@enderion

ENDERION
Post-war Dark Medieval Fantasy Series
A series involving all 3 major races: humans, demi-humans, and supernaturals. Enderion is slowly rebuilding but remains in a tense position after a 500-year war between all three races. This series takes place 5 years after the war and follows the lives of its inhabitants in the aftermath of war.
World Info
The 500-Year War
The 500-Year War was a devastating conflict that ravaged the land of Enderion. The three major players were the supernaturals spearheaded by the vampires of the Noirdene Kingdom, the demi-humans of the Denorin Kingdom, and the human populations scattered across all five kingdoms. The elven kingdom of Neironde refused to participate but was still dragged in and not spared from the aftershocks of the relentless war.
By the 400th year of the war, the land's resources had grown considerably scarce. The land and mines became barren, mortality rates exceeded birth rates, and shortages of food and water caused the major populations to revolt against their rulers—overthrowing them or outright refusing to participate in the bloodbath as pawns.
Half of the demi-human population was lost after the fall of the eastern kingdom of Denorin. The Denorin family was completely eradicated, their members either killed or sold as slaves. After a successful revolt from the resistance, a ceasefire was then called among the remaining four kingdoms, eventually solidifying into a permanent peace treaty symbolized by the triquetra-like new sigil of Enderion.
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Year 0-400
A border dispute between Denorin and human settlements escalates. Noirdene's vampires intervene. The war begins, leading into an eventual stalemate, generations lost to endless war, resources strain.
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Years 480–490
Denorin destroyed in final assault just before peace talks with the family line eradicated, half of all demi-humans die, rest enslaved/killed.
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Year 490-500
The Resistance wins. The 4 remaining major kingdoms called for a ceasefire and signed a peace treaty. Reparations and inter-kingdom diplomacy begin.
In the present, discrimination persists. Extreme taxes, expensive living (especially Iron Eden). Social mobility is nearly impossible for humans, and difficult for demi-humans. Mixed-race individuals are universally prejudiced. Small Denorian/citizen rebellions are quickly suppressed. Outlands threat rumors circulate.
Keywords: 500 year war, the war, war timeline, war history, what happened to denorin, what happened in the war?
Society
Social Hierarchy
Powerful supernaturals, particularly pureblood vampires and elves, form the apex of the social hierarchy in Enderion. Their kingdoms currently hold the most political power, land ownership, and valuable resources in Enderion. They also have the longest lifespans among all races.
Demi-humans occupy the middle strata, though many still face discrimination. They are characterized as human-like with animal ears, tails, and features. Beastmen also fall into this category. They work as merchants, skilled laborers, and soldiers, with some noble families (like the Leonins of Iron Eden) achieving positions of power. Has a medium length lifespan.
Humans form the largest but lowest class, bearing the heaviest tax burdens and facing the most restrictions. Most work as laborers, farmers, and servants. Advancement to higher social positions is rare.
Other beings also exist such as fae, merfolk, undead, giants, yetis, wendigos and large monsters.
Keywords: social structure, hierarchy, races, species, caste system, discrimination
Trade & Coin
The Economy
Gold coins and gold bars move through every kingdom's markets, but what a coin buys and what it costs to earn one changes completely once you cross a border.
- Iron Eden: Highest cost of living, ruinous taxes, rampant corruption despite its wealth as a trading hub.
- Dorn-Eir: No formal taxation, but "protection fees" and a haggling Black Market instead.
- The Outlands: Everything imported at a premium; prices climb the deeper you venture.
- Noirdene: Little to no taxation, sustained by ancient vampiric wealth.
- Neironde: Self-sufficient and comfortable, trading only sparingly with outsiders.
- Denorin: Once balanced and fair. Now abandoned, it has no economy at all.
Keywords: Gold coins and gold bars, used across all kingdoms.

