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Enter the Living History of a World Full of Adventure, Danger, and Mystery

Humankind, called Habens by the other races, have spread across every landmass touched by the warm light of the orange sun above. Their ongoing saga has been witnessed by the distant red sun standing its constant heavenly vigil, watching from above day and night.


The mother and daughter moons revealed the secrets of the tides to make the great oceans passable. They cast their silver and rose-gold light into the dark places, revealing many mysteries and imparting the wisdom of cycles.



 

With the suns and moons overhead are the heavenly beings, nine magnificent spheres of varying size and coloration. They are sometimes larger than the mother in the night sky and other times seen as ghostly discs behind the day-star. Worshipped as Gods by some, called Fates and Causes by others, they are understood by all as the Heavenly Pageant.      


The spheres travel their crowded celestial lanes in constant, predictable motion. Stunning alignments of the luminous orbs grace the heavenly stage at times and the suns and moons frequently vanish behind the other orbs, laying an eerie, quiet darkness upon the realms.


Over the course of thousands of years the people of Mirabillis - more than a dozen races of thinking beings - have built massive civilizations and mastered both metallurgy and magic. They have learned the secrets of the natural world, discovering the miraculous healing properties of the plant kingdom and trained all manner of animal for every imaginable task.


Red Wolves in the Broken Lands of South Ziliador

They have also waged destructive wars that annihilated entire species. They have endured the wrath of volcanic eruptions that masked the sunlight for decades, withstood earthquakes that swallowed cities and islands, survived the brutal rule of dragonkind, and emerged after an age of ice and glaciers covered the realms to build again.


All this and more they have recorded and preserved in the great Archives over thousands of years. This ingenious system of safeguarding the collective histories of humankind allows documents to be stored for millennia and then retrieved, disseminated, copied, and sealed for another epoch.


The known realms of Mirabillis are as beautiful as they are ancient. Every imaginable climate and landscape sustains the kingdoms, tribes, cultures and high civilizations of the distinct races and people.



Galleon of the Kingdom Serraffio

In addition to the spectacle of the skies and the ubiquitous Archives, the third great binding that joins these distinct people in their distant territories is the worldwide pelagos.

A total of nine maritime regions, from vast deep waters to regional seas, have been chartered. 


Rolling, teal oceans are cast bronze beneath the orange sun as they connect the northernmost islands of frigid tundra to the sweltering jungles with their tangled canopies of the remote south.  


Between these extreme ranges a plethora of temperate, arid, humid, and cool environments are shaped by a full spectrum of landscapes.


Towering mountain ranges, some jagged ridgelines with sheer cliff faces and others clusters of rounded, tree-covered mounds divide sweeping olive grasslands from seas of coppery and brick-red sand dunes. Forests of every variety crawl the hills and valleys between mountain chains or follow the winding lattice of rivers in their steady march from plateaus and tablelands to somber marshes, placid lakes, or endless coastlines.


The northern territories host abundant woodlands of mixed hardwoods and coniferous evergreens. Breathtaking, multi-colored canopies dominate the midrealms and further south - not during fall transition but year round.


Distinct shrublands ranging from sparse and scrubby to impassibly dense grow along the borders of rocky badlands, on canyon walls, and in regions recovering from volcanic blasts or where the soil is otherwise too shallow to support larger trees.



The Town of Darbis in Northern Gutheria

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Northern and Middle Merak Tiridium Region

 

Habens and Varrine


A Fzaltin Seeress and two Fzalt "Tren Sav", or "Three-Handed" Rangers Negotiate with Three Orcish Chieftains

Humans, called Habens by the other races, and orcs, who are more formally called Varrine and who refer to themselves as Ghorsht, have a long and complex history on Mirabillis. They have been bitter enemies and true allies at varying times in history.



Left to Right:Biadnaphéan Noble, Shalune Warriors, Imbrian Craftsman

Both races were slaves to the overlords from the stars, the K'hal Dominion, in the time before ages were counted. After the Day of Providence and the vanquishing of their godlike masters, the two peoples cooperated for at least centuries.


In the ages since then humans and orcs have variously competed for resources, fought side-by-side against Saurian armies, attempted to annihilate one another, and lived as neighbors in the same towns and cities.



Orcs from the Port of Levitsakal. 

