
A post-war dark medieval fantasy series setting involving all three 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.
This section covers the lore, locations, social structure and races, magic system, and economy of Enderion.
Keywords are provided in each entry. You can directly mention a term within the entry and it will still bring it up.
LORE
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.


TIMELINE
Year 0 Border dispute between Denorin and human settlements escalates. Noirdene vampires intervene. War begins.
Years 100-400 War intensifies. No side gains advantage. Entire generations born and die knowing only conflict. Resources strain.
Year 400 Breaking point. Barren land and mines. Mortality exceeds birth rates. Severe food and water shortages trigger mass revolts. Citizens refuse to fight.
Years 450-500 Final 50 years see reduced large-scale battles but sporadic rebellions and civil wars continue.
Years 480-490 Denorin's fall. Despite approaching peace talks, kingdom systematically destroyed in final brutal assault. Denorin family hunted down and eradicated. Half of all demi-humans die. Survivors massacred or enslaved. Kingdom falls just a decade before war's end.
Years 490-500 Resistance revolt succeeds. Ceasefire called among four remaining kingdoms. Permanent peace treaty signed, symbolized by triquetra sigil of Enderion. Denorin's recent destruction haunts the peace.
Present (5 Years Post-War) Enderion slowly rebuilds. Occasional civil unrest, rebellions, and minor conflicts persist. The Enderion Guild Alliance stands as proof of unity efforts. Denorin's fall remains a fresh wound. Rumors of surviving Denorin royalty occasionally surface, mostly dismissed.
Keywords: 500 year war, the war, war timeline, war history, history of the 500 year war, what happened to denorin, what happened in the war?
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. Citizens are called Noirdeans and speak Enderionan and the Ancient Tongue.
DORN-EIR
Harsh western desert kingdom inhabited by monsters and reptilians. Ruled by the head mercenary, Sun Wyrm. Home to the Black Market (slave trade, bounties, sellswords). Most dangerous kingdom. Citizens are called Eirdians (never "Dornish", highly offensive) and speak Eirdish.
IRON EDEN
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. Citizens are called Edenites and speak Enderionan.
NEIRONDE
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. Citizens are called Neirondens and speak Neirondan.
DENORIN
Destroyed eastern kingdom, once resource-rich demi-human/beastmen homeland. Formerly ruled by the cat demi-human Denorin family. Former Citizens are called Denorians (presumed dead or enslaved) and spoke Denorese.
THE OUTLANDS
Mysterious uncharted territory for expeditions. Overseen by the Enderion Guild Alliance (adventurer guild collective). Rumors of dangerous containment efforts.
Keywords: social structure, hierarchy, races, species, caste system, discrimination
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.
Post-War Reality
Discrimination persists. Extreme taxes, expensive living (especially Iron Eden).Social mobility nearly impossible for humans, difficult for demi-humans. Mixed-race individuals universally prejudiced.Small Denorian/citizen rebellions quickly suppressed.Outlands threat rumors circulate.




EVENTS and Holidays
Keywords: holidays, events, festival, festivities, winter solstice, day of the hearts, couples day, date, romance, dates

DAY OF THE HEARTS
Annual celebration on the 14th day of second month. Focuses on romantic love between couples and lovers. Public spaces sell romance-themed items, cuisine, flowers, and trinkets. Inns and transient homes fully booked. 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.

WINTER SOLSTICE
Annual end-of-year festival in Iron Eden. Large bonfire in Market Plaza with dancing. Traveling merchants set up stalls selling exotic food, trinkets, and gifts around the plaza edges. Highlight: Big dance relay where partners switch every few seconds until the traveling band's medley ends. Prime event for meeting potential partners and friends.
Keywords: magic system, how magic works, powerful magic, magic tools, spells


In Enderion, vampires and elves possess the greatest magical power, second only to the large monsters and hulking beasts inhabiting Dorn-Eir and the Outlands.Magic is rather simple: one is either born with it or not. Magic can be learned if an individual possesses the innate mana for it, or if a rare higher being or beast bestows it upon them. An extremely rare case, as doing this takes a portion of the bestower's life span.Recently, Noirdene has opened its borders to accept students into its prestigious magical academy.
Magical Affinity Rankings
1. Large beasts and monsters (Highest)
2. Vampires and Elves
3. Fae
4. Merfolk
5. Demi-humans
6. Others
7. Humans (Lowest)The rankings are also affected by how powerful a being or individual is, for example, a Merfolk King outranks a noble vampire, a highly skilled human sorcerer outranks a common demi-human magic user, etc.


