Muerte, Desert of Many Endings

In the past, Muerte was a thriving oasis. Rich in important resources for architecture, infrastructure, and even the arcane arts, it was quickly called the Gem of Acheron – much to the chagrin of leaders in Dirys and Liesdro. How Muerte went from a wealthy nation of nobles to a cesspool of deviants controlled through a long string of totalitarian leaders is oft the subject of query -- but one that hasn't had much scholarly input. Some suppose that a past King crossed the wrong Deity, others claim it was a trickster Djinn, and the more spiritual believe that it is, and has always been, a test of faith.

No matter the reason, Muerte now sits as a near wasteland. Its only resources are tapped and abused by neighboring nations, leaving only dregs for the people of the country who suffer under the strict hand of wealthy dictators. Survival is the height of one’s dreams here.

Currently, Muerte is ruled by Elias Harel, who has made it his duty to rid Muerte of those he deems unclean - meaning any beastfolk, supporters of revolution, or their sympathizers. He has made it clear what happens to those who go against his wishes in the form of public executions... They are held at the top of each week, should you desire to witness such a show.

A person from Muerte is Mot.


Add a Location by Mellie
Add a landmark or a city that is key to your storyline.

All you have to do is post in this thread with a description of the location, with any details that are important to its existence. The location can then be added officially.

This might be a haunted castle, a diamond-rich mine, a fountain with a history, a tree with a door leading to another place... So long as the location you wish to add does not break existing canon, it will be added without issue.


The hold of Hareldon has had many names - it changes with every new leader. The current leader, Elias Harel, followed suit with all of his fascist predecessors in claiming the central hull of Muerte for himself. Centered around The Basin - the only consistent water source in the country - this hold contains most of the cities of Muerte.

Nearest the basin, and the centre of Hareldon, is the capital. It is a massive city that seems to be thriving with trade, though one might wager that this is due to the strict border patrol keeping 'vagrants' out. The city is filled with new buildings, made as gifts for Harel's closest friends and allies as a way of fulfilling his promises to them, and the city streets are populated with only the finest of vendors and street performers. Those who wish to enter the city without a passport have only one solution: Garner a prison sentence high enough to be the subject of a Monday morning execution.

Also a part of Hareldon are the cities of Necesa, Arazus, and Aekam.

Necesa is an industrial town that sits along a man-made river off of the basin, using the waters for production and service to Harel. Those sentenced to hard labor are often sent to Necesa, and work without pay and with very little in the way of sustenence. One might see a revolutionary or two among the laborers - but the Black Cloaks keep everyone honest.

Arazus is a beautiful city of glass that sits near an expansive pyramid said to have entombed the goddess Streike. The city is home to many artisans who do impressive glasswork throughout the city, and all of Hareldon.

Finally is Aekam, which sits on the Mot crossing between Liesdo and Dirys. The city acts as a trading hub for Muerte, and is often the subject of property disputes.


The hold of Caliga is a hotly debated piece of land near the Northern border of Muerte. Due to its positioning, it has found itself far and away from both Hareldon and Surif, and closer to the clutches of the country Dirys. This has caused numerous troubles for the people living in the hold, who are merely attempting to live their lives without trouble. Caliga is a hold financed by farming and mining, and thus is a precious commodity to any ruler looked for a source of income. For Elias Harel, it is part of Muerte, and therefore should be financing his needs. To Dirys, it is closer to their own states, and thus should be taken care of by them. And to the people of Caliga, it is home. It is their mines, it is their farmlands. It is increasingly dangerous due to warring sides, but the people still try to make it work, being as apolitical as they can to survive.


The hold of Surif is a damaged one. It's namesake was once the crown of Muerte, and it's capital, but Harel's work had Surif torn to pieces, leaving rubble in his wake. There remains one impressive beacon of Surif's past glory, however. The Tower of Euryd, a magical place that cannot be broken down. The tower stands in the centre of the abandoned town, and is said to be home to rebels... Hence why Black Cloaks surveil the place day and night.

There are several cities in Surif's hold that are considered abandoned by Harel, places that he has decided are good only as a place to send vagrants to die. Among these cities is Guadaro. Upon entering Guadaro, one may be in awe of a sky full of strings, ropes, platforms, and pulleys - but that awe would only last until a Xankwhile attacked. The beasts have overrun the town, forcing people to hide away in their homes and use a system of tin-cans to communicate, and rope-pulley systems to transport supplies to one another. The people used to use a system of rails and platforms to get from house to house, but the Xankwile became clever and started to climb. Since then, most people don't leave their homes.

