The Sims 4 Ondarion World: Royalty & Legacy Map Revealed

▼ Summary
– The Sims 4 Royalty & Legacy pack’s world of Ondarion was created by collaborating with four community creators: Plumbob Kingdom, Eva Rotky, Emerald Stories, and Studio Gabri.
– Each creator designed original lots, from palaces to commoner homes, to define the kingdom’s distinct dynasties, neighborhoods, and layered storytelling.
– Plumbob Kingdom built detailed, dramatic spaces like the Abrantes Estate, drawing from dark academia and Victorian influences to reflect family power dynamics.
– Eva Rotky designed two contrasting palaces, with Bellacorde being orderly and opulent for a snobby family, while Verdemar is asymmetric and moody for adventurous collectors.
– Emerald Stories and Studio Gabri focused on creating cohesive, lived-in environments, such as a weathered fishing hut, an open-air market, and a bar reflecting maritime history.
The world of Ondarion in The Sims 4 Royalty & Legacy Expansion Pack is a vibrant kingdom brought to life through a unique collaboration with four talented community creators. This partnership focused on infusing the game’s new dynasties and neighborhoods with rich storytelling and distinct architectural styles, offering players deeply immersive spaces for drama and legacy building. Each creator was given creative freedom to design lots that define the kingdom’s culture, resulting in a diverse landscape of grand palaces, noble estates, bustling markets, and authentic commoner homes.
We spoke with each builder to explore the inspiration and craftsmanship behind their contributions, uncovering the narrative secrets woven into Ondarion’s most illustrious locations.
Plumbob Kingdom – Roko
Based in Brazil, Roko (Plumbob Kingdom) designed the Abrantes Estate, Renaissance Road, and La Vivace. A longtime player since the original Sims, his background in fashion influences his detailed builds, which blend dark academia, Victorian, classic, and rustic elements for a dramatic, lived-in feel.
One design challenge for Renaissance Road was balancing a luxurious exterior with a more modest interior. How did you approach that contrast? This lot was quite a challenge. I typically build on larger lots, so condensing all these ideas into a smaller space pushed me creatively. The contrast between opulent and humble elements was key. We ultimately conveyed that the more affluent pieces belonged to Juliette, brought from her family home when she joined Romeo to start their dynasty.
La Vivace is a gorgeous social space. How did you ensure social interaction was central to the design? My first thought was that classic film scene: a dance floor surrounded by mezzanines with a grand staircase front and center. I imagined this as the main spectacle for Sims attending a ball. For the exterior, I aimed for an eclectic style, combining renaissance, classical, neoclassical and Baroque influences, with Theatro Municipal do Rio de Janeiro as a major inspiration.
A standout feature of the Abrantes Estate is the administration room. How do you imagine this space being used in everyday storytelling? The family’s matriarch has a great thirst for power and a constant concern with elevating her family’s prestige. I imagine the throne room as where she grants audiences to commoners, delving into neighborhood gossip. She would especially use it to influence her son’s marriage, exercising manipulation to strengthen her legacy.
Eva Rotky – Eva
Eva Rotky, an interior designer originally from Austria and now in London, designed both Bellacorde Palace and Verdemar Palace. Her highly detailed, realistic builds blend contemporary and vintage elements within a minimalist framework, often inspired by historic architecture.
What storytelling elements did you include in your builds? Both palaces house very prestigious families with deep lore. I ensured the Sims’ personalities were reflected in their homes. The Capp household is materialistic and snobby, which the interiors show through heavy gold accents and pompous, decadent furnishings as Tybalt likes to flaunt his wealth. In contrast, Cordelia and Thiago of Verdemar Palace are adventurous collectors who love the sea. Their palace uses a darker, moodier palette with teal and blue accents. Since Cordelia is a treasure hoarder, I included a secret room in the tower filled with expensive items.
You built two beautiful palaces. How do they differ from one another? The households and their neighborhoods are vastly different, which majorly influenced my designs. Bellacorde is orderly and traditional, so its palace has a symmetric shape with precise landscaping, every bush and tree has its place. The neoclassical feel is romantic with warm pastels, grand staircases, and luxurious sculptures. Verdemar is untamed like the sea. Its palace has an asymmetric shape, sits isolated on a hilltop, and uses cooler blues and teals with weathering details. It feels romantic in a more secretive, nature-hidden way.
