Aberddu
The city of Aberddu is primarily where the game takes place. It is a melting pot city filled with people from every background. It is a trade city that used to be a military stronghold but gained independence as a solo city state in 1096. It is the home of the Aberddu Adventurer's Guild, a famous (or infamous) guild of some of the strongest heroes the world has ever seen. More information can be found in the seperate The City page.
Aragon
Aragon is a large island nation, off the West coast of the continent. The population is predominantly Elven, with most of the ruling class being Cloud Elves, and other races are often viewed as lesser beings by those local to these islands.
Split in two following the Tidal Wave unleashed at the conclusion of the Demon Invasion, Aragon has faced a few changes of it’s own. Chief among these is a new King, elegant, imperious, wise and graceful he is what you would expect of the King of the Elven Super Power. However there are those who whisper of his subtlety and mastery of the coercer arts and bardic glamours. The King’s court is not known for its tolerant approach to those lower down the chain, and the rule of law is enforced by the Aragon military whose commanders show little mercy. The Aragon military has an impressive reputation world-wide as well prepared and equipped, and fearless. The Aragon navy boasts imposing flagships and a large merchant division. The merchant navy trade in just about everything.
With the split in landmass came a creation of subcultures. The Northern Island consists of the elegance of an Ancient Elven Kingdom, graceful halls built into sweeping valleys and gentle waterfalls. Gardens the size of forests and gentle winding rivers. Most residents of this island live in quiet luxury, nature is nurtured to provide everything of need and the vibrant trade flow surround the largest naval power brings great wealth, bringing golds and silvers.
However the Southern Island is the machine that keeps this paradise in place, the dockworks, shipyards, lumber mills and other more unsightly trades are sited here. Manned by Serfs and Slaves this island is a grittier rendition of Aragon, home of the Navy the Southern Island is a heady mix of military discipline and ruthless industry.
Frisia
A country of predominantly pure-blooded humans Frisia, once worshiping and bonded to demons, have turned their back on their infernal past. There is no country that has suffered more from Demons than Frisia itself, through the inquisition and the demon invasion the land has been ravaged, the government driven out and the people decimated. Those who have survived such ordeals have banded and reforge their country. Neither embracing or shying from their dark past Frisia now strives itself to be that which is the barrier between the Realms and the Pit. Knowledge of demons and their nature is studied, their magic understood and through this their weaknesses discovered.
As such the government of Frisia has been rebuilt to adhere to this new identity. As watchers of the Doors it is crucial that only those with the skill be given mantles of leadership. As such the Trials were constructed, tests that can be undertaken by any citizen, regardless of age, race, gender, wealth or class. These Trials are the method of advancement along the three branches of the country, The Military, The Assembly and The College.
Paravel
Paraval, once the definitive world power, capable of shaping the outcomes of any international event through either strength of arms or more subtle arts. During the Demon Invasion this old country found itself torn by civil war and ultimately united behind a puppet of the Demon Emperor. With the fall of the hordes, the puppet ruler disappeared, and with no clear successor the country has been divided. Now eight of the oldest and most powerful houses via with each other for control, each seeking the emperor mantle but none having the individual power to take it. With alliances made and broken, grudges brew between each house, pushing the image of a once unified Paravel further and further from view.
However each house is still a Noble of Paravel, and still adheres to the Paravelian Ideal and will fiercely defended their country, but if another House takes the cost of the defense then all the better.
The Eight
House Boranov
House Dracul
House Vanislav
House Borgian
House Arsenyev
House Stygia
House Strigoi
House Necuratu
The Court of Paravel is an official body which represents the country as a whole. With positions voted for by each of the Eight, it is said there is nothing more dangerous in all of Paravel than being elected to the Court. Full of schemes and rivalries, a Chair on the Court enjoys absolute authority over their domain, and a severely reduced life expectancy. As such it is rare for a member of the Houses to possess a Chair themselves, often electing instead to use disposable puppets.
Paravel has always had a close affinity to the Void, and is often seen as the home of Necromancy. While not as widely practiced as most rumours would have you believe it is nonetheless a well studied and learnt school of magic within all of Paravel, with a few of the most powerful nobles boasting an undead entourage.
