Entries on the Arvan setting

Hello,

I've decided to publish my drafts, which I've been gradually preparing with breaks over the course of several years. Only now have I finally found the time to organize my notes for a small portion of the setting.

This project is dedicated to the world of Arvan, particularly the regions of Irimon and the Starfall Sea Basin, including their geography, history, peoples, and religions.

This is a world of gray-and-black morality, inspired by settings such as Warhammer Fantasy, early Golarion, and Anbennar, with elements from smaller influences like Dragon Age and The Lord of the Rings. These inspirations are blended with history, mythology, and geography from the real world, especially its medieval eras in various regions—from the influence of Moorish conquests on Spanish culture to the mythology of Slavic peoples.

So, you can expect all the associated themes tied to these settings—including numerous concepts such as active racism, chauvinism, slavery, genocides, and other harsh realities that historically accompanied human history. Consider this your content warning.

The first release will be a primer, with additional entries published in an irregular format as I organize them.
 
Primer - History
Arvan's history spans thousands of years, filled with events that have profoundly reshaped the continent.

The earliest known history of creation is shrouded in mystery, even to the wisest scholars, relying mostly on accounts from beings of other Planes. From them, we know of Lucifer's wars against primordial evil and chaos, his eventual fall, the Titans' rebellion against the gods, and the great battles between giants, lizardfolk, and dragons. They also tell of the struggle against the Darkness-Below, which was sealed in the heart of our world.

The Rise of Human Civilization

Humanity's rise followed the ascent of its greatest enemies, the Sslyss, also known as the serpentfolk. The Sslyss not only denied the worship of gods but sought to create gods of their own. For this, the gods sent dragons and lizardfolk to challenge them. However, the serpentfolk defeated these forces and began spreading across the world, enslaving peoples in their wake. In response, the gods chose humanity as their new instrument, granting the people of Amantis divine purpose and great knowledge to fulfill their will.

Reaching the height of their power, the people of Amantis waged war against the Sslyss across the world, gathering numerous allies: other human cultures, dwarves, gnomes, cyclopes, and elves. Ultimately, the serpentfolk were defeated, and their god-kings slain. A period of peace followed, during which ancient empires like Amantis reached their zenith. By the end of its reign, Amantis constructed a vast magical infrastructure spanning its colonies, part of a grand project whose purpose remains unknown.

The Cataclysm of the Descent

Whatever the purpose of this project, it ultimately caused the cataclysm known as the Descent. Ancient texts describe it as the moment when the gods descended into the world to punish Amantis for its hubris. This unparalleled catastrophe devastated Amantis, thinning the boundaries between Planes and weakening reality itself. The greatest civilization the world had ever known fell in a single day, dragging many others into ruin. This event was so significant that it became the zero point of Arvan's calendar.

The world teetered on the edge of collapse and barbarism, yet total destruction was averted. Amantis' colonies on both sides of the ocean survived and laid the foundation for the Classical Era civilizations, slowly reclaiming what had been lost. In Irimon, these colonies formed the Ligurian League, as well as the non-Amantis-aligned Baradan and the Gnomish Technate. Meanwhile, the great archmage Amandar ventured into the ruins of Amantis and returned as a god in the 54th year after the Descent, founding the largest pantheon on the continent.

The Dragon Interregnum

For centuries, these classical empires coexisted in a slow struggle, with none able to decisively conquer the others. However, their end came with the second great catastrophe of the continent: the Dragon Interregnum (684–702). A coalition of ancient and powerful dragons sought to overthrow the three great civilizations of Irimon—and succeeded.

The dragons incited barbarian tribes to invade the empires' lands while they themselves razed major cities. The devastation lasted nearly twenty years until most of the dragons were slain or vanished.

When the Dragon Interregnum ended, Irimon was unrecognizable. The Ligurian League was destroyed by barbarian invasions, its lands divided among primitive kingdoms. The Gnomish Technate's main stronghold was taken by kobolds, and Baradan lost most of its territories. Northern raiders ruled the seas, and rider tribes dominated the land. It was an apocalyptic event.

It took centuries for civilization to gradually recover. From barbarian kingdoms emerged the familiar feudal monarchies. Baradan regained some of its former glory. Abandoned universities and temples were restored, and new ones were built.

The Great War and the Witch-God

This period came to an end when the most powerful wizard of his age, known as the Witch-God, seized control of Baradan. A mage of unparalleled talent and cruelty, he sought godhood and united the continent's most ruthless individuals to conquer half of Irimon during the Great War. Resistance seemed hopeless until, in 1500, an elven fleet led by Niliota arrived on the continent. The elven forces reinvigorated the resistance, ultimately leading to the Witch-God demise in a battle of epic proportions.

The continent changed again. Queen Niliota became the ruler of the continent's most powerful state. Baradan was divided into knightly kingdoms, awarded to the war's heroes. The elves settled on the continent, merging with the aristocracy and becoming inseparable from it. Elven culture shaped the continent's fashion and traditions for centuries, ushering in an era of noble chivalry. Though this period saw its share of wars, it was also a time of prosperity—a golden age.

The Era of Calamities

This age ended in 1911 when the god Amandar suddenly ceased answering prayers, and nearly all his priests and paladins lost their powers. The disappearance of the pantheon's leader caused religious panic, the rise of dark cults, rebellions, and civil wars. This allowed Luciferians to seize power in Esperanda. Seizing the opportunity, orcs and goblins invaded from the east, ravaging the knightly kingdoms and the Stolgrad Tsardom before being stopped.

For a moment, it seemed the age of calamities might end, but everything changed when the heroine Alaria ascended to godhood. She demanded Amandar's authority and status, declaring herself the protector goddess of the world. This sparked a divine war.

Five years ago, the gods clashed in a celestial battle over the world. The god of war, Brennus, was slain, and his divine ichor rained down upon the world, imbuing many beings with strange powers.

This unexpected source of divine power, randomly bestowed, sparked countless conflicts. The gods' war fuels mortal strife on Irimon, threatening to devastate the continent entirely. It is now the year 1951. What once seemed like a time of renewal has become an age of turmoil. The era of calamities and conflicts has only just begun.
 
Primer - geography
The world of Arvan is vast and almost immeasurable, home to a great number of diverse peoples and cultures. Any attempt to instantly review all countries would end in total failure, as they are connected by a complex system of relationships spanning thousands of years. Therefore, this text will only examine the continent of Irimon and the countries adjacent to the Starfall Sea, located to its south.

Starfall Sea

A unique country in its own right is the city-state of Abaluk, located on the island of Kodar. Nearly two thousand years ago, this city was founded by Amandar as a haven for numerous refugees after the Descent catastrophe. After his ascension to divinity, he entrusted the city's inhabitants with self-governance, commanding them to transform it into the greatest center of human culture in the world, the greatest city the world had ever known.

Although the history of this city-state has been long and complicated, it is currently flourishing despite the loss of its divine patron. It is rightfully considered the greatest city in the world at present, known as the "City at Center of World" or "The Most Desirable City." Merchants arrive at its markets from all corners of the globe, and sometimes even from beyond, as nowhere else has a grander bazaar. Nearly every god worshiped in the world can be found here. The city-state maintains one of the largest fleets in the world, confidently repelling any attempts at conquest.

However, life in the city is far from idyllic. Full citizens are privileged above foreigners. Nobles hold status above common citizens. There is vast wealth inequality, and complex stratification based on residential area.

Western Irimon

Just a few decades ago, Western Irimon seemed the most prosperous place, almost blessed by Amandar to establish the prosperity of humanity.

Esperanda is located on the southwest edge of the continent. Once the most devout kingdom of Irimon, its golden age seemed inevitable. However, with Amandar's disappearance and the loss of power by his paladins and priests, the kingdom fell into civil war, with the Cult of Lucifer emerging victorious. They have since corrupted the country and reshaped it according to their vision. Today, Esperanda is an infernal stronghold seeking opportunities to spread into neighboring lands. However, with the rise of the goddess Alaria and growing numbers of her followers, many residents are preparing for an uprising to overthrow the unholy rule.

Sombrania is a dark and menacing theocracy situated near Esperanda, tracing its origins to the time of the Descent. When the rest of the world faced devastation, the local inhabitants called upon the gods for protection, and the goddess Tiena responded. She promised to defend these lands but demanded unconditional loyalty from the inhabitants and all their descendants, a demand they, out of fear, accepted. Thus, the dark theocracy of Sombrania was born, entrenched in these lands for two thousand years. Attempts to conquer it by force have failed, as Tiena's cultists blend among the local population, and the land itself has been tainted by a connection to the Shadow Plane.

The Kingdom of Florein, just a couple of centuries ago, was the greatest nation on the continent when ruled by their elven queen, Niliota. Under her rule, elves became an integral part of the nation, and numerous marriages occurred between arriving elves and humans until those with elven blood became so numerous that the entire nobility became associated with half-elves. The nation is currently recovering from the effects of the War of the Blood Crescent and the Scarlet Flood, struggling to regain stability.

Dwarfdum, located in the mountains to the east of Florein, is a dwarven kingdom that weathered the collapse of the dwarven empire without much consequence and was once a chief ally of human kings, teaching them literacy and metalworking. It is an incredibly wealthy but conservative nation that has faced significant loss of influence since the elves arrived in Florein. At the foot of the Dwarfdum mountains lies Kvaldia, a former colony of the mountain dwarves that has now gained independence and remains the closest ally of its neighbors.

Tirrenia is a peninsula southeast of Florein, home to numerous small republics and minor kingdoms residing in ancient cities. There was never a strong central royal authority here, and wars were fought with the help of mercenary condottieri. The cities are wealthy due to thriving trade and craftsmanship, which attracts major continental powers to intervene in local affairs. The prospect of war for control of the continent seems almost inevitable in the coming years.

Central Irimon

Central Irimon encompasses the central region of the continent, currently facing particularly dire circumstances. Due to its geographic position, these lands have become the epicenter of a continent-wide religious conflict ready to ignite.

