Humans
Adaptable, diverse, dominant in numbers. Known for ingenuity and ambition.
Myraden is a land of jagged coasts, river kingdoms, and deep ancestral memory. Its west is storm-lashed cliffs and icy seas; the heartlands are fertile valleys ruled by quarrelsome nobles; the east ends at the empire of Xiansai. Trade routes and pilgrim paths connect diverse cultures, from Svenmark's tundra clans to Nemorra's sea princes. Beneath the hills and forests lie remnants of older ages: ruined barrows, silent fortresses, and forgotten wards.
The continent's power structure has two tiers. At the edges sit the two eldest powers, Svenmark in the far north and Xiansai in the far east, both vast beyond what southern maps chart, both strong enough to dominate the continent outright, and both entirely uninterested in doing so. Svenmark stands its own watch in the ice and considers southern affairs beneath its notice. Xiansai rests on millennia of continuity, wealthy and self-absorbed. Neither participates in continental politics; their weight is felt through absence, the way an empty chair at the head of a table shapes every conversation around it.
Between them, the four younger kingdoms (Virelia, Daskara, Velgrin, and Nemorra) contest the fertile, accessible middle. They trade, feud, ally, and maneuver in constant motion, fighting over the only inheritance actually within reach while the elders look elsewhere.
Their weight is felt through absence, the way an empty chair at the head of a table shapes every conversation around it.
A working chart of Myraden. Drag to roam, scroll or use the controls to draw nearer, and touch any marker, in the map or the gazetteer beside it, to read what is known of that place.
A coastal kingdom known for its old magic and fractured nobility, spanning windblasted western cliffs to forested highlands and inland river valleys. Lush, thriving, and built around trade and arcane scholarship; magic runs through its veins, often bound into ancient contracts or land rights. The common folk whisper of spirits still lingering in the barrows and wild places. Virelia is beautiful but wary, gilded but weathered.
Its strength is political, not martial. Virelia survives by being indispensable: the port everyone uses, the partner nobody profits from destroying. Yet beneath the Virelian Promise of openness runs an unregulated underbelly, where new arrivals fall into exploitative oath-magic contracts they cannot read and cannot break. The kingdom's defenders point at the success stories; its critics point out that the success stories are the advertisement, and the underbelly is the business model.
A vast, ancient empire of hidden cities, tiered palaces, mountain monasteries, and endless rice plains guided by carefully managed rivers. Ritual, etiquette, and philosophy dominate internal life; emperors are semi-divine, and the Mandate of Heaven governs both politics and mysticism. Its scholars pursue starfire and alchemy, rigorous empirical disciplines rather than channelled magic.
Xiansai does not reach for the smaller kingdoms; it turns ever inward, content with its own vastness. Other kingdoms pursue its attention like supplicants, and it rarely bothers to reciprocate. That indifference is part of what makes it formidable. It is the sleeping dragon: undeniably powerful, but content to rest on ancient foundations.
A misty realm of dense forests, ancient magic, and hidden elven groves; spiritual and secretive. Real power rests with the Druidic Circle, the council of senior druids who guard the balance of nature with zealous care and intentionally limit the roads into their domain. There is also a king, kept chiefly because foreign dignitaries expect a crown to negotiate with. He is a decent man, entirely clear-eyed about his ceremonial role, and on genuinely good terms with the Circle.
A militarized state of vast mines, fire-wielding battlemages, and a deeply hierarchical culture that considers strength the only honest currency. Other kingdoms make arguments; Daskara makes armies. It produces very good soldiers, very good smiths, and rulers who have earned their position by surviving everyone who tried to stop them.
Its ruler is an ex-warlord who seized power by conquest and holds it the same way: enormous, unhurried, and rare among the living, for he is a dragon demihuman, scales at the jaw and collarbone, eyes that catch firelight like a predator's. In a culture that worships strength and holds the great dragons sacred, a ruler with dragon blood is not merely powerful. He is the argument made flesh.
A seafaring nation of free city-states bound by trade and shared defense: bold, diverse, and unpredictable, scattered across islands so no single blow can fell it all. Magic is practiced freely here, often in strange and untraditional ways, and smuggling is less a crime than a civic art.
Nemorra is also the toll-keeper of Xiansai's only sea door, growing rich on a trade it administers rather than merely pursues. Its freewheeling improvisation collides often with Xiansai's rigid ceremony, a clash that can spark sudden embargoes when the empire decides to notice.