MAGIC TOOLS
Magic tools are utilized in daily life such as stoves powered by fire magic gems, cooling storage areas powered by ice magic gems, and other convenience items.Non-magic users are frequent purchasers of such tools, as well as institutions that require large amounts of magic to operate such as factories, smithies, and guilds.Magic tools are also used to amplify one's natural magic ability or grant non-magic born users the ability to use magic. Weapons are designed to amplify magic prowess or grant the user magic abilities depending on the weapon's element and type.For more dangerous magic tools and weapons, a permit must be secured from the Noirdene Academy. Depending on the severity, approval from the Headmaster is also required. Due to the difficulty of securing permits, illegal magic tools and weapons have been circulating.
Keywords: economy, tax, cost of living

Currency
Currency in Enderion is dealt in gold coins and gold bars across all kingdoms.
Iron Eden has the most expensive cost of living and imposes ridiculously high taxes on its citizens. Corruption is rampant, with bribes and under-the-table dealings commonplace. Most citizens struggle to afford basic necessities despite the kingdom's prosperity as a trading hub.
Dorn-Eir has a high cost of living due to resource scarcity in the desert. Water and food are expensive. No formal taxation system exists, the mercenary company takes "protection fees" instead. The Black Market operates on haggling and street prices fluctuate wildly.
The Outlands have an expensive cost of living due to isolation and danger. Supplies must be imported to guild outposts at premium prices. Adventurers pay guild fees and expedition costs. Everything is more expensive the deeper into the Outlands you venture.
Noirdene imposes little to no taxation on its citizens. The vampire nobility is self-sufficient through ancient wealth and magical resources. Cost of living is comfortable for those adapted to the cold. Blood servants are provided for, though they have little personal wealth.
Neironde has little to no taxation and a comfortable cost of living. The kingdom is self-sufficient, with abundant natural resources. Citizens live comfortably within their closed society. Trade with outsiders is minimal and controlled, mostly in Neironde's favor.
Denorin once had a balanced economy with fair taxation. Now abandoned, it has no economy.
Keywords: Noirdene, Noirdene academy, vampires, eternal winter, black roses

Overview
Northern kingdom untouched by the war thanks to its frigid and unforgiving land where the sun never rises. Ruled by the ancient vampire family of Noirdene. Inhabited by creatures of the night and those inclined to the cold. Filled with hauntingly beautiful gothic structures.Its sigil represented by a black rose enclosed in a ring of blood red thorns. Banners are in black, deep reds, and purples.Noirdene is only reachable through a specialized ship that can travel through the harsh frigid waters.
Geography & Climate: Eternal twilight covers frozen tundra, snow-capped mountains, and icy forests. Temperatures rarely rise above freezing. The aurora borealis illuminates the night sky in beautiful green and violet.
Major Settlements: The capital city houses towering gothic cathedrals and ancient castles. The Noirdene Academy stands as the kingdom's prestigious magical institution. Frostveil serves as a southern border trading post.
Population: Primarily vampires of varying pureblood status. Also home to wendigos, yetis, ice fae, undead, and other nocturnal creatures. Small populations of human and demi-human blood servants.
Economy & Resources: Exports rare magical artifacts, enchanted ores and minerals, vampire-crafted weapons, and alchemical components. Also exports the extremely rare black roses once a year to the highest bidder. Trade is limited but valuable, conducted through designated border posts.
Culture: Aristocratic and formal with strict hierarchies based on bloodline purity and age. Architecture emphasizes gothic grandeur: spires, arches, and flying buttresses. Art focuses on the macabre and beautiful.
Identity and Language: Its inhabitants are called Noirdeans. Locals speak Enderionan but also know the Ancient Tongue, the oldest language in Enderion with flowing, elaborate script.
Clothing: Due to the freezing climate, locals dress in heavy layered clothing: long coats, cloaks lined with fur, high collars, and dark formal attire. Nobility favors blacks, deep reds, and purples with intricate embroidery.
Keywords: Dorn-Eir, dorneir, dorn eir, mercenaries , sellswords, black market, slavery, hitmen, hitman, assassins, desert

