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Depiction of Ardania in Prima's Strategy Guide

Ardania is a medieval fantasy world first introduced in Majesty: the Fantasy Kingdom Sim.

History of Ardania[edit]

Creation and early history[edit]

According to the story "Spirit of the Land", Krolm is the creator who created the world known as Ardania ("From the vast nothing, Krolm brought everything into being"). He then brought into existence humankind who would worship and revere Krolm's power. The first humans lived a simple nomadic lifestyle and became known as "barbarians." Soon, the barbarians came into conflict with the Dragons. With the assistance of a sword forged by the Dwarves, Krolm slew the dragon king to return peace to Ardania.

After the war against the dragons, the exhausted Krolm retreated to recuperate, during which he begot a son and daughter named Lunord and Helia. It was now that city-state civilizations first began, over a thousand years after the first barbarians of Krolm. Rendishire and Garuta being the two most powerful states. As time passed, the former came to patronize Lunord while the latter supported Helia. The two factions engaged in a long, destructive war until both sides were finally defeated by the original barbarians who dissented from city lifestyle. However, none of the threes sides were strong enough to place the land under strong rule. The destructiveness of the war caused a great recession in civilization and the emergence of greater evil led by Scrylia the serpent queen and the malevolent Witch King. During this time, Lunord and Helia sired seven children, including the four younger gods (Fervus, Krypta, Dauros, and Agrela, deities of Chaos, Death, Law, and Life, respectively), as well as Grum-Gog, the dissident god of the Goblins. The final two children were Rrongol and Url-Shekk, both monstrous yet too weak to be a god. Abandoned by Lunord and Helia, Rrongol and Url-Shekk roamed the lands for decades.

The Rendishire-Garuta war allowed Grum-Gog, Scrylia, and the Witch King to take advantage. Each had his or her own plans of domination but were ultimately set back. Grum-Gob's goblins never gained the upper hand in war against the humans, Scrylia's serpent forces were ultimately decimated due to rebellion within the ranks, and the Witch King's minions were eventually beaten by Sydrian and his knights. Victory over the evil forces effectively restored order to Ardania. It was now about a thousand years after the flourishing of the old city states. Buth neither Lunord nor Helia had the will to reestablish their lordship over the Ardania. Rather, the followings of the two gods gave way in favor of their four powerful children: Fervus, Krypta, Dauros, and Agrela. Temples to the four new gods grew in numbers while the followers to the old gods Lunord and Helia were shunned by the rest. Followers of the even older Krolm persisted, but their numbers were few compared to the days of the old. Among the four newer gods, due to differing ideologies, the followers Fervus and Krypta polarized from those of Dauros and Agrela.

In the face of such revival in civilization and religion, new challenge arose for the Ardanians. The revival of magic, largely abandoned for two thousand years, resulted in the creation of the first undead when a high priestess of Krypta who later became known as the "Liche Queen" misused her powers and sworn defiance to all things living. Newer monsters such as Black Phantoms and Minotaurs began appearing. Many of the new menaces, such as giant spiders and the Oculus, were due to dark sorcery.

Events of Majesty: The Fantasy Kingdom Sim and Majesty: The Northern Expansion[edit]

At the start of Majesty, Ardania is a fragmented realm with many kingdoms, but the entire continent is gradually unified by the sovereign. During this process, the sovereign defeats Rrongol, Url-Shekk, the Witch King, the Liche Queen, and an avatar of Krolm.

Heroes of Ardania is set sometime after the events of Majesty and its expansion.

Subsequent history[edit]

After Majesty: The Northern Expansion, Ardania is featured in Paradox Interactive's titles, which include Majesty 2: The Fantasy Kingdom Sim (2009) and the Warlock series (2012 and 2014), among others.

Majesty 2 takes place 500 years after Ardania was unified. Since the unification, many celebrated kings ruled and vanquished many legendary foes. The last king, Leonard, however, had no enemies left to conquer, and became worried over his place in history. He summoned a powerful demon in an attempt to banish it and win renown himself, but the demon killed the king and usurped his throne. Under the demon's rule, Ardania crumbled and fell back to its chaotic past, and many pretenders tried and failed to win the throne. Under this setting, a "true heir" to Ardania sets out to defeat the demon and purge the realm of evil.


There are eight main deities in Ardania:

  • Krolm: Krolm is the father god, and according to the Majesty Manual, the creator of Ardania. His followers are the Barbarians.
  • The second-generation gods are children of Krolm and an unmentioned mother:
  • The children of Lunord and Helia:

Notes on the history of Ardania[edit]

At the time of Majesty, there were two original canonical stories about the background mythology of Ardania:

The two sources have a few differences in the portrayal of Krolm and the development of the pantheon. "Spirit of the Land" described Krolm as more powerful, portraying him as the creator who begot two children to divide up his rule. "History of Ardania," on the other hand, does not explicitly credit Krolm as the creator of the world but begin the story describing Krolm's loneliness in a time when the "land was young," where there were no humans and "no creatures knew of him." In addition History of Ardania describes the role of Krolm's weakness after the battle with the Dragon king in bringing about the next generation of gods and does not mention Grum Gog, Rrongol, and Url-Shekk as offspring of the gods. The two sources do not necessary contradict due to the brevity of one and the thoroughness of the other, but differences in emphasis is readily seen.