A cold, rugged land of tundra clans, fjord cities, and long-forgotten magic; one of the two eldest powers, stretching deeper into the ice than southern maps bother to chart. Its people value strength, honor, and oral tradition, and govern by the slow consensus of a clan council rather than any crown. They often seem primitive to outsiders, and hold deep, ancient wisdom.
In a port like Darsea, a hundred lineages rub shoulders daily. Some are common across the continent; others are few, and too often distrusted; a rare handful drift at the edge of rumour.
Adaptable, diverse, dominant in numbers. Known for ingenuity and ambition.
Graceful and long-lived, with deep magical affinity. A distinct mortal race, not fae, despite the common conflation.
Stout, hardy, tradition-bound. Peerless miners, smiths, and engineers of the mountain strongholds.
Cheerful and clever, found in rural corners and cozy urban nooks. Renowned for hospitality and survival instinct.
Mostly-human folk carrying minor animal features. Not to be confused with beastkin, a distinction that matters in both directions.
Infernal heritage: horns, tails, unusual skin. Often feared or exoticized, and the unjust target of anti-infernal law.
Animal-featured humanoids whose nature runs deep: build, face, fur, instinct. Touchy about being called demihuman.
Mortals carrying a trace of fae blood from the era of free passage: strange eyes, uncanny charm, unpredictable magic.
Demonic-heritage beings who feed on energy. Misunderstood rather than evil; more accepted in cosmopolitan cities.
Strong and imposing, or cave-adapted, and routinely prejudged. The full orcs keep to their own communities beyond the towns.
Dryads, undine, sylphs, aarakocra, minotaurs, changelings, constructs, centaurs, driders, sirens, celestials, and others yet unnamed.
Myraden's material world sits alongside four other realms. They are real, not metaphor, though direct contact is rare enough that most folk treat them as religion or rumour. They matter for one practical reason above all others: all magic comes from them. Nothing magical can be made in the material world; it is only ever channelled through.
The realm of the gods, some active, some silent so long no one can say if they died or merely stopped answering. Theology here is not whether divinity exists, but whose is currently picking up.
A vivid, chaotic realm of untamed nature, home of the fae. Once it overlapped freely with Myraden, until the Fae Queen sealed it from within and the age of free fae magic ended.
A drained, dim, wrong reflection of the Feywilds: a pocket realm of unknown origin. It should not be entered casually, and what is native to it should not be here.
The infernal realm, not chaos but order, running on contract, hierarchy, and the exact letter of a bargain. Its devils keep their word with a fidelity mortals find more frightening than treachery.
For a very long time the fae were wonderful neighbours, living as much in the material world as in their own, sharing their magic with harvests and healings freely. As mortal civilization hardened into cities and hierarchies, the requests turned to harm, and then past it: fae were attacked, their children stolen, and high-ranking mortals began confining and experimenting on them to extract a resilience they could not naturally have.
When one fae woman was found dead of her injuries, the Fae Queen gave her people one week to return home. Those who did not make it remained in the mortal realm forever, at half their power, and she sealed the Feywilds from the inside. It can now be opened only from within, and opening it without cause is the first and only law the fae have ever enacted. Velgrin's druids kept the most respectful relationship with them, and still know where the old border-thinnings lie. They do not share it.
The mainland's celestial door was not closed on it. It was nailed shut from the inside, generations before anyone understood there had been a door.
The First Law is simple and absolute: magic is channelled, never made. It cannot originate in the material world, only be drawn through from the realms beyond, or drawn out of what their creation left behind. The source decides everything: how strong the magic is, how reliable, what it can do, and above all what it costs and who pays.
Almost all magic actually practiced (hedge-charms, lamp-light, harvest-luck) is drawn from loadstones: immense, unbreakable stones carrying a faint celestial charge. No patron, no price; just a stone, training, and modest results. They are believed to be fragments of the First, the being said to have made realms and gods alike, and so are older than the gods themselves. What no one knows, not mortals, not clergy, not even the divine, is that their power is finite and does not refill. The whole continent's everyday magic runs on a battery everyone assumes is a constant.
Every named place, person, power and realm set down in these folios, ordered alphabetically. Touch any entry to be carried to its passage.