Small Country – Situated northeast of Florein, this nation is the largest halfling settlement on the continent. Through relentless effort, the halflings have transformed the local swamps and bays into fertile fields and pastures. However, being physically weaker by nature, halflings have long been coveted by human kings. Wars over their rich lands have raged for centuries, with the halflings themselves funding these conflicts, which brought devastation to their homes. Yet with the recent rise of nationalism, this cycle may end. Some halflings dream of venturing to distant lands to establish their own homeland, while others are ready to fight for the independence of their ancestral homes.

The Nephretil Empire – To the east of Small Country, Florein, and Dvargdum lies the diverse Nephretil Empire. A union of countless small baronies, counties, duchies, free cities, church domains, and even former kingdoms, it is home to elves, humans, dwarves, halflings, and gnomes alike. Until recently, it was the greatest power on the continent. However, the War of the Bloodied Crescent devastated the empire, leaving it fragmented, and a usurper claimed the imperial throne. As the wounds of that war have barely begun to heal, a new conflict looms, this time religious in nature, coinciding with the clashes of the gods themselves.

The Kingdom of Veldaria – A realm with a long and complex history, still reeling from the aftermath of the Great War that raged four centuries ago. During that time, the kingdom's lands became a haven for vampires, necromancers, werewolves, and other destructive forces. While their overt rule was dismantled, no one took the effort to eradicate them entirely. Since then, the king, ruling from his capital, barely holds power over his realm, as the horrors of the night dominate the remote regions. The kingdom has become little more than a shadow of its former self, though pockets of dedicated individuals strive to restore it.

The Tarnahor Kingdom – A relatively small realm in the southeastern part of the continent, this proud and independent kingdom of horsemen traces its origins to the ancient era of the Dragon Interregnum. Though it has been conquered by larger neighbors multiple times, it has always regained its independence through valiant struggles. Now, like others in the region of Zarnavia, it is embroiled in a prolonged fight against the vertoms and khaggi that have taken root in the capitals of ancient cities.

Florainecratic Duchies – Another legacy of the Great War that still marks the world. The Empire of the Witch-God ravaged Zarnavia, effectively exterminating all claimants to these lands. As a result, heroes from Florein who had distinguished themselves in the war became the rulers of these small duchies. Over time, they created a unique culture in these lands, blending traditions from their homeland with the local heritage.

Dregovishte – A massive swamp in the heart of Zarnavia and one of the most cursed places on the continent. Before the Descent, it was home to the great city of Ithiloa, one of the continent's grandest cities. However, the catastrophe of the Descent destroyed the city's magical infrastructure and poisoned the surrounding lands with toxic magic, turning them into deadly marshlands. The local population fled or perished, but the city did not remain vacant for long. It became home to tribes of vertoms and khaggi who worship demons and often launch raids on neighboring lands.

Eastern Irimon

At first glance, the disappearance of Amandar might seem to have had little impact on these lands, but that assumption would be a mistake. The loss of power among his followers left the region so weakened that invasions by orcs and goblins devastated it. Though their advance has been halted, the original inhabitants of Irimon now face the challenging task of building a coexistence with the orcs and goblins who have taken root in their lands.

Basileia Mortanagra – A state in eastern Zarnavia, another remnant of the Great War. While most of Baradan's legions were destroyed during the conflict, the Second Legion rebelled against the Witch-God and seized the lands they once held. This created a unique stratocracy, where all power lies in the hands of the legion, and the state and army are inseparable. While Baradan has since fractured, the Second Legion considers itself the last true remnant of Baradan and claims rightful ownership of its legacy.

Wonderwood – A vast forest occupying the southeastern part of the continent, east of Zarnavia. Before the Descent, it was home to a thriving elven kingdom where elves and fauns coexisted peacefully. However, during the cataclysm that reshaped the world, the boundaries between realms thinned, and the Fey Realm partially merged with this forest. Capricious and often cruel fae trapped its inhabitants in a prison-like domain where entering was far easier than leaving. Only a few decades ago, after a massive orc invasion, this barrier was shattered. Yet Wonderwood remains a perilous place, with a fierce conflict raging inside between orcs, elves, and other forest dwellers.

The Baradan Expanse – These lands were once home to one of the continent's oldest civilizations, Baradan. It endured many rises and falls, its final era characterized by a patchwork of knightly kingdoms. Unfortunately, they were utterly unprepared for Amandar's disappearance and the subsequent orc invasion, which obliterated their ranks. Only the arrival of adventurers from across the continent and beyond managed to halt the orcish horde. The orc warlord was ultimately defeated by the heroine Alaria, who later ascended to divinity. In her wake, groups of adventurers and orc tribes remained, periodically clashing with one another while striving to restore the land.

The Stograd Tsardom – This state to the north of Baradan also endured the orc invasion, much like its southern neighbor. However, its ruler had a different vision, driven not by a religious fervor to destroy human civilization but by a desire to conquer and rule. He crushed the local tsar and his retinue, seized the capital, and encountered one of the tsar's daughters, who persuaded him to take her as his wife and execute her entire family. Thus, a harsh new rule was established by the tsar and tsarina, who are determined to secure power for their son and heir, turning the country into the largest stronghold of half-orcs.

The Kingdom of Lyashev – The westernmost state in Eastern Irimon, this kingdom was one of the few regions largely untouched by the orc and goblin invasions. Nestled in the dense forests of the region, it preserves some of the oldest traditions on the continent. Here, pagan tribes and werewolf clans still dwell in the dark woods, rejecting the doctrines of the gods officially recognized across the continent.

The City-States of Amandar's Reach – Situated along the southern shores of the Amber Sea, these city-states were long under the dominion of the Kingdom of Lyashev until they won their independence through force of arms. However, their newfound freedom quickly devolved into internal strife, splitting into competing alliances vying for influence over the northern seas. Though the orc and goblin invasions spared them directly, the cities first saw an influx of refugees from the east, followed by goblins fleeing the orcs. Many of these displaced goblins have since found refuge in these city-states.

Northern Irimon

Northern Irimon remains the last region on the continent where civilization has yet to truly establish itself, despite countless attempts throughout history.

Skjoldarna – A harsh land of northern raiders and frost giants, separated from the rest of the continent by the Amber Sea. Over 1,500 years ago, its people turned to raiding southern lands by sea in response to a cooling climate at home. However, this way of life has become increasingly unsustainable, dividing the Skjolds between those who cling to tradition and those pushing for societal reform.

Helvika – Once home to faun clans and human druidic cultures in its eastern forests, Helvika was forever changed when a portal opened, linking it to demonic realms. Without unified leadership, the locals were quickly killed, enslaved, or forced into hiding. Now, the land is under demonic control, and the cultures of its original inhabitants face extinction.

Amator – A kingdom established on the borders of Helvika as the result of a religious crusade uniting warriors from across Irimon in a holy war against the demons. Despite their initial successes, the crusaders failed to secure a definitive victory, and the disappearance of Amandar sapped the strength of many priests and paladins, leaving their mission teetering on the brink of collapse.

Chilled Shore – West of Skjoldarna lies this rugged tundra, separated from eastern lands by mountain ranges. The frigid northern winds dominate here, leaving the region largely untouched and entrusted to its native tribes of humans and giants. However, recent discoveries of colonies and artifacts from ancient Amantis have renewed interest in the region, drawing foreign trading colonies to its shores and sparking conflicts with the indigenous inhabitants.

Dragon Archipelago – Located northwest of the continent, this archipelago was once the homeland of the gnomes and the powerful Gnome Technate. However, an invasion of kobolds destroyed their civilization, forcing the dwarves to retreat to the smaller islands of the archipelago, where the kobolds could not follow. This has resulted in a fragile stalemate, with neither side able to claim outright victory. Meanwhile, other groups such as Vertoms, Skjolds, and Storm Giants further complicate the balance of power in the region.

Albionis – A chain of islands off the coast of Irimon, home to the most "civilized" states in Northern Irimon. Among them are the northern sea-dominating Kingdom of Sexland, the perpetually warring factions of Blasteufel, Nirthaman, and surrounding lands, as well as the enigmatic and reclusive clans of Hibernia. The outward calm of these islands is deceptive: in Sexland, the parliament is at odds with the king; war between Blasteufel, Nirthaman, and their neighbors could erupt at any moment; and finally, the chains binding Balor beneath Hibernia are weakening, threatening the emergence of the malevolent demigod.

Western Calidor

Though Calidor lies beyond Irimon, its western regions share the same culture and worship the same gods. As a result, the major events of Irimon have also impacted these lands. Instead of an orc invasion, these territories faced an onslaught of goblins, while the disappearance of Amandar had minimal influence on their society.

The Empire of Romena – One of the two great empires of Calidor, Romena's history dates back to the ancient times shortly after the Descent. This nation spearheaded humanity's expansion across the continent. It was among the first to embrace the cult of Amandar and fought against numerous threats, including dark druids, powerful djinn, Khaggi hordes, Asteriot warlords, and more. Today, Romena is an old and conservative empire that has already passed its peak of glory. However, it still possesses immense wealth and power, ensuring stability and allowing its people to look to the future with confidence.

The Long Coast – A narrow strip of coastline linking Calidor and Irimon, bordered by the Marodax Range and the Starfall Sea. Until recently, this area hosted a delicate balance of powers: the stratocracy of Helionar, the trading republic of Shamirat, and the dwarven citadel of Kar-Nagom, once the primary port of the entire dwarven empire. However, the goblin invasion dealt a devastating blow to this region, confining these states behind fortified walls while most of the land is now controlled by goblins. Some goblin clans continue to live by raiding, while others seek to adopt elements of civilization and build a state of their own.

Northern Libia

Separated from neighboring continents by the sea, Northern Libia developed almost entirely independently, creating a unique and distinct culture.

The Talgasian League – An alliance of city-states in northwestern Libia, born out of the rejection of the constant religious wars that plagued their lands. Led by a charismatic philosopher, the League established order and banned the worship of gods, believing it brought only suffering and despair. Despite numerous political challenges, the League united diverse peoples under the Dogmas of Mortals, becoming one of the dominant trading powers of the Starfall Sea.

