The Fable of Mythrian – Book 1
Synopsis Deep in the heart of every human is the potential of good or evil; the continuous battle that rages within ourselves and that which we give out to the rest of the world. When the scales of life are tipped in one direction, then the other has to re-gain its ground. A time comes when those unknown are called to fulfil their destiny. They do not always accept the call nor do they see themselves as heroes. But through these troubled minds, one will make a stand. That one is Mythrian and in his hands, he must decide the fate of those on both sides, between good and evil. It was not his choice, it was his destiny. And now it must be fulfilled. The Fable of Mythrian – Book 2
Synopsis With the rise of Lore out of the fires of Siren's Gore, Mordryd and his new disciple commence their war against the Kingdom of Aedorn. Mythrian had sensed this danger through his markings, which reacted to Lore's resurrection, however he has few allies who can help him in a Kingdom that is at war with itself.
King Elgrator, who rules from the capital of Hierheldon, is blaming the growing attacks on his lands on the Halflings, who live in numerous groups outside the Kingdom. Blinded by this, he fails to recognise the growing presence of Lore's forces entering his land and causing havoc to his people. Lacking any support or trust, his own soldiers are wavering in their loyalty.
There are those within his hierarchy who realise that this evil may be closer than they realise – maybe within their own capital. When they hear of the young conjurer, Mythrian, who believes he holds the key to defeating this evil, they join forces to thwart the curse that has blinded them all in this chaotic period and push the legions of evil back to the lands from whence they came.
A new war has begun and with it a greater threat than ever before.
See the map of the Western Kingdom and Regions
Map of the Western Kingdom and RegionsCronian Valley – the most
north-western of all provinces in the kingdom. Covered by a valley that
sweeps the region. The habitat on the eastern side next to the town of
Hamlynstone is flat, green grassland, whereas the western side near the
sea is muddy and boggy. Lochrian Plain – One of the smallest
regions in the kingdom, it holds the villages of Hamlynstone and
Anthelstone on its western border. It is mainly covered in well cut,
green grassland all over. Wild Woods of Anthelstone – Stretching out from the western coast is the woods of Anthelstone which have been known to hold witches within. Yeden’s Stryding –
Lowland that is often flooded by the seas in the colder months. It
holds two settlements; Hierheldon a huge fort controlling all northern
activity and Armyn; where many of the kingdom’s weapons and armour and
other equipment are stored. When the area is flooded by the seas, the
settlements are cut off on small islands. Arlyne’s Drift –
Broken up by the large lake, known as Gyda’s pass; the land to the west
is boggy and marshy, whereas the large area of land to the east is
covered in fertile and lush grassland. In the grassland area, there are
three settlements, Fayrmayden, to the north–west of that is Arlandyne
and the third, located by the coast, is the settlement of Lingarde,
which ships in food from the sea. Hills of Twyndall –
The Hills of Twyndall hold within their mountains, caverns full of
crystals, which have been used by apprentices and soldiers as they hold
magical content. Gyda’s Pass – A large lake that has
drifted in from the Northern Ocean. It separates Arlyne’s Drift between
a boggy side to the west and open grassland to the east. Everlyn – The heart of the Kingdom
which holds Hagenherde, the capital of the Kingdom. It holds grass
roots like the Lochrian plain and Arlyne’s Drift, the grass is well
preserved and kept under good condition. Pacian’s Roam - Holding the
settlement of Helianthe, the region is compromises both arable and rich
grassland land. It carries on north to the Cronian valley and separates
the Lochrian plain from the woods of Anthelstone. As the apprentices
find on there journey to Helianthe, it holds many apple orchards which
follow south into Cygnia. Earian’s Path – Earian is covered
much by arable plains which join onto Pacian’s Roam to the north and
Cygnia to the east. Its west coast is covered in sandy beaches as the
land drops heavily to the coast. It holds Earyth which is a quiet
village where most of the villagers are farmers. Cygnia – Considered the central
region in the western kingdom, it has both arable and grassland
regions, with the later joining onto the roots of Everlyn to the north
as well as the dry grassland south to the flats of Llylandra. It holds
three settlements: Avalin, where Mythrian has his tournament;
Tharamond, a quiet secluded settlement used as a retreat from life back
at home and Calderon, which is where all the western settlements use as
a town to buy and sell all there trade and goods. Calderon also has a
Guild for Apprentices. Lythfield Pastures – Another mostly
arable region. It holds three settlements, one, Oysthian, which is a
southern fishing village, the southern equivalent of Lingarde to the
north. There is also Amynthian which borders on the wetland region and
Shyreham, which is a farming village like Earyth. Ludlynn’s Fields – Just holding the
one settlement of Thyme, another farming village. Like Earian’s Path it
is arable but slopes down to the Ocean where there is a long beach.
