The History of Western Mythrus
The savage Tsai Nau frontier ("Sigh Now"), a region on the southeastern part of the continent of Jera, is a wild land of misty hills and tangled forests. It is littered with ruins of a countless civilizations that have inhabited this region for millennia. Long ago it was said that the enigmatic gnomes, a race known to be steeped in ancient magic, used their unnatural wizardry to twist the land, causing all kinds of evil creatures to stalk the land. After a time however, humans (from Halthyte lands from farther west) moved into the area.
Beyond those simple facts about this region's ancient history, no one has any knowledge of the past. Only within the last three centuries, with the arrival of the restless Mytherian explorers, was Tsai Nau even remotely tamed. The Mytherians, Dendar dwarves, and orcs (followers of St. Poligran) were pilgrims from the distant continent of Faldor across the vast eastern Antraic Ocean.
The Mytherians and their allies still speak of the barbaric wilderness that Tsai Nau was and still is. Those first Mytherian colonists lost much during the first foray into the wilderness, and it was only by the luck of the saints that they survived at all. Only two generations after establishing their new city of Valis Melgrin and erecting several outposts deep in the Tsai Nau woods, dark forces of some unknown menace razed the city, killing the last descendent of the Mytherians' great ancient king and patron saint Bellas of the Whiteblade. Bellas IV's death was a great loss to his subjects, as was the death Meynard the Mariner. That venerable hero and accomplished statesman, who had founded the first colonies in Jera decades before, was done in during a battle with a many-armed aberration of unknown origin.
The three hundred years between that dark day and the present are well known to sages and commoner alike. The remnant of the Mytherian army (which included a fair number of orcs) as well as a lucky four score of hill dwarves from the Brodin (Blackhammer), Bronderk (Gatehold), Lutgehr (Delvedeep), and Khazendruk (Strongbrow) clans, as well nine young nobles from the Visted (Westlight) clan survived the fall of Valis Melgrin, and fled with a few meager possessions on eleven longships south. Their strength and their resolve to survive came from a common soldier of remarkable strength and intelligence. Taurin Blackwulf was his name. Descended from the Tulusian barbarians on far Faldor, Taurin was said to be a head higher than any orc, craftier than any gnome, and able to out drink any dwarf. Taurin would go on to become the leader of the Mytherians, but to his people, he never could (or tried to) take the place of the line of St. Bellas.
Eventually the harried refugees under Taurin's banner came south to what is now the city of Southgate. On the arid coast of northern Tyradis the Mytherians encountered the survivors of the dying Tyradian empire known as Paradise. The Tyradians had become fractious people who constantly warred amongst themselves. One side still followed their cruel god Akkadurai, while the other had thrown off the yoke of oppression and taken to a nomadic lifestyle. The Mytherians and the nomadic Tyradians forged a valuable friendship thanks to the efforts of the wise Sai'hine Aderra. An ageless matriarch, who was as much a warrior as she was a philosopher and healer.
Centuries passed as the Mytherians and their allies made a life for themselves in northern Tyradis. The Dendar under the youthful leadership of Karak, Son of Mulftor of the Visted clan founded a new homeland farther south in the deep caverns of Mount Argus. The dwarves, with their long life spans and cultural memory, have helped the Mytherians develop a thriving economy, many fortifications and aqueducts, and have even supplied them with their much guarded gunpowder weapons during Southgate's last war with Muruk. With their aid, the desert lands that the Mytherians settled soon became lush and verdant plains.
Meynard the Mariner, Sai'hine Aderra, and Taurin Blackwulf, after their own deaths, were apparently inducted into the Avatars of Fate (known as saints or soul-wardens to Mytherians ) much like Bellas, Tarkis, and Poligran were centuries before. The three new saints replaced a trio that had been killed during the Freeing of Ishtar. The Avatars of Fate are always beings of strong character and power who are granted a portion of the archangel Avasha's power. Avasha is known as the Chained Angel, and is the guardian of the Godwall, an important magical barrier that permeates the mortal plane and protecting it from destruction. The Godwall also ensures the imprisonment of Anshar, the ancient embodiment of entropy and utter annihilation.
It was Anshar who, during the War Across Forever in ancient times, nearly destroyed the entire universe, had all the gods not sacrificed themselves to defeat him. Of the original gods, only Ishtar, the cowardly Ramman, and a few angels like Avasha or Garse survived. The fact that so many of the current avatars were once a Mytherian, or one of their allies among the Tyradians and Dendar, makes many Mytherians feel very honored, while at the same time somewhat uneasy since the world is still mostly controlled by servants of the surviving Children of Doom, beings who have accepted a part of Anshar into their souls.
The fact that the cruel Akkadurai is also an avatar (and probably the most powerful one at that, having become an avatar during the final days of the War Across Forever) is a bitter pill of sorts to many self-righteous followers of the Church of the Whiteblade. The final avatar, who has little influence in Western Mythrus, is Jun Longdi ("Jun the Dragon Emperor" in Mytherian). Jun Longdi was once the ruler of a vast Halthyte empire that fought against Thaglut, the gnomes of Tsai-Nau, and sometimes Akkadurai's empire of Tyradis. Though his ancient empire lies in ruins, he still fights the servants of Chaos and Destruction in the afterlife.