The Kingdom of Sehemtar – An incredibly ancient state whose origins stretch back to mythic times, long before the Descent. Founded by a living goddess, the kingdom has endured for millennia, weathering countless collapses of authority and periods of anarchy, always to be reunified by a new leader. The modern Sehemtar is just over a century old, following the expulsion of ruling elves from most of the kingdom except for the river delta and nearby coastal islands. Despite ongoing threats, Sehemtar is steadily working to restore its ancient culture.

The Coast of Corsairs and Merchants – A strip of coastline situated between Talgasia and Sehemtar, simultaneously a critical hub of commerce in the Starfall Sea and a source of chaos for surrounding lands. Two city-states vie for control over these territories, rallying local settlements and tribes to their cause. One city is a vast and wealthy trading port where nearly any good can be purchased. The other is a port of corsairs and demon-worshippers who raid the northern seas, capturing slaves and selling them to any willing buyer.

Other Lands

Although the lands of Irimon and the Starfall Sea basin alone represent a whole world, Arvana contains many other continents and lands.

Southern Libia - Beyond the vast desert known as the Golden Sea lies southern Libia, which represents an entirely separate world. The savannahs inhabited by the Khaggi, the trading colonies of slave traders on the eastern coast, the spice-rich islands of the halflings, and the great empire of Zel'Karon on the southern edge of the continent. This continent is the birthplace of lizardfolk, catfolk, and frogfolk. Here, people worship entirely different gods, and many peoples of Irimon are entirely unknown.

Kalidor - Beyond Romena lies Kalidor proper, which exists independently. People here worship the Sun and Moon gods, brother and sister, alongside the elves who arrived four centuries ago, as well as other native peoples such as Harpies, Astariots, Cyclops, and Khaggi. Finally, to the east of the continent lies the great Padishah Empire of Parsavar, which is as ancient as Romena and likely even wealthier and more powerful.

Suher - Further east lies the land of impossible wonders known as Suher. Humans, elves, catfolk, and other races in these lands are organized into a complex caste system that is believed to have been granted by the gods. Only a few lands on the continent reject this caste system, such as the Hobgoblin Hegemony in the north or the militant republic of former slaves in the east.

Marodax Ridge - This is the largest mountain range in the world, stretching from the northeast of Irimon southwards and further east along to the distant ocean, enclosing Kalidor and Suher to the north. Under this mountain range once lay a vast dwarven empire, until two thousand years ago it fell to an orc invasion. However, with the exodus of orcs and goblins from the Ridge to invade Irimon, the dwarves are organizing expeditions to reclaim their citadels.

Norgrim - Although Norgrim is part of the Old World, it is separated from the rest by the Marodax Ridge, making it feel even more distant than the lands beyond the ocean. Norgrim is a harsh land, where you must either be a ruthless nomadic people or have a way to defend against the nomads' invasions. While centaurs dominate the local steppes as the primary nomads, humans, orcs, and ogres strive to defend themselves from these raids.

Xianjie - A vast and distant continent in the east that was recently under the control of the Lunehua Empire and its god-like Dragon Emperor. However, a century ago, the Dragon Emperor died after a long illness, leading to the collapse of the empire into wars between heirs and numerous uprisings. Now the central part of the continent is fragmented into numerous warlord states, leaving the question of whether any of them will manage to reunify the empire or if some external force will come to dominate the continent.

Amantis - For two thousand years, the continent of Amantis was home to the greatest human civilization in the history of this world, which ruled over its continent and overseas colonies. However, the Descent catastrophe completely devastated the continent and wiped out its inhabitants, leaving only ruins poisoned by magic and artifacts. It is these artifacts that spark a race to claim them, in hopes of acquiring ancient and unique magical relics.

Thalasson - The path to this western continent was long closed, as no one could pass through Amantis, but it was rediscovered two centuries ago. Since then, this New World has become a desired destination for many outcasts and freethinkers from Irimon and other lands, who seek to build their own nation far from the laws and rules of the Old World. However, they inevitably come into conflict and interaction with the native inhabitants of the continent.
 
Primer - Humans
Arvan is a vast and diverse world, home to numerous peoples of various races. Each group is unique, with its own history, culture, and heritage, often clashing in destructive conflicts or blending to create entirely new communities.

This text examines the primary peoples inhabiting the continent of Irimon and the coastal regions of the neighboring Starfall Sea.

Humans

The human race is the most numerous among the inhabitants of this world. According to myths from many human cultures—primarily those descended from ancient Amantis—this prominence is due to humans being chosen by the gods as their agents and protectors of the world. Whether or not this was truly the will of the gods is uncertain, but few doubt the power of humanity today.

A sense of divine destiny has driven humanity throughout its history. To establish their supremacy, the ancient empire of Amantis arrived on the shores of the Starfall Sea and created colonies in the Old World, preparing for war against its greatest enemy. For the promise of prosperity, grand empires like Baradan and Sehemtar were founded. Even the catastrophe of the Descent could not completely halt humanity's ascent toward its promised greatness, despite destroying the greatest human civilization to have ever existed.

Humanity retains a rich but fragmented cultural legacy, spanning classical empires, barbarian kingdoms, the legendary knights of the Great War era, and, finally, the heroes of the modern age, such as the Adventurer Kings. Despite repeated catastrophes and trials, humanity has always found the strength to recover and rebuild.

The center of human civilization in this region is the great city of Abaluk, located on the island of Kodar. Founded almost two millennia ago by the future god Amandar, the city was intended to be a home away from home for every human culture in the world. Over the centuries, it has become the largest city in existence, hosting representatives of nearly every known people.

Though humanity's future remains uncertain in this tumultuous age, few doubt that it will be monumental. The only question is what shape that greatness will take.

Dwarves

Much can be said about the dwarves, whose history is exceptionally vast. They were humanity's first and most loyal allies in ancient times. The dwarves fought alongside Amantis against the serpentfolk, and in turn, Amantis aided the dwarves in their battles against the giants. The dwarves built an empire of incredible scale, spanning the largest mountain range in the world. Yet, like humanity, they lost their greatest civilization to the chaos of the Descent, forced to seal the gates of their fortresses or flee to the surface to live among humans.

The fall of Dar Kvaddum, the Empire of All Dwarves, permanently divided their people and shattered their unity. Some dwarves spent centuries in isolation, sealed within immense underground cities, cut off from other citadels and the surface, emulating a long-dead empire. Others integrated with surface dwellers, adopting their cultures, customs, and even gods, becoming scattered throughout the Old World and beyond.

Until recently, dwarves often viewed life with pessimism. Their once-great civilization was destroyed, leaving them wealthy and respected among humans but stripped of their pride.

However, recent history has brought hope for a revival of their former glory. The exodus of orcs and goblins from the Marodax Range has given dwarves the opportunity to reclaim their lost fortresses. Thousands of dwarves now embark on grand expeditions into the vast caves beneath the mountains, believing they can restore their ancestral homes and rebuild their ancient civilization.

Elves

While Irimon's culture has been profoundly influenced by the elves, this race is not native to the continent. In fact, the elves' homeland lies beyond this world. Nearly all elves in this realm are descendants of exiles who followed ambitious leaders in their quest to establish their own kingdoms.

Each time the elves of Serta choose a new king, the rivals for the throne are ceremonially exiled to ensure the ruler's peaceful reign. However, this exile takes the form of an honorable banishment: the rivals and their followers are provided with resources for grand expeditions, meant to expand elven influence into other worlds. These exiles are allowed to establish their own realms, where they may rule, but they are forbidden to return home.

Four centuries ago, as dark forces threatened to overtake Kalidor and the Witch-God's empire dominated Irimon, two elven fleets arrived on the continent's shores. Led by their ambitious leaders, these elves came as saviors, aiding in the defeat of evil. They were celebrated as heroes, while their leaders rose to the heights of power, becoming some of the most influential rulers of their era.

Though their empires have long since fallen, their legacy endures. Elves are associated with magical prowess and worldly authority, and many aristocratic bloodlines carry a significant amount of elven ancestry. Elven culture greatly influenced the barbarian kingdoms of the past, giving rise to the modern age.

Halflings

Halflings have a long and difficult history shaped by their origins. Refugees from the Great Darkness in Libia, they endured a long and arduous journey before settling in the Small Country and along the shores of the Starfall Sea. For centuries, they have lived alongside humans, sharing in their struggles and hardships.

Halflings can rival humans in magic and intellectual pursuits. Moreover, they possess unique talents exclusive to their kind. However, few halflings excel as warriors, as they are short of stature and lack physical strength—qualities highly valued in feudal society. This has largely dictated their fate, leaving halflings to live under the dominion of others.

The halflings of the Small Country have borne the heaviest burden. Their centuries of labor transformed coastal bays into fertile plains, yet it is human kings who reap the benefits. The grain grown in their fields, the apples and pears from their orchards, the meat and milk from their livestock—all of it goes to feudal lords. Halflings even fund the wars of human kings, who wage battles to seize their lands, bringing devastation to their homes and death to their people. Resentment grows among halflings.

Some seek to venture to distant lands, hoping to create a new homeland free from human rule—a land where every halfling works solely for the benefit of their own kin. Others aim to reclaim their ancestral home and win their freedom, preparing for a widespread uprising. They look to advancements in artificery and firearms, tools that may allow them to fight humans as equals.

Gnomes

The history of the gnomes is vast and enigmatic, shrouded in mystery. They were the pioneers of science in ancient times, laying the foundations of logic and the scientific method. Gnomes colonized other planes, establishing themselves across realms. In the aftermath of the Descent, the Gnomish Technate was the only great non-human empire in Irimon.

Yet modern history lacks the grandeur of their past. While their science still surpasses that of most, it no longer dominates the world. Their planar colonies have long been abandoned, their populations left to their fate. The Gnomish Technate has fallen, its vast population vanished, leaving only a few city-states where gnomes remain the majority.

However, this does not mean the gnomes have been sidelined by history. Though not directly, they continue to drive it forward. Modern artificery stems from gnomish science. The scattered populations of former planar colonies are gradually returning to this world. Gnomes are respected globally for their magical and technical expertise.

It may be that gnomes will never fully restore the glory of their past. Yet no one can doubt that the future of this world will, in some way, be shaped by gnomish culture, philosophy, and science.