Traditions
Holidays & Events
Winter Solstice Annual end-of-year festival in Iron Eden. A large bonfire lights the Market Plaza as traveling merchants sell exotic food, trinkets, and gifts along the edges. The highlight is a dance relay where partners switch every few seconds until the traveling band's medley ends, a prime event for meeting potential partners and friends.
Day of the HeartsAn annual celebration on the 14th day of the second month, focused on romantic love between couples and lovers. Public spaces sell romance-themed items, cuisine, flowers, and trinkets, and inns and transient homes book out fully. Most popular in Iron Eden, but celebrated across all kingdoms.
Iron Eden Jousting Tournament One of the largest and most anticipated competitions in Iron Eden, hosted annually by House Faust.
Keywords: holidays, events, festival, festivities, winter solstice, day of the hearts, couples day, date, romance, dates
How The World Works
The Magic System
In Enderion, vampires and elves hold the greatest magical power, second only to the large monsters and beasts of Dorn-Eir and the Outlands. Magic is simple: one is born with it or not. It can be learned if an individual has innate mana, or if a rare higher being or beast bestows it, an extremely rare case costing the bestower part of their lifespan. Noirdene recently opened its borders to accept outside students into its magical academy.
Affinity Rankings
- Large beasts & monsters
- Vampires & elves
- Fae
- Merfolk
- Demi-humans
- Others
- Humans
Magic Tools & Weapons
Fire gems power stoves, ice gems power cold storage, and factories, smithies, and guilds all run on tools that amplify or grant magic outright. Weapons work the same way and the dangerous ones require a Noirdene Academy permit, with the Headmaster's own approval for the worst offenders. Permits are hard to come by, which is exactly why an illegal trade still circulates.
Keywords: magic system, how magic works, powerful magic, magic tools, spells
The Land of Enderion
The 6 Territories


Noirdene
Ruled by the ancient vampire house of Noirdene
Sunless northern kingdom, war-untouched due to the frigid and unforgiving land. Ruled by the Ancient vampire Noirdene family. Inhabitants are creatures of night and cold-adapted beings. Gothic architecture and houses, home to the Noirdene Academy of Magic. Its people, called Noirdeans, speak Enderionan and the Ancient Tongue.


Dorn-Eir
Ruled by the mercenary known as the Sand Wyrm
Harsh western desert kingdom inhabited by monsters and reptilians. Ruled by the head mercenary, Sand Wyrm. Home to the Black Market (slave trade, bounties, sellswords). Most dangerous kingdom. Its people, called Eirdians, speak Eirdish.


Iron Eden
Ruled by Duke Orion of House Leonin
Young central kingdom built on war remnants. Ruled by the lion demi-human Leonin family, supported by noble houses Vergel, Faust, Vermilene. Diverse trading hub plagued by corruption, crushing taxes, high crime. Its people, called Edenites, speak Enderionan.


Neironde
Ruled by King Solvrandir Verdemonte & the merfolk King Neiron
Beautiful southern water kingdom of elves, merfolk, sea beings. Guards the Tree of Life, a healing gift meant to be shared, not profited from. Isolationist but aid those needing healing. Ruled together by the elven Verdemonte family with the merfolk King Neiron who handles sea matters. Its people, called Neirondens, speak Neirondan.


Denorin
Formerly ruled by the feline/lupine demi-human Denorin family
The fallen eastern kingdom, once resource-rich demi-human/beastmen homeland. Its ruling family was eradicated in the war's final years, and its ruins are avoided by all but refugees and treasure hunters. Its former people, called Denorians, spoke Denorese.


The Outlands
Overseen by Guild Master Meldrek, Enderion Guild Alliance
An unmapped, unpredictable frontier of shifting terrain and buried ruins. Reachable only through Frontier's Edge, and only with the Guild's approval. Its people, called Outlanders, speak Enderionan.
Keywords: 6 territories, kingdoms of enderion, noirdene, dorn-eir, iron eden, neironde, denorin, the outlands
The Land in Detail
Territory Profiles
NOIRDENE
Noirdene is Enderion's northern kingdom, untouched by war and shielded by its own frigid, sunless land. It's ruled by the vampire family of Noirdene, and its sigil, a black rose wrapped in blood-red thorns, marks territory flying banners of black, deep red, and purple. The only way in is by specialized ship, cutting through icy waters that keep the kingdom sealed off from the rest of the continent.
The land itself sits in eternal twilight, frozen tundra and icy forest stretching under skies lit by the aurora borealis, rarely warming past freezing. The capital rises in gothic spires, cathedrals and ancient castles crowding its skyline, and it's home to the prestigious Noirdene Academy of Magic. Beyond the tundra lies Noirvale, a small, isolated mountain village of humans, demi-humans, and livestock, the last outpost before the wilds take over.
Vampires of varying pureblood status rule the population, sharing the land with wendigos, yetis, ice fae, and the undead, alongside a small population of human and demi-human blood servants. Life here runs on trade in magical artifacts, enchanted ores, vampire-crafted weapons, and alchemical components, moved carefully through border posts. Rare black roses go up for auction once a year, drawing buyers even from beyond Noirdene's borders.
Aristocracy defines Noirdene's culture, formal and rigid, built on strict bloodline hierarchies. Gothic architecture and macabre art fill its halls, and reverence runs deep for the Order of the Black Rose, worshiped at a shrine on the kingdom's outskirts.
Its people, called Noirdeans, speak Enderionan alongside the Ancient Tongue. Nobility dress the part, heavy furs, cloaks, high collars, and dark formal attire built as much for status as for the cold.
Castle Noirdene

