Andor is the kingdom of rivers, merchants, and ambition. Great waterways divide the realm into prosperous duchies connected by trade routes stretching across southern Therasya. Its capital stands as one of the largest cities in the world, protected by walls, fleets, and wealth beyond counting.
The Andorians possess little of the martial pride of Avaton or the religious fervor of Heraldon. Instead they place their faith in commerce, diplomacy, law, and practical solutions. Gold moves through their lands as freely as water, and where an Andorian ship arrives, opportunity is rarely far behind.
History & Founding
After the Numahen descended from the North, many settled in the valleys east of the Thera Spine, in the region now called Andor. The river crossed plains, one of which is Erenor the greatest river of Therasya, are extremely fertile, a fact that helped them quickly grow and support their population.
Andor was born from the chaos of trade and civil war. Before the kingdom’s foundation, the plains and river roads of the region were controlled by powerful merchant families who fought one another for ports, mines, and trade routes. The two strongest houses, the Heartel and the Melsen, drove the region into the devastating Crossroad of Fate War, which culminated in the fall of Ydor’s Gate in 1427 BS.
After the war, Eldred Melsen understood that survival did not lie in domination, but in union. He gathered the great families at Port Lake and signed the famous Trade Charter, founding the Kingdom of Andor and proclaiming himself its first king. The word Andor itself means Union in the ancient language of the Thergen.
In 595 BS, the tyranny of Englard Melsen provoked the Second Civil War. The uprising of the great houses under Rodney Greymon, supported by the people, led to the fall of the Melsen and the rise of the Greymon dynasty, which rules to this day.
Government & Succession
The Kingdom of Andor is a powerful hereditary monarchy built upon a highly decentralized administrative structure. While ultimate authority rests in the hands of the Crown, governance throughout the realm depends upon cooperation between the King, the ducal houses, and the great families that dominate the political and economic life of the kingdom.
The King serves as the supreme ruler of Andor and holds the final word in matters of war, diplomacy, and national policy. Although royal authority remains unquestioned in theory, wise monarchs rarely govern alone. The throne traditionally relies upon the counsel of dukes, merchants, military commanders, and influential noble families whose wealth and regional influence form the foundation of Andorian stability.
Administratively, the kingdom is divided into nine duchies, each functioning almost as a small realm within the greater kingdom. Every duchy is governed by a duke responsible for taxation, internal security, infrastructure, and economic development within their lands. Local rulers possess considerable autonomy in managing their territories, allowing them to adapt to the vastly different needs of river cities, mining regions, agricultural plains, and frontier settlements.
Despite this independence, all duchies owe taxes, military support, and fealty to the Crown. During times of war, the King may call upon the levies and professional forces of every duchy, uniting them under a single royal command.
Succession follows hereditary tradition through the royal House Greymon, the dynasty that rose to power following the Second Civil War and the fall of House Melsen. The continuity of the Greymon line has become closely tied to the unity of the kingdom itself, and disputes regarding succession are viewed not merely as dynastic matters but as threats to the stability of all Andor.
This balance between centralized authority and regional autonomy has allowed Andor to maintain both strong royal leadership and the flexibility necessary to govern one of the wealthiest and most diverse kingdoms of southern Therasya.
Society & Culture
Andorians consider wealth, work, and social advancement to be fundamental virtues. Their society is deeply mercantile and travel-minded, while success is treated almost as a religious duty.
Despite vast social inequalities, poverty is considered a shame for the state itself, not just for the individual. The destitute receive food and basic goods from the public welfare system, while begging remains illegal. Andor would rather turn a hungry man into labor, a sailor, a porter, or a soldier than admit that its rivers cannot carry him somewhere useful.
Andorians are highly educated and love libraries, cartography, and calligraphy. Their maps are the most accurate in all Therasya, while their bookcraft is surpassed only by the art of the Gnomes of Kinetika. They are also famous for their excellent textiles, mainly wool and cotton, while their silk is considered among the finest in all Therasya.
Their naming traditions preserve strong Thergen influences, especially the suffix -dor, which is connected with water and flow. To an Andorian, the name of a person, road, river, family, or ship should move easily on the tongue, as all worthy things must move.
All worthy things must move.
Faith
Faith in Andor revolves around the idea of Flow, Movement, and Harmony. Andorians believe that stagnation leads to decline and, ultimately, to Entropy, while progress, travel, and trade are sacred expressions of Creation itself.
