The Myradion

Myraden

jagged coasts · river kingdoms · deep ancestral memory

IThe Shape of the Continent

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.

High Fantasy Eastern & Medieval Political Intrigue Magic as Nature Original World

Their weight is felt through absence, the way an empty chair at the head of a table shapes every conversation around it.

The Charted World

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.

Map of Myraden
The Cartographer’s Table Map illustration to come · markers shown in their charted places

IIThe Six Realms

Illustration to come
Kingdom
Virelia the Central Kingdom, the crossroads of the world
Ruler: House Cervaine Seat: Coravel & Darsea Exports: artifacts, spices, textiles

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.

  • Darsea, the Port City. Rusted ships and golden domes, spice merchants and street magicians. Magical lanterns trail ribbons of pearl-blue and amber light, and once a year the Lantern Festival sends wishes, debts, and small private griefs out over the water.
  • House Cervaine. Deer-featured demihuman royalty who rule by elegance rather than force; they do not command rooms, rooms arrange themselves around them. What they truly are, behind the antlers and the dappled light, Virelians have learned not to ask too loudly.
  • Coravel, the Royal Seat. The inland capital above the meeting of two rivers, older and less glamorous than Darsea but far more powerful: where the kingdom's real negotiations happen, away from the public eye.
  • The Saltwatch. A cliff-top tower, a permanent black dragon, a princess, and seventeen knights who never returned. Now drifted into local legend; nobody has gone to check in a long time.
Illustration to come
Empire
Xiansai the Far East Empire, the sleeping dragon
Ruler: Emperor Tyang Huizong Seat: Tiānchéng Exports: silk, porcelain, jade, star-ink

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.

  • The Four Heavenly Dragons. Demigods of the cardinal directions: Bái Lín of the North (rain and jade), Wū Zé of the South (luck and fire), Mù Xiāo of the East (ascension and spring), and Tiě Sù of the West (judgment and autumn). Revered across the empire, locked out of the Celestial realm that made them, and never told why.
  • Emperor Tyang Huizong. Age 47, scholarly and severe, a reformist shifting Xiansai away from divine mandate toward rational order. He once sought Bái Lín's counsel; the Jade Prince ignored him, then drove off his embassy with thunderstorms. Huizong now regards the dragons as relics. Bái Lín finds this hilarious.
  • The Celestial Menagerie. Long-dragons, kirin, kappa, and a hundred kinds of spirit, all protected as signs of the gods. Where the mainland hunted such creatures to nothing, Xiansai revered them, and kept its door to heaven open.
  • Tiānchéng. The largest city on the continent: concentric walls, canal rings, tiered gardens, and an Imperial District most citizens never enter.
Illustration to come
Kingdom
Velgrin the Forest Kingdom, where the forest is the wall
Ruler: the Druidic Circle Seat: Caelindra Exports: enchanted wood, spirit-herbs

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.

  • The Thornmantle. The kingdom's great forest, richer in loadstone deposits than almost anywhere on the continent. From outside it reads as dark and hostile; from inside, indifferent: vast, alive, and not particularly interested in whether you survive it.
  • The Wandering Green. A place where the boundary with the Feywilds runs thin enough that the light changes. Thinner still since the Fae Queen sealed the realm, as if something on the far side is leaning against it.
  • The Warden Stones. A ring of standing stones older than any current civilization, carved with symbols matching no known language. The druids have studied them longer than Virelia has existed, and have shared nothing.
  • Unicorns are known to live here the way a rumour with occasional eyewitnesses is known: survivors of creatures the rest of the mainland hunted away.
Illustration to come
Kingdom
Daskara the Mountain Kingdom, where strength is the only honest currency
Ruler: the Warlord-Emperor Seat: Skarveth Exports: steel, weapons, enchanted ore

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.

  • The Great Dragons. Intelligent, bondable, celestial beasts whose riders terrified the mainland for centuries. There were never more than six. They are dying out, clutch by failed clutch, and the battlemage tradition (which draws dragon fire through the bond) dies with them.
  • Varruk's Gate. The tolled mountain pass that is the only land route into Xiansai. The two kingdoms despise each other and trade through it anyway, one tolling, the other paying.
  • Kravenspire, the Rider's Hold. A fortress near the range's highest passable elevation, where the last great dragons are sheltered: a place everyone respects and nobody particularly wants to visit.
  • The Deepmarrow. The mining network that feeds Daskaran steel, with sealed sections whose cause of instability is not officially discussed.
Illustration to come
Confederacy
Nemorra the Island Confederacy of sorcerers, free cities and smugglers
Ruler: confederacy of city-states Seat: Saltvar Exports: spices, sea glass, exotic magic

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.

