Abhari - Overview and Directory
History accelerates with each passing year, the weight of all that has come before propelling an unprepared humanity ever-further into the future. Demonic looms and horizon-piercing galleons have made the empires of the Inner World grander and more mighty than ever before, and they eagerly pour their undreamt-of riches into the greedy maws of ever-growing military machines. It is those endless armies that have, after all, let them grow fat and strong on the carrion of their ancient rivals instead of the reverse.
Three empires now divide all the richest lands of the Inner World between them, though each rules and holds what they have in their own unique style. A true and total war between them would deafen the world with roaring cannonfire and the wailing of the damned, even if it did not drown their palaces and metropoli in blood. So - for now - they content themselves with schemes and stratagems, the occasional border skirmish and fait accompli. They incite the fury of neglected gods, steal the secrets of sacred guilds, offer patronage and asylum to all each others’ most reviled heretics.
It is only upon the malformed and half-made worlds of the Outer Seas that the true bloody toll of warrior angels and perfect geometry can be counted. The riches and wonders of ever-growing colonial empires fill the markets of the Inner World, and it is in commanding the expeditionary forces sent out to them that the ambitious and glory-hungry dream of.
In throne rooms and private salons, dynasts and magnates draw lines on maps and dream of eternal glory. In back alleys and colonial frontiers, adventurers of the worst kinds eagerly put every advance in war-making to their own benefit. A bloody and ill-fitting peace pins the whirring engines of history beneath it, and has for long enough that most take it for granted. Few appreciate how fragile this age of cabinet wars and colonial intrigue is, and fewer still have any intention of defending it.
Abhari is a ‘flintlock fantasy’ high fantasy setting, which is to say one ever-so-loosely based off of the later Early Modern Period instead of the High Medieval. Aside from the truly vast quantities of historical trivia floating around my brain at all times, it is inspired to varying degrees by the Tyrant Philosophers and Masquerade books, Black Sails, Pirates of the Caribbean, vague childhood memories of the Thief games, and whole libraries worth of ephemeral art, fiction and discussion on various online forums.
Abhari is a world defined by growing and intensifying imperial power, as the rivalry between the three great powers of the Inner World pushes factions within each of them to reach further and dig deeper for safety against (or the chance at supremacy over) their peers. It’s also (and probably moreso) a world full of strange, contradictory, and just interesting ways of organizing a society or political system than variations on absolute or parliamentary monarchies.
This is more of a sprawling worldbuilding exercise and place to set rpg campaigns than anything very focused, which explains most of what has and hasn’t been covered in detail here. There will probably be significantly more blank spaces filled in (or much older and less compatible stuff revised and rewritten) over time. With luck, also some actual fiction.
The Great Powers
The Holy Illyrin Empire
The largest, most ancient, and by most accounts greatest empire in all Creation. Ruled by the Queen-Empress in her cloistered palace-city of Alntyr. Ostensibly Viceregant of Heaven and Warden of Hell, and ruler by the grace of every God over every soul which walks the earth. In practice, she rules only with the advice and consent of the estate, parliaments, holy orders and leading houses of each of the many many crowns united in her person.
A Very Rough Political Timeline of the Holy Illyrin Empire, from the first union of the Illyrin Crown and the Grand Duchy of Belthaya to the world-empire it has grown into 7 centuries and several ruling dynasties later.
An Atlas of the Holly Illyrin Empire: Reports, travelogues or essays on each of the major constituent principalities of the Empire in the Inner World. Including:
Illyrin Proper: The heart of the empire in both culture and politics, home to the majority of royal estates and (legally and technically, if nothing else) to almost every noble holding high office at court.
The Imperial Capital of Alntyr: The legendary luxurious (or decadent, depending on whose talking) palace-city, home to the imperial household and where everyone in the empire with an ounce of ambition wishes they could be.
The Grand Duchy of Belthaya: The oldest province in the empire, a hidebound and haunted land of dark forests and ancient bloodlines. Known mainly as the home of imperial necromancy, and the source of the Empire’s infamous revenant armies.