The dominant deity of the kingdom is Ydor, the Eternal of rivers, flow, water, and change. The four great rivers of the country are considered his literal blessing upon Andor and the source of its wealth. Unlike other deities, Ydor has almost no temples, as his followers believe that buildings are far too still to follow his word. His services are held on rivers, bridges, harbors, dams, and along trade roads.
Equally important is Naurond, Eternal of change and the former angelic messenger of Harmony and one of the kingdom’s saviors during the Fall. He is considered the protector of trade, travelers, explorers, and merchants, while legend credits him even with the invention of coinage. In the center of the capital rises the magnificent Cathedral of the Gate of Roads, with golden columns and gates of precious stones.
Therra, mother of earth and fertility, is worshiped mainly by farmers, miners, and frontier populations within underground shrines known as Embraces. Zoodotis holds a prominent place in rural life and in the survival of the kingdom, while his knightly order maintains isolated fortresses on the northern borders, fighting the so-called Fallen and the forces of Entropy.
Lahesis, patroness of luck and fate, has no centrally organized church. Instead, small shrines stand at city gates, crossroads, and places of great decision, where travelers leave offerings before beginning a new journey.
Andorian law itself has deep religious roots. Andorians believe that even a criminal must have the chance to complete the journey of his soul toward the Pool, and for this reason executions are extremely rare. Forced labor and rehabilitation are considered preferable to death.
Military
Andor possesses the best-equipped and best-funded army in southern Therasya. Its economic strength allows for constant training, technological improvement, and the maintenance of a large standing army.
The backbone of the army consists of halberdiers, crossbowmen, and light infantry, while the kingdom’s cavalry is famous throughout Therasya. Horses are abundant in Andor’s valleys, and years of training beside the Lydorians have created a powerful link in Andor’s war machine.
Particularly well known is the Order of the Flail, an elite order of heavily armored knights who fight with flails and shields in defensive formations. The knights of the kingdom form the backbone of the army, and its officers are drawn from their ranks.
Andor also maintains one of the strongest fleets on the continent, composed of war barges, infantry barges, and siege vessels designed in its famous shipyards. Combined with siege engines and war machines built in Kinetika, the army of Andor is a finely tuned machine against the hordes of Chaos.
The Water Templars give Andor a second shield no wall can replace. Founded after Dagon corrupted the rivers and Elmond Sander’s men received Ydor’s blessing, they hold the Great Dam of Goldam, watch the estuaries, guard the rivers, and pursue the Iniatu and Dagon’s servants wherever water becomes a door for corruption.
Economy & Trade
Andor’s economy is the strongest in southern Therasya and rests on three pillars: river trade, mining of metals and precious stones, shipbuilding and navigation.
The great rivers turn the country into a vast trade route connecting it with Dymarth, Elemendia, Erenor, and the southern seas. Its lands are blessed with great fertility, while beneath its soil and within its mountains there is an abundance of gold, iron, and precious stones.
The merchants of Andor use the rivers to transport their goods and services to neighboring kingdoms, and they possess the largest merchant fleet in all Therasya. Harbors exist in almost every city of the kingdom.
The currency is divided into the Piece, made of copper, the Tower, made of silver and the Coin, made of gold.
Foreign Relations
Andor is a key member of the Southern Alliance against the demonic hordes and maintains close trade relations with most kingdoms of Therasya. Its politics follow the river rather than the sword. Where war is wasteful, Andor trades and where corruption reaches the water, Andor fights.
Its politics follow the river rather than the sword.
The Thergen Empire remains an old strategic partner, tied by history, refuge, roads, and the shared defense of the South. Kinetika supplies engines, technical craft, and practical inventions, while Andor provides markets, contracts, and river access. Dymarth enjoys close cooperation and trade with Andor, especially through the western mountain gates and military exchange.
Erenor is a valuable trade and travel partner, linked by river roads, cavalry traditions, and alliance obligations. Avaton shares the burden of southern defense, though Andorian wealth and Aenarch pride rarely sit quietly at the same table. Lakedawn is peaceful and friendly, a smaller neighbor whose clergy of Lahesis are respected in matters of fate and warning.