Albion
Suspicion broods in Albion, with the upper class victor to demonic corruption during the Invasion faith in the nobility has wavered and even the most ancient of noble bloodlines is not free from the rumour and speculation of demonic influence. As such there is an underlying unease throughout this once stable country. The Queen strives to mend this rift but her majesty is not above question anymore within the people’s eyes.
During the approaching Invasion a wealth of Albion’s aristocracy and rich middle class fled to the nation of Hasselt, and with the wealth they brought and the months of warfare began to set down roots. The Queen saw advantage in this when the demons were beaten back, and with the receding waters a new landbridge emerged enabling the monarchy to annex the independent nation and absorb it as a colony. Now officially designated Albion Minoras, but still held as locals as Hassalt, the new colony has rapidly become a trading magnate. Benefitting from the tariff and trade that flows along the few rivers that connect the Outer Sea with the Sea of Stars. However with this wealth has come jealous eyes as ambitious neighbours seek to weaken Albion’s grip on it’s new colony
Arabi
With the fall of Ibn-an-Sarat the God-Kings began to recover from the threat upon their previously insurmountable defenses. As the Kings began to slowly lay claim to the now vacant lands of Ibn-an-Sarat one God-King did not wait. In a lightning war the ruthless and aggressive Akhem-al-Ra destroyed his rivals, betraying each and scattering their ashes to the Seventh Wind. Akhem-al-Ra has claimed dominion of Arabi as the only Eternal. Where once this had been a land of God-Kings there is now only one. Dividing his realm amongst mortal kings Akhem has places strict restrictions on those seeking immortality as threats to his reign. As such Necromancy (The Ladder of Immortality) is sanctioned only for those under the God-King tutelage, only sanctioned individuals may study and practice these arts. And only by direct permission from Akhem can one become an immortal.
However this is not to say study of the Void outside of the God-King’s schools has stopped, it is only forbidden, and punished by most severe measures (often Death and what follows when your God-King is a master Necromancer). As such the God-King’s hunters have become adept at sniffing out necromancy, with new tools and allies, to practice without permission is to live a life on the run.
Nippon
Nippon is an eastern island nation steeped in a culture of honour and duty. Previously flooded the volcanic islands of Nippon’s homeland have emerged from the seabed, allowing resettlement of their ancestral home. This connection back to their ancestors has rekindled their devotion to family and history, but in their absence from their islands many would-be fortune hunters had plundered it’s sunken depths for relics. Relics the Nipponese are now eager to have returned, and have sent many of their warriors out into the world in search for.
The nation is ruled by the Emperor, who is said to be ordained by All the Gods as their Living Emissary. Directly below him, are the Provincial Lords each of whom has their own private army. In addition is the Imperial Guild of Magic, the mages of incredible power within Nippon. A secluded order they have been instrumental in the rapid resettlement of the islands and as such have gained much influence and power within Nippon, which as led to fiction with the Emperor and his Lords.
Tartaria
The vast grasslands of Tartaria are endless and unforgiving. It is said that the sky goes on forever. On this harsh steppe, live a vast nation of warrior people with a rich tradition, a boundless energy and an irrepressible spirit. The Tartarian people are a semi-nomadic Clan race, whose hot temper and quick wit often leads to violence. Tartars excel in all areas of combat, including the production of weapons and armour and the breeding of the finest war-horses in the world. Tartaria however has not been a land of prosperity for long.
Tartaria is an epic nation, and its people fiercely passionate. Tartars live and die by their spirit alone, and believe stories to be the key to immortality. Traditionally, tartars shun reading and writing, believing the written word to be in some way evil. Once written, a story dies on the page; it can only live on in the soul of the bards. Therefore, they have a strong oral tradition and story-telling plays a very significant role in Tartar life. Each clan has its own myth and legend, handed down from generation to generation and story-tellers are greatly respected.
In recent memory the Tartar peoples have known greatness and sorrow at the hands of two mighty chieftains. The first, Salamander (a name now reviled by all of tartaria) swore to unite the tribes under his tyrannical rule, which he then used to launch an invasion on the western world, which culminated in the Summer of Fire. The second chieftain, Zotar, rose to prominence a short time ago in 1114 AC after Tartaria went through a crippling and bitter winter, promising to lead the clans into a new age of prosperity. During both these conflicts many clans suffered losses.
