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myrland

Introduction

Myrland is a mostly temperate land, beautiful and varied with mountains, forests, plains—and below the great cliffs to the south—the jungle. But while Myrland is diverse, it lacks the extremes that can be found in some other lands.

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Western Myrland

To the northwest is the city of Tindrem, the greatest city of the known world and capital of the Tindremic Empire—though in truth it is a shadow of its former self. In modern times, its rule barely stretches beyond the towns of Fabernum, Meduli, and the occupied Khurite capital city of Morin Khur—at least on Myrland.

This is perhaps most easily seen with regard to the the free-thinking town of Kranesh, which has—so far—resisted the Tindremic Empire's attempts at integrating it as a province. Still, the Tindremic Empire's soldiers are still the best organized and equipped and—in the right situations—simply the most effective military on the continent.

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Central & Eastern Myrland

At the very center of Myrland lies a vast lake with numerous tributaries which the Khurites call Amaruk Nuur. In strong contrast, the modern Tindremic name for the lake is Laak Botulus, or simply “Sausage Lake”. Botulus means “being stuffed”, or more precisely “having the belly full of delicacies”.

The name of the lake was originally derived from the good fishing and hunting grounds along the lake shores, although it eventually inspired a dish which is literally a stomach filled with local delicacies—a sort of haggis made from fish and assorted meats. Botulus is also commonly available in Tindremic street markets as bite-sized sausages made using intestines as casing instead.

Across the central plains the Khurite Allied Tribes roam. Fierce horsemen and hunters, they have traditionally competed more with each other than outsiders, but both The Irruption and increased Tindremic aggression has led to the many tribes uniting under a single banner alongside a small number of settled Alvarin.

Their traditional camps—previously nomadic but now permanent—Vadda, Moh-Ki, and Bakti can be found along the southern steppe, and below the mountains to the east lies their port city of Toxai. Toxai has long been a shared home for both the Khurites and Sheevra, with the latter maintaining a massive cave complex. Alvarin ships are a common sight, and many Veela and Sheevra alike first step foot on Myrland through Toxai's docks.

Above Toxai to the west is their only historically permanent settlement—the capital city of Morin Khur—which is currently under hostile Tindremic occupation.

For the past 30 years, the Tribunal of the Khurite Allied Tribes—currently led by Toroi Bandi or “Toroi the Outlaw”—has waged guerrilla warfare against anything Tindremic on the steppes with the ultimate goal of recapturing the former capital. Rumor has it that this rebellion has ties reaching as far as Kranesh, although this may just be Tindremic propaganda as the village remains a thorn in the Tindremic Empire's side.

To the north east lies the ruins of Gaul'Kor—once a remote mining colony and settlement of the Empire known as Gabaria—but now little more than a ruin. The Risar have all but destroyed it, and while the massive hordes that destroyed it are gone, smaller roaming bands still crisscross the region.

Gaul'Kor was highly industrialized, mining and extracting valuable ores not known in such quantities anywhere else. In addition to the ores the ruins are dominated by the Blast Furnaces, technological marvels built by the Huérgar for the Empire in the times prior to The Conflux which somehow still operate to this day.

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Myrland's Underground

The only other native inhabitants of Myrland—at least above the great cliffs—are the Huérgar. Once firm allies of the Tindremic Empire, these strong and cunning folk retreated to the underground fortresses in the northern Talus Mountains and sealed them off after a dispute involving the Empire's invasion of Nordveld.

Those Huérgar who remain above ground in Myrland are descended from those who—whether by accident or choice—were locked out of the closed cities. Most generally reside in Tindrem and are considered citizens, respected by all. While they lack the deep secrets held by the masters of their kind, they remain skilled craftsmen and engineers.

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myrland.txt · Last modified: by mortalitas

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