Unbeknownst to the majority of Prophets, their real leader is a huge and ancient dragon, who dwells in an earthen cave deep under the Mirendil. Slowly but surely, afflicted animals are consumed by this curse, until they are little more than undead husks kept moving by the hatred which courses through their decayed bodies. Animals bestowed with the Forest Prophets' curse will attack any humanoid creature they encounter. The Forest Prophets build their sylvan armies using a curse which shatters the sanity of normal animals and fills them with an implacable, suicidal rage. In essence, the Forest Prophets want to rid the Mirendil of all civilized, house-building cultures, such as the beastmen and the mirdain, and they will not rest until the forest has been cleansed of every last farmer, woodcutter and city-dweller. Their hands, however, have five flexible, hair-covered fingers, and beastmen are capable of using wide variety of tools.Īccording to these fundamentalist druids, the Mirendil belongs to the animals and to the creatures which have co-existed with them since the days of the first trees, such as centaurs, dryads and the faerie. Trunk-like arms and legs indicate their awesome strength, and their feet are clawed paws, resembling those of a bear. Predictably, local mirdain will try to eradicate new beastmen settlements before too much damage is done.īeastmen stand close to three meters tall and their powerfully built bodies are covered in thick black fur. They cut down the forest surrounding their villages, then move on when nothing is left but a scarred wasteland. But while the mirdain venerate the trees they live among, the beastmen see them as valuable resources waiting to be harvested. Like the mirdain, beastmen are children of the Mirendil, who prefer the forest to any other habitat. The very oldest elven songs tell of victories against the beastmen, and fighting this ancient enemy remains a true test of valor for mirdain warriors. Since before the dawn of history, the great forest has served as the battleground for wars between mirdain and beastmen. Fairies and pixies live in and around the Tree of All Seeds, and the dense woods surrounding wildsprings are home to many other sylvan creatures.Įnemies: The beastmen of the Mirendil Each such islet is home to a single Tree of All Seeds, while the lake itself tends to be encircled by tall standing stones. Though their appearance varies somewhat, most wildsprings feature circular lakes with small islets in their center. Wildsprings are sacred sylvan sites that are found throughout Mirendil. All elemental zones were created as a side-effect of a failed magical experiment performed during the Usurper Wars, and all attempts at closing them have failed. The most famous elemental zones are Northern Erinthel, in which the climate is arctic, and Northwestern Alyani, which is constantly ravaged by firestorms. Several mountain chains and lakes further perforate the forest, making it a less geographically uniform place than a cursory glance would suggest.Ī unique feature of the Mirendil is a number of elemental regions, which are connected to strange elemental zones by permanent vortex-portals, Through these portals issue elemental matter, as well as weather effects and monsters native to the target elemental planes. The Mirendil Forest itself is intersected by several broad, winding rivers, the most famous of which is the Irthan, which rises in the darkest depths of the forest and empties into the Eirandar wetlands of western Mirendil. To the east of the Forest Republic lies the fiercely contested heartlands of Agon, which are slowly being devoured by the Pall of Synochus, a Deathless Mage who wields strange and powerful forms of shadow magic. Across the Ruby Sea to the south lies Rubaiyat, a desert continent which was recently overrun by the seemingly unstoppable undead hordes of the Red Pharaoh. To the south and east, beyond a no-man's-land shattered by war, lies Nagast, the poisoned and spell-blasted homeland of the Alfar. To its north, the Mirendil is bordered by the plains and gently rolling hills of the Mahirim Tribelands. The borders of the Mirdain realm continues to move with the tides of war, but its core will always remain Mirendil, a vast and ancient forest which dominates the southwestern part of Agon's main continent. 2 Enemies: The beastmen of the Mirendil.