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Mayrohg

The Abandoned Peninsula

Your big daddy DM ;3

The untamable native lands of the Orcs, Mayrohg is a peninsula that protrudes some 300 leagues north from mainland Teorainua, dividing the Farraíseal ocean to the west from the Farraigear ocean to the east. Unrelenting forests, labyrinthine marshes, treacherous polar mountains and a small region of tranquil steppe characterise this subcontinent. Skeletal cities and hollowed out towns litter Mayrohg, left to rot when the Imperium abandoned the subcontinent less than a century ago, after only establishing their presence a further three centuries earlier. However, in recent times, Imperial activity has returned with no clear motive and brutal secrecy.

Geography

A vast lowland region of peaty marshes amongst a fragmented island network encompasses the south of Mayrohg, challenging access to the subcontinent by land. To the North, a dense mountain belt shields the rest of the peninsula from the frigid polar climate, which would otherwise engulf the region. Comprising the heart of Mayrohg is a vast temperate rainforest that rolls over hills and feeds the numerous rivers that fan out to the habitable coastlines. A narrow but continuous stretch of grassland comprises the bulk farmable lands of Mayrohg, sandwiched between the impenetrable forests to the north and the decayed marshes further south.

Ecosystem

The Croídealg forest is the heart of Mayrohg and home to unfathomable terrors. If not swooped up by marauding orcs, explorers will find themselves facing beasts never before recorded and will rarely live long enough to record them. The plains that buffer the heart of Mayrohg's civilisation are home to few terrors. Dangerous beasts still roam, but monstrosities are sparse in these lands. Stray too far from any settlement, however, and you put your life in your hands.

Localized Phenomena

Magic is pervasive to the very earth of Mayrohg, the wood of the trees holds it, and the blood of its natives flows with it. Orcs wield this with great mastery and construct a careful balance within their domains. The humans of Mayrohg experience this also, travelling apprentices find it easier to cast their spells, and there are more born with magic here than in any other part of the Imperium.

Climate

A temperate region with four seasons.

Natural Resources

Because of the wide variety of monstrous beasts native to these lands, many potent and exotic sublimates can be processed. The monster hunters, however brave or foolish they may be, are the only way to collect these.

The calm plains that the Imperium have settled are only fertile enough to provide subsistence for unfortunate souls of Mayrohg. Therefore there is little internal trade of produce beyond what is necessary between settlements and none across long distances.

The magic saturated woods and metals that permeate the peninsula were once coveted as the trade commodity that drew Imperial operations and fueled much of the economy. Almost all of it was exported outside the peninsula and so trade was highly profitable for a time.

History

For millennia, the Orcs were the sole civilisation of Mayrohg, isolated to the peninsula in relative primitivism. The Imperium did not arrive as conquerors some four centuries ago but as colonisers. Slowly building up into native lands, using exclusionary means and the displacement of orc lands as their means of control. So effective were the efforts of the Imperium that the Orcs were forced back into their ancestral lands, deep within Croídealg forest. As such it only took a century and a half to turn the Orcs from a people to treaty with, into a barbaric threat to be stamped out. Since then, many generations of the majority human people of Mayrohg have lived without ever seeing an orc, seeing themselves as the natives, knowing no other lands in the latest frontier of the Imperium.

Yet this would not last, after two centuries of building and another of relative prosperit,y it all fell apart overnight. Something in Mayrohg sent shivers that ran to the heart of the Imperium and sent it reeling, pulling out all support, cutting off trade and erecting bastions at the bridge of Mairgar that acted as the only point of acces to the peninsula.

Rot would creep into the society of the cities and towns, and famine would sweep through the streets. Every generation since the jilt of Mayrohg has left each house emptier, more towns abandoned, with the majority fleeing to the city of Liscris, hoping for relief.

Tourism

When travelling to Mayrohg expect to hear laughter, as the locals will find it amusing that anyone would willingly go there. Aside from the difficulty of access, the peninsula has little to offer travellers that wouldn't get you killed.

Infrequently, traders from the towns found immediately south of the peninsula will make the journey to Liscris, usually only out of loyalty to previous ties.

However, Mayrohg also attracts a certain type of tourist. Those in search of danger and those hoping to reach out to something more. Innumerable monstrosities roam the peninsula, and magic emanates from its land. Monster hunters are often the only people that cross the bridge of Mairgar with a grin, whilst runaway apprentices desperate to make a leap in abilities will travel here in hopes of a breakthrough.

Maps

  • Mayrohg

    These are the lands where heroes will rise, evil roam, and despair consume. There are 18 towns/cities of significance and a multitude of minor villages within the peninsula, with a few towns around the periphery of Mayrohg. To the south lie the Ballatite mountains. 4.4 million km² map

Type
Subcontinent
Included Locations

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Era of Rot

9785 MA and beyond

An unknown calamity has sent fractures shooting out to the edges of the Imperium, devastating frontier lands

  • 9786 MA


    Abandoning of the Colonies

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