Miran Countries: A Brief Description

Mira is possibly one of the most diverse and prosperous regions, surprising considering that it is separated from the continent of Shior by the Great Wastes and has little contact with the mysterious western empire beyond the Warfire Islands. It is made up of several inhospitable regions that lay unclaimed by nations, climate zones ranging from sweltering deserts to frosty landscapes, and is comprised of nine countries (Vangoth, Ror, Akka, Osyr, Tsiikaan, Greiland, Vrosk, Scral, and Zaronin), one lost nation (Teltia),  and an inhabited region with no national ties (the Borderlands).

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The Kingdom of Vangoth

The Kingdom of Vangoth (usually only referred to as Vangoth) is one of the newest established nations of Mira, and the third most prosperous, second only to Zaronin and Osyr.  Founded some century after the Divine Cataclysm, it has existed as a theocracy, a military state, and—most recently—a monarchy. Its capital was once a pilgrimage site for people across the world, even beyond the boundaries of Mira. However, the flow of visitors has stopped in the past few decades due to rising tensions between the humans and the Heisk, and the eruption of the War of Dogs.

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The Great Four

The Great Four, otherwise known as the Bandit Lords of Vangoth, are the leaders of the feuding crime families of southwestern Vangoth. Since the invasion of the Heisk, most of The Great Four have been disposed of or displaced and their crime rings scattered to the winds. However, their names live on in the hearts of the survivors of the invasion, who regard them with almost superstitious levels of worry.

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The War of Dogs

Named by Vangothic scholars under the misconception that the Heisk were canids, the War of Dogs is a twenty-year war that currently rages between the Heisk states and the kingdom of Vangoth. The original cause of conflict remains unclear, although it is officially stated by Reisk historians to be caused by “old disputes over land… and possible religious tension.”

Within the past three years, the Heisk have become restless and—in a show of uncharacteristic offense—have pushed their way into the neighboring nation. The entirety of the southwestern portion of Vangoth is in Heisk custody, the majority of the population in the area has been slaughtered, and the original capital has been sacked. Some areas, conquered by less bloodthirsty tribes, have simply been assimilated; the humans are allowed to live on certain conditions, and townships have been converted into fortified city-states not unlike the ones of their home territory.

In an attempt to outlast the Heisk, the remainder of Vangoth has gradually been moving further and further inland, back against the harsh lands pressed against the Dragontooth Mountains. Their hope is that the Heisk will be quelled before they are completely driven out or, at the very least, that the Heisk will be incapable of going further if they are pressured into the icy northern lands.

The "Bandit Lords"

For years in southwestern Vangoth, the land was partially controlled by four opposing crime families headed by men known to the public as the Bandit Lords. Also known as the “Great Four,” these men once worked in conjunction with one another some four generations prior, although circumstance, sabotage, and a hunger for power drove them apart. The families involved are the Raissels, the Andreasens, the Bonecellis, and a circuit of outlaws wrangled by a singular man known as “The Guard.”

As time has wound on and Vangoth has begun to wither away from a mixture of political corruption, war, and invasion, the Bandit Lords have either scattered or fallen: Hadyn Raissel has converted his men into a mercenary company, Roland Bonecelli—the last of his family—was killed by native soldiers after the collapse of his band of thieves, and Alain Andreasen is believed to have been killed by the youngest Raissel with no heirs to speak of. Only The Guard is still in operation, though most of his men are dead and the survivors have been chased into hostile, nearly inhospitable land.

However, the impact left by the groups is apparent. Even now, with no visible threat of their bloody battles or vicious raids, the mere whisper of the name of a bandit lord is enough to cause noticeable distress in a Vangothic villager.