𓂃 ࣪˖ ִֶָ☁︎. : guide to myrithen !!
visual concept: myrithen is located in the heart of orion's dense wood, known to be a mysterious place full of whimsy and magic. here, trees grow hundreds of times larger than normal and are hued with odd colors year-round. denizens of myrithen live in harmony with nature, with their places of residence built into the hollows of the wood, or nestled within the crooks of the branches. passageways are built into the trees, which are all intricately connected to one another.
portal: the valmiki national park in bhutan, india, deep within one of its dense forests. outsiders would find it difficult to access due to its surrounding terrain, but it is possible with the proper gear, a good compass, and determination. the portal takes the form of a wooden doorway suspended in the middle of the forest.
ruling house: house of avalon, under elected queen titania.
heir: (name reserved for jude to decide here).
motto: from life comes life.
the city-state of myrithen: myrithen is a small realm vastly closed-off from outsiders, and much of their culture is kept a secret. however, they highly value the perception of the world around them; when they do allow visitors into the main city, they are known to prepare for the visit for months in advance. they're infamous for throwing the most extravagant, picturesque parties on the edge of the wood, which is about as far as most tourists are allowed to get when they visit myrithen. myrithen houses many races, and if you are a denizen of myrithen you may call yourself myrithinian.
locations: the edge of the wood houses a vast artisanal market filled with stalls selling food and trinkets for the tourists; the arbor hotel is quite popular for those looking to experience living inside a tree. deeper inside you may find vast libraries with books on every subject, flower gardens, workshops for artisans-in-training, sports fields and tracks, farms with animals and agriculture, apothecaries, and a large river cutting through the wood.
how to reach myrithen: the trees at the edge of the wood are readily accessible to outsiders, with elevators (on a pully system) built in. however, trying to slip past security to go deeper is nigh-impossible, especially if you do not have a silver bond mark on your palm.
population: sylphs and myrithines make up the majority races living in the wood. myrithen also houses an overabundance of magical flora and fauna.
jobs: artisans of all kinds (blacksmiths, instrument-makers, painters, craftsmen), farmers, musicians, athletes, scholars and academics, authors, chefs, fishermen, those elected to the government, healers.
mythology: a deep reverence for all of nature's gifts, including every plant, animal, and beast. many myrithinians choose to abide by vegan diets, but you won't be judged if you eat meat.
myrithen, a society: the society of myrithen is very active and relatively free, unrestricted by old-fashioned customs (besides the ever-valued practice of bonding). there are always boisterous events held in various parts of the wood; even the elderly in myrithen are blessed with the energy of the young. it is a bit merit-based, and having flashy accomplishments (like making the best steamed buns in the wood) makes your life so much easier. people will be more inclined to invite you to parties or give you discounts if you're cool like that. they hold sporting events in high regard. some parts of myrithen's society can be quite cutthroat, as word travels fast amongst the trees -- falling out of favor can mean immediate changes to the way you're treated.
the myrithines: the native race of myrithen are known as myrithines - characterized by sharp features, a point in their ear, and often some other strange animalistic trait (elves with a bit of plant/animal mixed in, basically). above all, those living in myrithen value their relationship with nature, life, and earth.
the sylphs: the second majority race of myrithen. the sylphs have actually been there longer than the myrithines, so technically they should be called myrithines, but... well... the person who writes history first makes it! the sylphs are humanoids, and are slightly smaller in size. they possess insect wings, large eyes, and boundless energy. they are able to fly, which makes them indispensable in the upkeep of myrithen's tree-based society. they are proficient in light, air, and illusion magicks.
the practice of soul-bonding: myrithines practice a form of magic known colloquially as soul bonding, wherein the user extends their life force outside of their body and interacts with the energies around them. this has an effect on their physical bodies, often giving them some trait from their bond partner.
bonding: basically establishing a life partnership with an element of nature, whether that be plant or beast. this bond is a highly valued part of the culture, which everyone is eventually expected to complete, usually by the time they come of age (twenty cycles). myrithines are highly discouraged from leaving myrithen before having bonded.
the process of bonding leaves the myrithine with a characteristic silver mark on the palm of their hand, and establishes a psychic link of sorts between the myrithine and their partner. they are able to freely share life energies with one another and understand each other's communications. when one comes to harm, the other will feel it in some manner. over time, this relationship has a visible effect on the physical body of the myrithine, and they develop traits from their bonded.
bonding must be consensual from both sides, and may happen with plants or beasts outside of myrithen, although that is rare and discouraged, as the nature of this magic is a guarded secret. bonding cannot happen between a myrithine and a member of a humanoid race of equal standing.
bonded creatures or plants are off-limits from being harmed in any manner. more vulnerable bond partners (like bugs) often must be kept in protective enclosures, although the status of being bonded gives them magical protection too.
only one bond may be made in a myrithine's lifetime. a myrithine and their bonded usually expire around the same time, as they share life energy with each other. however, there have been cases of a myrithine double-bonding after their bonded passes away.
life energy manipulation: this is the magic practiced by those of the wood. denizens of myrithen are more sensitive to the vital energies of everything around them. with practice, talented individuals can draw that energy into themselves to channel into other types of magic, although that comes with the decay of their source.
hunters, fishermen, farmers and the like must pass a series of tests in order to obtain their license for taking life. only those skilled with life energy magic are qualified to do this on a mass level; this also ensures that no one's bond partners are accidentally harmed, as this status can be sensed in a creature or plant's aura.
dragons: one of myrithen's most highly guarded secrets are its dragons, creatures unique to the realm, born out of the abundance of natural energy. no one really knows much about them, except that they exist and tend to make their homes at the very tops of the realm's tallest trees and mountains. they range in size, shape, and color as much as precious stones found in the earth and are highly intelligent. most are scaled creatures with fire in their gullet.
it is possible for myrithines to bond with a dragon, and those who have dragonbonded are highly valued. often they come away from the bonding with tougher bodies, bright jewel-like eyes like their dragon partners, and sharper teeth.
bonding with a dragon is an arduous, dangerous process that involves journeying to a mountain’s peak to present oneself to the dragon population. only those chosen may bond. if you are met with disapproval, you may be thrown from the peak — but glory is granted to those who succeed.
dragonbonded individuals learn to love the sky as much as their dragon, flying with them on their backs. with their vast amounts of life energy, they are able to perform more impressive feats of magic.
the realm’s protector: a dragonbonded individual by the name of varshahn, and his dragon nasuada.












