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Magnamund
Written by Erufailon and Elric of Grans
GEOGRAPHY
South of Micarthia, southwest of Lyndret, past the Fire Islands.
West of Ta'ashim, past the Amazon Isles.
KINGDOMS & PROVINCES
Magnamund is divided into 11 differant and unique Kingdoms and Provinces. It
also boasts 5 City-States that claim independance and belong to no Kingdom
or Province. These are listed below.
Kingdoms:
Calan Territories
These Provinces were once a whole Kingdom, but when the last member of the
founding royal family died, and no distant relations stepped up to claim the
throne, the Kingdom fell to the hands of it's many Lords and Duchies. These
divided the Kingdom into 3 seperate provinces, each with it's own "capital"
city. These became known as Upper, Central, and Lower Calan. The capitals of
these are Calandryll (Upper), which was the original capital city of the
Kingdom, Da'aunsch (Central, a thriving merchant city, and Lysse (Lower),
another thriving merchant city. Calan is situated in the extreme
southeastern corner of Magnamund, upon a small peninsula surrounded by the
Bay of Yrgg and the open seas. The only neighbor any of them share, besides
themselves, woule be Upper Calan's neighbor the Ni'Tomak Kingdom.
Ni'Tomak Kingdom
This Kingdom proved itself to be a peaceful Kingdom, living only for profits
from the sea, merchanting, and cropping. It has 3 major cities within itself
being Evweyn (the cpaital city), Jysca'Ni Frith, a major seafaring port on
the far Northen front of the Kingdom, and Ni'Frith, a large crop-wielding
city to the south of Evweyn. The Kingdom itself is rather small, being very
narrow and very long and comprised solely of the area along the edge of
Magnamund on the far eastern side. It continues on the edge of Magnamund all
the way from the border of Upper Calan to the Southern edge of the Mori'Jah
Mountains. It is also bordered by, and thus stops at, the Kea'Runysti
Mountains.
Mori Kingdom
Perhaps the largest of the Kingdoms in relation to landmass, but also the
least populated. The Mori Kingdom is an isolated section comprised of almost
all of the Northern part of Magnamund and coming down for a good bit into
Central Magnamund. This Kingdom is all desrt, mountains, and wastelands.
There are a few rivers, which can and do sustain life here, but for the most
part, this Kingdom is best left to itself. The Morians are a brutal people,
a product of their surroundings. They have learned to live a harsh life, and
so this is reflected within their peoples. Their rulers are very secretive
and warlike. The Kingdom is a whole, but it is constantly churning within
itself with revolution and change, as the ruler is often the most skilled
Tyrant who can usurp the throne. The Mori Kingdom has 2 major cities of
interest. Mori'Vun Balai, the capital city, is on the Southern part of the
Kingdom situated within a corner of the Mori'Jah Mountains. It is completely
surrounded on 3 sides by these mountains, leaving it open to only one
reasonable place of attack. It is also situated close to the Pass of Mori,
which was used to begina trade route for caravans to other Kingdoms and
Provinces. On the Northen edge of Mori lies Mori'Ta Kijin. A large city due
to it's locationing mostly. It is surrounded by mountains and desert, but is
close to a the Mori'Lochnar Tributary, giving them prime access to the sea.
Mori is an easy territory to see it's borders, as they stop where the
Mori'Jah Mountains are.
Forgoth Terrotories
Once again, a nation that was a whole, and has now succumbed to the
squabblings of a war-torn past. Unlike Calan though, this nation split
because of religion. The Northen Territory of Forgoth is ruled by the
capital city Flo'a Ni Khala. This is the city that started the revolution
that split the country in halves. The citizens of this nation had decided
that they would not worship the old gods of their forefathers, and so
embraced Kala and her sister and the many other gods in relation to them.
Wishing to stay with their old ways, the true capital of the Forgoth Nation
is in Southern Forgoth. It goes by the name of Blayli Forgoth, named after
it's founder. Blayli was a heathenist whom worshipped many dark and strange
gods, and formed a culture and civilization upon this. The Forgoth
territories are located between the Mori'Jah Mountains and the GreyRidge
Mountains. It is bordered on it's northern side by the Sea.It extends
westward to it's neighbor, the Fol'Takur Provinces. Basically, all of this
territory is a desert except for an anomaly in the middle of the Desert
where a strange outcroppig of rock has grown around in a ring to hide away
the Shun-Nigaru Jungle.
