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      • Cathall
      • Ooloo
      • Tian Islands
      • Arden
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      • Of Cathall
        • Permia
        • Lingin
        • Bonkus
        • Kru
        • Volgar
        • Zonga
        • Moksun
        • Garuff
        • Elber
        • Surgog
        • Kezia
        • Hob
        • Greater Gilmore
        • Quontas
        • Solaris
      • Of Ooloo
        • Kanaha
        • Auliaan Resistance
        • Faithmore City-State
        • Bleakhand Union
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      • Siberlee
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Mernac#

Overview

It is rumored that the world of Mernac was created by a pair of newly created Gods who were placed on a dismal world by The One, and The Other. These Gods, Siberlee and Barak, were so in love that they wanted to create a world of beauty that was theirs and theirs alone.

As is the way with gods, this desire came to pass.

Geographic & Political Map

Mernac has 7 major land masses or continents:

  • Arden
  • Cathall
  • Brangin
  • Garren
  • Malroo
  • Ooloo
  • Tian Islands

Some also consider the oceans and seas as the 8th continent, collectively called Oceania, as it is home to many Merfolk and Aquill cities and settlements

Depending on the Age and Period of history, different Races or factions founded various Kingdoms and countries. Of the 20 different races and countless factions that control different parts of Mernac’s Map have changed untold times throughout history. However, for the most part, Mernac’s political map is usually thought of as it was in the mid-2600s before the Sap Wars Period.

Creation

The first two Gods, created Mernac with the help of The One and The Other. Those creators, Siberlee and Barak, learned that even with a beautiful world, even with the love they had for each other, and even with their hopes and dreams of creating a paradise for two, they were lonely.

To ease their loneliness, The One and The Other gifted them with not one, but two moons in the evening sky. Hidden within these moons was the secret to easing loneliness.

Was the discovery of that secret a day? A century? Or a millennium?

We may never know, for Siberlee and Barak did not yet know of the passing of time. Eventually, however, the two fledgling Gods uncovered that secret.

The discovery of easing loneliness was on the rare occasion when both moons were full in the sky, a celestial event that would one day be called Chandralee. It was then that the two Gods discovered that if they dreamed of what was needed to create their world, the next day a new God would appear to help fulfill that need. These new Gods became companions who could help Siberlee and Barak. They were kindred souls to help ease loneliness, unique deities who would add diversity to the stories of the land.

Stories that would one day come to be known as: The Legends of Mernac.

The Mothers and the Fathers

Eventually, the two original Gods became 20. For thousands of seasons, they lived in peace and harmony, surrounded by the flora and fauna they fashioned as their home. It was these 20 Gods who eventually became known as The Mothers and The Fathers of Mernac.

As their world matured, they crafted and created every imaginable feature for Mernac: They made the mountains and the seas and instilled life into the creatures they created. From the bumblebee to the Three-tusked Mammoths to each blade of grass and each grain of sand was crafted with precision. Every ray of light and shadow to contrast that light was painted onto the world with the passion of a master artist. In those time, all the Gods were busy and all was Good.

However, after hundreds of volcanoes, after thousands of streams, and after millions of rocks, they became bored. The gods desired more to occupy their time and fancies.

As is the way with Gods, this desire came to pass.

One of the leaders of the twenty Gods and Goddesses decided that their world should be populated with other thinking creatures. Ones who would fill their homes with laughter, and their hearts with love. This Goddess was Siberlee and the concept was what she thought was “Good.”

The Mothers

The Mothers are known to be the leaders of the races of good, sometimes known as the Races of light or the Races of Man.

  • Siberlee – The Mother of Nature and all that is Good. The matriarch to the Race of Man and to this day the Leader of the Mothers.
  • Kanola – The Mother of Music and Dance and the Matriarch of the Faerie Race.
  • Sola – The Mother of Life and Light and the matriarch of the Elven Races.
  • Dulan – The Mother of Healing and Compassion and matriarch of The Fur Race.
  • Kala – The Mother of love and desire and matriarch of the Merfolk Race.
  • Witriss – The Mother of Virtue and Strength and Matriarch of the Dwarf Race.
  • Terees – Neutral Good- The Mother of Wisdom and Harmony. Matriarch of the Murmil Race.

The Fathers

The Fathers are known to be the leaders of the Races of Evil, sometimes known as the Races of the Dark or the Races of the Beast.

  • Barak – The Father of Darkness and all that is Evil. The patriarch of the Undead Race and to this day the leader of The Fathers.
  • Tellen – The Father or War. Patriarch of the Troll Race.
  • Bu – The Father of Death and Destruction. Patriarch of the Azeman Race.
  • Werk -The Father of Pain and Disease. Patriarch of the Sectis Race.
  • Tul -The Father of Anger. Patriarch of the Dabbit Race.
  • Elsen – The Father of the Ethereal Elements. Patriarch of the Dark Elf Race.
  • Linthur – The Father of Revenge. Patriarch of the Wookalar Race.
  • Quont – The God, then Goddess of Lust. Matriarch of the Dark Fae Race.
  • Trajen – The God of Jealousy. Matriarch of the Acquill Race.
  • Gorb – The God of Greed. Matriarch of the Ogre Race.
  • Abuba – The God of Indecision. Patriarch of the Orc Race.
  • Roadius – The God of Mischief and Humor. Patriarch of the Gnome Race.
  • Picu – The God of Excess. Patriarch of the Giant Race.

The Race of Man

Of the thinking creatures that would one day be created, the Scribes and Sages who know of such things say The Race of Man was the most important part of Siberlee’s “Good.”

Siberlee wanted to have a child, and this child and their descendants would populate the vast expanse of Mernac. This child, who became the Race of Man, was conceived by combining gifts from each of the other Gods. Those sacred gifts being a part of the Gods themselves, be it physical or part of their personality. Each gift was what the God found most precious about themselves. It is for this reason, now, then, and forever, the Race of Man is considered the most unpredictable of all the Races. They alone have in their essence a part of all the Gods.

The creation of these new thinking creatures marked the beginning of recorded history and is season one (1) in the Mernacian calendar. It also marks the beginning of the end of the peace and harmony the 20 Gods had enjoyed for so many millennia.

Above all, however, it was the beginning of the many Legends of Mernac.

The Divide

Even though the Race of Man was the embodiment of all the Gods, the fragile race was always considered the child of Siberlee. The remaining Gods desired to have their own race.

As is the way with Gods, this desire came to pass.

Soon, there were 20 distinct and unique races populating Mernac.

With the creation of each race, the peace the Gods once enjoyed began to wane. The downfall of accord and harmony among the Gods has been directly attributed to the diametrically opposed views Siberlee and The One had versus those held by Barak and The Other.

The One thought all these new creatures should be completely free to choose their own path in life and destiny and called this The Matter of Choice.

The Other felt that it was the God’s responsibility to guide and control these new creatures for their own protection.

With time, The Other’s views become even more radical, and he recruited Barak to implement them. As a consequence, evil began to spread among the Gods and throughout Mernac.

Distanced from her former lover, and driven by the desire to do good, Siberlee finally cast Barak and his followers out of the Heavens and thus drew the lines of battle which would rage for the next 10,000 seasons.

Geographic Landscape

The world of Mernac is extremely diverse, with terrain ranging from the driest of deserts to the wettest of jungles. Her elevations and contours are often drastically different, from the desert plains of Hob and rolling hills of Goldmont, to the craggy alpine mountains of Toberna. Her features and population extend not only on the ground, but also underground in the cave cities of Dwarfs and Gnomes, and the ocean domains of the Merfolk and Acquill.

The highest point in Mernac (over 19,000 paces above sea level), is Mount Solarus in Southern Brangrin. Mount Solarus is part of the Blue Shadows mountain range, and it is here that it is rumored that Mother Sola conducts all the training for her disciples. The Scribes and Sages who know of such things believe it is because Mount Solarus is the closest point on Mernac to the light from the sun and the stars. Thus, Mount Solarus is the only place on Mernac where the strongest magic of light can be cast or constructed. Many also believe that somewhere at the apex of Mount Solarus is a door or passageway which leads to Mirdoren and the other Heavens.

Conversely, the lowest point on Mernac is a sinkhole in the jungles of Arden known as Barak’s Navel. This large canyon progressively becomes narrower the deeper below ground it travels. None are quite sure how deep the crevice goes, but most agree it is over 12,000 paces below sea level. Various explorers have cited that the light ceases to penetrate the expanse of Barak’s Navel at about 6,000 paces. Beyond this point, no vegetation can be found except for certain rare mosses and fungi. This dark place is considered the largest of the many sinkholes that lead to the underworld, and the home of the Fathers.

The longest river in Mernac is the Lars River. The Lars starts in The Great Inland Sea in Hob and travels halfway across the continent of Cathall, before emptying into the Garden Strait, by the port of Lightmore in Quontas. Many notable adventures and legends have occurred on various parts of the Lars River.

Weather patterns are as diverse as the geographical features. These include rain, snow, hail, fog, and violent tropical or moderate temperate storms. Mernac’s is dominated by a single sun of a yellowish-orange color, which at sunrise and sunset seems to explode in the sky with gorgeous tints of almost every hue. The evening sky is dominated by two moons, the larger, bluish moon Araf being the namesake of goddess Siberlee’s surname when she was mortal, and the smaller reddish moon Jahannan, is named in honor of Barak’s surname when he was mortal.

The tides of Mernac follow the rising and setting of the moon Jahannan, with the effect of Araf, the second moon, having little to no effect. The magnitude of tides on Mernac varies greatly depending on the exact location of Mernac and the proximity to the closest sinkhole. The Larger the sinkhole, the higher and more violent the tides up to 20 paces high. However, generally tides differ between two and four paces from low tide to high tide in the Oceans and seas.

Half of Mernac’s waterways surface water comes in the form of large lakes and inland seas. Tides of these liquid bodies are also affected by the phases of the moon. As a rule of thumb, when the moon of Jahannan is full, the high tide on Mernac will typically be almost a two full paces higher than it is when Jahannan is completely waned.

Inhabitants

Soulless Creatures:

Mernac’s Lands, air, and seas are filled with every manner of creatures and beasts imaginable. As beasts and creatures, none of them possess souls.

From the tiny flying Fairy Dragons of the Tian Islands to the massive glowing squids in the Sea of Garuff. Sola, the Mother of Light and Life created every possible animal that she or the other gods and goddesses could conceive. Many of these creatures were those they remembered from their own world when the gods were still mortal. Traegen, the god of Strong emotion, who would one day become the Father of Jealousy, and Rodius, who would become the Father of Mischief, on a lark decided to enchant many of these creatures with the emotions of hate, fear, and revenge. Some even to think and speak. This explains the ever-present danger these creatures pose to most of the creations that process souls.

Races with Souls

Of thinking creatures with souls, there are 20 races in Mernac, one for each of the 20 gods. Each of the races often takes on the physical characteristics of the God who is their patron or matron. All the Gods were once mortal on different worlds before they became Gods. The physical appearance of their race when Mortal is the same as the Race they are patron to when they become Gods. Some heretics foolishly believe that Dragons are the 21st race as they were given the ability to speak and think by Siberlee, the Mother of Nature.

The Seven Races of the Light are:

  • Human – The child of Siberlee.
  • Dwarf – The child of Witriss
  • Elf – The child of Sola
  • Faerie – The child of Kanola
  • Furs – The Child of Dulan
  • Merfolk – The Child of Kala
  • Murmil – The child of Terees

The Thirteen Races of the Dark are:

Acquill

  • Azeman – The child of BU
  • Dabbat – The child of Tul
  • Dark Elf – The child of Elsen
  • Dark Faerie – The Child of Quont
  • Giant – The Child of Picu
  • Gnome – The child of Rodius
  • Orc – The chil of Abuba
  • Ogre – The child of Gorb
  • Sectis – The child of Werk
  • Troll – The child of Tellen
  • Undead – The child of Barak
  • Wookalar – The child of Linthur

Astrology, Numerology, and the Keeping of Time.

Because of the astrological timeframes and the number of gods and Goddesses, the numbers 7, 13, and 20 hold great significance on Mernac to all races and deities.

The time it takes for Mernac to encircle her sun is referred to as a Season. The time it takes Araf, Mernac’s largest moon, to circle the world is known as a Moon. Most of Mernac is blessed with four different weather patterns: Spring, Summer, Autumn, and Winter. Spring and Autumn both have three Moons, or months. Summer and Winter are both 4 Moons long. In most places, the harshest weather and most violent storms occur at the end of Winter. Once these storms have passed, Spring begins.

There are 20 Moons to each Season (the time for Mernac to circle her sun). Each moon (month) is made up of 20 days, each being approximately 20 hours long. The summer solstice is the 1st day of Teevil. In many places, this event is called Sola’s birthday. On this day, the sun will shine for 13 hours of the 20. The shortest day of the Season is Moroven, sometimes called BU’s birthday. During the winter solstice, there is often only 7 hours of light in many places on Mernac.

The History of Mernac can be divided into 21 segments or periods, and are usually referred to as Ages and The Age of Gods. The longest of these is Before Man. This is the time before Man or any of the Races were placed on Mernac. Many also call this period “The Age of Gods.”

Though it is not known for sure, it is generally accepted that the Before Man Age began 17,000 Seasons before the creation of the Race of Man (defined as Season one). It is also said to have continued until the last of the Races (Furs) was created – circa 200 AM (After Man). It is during the time of the Gods when The Mothers and The Fathers formed and created Mernac.

The remaining 20 Ages span 10,000 seasons and each Age is said each is dominated by one of The Mothers or The Fathers. For example, The Age of Elsen (200 AM to 666 AM) or the Age of Siberlee (2456-2999 AM).

History

Mernac history spans the 10,000 season man and the other races inhabited Mernac. it also covers the 17,000 seasons the gods inhabited Mernac before the advent of Man, though those times were before the Birth of Writing and are far less documented.

The world’s timeline is historically segmented into ages. Each Age if further segmented into “Periods.” There are 40 recorded periods in Mernac’s history. These typically center around a major event in history and are usually dominated by the influence of one of the 20 gods. For Example, the “Sap Wars” Period (2615 – 2649 AM) during The Age of Siberlee.

Often, a Period will start before and end after the actual event for which it is named. This is to include significant happenings which led up to the event or those which resulted from the event. The Sap Wars, for example, lasted only from 2646-2648 AM, however, the Period “The Sap Wars” is 32 Seasons longer and contains the stories and legends that made the Period so important, many of which happened before or after the actual war.

Each Period is well documented, and that documentation is usually under the supervision of a single Sage. The Sage and his writings are always considered the most preeminent authority on a Period. If Mernac were a series of books, not a living, breathing world, each Period could be considered an individual novel in a book series.

In the case of the previously cited, The Sap Wars, the Sage was Thadius Orville Grumbius III, who is more commonly known as Grumby. More often than not, a Sage’s collective works is often named after the Sage himself. In the case of Thadius Grumbius, his work on the Sap Wars is generally referred to as “The Book of Grumby”.

About#

Place holder

Places#

Where gods walked, races rose, and legends were carved into stone.

From jungle-choked ruins to shining city-states, from wind-raked cliffs to sunless hollows, the world of Mernac is shaped as much by its geography as by its gods. Every continent, ocean, and lost stronghold tells a piece of the larger story. These are not merely locations—they are characters in their own right, with moods, secrets, and histories that stretch back to the Age Before Man.

Here you’ll find the seven continents of Mernac—each with its own identity, ecology, dominant races, and long-standing conflicts. From the war-torn spires of Cathall to the overgrown depths of Arden, and the inhospitable wastes of Northern Ooloo to the sacred, unspoiled wilds of the oceans and seas of Oceania, every landmass, every bay, sea, and river has shaped the fate of empires, prophets, and monsters alike.

The Places category serves as a guide for explorers, historians, and those drawn to the deep magic and divine scars of the world. Whether you seek forgotten temples, cursed coastlines, haunted woodlands, or the centers of trade and power, this is where your journey begins.

Walk carefully. Some places remember more than they should.

Continents#

As recorded by the Scribes and Sages of Mernac

Though all of Mernac was born from the breath of The One and the shaping hands of The Mothers and The Fathers, its lands did not rise as one. They came forth in seven mighty masses, each formed with its own purpose, its own burdens, and its own blessings. And together, they hold the stories of gods, monsters, mortals, and magic alike.

Herein lie the records of those seven continents—each a world unto itself.

Arden, where the shadows reign and the Races of the Dark whisper old blood-oaths into the bone-laced soil.
Cathall, the beating heart of civilization, where temples climb skyward and trade routes bind both Light and Dark.
Brangrin, the forge of giants and storm-wrought kings, carved in snow, stone, and steel.
Garren, ever choked in jungle and flame, where butterflies whisper spells and beast-minds rule.
Ooloo, sacred to the Fur Race alone, cloaked in wild law and ancestral spirit.
Toberna, the land of living magic, where crystals grow from roots and pilgrims dream in tongues of Ga.

And Oceania, the watery deep, whose cities are sung rather than built, and where the tide remembers all.

These are not merely lands. They are living legends, shaped by the deeds of gods and mortals alike. Enter them with reverence, for their stories are still being written—and you may find yourself within their pages.

Cathall#

Continent of Crowns and Cracks in the Light

Overview and Identity

Cathall is the beating heart of Mernac—vast, ancient, and burdened by the weight of its own ambition. No other continent holds as many souls, and none has been shaped so deeply by both mortal will and divine interference. Here, almost every Race walks the streets of its cities, and nearly every corner of the land has been stained by conflict, culture, or conquest.

The Scribes and Sages who know of such things have long warned that Cathall is more than just the most populous of continents. It is the fulcrum upon which the fate of Mernac tilts. This is where wars begin and legends end. Where temples rise beside taverns, and the sacred often sleeps beneath the boots of the profane.

From the distant reaches of Bonkus in the frozen north to the sun-kissed 10,000 islands of Garuff in the south, Cathall breathes contradiction. Its kingdoms rise and fall with alarming speed. Its cities bustle with invention and heresy in equal measure. And throughout it all, the influence of both The Mothers and The Fathers is felt in every stone and every oath.

It has been written, by those who have dared to write such things:

“The key to ruling Mernac will be found on the last body of the last creature in the last battle for Cathall—for if she is lost, so is the world as we know it. Pray to The Seven Mothers that we never find out if this be true.”

Geography and Regions

Cathall’s size and internal variety make it nearly impossible to describe the land as a whole. Nearly every terrain type found in Mernac exists here in one form or another. Fertile valleys and howling deserts sit mere days apart. Mountain spines give way to coastal cliffs, then to deep grasslands and tangled woodlands.

The central body of Cathall is dominated by broad rolling plains and temperate forests, which have allowed many kingdoms to flourish agriculturally. To the far north, the land becomes harsher, colder, and rockier. Snow-covered peaks and permafrost soil dominate regions like Moksun and Bonkus, where only the hardiest races and beasts survive. The southern coastline, particularly around Surgog and Elber, boasts golden beaches and palm-fringed lagoons warmed by southern currents.

The Tumultuous Sea crashes against the eastern edge, its swirling storms and massive waves hiding the hidden city of Onisac. To the west, the Port Dispai overlook rough waters dotted with trade routes and shipwrecks alike.

Among Cathall’s most distinct natural features are:

The Hollow Hills:

A vast region of gentle, rounded elevations dotted with ancient burial cairns, many of which still hum with divine energy.

The Quillwood:

A dense forest in Feywick known for trees whose bark can be sharpened into blades.

The Scorching Dunes of Volgar:

A magically scarred desert said to have been cursed during the last war against Barak’s followers.

Lake Virella:

A massive freshwater body at the continent’s heart, believed to be the site of one of the earliest known divine visitations.

Due to its central placement on Mernac and its coastal accessibility on all sides, Cathall is both highly connected and incredibly contested. Geography here rarely provides protection, which has made fortified cities and magical wards all the more essential.

Settlements and Political Powers

No other continent rivals Cathall for political complexity. It is home to 15 recognized Kingdoms and 22 major cities, each with its own leadership, allegiances, ambitions, and divine influences. The result is a shifting patchwork of alliances, betrayals, and uneasy truces, many of which change with the seasons.

Notable Kingdoms:

  • Permia – Located in the southeastern corner of Cathall, Permia sits against the Sea of Garuff and hosts both Goldmont and Port Astyric. This tranquil, coastal realm is known for its reverence of The Mothers and ancient wisdom. The Goldmont Cliffs, a sacred overlook, is said to be the site where Barak and Siberlee once stood to call forth new gods before the coming of Man. Temples and libraries fill its polished cities, and whispers claim this was the very land where divinity first touched soil.
  • Lingin – Found in the southern midlands, Lingin is bordered by Solaris to the north and Permia to the east. Its land is warm and fertile, perfect for cultivating warriors and field grains alike. The people are tough, shaped by a long history of border skirmishes and monster incursions from Elber and beyond. While rich in crops and coin, Lingin remains a kingdom more feared than loved.
  • Gilmore – Positioned on the Solaris border, Gilmore. or Greater Gilmore, as the locals usually call it, lies at the central artery of trade in Cathall. Though technically ruled by a monarchy, the real power lies with its merchant houses. Its neutral policies and lavish banks make it the economic heart of the continent. While few trust its politicians, everyone trusts its gold.
  • Solaris – Nestled on the eastern coast between Gilmore and Quontas, Solaris basks in light and prosperity. Its shoreline is dotted with sunlit harbors, the most famous of which is the temple-rich city of Morningsong. Towering Sea Temples shaped like radiant shells honor Mother Sola, glowing from within during sacred rites. Solaris fields a strong navy and serves as a bastion of the Light against the darker tides from Zonga and Quontas.
  • Quontas – Sitting atop the high eastern cliffs near the city of Lightmore, Quontas is strikingly isolated and beautiful. This kingdom is populated almost entirely by Dark Faeries, most notably Succubi, who trace their spiritual lineage to Quont, the god who sacrificed his manhood to aid in the creation of Man. Males who enter often fall to enchantment and obsession, making female emissaries a necessity. At night, its coastal cliffs hum with music no ship dares to follow inland.
  • Zonga – Located in Cathall’s northeastern desert, Zonga stretches across windswept ruins and red canyons. Its capital, Shadowvale, is built into the rock like a scab that never healed. The Sectis, insectoid worshippers of Barak, thrive in hive-cities beneath the sand. The kingdom is cursed, both magically and politically, and most outsiders refer to it only in fearful tones.
  • Moksun – Positioned in the far north, Moksun is a realm of eternal frost, bordered by Bonkus and Feywick. Snow falls 17 moons out of twenty, and only brief seasonal thaws allow for trade with Dilber’s Stand. The primal Azeman dwell here alongside deep-forest Murmil, moving in sync with the rhythms of long hibernation and feral instinct. Few kingdoms hold as much ancient mystery—and as little comfort.
  • Feywick – Tucked between the northern coasts and the forested highlands, Feywick contains both Whitehealth and Blue Elm, though much of its population lives unseen among the trees. Over 80% of its people are Faeries or Murmil, living by pact and rite more than law. Outsiders are generally unwelcome and watched by unseen eyes. Visitors speak of entire villages that vanish when approached by those not of Feywick blood.
  • Kezia – Sitting at the continent’s mountainous midsection, Kezia is bordered by Gorus, Kru, and Hob. This harsh, deeply traditional Human kingdom is fiercely loyal to The Fathers. Its people wear white face-paint to honor the rumored bloodline of Barak that runs through their royal house. Though tactically brilliant, Kezia is universally feared for its religious intolerance and zealotry.
  • Hob – Located just east of Kezia and bordering the Hollow Hills, Hob is a scholarly kingdom of darkened towers and vast underground libraries. It is governed by Dark Elves, who oversee the Great Library of Hob—a collection of forbidden knowledge unmatched in Mernac. Mountain Dwarves also thrive here, working stone halls deep beneath the surface. Though dark in magic, Hob is neutral in war.
  • Kru – Sitting between Surgog and Kezia near the coast, Kru is a military buffer state with proud cavalry and high fortifications. The city of Linking Point is its primary stronghold. Its people are pragmatic and weather-hardened, often serving as peacekeepers or mercenaries. Though small in land, Kru casts a long strategic shadow.
  • Volgar – South of Hob and east of Kezia, Volgar is a windswept grassland bordered by forest and plain. Its capital, Mispoint, is a philosophical paradox, half battlefield, half academy. Trolls and Wookalars live here in strained harmony with Humans, forming an uneasy but enduring coalition. Storms roll across Volgar like marching armies.
  • Surgog – Nestled between Elber and Kru, Surgog is a rugged kingdom of broken terrain and rougher diplomacy. Port Woozle, one of its few major settlements, is more a military dockyard than a proper city. The land is rich in ore but cursed in memory—many believe ancient Sectis tunnels still lie beneath its hills. It is a kingdom always ready for war.
  • Elber -Southern and haunted, Elber is home to Peaguts and crumbling magical sites left over from a divine catastrophe. Arcane weather still plagues the land—lightning with no storm, fire with no heat. Nomadic Gnomes roam freely through its blighted woods and forgotten temples. Most who live here are born to ruin and shaped by it.
  • Garuff – A sprawling archipelago forming Cathall’s southernmost edge, Garuff is a tropical maze of over 10,000 islands. Hidden coves, volcanic crags, and drifting jungle islands make it impossible to govern and ideal for pirates, fugitives, and forbidden cults. Onisac, the largest known port, often vanishes from maps between moons. Garuff is where people go to disappear—and where some things go to awaken.

Many of these kingdoms have changed hands multiple times over the centuries. Some, like Elber and Hob, have fragmented entirely at points in history only to be reestablished by descendants of lost dynasties or divine intervention. The above description refer the the late 260s AM, just before the Sap wars.

Key Cities:

  • Goldmont: Known for its talented Polatik emasaries, Goldmont is sometimes referred to as the great Arbiter of Cathall, and perhaps all of Mernac.
  • Port Mystic: A southern port known for its taverns, gambling, and prostitutes. Port Mystic is the true crossroads of all Mernace, with the vast majority of imports and exports to the other continents going through it numerous warfs and docks.
  • Traddlebow: The unofficial capital of wealth in Cathall. A cultural crossroad where legends, merchants, and mercenaries meet.
  • Onisac: A hidden city in the Tumultuous Sea, visible only to those with the correct magical phrase or lineage.

Morningsong, Lightmore, Halfway Gorge, Shaddowvale, Bonkus, Ironforge: Each offers its own political or economic specialty—trade, mining, scholarship, or warcraft.

Some cities are aligned with kingdoms, while others operate independently or are ruled by magical, religious, or mercantile factions.

Climate and Natural Cycles

Cathall’s climate is as varied as its people. In the north, particularly in Volgar and Garuff, winters are long and severe. Frost clings to the mountains for most of the year, and travel is near-impossible during deep winter moons. Further south in Cathall, the land becomes temperate, and eventually subtropical, with long growing seasons and warm rains. The southernmost parts, like Garuff are tropical are often covered with impassable jungles.

The eastern coast is lashed by storms stirred by the Tumultuous Sea. These storms are legendary for their ferocity and are believed to carry omens or portents. In contrast, the southwest experiences Dust Tides, when desert winds from Zonga sweep across nearby kingdoms and deposit layers of silt so fine it silences even heavy footsteps.

Throughout Cathall, celestial cycles have a greater-than-normal influence. The moons Araf and Jahannan create visible tidal surges on both coasts. Mages in Kezia claim that spells cast during Chandralee behave unpredictably, often drawing divine attention or distortion.

Each kingdom has its own calendar for planting and harvest, though many have adopted the Mernacian Standard in diplomatic and economic documents. Still, in cities like Silos or Fort Witriss, one can often find local clerics consulting stars or bones before daring to bless a crop or consecrate a marriage.

Unique Ecology

Cathall’s ecological richness matches its racial and cultural diversity. Because the continent includes nearly every major terrain type in Mernac, its flora and fauna are as varied as its people. From mountain beasts adapted to icy cliffs to jungle-dwelling predators in the southern canopies, Cathall is a biologist’s paradise… and a hunter’s challenge.

Flora:

  • Glowbind Moss: Found in the damp hollows of Moksun, this luminescent moss is used in healing poultices and enchanted inks.
  • Ironbark Trees: Dense-wooded trees from Kezia whose bark can dull steel. Often used to craft shields or unbreakable books.
  • Virella Lilies: Found only along Lake Virella’s shorelines, they are sacred to followers of Mother Sola and believed to bloom only when a prophecy is fulfilled.
  • Frostbloom Vines: Growing in the cliffs of Bonkus, these vines produce blue flowers that remain frozen year-round, even under direct sunlight.

Fauna:

  • Stilt Elk: Towering animals adapted to the flooded plains near White Heath. Hunted for their leather and revered by Gnomish druids.
  • Flamefoxes: Native to Zonga, these foxes leave a scorched trail when frightened. Their pelts are used by Fire Mages to control heat in rituals.
  • Skyfishers: Massive winged amphibians that glide over the cliffs of Surgog and dive into canyons to feed. Highly territorial.
  • Ashcats: Shadow-hued felines that appear only after magical duels or divine visitations. Considered omens of death or change.

Some scholars believe Cathall’s beastlife is unusually responsive to divine energy. During eras of heightened conflict between The Mothers and The Fathers, strange mutations have been reported—animals speaking, plants uprooting themselves, and entire ecosystems shifting overnight.

Races and Inhabitants

Cathall is the only continent where nearly every one of the 20 Races has, at some point, lived in significant numbers. This is both its greatest strength and most persistent source of tension.

Races of the Light :

  • Humans: The dominant race by population. Found in nearly every kingdom. Adaptable, inventive, and deeply divided along religious and national lines.
  • Elves: Especially numerous in Permia and Feywick, where their groves have stood for thousands of seasons.
  • Gnomes: Thrive in the cooler mountain cities of Kru and Dilber’s Stand, where their inventiveness and love of problem-solving are embraced.
  • Murmil: Seen in the fertile lands of Gilmore and Lightmore, often forming agricultural communes protected by small circles of Monks or Druids.

Races of the Dark:

  • Dabbats: Though often feared, a number of Dabbat clans have earned legitimate recognition in the far reaches of Kezia and Moksun.
  • Trolls: Found more in the mountainous north, especially in Volgar and Hob, where their sheer strength is valued in cold-mining operations.
  • Dark Elves: Control cities like Mispont and are considered the most educated of all the inhabitants of Cathall.
  • Sectis: Often exiled from other continents, small Sectis communities dwell in the ruins of Zonga and beneath the fractured city of Gorbus.

Other Races:

Wookalars, and Orc appear only in isolated colonies or ruins, usually tied to older stories or historical events.

Furs are notably absent, as their homeland is restricted to Ooloo.

With such a racial patchwork, Cathall’s cities often feature magically enforced neutrality zones, especially around temples, academies, and major markets. Tensions are always present but often managed through politics, ritual combat, or divine arbitration.

Myths and Moments

Cathall’s history is long, loud, and bloodstained. Every stone seems to carry a story. Below are a few that echo across the ages:

The Day of Thirteen Kings (1296 AM):

In a single day, the heads of thirteen kingdoms met in Goldmont to form the Cathallan Accord, a now-defunct alliance meant to oppose The Other’s growing influence. According to legend, the accord was cursed before the ink dried. Within five seasons, four signatories were dead, three cities razed, and two dynasties were dissolved by internal betrayal. Only Gilmore, the neutral host, remained untouched.

The Siege of Fort Witriss (1830–1834 AM):

A four-season battle in which a combined army of Elves, Humans, and Murmil besieged the undead stronghold of Fort Witriss. The siege ended only when the fort’s commander surrendered to a vision of Mother Ga herself, who was said to appear in the flames of the last funeral pyre.

The Fall of Port Dispair (2010 AM):

A brief but devastating naval raid carried out by Sectis warlocks during a rare triple eclipse. Entire families disappeared overnight, and the port’s waters turned black for three moons. Though rebuilt in 2093, the area is still considered cursed by many.

Relevance

Cathall remains the center of Mernacian affairs. Its sheer population, trade routes, magical academies, and religious sites ensure that no decision of continental or divine consequence is ever made without considering its effects here.

The Scribes and Sages who know of such things have long whispered that control of Cathall is key to tipping the eternal balance between The Mothers and The Fathers. It is a crossroads not only of people and paths, but of purpose itself.

Though conflict in Cathall is almost constant—whether open warfare, religious inquisition, or magical rivalry—it also produces the greatest moments of unity and brilliance. Its thinkers shape laws. Its mages invent spells later taught across the world. And its warriors often become the heroes of stories told far from their place of birth.

If Mernac has a soul, it may very well reside in Cathall. That soul is fractured, but still aflame.

Quotable Lore

“If the Light ever fails, it will be in Cathall. And if it holds, it will be because someone chose to bleed for it while the rest of the world turned away.”
— Onas Brushstroke, Onas’ Fables

Ooloo#

The Ancestral North, Cradle of Furs and Frost

Overview and Identity

Ooloo is the northernmost continent of Mernac, a massive, rugged island landmass fringed by glacial fjords and dotted with green pine forests, vast tundras, steaming geysers, and sacred snow. Despite its size and importance, it remains one of the most untamed and least understood regions of the known world. Locals speak of Ooloo not just as a place, but as a spirit: ancient, proud, and stubbornly wild.

It is best known as the birthplace of the Race of Furs and the only continent where that Race has ever held true ancestral sovereignty. To many among the Faerie peoples and select Scribes and Sages who know of such things, Ooloo is also the original land of the Faes—some even claim it was the first continent shaped by The Mothers after the arrival of the Gods. The name “Ooloo” is said to come from Hooloo, the mythical lion who raised the first Furs. In the Oolooian dialect of the Faerie language, the term “Auliaa” (or “Auliu”) means “Hard Snow” and has come to be synonymous with the continent itself.

At its heart, Ooloo is a land of spiritual heritage, contested legacies, and natural resources so valuable they have drawn foreign kingdoms into conflict. From the burning sap of the mystical Manta Trees, to the deep magic emanating from the Borzen Wastelands, this land offers both riches and ruin.

But in the current age, circa 2646 AM, Ooloo stands at a precipice. Three distinct factions claim dominion over its lands: the Kanaha Kingdom of High Elves, the Bleakhand Union of Azemen and allied dark races, and the native Auliaan resistance, a growing alliance of Furs and Faeries seeking to reclaim their homeland from occupation and restore the way of Hooloo. Skirmishes are constant, allegiances shift with the moons, and all await the spark that could ignite a full three-way war.

Geography and Regions

Ooloo is a continent of dramatic contrasts and raw natural beauty. Located just above the Tian Islands and bordered by the Everwhite Ocean, it boasts a harsh but habitable temperate-to-polar climate. Long winters, endless forests, deep freshwater lakes, and soaring mountains define the terrain, while the far north gives way to the arctic desolation of the Borzen Wastelands.

The land is shaped by two massive mountain ranges—the Ooloo Mountains at its center and the Hooklock Mountains to the northeast. These highlands are divided by winding rivers and glacial valleys, making traversal difficult for armies and easy for ambushes. Between them lies Lake Trallis, a strategic and symbolic body of water often surrounded by both armies and mystics. The Eternal Swamp, fed by the geysers of Deep Focus and Lake Seelos, lies in the low central basin, shrouded in fog and mystery.

Other major landmarks include:

  • Stormhaven and Port Helious: Major port cities on the east and west coasts.
  • Mount Desolation: A brooding, active volcano, believed to be sacred to both the Undead and the Dark Faerie cults.
  • Valley of the Gentle Ones: A quiet basin nestled between the mountain ranges, considered the spiritual heartland of the Furs.
  • Borzen Wastelands: A magically charged tundra where arcane power increases the farther one travels north. Named after the ancient wizard Borzen Ritu, this region is considered cursed by some, divine by others.
  • Black Anguish Lake, Devil’s Aperture, and Faithmore are other critical features located throughout the map, each connected to one of the ruling factions or spiritual myths of the land.

Ooloo’s terrain has protected it from full colonization for centuries, but it has also divided its people. There are no roads of empire here—only trails of tradition and conflict.

Settlements and Political Powers

Ooloo is split between three rival powers: the occupying forces of Kanaha and the Bleakhand Union, and the grassroots Auliaan movement of native Furs and Faeries. Though maps may draw lines of control, the reality is far more fluid—villages may change allegiance in a moon, and cities operate under uneasy truces enforced by shifting threats.

Kanaha Kingdom (East Ooloo)

Ruled by the High Elves, Kanaha claims the entire eastern portion of Ooloo as its territory. Its capital, Faithmore, is an elegant city of marble towers and enchanted groves, where Wood Elves, Murmil, and even a few Dwarves live in relative peace. All these races, with the exception of Murmil, have immigrated to Ooloo as adventurers seeking Manta sap, trade, and riches. Though outwardly aligned with the Races of the Light, Kanaha’s politics are pragmatic, and trade often outweighs ideology. The kingdom also permits a politically influential enclave of Dark Faeries to operate Port Helious, the continent’s largest harbor city, in a rare but uneasy alliance. Kanaha’s control is strongest near the coasts but weakens further inland, where Auliaan loyalists resist heavily.

Faithmore City-state (Radiant Citadel of Sola -Northwest Ooloo)

Faithmore, officially known as the Radiant Citadel of Sola, is the only major settlement in northwest Ooloo. Built entirely of shimmering whitestone along the banks of the Hoolee River, the city-state functions as both spiritual bastion and military fortress. Its population—exclusively High Elves—lives within concentric rings of defended districts: the Inner Sanctum (temples and administrative chambers), the Soldier’s Ward (military quarters and training halls), the Artisan’s Circle (theater, galleries, and workshops), and the residential Outer Ring.

Bleakhand Union (West Ooloo)

The Bleakhand Union, controlled by the Azeman Race of Bleakhand, dominates the western territories. This faction is supported by Undead, Trolls, Dark Gnomes, and Dark Elves, forming a loose but powerful coalition of Races of the Dark. The capital of their territory is Iniquity, a mythical evil city divided into four quadrants, each controlled by one of the major allied races. The Union’s influence extends north into the Borzen Wastelands, where they have begun excavating ancient magical sites. Bleakhand is aggressive, expansionist, and claims ancestral rights to the western forests based on forgotten treaties and divine revelation.

The Auliaan Movement (Central Ooloo)

At the heart of the continent, nestled in the valleys and woods between the great mountain ranges, lies the Auliaan Resistance. Composed of Solid Fur villages, Patchfur nomads, and ancient Faerie Rings, this grassroots movement seeks to reclaim Ooloo from both foreign powers and restore the peaceful, nature-bound civilization inspired by the teachings of Hooloo the Lion King. Their unofficial capital is First Place, located in the Valley of the Gentle Ones, considered the ancestral home of the Fur Race. Though pacifist in nature, the Auliaans have begun to employ old mystical traditions and guerrilla tactics to hold their ground. They are led by the Fur brothers Mootill and Boota, who have become symbols of the old way and the new hope.

All three powers maintain uneasy ceasefires, but border skirmishes are frequent, and secret alliances with external kingdoms from other continents threaten to escalate the conflict into full war.

Climate and Natural Cycles

Ooloo’s climate is as raw and variable as the continent itself. Though it lies at Mernac’s far northern pole, its massive landmass and surrounding oceans create a surprising diversity of localized climates. Much of the interior is cold and mountainous, but temperate valleys and steamy geyser-fed marshlands can be found within a day’s journey of wind-lashed tundra.

Winters dominate most of the year, though the southern coast and areas around Stormhaven and Port Helious see short but intense growing seasons. The coldest months are marked by the appearance of the Silver Moonsky, a curtain of shimmering light across the northern sky believed to reflect the presence of The Mothers. In contrast, the mysterious Red Moons, which rise only once every seven years, are feared as omens of death, war, or divine disfavor, particularly by the Furs and Faerie peoples.

Each year is divided into five seasonal phases:

  • Finther: The long cold, marked by snowdrifts and high winds. Lasts for nearly half the year.
  • Meltwalk: A brief thaw when paths reemerge and travel becomes possible.
  • Greenrise: The time of bloom and fertility, celebrated heavily by the Auliaans.
  • Wetwane: A season of mist, flooding, and storm-torn rivers.
  • Twiln: A spiritual twilight before winter’s return, associated with mourning and transformation.

Magical influence on Ooloo’s climate is particularly strong. Certain areas, like the Borzen Wastelands, radiate chaotic energy that alters weather patterns. Mages attempting to cast weather-based spells in these regions often encounter wild fluctuations—light rain turning into snow, or storm clouds collapsing into silence.

Ritual seasons are also practiced, especially by Furs and Faeries. These are not based on lunar or solar positions, but on emotional and spiritual energies sensed in the land itself. As a result, it’s not uncommon for rituals or wars to be delayed until “the land agrees to it.”

Unique Ecology

Ooloo’s isolation and divine origin have allowed it to develop a wildly unique ecosystem, filled with creatures and plant life found nowhere else in Mernac. Much of this flora and fauna has ties to ancient magical phenomena, divine intervention, or the primal forces that first shaped the world.

Flora:

  • Manta Trees: Towering arboreal giants found only in the deeper forest regions of central and western Ooloo. They exude a thick golden sap with two key properties: it burns with immense heat and can be refined into a magical fuel. Control of this sap is one of the root causes of the current factional conflict. When overharvested, the trees scream, a sound that travels for miles.
  • Soulbloom Moss: Glowing moss that grows near ancient Faerie circles. When touched, it briefly reveals the emotional state of the last creature that passed through the area. Used by druids and spiritwalkers for tracking.
  • Wintercoil Vine: A thorned vine that lies dormant beneath the snow during Finther, then grows in spirals upward, mimicking predator movement to lure birds and small animals.
  • Blueflare Ferns: Found on the southern coast, these ferns ignite with a blue flame when plucked, a defense mechanism that is both dangerous and beautiful.

Fauna:

  • Ghost Elk: Large, pale animals seen near Lake Trallis and the Valley of the Gentle Ones. Believed to be divine messengers or guardians of Fur ancestral lands. They vanish when approached, leaving behind tracks of glowing frost.
  • Borzen Gnashers: Insectile predators native to the Borzen Wastelands. Their mandibles shimmer with arcane charge, and their saliva corrodes metal. Often weaponized by Bleakhand alchemists.
  • Mawhounds: Feral, two-headed wolf-beasts believed to have originated from magical fallout after the Sap Wars. They roam in echoing packs and are feared by all races.
  • Fluttermaws: Brightly colored flying creatures that resemble butterflies, but feed on psychic energy. Their wings contain volatile patterns that can induce hallucinations if stared at too long.

Environmental phenomena are also prominent:

  • Wailing Ice: Large floating icebergs in the northwestern seas that emit harmonic, mournful tones. Some believe they are alive, or prison stones for ancient gods.
  • Crimson Mists: Rare blood-colored fogs that roll in from Mount Desolation and are believed to be connected to old Faerie rites or failed divine rituals.

Many believe Ooloo’s lifeforms are not only shaped by nature, but also carry divine essence, making hunting and harvesting acts of moral and spiritual weight.

Races and Inhabitants

Ooloo is the exclusive homeland of the Fur Race, but it is far from racially homogenous. As a land rich in resources and spiritual legacy, it has become a magnet for external powers and races, many of which now claim territory.

Furs (Solid and Patchfur)

The native and dominant cultural group, Furs in Ooloo come in two main types:

  • Solid Furs: Physically robust and closely tied to ancient tradition. They often live in spiritual settlements or join the Auliaan resistance.
  • Patchfurs: More adaptable, often nomadic or urbanized. Though sometimes viewed as “lesser” by conservative Furs, they are vital in modern diplomacy and trade.

Furs are deeply spiritual, their culture grounded in the teachings of Hooloo the Lion King, who they believe was either a god or the first prophet. They are attuned to the land’s rhythms, and many practice nature-based or emotional magic. Their society values community, storytelling, ritual, and fierce protection of ancestral lands.