Orcs

Until recently, the people of Irimon regarded orcs as little more than a distant legend. Scholars knew of their existence but paid them no mind. Yes, orcs dwell beneath the Marodax Range and destroyed the dwarven empire two millennia ago. Yes, orcs roam the deserts of northern Libia, wandering the seas of sand. Yes, orcs live in the northernmost forests of the continent, hunting mammoths. But within the civilized world, they were seen as nothing more than a myth.

A few decades ago, everything changed. Orc armies emerged from the Marodax Range, invading the continent at its weakest moment. Amandar had disappeared, his priests and paladins had lost their power, and society braced itself for apocalyptic events. Led by their warlords, the orcish hordes crushed the brave knights of Baradan and the royal retinue of the Stograd Tsardom, proving themselves a force to be reckoned with. Yet from that moment, their story took a new path.

When Baradan's knights fell to the orcs, adventurers from across the continent rose to oppose them. Just as all seemed lost, they prevailed. Alaria, their leader, ascended to godhood, while adventuring parties settled in the devastated Baradan, sometimes clashing with the orcs and sometimes forming alliances.

In the north, however, orcs crushed human resistance. Their warlord captured the royal capital, only to meet the king's daughter. She persuaded him to execute her family, take her as his wife, and crown himself the new tsar. Thus, a new kingdom was born, where humans and orcs coexist in a challenging but dynamic environment, gradually forming a young culture of half-orcs.

Goblins

For thousands of years, goblins inhabited the forests of eastern Irimon. However, the rise of human civilization was cruel to them. Their ancient kingdoms were destroyed, forcing them to retreat underground or into the most remote parts of the forests. For centuries, goblins were regarded as little more than barbarian pests dwelling on the fringes of civilization.

This changed only recently when goblins followed the orcs in their invasion of the continent. Some fled from the orcish onslaught, others willingly fought alongside the orcs, and many were enslaved. The number of goblins was immense, rivaling that of the orcs, and soon they spread throughout the continent's east, unchecked by any force.

While some goblins continued their usual banditry, others adapted to new circumstances. Eastern cities filled with goblin laborers, willing to take on the hardest jobs for minimal pay. Their persistence, risk-taking, and business acumen quickly became evident. Surprisingly, it took only a few decades for some goblins to rise to societal elites. Refugees who left their homes as young outcasts twenty years ago are now successful bankers, technicians, and artificers.

This may only represent a success story for a handful, but the very possibility of such success is telling. Goblins are now viewed differently, their potential recognized, opening doors for future generations.

Noteworthy Peoples

Nightwings
– A race of winged humanoids resembling harpies or garudas yet distinctly unique. For centuries, they lived in the mountains of the continent, as civilization encroached further, taking their lands. Now, conflicts have reached a peak, and the Nightwings question whether their traditional way of life is worth preserving. Should they join the vast world around them instead?

Satyrs – Relatives of humans, satyrs are the descendants of humans transformed by the magic of the fey. For centuries, they lived among humans, teaching them to negotiate with the fey and laying the foundations for early druidic cults. However, Amantis' civilization left no place for satyrs, driving them into fey-influenced forests where they became relics of myths. In the modern, changing world, even these last bastions of their culture face destruction.

Kobolds – These diminutive creatures have long accompanied dragons, seeking power from their masters. They destroyed the Gnomish Technate, dooming the gnome's great civilization. However, their hope for building a civilization of their own collapsed after their leader's death and the ensuing power struggles. With new leadership, scattered kobold tribes now have a chance to rebuild their society, offering a home for both themselves and exiled dragons.

Hobgoblins – The most capable and dangerous of the serpentfolk's slave races, hobgoblins are a scourge wherever they are found. Disciplined, intelligent, and strategic, they are near-perfect warriors who are never entirely eradicated. Irimon suffers less from their presence than other regions, as they are confined to sparsely populated mountains and dungeons. However, the continent has seen the emergence of the first hobgoblin state, offering sanctuary to those deemed "monsters" in exchange for absolute loyalty.

Merfolk – These aquatic dwellers are rarely seen on land but often inhabit the warm waters of the Starfall Sea and the Sunset Ocean. Many coastal cities feature underwater districts where merfolk harvest pearls and purple dye. Similar to humans in many ways, they lead lives that remain distinctly alien, living just a few meters below the surface yet worlds apart in culture.

Selkies – Longtime companions of the merfolk, selkies can shift between their seal-like aquatic form and humanoid land form, allowing them to inhabit both worlds. They primarily live in northern seas but occasionally appear in southern port cities. Their history of rivalry and alliances with merfolk shapes their shared control of the seas.

Khaggi – Blending traits of hyenas and humans, the Khaggi are prominent in the deserts of northern Libia and Calidor. In Irimon, they are infamous as raiders, corsairs, and pirates, often practicing cannibalism, demon-worship, and slavery. While many Khaggi embrace these dark stereotypes, others belong to far more sophisticated cultures. Ruthless yet honorable, these Khaggi command respect in their own right.

Cyclopes – Lesser relatives of giants, cyclopes are found along the rocky shores of the Starfall Sea. Though few in number, they have been revered since ancient times. Heroes in myths wielded cyclopean-forged weapons or overcame great trials to seek the wisdom of their oracles.

Asteriots – Towering humanoid bulls, the Asteriots have long been seen as formidable neighbors. Led by their kings, they once dominated the seas and captured cities through their martial prowess. Though they no longer hold the power they once did, their warrior traditions still influence military practices in many cities along the Starfall Sea.

Vertoms – Also known as ratfolk, Vertoms are descendants of an underground empire destroyed during the Descent. While many remain in their ruined subterranean cities, turning to dark forces for survival, others ventured to the surface, becoming wandering merchants and craftsmen. Found across the world, Vertoms are perpetual outsiders, forever estranged from their homeland and eager to forget it.

Marranetes – A feline race with a rich and varied history. Though their ancestral home was in Libia, it was destroyed by serpentfolk, forcing them into slavery or exile. As refugees or slaves, they spread across the world, creating diverse cultures and calling their new homes their true homelands. In Irimon, Marranetes are primarily known from northern Libia or the distant north.
 
Primer - Religions
Religion holds immense importance in the world of Arvan for one simple reason: the existence of gods and their interventions is undeniable, though mortals rarely fully comprehend their desires and ambitions. The gods, along with other beings from different Planes, observe and influence the history of Arvan, shaping its events and evolution.

Until recently, this influence was relatively limited, manifesting through divine blessings granted to champions and priests, while conflicts between gods seldom disturbed mortal lives. However, the recent eruption of divine conflicts has elevated religious tensions to unprecedented levels, and the divine ichor spilled onto the world has only fanned the flames of chaos.

Amandar's Pantheon

Named after the great archmage Amandar, who ascended to godhood and became the world's guardian deity, this pantheon is the dominant faith in Irimon and extends beyond its borders. It is founded on several core principles:

  1. Reverence of Amandar as the central figure of the pantheon, whose judgments other gods follow.
  2. Incorporation of ancient gods of Amantis who were worshipped in the empire's colonies.
  3. Integration of local deities from conquered or allied peoples, provided their cults were not actively hostile.
  4. Acceptance of mortal ascension to godhood, as exemplified by Amandar.

These principles shaped Amandar's Pantheon into a complex system of interwoven churches spanning the continent. Although the pantheon boasts a vast number of deities, they are not equally revered everywhere, and in some regions, Amandar himself plays a secondary role in worship.

The faith's primary goal was to create a new civilization after the Descent and to elevate humanity as the world's ruling force. Each god represented specific aspects of knowledge and power meant to aid in this endeavor.

However, a few decades ago, Amandar vanished, and most of his priests lost their powers. This left the world questioning who would take his place as the world's protector. Now, three gods from the pantheon claim this role, dividing the faith into four factions locked in growing conflict:

  • Castorism – Followers of Castoris, the god of war and knights, claim he is Amandar's rightful successor, citing his earlier role as a guardian deity. Castoris asserts that the civilization Amandar established is complete and must now be defended from threats.
  • Alarism – Followers of Alaria, the goddess of heroes, argue that she is Amandar's rightful successor due to her role in saving the continent from the orcish invasion. She insists that the fight against evil is far from over and must continue until the world is free of malevolence.
  • Nephretism – Followers of Nephretia, the goddess of magic, support her as Amandar's successor, citing her focus on preserving and disseminating knowledge to build a stronger civilization.
  • Eastern Amandarism – Popular in Calidor, this faction rejects the idea that Amandar's absence indicates his death or incapacity. They advocate continuing his mission of restoring civilization without engaging in conflicts over leadership within the pantheon.

Kalidorian Pantheon

The Kalidorian Pantheon dominates the religious landscape of Calidor and revolves around two deities: Prince of the Sun, Shamir'zar, and Princess of the Moon, Lunanra. According to legend, these deities once ruled Calidor and populated it with their chosen people—humans.

Many myths of this pantheon focus on interactions with other faiths and the inclusion of other peoples on the continent. Over time, the pantheon absorbed deities from cyclopes, asteriotes, harpies, and dwarves, becoming increasingly complex.

  • Worship of Lunanra is primarily practiced in the eastern Calidorian Padishah Empire of Parsarvar. This faith emphasizes compassion, the protection of the innocent, and offering redemption to those who seek it.
  • Worship of Shamir'zar is highly fragmented due to his inability to communicate directly with his followers, even though he continues to grant power to various interpretations of his faith. This has led to several diverging traditions, with significant tensions between them:
    • Old Faith – A collective term for all cults that do not recognize Damar, the leader of the Elves, as Shamir'zar's avatar. These scattered groups lack unity and leadership, resulting in diverse interpretations.
    • New Faith – Followers who acknowledge Damar as Shamir'zar's avatar and view elves as the new chosen people destined to guide all others in Calidor.
    • Dzarimites – A young religious movement led by the prophet Dzarim, who claims to be Damar's grandson. They accept the New Faith's tenets but argue that anyone who converts and lives virtuously can be chosen by the gods.

A key aspect of this religion is its emphasis on the battle against the ultimate threat of destruction, The Darkness-Below. Shamir'zar allowed himself to be imprisoned to eternally combat this force of evil, rendering him unable to respond to prayers directly.