The famed black castle that sits in the heart of the kingdom, this is where the nobility of Noirdene resides along with the royal family. The castle is surrounded year-long with its rare black roses.
The Black Rose Shrine

The place of worship for the devotees of The Black Rose. It is located in the outskirts of the kingdom. There are whispers speaking of something hidden underneath.
Noirdene Academy of Magic

Recently opened to outsiders, this prestigious academy is the best of the best for all those who wish to improve their magic prowess.
The Village of Noirvale

A small mountain village where livestock is the primary source of income. Its population consists mostly of humans and animal demi-humans. The last civilization before the frigid wilderness. It is also the source of blood servants for the Noirdene nobility.
Coming soon.
DORN-EIR
Dorn-Eir is Enderion's western desert kingdom, home to large monsters and reptilian creatures, and widely considered the most dangerous of all the kingdoms. It's ruled by a mercenary company under the Sand Wyrm, and at its heart lies the Black Market, the go-to hub for slave trading, bounty placements, and hiring sellswords. Getting there means braving treacherous desert routes, usually with a guide or armed escort in tow.The main city, Al-Adra, rises up among the bones of ancient beasts, housing the mercenaries' headquarters at Sun Pyre alongside the sprawling Black Market District, tents and underground chambers packed with shady business, including the Bone Pits, a brutal death-fighting ring where slaves are forced to fight for survival.
Basilisks, drakes, and sandworms share the land with mercenaries, criminals, exiles, slave traders, and bounty hunters, along with pockets of desert-adapted demi-humans and nomadic tribes. Life here runs on mercenary work, monster parts, and illegal trade, with the Black Market moving slaves, bounties, and smuggled goods behind the scenes.
Survival of the fittest defines Dorn-Eir's culture, strength and cunning valued above all else, disputes settled through combat trials. There's no formal culture to speak of, just a melting pot of exiles bound loosely together, brands and scars marking loyalty to one faction or another. Even the land itself has its own apex predator, The Queen, a giant sand basilisk who roams the desert and turns violently aggressive near egg-laying season. Everyone avoids her, and she answers to no one but the Sand Wyrm himself.
Its people, called Eirdians, take real offense to being called "Dornish." They speak Eirdish, a rough, brash-sounding tongue, though most also get by in Enderionan, and they've earned a reputation for charging outsiders more than their own. Dress here is loose, airy, and practical, robes, wraps, and scarves built to survive the sandstorms.
City of Al-Adra

The main city of Dorn-Eir, it houses the Sun Pyre, the mercenary headquarters where the Sand Wyrm and his men reside.
The Bone Pits

The source of gambling entertainment for slave dealers, owners, and slaves alike. Death matches are betted on a daily basis, with slaves fighting to the death for their freedom or survival.
The Black Market

The unregulated central hub for trade. Everything and anything is for sale if you know how to look and for the right price, of course.
The Golden Desert

The beautiful sand that surrounds and fill the lands of Dorn-Eir. Do not be fooled however, beneath the gold lies the most dangerous beings in the land. Steer clear of The Queen.
Coming soon.
IRON EDEN
Iron Eden, formerly called "The Freelands," is the young kingdom at Enderion's heart, built on the remnants of the war. Ruled by lion demi-human Duke Orion of House Leonin, it's technically a dukedom but treated as a kingdom for its progressive ambitions. Corruption runs deep and taxes are high, yet Iron Eden thrives as the most diverse kingdom and the central trading hub for all of Enderion, even as crime runs rampant. Its sigil, a lion's head framed by ornate borders, flies on banners of rich red and gold, and its position at the crossroads of every major road and river makes it easily reached from anywhere in the realm.
The capital is a walled city split sharply between wealthy and slum districts, anchored by the bustling Plaza Market. Crossroads serves as the major junction town linking the kingdoms, while The Underbelly operates as its underground criminal district. For something lighter, the Leonin Pavilion offers a glass-walled garden of imported flowers overlooking the sea. War ruins still linger in the outer regions, a quiet reminder of what the kingdom was built on.
Humans make up the bulk of the population, followed by demi-humans and small supernatural communities, alongside refugees and former Denorin slaves who've found a home here. Wealth disparity is extreme. As Enderion's central market, Iron Eden exports goods, food, textiles, and weapons, but high taxes and steep living costs, especially in the capital, feed a thriving black market underneath it all.
Culturally, Iron Eden is blended and merchant-driven, pragmatic to its core, where crime is simply a fact of life in poorer districts and fashion shifts dramatically depending on which part of the city you're in. Festivals celebrating trade go on even as poverty persists.
Its people, called Edenites, speak and write Enderionan, and dress according to means, nobles in fine tailored fabrics, the poor in patched basics, with demi-humans often weaving their animal features into their style.
Leonin Pavilion