High Elves

The dominant race of the Kanaha Kingdom, the High Elves view themselves as stewards of Ooloo’s eastern coast. They built elegant cities and maintain a veneer of peace, but their presence is resented by most Furs, who see them as colonizers. High Elves are powerful in both politics and magic, and their alliances with Murmil and Gnomes strengthen their position.

Azeman (Race of Bleakhand)

The Azeman are a harsh and brutal race of humanoids believed to have evolved in dark places and war-scarred lands. Their presence in Ooloo is marked by domination and control. The capital city of Iniquity is their stronghold, and they frequently raid or enslave smaller communities. Their alignment with other Races of the Dark has made the Bleakhand Union a fearsome military power.

Undead

Three known types of Undead operate within the Bleakhand ranks:

  • The Walking Dead and Skeletons: Used in mass labor or frontline combat.
  • Strigoi (Vampires): Aristocratic manipulators who control Bleakhand’s diplomacy.
  • Lycanthropes: Beasts of war and fear, unleashed only in desperation or ritual.

Undead are often used as tools of terror, but their presence within Iniquity suggests deeper political and religious influence.

Faeries

Once believed to be the first sentient beings in Ooloo, the Faeries are scattered across hidden rings and glades. Most are now part of the Auliaan resistance or act as neutral observers. Some serve in Port Helious as enchantresses or advisors. Dark Faeries, including Succubi, have complicated allegiances, and some openly align with the Kanaha elites for access to ports and influence.

Other Races

  • Dark Gnomes, Trolls, and Dark Elves are all present, particularly in the Bleakhand-controlled west.
  • Murmil and Dwarves are found in isolated mountain communities and sometimes act as mediators or engineers.

Myths and Moments

Ooloo’s history is as layered as its snowdrifts—beneath every valley and peak lie stories of divinity, betrayal, and rebellion. Unlike other continents where written history dominates, Ooloo’s past is preserved in oral tradition, spiritual song, and symbolic stonework. Many truths are concealed in legend, but all races here treat these myths as gospel.

The Legend of Hooloo

The most sacred myth to the Fur Race tells of Hooloo, the great Lion King, said to have been born during the first Finther under a sky torn by fire and ice. He was not a god, but a divine creation, a guardian spirit given flesh to protect the young world. It was Hooloo who taught the Furs to sing the trees awake, to dance the snow away, and to dream as one. His pelt was said to be made of sunrise, and his roar could still glaciers.

Hooloo’s final prophecy warned that one day, “When the fire of the trees runs red and the sky turns silver once more, our children will return from silence to take back the song.” This prophecy is invoked constantly by the Auliaan movement and has become their rallying cry.

The Sap Wars (2366–2430 AM)

One of the most devastating periods in Ooloo’s recent history, the Sap Wars were fought over the Manta Tree sap, a rare natural fuel used for alchemy, spellcasting, and war machines. The conflict began with a diplomatic failure between Kanaha and a Fur-led council, escalating into open resource raids.

Over the next sixty years, alliances were formed and broken. Bleakhand warlords burned entire forests to claim sap sites, while Kanaha deployed airborne units enchanted to siphon trees from the sky. The conflict saw the use of arcane biological weapons and introduced the Mawhounds, mutated beasts created by mixing Fur and animal DNA with dark magic. By the war’s end, nearly half of the ancient forests were dead, and the Valley of the Gentle Ones was poisoned for a generation.

The Betrayal of Port Helious (2522 AM)

Once a neutral zone jointly run by the Faeries and High Elves, Port Helious fell under Kanaha control after a bloodless coup disguised as a trade negotiation. Faerie leaders were either exiled or seduced into pacts they did not fully understand. To this day, Faeries refer to the event as “The Quiet Knife”, and mistrust runs deep beneath the city’s elegant façade.

The Coming Storm (Prophecy, 2646 AM)

All three major factions speak of a rising reckoning, each interpreting it differently. The Bleakhand believe an ancient Fur weapon lies buried beneath the Borzen Wastelands that could reshape the world. Kanaha seers speak of a “Sun That Bleeds,” a celestial omen tied to an unknown divine rebalancing. The Auliaans whisper that Hooloo himself will be reborn, not as lion or god, but as a child who will awaken the long-sleeping forest.

Relevance

Ooloo today is more than a battlefield—it is a cultural and spiritual powder keg.

Despite its remoteness and harsh environment, it is one of the most strategically critical continents in Mernac. Control of Manta Sap, access to deep magical veins, and the growing resistance movement all make Ooloo the flashpoint for a potential continent-wide war. External powers, such as kingdoms from Cathall and Malroo—have begun offering “aid” to their preferred factions, further complicating the fragile balance.

The Scribes and Sages who know of such things consider Ooloo the soul of Mernac’s primal identity. Unlike Cathall, which reflects commerce and compromise, or Arden, which represents the chaos of ancient power, Ooloo stands for origin. To conquer Ooloo is to reshape history itself.

Socially and politically, the rise of the Auliaan resistance has begun to change the tone of global conversation about colonization, divine authority, and the rights of native races. Cultural historians are reevaluating old texts about the Fur Race, and several guilds of scholars have begun quietly moving into neutral zones to preserve what they can of Ooloo’s collapsing archives.

Some factions see this as a moment for unification. Others believe that only destruction can purify the land. Either way, the next few decades will determine whether Ooloo becomes a land reborn or a wound that never closes.

Quotable Lore

“Ooloo is not a place. It is a heartbeat buried beneath the snow, a roar trapped in stone, and a promise that no empire, no matter how refined, will ever silence the wild.”
— Mootill, Auliaan Elder

“Iniquity teaches us that power is taken, not given. If Hooloo walks again, let him kneel before the future.”
— General Crashek of Bleakhand

“The Manta sap fuels our cities, and their myths fuel our fears. Perhaps the Furs should stop dreaming and start legislating.”
— Elasif Fenverin, Minister of Kanaha Port Authority

Tian Islands#

The Isles of Exile, Grace, and Whispered Beauty

Overview and Identity

Floating like a spray of scattered jade across the Tian Sea, the Tian Islands form a continent in name, though they are made of seven large islands, each said to honor one of The Mothers—and 1,313 smaller ones, with precisely 101 dedicated to each of The Fathers. According to the Scribes and Sages who know of such things, the number and formation of the islands are not natural at all, but rather the product of divine artistry laid across the waves at the dawn of the Second Age.

The people of the Tian Islands are descended from Humans exiled from Ooloo in the First Millennium, cast out by Hooloo the Lion after one among them, Onas Brushstroke, attempted to slay the great guardian under tragic misunderstanding. It is said Onas believed Hooloo threatened the life of Siberlee, the Mother of Nature and all that is good, not knowing he had been tricked by The Fathers into the attack. The exile that followed created a people both proud and poised, shaped by sorrow but not defined by it.

Today, Tian Island Humans are noted across Mernac for their discipline, beauty, and enigmatic traditions. Smaller in stature, with skin in hues of honey, amber, or deep brown, and hair and eyes always dark, they are a people as resilient as the volcanic stone that forms many of their isles. Their culture is rooted in a balance between land and sea, ritual and spontaneity, silence and song.

Perhaps nothing captures the mystique of the Tian Islands more than the Samerzee, a class of elite entertainers and diplomats who blend beauty, art, and seduction with subtlety and influence. Every true Samerzee must complete their training on the islands, for only here do the proper schools, philosophies, and spirit-lineages still endure.

Though seemingly peaceful, the Tian Islands are far from passive. Beneath the surface lies a continent of secrets, allegiances, and sacred oaths older than any crown. Many have sailed here seeking trade, conquest, or pleasure. Few have returned unchanged.

Geography and Regions

Despite their fragmentary layout, the Tian Islands are united in spirit and connected by complex trade routes, cultural rites, and divine geography. Each of the seven large islands represents one of The Mothers, and though political lines vary, every island maintains its sacred role.

  • Iyono (Island of Witriss, Mother of Virtue and Strength, Matriarch of the Dwarves): Mountainous and forested, known for stone-working and shrine building
  • Fyoto (Island of Kala, Mother of Love and Desire, Matriarch of the Merfolk): The warmest and most vibrant, home to the first Samerzee temple
  • Nulmae (Island of Terees, Mother of Wisdom and Harmony, Matriarch of the Murmil): Quiet and scholarly, often shrouded in mist
  • Kirana (Island of Dulan, Mother of Healing and Compassion, Matriarch of the Furs): Fertile, with wide river deltas and lotus fields
  • Semaka (Island of Kanola, Mother of Music and Dance, Matriarch of the Faeries): Coldest of the seven, rich in iron and sea-carved caves
  • Tavvra (Island of Sola, Mother of Life and Light, Matriarch of the Elven Races): Jungle-covered and radiant with natural luminescence
  • Yeshura (Island of Siberlee, Mother of Nature and all that is good, Matriarch of Man): Barren and volcanic, home to fire dancers and storm cults

The 1,313 smaller islands are loosely grouped into districts called Petals, each often governed by a priesthood or noble house. Many are uninhabited, or occupied only by hermits, ghosts, or ruins. Travelers speak of islands that vanish in the mist, or emerge only when the moons of Mernac both vanish from the sky.

Common regional features include:

  • Coral Shelf Cities: Built atop reef platforms, often blending stone and bioluminescent plant life
  • Sea-step Temples: Open-air sanctuaries that rise from the surf at low tide
  • Black Sand Shoals: Formed from volcanic stone, said to hold the voices of the dead
  • Banyan Ring Groves: Sacred sites for Moon and Samerzee rituals, where the trees grow in perfect circles

The Tian climate is warm and humid, tempered by ocean winds and monsoon cycles. Hurricanes are rare but intense. Tidal patterns are closely tracked and integrated into everything from agriculture to spiritual ceremony.

Settlements and Political Powers

Though each island maintains its local governance, the Tian Islands operate under a loose Confederation of Petals, where the ruling council is composed of delegates from the major islands and key Samerzee temples. Power is based as much on reputation, age, and artistic merit as on military strength or wealth.

Fyoto (Island of Kala)

Known as the heart of beauty and diplomacy, Fyoto Isle is home to the Grand Temple of the First Samerzee. Its capital, Zuunkara, is a city of lantern-lit bridges and whispering gardens, where masks are worn not for deception, but as expressions of inner truth. Fyoto holds cultural authority across the archipelago, and many of its Samerzee become key influencers in other kingdoms. The isle also houses the Council of Vordis, responsible for preparing rites during the double-moon waning.

Iyono (Island of Witriss)

Austere and mountainous, Iyono is famed for its master carvers, silent monks, and the Shrine of Ga’s Hand, a natural stone arch said to be blessed by the goddess herself. The capital, Tanvosh, sits on stone terraces surrounded by eagle winds and sacred goats. Though not as flashy as Fyoto, Iyono commands deep spiritual respect and serves as the unofficial voice of tradition.

Kirana (Island of Dulan)

Kirana’s people are farmers, priests, and herbalists, living among wide water-lily fields and terrace gardens. The capital, Lelumu, is built atop floating barges chained together with vine-wrapped silver. Kirana is the breadbasket of the Tian Islands and a key center for healing magic, especially during the Season of Soft Rain, when the goddess Dulan is said to walk in dreams.

Yeshura (Island of Siberlee)

Volcanic and fiercely independent, Yeshura is where the tide-dancers and fire-shapers train. Its capital, Serruun, is carved into the cliffs and accessible only by rope bridges or spirit ferry. Here, The Fathers are venerated more openly than elsewhere in the Tian, though always with careful balance. The island is also rumored to be home to Vordis oracles, born during the last double-moon waning.

Semaka, Tavvra, and Nulmae

These three islands are less urban but no less influential:

  • Semaka is a haven for musicians, metalsmiths, and stargazers.
  • Tavvra houses the island’s oldest banyan ring, a sacred Samerzee grove said to be where Hooloo last whispered to the Faeries.
  • Nulmae is cloaked in fog and renowned for its spiritual scholars, who maintain the Tome of Whispered Motions, a growing record of non-verbal wisdom.

Though the Tian Islands lack a standing army, they do possess a skilled Navy of Silk Blades, fast, elegant ships crewed by spellwrights and dagger-priests. Most conflicts are resolved through ritual duel, song debates, or social maneuvering. When war does come, it is precise, devastating, and brief.

Climate and Natural Cycles

The Tian Islands enjoy a temperate to tropical climate, marked by monsoon winds, misty springs, and long golden summers. Storms sweep through the Tian Sea from the east during the Season of the Shifting Sky, bringing with them not only wind and rain but occasional bioluminescent downpours, known as Mother’s Tears, said to be signs of blessings, or warnings, from The Mothers themselves.

Each major island maintains its own microclimate, influenced by both divine presence and natural rhythms. The eastern isles, particularly Tavvra and Fyoto, are lush and warm year-round. In contrast, Semaka and Iyono grow cool and misty in the twilight months, with sacred fogs called Whisper Veils blanketing temple paths and shrine steps.

Time is measured not only by solar years but also by The Waning Paths, a spiritual calendar based on the waxing and waning of Mernac’s twin moons. Every 73 years, during a rare cycle known as Vordis, both moons vanish entirely from the sky. The Tian Islanders view this as a period of cleansing, rebirth, and divine vulnerability. Sacred oaths must be renewed during Vordis, and no major war may begin until its end.

Seasons are typically referred to as:

  • The Time of Soft Petals (Spring)
  • The Time of High Sun (Summer)
  • The Time of Reflection (Autumn)
  • The Time of Listening (Winter)

Tide patterns also form a sacred calendar. Entire holidays are organized around the great receding, when sea-step temples become visible, or the wave ascent, when shore altars are temporarily consumed by the sea.

Unique Ecology

The natural world of the Tian Islands is shaped as much by spiritual reverence as it is by biology. Islanders treat the land as a living manuscript, each tree a verse, each creature a word of divine expression. The result is a deeply interwoven ecosystem where both flora and fauna possess spiritual significance, and even mundane life is often approached with ritual care.

Flora:

  • Moonvine Blossoms: These pale flowers bloom only during certain lunar phases and are used in Samerzee rituals. When consumed as tea, they are said to clarify intent before speech.
  • Glass Bamboo: A rare plant with crystal-clear stalks that ring in the wind like chimes. Grown mostly on Nulmae and used in ceremonial instruments.
  • Lantern Moss: Glows softly when touched by saltwater; used to light cliffside paths and sea grottos.
  • Whisperfruit Trees: Native to Tavvra, they produce sweet, fragrant fruit that only ripens when sung to in the proper melody. Each island has its own “ripening song.”

Fauna:

  • Silk Koi: Semi-sentient fish believed to carry messages between islands. Each school answers only to one island’s dialect of song.
  • Cloud Cranes: Massive white birds that nest high in volcanic cliffs and are believed to carry the thoughts of The Mothers to sleeping infants.
  • Echofoxes: Forest-dwelling mammals whose calls mimic human laughter, sometimes eerily. Considered sacred tricksters.
  • Nightpetal Moths: Huge, iridescent moths that emerge only during Vordis and are believed to be the temporary vessels of ancestors who have not yet moved on.

Much of the fauna in the smaller islands has never been fully cataloged. Islanders warn of Spiritbound Beasts, creatures that shift form and mind according to nearby human emotion. These are both feared and revered and are never hunted.

Races and Inhabitants

The primary inhabitants of the Tian Islands are a unique subrace of Human, often simply referred to as Tian Folk. Though originally from Ooloo, their culture, physique, and spirituality have evolved into something entirely distinct.

Tian Humans

Slightly smaller than their mainland kin, Tian Folk possess naturally dark hair, deep brown or black eyes, and skin that ranges from warm golden tones to deep bronze. Their mannerisms are refined, and their speech is often poetic. They maintain ancestral reverence, artistic discipline, and deep spiritual awareness. Elders are revered, and silent communication—through gesture, scent, and posture—is nearly as important as spoken word.

They rarely engage in open warfare. Instead, disputes are handled through:

  • Debate Duels: Poetic or symbolic combat with specific ritual rules.
  • Mask Trials: Public performance meant to persuade or shame.
  • Sea Oath Challenges: Where grievances are offered to the tides and settled by fate.

The Samerzee

The most famous caste of the islands, the Samerzee are elite entertainers, diplomats, and courtesans. Trained in everything from dance and music to seduction, philosophy, and infiltration, they operate both in service to nobility and independently as political agents. A true Samerzee must undergo initiation on the islands of Fyoto or Tavvra, learning the Way of the Petal, an evolving code of artful influence and balance.

While often assumed to be concubines or spies, the Samerzee hold powerful cultural and spiritual roles. Some are considered living vessels of The Mothers’ grace. Others serve as war-stoppers, sent into battlefields or courts to soften blades and turn the tide of vengeance into love or laughter.

Dark Faeries

The is a small but signifcant number of Dark Faries in Kyoto who train and often guard new recruits of the Samerzee Order on entertainers Their training is typically in the ways of manipulation and seduction.

Other Inhabitants

  • Faeries occasionally inhabit remote sacred groves, especially in Tavvra and Semaka, acting as lorekeepers.
  • Murmil scholars from across Mernac visit Nulmae for philosophical congresses.
  • Merfolk, aligned with Kala, often surface in ceremonial harbors during lunar festivals, trading dreams for favors.
  • A few Murmil, Elves, and Dwarves live as exiles, artisans, or spiritual wanderers, but make up a minority.

Though other races are welcome as visitors or guests, no foreigner may own land, lead ritual, or be trained as a Samerzee unless by unanimous approval of the Confederation of Petals.

Myths and Moments

The Exile of Onas Brushstroke

The founding myth of the islands recounts the tragic misstep of Onas, a Human tricked by The Fathers into believing Hooloo would harm Siberlee. His attempt to kill the great lion failed, but it led to the banishment of Humans from Ooloo. That exile birthed the Tian legacy: a culture born of sorrow, tempered into serenity.

The Creation of the Samerzee

The Scribes and Sages who know of such things believe that the concept of the Samerzee was inspired directly by The Fathers, as an act of penance. During the preparations for the first Vordis, the Fathers gifted the idea of supreme emotional and sensory expression to balance the loss they had caused. The word Samerzee itself derives from “Sampy” (supreme beauty) and “Erzee” (giver) in archaic Fyoto dialect.

The Silver Petal Rebellion

Three centuries ago, a coalition of Samerzee overthrew a corrupt confederation lord through coordinated poetic seduction, song, and blackmail. No blade was drawn, yet the entire power structure of the inner isles was altered overnight. The rebellion is still studied today by diplomats across Mernac as the ultimate demonstration of power without violence.

Quont’s Gambit

In an age now obscured by mist and ceremony, the dark Father Quont, who in the Before Mage age transformed into the body of a goddess and became matriarch of the Dark Faeries, sought to wrest control of the Samerzee order from the Mother Kala, matron of Love and Desire.

According to the Scribes and Sages who know of such things, Quont’s desire was not rooted in love, but in possession—to twist beauty into power, and pleasure into dominance. To this end, Quont enacted a bold deception. Under the cover of a double eclipse, the god kidnapped Kala’s beloved sister, the Mother Kanola, Mistress of Music and Dance and matriarch of the Faerie Race.

The ransom was clear and cruel: surrender the Samerzee Order, or Kanola would be lost beyond the reach of even the divine.

Relevance

In modern Mernac, the Tian Islands are regarded as a place of refined neutrality, cultural grace, and dangerous subtlety. Though they rarely make overt plays in global politics, many kingdoms—especially in Cathall and Malroo—send their youth to train in art or diplomacy on the islands.

Their Samerzee agents are coveted by both courts and criminal networks. Rumors persist that several high-ranking figures across Mernac are in fact Tian-trained informants or even full Samerzee operatives. Some whisper that the islands maintain a secret archive: a collection of every whispered truth ever traded in a Samerzee’s ear.

The Tian Islands also serve as a moral compass of sorts. Their culture, though enigmatic, is watched closely by Scribes and Sages, for when the Tian turn from beauty to blades, it often marks a shift in Mernac’s balance.

Quotable Lore

“We were exiled by a roar and reborn by a whisper.”
— Verse 14, The Tome of Listening

“A true Samerzee can silence a warlord with a glance, or start a war with a kiss.”
— Ozu Takar, Master of the Sixth Ring

“Every island is a note. Together, they form a song only the sea knows how to sing.”
— Tian proverb, origin unknown

Arden#

Continent of Wild Growth and Quiet War

 Overview and Identity

The continent of Arden is the green scar of Mernac, a vast jungle-dominated continent thick with vines, wet with mist, and steeped in ancient magic. It is a land of old growth and older grudges. The Scribes and Sages who know of such things often describe Arden not by its borders or governments, but by its breathless vitality – a place where roots twist into ruin, where the land seems to feed on memory, and where the canopy above hides both wonder and dread.

Among Mernac’s seven continents, Arden holds a reputation as a land ruled by the primal and the profane. For thousands of seasons, it has remained a stronghold for the Races of the Dark. Troll tribes trample fern-laden hills. Dabbat warbands dwell in the bone-caves of the low valleys. Undead kings rule silently from half-swallowed temples, while sects of Dark Faeries flit like shadows through mossy groves. While pockets of Light remain—hidden Elven enclaves, merchant outposts, or holy shrines, they are few, small, and always under siege.

Arden does not merely resist civilization. It digests it.

To most of the world, Arden is a frontier. To those who live within it, it is the entire world.

Geography and Regions

Arden stretches from its humid equatorial jungles to rain-drenched highlands in the south and vine-choked marshlands along the eastern coast. Its terrain is broken, often violently, by deep river gorges, volcanic scars, and overgrown ruins. Nearly every inch of the continent is claimed by jungle—either old-growth forest with towering canopy trees or secondary growth swamps rebounding from long-forgotten magical catastrophes.

The central spine of the continent is the Drellian Rise, a range of steep forested hills that runs north to south. This rise forms a natural divide between the marshy lowlands of the east, where sunlight barely pierces the canopy, and the foggy highlands of the west, where cooler air and mountain winds birth sudden storms. Toward the southeast lies Barak’s Navel, Mernac’s deepest known surface scar, a yawning sinkhole of black stone and fungal growths. It is said to descend 12,000 paces, the last 6,000 in blanketed in total darkness. Explorers who descend more than a few hundred paces report visions, whispers, and unnatural cold.

Among Arden’s major regions are:

  • The Virella Jungle: Dominating the northern third, this is a place of colossal plant life and legendary venomous fauna.
  • The Sullen Weald: A gloomy, moss-covered forest to the southwest, home to nocturnal giants and lost relic temples.
  • The Cradle Marshes: In the east, a region of shifting bogs and hidden orcish fortresses built into trees and peat bluffs.
  • Mount Krelthak: A dormant volcano in the central Drellian Rise said to be hollow and home to sects of Undead necromancers.

Rivers snake unpredictably through the land, the largest being the Ovlax, which begins in the Drellian and disappears underground for much of its journey before re-emerging in the coastal lowlands.

Though cartographers have mapped Arden repeatedly, no two maps entirely agree. The land is said to “move” over time—not by tectonics, but by something older and stranger.

Settlements and Political Powers

No continent in Mernac boasts fewer enduring cities than Arden. Instead, power here flows through tribes, cults, and shifting alliances. The Races of the Dark control nearly all major zones of settlement, and their presence is more often felt in the forest itself than in formal buildings. Structures rot quickly here unless enchanted or carved directly from stone or bone.

Known Powers:

  • Kral’Tuggh – The largest and most organized settlement in Arden, this is a Dabbat stronghold built inside a petrified forest. It serves as a war camp, slave market, and fortress all in one. Dabbats here are raised from birth into a kill-or-be-killed society where failure is met with brutal finality. Their distinctive eyes—pitch-black sclera surrounding irises of molten red—are said to reflect not just heat, but hunger.
  • The Maw of Jhervin – A necropolis-city located in the cliffside terraces of a half-collapsed canyon. It is home to a splinter court of the Undead, who claim lineage to Barak himself. The Maw houses all three known forms of Undead: the skeletal and shambling Walking Dead, the aristocratic and bloodthirsty Strigoi, and the cursed Lycanthropes, who prowl the outer ruins during the moons of Chandralee. Local stone glows faintly in moonlight, though no source of the radiance has ever been found.
  • Thornreach – A fortified Dark Faerie enclave hidden in the northern Virella. It is said to be eternally night within its borders, even when both moons rise. Thornreach is whispered to be a cradle for Succubi, Dark Faeries who seduce, manipulate, and siphon essence from the living. Here, they are trained in art, illusion, and temptation, emerging into the world with honeyed voices and venomous intent.
  • The Hollowed Deep -An underground Sectis domain beneath Mount Krelthak, believed to be the origin point of several magical plagues that once scoured the lowlands. The Sectis, an insectoid race with segmented limbs and chitinous carapaces, thrive in total darkness. Their society is built around hive-like structures, mind-linked broods, and ritual diseasecraft. Breeding chambers and plague-vaults hum with sickly heat far beneath the mountain’s roots.

Smaller communities exist, though most are transient or hidden. The Elves of Shaelwin Glade still maintain a presence in the far south, protected by old pacts and older enchantments. Human traders from Quontas occasionally establish trading posts along the Cradle Marshes’ coast, but few survive beyond a generation.

Unlike the structured kingdoms of Cathall or the Tian Islands, Arden is a realm of fiefdoms that rise and fall with the waxing of power, madness, or moons.

Climate and Natural Cycles

Arden’s weather is a weapon.

The continent is warm year-round, with suffocating humidity in the jungles and chill fogs in the highlands. Rainfall is relentless, often arriving in short violent bursts that transform dry trails into muddy torrents within minutes. Thunderstorms are common, especially during the height of what locals call the Wortfall Season, a five-moon stretch where wind currents shift and monsoons slam the coasts nearly every day.

Lightning is revered by many Ardenite cults, believed to be messages from Elsen or the other Father or the shrieks of imprisoned spirits trying to escape the sky. Some Trollish tribes will only go to war when thunder rolls.

Each year, Arden experiences a phenomenon known as the Bleed, when deep red spores from deep jungle fungi are carried on warm air currents across the entire continent. During this time, visibility in many regions drops to mere paces, and some believe the spores cause dreams—or madness. The Bleed lasts roughly two moons and marks the start of the harvest cycle for those bold enough to farm here.

Due to the density of the jungle, actual sunlight is rare in many parts of the interior. It is not unusual for regions of Arden to exist in a state of perpetual dusk. At night, bioluminescent fungi and mosses light the forest with eerie, shifting colors, a natural phenomenon so strong that it can sometimes be seen from the sky during a full Jahannan moon.

Unique Ecology

Arden’s flora and fauna are among the most diverse and dangerous in all of Mernac. Some Scribes and Sages who know of such things argue that it is not just the land, but the very essence of growth that reigns here unchecked. The deeper into Arden one travels, the less the land resembles anything found elsewhere in the world.

Plants:

  • Sunblind Vines: Carnivorous creepers that grow upward, wrapping around trees and capturing small flying animals or even children. They are blind to light but sensitive to sound vibrations.
  • Witchroot Trees: Tall, broad-rooted trees that ooze a blood-colored sap with potent hallucinogenic properties. Used in rites by Dark Faeries and Trollish shamans.
  • Whisper Ferns: A bioluminescent ground fungus that glows blue when touched, often used as a light source in many areas of Arden that are perpetually dark.
  • Devil’s Rattle: A dry pod plant that bursts open when disturbed, emitting a cloud of spores that cause temporary deafness and disorientation.

Beasts:

  • Gralks: Hulking, horned beasts found only in the Cradle Marshes. Known for their aggressive territorial behavior and unusually intelligent tracking patterns.
  • Venomshrikes: Large, feathered serpent-birds that dwell in the higher jungle canopy. They can mimic sounds and are often mistaken for human voices calling for help.
  • Marrowmites: Tiny, hive-minded insects that infest living hosts and skeletons alike. These are favored by Undead necromancers and have been known to animate battlefield remains.
  • Nightgloats: Nocturnal amphibians that emit pulses of magical energy when startled. These pulses can ignite nearby brush, confuse animals, or disrupt spellcasting.

Many of these species are magically influenced or were directly created by The Mother and The Fathers during the Age Before Man. Arden is also home to living ruins—trees that have grown into and through abandoned temples, often imbued with the lingering magical essence of those who once worshipped there.

Races and Inhabitants

Arden is overwhelmingly dominated by the Races of the Dark, and few of the Races of Light can survive here for long without divine protections or enchanted strongholds.

Predominant Races:

  • Trolls: Especially common in the Drellian Rise, known for their regenerative abilities and tribal warfare.
  • Dabbats: Fierce and bestial, they control many eastern river crossings and form raiding parties that threaten coastal settlements.
  • Undead: Found in necropolis-cities such as the Maw of Jhervin, their presence here is ancient and often bound to the land itself.
  • Sectis: Masters of rot and disease, they operate out of the volcanic hollows and deep fissures of the central highlands.
  • Dark Faeries: Elusive and malevolent, they maintain hidden groves and often act as intermediaries between other dark races.
  • Dark Elves: Scattered in self-contained city-states hidden within the jungle. Known for their mastery of poisons and night tactics.
  • Wookalars: Rare, but feared for their brute strength and tendency to dwell in isolation in the western ravines.

Holdouts from the Races of Light exist, but they are minimal. The Elves of Shaelwin Glade, for example, continue to uphold a sacred pact made with Mother Sola, but their numbers have diminished over the centuries. Some Human sages also choose exile here to study the arcane, usually protected by old wards or local alliances with more neutral tribes of Dark Elves.

Dragons, while not officially recognized as a Race by the Scribes and Sages who know of such things, are rumored to slumber deep within Barak’s Navel and the Hollowed Deep. If true, they are either remnants of the Age of Gods or creations of Siberlee and Sola, too wild to tame.

Myths and Moments

Arden’s history is pieced together from bone-carved tablets, whispered tales, and ruins covered in runes only half-translated. But even from these fragments, several key myths and events stand out.

The Sundering at Vinecross (872 AM):

According to the Sage Kellian Kortis’ early works, this was the first recorded alliance between three of the Races of the Dark—Dabbats, Sectis, and Trolls—who jointly overran a major Elven citadel known as Vinecross. The fall of Vinecross marked the end of all major Light-aligned fortifications in the north and turned the tide of the conflict during the final moons of the Age of Elsen.

The Black Rain of 1174 AM:

A fungal blight spread across the continent, believed to have been caused by Sectis rituals in the Hollowed Deep. The rain that followed was tar-black, killed crops across the coast, and caused madness in some who drank untreated water. Some say this was not weather but a divine curse sent by The Other himself for not ridding the continent of all inhabitants from the races of the light.

The Pact of Shaelwin (1586 AM):

One of the few peaceful moments in Arden’s history, this was a magical pact signed between the Elves of Shaelwin and a regional Dark Faerie queen. The pact ensured the grove’s protection in exchange for offerings of moonflower wine and stories. It held for almost 200 seasons until a Dabbat warband broke the truce in 1772 AM.

Relevance

Arden’s importance to Mernac has never been measured by wealth, armies, or diplomacy, but by one thing alone: its untamed power. The continent is a wellspring of forgotten magic, old-world flora, and primal divinity. Many believe that ley lines crossing Arden are older than the gods themselves, and that deep below its surface lie veins of metals emanating raw Ga so dense that spells cast here carry unintended consequence… or divine echoes.

Strategically, Arden’s interior is considered impossible to conquer. Its southern port regions, however, allow access to the sea lanes between Cathall and Malroo, and so limited trade and skirmishes have continued for centuries.

For Sages, Arden represents a place of endless study. For soldiers, it is a graveyard of empires. For the Races of the Dark, it is home.

Quotable Lore

“In Arden, the trees do not remember mercy. They drink blood as easily as rain, and the wind does not whisper—it watches.”
— Kellian Kortis, The Book of Kortis

Brangin#

The Stone-Blooded Land of Peaks, Peoples, and Persistent War

Overview and Identity

Brangin stands as the second most populated continent in all of Mernac, a sprawling southern landmass of jagged coastlines, cedar-thick forests, snow-wrapped peaks, and ancient civilizations still bearing the scars of conquest and survival. Though not as politically entangled as Cathall, nor as spiritually loaded as Ooloo, Bangrin is a continent of living legacy—where bloodlines run deep, grudges deeper, and every valley has its banners.

The Scribes and Sages who know of such things often call Brangin “The Hammer’s Wound,” referring to the belief that this land was once the testing ground for The Fathers’ earliest attempts at shaping Mernac’s physical form. Its two massive mountain ranges—the Rether Mountains to the north and the Rither Mountains to the south—are said to be the place where the hammer of Witriss, Mother of Virtue and Strength, first struck the world, forming valleys of iron and stone.

Culturally, Brangin reflects a powerful duality between the Races of the Light and the Races of the Dark, though neither dominates outright. Instead, its kingdoms and territories are strongly regional, and many have learned to exist not through peace, but through grudging, ancestral respect. Humans and Elves form the backbone of its major societies, while Dwarves and Trolls, especially in the mountain regions, hold ancient strongholds that date back to the First Age.

Though often overlooked by mainland Mernacians due to its harsh weather and hard people, Brangin is a land of visionaries, raiders, engineers, and heroes. It is here that some of the oldest sword-making traditions were founded, where the frost-bound Fjords of the South are still ruled by Frost Giants, and where power is not inherited by blood alone, but by fire, stone, and oath.

Geography and Regions

Brangin’s landmass stretches in a crescent-like curve from the southwestern volcanic shelf of Haranlarche to the frozen cliffs of the far south, where fjords claw into the sea like ancient ice-beasts. Its geography is dominated by the twin spines of the Rether and Rither mountain ranges, which split the continent horizontally and have shaped the culture, climate, and warfare patterns of the region for millennia.

The Rether Mountains (North)

These are the older of the two ranges, carved with deep passes and riddled with ancient Dwarven halls and Troll keeps. The region is mineral-rich and dotted with steam fissures, hot springs, and crumbling fortresses from long-forgotten wars. Rether acts as a barrier between the more temperate central lands and the cold, wind-torn north.

The Rither Mountains (South)

Younger and sharper, the Rither range rises like jagged teeth from the earth. Their peaks are often snow-covered year-round, and many are believed to be hollow, housing both ancient Dwarven forges and Troll-honored burial cities. This range ends abruptly at the icy fjords of the southern coastline, home to the semi-nomadic Frost Giants.

The Keltois Region (West)

A fog-cloaked, myth-shrouded region of rolling hills, stone circles, and forested highlands. The Keltois people are fiercely independent, heavily tattooed, and spiritually bound to nature. It is here that the oldest druidic traditions still flourish, unbroken since the earliest days of Mernac’s second age.

Vikland (South and East)

Stretching across the eastern cliffs and southern coastal plains, Vikland is a collection of seafaring kingdoms and raider clans, known for longships, oath-taking, and elemental rites. The seas off Vikland’s coast are treacherous, with black storms and kraken sightings common, but the people here are as hardened as the hulls they build.

Elwin Bay and Rivenmore (North-Central Brangin)

To the north lies Elwin Bay, a shimmering crescent of blue-green sea bordered by coastal redwoods and tall cliffs. The Elven Kingdom of Elwindel lies here, nestled amid mist-shrouded trees and songstone towers. To the west, in a fertile alpine valley, lies Rivenmore, a small but well-defended Human kingdom known for its archers, falconry, and defensive architecture.

The Haranlarche Coast (Southwest)

Volcanic and fertile, the kingdom of Haranlarche dominates this region. The land is rich with obsidian cliffs, thermal fields, and dark basalt beaches. Haranlarche culture embraces both fire magic and steel, and its ships are among the fastest on the continent.

Brangin’s terrain forces its peoples into isolation or alliance, rarely anything between. Every forest may hide an outpost; every valley, a battlefield.

Settlements and Political Powers

Brangin is carved into a mosaic of independent kingdoms, tribal lands, and fortress-cities, each with its own laws, traditions, and long memory. Unlike Cathall’s centralized empires or Ooloo’s contested theocracies, Brangin’s power is fractured but deeply rooted, shaped by the land more than by ambition.

Rivenmore

Tucked between mountain and lake in northern Brangin, Rivenmore is a modest Human kingdom known more for its defensibility and diplomacy than its army. Its castle is carved into a natural cliff face, with only one road and one hidden tunnel for access. Rivenmore is famous for hosting ceasefires, blood-oath negotiations, and the Tournament of Bladesong, a peaceful contest said to prevent real war among neighbors. Its archers are among the finest in Mernac.

Elwindel

Located at the heart of Elwin Bay, this Elven kingdom is a bastion of Light-aligned philosophy and nature-magic. Its tall, crystalline towers seem to sing when the wind passes through, and its people maintain a culture of ritual precision, memory-song, and grace in battle. Though Elwindel rarely expands its territory, it is not passive—its borders are protected by enchantments and ancient watchbeasts carved into living stone.

Haranlarche

One of the more aggressive and expansive kingdoms in Brangin, Haranlarche has built its empire on obsidian exports, fire-crafting, and war-trained beasts. Its capital is ringed by volcanic rock and patrolled by tamed lava-wyrms, which glow beneath their armored scales. Haranlarche’s rulers practice a form of succession-by-combat, and its nobles often double as military generals.

Keltois Clans

Not a single kingdom, but a collection of druid-led hill tribes, beast-riding warrior families, and sacred grove councils. While mostly Human, many Keltois bloodlines include Faerie, Murmil, or even Werefolk ancestry. They speak an older dialect of Mernish and honor the Stone Circles of Oldway, a collection of megalithic runes said to whisper prophecy during lunar eclipses.

Vikland Jarldoms

Each Vikland region is ruled by a Jarl, who answers only to tradition and the sea. These semi-autonomous realms often raid one another, though they unite quickly when threatened from outside. Viklanders worship a blend of The Fathers and primal elemental spirits, and they are known to seal alliances through tattooed blood oaths and sea-bound funerals.

Climate and Natural Cycles

Brangin’s climate is as rugged as its people. Its regions range from snowbound fjords in the far south to humid cedar valleys and fog-drenched coastlines in the west. The Rether and Rither mountain ranges lock cold air into central valleys, creating long winters and unpredictable weather patterns.

Rain and snowfall are common across all seasons, especially in the Keltois highlands and Elwin Bay region. The Volcanic Shelf of Haranlarche, by contrast, experiences long dry seasons punctuated by sudden heat storms and sulfuric rain that stains stone red. Weather magic is not uncommon here, but it is tightly regulated, particularly in mountain holds where storms may bury entire passes.:

Brangin is defined as much by its rivers, lakes, and fjords as by its mountains. These freshwater bodies are not merely natural features; they serve as borders, trade routes, ritual sites, and sometimes weapons.

The River Nornhal begins in the snow-fed peaks of Rether and winds its way southeast through forested gorges and fertile plains. It is known as the “Bloodstream of Brangin,” for it connects more kingdoms than any single road. Barges powered by wind-charms and elemental sails move goods between highland forges and coastal ports.

In Keltois, lakes are sacred mirrors used for prophecy. Each major clan maintains a “Reflection Circle” along their home lake—ceremonial docks where druids gather to cast stones and interpret ripples. It’s said the lakes whisper when war draws near.

In Vikland, rivers are bred with magic to become guardians. Some waterways are alive, known as Spirit Currents—fierce torrents that rise in defense of their people. Only those bearing oaths tattooed in water-ink may cross them safely.

Elwindel’s Lake Lysalin is revered for its mirrored surface. Every Elven coronation ends with the ruler casting a blossom into the lake. If it floats, the reign will be peaceful. If it sinks, unrest is foretold.

Some Dwarven strongholds use deep mountain reservoirs not only for water but for magma cooling systems, allowing blacksmiths to refine steel with unmatched precision. In Haranlarche, a system of heated springs and stone aqueducts provide year-round warmth, mist, and agriculture in otherwise inhospitable terrain.

From rituals and war to agriculture and prophecy, Brangin’s freshwater systems are woven into every layer of life, belief, and power.

Unique Ecology

The natural world of Brangin is both beautiful and brutal. Its isolation has produced creatures of immense resilience, and many of its plants and animals have adapted to survive extremes of heat, cold, or magic.

Flora:

  • Gravelbark Cedars: Towering trees that shed bark instead of leaves. Their shavings are used in ceremonial fires to summon ancestral spirits.
  • Blood Ivy: A climbing vine native to the Rither range that secretes a crimson sap. Said to bond magically with the wounds of warriors and sometimes bloom when someone nearby dies.
  • Fogblossoms: Pale flowers that only open during moonless nights. They glow faintly and are used in memory rites by the Elves of Elwindel.
  • Smokestalk Reeds: Found near Haranlarche, they burn continuously when harvested and dried, making them essential in heatless northern forges.

Fauna:

  • Silverbacks: Massive mountain apes known to form mourning circles for their dead. Some tribes believe them to be the remnants of a forgotten Race.
  • Crag Serpents: Wingless dragons that nest in the high cliffs of Rether. Their hiss is said to imitate human speech when near death.
  • Woolven: Pack beasts resembling massive dire wolves, often ridden by Vikland raiders and Keltois scouts.
  • Flint Crows: Birds with stone-tipped beaks that peck metal for nesting. They are viewed as omens in Rivenmore, often appearing before battle.

The southern Fjords of the Frost Giants also host icebound megafauna, such as horned whales, crystalline crustaceans, and semi-sentient polar bears that mimic speech in howls.

Races and Inhabitants

Though all of Mernac’s races may be found in Brangin, four are most prominent: Humans, Elves, Dwarves, and Trolls. Each has carved distinct homes into the continent’s rugged heart.

Humans

The most widespread race, Humans inhabit Rivenmore, Vikland, Keltois, and much of Haranlarche. They are diverse in culture and appearance, ranging from tall, broad-shouldered highlanders to sea-hardened raiders. Branginian Humans often wear layered wool and leather, carry bone-inscribed blades, and place great importance on oaths, ancestral names, and battle scars.

Elves

Mostly located in Elwindel, Brangin’s Elves are known as the Bay-Bound. They are more isolationist than their Cathall cousins and practice an ancient form of Memory Song, through which the deeds of a person are encoded into melodic runes. These Elves view the cedar forests as sacred and often defend them with spirit-bound archery.

Dwarves

Brangin’s Mountain Dwarves live in expansive strongholds within both Rether and Rither. Their cities are powered by lava mills, lit by crystal lichen, and protected by automated stone guardians. Dwarves here are exceptionally proud of their ancient clan-keys, ornate devices that record bloodlines and property.

Trolls

Dwelling in the deepest crevices and coldest caves, Brangin Trolls are cunning and territorial. Unlike the monstrous Trolls of other lands, these are a sophisticated people, known for living sculpture, ice-carved oral histories, and a unique form of slow speech magic that becomes more powerful the longer it is sustained.

Other Inhabitants:

  • Frost Giants rule the southern fjords in semi-nomadic family units.
  • Murmil maintain weather towers along the coast to track magical tides.
  • Dark Faeries are occasionally found in Haranlarche, where passion and ambition draw them like moths to forge-light.
  • Succubi sometimes disguise themselves as seers in Keltois, offering false visions in exchange for kisses or dreams.

Myths and Moments

The Stone Pact

Centuries ago, during a relentless age of blood between Dwarves and Trolls, the mountain range of Rether nearly split in half from warfare. Each side had summoned its ancestral spirits, forged divine weapons, and unleashed curses that cracked the sky. The fighting only stopped when both clans found themselves collapsing the very tunnels that fed their cities.

From the rubble, a neutral party of Murmil lorekeepers emerged with a proposed truce: the Stone Pact. Signed in blood on stone tablets made of petrified riverbed, it declared no war would ever be waged in darkness again. To this day, both races maintain light-oath pyres in every hall—if one burns blue, the pact remains.

