The Borrian Empire
The empire of Borr is the center of the surface realms, a powerful, divine force of the world, and the great enemy of Roth, Vaarnux, and Thraxus’Nal. The empire produces the most zealous, aggressive, and lethal warriors and holy berserkers in the world. Join the war efforts, consume their potent divine substances, or learn to become a terrible threat upon the battlefield. Masters of explosives, strange and wild airships fill the air, and learn to become one with a force greater than yourself by visiting Borr.
Borrian Information
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The Emperor & Empress
The Borrian empire is run by a militaristic emperor and empress, chosen through trials of combat, with each contender chosen through votes to be allowed to compete. Pairs of contenders compete together, and whoever wins becomes the emperor and empress. People can be in this position once in their life, and remain in their position for 10 years before they are sworn to judge the next competition and welcome the next leaders to their position.
The Layman’s Council
Underneath the Emperor and Empress is the layman’s council, full of respected members of their own communities, with 100 members.
The Speaker of Arsham
The final member of the government is the Speaker, who will break any ties that appear in voting or the emperor and empress cannot make their final decision. This important role is often filled by shamans of Arsham, the great god of the Borrians, or a holy warrior who is shown to have become one with the gods in a varying number of ways, their religious connection to their god making them the most acceptable person to take on this role.
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The Borrians serve the same god as the Abirrians, their supreme entity known as Arsham, Arssahami, and Arsii., the creator of the Abirrian people, the one who, along with his twin, gave the plane new life when Abraeas’Dor began anew.
They are the manifestaion of arsham’s divine wrath, and are known throughout the realms of Abraeas’Dor as dangerous force of divinity. They forsake personal identity for unity and the greater good of the empire. All who serve the empire must first pass several brutal tests, and all young in the empire are trained from birth about their glorious cause, the war machine that defines the empire based heavily around the brutality of ancient Arsham.
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First and foremost is Arsham, the abirrian creator god, the god of civilization, wrath, mortality, creativity, and survival, the empire following the ancient Abirrian incarnation of Arsham rather than the evolved and modern incarnation that the Abirrian’s follow in the current era.
Next is the great steed of Arsham, known as Novarus’Khall, and his mortal children, the Novarii Birds, a species of solar and divine birds that lead the hierarchy of magical avian species, the progenitors of phoenix’s and other colossal birds. The great steed, or the Sunbringer, the harbinger of Light, and the Father of the Sun. What follows are the Abirrian gods;
Baleck, god of war and wind, choices and path’s taken
Yllmetren, goddess of fire, motherhood, forests, grief, and the hunt, and then lastly
Quenem, goddess of earth and magic.
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The Abaen Pantheon(The Demigod Pantheon)
Aemos'Borr(M, Human, CG) - The Demigod of Warfare and Brutality - Symbols: The Broken Spear and The Head on a Pike
Naell'AlBorr(FM, Human, NG) - The Demigod of Power - Symbols: The Great Club and The Man Lifting the Stone
Jaenoss Al'Borr(M, Yuan-Ti Abomination, CG) - The Demigod of Cunning and Strategy - Symbols: The Map and The Broken Quill
Honna Al'Khall(FM, Elf, NG) - The Demigod of Bloodshed and Blood Frenzy - Symbols: The Bloody Curved Dagger and The Mangled Corpse
Jaethra Al'Borr(FM, Human, CG) - The Demigod of Victory - Symbols: The White Quill and The Funeral Pyre
Daeros Borr(M, Elf, N) - The Demigod of Devotion - Symbols: The Black Quill and The Prayer Wheel
Gaenodoss(M, Human, Ng) - The Demigod of Love - Symbols: The Red Arrow and The White Masquerade Mask
Faeross(M, Elf, CG) - The Demigod of Passion - Symbols: The Held Hands and The Naked Man
Gaera(FM, Human, NG) - The Demigod of Fire and Burning - Symbols: The Torch and The Fire in the Palm of the Hand
Raedross(M, Elf, CG) - The Demigod of Fiery Death - Symbols: The Mushroom Cloud and The Burning Palm Print
Naemoa Al'borr(FM, Human, N) - The Demigod of Fury and Rage, The Tender of Maaden'Borr - Symbols: The Maaden'Borr Lotus Flower and The Burning Face
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The main races of the empire are the largest populace and the most commonly found in the empire.
