Mud Frogs

There is perhaps no more terrifying creature in Damir than the Mud Frogs, who are generally found near the three main rives in Damir: the Blue, the Paia, and the Mourning.  Mud Frogs are gigantic frogs, the size of elephants, who bury themselves in mud and then attack when its prey grows near.  They are the leading cause of death in Purewater, which is up against the Paia River and less than a league away from Oringard.  Because the three major rivers in Damir are so wide, the mud frogs have little difficulty using the rivers as a means to travel and hunt.  

Mud Frogs were at first thought to be legend, a scare tactic used by the Blood Bunch to keep the templars of Proudhill away from their hideout, deep within the Blue River.  However, in 204 ACW, Sir. Gallac and an ensemble of templars stumbled into a mud frog who devoured three of his templar knights.  Gallac slew the mud frog and the beast was no longer simply legend.  Over the centuries, many travelers have disappeared when crossing the Blue River, many believe them to be victims of mud frogs.  Incidents have dropped in recent years because knowledge of the creatures have kept travelers wary.  

Mud Frogs have a tendency of stationing themselves in an area that is soaked in mud, so travelers will usually try to avoid such areas.  In Purewater, mud frogs are still a problem, even to locals.  Thanks to the Mud Flats region, just east and north of the town, Purewater citizens have to cross the muddy terrain if they wish to reach the Paia River or head north to Paia’s Bluff where Shunjilas have been found.  Hunting is a major economy for Purewater, and the Mud Flats offer some of the best hunting ground in Damir, making mud frogs a dangerous obstacle for hunters.

Even the orcs of Oringard learned the hard way about the mud frogs and the Mud Flats around Purewater.  On more than one occasion,  the orcs have attempted to surround the river village only to lose some of their warriors to the mud frogs.  Orcs will now only assault the eastern and southern ramparts of Purewater, just to avoid the threat of mud frogs.

Shunjilas

Shunjilas are among the most prized and reputable creatures that can be found in Damir.  Found near the massive forestland of Oringard, Shunjilas are renowned for using the trees as their homes.  Described to be foxes with three tails and a frill about its neck resembling a white collar, the Shunjila’s most famous attribute is its ability to glide. Using the trees as a means to both hunt and flee, the Shunjila gracefully glides from branch to branch.  On the ground, the Shunjilas possess both the speed and agility of any other fox.  Its three tails can be used to cover its tracks by releasing a scent in the air, confusing hunters.  The tails of a Shunjila are highly valued among merchants and tailors, who work closely with skilled hunters to obtain them.  Considered the “gold medal” for hunters, a Shunjila is particularly difficult to track and catch.  Yet their fur is in such high demand that any hunter who successfully hunts a Shunjila will be rewarded with a fortune.  Most Shunjilas can be found near the village Purewater, around the Paia River.

Ancient elven lore states that Shunjilas are magical creatures with telepathic capabilities.  Because of how tricky it is to catch a Shunjila, it was believed for several centuries that the creatures had the ability to turn invisible and vanish suddenly.  The wood elves of Oringard revered the Shunjilas as wise and crafty creatures, refusing to hunt them as they were seen as allies to the forest.  However, when the orcs invaded Oringard in 460 ACW, the Shunjilas were hunted for their meat and slaughtered.  Driven to the Paia River region of southwestern Oringard, Shunjilas are close to disappearing from Damir all together.

A favorite human fable told around the fires of Purewater is the Tale of Tayles.  The story goes that a great Shunjila named Tayles encountered a young woodsman in the forest.  The woodsman was lost, looking for help.  Darkness had fallen, and the woodsman could not determine which direction to head.  Tayles warned the woodsman that if he followed the river north it would lead him to the Mud Flats where he would drown in the soft mud.  He instead advised the woodsman to go south where he would find civilization and the help he would need.  The woodsman took Tayles’ word  and went south.  He walked straight into the Mud Flats and drowned in the mud.  While the story is simple, it paints the Shunjila character Tayles as a devious liar not to be trusted.  Some believe Tayles is no mythical character but real.  Actual accounts of hunters and woodsmen getting lost about the Paia River and walking into the Mud Flats has happened numerous times.  Many believe it is the work of Tayles, who has a knack for confusing the direction of travelers.  A second spin on the tale defends Tayles, and blames the woodsman’s death on his own stupidity and overall poor sense of direction.  Some say Tayles has saved countless lives from the Mud Flats by showing lost travelers the way by gliding across the stars in the direction they should travel; all that is needed is for the traveler to look up and follow.  Regardless of his depiction as guide or villain, Tayles is immortalized in Purewater folklore with endless stories detailing either his heroics or his misdeeds.

Damir

Located in the northwest corner of the continent, Damir is about 37,000 square miles in area.  Damir has no access to the sea, landlocked by four neighboring lands: Lyndon, Gronde, Nubrince, and the Ice Lands.  Officially named by Samjin the Scout in 102 ACW, the word “Damir” is an Elvish term meaning “Land of Awe.”  Samjin considered the name on his expedition through Damir’s wilderness, across the open green plains and rolling hills, to the Reverence Mountains in the west.  Ultimately, it was the land’s high concentration of dark clouds and thunder that inspired Samjin to name it Damir.

Damir had been occupied for centuries by the cyclopsians, giants whose most notable physical trait is their one eye.  Using their size to their advantage, they had enslaved all the other indigenous races.  The brutality of the cyclopsians kept the indigenous humans and elves from prospering and multiplying.  Due to their own internal strife, the cyclopsian leadership acted more along the lines of a confederacy rather than a unified nation.  They were broken up into several clans and some of the clans resented the others.  Small wars over Damir’s lush lands yielded nothing but hardships and their culture did not progress.

