Agripar
As a land enchanted by the Feywild and host to some of the oldest non-draconic structures in the Known World, the history of Agripar as a region stretches back millennia. It was, for example, the first landing place of the elves on Exellendra, where nearly 12,000 years ago they stepped from gateways within the Feywilds and found themselves lost among the enchanted branches of the Connacht Forest. Before that it was home to a small but powerful draconic kingdom, one of the ancient sort that disbanded during the Dragon Rancor Wars just as the elves were arriving, and before even that Agripar was a land born of ancient sorcery, where raw magics seeped from the Feywilds and directly entwined with the earth to create a region bound by old spells and lorded over by planar patrons.
More important for our modern history, however, and perhaps the most important of Agripar's many traits overall, is its historic lack of unity, even amid powers that should by all means bring it about. Despite the awesome power of the draconic kingdoms, their time was short, and they lived in constant opposition to the fae who called the Connacht Forest their home. The elven kingdoms who came after them, though strong and civilized, were never beyond war with themselves, and Agripar itself was host to two of the houses that would go about becoming great players in the War of Five Branches. Even the human, dwarven, and other racial kingdoms that came after these elven ones, despite millennia of history to take lessons from, fell into the same old traps of warfare and bloodshed that seem to speckle Agripar's long life. And when there finally was unity, when Agripar was finally united under the banner of the Mermia's dragonborn Greenfire family, it was an outside force that tore the nation apart instead.
It cannot be understated how horrendous the havoc Melekon wreaked on Agripar during the Shattering was. Being the closest to his base of operations, Agripar took the blunt force of Melekon's attack, and the tyrant, being at full, unwearied strength throughout the entire 7 year assault, used the nation as a personal testing ground for the various spells and monsters he had prepared for the rest of the Known World. The destruction was beyond anything that could even be considered scorched earth; fields were obliterated. Forests were incinerated. Any city that wasn't immediately useful to the war effort was razed, their populations divided among Melekon's self-appointed barons, while monsters pulled straight from the Nine Hells ran the countryside unhinged, and the royal family, holding out from the crown city Mermia for as long as possible, finally met their fate when, supposedly, Melekon himself ordered their execution, having them nailed to the castle walls as examples of the cost of resistance. By the time the Four Poets finally sealed Melekon in his tower and ended his reign, whatever damage there was to do, he had already done; Agripar, after only 100 years of unity, was once again in ruins, divided among the growing remnants of new kingdoms.
Reprieve from this state wouldn't come for another 1,400 years. For that time, the various kingdoms and duchies of the land were embroiled in constant war among themselves, taking notice of the outside world only for trade and conflict, as a disunity in Agripar made it an easy target for barbarians and monsters lurking around the borderlands and, more often than not, within the Connacht Forest that lay inside their own borders.
Type
Geopolitical, Kingdom
Alternative Names
Kingdom of Agripar
Demonym
Agriparian
Deities
- Aamar, God of Trade, Travel, and Wealth
- Aphira, Goddess of Love and Beauty
- Carhm, Goddess of War and Chivalry
- Garl Glittergold, God of Luck
- Kaliel, Goddess of Magic and Knowledge
- Korphea, Goddess of Dreams and Illusions
- Lillian, Goddess of Healing and Protection
- Navu, Goddess of the Moon and the Hunt
- Pan, God of the Wilderness and Revelry
- Sorestyr, God of Heroes and Courage
- Sylvanthir, Goddess of Forests
- Tiluvia, Goddess of Song, Poetry, and Joy
- Victus, Goddess of Liberty, Victory, and Valor
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