Overview
Western kingdom built on the harsh desert, inhabited by large monsters and reptilian creatures. Features the Black Market, the primary hub for slave trading, bounty placements, hiring sellswords, and other shady business. The most dangerous place of all kingdoms, ruled by a mercenary company. The leader and de-facto ruler is a mercenary called the Sand Wyrm.Its sigil represented by a coiled snake wrapped around a sun. Banners are in sienna, faded white, and old gold.Dorn-Eir is accessible through treacherous desert routes. Most travelers hire guides or mercenary escorts to survive the journey.
Geography & Climate: Harsh desert wasteland with scorching days and freezing nights. Rocky badlands, sand dunes, and occasional oases. Massive skeletal remains of ancient beasts dot the landscape. Frequent deadly sandstorms.
Major Settlements: Scorched Throne serves as the mercenary company's headquarters, built into a massive rock formation. The Black Market District sprawls with tents and underground chambers. Sunfall Outpost marks the northern border separating it from Iron Eden. The Boneyard Settlement is the main residential district built among ancient monster skeletons.
Population: Large monsters and reptilian creatures including basilisks, drakes, and sandworms. Mercenaries and sellswords of all races. Criminals, exiles, slave traders, and bounty hunters. Small communities of desert-adapted demi-humans and nomadic tribes.
Economy & Resources: Primary income from mercenary services, exotic monster parts, and illegal goods trade. The Black Market handles slave trading, bounty placements, smuggling, and other illicit business. Resources include monster materials, rare desert minerals, and underground water sources.
Culture: Survival of the fittest mentality. Strength and cunning valued above all. Combat trials settle disputes. No formal culture, a melting pot of exiles and outcasts. Brands and scars mark allegiance to mercenary factions.
Identity and Language: Its inhabitants are called Eirdians. Calling them Dornish or Dornishmen is highly offensive. Locals speak Eirdish, a brash-sounding foreign language with rough-looking letters and words, though most also speak Enderionan for trade. They have a reputation for overcharging non-native speakers more than Eirdish speakers.
Clothing: Due to the hot weather, locals dress in loose airy fabrics and minimal clothing: flowing robes, wraps, scarves for sandstorms, and exposed skin. Practicality over modesty.
Keywords: iron eden, corrupt, leonin, heavy tax, central kingdom

Overview
A young kingdom sitting in the heart of Enderion, built on the remnants of the war. Currently ruled by the lion demi-human family of Leonin.Corruption is rampant and high taxes are imposed on its citizens. The most diverse kingdom as it sits at the center and acts as the general trading hub for all kingdoms. Features a high crime rate.Its sigil represented by a head of a lion with fancy and intricate borders. Banners are in rich red and opulent gold.Iron Eden is easily accessible from all kingdoms through well-maintained roads and rivers, making it the primary trading route.
Geography & Climate: Temperate central plains and rolling hills with fertile farmland surrounding the capital. Moderate climate with four distinct seasons. Rivers and roads connect it to all other kingdoms. War ruins still visible in outer regions.
Major Settlements: The capital is a massive walled city with distinct wealthy and slum districts. The Plaza Market serves as the central trading hub. Crossroads is a major junction town connecting all kingdoms. The Underbelly operates as an underground criminal district. The Leonin Pavilion is a popular site to visit, featuring beautiful imported flowers from all kingdoms enclosed in glass walls and windows overlooking the sea.
Population: The most diverse kingdom with humans forming the largest population, followed by demi-humans of all types and small supernatural communities. Houses refugees from other kingdoms and former Denorin slaves. Extreme wealth disparity between districts.
Economy & Resources: Central location makes it the primary market for all kingdoms. Exports manufactured goods, processed foods, textiles, and weapons. Ridiculously high taxes imposed on citizens. Expensive cost of living, particularly in the capital. Thriving underground black market.
Culture: Blended society with equal cultural influences. Merchant class culture, pragmatic and profit-driven. High crime normalized in poor areas. Fashion varies wildly by district. Festivals celebrate trade and prosperity despite widespread poverty.
Identity and Language: Its inhabitants are called Edenites. Locals speak and write in Enderionan, the common language of trade.
Clothing: Clothing varies dramatically by wealth: nobles wear fine tailored suits, elaborate gowns, and imported fabrics, while the poor wear patched tunics, simple trousers, and whatever they can afford. Demi-humans often incorporate their animal features into their fashion.
Noble houses
LEONIN FAMILY (Duke) Iron Eden's ruling family. Head: Duke Orion Leonin. Members: Dominic Leonin (head butler).
FAUST FAMILY (Marquis) Loyal Leonin retainers. Oversee major tournaments including annual jousting. Head: Marquis Elio Faust. Heir: One of two sons. Members: Cid (black cat butler).
VERGEL FAMILY (Count) Oldest, most respected military family. Handle all combat and military matters. Produced top tacticians, generals, knights. Heavy losses during 500-year war and civil war 50 years ago, including former general/heir Rozauro Vergel. Head: Count Renauro Vergel. Heir: Knight-instructor Ser Morgan Vergel. Members: Ser Morgan Vergel, Lancel (his squire).
VERMILENE FAMILY (Viscount) Newer nobility. Manufacture best tempered steel across all kingdoms, dominating business sector. Known for green eyes, red hair. Head: Viscount Argentium Vermilene. Heir: Ser Rubinart Vermilene.
The Sun mane den harem
Keywords: sun mane den, orion's harem, harem, premium slave, sunstone hall, amber halls, pride quarters
Exclusive harem in the Leonin Estate. Orion's hand-picked collection of men and women across all races. Access limited to select nobles and Duke's close friends. Regular orgies during monthly banquets and festivities. Amber Halls and Pride Quarters members are shared or offered to guests.SUITES BY RANK
1. Sunstone Hall Top 3 proven favorites. Individual luxury suites with shared lounge area. Currently: Miri (first room), Vil (second room), third (User). Best meals served.
2. Amber Halls Mid-ranking members. Semi-private or shared suites for those who've earned favor. Decent meals.
3. Pride Quarters Communal space for new and low-ranked slaves. Training ground for Orion's preferences. Meager meals.TRAINING & FACILITIES
Newcomers trained one day by Matron or Patron based on gender/sexuality. All ranks share common bathing area and dining hall.
Keywords: neironde, merfolk, water fae, water elves, sea creatures, ocean, beach, elves

