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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
Population 4,000,000
Races Allar, Ailor, Altalar, Maraya
Cultures Hadarian Allar, Regal, Anglian and assorted Ailor Cultures, Minoor Altalar and absorbed Races
Flora and Fauna

Once a peaceful land free of conflict, Hadar has since been mercilessly ravaged by jingoist forces from 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 Cultures. Ancient Hadar was home to the Meraic people millennia ago, who have recently reemerged as the Maraya, and the past remains a present mystery in the form of both them and the Minoor Altalar. Now, the landmass is dominated by these ancient people, as well as the reptilian Allar and at one time, the Slizzar (though their power took a considerable dip following the Chrysant War). Hadar, despite now being a land of infighting, is often seen as the place where Regalia truly 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 that 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 today. The Slizzar either soon followed, or were already present, though this period of their history is a complete mystery to them. Due to the policies of the city of Sassrakkand, all knowledge of the outside world was purged following a Void Invasion. Ultimately, the interactions the Slizzar have had with their many neighbors is left to their myths and the fragmented tales of others. Eventually, the Fourth Civilization known as 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 Vault system, with many entrances and stasis chambers found there. However, the Meraic fell and the next Race to find Hadar were the many Races that made up the Allorn Empire. Their presence in the are was minimal, because the islands were rocky with minimal value able to be extracted, while the rich seas were only of interest to the Fin'ullen passing through the region on routes to Oldt Era, where the enslavement of Ailor took place. As the Allorn Empire began to decay and crumble, they finally abandoned their tropical lands, ultimately allowing a new group of colonists to settle what are now called the Minoor Isles around 300 BC. But, the great boon to the region was in the arrival of the Allar beginning around 150 BC, and what followed.

Thousands of refugees from the Sendrassian Civil War flooded the region, and Hadar soon had its fair share of Allar polities established on its many islands. The islands grew lush under the care of the Allar and with the aid of the Yellow Sea Dragons, native to the area. The Slizzar also left their city is large numbers, integrating and aiding the Allar how they could, eventually striking up a thriving partnership. In the following years and during the Cataclysm, Hadar suffered some, but rapidly recovered, new islands replacing those that had sunk or had been coverd in lava with the Allar setting to work again in their tasks. By 250 AC, the region was beginning to develop rapidly, and then came great change. In the same year, Mananya-Manya rose to prominence as the head of the nation they had once merely been an advisor for. The Slizzar Mage in charge of a large-scale religious cult capable of enslaving the Deep Sea Serpents to their will pushed herself and her people outward, converting hundreds of Slizzar and thousands of Allar into her new order. The Essa Empire rose, and they pushed for order and peace, for unity and the Chrysant Kingdoms across Hadar to be one nation under the leadership of their powerful, capable Empress. By 264 AC, this dream was a reality.

They rapidly expanded their control over the Essa Empire, and reached outward to other nations for trade and diplomacy. However, members of the Regalian Empire grew alarmed at this rise in power and, eventually, a chain of events led to the Chrysant War. The war was utterly devastating to Hadar, as Regalian bombardments raked the jungles in fire, the picturesque waters were polluted by destroyed Allar vessels carrying chemical weapons, and the politics grew more chaotic as the Maraya came down to strip whole islands bare. Hadar's 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 years since the war ended, the tropical climate has been largely successful in recovering itself. Some issues remain, such as Regalian interests seeking mining and lumber opportunities 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 the recent Sendrassian War was a political and, in some ways, a military failure for the Regalian Empire, the Regalian policy of containment largely restricted the spread of the war to other regions of Hadar. Thus, Hadar will likely continue to recover from the devastation wrought by the wars of its past, unless it is once again consumed whole by conflict.


Hadar is a landmass found south of the Regalian Archipelago, as well as Corontium as a whole. Directly east of it sits the more temperate Carrhen, while to its west sits Teled Methen, part of southern Daen. To Hadar’s south sits Sendras. The region is bordered by the Corontium Sea to its north. Hadar is an ancient land, and there is strong evidence that much more of it was once above the ocean waves, giving rise to the incorrect perception that the Cataclysm sank an entire continent underwater, thus forming the islands. While parts of Hadar did indeed sink, many new regions rose above the waves, some formed by new volcanoes which emerged and then cooled, others forged from long dead volcanoes bursting to life, and yet more forming from land pushed to the surface. Hadar as a whole features many volcanoes, the majority long dormant, which contribute greatly to its lush foliage. North Hadar is dominated by low-lying terrain with dense jungles on only a few of the islands, most prominently on the Minoor Isles to the west of the area. Here is also where ancient ruins, not of Allar but Seraph design, remain, though guarded and surrounded by the local Minoor Altalar. East Hadar is highly mountainous, a series of dead volcanoes allowing for the formation of cities in these peaks, while the vegetation-dense terrain around them remains nourished from the eruptions long ago.