The pantheon's myths revolve around an apocalyptic event in which The Darkness-Below will break free, leading to a final battle between good and evil. Mortals are believed to play a decisive role in this conflict, making virtuous living and the strengthening of communities essential in preparation for the day when the battle will come.

Nephretian Pantheon

The Nephretian Pantheon forms the core of religious beliefs in the kingdom of Sehemtar, which was founded in ancient times by the mortal archmage Nephretia. She later ascended to godhood and became the central deity of this faith. Nephretia is venerated as a heroic figure who achieved divinity through her deeds and talents.

Unlike many other religious systems, the Nephretian Pantheon lacks myths about the creation of the world or its end, as Nephretia had no part in the former, and the latter has yet to occur. Instead, the faith focuses on her actions, the history of Sehemtar, and the gradual inclusion of various deities from other pantheons into its structure.

Over centuries, Sehemtar absorbed many gods and demigods from diverse cultures, including harpies, dwarves, and Marranetes, who now serve as advisors and assistants to Nephretia within the religious system.

The religion also has a practical aspect, granting the pharaoh authority as Nephretia's divine representative in Arvan. Its teachings emphasize creating a prosperous society through tolerance, the acceptance of others, enlightenment, and the free exchange of knowledge.

Church of Lucifer

The worship of Lucifer and the archdevils has existed in Arvan for centuries, though it was relatively weak until its recent surge in popularity and influence.

The core myth of this faith revolves around the "Fall of Lucifer." He was once a benevolent deity commanding heavenly armies in the wars of creation. He triumphed over the forces of evil and chaos that dominated the early universe, but his rightful claim to rule all creation was rejected by the other gods, who branded him an usurper to protect their own power.

This myth recounts the rise and fall of Lucifer's planar empire, which eventually shrank to Hell, where his loyal archdevils continue to serve him.

The faith is deeply legalistic, centered on the belief that the world's misfortunes stem from the denial of rightful authority. Just as the universe is broken because the gods rejected Lucifer's rule, so too do nations suffer when rebels reject the rightful monarch. From this principle arises the necessity of strict order and the establishment of true authority to bring harmony to the world.

Pantheon of Giants

The Pantheon of Giants comprises myths shared among giantkind across the world, as well as among cultures influenced by them, such as Irimon's remaining pagans outside the Amandar Pantheon. Its primary myth tells of the Titans' rebellion against the gods in the early days of the universe, their gradual attainment of divine power, and their eventual downfall and decline.

Central to this pantheon is the veneration of former Titans who became gods, as well as a few heroic giants who ascended to divinity. Many of these deities serve as patrons for specific types of giants, whom they are said to have created.


The pantheon's ultimate myth foretells a time when the former Titans will set aside their rivalries and unite to wage a new war against the gods. This time, their rebellion will succeed, ushering in a new and more just world order.

Dwarven Pantheon

The Dwarven Pantheon is the cornerstone of dwarven society, centered on the worship of the divine creators and mentors who shaped the first dwarves and guided their early civilization.

This pantheon is essentially a divine family, led by the First King, the supreme deity of the dwarves, who grants authority to dwarven rulers. The other deities embody specific domains of knowledge valued by dwarven culture. Together, they represent the entire spectrum of skills necessary in traditional dwarven society.

Due to the widespread nature of the dwarves, this pantheon is found in nearly every corner of the world, wherever remnants of the ancient dwarven empire exist, or where dwarven migrants have settled in recent times. As a result, the Dwarven Pantheon is one of the most widespread religions in Arvan.

Elven Pantheon

The Elven Pantheon is rarely worshipped in its classical form in the world of Arvan. Most elves who arrive in this realm quickly adopt the religion and culture of the lands they conquer, maintaining devotion only to one or a few deities significant to their specific group.

In their homeland of Serta, however, the Elven Pantheon is the dominant religious system, reflecting the immense influence elves wield in that world. It is a complex faith with intricate doctrines, a hierarchical priesthood, and a rich mythology. At its core, the pantheon justifies the superiority of elves and their civilization, as well as their divine right to rule over Serta and any other worlds brought under elven control, as an extension of their pantheon's power.

Because the elves have historically invaded nearly every corner of the world, certain deities from their pantheon can be found in almost any region.

Unified Faith

A young religious movement that emerged only a few decades ago, the Unified Faith has rapidly gained popularity, sparking fear due to its core premise, which challenges nearly every established religious system in the world.

Instead of accepting the existence of many gods, the Unified Faith asserts the existence of a Single God, a transcendent deity fragmented at the dawn of creation into countless pieces. These fragments either became gods themselves or imbued mortals with divine power. Because all these deities carry fragments of the Single God's power, they are worthy of veneration. The most remarkable aspect of this faith is that its priests also receive divine powers.

A more radical interpretation of this belief posits that the ultimate goal should not only be to honor the gods as fragments of the Single God but to reunify the deity—though no one knows how this might be accomplished.

The religion is notably liberal in its principles. It emphasizes the equality of all people before the Single God, whether they are great feudal lords or the poorest beggars. It advocates helping those in need, asserting that everyone deserves assistance. The faith opposes restrictions on trade and the free exchange of information, drawing an analogy to the division of the Single God into many smaller parts, which weakened the totality of divine power.

Philosophies

In addition to the numerous pantheons and divine worship, Arvan is also home to various philosophies. These systems may venerate abstract concepts or eschew worship altogether.

The Dogmas of Mortals – An antitheistic philosophy prevalent in Northern Libia, the Dogmas of Mortals argue that the influence of deities is harmful to the mortal world. According to this belief, gods incite conflict yet cannot be held accountable for the suffering they cause. The Dogmas propose that abandoning the worship of deities is the only way to establish peace and prosperity in the material world.

Doctrine – A philosophical system originating among the gnomes, the Doctrine emphasizes the pursuit of knowledge and understanding of the world. It does not deny the existence of deities nor oppose their worship. Instead, it considers fragments of divine knowledge useful for comprehending the nature of reality.

Green Cult – A tradition focused on venerating nature and the living world in their pure forms rather than through personification in specific deities. This belief system is particularly popular among druids and cultures influenced by druidic practices. It prioritizes harmony with nature and the protection of the natural world.
 
Isle Kodar and city Abaluk: History
Very little is known about the earliest history of Kodar Island. While the island was likely inhabited in its early years, its original population was entirely eradicated when serpentfolk arrived. For them, the island served as a convenient bastion that could be fortified and easily controlled. Although the citadels, laboratories, and temples they built were destroyed by humans and the passage of time, their foundations often remain. Descending into the deepest catacombs of the city reveals serpentfolk tunnels still used as sewers or connecting to underground pathways.

Everything changed with the outbreak of the war between the serpentfolk empire Sar-Yig and the humans of Amantis. The battles for the island were long and bloody, but humanity eventually succeeded in not only driving out the serpentfolk but also nearly eradicating their influence entirely. Chronicles describe sinister laboratories conducting dark experiments, which were destroyed. However, it is unknown whether all such sites were truly eliminated or if some were overlooked.

For centuries afterward, the island remained nearly forgotten as human populations on the mainland recovered and Amantis established colonies along the coast. This changed dramatically with the Descent.

The Founding of Abaluk

The Descent catastrophe devastated the entire world, primarily due to the collapse of magical infrastructure. However, Kodar Island remained unaffected, as it was completely uninhabited. There was no risk of ley lines spiraling out of control and incinerating an entire city.

This absence of danger prompted the mortal archmage Amandar of Amantis to lead his followers from across the Starfall Sea to the island. Under his guidance, a city began to take shape, rapidly expanding and attracting new settlers. Even then, Amandar rarely took direct control of the city's administration. Instead, he frequently embarked on adventures across the world, rescuing people and bringing new inhabitants to the growing settlement.

Amandar also took charge of the city's defense, particularly during the dark times when disasters were constant. The city lacked vast wealth in gold but safeguarded many powerful relics collected or created by Amandar himself. For example, in the 13 AD, Amandar led the city's defense against an invasion from Eliotia, and in the 27 AD, against the cult of the Outer Gods from Sehemtar.

Amandar's greatest contribution to the city's governance was the Codex of Amandar. This was less a set of laws and more a constitution—a framework of guiding principles upon which ordinary laws were built. The first principle declared, "The city is the capital of humankind and the new Amantis." Over the centuries, this codex became so entrenched in tradition that rejecting it is now inconceivable. Much of this reverence stems from the belief that the codex represents divine directives, written and immutable.

Everything changed in the 54 AD when Amandar embarked on a personal journey to the ruins of Amantis. No one knows exactly what transpired, but Amandar returned as an ascended deity, and magical disasters around the world began to subside. From that point on, the god-founder ceased direct involvement in the city's affairs, entrusting its people to govern themselves.

In the years that followed, the city's governing structures and principles solidified. The First Principle outlined the city's ambition—to become the greatest city in the world. No one was exiled from the city, and the authorities made it their mission to sustain the growing population by cultivating fields across the island and importing grain by shipload. The city's strategic location for trade attracted foreign merchants, who often docked to sell their goods to intermediaries, further enriching the city. During this period, Abaluk grew rapidly, achieving a status equal to that of kings.

It was during these years that the city gained influence. In 217 AD, representatives from three human nations—Baradan, Romena, and the Ligurian League—met in Amandar's city to discuss the creation of a unified faith for the continent, with Amandar revered above all other gods. Here, the principles of this faith, the interaction between its churches, and the criteria for inclusion in the pantheon were established. Discussions among the greatest philosophers and theologians of the era lasted three years before reaching relative consensus.

Finally, in 434 AD, one of the rare visits by the Dragon Emperor and his offspring occurred. The emperor chose this city-state as the site of his stay. For four years, the city's harbor was completely filled with the vast imperial fleet, necessitating the construction of temporary docks for all other vessels. Diplomats and rulers from neighboring lands flocked to this city-state to meet one of the oldest dragons in existence, both a powerful monarch and a formidable presence.

It was also during this period that the city's aristocracy began to take shape. Strangely, the founders of the first noble families were often wealthy mercenaries or corsairs who had served the city and retired with their accumulated fortunes. Their lives were more defined by fortune than heroism, often marked by dishonor rather than glory. Their descendants, already enriched, multiplied their wealth through trade with distant lands, eventually amassing such fortunes that they came to be regarded as aristocracy.

