Stormbringer:Young Kingdoms
The Young Kingdoms

The world of the Young Kingdoms is not a place of rising nations and hopeful banners, but of decline, inheritance, and uneasy survival beneath the long shadow of elder powers. Chief among those powers is Melniboné—the Dreaming Isle—whose languid decadence and ancient sorceries once ruled the world entire. Now it decays, and in that decay the so-called Young Kingdoms have risen: fractious, ambitious, suspicious of one another, and united only in their shared resentment of their former masters.
Yet even in rebellion, they cannot wholly escape the old patterns. Their politics are unstable, their alliances fleeting, and their cultures shaped as much by fear of Chaos as by defiance of it.
The Young Kingdoms As A Whole
The “Young Kingdoms” are less a formal alliance than a convenient term for the patchwork of human realms that grew in the cracks of Melnibonéan decline. They are:
- Politically fragmented, with constant wars, raids, and shifting alliances
- Religiously divided, split between Law, Chaos, and uneasy compromise
- Culturally diverse, ranging from decadent city-states to harsh frontier realms
- Suspicious of sorcery, even as many rulers secretly rely on it
No single power dominates them. Instead, the balance of power shifts like sand, often influenced by cults, trade routes, and the hidden hand of Chaos.
Imrryr And The Shadow Of Melniboné
Though not a Young Kingdom itself, Imrryr defines the political landscape.
- Once the center of a world-spanning empire
- Now insular, decadent, and increasingly irrelevant
- Still feared for its dragon riders, sorcery, and ancient pacts
To the Young Kingdoms, Melniboné is:
- A hated former tyrant
- A decaying relic
- A latent threat that might awaken
Most rulers watch it warily, like a sleeping serpent.
Pan Tang — The Rising Power Of Chaos
If Melniboné is the past, the island of Pan Tang is the future—and it is a dark one.
- A theocratic island empire devoted openly to Chaos
- Ruled by a sorcerer-king (the Theocrat)
- Expanding aggressively through conquest and influence
Pan Tang represents something new and dangerous:
- Where Melniboné was decadent and withdrawn, Pan Tang is evangelical and expansionist
- Its rulers actively seek domination, not merely survival
- It embraces demonology not as a fading art, but as a weapon of state
Other kingdoms fear Pan Tang more than they hate Melniboné. It is the one power that might truly unite them—if they could ever stop fighting one another long enough.
Vilmir — The Sword Of Law
Vilmir, on the eastern continent, stands as the most prominent champion of Law among the Young Kingdoms.
- A rigid, militaristic realm
- Deeply religious, devoted to the forces of Law
- Structured, disciplined, and expansionist in its own way
Vilmir’s outlook:
- Sees itself as a civilizing force
- Distrusts sorcery, especially anything tied to Chaos
- Frequently clashes with Chaos-aligned states
Yet Vilmir is no gentle bastion of good. Its devotion to Law often manifests as:
- Harsh orthodoxy
- Intolerance
- Relentless warfare against perceived corruption
To some, it is a bulwark. To others, merely another tyranny.
Argimiliar — Trade And Treachery
Argimiliar, on the southern continent, is a mercantile kingdom, defined less by ideology than by profit.
- Wealthy, urban, and politically fluid
- Dominated by merchants and trade interests
- Skilled in diplomacy—and betrayal
Its outlook is pragmatic:
- Aligns with Law, Chaos, or neutrality as suits its interests
- Values wealth and influence over doctrine
- Acts as a hub of intrigue, espionage, and commerce
Argimiliar often survives by playing stronger powers against one another—a dangerous game, but one it plays well.
Ilmiora — The Civilized Mask
Ilmiora represents refinement among the Young Kingdoms.
- Cultured, diplomatic, and outwardly stable
- Known for its cities, arts, and political sophistication
Yet beneath this civility:
- Intrigue is constant
- Alliances are fragile
- Power struggles are subtle but relentless
Ilmiora prefers:
- Diplomacy over open war
- Influence over conquest
- Appearances over truths
It is a place where a smile may conceal a dagger.
The Isle of the Purple Towns — Reavers Of The Eastern Ocean
A large prosperous island located off the eastern continent.
- A loose confederation of independent coastal cities
- Maritime culture built on trade, raiding, and seamanship
- No central ruler—power rests with captains, merchants, and councils
The Purple Towns are defined by:
- Pragmatism over ideology
- Reputation over lineage
- Strength, cunning, and success at sea
Their outlook:
- Distrustful of both Law and Chaos
- Unimpressed by empires like Melniboné
- Focused on profit, survival, and opportunity
They are known for:
- Fast ships and skilled sailors
- Raiding, trading, and mercenary work
- Fierce independence and shifting alliances
To the wider world, they are pirates. To themselves, they are free.
Jharkor — The Frontier Of Ambition
Jharkor is a harsher, more martial kingdom on the western continent.
- Less refined than Ilmiora, less rigid than Vilmir
- A land of soldiers, adventurers, and opportunists
Its outlook is practical:
- Values strength and success over ideology
- Produces mercenaries and warlords
- Often serves as a battleground for larger conflicts
Jharkor is the Young Kingdoms in miniature: ambitious, unstable, and always on the edge of violence.
Nadsokor — The Beggar City
Nadsokor, located on the eastern continent, stands apart from all others.
- A city of beggars, outcasts, and the dispossessed
- Ruled by its own strange internal order
- Largely ignored by the great powers
Yet it has its own kind of strength:
- A vast network of information
- A culture of survival and adaptation
- A neutrality born of necessity
Nadsokor reminds one that not all power is crowned or armored.
The Balance Of The World
The politics of the Young Kingdoms are not defined by simple good and evil, but by a shifting triad:
- Law — order, structure, tyranny of certainty
- Chaos — change, power, destruction, freedom
- The Balance — the fragile equilibrium between them
No kingdom fully embodies the Balance. Most lean one way or another, and their conflicts reflect this:
- Vilmir pushes toward Law
- Pan Tang toward Chaos
- Others drift, opportunistic or conflicted
The result is a world perpetually on the brink:
- Of war
- Of collapse
- Of transformation
Summary
The Young Kingdoms are not heroic nations in the modern sense. They are:
- Ambitious but unstable
- Civilized but cruel
- Fearful of the past and uncertain of the future
They exist in the long twilight of a dying age, where old powers fade, new ones rise, and no one—not even emperors or sorcerers—can say what the world will become.
Stormbringer Codex Home • Players Guide • Character Creation • Careers • Boons • Flaws • Sorcery • Doom • Peoples • Young Kingdoms • Law & Chaos • Setting Rules • Arms & Armor • Name Generators