Their number throughout history is always eight. The number eight is very significant to many people. One, it represents the amount of power that Avasha can grant to the avatars (though the avatars have many powers in their own right), and two the number eight symbolizes opposition to Anshar, since that god=s main servants during the War Across Forever were the Children of Doom, who numbered eight. The Children were alternately known as the Dark Eight. The Children of Doom were the archangel Garse, the fire demon Thaglut, the gnoll Worgul, the gnome Ix, and the elves Cyronax, Lilith, and Menander. They were created during the last battle of the War Across Forever as Anshar was clearly losing to the combined might of the gods. Since then, the Dark Eight divided the world amongst themselves, snuffing out all that was good and civilized. They warred amongst themselves as much as they did what little resistance the first Avatars of Fate could muster. In the ages that have come and gone since they were the created, some parts of the world have been reclaimed from Evil. It is in these areas that life for humans and the other mortal races is possible. In other parts of the world however, the utter corruption of the Children of Doom and their servants still lingers.
At the present, the Mytherians have forged an enduring civilization that is only getting stronger. They've been without a king for centuries, and much has changed since then. Taurin Blackwulf, as the saint most concerned with watching over his people (the other avatars have many other duties), is the most popular saint in Western Mythrus right now. His chosen servants, the Stokan Knights, are the de facto rulers of the Church Council, and the Grand Cardinal of the Stokan has great influence on the Grand Assembly, the semi-republican body that now governs Southgate. They are powerful warriors who are able to draw on the divine powers of their great patron. The divine magic they wield is a rarity in this world, and thanks to their wise efforts, much good has come from it.
In the past fifty years, the Mytherians have achieved several key victories against Muruk, the City of Purity, a large city-state ruled by priestesses of Akkadurai. Southgate, with the help of several Halthyte wizards and an effective use of Dendar gunpowder weapons, has finally gained the upper hand against the city, and for now Muruk poses little threat to the free peoples of
Southgate or its holdings. As a result of this victory, Southgate began using its resources for more than just defense, as it has begun to conquer or establish contact with several islands in the Sea of the Turtle Gods. These areas once were settled by a few Mytherian freebooters from before the Fall of Valis Melgrin, and some of them have survived to this day. A host of new territory has come under Southgate's control in the past fifteen years, including the lost Dendar village of Stoneroot on Gray Moor Island, the old Mytherian lighthouse-fortress on island known as Meynard's Vigil, and the crime-ridden city of Holdover, which was once a major pirate stronghold.
The most recent colonial activity of the Mytherians is the Eswhalon settlement, which is barely thirty years old. Eshwhalon is located is less than a hundred miles from the glutted ruins of Valis Melgrin, and it has become the Stokan Knights' staging grounds for a crusade to reclaim the Mytherians' original lands in Tsai-Nau, and also locate several sacred items lost during the Fall of Valis Melgrin. These sacred items include the Shield of St. Bellas, the remains of Bellas IV and St. Meynard, and several holy books of lost scripture.
Being few in number, the Stokan Knights, under the control of the aging Cardinal Redhat, has taken to issuing writs of indentured adventure. These writs often obligate individuals to a contract of two to five years of service depending on the skills of the individual. The duties entailed in such an agreement include laws for dividing spoils, tithing to the Stokan authorities, and funeral arrangements for the unfortunate. Those who complete the terms of the contract are often given plots of land, and in some cases given titles of nobility (for those who served with honor, fairness, and integrity). In the past thirty years, a new class known as the "adventuring nobility," has arisen. The practice of issuing writs of indentured adventure is a practice that is slowly falling out of use since a sizeable portion of the frontier has been cleared for non-adventuring settlers from Southgate and the Turtle Islands.
The most pressing order of business is tribes of orcs who have survived and thrived on the Tsai-Nau frontier since the Fall of Valis Melgrin, more than three centuries ago. These orcs seem to have reverted to barbarism, and have forgotten the example of St. Poligran. Nowadays, the orcs of Tsai-Nau, thanks to their race=s fecundity, are thought to out number the Halthytes and Mytherians on the frontier. Barbaric and stupid, the Tsai Nau orcs have become a devastating force that often raids human villages and other orc tribes in an endless cycle of violence. Many of these orcs follow the fire demon Thaglut. The most depraved of these orcs are known as ravagers, killing machines with no purpose other than slaughter. Ravagers, as well as some of that demon's shamans, have been known to pluck out their right eye in order to emulate their cyclopic patron. Despite missionary activities on the part of missionaries of St. Poligran, few of the proud Tsai-Nau orcs have been converted. Many of the new settlers on the frontier have growing fears of full-scale war between the orcs and the Stokan Knights.
**Note on Geography: I'll try to scan a map of campaign world sometime in the future, but for now picture the Tsai-Nau frontier as a fantasy version of Virginia, in terms of both geography and climate. Following this, the Eastern Shore is actually an island, which creates the narrow Meirlenith Sea, instead of a bay (Chesapeake). Eswhalon lies near the fall line of the Northern Neck River (Rappahannock River), and is analogous to Fredericksburg in location. The ruins of Valis Melgrin lie on the Meirlenith River (Potomac), and are analogous in location to Washington. The small city of Archaven lies at the mouth of the Brinding (James) River, and is analogous to the Hampton Roads area. The village of Cherry Knoll (where the campaign started) lies about seventy miles to the west, and is basically analogous to the southern hinterlands of Richmond. The Tsai-Nau frontier's climate is like Virginia's except that its temperate woodlands are vast and primal, while the areas near the Meirlenith Sea are swampy. Beyond those parameters, the Tsai-Nau frontier, and the rest of my world bear no similarity to the real world.