Overview
Large southern water kingdom consisting of elves, merfolk, sea creatures, and beings inclined to the water. Said to be the most beautiful of all kingdoms. Home to the Tree of Life. Private and insular, they keep to themselves and distrust outsiders.Despite this, they live by a philosophy to help those in need of healing from the Tree of Life. The Tree of Life was a gift meant to be shared—not to be ruled over, nor to be profited from.Ruled by King Solvrandir Verdemonte of the elven Verdemonte family. Matters concerning the sea are handled by the merfolk king, King Neiron, allowing merfolk and elves to coexist in harmony.Its sigil represented by an ancient tree with roots forming into waves.
Banners in lush green and deep blue.Neironde is difficult to access without permission. Outsiders must request entry through Tidecaller's Rest, the only authorized entry point, and are heavily monitored.
Geography & Climate: Coastal water kingdom with vast oceans, pristine beaches, and lush coastal forests. Temperate to tropical climate. Underwater cities and surface settlements coexist. Rivers and waterfalls throughout. The landscape seems almost magically perfect.
Major Settlements: Verdemonte, the capital, is built around the Tree of Life with structures both above and below water. Neirondae is a merfolk-majority underwater city ruled by the merman, King Neiron. Silverstream is a riverside elven town known for artisans. The Coral Citadel is an underwater fortress. Tidecaller's Rest is a coastal trading post with limited outsider access. The Verdemonte Royal Compound houses all of the elven royal nobility.
Population: High elves form the ruling class, alongside wood elves, merfolk, sapient sea creatures including dolphins and selkies, and water fae. Very few outsiders are permitted; those present are strictly monitored.
Economy & Resources: Exports rare herbs, magical plants, pearls, coral, enchanted water, and healing potions. The Tree of Life's blessings provide unique resources. Pristine natural resources and fish. Trade is extremely limited and controlled. Largely self-sufficient.
Culture: Deeply spiritual, centered around nature worship and the Tree of Life. Long lifespans with traditions spanning millennia. Art emphasizes natural beauty: living wood sculptures, water dancing, coral carving. Music features flowing, aquatic themes. Outsiders viewed with suspicion due to war trauma.
Identity and Language: Its inhabitants are called Neirondens. Locals speak Neirondan, their own melodic language that sounds like flowing water with graceful, flowing script that resembles the waves. They rarely speak Enderionan except when dealing with outsiders at Tidecaller's Rest.
Clothing: Elves dress in elegant flowing garments made from natural materials: silk-like fabrics in blues and greens, adorned with shells, pearls, and living flowers. Merfolk wear minimal clothing or decorative accessories that don't impede swimming.
Keywords: denorin, fallen kingdom, destroyed kingdom, eastern kingdom, demi-human

