Abaldegian Heptarchy

The borders of Abadlegia following the Abaldegian Civil War

The **Abaldegian Heptarchy**, commonly referred to as **Abaldegia**, is a nation and fragile state formed from the collapse of the Abaldegian Kingdom during the Abaldegian Civil War. It borders the Brotherhood of Arkeria to the north, the Gold Plains Kingdom to the northeast, Brynsia to the east, and Thorland to the west. To the south it faces the Maldoarvan Strait to the south, across which lies the island of Refuge and Maldoarva proper.

## Geography

Abaldegia as a whole is mostly flat, with mountains towards its north facing Arkeria. These mountains, known as the Alberside Slopes, are dangerous, cold, and jagged, made primarily of black scorched stone. This protected Abaldegia not only from invasions from the north throughout it's history, but also most of the southern lands from the Draconic Cataclysm. The rest of Abaldegia is primarily covered in forests and grasslands, with farmlands following the few rivers in the region. As the Focus currents in this region are largely unaffected, the region has become famed by archaeologists for being a snapshot of what the world was like before the Draconic Cataclysm.

## Government

Following the Abaldegian Civil War in 767 3E, the monarchy of Abaldegia was ousted with the execution of the Vincentas dynasty by the victorious revolutionaries. However, with such diverse groups with different political ideologies competing for power over their new nation, little progress was made in any actual direction towards forming a new government, as the Abaldegian Monarchists and Western Republicans movement butted heads and even faced outbursts of political violence. In the meantime, groups of criminals began to grow in power, slithering through the underbelly of Abaldegian society.

Eventually, these groups of criminals grew more and more organized, forming seven organized crime syndicates. As there was no central government to help provide for the citizens of Abaldegia, the crime syndicates became the only ways for them to maintain security. Eventually these crime organizations became the de facto ruling powers of Abaldegia, as the squabbling between political factions fell quiet due to poverty and a collapsed economy. These crime syndicates regularly engage in combat and fights with one another over territory and supplies, and exploit those under their rule for "protection." Those groups that control the borders often force travellers to pay exorbinant fees if caught, making it difficult for natives of the nation to actually emigrate and escape the situation their government is in. Most of these syndicates are divided among lines of nationality and ethnicity.

### Abaldegian Crime Syndicates

* **Barberdo Mafia**, the most powerful crime syndicate in Abaldegia, was formed in the coastal Malkenian slumbars and controls most of the coastline of the country as well as many notable cities. It is ran primarily by the children of catfolk immigrants from Barberdo.
* **The Warrens** are the most populous crime syndicate in the nation, formed from the many warrens of ratfolk in the nation. They are also the most widespread, their members hiding in warrens and sewers across Abaldegia. They typically deal in alchemical supplies and drugs.
* **The Kingdom** is a crime syndicate formed in eastern Abaldegia from remnants of the Abaldegian Monarchists. They dress their leaders in remnants of the Abaldegian Kingdom, wearing old crowns and necklaces of the old Vincentas dynasty.
* **The Wildlings** are a crime group that keeps to the undeveloped areas of Abaldegia, typically hiding in the forests or in caves. Sometimes acting more like a cult, this syndicate regularly follows druids and worships nature.
* **The Immortals** are a syndicate primarily located in northern Abaldegia. They actively patrol and control the few cities and towns they have power over, their rank-and-file members all dressed in the same black outfits and red masks to give the impression that their numbers are infinite.
* **Abaldegian Posse** is a group of native Abaldegian humans that control portions of western Abaldegia. They are relatively unorganized but are known for their brutality and harshness towards their constituents.
* **House Rompu de Brut** is a breakaway elven house formed by Abaldegian half-elves and elves, originally members of House Brut. They are officially unrecognized by other elven houses and are primarily focused on financial gain rather than any traditions.

## Trade

Trade in Abaldegia is almost entirely controlled by the local crime syndicates. Imports and exports almost solely make the rounds through criminals, and are distributed among markets that are also ran by criminals. This includes food and basic supplies for living, even clean water. If there is something that the criminal syndicates have been able to monetize, they most likely already have - a simple meal can cost upwards of 5gp, and medical supplies are often nigh unaffordable. As a result of this criminal nature, a Abaldegia has become host to various different black markets, and produce countless illegal goods - poisons and tainted liqours are often one of the most notable exports, however more sinister goods are also sold, Some criminal syndicates even deal in slaves and other highly illegal goods.

## Culture

The culture of Abaldegia is relatively fragmented, with members of the nation all viewing themselves as being a part of a different group. Historically, during the years of the Abaldegian Kingdom, most of the population saw themselves as simply being Abaldegian - the descendants of the various tribes united in the wake of the Draconic Cataclysm. However, after the kingdom's collapse and the conquering of the nation by various crime syndicates, ethnicity and nationality have become an important part of the locals' lives. Depending on what syndicate one is living under, one's quality of life can vary drastically. For example, an Abaldegian living under the Posse or Immortals will likely live a life with little trouble from the local criminal syndicate. However, a catfolk living under the same groups may face a much harder life, being mugged for "taxes" by the local syndicate far more often or even pressed into indentured servitude.