Tartaria is organised into Clans, each with their own lands and leaders. Each clan has an animalistic totem spirit from which they draw their power. For the most part, each clan has the same structure, ruled by a chieftain, assisted by a Clan Shaman, who represents the spiritual needs of the clansfolk, and a Clan Elder who represents the material needs of the clansfolk. The word of the chieftain is final, and any challenge to authority is done by force. Tartarian people, whilst not stupid, are uncomplicated by scholarly learning and prefer to solve disputes by physical strength rather than diplomacy. Each and every tartar child is raised to fight, a dagger very often being a child’s first possession. Although the Clans have relative autonomy, inter-clan disputes are often rife.
Clan Dragon: Green.
Clan Leviathan: Blue.
Clan Phoenix: Orange.
Clan Ghostbear: White.
Clan Stallion: Black
Clan Timber wolf: Brown.
Clan Stonesnake: Grey
Alendria
The Kingdom of Fire, ruled by a King and Queen. Alendria is home to the Fire elves, who value passion and action. Home to both great bards and great Heroes Alendria has gained most of it’s wealth through the trade of Jaffrian Silks, Alreath artifice and Ctuman oddities that travel through its lands. The Elves of Alendria have a vibrant culture but due to their transient nature they often wander from their homelands.
Those seeking knowledge in both Bardic and Elemental magics have often found great wealth of knowledge within Alendria, and it is even rumoured that the Citadel of Flame has windows that look upon each of the Elemental Planes.
Alreath
Ruled by an Oligarchy of Artificers and Scholars Alreath has a predominantly Earth Elf population. With close ties to Alendria, they have shared an amicable alliance for many elven generations. Such stability has allowed Alreath to turn its efforts towards the making and understanding of things. Home to craftsmen and moulders this country's weapons are much sought after. It is often joked that there is nothing better than an Alreathi sword and nothing worse than an Alreathi swordsman. But one should never underestimate a country capable of bending matter to its whim.
Power rarely changes hands and is given to the most experienced and knowledgeable citizens, known as the Elders, who rule through a council. Alreath boasts an ancient line of Noble houses, who have long since lost any control over their country but still maintain high social standing, wealth and respect.
Alendria and Alraeth have recently joined together into a country named Hilreath. More information will follow.
Drokathen
The once scattered and small realms of the Dwarves have been unified into a single Kingdom, Drokathen. With this comes a dramatic increase in production and wealth, with their natural aversion to magic and newfound wealth the Dwarves managed to survive the Demon Invasion mostly unscathed, heavily fortified and easily defendable the Mountains they call home stand defiant to it’s neighbours. Valuing both order and duty the Dwarves have adopted a unified system of runes to identify one another, each representing a chosen outlook and a point of pride to any true dwarf. A Rune is earned at every Dwarfs coming of age, until that time a Dwarf would display the Rune of their Mother or their Mountain.
Elven Forest
A dense woodland populated by Earth and Wood Elves, The Elven Forest were arguably the worst hit in the Demon Invasion, used as a highway for the demonic army to reach Albion when the invasion was beaten back there was nothing left of the forest, or neighbouring hills but ash and dust. However refugees with a longing for home returned to their once wild woods and resettled. Travellers who have visited recently have however reported a lush and following grown forest where once there was ash. It seemed to have an almost magical quality. Already rumours of travellers going missing have spread far and wide. It is said that no one may venture through this new forest without a native to guide them. And of all the dangers the natives are perhaps the most deadly. Heavily suspicious of outsiders the elves of this wood rarely venture out and keep their halls hidden in the secret places of the woods that no path leads to.
It is also rumoured that elves are no longer the only immortals living within this month old ancient forest.
Nortrol
Also known as ’The Land of Fire and Ice’. A dramatic landscape of active volcanoes, glaciers and hot springs, almost half the country is submerged beneath the permanent polar ice cap. Much of the island is at the mercy and whim of the thaw, and few souls are brave enough to inhabit here, mostly hunters and mineral miners. Only the southern edge of the island is truly habitable, and a large colony of Fire Elves, Orcs and Half-Trolls lives in the chain of settlements that have grown up on the fjords. The hardier Trolls live in the Ice Caves to the north and are known for eating anyone who travels into their domains. The people that live in this remote and hazardous climate are hardy and have learnt to enjoy life as a fleeting thing. Whether death by Troll, Orc raid, winter storms or volcanic action the average life expectancy is one of the lowest in Urdd. Each denizen of this land strives to create and make something of their lives, abhorring inaction as a waste of a limited lifespan.