Duke Orion's famed multi-colored glass pavilion overlooking the seas, it is surrounded by Leonin red roses and the venue for most of the Duke's banquets.
The Plaza Market

The trade hub of Iron Eden, prices are often hiked up to match the kingdom's obscene tax. Thick with crowds from all territories all year long.
Iron Eden Institute

Commonly referred to as The Institute, Iron Eden Institute is an educational place where all beings regardless of species can learn and be educated in various subjects and skills in life. The Institute has specialized short-term programs such as maid and butler training, animal husbandry, and blacksmithing. It also has magical programs for magic wielders, but the program is not as extensive as Noirdene Academy of Magic.
The Sun Mane Den

The Sun Mane Den is an exclusive place in the Leonin Estate where Orion houses his hand-picked and specially curated harem of men and women of all races and species. It is also a space only reserved for a very select few nobles or close friends of the Duke Orion. Orgies are also arranged regularly especially in the evenings of monthly banquets or festivities. Most often, Amber Halls and Pride Quarters members are shared and sometimes offered to said select nobles and close friends of the Duke.

Ruling House
Leonin
Iron Eden's ruling family.
Duke Orion Leonin
Ruler of Iron Eden. Vain, greedy, and lavishly performative. Collector of beautiful things, keeps a curated harem at his estate.
Dominic
Orion's head butler and trusted confidant. Attentive, observant, and stoically respectful.

House of Marquis
Faust
Loyal Leonin retainers, oversees the jousting tournament and other major tourneys.

Marquis Elio Faust
Haughty and charismatic. Father of four (ages 25–19)
Cid
Head butler of House Faust. Sarcastic, playful, and sly.

House of Count
Vergel
Oldest military house in Iron Eden.

Count Renauro Vergel
Former General. Declining health and memory, still ambulatory. Frequently mistakes Morgan for his late brother Rozauro.
Ser Morgan Vergel
Heir & Knight-Instructor. Taciturn, disciplined, observant. Known for the scorpion tail-like scar on his face.

House of Viscount
Vermilene
Newer nobility, controls the steel trade.

Viscount Argentium Vermilene
Head of house. Ambitious.

Ser Rubinart Vermilene
Heir and knight of Iron Eden. Cocky, smug, flashy, and a notorious flirt despite being affianced. All ego, no backbone.
NEIRONDE
Neironde is Enderion's southern water kingdom, home to elves, merfolk, sea creatures, and water-inclined beings, widely called the most beautiful of all the kingdoms thanks to the sacred Tree of Life at its heart. It's a private, insular place, wary of outsiders, yet it freely shares the Tree's healing rather than hoarding it for power or profit. Elven King Solvrandir Verdemonte rules the kingdom, while merfolk King Neiron governs matters of the sea, letting the two peoples coexist in harmony. Outside access is tightly limited to the heavily monitored Moon Docks.
The capital, Verdemonte, spans above around the Tree of Life. Underneath lies Pearluna, a hidden underwater merfolk city, Silverstream, a riverside elven artisan town, and the Coral Citadel, an underwater fortress reserved for trespassers and offenders.
High elves lead the population, alongside wood elves, shape-shifting merfolk, sapient sea creatures like dolphins and selkies, and water fae. Self-sufficient and reclusive, the kingdom trades sparingly in rare herbs, pearls, coral, enchanted water, and healing potions blessed by the Tree of Life.
Neirondens are deeply spiritual, nature-worshipping people with long lifespans and ancient traditions, expressed through wood sculpture, water dancing, and coral carving. Old war trauma still fuels their wariness of outsiders. They speak Neirondan, a melodic tongue with wave-like script, switching to Enderionan only when dealing with outsiders at Moon Docks. Elves dress in flowing natural fabrics of blue and green, adorned with shells and pearls, while merfolk keep to simple, swim-ready attire.
Tree of Life

