(The Kingdom of Navage, from the Lands of Hesperune)
Rippled and warped inwards, Navage sits in the bosom of Hesperune. Bordering and trapped within the islands and continents of these mythical lands, Navage is an island peninsula forming into a crude nautilus which the sea continually chews the central portions of its large shoreline rock formations. Far to her northeastern is the dreaded Ocean of Fire.
Myrharp has two major cities and six smaller regions called RedTowns. The rise of humanism has made her reminiscent of Archoane where the cultures and customs have been adopted predominantly during that time. The city has a Magis (high lord) with a ruling council under him, whereas the towns have Mayors. City craft guilds and other merchant guilds are common not only regulating the prices, demands, quality, and other economic aspects, but for the care of alms houses, the orphans, victims of ill-fortune, and the widows.
There are five basic privileges called Myrharpian Charters:
• Right to tax and tolls of farms, guilds, and other minor organizations collected by town officers and to pay the Magistrates of the two cities an annual sum;
• Right to personal freedom, a minimum of one year stay is conferred through a runaway serf;
• Right to hold their own courts of trials and other proceedings of cases within the regions’ jurisdiction.
• Right to organize own defenses, including patrol of the walls and the training of milita.
• Right to tenure and its protection of conveyance (will or deed of sale)
Most houses in the towns are combustible, with lanterns and candles, except those city dwellers that brought their luxury with them -- who reside there. City church bells mark the passage of time. Filth, bad smells (garbage problems), and fire are constant hazards. Most cities are noisy and occasional crimes are often reported.
City of Draugh
A free trade zone existing between the neighboring islands of Longshard and Covenwick and Myrharp, the City of Draugh is open to merchants and seafarers since it is closest to the coastal lines of Myrharp. With cobbled houses, and the horses’ hooves clopping on the grounds, this is a typical old city. The houses of Draugh are made of stone work from the ground up. But the insides are built on wood beams and there are smaller white stones (and other materials painted in white) covered in plaster housing the wooden posts. This gave the appearance of a “whitewash” façade, hence called White City. Population is around 30,000. Significant storms ravaging the city were actually recorded in their libraries.
Her people are intensely arduous, busy folks. As a gateway of commerce between its neighbors, Longshard and Covenwick, the City of Draugh has created a flourishing economy of wood, silk, and fishing industries. With sun-soaked landscapes, it is a lowland city where verdant mountains can be seen from the fishing ports. The idyllic coastal city, however, is unmatched with her people’s temperament and gambling devices are part of its recreations.
A cut above the rest, Gom Estler, is by far, the only bustling city of the entire Myrharp region. She is often called as the “job-centre” where a Mariadma, apparently, female wardens who are active job patrons, assigning the city’s untapped workforce to various industries. (The oldest profession of which is Butchery, but after prostitution.) Most of the unique goods such as deep sea pearls and gold are sold directly to this crowded mercantile, “City of Lights.” There are bakers, butchers, cloth manufacturers, furriers, jewelers, grocers, tailors, priests, gem cutters, merchants, fabric-shearers, wine merchants and tanners, teachers of grammar, arithmetic, reading and writing, proprietors of bath houses, sewer cleaners and garbage removers, among others.
The glass-topped cathedral, called Merathor’s Dome (in honor of the missing God of Light), dominates the city. It was a result of intensive and wise architectural planning a few centuries earlier. Various stylish goods and materials from all the places of Myrharp are being sold in their local shops. Most of the taverns, especially at the Riding Horse, are designed to create a special evening. Though most of the staff is friendly and helpful, some rogue bandits, in the guise of normal citizens, of course, often wander around in these places. It is, however, very foolish to resist the tempting offers by anyone of the flavored beer, Nial, while inside the taverns.
Economic regulations of merchant guilds and craft guilds are common as compared to the City of Draugh. Most Estlerians are large-scale consumers and have a penchant for excessive drinking and other forms of debauchery.
