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Full Name Hadarian Archipelago
Pronunciation Hah-darr-ee-in Ark-ah-pelle-ah-go
Demonym Hadarian
Area 1,800,000 mi²
Languages Zasta, Common, Shalota
Population 4,000,000

Once a peaceful archipelago in the Hadar Sea, Hadar has since been mercilessly ravaged by jingoist sentiments in the Regalian Empire. The region is a hot and humid group of over a hundred jungle islands far to the south of Regalia and is well-known for its alien people and foreign culture. Ancient Hadar was home to the Meraic people millennia ago, who have recently reemerged as the Maraya. Now, the landmass is dominated by these ancient people, as well as the reptilian Allar and at one time, the Slizzar. Hadar, despite now being a land of infighting, is often seen as the place where Regalia first asserted itself as a world power, a road that the vast Empire has only trodden further down ever since.


Hadar existed well before the Cataclysm, but unlike what some Ailor believe the region was already an archipelago of islands by the time disaster struck. The ancient history of the region is relatively unknown as the Slizzar themselves are convinced their origins are of a mythic nature. The first beings known to have lived there are the Seraph, with scant indications of their ruins across the islands. Eventually, the Fourth Civilization, the Meraic, came and lived in the region. All that is accurately known is that Hadar was the focal point of the Meraic’s great Tohn Valeer tunnel system with many entrances and stasis chambers located there compared to nearby Turmen, which has far fewer. However, the Meraic fell and the next race to live in Hadar were the Slizzar. By 3000 BC, they lived across the islands in isolated pockets, only coming together in times of worship which made the work of the Allorn Empire easy. The Empire invaded Hadaria after they had unified their own people in southern Daen, obsessed with uncovering and harnessing the natural transformative abilities of the Slizzar for their own use. Unknown to them, the Slizzar culture demanded the control and manipulation of others, which the Altalar were ideal for. Over the next two millennia, the Slizzar infiltrated and manipulated their supposed overlords both in Hadar and in Daen while Hadar itself remained mostly pristine, becoming an island paradise for the Altalar. However, their toying ultimately went too far.

By 400 BC, the Slizzar were using Altalar governors across all of Hadaria as proxies in private wars fought between different individuals and religious sects. The Empress became furious when one of her eldest children was dragged into the mix and ultimately ordered a mass-evacuation of Hadaria in 300 BC. The Nelfin also left because of the issues faced by their Empire, such as an increasingly organized Ailor population fighting back against their forces and the overall decline of imperial power. The Slizzar lost their toys and were without new ones for many years. Even though contact was made with the Ailor in 100 BC, and a few Slizzar slipped east to Oldt Era, the real boon was in the arrival of the Allar. Thousands of refugees from the Sendrassian Civil War flooded all of Hadaria, and Hadar soon had its fair share of Allar kingdoms established on its many islands. In the following years and during the Cataclysm, Hadar suffered little except for several small volcanic events. The Slizzar, while briefly stymied by the loss of most of their magics (gained in large part due to their time in the Allorn Empire), soon became major influences among the Allar on Hadar and eventually neighboring Turmen. However, Hadar remained a picturesque land. The Slizzar did not want to risk angering their gods by beginning the industrialization of their nation, despite the rise of the distant Regalian Empire. Gradually, this perception changed; by 250 AC, the region was beginning to develop rapidly. From Hadar rose Miko Missa, the Slizzar mistress in charge of a large-scale religious cult dedicated to the serpent god of pride, Isskarno. She pushed herself and her people outward, converting hundreds of Slizzar and thousands of Allar into her new order. By 264 AC, she had control of all of Hadar, and most of Hadaria without a war declared.

She rapidly expanded her control of her Essa Empire, and Hadar became the religious heartland of this nation. However, members of the Regalian Empire grew alarmed at this rise in power and, eventually, events led to the Chrysant War. The event was utterly devastating to Hadar and Hadaria as a whole. Regalian bombardments raked the jungles in fire, the picturesque waters were polluted by destroyed Allar vessels carrying chemical weapons, and the ecosystem was greatly destabilized by the emergence of the Meraic remnant (now known as the Maraya) and the Maiar from underground and underwater respectively. Hadar cities and settlements were also devastated during the war, as well as in its aftermath, by the Regalians and later, the enraged Allar that turned against the Slizzar. In the decade and a half since the war ended, the tropical climate has been largely successful in recovering itself. Some issues remain, such as Regalian interests seeking mining opportunities and lumber options among the islands. The great coral reefs that filled the waters are slowly growing over the ruins of the same vessels that smashed so many of their delicate structures during the war. Animal life is also rebounding in many quarters, both in the sea and on land. While it may take time, Hadar will likely recover from the devastation wrought by the war unless conflict comes to its white and black-sand beaches again.