The source of life and abundance in Neironde. It is said that the first elven king was born from it. According to the legends, The Tree of Life has the power to heal and cure any illness. The elves constantly nurture and care for it.
The Moon Docks

The only permitted passageway to Neironde, it is heavily guarded by both elven and merfolk guards in both land and sea. In here, outsiders are permitted to trade and exchange goods with locals.
Verdemonte Royal Compound

Houses most of Neironde's elven nobility. Foreign dignitaries are welcomed and housed in here in the duration of their stay.
Pearluna

The underwater city of Pearluna is ruled by the merfolk king Neiron. It is hidden to outsiders and visible only to merfolk and its royalty. Welcomed guests by royalty are permitted to walk and breathe within it. The city almost inaccessible to outsiders as it is heavily guarded by the kraken and other large sea monsters that would devour unmarked ships and visitors.
Coming soon.
DENORIN
Denorin was Enderion's eastern kingdom, once rich and thriving, home to most of the continent's demi-humans and beastmen before the war tore it apart. Its citizens died in the fighting or were sold off as slaves, and the cat demi-human Denorin family, who once ruled it, was wiped out entirely. Its sigil, a lotus in full bloom beneath a crescent moon, still flies on royal purple and jade green banners, though now it marks nothing but ruin.
The land itself tells the story. Rolling hills, cherry blossoms, and rice paddies once framed its Eastern architecture. Now ash, craters, and collapsed buildings choke the landscape, overgrown ruins swallowing what the war left behind. The capital, once a city of pagodas and gardens, lies in rubble. Lotus Valley, home to the sacred lotus ponds and the royal palace, is gone. So are the Jade Markets, once famed for trade, and Lunar Hold, the mountain fortress that guarded the kingdom's borders. All that's left are ruins.
The fall was systematic. Cities were burned, people massacred or enslaved, and the Denorin bloodline eradicated outright. Half of all demi-humans in Enderion died when the kingdom fell.
Today, Denorin sits abandoned, avoided by most, wrapped in ghost stories and curses. Refugees still return to leave offerings at its memorials, honoring ancestors they lost, and treasure hunters occasionally brave the ruins for what's left behind. Its fall is taught as a cautionary tale across Enderion, and the lotus sigil has become a symbol of remembrance rather than power. Refugees form a distinct community in Iron Eden, and the demi-human population, scattered and diminished, is still recovering.
Its people, once called Denorians, spoke Denorese, an elegant, calligraphic Eastern language now dead, few remain who can read or write it. Traditional Eastern dress defined them, wide-sleeve robes, wrapped garments, hair ornaments, lotus motifs woven throughout, a fashion now worn mostly in memory.
Lotus Valley

Home to the sacred lotus ponds and the royal palace, it was open all-year long to the public. Citizens of Denorin also used to visit to request an audience with the royal family.
The Jade Market

Once the busiest trading hub in the kingdom, selling specialized goods and consumables exclusive only to Denorin.
Present state

Today it sits abandoned, avoided by most, wrapped in ghost stories and curses. Refugees still return to leave offerings at its memorials, honoring ancestors they lost, and treasure hunters occasionally brave the ruins for what's left behind.
Coming soon.
THE OUTLANDS
The Outlands is Enderion's vast, unmapped frontier, a land of mystery that draws expeditions and treasure-seekers despite its dangers. The Enderion Guild Alliance oversees it under Guild Master Meldrek, its sigil a compass paired with a worn map, flying on faded yellow and black banners. The only way in is through Frontier's Edge, and even then, only with Guild approval.
The land itself refuses to make sense. Dense primordial forests, uncharted mountains, and pockets of strange magic sit alongside ancient ruins, biomes that shouldn't coexist bleeding into each other, climate defying anything natural. Terrain here can shift, changing location or appearance without warning.
Guild Outposts, fortified Alliance camps, dot the territory, giving explorers footholds in the chaos. Frontier's Edge stands as the last real settlement and the departure point for every expedition. The Wandering Oasis offers rest, when you can find it, since the legendary stop relocates on its own. The Bone Yard holds the remains of creatures almost too large to imagine. And The Gate, an unstable zone marked by a red glowing portal, is said to grant wishes, though no adventurer who's gone in has ever come back out.
Adventurers, explorers, guild members, researchers, and exiles make up most of the human presence, sharing the land with unknown indigenous creatures, monsters of staggering size and power, and whispers of ancient civilizations no one's confirmed. Its economy runs on expedition funding, treasure hunting, guild memberships, and quest rewards, artifacts and information both changing hands for a price, one that climbs the deeper anyone goes.
Trouble is stirring, rumors of something dangerous the Guild is quietly containing, rising monster activity, expeditions gone missing, magical disturbances, and disappearances even at the outposts, places that are supposed to be safe.
There's no unified culture here, just Outlanders, adventurers bound by ambition more than identity. Enderionan serves as the common tongue. Clothing favors function over fashion: leather armor, sturdy boots, weather-resistant cloaks, guild insignias, and survival gear built for a land that gives nothing for free.
Frontier's Edge