How did you integrate Secret Passageways into the palaces? I wanted them to feel genuinely secretive, not easy to spot or in obvious places, but in handy locations for Sims in the know. Since they look like old grandfather clocks, they were easily disguised in grand principal rooms where most Sims would just glance to check the time.
Emerald Stories – Linda Zaranyika
Linda Zaranyika (Emerald Stories) designed Casa do Corsário, the Fisherman’s Hut, and the Zanbira Market in Dambele. With over 14 years of Sims experience, her goal is to create spaces that feel warm, safe, and genuinely lived-in, inspired by nostalgia and curated dreams.
The Verdemar neighborhood is “fierce.” How did you implement this aesthetic while keeping the commoner residence cohesive? There are six completely different versions of Casa do Corsário. I chose subtle chaos over outright havoc. Brown terrain paint fades the stone, walls are weathered, and the charm comes from a moody, regal interior with a purposeful, muted grandeur from both the Verdemar and Dambele neighborhoods.
How did you ensure the design captures the essence of a fishing hut while still providing a cozy, livable environment? Colours and textures are everything. I used natural tones of the sea, light brown for sand, blue for the ocean and sky, and white for clouds. I stuck with simplistic woods and stone, avoiding metals and harsh materials. The space needed to be open, breathable, and fluid. With traditional boat houses lacking windows, I designed it to feel less confined, open access to the loft bedroom, multiple entrances, and sightlines from the living room to the kitchen.
The market is a central community space. What strategies did you use to create a cohesive and inviting atmosphere that encourages interaction? I avoided isolated areas, full walls, closed sofas, and barely used doors. I wanted Sims to walk past and see the community, hear conversations, and imagine smelling the food. Without barriers, this was possible. There’s a fundamental connection West African homes have with the earth, which I wanted apparent. The roofs cover only what’s necessary, walls are full of greenery, and life exists within the material itself. I imagined Sims walking through, immersed for a moment, whether for shelter, shade, or a quicker route, purposefully connecting Sim to Sim, Sim to Earth, and destination to destination.
Studio Gabri – Gabby
Gabby (Studio Gabri), an interior designer, designed Ye Olde Voyager, Sankofa Residence, and Hardcover. Her contemporary and modern heritage-inspired builds treat every lot like a real-world design challenge, aiming to inspire the community.
Hardcover, the Verdemar Bar, used to be frequented by pirates! How did you ensure that history was reflected in the build? Verdemar, or “the old sea,” is rich in maritime history. I wanted the bar to reflect this in both exterior and interior. The exterior nods to old and new with weathered limestone, lush vegetation, deep emerald green windows, and a sleek, round glass window on the second floor homage to modern navigation equipment. Inside, I wanted it to feel like an opulent pirate ship extension with rich wood paneling, a mix of furnishings, and décor. Touches of deep emerald green, shell motifs, and nautical items throughout add to the maritime charm.
The Sankofa Residence in Dambele is very luxurious! What elements of luxury did you implement? Dambele is luxurious in cultural and environmental elements. To capture this, I started with the fountains as a focal point and built the shell around them. Paired with neutral limestone, geometric tiles, and columns, I wanted a modern, visually interesting shape with varying heights, half walls, and Dambele-style doors and windows. Think modern opulence with West African influence. The exterior stairs seen from the second floor added texture and character.
Hardcover is a library by day and a nightclub by night! How did you blend these two opposing ideas into one space? The Backroom is a cool concept. Because a library and nightclub are very different social environments, I needed the exterior and interior to make sense together. I explored several ideas, but I’m happy with the final result. Structurally, I wanted the shape to be characteristic of Dambele’s modern architecture yet feel historic, as if it has been there for a long time.
A huge thank you to Plumbob Kingdom, Eva Rotky, Emerald Stories, and Studio Gabri for helping bring the kingdom of Ondarion to life. Collaborations like these allow The Sims to keep telling new stories, celebrating creativity, and building unforgettable spaces alongside our community.
(Source: Sims Community)