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No unread posts The Mirelands OOC

This is where character sheets and other kingdom based info is to be posted.

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Ember-Mask of No-Titles

Thu Mar 05, 2015 8:18 pm

Boss LeBlanc View the latest post

No unread posts The Supreme Wall

Spanning the Mirelands’ borders from the northern extreme all the way to the south, the Supreme wall is a feat of engineering prowess much unrivaled around the world. Demonstrating both the nezumi mastery of their home terrain, but also of their magnificent workmanship, the wall is constructed of solid stone blocks arranged to form the wall. The wall stands at an unflinching height of sixty feet from the highest ground level in contact with its base, the wall ranges anywhere from twenty-five feet wide at the main wall sections, to over sixty feet wide at the included barracks and artillery platforms.

Though foreigners cannot tell the difference, the wall has been undergoing an extensive retrofitting process since the Gunpowder Revolution, fortified with internal insertions of solid steel plate and girders, and the expansion of the barracks to house massive rocket-brigades that can engage both airborne and ground targets with mass retaliation. The wall is staffed by a large body of the Mirelands’ typical standing army, and the two non-ninja clans oftentimes supply personnel to station particular sections when the army would prefer extra fortification.

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No unread posts Black-Rock Citadel and City

Though the name itself refers to the monolithic and extravagant palace the former emperor and his ilk resided in (and that Cinder-Fur now uses as his seat of power), Black-Rock has also extended its name to the bustling urban center that has sprung up around the fortress palace. Built out of one of the many lonely mountains that pop up periodically throughout the central mires, Black-Rock sprawls out in all directions from the citadel, boxed in by high walls that rise out of the swamp. A hub of political power for ages, the palace is older than the unified nezumi country itself, and was instrumental in the establishment of the original empire. Its central location, and proximity to the grass-river, allow for easy trade access and communication with the rest of the country while maintaining plenty of security. The city has small districts that house equally small foreign-born populations, but as with any place in the Mirelands, foreigners cannot achieve proper citizenship and have much fewer rights than a nezumi would. Black-Rock is also the economic center of the country, organizing much of its grain exportation. Nezumi rice and grain feeds the country and a substantial portion of the rest of the world as well.

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19

The Grand-Boss's Return

Mon Apr 06, 2015 1:27 am

Boss LeBlanc View the latest post

No unread posts Sulfur-Peak, Seat of the Flint-Sickles

Cinder-Fur’s birthplace has grown up from a hostile, mountainside prison to a city full of industrialized buildings that hang off crags and cliffs and are built into the mountain itself. The city bustles with production, and produces a fair share of the country’s greatest prize: gunpowder, a technology unique to the region because of its unique mineral wealth. Resting high in the northern mountains, the city’s location had long-since housed a great many gangs of nezumi bandits before the prison, the city’s oldest landmark, was established to clean up the area. Much of the Flint-Sickles’ power is located here, though each city shows their presence in its prison systems.

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No unread posts Wave-Crash, the Great School of the Tarnished-Swords

Like the many towns throughout the Mirelands, Wave-Crash draws its name from a prominent landmark within it, namely the main school of the Tarnished-Swords. Bordering the South-Western edge of the great Eastern bay, Wave-Crash was a city built on stilts. Much more traditional in its construction (save for an extensive dock district), Wave-Crash had a stronger emphasis on stout, wide buildings as opposed to tall ones based on location. Most of the buildings were angular, and sloped downward towards the sea to handle large sea-storms. Wave-Crash houses much of the nezumi navy, and provides an inlet for most of the sea-fishermen to get their catch inland. Furthermore, Wave-Crash is also a great exporter of sea-salt.

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No unread posts Sky-Slab, the Sky-Piercers’ Watch Post

Sky-Slab is the highest elevation in the Southern portion of the country, and only dwarfed by Sulfur-Peak in height throughout the Mirelands. The main headquarters for the Sky-Piercers resides here, along with great telescopes that are maintained by the people of the city as tribute to the clan for its protection. Even after the clan became ‘nationalized’ by the revolution, the tradition persists, and the entire Southern border is visible from the plateau’s urban top. Sky-slab is a relatively small city, but is well industrialized and highly secure. Like many mountain cities, Sky-Slab’s exports are mainly mineral, but its proximity to the bamboo forests often contributes a hefty amount of lumber to its exports as well. Unlike Sulfur-Peak, however, much of Sky-Slab’s mineral wealth is less practical: gold, gems, and other rare metals are much more prominent in their business dealings.

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No unread posts Lost-Isles, the Frigid Archipelago

Though the Lost-Isles are hardly ‘lost’, they serve little purpose beyond a rather massive base for the training of the Mireland’s standing armies. New recruits are first sent to this much harsher environment to ‘toughen up’ before being let loose into general training. There are, however, small villages dedicated to whaling and fishing.

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No unread posts The Scorched Fen

Representing both a long stretch of unforgiving wetland in the eastern side of the continent and the easily overlooked collection of hamlets which resides within it, the Scorched Fen is a place of no great prosperity. Ironically named after a calamitous fire which ravaged its former township, little remains now besides sodden and wild plant life. Farming in the area is made nearly impossible due to excessive and frequent floods, and the sheer depth of damp, infertile soil has crushed any hopes of starting a mining operation anywhere nearby. As a result, well-paying and honest employment is extremely scarce, poverty and crime run rampant, and the lifelong goal of nearly every resident is to leave the place by any means necessary, often through enlistment into the military or apprenticeship to visiting artisans. Curiously, the Scorched Fen is the only marshlike area of the Greatmire to sport a literal criminal underground due to the extensive network of catacombs which runs underneath its surface. Constructed by another civilization well before the area's drastic change in topography, these catacombs now serve as thieves' dens and warrens for impoverished Nezumi, freeing up the space aboveground for those with enough wealth to afford simple shacks on stilts, connected to each other by elevated walkways. Lacking any other means to make a living, these Nezumi often fish for their survival and tame the giant species of local insects, trading them away to caravans in exchange for many other basic necessities.

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A Shadow Amongst Tra...

Wed Aug 20, 2014 3:57 am

skullheadsoldiers View the latest post

No unread posts The Mirelands Archive

Where you'll find the abandoned threads for The Mirelands.

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