Some of the dry grassland from the flats of Llylandra crawls in from
the east. Flats of Llylandra – A long stretch
of low ground used primarily for crops, which goes from the border of
Cygnia to the southern border of the Kingdom. Looking across the land,
the many crop fields give it an amber glow. It is separated by the
grassland areas east by the Median Border. They often trade there crop
foods for fruits from the farming villages further west. The five
settlements are from north to south; Alchander, Aspia, Media, Emeryn
and to the west of the former settlement, Kyne. Aspia and Emeryn both
hold Guilds for apprentices. Plains of Terchia – Terchia is quite
an overgrown and in some areas, quite desolate. The region used to hold
quite a few old settlements and much of the land where the settlements
used to be, is broken and has stuttered in its re-growth. It is mainly
around the borders of the region where the land is more open and clear.
The main settlement is Falstone which has had a lot of work on it and
the area around it to make it stand out as one of the most attractive
and wealthiest settlements in the kingdom. Rhone to the south of the
region is a settlement which acts as a mini fort to protect the south. Old Kingdom Capital of Aemenia –
Once the pride of the old Kingdom in Aedorn’s time, like Hagenherde is
the people present. Nobody visits the old site, leaving the past to the
past and as such, through its destruction, the region is cold and
empty. A small area of the region to the west is covered in grassland,
but much of it has been burned and has stunted its re-growth. Many of
the ruins of its old Capital, Aemenia still stand. Calerian Domain – Covered in
Grassland like most of the eastern regions. It has richer, lush
grassland to the north-east which continues into Accorian’s stretch and
Arlyne’s Drift. South-west, it is more darker and overgrown, where it
leads into Aprinia. It has one settlement, which bares the same name as
the region, Calerian and is situated next to a forest, being primarily,
like Gaidenhead and Thyreian, a settlement full of woodsmen using the
nearby forest for work. Accorian’s Stretch – Running
alongside the Atlian Mountains, this region is covered in fresh, open
grassland from north to south. Near the south, the Great Kingdom Wall
separates it form the Valley of Kendral, whose mountains touch just
short of the Kingdom walls. There are two settlements; Dymanthia to the
north and Diademah to the south. Protea – Known as the entrance to
the Kingdom of Aedorn, Protea is a mixture of grasslands, similar to
that in the Calerian Domain. Its only settlement is Ledathorn, which is
similar to Hamlynstone in being a quiet, peaceful region with little
activity. Aprinia – This region is covered
mainly in rough grasslands all over, except to the south where some of
the light green fields of Iriel cross over the region boundary. The
only settlement in Aprinia is Alvocanen, the fort of magic and
enlightenment. IT borders next to the peaks of Dwyer’s Rise. The Land of Iriel – Iriel is covered
in unnaturally light, pale green grassland which carries on through to
Maison’s Graze to the south-west. It also holds the two biggest forests
in the Kingdom, Emble Forest and The Greens of Iriel, though the latter
is more broken up with many short greens as the title suggests. The two
settlements are Eyre, which sits next to the Green of Iriel, which is
mainly a farming village, the other being Gaidenhead, which sits by
Emble Forest and is used by woodsmen. The Greens of Iriel – Bordered by small forests, the greens of Iriel is one of the most secluded places in the entire Kingdom. The Great Kingdom Wall – A giant wall, running from the Atlian Mountains to the north to Ynyr’s Range, deep to the south. It is thirty-five feet high and fifteen feet dense. The Atlian Mountains – A pinnacle
mountain range, dwarfing many of the other range and mountains in the
Kingdom. The Fort of Altarmein sits on top of it. It has few people
residing init, acting more as a lookout for enemy sightings, however it
is capable of holding a big army. Kingdom Border –
– Cutting across Lyllian’s Gaze to the north and Lyndale and Maison’s
Graze to the south, the border is more a boundary given to the people
where the land is out of their protection. Lyllian’s Gaze – A big area of
Grassland, only used by the nearby settlement of Altarmein, it goes
from the Atlian Mountains to the Kingdom border. Amblynn Down’s – A land that
stretches quite far away from the border, though the two settlement,
Cathelcairn and Thyreian are inside the boundary, the land is
predominately grassland, but it’s forests have an unusual red, autumn
colour to there leaves and the fruits are of a red, orange colour as
well. Dwyer’s Rise – Situated in the
region of Aprinia, Dwyer’s rise forms around the south-east of the fort
of Alvocanen. It is quite a tightly packed series of mountains, with
flat tops, almost like a valley. It has grass on top of its flat areas. Emble Forest – The largest forest in
the Western Kingdom; it is often in use by the nearby settlement and
its woodsmen. It is quite a dark forest despite being in the light
green lands of Iriel. It holds the strongest wood in the kingdom, which
makes it the most valuable forest in the land. Forests Of Calerian – Like Emble
Forest, a forest used by the nearby settlement of Calerian for timber.
