Mebelands

Regional merchandise: hex, glimmer, technology, crystals, ships, ores, weapons.

The Mebelands serve as the continent’s most densely populated area. Travelers and merchants frequently converge here, given the relative ease of access to Mebeland from other regions. This relatively peaceful land is known for the Sea of Fog and the terrain commonly referred to as the Badlands, located south of the aforementioned sea.

The Mebelands can be divided into three main parts, that for centuries have coexisted harmoniously, with few conflicts to disrupt their peace:

  • The eastern sector, extending beyond the Sea of Fog;
  • The central region, known as the Foglands, consisting of cities along the Sea of Fog shores and the lands directly to the north;
  • The northern territory, situated beyond Corben Lake, known as the Old Mebelands.

Traveling westward through the city of Bartan, one reaches the first Mebeland settlement, the city of Brindewick. From there, one can choose the shorter route via the ancient aqueduct across the Sea of Fog or choose the more treacherous route around it, with the city of Mariberg as the first stop. Within the Sea, there are three cities: the westmost being Brindewick, the Great Dunstberg at the sea’s center, and Hedenholm on the eastern shore. Opting to go around the Sea of Fog, travelers will soon reach the city of Hadelberg, a port on the southern edge of Corben Lake. Along this path, one will go through the cities of Ragwald, Dunkental, and Maswafen before reaching the opposite shore, where the city of Hadenholm awaits.

Although a passage exists at the sea’s bottom, only the most daring would venture to cross it without an experienced guide. To the north, beyond Corben Lake, lies the northern territory, home to the cities of Lingenstadt and Vieledorf on land, and the port cities of Gottingen on the lake and Sehafen and Steinthafen on the ocean. The eastern lands feature the port city of Watedorf as a primary hub, connecting all cities with Mohafen to the north, Trothem to the south, and Spiher to the southwest.

Mebelanders are generally warm and hospitable but known for speaking their minds. While many of them may not appreciate the feigned kindness of Verdalia citizens or the harshness of Morozia’s people, they tend to keep these particular opinions to themselves. If there’s one group that they may not take to, it’s the people of Astoria, who often exude an air of superiority.

The Mebelands have always been primarily inhabited by Humans, and this remains true today. The old Mebelands were almost exclusively Human, with less than 10% of other races; however, those who remained have proved to be powerful and well-respected. One such group is the Animal Folk Collective, one of the largest merchant organizations in the land, led by the Bull House. Virdis are primarily present within the academy grounds, where they pass on their knowledge of magic and arcana to those who enroll. Artifex are rare in the southern Mebelands, but in central Mebelands, where a variety of races coexist, they are more commonly found. Despite the frequent fogs that blanket the land, the Mebelands are a hub of experimental innovation. These ever-present mists have encouraged constant advancements as people strive to make life a little easier. One notable inventor is Crystal Jack, residing in Lower Dunstberg, renowned for inventing mistpowder, a type of gunpowder usable even in misty conditions. Before this invention, crossbows were the primary weapons used, which proved insufficient for the challenges of Mebeland life. The towns around the Sea of Fog are a melting pot of residents, as many who come to trade end up staying, sometimes for love, new opportunities, or simply due to exhaustion.

Life in the Mebelands, despite the constant fog, is characterized by its simplicity. People take care of each other, strengthened by their shared experiences in this harsh environment. Dunstberg is a prime example of this harmonious coexistence, where diverse races live together despite the ever-present fog. Artifex barely require rest, Virdis can walk for days without synthesizing energy from the ground, and Humans and Beastly are invigorated by the perpetual glimmer. Coffee and tea are scarcely used, as simply walking beneath the mist is enough to feel awake.