Myrklanradth

Zornhavn (Financial)

Reonvicyk

Noxan

Mazoed

Awilian

Huyau

Anstese (Dônawstinian)

Skarlic (Zornite)

[De Facto]

- Zingâran Ancestor Worship

- Oruk Shamanism

- Mazoed

- Corvurianism

- Huyau Dragon Cult

- Catlanianism

- Tertiarism

- Recognized Minor Faiths

- Zangâr (Myrklanrer Dwarves)

- Reonvici

- Populi (Myrklanrer Morte Populi)

- Mazoemyr (Myrklanrer Mazoed)

- Ulkenmyrkos (Myrklanrer Ulken)

- Huyauik (Myrklanrer Huyau)

- Anstyrk (Myrklanrer Anstese)

- Dyenef

- Rándategunds

- Dragunnad

- Gwlffiglysbryds

- Skarlyr (Myrklanrer Skarls)

Everchains (Bel Yslcalad, Yslcydorisont and East Nefolcryg Regions)

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.

> We are myrklanders, we seldom hard labor and prefer to keep ourselves comfortable, we came from a realm made of thousands of stars and had to learn how not get bored on the process, what else is to say from us? Still, we like to have true friends too
>
> Unidentified, heard near the Æþherologist Guild District of 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