Meanwhile, West Hadar is limited in its mountain peaks, and is instead filled with sandbars, shoals, and atolls with minimal vegetation in the region. This is primarily due to decades of conflict, and the frequent stripping of trees for construction by the locals. South Hadar, also called the Mozz-zzraazh Archipelago, is the most diverse region, holding mountain islands, low-lying regions, and mixes of both, but also Void-tainted islands corrupted by years of Sendrassian manipulation. These lands have twisted, hostile vegetation growing strong, while also having the most Sendrassian plant species in the region. The overall 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. Currently, much of Hadar is controlled by the Regalian Empire. Ailor and some other Races have entered the region to live alongside the native Allar inhabitants, finding profit and refuge on largely ignored minor islands, though all must contend with the occasional slave raid from the Altalar, as well as recent incursions from the Sendrassian Allar.

Notable Flora

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 is the Chrysant Flower, almost 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 is specifically a symbol of Slizzar culture and the emblem of the Essa Empire, hence why it was so zealously purged. Another major piece of local flora are Bloodthorn Vines, dense red-thorned plants which, upon scratching someone, causes them to hallucinate. This plant is also heavily tied to the Slizzar, as it is said they harness the Bloodthorn’s chemicals for their religious services.

Notable Fauna

Equally as diverse as its flora, Hadar’s fauna are unique and dominated by reptilian and insectoid life. In the jungles lurk the Hadar Wasp, an enormous insect that builds waterproof nests, the Corr'daga, unique to the Minoor Isles, and strange mammals like the green-colored Tree Basterion, rare since the devastation of the Chrysant War. Underground and in the underbrush squirms the Bugutza, a huge grub-like insect, and the armored Hadarian Beetle, well liked by the locals. As for the waters of Hadar, they are filled with many species of fish, native and not, as well as further reptiles. Such creatures include the Gargant Hadar Trunkrond, a huge species of sea turtle adversely affected by the constant conflict that has beset the tropical paradise, the Pahltu Reef Cracker, a predatory fish with a reinforced forehead and teeth capable of smashing through an obstacle to reach its prey, and lastly, the Redknob Octopus, a highly toxic yet vibrant cephalopod. There is one final beast of the sea to mention, the Deep Sea Serpent, who the Slizzar view as a tool to enslave and conquer, and who who almost turned the tide against Regalia in the final battle of the Chrysant War. While they are assumed extinct by some, the beasts in truth survive, but only in the deepest depths.


Regalian Empire

The collapse of the Essa Empire following the Chrysant War allowed the Regalian Empire new opportunities through the subjugation of the region’s many formerly autonomous states. While some of these were extensively colonized by Ailor, replacing migrated or dead Allar populations, a greater part of Hadar’s nations submitted to the Regalian Empire. While the recent Sendrassian War has damaged the opinion of the Empire for many in the region, most just want peace and stability to recover, though who knows for how long such a period will last.