It’s trees are more thinner, good for making bows for archers. Hollman’s Hollow –
A big forest, bigger than any in the western kingdom, Hollman’s Hollow
has been taken up by bandits. Greedy men, who after Ajia’s
disappearance formed a band to live outside the kingdom under their own
rule. Criminals or people who had committed bad deeds often go there to
join, being in large, safe numbers and out of reach of the western
kingdom. Before anyone knew bandits occupied the forest, woodsmen had
travelled to the forest to start work on it, but they were all killed
and as such, nobody enters the forest, other than those who call
themselves bandits. Eidoros Mountains – A pinnacle
mountains range, north of the enchantment and the Valley Of Kendral,
Eidoros is the range which separates the land of Dremenon and within
it, Siren’s Gore from the western Kingdom. Its mountains light up in a
violet-indigo colour scheme when caught by the light. Forests of Beldorn – A large forest
which breaks up the northern mountains of the Valley of Kendral and
touches the border of the Atlian Mountains and the Great Kingdom Wall.
Though the valley of Kendral has forests around the borders of its
mountains, Beldorn is bigger, more compact and higher up than the other
forests. Valley Of Kendral (Known to hold Halfling encampment)
– A long stretch of land, said to hold many Halfling encampments, it is
dwarfed by the long stretch of mountains that run straight from the
border of the western Kingdom to the Eastern world. There are trees all
around the border of the mountains forming an oval area of patchy
grassland in the centre. The Land has never been charted as no human
has ever dared enter it. Outer Borders (Known to hold
Halfling encampment) - Always under watch by the guards on the Great
Kingdom wall, the outer borders might look like a area of beautiful
open grazing, but it holds Halfling encampment and holds many hidden
caverns, thought to be where the evil forces rose from when Draigorn
raided the west. Land of the Enchanters – Sacred
land, strictly forbidden for anyone of the western kingdom to cross. It
holds the Enchantment, the forest in which the Gods watch over the land
they created. It is clear, beautiful grassland all over. The Enchantment – The home of the
gods. A mystical forest where the spirits of the gods lie within each
tree; but are run themselves by Ajia, the main god who lives in the
biggest tree in the Enchantment. Maison’s Graze –
A large area of land, situated to the south of the Western Kingdom.
Most of the region takes after the Land of Iriel with its light green,
lime coloured grass, but to the west, it has arable lands which wrap
around the two settlements of Acasia and Bohdenbram. Acasia has a Guild
for Apprentices. The other settlement in the region is Aldremayne, home
to the arena fort, where heroes battle inside its ring for the
entertainment of the crowd who travel great distances to witness the
spectacle. The Kingdom border cuts through the region. (The Lowland) Greens of Lyndale –
The land around Lyndale dip surprisingly low for unknown reasons.
Because of this the greens from Iriel and Maison’s Graze grow darker
the further it stretches into the region. Misty Moors Of Myrondone – A dark,
misty region of land as the name suggests, it is out of the kingdom’s
borders, but still Guards go into it, as there is said to be a secret
settlement somewhere within it. It sits beside Ynyr’s Range. South Shields Forest –
Separating the Plains of Terchia from Maison’s Graze, the woodland is
very compact and very dark. As such, few do not delve too far into this
woodland. Gwynan’s Gorse –
A small woodland, close to the village of Avalin which holds
competitions for apprentices every year; the forest is quite open, but
is never used much by the nearby settlement, or woodsmen on a whole.