Baylis
UNDER OCCUPATION BY ALBION
Formed after a long and bloody revolution, from the southern part of the former Bavania. The slave uprising that led to the eventual split saw Bavania divided over race. All those of mixed blood were reduced to the state of a slave class by the Pure Nation Alliance. When the nation split they were cast out as troublemakers to live in the Northern half of the old country. Baylis was formed as a new country, although it retained the old Bavanian monarchy and many of the traditional ways. They also have a very successful merchant Navy. The population are still very vehemently against mixed races.
Nedlund
UNDER OCCUPATION BY ALBION
Formed after a long and bloody revolution, from the northern part of the former Bavania. The old nation was divided over race. The slaves began a national uprising that progressed to years of warfare. Eventually a settlement was negotiated, granting the mixed race slave class their own land. The NedLund valley is split into twelve protectorates each ruled by a hereditary noble called the ’Protector’ who sits on the High Council. Although small, NedLund has a wealth of resources, including lush woodlands, rivers and quarries. They have a very small military presence, and are often wary of pure races.
Ba’al
Ba’al is a stark nation, dominated by fierce volcanoes and wide barren plains. It is said to be the driest nation on Urdd. The landscape, wrought by the heat of the volcanoes bares little life. There are two vast mountain ranges ’Salshiska’ and ’Bowia Talva’ and a string of wide ravines, treacherous gorges and ferocious rivers running across this land. Much of the tiny population is nomadic, travelling from place to place scratching a living from the fruitless land. There are a few larger centres of stable population,the majority of which are located in isolated river valleys. Travelers tell vivid tales of cruel heathen gods, bloody sacrifices and opulent temples. Each city has its own laws and social structure, but few are friendly towards outsiders. Slavery is the mainstay of this largely uncivilized nation, along with exports of metal ore, alchemical supplies and pitch.
C'tuma
C'tuma is a secluded jungle nation, inhabited by tribes. Their only city-like structure is the Citadel of the Sun which is predominately used for trading with foreign nations. Each tribe is responsible for choosing its own leader and in times of crisis these leaders meet as a council in the Citadel. Safeguarding the Citadel is the responsibility of one tribe in particular who live in the city. There are rumours of unknowable monsters in the jungle, which is as deadly as it is beautiful. Some of the world's most virulent poisons come from the depths of C'tuma and trespassing here without a guide will almost certainly end in death.
The Middle Kingdoms
Historically, the region known as the Middle Kingdoms has been little more than an ongoing land grab. Minor monarchies and small states have risen up and been wiped out there for centuries. It is said you can find any Kingdom to your tastes within the hills and valleys of these lands, but travellers should beware as the Taxes for us of the few remaining roads are varied and extortionate as new rulers rise and fall.
The Island Kingdoms
The receding water levels following The Demon Invasion have revealed a new grouping of habitable islands. The islands vary drastically in size, and settlement has already begun with many refugees from area where blight has taken hold fleeing to these new lands. Each island has become a law unto itself with only the more expansionary minded attempting to seize their neighbouring islands. While not quite as war torn as the Middle kingdoms the Island Kingdoms are just as varied and often temporary.
The Southern Isles
A tiny group of islands, in the Southern Seas below Aragon and Albion. Populated by natives, these tropical islands are distanced from most of the goings on within the world. With only one major harbour the natives have very limited ocean capable vessels and have little in the way of tradeable resources. As such the Southern Isles has become a particular favourite for retiring Archmages and Emperors.
The Northern Isles
A small group of islands, tucked up against the polar ice cap. It’s frozen wastes are almost entirely uninhabited. There is a tiny indigenous population who seemed to be hardier than most against the cold. The locals live within small family groups and everything done is towards the survival of the family. It is incredibly rare for any locals to travel beyond these shores as most families have need of every able body to survive in such a harsh environment. The people here believe they live with the spirit’s and that it is through respecting the spirits that you prosper. Each member of a family must provide and it is with this in mind that they are named. A child will receive their first name at the age of 2, once they have survived the often fatal first two years in the frozen wastes, but will only gain their true name upon their coming of age, at which their family elder will grant them a name that embodies their traits and worth to their family.
