Metanmyr is the realm of the Grey-Gelvani, and lays south of Mirivia. It was settled after the second Orog-Khan, when the Mirvian Quel-Thena made an alliance with the humans and shared the secrets of Shamora with them. In protest, and due to the invading force of Orcs, they abandoned their city of Matyrnix and moved their population to the wild and dangerous forest south, across the Sylvarin. The Grey built a great city within the heart of that realm and began slowly exploring and settling this forest. They found it to be filled with many terrible beasts and powerful sources of arcana. Many hundreds of years passed and the Grey-Gelvani used the forest as a place to experiment with their magics. Until one day a terrible magical blacklash was unleashed and so began the Shulrahar. This curse flooded the forest with magic and opened portals to many strange and terrible realms throughout it. Ever since the forest has been mostly uninhabitable. Only Metyrnia, the new city, survived this, and only due to a magical berrier that was brought up just in time. The Grey-Gelvani then built a high wall around their city, and patrol the main road in and out of the forest, holding back the monstrous and malevolent tide that threatens them. There are a few, brave and powerful, Gelvani who still live inside the forest, but they do so at grave peril.

Still, Metyrnia is a great, powerful and thriving city. The Grey-Gelvani, however, do not allow outsiders into their realm. Gelvani are allowed to pass, though the other races are often closely watched. Humans and other "mortal" races, though, are turned away immediately and often threatened with imprisonment or death just for entering the forest. Of course, the Grey-Gelvani have no control of their borders other than the single road from Silverport. Shulrahar, though, has done well to thwart any unwanted guests.

For those who know the secrets of the forest, though, it can be a home. A few tribes of Seyl-Gelvani reside within the forest, and seem to know how to navigate its constantly changing landscape and avoid its more malevolent denizens.

Stranger, yet, the forest seems to be growing. Slowly, each year it moves further upon its southern and western borders, creeping out into those lands. In the beginning the expansion was much faster; villages and even a great city were consumed and lost within it. But, thereafter it has only expanded a few feet each year.

Metanmyr is a realm of incredible magics, both tamed and wild. A realm ruled by the Queleshan, the masters of magic. A place where the woods beyond the walls are mysterious and dangerous, but filled with many wonders. A place, also though, where all Grey'Gelvani live in safety and peace behind their mighty walls and abjurations. It's northern border is the River called the Sylvarin and its eastern border the Shanin. To its west are the savannas of [[More]] and to the south are the Quema mountains of Gand. However, so feared is its curse that no humans or other civilized races dare settle within sight of the forest.

Metanmyr is a forest realm of tall and ancient trees, deep lightless recesses, meandering rivers and streams, ancient deceptive paths, magically labarynthian geography and monstrosities and mysteries from the the vast and distant eternal realms. It is said the forest moves at night, often leaving travelers miles from their believed location, though no one can find a sign that the land has changed at all. The weather is often as unpredictable as the lands

Continent: Verosia
Banner: Three silver towers on an azure field, surrounded by eight arcane symbols set in silver as well. The left most tower bears the royal insignia of the Quel-Thena (Queen of their realm) a golden pegasus in an azure circle, the right most tower bears the divine symbol of Gelthena (Goddess of all Gelvani) a golden tree on a green circle, but the center tower, the greatest and broadest, bears the insignia of the Colethene-Quel'Shamora (Council of the High Magicians), an elaborate series of symbols interlocked in a complex notwork. The towers represent the three factions that rule within the city, with the Queleshan as the greatest power.
Capital: Metyrnia
Government: Matriarchy
Ruler: Quel-Thena
Religion: Gelvani Pantheon
Population: A classification of Population Sizes based showing both the range of population and the average population. This is not an exact number due to the severe variance in population inherint to war, famine, disease and cataclysmic events.
Races: A listing of the races commonly found within the realm.
Major: Grey-Gelvani
Median: none
Minor: Seyl-Gelvani, Que-Gelvani
Cities and Towns:
Products: While the Grey'Gelvani do trade with other cultures, it is not the driving factor of their economy. Like all Gelvani, they have an altruistic sense of sharing that means that all of their kind have access to the essentials of life, and only those who want luxuries need to produce products for sale or trade. Still, there are many such products from their realm that the residents of other realms happily pay for. They are particularly known for their jewelry, paper, Inks and artwork. Grey'Gelvani do not allow foreign merchants into their city though, so all trade is conducted in SilverPort.
Secondary: Jewelry, Paper, Inks, art work
Aristocratic Titles: Quel-Thena (Queen), Quel-Thanor (King), Thena (Familial Matriarch), Thanor (Familial Matriarch's Husband),
Social Classes:
Upper-Class: Examples: Queleshan, The Royal Family,
Middle-Class: Examples: Priests, Most people of any other caste
Lower-Class: Examples: Convicted Criminals and Outcasts
Allies: Mirivia, Issantia
Neutrals: Moar, Rona, Sora, Gand, Parthus, Kal-Mikan, Shanothyr, Sylvanmyr, all Duervan Realms
Enemies: All Orc Realms (Ig-Vatak, Ig-Orak, etc…)


A short explanation of the realm and its most important aspects.


