Kingdom Of Myrrdin
General Information
- Provinces: Royal Delta (Artyria), Annatelluria, Nyvari, A'divole, Malefactor's March, Etmyrri, Myrsian Highlands, Myskele, Dyanna, Myrlina
- Duchies: Frea*, Aefre*
- Capital: Camlothe, in the Royal Delta
- Major Cities: Dragon's Watch, Maewynn, Myrris, Mesynna, Lichfield, Mylliwyg, Harrow, Oxway, Emrys, Rienne, Frea*, Lufian*
- Towns, Villages, etc.: Blackwater, Stillwater, Cutwater, Murkwater, Bywater, Kingsbury, Border Town, Myrrh, Etna, L'share, Triste, Tradeway, Snowcap Summit, Fenway*, Whitecap*, Iulwen*, Purrna*, Madhunter's Knife*
- Environmental Sights: Peaceflower Graves, Knifewing Mountains, Snowcap Mountain, Malefactor's March, Dragon's Arm Mountains, Dragon Hills, Spillblood Mountains, Madhunter's Hills, Wolfrun Hills, Myrsy's Table (plateau), Navyrron Hills, Navyrron Mountains, Petta Fields, Mistveil Forest, Broken Toe Mountains, Valley of Kings, Kobold Hills, Multiplicity Bay, Snowcap River, Murkwater River, Redblade Canopy, Snowrend Hills
*Frea and Aefre were conquered by Myrrdin and are thus considered Myrrdinian, though their cultures are distinct and more directly aligned with each other and both are vying for independence in the 4th Era.
- Economy: Participatory, mercantilist
- Economic Trades: Arms, saphluvium ore, silsaph alloy, lumber, wine, alchemical ingrediants, masonry, beardogs, warhorses, etc (will add more specifics another time)
- Government: Imperialist, authoritarian, monarchal, autocratic
- Allied States: Askarra*, Nouxfret*
- Neutral States: Zuri, under Tethis Surna's leadership; Kavasta,
- Enemy States: Chimeria, Strigane, Divine Miraglas, Scarburn,
*Askarra is less allied and more...'doing business with' Myrrdin on account of the corrupt Azzar Malik Al-Askarra XXVII (4th Era).
**All of the above information is current, 4th Era information.
Historical Summary Pre-4th Era (mostly)
Humans and standard mages are generally located here in the capital city, Camlothe, or in the surrounding villages/towns (Cutwater, Bywater, Stillwater, Blackwater, and Myrris). The people here are arrogant and prideful, flawed and distrustful of any not their own (though, specifically, the elves). The kingdom is led by a descendent of Merlin himself, King Khaelin, who has a curiosity and love for magic despite the decline of its use or public interest in it. It is his interest alone that keeps Myrrdinian wizards and mages employed, despite there being a number of services in the capital that only wizards and mages can fulfill. The kingdom is heavily fortified and plentiful in population, though there is a great plain (Malefactor’s March) between the capitol and the Chimerian border; Camlothe’s sister city, Myrris, serves to keep the legions of undead, Myhala, and all other evils at bay. Most warriors, bandits, sellswords, barbarians, Wild Men, and master alchemists you’ll see on the East Road hail from Myrrdin. Likewise, most criminals relocated to Kírât also hail from Myrrdin (as well as Kavasta, the Diremark, and some select smaller nations).
The architecture is largely… inverted gothic in nature, though it is much brighter. White and gold are the main colors seen throughout the capital, but the massive royal castle on the cliffs observing Zuri (Merlin’s Landing) is made all the more noticeable with the additions of vermillion and deep purple. The capital city is well-guarded and would not fall to a full-on invasion of enemy forces for quite some time. Every man, woman, and child is encouraged to take up arms and eventually venture out into the rest of the Myrrdinian lands - it is a deeply valued tradition, as the experience is extremely important when applied in times of war. Hunting and orc slaying are considered noble tasks. So much so that even an outsider (Arda Störmhammer, a wizened dwarven battlemaster) has been awarded the title of Orcslayer of Myrrdin.
While the people are generally considered arrogant and prideful, they are also hopeful and steadfast, capable of withstanding incredible hardship and intense warfare. Camlothe is much more culturally open than it seems, having long-established trade agreements and treaties with Nuradan, Zuri, Nilmyrion, Mange Figi, Askarra, Scarburn, Nouxfret, Kavasta, Adamant, Luvia, and even the Watchers of Haagrífön in the Black Eyrie of Chimeria; The people of Myrris are more weathered, stubborn, and adventurous than their Camlothi counterparts, if a bit distrustful.