As a result of the current government, much of Abaldegian culture has stagnated or collapsed entirely. A once-thriving nation with a proud history of peace, art, and community has largely become solely focused on its own survival. Most Abaldegians are untrustworthy of one another, due to the large number of citizens who try to take advantage of one another. Small groups of trustworthy individuals often band together, but tribalism is very strong in the nation, with groups of people rarely interacting for more than a few moments. Much of Abaldegia is focused solely on making enough gold to secure their next meal from the local crime syndicate, and avoiding that gold being stolen from them.

## History

The Abaldegian Kingdom was founded in 98 3E, following the conquering of the Abaldegian tribes that had formed following the Draconic Cataclysm. Conquered and ruled by King Yoha Vincentas, the Kingdom was the primary form of government in Abaldegia for hundreds of years. The Vincentas dynasty was known for being relatively indulgent, regularly taking more taxes than needed and hosting feasts. Most of Abaldegian history was relatively uneventful despite this, however, it's history being relegated primarily to courtly intrigue that would end with the Vincentas dynasty defeating any assassins or rowdy nobles that cropped up.

### Immigration Period

Shortly before the Abaldegian Civil War, the Abaldegian Kingdom offered refuge for displaced Malkenian refugees, following brutal conquests in southwest Malkenia. This event, known as the Abaldegian Exodus, saw many Malkenian natives finding their way to Abaldegia. This included many catfolk and ratfolk, who were settled on the Abaldegian coastline in coastal communities, that would typically build offshore for more living space. These communities became known as the "Malkenian Slumbars," due to their high concentrations of taverns. These slumbars offered cheap labor in the waning years of the Abaldegian Kingdom, and due to their relative poverty, were the hub of much crime during the Abaldegian Heptarchy, such as smuggling of illegal goods from offshore.

### Civil War

The Abaldegian Civil War began in 742 3E, lasting 25 years until 767 3E. This conflict saw many factions, who had grown discontent with the Abaldegian monarchy due to the decadence of the royal family and nobility combined with high tax rates, rise up and depose the Abaldegian Kingdom's government. The first sparks of revolution began in the countrysides, and quickly spread to cities until militia groups began to form and attack guards and military personnel. This revolution was relatively unorganized as many different factions with different ideologies formed - the two primary ones being the Abaldegian Monarchists, who sought to place a new king on the throne after deposing the current one, and the Western Republicans, who sought to instill a more democratic form of government like that seen in Maldoarva. Other political factions were also involved in the fighting, typically being various independence factions. The war was primarily conflicts of various groups against the kingdom's military, lasting until King Tyr Vincentas was slain in combat in 767 3E without an heir, signaling the end of the war as the rest of the nobility capitulated to the revolutionaries.

### Crime Syndicates

Following the civil war, Abaldegia faced a complete breakdown of society. The revolutionary parties could not find middle ground to form a government, and the economy of the nation began to collapse. Crime was on the rise, and criminal syndicates offered protection for those who could not protect themselves in the new order. While scholars debate exactly *when* the crime syndicates became the de facto rulers of Abaldegia, it is agreed that Abaldegian society had formed at least a somewhat functioning nation by the year 774 3E. Despite this, it is still considered a fragile state, with no true governing body and a widely accepted inability to defend it's own borders and provide for it's population. Since it's civil war, Abaldegia has been the subject of much gifts and aid from other nations, however they have typically been stolen by local crime syndicates rather than dolled out to actually assist the population.

## Plot Hooks

* The Wildlings have been slowly disappearing, and they know it isn't the other syndicates. There's something in the forest that's hunting them, and they aren't sure what - but they approach the party for help to stop it.
* A rare animal or monster thought to have gone extinct in the Draconic Cataclysm is being reported to have been found in the outskirts of House Rompu de Brut territory. Instead of trying to conserve the species, however, they have begun hunting them down for their pelts, and capturing live specimens to sell to foreign nobility. The Wildling druids do not take very kindly to this.
* The Warrens have been finding their warrens flooded with deadly gasses. The local ratfolk know this gas well, recognizing it as a deadly chemical used against them by the Malkenian Imperium when their land was conquered, and they approach the party to find out what is going on.
* A group of citizens living under the Barberdo Mafia approach the party with one of their dying friends, unable to afford medical care. The party quickly discovers that the friend has been inflicted with a poison from some form of bite wound, that no manner of their spells seems to affect. They have to figure out what has afflicted the person, how to cure it, and how to prevent this from happening again.
* The party is ambushed passing through Abaldegia to their goal, and are knocked out and captured. They must escape the prison that one of the syndicates has constructed to hold them for ransom.
* Due to the amount of lies spread by the criminal syndicates in the Abaldegian Heptarchy, it is a place ripe for a false hydra to germinate.