  • Mur'avoa, Grandmother of the Deep. A leviathan revered as a demigod, so vast the shallow island waters cannot hold her. Her cult holds that her coiled body encircles the whole continent, and that this is why nothing from the Farlands has ever reached Myraden. Skeptics note that an appetite would achieve the same result as a blessing.
  • Saltvar, the Open City. Loud, chaotic, and gloriously ungovernable: where deals are made, cargos vanish, and ships of questionable registry find no questions asked, provided the tax is paid.
  • Carvossa, the Merchant's Isle. The respectable face of the confederacy. The difference between Carvossa and Saltvar is less about morality than documentation: Carvossa's smugglers file paperwork.
  • The Grandmother's Threshold. Where shallow water becomes deep and crews make their offerings before the crossing. It moves with season and current, which the faithful take as proof she moves beneath it.
Illustration to come
Eldest Power
Svenmark the Tundra and Fjords, the watch that never ended
Ruler: council of clans Seat: Halvorden Exports: furs, icewine, runed bone

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.

  • Hrímgar and Myrkvarn. Two leviathans said to sleep beneath the deep ice, a hatred older than the world's current shape keeping them apart. The glaciers are their prison; the day they break free is called the Ísbrot, the Ice-Breaking.
  • Aldvar, the Old Warden. The high god who bound them at terrible cost and has not been heard from since. He survives now only in oaths sworn "by the Warden's price," and in the custom of leaving the head seat empty at a midwinter table.
  • The Battle-Relics. Objects said to be debris from that last fight: the Skarn-Tooth, the Pale Pelt, black claw-shards. Most circulating fragments are mammoth ivory sold to the credulous, and Svenmarkers find it funny not to correct the buyers.
  • Yrsa, head of the council. A snowy-owl demihuman with the stillness of something silent before a strike. She asks a question once and remembers the answer. Diplomats underestimate her exactly once.

IIIThe Peoples of Myraden

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.

Common

Humans

Adaptable, diverse, dominant in numbers. Known for ingenuity and ambition.

Elves

Graceful and long-lived, with deep magical affinity. A distinct mortal race, not fae, despite the common conflation.

Dwarves

Stout, hardy, tradition-bound. Peerless miners, smiths, and engineers of the mountain strongholds.

Halflings

Cheerful and clever, found in rural corners and cozy urban nooks. Renowned for hospitality and survival instinct.

Demihumans

Mostly-human folk carrying minor animal features. Not to be confused with beastkin, a distinction that matters in both directions.

Uncommon

Tieflings

Infernal heritage: horns, tails, unusual skin. Often feared or exoticized, and the unjust target of anti-infernal law.

Beastkin

Animal-featured humanoids whose nature runs deep: build, face, fur, instinct. Touchy about being called demihuman.

Fae-touched

Mortals carrying a trace of fae blood from the era of free passage: strange eyes, uncanny charm, unpredictable magic.

Incubi & Succubi

Demonic-heritage beings who feed on energy. Misunderstood rather than evil; more accepted in cosmopolitan cities.

Half-Orcs & Drow

Strong and imposing, or cave-adapted, and routinely prejudged. The full orcs keep to their own communities beyond the towns.

Rare & Mysterious

Dryads, undine, sylphs, aarakocra, minotaurs, changelings, constructs, centaurs, driders, sirens, celestials, and others yet unnamed.

IVThe Realms Beyond

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 Celestial Realm

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.

The Feywilds

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.

The Shadowrift

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 Hells

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.

The Withdrawal of the Fae

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.

VMagic & Mysticism

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.

Illustration to comeA loadstone, half-sunk in open farmland

The Common Magic: Loadstones

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.

The Four Sources: True Channelling

  • Celestial. The strongest and most restricted; not a skill but a permission, granted to demigods and to clergy whose gods still answer. One door bypasses the gods entirely: a bond with a creature naturally imbued with celestial power, such as a great dragon or a kirin.
  • Fae. Channelled from the Feywilds: strong, versatile, capricious, and always priced, in years, luck, or memory the caster did not know they were offering. Now rare since the sealing; Velgrin's druids keep the last open tradition.
  • Rift. Twisted fae magic from the Shadowrift. Weaker, narrower, almost always harmful, and uniquely able to offload its cost onto a host rather than the caster. Outlawed in Virelia, where its mere use is treated as proof of intent.
  • Infernal. Channelled from the Hells by contract and alchemy. The most predictable of the four (the contract does exactly what it says) and the most dangerous over time, because the terms were drafted by something that has been writing contracts since before mortal law existed.

By Kingdom

  • Virelia. Common and regulated; loadstone magic woven into commerce, old contract-magic and spirit-oaths woven into law. Rift and infernal magic both outlawed.
  • Xiansai. Formalized and bound to imperial ritual, with the greatest access to true celestial power of any kingdom.
  • Daskara. Battle magic formalized, infernal magic legal and open, and a fading celestial key in its dying dragons.
  • Velgrin. Druidic magic tied to nature, the most openly fae-channelled tradition on the continent, and guarded jealously.
  • Nemorra. Freely and untraditionally practiced; sorcery and smuggling go hand in hand.

Lexicon

Every named place, person, power and realm set down in these folios, ordered alphabetically. Touch any entry to be carried to its passage.

Return to Myraden

Folio I of the Myradion · a living archive, still being written.