Myrrdin is, however, slow on its roll in regarding the warnings of the King’s court wizard. No one alive today in Myrrdin knows of the great evil that was defeated two Ages prior, nor can they fathom its return. Their ignorance is deeply uncharacteristic, but this can be attributed to many thousands of years of relative peace in Myrrdinian lands. Conflicts with the Wild Men, beastfolk, vampires of Strigane, among others are relatively few in number when considering history as a whole; However, there have been a handful of great wars between the Descendants of Merlin (the ruling house) and a handful of other great houses in the Malefactor’s March and at the borders of the capital city. The scars of such wars can still be seen to this day.
In Myyrdin, there is a vast, empty, and deathly plain stained with putrid death and scarred by war unceasing. Rot and despair plague these lands so haunted by legions of the dead, once dotted by numerous settlements belonging to the Upper Houses (the aristocracy), that which lies between between the Fortified City to the South and the outpost hub, Dragon’s Watch, at the. Little else but the shambling remnants of their fallen kin remain, accompanied by the blackhearted, monstrous brutes who align themselves with the Mad Queen Vaadynî. Together, they continue to slowly burn away at the edges of the March, leaving behind mountains of bodies and rivers of blood, where naught but ash and embers fall and the light of the Bright-Burning Star cannot cut through the smoke.
Even and especially now, the Mad Queen's armies coupled with the legions of the fallen undead and Myhalas choke what life still remains in the March, spreading like a terrible poison as they scatter in all directions. They make their ways in dedicated factions toward the borders of the western-most points of both the Diremark and the Dustveil as well, inching ever closer toward the great walls of Myrris and, by proxy, Camlothe; Were it not for the towering cliff-faces of the easterly Raven’s Spine or its razor-sharp labyrinth of blackstone pathways, the combined efforts of the Allied City in Zuri, Emûn Kethelín, or the elves and Chimerian Lightguard at the entrances to the Chimerian Deep, so, too, would these great and terrible armies have begun to pour into the valleys between the mountains and wreak unfathomable devastation. For now, despite their unceasing march, the Mad Queen's forces and the undead company they keep are barred from the central expanse of Myrrdin, but such unwavering guard is not promised to continue and, perhaps sooner than any would readily admit, it may one day fail.
And when that day should come, the skies will shade the world in inescapable blackness and rain down upon them all ash and flame.
It was not always this way. In fact, Malefactor’s March was once known as the March of the Golden, favored by the Fírrimídr (the gods at the beginning and end of the world, though chiefly Ímídr - gods shared with the elves). Endless fields of Goldleaf and Silver Foil bloomed here when the sun would set on the eastern horizon, accompanied by buds of complimentary petta blossoms and the ethereal glow of Ímdíra’s Breath; The soil was rich and dense in necessary nutrients for the cultivation of a great many alchemical ingredients and, likewise, grain crops and more. The Upper Houses expanded their territories out of Myrris into the March, encouraging their constituents to homestead or form settlements all throughout, effectively building Myrrdin’s economy and achieving for them all unprecedented prosperity. The people thrived, often joining in Myrris and the capital for seasonal festivals. Frea was founded in the foothils of the Tri-Raven’s Spine to the northwest to mark the final reaches of Myrrdinian borders, but it, too, swelled with traffic and unexpected growth, and it served as a cultural melting pot where the Elves, Dwarves, Ágrifön, and other beastfolk could share their crafts and hunting spoils.
But, toward the end of the Second Era, when peace in Sunjatta was at its peak, a secret war raged on between the Éimadra and the ancient horrors lurking beneath Sunjatta’s surface (in the sprawling underground territory of what is known only as the Nameless World, or the Myhalan Deep).
Myrrdin is located directly west of the Chimerian Stormwilds, northerly bordering Askarra, Manj Figi, Zuri, Scarburn, Nuradan, and Nilmyrion, easterly of Strigane, and south of Kavasta; split into a small handful of duchies such as Aefre and Frea.
Half of Myrrdin is covered entirely by extremely dense forestry managed by the Gravewatchers, or Gravetenders, of Frea.
The capital of Myrrdin, Camlothe, is located in the Royal Delta (formerly Artyrian), and is addled by marshlands, riverlands, and pockets of farmland; Deltans travel from village to city using the many rivers flowing between them.
**As outlined to the left, this encompasses a general overview of Myrrdinian history, not including the last thousand years of tension-building or other, smaller events of the 3rd Era. Those will come in time.
***Some places listed in the Summary no longer exist as they were either destroyed or renamed by the people.
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