Hadar is a landmass found south of the Regalian Archipelago, as well as Corontium as a whole. Directly east of it is the similar in climate and appearance, Turmen, while to its west sits Teled Methen, part of southern Daen. To Hadar’s south sits Sendras. The archipelago itself sites inside of the Hadar Sea, which encompasses all of the islands that make up Hadar and much of the coastline of nearby Teled Methen. Hadar is an ancient land, and there is strong evidence that it was once above sea level, giving weight to the incorrect perception that the Cataclysm sunk the continent and made the islands. However, this is not the case, and the only thing the Cataclysm did geographically was reactivate several volcanoes across the region. Hadar as a whole features many volcanoes, the vast majority long dormant, which contribute greatly to its lush foliage. These are the few peaks in the region, and where they do appear, the rest of the landmass gently slopes down to the surrounding coastline. The region is generally low-level as time has worn many of the volcanos down and flattened out much of the landscape. The climate of Hadar is tropical, blessed with warm winds pouring in from the south and west. These can however sometimes boil over into terrifying typhoons which the Slizzar call the Wrath of the Gods. Currently, Hadar is considered “empty” of states and nations, this official position ignoring any claims the dozens of Allar settlements, Maiar schools and Maraya communes who live there make as to their own statehood. In truth, many of these groups are too small or too crude to have properly advanced governments and official groups to make deals with Regalia. Only the Allar have a level of recognition, and they are mainly subservient to the larger states in nearby Turmen. Ailor and some other races have also entered the region, finding profit and refuge in the largely ignored islands, though all parties must contend with the occasional slave raid from the Altalar or the Songaskians.


The flora of Hadar can be described as a unique cross of plant-life from Sendras and Teled Methen, along with its own unique species. Various kinds of palm trees dot the coasts of the islands, while larger and more imposing trees remain toward the middle. This creates a cluttered forest floor where many kinds of leafy bushes, ferns, and shrubs thrive. In less-crowded areas, beautiful flowers flourish under the hot sun. One such unique flower of Hadar was the Chrysant Flower. Unfortunately, it is thought to have been completely wiped out by the profuse and excessive genocidal tactics employed by the Regalian marines, alongside many other unique and exotic species of plants. The flower was specifically a symbol of Slizzar culture and the emblem of the Essa Empire, hence why it was so zealously purged.


Equally as diverse as its flora, Hadar’s fauna are unique and can hardly be found anywhere else aside from its neighboring landmass of Turmen. From its jungle serpents to its colorful birds, the island chain of Hadar hardly lacks in exoticism and life. Hadar is not only a diverse land of animals on the surface; an uncountable amount of insects scurry about the forest floors, sprawling trees, and dark caves. In the past fifteen years alone, curious Regalian biologists have had a difficult time tracking and documenting each individual species of insect. In addition to having one-of-a-kind bugs, the waters of Hadar are also host to a great repository of unique fish. Perhaps in due part to some magic, the fish of the area seem to have evolved into very different colors, shapes, and core ecosystem niches. This is foremost showcased in the Maiar, who are incredibly stretched out and diverse as a collective sentient race. However, the true titan of the Hadar ecosystem was the Deep Sea Serpent, who the Slizzar worshipped as gods and who almost turned the tide against Regalia in the final battle of the Chrysant War. While they are assumed extinct, the beasts survive only in the deepest depths.

Politics and Demographics

Hadar has featured a large number of governments over the years, from colonial administration under the Allorn Empire to its own Imperial reign of the Essa Empire. However, today, the land is devoid of such advanced systems. Allar settlements are the most populous, but are easily pushed around by the Regalian Empire or prodded into co-operation with the actions of the larger Allar-run states of Turmen. Ailor and Altalar parties have also set up outposts, primarily for trading or military purposes attached to the Regalian Empire or any of the several Inheritor States of Rie. Up until recently, these forts were easy assignments, but the conflict with the Nelfin which began in 305 AC has resulted in many Altalar-led groups being forced out of Hadar even if they have nothing to do with the successor states. The Maiar of Hadar exist without nations or even strong roots, only living in loose tribes of individuals who are nominally allied with Regalia as they travel across the waters of Hadar. The Maraya, on the other hand, resist all parties who attempt to seize their very sedentary territory, aggressively defending the ancient Tohn Valeer from any who seek to access it. They are by far the most dangerous party in Hadar as, despite lacking canons, chemical weapons, or even physically imposing features, they have mastered rapid movements and dart in and out of the jungles and ruins of Hadar which they inhabit.