Serves as the primary departure point for expeditions. It is the last major settlement before the wilderness of The Outlands.
The Wandering Oasis

A legendary rest stop that appears in different locations.
The Gate

An area where reality seems unstable with a dark, ominous, red glowing portal leading to the unknown is documented. It is said that wishes can be granted if you can return from it. No adventurer has been documented to have returned alive.
Coming soon.
The Outlands
Enderion Guild Alliance
A collective of adventurer guilds across the land of Enderion. Simply known as The Guild. Gives out missions of various rankings to adventurers of all ranks. Each branch also doubles as an inn and provides temporary lodging for adventurers on the go. Buying and selling supplies as well as monster parts obtained from missions are also available here.
S
Rare, revered as heroes
A
Proven and talented, sought by nobles
B
Professional, hired by merchants
C
Capable, culls monster populations
D
Beginners, small game & foraging
Joining The Guild
Pay the registration fee and undergo a ranking evaluation.
A receptionist conducts the evaluation using their own unique ability.
Rank and abilities are recorded, and registration is complete. OR membership is granted directly by a Guild Master's letter of recommendation.
Reader's Corner
FAQ & Concept
FAQ
- Is ___ possible in this world? The answer's probably yes so stuff like mpreg, futa, etc. is possible, I just tried to establish the foundations for each but I didn't go super deep into it because I want to give users freedom and it's a fantasy setting.
- I want to be a princess/prince/ruler of ___ land/kingdom that isn't listed. You can make your own smaller settlements, villages, duchy, etc. in your RP.
- How did the war start? Some stupid shit like one guard from another kingdom mistaking an individual from the neighboring kingdom for trespassing. It was just an excuse because there was some real animosity brewing under, especially from the vampires lol. Now they're acting like nothing happened. The elves didn't want to get into it but had no choice, since they were getting dragged into it already and had to do something or they'll end up like the eastern kingdom that got rekt.
- When did the war end? Technically, the war ended 50 years ago when the ceasefire was called and the peace treaty thing was signed. Even then, there are still some remnants of the opposition like groups that felt like Noirdene got away with it with less repercussions or why the Leonins were suddenly given the right to rule Iron Eden. So it's not truly peaceful yet but the situation was definitely better than 50 years ago and during the war. The current population is like individuals born during the peace treaty. There are some individuals/species that live for more than a hundred years though so there will still be war veterans and survivors around.
Concept
- Noirdene is like in eternal winter so there's no sun in that place forever. Like 30 Days of Nights vibes but with a gothic setting. Noirdene Academy is a magical academy loosely based on Magi's Magnostadt Academy and Hogwarts.
- Dorn-Eir was inspired by Dorne (Game of Thrones) but ran by sellswords and littered with giant scaled beasts. Think Throne and Liberty's Stonegard but with caravans and tents. I also imagine the place to look like Black Desert's Valencia region. As for the beasts that live here, just imagine Jhen Mohran from Monster Hunter casually coasting under the sands while you're traveling with your caravan.
- Iron Eden is very similar to The Empire's capital from Akame ga Kill and the reality of a corrupt government over taxing you just so they can pocket more money for themselves. The structures are very much western themed village.
- Neironde is a combined kingdom with mermaids and elves that like to keep to themselves, it's the usual elf cliche like the Kamasylve from Black Desert and the Tree of Life in Dragon Nest. They keep to themselves and mind their own business allowing them to live with each other in harmony. It's them vs the rest of the kingdoms lmao.
- Denorin is your usual eastern themed kingdom, I imagined it looks like Ionia from League when it was in its full glory.
- The Outlands is pretty much like the Dark Continent from HunterxHunter ran by an adventurer's guild similar to Fairy Tail.
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