EVERY WORLD
LEAVES A TRACE.
Explore MYRHA through places, characters, peoples, plants, creatures and stories. Every entry leads to other memories. No unpublished story outcomes.
THE WORLD, UNCOVERED.
Search the collection, choose a subject and journey from entry to entry.
RegionsShoan Highlands
Terraced river valleys and monastery settlements beneath persistent mist; Baisu stands on the Naeril.
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RegionsGraufeld Marches
Western marshland, bell traditions and competing feudal powers.
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RegionsValmark
A western realm beside Graufeld, separated and joined by rivers, roads and old tolls.
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RegionsXicalan Reach
Red deserts, salt flats and stepped stone temples under an unforgiving sun.
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RegionsOrush Plateau
A pale salt highland of travellers and astronomer-priests.
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RegionsSaolim Riverlands
Lakeside and river communities gather at Heartmere.
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RegionsKoru Coast
A southern coast with bronze casting and mask traditions.
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RegionsRimefrost Wastes
Northern glaciers, black sand, geysers and distant strongholds under the Wound.
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RegionsAshen Wastes
A western volcanic belt of broken ridges and dark flows.
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RegionsVeiled Wings
Remote northern-eastern ridges and islands, only partially traced on existing maps.
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Places & zonesBaisu
A river settlement of wooden houses, bridges, markets and lanterns raised along the Naeril.
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Places & zonesRenmai
A highland settlement associated with the upper river roads.
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Places & zonesNaeril River
The main river of the Shoan Highlands.
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Places & zonesRiver Shrines
Small places of ritual along the Naeril, marked by bells, lanterns and weathered stone.
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Places & zonesDrowned Terraces
Lowland terraces beneath Baisu, where standing water fills stepped fields and old paths vanish between the banks.
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Places & zonesBone Bridge
An old crossing in the highlands, remembered for its connection to ancient conflict and the road through the valley.
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Places & zonesCinder Monastery of Vharest
A mountainside monastery of ash-dark cloisters and bell towers.
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Places & zonesWhispering Passes
High, mist-laden passes where ropes, narrow bridges and mountain shrines mark the safer ways between cliffs.
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Places & zonesCloud Terrace Monastery
A mountain monastery above the valleys, associated with dwarf pines, cranes and a quiet discipline of watchfulness.
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Places & zonesTomb of the Green
A mountain tomb shown on the northern Shoan map.
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Places & zonesGrauwall
The great walled city of the western marches, rising over canals and river crossings.
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Places & zonesVeld River
A waterway of the western basin, crossing the roads and marshes around Grauwall and its neighbouring domains.
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Places & zonesVeld Bridge
A significant stone crossing and toll passage.
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Places & zonesHeartmere
The great inland lake, linked to several rivers and long-distance journeys.
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Places & zonesGrauwall Upper City
The elevated streets of Grauwall gather stone residences, watchful gates and the sound of bells above the canals.
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Places & zonesGrauwall Undercity
A dense district of canals, low bridges and damp stone beneath the city walls.
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Places & zonesBell Towers of Grauwall
Tall bell towers shape Grauwall’s skyline and its rituals of work, warning and remembrance.
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Places & zonesMordholt
A settlement among the marches and old gallows roads.
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Places & zonesGallows Hill
A bleak rise outside the walls where the routes of the living cross places associated with judgement and loss.
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Places & zonesCathedral Quarter
A district of stone arches, crypts and bell towers in Grauwall, deeply bound to the city’s calendar and institutions.
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Places & zonesTxolqan
A canyon city of red stone, sun temples and desert trade at the edge of the Xicalan interior.
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Places & zonesSunscar
A sun-struck expanse of sand and salt, where light washes colour from distant shapes and travellers watch their water.
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Places & zonesThe Salt Road
A caravan route across exposed plains, linking trade, settlements and the passage toward Orush.
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Places & zonesTzura
A ruined city of ash, dark stone and an enduring memory of fire in the desert highlands.
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Places & zonesOrun Towers
High towers on the Orush ridge, built for watching the heavens and recording change against the dark.