The Binding of Grelthar

Grelthar, a Frost Giant king of terrible ambition, sought to freeze the entire southern Rither range to build a glacier palace that would extend his domain to the sea. His raids were swift, his magic primal, and his army composed of ice beasts bound in iron.

It took a rare alliance between the Elves of Elwindel, the Troll stonecasters, and the Dwarves of Lower Rither to defeat him. The final battle took place on a frozen bridge of crystal. Elven mages trapped Grelthar’s soul in a rune-carved obelisk of pure ice and cast it into the Lake of Still Echoes, where it rests below the frozen waves. To speak his name during winter is to invite madness.

The Fall of Vhaldrik’s Pass

Vhaldrik’s Pass was once a vital trade route controlled by a Keltois clan known for its supposed honor. In the 2100s AM, a noble from Haranlarche offered the clan a fortune in obsidian and steel to allow his forces covert passage. They agreed—breaking centuries of oath.

But Haranlarche’s army went too far, slaughtering innocents on the other side. In shame, the Keltois druids summoned the spirits of the stones themselves and caused the entire pass to collapse, burying their own warriors with the invaders. Now, every spring, blue fog rises from the ruins, and no grass ever grows there.

Relevance

In the present age, Brangin remains a forge of conflict and innovation. Though not a global superpower like Cathall, its kingdoms wield immense military and cultural influence. The obsidian trade from Haranlarche, the cedar exports from Elwindel, and the runesmithing of the Dwarves keep Brangin economically vital.

Politically, tensions are rising between Vikland and Haranlarche, and the Keltois have begun to reject the Confederation’s central rule. The Frost Giants, though historically passive, have started testing borders. Some believe another war of mountain and fjord is imminent.

The Scribes and Sages who know of such things warn that Brangin may soon awaken old powers once sealed—and that the Stone Pact itself is beginning to crack.

Quotable Lore

“Stone remembers what blood forgets.”
— Keltois proverb, carved into the Circle of Mourning

“Every kingdom here was bought with fire and frost. If you want peace, go to Elwindel and sing.”
— Vikland war chant

“Brangin needs no crown—it already wears mountains.”
— Eldra Clankforge, Dwarven Matron of Retherdeep

Toberna#

The Living Spell of Stone, Spirit, and Sky

Overview and Identity

Toberna, the largest of Mernac’s continents, is often called “The Living Spell” for its astonishing magical biodiversity. It is a land where even the grass hums with latent Ga, where strange creatures blink in and out of existence, and the trees glow when whispered to. All across Mernac, scholars, adventurers, and pilgrims speak of Toberna with a mixture of awe and apprehension—for in this place, magic does not merely exist; it thrives, mutates, and sometimes devours.

Toberna is home to the Paizian Faeries, the only known faction of Fae to have formed a structured nation, complete with cities, defensive walls, and an elite military caste known as the Paizian Archers. These Faeries are instantly recognizable by their golden eyes, a trait resulting from their unusual diet, said to include Ga-saturated pollens and luminous fungi.

Unlike other continents, Toberna plays host to many less prominent Races not typically seen elsewhere: Orcs, Gnomes, Giants, and Merfolk. Their cultures, though diverse, are uniquely shaped by the continent’s pervasive and often unpredictable magic. Here, a Giant may learn to fold time through chants, or a Merfolk priestess might distill prophecy from the shimmer of rainfall on obsidian stones.

The Scribes and Sages who know of such things assert that Toberna’s magical abundance is no accident. The very land seems to possess an enhanced affinity for Ga, the magical energy that flows through all living things. For reasons not fully understood, the average being in Toberna can wield and store significantly more Ga than elsewhere in Mernac, making it a magnet for those who study the arcane or serve divine powers.

Pilgrims from across the globe come here to seek enlightenment, transformation, or power. Some never return. Others return… changed.

Geography and Regions

Toberna’s terrain is vast and varied, with temperate plains, rolling hills, rugged mountain spines, enchanted valleys, and a jagged, reef-woven coastline. Despite its magical chaos, the land is remarkably fertile and stable, suggesting some unseen force or ancient pact maintains balance beneath the surface.

The Paizelands

Home to the Kingdom of Paizes, this is a region of misty meadows, flowered hills, and silverwood forests that bloom with Ga-reactive blossoms. The soil here is tinged with pale blue hues from the crystals that grow just below the surface. Wild animals in the Paizelands often display light-based mutations—winged deer, luminous foxes, and spectral hummingbirds are not uncommon.

The Grumblebar Range

Stretching across much of western Toberna, this range of snow-capped mountains is home to Giant clans and Gnome forgeholds. The peaks shimmer faintly due to veins of embedded Ga-crystals, and many of the mountains emit haunting musical tones when struck by wind or hoof. Avalanches are sometimes caused not by weight but by song.

Mur’Aqeth (Merfolk Temple-City of the Deep Coast)

Mur’Aqeth is a drifting temple-city nestled in the reef-laced coves along Toberna’s southern coastline, where saltwater rivers meet the open sea. Constructed from polished coral, volcanic stone, and living kelp grown into arches and spires, Mur’Aqeth floats partially submerged, moving with the tides and the will of the sea.

Merfolk here are ocean-born beings, deeply attuned to saltwater currents and lunar phases. They worship the primal forces of the deep and believe rivers exist only to feed the sacred oceans. Their city is not fixed—it migrates along the coral shelves of the Glassen Shores in rhythm with an ancient tidal prophecy.

Mur’Aqeth is governed by a rotating priesthood, whose members receive visions through deep-sea trance rituals and dream ordinations. Outsiders rarely gain full entry, though trade rafts are permitted to dock at satellite grottos. It is whispered that the High Chantresses of Mur’Aqeth can summon sea spirits or even quiet a storm with song.

The Lowwild Expanse

In the central basin lies the Lowwild, a massive stretch of windblown steppe and open plain. Though seemingly mundane compared to other regions, the Lowwild is deceptive. Magic lies beneath the surface here. Crystals bloom from the roots of wheat. Lightning storms sketch runes in the sky. Strange whirlwinds drift lazily across the fields, whispering forgotten languages. It is the primary hunting and herding ground of Orc tribes, who believe each wind spirit was once a warrior too fierce to die.

The Glassen Shores

Toberna’s eastern coast is famous for its shimmering black-sand beaches and glasslike cliffs. Waves crash into crystal caverns below, sending up showers of refracted light. This region is sacred to many races and is home to shrines and schools of magic carved into the cliffs themselves. Many High Priests and Mages undertake pilgrimage to the Glassen Shores during their later years.

Settlements and Political Powers

Toberna does not have sprawling empires or unified republics. It thrives instead on localized power, where cities, nomadic nations, and ancestral enclaves each govern themselves in ways as diverse as the magic that runs beneath their feet.

Paizes (Capital of the Paizian Faeries)

Built from white marble and crystal-strewn stone, Paizes gleams like a crown atop a field of silver grass. The city is divided into rings of purpose—the innermost for the Paizian Archers and ruling class, the outer for artisans, scholars, and summoned beast-kin. Magic is not simply used in Paizes—it is embedded into its architecture. Buildings grow, rearrange, and sometimes defend themselves. The city’s golden-eyed Faeries are notoriously strict about visitors, requiring magical wards and truth-compacts for entry.

Fyrgoth’s Fall (Orc Stronghold)

Named for a legendary chieftain who single-handedly held off a crystal storm, Fyrgoth’s Fall is a fortress-city built into a collapsed hill of Ga-rich rock. Its Orcish tribes are known for both martial prowess and elemental magic. Each warrior bears a Life Stone embedded in their weapon or armor, tuned to the bearer’s unique frequency of Ga. Their leadership is chosen not by birthright, but by Battle Pulse—a ritual where candidates duel not only in arms but in pure magical output.

Zinthral Forgehold

Home to one of Toberna’s largest Gnome populations, this mountain city is more laboratory than town. Carved into the crystal-veined cliffs of the Grumblebar Range, Zinthral hums with innovation. Gnomes here are engineers of enchantment, creating sentient constructs, weather-altering devices, and portal nodes. Outsiders may trade for these wonders, but Zinthral’s deeper secrets are guarded with cunning traps and layered illusions.

Mur’Aqeth (Merfolk Temple-Estuary)

Where river meets sea, the floating temple-city of Mur’Aqeth drifts in a delta of bioluminescent reeds. Here, Merfolk oracles interpret visions drawn from tide movements and cloud shapes. Their capital is ruled by a rotating priesthood who receive divine “dream ordinations” rather than holding political office. Mur’Aqeth maintains limited contact with the land Races, preferring to focus inward—yet it is said that when a True Storm comes, the Merfolk will lead the Song that calms the sky.

Climate and Natural Cycles

Toberna experiences a wide range of climates, yet most of its heartlands enjoy temperate conditions—gentle summers, long golden autumns, crisp winters, and fertile springs. Its size allows for extraordinary weather diversity: dry winds sweep the central plains while thick, enchanted fog clings to the coasts and highlands.

Most native cultures recognize five informal seasons:

  • Wellspring – A magically charged spring season where flowers pulse with Ga and many spells cast in the open air are amplified.
  • Sunreign – A warm summer with wild surges of arcane energy, especially near crystal-rich sites. Lightning storms here often dance in geometric patterns.
  • Goldfall – A long harvest season when the land glows in amber hues and many magical animals molt or change form.
  • Dreamrest – A relatively quiet winter in the Paizelands and southern coast, marked by still air and starlit nights ideal for divination.
  • Stormroot – Unique to the Grumblebar Range, this fifth season refers to the short period where snow melts into magical mist that feeds ancient root networks and powers subterranean Ga formations.

Pilgrims to Toberna often align their visits with the turning of these seasons, especially Sunreign, when the veil between realms is said to thin, and spells of creation or summoning have their greatest potency.

Unique Ecology

Toberna’s flora and fauna are not merely magical—they are often semi-sentient, displaying behavior that blurs the line between instinct and will. Animals may bond with specific bloodlines. Trees may whisper at night. Crystals may hum in sympathy to spells or emotion.

Flora:

  • Soulshard Bloom: A crystal-flowered bush that sprouts along leylines. Its petals dissolve when touched and release soft melodic tones. Used by Paizian priests to read intentions.
  • Velthroot Trees: Found in the Lowwilds, these trees mimic the shapes of nearby creatures. Some villages carve their memories into their trunks, believing the forest remembers.
  • Embergrass: A low, red-bladed grass that emits heat. Used by Gnomes to heat forge-chambers in open fields.
  • Moonmoss: This luminous moss grows on cliff faces near the Glassen Shores and reflects lunar phases with uncanny precision. Often used in celestial spells.

Fauna:

  • Skywhales: Massive, slow-moving creatures that float in the air above the Grumblebar peaks. Their bones are laced with magical quartz, and their breath creates minor weather changes.
  • Whisperfoxes: Small trickster creatures that can vanish from sight and mimic voices. Common familiars among traveling Faeries.
  • Oracats: Sleek, six-eyed cats whose gaze causes hallucinations. Kept as sacred beasts by Paizian oracles.
  • Shardbears: Large, herbivorous beasts covered in crystalline armor. Their horns pulse with wild Ga and can react to spells cast nearby.

Entire ecosystems in Toberna are interwoven with Ga, forming a web of mutual dependence that is as beautiful as it is volatile.

Races and Inhabitants

Toberna is a continent of marginalized Races who have risen into greatness, many of whom are barely present elsewhere in Mernac. Here, they form thriving cultures bound together by reverence for magic and its natural manifestations.

Paizian Faeries

The golden-eyed rulers of the Kingdom of Paizes are the only Faeries in Mernac to have adopted permanent architecture, civic structure, and organized warfare. They are rigid traditionalists with strong magical ethics and a martial philosophy rooted in balance and grace. Their lifespan is extended compared to other Faeries due to their high Ga absorption.

Orcs

Toberna’s Orcs are not the mindless raiders of Mernacian myth. Instead, they are tribal philosophers, elemental shapers, and keepers of wind and earth spirits. Many are nomads who traverse the Lowwild Expanse, while others form mountain enclaves where Ga-storms are harnessed in massive stone batteries.

Gnomes

Centered in Zinthral and other forgeholds, Gnomes in Toberna are a magically industrial race who build semi-living machines, animate sigils, and time-linked doors. Some border on eccentric madness, but their inventions are unmatched.

Giants

The Stone Giants of the Grumblebar Range live in echo-temples and mountain sanctuaries, where they teach harmonic magic through song and vibration. Each Giant crafts a “Stone Song”—a crystalline sculpture that stores their soul’s resonance and can replay their wisdom long after death.

Merfolk

The deep-tide Merfolk of Toberna are saltwater mystics, song-weavers, and tide-prophets. They live primarily around Mur’Aqeth, which migrates with the sea. They reject fixed cities in favor of fluid, faith-bound community structures that revolve around seasonal currents and oceanic rituals.

Myths and Moments

The Falling Star Pact

According to ancient song-scrolls, a fallen star crashed into the Lowwild plains during the Age of Fire. From its crater emerged a beast made of light, flame, and memory. Rather than destroy it, the five major Races of Toberna gathered and sang the star to sleep using a five-tone ritual, each race contributing its own elemental song.

The pact that followed ensured that all major Ga sources would be shared equitably. To this day, a five-note chime—called the Oathtone—must be played before any major magical ritual in Paizes, Zinthral, or Mur’Aqeth.

The Crystalline War

In the 1600s AM, a Ga-rich vein beneath the Grumblebar Mountains erupted, creating a chasm that split the region—and the alliances between Gnomes and Giants. A decades-long war of spells, constructs, and elemental beasts ensued, nearly destroying the balance of the continent.

Peace was only achieved when a small company of Paizian Archers crossed the Grumblebar and interwove crystal runes into the battlefield, causing both sides to freeze in suspended animation until a truce was brokered. The site remains untouched, and many believe it still pulses with unresolved emotion.

The Disappearance of Queen Paelora

Queen Paelora of Paizes, one of the longest-reigning Faerie monarchs in Mernacian history, vanished without a trace in 1782 AM. No body, no spell trace, no note. It is said she walked into a mirrored glade on the eve of the Dreamrest season and simply ceased to exist.

Each year, the Paizian Archers fire a single golden arrow into the sky during Goldfall, in memory and in hope. Some believe she ascended to a higher plane. Others fear she sleeps beneath Toberna, dreaming the land into life.

Relevance

Today, Toberna is considered the continent of magical potential. Its natural ability to amplify Ga and its abundance of enchanted species, plants, and artifacts make it a vital pilgrimage site for High Priests, Sorcerers, alchemists, and spirit-walkers from across Mernac.

Though not a military superpower, its Paizian defenses are legendary, and few would dare to test them. Politically, Toberna is often aloof—its people focused more on balance and preservation than conquest or commerce. Still, traders flock to the outer coastlines in search of crystal dust, Skywhale bones, or enchanted fauna.

The Scribes and Sages who know of such things say Toberna may hold the final key to Mernac’s creation—or its undoing.

Quotable Lore

“If Cathall teaches, and Brangrin builds, then Toberna remembers.”
— Paizian proverb

“Magic is not a tool. It is the breath of the land. Inhale wrongly, and it may not exhale you.”
— Giant Stone-Singer Aro’Metra

“We don’t summon spirits in Toberna. We introduce ourselves.”
— Mur’Aqeth tidechant blessing

Garren#

The Verdant Forge of Beasts, Fire, and Discord


Overview and Identity

The continent of Garren lies east of Cathall and southwest of Ooloo, wedged between molten cliffs and sprawling tropical canopies. It is a land of relentless growth and raw elemental power, where the ground itself still reshapes underfoot, and the skies weep daily. Garren is known as the wettest and wildest place in all of Mernac, a place where the jungle swallows the ruins of gods as quickly as it nurtures towering, color-drenched trees.

Its landmass is almost entirely cloaked in thick, untamed jungle, save for the far north, where the heat gives way to cliffs, misted ravines, and jagged volcanic passes. Eruptions are frequent, and the ground often trembles with the pulse of the deep earth. To live in Garren is to adapt, to survive, and, above all, to assert dominance over the ever-reclaiming wild.

The Scribes and Sages who know of such things believe Garren to be the birthplace of the Murmil, the enigmatic “Beast Masters” who still dominate much of the continent. Though they are the prevailing Race, Garren is home to an unusually wide mix of Races of both the Light and the Dark, making it one of the most racially diverse lands in Mernac.

This mixture of cultures gave rise to one of Mernac’s earliest multi-racial governments, The Race Forum—founded in the late 9th century AM. Though initially blessed by The Mothers, The Race Forum was swiftly corrupted by self-interest and divine interference. Its legacy today is one of fragmented law, unstable alliances, and concealed power. Garren is a continent where politics are conducted in the shade and power moves as swiftly as a poisoned vine.

Geography and Regions

Garren’s geography is a fusion of volcanic violence and fertile wonder. Dominated by thick jungle, steaming river basins, and yawning calderas, the land is alive in every sense of the word, teeming with color, sound, and transformation.

The Molten North

This region borders the sea and is composed primarily of active and semi-active volcanoes, many of which are sacred to the Murmil and the Dark-aligned Fire Cults. Black ash falls regularly, mingling with the jungle’s edge to create twisted biomes of flame-colored flora. Sharp obsidian cliffs divide the coast, making port access rare and dangerous. Here lie the infamous Fire Steps, a broken range of terraces used by certain tribes to conduct trials of endurance and spiritual awakening.

The Verdant Tangle

At the heart of the continent lies the Verdant Tangle, a dense, primal rainforest with trees the size of castles and vines that can tear down stone walls. The canopy here is so thick that many species have adapted to total darkness below. It is said that even the sky forgets these jungles exist. Entire Murmil settlements reside high in the branches, and many have never touched ground. The Tangle is also where Ketean Butterflies are born, and it is fiercely protected by spells and living wardens.

The River Chasm of Kulrath

A massive rift runs like a claw mark across eastern Garren, carved ages ago by either a god or a fallen star, depending on who tells the tale. Within this chasm flows the Kulrath River, a boiling torrent lined with sulfur pools and geysers. Its water is too hot for most life, but rare minerals make it a key site for magical harvesting. Several Dark Elven covens maintain guarded forges along its edges.

The Sorrowed Basin (Southwest)

Once a plateau, this entire region collapsed during a divine event in the 1100s AM, forming a lush bowl of waterlogged jungle and black-mirrored lakes. The Sorrowed Basin is home to whispering mangroves, unseen predators, and drifting ruins. Murmil druids say the basin breathes and sometimes hungers. It is here that the Order of the Flood Eye resides, an ancient group of scholars who claim to record the continent’s living memory.

The Whispering Coast (West)

On the western edge, where the jungle meets the ocean, lie swamp marshes, barrier reefs, and flooded rainforests. Many of the continent’s amphibious species congregate here, and the coast is dotted with fishing villages, trade posts, and ruins partially swallowed by salt and vine. Winds off the sea carry voices that do not always match the living.


Settlements and Political Powers

True cities in Garren are rare. Most settlements must constantly adapt to natural disasters, overgrowth, or magical interference. Instead of monolithic kingdoms, Garren hosts an ever-shifting patchwork of tribal unions, fortified enclaves, canopy cities, and mobile warbands.

Murrasil (Murmil Capital)

Built into the giant banyan trees of the Verdant Tangle, Murrasil is less a city and more an elevated web of canopy dwellings, rope bridges, and spirit-totems. It serves as the cultural capital of the Murmil people. Every three years, beast-tamers from across Mernac make pilgrimage to Murrasil to offer tithes and receive new markings of mastery. No roads lead to it; the trees themselves decide who may pass.

Xar’deth Hold

A fortress-city built into the cooled walls of an extinct volcano along Garren’s northern volcanic belt. Ruled primarily by Trolls and Dark Elves, Xar’deth is known for its lava-forges and strategic use of magma canals. It is a rare site of architectural permanence in a continent that typically swallows stone. The hold also houses several guilds of Ketean dust refiners and is one of the only known exporters.

The Flood Eye Sanctum

Hidden in the Sorrowed Basin, this semi-mythical library is said to float on woven reeds and memory. It holds living maps made of water and moss, and tomes that bleed ink when opened. The Order of the Flood Eye is politically neutral, but will sell information to those deemed “echo-bound”, a cryptic designation determined by ancient, unknowable criteria.

The Forum Ruins

Once a grand amphitheater built for The Race Forum’s assemblies, it now lies in ruins—its white stones overtaken by creeping vines and whispermoss. Though abandoned officially, emissaries still meet in secret here. It is said that The Forum still speaks, and that a decision made within its broken pillars gains unseen weight among the continent’s factions.

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Climate and Natural Cycles

If Cathall is the heart of civilization and Ooloo the cradle of purity, then Garren is Mernac’s sweat-drenched lungs—wet, thick, steamy, and never still. Garren is widely known as the wettest place on the planet, and not without cause. For thirteen of Mernac’s twenty calendar months, it rains nearly every day, often for hours at a time. Thunderstorms are routine; fog, a constant.

Temperatures remain high year-round, hovering between sweltering and barely breathable. There is no true winter in Garren, only two seasons:

  • The Greenflood (Womb to Spear): a time of rising waters, increased rainfall, and explosive plant growth. Insects breed in terrifying numbers, and the land becomes so damp that entire trade routes vanish.

  • The Ashblight (Spear to Song): a relatively drier season marked by increased volcanic activity, where jungle fires break out frequently, especially in the Molten North. This is considered a sacred time by many Fire Cults and Dark Faerie mystics.

Rainwater is life, death, and communication in Garren. Many tribes use rain drumming on hollow trees to communicate across vast distances. Entire treaties have been negotiated with the help of such instruments, though no outsider has ever deciphered the code.

Lightning rituals are also common. In the River Chasm of Kulrath, metal towers are erected to channel skyfire into volcanic pools, believed to forge “liquid soulsteel.”

Unique Ecology

To know Garren’s jungle is to accept that one’s senses may lie. The ecosystem here is not merely dangerous—it is sentient, according to many Murmil and Elven scholars.

Flora:

  • Brambleglass Vines: Translucent and razor-sharp, these vines can sever bone and are rumored to react to emotion.

  • Wailing Orchids: Rare jungle flowers that emit soft sobbing noises at night, used in certain necromantic rites.

  • Lumen Ferns: Glow faintly when touched. Used to mark safe jungle paths and as an aphrodisiac in certain Murmil rituals.

  • Rootbound Trees: Massive ancient trees whose roots pulse faintly and are said to transmit emotion between distant groves.

Fauna:

  • Ketean Butterflies: The crown jewel of Garren’s ecology, these magical insects come in hundreds of subspecies, each with distinct effects. Their wing dust is used in illusion spells, memory potions, dream-walking, and forbidden rites. Some butterflies are rumored to implant visions when landing on flesh.

  • Rain Stalkers: Semi-invisible lizards that shimmer in falling water. They stalk prey silently and pounce from the canopy. Their blood is a powerful dye.

  • Gloom Apes: Introspective primates that mourn their dead and have been observed painting cave murals. Said to harbor a limited form of spell-speech.

  • Ghost Eels: Found only in the boiling rivers of Kulrath, these translucent creatures are used in lightning-based rituals and are said to scream when removed from water.

Beasts in Garren often mutate in strange ways. The continent is home to creatures that exist nowhere else on Mernac, and many scholars believe this is due to the land itself being partially sentient, or affected by ancient divine bleed.


Races and Inhabitants

While nearly all known Races exist somewhere in Garren, none shape the land more than the Murmil, widely accepted as having originated here.

Murmil

Masters of beast-bonding and ecological empathy, the Murmil hold sway over much of the continent. They view themselves not as rulers but as keepers and interpreters of Garren’s will. Their skin tones and features often reflect their animal companions, and many wear elaborate tattoos infused with animal soul essence. Every Murmil child must bond with a creature by age ten, or be exiled.

Other Inhabitants:

  • Dark Elves have a strong presence in the volcanic north and near the Kulrath Chasm. They dominate the refining and trade of Ketean dust.

  • Humans, though rare, have formed semi-nomadic swamp clans on the Whispering Coast, known for spirit-binding and skeletal flute rites.

  • Trolls and Dwarves co-inhabit mountain caverns in the northwest, often clashing over thermal forges and mineral rights.

  • Succubi and Incubi, drawn by the continent’s rampant vitality, have several hidden enclaves deep within the Sorrowed Basin.

  • Faeries, both Light and Dark, ride the seasonal insect migrations and are known to disappear entire trade parties when offended.

Myths and Moments

The Binding of the Butterfly

It is said that Ketea, a servant of The Mothers and guardian of memory, wept over a dying Murmil child who could no longer recall his own name. Her tears mixed with jungle pollen, creating the first Ketean Butterfly. From then on, memory could be carried on wings. Some say this act was punished by Barak, who cursed the butterflies to lose their color upon death, hence the powder.

Each Festival of Wings, held at the start of Greenflood, commemorates this tale with dances where performers wear butterfly masks that “bleed” pigment when touched by rain.

The Ash Vow

According to legend, when The Race Forum was first corrupted in the 900s AM, an envoy of The Mothers placed a test before its members: stand in volcanic ash for one day and speak no lies. Only three passed. The others burst into flame as their tongues betrayed them.

A stone arch now stands near the original Forum site, carved with the names of the three who endured. These names are never spoken aloud; to do so is to take a vow of political honesty under divine witness, a practice only the most devout or foolish undertake.

The Day the Jungle Closed

In 1742 AM, the jungle near the Sorrowed Basin reportedly sealed itself for 33 days, encasing an invading Troll legion in an impenetrable green dome. When it finally opened, not a single body was found, only vines spelling the phrase “We Are Not Yours.”

Since then, many tribes believe Garren itself holds memory, justice, and wrath. A memorial of chimes and vines has been built at the site. It is said the air hums if you bring iron into the clearing.

Relevance

Garren remains a mystical powerhouse and material resource hub, thanks largely to its Ketean dust and rare magical reagents. Mages, warlords, and traders alike seek the continent’s hidden riches, but few return unchanged.

Politically, The Race Forum remains defunct as a central authority, though its idea lingers. Small factions still claim lineage to its founding tribes, and efforts to revive it as a pan-racial council are underway, though deeply opposed by the Murmil and the Fire Cults.

Ecologically, many outside scholars believe Garren may be key to understanding Mernac’s magical history. Others fear it may awaken something ancient, buried deep beneath its volcanic roots.

The Scribes and Sages who know of such things often note: “What grows unchecked may bloom into wonder—or consume the world.”

Quotable Lore

“We do not shape Garren. Garren shapes us.”
— Murmil saying, whispered before battle

“In the jungle, the law is breath. Hold it too long and you die.”
— Succubus emissary, before disappearing into the Whispering Coast

“The butterflies remember what the gods forgot.”
— Carving at the Festival of Wings altar, Murrasil

Oceania#

The Breath Between the Continents


Overview and Identity

Oceania is not a continent in the traditional sense. It is a vast, living expanse of all the seas, oceans, and major rivers across the world of Mernac, an ever-changing domain that lies both between and beneath the other continents. Its borders are fluid, its territories measured in currents, trenches, and thermal pulses. Yet within this aquatic world exists a culture and structure as rich, ancient, and diverse as any land above.

Two intelligent Races dwell in Oceania: the Merfolk and the Acquill. Though both are aquatic by nature, their similarities end there. The Merfolk inhabit coastal shallows, coral reefs, and the mouths of mighty rivers. They are tied to tides, seasons, and lunar rhythms. The Acquill, by contrast, make their homes in the deep ocean trenches, submerged caverns, and volcanic rifts that stretch far below sunlight’s reach. Their world is one of pressure, silence, and eternal twilight.

The enmity between the Merfolk and Acquill is legendary. Ancient betrayals, ecological rivalry, and philosophical schisms have ensured an endless cycle of hostility. Even so, both Races share a deep bond with the marine life of Oceania, from songbound dolphins and memory whales to fluorescent eels and crystalline kelp forests. Their cultures reflect this connection, elevating marine creatures as guides, protectors, and kin.

Though it has no capital, no landlocked kingdom, and no written laws, Oceania is as much a continent as any in Mernac. It breathes. It remembers. And it waits.


Geography and Regions

Oceania’s geography defies conventional mapping. It is a continent of currents, pressure zones, trenches, coral kingdoms, drifting reefs, and subterranean water tunnels. While no unified map exists, those who study such things generally divide Oceania into five key regions, each shaped by magic, depth, and temperature.

The Veil of Tides

This is the uppermost region, where the sea kisses the air. Stretching across coastlines and river deltas, the Veil is home to most Merfolk settlements, as well as the aquatic fauna that interact regularly with the surface world. Coral reefs bloom here in dazzling patterns. Sunlight dances through clear waters, creating bioluminescent light rituals among certain fish. These are the regions most familiar to land dwellers, places of seafoam, seaweed, and storm.

The Veil of Tides also encompasses the great river estuaries, where salt and freshwater merge. Many Merfolk believe this mixing of waters to be sacred and consider river mouths to be birthing pools of Ga.

The Glassward Reefs

Located along tectonic edges and warm shallows, these vast coral formations stretch like ribbons across the sea floor. Composed of Ga-reactive crystal coral, they grow in impossible geometries, and pulses of emotion or sound can alter their hues. The Glassward Reefs are considered neutral ground by Merfolk and Acquill alike, and are often used for secret negotiations, magical rites, or spiritual pilgrimages.

Sea turtles the size of rowboats nest here, and small communities of telepathic squid reside in the hollows. Entire libraries of coral script have been etched into the reef by generations of Merfolk poets and scholars.

The Trenchwake

This sprawling region is a network of deep ocean trenches, where no light reaches and pressure would kill any surface-dweller. This is the realm of the Acquill. Vast underwater canyons snake through volcanic ridges, glowing faintly from geothermal vents. Massive pillars of obsidian rise from the depths, often inscribed with ancient runes and sigils powered by natural heat.

The Acquill construct their citadels into the walls of the Trenchwake, crafting with dark stone, bioluminescence, and pressure-formed alloys. Here, volcanic Ga pulses like a second heartbeat, feeding their strange, powerful rituals.

The Singing Sargassum

Floating islands of seaweed and enchanted kelp drift across the equatorial currents of Oceania. This region is ever-shifting, shaped by wind, tide, and migratory beasts. Some patches of sargassum are so vast they host entire mobile Merfolk camps or hunting colonies. Others are believed to be alive, singing lullabies in ancient tongues that put even aggressive sea creatures to sleep.

These floating jungles are a source of rare alchemical ingredients, with certain Merfolk guilds dedicated to cultivating and harvesting the flora that grows among them. Faeries occasionally visit this region, riding storm gulls or rainclouds in search of rare pollens.

The Hollow Deeps

No Race lives here for long. This trench beneath the Trenchwake is so ancient, so deep, that even the Acquill tread with reverence. It is the place where Ga settles when it dies, if such a thing is possible. Structures of impossible age lie here, cyclopean ruins, statues without features, and gates made of bone-like coral that no one claims to have built.

The Hollow Deeps are the setting of many prophecies and terrors. Some Acquill believe their Race was born here. Others say it is where the world ends when it drowns.


Settlements and Political Powers

Unlike the continents of land, Oceania’s cities are fluid, mobile, and ever-shifting, shaped by current and clan, not stone and soil. There are no kingdoms in the traditional sense only tribal councils, matriarchal circles, and war hosts that claim domain based on ancestral coral, migration routes, or spiritual resonance.

Tidehome (Merfolk Coral Citadel)

Built into a living reef that grows with the tides, Tidehome is the largest and most revered Merfolk settlement. It rises like a spiral shell from the ocean floor, ringed by columns of enchanted coral that sing during moonrise. Its chambers are transparent, domed, and shaped by ancient coralbinders who coaxed the reef into city form.

Governed by the Council of Tides, an all-female ruling body drawn from the bloodlines of the five great river-clans, Tidehome is both a spiritual and martial center for Merfolk culture. The Paizian Faeries are among the few outsiders ever invited to its inner sanctum, in recognition of past alliances.

Drexoral (Acquill Fortress of the Trenchwake)

Drexoral is more fortress than city, carved into the obsidian wall of the deepest trench ridge. Lit by thermal vents and fueled by pressure-cast spells, it is both a military base and religious shrine to the ancient gods of the depths. The Acquill believe the trench itself speaks to their high priests, whose masks of stone and shell contain “breath-echoes” of past rulers.

Drexoral is ruled by The Spine, a triad of Acquill high generals who also serve as spiritual mediums. They wear no colors, their bodies etched with scars from the Depth Trials that grant them power over the city and its magic-forged legions.

The Drift Council (Nomadic Sea-Clan Assembly)

While not a fixed city, the Drift Council refers to a seasonal convergence of Merfolk ships, sea beasts, and floating kelp structures that gather at the end of Goldfall. Here, far from coastal judgment or Acquill threats, Merfolk tribes meet to exchange goods, spells, songs, and betrothals.

Though informal, the Drift Council holds great sway in Merfolk politics. Decisions made here often ripple across the ocean for generations. Some Aquill infiltrators have tried to disrupt the gatherings, but none have succeeded more than once.

Climate and Natural Cycles

Oceania’s climate is governed not by latitude or altitude, but by depth, tide, and current. Surface conditions follow typical Mernacian weather, winds, storms, and sunlight—but beneath, a very different system unfolds.

Merfolk mark seasons by tide shifts and river pulses. They recognize four major periods:

  • Lunar Bloom – When both moons are visible in the night sky, plankton and coral glow in radiant waves, and fertility rites take place.

  • Saltfrost – A cooler period during which storms intensify, and many river estuaries become brackish. Trade slows. Meditation and memory rituals increase.

  • Redcurrent – Warm water from southern seas triggers coral spawning and large-scale aquatic migrations. War is often declared during Redcurrent.

  • Stilldeep – A sacred, quiet time when waters calm and sound carries farther than usual. Songs sung during Stilldeep are believed to reach the ears of the Old Gods.

Acquill do not speak of seasons in the same way. Instead, they divide time by tectonic rhythms, sensing tremors and Ga pulses from the earth’s core. They observe Cycle Quakes, measure the birth and death of volcanic vents, and believe the deep sea “inhales” once every thousand years.

Unique Ecology

Oceania’s marine life is among the most bizarre, powerful, and intelligent in all of Mernac. Magic and evolution have blended here, producing organisms that defy explanation.

Flora:

  • Ga Kelp – This glowing kelp can be braided into rope that stores and channels Ga. Merfolk and Acquill both use it to power underwater constructs.

  • Crystalgroves – Found in the Hollow Deeps, these mineral forests radiate pulses of slow magic. Thought to be the bones of extinct sea gods.

  • Skygrass – Floats just beneath the ocean surface, feeding on sunlight and memory. Used in elixirs to retain lost dreams.

  • Soul Coral – A rare coral that records sound and stores it indefinitely. Often used in marriage ceremonies and sacred storytelling.

Fauna:

  • Memory Whales – Immense, long-lived creatures capable of singing entire bloodlines into water vibrations. They are revered by both Races.

  • Flash-Eels – Bioluminescent predators that emit short bursts of light to paralyze prey. Also used to send messages across trenches.

  • Siltclaws – Armored crustaceans the size of small houses. Sometimes bonded with Acquill raiders, who wear them like living armor.

  • Rainfish – Transparent river fish that swim against gravity during storms and are often seen dancing between raindrops.

Some believe the deeper levels of Oceania house intelligent ecosystems—that entire reefs may be aware and react to intrusion. Ancient Merfolk scrolls speak of “The Slumbering Sea,” a current that will awaken when the land has forgotten the ocean.


Races and Inhabitants

Only two sentient Races call Oceania home, the Merfolk and the Acquill. Though both are amphibious, able to interact with the surface world, their cultures and philosophies differ so profoundly that they are locked in an ancient, bitter conflict.

Merfolk

Graceful, adaptive, and deeply communal, Merfolk are children of the currents, tied to moon cycles, tides, and the pulse of river estuaries. Their cities grow with coral, and they believe every living thing has a tide-song. Many Merfolk ride sea-beasts, commune with dolphins, and use water-bonded magic to shape the very ocean.

They are led by clan matriarchs, each of whom can sing a different aspect of the sea into submission. Merfolk respect balance above all else, though they will not hesitate to fight when that balance is threatened.

Acquill

In the cold trenches and blackwater caves, the Acquill reign with silence and fire. They are a bioluminescent, pressure-adapted people who wear carapace armor grown from volcanic coral. Some have no eyes, relying on sonar magic. Others speak only through water pulses or trance.

Acquill society is stratified and militaristic. Power is proven through trial and pain. They believe the surface Merfolk are soft and heretical, traitors to the Deep who squandered the ocean’s true strength.

It is said that Acquill never forget. Not betrayal. Not blood. Not a single name.

Myths and Moments

The Tearing of the Waters

Legend says the Merfolk and Acquill were once one Race, the Tiaran, born of the sea’s first Ga-laced breath. But as the sea expanded, so too did their desires. One group chased light, song, and surf. The other turned inward, toward pressure, silence, and magma.

Their split came during the Eclipse of 844 AM, when a tidal wave rose unnaturally high and severed their ancestral reef. From that day forward, neither side claimed the other’s songs. Some still search for remnants of that original reef, called The Spine of Unity, which is said to grant any who rebuild it the power to reunite the sea.

The Siege of Singing Kelp

In the Redcurrent season of 1917 AM, a battalion of Acquill warriors attempted to poison the Glassward Reefs to weaken the Merfolk. But the reefs fought back. Bio-rhythmic coral walls rose, funneling the poison away and reshaping the battlefield into a maze. Song-eels joined the fight, vibrating enemy bones to dust.

The Merfolk triumphed not through might, but through harmony. Since then, all Merfolk coralbinders study Reef Rhythm, the art of combat through architecture and chant.

The Treaty of Whale Song

In 2022 AM, a rogue pod of Memory Whales halted a Merfolk-Acquill battle by surrounding both fleets and singing for three full days. Their song caused soldiers to weep uncontrollably, and many reported seeing visions of the original Tiaran Race. Some refused to fight afterward.

A temporary ceasefire was established, brokered by the whales and recorded in Soul Coral. While it lasted only two years, it proved that peace, though fragile, was not impossible.

Relevance

Oceania holds no kingdoms, no borders, but it is perhaps the most magically charged domain in Mernac. Scholars seek it. Priests worship it. Explorers die in it.

The region is a key source of rare magical fauna, spell-enhancing flora, and enchanted coral, and the only place where Ga behaves fluidly, adapting to emotional tone and intention.

Despite its hostility, both Merfolk and Acquill artifacts are prized in Cathall and Brangrin. Trade with Merfolk enclaves in river deltas continues, though Acquill exports are often black market.

The Scribes and Sages who know of such things speculate that Oceania may hold the final key to Mernac’s rebirth, or its drowning.

Quotable Lore

“Above the sea, they build walls. Below it, we become water.”
— Acquill proverb

“If you want truth, ask the tide. It hides nothing, but it never stops moving.”
— Merfolk Tide-Mother Anemai

“When the whales remember, the gods will weep.”
— Ancient saying carved into the Spine of Unity fragment

Kingdoms#

As recorded by the Scribes and Sages of Mernac

.

Of Cathall#

The Kingdoms of Cathall

To speak of Cathall is to speak of diversity. It is the most populous of Mernac’s continents and home to more kingdoms than any other land, each with its own customs, alliances, races, and conflicting truths. While the races of both Light and Dark walk its soil, it is Humanity that dominates the political stage, carving borders and building dynasties over centuries of conquest, diplomacy, and betrayal.

From the frozen marches of Moksun to the lush libraries of Hob, from the fiery zeal of Solaris to the sultry shadows of Quontas, Cathall’s kingdoms offer every flavor of civilization and savagery. Some kingdoms are sprawling empires like Permia, whose ships fill the ports of every known continent. Others are loose confederacies or tribal territories like the brutal wildlands of Bonkus or the cursed sands of Zonga.

Few places can rival the wealth and influence of Greater Gilmore, where art and trade dance hand in hand beneath the high walls of Traddlebow. And none are so feared, or misunderstood, as Kezia, where the people, though of the Race of Man, have aligned more closely with the dark teachings of the Fathers than with the grace of the Mothers.

Every kingdom has its own tale to tell, and often many versions of the same story. Some were founded by gods, others by warlords. Some uphold ancient traditions; others thrive in chaos. They trade in goods, gold, magic, and blood.

The Scribes and Sages who know of such things agree on only one truth: to understand Cathall, one must understand her kingdoms, for it is within these ever-shifting borders that the fate of Mernac is often written, and where its greatest heroes, tyrants, and legends are born.

Permia#

“Where the reverent pray and the Traders Trade.”

Overview

Permia, often called Greater Permia, is one of the most politically and culturally influential kingdoms on the continent of Cathall. Spanning both a significant stretch of mainland and a large offshore island, Permia is defined by its dual nature: one rooted in sacred legend and philosophical enlightenment, the other in bustling trade, worldly pleasures, and shifting political alliances.

While many kingdoms in Mernac trace their strength to military conquests or divine favor, Permia’s influence is earned through diplomacy, religious openness, and unmatched exportation of truth-binding materials and rare spirits. The capital city of Goldmont, perched atop the awe-inspiring cliffs that share its name, is revered as one of the holiest sites in all of Mernac. According to the Scribes and Sages who know of such things, it was here that Siberlee and Barak communed at the dawn of creation to imagine the pantheon of Mernac’s gods.

This reverence has shaped Permia into the only kingdom where temples to all twenty of The Mothers and The Fathers are not only permitted but encouraged to thrive openly side by side. Despite this profound religiosity, Permia is not without vice. Its mainland hub, Port Mystic, serves as a commercial capital of Cathall – and a sanctuary for smugglers, mercenaries, courtesans, and confidence artists from across the known world.

Permia is known for its warm climate, fertile hills, vineyards, ancient ruins, religious landmarks, and proud cultural exports. Among its most famous products are Permian Brandy, long considered the finest liquor in Mernac, and Kellium Ink, a magical substance that only records what its writer believes to be true. Together, these offerings symbolize what Permia has become: a kingdom where pleasure and principle, faith and pragmatism, are not opposites but threads of a unified cultural tapestry.

Geography and Environment

Greater Permia straddles two distinct landmasses: its island capital, Goldmont, and its expansive mainland region, centered around Port Mystic. The topography of both regions varies greatly, though each contributes to the kingdom’s complex identity.

The Goldmont Cliffs, a towering range of golden-veined stone, are among the tallest seaside escarpments in Mernac. These cliffs rise dramatically from the southern waters and are rumored to hold ancient caverns carved by the gods themselves. Goldmont city was constructed upon the flat shelf atop these cliffs, affording it natural protection from naval assault and panoramic views of the seas beyond. Legend holds that this very spot is where Siberlee and Barak dreamt of the divine, creating the template for the gods and goddesses to come.

The island’s interior is lush and fertile, dotted with vineyards, monasteries, and sacred groves devoted to various deities. It enjoys a mild temperate climate, with sun-soaked summers and gentle winters moderated by sea winds. Ancient standing stones and circular shrines can be found tucked among hillsides and hidden valleys, many of them predating written history.

On the mainland, the terrain is flatter but more commercially developed. Port Mystic, the kingdom’s largest trade hub, sits at the mouth of the Anteryne River and connects to inland routes across Cathall. Surrounding the city are low plains of mixed woodland and farmland, along with small coastal marshes home to amphibious wildlife and trade-friendly estuaries.

The Kitchor Forest, located to the northeast of Port Mystic, is a place of ill repute. Bandits, highwaymen, and wanted fugitives are said to vanish into its depths, protected by a magical gloom that confuses travelers and makes even well-worn paths treacherous. Rumors persist of several secretive fairy communities hidden deep within, protected by enchantments and illusion wards cast long ago during the Age of Elsen.