The witch who follows Mythrian re-casts the giant rock Troll in the
forest of Gwynan’s Gorse. Unnamed Woodland (Where Mythrian is
found) – An unnamed woodland to the north of Hamlynstone, sitting at
the border of the Cronian Valley, it is where Mythrian, the main
character is found by a scout and taken back to Hamlynstone to grow up
in the Guild for Apprentices. The Median Border – A long series of
mountains that divide the crop and arable lands of the south-western
plains to the grassland roots to the south-east of the Kingdom. Plateau of Meredyth – Out of the
Kingdom boundary, it is a long region which runs from Lyllian’s Gaze
all the way to the Eidoros Mountains. To the west, it is mostly
grassland, however towards the east, where it wraps around the forest
of Hollman’s Hollow, it is muddy and the grassland is broken and poor. The Rivers of Lynia – A series of
lakes which cut through the northern segment of Arlyne’s Drift. The
area around is entirely wetland, though there is a long constructed
path, leading to the fishing village of Lingarde, which is located near
the northern ocean coast. The Rivers of Estia – Larger than
the rivers of to the north, Estia is a series of wetlands which
completely dominates, the southern area of Lythfield Pastures. It is a
valuable source of water for all the farming settlements in the west. Emory Forest – A dense forest,
situated close to the eastern border of Avalin. Though it is officially
under the rights and protection of Avalin, little has been done to
preserve its woods and the Forest has been deemed to unsafe for anyone
to enter. Mythrian however enters here, to look for the Mayors crown
which was last seen in the woods. - The Obelisks of Falstone – A megalithic monument, of great power. The
Obelisks were said to have been placed there by Ajia as a place of
worship. Those who pray, receive help and guidance from him. The
Megaliths themselves also contain crystal, capable of harnessing great
power within the site.
Towns and Settlements Map
Here are a list of all the settlement sin the Western Kingdom and how to pronounce them: 1: Hamlynstone; ( Ham-Lin-Stone ) 2: Anthelstone; ( An-Tell-Stone ) 3: Mignmedia; ( Mine-Med-ia ) 4: Hierheldon; ( High-er-Hell-Don ) 5: Armyn; ( Ar-Min ) 6: Arlandyne; ( Ar-Lan-Dine ) 7: Fayrmaiden; ( Fair-May-Den ) 8: Altarmein; ( Ol-Ter-Mine ) 9: Cathalcairn; ( Cay-Ful-Care-N ) 10: Thyreian; ( The-Re-An ) 11: Dymanthia; ( De-Man-The-Uh ) 12: Diademah; ( Die-A-De-Ma ) 13: Calerian; ( Ca-Leh-Re-an) 14: Tharamond: ( Far-Ra-Mond ) 15: Avalin; ( A-Va-Lin) 16: Hagenherde; ( Hay-Gun-Herd ) 17: Helianthe; ( Hell-I-An-The ) 18: Earyth: ( Eh-Rith ) 19: Shyreham: ( Shy-Er-Ham ) 20: Calderon; ( Cal-Der-On ) 21: Alchander; ( Al-Shan-Der ) 22: Aspia; ( As-Spy-Er ) ( Birth place of Aedorn ) 23: Media; ( Med-E-A ) 24: Amynthian; ( A-Min-The-an ) 25: Osythian; ( Oh-See-hun ) 26: Thyme; ( Time ) 27: Kyne; ( Ki-N ) 28: Emeryn; ( Em-Er-In ) 29: Acasia; ( A-Kay-C-A ) 30: Bohdenbram; ( Bow-Den-Brahm ) 31: Aldremayne; ( Al-Dre-May-N ) 32: Rhone; ( Row-n ) 33: Gaidenhead; ( Gay-Den-Head ) 34: Eyre; ( Air ) 35: Falstone; ( Fal-Stone ) 36: Alvocanen; ( Al-Vo-Cay-Nen ) 37: Ledathorn; ( Lay-Da-Thorn) 38. Aemenia; ( A-Men-Ya ) 39. Lingarde; ( Lin-Gar-D ) |