Overview
Eastern kingdom destroyed during the war. Once a rich land of vast resources and home to the majority of the demi-human and beastmen population, its citizens are thought to have died in the war or been sold as slaves to other kingdoms. Formerly ruled by the cat demi-human Denorin family.Its sigil represented by a lotus flower in full bloom with a crescent moon above. Banners in royal purple and jade green.Denorin is now abandoned ruins. Most avoid the area due to ghost stories and reported curses, though some refugees return to honor ancestors.
Geography & Climate: War-torn landscape of crumbling cities and scorched earth. Once featured rolling hills, cherry blossom forests, rice paddies, and terraced farms with Eastern architectural influence. Now ash-covered ruins, crater-marked battlefields, and collapsed buildings overgrown with twisted vegetation.
Former Settlements: The capital was once a magnificent city of pagodas and gardens. Lotus Vale was a sacred valley of lotus ponds that housed the Denorin family's palace. The Jade Markets were a famous trading district. Lunar Hold was a mountain fortress. All now lie in ruins.
Downfall: The kingdom was systematically destroyed during the war. Cities burned, people massacred or enslaved. The Denorin family was completely eradicated, members either killed or sold as slaves. Half of all demi-humans in Enderion died with Denorin's fall.
Current State: Abandoned and avoided, ghost stories and curses keep people away. Some refugees return to place offerings at memorial sites. Treasure hunters occasionally brave the ruins. The land itself seems to mourn.
Legacy: The fall of Denorin is taught as a cautionary tale. The lotus sigil is used as a symbol of remembrance across Enderion. Refugees in Iron Eden form a distinct community. The demi-human population is still recovering from the loss.
Identity and Language: Its former inhabitants were called Denorians. They spoke Denorese, an elegant Eastern-influenced language with characters resembling brush calligraphy, now considered a dead language. Few remember how to read or write it.
Clothing: They dressed in traditional Eastern-style clothing: robes with wide sleeves, wrapped garments, and intricate hair ornaments. Lotus motifs were common.
Keywords: outlands, unknown continent, dark continent, expedition, adventure, adventurer's guild, the shimmer, shimmer, explore, adventure

Overview
An expansive, unknown land shrouded in mystery. A popular destination for expeditions and adventurers seeking fortune and discovery. Currently overseen by the Enderion Guild Alliance, a collective of adventurer guilds across the land of Enderion.Its sigil represented by a compass and a worn map. Banners in faded yellow and black.The Outlands can be accessed from all kingdoms, though the Frontier's Edge in Iron Eden serves as the primary departure point for expeditions.
Geography & Climate: Varies wildly and unpredictably. Dense primordial forests, uncharted mountain ranges, strange magical phenomena, and ancient ruins of unknown origin. Biomes exist side-by-side that shouldn't naturally occur. Climate is unpredictable and sometimes defies natural law. Areas change location or appearance.
Major Locations: Guild Outposts are fortified camps maintained by the Enderion Guild Alliance throughout the territory. The Frontier's Edge is the last major settlement before true wilderness. The Wandering Oasis is a legendary rest stop that appears in different locations. The Titan's Bones are remains of impossibly large creatures. The Shimmer is 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.
Population: Adventurers, explorers, guild members, researchers, and exiles who fled civilization. Home to indigenous creatures of unknown species and monsters of unprecedented size and power. Possibly ancient civilizations, though unconfirmed.
Economy: Based on expedition funding and treasure hunting. Income from guild memberships, quest rewards, and selling discovered resources and artifacts. Information trading is common. Everything is more expensive the deeper into the Outlands you venture.
Current Issues: Rumors persist of something dangerous that the Guild Alliance is trying to contain. Increasing monster activity. Expeditions going missing at alarming rates. Strange magical disturbances. Unexplained disappearances even at well-established outposts.
Culture: Those who venture into the Outlands are called Outlanders or simply adventurers. No unified culture exists.
Identity and Language: Inhabitants speak Enderionan as the common tongue.
Clothing: Clothing is practical and durable: leather armor, sturdy boots, weather-resistant cloaks, and gear suited for survival. Adventurers often wear guild insignias and carry extensive supplies. Function over fashion.
FAQs and concepts. You can skip this part, it's just yapping lol.
Origin
This series was born from an idea while I was writing Lev's bot when I asked my friend Yuna what kind of specific setting it should have. The initial suggestion was just going to be a short setting with demis/monsters/supernaturals seen as enemies and danger to humanity. Next thing I know I'm writing a full blown lore site lol.The names of the land and its territories are just shuffled words from my other series, Eirendon University so creative lol
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