Notable Locations

Tohn Valeer

  • Click here for more information on Tohn Valeer


Uesston is a city-isle in central Hadar that acts as a trade center for Regalian merchants. Rather than allow their city to be destroyed when the blockade of their city began, the Al-Allar leaders surrendered and thus the city was only lightly damaged in the war. Uesston is made almost entirely of dark volcanic stone which mimics the naturally occurring dark colored stones found on Sendras. The city’s architecture is a callback to tradition Sendrassian designs, resulting in the entire city exuding a very ancient feel despite being only 200 years old. The city is segmented into several districts and “quarters” (though they do not take up nearly a quarter of the city). The old Slizzar quarter left to ruin and now filled with free growing Bloodthorn Vines, an issue the locals have repeatedly tried to remedy in recent years. Then, there is the vibrant merchant district on the far side of the city, which holds biweekly market days for the citizens of the city to trade and converse with newcomers or outsiders. The final region of note is the Central District, home to most of the Regalian administrative facilities as well as a significant number of Ailor families. The city is soundly under the control of the Regalian Empire, their soldiers tasked with patrolling the streets and facilities to make those that reside within feel safe. The additional protection afforded due to the guards adds an air of oppression to the settlement even if that is not what the Regalian Empire wants to exude.


Therín’vӓlwë is a mostly Altalar port built on the ruins of the old Allar city of Hu’rallas-sa in the west of Hadar. During the Chrysant War, this city was among the dozens bombarded by the Regalian Empire and left as a ruin before the brief pause for peace talks began midway through the war. Seeing an opportunity for expansion, a Nelfin state in southern Teled Methen seized the city during the period of peace talks between the two powers of the war, enslaving the remaining local Allar, and rebuilt the city as an Altalar foothold in the region. This has resulted in a fantastic success for the state as they and their clients have a solid flow of Allar slaves and goods out of the region for themselves. In recent months the port has been attacked by the Regalian Empire and it has thus been evacuated of its most notable members, however small populations of disreputables survive. The port is largely Altalar arcitecture imposed over top of older Allar design. The two do not always mesh the best and in addition the Altalar were occasionally cheap in their reconstruction efforts in their speedy attempt to rebuild the site. As a result, it is almost easy to dislodge and collapse several minor Altalar constructs in the city.


As the old saying goes, “One man’s junk is another man’s treasure.” The saying is literal in the city of Sa’zzyulossa, an old Slizzar city in eastern Hadar that sunk into the sea due to Regalian bombardment. While the Slizzar may no longer use it, a tribe of Maiar has now come to call the abandoned city home. The various Maiar living there also help maintain certain areas of the city. For outsiders, however, the ruins offer up a great reward: treasure. Untouched by Regalian looting, objects of Gold, Silver, and stone studded with Sapphires and other precious gems still exist in the ruined homes and shifting sands around the site. The resident Mer often excavate these to sell for supplies and to guarantee continued protection from local Ailor. As the Maiar are the only individuals that are capable of retrieving the rare artifacts, they are at an advantage in all trade deals despite their crude trappings.


The ancient temple of Ssasrakand is one of the holiest sites to Slizzar and is known to have held the bones of various Deep Sea Serpents and Dragons alike. This temple to the Nessrassian faith was built over a Seraph ruin, though this information is not public knowledge. It functioned as the religious center for the Essa Empire, with hundreds of visitors each week exploring its grounds and elaborate articles of wealth within. Ssasrakand was unfortunately sunk into the sea by Allar alchemy after the site was sacked by the Regalian Empire near the end of Chrysant War, both punitive measures against the Slizzar Race who had attacked the Regalian nobility and of course, left most of the Allar to die. While most of it remains underwater, Slizzar gather once a year on the day of eclipse (January 5th) for communion with their own kind on several small nearby islands and in the waters above the temple itself. At all other periods, the region is void of an obvious Slizzar presence but instead possesses another one. A Vannhestia, a magical creature made entirely of water which resembles a horse, makes unending rounds about the surface of the water around the old perimeter of the temple. It is very passive and is thought by locals to be an eternal symbol of Regalian victory (as horses are not native to Hadaria), but it is actually just a result of the ancient Seraph ruin now deep underwater. For anyone seeking valuable bones or treasures, the site has only been minorly explored by the Slizzar and much of what is now there is a mystery, even to them.


  • Legends tell of a graveyard of ancient Nelfin vessels from the time of the Allorn Empire that sank during a typhoon. The treasures these ships were carrying to the mainland now lie at the bottom of a dangerous region called “The Fleshripper Reefs.”
  • While the Slizzar have unknown origins from before coming to Hadar, some note their ability to morph and disguise is like that of the Kelp from Essalonia. Others suggest that the proto-Slizzar migrated away from Sendras due to unknown reasons.
  • The largest Hadarian typhoon was the R’ssro-Lusso (Consumer of All), a storm of mythical proportions. It is said to have swept an entire kingdom into the sea shortly after the Cataclysm.

Writers HydraLana
Artists None
Processors BillyTheScroofy, AlphaInsomnia, apath, Dosier
Last Editor HydraLana on 12/24/2018.

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