Despite the duality of the land, both regions are intrinsically linked by ferry, philosophy, and law. And together form one of the most harmonious and religiously diverse realms in all of Mernac.

Culture and Society

Permia is a melting pot of Races, faiths, and disciplines. Though it is predominantly Human, nearly every race in Mernac can be found within its borders. Dark Elves debate philosophy with High Elves on the goldstone patios of Goldmont; Dwarves and Gnomes operate bonded cooperatives in Port Mystic’s Merchant Guild; even a few of the more isolationist Murmil, and even Troll families have been known to reside quietly in the wooded hamlets between capital and coast.

What binds Permian society together is its unyielding commitment to tolerance and civility. A child of any race, faith, or identity can walk openly into the central plaza of Goldmont and be met with curiosity rather than judgment. In many ways, Permia has become a haven for those persecuted elsewhere, especially in matters of faith or personal truth.

At the heart of this open-mindedness lies The Concordia Doctrine, a foundational philosophy taught in schools, temples, and homes alike. It asserts that all divine voices are sacred, even when contradictory, and that wisdom lies in harmonizing discord rather than silencing it.

Permians are also known for their love of festivals and seasonal rites, many of which draw visitors from across the continent. Each year, the Brandy Bloom Festival celebrates the summer flowering of the Dazel Vine, used in the creation of Permian Brandy. The Festival of Signed Truths is held in autumn to commemorate the invention of Kellium Ink. During this event, treaties and old declarations are read aloud, allowing onlookers to witness any magical alterations that have occurred over the years as authors’ beliefs changed.

Social classes are fluid in Permia, determined more by education, merit, and service to community than by bloodline or wealth. Though aristocracy exists, it tends to serve an ambassadorial function. The real power is wielded by a rotating Council of Scribes and Seers, made up of philosophers, priests, record-keepers, and legal sages chosen every two decades by public acclamation and peer recommendation.

Magic and Religion

Nowhere in Mernac is religious pluralism more embraced than in Permia. The kingdom is the only place in the known world where temples, shrines, and altars to all twenty of the divine—The Seven Mothers and The Thirteen Fathers—are not only permitted but encouraged. In both Goldmont and Port Mystic, the skyline is punctuated with multi-faith sanctuaries, places of worship where sermons, rites, and festivals of vastly differing pantheons occur side by side.

This spiritual openness is not mere decoration. Religious scholars from every kingdom journey to Goldmont’s Spiral Dome, a four-story marble structure that houses a library of sacred texts said to predate even the Age of Races. Each of the twenty deities has their own consecrated chamber within the dome, and worshippers often spend an entire year meditating in each one to gain favor from the whole divine spectrum.

Magic in Permia is treated much the same way—diverse, refined, and ever-expanding. All thirteen schools of elemental and spiritual arcana are legally practiced, and colleges of magic exist in both the capital and Port Mystic. Permian spellcrafters are especially known for their focus on truthbinding magic, a rare form of enchantment that verifies intent, oaths, and emotion. These skills are vital to the kingdom’s diplomatic culture, and many of the world’s most complex treaties are drafted within its borders.

The famed Kellium Ink, invented centuries ago by Kalor the Fire Dragon, is still manufactured here and remains one of the kingdom’s most valuable exports. Created from dragonbone ash, crushed starpods, and a secret alchemical process, Kellium Ink magically adjusts written words if the beliefs of the writer change over time. It is used in treaties, contracts, and philosophical essays, and is a legal requirement for all royal proclamations within Permia.

The presence of such powerful spiritual and arcane traditions ensures that priests and mages are often one and the same. Most temple guardians are trained in both blade and spell, and the highest offices of state are held by those fluent in theology, diplomacy, and enchantment.

Unique Exports and Economy

Permia is one of Mernac’s most self-sustaining kingdoms, thriving on a steady stream of luxury goods, magical services, and diplomatic traffic. Its influence is not built on conquest, but on the exchange of truth, indulgence, and faith.

Primary Exports:

  • Permian Brandy: A deep amber liquor distilled from Dazel Vine and aged in Everwood casks. Its rich flavor and mild hallucinogenic afterglow make it the celebratory drink of choice for monarchs, guildmasters, generals, and those with enough coin alike.
  • Kellium Ink: Used throughout Mernac in every major political or legal document of importance. The ink is so valuable that it is often kept under armed guard and administered by state-licensed scribes only.
  • Treaty Hosting and Scriptorium Services: Permia earns a small fortune each year by acting as host and mediator for inter-kingdom treaties. Its Coven of Neutral Scribes, a guild known for being incorruptible, is often hired to draft and witness pacts.
  • Spiritual Pilgrimage Services: The temples of Goldmont, particularly those that lie directly above the Cliffs of Dreaming, attract pilgrims of all races. Visitors often leave tithes, offerings, or commit to seasonal labor as devotion.
  • Arcane Consulting: Permian mages provide services to royal courts, universities, and wealthy merchant families, offering enchantment, divination, and curse removal in exchange for high coin.

Trade from Port Mystic connects to every major river system in Cathall and even reaches overseas kingdoms. The wealth of imports—spices, animal pelts, glassware, exotic fish, and enchanted flora—means Permians have access to more varied goods than any other kingdom on the continent.

Races and Inhabitants

Permia prides itself on its welcoming attitude toward all races, though it remains a Human-majority kingdom. The absence of discrimination in civic life is not merely a custom but enshrined in law: The Concord of Faces, signed in 2173 AM, declared it illegal to discriminate based on race, magical lineage, or religious affiliation.

Humans:

The dominant group in both government and population. Permian Humans are often pale or sun-bronzed, with deep-set eyes and elaborate hair-braiding customs that signify education and station. They favor flowing robes or double-layered tunics in colors that reflect their spiritual patron.

Elves:

High Elves often serve in the Council of Scribes and Seers, lending their centuries of memory and sharp intellect to governance. Wood Elves maintain sacred groves near Goldmont, often acting as keepers of the temples to The Mothers.

Gnomes:

Gnomes are particularly prevalent in Port Mystic, where they dominate bookbinding, warehouse inspection, and artifact appraisal professions. Many have risen to prominence as archivists and dealers of rare magical items.

Dark Elves:

Rare in Goldmont but more commonly found in Port Mystic’s lower quarters, where their skill in shadow enchantments and night market negotiations make them valuable, if controversial, allies.

Others:

Murmils, Faeries, Dwarves, and Merfolk can be found in small communities or passing through on pilgrimage or trade. Orcs are rare, though not unwelcome. Furs are almost entirely absent, as they remain secluded to Ooloo.

Myths and Moments

The Cliffs of Dreaming

It is said that Siberlee and Barak stood upon the Goldmont Cliffs at the beginning of time and dreamed the divine into being. The very stone is believed to retain fragments of those dreams, and some pilgrims who meditate at the edge for long enough claim to hear echoes of The One and The Other whispering across the waves.

The Pact of All Altars

In the year 1332 AM, a rogue cult attempted to outlaw all faiths except for those of The Fathers. In a moment of rare unity, followers of all twenty gods united to drive them out. The resulting decree, signed by every major faith leader in the kingdom, became known as the Pact of All Altars and cemented Permia’s identity as a sanctuary for belief.

The Poison Quill Trials

In 1867 AM, a disgraced noble attempted to forge a treaty using counterfeit Kellium Ink. The deception was uncovered when the words began to warp on their own, and the noble’s entire family was cursed by a spell bound to the original contract. The incident led to the founding of the Order of Truthbinders, a guild of scribes who ensure no forgery or intent-warped document ever passes through Permia’s courts again.

Relevance

In the modern age, Permia remains one of Mernac’s most vital diplomatic hubs. Goldmont hosts emissaries from every major kingdom, and its Spiral Dome is a required pilgrimage for scholars, priests, and politicians alike.

The truth-telling properties of Kellium Ink have made it an international standard for binding agreements, and no major war treaty is considered legitimate unless drafted under Permian oversight. This has also made the kingdom a frequent target for espionage and political intrigue.

Culturally, Permia continues to shape the arts, ethics, and magic of Mernac. It is the site of numerous universities, scroll halls, and the revered Vault of Voices, an oral tradition archive where spoken truths are sealed in crystal memory stones.

Politically, Permia often acts as a neutral ground during intercontinental disputes, and its commitment to balance and plurality makes it both beloved and begrudged by powers on both sides of Light and Dark.


9. Quotable Lore

“A god that cannot share space with another is no god worth following.”
— High Scribe Relmuth, 1533 AM

“One sip of Permian Brandy and even a Troll will tell you what he really thinks.”
— Port Mystic proverb

“We don’t wage war with armies. We wage it with parchment.”
— Lord Vass Talvine, Minister of Treaties

Lingin#

“If it’s got a wheel and doesn’t bite, we built it.”

General Overview

Lingin, often referred to as the “Workshop of Cathall,” is a modest-sized kingdom nestled west of Permia, south of Greater Gilmore, and north of Elber. It is widely considered the ancestral and cultural homeland of the Gnomes, who make up the vast majority of its population. Known throughout Mernac for their intellect, mischief, and unparalleled craftsmanship, the Gnomes of Lingin are responsible for much of the continent’s mechanical advancement.

If a fine weapon is needed, one would go to the Dwarves. If a powerful spell is required, one would seek the Dark Elves. But if a contraption, machine, or device is desired, the tinkerers and inventors of Lingin are the masters to consult. This kingdom is famed for producing everything from complex windmills and gear-driven sawmills to delicate music boxes and mechanical puppets. Lingin is the undisputed center of invention and industry in all of Cathall.

Geography and Settlements

Lingin’s landscape is hilly and forested, crisscrossed with rivers that power its mills and workshops. The terrain is ideal for constructing hidden laboratories and secluded villages where prototypes can be developed away from prying eyes. Though its capital, Tattergrin, is the largest settlement, Lingin is dotted with dozens of small workshop-villages, each with a specialty trade or engineering discipline.

The entire kingdom hums with the rhythmic clanking of gears and the hiss of steam valves. Gnome-built canal systems and underground tramways provide fast, albeit occasionally whimsical, transportation across the land. Small hot air balloons and gliders are not uncommon sights in Lingin’s skies.

Due to the gnomes’ nomadic youth tradition, there are many embassies and “return stations” in Lingin that welcome back gnomes returning from their fifty-season walkabout. These buildings also serve as debriefing centers, where gathered knowledge is recorded, analyzed, and added to the Great Scrolls of Innovation.

Culture and Society

The heart of Lingin culture is innovation, curiosity, and good-natured trickery. Gnomes see pranks as a form of social bonding and creative expression. Outsiders often find Lingin unpredictable, but beneath the chaos lies a deeply respectful and cooperative society.

Gnomes are also known for their unique physical traits, with many sporting exaggerated features or unusual deformities. These are rarely considered blemishes; rather, they are embraced as signs of uniqueness and creative potential. It is not uncommon for a Gnome’s worth to be judged as much by the eccentricity of their appearance as by the brilliance of their mind.

Their humor, much like their inventions, is complex and layered. Jokes can take seasons to play out, and humor is often woven into public infrastructure. Talking doors, exploding teacups, and mechanical pranks are commonplace.

Religion and Philosophy

Though technically a kingdom of the Dark, Lingin’s reverence for Father Roadius, the Father of Invention and Trickery, paints a more neutral philosophical stance. Roadius is not so much worshipped as he is admired and quoted. Temples to Roadius are more like museums and invention halls than places of solemn worship.

The tales of Roadius’ tricks on other gods, his inventions, and his frequent blunders are both cautionary and inspirational. Religious festivals are akin to invention expos, featuring contests, elaborate gags, and mechanical exhibitions.

While there are a few religious zealots among the Gnomes, most consider Roadius a source of amusement and personal aspiration rather than divine authority. Faith in Lingin is more practical than spiritual, focused on progress, understanding, and amusement.

Education and Apprenticeship

Lingin maintains a tradition unlike any other in Mernac: all Gnomes must spend fifty Seasons traveling abroad after reaching twenty seasons of age. This period of travel is considered essential to their education. Gnomes take on humble roles in foreign lands, not due to lack of ability, but to observe, learn, and collect ideas without drawing too much attention.

Upon returning, they are welcomed with celebration and prompted to share their findings. These experiences are compiled and reviewed by Elder Tinkerers and Innovator Circles, helping to advance Lingin’s collective knowledge base.

Back at home, gnomish education is a mix of tradition and experimentation. From a young age, Gnome children are taught the principles of levers, gears, combustion, and chemistry. Magical training, where it exists, is taught as a blend of prestidigitation, illusion, and alchemy rather than arcane sorcery.

Military and Defenses

Lingin may be famed for its whimsy, but few kingdoms underestimate its defenses. The gnomes have built a national security system that is as eccentric as it is effective. Their cities and towns are layered with mechanical traps, clockwork guardians, and illusionary barriers designed to confuse, mislead, or incapacitate would-be invaders.

The kingdom’s primary military force is known as the Tinker Guard, a regiment of elite Gnome engineers trained to operate semi-sentient war machines. Their automaton legion includes gear-driven warriors, steam-powered battering rams, and gliding scouts capable of launching alchemical payloads. Though these constructs may look quirky, they are terrifyingly effective in battle.

Most cities also employ trick battalions, units specializing in disinformation, sabotage, and ambush. A popular tactic involves the use of puppet decoys or terrain-manipulating devices to lead invaders into traps or illusions. Even their “fortresses” often turn out to be lures – mechanical structures that collapse or invert at the pull of a hidden lever, trapping entire regiments inside.

While Lingin avoids open warfare, it is well defended, and few have ever invaded it more than once.

Natural Resources and Industry

Lingin does not boast rich mines or endless farmland. Instead, its greatest resource is its mind. The Gnomes trade in invention, creativity, and mechanical craftsmanship. They import most of their raw materials from allies in Hob, Kezia, and Gilmore, often exchanging them for intricate tools, devices, and automata.

Their workshops and industry centers are dense with innovation. From windmills that grind grain while playing music to underground factories that manufacture clockwork insects for reconnaissance, the kingdom is alive with mechanical marvels.

Notably, Lingin is the only known producer of Sprightoil, a volatile substance distilled from fermented fungal spores and lightning-infused gas pockets. It is used to power most of their automated devices and provides a distinct crackling glow when burned.

Other major exports include:

  • Timekeeping devices, prized by scholars and nobles alike.
  • Precision instruments, especially lenses, compasses, and survey tools.
  • Puppetry and mechanical toys, used across Mernac both for entertainment and espionage.

Flora and Fauna

Lingin’s natural environment is largely shaped by centuries of industrialization. Some native flora and fauna have gone extinct, while others have adapted to the clockwork-infused ecosystem.

Flora

  • Cogvine: A creeping plant with metallic tendrils that wrap around buildings and spin small seed-filled gears in the wind.
  • Whistleblossom: A plant that produces sharp chirps when touched. Often used in garden alarms.
  • Steamcap Mushrooms: A crucial ingredient in Sprightoil, these glowing fungi emit warm vapor and thrive in the damp, shaded corners of urban alleyways and factory basements.

Fauna

  • Fiddlefoxes: Clever mammals with an affinity for shiny objects. Some Gnomes believe they have a sense of rhythm and have been seen tapping paws in response to music.
  • Glo-gnats: Insects that blink in patterns. Used in rural communication.
  • Tickmice: Rodents that have developed an instinct for navigating rotating gears and moving platforms, often kept as pest control in workshops.

In addition, a few mechanical creatures built centuries ago now roam wild. These include gear-driven birds, spring-loaded lizards, and occasionally a rogue automaton gone feral.

Myths and Moments

The Great Steam Outburst of 1033

A group of apprentice Gnomes attempted to build a machine that could transform fog into drinkable water. Their invention, nicknamed the “Cloudtooth,” malfunctioned and released a column of hot vapor that blanketed half of Tattergrin for three days. No one was seriously hurt, but the event led to the creation of the Department of Cautious Curiosity, which now regulates high-risk inventions.

The Missing Kingpin

Legend tells of a massive, city-sized automaton called Brasshew built in secret during the final decades of the First Millennium. It was said to be powered by a core of molten Kellium Ink and could travel underground. During a test run, the control key, known as the Kingpin, was misplaced, causing Brasshew to vanish into the tunnels beneath the capital. Some believe it still moves beneath the earth, protecting the kingdom in silence.

The Trick of the Thousand Traps

In the 1400s, an army from Kezia attempted to invade Lingin during the Dry Season. By the time they reached Tattergrin’s walls, more than half their numbers had been scattered, routed, or captured—not by soldiers, but by trick bridges, false roads, illusionary ravines, and fields of clockwork scarecrows rigged with flash bombs. The invaders retreated in shame, and the gnomes have since reenacted the event as a comedic parade each year.

10. Relevance

Today, Lingin remains a center of mechanical innovation in Mernac. Its goods are used by adventurers, merchants, and armies alike. Gnomes are common in nearly every major kingdom, often underestimated due to their size, only to surprise with their brilliance.

Politically, Lingin maintains a neutral stance but exercises great soft power through its technological exports and the widespread knowledge of its traveling youth. Many of Mernac’s most renowned inventors and engineers are trained in Lingin or born there.

As the demand for non-magical alternatives grows in a world rife with magical instability, the influence of Lingin only continues to expand. The Scribes and Sages who know of such things believe that the next great shift in Mernac’s balance of power may come not through magic or war, but through gears, springs, and steam.


11. Quotable Lore

“If it’s got a wheel and doesn’t bite, we built it.”
— Common saying among Lingin apprentices

“Never trust a gnome who gives you a gift with no levers.”
— Old Troll proverb

“We laugh at the gods because they made the world once. We remake it every day.”
— High Tinker Brintzel Glaff, in her memoir Tick-Tock and Tea*

Bonkus#

“Snow white days and blood red nights.”

Overview

The Kingdom of Bonkus is less a kingdom and more a loosely allied territory dominated by the Azemen, massive fur-covered humanoids who live by the primal law of domination, survival, and reverence to Bu, the Father of Death and Destruction. Situated in the frigid reaches of northeastern Cathall, Bonkus is bordered by Moksun to the southwest, Zonga to the south, and Quontas to the southeast. It is a land rarely traveled by outsiders and almost never without invitation. Those who cross into Bonkus unbidden are seldom seen again.

Rather than unified under a king or council, Bonkus is controlled by a network of independent Azemen war tribes, each vying for power, prestige, and control of valuable resources like crystal-rich caves and mammoth migration routes. Every tribe lives according to the harsh tenets of their god Bu, glorifying brutality, war, and domination. The region is infamous for its brutal raids on neighboring lands, particularly targeting women of childbearing age, who are taken as slaves and gatherers.

Bonkus is feared across Mernac not only for the savagery of its inhabitants but for its abundant deposits of rare magical crystals, aggressive native fauna, and deep religious devotion to darkness. Most kingdoms consider it a cursed land where the old powers of the Fathers still walk, and legends say Bu’s return will begin with a blood moon rising over the glaciers of Bonkus.

Geography and Landscape

Bonkus is a land carved by ice, dominated by jagged mountains, frozen plains, glacial ridges, and narrow, icy valleys. The terrain is shaped as much by ancient volcanism as by the glaciers that still move slowly across the northern slopes. The ground is often unstable, riddled with sinkholes, crevices, and frozen-over tunnels that lead into underworld caverns where Azemen mystics claim to hear Bu’s voice.

To the north, massive glacier fields separate Bonkus from the impassable Icelit Sea. The southern border, where it meets Zonga and Quontas, softens slightly into snow-blanketed pine forests and rockier hills, though the temperatures remain well below freezing for much of the year.

Deep below the surface, crystal caves and ore-rich veins wind through the mountains. These are mined relentlessly by slave labor, largely composed of abducted females from other kingdoms. The Azemen care little for over-mining or environmental damage, seeing such acts as sacrifices to Bu’s hunger for dominion.

The land is scarred with mammoth paths, some wide enough to be mistaken for roads. These lead to seasonal gathering sites where Azemen warbands meet for trade, war games, or religious ceremonies.

Climate and Natural Cycles

Bonkus experiences some of the most extreme cold on the continent. There are only two widely recognized seasons among the Azemen:

  • Deepfreeze: This is the long winter that covers nearly three-quarters of the Mernacian calendar. During this time, temperatures plunge to unbearable levels, and the land becomes nearly silent under a shroud of snow and howling wind. It is the season of death, war, and trial, during which many Azemen raids occur, as enemies are at their weakest.
  • Huntlight: A short and fierce thaw during which the land floods with melted snow and the skies are filled with blinding sunlight. Azemen use this time to harvest resources, breed mammoths, and engage in massive tribal competitions. Any tribal disputes unresolved during Deepfreeze are settled during Huntlight—often in blood.

Occasionally, Bonkus is visited by strange northern firestorms, where auroras flicker with unnatural colors and lightning dances across the ice. These are believed to be signs of Bu’s favor… or warning.

Unique Ecology

Bonkus hosts a terrifying and highly adapted ecosystem, where flora and fauna are often larger, stronger, or more magical than their counterparts elsewhere in Mernac.

Flora:

  • Frostweed: A ground-hugging, thorny plant that thrives under snow. It glows faintly in the dark and is used to light sacred Azemen rituals. Eating it raw can cause hallucinations or temporary madness.
  • Glacier Bloom: Rare and beautiful flowers with shimmering petals that absorb light. Their juice is toxic but used to stain weapons and ritual tattoos.
  • Razor Birch: Leafless trees with bark that slices flesh on contact. Azemen warriors use their bark to line their gauntlets and hunting snares.

Fauna:

  • Three-Toed Mammoths: Towering behemoths with massive tusks and armored hides. These creatures are revered by the Azemen and used as war beasts and living siege engines.
  • Ice Rippers: Stealthy snow lizards with serrated claws and an appetite for warm flesh. They hunt in packs and are often used as sentries near tribal lairs.
  • Carrion Crows of Bu: Giant, coal-feathered birds believed to carry the spirits of the slain. They circle Azemen battlefields and are considered omens of victory or betrayal.
  • Flesh Drakes: Small, winged, draconic reptiles found in crystal caverns. Their acidic breath and agility make them prized by tribal hunters who can tame them.

In the deepest glacial caves dwell whispering spirits, called the Frozen Forgotten, believed to be the souls of warriors who defied Bu and were trapped forever beneath the ice.

Culture and Society

Azemen culture is tribal, brutal, and deeply religious. Each tribe is led by the strongest, determined not by vote or inheritance, but by combat, conquest, or the favor of Bu.

Social Status is determined entirely by the number of kills an individual has earned. Azemen collect the ears of their victims, stringing them into necklaces or braiding them into their fur. The more ears worn, the greater their prestige. Tribes are known to steal each other’s trophies, leading to blood feuds that span generations.

Azemen value physical prowess, endurance, and war cunning. Mercy is considered weakness. Their rites of passage involve surviving in the wild alone for an entire moon, naked and unarmed. Children who fail do not return are forgotten.

Though each tribe speaks a different dialect, all Azemen share a pictographic bone script used only by elders and shamans. Most communication is through grunts, symbols, or displays of strength.

Slaves, especially women, are considered property and not part of society. They are used for food gathering, crystal mining, and reproduction. Despite this, Azemen protect their slaves fiercely from outsiders, considering them trophies of war.

Governance and Power Structures

There is no centralized government in Bonkus. Each of the thirteen primary Azemen tribes controls its own territory, laws, and traditions. The closest thing to unity comes during the Rite of Ascendancy, a once-per-decade competition where champions from each tribe fight, race, and test themselves to determine who will hold the Tusk of Dominion, a ceremonial title granting temporary influence over all other tribes.

Leadership within tribes is held by the Strongest One, a warlord chosen through trial by combat or ritualized hunts. Advisors are typically Shaman-Bloods, mystics who interpret the will of Bu through crystal reading, mammoth dreams, or blood scrying.

Laws are unwritten but absolute: obey the Strongest, kill the weak, honor Bu, never show mercy. Punishment for treason or cowardice is death by freezing or being fed to mammoths.

Races and Inhabitants

The Kingdom of Bonkus is populated almost entirely by the Azemen, a brutal, fur-covered race believed to be the first children of Bu. Standing up to three paces high, with immense strength and relentless stamina, Azemen resemble savage giants wrapped in ice and muscle. Though they walk upright like men, their beastlike features and animalistic behavior set them far apart from the Races of the Light.

Male Azemen are warriors, hunters, and dominators. From youth, they are trained to fight, kill, and endure extreme hardship. Their society glorifies male strength to such an extent that any sign of diplomacy, kindness, or hesitation is met with scorn, or death.

Female Azemen, while fierce in their own right, are primarily responsible for raising offspring and maintaining tribal rituals. They possess their own inner hierarchy and traditions, particularly around the rites of pregnancy, blood-binding, and interpreting omens from the frozen wastes.

Other inhabitants of Bonkus are almost exclusively slaves, taken during raids from neighboring kingdoms. Most are women of childbearing age, captured and repurposed as laborers, concubines, or crystal gatherers. These slaves live in pit villages guarded by mammoth-mounted warriors, often enduring years of hardship before perishing or being traded between tribes.

The only other native race tolerated in Bonkus is the Snow Giant, who shares a distant spiritual connection with the Azemen. Though rare, Snow Giants often act as neutral arbiters in tribal disputes and are revered for their ancient knowledge and strange elemental magic.

Myths and Moments

The Founding of Bonkus

According to Azemen legend, the land of Bonkus was formed when Bu, angered by the disobedience of the other Fathers, stomped his foot into the continent of Cathall, cracking it with fury and freezing the wound. From that stomp, the first Azemen emerged—born not from wombs but from fissures in the ice, fully grown and howling with rage. The great mammoths bowed to them, and the Snow Giants taught them how to carve ice into weapons.

The Mammoth King’s Curse

One tale tells of Kurdrak the Mammoth King, the first Azemen to tame the mighty three-toed mammoths. Kurdrak ruled all thirteen tribes by strength alone. When he died, his bones were carved into the Throne of Ivory, which now resides in a cave known only to the Shaman-Bloods. Any Azemen warlord who sits on it without Bu’s blessing will be cursed with the freezing of his seed, ensuring his bloodline ends with him.

The Siege of Iceblood Vale

In the year 2587 AM, the Azemen nearly succeeded in conquering southern Zonga during the infamous Siege of Iceblood Vale. They descended with thirty mammoths and an army of frost-painted berserkers, rooting Zongan mages with their ground-freezing traps and tearing through enchanted defenses. The siege was only broken when a rain of enchanted crystal arrows from Quontas’ Dark Faerie elite rained down from the cliffs, forcing the Azemen to retreat. The value of Zonga’s alliance with Quontas was never questioned again.

Economy and Trade

Bonkus has no formal economy by the standards of most kingdoms. There is no coinage, no organized market, and no written contracts. Instead, the economy revolves around raiding, bartering, and blood-trade.

The most valuable resources in Bonkus are:

  • Magical crystals, mined by slaves and hoarded in sacred bone vaults. These are sometimes traded with outside groups (especially Dark Faeries or rogue traders from Moksun) in exchange for weapons, poisons, or enchanted furs.
  • Mammoth tusks and hides, considered high luxury goods across Mernac. Some black-market trade routes exist, particularly through corrupt ports in southern Zonga.
  • Slaves, particularly women from other races, occasionally sold through third parties outside Bonkus.
  • Blood-bound oaths, an ancient Azemen ritual used to formalize non-written deals. These are rare and usually only extended to giants or emissaries from Quontas.

While most races fear and shun contact with Bonkus, some thrill-seeking alchemists, dark collectors, and relic hunters do seek to deal with individual tribes—if they can survive the negotiations.

Relevance

Though not unified under a single flag, Bonkus remains one of the most dangerous and unpredictable forces on the Cathall continent. Its tribes continue to raid their southern and southeastern neighbors, Moksun, Zonga, and Quontas, with disturbing regularity. Each incursion brings with it the threat of Azemen expansion, something that has historically ended in carnage for all involved.

Rumors persist that the Throne of Ivory will be claimed by a prophesied warlord called Shadeknuckle, who is said to be born with a mammoth’s eye and a frost-black heart. If this champion of Bu does emerge, many fear the tribes could finally unite, and no army in Mernac would be safe from a warhost of thirty thousand Azemen berserkers.

The Scribes and Sages who know of such things argue over how long Bonkus can remain fractured before a new terror is unleashed from the ice.


Quotable Lore

“You count coins. I count ears.”
– Kharbak Bonefist, Azemen Warlord

“The frost doesn’t kill you. It shows you what you really are.”
– Old Bonkus saying, often spoken before battle

“If Bu ever marches again, his footfall will crack Mernac in half, and Bonkus will ride the wave.”
– Delmira Sketh, Quontan seeress

Kru#

Dominion of Vengeance and Iron-Bound Fury

Name and Placement

The Kingdom of Kru lies in the southeastern quadrant of the continent of Cathall. It shares its northern border with Volgar, its northeastern border with Kezia, and its southeastern boundary with Sugog. Its entire western and southern front is flanked by the deep, storm-wracked waters of Barak’s Triangle, where jagged cliffs and coastal peaks rise like the spines of drowned titans. A land shaped by violent conflict and hardened by wrath, Kru is a brutal and untamed kingdom, often spoken of in hushed tones by traders and travelers alike.

Few willingly venture to Kru unless bound by desperation, vengeance, or ambition. The kingdom’s long reputation for blood rites, battle cults, and relentless martial conquest has made it one of the most feared and least visited regions in all of Cathall. Yet within its volcanic valleys and ash-choked forests lie riches both mundane and arcane, and a deeply rooted code of strength and retribution that few outside its borders truly understand.

Geography and Environment

Kru is a land where the fury of the earth never truly sleeps. The Gorath Spine, a jagged mountain range of volcanic origin, dominates the kingdom’s central and northern region. Smoke and fire still pour from several active vents, and deep chasms run like scars through the blackened earth. These mountains house rich veins of obsidian iron, pyreblood crystal, and other volatile minerals critical to Kru’s war-forging industries. Magma pools and sulfur geysers are not uncommon, and even the more stable terrain trembles with quiet, intermittent quakes.

South of the Gorath Spine lies the Wasted Vale, a wide expanse of ashen flatlands and bone-dry bramble fields. The Vale was once fertile, long ago, before the rage of Linthur split the land in an ancient cataclysm known as the First Reckoning. Today, little grows here beyond glassgrass, thornweed, and spitebark, plant life has evolved to thrive in acidic soil and bitter air.

Bordering Sugog to the southeast lies the Blightwakes, a vast marsh of pestilence and twisted growth. These wetlands are thick with venomous insects, parasitic fungi, and mists that leech Ga from careless spellcasters. Countless would-be invaders have perished attempting to cross the Blightwakes, leaving behind only rotted bones and rusted steel.

To the west, Linter’s Edge rises, a treacherous coastline of shattered cliffs and dagger-sharp stone stacks, constantly battered by the black tides of Barak’s Triangle. The ocean offers no respite; only a single navigable inlet, Bloodbay, permits trade or travel, and even that is guarded by cruel tides and worse beasts beneath.

Despite the land’s hostility, its brutal beauty is undeniable. The skies over Kru often blaze with unnatural colors, reds, purples, and sickly greens, believed to be manifestations of Linthur’s eye, ever watching. Volcano-lit nights and thunderous quakes serve as reminders that this kingdom was shaped by vengeance and remains ever ready for war.

Government and Leadership

Kru is not a monarchy in the traditional sense. Rather, it operates as a Confederation of War-Clans, with power centered around the iron grip of a single chieftain known as the Overchief. To rise to this title, one must defeat all other clan leaders in ritual combat during the Trial of Blades, held every generation or when the reigning Overchief falls.

The current (2646 AM) Overchief is Ghor Varnok the Pale-Eye, Warlord of the Crater-Horn Clan. Varnok earned his title by slaying six rival chieftains during the Night of Thirteen Fires, a night remembered in Kru’s blood-etched lore for its brutality and broken pacts. His fortress, Ashen Roar, is a black stone keep built into the mouth of an extinct volcano, from which he rules with iron decree and ceremonial precision.

Each war-clan controls its own region, fortresses, and fields of influence. While they act autonomously in times of peace, all are required by ancient law to unite under the Overchief when war is declared beyond Kru’s borders. Disputes between clans are settled through Blood Oaths or Honor Raids, ensuring a continuous cycle of conflict that both preserves and defines Kru’s societal balance.

Betrayal, however, is not just expected, it is anticipated. Revenge is a sacred institution in Kru, a holy obligation that defines politics and succession. Power is never given, only taken.

Economy and Trade

Though viewed as savage raiders by outsiders, Kru maintains a complex and highly pragmatic economy built on the tenets of conquest, tribute, and targeted trade. The kingdom’s wealth comes not from agriculture or open commerce, but from three central sources:

  • War spoils from raids on Kezia, Volgar, and distant Cathallian outposts.
  • Mining operations, especially obsidian iron, brimstone, and bloodglass.
  • Slave labor, often composed of prisoners of war and captured traders.

Each war-clan maintains its own mines, armories, and smelteries. Slave camps, called Griefholds, are common along the lower slopes of the Gorath Spine, where captives are forced to forge weapons, dig for volatile minerals, or labor in poison fields to harvest fumesap bulbs and hexvine for use in Kru’s chemical warfare.

Despite this brutal structure, Kru does engage in trade, albeit selectively and always with leverage. Smugglers from Hob, Traddlebow, and even Solaris occasionally risk dealings in Redhook, a coastal exchange post near Bloodbay known for its iron-fanged customs officials and blood-gilded docks. From here, Kru exports:

  • Witchsteel blades and obsidian-chained armor.
  • Redroot incense, believed to bolster rage and fertility.
  • Battle elixirs and ritual poisons harvested from the Blightwakes.
  • War trophies and enchanted artifacts looted from ancient ruins.

Payment is accepted in gold, silver, rare spices, spell-scrolls, or even prisoners, especially those with noble blood or known lineages.

Races and Inhabitants

Kru is unquestionably the domain of the Wookalars, a race of massive, boar-faced humanoids renowned for their savage appearance and unmatched battlefield prowess. Believed to have been sculpted from volcanic stone and blood by Linthur, the Father of Revenge, Wookalars revere combat as both religion and ritual. Status is measured in blood spilled, revenge invoked, and scars inflicted.

Other inhabitants of Kru include:

  • Trolls, especially Boulderback Trolls, who serve as shock troops and siege engineers. These creatures prize endurance over speed and often wear rune-etched stone armor.
  • Dark Elves, who form an arcane upper caste. They maintain the war-clans’ scribal records, chronicle blood oaths, and conjure revenge-rites through shadow Ga. Many are feared and respected in equal measure.
  • Ogres, often enslaved or bound by blood-debt. Though lacking subtlety, their sheer strength makes them invaluable in both war and mining.

Outsiders, especially Humans, Elves, or any of the Races of the light, are rarely seen in Kru outside of chains. Dabbits are executed on sight unless previously claimed by a clan as war-prizes. All must pass through an Honor Rite if they wish to be accepted, which typically requires a combat feat or the offering of a blood-forged weapon.

Religion and Belief

In Kru, religion is vengeance given ritual form. The Wookalars and their allies worship primarily Linthur, the Father of Revenge, whose legacy of wrath and retribution is reflected in every stone of the Gorath Spine and every scar on a warrior’s body. Linthur is not merely a deity to them; he is the source of their code, the fire behind their ambition, and the reason wounds are not forgotten.

Temples in Kru are not serene halls of worship but rather sanctified arenas and blood-shrines, where offerings are made with steel. Every war-clan maintains a Revenge Altar, often fashioned from the remains of a fallen rival chieftain or enemy champion. Here, vengeance oaths are sworn in blood, and the names of the slain are inscribed into Scorchstone Tablets, sacred relics kept warm to the touch by Linthur’s favor.

Other Fathers, such as Tul and Barak, are respected but not truly revered. Worship of The Mothers is strictly forbidden. Icons of Siberlee, Sola, or Witriss defaced or desecrated are sometimes left on the border roads as warnings to outsiders.

The only accepted clergy are Vow-Maidens, female Wookalars trained in ritual combat and flame rites. These priestesses serve as spiritual guides, battlefield confessors, and executioners. Many wear masks carved from lava glass, which remain opaque unless blood is spilled in their presence.

Religious festivals in Kru are intense and dangerous. The most prominent is the Day of the First Scar, celebrated at the turn of each battle season. During this event, all war-clans offer blood to Linthur through ceremonial duels, and children of age 13 must survive their first sanctioned combat against either beast or peer, to be named adults in the eyes of the Fathers.

Military and Defense

Kru’s military is not an institution, it is a lifestyle. Every male and most females train from birth in the art of war, and each clan maintains its own standing army, known as a Blood Ring. These units act independently until the Overchief calls a Unification March, which temporarily binds the clans into a single devastating force.

The average warrior in Kru is trained to fight in any condition, against any foe. Armor tends toward mobility: obsidian-scaled leather, bone-studded mail, and war helms carved to mimic boars, dragons, or Linthur himself. Their primary weapons include:

  • Cleaver-axes: Short-handled weapons used in close quarters.
  • Spire spears: Long, jagged polearms designed to gut armor.
  • Boom-jars: Crude but devastating alchemical grenades thrown in clusters.
  • Revenge Chains: Hooked lengths of metal wielded by Wookalars who dance and bleed in battle to invoke Linthur’s blessing.

Each war-clan has its own elite unit. For instance, the Skullrunners of Clan Darg fight blindfolded to heighten their other senses, while the Flamebacks of Clan Vorn coat themselves in fireproof oils and charge into battle aflame.

Defensive structures are both natural and fortified. Watchtowers carved into the peaks of the Gorath Spine use molten braziers to send signals across long distances. Clans raise Ga-twisted battlements, grown from runestone and flame-bound oak, to protect key strongholds. No standing army has ever crossed Kru’s heartlands without suffering catastrophic losses.

Naval defense is sparse but vicious. The Redbay Scuttlers, a fleet of spiked war-rafts, guard the coast. Though slow and awkward, these vessels are manned by suicide crews, often prisoners or exiles seeking redemption. They are and packed with flammable oils and curses to ensure destruction even in defeat.

Myths and Moments

The First Reckoning
It is said that long ago, before the Wookalars carved their homes into the Gorath Spine, Linthur descended into Mernac in the form of a crimson comet. His rage split the land like an axe through bone, creating the volcanic mountains and draining the Ga of nearby regions into toxic pools of spite. The event, known as the First Reckoning, birthed the race of Wookalars from ash and blood, their tusks forged from the bones of traitorous gods. This myth is reenacted every ten years in the Rite of Flames, during which the five most promising youths of Kru are cast into the Ashen Chasm. Only those who climb out unaided are allowed to live.

The Betrayal of Vurn-Karr
In 1883 AM, a powerful war-clan known as Iron-Eye betrayed the other clans and attempted to ally with Kezia in exchange for land and recognition. The resulting civil war nearly destroyed Kru, and the tale remains a warning to all: vengeance may wait a generation, but it is never forgotten. The surviving descendants of Iron-Eye are known as The Marked, and all must wear a red iron ring around their necks until they die in honorable battle. To remove it is death.

The Black Oath of Sorrowtide
In 2592 AM, during the twilight of the Sap Wars, a fleet of invaders from Cathall’s southern coasts sought to destroy Kru by sea. As the Redbay Scuttlers were no match for the foreign galleons, Overchief Ghor Varnok invoked the Black Oath of Sorrowtide, sacrificing 300 warriors by binding their spirits into the bones of sunken ships. These Wraithhulks rose from the deep and turned the tides, their rotted sails glowing with ghostlight. Some say they still patrol the waters, slaying all who dare sail uninvited to Kru’s shores.

Relevance

In modern Mernac, Kru is viewed with a mix of caution, awe, and contempt. Though not a dominant political player, its sheer military presence and legacy of vengeance make it impossible to ignore. Few kingdoms willingly antagonize Kru, and fewer still seek alliances. Despite this, trade does occur, especially in times of war, when even the noblest of nations find reason to purchase Kru’s alchemical poisons and berserker drugs.

Rumors abound of a recent surge in Wookalar births bearing twin tusks, a trait only seen once before during the Time of Endless War. The Vow-Maidens interpret this as a sign that Linthur is stirring once more, and some whisper that Kru’s greatest reckoning is yet to come.

Quoatable Lore

“Better to lose a limb than insult a Wookalar’s mother. The first pain you’ll forget. The second will echo through your bloodline.”
– Valdren of Hob, last seen departing for Kru under treaty flag.

Volgar#

Dabbit Homeland and Seat of Anger

Overview

Volgar is a rugged, tempestuous kingdom in central Cathall, most commonly known as the adopted homeland of the Dabbit Race. Once a forsaken stretch of land riddled with infertile plains and harsh winds, it was granted to the Dabbits in the late 1600s as part of an experimental immigration initiative. Some say it was intended as a penal territory, others believe it was simply a desperate attempt to contain the infamous Dabbit temperament.

The kingdom’s name comes from its first sovereign, Volgarin the Red-Eyed, who is said to have tamed the squabbling Dabbit warbands into a fractious but functioning monarchy. Though technically a kingdom, Volgar is more accurately a battleground of feuding noble houses. These blood-bound Houses rule vast swathes of wind-blasted hills, and though they unite when needed to repel outsiders, they spend most seasons at war with one another.

Despite its internal turmoil, Volgar boasts one of the most formidable and battle-hardened militaries in Cathall. Its soldiers, often called the Wrathborn, are trained from youth to harness the Dabbit’s rage into disciplined devastation. Their loyalty to House and homeland is unshakable, until the inevitable insult or betrayal fractures those bonds.


2. Geography

Volgar lies in the very heart of Cathall. It shares borders with Hob to the north, Solaris and Gilmore to the east, Lingin and Elber to the south, and Kezia to the west. Its land is defined by rolling hills, choppy grasslands, and shallow riverbeds that often run dry for half the year.

The soil of Volgar is widely regarded as some of the poorest in Cathall, with only sparse growth of dry grains and hardy root crops. As such, the region was considered undesirable by most of the continent’s early settlers, which made it the ideal candidate for Dabbit occupation. Wild flora is scrubby and stunted, with only one exception: the Tiko bush, a hardy plant that grows in the shadowed bases of Volgar’s hills. Tiko is prized for its mildly euphoric effects when smoked or brewed, and it is Volgar’s primary export.

The kingdom also possesses a remarkable abundance of birds. Migratory flocks from across Mernac gather here during the colder moons, and species found nowhere else nest along the wind-swept cliffs and grassy ravines. Ornithologists and spiritualists alike are drawn to these skies, though few outsiders linger long.


3. Government and Politics

Though officially ruled by the Volgarin Family, descendants of the kingdom’s founder, real power lies in the volatile web of noble houses that divide the land. Each House controls a stretch of territory, enforces its own laws, and maintains private armies. Rivalries are ancient, and blood feuds are common. Some have lasted for centuries. Duels are not only legal but expected when slights occur, and assassinations, while frowned upon, are rarely investigated.

The Houses convene under the banner of the Wrath Council once per season, primarily to argue, insult one another, and sometimes to declare collective war on external threats. The Volgarin monarch, currently Queen Irket Volgarin II, serves as the nominal voice of unity, though her influence is constantly challenged by powerful warlords and Dabbit champions.

Despite the fractured system, there is one unifying law across all Houses: outsiders must never threaten Volgar as a whole. When foreign kingdoms encroach, the Houses unite in terrifying efficiency, their armies driven by a shared fury that has broken many invading forces.

Culture and Daily Life

Volgar’s culture is steeped in passion, conflict, and ritualized aggression. The Dabbits see anger not as a failing but as a divine gift, a sacred fire passed down from their creator, Tul, the Father of Anger. Every village and household features shrines to Tul, often adorned with feathers, broken weapons, and the skulls of enemies. These shrines are places not of peace, but of catharsis, where Dabbits go to scream, punch, or meditate on their latest grievances.

