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Broadly SPeaking

"Mirabillis" translates roughly to "place of wonders" or "amazing/wonderful world" in the ancient language of the Honai, or early humans. While rarely used in day-to-day conversation it is the name for the whole world in which the known realms are sat; Mirabillis is the wide world of wonders wherein the lands under the sun and the abodes beneath the ground all have their being.


For those who understand such things, Mirabillis is the name of the great orb, or planet on which the vast oceans and varied lands of the realms - known and unknown - were placed by the gods of creation long before the ages of the Habens, Duarden, or Ghorsht.

 

The HEavens Above

According to the Wise Towers in Baaltar, Mirabillis is one of ten planetary bodies in the heavens. Each heavenly orb corresponds to an aspect of divine and natural order and is linked to various gods/goddesses across cultures. The ten heavenly bodies, all visible with the naked eye at varying times of the year and under certain circumstances are listed below along with their religious or astrological correspondences*. 


  •  Saeir - the orange sun that gives light and warmth to the realms in accordance with their position relative to the equator and the season. The sun is also a symbol of the father and patron of justice, truth, the will, success & triumph, fulfillment, providence, redemption, and destiny.
  • Arazeu the mother moon. Mistress of Mystery, lady of magic, childbirth, initiation, secrets, the hunt, and matron of tides and cycles.  
    • Azri  spirit of freedom, the wild hunt, youth, aids the mother in her rule of cycles and the tides.
  • Kepplan the divine messenger, inventor of letters, numbers, and glyphs. God and patron of travel, commerce, communication,  gambling, magic, law, transfer and reconciliation.
  • Amoris the lady of love, beauty, and luxury. Goddess of attraction - romantic and otherwise to include magnetism and the bringing of experiences to oneself, family, partnerships, sex and childbirth, combat and victory.
    • Lolustris satellite and daughter or Amoris and sororal advocate of lust and sex, romantic manipulation, fidelity and infidelity, jealousy and trust, forgiveness, marriage and divorce. 
  • Azva or Neinz the warrior and protector, lord also of willpower, ambition, strength, cunning, strife and rage. God of smiths and armorers.
    • Gull satellite and son of Azva/Neinz and fraternal sponsor of combat, martial preparedness, warrior prowess, revenge, punishment, the hunt, and metallurgy. God of murder, assassination, and execution. 
  • Thrombas the giant sphere god of fate, time, cycles, shadows, decay, destruction, death, the afterworld, order, structure, and discipline. Lord of proliferation and construction. 
    • Dmeas satellite orb and daughter of Thrombas. Sister of the healer and the builder, also of sickness and disease. Goddess of the harvest and prosperity.


* Astrological information above is taken from the commonlore of the northern realms and midrealms which is largely informed by the combined and syncretized beliefs of the Guth-Umbrige amalgamation and later influences of the Baaltaran Empire and post-Imperial feudal order.


Twelve-Month Calendar

The formal calendar used throughout the Three Kingdoms, and widely recognized elsewhere, the Gutherian Calendar is a twelve-month system rooted in astrology and named after the influential signs and deities associated with each period1.

MonthAstrological InfluenceMajor Holidays & Events
Virelai

Renewal and Vitality 

New Year (1st), Spring Equinox (1st) 

Amoura

Love and Union

Lover’s Eve (7th) 


Mercain

Commerce and Speech

Kepplan’s Carnival (8th)

Navros

The Voyager or Explorer

The Wandering (5th–8th) 9, Summer Solstice (1st)

Kulwrath

Warrior and Protector

Juniper Tournament (5th)

Solenth

Victory and Celebration

Sun Festival (1st–10th)

Jexir

Challenger and Trickster

Fool’s Day (11th) 

 Fall Equinox (1st)

Thaloré

Justice and Harmony

Fortune Festival (4th)

Velmura

Harvest and Fulfillment

Weights & Measures (10th) 

Harvest Feast (14th)

Chronai

Time and Cycles 

The Life Look (15th) , 

Winter Solstice (1st) 

Hearthun

Home and Family

Cheer Home (7th–10th)

Nemoris

Death and Passage

Dressing the Tomb (3rd–8th)


Geoagraphy and Politics

Geography and topography of Mirabillis runs the full spectrum of potential environments. A vast oceanic system dominates the surface, but there are continents spanning across both the northern and southern hemispheres.