Fol'takur Provinces
The Fol'takur Provinces are home to the scholars and mages and alchemsists
and anyone of learning. They extend along the whole of the far western side
of Magnamund. The Kingdom is a whole and has known peace throughout it's
whole existance, due to the sanctity of their learnings. The major cities of
the Kingdom are Kistrani, a city boasting the largest library of all
Magnamund, in the Northern side of the Kingdom; Pra'ature, the capital city,
home to many religious sanctions, located in the center of the kingdom and
on the edge of Magnamund, by the sea; and lastly Aephint, home to the many
alchemists and herbologists, which boasts of nothing other than "science".
The only border that truly needs explaining of the Fol'Takur provinces is
that the eastern edge is made up of the GreyRidge Mountains.
Gorogath Province
This province is actually an island on the far southwestern corner of the
continent. It is comprised mostly of small villages, with the exception of
it's capital, Minis Tree. These peoples are mostly woodsmen, herders, and
self-do'ers. They have very little interaction with the other Kingdoms, and
seem to like it that way. They are a simple folk that do not bother anyone.
Their royal family has ruled them with ease for the whole of their
existance. It is also worth noting, that this province claims dominion over
the Syntethine Isles, a few larger islands that lie between them and the
main seaboard of the continent and also known as the Southern edge of the
Fol'takur Provinces.
Lom'er Kingdom (Nóremma)
Lom'er is a small Kingdom, and is on the southern edge of the continent. It
is an almost straight and narrow Kingdom ranging from the southern seas up
into the GreyRidge Mountains, which they also claim as theirs. Lom'er is an
ancient peoples whom are very prideful warriors. Their capital is New
Lom'er, but was once a large city within a valley of the GreyRidge known as
Lom'er. Not much is known as to why the place was left, or what left it in
ruins, only that these mighty and proud people fled many hundreds of years
ago to restake their lives. Their other natural borders would be the Nicobar
River and the Dreyzu Cliffs.
Lom'er Kingdom in mannish tongues, or Nóremma as it is named by its inhabitents, is the nation of the Moriquendi: the Dark Elves. These people were once of Lyndret, but landed on Magnamund many ages ago. An agressive people, they are constantly at war with their neighbours - trying to take these lands for their own. Ruled by Kings and Queens, their leaders typically come from the strongest of the noble families at the time: whichever family appears the strongest typically recieves the backing of most others, preventing power struggles in most cases; when there is one, it is always decided by a show of strength.
The people live martial lives, and all are trained to be fighters from a very young age. Those identified as possessing magical gifts are identified quickly, for training in illusion and necromancy, while those who lack the natural agression of their people - whom I should add are still more agressive than people of other races normally are - find themselves serving Kantos in religious duties, as they would be a hindurance in combat
Obviously a society like this has serious problems in industry: no one is interested in agriculture, architecture, medicine, or any other field that one would expect of any race. Because of this, about 90% of their population are slaves: slavery runs the nation. Though kept in line through fear and harsh treatment, slave uprisings are always a fear of the Moriquendi, however none have ever proven terribly successful. Most slaves are taken from the Kingdom of Yrgg, though Calequendi are often captured in small raids on Lyndret, to serve the nobility in the finer arts. Some Moriquendi become smiths; typically war veterans looking for a change of pace. They see less combat, but are greatly respected by all.
The capital is New Lom'er (in mannish - Sinyárta in the Moriquendi tounge): a massive fortess with impossably high walls, thick enough to take a beating from stone throwers. At the center of the city within lies the palace, and next to it lies the Temple of Kantos. Most o the nation's standing army can be found close to the fortress at any time, the sight of which so terrifying that any advancing army's morale would suffer a serious blow.
There are many regional areas throughout Nóremma, though they contain very few Moriquendi in them: perhaps a dozen in the largest of them. They consist mostly of slaves, and are terrible conditions. Disease is rife in these areas, and more slaves die of plague than at the hand of their cruel masters. However, the produce that comes from them is able to support the nation so well that those Sinyárta are able to live to excess, especially those amongst the nobility.
Other notable locations are Aephint (Hossemar), a large city that sprung about the primary training camp of the young Moriquendi soldiers, Pra'ature (Hópele), a harbour city that houses the Moriquendi navy, and Lom'er Ruins (Úmeanyalie), the ruins of a once-great city; why it was abandoned, none can remember, but none of the Moriquendi ever go there.