It is customary for Volgarians to follow a triad of gods: Tul as their patron, and two others of personal choice, often chosen based on one’s House, profession, or recent dreams. Some choose Fathers; others, far fewer, may choose one of the Mothers. Religious arguments over these choices are one of the leading causes of blood feuds.

Falconry and birdcraft are among the few cultural traditions shared across the Houses. Falcons, hawks, and even ravens are trained for both hunting and war. Some noble families use them as messengers or symbols of status, while others breed unique hybrids for magical surveillance or battlefield strikes. In fact, many Dabbit warriors wear feathered cloaks or masks into battle as a sign of sacred fury and tribal pride.

Volgar festivals are often noisy, chaotic affairs featuring ritual duels, wild dancing, and mass recitations of insults. The Feast of Feathers, held each Yearturn, celebrates the return of the sacred birds with competitive falconry, wing-bone flute contests, and the ceremonial roasting of enemies’ effigies.

Economy and Trade

Volgar’s economy is as volatile as its people. Traditional farming is nearly impossible due to poor soil and erratic rainfall, so the kingdom relies on hunting, herding, and trade. The Tiko bush, which grows in abundance on Volgar’s dry hills, produces a pungent leaf that, when smoked or brewed, induces mild euphoria and stress relief. Though considered a vice by most of Cathall, Tiko is legal and revered in Volgar, and its export to Traddlebow and Permia generates considerable wealth.

Bird-related goods also fuel the economy. Volgar craftsmen specialize in feather-based textiles, avian armor, and falconry equipment, including intricate harnesses for messenger birds and ceremonial battlebirds. Skilled Dabbit fletchers create arrowheads etched with clan sigils, and certain breeds of warhawks are trained to intercept airborne spells.

Trade is conducted almost exclusively through Traddlebow in Greater Gilmore, where neutral markets allow Volgar to exchange goods for imports like grain, iron, and fine cloth. Volgar refuses to trade directly with Quontas, Solaris, or Kezia, citing religious and political insults that are centuries old.

Due to the Dabbits’ notorious temper and unpredictable nature, most foreign merchants employ intermediaries when dealing with Volgarian Houses. Still, the risk is often worth it. The Tiko leaf remains one of the most coveted recreational substances in Mernac, and the feathers of Volgar’s rare migratory birds are prized in spellwork and ceremonial garb.

Races and Inhabitants

Though Dabbits are the undisputed majority in Volgar, other races do exist within its often-hostile borders.

Dabbits are humanoid in form but easily distinguished by their pitch-black sclera and red irises, along with tremors that become more severe as their anger builds. Their society is rooted in survival, dominance, and revenge. Most live short, violent lives, and their social hierarchy is built on kill counts and acts of vengeance. A Dabbit of reputation typically has a jar a string of eye on display in ther home, plucked from foes and pickled with pride.

Dabbits are not known for craftsmanship or magic in the traditional sense, but they possess rage-based abilities that allow them to temporarily channel the might of their Father, Tul. These surges of fury enable inhuman feats of strength or speed, often at great personal cost.

Dark Elves, Trolls, and Gnomes can be found in sparse settlements along Volgar’s borders, mostly employed as servants, entertainers, or tolerated neighbors. Their influence is minimal, and they are subject to frequent raids and extortion from roaming Dabbit tribes. These minorities often live in tight, walled compounds for safety and tend to avoid entanglement in Volgar’s internal politics.

Dark Faeries, however, are explicitly banned from Volgarian lands. It is said that Dabbits are particularly vulnerable to their charm and seduction, and centuries ago a single incursion led to a civil collapse when half of Volgar’s ruling Houses fell under the sway of a wandering succubus. The penalty for harboring or assisting a Dark Faerie is immediate execution.


7. Military and Warfare

Volgar’s military is decentralized, with each noble House maintaining its own warbands. These bands are composed primarily of Wrathborn, elite warriors trained to control and weaponize their rage. Dabbit units rarely fight in ordered formations; instead, they operate in furious, fast-strike groups led by berserks and warchanters.

Volgar employs an unusual strategy of avian warfare. Warhawks and razorbeaks are bred for battlefield use, capable of slashing enemy supply lines or distracting magical defenses. Messaging birds trained to avoid spell-detection wards give Volgar a logistical edge in many border skirmishes.

When Houses unite, they form the Featherfront, a combined force of air and ground units guided by a temporary War Marshal chosen from among the Houses. These combined efforts are rare and usually only occur when outsiders threaten Volgarian territory.

Volgar’s most infamous unit is the Squortz Tribe, a nomadic band of Dabbit warriors known for raiding foreign settlements, kidnapping targets of interest, and leaving entire towns ablaze in their wake. Though denounced by some Houses as “unsanctioned chaos,” others quietly fund them as tools of deterrence.

Religion and Lore

Volgarians worship Tul, Father of Wrath, above all. Shrines to Tul are found in every household, often scrawled in charcoal or smeared in blood. His iconography includes clenched fists, flaming eyes, and broken chains. Every moonrise, Dabbits offer Tul screams of anger in place of traditional prayers.

In accordance with tradition, each citizen is also expected to choose two additional deities. These are often selected during a rite of rage in early adolescence, where young Dabbits are provoked into fury and then given a vision of the gods who stood with them in that moment. Choices vary wildly, but common additions include Barak, BU, and Witriss for warriors, and Kala or Kanola for lovers and courtesans.

Religious disputes are common and considered righteous causes for violence. Temples to conflicting deities are sometimes desecrated or torn down in blood feuds, only to be rebuilt weeks later under a new banner.

The most sacred relic in Volgar is the Heartfeather, a massive black plume said to have fallen from Tul’s own armor when he struck down the First Betrayer. It is kept under heavy guard in the Sanctuary of Fury and shown only during state executions or the coronation of a new Volgarin monarch.

Relevance

Volgar today remains a powder keg of internal conflict and volatile diplomacy. Its Houses teeter constantly on the edge of all-out civil war, while simultaneously defending the kingdom with near-religious fervor from any foreign interference. Outsiders see the kingdom as a dangerous, backwards place. But those who understand its people recognize the strength in fury, the order in chaos, and the unity that can arise from shared rage.

Traddlebow merchants continue to enrich themselves from Tiko trade, and mercenary companies frequently seek to recruit Volgarian berserks. Yet few trust Volgar with political power or magical alliances. The memory of the Wrath March of 2348, when three entire towns and two major cities were burned by rampaging Dabbits, is still fresh in the minds of many.

Still, whispers persist that Volgar is uniting once more. Some say the Squortz have pledged themselves to Queen Irket. Others believe a new, god-touched warlord is rising in the western hills, calling the Houses to his banner with promises of divine vengeance and continental conquest.

Quotable Lore

“If you see the red eyes tremble, run. If you see them burn, kneel.”
— Old Kezian war warning

“Volgar doesn’t rise like the sun—it erupts like a storm.”
— Dwarven ambassador’s report to Hob

“There’s no peace in a Dabbit’s heart. Only smoke before the fire.”
— Troll proverb from the Southern Trade Route

Zonga#

The Hiveborn Dominion of Pain and Perfection

Overview

Zonga is a harsh and cryptic kingdom located along the southern center of the Cathall continent. It is bordered to the north by the volcanic heights of Bonkus, to the northwest by the icy realm of Moksun, and to the east by the dark lands of Quontas. Its southern border brushes the edge of the Vanklo Wastes and ends in narrow coastal marshlands that bleed into the Sea of Souls. Zonga is often described as both a kingdom and a living entity, its vast underground tunnels and hive-complexes give the appearance of a single breathing organism.

Rarely visited and poorly mapped, Zonga’s geography is a matter of both awe and dread to the scholars of Permia and Gilmore alike. Most other kingdoms regard Zonga with suspicion or fear, and few outsiders who enter return with their minds, or bodies … unaltered.

Geography and Environment

Zonga’s surface terrain is deceptive: largely arid, fissured, and riddled with sinkholes, shallow caves, and crumbling badlands. The cracked flats and thorned brushlands conceal a labyrinth of underground passages, where the true kingdom exists. This subterranean world stretches for hundreds of leagues in every direction, forming a sprawling network of carved tunnels, vaults, and vertical chambers populated by the hive-races of the kingdom.

The surface is home to sharp-bladed grasses, giant stinging thorns, and swarms of biting midges. The skies are often choked with low-hanging humidity and darkened by flocks of scavenger wasps, while the soil emits a faint alkaline stench. Fungal blooms, glowing mosses, and chitin-rooted growths are more common than trees or crops. Zonga’s few visible surface structures resemble great spiraled mounds or chitinous towers, which serve as waypoints, hatcheries, or spiritual halls for the Sectis race.

Underground, the temperature is hot and wet, the air thick with pheromones and spores. Pools of bio-acidic water and vertical breeding pits sit alongside calcified food chambers and shrine-nests. These hidden lairs stretch across the kingdom’s breadth and provide the Sectis with everything they require to survive and flourish. It is not uncommon for entire invading armies to vanish into these tunnels, never to emerge again.

Government and Leadership

Zonga is ruled by thirteen sovereign Queens, each of whom commands her own hive. These queens never meet in person, communicating instead through specially bred psychic drones known as Whisperbrood, which share hive thoughts through ritual and scent. Each queen rules a geographically distinct portion of the kingdom, though their borders shift constantly through subterranean tunneling and conquest.

Though the queens are autonomous, they abide by the ancient Hexaccord of Submission, a living agreement recorded in the nerve-stone shrines of the Deepheart Hollow, which states that all Sectis must respond to any threat against Zonga as a united swarm. When challenged by outsiders or internal heresy, the queens coordinate with devastating speed and unity, merging their armies into a single force known as the Chorus of Mandibles.

Among the Sectis, rank is determined by biological role: Queens, Overbrood Commanders, War-Shells, Drudges, Sick-Eaters, Hive-Menders, and Torchlings. Promotion comes only through mutation or transformation, typically triggered by specific hormonal rituals overseen by Hive-Speakers. No election, title, or inheritance exists—only function and necessity.

Economy and Trade

Zonga’s economy is based on biological production rather than traditional currency. All resources are either grown, harvested, regurgitated, or carved directly from living or once-living matter. Currency among the Sectis takes the form of scented resin nodes, each encoding the purpose and value of an item via olfactory signature. This makes trade with outsiders difficult, though not impossible.

Despite their isolation, Zonga occasionally exports the following:

  • Living armor, grown from hardened chitin plates
  • Resinbound venom glands, used in poisons and alchemy
  • Tunnelstone spores, capable of accelerating excavation
  • Pheromone beads, used in subtle magic and court intrigue

The kingdom engages in secretive trade with black-market merchants from Kezia, Gilmore, and Hob, who prize Zongan wares for their rarity and deadly utility. Smugglers claim that some hives breed memory larvae, capable of absorbing knowledge from consumed brains—a banned item in most civilized nations.

Tribute between hives is carried by bonded drones or living tribute-carts, and there is no merchant class in the traditional sense. All goods flow through the hive according to function, loyalty, and Queenly will.

Races and Inhabitants

The Sectis are the dominant, and nearly exclusive, race within Zonga. Insectoid and deeply alien in their behavior, they serve Werk, the Father of Pain and Disease, whose design shaped their form and philosophy. Werk chose the insect races for their efficiency, endurance, and ability to thrive in filth. The Sectis embrace this divine legacy with zeal.

Sectis vary greatly in form depending on caste. All are six-limbed and encased in a dark exoskeleton, often streaked with mucus and scar tissue. Their mandibles click constantly, communicating mood or readiness, and their multifaceted eyes range from dull amber to blazing red. Specific castes include:

  • War-Shells: Massive front-line brutes, capable of splitting plate armor with clawed limbs.
  • Hive-Menders: Healers and engineers who weave resin and flesh into functioning structures.
  • Torchlings: Fire-bearing scouts, bred for suicidal raids and chemical warfare.
  • Sick-Eaters: Diseased drones that absorb contamination, then combust or dissolve enemies.

All Sectis are born in hatcheries and assigned roles based on pheromonal sorting during larval development. There are no families, no individuals. The hive is all.

Outsiders are extremely rare in Zonga, though captured invaders are sometimes allowed to live as Offering-Herds, their agony considered sacred to Werk. Sectis queens sometimes capture Dark Elves, Gnomes, or Dabbits to experiment with interspecies breeding or magical splicing, with abominable results.

Military and Warfare

The military force of Zonga is less an organized army and more a living tide. The Chorus of Mandibles, as it is known across Cathall, is the single most terrifying demonstration of coordinated swarm warfare in all of Mernac. While the surface entrances to Zonga appear unguarded, in truth, entire armies lie in wait just beneath the dust, ready to erupt at the scent of blood or the command of a Hive-Caller.

Each Sectis hive maintains its own caste of war drones, which may include:

  • Tunnel-Harriers: Agile, saw-limbed insects that collapse enemy trenches or dig behind enemy lines.
  • Chitin-Sworn: Elite personal guards of the queens, often alchemically enhanced with venom-laced blades for limbs.
  • Spore-Bombers: Swollen drones filled with acidic pollen or fungal grenades, used to create biohazard zones.
  • Voice-Leeches: Magical creatures bred to mimic enemy commands, used to confuse and misdirect during battle.

Zonga’s warfare is strategic, not wasteful. Drones never retreat out of fear but may burrow away to regroup. The queens see combat as a sacred performance, an offering to Werk, their patron Father. Every battle is logged via pheromone scripts and later shared across the hives through psychic osmosis. Even a failed assault is a learning opportunity for the swarm.

Above ground, Zonga’s rare forays into neighboring territories often seem spontaneous and chaotic, but they are always rooted in strategic intent. Whether seeking new hive space, eliminating a future threat, or testing the military strength of a neighboring kingdom, Zonga’s armies arrive swiftly, strike hard, and vanish just as quickly.

Defensive measures include pheromone-triggered pit traps, living spike walls made of corpse-weavers, and acidic fog that seeps upward from the tunnel vents. The deeper one pushes into Zonga, the less likely one is to ever return.

Religion and Faith

Zonga is the undisputed sacred domain of Werk, the Father of Pain and Disease, who is revered not as a cruel tyrant, but as a bringer of balance. Within the twisted theology of the Sectis, Werk is praised for teaching survival through suffering and strength through infection. Disease is not feared—it is worshipped. Pain is not avoided; it is embraced.

Temples in Zonga are grown, not built. Called Weep-Halls, these shrines are living structures made from hardened resin and organic material. Their walls pulse faintly, like a beating heart, and are often filled with pheromone-rich vapors used during religious ceremonies. At the center of each hive lies a Pit of Renewal, where drones infected by ritual illness crawl to die, or, if strong enough, to transform into a higher caste.

Clerics of Werk are known as Plague-Casters, and they serve both as spiritual leaders and living testaments of devotion. Their bodies are often riddled with magical infections and blessed mutations. The more grotesque their appearance, the more revered they are.

Zonga does not recognize the Mothers as divine, seeing their pursuit of order and mercy as weakness. Occasionally, a Sectis queen will acknowledge the Father Tul, or the Father Crag in ceremonies related to vengeance or the pursuit of strength, but Werk is ever the supreme and constant god of the hive.

Myths and Moments

The First Nest of Werk
It is said by the Scribes and Sages who know of such things that the first Sectis Queen was born from a festering wound in the flesh of Werk himself. He bled not blood, but larvae—each one birthing a Queen, and each Queen birthing a thousand children. These earliest hives fought one another until only thirteen remained, and these thirteen became the sacred founders of modern Zonga. Their locations are still marked by cursed chitin-pillars said to house the dreams of the living Father.

The Culling of the Blooming Plague
In 1801 AM, an alchemical disaster in northern Zonga led to a rampant magical disease known as the Blooming Plague. Rather than attempt a cure, the hive queens collaborated to burn out the entire region—killing over ten million drones. The act is still celebrated as a lesson in sacrifice and obedience, and the scorched zone is now a pilgrimage site for young drones seeking to prove their loyalty.

The Siege of Crotch Hollow
During a failed invasion by the human warlords of Volgar in 2013 AM, the enemy managed to push nearly forty leagues into the northern tunnel systems. However, they were soon overwhelmed by a coordinated response from six queens, whose drone armies converged with such speed and unity that the invaders were swallowed whole. It is said that one survivor emerged years later, his mind broken and body covered in resinous tumors, he lives still, as a holy relic in the northern hive of Klak-Terrin.

Relevance

Zonga remains one of the most impenetrable kingdoms in Cathall, and its influence is felt more in fear than diplomacy. While it trades rarely and hosts no official ambassadors, it is whispered that Kezia and even Hob have sent emissaries beneath the hive in hopes of acquiring Sectis weapons, poisons, or slaves.

Recent hive movements near the Quontas border have raised alarms among Faerie scouts, and tunnels extending toward Moksun have threatened ancient Dwarven holdings. The Sectis do not war lightly—but when they do, it is rarely without a long-planned purpose.

For now, Zonga remains a dark and festering heart beneath the southern earth, pulsing in tune with the will of Werk, awaiting the moment when pain must once again be made manifest.

Quotable Lore

“In Zonga, the ground bleeds memory and the walls whisper war. Every breath is earned. Every life is borrowed.”
— Excerpt from the banned travelogue Lost Beneath the Swarm

“The Sectis do not love. They do not mourn. They remember—and in their remembrance, they multiply.”
— Archscribe Belior of Permia

“To kill a drone is to prune a finger. The hive does not feel it… until the hand becomes a fist.”
— Unknown Hive-Caller

Moksun#

The Shattered Sun Dominion

Name and Placement

Moksun is the northernmost kingdom of the Cathall continent, nestled between the enchanted woodlands of Feywick to the west, the mountainous reaches of Hob to the south, and the forbidding realms of Zonga and Bonkus along its eastern flanks. Much of the northern border dissolves into frostbitten barrens and glacial plateaus, where only the hardiest flora and fauna cling to life. Despite its inhospitable climate, Moksun is one of the oldest and most enduring kingdoms in Mernac, its power rooted deep within the earth.

Most of Moksun’s surface is windswept tundra and ashen plains, but the true heart of its civilization lies below. A vast labyrinth of sunken crypt-cities, sacred quarries, and fortified caverns stretches beneath the crust like a second, inverted realm. These subterranean structures serve as the homeland of the Troll race and are believed to be some of the first dwellings ever carved by intelligent hands on Cathall.

Geography and Environment

While the surface of Moksun remains a stark and unwelcoming wilderness, with only sparse glades of frost-hardened trees and geyser-fed oases, the true geography of Moksun lies below. Its subterranean underlands consist of carved basalt corridors, hollowed stone temples, and natural chasms repurposed into mighty fortresses. Massive stalactites hang like chandeliers in underground halls while glowing mineral veins provide natural light, illuminating ancient frescos etched by claw and chisel.

The Plains of Throm’kul, a flat expanse of snow-scoured stone, is riddled with breathing holes and stone-wrapped trapdoors leading into the Trollish undercities. These trapdoors are often guarded by towering statues of warlike ancestors or monstrous guardians carved into the rock. The River Szemek, flowing beneath the surface, is the lifeblood of Moksun and is believed to be a gift from Tellen himself. Fed by heated springs deep within the world’s belly, the river flows through most major underground cities and sustains both crops and life in the cavernous dark.

Aboveground, the few settlements that exist serve either military or ceremonial purposes. The Spires of Grolm, a fortress-temple complex half-sunken into the snow, marks the beginning of the Pilgrim’s Spine, a road etched into black volcanic stone that connects Moksun’s many sacred sites. These regions, though cold and quiet, hum with a reverent energy.

Races and Inhabitants

Moksun is the ancestral home of the Troll Race, and its society is strictly divided between the two castes of their people:

  • Mountain Trolls are massive, hulking beasts often rivaling Giants in height. Standing well over three paces tall and built like upright siege engines, they serve primarily as laborers, shock troops, and builders. Though they lack refined intelligence, their loyalty is unwavering, and they revere the smaller Cave Trolls as divine emissaries of Tellen. Clad in stone-plated armor and wielding oversized weapons, they form the outer bulwark of any Moksun force.
  • Cave Trolls, on the other hand, are cunning, disciplined, and deeply spiritual. Roughly the size of the average Human or Elf, their strength lies in intellect, strategic thinking, and magical ability. They form the entirety of Moksun’s priesthood, nobility, military command, and scholarly elite. It is they who devised the Runic Doctrines of War and Balance and who lead all religious rites and burial ceremonies.

Outside the Trollish majority, the Azemen maintain a presence in the far northern stretches of the kingdom. They are a wild and brutal people, tolerated only for their martial skill and loyalty to the war cause. The Frost Giants, who dwell in the frozen mountain ranges and glacial valleys, are semi-nomadic allies that honor a blood pact with the Trolls of old. They are respected for their ancient age and power, but rarely participate in governance or ceremony.

Government and Power Structure

Moksun’s ruling system is known as The Way of the Bluesteel Throne, an authoritarian theocracy where faith in Tellen, the Father of War, is woven inseparably with law and command. At its head sits the Varrik’Sha, the High Strategos and living Voice of Tellen, always chosen from the Cave Troll caste. Beneath the Varrik’Sha are the Thirteen War Chaplains, each leading a Circle-City, the vast underground population hubs that define Moksun’s territory.

Cave Troll scribes and architects maintain strict order through Stone-Law Tablets, massive carved codices that dictate the social roles of every citizen. Every Troll, whether Mountain or Cave-born, is assigned a Circle-Duty at birth: to build, to serve, to lead, or to die. Mountain Trolls are typically bound to physical duties, while Cave Trolls serve as commandants and overseers.

Although the society is rigid, it is not without fluidity. Feats of exceptional strength, cunning, or piety can elevate even a laboring Mountain Troll to positions of ceremony or command. However, those who fail in their duties are often sacrificed to the Pits of Renouncement, where their blood is said to empower Tellen’s essence in the stone itself.

Culture and Society

Moksunese culture is austere, martial, and profoundly symbolic. Art and architecture are expressions of religious devotion and military reverence. Their temples are built to last millennia, with ceilings held aloft by immense statues of ancient war heroes or deified kings. Symbolism dominates Moksunese visual language: circles represent unity, broken circles mean betrayal, and the sword-pointed triangle is used in every war banner.

The dead are entombed in grand Soul-Pyramids, massive ziggurat-like structures that rise from the ground like jagged teeth. These tombs serve not only as burial sites but also as magical conduits to the underworld, where priests conduct binding rites to prevent the spirits of the fallen from wandering.

Moksunese music is slow, rhythmic, and thunderous, usually played on bone drums, echo flutes, and lava harps carved from cooled volcanic stone. Music is considered a sacred offering to the gods and is often performed before battle or during spiritual rites. Dance is militaristic, performed in lines or formations meant to mimic war tactics or summon divine favor.

Despite the Mountain Trolls’ warlike nature, Moksunese society for most Cave Trolls is deeply contemplative. Meditation chambers, memory gardens lit by glowing moss, and oral storytelling around underground fire-wells are common social practices, especially among Cave Trolls.

Economy and Trade

Moksun is not a kingdom of flourishing marketplaces or vibrant trade fairs. Its wealth is extracted from beneath the earth and bartered through hardened emissaries. The vast Underspines, their expansive subterranean networks, hold veins of Bluesteel, smokeglass crystal, magma opal, and bloodstone, all highly prized for their arcane conductivity and structural resilience. Troll-forged Bluesteel is notoriously heavy and near-impossible to rework by non-Troll smiths, but it never dulls or shatters. The Rare exception to this is the Mountain Dwarves of Hob, who have mastered forging the metal. This has led to almost constant conflict between the two Races and the kingdoms they live in.

Surface agriculture is nearly nonexistent due to the frostbitten climate, but within the undercities grow luminescent fungus crops, hardened root-tubers, and nutrient slimes. Stonevine lichen and ash-worm meal form the basis of the Mountain Troll diet, while Cave Trolls consume richer dishes infused with alchemical extracts to enhance vitality and vision in the dark. In times of war, they are also known to eat the organs of their enemies.

Trade with the outside world is rare but highly strategic. Moksun deals primarily through fortified emissary towers located at the edge of its borders, often near Zonga or Feywick. Trollish goods, particularly armor, weapons, and memory-etched obsidian tablets, are exchanged for fresh meat or livestock, spices, Kellian Ink and other spell inks, scrollwork, and certain rare surface herbs.

Internal currency exists, but only in ceremonial form. Instead, Moksun’s economy functions on the Honor of Writ, a bartered economy based on contribution to the war state, completion of Circle-Duties, or accumulated merit offerings to the priesthood. Outside traders are expected to abide by this system, or leave with nothing.

Religion and Temples

Seen and the living embodiment of the sun and thus all life, Tellen, the Father of War, is the predominant Patron of the Troll Race and is revered above all in Moksun. Every decision, from civic architecture to personal vengeance, is viewed through a spiritual lens of war-readiness and balance. Tellen is not worshiped through pleas or offerings, but through action: by building, conquering, and dying well.

Moksun’s temple structures are monolithic and somber, often located in subterranean sanctums called Warridors, sacred chambers built into the bedrock, their walls carved with battle hymns and illuminated by magma veins. Inside these temples, Cave Troll priests known as The Mourned Flame lead rites by lighting War-Pyres, where bones of the slain are burned in solemn celebration. Bone ash is sometimes used to paint war charms on the skin or inscribe defensive spells on city walls.

Despite this primary devotion, the Trolls of Moksun do acknowledge all 20 Divine Powers, and shrine-rooms to specific Mothers or Fathers are not uncommon, especially in personal sanctums or high military barracks. Barak, The Father of Darkness and Control, is held in esteem and frequently prayed to. Worship of Siberlee is rare, though some Cave Trolls whisper to her in secret, especially in times of personal crisis or birth.


Military and Defense

Moksun is built as a fortress, both literally and culturally. Its army, the Sable Host, is a fearsome war machine composed of multiple layers:

  • Mountain Troll Phalanxes serve as the front line, equipped with massive bone-hafted spears and slab-shields reinforced with blacksteel.
  • Cave Troll Strategists direct battles using intricate fire-tile maps lit by elemental stones, updating troop positions with colored dust trails.
  • Ward-Claws, elite Cave Troll assassins and skirmishers, operate in shadow and silence, masters of tunnel warfare and ambush.
  • Ashcallers, the magically gifted among the priesthood, wield war spells that conjure smoke walls, seismic shockwaves, and body-harden enchantments.

Defenses are layered across levels of stone. Spiral Ramparts in the deeper cities act as chokepoints, and molten channels can be unleashed to flood enemy-held caverns. Every Moksunese city is trained for total warfare; civilians, priests, and soldiers all have assigned wartime duties.

Even in times of peace, war is practiced in elaborate maneuvers and war games. Children learn the Doctrine of Blood Tacticum before they can read. Elders train Memory War games where historical battles are replayed in carved sand tables for study and spiritual cleansing.

Relevance

Moksun’s influence across Cathall and greater Mernac is more felt than seen.

The Trolls of Moksun have unofficially been at war with all Dwaves, particularly those of Hob, for a millennium. They believe the Dwarves stole their secrets of forging Bluesteel and have a duty-bound obligation to destroy all Dwarves and their cities. Besides this, its armies rarely march beyond its borders without cause, but its knowledge of warfare is sought by kingdoms preparing for conflict or attempting to understand the art of siege. Cave Troll advisors have been dispatched to Gilmore, Zonga, and even the edge of Brangrin and Ooloo to instruct foreign officers in Subterranean Defense Doctrine.

The kingdom’s religious devotion to Tellen has become fanatical in the south. A number of younger Cave Troll priests now whisper of visions, not just of war, but of a coming Balance Reckoning, when all of the Fathers will demand judgment for the blood soaked into the roots of Mernac. The troll who believes such things prophesies that it will be the Trolls who will lead the implementation of that judgment.

Moksun’s greatest threat is also internal. Whispers from the Deep Quarters of Urok’Zhal, an ancient subterranean ruin sealed centuries ago, speak of forgotten trolls who turned against Tellen and now call upon unknown Fathers. The priesthood denies it. But many of the Sable Host have begun sharpening their weapons not for enemies above, but for those in the dark beneath.

Quotable Lore

“We are not born of earth. We are carved. And if the stone bleeds, it is because we have earned its blood.”
—High Strategos Varrik’Sha the Fourth

“You worship your gods in temples. We worship ours in war.”
—Tomb-Priest Ugluth Moanskin

“Let others starve for light. The strength of Moksun lies where sun has never touched.”
—Stone-Law Tablet of Grum’Tellin, Circle-City of Skarvault

Garuff#

The Drowned Jealousy of the Deep

Name and Placement

Garuff lies at the southeastern edge of Cathall, composed of a sprawling cluster of over 10,000 islands, reefs, atolls, and sandbars scattered across the warm, sapphire waters of the Jade Sea. Below the surface it is ruled by the Acquill and on its island by pirates and cutthroats of many of the surface races. Though often referred to as a kingdom, Garuff has no central government in the traditional sense. Instead, the region is governed in secret by the Acquill, a Race of the Dark who dwell in the deep and glowing grottos far beneath the surface.

From above, Garuff appears idyllic, lush tropical islands teeming with birds, flowers, and salt-tinged winds. But beneath the waves lies a vast and dangerous network of underwater cities, each ruled independently yet bound by loyalty to their creator: Traegen, the Father of Jealousy. The Acquill consider both the sea and the sky above it to be their divine inheritance. Any ship sailing these waters is seen not as a visitor, but as an intruder.

Geography and Environment

The islands of Garuff offer sun-drenched splendor—palm forests, obsidian cliffs, and radiant blue lagoons. These islands are home to tropical beasts, strange fruits, and a handful of light-aligned coastal pirate and other undesirables who rarely venture inland. But this land is merely the surface veil.

Beneath the waves, the Kingdom Below is a realm of shimmering kelp forests, phosphorescent caverns, and bone-filled chasms. Powerful ocean currents create endless pathways known only to Acquill guides. Sunken ships litter the sea floor, stripped bare of treasure, their wooden bones transformed into shrines to Traegen.

Notable Acquill undersea cities include:

  • Druwnathell – The oldest city, carved into a coral cathedral along the Black Tides.
  • Thirrn’Gael – A submerged fortress protected by living sea-anemone walls and guarded by shark-taming priestesses.
  • Mournpoint – Built within the remains of a shattered sea volcano, the city pulses with steam vents and sorrowful song.
  • Vareth’Shae – A labyrinthine city famed for its hall of Echoes, where the jealous prayers of Acquill are whispered through chambered shells.

The water in Garuff is unnaturally rich in magical residue, likely due to the divine conflict between Traegen and Kala. Coral formations grow with sentience, reefs sing on moonless nights, and fish school in geometric spirals said to be divine script.

Racial and Cultural Identity

The Acquill are a sea-dwelling race divided sharply by gender. Female Acquill, often called Sirens by outsiders, are beautiful, ethereal creatures with luminous skin, sea-glass eyes, and flowing, finned hair. They are masters of song-magic and use haunting melodies to lure sailors to their doom. Their voices can charm not only minds but sometimes fate itself. Their society prizes grace, cunning, and spiritual power.

Male Acquill, by contrast, are monstrous in form: scaled, gilled, with bulging fishlike eyes and clawed limbs. They are rarely seen on the surface, and among their kind, they serve as warriors, temple guards, and raiders. Males are consumed by jealousy: of the surface races, of Merfolk, and even of their own women. This envy is not seen as shameful, but sacred, as a mirror of Traegen’s divine anguish.

Acquill society is matriarchal. The ruling castes are female priestesses and oracle-queens who claim their wisdom is drawn directly from Traegen’s sunken dreams. Male Acquill are bred for strength, obedience, and discipline. It is considered an honor to die in defense of a Siren.

Despite their terrifying reputation, Acquill are not mindless beasts. They have deep traditions of poetry, bioluminescent mural painting, and shell-lore. Acquill architects shape coral like clay, weaving magic into the very walls of their cities.

Acquill never walk the lands of Cathall except to drag treasures back into the sea. Their vengeance is subtle and patient. They do not strike in rage, but in simmering spite.

Religion and Philosophy

At the heart of all Acquill belief is Traegen, the Father of Jealousy, whose tale of betrayal and longing is sung at every moonfall. They say he once loved Kala, the Mother of Love and matron of the Merfolk. When she spurned him for her children of grace and light, he dove into the deepest trench and wept tears that became the first Acquill. His tears of lost love for Kala became the females of the race, and his tears of jealous rage became the males.

Every aspect of Acquill culture is imbued with longing and vengeance. Jealousy is not seen as a flaw, but as a divine virtue, the fuel for greatness. The Acquill believe that envy, if properly wielded, leads to power, transformation, and spiritual elevation.

The Temples of the Drowned Heart can be found in every Acquill city, usually carved inside sunken bones of sea leviathans or enshrined in crystal dome-chambers. High priestesses, known as Weepers, sing dirges to Traegen while bleeding into the sea, offering their pain as prayer.

While Traegen is the undisputed patron of the race, Acquill also honor other deities in twisted reflections. Kala is never spoken of with reverence, only as a goddess to be outdone. Sola, Mother of Light, is cursed in darkness. Even Barak is honored, not for his evil, but for his mastery of loss.

Their rites are known to include shell-burning, the ritual destruction of beautiful objects to show superiority, oath-weeping, tears infused with magic and stored in sealed glass, and moon-flood chants, tears said to raise the tides for days.

Politics and Governance

Each underwater city is ruled by a Sorrowthrone, a council of matriarchs led by the highest-ranking Voice of Traegen. These councils meet once every lunar eclipse in a confluence called the Griefdeep, where grievances are aired, treasures are displayed, and vengeance is sanctioned.

There is no king or queen of Garuff. It is a realm of independent courts, united only by shared pain and a common ancestry. That said, when the tides call for war, the cities will unite behind the Crimson Chorus, a battalion of battle-singers led by the Siren-General Shaelyra Bloodvoice, whose song once cracked the hulls of a Gilmore warship fleet.

Their laws are unwritten, but inviolable. Betrayal is expected. Loyalty is sacred. Pain is currency.

Economy and Trade

Garuff’s economy is a paradox, invisible yet immensely impactful. The Acquill do not engage in traditional open trade with the surface world, and few have ever seen their coin. Instead, their wealth is stolen, salvaged, or lured from above. Sunken treasures, merchant vessels lost to storms, pirate spoils—these are the foundation of Garuff’s wealth.

The Emerald Ring, a loose network of smuggler-ports and hidden coves scattered among the 10,000 islands, serves as the surface-accessible economy. Here, pirates, thieves, murderers, and those who simply wish to vanish from the kingdoms of Cathall come to disappear. If a person can survive the dangerous reefs and the whispers of sirens on the wind, Garuff becomes a paradise of exile, a place where no questions are asked, and no past is remembered.

The island outposts traffic in all manner of goods: rare spices from jungle interiors, narcotic extracts from sea-plants, poisons derived from jellyfish venom, and most lucratively, Tears of Traegen, a luminescent oil used in spellcraft and high alchemy.

Pirate queens and corsair captains establish island-keeps as autonomous micro-kingdoms, many of which pay tribute to the Acquill in exchange for continued silence from below. These tributes are often made in music, in gold, or in the form of enchanted slaves captured from distant lands.

While Garuff lacks any formal trade agreements with other kingdoms, black market flows through Greater Gilmore and Port Mystic are said to carry tokens and magics that could only have originated in the sea-palaces of the Acquill.

Magic and Mysticism

The magic of Garuff is as deep and unfathomable as the sea itself. Where Merfolk tend to focus on healing and currents, Acquill magic is darker, more possessive, and steeped in envy. Most of their spells derive from song, tide, and emotional resonance, particularly grief, longing, and spite.

Unique schools of sea-magic include:

  • Vowbinding – A school of enchantment that uses whispered regrets to bind the will of others.
  • Pearlvenom – A form of alchemical transmutation involving coral toxins, preserved sorrow, and enchanted shells.
  • Gloaming Chorus – Spells sung in harmony that can cause madness, storm-surge, or forgetfulness.
  • Shell Memory – A rare ability in which a priestess stores memory fragments in carved shells to be read by others, sometimes centuries later.

Unlike the structured spells of the Elves or the brute hexes of the Dark Elves, Acquill spellcraft often takes days or even moons to weave, layering magic into objects, songs, or tears. Much of their power lies in its delayed vengeance, curses that bloom like poisonous flowers long after the offense has occurred.

Magical artifacts from Garuff are highly sought after by collectors and mages alike, though very few survive transport without awakening or unraveling in madness.

Relevance

Garuff plays a unique role in the larger theater of Mernac’s politics and myth. Despite lacking a central authority, its influence seeps into nearly every continent like a rising tide.

The Acquill control sea routes, particularly those connecting Cathall, Toberna, and Ooloo. Without their silence and nod of approval, few ships would cross these tropical waters unmolested. Their control of the Jade Sea and Garren Straits means that even kingdoms that claim naval supremacy must do so cautiously.

Garuff is also considered a haven of escape. Criminals, exiles, failed assassins, and disgraced nobility often vanish into its labyrinthine islands, never to be seen again. Tales abound of entire ships changing their banners and turning pirate after a single stop among the Emerald Chain.

Because of its deep magical resonance, many Scribes and Sages who know of such things believe that Garuff sits atop one of the last Vein Wells, places where divine Ga seeps into the world from below. If true, it would explain the potency of their spellwork and the haunting quality of their sea.

The Kingdoms of the Light whisper rumors of war in hushed tones, but no coordinated effort has ever succeeded in invading Garuff. Its reefs devour ships. Its waters sing lies. And its true rulers are rarely seen—only felt, like cold hands in the deep.

Quotable Lore

“There are songs in the water, child. Not all of them are lullabies.”
— Sailor’s Warning etched on a driftwood shrine in Traddlebow’s harbor

“You cannot conquer Garuff. It has already swallowed you.”
— Last words of Admiral Pelkin after his fleet vanished in the Black Coral Line

“I went to Garuff to disappear. It worked too well. I no longer remember who I was.”
— From a confession letter found sealed in a shell near Port Mystic

Elber#

Where Stillness Speaks and the Forest Breathes

Name and Placement

Elber is a tranquil and contemplative kingdom located in the southern reaches of Cathall, bordered by Lingin to the northeast, Volgar to the north, Surgog to the west, and the tropical waters of Garuff to the south. The territory spans from whispering highland meadows and lush river basins to ancient forests where the canopy is so thick it can turn day into twilight. While modest in territorial size, Elber’s spiritual and philosophical influence stretches across much of Mernac.

It is widely believed by the Scribes and Sages who know of such things that Terees, the Mother of Wisdom and Harmony, placed the first Murmil here, a race created not for conquest, but for contemplation and guidance. To this day, Elber remains the cultural heart of the Murmil, and the region most closely aligned with the teachings of Terees.

Geography and Environment

Elber is a land of sacred groves, meandering rivers, and fertile valleys. Its natural features are not merely geography; they are worshipped, studied, and understood as sentient extensions of the Mothers and Fathers. Most of Elber’s settlements are carefully woven into nature, often built among or within the trees, nestled into cliffs, or concealed within flowering meadows.

The Ulishan River snakes through Elber from Surgog to the southern coast, believed to carry the thoughts of Terees herself to those who sit quietly on its shores. Its crystalline waters are said to cleanse the soul of regret and the body of ailment. The Nambar Trees of the Elberian highlands, with roots as thick as buildings and blossoms that change color with the phases of Mernac’s moons, are protected under ancient law, as each one is believed to contain a spirit waiting to be reborn.

Elber’s climate is gentle, marked by cool, misty mornings, warm midday sun, and long temperate twilights. Rain is frequent, but often light and melodic, giving rise to the local phrase, “A tear from the sky brings clarity to the mind.”

Dominant Race and Culture

The Murmil are the primary inhabitants of Elber, a race of fur-covered humanoids known for their wisdom, calm demeanor, and mystical bond with nature. Each Murmil, upon coming of age, forms a sacred bond with an animal, often a beast of the forest or sky, which becomes their lifelong companion, defender, and spiritual mirror. This connection is not seen as ownership, but as soulful unity, one spirit split into two forms.

Murmil society does not follow kings, queens, or warlords. Instead, The Circle of Silence, a council of meditative elders, governs through parables, gestures, and peaceful example rather than law or force. Decisions are rarely made in haste. A typical Elberian vote may take multiple seasons of deliberation, often held in open glades where all may listen but only the elders may speak.

The Murmil value mindfulness, presence, and the transience of existence. Time is considered a spiral, not a line, and most Murmil believe in reincarnation, not only of their kind, but of ideas, moments, and even landscapes. Many claim to recall flashes of their previous lives, particularly during moments of extreme clarity or crisis.

While the Murmil are known for their peaceful ways, they are not defenseless. Druids, natural mages, and beast-bound warriors protect the borders of Elber and its sacred sites. Their combat philosophy mirrors their culture: flow, adapt, respond, using nature not as a weapon, but as an ally.

Religion and Divine Patronage

Elber is the only known kingdom in Mernac where everyone of the Mothers and Fathers is honored, not out of fear or politics, but from a deep and abiding belief in balance. Even those deities traditionally seen as destructive or chaotic are acknowledged, their roles accepted as part of the great turning wheel of Ga. The Murmil teach that nothing is wholly good nor evil, only necessary, and only misunderstood.

That said, their patron divine is clearly Terees, the Mother of Wisdom and Harmony. Every household, from forest hovel to mountain hermitage, maintains a Stone of Stillness, a smooth white pebble set in a bowl of water, representing Terees’ gaze and presence. Offerings of silent prayer, fragrant herbs, and hand-carved wooden tokens are made at dawn and dusk.

Religious ceremonies in Elber are silent affairs, guided by gestures, meditations, and symbolic acts. Music is considered a divine gift, but only certain wind and string instruments are played, always softly, always in reverence. The Festival of Returning Light, held during the final month of winter, is the only time loud celebration is allowed. During this time, spirits are believed to return to Elber for a single night to reflect on their next incarnation.

Architecture, Art, and Symbols

Elberian architecture is defined by harmony with the land. Buildings are grown rather than built, shaped with natural magics or carefully formed using vines, living wood, and stone softened by ritual. A Murmil city might be mistaken for a forest at first glance, its structures concealed in flowered trellises, suspended walkways, and hill-carved sanctuaries.

Art in Elber is not made for commerce or fame but for self-reflection. Every Murmil learns a craft—carving, calligraphy, song, or dance, not to impress others but to understand themselves. Circular patterns dominate Murmil symbolism: mandalas drawn in river sand, spirals carved into tree bark, or concentric fire circles lit during seasonal rites. These shapes are said to reflect the eternal cycle of life, death, and rebirth.

Elberian children are taught to draw the “Waking Spiral”, a simple design representing the rise of self-awareness, before they learn their letters. Each community has a central Circle Hall, a place where villagers gather in silence to listen to the wind, the animals, or one another’s presence.

Economy, Trade, and Diplomacy

Elber’s economy operates on a model that many outsiders find baffling, as its inhabitants value service, honor, and balance more than coin or wealth. Barter, favors, and gifts of skill form the cornerstone of internal trade. A loaf of bread may be paid for with a poem, a basket of mushrooms with a healing salve, or a day’s labor with a carved idol for the hearth.

The only currency commonly accepted in Elber is the spiral-shell token, a naturally occurring fossil found in the nearby highlands and often infused with low-grade Ga by local druids. These are used more in exchanges with travelers and foreigners than among the Murmil themselves.

Despite their introspective ways, Elber is not isolated. The region is well-known for its herbal infusions, natural dyes, and spiritual totems, which fetch high prices in Gilmore, Solaris, and even Permia. Traders and pilgrims alike seek Elberian dreamroots, whisperpetal salves, and blessed beast-bond rings, which are said to grant protection to those who wear them with a clear heart.

