Kingdom of Muriah (The Heartland)

  • Capital: Paragon City
  • Government: Feudal Monarchy
  • General Alignment: Lawful Neutral
  • Population: ~12,000,000 (~109/sq mile)
  • Area: 110,000 sq. miles
  • % Cultivated: 61% (~66,000 sq. miles)
  • Major Cities/Capitals:
    • Paragon City: The King's city, it is the capital of the entire continent of Muriah.
    • Azmara: The Gateway to Conquest, Azmara is large city devoted to war.
  • Cities:
    • Regulus: Large farming city; the larder of the King's Army.
    • Tesselpact: City of magic and wonder, with a large gnome population.
    • Centarine: Fortified city bordering the Elven Nations, it is a mining and logging city.
  • Townships: Iridale, Lona

Climate: Temperate. Situated in the heart of the continent, the Kingdom has four distinct seasons, with hot summers and cold winters.

Geography: The Kingdom is mostly comprised of the lower part of the Plains of Sunia: verdant grasslands suitable for agrarian pursuits. The King's Forest, nestled in the shadow of the great peaks of the Knife Edge mountains to the north and east, provide needed hardwoods, and the Lake of Kings ample fresh water. The Kingdom is bordered to the south and southeast by the Hills of Nevar, and to the south and southwest by the Forests of Myrrh. Two major rivers provide fresh water and expedient travel from Paragon City to the other major cities of the Kingdom.

History and Politics: It is unsure if settlers arrived in the Muriahan heartland from the Bloodcoast, or if the human tribes first settled in the region that would become the Kingdom, and expanded northwards. Either way, the region was an abundant and fertile area for these early tribes, which were estimated to have settled down in the region between EH200 and EH400. The Myrrhian Elves and Clan Dwarves rarely ventured out from their native regions, creating a fertile pocket in which the human tribes could develop.

Warfare was common amongst the tribes at first, and it was through warfare that the first united tribes were created, under the banner of Chief Huri (the first). Still a stone age culture, they were a primitive lot, still following the elemental ways of the shamans, though worship of the Old Gods had already taken root.

The tribes would prosper under the enforced peace of the One Tribe. Where other areas saw repeated conflict (such as the tribal warfare in the Bloodcoast, and the racial struggles in the Dyninn), the heartland grew in population, and stature. Trade began between the humans, the Clan Dwarves, and the Myrrhian Elves. Unaware of the abilities of their short-lived neighbors, the demihumans traded away important technologies such as archery and iron working to the Huri Tribes.

During the years EH600 or so, there is strong evidence that members of the Huri tribes began scouting far beyond their usual range. There is evidence the tribes made contact with the Arborlorian Elves and the Dwarves of the Lower Wold. Trade flourished with the Huri Tribes and the Bloodcoast tribes, and there is evidence of raiding to the south, in the Hills of Nevar and Queshka tribes.

Sometime starting around EH2000, the tribes of Huri began the systematic conquering and subjugation of their neighbors. What brought about this revolution from raiding and trade to subjugation is unknown, but its impact would be huge. Every year saw another tribe or village brought to heel under the rule of the Tribes; the relentless pressure would eventually see the capitulation of the Bloodcoast tribes, and the annexation and forced alliance with the various non-human races under the banner of Chief Huri XV, thus ending the Endless War. Chief Huri XV would crown himself the first King of Muriah, the name of the land in the native tribal tongue (that would become Old Imperial).

Again peace and prosperity would ensue, with the Kingdom receiving ample tribute from the vast conquered territories. The Godwars brought religious upheaval for a time, and many internecine disputes were quelled during the Era of Kings. But much of the foundation for the modern roads and trade routes were established. Over time, however, the Kings became complacent, and the far-flung territories were allowed to lapse into mostly autonomous rule. This would cause a great fracturing during the Rising of the Three, as each region would break down along ancient hereditary lines, withdrawing to defend themselves against the great undead hordes instead of uniting against their common enemy. Following the defeat of the three, the heartland of the Kingdom was once again isolated and alone.

And once again it set about building an army. Except this time it had a new weapon: during its time of introspection, psionics had been discovered amongst one of the many schools of philosophy founded from the largess of its conquests. The Order of the Mind quickly integrated itself deeply into the Kingdom's society, serving as police and educator, spy and propagandist. The Order would become the right hand of the King of Muriah, giving his armies unequaled intelligence, and allowing them to divide and confuse their enemies. The Order was a secret weapon, little talked about, and greatly feared in the Kingdom. They would be instrumental in the re-unification of the continent.

Laws: The Kingdom of Muriah has a rather harsh penal code, with many major offenses resulting in death, enslavement or hard labor, or imprisonment. The Order of the Mind acts as the enforcement arm of the Kingdom, though the Judicial duties are still given to the Temple of Divine Justice (Midir). The Kingdom is a very controlled, placated place, where only the canniest of criminals last long.

Economics: Much of the Kingdom's economy is driven by the tithes from the conquered regions. The tributes go into the King's treasury, and the funds are made available through public works projects. As such, the populace has access to excellent education, and many citizens of the Kingdom survive without work or trade on the King's Stipend. Still, the Kingdom is a major exporter of food, lumber, and metals, as well as manpower and technical and magical knowledge.

Military and Clout: The Kingdom is landlocked, so has no navy to speak of. Their army is second-to-none in training, with a highly devoted, even fanatical, officer corps. Their troops are well equipped and well paid. The Imperial Legion is respected throughout the continent.