Merak Tiridium

 This is the large continent on the east of the Sea of Sollum and west of the Baaltaran Sea and the eastern ocean of Del Amaranthi. It is the home of the Three Kingdoms and Myrrha, where much of the current story begins.

Narwald

In the farthest northern realm of Narwald epic mountain ranges loom above frozen tundra and small evergreen forests.  The ocean around and beyond Narwald is called the Endless Deep because there is no dry land to be found farther north. The sea stretches on and on until eventually becoming an ocean of ice.


Three Kingdoms and Northern Realms

South of Narwald where the Northern Ocean meets the Western Sea are the Old World or First Realms to the west and Three Kingdoms to the east, separated by the Sea of Sollum, or aforementioned Western Sea.


Note there is some potential for confusion where the term "north" or "northern realms" are used. Narwald is considered the far north and is generally less likely to be a conversation piece among the populations south of the Endless Deep.


The term "northern realms" then, almost always refers to the northmost region of the mainland, or main continent that also contains the mid realms, the Arm, Dirus Foedus, the Great South, and those wild and mostly unknown territories of the Mesubee Chubeth, or Tangled Canopy.


The archaic term the "lower north", abandoned by all but academics and the occasional highly refined traveler  may be used to set the Three Kingdoms and neighboring regions apart from Narwald.

 

Between the mainland Three Kingdoms and Narwald are also the isle of Myrrha and the far eastern province of Kutawazi. The Isle of the Wizard Born once sat upon these same waters, before it sank in the year 1,980 in the Age of Empires.


These lands are as varied as the people and political systems that sit upon them, with various types of mountain ranges, deciduous and evergreen forests, grasslands, and scrub plains. Freshwater systems include natural lakes ranging from a few hundred feet across to twenty miles across and a plentitude of rivers and tributaries.


In the midrealms are the largest of the grasslands and scrub plains, with additional mountain regions and some smaller forests further south in the mid regions.


The eastern reaches of the midrealms contains the long peninsula known as the Arm, dotted with city states and the genesis of the old Baaltaran Empire. These lands are often mountainous with treacherous plains and hill country between the ranges and fewer forests than the northern realms.


South of this is Dirus Foedus, the mostly nonhuman region of kingdoms and nations ruled by orcs, hobgoblins, and other races. This stretches below the Arm to the Wailing Coast, inhabited by human and other people generally hostile to the values and ways of life found elsewhere in the known realms.


The Great South is home to the old desert kingdoms, beyond which are the largely unexplored rainforests and jungles that are part of human and orcish ancient origin stories.


There are tropical islands inhabited by barbarians in the southern part of the western ocean and also in the eastern sea beyond the Wailing Coast. Goju Dagam is a subtropical island chain inhabited by the parent races that later seeded Kutawazi.

Humans of the Northern Realms

Gallery of human ethic groups common to the northern regions of the main known realms. This will hopefully be updated regularly but we are approaching the busy season here in Pelleas.

One point to clarify is that ethnic groups or human subraces are usually - but not always - found in more than one geographic region or political territory. A good example is the Three Kingdoms of Gutheria, Maer Dane, and Ziliador, ruled by a Guth dynasty. Gutheria is the seat of power or principle crownland obviously comprised of the Guth people who migrated from the Old World over four centuries ago.

The Umbrige and Fzalt people still make up a large portion of the human population in this region and can be found in all three kingdoms and on the isle of Myrrha at all levels of society, from beggar to peasant or burgher, military, even high in the ranks of nobility. Likewise Guths may be found living in any of the three kingdoms and even on Myrrha.

Glorms are another ethnic group found in northern Gutheria, Maer Dane and Myrrha. They are a minority with little influence on day=to=day life but they maintain their distinct culture in the communities they build.

Another minority are the L'wains. Once a medium-sized civiliztion exclusive to the Khelt riverlands they currently exists as a few scatttered families mainly in the midrealms but some can be found in southern Maer Dane as well.

The M’heta’un are the smallest ethnic group. These people are nearly extinct and will likely be gone in the span of a few more generations without some drastic series of events or a concerted effort on their part to multiply prolifically for the next several generations.

The Hughs have also migrated in smaller numbers to the region but are less prominent. They can find influence as merchant families or through distinguished military service but so far have no lineage in the peerages of the region.

Sometimes in conversation or gallery images a person or group may be referred to by their residency (Maer Danian, et al) and other times people are referenced by their heritage (Umbrige, Hugh, etc.).