in potions and other alchemical concoctions. The shop's resident alchemist, a Hellspawn named Cassandra, is known for her potent healing potions and antidotes, as well as her more exotic brews, such as a potion that grants the drinker temporary immunity to fire damage. In addition to magical items and potions, the Hellfire Emporium also deals in rare and exotic creatures. The "Beast Bazaar" is a section of the shop dedicated to the sale of exotic pets and mounts, such as infernal spiders, hellhounds, and even nightmare steeds. One of the most mysterious sections of the shop is the "Vault of Secrets," which houses the most dangerous and powerful artifacts available for purchase. Customers are required to sign a waiver before entering the vault, and are accompanied by a team of Hellknights to ensure their safety. Some of the most mysterious and powerful items available at the Hellfire Emporium include: The Ring of Nine Prisons: A cursed ring that grants the wearer immense infernal power, but at the cost of their soul. The Helm of the Cruelty: A helmet imbued with the essence of a powerful Devil, granting the wearer incredible strength and resilience, but at the risk of death. The Eye of Asmodeus: A jeweled eye that allows the user to see into the infernal planes and communicate with devils and demons, but at the cost of their sanity. Despite the dangers posed by some of the items available at the Hellfire Emporium, adventurers continue to flock to the shop, in search of the rare and powerful artifacts that can give them an edge in their quest for wealth and glory. The Soulstone Exchange: A Thriving Market of Infernal Trade The Soulstone Exchange is one of the most notorious markets in Avernus, located in the heart of Sinovar. It is a bustling hub of activity where merchants and traders come to buy and sell all manner of infernal goods and artifacts, including the highly coveted Soulstones. The Exchange is a sprawling complex of buildings and stalls, with merchants hawking their wares in every corner. The goods on offer range from exotic spices and rare books, to weapons and armor infused with infernal power. But the true draw of the Exchange lies in its trade of Soulstones. Soulstones are a rare and powerful substance that can only be found in the Pit of Souls, a deep chasm located north of Sinovar. The stones are said to be formed from the souls of the damned, captured and bound to the stones by powerful infernal magic. They are used in the creation of infernal enchantments and rituals, and are highly coveted by mages and enchanters across Avernus. The trade of Soulstones is a regulated business, overseen by the Infernium Dominion. Only licensed miners and enchanters are allowed to extract the stones from the Pit, and they must sell them exclusively at the Soulstone Exchange. The Dominion takes a cut of every sale, ensuring that they have a firm grip on the market. Despite the regulation, there is no shortage of intrigue and danger at the Soulstone Exchange. There are always those who are willing to take risks to acquire the valuable stones, and some merchants will stop at nothing to gain an edge over their competitors. One such merchant is known as Selene Thruune, a shrewd Elven businesswoman with a reputation for ruthlessness. Selene runs a stall at the Exchange, selling a wide range of infernal goods. But her true passion lies in the trade of Soulstones, and she has made a name for herself as one of the most successful Soulstone merchants in Sinovar. Selene's methods are not always above board, and there are rumors that she has connections to the criminal underworld of Sinovar. She is known to employ a group of enforcers, led by a hulking Jurator named Eodon, to ensure that her deals go smoothly. Some say that Selene is not above resorting to violence to protect her interests, and that she has been responsible for the deaths of several of her competitors. But Selene is not the only player in the Soulstone trade. There are other powerful merchants at the Exchange, including a group known as the Council of Shadows. The Council is a secretive organization made up of the most powerful infernal mages and enchanters in Avernus. They are said to have access to vast reserves of Soulstones, and control a significant portion of the market. The Council operates in the shadows, rarely revealing themselves to the public. But their influence can be felt throughout the Exchange, and there are rumors that they have agents planted in every corner of the market. One such agent is a Jurator sorceress named Miranda Faust. Miranda is a master of infernal magic, and is rumored to be one of the most powerful enchanters in Avernus. She is also a member of the Council of Shadows, and is tasked with ensuring that the Council's interests are protected at the Exchange. But Miranda has her own agenda as well. She is searching for a rare and powerful Soulstone, one that is said to possess the power to grant immortality. She believes that the stone is hidden somewhere in the Exchange, and is willing to do whatever it takes to find it. The Soulstone Exchange is a dangerous and cutthroat world, where only the strongest and most cunning thrive.The Grotto
The Gorgon's Grotto is a well-known tavern located in the Common district of Sinovar, popular among both locals and visitors to the city. Despite its reputation as a lively and entertaining establishment, the Grotto is also known to have connections to the criminal underworld of Avernus. The tavern is owned and operated by a mysterious figure known only as "The Gorgon," a notorious crime lord who keeps his identity concealed at all times. The Gorgon's reputation as a ruthless and cunning leader has earned him the respect and fear of many in the criminal underground of Avernus. The Gorgon's Grotto is a seedy underground tavern and gambling. The establishment is built on a natural cavern system, which includes a volcanic grotto that gives the tavern its name. The tunnels beneath the tavern provide secret exits and operations for the Grotto's more shady deals. The entrance to the Grotto is a narrow staircase that leads down into the depths of the cavern. The staircase is dimly lit by torches, and the air is thick with the smell of smoke and alcohol. As patrons descend the staircase, they are greeted by the sounds of raucous laughter, clinking glasses, and the occasional shout or scuffle. The interior of the Grotto is rough-hewn and rustic, with exposed stone walls and wooden beams. The main area is dominated by a large circular bar, behind which bartenders serve up a variety of alcoholic beverages and mixed drinks. Scattered throughout the tavern are various tables and booths, where patrons can enjoy a game of cards, dice, or other games of chance. Despite its shady reputation, the Grotto is a popular destination for adventurers and other daring souls, drawn in by the promise of cheap drinks and the chance to win big in the gambling den. The establishment is also known for its connections to the criminal underworld of Sinovar, with rumors of illegal dealings and underground operations taking place in the tunnels beneath the tavern. Several notable figures are known to frequent the Grotto, including a notorious assassin known only as "The Scorpion," who is rumored to have a longstanding relationship with the Gorgon. Another frequent visitor is a shadowy figure known as "The Broker," who is said to be a master of information gathering and deals in secrets and rumors. Despite the rumors, the Grotto is careful to maintain a facade of legality and respectability, with the bartenders and bouncers enforcing a strict code of conduct within the establishment. However, those who are willing to take the risk and explore the tunnels beneath the tavern may find themselves embroiled in the darker side of Sinovar's underworld.
Type
Geopolitical, Empire
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