High Elf - The high elf is the most common of elves in the empire, and hold many positions among the shamans and religious orders found all across the continent. They make up a large bulk of the Borrian empire’s military.
Solarii Elf(Sun Elf) - The divine elf race, born from normal high elves and the emergence of Arsham on the plane. Native to Borr and the Atmos in the current era, this subspecies of elf thrives in deserts and plains, often nomadic in nature, and have an innate ability to control sunlight and divine energy.
Human - The human race is the founding race of Borr, their survival strategies in the wake of the Ascension and the Sundering granting them a near holy reputation among the early years of Borr. Their evolved traits in the last 2,000 years have given them a higher status than other humans in other empires.
Naven - The shapechanging, slender and serpentine humanoids with wild shaping abilities, able to grow limbs of monsters and beasts instantly. Born of Habrintom’s mutations of native species when the world was reborn anew, these humanoids are extremely fast and gifted with shapechanging and chameleon-like hiding abilities.
Kavarull - The monstrous and varied species born of Habrintom, the Abirrian brother of Arsham, adopted into Abirria and later Borr. These creatures are the largest of the mortal species, being large in size and many limbed, four legged and bulky like centaurs with little humanoid resemblance.
Barren/Sand Giants - The largest population of Giants among the varied races who’ve made their home in Borr. While smaller than other giant species like stone giants hill giants, the sand and barren giants are able to move more quickly, fill in the most necessary roles in Borrian society, and their natural resilience to the harsh heat and dry landscapes make them the hunter species in the empire, often working closely with the Naven for expeditions.
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The Borrian empire focuses heavily on maggi-tech with it’s stores of gold, silver, and mithril. The empire’s most notable maggi-tech creations include;
Borrian Lights - An empire-wide defense system against fiends, undead, demons, and aberrations, able to reveal them instantly when they enter the radius of the lights, which sit besides all roads, throughout all settlements, cites, and towns, and alert the local guard and holy orders to their presence so they might be hunted down.
Daean Airships - These are fiery and divine airships fueled by pure godly energy, Novarii and Phoenix energy, and other forms of energy including solar power, an equivalent of gasoline, and combustion engines. The airships are the fastest in the world, and are often built with the idea of warfare in mind, covered in trophies from won battles.
Explosive Devices - The empire focuses heavily on explosives similar to nuclear bombs, divine explosives, or burning chemical explosives. If you are on the hunt for explosives, Borr is the place to go to get anything you need.
Solar Firearms - Styles similar to simple firearms like rifles, flintlock pistols, and shotguns, the Borrian firearm industry powers their guns with similar energy sources as listed above, their weapons often having explosive rounds and weaponized sunlight and radiant energy.
The Nations & Realms of Borr
The Technology of Borr
A Bit About the Military
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The Bomber Corps is the research wing of the military, and have produces the greatest number of airships, explosives, and magical war machines. Their elite soldiers are deployed in sieges and air battles as the first line of defense when in conflicts that take place in the air.
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The brutal barbarian ranks of the military, those blessed with beyond average physical strength and resistance to battlefield effects. Much more selective with recruits and much harder to gain entry to, the savagers are considered a special forces branch expanding from the Arsanan Order and the Wickers.
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The elite of the Shamanic Rites, soldiers, shamans, warshamans, battlemages, and devout holy paladins. They are the final stage of military rank among the Wickers and the Shamanic Rites, and it is many a young soldiers dream to be welcomes into their ranks, with the Avanites having lethal testing to successfully join their ranks. These soldiers and elites guard the most important secrets and people, even being the chosen guard of the Emperor and Empress of the empire.
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The wickers are the arcane branch of the Borrian military complex. They are the forefront in terms of battle and war magic, lead the empire in magical research, and are at the forefront of military invasions.
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A large military branch built around holy warriors, paladins, and melee fighters that makes up the bulk of Borr’s military forces with the largest pool of recruits and the greatest number of soldiers. This order also funds the vast majority of guard forces in the nations.
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The highest religious order in the empire, the eldest tribal temple, the holies of orders. These shamans and warshamans lead the empire in matters of faith. Their organization is the major uniting force of all. of the nations, and shamans and holy warriors from this order are placed in each cohort, every band of soldiers, and stations at all religious sites. They are also known as the Shepherds of Light or The Hands of Arsham.