Diplomatically, Elber maintains open but quiet relations with most neighboring kingdoms. They serve as neutral advisors in conflicts, often called upon for mediation or blessings before major treaties. They seldom take sides but will not tolerate harm done to their forests, rivers, or sacred sites. In this way, they maintain a quiet but unshakable presence in the political landscape of Cathall.

Magic and Mysticism

Magic in Elber is an extension of life, not a disruption of it. Known as Ga-Breath, their arcane practice is drawn from stillness, natural rhythms, and intention. Elberian magic does not seek to command, but to align or protect. Druids, herbalists, and beastbinders comprise most of Elber’s magical practitioners, and their magic is tied to seasons, animal cycles, and natural omens.

Beast magic is one of the most revered forms, channeled through the sacred bond between Murmil and their companion. When in harmony, the Murmil and their bonded creature can share senses, thoughts, and even GA. These unions are seen as sacred marriages of soul and nature.

Stone-carvers of Insight inscribe enchanted symbols into the living rock or trees, which slowly shape and guide the emotions or dreams of those who rest nearby. These silent spells are often used to heal trauma, clarify purpose, or mark sacred ground. In times of defense or war, they are used to misdirect their enemies.

Another unique tradition is the Singing of the Breath, a form of chanted exhalation taught to every Murmil youth. Practiced in groups or solitude, this chant stabilizes one’s Ga, calms the emotions, and—some say, allows the practitioner to glimpse into past lives.

While Elberian magic lacks the violent displays of other realms, its quiet potency has earned the respect of mages across Mernac. Some claim the most powerful Elberian rites do not alter the world at all, but change the way you see it … or the way their defense needs you to see it.

Myths and Moments

The Whisper Pact
One of Elber’s most enduring legends tells of the Whisper Pact, forged in the age before nations. It is said that a beast of all things, half flame, half shadow, descended upon Elber’s forests, scorching the trees and devouring the wildlife. The Murmil did not rise to war, but gathered in silence for three days. On the fourth, they approached the beast in meditation, their eyes closed, and opened their hearts to it.

Touched by the absence of fear or aggression, the creature wept tears of magma and vanished into the roots of the Nambar Trees. From that day on, fire is considered sacred in Elber—not for destruction, but for rebirth.

The Seven Lives of Sage Haro
Haro, a Murmil seer, is said to have been reborn seven times in the same village, each time completing a different discipline: hunter, healer, artist, druid, philosopher, protector, and, finally, silence-keeper. His life is a parable taught to Elberian children, who are encouraged to live not just one purpose, but many, across lifetimes.

The Turning River
A more recent tale recounts how the Ulishan River changed its course in the year 2379 AM, veering away from a logging camp that had begun to exploit the sacred woods. Though no rainfall or flood had occurred, the river’s flow altered overnight, saving the forest and submerging the logging camp completely. It is now a meditation site, known as Regret’s Bend, and a warning to any who act out of greed in Elber’s lands.

Remote Communities and Pilgrims of Purpose

Though Elber is considered the ancestral homeland of the Murmil, it is far from homogeneous. In many forest clearings, cliffside enclaves, and misted glades, one may find small communities of Humans, Faeries, and Elves, drawn to Elber’s quiet magic and profound serenity. These settlements are almost always modest, constructed from living wood, earthen domes, or woven silkleaf tents, and blend seamlessly into the natural world.

These non-Murmil inhabitants are typically those disillusioned with the materialism, warfare, or dogma of their homelands. In Elber, they seek not power, but perspective. Faeries tend to form artistic communes, weaving dreamlights into the canopy and crafting meditative dances said to calm the soul. Elves often take up lives as recorders or lore-singers, helping transcribe the oral teachings of Murmil masters. Humans, in particular, are known to come for pilgrimages, staying a season or two to reflect, fast, or study the stillness ways.

Elber offers no formal initiation, but many undergo a personal transformation through interaction with its people, land, and rituals. The Path of Petal and Stone, a 77-day walking journey through Elber’s heartlands, is a favorite among those seeking to confront the turmoil within and emerge with purpose renewed.

Pilgrims are welcomed but never recruited. Elber makes no demands, nor does it chase those who choose to leave. As the Murmil say: “The door is always open, though it always leads inward.”

Relevance

In an age where conflict, conquest, and politics dominate much of Mernac, Elber’s gentle influence may seem understated. Yet its cultural significance and spiritual leadership cannot be denied. Elberian philosophies have quietly shaped educational reform in Gilmore, healing rites in Permia, and even certain meditative martial forms in Solaris. Many monarchs and warlords send envoys or heirs to Elber, hoping they return wiser than they left.

Elber remains a neutral territory, often sought as a site for secret treaties, magical accords, or soul-bond ceremonies between rival factions. Despite having no standing army, its lands are rarely violated. Those who have attempted to harm Elber’s forests or people often find their weapons rusting overnight, their courage failing, or their own soldiers turning back. Whether by subtle enchantment or the whisper of divine favor, Elber endures.

It is said that in times of great imbalance, when greed and cruelty threaten to drown the world, it will be Elber and the Murmil that teaches Mernac to breathe again.


9. Quotable Lore

“We do not worship nature. We are nature remembering itself.”
– Elder Syma of the South Grove

“To see the world clearly, one must first still the wind inside the chest.”
– Waking Spiral proverb

“A blade is not a weapon. It is a reflection. If you raise it, be certain you are proud of what you see.”
– Saying of the Beastbound Guard

“Some kingdoms are measured in gold, others in stone. Elber is measured in peace.”
– Thadsic Andover, merchant of Gilmore

Surgog#

Where Wood Meets Stone, and Ships Are Born

Name and Placement

Surgog is a smaller but vital kingdom in the southern stretches of Cathall. It shares its eastern border with Elber, western reaches with Kru, and its southern edge touches both the Sea of Witriss and the island-speckled waters of Garuff. The rugged forests to the north edge into the base of the Kelwood Range, which acts as a loose buffer with more central territories.

Though compact in size, Surgog’s geographical advantages, especially its access to vast forestland and southern sea routes, make it one of the most strategically and economically significant kingdoms on the continent. Its coastline, rich in natural harbors and strong coastal winds, has long made it the shipyard heart of Cathall.

Geography and Environment

Surgog is a land of contrasts and cooperation. Its interior terrain is made up of heavily forested plains, often blanketed in morning mist and speckled with groves of ancient trees. Towering cedar and ironwood trees dominate the highlands, particularly around Mistsong Vale, a sacred woodland said to be favored by both the Wood Elves and the Mothers.

To the west and along the coast, the terrain becomes increasingly rocky and rugged, giving way to rolling cliffs, basalt inlets, and shale beaches. The Kelwood Mountains, rising from the heart of the kingdom, are home to deep quarries and abandoned mines, many of which have been converted into Dwarven towns, workshops, or archives.

The kingdom’s many rivers, including the Runevein and the Twiddle Stream, flow toward the port capital of Port Woozle, the largest and most trafficked port in southern Cathall. These waterways are vital trade arteries, but they also serve as symbolic boundaries between Elven glades and Dwarven stoneholds.

Culture and Society

The kingdom of Surgog is remarkable for its delicate yet enduring partnership between two very different peoples: the Wood Elves and the City Dwarves. While minor races such as Murmils, Gnomes, and Humans are scattered throughout the region in modest numbers, it is the Elves and Dwarves who define the kingdom’s tone, governance, and heritage.

Wood Elves are largely decentralized, dwelling in self-sustaining communities amid the vast woodlands. They are caretakers of nature and spiritual leaders, keeping alive the songs and oral traditions of Sola, the Mother of Life and Light. Their lives revolve around forest stewardship, ceremonial gatherings, and the ancient craft of blessing lumber before its use, a rite believed to imbue ships with resilience and longevity.

City Dwarves, by contrast, are builders, traders, and navigators, centered around the capital city of Port Woozle. These Dwarves pride themselves not only on their metallurgy but their mastery of maritime engineering. Their innovation, precision, and ambition have turned Surgog into a kingdom of exceptional shipwrights.

In daily life, mutual respect and balance govern the relationship between these peoples. Elves provide the sacred wood. Dwarves craft the hulls. Both recognize the other’s vital contribution, and though disputes are not unknown, they are rarely allowed to linger. A joke shared in both races: “The Elf builds the dream, the Dwarf makes it float.”

Government and Leadership

Surgog is ruled under a dual-system governance, combining hereditary monarchy with collective representation. The titular head of the kingdom is the Dwarven King, whose line has ruled for centuries from the granite-seated Hall of Lathrim in Port Woozle. However, true power is shared with the Council of Progression, a balanced body of three Wood Elves and three Dwarves, each selected from among their respective people by vote and merit.

The king’s main role, aside from ceremonial duties and oversight of trade, is to cast the deciding vote when the council is deadlocked. This practice has allowed centuries of stable governance, with both races feeling heard without any single faction dominating the kingdom’s path.

Most local governance, especially in Elven territories, is handled communally through grove circles or guilds of green, while in Dwarven cities, it is the Forge Lodges and Builder’s Circles that serve as municipal and legal bodies.

Trade and Economy

Surgog’s economy is founded on trade, shipbuilding, and exploration. The kingdom is credited with the invention of the Mernal, a gold-based currency that quickly became the standard unit of trade throughout Cathall. This innovative coinage was developed shortly after the Age of the Fathers and quickly spread due to its measured reliability and divine symbolism, its size is said to match the pinky tip of Mother Witriss herself.

The Port Woozle Shipyards, both above and below ground, construct the majority of vessels used across Mernac, from warships and merchant carriers to elegant pleasure barges and swift skimmers. Each vessel undergoes a blessing rite conducted by both Elven and Dwarven clergy, and some consider a Surgogian ship to be a holy vessel.

Exports include:

  • Ship hulls and keels, finely crafted and seaworthy
  • Blessed timber, marked with Elven seals
  • High-durability metals and fittings
  • Navigational devices and sea charts, many of which are seen as semi-magical
  • Explorers-for-hire, often Dwarves trained in long-distance navigation

The kingdom also imports luxuries, rare herbs, and magical items, largely through its extensive secondary ports and merchant fleets that span Mernac’s seas.

Religion and Beliefs

Surgog’s dual-race heritage is reflected in its unique religious practices. The kingdom is perhaps the only nation in Cathall where dual devotion is not only accepted but institutionalized. The Wood Elves of the highlands worship Sola, the Mother of Life and Light, while the Dwarves of Port Woozle and the Undercity are devoted to Witriss, the Mother of Virtue and Strength.

What makes Surgog remarkable is the fusion of these faiths. It is common for Elven priests to speak the teachings of Witriss alongside those of Sola, and Dwarven smith-priests to invoke Sola’s warmth before a long forging session. In fact, many temples in Surgog are split-hall sanctuaries, divided into two altars. one for each Mother. Services are often held jointly, with hymns blending Elven melody and Dwarven chants in perfect harmony.

The Council of Faithful Flame, an interfaith organization of both races, oversees temple operations and festival observances. Seasonal festivals are designed to honor both Mothers, and pilgrims from other kingdoms are often surprised by the spiritual unity on display.

Other Mothers and even a few Fathers are acknowledged, though secondary. Worship of Barak or his closest followers is not tolerated within Surgog’s borders, and the penalty for doing so is permanent exile from all city ports.

History and Origins

Surgog’s roots are tied to the Post-Union Era, shortly after the Races of Man spread across Cathall. The earliest accounts mention a series of trade camps and drydocks constructed by wandering Dwarves from Hob and nomadic Elven boatwrights from the forests of Elber.

These settlements quickly evolved into a cross-racial alliance, formed not through war or conquest, but through necessity and shared ambition. Dwarves needed wood. Elves needed tools. The partnership grew into a symbiosis, then a civilization.

The formal Kingdom of Surgog was established with the signing of the First Maritime Compact in 712 AM. This agreement created the Council of Progression and named the reigning Dwarf smith-lord, Brollim Stonecaster, as the first King. His descendants have ruled ever since.

The Dwarves’ claim that Surgog was the launching point of Mernac’s Age of Exploration, having “discovered” at least four continents and countless islands, is hotly debated across Mernac, but only in places where a Dwarf isn’t close enough to overhear.

Exploration and Reach

No kingdom in Cathall, perhaps even Mernac, has sent out more ships than Surgog. Since the dawn of their seafaring legacy, Surgogian vessels have traveled to Ooloo, Brangrin, Garren, and the Tian Islands. Their sails bear the iconic mark of the Twin-Mothers Sigil, a sacred emblem representing Sola and Witriss, woven into every masthead flag.

Surgog’s Deep Explorers Guild, operated primarily out of Subdock Seven in the Undercity of Port Woozle, funds missions to track unknown currents, map uncharted islands, and recover magical artifacts lost at sea. Many of these ventures are sponsored by foreign scholars, nobles, and even secretive religious orders.

Beyond exploration, Surgog also maintains minor port cities and colonies scattered throughout Mernac, many of which operate semi-independently but fly the colors of the Crown of Stone.

Relevance

Surgog’s impact on modern Mernacian affairs is profound. As the primary shipbuilder and currency innovator, it holds sway over global trade, diplomacy, and even warfare. Many kingdoms rely on Surgogian vessels for their fleets, and even hostile kingdoms tolerate diplomatic ties to secure new ships or navigation instruments.

The kingdom’s stability and balanced governance make it an ideal neutral ground for political negotiations, and several major treaties—including the Baywind Pact and the Lunar Accord—were signed in Port Woozle.

The kingdom’s quiet but far-reaching influence continues to grow, not through conquest, but through trade, craftsmanship, and exploration.

Quotable Lore

“A ship forged in Woozle may ride the waves of any sea, but never forget: it’s the Elven whisper in the mast that makes it listen to the wind.”
– Durnim of Drift, sailor-poet

“Surgog is not a kingdom of kings. It is a kingdom of hands—one to shape wood, and one to hammer stone.”
– Lysha Vae, Council Speaker of Mistsong Vale

“If Witriss taught us strength, and Sola taught us life, then we owe Surgog to both. That is the truth beneath every keel.”
– Inscripted above the Harbor Gate of Port Woozle

Kezia#

Where mercy is weakness, and strength stains white

Overview and Identity

Kezia is a harsh and haunted kingdom carved into the rocky southern shore of the continent of Cathall. Though its people are of the Race of Man, they are often spoken of in the same breath as the Races of the Dark, a paradox of bloodline and belief. Of all human nations in Mernac, none are so closely aligned with Barak and The Fathers as the Kezians. Whether this shift came by necessity, ambition, or long-standing bitterness, the result is a nation hardened by suffering and ruled by superstition, force, and ritualized brutality.

Kezia is not a land for the meek. Scarred by centuries of warfare, famine, and infighting, its people are fiercely independent and suspicious of all outsiders. Their traditions are grim, their loyalty narrow, and their ambitions edged in steel. It is a country whose very soil remembers slaughter, where the wind over its rocky deserts still carries the cries of the fallen.

Though medium in size, Kezia holds immense strategic value: its cliffs deter naval assault, its mountains confuse invasion, and its coastal proximity enables piracy and control of southern sea trade. Yet it is this very defensibility that made Kezia such a prize—and such a cursed land.

“A Kezian does not ask why the sky is dry or the gods are silent. He sharpens his blade and teaches his sons not to weep.”
— Said to be carved on a cliff face near the ruins of Hammel’s slaughter

Geography and Landscape

Kezia’s terrain is as unforgiving as its people. The land is composed primarily of arid rocky desert, jagged canyons, and coastal cliffs of bedrock that plummet directly into the roaring sea. Fertile ground is nearly nonexistent. The few vegetated pockets, mainly surrounding the capital of Borgan, are rare oases fed by spring-fed crevices or ancient, fractured riverbeds. Most of the countryside is bleached stone, sand, and wind-burnt emptiness.

The climate is dry year-round, with occasional coastal fogs and salt-laced storms, but very little rainfall. What water there is comes from sparse natural springs and underground aquifers, most of which are closely guarded or fought over. Freshwater conflicts are frequent, and entire family lines have been wiped out in disputes over a single well.

To the north and west lie cave-riddled mountains, their natural defenses long used to repel invaders or hide rebel factions. The southern shorelines are jagged and treacherous, riddled with natural caves and pirate coves. Only a few accessible beaches exist, and even these are dangerous due to strong tides and jagged undersea rocks.

The native fauna is sparse and hardy: pygmy mountain goats are the primary livestock, valued for both meat and milk. These goats are small, fierce, and capable of scaling cliffs that no human could survive. Kezians revere them as near-sacred for their utility and tenacity. Other notable wildlife includes venomous sandcrawlers, bone vultures, and the rare ghost fox, a creature believed to be touched by the spirits of the massacred Azemen.

The land itself feels haunted, and for good reason. The ghosts of the Azemen, murdered en masse by the invading Race of Man, are said to linger in every canyon. Many claim to hear weeping in the wind or see shadows with golden eyes watching from cliff ledges at dusk.

Cities and Settlements

Due to the inhospitable terrain, Kezia boasts few large cities. Most of the population lives in fortified hamlets, cliffside holds, or walled villages that cling to water sources or trade routes. Settlements tend to be squat, stone-built, and defensive in design, more like outposts than towns. White paint or dust-coating is common on buildings as well as on faces.

Borgan (Capital City)

Borgan is Kezia’s capital and largest settlement, located at the country’s only major inland basin with regular freshwater runoff. Built upon the bones of Hammel Iros’s great betrayal, it is a city of blood and shadow, where every public square bears some mark of violence or legacy of conquest.

The city is surrounded by three concentric walls, each older and more cracked than the last, and its streets wind upward toward the Thirteen Thrones, the central keep said to be built atop the place where Hammel burned the warlords’ bodies. The royal palace is not opulent; it is a blackened stone fortress draped in ash banners and lit by braziers that never go out.

Borgan is a place where execution is theater, faith is transaction, and loyalty is survival.

Vashmir

Vashmir is a cliff-hung port settlement where most sea trade and smuggling occurs. Its markets are filled with salt-cured meat, dried fish, volcanic glass, and the bones of sea creatures turned into tools or charms. Vashmir is notorious for its mask market, where white-painted visages are traded, blessed, or cursed, depending on the buyer.

Kelbar’s Vein

One of the only fertile valleys in Kezia, this narrow gorge is protected by a militia of farmers who function more like a localized army. Outsiders are not welcome, and even royalty must negotiate to receive supplies. The people here are said to have retained more of the old ways of the Azemen, though they would never admit it.

Government and Rule

Kezia is ruled by the House of Iros, a bloodline forged in treachery and maintained through ritual paranoia. Since the days of Hammel Iros, each ruler of Kezia has adopted the title of King, regardless of gender or method of ascension. The Iros line claims divine inspiration not from The Mothers, but from The Fathers, particularly from Barak and Bu, whom they regard as primal forces of sovereignty and strength.

Leadership is hereditary in principle, but assassination, usurpation, and curse-driven succession are common. The legend of Jaida Iros, Hammel’s son who slew his father, has cast a shadow across every king since. It is believed, by both noble and commoner, that an Iros monarch can only be killed by one with two different-colored eyes. To guard against this, all citizens are required to paint or bleach their faces white, making eye color immediately visible.

This law is enforced with cruelty. Anyone caught concealing their true eye color is accused of “masking the mark” and may be executed on suspicion of treason or attempted regicide.

The throne is supported by an elite governing class known as the Wane Circle, a council of priests, generals, and spies whose members are unknown even to each other. Each wears an identical white mask and signs decrees in blood, never voice. It is said that one of the Wane Circle is always watching the King… and one is always planning their replacement.

Kezians obey their leaders out of fear and pride. Loyalty is rarely given freely, but once earned, it is fierce and unshakable. To betray the crown is to die. To protect it is to live in constant paranoia.

Culture and Daily Life

Kezian culture is defined by scarcity, suspicion, and severity. Life in Kezia is difficult by design—shaped not only by a barren landscape but also by centuries of warfare, famine, and blood-soaked law. As a result, the people have developed traditions that outsiders often call barbaric, but which Kezians view as necessary for survival.

All Kezians whiten their faces, either with lime dust, bone ash, or clay-based paint. This is more than tradition—it is law. The practice began as a royal edict to expose heterochromatic eyes (after the assassination of Hammel Iros), but over time it became a mark of Kezian identity. Many also tattoo their bodies with bold symbols: warding glyphs, family crests, or “ghost marks” to confuse Azemen spirits.

Daily dress is practical and militaristic. Long robes or tunics dyed in muted desert tones are paired with leather belts, hooded scarves, and face wrappings. Most wear hard, toe-less sandals or goat-hide boots, and some carry curved daggers as both utility and declaration of adulthood.

Social structure is rigid: at the top stands the King and the Wane Circle. Beneath them are blood-favored nobility (those with royal lineage or ancestral military service), followed by clan leaders, and finally, the Dustborn—laborers, herders, and raiders who live by the edge of the sword. Slavery is unofficially practiced, often disguised as “oath-servitude” or “water-debt.”

Family is sacred, yet volatile. Betrayal within households is not uncommon, and children are taught from a young age that strength is more valuable than affection. Honor comes from surviving one’s hardships, not from virtue.

Magic and Religion

Magic in Kezia is a dangerous and tightly bound force, often feared more than revered. The country’s relationship to Ga is pragmatic: it is a tool of war, a curse of vengeance, or a pact with older, darker things. Few public institutions teach magic, and most spellcasters are either battle-trained or self-taught in secrecy.

The only official magical institution is the Sanctum of Pale Flame, located beneath the capital. Its priests are said to study “burned scriptures” written in ash and blood—texts that speak not of The Mothers, but of The Fathers and their unholy fire. Initiates must blindfold themselves for thirteen days before seeing the sacred flame. Those who flinch are cast into the desert.

Religiously, Kezia is deeply aligned with The Fathers. Though the Race of Man was created by Siberlee, the Kezians believe she abandoned them after the conquest of the Azemen. In her absence, they turned to Barak for strength, Bu for cunning, and even Malor for ruthless order. Shrines to The Mothers exist but are often neglected or vandalized.

The Azemen dead—both literal and spiritual—are also central to Kezian belief. It is widely accepted that their spirits haunt the land. Special funeral dances, offerings of goat blood, and masks painted with black tears are used to keep these spirits at bay. Children are taught to whisper apologies when walking over stone ruins.

Military and Defenses

Kezia is a nation forged by war, and its military is both feared and admired. Rather than relying on a standing army, Kezia draws from a vast and brutalized population of warrior-clans, many of whom live in militarized villages that are activated by signal pyres or horn-summons.

The King’s Fangs are the elite military order sworn directly to the Iros throne. Clad in bone-plated armor and wielding curved, obsidian-edged glaives, they are trained from youth in siege warfare, interrogation, and psychological warfare. Their white masks are blank except for a single red teardrop painted beneath one eye.

Border forts are built into cliff faces and mountain caverns, often camouflaged from view. These outposts serve as both training grounds and prison-labor camps. Kezian siege weapons are known for innovative cruelty, including tar-laced “sun burners” and venom gas made from desert scorpions.

Naval strength is modest but lethal. The coastal cliff fleets are fast, narrow raiding vessels designed for short-distance ambush, often attacking from hidden sea caves. Many Kezian “fishermen” are trained sailors in disguise.

Every adult Kezian is expected to fight if summoned. A rite known as the First Severance requires each adolescent to wound a living foe in battle to be considered an adult. Those who fail or flee are cast out, branded as “Featherbacks.”

Legends and History

Kezia’s recorded history begins in blood and betrayal, and its myths are darker still.

The Fall of the Azemen

Long before the Race of Man claimed Kezia, it was the first homeland of the Azemen, a primal race placed there by Bu himself. Stronger, faster, and more in tune with nature than any man, the Azemen dominated the region. But in the 4th century, human warbands from the east arrived in massive numbers. Though the Azemen fought valiantly, they were eventually overwhelmed. Many were slain, others enslaved, and the rest driven underground or into exile.

To this day, Azemen spirits are said to rise from the sands at night, seeking revenge. Some say the White Eye Plague, a rare affliction that causes blindness in one eye, is the work of Azemen curses.

The Rise of Hammel Iros

Known as the Father of Kezia, Hammel Iros united the land by trickery and slaughter. He invited the great clan leaders to Borgan under the banner of peace, then murdered their wives and children as they slept. For thirteen days, he tortured each warlord until none remained who could contest him. His rule was short-lived, as he was slain by his own son, Jaida, who had heterochromatic eyes.

Since then, all Kezian rulers have feared the “Eye of Betrayal”, and all citizens are forced to reveal their eyes through the White Face Law.

Kragle’s Carvings

In the mid 2600s, Kragle Iros, descendant of Hammel, rose to power and led the Races of the Dark in a coordinated attempt to conquer all of Mernac. His campaign swept through much of Cathall and Brangrin before it was halted. Kragle vanished shortly after the Battle of Stonevale, and many believe he was taken by the Undead Azemen. Some whisper he still lives, cloaked in shadow, building his strength beneath the Hollowed Coast.

Relevance and Intrigue

Kezia remains a kingdom feared more than respected. While it does not hold vast land or wealth, its military ferocity, strategic position, and mystic brutality ensure it is never ignored. Trade with Kezia is rare but valued: smoked meats, obsidian weapons, and relics carved from storm-bone fetch high prices elsewhere.

Neighboring kingdoms tread carefully, and many border disputes with Solaris and Gilmore continue to simmer. Kezian raids on foreign caravans are often disavowed as “rogue clan action,” though few believe it.

Politically, the Wane Circle grows bolder. Some suspect the current King, Dovik Iros, a paranoid recluse, hasn’t been seen in over a year. Rumors spread that a puppet ruler now wears the Ash Crown, or worse, that Barak has taken the throne in spirit.

For adventurers and seekers of forbidden lore, Kezia offers danger, mystery, and legacy. The Spine of Hammel, the soul-marked ruins of the Azemen, and the Palace of White Fire are but a few of its whispered landmarks.

“Come to Kezia if you want to know what men become when gods turn their backs.”
— Moksun sea proverb

Hob#

Where secrets are coin, and knowledge is power

Overview and Identity

Nestled deep in the heart of Cathall, Hob is a kingdom shaped not by conquest or piety, but by knowledge. It is a land where Dark Elves reign, but swords are drawn less often than scrolls, and every secret is weighed, recorded, and archived. Though entirely landlocked and surrounded by kingdoms more aggressive or outwardly aligned, Hob remains untouched—not by fear, but by reverence.

At the heart of its power lies the Great Library of Hob, located in the capital city of Mispoint. This monumental structure, said to reach thirteen stories into the sky and stretch a thousand paces square, is the single largest collection of knowledge in all of Mernac. Nations have gone to war over less.

Though the Dark Elves of Hob are considered among the Races of the Dark, their focus on preservation, diplomacy, and study has allowed them to transcend the simple dichotomy of good and evil. Their society revolves around the gathering, protecting, and trading of knowledge, and it is this practice—not conquest—that has kept Hob alive despite numerous attempted invasions.

“You may kill a king with a blade, but in Hob, we kill with a single parchment.”
— Archivist Valen Drell, Third Shelfmaster of Mispoint

Geography and Landscape

Hob is the largest kingdom on the continent of Cathall, and one of its most geographically diverse. Located deep inland, Hob is completely landlocked, surrounded on all sides by nations both wary and intrigued. Its terrain is as varied as its people, composed of:

  • Jagged central mountains that dominate its interior
  • Semi-arid plains to the north and west
  • Dry desert basins stretching into the east
  • And scattered ancient forests concentrated in the south

The central mountain range, often called the Thorns of Mispoint, is rich with precious and strategic minerals—iron, obsidian, zinc, copper, and especially silver, which is used not only in currency but in magical rituals and warding. Dwarves mine these resources in deep, fortified tunnel cities, which serve both as homes and fortresses.

The southern forests offer a different kind of richness. Shaded groves and mist-heavy glens give way to ancient ruins and naturally occurring ley lines. These places are sacred to the ruling Dark Elves, who construct libraries and study halls within them, believing that Ga flows more purely where nature remains wild and uncut.

The desert regions, especially in the east, are harsher and populated by Orc clans and roaming beast tribes. The Dark Elves, ever pragmatic, have established long-term trade relationships with these groups, exchanging food, protection, or arcane relics in exchange for military aid and rare herbs found only in sun-blasted soil.

Despite its rugged terrain, Hob is well-traveled. Numerous paved roadways and magical path markers crisscross the kingdom, most of them leading to Mispoint or the Library itself. These roads are maintained by mixed-race caravans known as Libran Guards, who escort shipments of lore, enchanted items, or rare texts between settlements.

Cities and Settlements

Hob’s population is spread among a carefully designed network of settlements, each with its own strategic or intellectual purpose. Unlike many kingdoms where capitals are chosen for geography, Hob’s capital is located where the ley lines converge—a conscious decision by the first Dark Elf Archons to make magic, rather than might, the center of the realm.

Mispoint (Capital City)

The capital of Hob and the home of the Library of Hob, Mispoint is a city built around a sacred purpose. The city spirals outward from the Library in nested rings of function: scribes, scholars, and mage-librarians in the inner districts; merchants, craftsmen, and common folk in the middle; soldiers, traders, and travelers in the outer ring.

Though ruled by Dark Elves, Mispoint is one of the most diverse cities in Mernac. One may see Dwarves copying elven scrolls, Orcs delivering spell-stone shipments, and Trolls acting as bodyguards to gnome archivists. The Library sits at its core like a temple, watched over by magical constructs and ancient wards.

Its spires gleam with etched runes, its floors are enchanted against fire, rot, and theft, and its thirteen stories are said to include entire wings sealed by magical passwords known only to those of the Inner Circle.

Witriss’ Shield

Located in the western mountains, this massive stone fortress was constructed with the aid of the Dwarves to protect the realm from creatures emerging from Bu’s Navel, a massive sinkhole and believed gateway to the underworld. Staffed by two full regiments and supplemented by magical artillery, Witriss’ Shield is both a wall and a message: Hob does not forget where darkness dwells.

Drelvin Hollow

Built partially underground and surrounded by shifting sands, Drelvin Hollow is a mixed-race settlement where Dark Elves and Dwarves live in cautious harmony. It is a center of alchemy, metallurgy, and magical crafting, known for producing enchanted weapons, fortified ink, and stone-bound memory orbs. Its forges and scriptoriums often collaborate on projects combining rune-carved weaponry with historical preservation.

Government and Rule

Hob is governed not by monarchs, but by an elected arcane council known as the Chamber of Quills. All twelve members are chosen through trial, merit, and scholarship, and each represents one of Hob’s major disciplines: History, Magic, Languages, Defense, Law, Natural Lore, Political Recordkeeping, Racial Studies, Treaty Enforcement, Philosophy, Economics, and the Library itself.

The Scribe-Lord of Mispoint is elected from among them and serves a lifetime term unless removed by a two-thirds vote. Though the Chamber rarely agrees on smaller matters, they are unified in their protection of the Library and the autonomy of Hob.

Due to Hob’s interwoven treaties with other nations, external politics are treated as legal contracts, and much of the government’s day-to-day functioning involves maintaining, updating, or exploiting these agreements. The Chamber employs over four hundred contracted scribes whose only job is to track obligations, oaths, and exceptions across every race and nation that has ever negotiated with Hob.

Unique to Hob is the Treaty Vault, a magically protected chamber beneath the Library of Hob that houses the original copies of every treaty, contract, and historical accord relevant to the kingdom’s safety and longevity. Entrance is allowed only by blood-verified members of the Chamber or through an Oath of Binding—a ritual that, if broken, results in memory loss or magical disintegration.

Perhaps the most famous document within is the Hobbish Dwarven Trade and Peace Treaty of 956, a monumental accord that not only brought Dwarves into full cooperation with the Dark Elf leadership, but also gave Hob access to their forges, soldiers, and stonecraft in exchange for land, autonomy, and unrestricted access to the Library’s growing archives.

This treaty, though born of desperation, laid the groundwork for Hob’s survival and turned former racial enemies into strategic allies. The Dwarves now maintain full control of the mountain districts but answer to Hob’s central authority in matters of trade, war, and treaty. Their word is their law, and Hob has kept that trust.

Culture and Daily Life

Hob’s culture is defined by its guiding principle: knowledge is power. Every citizen, from Dark Elf nobles to Dwarven artisans and traveling Orc mercenaries, understands that the written word carries more weight here than swords or crowns. In Hob, literacy is not a privilege but a duty, and nearly every child is taught to read before they can walk.

Dark Elves serve as the dominant cultural force, directing most of Hob’s intellectual and administrative institutions. They view the pursuit and curation of knowledge as a form of worship. From a young age, Dark Elven children are assigned a “lorepath,” an academic discipline to master over the course of their lives. These paths might involve languages, metallurgy, spell theory, economic patterning, or even necrologic history.

Dwarves, while independent in their mountainous zones, have adopted many Hobish customs over the centuries, particularly in their reverence for recorded legacy. It is common for Dwarven families to bind their genealogies into stone-bound books, each passed down through generations. Some even consider their family tomes more sacred than graves.

Daily life in Hob varies by race and class, but all share a deeply structured rhythm: study in the morning, work in the day, reflection or ritual at night. Mispoint and other larger settlements hold public debates, scholar’s duels, and regular recitations of new treatises or discoveries. In rural areas, storytelling circles and oral recollection rituals are common, particularly among Trolls and Murmil clans.

Currency is accepted, but favors, scrolls, and exclusive information often carry more weight. To gift a written truth is to offer status. To destroy a book is considered the gravest offense short of treason.

Magic and Religion

Magic in Hob is practical, pervasive, and layered with bureaucracy. Spellcasting is heavily regulated and cataloged, with every mage required to register their known incantations, focuses, and areas of study with the Chamber of Quills. Unauthorized or undocumented spellwork is punishable by fines, expulsion, or permanent silence via enchantment.

The Great Library of Hob serves not only as a repository of knowledge but as a center of magical research. Some wings of the library are accessible only to those who pass intricate arcane trials. Other sections are protected by ancient constructs, magical riddles, or rooms that shift locations with the moon’s alignment.

Hob does not worship as most other kingdoms do. Religious temples are rare, and The Mothers are honored more through philosophical inquiry than prayer. The Dark Elves believe the highest devotion is to preserve the knowledge granted by divine origin. There is no priesthood in the traditional sense, only “Lorespeakers,” who study religious history and divine manifestation through records.

The Fathers, particularly Malor and Bu, are respected more than feared. Their influence is acknowledged in matters of diplomacy, law, and secrets. The spell known as Elsen’s Ward, which protects the Library, is said to have been given directly by the Father of Ethereal Elements as part of an ancient pact, though the true wording of that agreement has never been revealed.

Hob is also home to a unique form of ethereal magic called “Scriptbinding,” in which magical effects are tied to inked words, engraved seals, or vocalized recitations. These spells can be stored in books, hidden in poetry, or embedded in musical tones. Only a handful of Scriptbinders are trained each generation.

Military and Defenses

Though Hob is not a kingdom of conquest, it is not defenseless. After multiple failed invasions throughout its history, Hob has developed a sophisticated, multi-layered defense system that relies as much on deterrence and alliances as on brute strength.

The Library itself is protected by Elsen’s Ward, a powerful enchantment that makes it impossible to remove or damage any text without approval from the Chamber of Quills. Those who attempt to bypass this magic often find themselves cursed, transformed, or torn apart by the very ink they sought to steal.

Beyond the Library, Hob’s capital of Mispoint is protected by a dedicated city guard known as the Lexicon Guard. These soldiers are trained in both physical combat and magical countermeasures. Each is required to master basic Scriptbinding before taking the oath of service.

The Dwarves stationed in the central mountains serve as Hob’s first line of defense from the interior. Their deep tunnel fortresses are difficult to siege, and their cooperation with the Dark Elves is held together by generations of treaty and shared purpose. One of the strongest points is Witriss’ Shield, a military outpost constructed jointly by both races to defend against underworld incursions from the massive sinkhole known as Bu’s Navel.

In addition, Hob relies on its dense network of treaties. Every potential aggressor knows that attacking Hob risks retaliation not just from its own army, but from the Dwarves, select Troll clans, and various scholarly alliances throughout Cathall. This vast web of defense-through-diplomacy has prevented more wars than any fortress.

Legends and History

Hob’s history is preserved more accurately than most. The scribes of Mispoint consider every war, betrayal, and alliance a lesson to be studied and stored.

One of the kingdom’s foundational events is the signing of the Hobbish Dwarven Trade and Peace Treaty of 956. At the time, Hob was under threat from the war-hungry King Iros of Kezia. With no military capable of resisting such an attack, the Dark Elves turned to the Dwarves, offering unrestricted access to their growing archive in exchange for weapons and soldiers.

Though skeptical, the Dwarves eventually agreed. Their tunnels were under constant threat from Trolls and subterranean creatures, and Hob offered both stable aboveground space and exclusive trade routes. The resulting treaty allowed for Dwarven autonomy in the mountains, the construction of Witriss’ Shield, and established the long-standing military alliance between two races often considered incompatible.

Another key legend is the attempted theft of the Library during the breach of Mispoint in the 1800s. Invaders from a now-extinct empire managed to overwhelm the capital’s defenses and seize the outer districts. Yet when they entered the Library and attempted to remove scrolls and magical documents, every soldier involved was either turned to stone, set ablaze by spectral fire, or driven mad by whispering pages. To this day, some books within the restricted wings still speak in the voices of those lost.

The final story often told in Hob is of the Loreshadow, a legendary Dark Elf who cataloged over 3,000 years of forbidden knowledge in a single tome. The book, known only as “The Whispering Vault,” is said to exist somewhere in the lower archives. Some say it can rewrite reality for those who know how to read it correctly. Others say it cannot be opened without a key written in blood and bound in betrayal.

Relevance and Intrigue

Hob’s importance cannot be overstated. It is the intellectual backbone of Cathall, the historian of Mernac, and a kingdom whose survival ensures that the knowledge of the world is not lost to war, time, or corruption.

Every power in Mernac wants something from Hob—whether it be forbidden spells, genealogical records, political dirt, or access to lost arts. Many have tried to take it by force and failed. Some now seek subtler means.

In recent years, rumors swirl that one of the Chamber of Quills is secretly aligned with the Fathers. Another theory holds that a section of the Library has become sentient and has begun altering records of its own accord. Others whisper of a rebellion stirring in the Dwarven tunnels, though no proof has surfaced.

But as long as Hob stands, those who possess its secrets hold the power to shape the future.

“What you know in Hob may one day save the world—or doom it. But it will be remembered.”
— Lorespeaker Vellan Tor, Address to the Libran Guard

Greater Gilmore#

Capital: Traddlebow | Dominant Race: High Elves | Patron Mother: Sola

Overview and Identity

Greater Gilmore stands as a beacon of beauty, wealth, and elegance on the eastern shore of the Cathall continent. With its capital city of Traddlebow often proclaimed as the most splendid and economically powerful city in Mernac, the kingdom’s influence radiates far beyond its borders. Founded at the end of the First Millennium by High Elven artisans and warriors, Greater Gilmore has flourished under a continuous line of monarchs from the Brannen bloodline.

Though technically a true monarchy, the kingdom’s prosperity stems as much from its mastery of trade and diplomacy as it does from military strength. Gilmore’s wealth, derived largely from taxation on its vast trade networks and the legendary Tizzian Bazaar, funds a vibrant culture of art, religious devotion, and scholarly pursuit. But beneath its golden veneer lie shadows of corruption, elitism, and intrigue. Despite being a kingdom of the Light, many whisper that Gilmore’s soul is for sale.

High Elves dominate its ruling and noble classes, but the kingdom is home to a variety of races, from Wood Elves and Gnomes to lesser populations of Humans, Faeries, and Murmil. While slavery has been officially outlawed since 1679, rumors persist that illicit trade in lives continues in the subterranean Waterworks of Traddlebow.

Greater Gilmore is a realm of contradiction: graceful yet hardened, enlightened yet manipulative, devout yet dangerously ambitious. Few kingdoms have been conquered and liberated as many times as Gilmore, and yet none have managed to breach the gates of its capital.

Geography and Landscape

Greater Gilmore is located in the eastern lowlands of Cathall, flanked on three sides by natural borders that lend the kingdom both its prosperity and its defensive strength. The Mirt River, a wide and mighty waterway, forms the kingdom’s lifeblood—providing trade routes, irrigation, and protection. The capital of Traddlebow sits within the fertile Dazen-Mirt Valley, nestled in a deep gooseneck bend just before the Mirt River reaches the sea. This positioning makes it a natural fortress and a gateway to the oceans.

The Golden Field, a vast flat expanse outside Traddlebow’s western wall, serves dual roles: both as a natural kill zone against would-be attackers and as the location of the famed monthly Tizzian Bazaar. Though fertile and well-suited for farming, the region remains lightly settled due to frequent skirmishes and invasion attempts. Most Gilmoreans prefer the protection of fortified towns and river settlements.

To the north and west lies the Kitchor Forest, a tangled, ancient woodland known for more than its towering trees and elusive game. Highwaymen, bandits, and exiled nobles are said to vanish into Kitchor, never to be seen again. Even Gilmore’s royal guards rarely enter beyond its edge, for the forest is rumored to contain multiple magically-warded Faerie communities hidden behind illusory veils. Locals speak of paths that shift, trees that whisper, and streams that flow in circles. Some claim that Kitchor is not so much a forest as a sentient being, or at the very least, a sanctuary for creatures that prefer to remain forgotten.

The kingdom’s southern border touches on rocky badlands and cliffs that deter large-scale invasions, while its eastern coastline boasts both sheltered coves and sheer cliffs. It is along this coast that trade thrives, thanks to easy access to the sea and the natural harbors provided by the delta of the Mirt River. The waters are deep enough for ocean-going vessels, yet treacherous to all but local pilots familiar with the ever-shifting sandbars and submerged hazards.

Cities and Settlements

At the heart of Greater Gilmore lies Traddlebow, one of the most renowned cities in all of Mernac. It is the kingdom’s political seat, religious center, trade nexus, and artistic soul. Constructed with soft, curved architecture meant to mimic the feminine form of Sola, The Mother of Light and Life, Traddlebow is a city of eight districts, each with distinct cultural and economic functions.

Traddlebow is protected on three sides by the Mirt River and on its fourth by massive granite walls coated with slick native moss known as Sinti. With only a single fortified gate and a drawbridge spanning a trench of sinking mud, it is considered nearly impenetrable. The city’s all-female Linge archers, trained both religiously and militarily, man the walls and ensure any threat is swiftly answered. Even during times of occupation, the capital has never fallen—a record of resilience that underscores Gilmore’s stubborn will to endure.

On the opposite bank of the river, perched atop elevated high ground, stands Fort Allisa. Named after a Wood Elf mistress of a former king, the fort is steeped in both military importance and legend. Built to prevent enemies from using the highlands to siege the harbor, Fort Allisa commands a full view of the river delta and Traddlebow’s maritime access. Though only a military outpost, it is among the most fortified locations in Gilmore.

Beyond the capital, smaller settlements dot the kingdom’s inland trade roads and riverways. Most are built with defense in mind—stone-walled river ports, hilltop villages, and hamlets hidden at forest’s edge. Despite the fertility of the Dazen-Mirt plains, rural development remains sparse due to the kingdom’s volatile history of warfare. This paradox—abundant resources yet minimal expansion—has long defined Gilmore’s delicate balance between prosperity and caution.

Government and Rule

Greater Gilmore is ruled by a true hereditary monarchy, with power centralized in the High Elf Brannen dynasty. The current monarch, descended from an unbroken line of kings and queens dating back over 1,500 seasons, governs with near-absolute authority, though is advised by a council of nobles and bureaucrats made up almost exclusively of other High Elves.

While the monarch holds final say on law, trade policy, and military action, much of the kingdom’s daily governance is handled through a network of guilds, clerical orders, and regional administrators. These factions operate under royal charters and compete for influence in a system that blends elven aristocracy with economic pragmatism.

