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Abaraxion

Prison Island of the Three Orders

Overview

Abaraxion is a notorious prison island at the south-western edge of the Xaverion realm. It is foremost an Ahn’Ghor stronghold, used to contain the most dangerous corrupted beings and Ghor-touched prisoners. Over time, the Xaverion Order and the Church of the New Faiths were granted tightly controlled permission to maintain their own high-security facilities there as well.

To most people, Abaraxion is not simply a place on a map; it is a threat and a sentence—the place you are sent when ordinary cells and ordinary chains are no longer enough.


Location & Landscape

Abaraxion lies in the south-west corner of the island region, away from the main trade lines.

The island itself is harsh and unforgiving:

  • Little more than jagged rock rising from the sea

  • Sparse or no natural vegetation

  • Surrounded by high cliffs and treacherous submerged rock spires that wreck any ship trying to land outside the single controlled harbour

Its inhospitable nature is the main reason it was chosen: Abaraxion is a prison that the sea and stone help guard.


Founding & Purpose

Abaraxion is a Fifth Era institution:

  • It was established after the worst chaos of the Age of Darkness and after the rise of dedicated Ghor-hunting orders such as Ahn’Ghor.

  • Once the Xaverion Order and the Church of the New Faiths were fully entrenched in the islands, Abaraxion became the logical place for all three powers to confine threats too dangerous, too corrupted, or too politically explosive to keep in normal city prisons.

In order of claim:

  1. Ahn’Ghor – founded and controls the original prison complex, intended for Ghor-touched creatures, cultists, and corrupted individuals they cannot safely destroy.

  2. Xaverion Order – added their own compound to hold prisoners judged a severe danger to the peace of the islands (high treason, large-scale organised crime, or cases too volatile for regular facilities).

  3. Church of the New Faiths – established a third compound for heretics, extremists, and those whose corruption or influence is seen as a spiritual threat that must be strictly contained.

All three prisons are separate, but the island itself remains under the primary oversight of Ahn’Ghor, whose mandate is to keep Ghor’s influence locked away.


Fortress & Layout

Aside from the three prison complexes, Abaraxion includes a central fortress built into the cliffs above the harbour. This fortress:

  • Houses the quarters, chapels, armories, and offices of representatives from all three Orders.

  • Serves as the administrative heart of the island.

  • Controls the only official entrance to the prison sectors.

From the sea, visitors see only:

  • A narrow, fortified harbour

  • High walls and towers above

  • No roads or visible routes further inland

The three prison compounds lie behind those fortifications, cut into the rock or built into sheltered interior valleys, each guarded according to its Order’s standards.


Prisoners

Abaraxion holds those considered too dangerous or too important to leave anywhere else, including:

  • Ahn’Ghor prisoners – Ghor-corrupted beings, cult leaders, and entities that cannot be safely killed or banished (yet), but must not be allowed to roam free.

  • Xaverion Order prisoners – condemned traitors, war criminals, leaders of major criminal networks, and individuals whose influence or abilities could destabilise entire regions.

  • Church prisoners – heretics, fallen clergy, fanatics, and members of extremist orders (such as surviving elements of the Crimson Order) who are deemed a severe spiritual and political threat.

Most who arrive on Abaraxion are assumed to never leave it again.


Access & Security

Access to Abaraxion is tightly controlled:

  • Only ships sanctioned by Ahn’Ghor, the Xaverion Order, or the Church of the New Faiths may approach.

  • Safe routes through the surrounding reefs and submerged rocks are kept secret and regularly changed.

  • Prison transports are heavily guarded, and all arrivals and departures are recorded in triplicate by the three administrations.

Escape is considered virtually impossible:

  • The sea is lethal.

  • The rock offers no friendly ground.

  • Even if someone slipped their bonds, they would still have to evade the combined watch of three Orders before they could even reach a ship.


Reputation & Present Day (Year 22, Fifth Era)

By Year 22 of the Fifth Era, Abaraxion is firmly rooted in the islands’ collective imagination:

  • Parents invoke it when warning children about consorting with cults or playing at “Ghor games.”

  • Tavern stories turn it into a hell of stone and storms where screams are swallowed by the wind.

  • Soldiers and knights know it as the place where the worst prisoners they ever help apprehend ultimately disappear.

For the three Orders, Abaraxion is a grim but necessary tool:

  • Ahn’Ghor sees it as a last cage for things they cannot yet destroy.

  • The Xaverion Order uses it when ordinary law and prison walls are simply not enough.

  • The Church treats it as a final barrier keeping dangerous heresies from spreading.

For everyone else, it is a name you hope you never hear in a sentence that also includes your own.

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