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Places & zonesSahren-deh
A settlement east of the Orun ridge, situated along the dry highland network of routes and watchpoints.
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Places & zonesOrush Salt Plateau
Pale, dry high ground crossed by travellers and marked by towers, ridges and long horizons.
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Places & zonesXolca Gorges
Deep-cut river passages where the water meets rock, fig trees and the long dry approaches to Xicalan.
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Places & zonesStepped Pyramids
Monumental stone temples rising in levels above the Xicalan desert.
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Places & zonesKelda Hold
A northern outpost among cold rock and steam, sheltering those who travel through the Rimefrost Wastes.
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Places & zonesNakh Geyser Hold
A highland stronghold near geothermal vents, where steam rises through ice and old glasshouses stand silent.
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Places & zonesBlack Shore
A coastline of volcanic sand beneath glaciers, swept by weather from the Wylla Sea.
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Places & zonesKeldruna Ice Caves
Caverns of ice and rock in the northern interior, shaped by freezing water and the heat below the crust.
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Places & zonesFrostcrown Pass
High mountain crossings of ice bridges and fierce weather near the northern spine.
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Places & zonesCinderhold
A severe northern site of dark glass, ice and ruined stone; the world-design notes place it near the upper reaches.
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Places & zonesObarem
A Koru coastal settlement connected to the mask-making and bronze-keeping traditions of its people.
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Places & zonesWhite Towers
White ruined towers on a southern coast and island belt, rising above blue water as a landmark on the world map.
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Places & zonesThe Wylla Sea
The surrounding sea of MYRHA, joining distant shores while keeping the continent apart from the unknown horizon.
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FloraWeeping Willow
Willows line the wet approaches to Baisu and soften the boundaries between wooden houses and the Naeril.
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FloraNight Lotus
A named waterside flower of the Baisu region, tied to the still ponds and slow river margins in the Shoan field notes.
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FloraMistgrain
A highland plant named among the vegetation of the mist terraces, appearing beside farms and cultivated steps.
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FloraLantern Berries
Berries named in the Shoan terraces, one of the small plants that distinguish the highland vegetation from the dry south.
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FloraAshgrass
Sparse grasses associated with the old battlefield and Bone Bridge, where open ground breaks the wetter valley vegetation.
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FloraDwarf Pine
Compact conifers of the upper Shoan slopes and monastery grounds, where wind and altitude limit taller growth.
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FloraRiver Reed
Reeds gather in the banks and shallow water of the Naeril, a natural boundary for paths and river life.
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FloraBlack Ivy
Dark ivy appears on Grauwall stone and in the upper city’s damp courtyards in regional plant accounts.
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FloraPlague Lily
A named flower found in Grauwall vases and the surrounding plague-marked lands; its title belongs to local language, not to a verified medicinal property.
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FloraGallows Oak
Old oaks mark the tracks toward gallows hills and outlying settlements in Graufeld.
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FloraSoot Moss
A dark moss of shaded canal stones and the low districts, named in the Grauwall undercity vegetation notes.
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FloraEmberthorn
A thorny desert plant named around Txolqan, part of the sparse flora of the hot canyon routes.
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FloraAsh Palm
Palms listed among the plants of the canyon city, where limited water makes even sparse shade meaningful.
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FloraBlood Blossom
A ritual flower named in Xicalan temple contexts.
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FloraSalt Crystal Trees
Tree-like forms recorded on the salt roads and flats, part of the stark visual identity of the Sunscar approaches.
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FloraSilver Thistle
A pale highland thistle named for the Orush plateau, set against dry stone and long caravan roads.
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FloraNight Cactus
A dryland cactus identified in the plateau flora near the towers of Orun.
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FloraRiverbank Fig
Fig trees are named along the Xolca river gorges, where the water softens the harsh desert edges.
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FloraFrost Moss
Low moss among the northern holds, enduring where the landscape offers little shelter from snow and ice.
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FloraSteam Moss
Moss associated with the geyser strongholds, where geothermal warmth interrupts frozen ground.
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FloraFrost Fungus
A fungus named in the black sand and glacier fields, one of the few living details described for those reaches.