By the time of Ifrit Wars and Dragon Interregnum, Abaluk had grown into an extraordinarily wealthy city-state with significant political and cultural influence over neighboring territories.

Romenian Hegemony

At that time, the Romena Empire, located to the east of Kodar Island, was gradually approaching the height of its power. The Ifrit Wars ended without a decisive victory for the empire, prompting it to seek ways to expand its influence across the Starfall Sea as leverage against the Padishah Empire in the east. Unlike other territories, however, Abaluk commanded extraordinary respect in Romena. Thus, instead of attempting to conquer it by force, the empire turned to diplomacy and wealth.

Noble families of Romenian origin or those with business ties to the empire were actively encouraged to lobby for pro-Romenian laws. In return, they received exclusive trade privileges within Romena. This arrangement became increasingly appealing as the empire consolidated its hold over the Starfall Sea. After all, what did it matter where luxury goods from other continents arrived if cities were forced to pay exorbitant taxes to resell them elsewhere? This dynamic allowed such families to gradually tighten their grip on the city and extend their influence.

Initially, this even brought prosperity to Abaluk. Trade with neighboring lands proceeded unimpeded by tariffs. The city grew wealthy and expanded rapidly. This growth led to the abolition of military service and the effective disbandment of the city's fleet, as no immediate need for them was perceived. Why maintain a fleet when nearly all surrounding seas belonged to an ally? Where could an enemy capable of attacking us arise?

However, as maintaining its far-flung holdings grew burdensome for Romena, Abaluk began to face its own challenges. In 828 AD, the great dragon Ankher rose in rebellion in Sehemtar, wresting the region from the empire and initiating campaigns against its allies. During one such campaign, he attacked the city. Though even a dragon of Ankher's age and might could not breach Abaluk's walls or overcome its magical defenses, he imposed a prolonged siege instead. According to chronicles, one-third of the city's population perished from starvation during this blockade.

Following his attacks came further disasters. In 891, the Faithless Army besieged the city. Though they also failed to capture it, they succeeded in halting trade for a year and a half. Other calamities followed: Asteriots pirates from Eliotia, Skjold raiders—all were drawn by the city's wealth and its lack of strong defenses.

The city's ruling noble families made no effort to invest their wealth in its defense. Instead, they issued indefinite, interest-free loans to Romena, upon which their own status depended, even though it was evident that these funds would never be repaid. Meanwhile, piracy and naval blockades disrupted trade, sometimes for years. The city and its populace grew impoverished under the leadership's incompetent policies.

Ultimately, these conditions culminated in a popular uprising in 1112 AD, when the city's population rose against the self-serving noble families. What began as a refusal to pay the municipal guard quickly escalated into a citywide revolt, supported by magistrates, merchants, commoners, mages, and nearly all social strata. One of the despised families managed to flee the city, but others were destroyed by an enraged mob. This uprising restored the city's independence, albeit at the cost of much of its wealth. Deprived of financial support, Romena soon fell into decline as well.

Urban Revival

During this time, the city lost much of its influence and wealth, prompting sweeping reforms to restore its former glory. The legal system was almost entirely overhauled. Citizenship laws were reformed, introducing the "one drop of blood" rule, allowing a broader acceptance of new citizens. Mandatory military service for citizens was reinstated.

Abaluk abandoned its former policy of gleaming pacifism, taking an active role in conflicts across the Starfall Sea. A newly constructed fleet targeted pirate ships and harbors. The city's army captured ports and established coastal outposts, creating the Terraferma—extensive mainland territories under the city's control. The population of these territories was not considered city citizens but mere subjects, governed by magistrates and rectors sent from Abaluk. These administrators funneled the majority of their revenues back to the city, which used the funds to develop its army, fleet, and urban infrastructure, strengthening its power.

During this period, Abaluk entered an active phase of anti-slavery idealism, pursuing slaver ships, liberating captives, and establishing colonies for freed individuals in its territories. Many maritime powers attempted to oppose the city-state, but none succeeded. Yes, the strongest nations could defeat Abaluk's fleet in a naval battle, but what advantage did that grant when the city could rebuild its fleet in just a few years, drawing on the finances of its citizens and recruiting them as crew? This led to a gradual struggle where Abaluk suffered frequent defeats, yet its ability to recover swiftly allowed it to continually crush its enemies.

Eventually, however, the city proved unable to withstand the dark times engulfing nearby lands, which struck harsh blows to its prosperity. Sehemtar fell into yet another period of anarchy. The Khaggi, Harpies, and Asteriots dominated Kalidor, and Abaluk's fleet could only fight them along the coastline. Finally, increasing numbers of Skjold Vikings began pouring into the Starfall Sea from the west. Trade declined despite the city's efforts, as there were fewer buyers for goods from the distant east.

The city's darkest times likely came during the Great War. Baradan fell under the rule of the Witch-God, and imperial legions marched across Irimon. Abaluk lost all its mainland holdings to the legions, its army was defeated, and even its mighty fleet could do little against a land-bound empire. Meanwhile, the city's great enemy gained the support of Skjold allies, who arrived in increasing numbers in the Starfall Sea. At that time, Abaluk was a shining bastion of freedom in the Starfall Sea, yet it was surrounded by an ocean of dark forces.

It was into this world that the elves arrived in 1501, led by their two leaders, Niliota and Damar. Though initial contact nearly ended in conflict, Abaluk eagerly directed both groups of elves to fight the forces of darkness in Kalidor and Irimon, generously supplying them as much as its resources allowed. The city even willingly ceded all its holdings in Kalidor to Damar, who gradually began building his empire. With their assistance, he established his dominance over the waves and brought an end to the Witch-God.

By the end of the Great War, Abaluk emerged victorious. Yes, the brutal war depleted the city's population and demanded vast financial sacrifices, but the shores of neighboring seas were now secure, the threat of piracy had diminished again, and allied rulers granted favorable trade terms. This was precisely what the city-state had sought. In the following decades, the city dedicated itself to supporting Damar's conquests, reaping mutual benefits along the way.

The Center of War

When Damar was treacherously assassinated, the throne of the Simurgh Empire passed first to his eldest son, who met a similarly treacherous end just a few years later. The throne then fell to his young daughter, the one now infamous as the Mad Empress.

Driven by petty ambitions and an unwillingness to remain in her father's shadow, she embarked on a campaign of expansion across the Starfall Sea. Under her orders, Sehemtar was conquered, and an invasion of Tirrenia followed. Yet, above all, she craved a capital worthy of her empire, and so she set her sights on Abaluk.

Throughout its history, Abaluk had faced numerous wars and invasions, repelling dozens of assaults. But this invasion exceeded all prior threats. This time, the city stood against the continent's strongest empire, whose elite guards and mages were elven veterans with centuries of experience, accompanied by countless auxiliary forces. The Simurgh Empire achieved what no other army in history had managed—the capture of Abaluk. And they did so not through a prolonged siege but by storming the city's walls.

Unwillingly, the city became the empire's capital and was drawn into the conflict between the Mad Empress Iola and High Queen Niliota in Irimon. While the armies of both powers waged more conventional wars in Tirrenia, their spies orchestrated intrigues in Abaluk. The city became a critical supply hub and headquarters for the imperial army. It was no surprise that scarcely a week passed without sabotage or the assassination of an officer.

In response, Iola implemented increasingly brutal measures against the local population, aiming to force them to betray the true perpetrators. The traditional grain distributions were abolished, and food stores were reserved exclusively for the military. Hunger riots spread through the city, leading to the imposition of martial law.

This reign of terror came to an end when an assassin managed to reach the Mad Empress. In the chaos that followed her death, the city erupted in a popular uprising, hunting down her soldiers and seizing their ships in the docks. Within days, Abaluk reclaimed its independence and turned against the Simurgh Empire, which rapidly collapsed after the death of its ruler, who had left no official heir.

The city restored its independence once again, but this time its leaders adopted a less aggressive approach to expanding their influence. Instead of establishing large territorial holdings on land, they limited themselves to fortified trade outposts, facilitating duty-free commerce with local populations. This strategy brought immense wealth to Abaluk and often benefited local feudal lords, who gained easy access to exotic luxury goods. Only kings suffered, as they received no taxes from this trade, but most lacked the means to challenge Abaluk's fleet. Thus, the city-state entered yet another era of relative stability.

The Age of Calamities

The city entered its most recent historical period just forty years ago, in 1911 AD, with the disappearance of Amandar. Few places in the world suffered as much from this event as Abaluk. For its citizens, the very existence of their city was a direct result of divine will. They had been literally ordained by their god to build the greatest city in the world, the capital of humanity. Now, their god no longer answered his priests.

Had they disappointed him, leading Amandar to abandon them? Or had something killed him, erasing any hope for the promised return of humanity's golden age? What foundation would their governance rest upon without the god who had authored the city's guiding principles?

The immediate aftermath of Amandar's disappearance was as expected: civil unrest, the rise of religious fanatics and madmen proclaiming the end of the world, and a pervasive sense of dread. News from other parts of the world only fueled the chaos, such as reports of a massive orc invasion in eastern Irimon.

It took months for the city to return to a semblance of normalcy, yet even then, the population's confidence was irreparably shaken. Without a god to provide assurance of the future, the city faced a governance crisis, particularly among Amandar's former priests. Many turned to corruption to maintain their wealth and influence.

In these turbulent years, the city faced three separate sieges and attacks, all of which sought to exploit its perceived weakness. Each assault was repelled, but their occurrence underscored the eroded confidence in the city's strength.

In the shadow of Amandar's demise, the Unified Faith began to spread within the city, soon sending missionaries across the world. The new religion attracted many, especially with its syncretism with the cult of Amandar. Over time, it grew steadily in numbers within Abaluk. While it remained far from the dominant faith, in just two decades, its followers swelled to tens of thousands. It seemed that, with time, the city might recover and perhaps embrace the Unified Faith as its new guiding light.

Yet, a new crisis emerged—the divine ascension of Alaria and her claim to supremacy in the pantheon. As a celestial war erupted among the gods, the city became embroiled in religious conflicts between factions with differing views on legitimate leadership. The city's authorities refused to recognize any deity as the rightful heir, instead expanding the city guard to maintain order through force.