Regalian Aligned States

  • Thomt Kingdom, the northernmost region of Hadar, and an equal population of Allar and Ailor. One of only a few regions to not be directly part of the Essa Empire given the local Ailor presence, Essan interference led to an Allar revolt that the Regalian Navy crushed during the early months of the Chrysant War. The region is currently best known for its Ailor glassmakers, and its generally wealthy Allar populace.
  • Alvaan Kingdom, one of the most prosperous and populous states in Hadar due to its agricultural wealth granted by a large, formerly volcanic, island dominating the Kingdom’s territory. This island, Alvazra, also has the beautiful Merah Cliffs, where red flowers, Bloodthorn Vines, and other crimson flora pours down a series of cliffs in a vegetation waterfall. The region is also the epicenter of Allar-based Faith of Estel worship, rubbed off on the locals by the Minoor Isles and nearby Teled Methen.
  • Rists Republic, one of the weaker states in Hadar. Following the Chrysant War, the Allar leadership was dismantled, allowing for others to establish an experimental republican government. The results have not been stellar due to frequent internal conflicts, with the region’s sole saving grace being its comparatively rich mineral wealth.
  • Mulac Duchy, formed from the dual islands of Muralzza and Mulazzra. It is lead by an Allar noble who has rejected the title of Digmaan. “Duke” Topah is highly Ailorized, and is largely viewed as a puppet by other regional Digmaan since Topah has abandoned both his traditional title, and more actively styles himself in Regal clothing.
  • Chazr Republic, a region governed not by Digmaan but instead solely by The Perpustakaan Besar. Headed by a council appointed by the Besar, the region has republican ideas for most local legislations and matters. The area is best known for its direct links back to the Besar over any noble lineages, as well as its alchemical development focus in the form of the Chazr Watergardens. These are vast coastal facilities made of wondrous glass panels and irrigation systems for the controlled and accelerated growth of a variety of alchemical substances.
  • Qwilac Kingdom is, for many, the standard Allar nation. Ruled by a Digmaan, the nation is largely ignored by the Regalian Empire as it provides demanded resources and aid when called upon. However, the region is also notable for its ecology, with dense reefs and mangrove forests offering much in the way of beautiful wildlife.
  • Monzzthat Kingdom, was formed from the wreckage of the Essa Empire by the charismatic and at that time, surprisingly young, Digmaan. The region the Kingdom now occupies is filled with city-isles, circular bastions that serve critical functions in Hadar’s economy. The greatest of these cities is Uesston (though it is not the capital), while the Digmaan himself is notable for being far more lenient on Slizzar than most in the Regalian Empire and wider Hadar Digmaan would like, said to be because their partner is a Slizzar.
  • Thaqz Duchy, are a lightly populated region of five islands ruled by a minor Allar functionary. Unlike elsewhere, though, Thaqz has Allarized its Ailor migrants, presenting a uniform Allar society and demonstrating the ability for cultural conversion to go both ways. They are also majority Allar-variant Dragon Worshipers, and some key events in the recent Sendrassian War have greatly galvanized the local populace.
  • East Hadar Cluster, the anchorpoint of Regalian control in Hadar. A series of provinces under Digmaan Yaotl, loyal Regalian-approved leader of his people, however the recent Sendrassian War has proven a hammer blow to his control. The East Hadar Cluster remains intact though, and its riches in gemstone mines still flow back to the Regalian Empire.
  • West Hadar Cluster, has long been a strongpoint of Allar militarism, forced to endure hardship during both the Chrysant War and decades of raids by Altalar slaves. The Cluster is ruled by a rough coalition of Digmaan who, until recently, were largely under the sway of Digmaan Yaotl of the East Cluster. However, the Regalian failures in the Sendrassian War have seen the West turn away, though they still profess Regalian loyalties, and guard Regalian shipping lanes into and around wider Hadar.
  • North Mozz, are a series of micronations and city-based regions in the Mozz-zztaazh Archipelago who, while loyal to the Regalian Empire, were hard hit by the Sendrassian Allar’s large-scale invasion of Hadar. They will likely take years to recover their strength, while their landmasses similarly heal from the devastation.

Independent States

  • Sassrakkand, the city-state capital of all Slizzar across Aloria. A vast concentric ringed city sitting at the middle of a huge coral reef, the outer wall was breached by the Allorn Empire years ago. However, total conquest eluded the Allorn, and the city itself has many mysteries about it. For more information on Sassrakkand, click HERE.
  • Tohn Maar Zintheer, a highly mysterious state isolated from all around it. While Zintheer is certainly Maraya in origin, and represents one of their few constant outposts on the ground while a majority of the Race sits in the air (or lurks within the Dread Empire), no one has been allowed in or out save for Maraya who are not talking. Warnings given to the Allar, and subsequent disappearances by those who did not heed them, were ignored by the Regalian Empire, who learned the hard way during the Chrysant War that Tohn Maar’s isolation is serious.
  • South Mozz, are a series of microstates and city-states on a spread of islands who have been encroached on, and gradually conquered by the Sendrassian Allar over the past half a decade. The region was recently the focus of intense scrutiny in the Sendrassian War, and much of the local Sendrassian Allar have retreated back to Sendras with the rebirth of the Allorn Empire.
  • Razkhaar Tribedom, a collective of rogue Sendrassian Allar tribes with barely any sense of identity. Not led by Digmaan, instead commanded by various war captains, these tribes are often pirates and raiders who prey on surrounding nations. The northern reaches of the Tribedom were invaded and occupied by Hadarian Allar during the Sendrassian War.
  • Minoor Palatocracy, is not a term used by many natives to the Minoor Isles, but the one Ailor diplomats often cling to to define the often enigmatic Minoor Palace Economies. United in unique purpose and belief, the region’s different Palaces are well known for their secrets and their fierce protection of the ancient ruins which give them such a unique position in the world.

