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  • Writer's pictureMrPuddins

SteamSpell: The Nations of Maywikt - Overview Part II

Continuing the look into my homebrew setting's nations on the continent of Maywikt.

Let's just use my janky inkarnate map for a point of reference for now. I do want to get a nicer map made.

Hello esteemed followers, readers, and adventurers. It has been some time since I've posted in Kobold Stew, and I must apologize. I just have been so busy with other things in life, and I really haven't been able to devote as much time and lovin' as I would like to ye' ole blog, but not to worry. I AM BACK, BABY! If we can recall and pass a history check, last time we explored Evaryn, we were looking at some of the nations of Maywikt, and we still have a bunch left. Ellonde, Belumar, Athudnum, Higard, Arnylin, Gondolin, and Duskwind Vale to be exact. Without any further ado, let's just jump into it!


Ellonde


Ellonde is a nation steeped in a tradition of knights, chivalry, and ideals. Lying on the southeastern coast of Maywikt, Ellonde's geographical location puts it at a very advantageous

spot in terms of trade. The access to the Shimmering Sea to the east and to Dragon's Crossing to the south allows it to trade extensively with both Shivar and Dragonsand. The nation imports rare materials to make fine clothing and exotic wines that fuel Ellondie economy.


Ellonde's rolling, green hills, beautiful coasts, and mystical forests mixed with its tradition of brave knights often makes it a land of fantastic stories, even for the world of Evaryn. Ellonde society and culture is often seen as 'backwards' in the terms of the rest of Maywikt. Feudalism seems to be the major cultural structure, with many of the nobles holding most of the wealth in the land, with the King of Ellonde holding the major ruling power of the nation.


Ellonde is home to the Knights of the Radiant Heart, a group of charitable knights who seek out to do good for others and protect those that cannot protect themselves. Due to it's position on Maywikt and also to its culture, Ellonde is rather slow to accept the technological advancements that are sweeping across Maywikt. Fortunately, its smiths make some of the finest armor available, and its knights are considered some of the most skilled and able bodied fighters in the land. That or the Neutral Frontier serves as a very nice border from the onslaught of Kovith...


 

Belumar


Once Belumar was a group of small various nations with their own politics and own cultures, much like many of the other larger nations of Maywikt. The Commonwealth of Belumar recently saw the separate nations come together in a confederacy as they watched the other larger nations, especially Kovith, make power moves in the land. Each of these nations to join together were South-Gondolin, Caedwyn, Myrwynd, Sorrowgard, Raedwin’s Glory, Ulgard, the city-state of Iron’s Gate, Tyrngaryn, and Baryst.


Due to its various make-up, Belumar is a land full of diversity, and it is better for travelers to view each state as its own nation. For example, Baryst is a heavily human area, while Myrwynd is comprised of elves, and Sorrowgard is a primarily mouseling nation. These different groups cooperate out of what is viewed a mutual need rather than out of pure desire, but despite this, Belumar takes pride in its diversity, unlike some of the nations of Maywikt. Belumar is named as such due to the capital city being the former city-state of Belumar, which lies in the center of the Commonwealth. Here is where the barons and baronesses meet for political matters. The largest concern is watching as Kovith absorbs and conquers the smaller nations on the west side of Maywikt and hoping it does not reach the borders of Belumar. Its location on southern Maywikt gives Belumar easy access to trade with Dragonsand.


Forest, swamps, plains, and wetlands all are naturally occurring across Belumar. Recent improvements to infrastructure have made travel relatively safer in Belumar than in past years, but recent reports say that pirates are making port in many of the harbors of the nation.


 

Athundum


Long ago, when the mountain dwarves of old and their clans were driven from their traditional mountain homes, they became nomadic tribes and clans, and eventually traveled to the southeast barrens of Maywikt. They would one day form what would become Athundum. The hardy dwarves flourished in these barrens, and they used their knowledge and eventual development of technology to survive the harsh lands.


Today, Athundum, next to Kovith, is the other tech giant in Evaryn. The nation boasts great feats of irrigation and gunpowder to tame the land. Athundum is led by the Grand Heirarch and the Council of Gyn. The Society of Inventors and the Inventor's Fair both call Athundum home, the latter attracting many people from all over Evaryn to participate. Athundum is also the base of the Templars of Gond and the Geartact, both organizations devoted to technology and its use.



Athundum is able to avoid Kovith's conquering eye by being the only other nation with comparable technology as well as the barren's being difficult to navigate, and through this, have actually secured a descent relationship with the nation. The dwarves of the land are very tolerable toward other peoples, welcoming them, and sometimes offering them a place on the Council of Gyn. It's position on the western coast along Woad Bay also allows it to trade with Woedica to the west as well as Dragonsand.