Once the religious heart of the continent, the city now stands as a powder keg, its tensions ready to ignite at any moment.
 
Isle Kodar and city Abaluk: Goverment and powers
Government and powers

Since Abaluk is effectively the largest city on the planet, it's no surprise that it has developed a complex system of governance with centuries-old traditions. This system can, in part, feel quite archaic due to the city's long history as a city-state with few major reforms, often making it slow and conservative. However, it achieves a remarkable level of consensus among the city's influential citizens, ensuring extraordinary stability in its administration.

Princeps

At the apex of the city's power is the Princeps, the supreme executor of all laws within the city. The Princeps simultaneously heads the City Council, serves as the nominal leader of the nation's armed forces, law enforcement, and navy, and plays a central role in representing the nation in foreign affairs. In essence, the position is equivalent to that of a king, wielding immense power. Some might even argue that this role resembles that of a dictator, and during rare episodes of despotism in the city's history, the despot either held this position or controlled its occupant.

Certain responsibilities of the Princeps may appear less significant, while others are of great importance. For example, the Princeps rarely commands the navy directly, despite the city possessing one of the largest fleets in the world. On the other hand, the Princeps presides over City Council sessions, and without their consent to convene meetings, all legislative activity in the city would grind to a halt.

The Princeps holds office for a ten-year term and is elected by a vote of the City Council, of which the Princeps is a member. In addition to presiding over Council sessions, the Princeps also occupies one of the Council's designated roles. Naturally, due to the lack of unlimited time, the Princeps often delegates secondary responsibilities to assistants. As the city's popular saying goes, "No one can be as great as Amandar."

In Abaluk, the Princeps is not only a position of immense power but also carries significant ceremonial importance. Amandar founded the city, but he was a mortal—albeit the first among mortals. When the god departed the mortal world, the Princeps assumed his role, effectively acting in his stead. This is why, after Amandar's disappearance, calls for reforming the institution arose. After all, what is the point of maintaining the position of the god's deputy if the god himself no longer exists?

The current Princeps is Stakios Ardos (LN male), a veteran of the municipal administration appointed as a compromise candidate. His efforts are primarily focused on ensuring the city's stability and revitalizing its life, albeit unintentionally aligning with the goals of the Unified Faith, which shares similar objectives. This alignment has made him an inadvertent facilitator of their influence—a role the aging official is not entirely pleased to fulfill.

City Council and District Administration

The only institution capable of rivaling the influence of the Princeps is the City Council. It functions as both a government and a parliament, comprising representatives from the largest trade houses and influential municipal officials. The Council wields significant power, including the ability to limit the Princeps. For instance, it is the Council that approves borrowing on behalf of the city, a vital function for funding major initiatives, not to mention its authority to enact laws.

The City Council's structure is highly intricate, including key figures from the executive branch, leaders of each city district, representatives of various religious institutions, heads of the largest trade houses and guilds, and even several foreign envoys (the latter a result of ancient traditions and agreements).

While this system may seem prone to corruption—and indeed, it often facilitates such practices—it has proven highly effective for the city's unique needs. After all, it is the trade houses and guilds that provide the city with interest-free loans or even perpetual ones. In return, they expect oversight over how the funds are spent, often ensuring mutual benefit.

Abaluk surpasses every other city in the world, and its growth has reached a point where no single municipal service can effectively manage the entire city. Thus, daily administration has been delegated to individual city districts, each comparable in size to an independent city.

This has created a parallel system mirroring the City Council's structure on a smaller scale. District governance consists of prominent local merchants and guilds, heads of the district guard, and, often, leadership from various temples. Each district has its own council to address its specific needs. The overarching City Council has veto power over district council decisions, but only if the decisions involve city-wide funding rather than the district's own resources.

Law and Order

Given its size, Abaluk has developed a complex system for law enforcement and judicial proceedings, most of which are managed at the district level. Each district has its own law enforcement, magistrates, and judges to handle cases and resolve conflicts. Requirements for judges vary by district. In Hundred Cathedrals, all guards and judges must officially renounce any worship of gods and pledge never to place divine law above the city's law.On University Hill, magistrates are required to have formal legal education.

While most district authorities have broad jurisdiction within their own boundaries, their power ends at the district's borders. When a criminal escapes beyond the district, or when an investigation extends beyond the city to the rest of Kodar Island, the Wardens of Amandar step in. Their authority spans the entire city, allowing them to operate freely.

When legal cases involve multiple districts—such as disputes between residents of different districts, theft across district lines, or similar issues—jurisdiction is assigned to one district by mutual agreement.

Cases are escalated to the High Court only under specific circumstances: When district authorities cannot agree on jurisdiction. When crimes are classified as offenses against the city as a whole, such as poisoning water supplies or espionage for foreign powers. In major commercial disputes deemed to have city-wide importance.

The realm of law and order is one of the areas where clear distinctions exist between citizens of the city and everyone else. Only citizens are legally guaranteed protection against imprisonment or expulsion unless they break the law. Non-citizens, by contrast, have no such protections, and the city formally reserves the right to imprison or expel them at will. While this is not common practice, it occasionally happens when a district's authorities decide to eliminate a troublesome competitor or dissident.

Noble Houses

Noble houses hold immense influence in Abaluk. Most derive their noble status from long-established and carefully maintained wealth, which they wield to their advantage. Nearly every such house draws power not only from wealth but also from political connections abroad and control over specific institutions within the city. Almost all noble houses in Abaluk are human, with only a few exceptions.

While many noble houses exist, the following seven are the most prominent and influential.

House Aarton – One of the oldest and most respected aristocratic families in the city, House Aarton was once closely tied to trade with Romena and the cult of Amandar. However, with the god's disappearance, the cult's decline, and their waning influence even within the sacred city itself, the house's position seems dire. Their power is in steep decline, and even if they survive, they are likely to become relics of a bygone era. House Aarton struggles to maintain control over many aspects of the city's life, yet they are losing their grip on all fronts. The house's elderly head, Castor Aarton (LN male human), is prepared to offer a significant fortune to anyone who can help restore their leadership in the city.

House Floy – This noble house arrived in the city only after the Great War and quickly embraced intermarriage with elves, resulting in a predominantly half-elven family. They maintain strong ties with the elves of Florein, using their distant neighbor as a near-endless source of funding. Domestically, their influence is built on two unrelated pillars: devotion to Castoris, placing many family members in high-ranking positions in the navy, army, or city guard; and devotion to Liandria, giving them control over the city's brothels.

House Ozmar – One of the wealthiest aristocratic houses in the city, House Ozmar thrives on its active collaboration with the Padishah Empire and its vast fleet that facilitates trade with the East. As a result, House Ozmar dominates the trade of silk, spices, and porcelain, and its trading network extends far beyond Calidor, with minor outposts in Xianzhe and other regions. The house often employs adventurers to safeguard its overseas interests. Domestically, their immense wealth funds hospitals, Lunanra's temples, and public parks. Their leader, Kurush Ozmar (LN male human), is a middle-aged man respected by all for his generosity and integrity.

House Nikar – One of the few non-human houses in the city, House Nikar is entirely composed of harpies. While the city's laws grant citizenship only to those with human blood, nearly all harpies trace some human ancestry. The house is deeply integrated into the cult of Shamir'zar and other Kalidorian deities, holding leadership positions in the city's temples. They also control the city's incense imports, traditionally sourced from western Kalidor. Their matriarch, Menya Nikar (CG harpy), is a regal figure who closely monitors Kalidorian politics, often intervening to secure her family's interests and requiring capable agents for her schemes.

House Eperon – Of the many houses from Esperanda, House Eperon is the only one to retain its influence after the devil-worshipers seized power there, as they supported the takeover from the beginning. This allowed them to ascend from a minor house to one of the city's most powerful, claiming the holdings of other Esperandan families. In Abaluk, they have a notorious reputation for their ties to slavery and infernal summoning, but their influence is strong within the city's legal system, where they often interpret controversial laws to their advantage. The house's current head, Ligaya Eperon (LE female human), is determined to elevate her family to the pinnacle of power in the city, engaging in a shadow war with rivals and employing the dirtiest tactics imaginable.

House Sakhhet – House Sakhhet has maintained its influence for centuries by controlling the city's food supply, importing grain in massive quantities from Sehemtar. This trade is crucial for Abaluk, which relies heavily on imported provisions. However, with Sehemtar on the brink of another civil war, the house has been forced to abandon its traditional sources and scramble to expand its network, even operating at a loss. They are desperate to secure new suppliers to ensure the city's survival—and their own. Sabir Sakhhet (N male human), the house's head, seeks capable agents willing to travel to distant lands in search of potential new suppliers.

House Redrose – A relatively young player in city politics, House Redrose rose to prominence less than a century ago through daring exploits. Many of its members have lived as adventurers, explorers, or merchants conducting high-risk trade expeditions that yielded fantastic profits. To the city, their rise is a tale of incredible success—but behind the facade lies a darker truth: their ascent was aided by the Outer Gods. This fact remains a secret to most of the family, and the current head, Vorel Redrose (CN male human), hopes to achieve enough wealth and influence to free his descendants from relying on such deals. However, the Outer Gods may have plans of their own.

Other Influential Groups

While noble houses wield substantial influence by controlling city institutions and financial flows, not all powerful organizations in Abaluk fall under their sway. Similarly, some are led by entities that cannot claim noble status under city law.

Foger Bank – This dwarven family-owned bank has grown over just a few generations to become the largest bank in the world, wielding wealth and influence rivaling that of mid-sized nations. The bank operates its own colonies in the New World and heavily finances the restoration of the dwarven empire, hoping for significant concessions in return. The only reason Fogger Bank has not attained noble status in Abaluk is that dwarves cannot legally be citizens of the city. Led by Castor Foger (N male dwarf), the bank follows a bold and risky financial policy, investing in new plantations overseas and excavating relics from ruined dwarven strongholds. While this approach has been successful so far, a single major failure could cause the bank to collapse, taking thousands of lives and livelihoods with it.

