Myrklanradth

Myrklanr, officially Myrklanradth ("Council of the Myrkensens"), is a country primary located in Barasud, It consists of 44 Heruthoms (Provinces), 45 Ciwdfylks (City Districts-Metropolitan Areas) and 32 Fylkir (City-Counties) , Myrklanr shares land borders with Glainshkanurg to his west and the So-Kan Commonwealth on the East. It shares maritime borders with The Institute, Rusmenstar, Ekastia and the So-Kan Commonwealth. The national capital and seat of the Executive/Legislative Branches is Rathosparkrhavn and the most populous city and financial center is Zornhavn.
== Profile (Not Actualized) ==
=== Background ===
The Myrklander people, of human stock, are a recent addition to the region that based on their own records and oral storytelling, are not to be considered to be from this world (or even the reality as whole), their ancestors arriving with help of a forgotten deity called now by the title of "Svirae".
Crossing into the rocky point of a peninsula, Svirae and the rest of The Convocation did build the city of Rathosparkrhavn in a month to speed up the migration of the original colonists taking into account once the realm-gate closed they were going to be truly and permanently isolated from their precursor empire, the Zephrantine Sphere
Though a highly academic and hedonistic nation, Myrklanders crave get involved in international politics, and the nation itself tries to develop itself more to reach the nations of the world. Myrklanr is located in the polar continent of Barasud and its main governing body is the Rath, a parliament of (de facto) ninety-nine elected officials that determine national policy.
The Myrkensen government is not that concerned about what knowledge it is willing to share with other nations. This aggressive diplomatic and territorial stance is due to the cultural development of the myrklander people, who advocate sharing native knowledge and observing history from the frontlines.
Myrklanders are inclined to accept any form of warfare, regardless of the cost, but wouldn't dream of using their legendary knowledge for martial purposes if there is a chance for peace. Viewing war as a means to dictate policy, Myrklanders prefer to compromise and negotiate to avoid bloodshed if possible, but don't back down from a fight if there is the only way to get them what they want. 
== Government ==
=== Overview ===
Being from another reality, Myrklander government could be on some ways strange to the foreign eye, their minds united by a gestalt link, every member of the Rath can know and process data provided by other members of the Forum, not unlike a subconscious peer-to-peer hive mind, but at the same time can report their own desires and issues to harmonize the administration of the realm, in a sense, every member of the Rath is and in itself can act as the executive branch of government wherever it is located, making diplomacy quite fast, an ambassador being too a diplomat, a head of state and whatever is needed at the moment.
== Regions, Territory and Settlements ==
Wanting never to get bored, Myrklander expansion is limited mostly by the need to properly explore and build traparic infrastructure on each of their settlements. Divided into a 3-Tier administration, the Heruthoms and Ciwdfylks work in synergy with the government of the Realm
List of Regions of the Realm
Region 	Region Capital	Capital City
Rathos 	Rathos 	Rathospakrhavn
Marklanr 	Vithrlanr 	Zornhavn
Reveligylff 	Ísrýtingur 	Ísvaktin
Allter 	Lla Ferch 	Castrnîr
Nefolcryg 	Eiolios Minith	Yllif Temhest
Ulkenbai 	Ardal Yn 	Castrdanae
Sudskogr 	Perlastrond 	Wetinar Alfr
Ángradalur 	Prewync 	Eirlysgwos
Vinlanr 	Brispæs 	Ffeirthmorew
Drekivágrerjiar	Drekivágr 	Niddawyr
Bel Yslcalad 	Myrlanr 	Dôn Awstin
Yslcydorisont 	Frábstaður 	Dasudha