The Holy Principality of Imir: Heart and soul of the Orthodox Faith, and personal domain of its Hierarch. Not technically ruled by the Queen-Empress, though the distinction is largely academic - as hereditary ‘defender of the faith’ the Crown does a great deal of assisting in secular governments. Known for its many, richly-fed gods, its much-blessed and unfailing fields, and (recently) its simmering unrest and steady export of surplus young men as mercenaries.
The Principality of Lusello: Ostensibly an elective monarchy whose nobility has by complete coincidence (and through regular and exorbitant ‘gifts’) elected every Imperial heir for the past several centuries. Notable for its numerous, powerful cities and monastic sects, and for the vicious intrigues of the Grand Electors who functionally rule the principality between them.
The Wyrmpale: The nine counties which make up the Empire’s mountainous south-eastern border. Notable for each hosting the lair of a true dragon, once the god and sovereign of all it surveyed. In a masterpiece of polite fictions, each is now ostensibly a feudal count, their fief governed ‘in trust’ by agents of the throne. Generations of their presence has seeped into the valley soil, leading to strange and wondrous harvests.
The Northern Reaches: The cold and rugged northern shires of Illyrin proper, long notable only for holding absolutely nothing of note. The discovery of routes from the Boreal Ocean beyond them to various profitably conquered Outer Seas changed that, and the wild and devil-haunted hills are now an inconvenient gauntlet every caravan to and from newly founded and rich arctic port cities must brave.
The Southern Marches: Once the dread lands of Abhari, home of maggot-gods and reaper-queens, and now the Empire’s south-western frontier. The descendents of the Crusader knights who conquered it form a ruling class quite alien to the peasants that labor for them, though not quite so alien as the those of the previous ruling class who are hidden, slumbering or entombed with their treasures and their secrets, beneath the wasteland the crusade made of once-bustling cities and verdant farmland.
Imperial Heresies: an excerpt from the Litany of Errors, describing the most dangerous and insidious cancers which grow within the Orthodox Faith.
Illyrin Knightly Orders: an introduction to the chivalry of the empire, and descriptions of the most widespread and influential orders.
Imperial Linguistics: A discussion of the hodgepodge of different languages spoken across the empire and the total lack of any universally understood vernacular
The Sublime Esheri Commonwealth
The Sublime Commonwealth is a rational, enlightened and thoroughly modern state, governed in theory by the Sovereign Virtues of Reason and Compassion and in practice by the technocrat-monks who staff the great Committees of State. These janissaries - orphans and slaves, educated and trained since childhood and freed from most human weaknesses through the latest advances in applied metaphysics - rule an empire of arsenals and canals, where great aetheric engines have fixed the climate and provided harvest just barely capable of meeting the state’s demands.
A Very Rough Political Timeline of Esher, Before and During the Age Of Reason: From the beginnings of agriculture and civilization to the establishment and subsequent victories of the clockwork Republic over the past generation.
The Metropolis: Velishahr, the grandest and most populous city in all creation, the central gear upon which the whole Commonwealth turns.
On The Administration of the Clockwork Republic: A short overview of the Commonwealth’s government and divisions of authority.
The League of Free Cities
Not technically a single state at all, the League is merely a fraternal alliance of rich and powerful city-states and their assorted colonial empires who by complete coincidence happen to share a plurality of their ruling elites with each other. Famous as merchants and artisans the world over, thought not quite so much as they are infamous as rabble-rousers and demonologists.
A Very Rough Political Timeline of the League of Free Cities and its Antecedents: From the rise and apocalyptic fall of Dread Balam to the slow growth of its surviving colonies into the vibrant and tightly-allied metropoli of the modern day.
A Traveller’s Guide to Rhaloke: Excerpts from the journals of one Sir Nathanial Gillray as he travelled through the continent of Rhaloke and all its greatest and most storied cities.
Inara: An island-state sitting in the heart of the Inner Sea, erstwhile home of the great Free Companies which form the sharpest edge of the League’s armies. Also notable for the numerous marriage and commercial ties between its elite and the southern empire, and for the gods and spirits of the island forming a formal estate with political rights in the city’s government.
