
S'pire is one of the oldest kingdoms in the Myrkil'shin. S'pire was the kingdom which had first contact with humans and thus was propelled into a political power center. Despite the popular myth of peaceful Sylvan culture, wars were quite commonplace in the early days of the kingdom and sometimes involved Dwarven kingdoms. As a result of its violent past, S'pire had some of the most sophisticated military and technological advances among the Sylvan tribes.
Currently, S'pire is a feudal society, controlled by a seven royal families: E'Kal'lei, E'Nata'pyr, En Noi, Flei'n, Kiera'Zha, Ostra'Astril and Vel'din. One of the last tree castles, Korspril (literally "Arrow Rain"), spanning over 130 yards in diameter, rests a few hundred feet above the center of the city on a foundation of a ring of petrified trees over a few thousand years old. Thus archers in S'pire were renowned for being able to easily hit a Dwarf-sized target from 200 feet. (A feat even impressive for a Sylvan.)
The city of S'pire itself is considered the main cultural center of Myrkil'shin. Many of the arts are said to have been perfected there.
Animal breeding and domestication was invented there. The Venehond, a highly intelligent canine with the ability to climb trees using its semi-opposable digits and the ability to run at speeds of up to 50 miles per hour in the forests, was one such animal bred strictly for noblemen. The Kalprik (literally "Air Dagger"), a swift nocturnal bird, was trained in warfare to drop glowing liquids on advancing troops to mark them during night battles.
S'pire has one of the great libraries/museums of collected literature and art work from the Sylvan race. However, full access to it is reserved for the ruling families. Few common Sylvans besides trusted scholars are allowed into the oldest areas of the library.
Because of the cultural importance of S'pire and its location relative to the Human Kingdoms, during the rise of the Ascendancy most of the battles raged along the kingdom's northern border, south of the Sagah'syrge because the ruling families of S'pire did not want to risk damaging their prized landmarks and collected works.
On the harsh Northern plains, where two rivers meet. There is a city that was built by merchants and explorers. Thoom are said to have founded the city when two merchant captains argued over which fork to take upstream to the Dwarven settlement of Makchatun or to the Valley of Tello. The story says the two Thoom were so focused on arguing that the ship took neither fork and ran aground before either could stop it.
Mittle literally means "folly." However, luckily for the Thoom captains, while they were recovering from the wreck, another Thoom merchant ship came downsteam. The other had barely escaped raiders on the northern plains and lost its cargo and all their supplies for the journey home. Had it not been for the mittle, all aboard the second ship would have perished.
In a few weeks, the Thoom captains found the fork drew many traders coming from far and wide. Not only could they trade their wares to them, but they found, the other traders were more than happy to part with items there for slightly less and save a month's travel time. Within a year the two captains had replaced their ship and had purchased several others which they used to transport merchandise between the Thoom peoples to the Southeast, the Sylvan to the South, and the Dwarves to the West. Many years later Humans led an expedition from the inland sea to the established road to Mittle.
Gula is a Dwarven-founded City where the Gula River meets the Sword of the World Mountains. Gula is in the High Plains, thus life there is very harsh. The mine at Gula, however was very rich in gold and iron ore. So, despite its freezing tempatures, the Mine was a very valuable resource for the Dwarves to mine and trade to merchant Thoom.
When a Human-led expedition found the Mine, it became a favorite target of High Plains raiders. Thus an outpost was established on a hill overlooking Gula.
Tello was founded near the end of the great war between the Syvlan and Dwarven people. Controversy over who founded it remains. Its name bears no clues, since "tello" is both a Sylvan and a Dwarven word. What is know is that at the end of the war there were quite a few Dwarves and Sylvan in the Tello Valley. It is believed that the Dwarven army was pushed out of Myrkil'shin into Tello with the S'pire armies in hot pursuit. With the end ofthe War, it is rumored that quite a few soldiers from both sides remained behind and formed settlements on each side of Tello Lake. Other rumors are that after the war, word of the enchanted valley spread to both peoples, and disenfranchised citizens flocked to the temperate valley. Tello Valley has rich farmland due to natural irrigation. The hills are rich with many exotic animals and are a favorite hunting ground of trappers. The Dwarves on the northern side of the lake, true to their nature, found rich deposits of copper and coal in this hills and have mined them for centuries. Tello is now a very important city in the Sylvan, Thoom and Dwarven Economies and much of its riches pass through Mittle on the way to the Human kingdoms.
The High Plains are the most inhospitable region east of the Sword of the World Mountains. They extend from the mountain range East to the inland sea, and from 100 miles north of the Gula River to the Tello Valley in the south. At night temperatures commonly fall just above freezing, and climb into the triple digits by day. Rainfall is common, as are the flash floods they create. Thus there are few settlements on the plains.
The plains form a natural boundary between the Human kingdoms, the Dwaves and Sylvan and the Thoom. Likewise, the inhospitable nature of the plains has served as both an escape from prosecution for criminals and a destination for people exiled from their community. Over time, tribes of nomads formed from these refugees and began targeting merchant caravans and explorers travelling through the plains. Even the two main rivers through the plains, the Gula and the Makchatun, are targets of raiders, making safe passage even more treacherous than simply overcoming the weather.
The High Plains Raiders are mostly Human, however over time, most raiders today are a mixtures of Sylvan, Ghorak Zo, Dwaves and Human. Rarely a band of all Fen'neko are found. There are now more bands of non-raiding nomads in the High Plains. Though, they are almost all refugees from the Ascendancy. In these bands, Halflings and Fen'neko are common in addition to the other races. Thoom do not survive in the plains and are limited to brave merchant cavavans.