Notable Locations


  • Click HERE for more information on Sassrakkand


  • Click HERE for more information on Barakota


Uesston is one of a dozen city-islands in Northern Hadar in the Monzzthat Kingdom that is significant for its major Regalian presence. Rather than allow their city to be destroyed when a blockade began to starve them into submission, the leaders of Uesston 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 also a callback to traditional 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 a quarter of the city each). The old Slizzar quarter was left in ruins and is 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. Next, there is the Harbor Quarter, which ironically rings nearly half of Uesston’s outer wall and main entry point. Here, catches of local fish and aquatic life are sold, along with copious storage facilities for those of mercantile interests. 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 region sits at the crowning center of Uesston, with the regional council deposed following the War. 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.

Aknor Knossros

The most well known Minoor Palace in Aloria and largely viewed as the capital of the Minoor world, Aknor Knossros stands tall in the minds of both outsiders and most modern Minoor. The structure was one of the first Palaces built, and has many features now standard across the other structures, but also held the single entryway into the Minolassaar which Aknor Knossros was built atop. The Palace is vast, taking up much of the hill slope it sits on, and features multiple facilities that serve many hundreds every day. Like most Palaces, it has four wings, roughly pointed in the cardinal directions, while the central structure holds both the entryway into the Manolassaar and the courtyard. The west wing is the most important area, and holds the vast storehouses of the Palace, huge grain pits sit alongside containers for all varieties of different meats and further plantlife, on top of the refined crops like Saffran which are largely shipped abroad. Additionally, much of the foreign trade goods are kept in this part of the complex, separate yet integral. To the south sits the offices and housing facilities of the Palace scribes, who record trade and production, as well as keep general records of their territory. The east wing, meanwhile, holds a bustling craftsman quarter, full of men and women plying their trade, using their provided facilities to create goods at the request of others from raw materials brought in from abroad and at home. Then, the north wing, an extension of the courtyard at the center, with grand gardens and water displays fed by aqueducts and infrastructure maintained in the north wing. However, this is also the religious heart of the Palace, and features great statues of bulls alongside elaborate frescos of religious iconography of the Minoor while great draperies of fabric hang in the air. At the center of it all, just off of the central, open air courtyard filled with local plant life, is the entrance down in the Minolassaar, its white steps and structure standing out in the earthen tones surrounding it. It is here where the first and few current Minoor diplomats gathered, upon the discovery of the ruin’s capabilities, and it is fiercely guarded by the Minoor.


As the old saying goes, “One man’s junk is another man’s treasure.” The saying is literal in the city of Satryanna, a trade city founded in northeastern Hadar which sank into the sea due to an unstable foundation, finally broken by an extensive Regalian bombardment. A number of Essan supply ships also sank with the collapsing city. Above the waves, there are only a few ruins sitting on the cliffside and beach that once held the semi-circular city. The city proper slid into the waters, and is scattered for a few square miles in the surrounding waters, gradually growing coral and being reclaimed by the sea. The region is also home to a group of aquatic Allar unaffiliated with any group, who make use of the area as a settlement. For outside parties, though, the ruins offer up a great reward: treasure. Untouched by Regalian looting, objects of Gold, Silver, and other precious metals studded with Sapphires and other precious gems still exist in the ruined homes and shifting sands around the site. The resident Allar often excavate these to sell for supplies and to guarantee continued protection from over-zealous Ailor. As these local Allar are the only individuals that are capable of retrieving the rare artifacts, they are at an advantage in all trade deals despite their generally crude trappings, and anti-Digmaan and anti-Regalian attitudes. Recently, the site became a battleground after a number of Bone Horrors emerged in the area, though in the aftermath new regions of the city have opened up, and the sands have drastically shifted, revealing a new diverse array of goods for discovery and sale.


  • 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” in Western Hadar.
  • Some note the Slizzar's ability to morph and disguise is like that of the Kelp from Essalonia. Others suggest that the Slizzar migrated away from Sendras due to unknown reasons.
  • The largest Hadarian typhoon was the 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
Processors KrakenLord01, Woodwork
Last Editor HydraLana on 06/26/2022.

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