Lies to the farthest east of Navage, she is a laidback town with farmers, ranchers, and fishers dominating most of the place. They are well known for their wool, natural goat milk, vintage wines, and cattle-farming. Fishing is their secondary contribution. Difficult life, and sometimes ravaged with equal bouts of heat and humidity, this is a sparsely populated area.
Inadyn is located on the borders of the Grizzian towns of Shydancr and Belard. Wild and cultured honey and musical instruments are her major products. She is reputed also for her rice production. Inadyn houses most of the rice mills in all the lands of Navage. Producer of maize and other variety of corn products, Inadyn folks are accustomed to unsophisticated fertilization techniques. Simply called, “slash and burn agriculture,” instead, they would cut down some swath of forested patches, burn the felled trees, and then cultivate the plot. Inadyn farmers devote their entire life with extensive production of agricultural products.
A fine mix of traditional lifestyle and the inevitable pull of the nearby Gom Estler, Urnray is home to the fantastic weekends at Farmbough (bordering on a city-town, it is a getaway weekend market, among other fairs, and recreational ground where the famous Crooners, Belters, & Jugglers gather and perform; producing the finest stage performers in the land). Urnray has many compass-smiths, shipbuilders (and shipwrights) and foundry than elsewhere. Obsessed with physical beauty, wind directions and time, their ancestral origins were the first group of people to invent the Hesperunian calendar. Influenced with too much entertainment, they are complacent and are inclined to long sleeping habits most of the time.
A coastal town, Imash is another fishing community largely occupying the bulk of exotic sea products. Most of these products come from the seafolks of the Isle of I’hlsa such as the haricots (and other edible seaweeds) or “vegetables of the seas,” starfish bath soaps, the savory lobsters in vinegar, clamphires (toothy shells taunted as aphrodisiacs), marlins, tunas, and sharks. Great ceramic and metallurgy craftsmanship are often produced in this small town and most of Myrharp’s finest swords and daggers are crafted here.
This region is a heavily forested area, mostly predominated with birds of prey, furs, vegetables and fruits. Most of the people have devoted themselves to the care of nature or hunting. Handcrafted materials are Tanyer’s fine products like antelope hides, pine wood sword sheathes, red cedar boxes, among an array of “jewelry from nature” products – cedar pine cones, acorns or four-leaf clovers adorned with gold or silver plating and shaped into unique necklaces, bracelets and other jewelry pieces. Tanyers are swarthy, but small, loosely-organized bands of hunters and woods folk. Their favorite past time is tobacco smoking.
According to written records, Perinurm was Thurden’s birthplace before the Age (Epoch) of Archoane. This relatively isolated, historic place is home to archeological sites and ruins in her plains (and hillsides) previously built by the prince. The finds unearthed some pottery and metallurgy. Prince Thurden’s royal court was a vortex of high creativity mixed with religious art. As one of the greatest minds who helped build the monumental palaces, painted motifs, large anthropomorphic vases, stone and iron tools of Lake City, he was responsible for the building of massive stone carvings and bas relief in Perinurm. Only clusters of villagers are located in her estuary-rich grounds, a stark contrast to his time where his people won the struggle to establish a great kingdom in central Navage, the Lake City as its capital.
The Isle of I’hlsa
A tropical island off the northern coast of Myrharp, the Isle of I’hlsa is an expansive view of plunging razor-ridged lines of mountains and misty shorelines. The mostly crescent shaped reefs and shores carpet mostly her idyllic perspective, painted from a watery pallet of the entrancing ultramarine seas, and capturing a lush hideaway of withered volcanic formations.
I’hlsa folks have long golden brown braided hair (for men) and usually, short, if not shaven-haired women. However, picturesque her entire landscape looks, she paints a different picture of notorious men, called Red Draggers, they ply stolen goods to Myrharp and smuggles people, turning them to slaves for Grizz.