Although the dwarves were the first to immigrate to Damir, they avoided the cyclopsians by staying well protected within the forestland of Oringard.  The cyclopsians knew of the dwarves but were afraid of the immense forest, and thus the two races did not interact.  However, because of how disorderly their society was, the cyclopsians did not detect Samjin, and the scout was able to move through Damir, taking note of the landscape.

Samjin was the personal and most trusted scout of the renown Templar, Lyndon.  Lyndon was leading a mass exodus of humans and some elves out from the ruins of the Chaos War.  He sent several scouts ahead of his migration north to find land that would be suitable to cultivate and rebuild.  When Samjin returned, Lyndon was convinced that Damir was the land they had been searching for. Despite the cyclopsian occupation, Lyndon felt convinced he could take the land because of the disorderly nature of the cyclopsian rule.  Entering Damir, Lyndon bypassed Oringard because neither he nor his followers had any interest in the wooded wilderness, compared to the fertile meadows to the west.

Initially, Lyndon and his followers settled near the Paia River but it flooded and destroyed their early settlements.  As a result, Lyndon pushed north and then west, and ran into the cyclopsians who met Lyndon with hostility.  It is unclear who attacked first, but in the end Lyndon drove out the cyclopsians from Damir after a five year campaign.

Along the way and during his wars with the cyclopsians, Lyndon’s followers began to settle across Damir, ending their continental migration to call the land their home.  Lyndon himself was not satisfied with Damir and had originally mistook the Blue River for a coastline.  Learning that the land of Damir was landlocked and had no access to any sea, the great Templar moved on and would later found the neighboring marshland, which would bear his name.

With the cyclopsians driven out, the vast majority of the people who migrated under Lyndon’s banner were human.  The human populace quickly spread and multiplied to become the primary race in Damir.  They would exist as a series of settlements until unification in 460 ACW by Bandrian, the first king of Damir.  The land of Damir became the kingdom of Damir and would attract other cultures and races to its lush domain.  Even with Oringard being overrun by invading orcs, the kingdom has withstood many different wars, which have shaped and molded it into a thriving monarchy.

The land of Damir has withstood thirteen wars, and have named the wars accordingly.  These wars include internal conflicts, and do not include minor border conflicts with Lyndon in 676 ACW and again in 715 ACW, both of which ended up favoring Damir.  Because the Blue River runs through both Damir and Lyndon, control of it has always been the motive behind the western border wars.  However, since the Templar Lyndon’s line was restored to Lyndon’s monarchy as supreme ruler, the two adjacent kingdoms have been allies.

To the south, the rocky and mountainous land of Gronde has been a passive neighbor to Damir.  Due to their free market, Gronde was once the center of trade in the northwest region and had a direct route to Blood Coast.  While Gronde has often distanced itself politically from Damir, the two have never shown aggression to each other, until the tyrant Rudimond took control of Gronde and formed a threatening army.  Rudimond has militarized the border between Damir and Gronde, making open trade impossible while putting a strain on their relationship.

Nubrince to the east has proven to be a nest of orc activity, but Nubrince only supplies the orcs of Oringard with recruits and has not declared open hostility against Damir.  In Nubrince, only orc law is present and that comes from the Orc High Council.  The Ice Lands to the north is a remote region of frozen tundra and hills.  It is rich in resources but no kingdom has ever been established there.  It is seen as a refuge for illegal activity and outlaws fleeing Damir and Lyndon.

The extreme west of Damir is only thirty leagues (almost a hundred miles) from the coastline, known as Blood Coast.  Although Blood Coast does not border Damir, only a sliver of Lyndon land sits between them.  Blood Coast is nearly five hundred leagues long, but only forty leagues wide, as it stretches down half the western coastline of the continent.  Blood Coast is lawless, controlled by pirates, mercenaries, and black market smugglers and operatives.  It’s illegal trade has infected nearby lands (including Damir) in a three hundred league radius.

Damir’s flag consists of a golden crown on a blue background.  The orcs of Oringard use a black flag with bright green Shogue (language of the orcs) letterings.  Since the orcs’ arrival, Damir has fought six notable wars against them.  The latest, the 13th War of Damir, was fought from 791-92.  Damir forces came close to capturing Mt. Phumbaas within Oringard, their military stronghold, but were forced to withdraw, allowing Oringard to replenish its numbers and gear up for another war.

Damir has a population of somewhere near 150,000 but it has been as high as 200,000 on more than one occasion.  Along with its wars and internal strife, the kingdom has lost large chunks of its population from time to time due to plagues (Scarlet Rash & Beggar’s Breath) and natural disasters, such as flooding.  Humans make up 54% of the population, while elves sit at 32%, dwarves 10%, while goblins and centaurs round out the population at 4%.  This excludes the orcs of Oringard (as the realm is viewed outside the kingdom of Damir despite existing within the land’s borders).

The most populated city is Whitehood, then Proudhill, followed closely by the elven city of Merrimont and  Belvadore.  Whitehood encompasses the Rossi Heights area, which sits between it and Merrimont.  When combining the populations of the Southern Farmlands and Merrimont, the population there surpasses Proudhill.  Gilstad can swell to fifth place during wartime, as the fortress is a frontline to orc invasions.  The ranking of city by population is thus:

  1. Whitehood
  2. Proudhill
  3. Merrimont
  4. Belvadore
  5. Chance Rock
  6. Duinmire
  7. Gilstad
  8. Purewater