About Abirria

Welcome to the Abirrian Empire, made of five nations and the eldest empire in the last 20,000 years. A realm of high magic, the greatest arcane studies, and the greatest united society in the world. Always at war with Aevorr on their western border, the Abirrian empire is considerd one of the greatest defenders in Abraeas’Dor.

The Five Nations of Abirria

Originally seven nations there are five the still remain after abirria’s storied history. The five nations are as follows;

  1. Quennia

  2. Keptreonnem

  3. Viinmeck

  4. Harall

  5. Beprioch

The nations founded throughout Abirria’s 20,000 year history in Abraeas’Dor, founded originally by the arrival of Arsham and Habrintom, twin supreme gods who rebirthed the dead plane after the fall of Ancient Aevorr and the end of their cosmic reign of terror.

The nations each held something of great importance at one time or another, have undergone many changes, and more have appeared and disappeared throughout recorded history, with these five absorbing others in the modern era.

The Five Nations of Abirria

Magic & Technology in Abirria

Tech Levels in Abirria


When did Technology Stop Advancing with Machinery?

Technology stopped advancing past rudimentary firearms like muskets and gunpowder, and even then this technology was only made as a novelty. The arcane races of the empire, including the Naherin and the Erran, The Naven and the Kavarull are more than able to create items readily available to the citizenry that make life’s normal difficulties trivial and easy to handle, including washing clothes, fixing items, repairing ships, and producing light. The latest purely technological creation that is still in use is the Carriage and the simple steam engine, which are both used in modern era as tourist attractions.

Government of Abirria

The Abirrian government is ruled by a warrior, a mage, or someone of noble heritage who can prove power, becoming the Emperor or the Empress, but serves alongside a number of counselors that are elected at different times of the year. The Emperor or Empress have term limits of 6 years, each year competing alongside other contenders for their governmental role in challenges of power, strength, ingenuity, and loyalty to the empire. The layman’s counselors who serve just beneath the emperor or the empress are chosen months in advance of the emperor or empress, and have term limits of 4 years, chosen every two years. The layman’s counselors can veto decisions of the emperor or empress with a two thirds vote, and each of the contenders for both roles are chosen through popular vote.

The Emperor or Empress

Military training recommended, loyalty proven, and religious connection to an Abirrian deity recommended

The Layman’s Counsel

This is the easiest to get a role in, and their campaigning practices are similar to real world political campaigns, but with magical and religious orders playing a balancing role in their honesty, openness, and political funding through alliances with noble houses, recognizable houses, wealthy families, or arcane academies.

Culture & Societal Structure in Abirria

The Gods of Abirria