After the Orog-Khan the other Gelvani were satisfied to claim the land between the rivers, Mirvia, but the Drey-Gelvani knew that the orcs would be a constant threat if allowed to remain so close. Despite their warnings the Que-Gelvani would not set outposts along the river's edge, as they could not suffer living so close to such large bodies of water. Thus their borders remained relatively unguarded. The orcs quickly regathered their numbers, which increased vastly. Soon they were poised to attack again and Drey-Gelvani scouts saw them building many boats upon the far shores. Their patriarchs saw the threat and tried to convince the other Gelvani to join them in making a quick and decisive first strike. Their brethren were reticent, though, for they now feared death and the memories of those lost forever to Neth'Noril were still fresh in their mind. When the attack came the Drey-Gelvani were prepared, but were still caught off guard. The orog had made a diversion of the boats, which were actually small in size though great in number. The Drey-Gelvani met the orcs as they came ashore, and were making quick work of them. Further up river, though, the orcs had built a great bridge of rafts which they had joined at the most narrow and slow moving part of the river. Here the main host of the orcs crossed into Mirvia and drove down from the north like a hot sword, wedging into the heart of the forest. At this the other Gelvani took up arms and joined in. Together they devastated the orc armies, and in pursuit of those fleeing they found the floating bridge. Many Drey-Gelvani passed over the bridge and found a huge host waiting on the far side. They were quickly forced back and the orcs set the bridge afire.
When the battles ended the Drey-Gelvani vowed to never let this happen again. The gelvani worked together to build a massive bridge of stone spanning the river at the same place the orcs had crossed. Upon its completion the Drey-Gelvani led a huge army across and invaded the northern forest. Thus began the second Orog-Khan and the beginnings of Shanothyr.


A description of the government, its members and other important things to know about the structure of the government and law.
Current Ruler: The name, description and a brief history of the current ruler.
Major NPCs: The name, description and breif detailing of the current major people in the realm.


A short decsription of the different cultures and races within the realm, how they vary from those met in other realms, and anything uniqut about them.


A short write up on how religion is treated within this realm, and the major religions that exist.


A short write up on how magic is treated within this realm, and the major organizations, if any, that exist.


Major Cities

Minor Cities


A listing of villages worth mentioning.


A description of the land mass upon which this realm is built.

Being a vast forest, the botany of Shanothyr is of particular interest. The greater part of Shanothyr is a boreal forest. The western steeps descend towards the coast and are heavily forested with northern mountain cypress and spruce. These trees grow right up to the ocean rocky shoreline of the Bay of Brynilinia. The South and East are primarily a coastal temperate rain forest. The great inner forest, though, is an Ancient Woodland filled with towering Tall Firs and Red Cedars. However, the greatest of all these ancient trees are the Silver Cedars. whose grey-green bristles seem to glow in the light of Loran and whose upper limbs rise high over the forest canopy.

Below is a listing of the most common trees found in this forest and their general distribution:
Tall Fir: Western forests, up to the coasts.
Grand Fir: Inner forest, mountains below tree-line
Mountain Fir: North-Western region, mountains up to tree line
Cypress: Northern ridge, particularly on the slopes of mountains and bordering rivers.
Coastal Fir: Western and south-western coasts
Larchs: Variety of Larchs grow in the northern boreal forest.
Red Cedars: These very tall trees make up a huge inner heart of the Ancient Woodland.
Red Woods: These massive trees exist in large copses about the forest, mostly nearly the western coast.
Silver Cedar: The tallest trees of this ancient forest rise high above all others. They are not gathered in any one particular spot but rather are spread throughout the forest, usually found alone or in groves of only a few giants. They are often surrounded by other much smaller cedar trees, but which are still huge compared to trees of other forests.

Inspiring pictures:

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Islands A listing of islands near this realm that either consider themselves part of that realm or are closely tied to it.

Landmarks A listing of significant geographical landmarks within the realm.

Tuar-Seylvarin, The Great Forest River, Eastern border of Shanothyr
Nol-Seylvarin, The White Forest River, Southern border of Shanothyr
Bay of Brynlinia, The Western border of Shanothyr

Bridge to Mirivia


Map A thumbnail of the map for this realm, linked to a larger map.

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