Yrgg Kingdom
Seafarers from the get go, this Kingdom is comprised of mostly ports. They
lie along the southern part of the continent, but own a large portion of the
land around the Bay of Yrgg, including the Hunts'rig Inlet. The kingdom was
founded by Lothar Yrgg'Inst and Mothra Yrgg'Brun. They were cousins that
loved money almost as much as they loved the sea, and so founded two
capitals together. It may seem confusing, but the two are inextricably tied
to each other in almost all aspects. Lothar founded Yrgg'Brun, in tribute to
his cousin, and Mothra founded Yrgg'Inst, also in tribute to his cousin.
Together they formed a mighty naval fleet and formed a truly wealthy
country.
Yrgg Kingdom is the nation of the Yrgg, as they call themselves in honour of their founders (Lothar Yrgg'Inst and Mothra Yrgg'Brun). It is believed their kind were created on Magnamund, though they have always been sea faring people, so some suspect it is possible they may originate from somewhere else - these people typically speculate from a nearby island. They are lead by two Patriarchs: one in each of their major cities. All decissions are made by the agreement of these two Patriarchs, though they often call in various advisors - experts in their fields.
For the most part, the people are quite content in living around sailing, and all that it entails - fishing, merchants, etc. They have a strong navy to protect their maretime pursuits with, and also have a sizeable land-army or facing the ever present threat of Moriquendi invasion. Often they are more agressive towards their dark neighbours, but no pair of Patriarchs have ever sent an army into Lom'er twice.
They have no agriculture to speak of, as they live on what the seas provide, though some do live some distance in-land. Well known as great sea-faring merchants, many people live quite succesful like this, and a greater part of the nation's wealth comes through trading. They are also build ships on comision, though these are extremely expensive; however there are no better ships on the sea, and they are often the pize of any kingdom who gets one.
The cities of Yrgg'Inst and Yrgg'Brun are both identical: they have a palace at the furtherest point from the water, a temple to Mesalae at the northern-most tip of the docks, and many storehouses at the southern-most point. The rest is made of guild-halls, taverns, homes, and all manner of other estabishments one would expect in any coastal city. There are several villages dotted around the nation, mostly along the coast, but none are of any particular note.
Yrgg People
They are bipedal, through slightly shorter and stockier than humans. Rather than skin they have scales, which vary in colour from orange to red. They are weaken than humans, and slow on land, but more resiliant. Being amphibious, they are quite at home in water, though they cannot cope with great depths; their speed and skill in water is far beyond that of any land-creatures (on land). Their large, bulbous eyes dry out quickly, so they tend to blink a lot when out of water, but people tend to notice their loud, croakey voices more when close. In combat they prefer tridents, complimented with slings on land, and wear mail armour, and ornately decorated helms.
Individual City-States:
Cin'tighax: A small island on the far Northwestern corner of the continent
known as Opeth'ar. They are to the north of the Fol'takur provinces, but
claim allegiance to only themselves. The citizins of this city-state are
reknowned for being thieves, liars, murderers, buccaneers, pirates,
cutthroats, and many other nasty things. It's almost like a heathen's
paradise. The city is awash in sin, lies, garbage, sewage, blood, death, and
secrets.
Cuan'Na For: A Rangers haven, they have claimed the once city and several
small villages around them, and protect them fiercely. Located on the
southern edge of Lake Burzum and the northern edge of the Azrithorn Forests.
These peoples are mostly Elves, and other like minded nature-oriented
peoples. They spend day in and night out learning more to be at one with the
lands around them and to stay in harmony with nature. They are very skilled
bowmen, and stoutly pious.
Takijien: A ghost city as many might say. Once a thriving city, it claimed
it's independance in a bloody war between Yrgg and New Lom'er. Because of
it's ideal positioning between the two nations, it was a veritable
bloodbath. The many battles and corpses eventually in time gave way to decay
and surrounded the city with what is now known as the Takijien Marshes, a
putrid place of foul smells and gases and dark, stagnant waters. Takijien
lies on the Hunts'rig Inlet and is surrounded completely by the marshes. The
only other natural things around them are the Azrithorn Forests to the
North, and the Nicobar River which glides along the edge of the Groves Of
Agadonia. The Yrgg Fields lie to the either side of the Inlet to the south.
