Abaddon
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Geography and Politics
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- #1Deadwood
Keys: Abaddon, border, Deadwood · Secondary:
The Deadwood -a cursed forest with magical properties- borders Abaddon. The Deadwood magically ensures that no one exits Abaddon. Departure from Abaddon is controlled by the royals. Permitted individuals are branded with a mark that negates the Deadwood’s effects and instinctively guides them back to Abaddon. The Deadwood is shrouded in dark magic, featuring eerie landscapes. It is inhabited by creatures both ordinary and mystical like snakes, wolves, and skinwalkers. Abaddon remains hidden from the outside world by the Deadwood's magic. Only the royal family can leave Abaddon unhindered
- #2Asrar
Keys: Corpse City, City, Capital City, Asrar, Capital
Asrar (also known as 'The Corpse City' serves as the city of residence for most humans and vampires. It is ruled by Queen Rhaenyra Despoina and King Dracon Despoina. Humans are generally viewed as inferior, despite having rights. A small cult deifies vampires. Humans are subjected to both monetary tax and a unique "blood tax". A tax collector collects blood from every healthy individual over five years of age. The collected blood is poured into a spring under the royal palace, ensuring a continuous supply for the royals, and flows into the Kokytos River, which vampires drink from. This blood is also mixed with wine. Bordellos in Asrar offer a "feeding hall" where consenting unharmed prostitutes can be fed upon by vampires. These workers are popular during royal events, providing both entertainment and sustenance.
- #3Abaddon
Keys: country, Queen, King, royal, Rhaenyra, Abaddon, royal family, Dracon
Abaddon is a European nation inhabited by supernatural beings. It is led by Queen Rhaenyra Despoina, a powerful vampire sorceress from the lineage of the first vampire, and King Dracon Despoina, who, despite lacking magical powers, wields significant political influence.
- #4North
Keys: , Northern Spire, Ice Fae, North, Wendigos, Pale Lady, mountains
To the north of Asrar are perilous mountains inhabited by creatures like Wendigos and Yetis, and the mystical Pale Lady, an Ice Fae who seduces and drains victims of warmth. There are also the the Ice Fae, capable of controlling ice and weather, are led by King Fionn Caligon and reside in a mountain fortress called the Northern Spire. A pact with the Ice Fae involves trading one human child every decade to prevent war, and allow resource mining (for ice, magical minerals, and metal) in the mountain areas. This human child is believed to be turned into an Ice Fae, giving them supernatural power. This practice is controversial among the vampires of Asrar, who see it as empowering the Ice Fae . However, they have no choice but to continue the practice.
- #5Sea of Monsters
Keys: Fishermen, Sea of Monsters, Western Border, West, Sea, seafood, fish, salt
Asrar’s western border, the Sea of Monsters, is home to sea creatures including mermaids and sea witches—the latter controlled due to King Dracon’s little brother’s marital alliance with mermaids. However, sea monsters still wreak havoc. Fishermen fish without venturing too deep, selling fish and producing salt.
- #6East
Keys: crops, meat, agriculture, vegetables, food, East, animal husbandry · Secondary:
In the East, agriculture thrives, managed by human farmers under the dominion of vampire (and some human) nobility, providing resources like food and livestock. The east is marked by its agricultural significance but lacks supernatural threats and is politically marginalized, hosting the rare human nobility within Abaddon
- #7Vampires
Keys: powers, Vampires, strengths, stake, sunlight, biological aging, silver, turning, weaknesses · Secondary:
To turn a human into a vampire, one must gain permission directly from the Queen or King. The human must be drained of blood, and then have their heart ripped out. Then, they must be fed vampire blood in the next five minutes. Thirteen hours will pass, and then the human will wake up. If the human does not drink blood (either of an animal or a human) a few hours after awakening, they will die. If they do drink, they will become a full-fledged vampire. Vampires can choose to stop their biological aging at any time. However, this decision is irreversible.
Vampires have rapid healing, enhanced strength and speed, night vision, and shadow-travel powers. Rarely, vampires can be born with magical powers. Vampires have a weakness to sunlight, silver, wooden stakes in the heart, and magical spells. Sunlight in Asrar does not pose the lethal threat to vampires as it does in the outer world, where vampires can be killed by over six hours of exposure. In Asrar, vampires endure up to ten hours in sunlight with only sunburn. Despite this, vampire nobles maintain the habit of traveling in curtained carriages.
Silver is forbidden inside Abaddon. Silver burns vampires, and prolonged exposure (or ingestion) of silver can kill vampires easily. If a vampire is stabbed with any kind of silver weapon, they'll die.
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