Secular Order of Knight-Archivists – Until recently, this was a paladin order devoted to Amandar, dedicated to preserving and spreading knowledge. Unlike many other institutions tied to Amandar's church, the order has experienced a renaissance by severing direct ties to the deity and instead adhering to his ideals. Using Abaluk as their base of operations, the order sends expeditions to the farthest corners of the world. Their discoveries are countless, and at times they have saved entire regions by combating evil forces. However, their long-standing mission has also earned them powerful enemies who seek the order's destruction. With the loss of divine patronage, the order's position and security in the city are increasingly precarious.

Unified Church – A vast and rapidly growing religious organization, the Unified Church has managed to remain independent from noble house influence, even adopting a stance against such ties. It was also among the first to embrace widespread support for artificery, allowing it to reap immense benefits before others could adapt. Today, the church oversees both the largest number of artificers in the city and some of the most renowned masters of the craft. Unlike most other artificer organizations, which tightly guard their secrets, the Unified Church champions open knowledge sharing for the common good. This policy has allowed it to secure a leading position in Abaluk's technological and industrial landscape.

Arcanarium – The largest magical academy in Abaluk and one of the most prestigious in the Starfall Sea, the Arcanarium is known for its extreme conservatism. While other magical traditions often draw on local knowledge, the Arcanarium focuses exclusively on the magical traditions of Amantis and the elves of Serta, dismissing all others as beneath the dignity of "civilized society." The Arcanarium has effectively become a cartel, monopolizing the city's magical practices under the leadership of Magister Eliota (NE female elf). They actively disseminate propaganda against unlicensed mages while charging exorbitant fees for their own services. Although this has led to several criminal investigations, none have been swift or decisive enough to force the Arcanarium to abandon its exploitative practices.

In general, I do not hide at all that the main source of inspiration for me in the matter of the organization of this city was Absalom from Pathfinder with small admixtures of real states, as well as fictional cities from other works. The first includes, first of all, Venice, which occupied a similar historical position. The second includes Anbenncost.
 
Isle Kodar and city Abaluk: people
Kodar Island and its capital, Abaluk, are renowned for their cosmopolitan population, making them one of the most diverse places in the world. Yet, ironically, despite this diversity, the island has never developed a fully independent culture of its own for several reasons.

Races

Undoubtedly, the largest demographic on the island is humans, the first permanent settlers. These early settlers were survivors of the colonies of Amantis in the Old World who endured the Descent. They became the initial urban elite of Abaluk, though their dominance was short-lived. Within a few centuries, as the city grew in size and importance, migrants from across the Starfall Sea began to arrive. These included the dark-skinned inhabitants of Sehemtar, the descendants of Amantis from Romena and the Ligurian League, and the red-haired people of Baradan. This marked the beginning of the gradual cultural enrichment of the human population. Over time, newcomers from distant continents, such as Xianzhe or Suher, also arrived. While the legacy of Amantis remains prominent among the locals, few residents—apart from first-generation immigrants—lack a highly mixed and convoluted ancestry.

The Starfall Sea Basin brought other peoples to Abaluk as well. Marranetes and halflings live among humans, having fully integrated into the local culture and appearing little different from them. Khaggi initially arrived with smuggling operations but now represent the face of the city-state's fleet. Asteriotes and cyclopes are few in number but respected for their exceptional strength. The largest non-human group, however, is harpies, whose population in the city has steadily grown for over two centuries. Harpies are unique as the only non-humans who enjoy rights nearly equal to humans.

One distinct population in Abaluk is the residents of the underwater portion of the city, primarily merfolk, but also selkies and members of other aquatic races. These groups have learned to coexist and mutually benefit from contact with the surface, but the challenges of living in different environments make it nearly impossible for any terrestrial power to assert dominance over them.

Naturally, the further one travels from Kodar, the less represented certain races become. The city has a significant number of dwarves and elves, despite its ambivalence toward them, but populations of kappa or sarangae are limited to mere dozens.

In essence, a simple rule governs the demographics of this city-state: the closer a race is geographically and the longer its relations with the city, the more representatives of that race are found in Abaluk. However, it is unlikely that any race in the world lacks at least one representative in the city at any given moment. Even the notoriously persecuted jorogumo or serpentfolk are likely to have a few agents operating in the city, often disguised in human form.

Many races prefer to cluster in specific neighborhoods, especially when they are few in number or viewed as exotic by the local population. For example, Little Xianzhe hosts representatives of nearly every race from the distant east. Here, they can also connect with others of their kind from different lands. This is how kobolds from the Lunhua Empire have established ties with their counterparts from the Dragon Archipelago, or how goblins from Baradan have met dokkaebi from Hanbal.

Often, members of these races are unaware of the existence of kindred peoples scattered across the world or regard such stories as myths. Abaluk provides a rare space where such myths become reality.

Religion

Religion plays an essential role in Abaluk, as the city has historically drawn its sense of purpose from divine providence. Its government's legitimacy was founded on this principle, and the sheer number of cults devoted to various gods within the city is astounding. Simply walking through Abaluk, one could easily find temples to half of the religions from surrounding lands and shrines dedicated to all the major faiths of distant regions. This, of course, does not account for the many religious groups that prefer to remain hidden from public view.

The Cult of Amandar was, without question, the city's largest and most significant religious institution. Amandar, a mortal archmage who saved civilization from collapsing into barbarism, ascended to divinity as the world's guardian god. His prominence in Abaluk was logical, even without his foundational role in the city's history. Amandar preserved the remnants of Amantis civilization in the Old World and spearheaded the reconstruction of society. His cult emphasized the restoration of civilization—an ethos that resonated deeply with Abaluk throughout its history.

In his honor, the city expanded far beyond what would be considered reasonable for an island settlement. Entire districts were constructed, libraries and archives were established, and the city became the center of this new civilization.

Over time, however, this led to certain excesses. The city's growth became almost obsessive, driven by the need for Abaluk to remain the world's largest city. Similarly, human-centric laws proliferated, as the Cult of Amandar, like the legacy of Amantis, derived its legitimacy from the idea that humanity was the gods' chosen people.

It is not difficult to imagine how profoundly Amandar's disappearance affected the city. Many previously unquestioned principles were now subject to doubt. For instance: Did the city truly need such a vast population? Should the old citizenship laws remain in place? Should the longstanding practices of information gathering continue? While the latter was a relatively minor issue, the first two sparked serious debates.

Amid this crisis, the Unified Church emerged as the most successful religious movement. This young faith, built on the idea that all divinity in the universe stems from a single source—an omnipotent Unified God—found fertile ground in Abaluk. According to its teachings, every god is merely a fragment of this supreme entity and thus worthy of veneration.

In a city that unites dozens of faiths from across continents, this religion's openly syncretic nature quickly attracted followers. Currently, the Unified Church remains something of a disruptor in the city's social system. Its priests advocate for radically liberal social reforms, challenging the city's ancient traditions. This populism, however, only increases their appeal, and within just a few decades, nearly one in five Abaluk residents has converted to the Unified Faith.

Citizenship and the "One Drop Rule"

One of the most valuable assets one can possess on Kodar Island is citizenship. It guarantees legal protection from certain forms of persecution, a privilege non-citizens lack. Additionally, it grants access to city services, including food distribution, which allows some of the city's poorest residents to subsist entirely on government-provided sustenance. While the current provision is mostly simple bread, in Abaluk's prosperous eras, citizens were given meat and olive oil as well.

However, citizenship in Abaluk is governed by the peculiar "One Drop Rule." Instituted in the city-state's early years, the rule was designed to distinguish the descendants of the original settlers from incoming migrants. According to the rule, citizenship is granted only to those with "at least one drop of a citizen's blood." The wording itself is curious, as it has even allowed simulacra, created literally from a drop of blood, to successfully claim citizenship.

The only significant reform to this policy occurred in 1114, when amendments were introduced allowing citizenship to be earned through military service. However, this pathway was still restricted to those with "at least one drop of human blood." At the time, the law primarily aimed to allow half-elves to gain citizenship. Later, harpies also managed to prove their eligibility, as it is rare to find a harpy without some human ancestry.

Today, it's fair to say the law is not strictly adhered to. Abaluk is a sprawling trade city, hosting thousands of visitors daily, unlike a rural area where lineage might be meticulously recorded across generations. It's relatively easy to obscure one's origins, and as a result, citizenship has extended not only to humans and harpies but also to human descendants mixed with elves, orcs, hobgoblins, and others.

Nonetheless, the law persists as a tool to limit the influence of non-human populations. Traditional noble houses fear competition from dwarves or gnomes and thus unanimously support the policy. After all, the city's wealthiest residents are already dwarves. Any initiative to abolish the rule has met fierce resistance.

Cultural Appropriation

At first glance, one might assume that Abaluk's position at the crossroads of major trade routes would have made it a vibrant cultural hub with a distinct identity. However, the city has never fully developed its own culture. Instead, for nearly two millennia, it has been under the cultural sway of whichever groups dominated its trade or migration patterns.

Abaluk's foundation as a city-state rooted in the political culture of Amantis gave it a stable core, but its original population quickly became a minority as the rapidly expanding city welcomed representatives from nearly every culture in the world. Consequently, the city's cultural development was heavily influenced by its larger, more established neighbors with long-standing traditions.

The result is a history of cultural borrowing and mimicry, shaped by waves of migration and shifts in the importance of trade partners. For instance: The arrival of the Dragon Emperor and settlers from Xianzhe sparked a fascination with Eastern architecture and theater. The fall of the Gnome Technate to dragons and kobolds brought an influx of gnome refugees, who introduced debate practices and engineering expertise. The eles' liberation of the continent led to a boom in elven cultural influence, from art to etiquette.

Each craze replaces the last, rarely lingering beyond a couple of generations. Yet during these periods, the city's wealth enables it to attract the best specialists from the source of its current fascination, creating an illusion of superiority in these fields. Abaluk is constantly buffeted by cultural and political storms, adapting to every new trend.

Even the gradual rise of the Unified Church as a unifying structure for the current generation has done little to change this pattern. After all, the Church itself haphazardly combines elements of various religious traditions into a patchwork of beliefs that, by some inexplicable miracle, actually works.
 
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