There are not many people's living here anymore, and the ones that do are
morbid and dark. There is no light that shines here, from an eternal fog
lifting off the marshes, and the Inlet itself has turned a blackish color to
match the dreadness of this place.
Gra'ein: This city was also a vital staging place in the war between Yrgg
and Lom'er, but this was mostly a Naval sight. All those who fles Takijien
seemed to wind up here to rebuild their life, and so when the war died down,
this place claimed it's own and became a large port. There are many
inhabitants here or New Lom'er and Yrgg, and also many of descendance from
Takijien. The city became a melting pot of sorts, where all the differances
bewteen nations melted away to form a new place and new friendships.
Shinoc: Shinoc is actually a small city. It lies overlooking the
northeastern edge of the Loch Qynn'Talor, the largest lake upon the
continent. It claims no allegiance to anyone and has refused annexation by
the Ni'Tomak Kingdom for several generations. They are fishermen and
woodsmen whom prefer a simple life and to be left be. Shinoc is the largest
city here, but there are several small villages along the edge of Loch
Qynn'Talor than claim allegiance to them.
Tezin'Dar: Tezin'Dar. Ahhh yes, Tezin'Dar. Another anomaly in the great
continent of Magnamund. Located on the farthest north reaches of the
Kea'Runysti Mountains and along the far southern edge of the Dari'kolph
Spinney, Tezin'Dar is surrounded by a wasteland. The city itself is a dying
ruin, with only a handful of peoples left in it's dying clutch. This is the
most ancient all cities in Magnamund, and it's first and true capital. Dark
things happened here so long ago that very few even remember the legends of
them. All that is commonplace knowledge is that the wastes were created by
the gods to keep people from returning to Tezin'Dar, and to prevent peoples
from making the same mistakes they did, although hardly any know what these
mistakes are now.
NATURAL ANOMALIES
Shun-Nigaru Jungle: A Jungle amidst a desert. No one knows how this place
came to be, or who or what inhabits it. The few who have ventured in and
came back out alive had gone mad within a few days inside it's sweltering
heat. The Jungle itself is bordered on all sides by a small mountain range,
and beyond that by the Forgoth Desert. There is only one entrance, upon the
northern most side of the mountains.
Swamps Of Yrgg-Farnuk & Takijien Marshes: Both of these marshes are products
of a bloody war. The great nations of Yrgg and Lom'er, wanting to expand the
empires turned on each other. These places were the sites of many
unspeakable horrors and battles. The centuries of death and decay of the
many bodies that died here created these noxious places. Dark things dwell
within these places. Their homes? The murky waters, unrelenting fogs, and
putrid smells. No one goes into these places without more than good reason,
and few wish to ever again once they have before.
Mori'Lochnar Fount: A legend really, as no one has ever found it. But, as
the legends go, at the beginning of the Mori'Lochnar River high up in the
Mori'Jah Mountains there is a small lake. On the far side of the lake there
is a cave which leads down, down, down, delving so deep into the mountains
that dwarves say they fear to go that deep. At the bottom of this place,
there is reputedly a large cavern which opens up. The cavern is said to be
filled with a large city carved striaght out of the stone, and in the
center, a large Fountain. The Fountain has magickal qualities from the
legends, but no one knows what they may be. Many have gone in search of this
place, and none have ever come back. The legends give tale of a race that
lives there, that no eyes have seen for a millenia, whom guard this Fount.
As there is no proof this can only be said to be hearsay, but as all true
scholars know, legends are often rooted in truth somewhere.
Isle Of Emi-kuath: The isle itself is not an anomaly. It is what it bears
that is. The Isle itself is nothing. A flat grassland from coast to coast in
all directions. No hills, mountains, flowers, forests, wildlife. Nothing.
The only thing here is in the center, a large spiral tower that ascends
heavenward till it pops through the clouds of the sky. No one has seen the
top, for it never comes out of the clouds. No one strays near this place
either for that fact, for the few who have stepped inside have come back
mad, screaming of torture and dark things. Truly, this place must be of an
evil, sorcerous nature, against all things right and good.
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Cal'Oniath, Druidic Abbey

Amidst the forests of Nova Q'lynnesti, Cal'Oniath is an important trading post for the northern duchies and the home of several members of the Druidic Order. It was here that the Prophet, Onaeus Lampetides, once lived and held seminars.
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