High Orcish Levit Trader (left), 

Gulwark Sakal Shipwright (right)

In the present day the relationship between the two people varies widely and wildly depending on the region. In south Ziliador Braaki orcs and Umra humans live and work together in the same towns and villages. On the Isle of Myrrha the orcish enclaves enjoy the same citizenship as their human counterparts. In frigid Narwald a tentative peace exists between the orcs in the high peaks and the humans, high elves, and Yunni of the lower shrublands, held together y shared religion and healthy trade. Peaceful co-existence is achievable.


Things are not so cordial everywhere. While the people of Middleshire have orcish neighbors and friends among them, the Varrine of Dirus Foedus could mobilize on any given day and march north. The last time this happened the entire region lived under orcish rule for more than a millenia. The city-states along The Arm and the kingdoms on the island continent of Melithandros live each day under the looming, credible threat of invasion by the orc kings of Grisso Triugus. Orcs of the aforementioned nations teach their children to fear and hate the Habens.


This is the complex reality in the known realms. There are no cartoonish villains here, only people and all the good, bad, ugly and pretty that come with the title.


The Despot King


The Golden Lion Jeslinan III 

and his Arch Mage Hemphasticus

The Gutherian high throne is currently held by His Majesty the Golden Lion, Jeslinan III, True ruler of all Guths, Sovereign of Guthall and all Vassals thereof, King of Kings, Lord Protector of the Three Kingdoms and Emperor of the Great South. A monarch of severe ambition with fanatical devotion to the elevation of the Guth people, Jeslinan III holds unprecedented power.


ASs his title indicates he is the high king ruling the Three Kingdoms of Merak Tiridium - Gutheria,  Maer Dane, and Ziliador - and through his viceroy of the Hegemony of Guthall also controlling the Six Kingdoms of Auld Ur, which are Guthall, Averine, Odele, Ellenor, Shaluna, and the Sapphire Islands of BiadnaphĂ©a. His title of "Emperor of the Great South, inherited from a predecessor is formally an honorary office, yet the influence he asserts over the desert nation of Sarda and its proxies suggests otherwise. 


During the last forty years his armies have finished what the first king in Gutheria began four centuries ago. One by one, his overwhelming and strategically superior forces took central and southern Maer Dane, the city of Zirandel, and finally the southern territories of Ziliador. His enemies fell like wheat under the scythe upon the battlefield.


The Gutherian Crown has long controlled the mining, minting, and securities corporation of Guthall, which stamps coins and secures the wealth of most of Auld Ur. Little more than twenty years ago, Jeslinan III - in a bold and masterful play - acquired the Daverium Peninsula with it's mining, minting, and banking cartels and their associated operations in the city of Plutarch.


He achieved this not by landing forces on Daverium beaches nor pummeling their keeps with his advanced trebuchets and ballistae, but through the use of his agents to acquire majority ownership in the thirty-six largest companies held in the Daverium Market of Shares. He used this leverage to submit a motion of annexation and then secure the motion through majority votes cast by those council members who had purchased shares on his behalf.


The monarch now controls the coinage and secured wealth of a significant number of governments realmswide.  Koborip Island, the island continent of Melithandros, Illiandris, many Sevorian territories, certainly the entire Midrealms of Merak Tiridium, the desert nations of the Great South, some merchant houses and highborn families in the Kasitolorean Lowlands beyond the deserts,  and even Kutawazi to the far east all have loans with one or the other financial pillars that are part of the Gutherian Crown's portfolio. Naturally this also means the aforementioned have substantial bullion and/or real estate contracts stored in the vaults of Guthall, Daverium, or Plutarch.


It is rumored that even the largest fur trading company in the cold reaches of Narwald currently make hefty interest payments on loans taken to expand their trade routes. The only sovereign territory of consequence that doesn't have tonnage of bullion or precious stones or a robust inventory of estates as secured collateral on loans provided by one of the financial powerhouses owned by Jeslinan III is the Isle of Myrrha. 


If true, this lends credibility to the whispers coming from those close to the king's War Council regarding preparations underway for another invasion of Myrrha. No doubt the Golden Lion covets that which Guth kings of the past failed to acquire... the crown of the queen on the island across the northern channel. It has been said that his heralds have, by his instruction, in private council with is closest allies announced the king as "Lord Protector of the Four Kingdoms". 


Click Here or Below to Read What the Venerable King Covets - a Short Tale Featuring Jeslinan III and his Sorcerer.


Mother of Thorns: Threads of Time

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