 

Higard


One of the last free standing, small nations on Maywikt, Higard maintains its status due to being a place deeply rooted in tradition and spirituality. According to the people of Higard, the Higardi were some of the first humans to inhabit Evaryn long ago. Most of the people of Higard follow the Astral Star in terms of religion, one of the oldest religions in the land. Due to this, the Higardi take great pride in the study of astronomy, as the land is home to many observatories to map the stars and constellations, the mountainous landscape of the region offering many great vantage points to build them.


Despite its traditional culture, Higard has had no qualms or problems integrating the technology that is sweeping across Western Maywikt. Due to its spirituality though, often times, the ecclesiarchy of the Astral Star's temples is often turned to in manners of leadership, but other manners are tended to by city councils. The land is also home to many old ruins of early humans in Maywikt, often marking Higard as a place to stop for adventurers seeking treasure or scholarly information.


Inbetween the mountains of Higard lie plains, forests, and swamps. The mountains serves as one of the defensive points against Kovith. Many people seeking refuge or shelter from Kovith will often retreat to Higard in the hopes the conquering empire, often times using it as a place to escape into the Neutral Frontier. Due to this, the Liberation League will often hide out in many of Higard's cities and villages.


 

Arnylin

The elven kingdom of Arnylin is most known probably for being the home of the Sky Elves; a group of high elves who built great, floating cities using powerful enchantments. They often will tame the humble sky whales to serve as transportation and beasts of burden. It is thought the Legendary City of Droon originates in Arnylin. The other high elves that reside on the ground of Arnylin have built magnificant cities out of malachite-like material, and the weather in Arnylin seems to almost never stay bad for a whole day. Many scholars believe the land is situated atop a great well of magic.


Arnylin was once the seat of the great Endythiel Kingdom of high elves that once held something of a small empire in Maywikt. With the fall of the Kingdom, many of the elven duchies broke away, and when many of them joined to form Glindythiel, the high elves of Arnylin did not wish to join the new nation, and refused to sign the Concord due to a great sense of pride. The nation is led by a council of mages who oversee the law and on-goings of the land. Arnylin is also home to the largest temple devoted to the Sel’ adrin [the Elven pantheon], and is home to many bases for mage’s guilds due to being steeped in deep magic. Some say Arnylin's pride may one day serve to be its greatest downfall.


 

Gondolin

Along with Higard, Gondolin is the only other western “free nation” that has been able to resist falling under Kovithian rule, and her duke decided to not have it join the Commonwealth of Belumar either. A section of the nation, now referred to as South-Gondolin, wanted to join the Commonwealth, and this sparked a bloody civil war within. The duke and his own brother disagreed on how to survive Kovith's conquering gaze by joining Belumar or maintaining its tradition. South-Gondolin had won and joined the newly formed Commonwealth.


Its positioning makes it another stop for refugees of Kovith, but its recovery from the bloody civil war has left it in a weakened state, and Gondolians watch their border wearily as Kovith moves in ever closer. Along with this, its position has not left it ripe for trading, and many of its industries have either been made obsolete by the technological boom, or were ruined in the civil war. Many who look to Gondolin now see a crumbling nation that is slowly dying. It is only a matter of time before the land with a unique tradition and a mix of races is swept up by the conquest of Imperial Kovith unless its circumstances can miraculously change.


 

Duskwind Vale


When the Dread Lords fell at the end of the Sunless Era, their vampric and infernal children fled the wrath of the kith of Maywikt, and either went into hiding, or retreated to what is thought to be the original place of entry for the Dread Lords; the misty lands of Duskwind Vale. It is a jagged land covered in crooked mountains, dark shadows, and clouds of mist. Many of the vampire manor's homes are here.


This land is often avoided at all costs by most people, as it is seen as a dark and dangerous place. Adventurers brave enough to venture into the Vale are either in search of riches, discovery, or on a holy crusade. It is often thought vampric creatures and other dark beasts stalk the Duskwind Vale and its caverns and old keeps.


Dissidents and those wishing to escape discrimination may flee to Duskwind Vale, seeking out an escape from societies judgmental gaze. The valleys of the Vale are also home to a tribe of mouselings called the Ash-Furs who stalk the land, and unlike many of their kin, are thought to be savages in comparison.


 


Well, it's good to be back at it. Hope you enjoyed the lore dump. I hope to be back to regularly be writing for this wonderful game. Feel free to borrow any of the ideas I lay out in these posts. As more of the setting is showed, feel free to use it. It's why I share.


Until next time,


Happy Gaming,


Mr. Puddins






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