Also in the territory of Surif are numerous tribal grounds that have fought off the invasions of Harel and his Black Cloaks. Thri-Kreen, Sand Elf, and Mouseling still take root in Surif's ashes, and have occasionally been seen to work together, and even help the people of Guadaro.


Cave of Journey's Past

This mysterious cave has been told of in many legends, though there have never been any proven documentation of it.

The tales tell that when five heroes travel the wilds of the Land of the Damned together, they may find five standing stones. If each places a palm on the stones, they will rise up from the sand and connect into a hand, which acts as the entrance to a mystical cave.

Inside the cave, one is said to find a long tunnel leading to a wall. The wall is painted with a clock-like face, but with the numerals replaced by symbols. It is said the clock tracks the current era, and predicts when doom will strike upon the world.

The symbols that have been spoken of appear to represent the following eras:

- The Ninth Era: Where dangerous Yuan-Ti controlled Muerte and many surrounding lands, taking human sacrifices to honour their Queen and their Goddess.

- The Eighth Era: When rust spread like a plague throughout the lands, and a grand labyrinth was built to protect the outside world from the dangerous curse that lay at its core.

- The Seventh Era: Where the land went dry, and the King summoned a Djinn for aid. The Djinn tricked the King, and cursed the land of Muerte to be barren forever.

- The Sixth Era: Where Streike's final mortal avatar, Sabine, constructs a tomb in the glass-rich deserts near Arazus. The tomb was constructed to protect a great evil from being used to destroy the world.

- The Fifth Era: Which began on the death of the Slayer of Dragons, and with the birth of Streike's first avatar. The great deity wished to ensure that no doom of that kind would ever be birthed in Muerte again, and so chose mortals to represent her in the mortal world.

- The Fourth Era: Where a dragon conquered the land, and ruled with an iron fist. He enslaved mortals and killed them for his entertainment, flooding Streike's underworld with lost souls. A young hero came to her for aid, and became known as The Slayer of Dragons.

- The Third Era: An era before the birth of Miynie, deity of Magic, and Temos, deity of ingenuity. The world was a simple place - though heavily divided by class. When magic came to the world, Dragons came into power.

- The Second Era: When Muerte was a physical manifestation of the Underworld, and the gates were available to any mortal. A demon took shape and ruled over Muerte for many centuries.

- The First Era: Before the creation of Streike, Muerte was a beautiful oasis controlled by Fayana. This era was ended with Streike's birth, and the transformation of Muerte from oasis, to a place of death.

The Glass Tomb

This deadly pyramid was crafted by a Sorcerer known as Sabine. Built to protect an ancient tome belonging to none other than Streike, deity of death, it is a fortress built to kill any evil heart that steps within its walls through a combination of puzzles and deadly beasts.

Land of the Damned

At the very centre of the deserts of Muerte is a land untouched by mortal hands. This place is dangerous, deadly - filled with horrid beasts and the souls of the damned. Most terrifying of all are the legends that somewhere in these deserts is a portal to Ephilroa, the Underworld. Perhaps the rumours are false... But there is something extremely offputting about these lands.

Tower of Euryd

The Tower of Euryd is the most important locale to the Eurydians - a group of rebels looking to overthrow Elias Harel. It is a home base, a sanctuary, and a memory of times far better than this one.

When Surif, the city the tower is located, was originally built, it was the gem of Muerte. The architecture was beyond what could have been imagined, with the city filled to the brim with artists and engineers. One of the most notable residents was a wizard named Euryd Eurataz, who fell so deeply in love with the city that she wished to offer it something. She built the Tower of Euryd, a sky-scraping building far taller than anything that had seen the face of Fortuna before. It wasn’t only large, it was also full of magic.

When Harel came to power he destroyed the city of Surif, a place full of those who would protest his position. However, thanks to the magic Eurataz placed there, the tower would not budge. The door would not open. He could not touch it.

So instead of destroying it, he set to destroy the spirit of those who would see it as a symbol. He assigned Black Cloaks to vandalize the place, commit heinous acts there, break the sanctity of the ground. Most importantly, there are to always be a sect of Black Cloaks present to watch over the entrance. Somehow, Eurydians still find a way inside, as the light at the top of the tower is lit each and every night.