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;
Quennia
Keptreonnem
Viinmeck
Harall
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
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Abirrian Magic has evolved to manipulate matter on atomic and molecular levels, as well as giving mages top tier training in warfare using these capabilities
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The Abirrian Acadaem system is the most advanced magical learning system in the world, with mages coming from all across the world to study here. It’s testing is rigorous but effective, and PhD level qualifications for specific magical studies can be acquired here for small fees.
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Using extradimensional spaces and static spell layers, Abirrians are able to create some devastating arcane explosive devices like the Neutron Bomb and Atomic Bomb in the real world. Their wartime efficiency and inventions, often in use against Aevorr, their greatest enemy, make Abirrian military tools, weapons, and items highly potent and dangerous to use without proper licensure.
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The Abirrian acadaems and military research labs have mastered the ability to make such metals as Mithril, Adamantine, Archon, and other highly enchantable or sturdy metals take on rigid to liquid forms, or are able to weave mithril into body suits capable of protecting against firearms, pure technology, other arcane effects, and melee weapons, and are able to produce these inventions at scale.
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The Abirrian’s ability to make highly expensive magical creations, produce hundreds of arcane vessels at scale due to arcane automation processes shows off the Abirrians creativity and ease of arcane creation. These vessels are available to everyone to purchase, and there is no shortage of affordable, rentable, or available for travel in the Abirrian Empire.
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Abirrian arcane prowess and publically available education has made most normally difficult spells easier to learn and more readily available. The empire is famous for its extremely cheap or entirely free instant teleportation system and teleportation tablets to make travel instant across the entire empire.
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The Abirrian people have mastered normal healing practices, curing of diseases, and lives in a society with little threat of plague, cancers, debilitating pain, and dangerous infections. They have mastered the growing of replacing organs and healing severe wounds, and have even mastered the extension of lifespans.
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The people in the empire are able to instantly connect and speak with people through the common black customizable tablets of mithril, adamantine, stone, or simply small books that connect to other items. These devices are able to reveal illusionary messages, send pictures, and some are even enabled to browse the history and information in books that have been scanned by the tablets at places of learning.
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
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The Abirrian species native to their land, including the Erran, the Naherin, the Naven, and the Kavarull are all polyamorous and polygamous in life, viewing love and sex in a different manner than most other species. Full houses of abirrians are all married to each other, have children with eachother, and build their lives in enclosed commune-like ways,.
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After several thousand years of corruption, abirrian society has not cleansed the empire of the corrupt houses form a darker time period. The political candidates for the layman’s counsels and the emperor and empress donate money to the acadaems and the other learning academies to curry favor, and society teaches that a well-cared for population is a happier population. Strictly enforced donation practices are upheld every political season.
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The training in the military here in Abirria takes detailed records of noble mages, powerful warriors, and emphasizes adventuring and bravery across the realm. Being an adventurer in Abirria can net people great recognition, even make them subject to people requesting they become politicians, guild leaders, or representatives of the empire.
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This is the largest holy order in the empire, serving the high gods of Abirria. This order has been around for longer than many societies, over 10 thousand years. The Greenshields are similar to paladins, rangers, and high archmages in training who were founded to hunt down the empires greatest foes, the Draed-Marked of the Rotharii Draed who rule the empire of Roth in the current era.
The Greenshields are shamans, masters, and holy soldiers of the highest caliber, and hold significant sway over the goings on in cities, at rest stops, in politics, and in education, being the largest funders of public health, citizen contentedness, and public funding for social programs and healthcare.
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The many different deities of the empire are known for their mortal lives, appearing in pairs as demigods to save and influence the people of Abirria. These deities now have extremely devout followers, who represent their faiths by wearing arcane gauntlets made of Mithril with stones in the knuckles that represent the different deities they have chosen as their patrons, matrons, or both they choose.
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While the Abirrian races have been around for over 20,000 years, they have also collected lthousands and thousands of years of historical record through genetics enabled memory sharing and experiencing. These great structures are called Memory Halls, and enable Abirrian races to share, see, and experience full memories, lifetimes, and important life events through all five senses without altering the events of the past. These memory halls are often the center of where cities, towns, and villages are built, specifically to protect these treasured artifact structures. The culture, society, and historical research conducted in Abirria is often started with a trip into the memory halls spread across the empire. They are perhaps the most important structures found in the entire empire and many are found yearly and researched.
The Gods of Abirria