Gnomes, though technically a racial minority, have carved out a niche in Gilmore’s taxation, trade regulation, and archival services. Their affinity for wealth and administration has earned them many mid-level positions of authority, though they are often regarded with suspicion by their High Elven superiors.

Corruption is a known and accepted reality of governance in Gilmore. While bribes, tax “adjustments,” and quiet political favors are widespread, such practices are seen less as moral failings and more as necessary lubricants in the machinery of power. The crown often reduces taxes or tariffs in exchange for foreign alliances, turning economic policy into an instrument of diplomacy.

Though the country is a declared ally of the Races of the Light, it is widely acknowledged that Gilmore’s loyalty is ultimately to coin and influence, not virtue. Its monarchs have been known to entertain envoys of both the Mothers and the Fathers, depending on the political climate.

Culture and Daily Life

Life in Greater Gilmore is as structured as it is stratified. High Elves dominate the cultural and social elite, holding key positions in government, religion, and the arts. Beneath them are the Wood Elves, who make up the majority of the working class, and Gnomes, who operate in trade, taxation, and bureaucratic roles. Other races—though present due to trade and pilgrimage—are marginalized and typically excluded from civic influence.

Art and beauty are not merely hobbies in Gilmore; they are expected. Even the slums of Durr in Traddlebow are required by law to maintain a level of aesthetic quality in building design. Smooth curves and gentle spirals, said to honor the form of Mother Sola, are the architectural norm. Homes and shops alike double as canvases, with paintings, carvings, and sculpture integrated into the very structures themselves.

Elven etiquette is strict and formalized. Every gesture, tone, and piece of attire carries cultural weight, especially in Traddlebow. A misplaced bow or improper sleeve color can signify disrespect or cause scandal among the nobility.

Guilds and castes dominate professional and social life. The Artisans’ Guild, Politik Class, and Guild of Light’s Record are three of the most powerful non-governmental organizations in the kingdom. All apprenticeships and official employment must be approved through guild sponsorship, and patrons of the arts are expected to maintain at least one favored artist or craftsperson.

Trade remains a daily spectacle, especially during the seven-day Tizzian Bazaar, where citizens and foreigners alike converge on the Golden Field to exchange goods, gossip, and favors. In quieter times, citizens visit the Art District, where master studios offer viewings, lessons, and commissions.

Beneath this surface of wealth and sophistication lies an underworld of smugglers, pickpockets, and forbidden traders, most notably in the Waterworks beneath Traddlebow. Here, illicit goods, forbidden magics, and even contraband slaves are said to change hands behind blood-red curtains and in whispered transactions. While the crown officially denounces such dealings, it is widely believed that bribes keep the underworld humming in time with the rest of Gilmore.

Magic and Religion

Religion in Greater Gilmore centers overwhelmingly on Sola, The Mother of Light and Life. Nearly every major institution, public monument, and holiday is tied in some way to her teachings. The Nunnery of the Sun, located in Traddlebow’s Art District, is both a religious center and military academy, training female Elves in the sacred rites and combat techniques of the Linge Class. Only chaste women born of Elven mothers may apply for training—a process that often takes decades.

Chapels dedicated to Sola dot every district, and her priestesses, known as the Nuns of Lahja, serve as both spiritual leaders and elite archers. Their presence ensures both moral guidance and tactical defense throughout the capital. Sola’s followers believe that her favor is most strongly expressed in the form of precision archery, radiant light, and the preservation of beauty.

In tandem with religious piety is a strong reverence for divine magic. The University of Light, affiliated with the Nunnery, trains young Elven women in divine spellcraft. Only those who maintain a vow of chastity and complete their military indenture may graduate and take the title of Sister of the Sun.

Yet, not all faiths within Gilmore are so pure. Whispers persist of hidden shrines to the Fathers, particularly Quont, The Father of Lust, whose secret worshipers often reside in the Travelers’ District or hidden within guilds. This duality—light and shadow—defines much of Gilmore’s magical philosophy.

Arcane magic is legal but regulated. To practice, one must be registered with the Guild of Light’s Record and undergo seasonal inspection. Enchantment, divination, and illusion are common, while necromancy and transformation magic are outlawed. Unsanctioned spellcasters often find themselves disappeared—either into the Waterworks or at the bottom of the Mirt River.

Military and Defenses

While Greater Gilmore is famed for art and commerce, it is its military prowess that has preserved its sovereignty for centuries. The capital of Traddlebow is among the most heavily defended cities in Mernac, with a natural moat provided by the Mirt River and three fortified walls, including the legendary Sinti-covered granite barrier.

The army consists primarily of professional Elven soldiers, bolstered by mandatory conscription from lower Elven classes and temporary militias raised during wartime. The pride of the kingdom’s defenses, however, lies in the Linge Class—an all-female elite unit of archers trained in both military and religious rites. Clad in gold and ivory, Linge archers are famed for their unerring accuracy and almost divine coordination.

The Tizzian Watch is the kingdom’s urban enforcement arm, responsible for patrolling districts, enforcing trade law, and maintaining peace during the chaotic bazaar. Many Watch commanders are former military officers, and their loyalty is to the crown first, guilds second, and the law third.

In addition to standing forces, Fort Allisa remains one of the most strategic strongholds on the continent. Built to control the high ground east of Traddlebow’s harbor, the fort is heavily manned year-round and supported by trebuchets, siege-ballistae, and Linge spotters.

Defense has shaped the very culture of Gilmore: buildings are constructed to impede invasion; laws encourage martial training; and even the arts frequently depict military triumphs. Though conquered more than once in its outer provinces, the kingdom’s heart—Traddlebow—has never fallen.

Legends and History

The history of Greater Gilmore is rich with both political intrigue and battlefield heroism. According to historians, the kingdom was founded by High Elves migrating eastward after the First Millennium, who chose the Dazen-Mirt Valley for its rich soils, trade potential, and defensibility. They constructed Traddlebow using architecture meant to reflect the beauty of Sola, and from there, forged a monarchy that would endure for 1,500 seasons.

One of the most infamous tales is that of Allisa Ilibalar, a Wood Elf mistress of the High Elf king who, during a siege in 1234 AM, seduced the Troll army encamped across the Mirt River. By bathing and dancing naked near their camp, she drew the entire force from its defensive positions, allowing the Gilmorean army to capture the hill without a single loss. The king later built Fort Allisa on that very spot, named her his second wife, and enshrined her legend in local folklore. The term “Allissan Charm” is still used today to describe a woman who convinces a man to act against his better judgment.

Another foundational event was the outlawing of slavery in 1679, prompted by pressure from Sola’s clergy and mounting foreign condemnation. Though the practice officially ended, some claim that the Waterworks beneath Traddlebow still conceal darker dealings, including hidden auctions and magical branding rituals.

The rise of the Tizzian Bazaar, first held in 1711 AM, transformed Gilmore from a regional power into an economic titan. Its unique blend of legal and underground trade created immense wealth—at the cost of growing corruption.

Relevance and Intrigue

Today, Greater Gilmore is one of the most powerful kingdoms on the continent of Cathall—economically, politically, and culturally. The capital of Traddlebow is a hub for everything from luxury goods and magical reagents to artistic commissions and political deals. The Tizzian Bazaar alone moves more coin in a week than some smaller nations do in a year.

The kingdom’s influence is also global. Through careful manipulation of trade tariffs, diplomatic favors, and selective military aid, Gilmore has positioned itself as a key player in regional alliances. It often provides covert funding to uprisings or border conflicts in neighboring kingdoms to keep rivals unstable.

But there are tensions beneath the surface. Whispers of rebellion stir in rural regions. Minor noble houses grumble at the wealth and privilege concentrated in Traddlebow. And rumors persist that the Brannen bloodline may be weakened, with no clear heir currently in favor.

The Scribes and Sages who know of such things believe that should Gilmore ever fall, the ripple effects would destabilize not only Cathall, but all of Mernac. For now, however, the kingdom stands—resplendent, calculating, and ever-watchful behind its stone walls and golden charms.

Quontas#

“Where passion reigns, truth bends.”
—Common saying among the Gnome scribes of Northrin Hollow

Overview

Tucked into the southern curve of the Cathall continent, Quontas is a kingdom unlike any other in Mernac. It is a place of allure and taboo, dominated by the Race of the Dark Faeries, specifically their female population. Known throughout the realm as a domain of sensuality, artistic freedom, and dangerous seduction, Quontas is both feared and secretly admired.

The kingdom derives its name from Quont, one of The Thirteen Fathers, who was transformed into a female body after offering his manhood to help create the Race of Man. That mythic act lies at the heart of Quontas’s cultural ethos: that identity, pleasure, and power are intertwined in ways few outside its borders can understand – or accept.

While the population is majority Dark Faerie (roughly 70%), the remaining inhabitants are a blend of Gnomes, Dark Elves, and those from other races seeking refuge from persecution related to gender or sexual preference. The kingdom is one of the rare places in Mernac where such matters are neither politicized nor taboo. Instead, they are embraced, celebrated, and woven into every aspect of society—from law to art to war.

Quontas does not have a single unified capital. Instead, it is composed of numerous small cities and enclaves, each ruled by a Matron or Circle of Succubi, and connected by hidden forest trails, magical waystones, and illusions that disorient those without a local escort. To the outsider, Quontas is a maze of temptation, mystery, and danger. To the insider, it is freedom incarnate.


2. Geography and Settlements

Quontas spans a lush, mist-shrouded region nestled between the Vinthian Glades and the Jorlin Foothills, sharing a rugged and often disputed border with Kezia to the north. Unlike the harsh, sun-scorched plains of its neighbor, Quontas is a verdant land of shadowy woods, bioluminescent mosses, and flowering vines whose scents are said to arouse forgotten memories. Heavy with humidity and layered in fog, the forests of Quontas remain evergreen year-round, creating a sense of timeless twilight.

Its geography is cloaked in magical illusions and naturally occurring glamour, much of it strengthened by the presence of Dark Faerie enchantments. Many travelers who wander the roads without permission or magical protection report losing all sense of direction, or worse, falling into trance-like states from which they never return.

Unlike most Mernacian kingdoms that center around a capital, Quontas is decentralized. Major settlements include:

  • Velvene: The closest thing to a capital, Velvene is known for its dazzling open-air performance arenas and erotic frescoes that cover nearly every wall. It hosts the annual Reverie of Moonfire, where the best poets, dancers, and body-painters of Quontas compete for the title of Dreamweaver.
  • Trelisk Hollow: Hidden in the roots of an ancient petrified tree, this city is renowned for its arcane artisans. Magical fashion, potions of attraction, and emotion-triggered jewelry are all crafted here in abundance.
  • Northrin Hollow: A mixed settlement where Gnomes and Faeries work side-by-side. Northrin is famed for its libraries and script-houses, where censored texts from other kingdoms are copied, preserved, and even enhanced with illustrations that border on the scandalous.
  • The Scarlet Labyrinth: Not a city but an underground network of tunnels and chambers, The Labyrinth is said to be home to the last known male Dark Faeries. Rarely seen, they live in secrecy and silence, hidden from the world and protected fiercely by their female counterparts.

Each settlement is governed by a Council of Matrons, always female and almost always Succubi. Decisions are made through a mix of debate, seduction, and occasionally, magical duels of passion-fueled willpower. The idea of male leadership is not only foreign here, it is taboo.

Society and Culture

At the heart of Quontas lies its culture of unapologetic eroticism, matriarchal dominance, and emotional liberation. Everything – politics, art, family structures, even war, is shaped by this central axis.

Dark Faerie biology plays a pivotal role in society. Every two reproductive cycles, females enter a period in which their natural enchantments grow dangerously potent. During this time, any male (of any race) who looks directly into the eyes of a Dark Faerie risks falling hopelessly in love, forever bound to her in mind and spirit. Unlike the Light Faeries, who sequester themselves during such phases, Dark Faeries actively encourage these encounters, often becoming Succubi to increase their power, influence, and pleasure.

Succubi in Quontas are not shameful figures, they are political leaders, military commanders, and spiritual guides. Entire villages are named after renowned Succubi of ages past, and each district has a shrine to Quont in both his male and female forms, celebrating transformation and fluidity as divine virtues.

Quontian art is as sensual as it is sacred. Temples and plazas overflow with erotic murals, sculptures carved in breath-catching detail, and public performances that range from poetic to provocatively explicit. Passion is not only accepted, it is expected. In schools, children are taught to express feelings openly, and even rage or grief may take theatrical or sexual forms as part of healing rites.

Importantly, Quontas is the only kingdom in all of Mernac where sexual orientation holds no political or social consequence. The kingdom is a haven for those cast out by the rigid norms of other lands. Same-gender pairings, non-binary roles, and magical transitions are commonplace and culturally encouraged.

While outsiders often whisper about Quontas with fear, their perception is shaped more by prejudice than truth. To those within its borders, the kingdom is a vibrant, inclusive, and enchanted society that has forged its own path in defiance of Mernacian norms.

Magic and Religion

Magic in Quontas is deeply personal, emotional, and sensual. Unlike the arcane disciplines of Cathall or the elemental rites of Brangrin, Quontian spellcraft stems from desire, attraction, and the power of emotional intent. Spells are often sung or whispered, enhanced by dance, touch, and sometimes even arousal. The concept of “Magicka of the Vein” governs their practice—an idea that magic flows through one’s blood and feelings, not through books or runes.

Temples in Quontas are not solemn structures but sensuous sanctuaries: wide halls with incense-laced air, silk-draped walls, and carvings of intertwined figures locked in eternal embrace. The most common religious figure is Quont, depicted in both male and female forms, symbolizing transformation, sacrifice, and liberation. Altars often include mirrors, perfumes, candles, and offerings of wine or blood.

Alongside Quont, Kala, the Mother of Love and Desire, holds reverence, especially among the Gnomes and exiles. Shrines to Kala dot city entrances and riverbanks. It is said that travelers must light a candle to Kala upon entering a new Quontian city, or risk being cursed to never find satisfaction in love.

Despite Quontas’s strong association with darkness and temptation, there is little worship of Barak. The kingdom’s alignment is not one of evil, but of sensual power and the rejection of dogma.

Military and Defense

The military structure of Quontas reflects its cultural ethos, fluid, unpredictable, and intimately tied to its society’s feminine dominance. The standing army is not large, but it is highly effective, relying on magic, seduction, and guerrilla tactics rather than brute force.

Most combat units are composed of all-female Spellblade Circles, led by Succubi who specialize in illusion, mind magic, and short-range psychic assaults. Their presence on the battlefield can turn hardened warriors into lovesick fools in moments. It is said that entire skirmishes have ended before a single weapon was drawn, such is the power of eye contact with a fae in her peak cycle.

Defensive architecture throughout Quontas is designed to disorient and mislead. Settlements are shielded with illusion veils, and many pathways are lined with faerie fog that causes hallucinations in the uninitiated. Defensive strongholds are often hidden underground or built into enchanted hills that appear as meadows until it’s too late.

The Luremaidens, an elite unit of infiltrators, specialize in espionage, seduction, and political sabotage. Each is trained in twenty languages and fifty ways to steal secrets with a kiss. Rumors persist that even some High Lords of Cathall have fallen to a Luremaiden’s embrace.

Economy and Trade

Quontas thrives not on agriculture or industry, but on art, enchantment, and indulgence. Its economy is primarily based on three exports: erotic art, seduction-based enchantments, and potions or trinkets of desire. These are bought at steep prices by nobles and merchants across Mernac, though most would never admit the origin of such treasures.

The cities of Velvene and Trelisk Hollow are trade hubs for magically-enhanced perfumes, soul-bond jewelry, and potions of irresistible charm. It’s said that even the Ring of Sola worn by the Queen of Cathall contains Quontian moonstone, mined only during a fae’s flowering season.

While many other kingdoms refuse official trade with Quontas due to its scandalous reputation, nearly all engage in covert exchange. Smugglers and freelance merchants abound, often guided by Gnomes who excel at discreet dealings.

Quontas uses no standardized currency of its own. Instead, trade is conducted via bartering, favors, enchantments, and Mernals from other nations. A kiss from a renowned Succubus may be worth more than a chest of gold.

Myths and Moments

The Offering of Quont

One of Mernac’s most whispered myths tells of Quont, originally a virile male god who sacrificed his genitals to help create the Race of Man. In return for this offering, The One allowed him to live—but in a female body. From that day forth, Quont became both Mother and Father of the Dark Faerie Race.

This tale is retold each year during the Moonbend Rite, when Dark Faeries reenact Quont’s transformation through ritual dance and symbolic shedding of garments. It is a time of vulnerability, beauty, and powerful magic.

The Luring of Kelromir

In 1833 AM, a Cathallan warlord named Kelromir the Bladed set out to conquer Quontas with a force of 5,000 men. He underestimated its defenses, believing his men immune to “pretty dancers and prancing pixies.”

Only 312 returned. The others remained, not dead, but enthralled. It is said they still serve the Matrons of the Scarlet Labyrinth as gardeners, guards, and eternal lovers, blissfully unaware of their past.

Quont’s Gambit

Perhaps the most impactful tale in Quontas’s history, Quont’s Gambit is both myth and political origin. Long ago, when Kala, the Mother of Desire, controlled the Samerzee, elite entertainers of Mernac, Quont (in her female form) grew jealous. She kidnapped Kanola, the Mother of Music and Kala’s sister.

As ransom, Quont demanded the Order of the Samerzee. Kala, furious but desperate, agreed. Quont then installed the elite Succubus Traesha to oversee their training. To this day, all true Samerzee must complete part of their training in Quontas—ensuring the Father Quont’s influence remains etched into their very souls.

Relevance

In modern Mernac, Quontas continues to serve as both a cultural refuge and a political outlier. It is a nation that others fear to acknowledge but cannot afford to ignore. Despite its relative isolation, Quontas exerts disproportionate influence through the Samerzee, its enchantments, and its spies.

Diplomats from Cathall and even Paizes are rumored to have secret liaisons with Quontas’s Matrons. The Succubi Guilds wield soft power across Mernac, having ties in courts, trade houses, and academies from Traddlebow to the Tian Islands.

Many prophecies warn that if Quontas ever fully unites under one Matron Queen, its influence might rival Cathall’s. Some whisper this unification is already in motion, led by Traesha, the Eternal Matron of the Scarlet Labyrinth.

Quotable Lore

“To look into her eyes is not to fall—but to leap willingly into ruin.”
— Carved on the mirror-walls of Trelisk Hollow

“Only in Quontas can a whisper cause a war… or stop one.”
— Scribed by a Gnomish merchant in Velvene

“Love is the strongest magic. Lust is just the spark that starts the fire.”
— Succubus Traesha, to her students on the night of the Blooming Veil

Solaris#

“Where the Light Rests and the Arrows Whisper.”

Overview

Solaris is a secluded, radiant kingdom located along the eastern shores of the Cathall continent, named in honor of Sola, the Mother of Life and Light. Populated almost entirely by various Elven subraces, the kingdom is led by a highly isolationist society governed not by monarchy but by a Council of Seven Elders, each said to serve a lifelong appointment chosen through divine revelation and public consensus.

The Elves of Solaris, particularly the High Elves, who claim direct descent from those Sola herself first shaped, believe their land to be sacred, the very place where Sola stepped foot in Mernac to release the breath of life into the world’s flora and fauna. As such, the land is zealously guarded, its borders heavily protected by rites, watchers, and unseen archers. Foreigners are rarely permitted within, and trade occurs almost exclusively through Traddlebow in Greater Gilmore, keeping Solaris mysterious and largely untouched by external influence.

The kingdom is known across Mernac for its devotion, beauty, and knowledge, as well as for its rumored connection to the secretive Linge Guild, masters of ranged combat who are believed to train within Solaris’s sanctuaries.

Geography and Notable Features

Solaris is a land of elegant topography, with gentle golden hills, sun-dappled glades, crystal-clear lakes, and ivory-hued cliffs that shimmer at sunrise. Much of its architecture, though grand and intricate, blends into the environment through spells of concealment and enhancement. The Elves of Solaris consider landscape and architecture indistinguishable, both are to be shaped in homage to Sola’s aesthetic and divine intent.

Notable Features:

  • The Marblestep Range: A curving ridge of pale granite mountains, known for quarries that yield fine white marble with veins of golden sunlight trapped within. Many of Mernac’s greatest sculptures originate from these peaks.
  • The Glade of First Breath: Said to be where Sola created the first beasts of the land. Now a sacred park and botanical sanctuary, only Priests of Sola are allowed to enter its innermost ring.
  • The Lumin Caves: Naturally glowing caverns believed to be sacred workshops where the earliest High Elves learned divine craft. The caves are now closed to all but a select religious class.
  • The River Elyrin: A translucent, slow-moving river known for mirror-like reflections. It passes through most major cities and is often lined with marble animal statues carved in Sola’s image.
  • Temple-Clustered Cities: By doctrine, every 70 citizens must be served by a dedicated temple. These temples range from small shrine-houses with golden domes to great halls built from enchanted sunstone.

Society and Culture

Solaris is perhaps the most devout kingdom in all of Mernac, allowing worship only of Sola, the Mother of Light and Life, and her sister Siberlee, the Mother of Nature and all that is good. Every home, regardless of status, must house at least one monument to Sola or Siberlee, often placed in sunlit alcoves or entryways. These household monuments are considered sacred and receive fresh offerings of petals and morning dew.

The High Elves dominate the political, cultural, and religious landscape, though Wood Elves and Moon Elves are also common. Non-Elven residents are extremely rare and typically live in embassies in Traddlebow or under permanent residence exceptions. Never citizenship.

The Council of Seven Elders rules Solaris from Ivorel Keep, a sprawling estate of sun-kissed towers hidden within a sacred grove. The council includes scholars, clergy, naturalists, and oracles, each selected for their spiritual attunement to Sola’s will. No member may marry or bear children during their service, and each is required to complete a pilgrimage across all major temples of Solaris once per year.

Education and Coming of Age:

All children in Solaris undergo a mandatory rite of memory, wherein each must memorize five full volumes (approximately 40 pages each) devoted to a specific creature or plant native to Mernac. This rite, known as the Sacred Retention, is a requirement for passage into adulthood. It is often considered a family’s most honored celebration, second only to marriage.

Young Elves are given a creature to study from the age of seven. The books are not merely read, they must be recited word-for-word during the child’s 99th moon. Those who fail are required to serve two additional years in temple custodianship before they may try again.

Artistic Culture:

Sculpture is the most celebrated art form in Solaris. Nearly every city, village, and even road is adorned with life-size marble renditions of animals, and each species known to have existed on Mernac is being represented, eventually. Sculptors are held in near-priestly esteem, and the carving of a new beast is considered both a religious act and a national achievement.

These statues are not decorative. They are offerings to Sola, and often possess subtle magical qualities, such as warmth, humming energy, or reflective eyes that follow the sun’s path.

Magic and Religion

Magic in Solaris is treated not as a tool, but as a sacred expression of Sola’s will. Only Light-aligned forms of magic are permitted, primarily healing, illumination, plant growth, protection, and forms of scrying that align with Sola’s teachings. The use of illusion, necromancy, or any magic considered deceptive or destructive is strictly forbidden and punishable by banishment or enforced memory cleansing at the temples.

Magic is taught through Temple Academies, where young Elves study the “Three Pillars of Radiance”: Purpose, Purity, and Patience. Mastery of magical arts can take centuries, and most mages never reach the status of Sunbinders, the highest rank of sacred caster, capable of invoking daylight from the sky or healing mortal wounds with a whisper of prayer.

All magic performed in Solaris must be sanctioned by the Temple Guilds, and many casters are assigned lifelong positions maintaining Solaris’s thousands of shrines, monuments, and natural museums.

Religion is woven into every aspect of life. Besides mandatory shrines in every home, Sun Festivals are held on the first day of each season, marking solstices and equinoxes with song, sculpture unveilings, and grand offerings. Worship of any deity other than Sola or Siberlee is expressly forbidden within Solaris’s borders. Even quiet prayers to other Mothers or Fathers are considered heresy.

Military and Defense

Solaris may appear peaceful, but its defenses are both silent and terrifyingly precise. The kingdom’s military is based around elite archery, magic defense networks, and a rumored connection to the Linge Class, a guild of ranged weapon masters, particularly archers and slingers, said to train in seclusion within Solaris’s forest sanctuaries.

The formal army is divided into three Orders:

  • The Dawnwardens: Temple-trained archers who guard holy sites and city walls.
  • The Gilded Line: A formal standing army that patrols the borders, primarily armed with radiant javelins and defensive spells.
  • The Moonshade Cloak: An elite unit of stealth sentinels, often women, whose arrows are said to silence a foe before their body hits the ground.

The Linge Class, though technically independent, is allowed to operate within Solaris. While the Council of Seven refuses to confirm this alliance, many believe the Nunnery of the Sun, deep in the capital, is where these deadly archers receive their earliest training.

Defensive structures are minimal but effective. Cities are concealed through enchantment, forest paths are guarded by whisper-wards that alert defenders of movement, and mountain passes are lined with reflected sun mirrors to blind invading forces at key choke points. The ocean-facing side of Solaris is protected by natural crystal reefs and light-bending mist barriers summoned through mass prayer.

Economy and Trade

Due to their strict border restrictions, Solaris does not engage in conventional international trade. Instead, they operate through a single, formalized trade port in Traddlebow, the capital of Greater Gilmore. There, trusted diplomats and emissaries from Solaris conduct highly regulated trade negotiations, often using Gnomes as intermediaries.

Solaris exports only items of religious or artistic significance, such as:

  • Sculptures made of Sunstone or Vein-Marble
  • Scrolls of natural lore or life-aligned spell rituals
  • Rarely, enchanted arrows or sunforged weapons crafted by temple smiths

They import only what cannot be produced within their borders: metals not native to their soil, rare medicinal herbs, and occasionally magical tomes (after vetting).

Coinage is accepted but not emphasized in Solaris. Most citizens trade via scripture-bonded favors, prayer tokens, or sun-oaths (temporary written promises sealed with sun-marked wax). To break a sun oath is to lose public trust for a generation.

Myths and Moments

The First Flame of Sola

Elven tradition claims that the first spark of life in Mernac did not appear in a creature, but in a flame. Sola stepped into the world and lit the Eternal Lantern, now housed in the Grand Temple of Luthalin. This lantern has burned without fuel for millennia, said to be kindled by the sun itself. Every coronation, pilgrimage, or war prayer in Solaris begins by facing the Eternal Flame.

The Trial of the Forgotten Shape

In 1912 AM, a child born to two High Elves failed to complete the Sacred Retention. Rather than exile the child, as law demanded, her parents took her into the Glade of First Breath and left her there. Thirteen days later, she returned, with a living creature never before recorded in Mernac, a feathered serpentine beast with sapphire eyes.

This creature, named Velonai, now serves as the sigil of the Elyrin Circle (one of the governing Elders). Some say it was a gift from Sola, others believe it was a warning. Either way, Velonai is considered a Living Testament, and the girl, now Elder Erivessa, remains the youngest to ever sit on the Council.

The Silent Eclipse

In 2024 AM, a full eclipse blotted out the sun for seven full minutes over Solaris. The statues of every city, even those of creatures without voices, sang. It was not a melodic tune, but a sound of wind, grief, and awe that echoed across valleys and temples.

No one has ever explained this occurrence. Scribes and Sages who know of such things suspect it was a direct message from Sola, warning of an unnamed sorrow to come. Since then, a new statue is added to the Glade of the Eclipse every year, hoping to appease whatever force called that day into silence.

Solaris remains one of the most spiritually significant kingdoms in Mernac. Though politically passive, its influence on religious doctrine and artistic development is profound. The sculptors of Solaris are sought by royalty across the world, and many nobles from Cathall secretly send their children to Solaris for education in temple rites.

Militarily, the kingdom’s strength lies not in numbers but in precision, enchantment, and zealotry. It is often said that no war can begin without the blessings, or at least the silence, of Solaris.

The isolationist policies of the Council of Seven have drawn criticism from abroad, particularly as succubi activity from Quontas has begun to expand eastward. Some believe Solaris houses prophecies about the return of an ancient evil… but if the Council knows more, they have said nothing.

What cannot be denied is that Solaris guards secrets older than memory, and no outsider yet knows them all.

Quotable Lore

“Light is not the absence of shadow, it is the hand that lifts it.”
— Scribed at the Temple of Sola’s Breath

“In Solaris, we do not sculpt what we see. We sculpt what Sola saw when she imagined it.”
— Master Artisan Velorand of Marblestep

“The only arrow that cannot be dodged is one loosed with prayer.”
— Linge proverb, overheard in Traddlebow

Of Ooloo#

The Kingdoms of Ooloo

Kanaha#

The Dominion of Burning Sap and Broken Pacts

Name and Placement

Kanaha is a loosely governed, resource-driven kingdom located along the central western coast of the Ooloo continent. To its East lie the rocky foothills and forested ridgelines now claimed by the Auliaan Resistance. To the north and inland rise the temperate highlands of Ooloo, and the Elven Citystate of Faithmore. Kanaha is centered on the trade hub of Port Beloo, which sprawls along the northern shoreline of the Dismal Straits and serves as the dominant shipping and commerce center for exported Manta Sap.

Though officially referred to as the Kanaha Union, it is not a kingdom in the traditional sense, but rather a coalition of colonial interests originating from various kingdoms on the continent of Cathall, many of whom maintain minor encampments and trade enclaves within Kanaha’s loose territorial boundaries.

Geography and Environment

Kanaha’s territory includes coastal temperate lowlands, windswept hill country, and fog-shrouded glens. Its eastern shoreline forms a rocky barrier of bluffs and cliffs that descend into natural coves, with Port Beloo anchoring the region’s only large-scale shipping facility. Inland, the terrain becomes rugged and uneven, with ridges covered in hardy brush, sap-rooted shrubs, and scattered groves of Manta Trees, which produce the volatile Manta Sap so sought after throughout Mernac.

The easternmost portion of the region has no true forests, only dense thickets and wind-bent trees spaced widely over mossy ground. In the west, where the Manta Trees grow, the forests are quickly disappearing due to the extensive demand for Manta Sap. The climate is brisk but not inhospitable, marked by cool sea winds and long, mist-heavy seasons that roll in off the Sea of Tian. In the colder moons, thick coastal fogs and light frosts delay extraction efforts and make navigation treacherous along the cliff paths and winding cart roads.

Despite the lack of biodiversity compared to Cathall, the region is rich in plant life in addition to Manta trees, alchemical reagents, and durable stone deposits. Manta Sap distilleries, crude outposts, and transport stations dot the landscape like scars, and few permanent settlements exist outside of Port Beloo and the Council Quarter.

History

Kanaha was not founded – it was acquired.

In the late 2500s, the High Elves of Solaris dispatched a colonial expedition under the command of Governor Oles Kanaha to harvest Manta Sap in what was then “unclaimed” territory. Initial relations with the native Fur inhabitants were hostile on the Elven part, and the High Elves established a fortified encampment near the eastern coast. They began forcing native tribes out of their ancestral homelands.

Within a few seasons, Oles Kanaha became deeply entangled with Traesha, a beautiful but mysterious Dark Faerie rumored to have emerged from the growing coastal settlement of Port Helios. This seaport was a rival imperialistic endeavor where the Dark Elves and Dark Faeries from Cathall had already begun building their own foothold. Swayed by lust, greed, and the promise of independence, Oles declared himself King of Eastern Ooloo, offering land grants and sap-harvesting rights to any kingdom in Cathall willing to send colonists, troops, or coin.

This declaration led to a flood of opportunistic claimants from across Cathall, particularly exiles, treasure-seekers, and unaligned houses seeking fortune. The High Elves of Solaris responded with swift military censure. When their emissaries arrived, they found Oles Kanaha dead, lips, fingers, and toes swollen and blue. The cause of death was never determined officially. Traesha was allowed to leave back to Port Helios unmolested or accused by the high elves, though all in Kanaha were somewhat confident that she was responsible for Oles’ death.

She was said to have left with an extremely heavy trunk with a golden elven insignia. Shortly after her return to Port Helios, the ruling governor of Helios died under similar circumstances as Oles. During the void in leadership, the city-state was absorbed by the Kanaha Union.

To avoid open warfare between colonial factions, the Council of Five was formed shortly afterward. This council of merchant-lords, alchemists, and former generals now serves as the only coordinating authority in Kanaha, albeit with a tenuous grasp on unity.

Society and Culture

Kanaha’s society is one of mercenary loyalty, lawless ambition, and near-religious devotion to wealth and control of Manta Sap. There are no inherited titles of nobility, nor any cultural traditions that survived the initial wave of colonization. Citizenship is irrelevant; power is determined solely by holdings, trade routes, or capacity for violence.

Settlers in Kanaha come from every corner of Cathall, and while most still claim to follow the customs or religions of their homelands, few practice anything consistently. Multiple dialects, currencies, and legal systems overlap in chaos. Bartering is common. Contracts are written in Kellium Ink to prevent revision or deception, and contract breakers are often enslaved, mutilated, or executed publicly.

The working class is made up of sap harvesters, distillery runners, smugglers, and mercenaries. Many are indentured or exiled. Above them are landholding factions, militant or commercial, who form temporary alliances as needed but rarely trust one another. Power is ephemeral and changes hands with the seasons.

Culturally, Kanaha is known for its grim pragmatism. Trade, war, and vice dominate public life. Art is rare, temples are mostly abandoned, and the only celebrations revolve around the profits of particularly bountiful harvests or successful foreign contracts.

Religion and Philosophy

Kanaha has no state religion, nor any temple of notable size or influence. The Council of Five expressly forbids any one religious sect from claiming dominance, as doing so has historically led to infighting and assassination.

Small shrines exist mostly to Barak, Quont, or Elsen, tended to by individuals or small cults. The occasional missionary from Solaris, Permia, or Hob is typically tolerated for as long as they do not disrupt trade or interfere in land claims. However, few survive long in the decadent culture or make any converts.

Some speak of a growing cult devoted to Traegen, the Father of Jealousy and master of the seas. The Father is worshipped in secret among those whose lands have been stolen or whose fortunes have soured and by those who appear to have little to no ships loast at sea. These worshippers, said to live near Port Helios or other coastal locations, are blamed for recent disappearances and strange visions around the distilleries.

The only consistent belief across all social classes in Kanaha is this:
“Everything burns. Only Mernals remain.”

Government and Law

Kanaha is governed not by a monarch or council of elders, but by a volatile and self-appointed Council of Five. Each of the five seats is occupied by a powerful representative from one of the major factions who claimed land during the initial post-Kanaha land rush. These factions are not organized by race or religion but by wealth, control of Manta Sap production, and brute military force.

The Council is meant to coordinate land division, arbitration, and foreign diplomacy. In reality, it serves as a forum for threats, bribery, and temporary ceasefires. Its five members are constantly rotated through assassination, betrayal, or strategic exile. There are no laws beyond what each councilor enforces on their own holdings, though most have adopted a loose form of martial law to suppress riots, uprisings, or religious extremism. Collectively, the only thing they unanimously support is pushing west into new “unclaimed” territory.

Justice, if it can be called that, is swift and usually terminal. Thieves are branded or mutilated. Contract assassins are executed or bound to labor camps. Many settlements maintain public gallows, public iron maidens, or pit-fighting arenas as both punishment and entertainment.

There are whispers of an underground movement called The Auliaan, reportedly formed by displaced Fur tribes and rogue colonists who seek to return the land to its wild state and rightful custodians. Some even claim the Auliaan have infiltrated the Council and now work to sow chaos from within.

Economy and Trade

Kanaha’s entire economy revolves around Manta Sap, a flammable, alchemically reactive substance drawn from the region’s rare Manta Trees. When refined, it can be used as a fuel, explosive, or magical amplifier. Manta Sap can only be found in Ooloo, making Kanaha the only legal source for its export. This monopoly brings in massive profits, despite the kingdom’s lawless nature.

Secondary exports include volatile oils, hardened resin bricks, rare alchemical reagents from the coastal groves, and scavenged relics from ancient Fur settlements now buried beneath new outposts. A thriving black market also trades in forbidden goods, stolen spells, and exotic creatures some of which are rumored to be brought in or sent out via dark pacts from Port Helios.

Port Helios quickly became is the main commercial hub, crowded with foreign ships, hired muscle, brothel workers, and trade emissaries from nearly every kingdom in Cathall. There, any commodity can be found, if one has the coin, and can survive long enough to spend it.

Currency in Kanaha is chaotic. While Mernals are accepted, many settlements also use bonded scripts, blood pacts, or carved tokens representing a contractual weight of gold. Counterfeiting is punishable by crucifixion.

Magic and Knowledge

Magic in Kanaha is treated as a tool, not a calling. While many of its settlers come from kingdoms where magical traditions are rich and respected, in Kanaha, arcane ability is valued only for its utility, and feared when used for anything else.

Most spellcasters in Kanaha work for specific factions or serve as freelance enchanters, wardbreakers, or sap refiners. A few powerful mages reside in Port Beloo or Helios, but none hold open academies, and magical education is informal at best.

Much of Kanaha’s magical research revolves around the enhancement or manipulation of Manta Sap and how to acquire it, efforts that often lead to spectacular and deadly failures. Arcane scholars from Hob, Permia, and Lingin are known to pay handsomely for samples, notes, or living test subjects.

Libraries are nearly nonexistent, and most knowledge is kept in guarded vaults or committed to memory. Religious magic is nearly absent outside of scattered cults and small temples, though blood magic and ritual binding are rumored to be on the rise.

Military and Warfare

Kanaha’s military is not a single force, but rather thousands of hired blades. Each faction maintains its own army, ranging from mercenary bands and tribal warpacks to imported soldiers from Cathall’s underclasses. The closest thing Kanaha has to a united force is the Sapguard, a brutal militia funded by the Council to protect distilleries, enforce Manta Tree boundaries, and guard trade routes. Even they are known to switch sides for enough coin.

Weapons are crude but effective. Sappers and alchemists are common, and explosive warfare is widely practiced. Many soldiers wear resin-treated armor, which is durable but highly flammable, leading to a style of combat where immolation is both a threat and tactic.

Naval warfare is prominent along the Sea of Tian, and privateers in the service of Port Beloo often engage in raids against Tian Islands traders or smuggling operations from Permia and Greater. Piracy is technically outlawed, but most ships flying Kanahan flags are armed and dangerous.

The Auliaan Resistance continues to harass Western caravans and torch distilleries. Their raids have grown increasingly bold, suggesting they may be receiving aid, possibly from Fur survivors or sympathetic agents from Solaris.

Relevance

Kanaha may be lawless and dangerous, but it is indispensable to Mernac’s global economy. The sheer volume of Manta Sap produced here fuels trade, industry, and warfare across all continents. Despite its fractured leadership, its Council of Five continues to leverage Kanaha’s resources into political and economic influence.

Many kingdoms would like to see Kanaha fall, or better yet, be absorbed, but none dare move directly against it for fear of disrupting the sap supply. As long as the distilleries burn and the coin flows, Kanaha will remain a necessary evil.

Diplomatic missions are rare, but many kingdoms keep unofficial ambassadors or spies in Kanaha, hoping to influence the council’s decisions or stake claim to new sap territory. Meanwhile, those cast out from Cathall, Toberna, and Brangrin continue to flood in—looking for fortune, revenge, or simply a place to disappear.

It is said that Kanaha is where exiles go to become kings, or corpses.

Quotable Lore

“Every kingdom sends its sons to die in Kanaha. And still, they come—for the fire. Always for the fire.”
—Captain Brolen Vask, Black Flame Smuggler

“We worship no god here. We worship the sap. It burns brighter than all your faith.”
—Inscription on the Council Hall of Port Beloo

“The sap taught me everything. It taught me what burns, what screams, and what is truly valuable.”
—Traesha, Enchantress of Port Helios

Auliaan Resistance#

Heart of the Resistance and Spirit of Ooloo

Name and Placement

The Auliaan Resistance is not a traditional kingdom but a united front of indigenous tribes, most notably the Fur race, alongside several Faerie Rings, and a handful of other displaced peoples. Located in the central valleys and forested hollows of Ooloo, this region is cradled between the continent’s towering ranges: the Ooloo Mountains to the north and the the Sheeree range to the south. This fertile, mist-veiled land is considered sacred by the Fur Race and is believed to be where the first of their kind was raised by the lion sage Hooloo.

The Auliaan-controlled territories are intentionally unmarked on most maps, making it difficult for outsiders to even locate, let alone navigate the area. The hidden capital, First Place, lies in the Valley of the Gentle Ones, surrounded by enchanted glades and thick woods patrolled by Blackur warriors and the whispering magic of the Faerie Rings.

2. Geography and Environment

The lands of the Auliaan Resistance are rich in untouched natural beauty. Deep forests of silverbark and bloodleaf trees form the region’s heartwood, while ancient glens and stone-circle clearings mark the spiritual territories of Faerie Rings. Swift rivers, including the sacred Thaloo Run, wind through moss-laden valleys and mist-draped ravines.

Unlike the north’s permafrost found in Bleakhand Union or the trade-scorched plains of Kanaha to the west, Auliaan lands are largely temperate, enjoying cool, fertile seasons and an abundance of fauna. Crystal-clear springs are said to bubble directly from sacred wells blessed by The Mothers themselves. It is this idyllic setting that fuels the Auliaan’s belief that nature, in its purest form, is a manifestation of divine will and worth protecting at any cost.

3. Inhabitants and Society

The Auliaan Movement is composed primarily of Solidfur Tribes and Patchfur Nomads, both descended from the original seven cubs birthed by Siberlee and raised by the lion sage Hooloo. These Fur tribes live communally in forest villages or nomadic groups, with a strict adherence to the Color-Caste Code, a hereditary system determining social and spiritual role based on the Fur’s pelt color. Goldenfurs serve as leaders and spiritual guides, Silverfurs as healers, Blackfurs as hunters and warriors, and so on.

  • Goldenfurs – Clan and spiritual Leaders
  • Silverfurs – Spell casters and healers
  • Blackfurs – Hunters and protectors
  • Brownfurs – Workers and gatherers
  • Orangefurs – Nursemaids and sex providers
  • Grayfurs – Traders and explorers
  • Whitfurs – Prophets, very rare

Patchfurs who have coats of more than one color were once exiled and thought of as impure; they have been welcomed into the Auliaan Movement, at least partially. While some Solidfur tribes remain distrustful, many Patchfur leaders have proven invaluable in guerrilla warfare against invading forces, and their inclusion signals a turning point in Fur culture.

Faeries maintain small Faerie Rings deep within the woods and cliffs. Their society is organized in matriarchal circles and holds festivals and rites that strengthen the magical warding of Auliaan lands. Though not combatants by nature, they assist with powerful illusions, healing, and environmental enchantments.

4. Governance and Leadership

Unlike traditional kingdoms, the Auliaan Movement is structured around tribal consensus and spiritual guidance rather than a formal government. The unofficial leaders are the Goldenfur brothers Mootill and Boota, whose charisma, wisdom, and fierce devotion to Fur principles have united many otherwise fractured clans.

Decisions are made at the Stone Gatherings, sacred conclaves held under the open sky where leaders of each tribe and Faerie Ring meet under a vow of peace. These gatherings are often accompanied by ritual storytelling, offerings to The Mothers, and vision quests.

5. Beliefs and Religion

The spiritual heart of the Auliaan Movement lies in its devotion to Terees, the Mother of Wisdom and Harmony, and Siberlee, the Mother of Nature and All That Is Good. These two Mothers are worshipped together, often in twin-shrines carved into living trees or stone, tended by Silverfurs or Faerie seers.

While the teachings of Hooloo, the golden lion who raised the first Furs, are not divine canon, they are regarded with equal reverence. His code of Forgiveness, Self-Mastery, and Nature’s Balance guides daily life and political policy alike.