A small group of islands, tucked up against the polar ice cap. It’s frozen wastes are almost entirely uninhabited. There is a tiny indigenous population who seemed to be hardier than most against the cold. The locals live within small family groups and everything done is towards the survival of the family. It is incredibly rare for any locals to travel beyond these shores as most families have need of every able body to survive in such a harsh environment. The people here believe they live with the spirit’s and that it is through respecting the spirits that you prosper. Each member of a family must provide and it is with this in mind that they are named. A child will receive their first name at the age of 2, once they have survived the often fatal first two years in the frozen wastes, but will only gain their true name upon their coming of age, at which their family elder will grant them a name that embodies their traits and worth to their family.
Pandora
The island of Pandora only came into existence during the summer of 1124. During this summer a new dragon, now known as Pandora, was born. Once the dragon was safe, they circled the world and eventually dived into the ocean, deep into the world, to take its place amongst the other dragons. As it did this, their presence in the world created a new island, roughly far above where it is resting. This sudden creation of a new island shifted the world slightly, causing the island nation of Greenland to safely shift out of the way of the island.
The island itself formed rapidly over the course of a few days. It was formed with a functional and lively ecosystem. There is a mountain range in the middle, upon which a temple lies that is linked to and dedicated to the dragons. Pilgrims can go there to connect to the dragons.
The island is covered with seemingly ancient forests, fog covered hills and mangrove swamps. All forms of wildlife can be found on this island however it also has a large population of vicious animals and monstrous creatures. These range from monsters already known to the world and new, twisted creatures.
In terms of sentient life, the island is inhabited predominantly by Panisc, though other races can be found there as well. The people living on the island have a number of towns and villages scattered around the island, with their largest city being at the bottom of the mountain range in the middle of the island. The people on this island know that they were only created during the summer of 1124 when the newly born dragon created the island. They were formed with a vibrant culture with a history and with a knowledge of the world and how it works, the gods, realms and so on. The people of this island have a functioning economy and society and people of all ages and backgrounds were created. As the dragon of hope created these people their culture is one of hope. Despite being on a creepy island filled with terrifying monsters the people here are upbeat and hopeful. As a culture they value life and champion keeping hope alive in any way possible. They are upbeat, hopeful, but by no means naive. To fight the darkness of their island they tend to wear bright, vibrant clothes and focus on the importance of light. Light and its sources play a big role in their history and beliefs, as it's seen as a representation of hope. They have many traditions focused on how to keep themselves safe from the monsters, some are island wide, while some might be only held by a certain town or village. They also value hunters and those who fight the monsters and the darkness. To be a monster hunter, or as they call them hope bringers, is a sacred thing indeed.
Due to the nature of the island and its threats its people value those who have proven themselves, as such the island is run by a meritocracy, with its leader, whose title is president, living in the large city near the mountain. However each town or village has a proven mayor who looks after and runs it, but they still answer to the president.
Any and all gods are worshipped on this island, especially Life, Krynok and the Trickster. The people also hold the dragons, especially Pandora, in high regard.
Greenland
Originally situated in the middle kingdoms, Greenland was originally founded by greenskins for greenskins. Led by a monarchy, it became a brutal place where the strong led through violence, but it was a place that was a safe haven for all greenskins. Non greenskins were not allowed in this nation, unless permissions were granted by its monarchy.
During the demon wars and rise of Eblis, the inhabitants of Greenland performed a great ritual to move their nation out of the middle kingdoms to avoid the rampaging demon hordes. The nation was moved to the ocean, making it an island nation. They swiftly began to create a navy to help defend themselves and for trade purposes.
In recent years the people have adjusted well to their island lifestyle and as the nation has always been a violent and brutal place many have turned to piracy and raiding.
During the summer of 1124 a new island mass appeared near Greenland, thanks to the birth of a new dragon. As this new island, known as Pandora, grew rapidly the magic creating it shifted Greenland safely to the side. During this time the old monarchy vanished and no one knows what happened to them. Wild rumours are circulating about what has happened to them. With no leadership the island was briefly thrown into chaos, but a new king has emerged. This new king has now declared this nation to be open to all races, though greenskins still sit atop the social hierarchy. This new king has embraced the raiding and pirating lifestyle fully, naming themselves a pirate king, and the nation is now swiftly changing into a pirate nation fully embracing the ideals of the mighty rule and what the world has to offer is theirs for the taking. As these changes are happening the world is beginning to see this island as an island where criminals and crime rule.