Lydoria is both rival and partner. Trade is important, but old military competition and cultural unease remain. Elemendia maintains cold but stable commercial relations after the War of the Mines, and neither side forgets how dangerous arcane arrogance and merchant ambition can become when forced into the same mountain passes. Everday relations remain tense after the Feyan invasion during the North Ride, while Zargovia has low diplomatic contact. With Heraldon, efforts to restore relations continue, although they join the same battlefields when demons need to be challenged.
Andor’s clearest enemies are Dagon and his water demons, the undead and Fallen that menace the southern seas and old ruins, the Helkorian and demonic powers of the north, and any force of Entropy that seeks to turn roads, rivers, or trade into instruments of ruin.
Notable Settlements and locations
- Andor City — The capital and largest city of the kingdom, built among rivers, forests, and lakes. It is the economic and political center of the country and the seat of House Greymon.
- Teneria City — The second capital and the most important river-trade hub of northern Andor. Once known through the memory of Ydor’s Gate, it remains central to Andorian history.
- Goldam — The stronghold of the Water Templars and the first bulwark against the forces of Dagon. Its Great Dam is both fortress and holy threshold of Ydor’s waters.
- Kaldor City — The great fortress of the western borders and the gateway toward Dymarth.
- Lakehold City — Andor’s shield against Lydoria and the center of southwestern trade.
- Folknor Keep — The capital of the Duchy of Folknor, the easternmost great city of the kingdom and the stronghold between Andor and Elemendia.
- Riverstar — Capital of the Duchy of Hillborn and hub of southeastern Andor, where Naurond’s Stream, the second-largest river of Andor, divides.
- Rivert — A southern river settlement guarding routes toward the lower duchies and the Black Gulf approaches.
- Ironclaw — A hard frontier settlement near the southern interior, known for its defensive role and road access toward Lydorian pressure zones.
- Riverwall — A fortified river settlement whose name speaks plainly of Andor’s habit of turning waterways into defenses.
- Hightower — A watch settlement and road marker in the southern duchies, useful for signals, patrols, and border warnings.
- Damhold — A river-control settlement guarding waterworks and crossings in the eastern duchies.
- Lonor City — A northern city near the trade roads toward Teneria and Erenor, important for interior movement and caravan routes.
- Ivory Gate — A notable crossing and symbolic gate-point into the Andorian heartlands.
- Felldrake Mountains — The western mountain barrier between Andor and Dymarth, filled with dangerous passes, barbarian tribes, Fellborn, and underground roads.
- Kha’asta Hills — The natural border between Andor and Elemendia, a dangerous highland where tunnels and hidden roads are never fully safe.
- Ethear’yl — An old Fey city before the fall of Cord, now reduced to a small cluster of islands. Relics remain hidden in its flooded ruins.
- Ruins of Hillbor — The old capital of Hillbor, destroyed in the war with Dagon. Cursed dead still walk its remains, while Iniatu are said to wait in flooded dungeons.
Adventure Hooks
- The waters below the Great Dam turn red for three nights. The Water Templars claim Dagon is corrupting the foundations, but the royal court fears treachery from within the order.
- A caravan vanishes beneath the Felldrake Mountains, and the only survivor returns absent of mind. The underground road may have opened into something older than the kingdom.
- A missing copy of the Trade Charter appears in the hands of a minor family claiming forgotten ducal rights. If authentic, it could redraw the authority of three river duchies.
- The ruins of the old Fey city surface during an unnatural low tide. Relics lie exposed, but Dagon’s servants, Fey ghosts, and Andorian treasure hunters must all compete for the prize
- The dead of Hillbor begin marching in orderly ranks moving toward Andor City. Someone or something is calling them home.
- Margan shells found on fishing boats prove that something is hatching again among the cursed islands. The Water Templars ask for secrecy, fearing panic along every harbor.
- A magical beast crosses from Lydoria unchecked. Andor suspects Lydorian negligence, but the tracks show the beast was fleeing something bigger.
- The border roads with Elemendia become unsafe after merchant caravans are found transformed into salt. Elemendia denies involvement, and both realms exchange blame.
- Old rumors of Iandor Greymon’s connection to the Dream Plane awaken when several noble heirs dream the same river turning backward. Priests of Ydor, diviners from Dymarth are summoned to seek the meaning.
- A delegation from Andor and allied realms travels to honor fallen legions near Barrowfen. The rites are meant to calm the dead, but this year the dead answer.