Faeries, by contrast, honor Kanola, the Mother of Music and Dance, and express their faith through intricate rituals, sacred choreography, and the whispering of windborne ballads. Together, the two cultures form a polytheistic harmony focused on reverence for life, nature, and inner truth.

Prayer is private, meditative, and often silent. No temples mar the landscape—nature itself is their cathedral.

8. Economy and Trade

The Auliaan Movement has no formal economy by traditional standards. Instead, communal sharing, bartering, and gifting form the backbone of their exchanges. All trade is conducted by and through traveling Grayfurs. Goods such as woven barkcloth, medicinal herbs, carved bone tools, spirit-painted drums, and naturally sourced pigments are traded during Stone Gatherings and seasonal Harmony Markets. The most prized commodity is cut fur, which is often woven into blankets and clothing of races outside of the Furs. Though this type of trade is forbidden by most Fur clans, it is often conducted in secret by some unscrupulous Grayfur traders and the orangefurs willing to sell citting of their fur.

Only a select few Grayfur merchants are permitted to leave Auliaan territory to trade with outsiders. These travelers often carry stone rings, etched with glimmering Fur runes and Faerie symbols, to show their allegiance and guarantee safety within allied lands such as Elber or Feywick.

Manta sap, though valuable, is never harvested in Auliaan lands. To do so would be considered a desecration. Instead, the Auliaans guard ancient groves where the Manta trees are protected, and any effort to tap them is met with swift and terrifying resistance. It is this Manta Sap that attracts their invaders.

Their true wealth lies in spiritual wisdom, lore, and an unbreakable bond with the land—something outsiders often fail to understand until too late.

6. Military and Conflict

While the Auliaan Movement strives for peace, war has made such hopes fragile. Their ancestral lands are constantly encroached upon from both east and west: the opportunistic resource-grabbers of Kanaha press from one side, and the relentless raids from the Bleakhand Union push from the other. Hemmed in by enemies on both flanks, the resistance finds itself in a perpetual state of alert and exhaustion. The once-soft forests and river valleys have become battlegrounds in a war that many of the older Solidfurs had hoped would never come.

The defense of Auliaan territory is led primarily by the Patchfurs, the nomadic outcasts long thought impure by the Solidfur caste. These Furs—whose coats display multiple colors—were traditionally abandoned or exiled at birth due to beliefs of impurity and imbalance. Their resilience and bitterness from centuries of rejection have hardened them into agile warriors and cunning scouts, and they now form the backbone of Auliaan’s defensive efforts.

It is the Patchfurs who ambush patrols, disable supply lines, and counter-raid with brutal precision. Ironically, these very Furs were once vilified by their Solidfur kin for centuries of cub kidnappings, a practice born from vengeance and a way they can reproduce. This tension simmers beneath the surface of the movement, even as both factions fight for the same cause. Solidfur leaders like Mootill maintain a fragile peace with the Patchfur warbands, often navigating delicate tribal councils to prevent civil schisms.

Meanwhile, the Bleakhand Union’s recent escalations have brought even more pressure to the Auliaan forces. Bleakhand troops, driven by ideology and conquest, are increasingly clashing with Auliaan patrols on the eastern fringes of the forest. The rugged terrain makes it difficult for any single side to fully dominate, but the toll on the Fur population, especially on younglings and elders, is growing. Entire villages have gone silent, and only the lone, mournful cries of bonded creatures remain in areas once full of communal song.

Though they suffer, the Auliaans endure. Their rituals of memory, unity, and mourning help them survive loss without succumbing to despair. The resistance has become more than a fight for territory—it is a fight for identity.

7. Social Hierarchy and Race Relations

The Solidfur society remains rooted in the traditions passed down by Hooloo and the Matron Mothers, Terees, and Siberlee. At the top of each village or tribal unit is a Goldenfur male, advised by a female Silverfur healer and defended by Blackfur protectors. Brownfurs, Orangefurs, and Grayfurs serve their respective traditional roles, creating a closed but balanced structure. Their communities function much like extended families, and despite war, they still pause for solstice rituals, seasonal feasts, and coming-of-age ceremonies.

Patchfurs, however, live outside these castes. Their lifestyle is nomadic and raw, shaped by abandonment and hardened by centuries of survivalism. Patchfur chieftains lead with brute reputation rather than inherited rank. Though some of these bands have turned toward cooperation with the main Auliaan leadership, many still act independently, and even violently toward Solidfur caravans when supplies are scarce or tensions flare.

The Faerie rings remain enigmatic but vital. These circles of magical forest dwellers rarely leave their glades, but their healing magic, environmental wards, and subtle enchantments have saved countless lives. Though they contribute few direct combatants, their influence on morale and territory protection is profound.

Tensions between Furs and Faeries are few compared to the ever-uneasy alliance between Patchfur and Solidfur. Most village elders still harbor suspicion, if not outright hostility, toward the motley-coated warriors that now defend their borders. The Faeries’ isolatist tendencies also cause much suspicion on their part toward the Furs of any race not their own. Mootill and Boota walk a fine line as they work to unify their people, arguing that in times of darkness, even the discarded can shine.

8. Relevance

The Auliaan Resistance may not hold official titles, boundaries, or embassies, but its influence reverberates across Ooloo. It is both a memory of the continent’s untouched past and a vision of what it could be again, a land of harmony where all Races respect the balance of the natural world. Though under constant siege, its cultural and spiritual resilience serves as a beacon to pacifists, idealists, and nature-bound souls across Mernac.

As Kanaha expands westward and Bleakhand raids become more frequent from the east, the Auliaans stand trapped in the narrowing heart of their homeland. Their future is uncertain, but one truth remains: so long as First Place still stands, and Hooloo’s teachings are spoken beneath the canopy, Ooloo has not been lost.

9. Quotable Lore

“There is no enemy as dangerous as a brother you have wronged. And no ally as precious as one you finally forgive.”
— Mootill, Goldenfur Chieftain of First Place

“The trees remember. The cubs remember. The land remembers. We will not forget what was stolen.”
— Boota, Patchfur Commander of the Blackfur Stadlers

Faithmore City-State#

The Radiant Citadel of Light and Discipline

Name and Placement

Faithmore is a fortified city-state located in the far northwestern corner of Ooloo, nestled against the mirrored banks of the Hoolee River and bordered to the north by the jagged foothills of the Ooloo Mountains. Officially known as Radiant Citadel of Sola, with its commanding perch above both water and stone, Faithmore has long stood as a beacon of holy purpose and impenetrable defense. Its crystalline towers and glinting ramparts can be seen from leagues away, catching the light of the twin moons as if woven from divinity itself.

Strategically positioned between the Heartwood expanses to the south and the treacherous coasts of the Sea of Terees to the west, Faithmore has no equal in terms of natural and architectural fortification. It is said no army has ever breached its walls, and many doubt any ever could.

Faithmore is not a traditional kingdom, but a city-state governed by doctrine, tradition, and an unwavering devotion to the Mother of Light and Life, Sola. Founded long before written history, it is widely regarded as the oldest inhabited settlement in all of Mernac.

Geography and Environment

Faithmore’s geography is as symbolic as it is practical. Built entirely from radiant whitestone quarried from the sacred Ooloo Mountains, the city shines like a polished gem, reflecting both the sunlight of Sola and the ethereal luminance of Mernac’s twin moons. The surrounding land is temperate and blessed with rich soil, dense with sacred groves, fruiting gardens, and a ceremonial cypress known as the “Tree of First Breath.”

The Hoolee River, wide and gently flowing, wraps protectively around the eastern edge of the city and provides both irrigation and transport. A series of cascading aqueducts and shimmering cisterns crisscross the city, channeling holy water collected at the foot of Mount Voreen—where Sola is said to have first revealed herself to mortal Elves.

The city is surrounded by smooth hills, cultivated terraces, and walled gardens, all patrolled by robed soldiers known as the Sunlit Guard. Even Faithmore’s air seems touched by divinity, often carrying the scent of myrrh, whitestone dust, and blooming Koovale lilies.

People and Culture

The inhabitants of Faithmore are exclusively High Elves, descendants of the Solarisian line who left the continent of Cathall several millennia ago. These elves are devout, disciplined, and spiritually driven, living lives steeped in ritual, prayer, and structured tradition. They speak both the Common tongue and a regional High Elven dialect used exclusively for liturgical and civic matters.

Life in Faithmore revolves around religious observance and military service. Every citizen is required to serve a minimum of ten full seasons in the city’s elite military forces and is considered a reservist until death. Military preparedness is considered a sacred duty, not only as a means of defense but as a form of worship and proof of one’s devotion.

Faithmore is renowned for its deeply rooted musical and artistic traditions. The city’s sacred theater, the Hall of Sola’s Breath, is considered the highest expression of divine narrative through performance. Here, religious parables, military epics, and historic reenactments are played out by masked troupes during every holy season.

The city’s religious calendar is marked by intricate festivals, most notably the Moonlight Festival of Chandralee, during which citizens anoint their skin with powdered whitestone, sing in six-part harmony, and adorn their temples with shimmering crystal veils. Children are raised in strict communal houses led by priest-nurses and begin martial and theological training by their third season.

Religion and Spirituality

Faithmore’s people serve Sola, the Mother of Life and Light, with an intensity that borders on the divine. Temples, shrines, and oratories dedicated to her dot every district of the city, with household shrines required by law in every dwelling. Devotional offerings, composed poems, and chants to Sola are considered as necessary as food or water.

In a rare religious duality, the people of Faithmore also revere Siberlee, the Mother of Nature and all that is good, due to the ancient belief that it was Siberlee who first blessed the land and placed the first Humans in what was to become Faithmore before their banishment.

Though the worship of Sola is central to the city’s public and civic life, many homes also carry a hidden altar to Siberlee, especially among the older families who hold to the original founding myths.

No temples to the Fathers are permitted within Faithmore’s walls, and all known associations with them are banned by civic law. This restriction stems in part from the shameful period in Faithmore’s history when the High Elves, under a dark spell cast by the Fathers, enslaved the Faerie population that once cohabited the city. Though the spell was eventually broken and the Faeries fled to form their hidden rings, the cultural guilt remains. It is now tradition that each holy week begins with a Day of Remembrance for those enslaved, marked by public silence and ritual flagellation by the city’s priesthood.

History and Founding

The sacred history of Faithmore begins with a simple truth: it was here, in a humble grove near the banks of the Hoolee River, that Siberlee first placed the Race of Man. For several hundred seasons, the settlement was a place of peace and human devotion. But this golden era ended in blood.

The mortal Onas Brushstroke, beloved of Siberlee, was deceived by the Fathers and led to believe that Hooloo, the divine lion and protector of the Fur Race, meant to harm his goddess. In his misled passion, Onas attacked the great beast. For this transgression, Hooloo banished all of mankind from Ooloo. Most of them fled east and settled on the Tian Islands or Permia, where they remain to this day.

In the absence of Humanity, a group of High Elves from Solaris, religious zealots dissatisfied with the spiritual dilution of their homeland, migrated to the empty village. They built over its ruins and created what would become Faithmore.

The city grew slowly but steadily, fueled by their theocratic discipline, divine favor, and the inexhaustible labor of their citizen-soldiers. For several hundred seasons, it flourished in isolation. But tragedy returned when the Fathers cast a binding enchantment over Faithmore, driving the High Elves to enslave the Faeries who had joined them in settlement. These Faeries later escaped and formed the secret Faerie Rings of central Ooloo, but the scar of that era remains a haunting aspect of Faithmore’s collective soul.

Government and Leadership

Faithmore does not possess a traditional monarch. Instead, it is ruled by a theocratic council known as the Sanctified Assembly, composed of Seven Elders, each a master in their respective field: law, war, faith, scholarship, art, commerce, and tradition. These Elders are not elected but elevated through ritual selection after long service and spiritual examination.

The Assembly is advised by the High Archon of Sola, the highest religious authority in the city, and presides over major decisions, disputes, and legislative decrees. In matters of supreme importance or divine interpretation, the High Archon may override the Assembly with what is called a Sola Mandate, though such declarations are rare and often met with unease.

Military authority lies with the Order of the Sunlit, Faithmore’s elite archery corps. While technically beneath the Assembly in hierarchy, the Sunlit carry immense influence, both as a symbol of divine defense and as keepers of the city’s martial virtue.

Military and Defenses

Faithmore’s defenses are legendary across Mernac. Built with unmatched precision, its walls are ten times the height of a grown elf and sheathed in reflective whitestone that makes scaling nearly impossible. A slick coating of native moss known as Sinti grows over all outer surfaces, making them treacherous to climb. The city’s battlements are angled to allow archers a full view of all below that as far as the eye can see.

The Gate of Judgement, the city’s only true entrance, is sealed by a portcullis forged of tempered steel and adorned with protective wards said to have been blessed by Sola herself. The gate is flanked by twin towers with retractable bridges and internal barracks capable of housing a full garrison.

Every citizen of Faithmore is required to serve in the Ten-Season Duty, a mandatory military commitment upon adulthood. Training begins early, often before the fifth season of life, and continues with discipline unmatched by most other cities. After their term, all citizens remain on reserve until death and must answer the city’s call should its walls ever be threatened.

Despite its modest size, Faithmore can call upon over 40,000 trained reservists, in addition to the active Lahja regiments and various priestly guards.

Faithmore has never fallen. Not to the Azemen raiders. Not to mercenary clans. Not even to the combined siege forces of Kezia and Port Helios during the Twin Ember Campaign. Its defense is not merely physical – it is spiritual.

Trade and Economy

Though isolationist in many aspects, Faithmore does engage in limited trade. Its primary trading partner is Greater Gilmore, particularly the city of Traddlebow, where carefully selected merchants represent the Faithmorean interest.

Exports include:

  • Refined whitestone dust, used in spiritual rites and luxury architecture.
  • Gilded religious iconography, intricately carved by temple artisans.
  • Sacred music scrolls, considered masterpieces of divine composition.
  • Archery equipment, famed for its balance, beauty, and lethality.

Faithmore does not permit the export of military tactics, religious texts, or sacred relics without Assembly approval. Imports are tightly regulated and inspected by the Custodians of the Gate, a militant order of scholars trained in identifying corruption, toxins, or heretical influence.

Faithmore uses the Mernal, as does most of Mernac, though the city’s own coinage—called the Solar Sheen, is used for internal transactions and religious offerings.

Faithmore has no tolerance for black markets, slavery, or flesh trade. All such activities are punishable by exile or death. Even rumors of such crimes draw immediate attention from the Inquisitors of Light, a small but feared sect known for their relentless pursuit of spiritual impurity.

Relevance

Faithmore’s influence far exceeds its modest size. It is a religious and cultural cornerstone not only of Ooloo but of all Mernac. As the reported site where Siberlee first placed Humanity, and where Sola’s first whispered promises were spoken, Faithmore is a place of pilgrimage, awe, and historical weight.

Its refusal to fall to invaders, its cultural refinement, and its holy practices have made it a symbol of Light’s endurance against encroaching Darkness. Despite their fervent faith, the High Elves of Faithmore are not evangelists. They do not seek to spread their beliefs; rather, they guard them as sacred treasures meant only for the worthy.

Faithmore is often consulted by religious orders, artists, and rulers alike, who seek visions, prophecies, or a glimpse of divine favor. It is said that any blessing granted by a Priest of Faithmore is as binding as a royal decree.

Though the city plays no active political role outside its walls, its word carries weight in treaties, magical accords, and religious reforms. It is the quiet voice that silences all others, for when Faithmore speaks, it is believed that Sola speaks through them.

10. Quotable Lore

“The walls of Faithmore shine not because they reflect the sun, but because they remember the touch of the divine.”
— Scribe Haleth Moondreamer, Reflections on the City of Light

“We do not fear death. We serve until the last arrow, the last breath, and the last moonrise. Then we rise again.”
— Creed of the Lahja Guard

“To walk beneath the alabaster towers of Faithmore is to know there are still places in Mernac where the Light has not dimmed.”
— Merchant Thaldan Veris, upon returning from pilgrimage

“We were born to serve Her. We live to reflect Her. And if need be, we will die to protect Her.”
— High Archon Rivael Elarion, Temple of the First Dawn

Bleakhand Union#

Land of Frostblooded Fury and Unforgiving North

Name and Placement

The Bleakhand Union lies in the frigid northeastern reaches of Ooloo, where the permafrost never fully thaws and the land is marked by jagged cliffs, icy plateaus, and wind-scoured tundra. It stretches from the eastern curve of the Hooklock Mountains to the icy bays of Iniquity and Scavenger’s Hold, with Sentential and Mount Desolation forming the treacherous southern border. It is flanked by the Dismal Straits to the north and northeast, a cruel and restless sea that isolates it from the rest of Mernac. To the west lies the Auliaan frontier, a land that the Bleakhand Union increasingly raids.

Though technically referred to as a kingdom, the Union is no kingdom in the traditional sense. It is a violent confederation of tribes and factions held together by custom, conquest, and brutal necessity. The largest and most feared of these are the Azeman Clans, immense fur-covered humanoids resembling beasts more than men. The Azemen, alongside lesser Trolls and scattered Snow Giants, dominate the frozen landscape, establishing strongholds carved into the ice and stone.

The region’s name derives from the frostbite-blackened hands worn as trophies by its warlords, symbols of endurance, savagery, and eternal winter.

Geography and Environment

The Bleakhand Union is among the harshest environments in all of Mernac. Much of the land is locked in permanent frost. The Hooklock Mountains tower over the western edge, casting long shadows over the blizzard-swept fields of ice and scree. Rivers run sluggishly under crusts of cracked ice, and trees are stunted or altogether absent. Snowdrifts swallow entire structures, and whiteouts are frequent enough to erase entire caravans.

Scattered across this expanse are dozens of caves, natural hot springs, and labyrinthine tunnels carved by ancient glacial movement. These are where the Azemen and their kin dwell — subterranean fortresses built into cliffsides, volcano-heated warrens, or cave-temples carved with crude depictions of their Patron Father, Tul, the Father of Anger. However, among more devout clans, it is Linthur, the Father of Revenge, who is whispered to rule from beneath the frost.

The settlement of Scavenger’s Hold serves as a chaotic port and slave market where warbands return from plundering for trade and drink. Meanwhile, Iniquity, perched atop a coastal plateau, acts as a crude capital, if such a word can apply to a place where law is forged by blood and loyalty shifts with the wind.

Inhabitants and Racial Distribution

The Azemen are the undisputed dominant race of the Bleakhand Union. Towering at three paces tall and covered in thick white or gray fur, these brute-like humanoids are infamous across Mernac for their physical power, savage traditions, and utter disregard for other civilizations. Though not wholly lacking intelligence, Azemen value action over thought, loyalty over law, and blood over diplomacy.

There are two major Azeman castes: the Ironfists, who dwell in mountainous strongholds and are known for their resilience and combat ferocity; and the Ravenbloods, who roam the snowy plains in war-hordes, riding monstrous three-tusk mammoths and practicing brutal raiding rituals. Both revere the darker gods, primarily Tul and Linthur, through rites of pain, sacrifice, and conquest.

Alongside the Azemen are scattered enclaves of Fur outcasts, minor tribes of Cave Trolls, and a rare few Snow Giants who have made ancient pacts to remain neutral in their mountain sanctuaries. Occasionally, displaced Patchfurs from the Auliaan frontier end up enslaved, conscripted, or killed.

Small groups of all the races of the dark can be found drawn by the lawless and brutal culture the Azemen are known for, and the riches from the frequent raids in the central and western portions of Ooloo.

Government and Power Structure

The Bleakhand Union has no true monarchy or centralized rule. Power rests with the Thirteen Warlords of Frost, each representing a dominant Azeman clan or military faction. The Warlords meet once every twenty moons at the Stones of Bleeding Silence, an ancient ice-ring where disputes are settled with duels or blood oaths.

The most powerful of these warlords is currently Vaak the Pale-Maw, a battle-scarred Ironfist who claims lineage from the original Azeman champion said to have devoured a Dwarven king whole. Under his influence, the warbands have grown more coordinated and aggressive, especially in their recent incursions into Auliaan territory.

Though the Thirteen Warlords may compete and even wage war amongst themselves, all will unite under a single banner when threatened by an outside force or offered sufficient opportunity for plunder.

Culture and Beliefs

The culture of the Bleakhand Union is rooted in vengeance, strength, and survival. Worship of the Fathers, particularly Tul, Linthur, and occasionally Werk, defines their morality. Mercy is weakness. Honor is found in domination. Life is fleeting, but bloodlines endure through conquest.

The Azemen do not farm, rarely build above ground, and scorn written knowledge. Their oral traditions and battle songs serve as living history, passed from war-singer to war-singer, often performed around bonfires stoked with the bones of their enemies. Runes are carved into flesh more than stone, and prophecy is drawn from the patterns of blood spilled in snow.

Slavery is common, particularly of outsiders. Females of other races are highly sought after as breeders, field-workers, and servants. Slaves are marked by frostbite brands and traded at Scavenger’s Hold or gifted in ritual offerings to the gods.

Their rituals are brutal: Ear-chains are worn by those who’ve killed in battle, each ear representing a fallen foe. Blades of Reclaiming are used in blood feuds, and the Bone Crown is granted to warlords who have conquered three tribes.

Military and Warfare

The Bleakhand Union is almost entirely structured around war. Every Azeman child is trained to wield a weapon by the time they can walk. Their military is not formal but rather comprised of mobile warbands led by clan-chiefs or frost-generals, ranging in size from a dozen to over a thousand warriors. These groups form and disband often, driven by raiding cycles, blood feuds, or the shifting alliances of the Thirteen Warlords.

The front lines of battle are dominated by the Ironbound, elite Azeman berserkers clad in patchwork armor and wielding massive axes or bladed chains. Behind them charge Ravagers, mounted Azemen astride monstrous three-tusk mammoths, whose very steps shatter fortifications. Their siege weapons are crude but effective, usually built from the bones and iron of conquered settlements.

In recent seasons, the Union has begun to employ a tri-front assault doctrine, striking at multiple points simultaneously to break up enemy coordination. This strategy has been devastating against the more peace-focused defenders of the Auliaan Movement, and increasingly, the raids extend southward toward isolated mining outposts near Mount Desolation.

Their biggest military weakness is internal rivalry — the warbands often refuse to coordinate unless directly ordered by a powerful warlord. Many battles are lost not to strategy but to ego.

Magic and Mysticism

Magic among the Bleakhand is primitive and brutal, often focused on blood rituals, elemental cold, and divine wrath. Cave-tongues, the mystic class of smaller Azemen and Cave Trolls, function as both priests and spellcasters. They draw upon the frozen bones of ancestors and the howls of the Dismal Straits to channel arcane fury.

Some mystics are known as Painseers, capable of entering trances through self-mutilation to predict bloodshed, victory, or betrayal. Others specialize in Curseblood Alchemy, brewing tonics from venom, ash, and glacial mold to strengthen warriors or infect enemies with disease.

It is said that the greatest of their seers can speak directly to Linthur, and in times of war, many warriors carve his name into their skin to become vessels of revenge. Unlike the magic of the Elves or Faeries, Bleakhand magic is chaotic and often dangerous to its user, but in a land where life is already painful and short, few care about such risks.

External Relations

The Bleakhand Union is reviled and feared by most other kingdoms of Mernac. Its raids into central Ooloo have destabilized trade routes and forced neighboring territories to militarize or form temporary alliances. The Union is in direct conflict with the Auliaan Movement, whose resistance efforts have stalled Bleakhand expansion along the southern slopes of the Hooklock Mountains and the Valley of the Gentle Ones.

These raids have intensified in recent seasons as Vaak the Pale-Maw pushes harder into contested territory. The Auliaan Movement now finds itself caught between the slow, corrupting crawl of Kanaha in the west and the merciless, ice-carved blades of the Bleakhand in the east. It is a war on two fronts, with pacifist Solidfurs increasingly forced into uneasy reliance on their more aggressive Patchfur cousins.

Despite their brutality, the Bleakhand Union occasionally trades with fringe smugglers or the lawless harbors of Port Helious and Stormhaven, exchanging slaves, beast pelts, and cursed relics for alcohol, forged steel, or enchanted fetishes.

The is also unofficial trade with most of the Kingdom of the continents of Cathall, typically agreeing to take the most egregious criminals, malcontents, or those some noble simply wants to disappear. These criminals,s on landing in bleakhold lands, face off with an Azeman champion in a first blood battle. If they draw blood first, they are allowed to give a blood oath of loyalty and join the clan as free men. If the champion draws first blood, their fate is to join chain gangs as slaves digging under the ground to expand Azement cities. Most, however, die in the battle.

Relevance

The Bleakhand Union remains one of the greatest existential threats to peace in Ooloo. While they do not seek conquest in the traditional sense, their ever-growing population and cultural imperative for warfare ensure that conflict is inevitable. Their presence has driven major political shifts across the region and brought temporary unity to otherwise divided peoples simply through the necessity of survival.

With recent signs of unity among the Thirteen Warlords and a surge in slave-taking expeditions, whispers have begun to circulate in Faithmore and Port Helios: could the Bleakhand Union ever set its eyes beyond central Ooloo and the Furs? Could the Azemen have their eyes on the profitable Manta Sap trade in the west?

Though no clear leader has claimed supremacy over all Bleakhand clans, the rise of Vaak the Pale-Maw, and the spreading influence of Linthur’s flame of revenge suggest that Ooloo’s north may soon grow colder for everyone.


Quotable Lore

“When the wind howls louder than a troll’s rage, and the stars vanish beneath the veil of snow, that is when the Bleakhand come. Not for conquest. Not for glory. Only to punish the living for daring to be warm.”
— Old Faerie proverb, origin uncertain

“One Azeman is a nuisance. A dozen, a massacre. A hundred, and even the mountains start to shiver.”
— Boota, Fur Warchief of the Eastern Auliaan Reaches

“They don’t build cities. They don’t farm. They don’t record history. They only leave behind screams, and the silence that follows.”
— Testimony of a Solaris scout, recovered near Scavenger’s Hold

Characters#

place holder

The Mothers and The Fathers#

Overview:

The Mothers and the Fathers are collectively the 20 Gods of Mernac, placed by The One and The Other.  There are seven called the “Mothers,” led by Siberlee, The Mother of Nature, and all that is good. The remaining thirteen “Fathers” are led by Barak, the Father of Darkness. Each of the Gods was once mortal. They were brought to Mernac to build their own world by The One or The Other as a reward for certain quests they accomplished while living. Each God eventually became the Patron or Matron of their own race of thinking creatures, and each has their own favorite places on Mernac, creatures, magic, classes, professions, and religions to which they extend their favor to.

In the Beginning:

Not even the mighty Fire Dragon, Kalos, knows where or how The One and The Other came into being, and that majestic creature knows more truth than all the combined Sages in Mernac. It is, however, known that they created 20 Gods to enjoy and marvel at the wondrous world they had created. It is even suspected these 20 Gods were really their children, but only Kalos would know this for sure, and he has never spoken on that matter.

Of the 20 Gods, there were two who were the brightest and most charismatic, and they naturally became the leaders: Siberlee and Barak.

 For millennia, these two ruled the Gods and Mernac in unison with great mercy, charity, and order. It is thought that they may have been lovers, as one was never seen without the other. The two respected each other, and loved each other – for each one of them had qualities the other did not possess, and each made the other joyful. Under their combined rule, Mernac prospered and grew. All was well until the advent of Man.

The Child of Siberlee:

Siberlee wanted to have children, but for many millennia, this did not come to pass. It is said that, being overly melancholy about her inability to have a child, Siberlee left the heavens and descended to Mernac to live with the creatures and beasts, for there were not yet races with souls on Mernac. So, Siberlee went to live with the creatures and beasts that she and the other gods created. To love them, to nurture them, to try and fill the hole that was in her childless soul.

Barak was devastated to be alone without Siberlee for the first time in eternity. His loss almost drove him to leave this plane, but the other Gods who had remained in the heavens, who loved him dearly, consoled him and distracted him until they devised a plan so that Siberlee would return to them all.

The Divine Sacrifices:

The 19 remaining gods knew that the only way Siberlee would return was if she could have a child. Though the powers of the Gods were mighty, even in those times, they did not yet have the power to create life with a soul – only the combined powers of The One and The Other could do that in those lost times. The Gods could not even ask, for The One only spoke through and to Siberlee, just as it is to this day. Siberlee had hidden herself well, somewhere deep in the jungles of the Tian Islands, and her magic was so strong she could be found by none.

To overcome this, the remaining Gods determined that each of them must sacrifice a part of themselves and combine it together to create a life and the child that Siberlee so desired. Each provided that part of themselves they felt was the most important to them, which explains why The Mothers and The Fathers, even today, are each missing a part of their earth-bound bodies. In the Seasons that were to follow, these became known as The Divine Sacrifices. 

Kanola gave her ears, though music was her passion. Kala her heart, though love was the most important thing to her, Elsen gave his legs, though wandering and running was his obsession, and so forth through all 19 of the gods, save Barak. 

 Barak knew that even with all the parts that the other Gods had contributed, it would not be enough. The most important part was still missing. The Soul. For the Gods to be successful, Barak would need to sacrifice his soul.

The Decision of Good:

It is written that Barak sacrificing his soul is the first Decision of Good to ever be made – a decision of doing what is thought to serve a greater good, regardless of the consequences. Barak made the decision quickly, for his love of Siberlee was great. The result was the creation of Man on Bella 1st in the first year of recorded history.

The Creation of Jealousy:

Siberlee was immediately consumed with love for her child, the Race of Man. So consumed that she barely realized the terrible changes that had occurred in Barak. For any beast or creature without a soul, even though it be a God, is a dangerous and needful creature. The once happy and joyous Barak became sullen and resentful. He was not evil, at that time, but he was empty, for where does one store the love and goodness that sustains life if one is without a soul? 

For Barak, there was now no place, and the cavity that once held one of the most beautiful souls any of the Planes had ever seen was slowly filling with dark emotions. With none of the joyous emotions that give balance to a being, he quickly sank into that godless abyss of self-pity that always leads to evil.

With Gods, just as with Man, if there is one in a group with a strong emotion, the emotion spreads with the speed of tallow weeds in a meadow during spring. The strongest dark emotion that consumed Barak was jealousy, though that word, or its meaning, was not yet known. Jealousy that his beloved Siberlee dedicated so much of her time to her new child, The Race of Man. Jealousy of how much love she showed them. Jealousy that it was, in fact, his spirit which had been used for the souls buried in the Race of Man; the remnants of his soul in these strange new creatures that Siberlee really loved.

And as it came to pass, this jealousy spread, and many of the other Gods also began to feel strong resentment for this unique thing that only Siberlee had.

The Races of Mernac:

It is suspected by those who have studied the words of Kalos that this strife even affected The One and The Other. The One was ecstatic that Siberlee was so happy. The Other, however, was not pleased with the fact that it was now Siberlee who was garnering all the praise and attention of his other Gods, let alone the complete adoration of any born to the Race of Man. However, The One and The Other did agree on one thing: that the jealousy growing daily among the Gods must cease.

Together, they worked through a 100 moon’s cycles to create 19 more races, one for each of the remaining Gods. The completion of these creations was timed so that it would be complete at the time when not one, but both of Mernac’s moons were full on the same night. It was on this night that they gave these new races to their children as a gift. With this gift came responsibility. The responsibility of developing and protecting the souls of all those born to the race to which each God became a patron or matron of.

The Matter of Choice:

For near 600 Seasons, each of the 20 Gods was happy and busy placing members of the race for which they were the patron or matron in different locations throughout Mernac’s diverse geography. However, even though the Gods were happy, the conflict that had begun between The One and The Other grew steadily more intense.

The conflict centered on how to best protect and develop the new races that were populating their world. The Other felt that these new creatures should be guided and controlled, told how to best live and survive in Mernac. The One, however, believed in free will and what she called The Decision of Good, that each race must be left to their own devices, and she believed that ultimately, they would find the best way to live, based on their own decisions.

The Battle of “The Matter of Choice” as documented in the Book of Tennor festered as an infected wound and the love between them evaporated into a scab of pain and resentment. To bolster their positions, both The One and The Other began to recruit the 20 Gods into their opposing camps on this matter.

Dissension of the Gods:

All that know of this tale, know this is what led to the Dissention of the Gods’ era as is documented in the Book of Govy, and ultimately led to The Other, and seven of the Gods being cast out of the heavens on the glorious day that would be known as Liberterious, on Bella 1st 666.

It is on this day that whatever evil and pettiness existed in the Heavens was cast out, forever being chained to the depths of the underworld or to wander aimlessly throughout the harshest of Mernac’s geography. Even to this day, the Races of the Light consider the number 666 as one to be revered, and this number is considered lucky by all but the most ignorant in Mernac. The Races of the Dark, however, consider the events that occurred in 666 blasphemous, an insult to the power and ultimate destiny of The Other to rule Mernac. It was the beginning of all the wars of Mernac that were to follow for the next 10,000 Seasons.

On the separation of the Gods, these beings came to be known by different titles. The ones who remained loyal to The One became known as The Mothers. The others who followed Barak became known as The Fathers.

The Mothers:

The Mothers are known to be the leaders of the races of good, sometimes known as the Races of light or the Races of Man.

Siberlee

The Mother of Nature and all that is good. Became the matriarch to the Race of Man and to this day remains the Leader of the Mothers.

Kanola

The Mother of Music and Dance and the Matriarch of the Faerie Race.

Sola

The Mother of Life and Light and the matriarch of the Elven Races. 

Dulan

The Mother of Healing and Compassion, and the matriarch of The Fur Race.

Kala 

The Mother of love and desire, and the matriarch of the Merfolk Race.

Witriss

The Mother of Virtue and Strength and the Matriarch of the Dwarf Race.

Terees

The Mother of Wisdom and Harmony and the Matriarch of the Murmil Race. 

The Fathers:

The Fathers are known to be the leaders of the Races of Evil, sometimes known as the Races of the Dark or the Races of the Beast.

Barak

The Father of Darkness and All that is Evil. Patriarch of the Undead Race. 

Tellen

The Father or War. Patriarch of the Troll Race.

Bu

The Father of Death and Destruction. Patriarch of the Azeman Race.

Werk

The Father of Pain and Disease. Patriarch of the Sectis Race.

Tul

The Father of Anger. Patriarch of the Dabbit Race.

Elsen

The Father of the Ethereal Elements. Patriarch of the Dark Elf Race.

Linthur

The Father of Revenge. Patriarch of the Wookalar Race.

Quont

The Goddess Of Lust. Matriarch of the Dark Fae Race.

Trajen

The Goddess of Jealousy. Matriarch of the Acquill Race.

Gorb

The Goddess of Greed. Matriarch of the Ogre Race.

Abuba

The God of Indecision. Patriarch of the Orc Race.

Roadius

The God of Mischief and Humor. Patriarch of the Gnome Race.

Picu

The God of Excess. Patriarch of the Giant Race.

Siberlee#

The First God

Overview:

The Mothers and the Fathers are collectively the 20 Gods of Mernac, placed by The One and The Other.  There are seven called the “Mothers,” led by Siberlee, The Mother of Nature, and all that is good. The remaining thirteen “Fathers” are led by Barak, the Father of Darkness. Each of the Gods was once mortal. They were brought to Mernac to build their own world by The One or The Other as a reward for certain quests they accomplished while living. Each God eventually became the Patron or Matron of their own race of thinking creatures, and each has their own favorite places on Mernac, creatures, magic, classes, professions, and religions to which they extend their favor.

In the Beginning:

Not even the mighty Fire Dragon, Kalos, knows where or how The One and The Other came into being, and that majestic creature knows more truth than all the combined Sages in Mernac. It is, however, known that they created 20 Gods to enjoy and marvel at the wondrous world they had created. It is even suspected these 20 Gods were really their children, but only Kalos would know this for sure, and he has never spoken on that matter.

Of the 20 Gods, there were two who were the brightest and most charismatic, and they naturally became the leaders: Siberlee and Barak.

 For millennia, these two ruled the Gods and Mernac in unison with great mercy, charity, and order. It is thought that they may have been lovers, as one was never seen without the other. The two respected each other, and loved each other, for each one of them had qualities the other did not possess, and each made the other joyful. Under their combined rule, Mernac prospered and grew. All was well until the advent of Man.

The Child of Siberlee:

Siberlee wanted to have children, but for many millennia, this did not come to pass. It is said that, being overly melancholy about her inability to have a child, Siberlee left the heavens and descended to Mernac to live with the creatures and beasts, for there were not yet races with souls on Mernac. So, Siberlee went to live with the creatures and beasts that she and the other gods created. To love them, to nurture them, to try and fill the hole that was in her childless soul.

Barak was devastated to be alone without Siberlee for the first time in eternity. His loss almost drove him to leave this plane, but the other Gods who had remained in the heavens, who loved him dearly, consoled him and distracted him until they devised a plan so that Siberlee would return to them all.

The Divine Sacrifices:

The 19 remaining gods knew that the only way Siberlee would return was if she could have a child. Though the powers of the Gods were mighty, even in those times, they did not yet have the power to create life with a soul – only the combined powers of The One and The Other could do that in those lost times. The Gods could not even ask, for The One only spoke through and to Siberlee, just as it is to this day. Siberlee had hidden herself well, somewhere deep in the jungles of the Tian Islands, and her magic was so strong she could be found by none.

To overcome this, the remaining Gods determined that each of them must sacrifice a part of themselves and combine it together to create a life and the child that Siberlee so desired. Each provided that part of themselves they felt was the most important to them, which explains why The Mothers and The Fathers, even today, are each missing a part of their earth-bound bodies. In the Seasons that were to follow, these became known as The Divine Sacrifices. 

Kanola gave her ears, though music was her passion. Kala her heart, though love was the most important thing to her, Elsen gave his legs, though wandering and running was his obsession, and so forth through all 19 of the gods, save Barak. 

 Barak knew that even with all the parts that the other Gods had contributed, it would not be enough. The most important part was still missing. The Soul. For the Gods to be successful, Barak would need to sacrifice his soul.

The Decision of Good:

It is written that Barak sacrificing his soul is the first Decision of Good to ever be made – a decision of doing what is thought to serve a greater good, regardless of the consequences. Barak made the decision quickly, for his love of Siberlee was great. The result was the creation of Man on Bella 1st in the first year of recorded history.

The Creation of Jealousy:

Siberlee was immediately consumed with love for her child, the Race of Man. So consumed that she barely realized the terrible changes that had occurred in Barak. For any beast or creature without a soul, even though it be a God, is a dangerous and needful creature. The once happy and joyous Barak became sullen and resentful. He was not evil, at that time, but he was empty, for where does one store the love and goodness that sustains life if one is without a soul? 

For Barak, there was now no place, and the cavity that once held one of the most beautiful souls any of the Planes had ever seen was slowly filling with dark emotions. With none of the joyous emotions that give balance to a being, he quickly sank into that godless abyss of self-pity that always leads to evil.

With Gods, just as with Man, if there is one in a group with a strong emotion, the emotion spreads with the speed of tallow weeds in a meadow during spring. The strongest dark emotion that consumed Barak was jealousy, though that word, or its meaning, was not yet known. Jealousy that his beloved Siberlee dedicated so much of her time to her new child, The Race of Man. Jealousy of how much love she showed them. Jealousy that it was, in fact, his spirit which had been used for the souls buried in the Race of Man; the remnants of his soul in these strange new creatures that Siberlee really loved.

And as it came to pass, this jealousy spread, and many of the other Gods also began to feel strong resentment for this unique thing that only Siberlee had.

The Races of Mernac:

It is suspected by those who have studied the words of Kalos that this strife even affected The One and The Other. The One was ecstatic that Siberlee was so happy. The Other, however, was not pleased with the fact that it was now Siberlee who was garnering all the praise and attention of his other Gods, let alone the complete adoration of any born to the Race of Man. However, The One and The Other did agree on one thing: that the jealousy growing daily among the Gods must cease.

Together, they worked through a 100 moon’s cycles to create 19 more races, one for each of the remaining Gods. The completion of these creations was timed so that it would be complete at the time when not one, but both of Mernac’s moons were full on the same night. It was on this night that they gave these new races to their children as a gift. With this gift came responsibility. The responsibility of developing and protecting the souls of all those born to the race to which each God became a patron or matron of.

The Matter of Choice:

For near 600 Seasons, each of the 20 Gods was happy and busy placing members of the race for which they were the patron or matron in different locations throughout Mernac’s diverse geography. However, even though the Gods were happy, the conflict that had begun between The One and The Other grew steadily more intense.

The conflict centered on how to best protect and develop the new races that were populating their world. The Other felt that these new creatures should be guided and controlled, told how to best live and survive in Mernac. The One, however, believed in free will and what she called The Decision of Good, that each race must be left to their own devices, and she believed that ultimately, they would find the best way to live, based on their own decisions.

The Battle of “The Matter of Choice” as documented in the Book of Tennor festered as an infected wound and the love between them evaporated into a scab of pain and resentment. To bolster their positions, both The One and The Other began to recruit the 20 Gods into their opposing camps on this matter.

Dissension of the Gods:

All that know of this tale, know this is what led to the Dissention of the Gods’ era as is documented in the Book of Govy, and ultimately led to The Other, and seven of the Gods being cast out of the heavens on the glorious day that would be known as Liberterious, on Bella 1st 666.

It is on this day that whatever evil and pettiness existed in the Heavens was cast out, forever being chained to the depths of the underworld or to wander aimlessly throughout the harshest of Mernac’s geography. Even to this day, the Races of the Light consider the number 666 as one to be revered, and this number is considered lucky by all but the most ignorant in Mernac. The Races of the Dark, however, consider the events that occurred in 666 blasphemous, an insult to the power and ultimate destiny of The Other to rule Mernac. It was the beginning of all the wars of Mernac that were to follow for the next 10,000 Seasons.

On the separation of the Gods, these beings came to be known by different titles. The ones who remained loyal to The One became known as The Mothers. The others who followed Barak became known as The Fathers.

The Mothers:

The Mothers are known to be the leaders of the races of good, sometimes known as the Races of light or the Races of Man.

Siberlee

The Mother of Nature and all that is good. Became the matriarch to the Race of Man and to this day remains the Leader of the Mothers.

Kanola

The Mother of Music and Dance and the Matriarch of the Faerie Race.

Sola

The Mother of Life and Light and the matriarch of the Elven Races. 

Dulan

The Mother of Healing and Compassion, and the matriarch of The Fur Race.

Kala 

The Mother of love and desire, and the matriarch of the Merfolk Race.

Witriss

The Mother of Virtue and Strength and the Matriarch of the Dwarf Race.

Terees

The Mother of Wisdom and Harmony and the Matriarch of the Murmil Race. 

The Fathers:

The Fathers are known to be the leaders of the Races of Evil, sometimes known as the Races of the Dark or the Races of the Beast.

Barak

The Father of Darkness and All that is Evil. Patriarch of the Undead Race. 

Tellen

The Father or War. Patriarch of the Troll Race.

Bu

The Father of Death and Destruction. Patriarch of the Azeman Race.

Werk

The Father of Pain and Disease. Patriarch of the Sectis Race.

Tul

The Father of Anger. Patriarch of the Dabbit Race.

Elsen

The Father of the Ethereal Elements. Patriarch of the Dark Elf Race.

Linthur

The Father of Revenge. Patriarch of the Wookalar Race.

Quont

The Goddess Of Lust. Matriarch of the Dark Fae Race.

Trajen

The Goddess of Jealousy. Matriarch of the Acquill Race.

Gorb

The Goddess of Greed. Matriarch of the Ogre Race.

Abuba

The God of Indecision. Patriarch of the Orc Race.

Roadius

The God of Mischief and Humor. Patriarch of the Gnome Race.

Picu

The God of Excess. Patriarch of the Giant Race.

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