Chirital: The workshop of the world, surrounded by an opaque, choking halo of smoke and ash magically pulled from its ten thousand forges and chimneys. Hidden within it is a hellish wonderland of spectacular artifice and awe-inspiring industry, as well as the drydocks and arsenals of the most feared fleet on the Inner Sea.
Celmy: Preeminent among the Free Cities, home to all the Inner World’s richest and most ambitious merchant adventurers and financiers. More often known (and cursed) as the haunt of cultists and warlocks, a vibrant democracy which holds that the wisdom of the crowd is guided by their civic patron - the archdemon whose incarnation in a past age left the skein of reality tattered and filled with flaws that the whole city is now built around.
Quepta: The great oasis in the desolate which fills central Rhaloke, and the great transhipment point for goods travelling across the continent by caravan and river barge. A plutocracy famed for the treasure hunters who regularly return from the Wake with some artifact or fortune which immediately catapults them to political relevance, and for the bound (if not tamed) goblin hives whose quickly-budded swarms fill work gangs and army ranks alike.
Khasal: The city of skinthieves and fleshweavers, the menageries of its patricians full of monstrously grown and sculpted hobgoblins, legendary beasts imported from its sprawling colonial empire, or horrific amalgams of the two. Where the secret to navigating the Outer Seas was first discovered, and still the entrepot through which the riches of all the League’s many concerns returns to the metropole.
Gods and Monsters
The Choirs of the Fallen: Excerpts from the Bestiary of the Enemies of Heaven, concerning the different vulgar and wicked existences a Fallen Angel might descend to, depending upon which aspect of secular reality corrupts their heart.
The Ifrit and their Kin: Angels which are entranced by some raw aspect of creation itself - the fury of a storm, the rage of an inferno - consume and are consumed by it. The body of an Ifrit is a small and flickering thing, invisible amid the sublime apocalypse of the Mantle which surrounds them for miles in each direction.
Titans the their Spawn: Angels who grow enamored with or envious of mortal life Fall with conscious thought and effort - discarding their purely numinous existence for a body of mortal (though mighty and ageless) flesh and blood that best expresses their vainglory. The Outer Seas abound with monsters and kingdoms sculpted by their hands, a shameless usurpation of Heaven’s rights.
The Courtly Fae: Angels who grow too invested and fixated upon culture and art Fall most violently - shattering into a whole Court of masks and roles, power and persona helpless without a body to drape over and usurp. Worldly, clever, and addicted to games and wagers, they persist in the ordered and civilized places of the world simply by buying and winning the privileges needed to from those who do not appreciate what is asked of them.
The Hells and their Denizens: An introductory discussion of the many Hells centuries of Illyrin royalty have Damned their rivals and enemies (and no small number of common criminals) to, and how each Damned soul is mutilated into a devil which can later be called up by those with the knowledge and the Right and bound to serve them.
The Outer Seas
An Introduction to the Outer Seas: The official Imperial explanation of the various strange and alien seas which a properly equipped ocean-going ship can navigate to, and also why they have a divine right to conquer them all.
The Diamond Sea: An anthropological survey of one of the largest and richest Seas, the bloody and lucrative jewel in the League’s colonial crown and the home to the widest variety of (depending on one’s politics) inhuman intelligent life of any yet charted.
The Kayal States: The most densely populated region of the Diamond Sea, once a powerful empire but for the past generations the impossibly rich prize over which dozens of warlords and adventurers have fought for a piece of.
On the Sanguine Sea: Still cursed and infested with all manner of monsters a century after the brutal war which ‘conquered’ it, the Sea hosts some small number of waystations and island plantations. Aside from the vengeful ghost and rabid spawn of a dead leviathan, its truest masters are without doubt the pirate clans who have found refugees and built fortresses amid its perils.
Miscelania
Discourses Upon the Soul: The most fundamental claims of Imiran theology and metaphysics, on what a soul is, who has one, and what must be done to keep it strong.
Fanart: Entirely undeserved and richly appreciated art of a few particular demons by @red-and-black-jesters











