Introduction |
Charybdis |
Enemies |
Culture |
Movers & Shakers |
Specialties |
Introduction
The mirdain are a sophisticated and cultured people, who tend to prefer diplomacy to warfare, and subtlety to brute force. Theirs is an empire of influence and trade, and of intelligence networks which extend like sinuous branches from their forest-clad homeland.
In combat, mirdain warriors move with innate grace and fluidity, seeking the perfect opening before striking with surgical precision. The mirdain are renowned tacticians, who may overcome near-insurmountable odds through brilliantly deployed maneuvers, ruses and stratagems.
Mirendil and the Republic
The borders of the mirdain realm continues to move with the tides of war, but its core will always remain Mirendil, a vast and ancient forest which dominates the southwestern part of Agon's main continent.
To its north, the Mirendil is bordered by the plains and gently rolling hills of the Mahirim Tribelands. To the south and east, beyond a no-man's-land shattered by war, lies Nagast, the poisoned and spell-blasted homeland of the Alfar. Across the Ruby Sea to the south lies Rubaiyat, a desert continent which was recently overrun by the seemingly unstoppable undead hordes of the Red Pharaoh. To the east of the Forest Republic lies the fiercely contested heartlands of Agon, which are slowly being devoured by the Pall of Synochus, a Deathless Mage who wields strange and powerful forms of shadow magic.
The Mirendil Forest itself is intersected by several broad, winding rivers, the most famous of which is the Irthan, which rises in the darkest depths of the forest and empties into the Eirandar wetlands of western Mirendil. Several mountain chains and lakes further perforate the forest, making it a less geographically uniform place than a cursory glance would suggest.
A unique feature of the Mirendil is a number of elemental regions, which are connected to strange elemental zones by permanent vortex-portals, Through these portals issue elemental matter, as well as weather effects and monsters native to the target elemental planes. The most famous elemental zones are Northern Erinthel, in which the climate is arctic, and Northwestern Alyani, which is constantly ravaged by firestorms. All elemental zones were created as a side-effect of a failed magical experiment performed during the Usurper Wars, and all attempts at closing them have failed.
Wildsprings are sacred sylvan sites that are found throughout Mirendil. Though their appearance varies somewhat, most wildsprings feature circular lakes with small islets in their center. Each such islet is home to a single Tree of All Seeds, while the lake itself tends to be encircled by tall standing stones. Fairies and pixies live in and around the Tree of All Seeds, and the dense woods surrounding wildsprings are home to many other sylvan creatures.
How the mirdain see the world:
"The empires and kingdoms of other races may rise and fall, but the Forest Republic remains, eternal and unchanged. We must be true to our ancient laws and customs, which - like the trees themselves - have grown and flourished in Mirendil's soil."
- Naessa Rivermist, elflord member of the Grand Parliament.
"We seek to know all, understand all and be prepared for all. Wherever you travel on Agon, the subtle hand of the Republic may be felt but never seen."
- Selewyn Shadesong, mirdain diplomat
"For too long, the mirdain have been content to subtly manipulate, and the current war-torn state of the world bears witness to that policy's failure. Since the lesser races evidently lack the intellect and temperament to properly govern themselves, we should unite them under the aegis of firm but enlightened mirdain rule."
- Sirthas Dragonshield, Arrowhead commander
"At little more than two centuries of age, the human kingdom of Mercia should be forgiven some of its naiveté and brashness. If the humans would but accept our leadership a little more readily, the mirdain might guide them past some of the traps and pitfalls of youth."
- Caradhan Silverhold, Serene Spire mage
"Guided by the teachings of Ymir, the dwarves have turned their race and nation into the vessels of a strange and idiosyncratic destiny. If those stout little worker drones would but listen to reason, their energies might be put to better use."
- Nailys Snowleaf, mirdain merchant
How others see the mirdain:
"Nothing in this world gives me greater pleasure than a long chase followed by the felling of full-grown mirdain prey."
- Muldôn the Tireless, mahirim hunter
"Words, words, words… sometimes a friendly punch in the face is needed to make my mirdain clanmates discuss less and do more."
- Hardvald Darkthrone, dwarven clan leader
"Soon Melek will create a black hole to suck the sun out of the sky and end daylight forever. On that night, the rivers of Agon will become blood courses for the liquid proof of our hatred of the depraved and effeminate Mirdain."
- Daelil Arkinshard, alfar priestess
"Uzkar say: kill first, discuss peaceful alternathieves later. What I like to do is crush big mirdain heads and make them go quiet."
- Uzkar Finefist, orkish raider
"The mirdain are lost in a labyrinth of their own making, full of outdated laws, customs and beliefs. This means that they tend to dither and discuss endlessly when swift, decisive action is called for. If the mirdain would but shake off some of their cultural ballast, they would make even better allies for Mercia and the human race."
- Simeon Bailmarsh, human admiral