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FloraSnow Lichen
Lichen on northern stone and sheltered rock, among the sparse living traces of the Rimefrost outposts.
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FaunaHighland Crane
Cranes inhabit the rivers and monastery approaches of Shoan.
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FaunaMist Moth
Small moths are noted around Baisu’s damp buildings and lantern-lit river paths.
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FaunaRiver Frog
Frogs belong to the waterlogged margins of Baisu; field notes describe their strange silence as part of the landscape mood.
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FaunaRiver Serpent
Large river serpents form part of the Naeril and Heartmere animal world; they appear in regional stories as much as in practical river lore.
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FaunaRiver Heron
Herons watch the shallows of the Naeril and the banks around shrines and reeds.
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FaunaTerrace Lynx
A mountain cat of the Shoan terraces, listed as a territorial predator in the ARPG bestiary.
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FaunaMist Crane
Cranes associated with highland mists and the terraced slopes, distinct in local field notes from ordinary river birds.
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FaunaHighland Sheep
Sheep graze the mountain terraces where fields yield to rougher grass and highland pathways.
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FaunaMarsh Crow
Crows appear among western marsh roads, rooftops and old gallows sites.
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FaunaBell Bat
Bats nest among Grauwall’s bell towers; the game bestiary links them to a landscape of constant ringing.
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FaunaPlague Rat
Rats gather in the canals and outlying plague lands; in game design some appear as hostile swarms.
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FaunaPlague Hound
Hounds are recorded in the Graufeld bestiary as dangerous packs on neglected roads.
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FaunaBlind Canal Fish
Sightless fish live in the undercity waterways according to the Grauwall zone notes.
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FaunaCarrion Fly
Carrion-fly swarms belong to the damp, troubled ecosystems described around Grauwall.
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FaunaSalt Lizard
Pale, salt-crusted lizards navigate rock and desert canyons; the ARPG bestiary treats them as agile wildlife.
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FaunaSun Falcon
Birds of prey named in the Txolqan and Sunscar field notes, crossing the open air above stone and salt.
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FaunaDesert Scorpion
Scorpions occupy the dry lands and salt roads of the Xicalan Reach.
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FaunaSalt Worm
A massive subterranean creature described beneath the salt flats in the game bestiary, treated by caravans with caution.
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FaunaHighland Fox
Foxes are listed among the animals of the Orush plateau and the ridges near Orun.
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FaunaPlateau Owl
Owls appear in the Orush animal notes, a quiet part of the plateau’s night ecology.
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FaunaIce Eel
Eel-like creatures inhabit northern frozen waters in the ARPG bestiary and Rimefrost region notes.
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FaunaSteam Crawler
Small creatures of the geyser environment, named for their movement through hot steam and cold rock.
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FaunaFrost Crow
Crows of the northern holds, seen against snow and dark volcanic stone.
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FaunaBlind Ice Stag
A deer-like animal named in the Kelda region’s cold-weather field notes.
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FaunaGeyser Salamander
Salamanders belong to the hot-water margins of northern geysers, contrasting with the surrounding frost.
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BestiaryMud-Drowned
Waterlogged undead from the Shoan bestiary, designed for slow, grasping encounters in flooded terrain.
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BestiaryMist Stalker
A swift hostile creature of Shoan mist, appearing in the game notes as an ambush predator of poor visibility.
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BestiaryLantern Wisp
A wandering light in the mist, classified among spirits in the game bestiary.
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BestiaryWar Dead of Wild Greed
Armoured remains associated with ancient highland battlefields and the oldest conflicts remembered there.
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BestiaryAshen Host Scout
A low-ranking operative of the Ashen Host in ARPG creature design, marked by secrecy rather than overt military force.
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BestiaryThe Restless
The troubled dead of Graufeld are designed around the region’s bells; their behaviour changes with the sound of the city.
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BestiaryThe Hanged
Figures associated with the gallows roads, represented in the game bestiary as a nocturnal threat.
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BestiaryCanal Ghoul
Lurking figures in wet urban passages, listed among the dangers of Grauwall’s canals.
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BestiaryBellward
Armed guardians who embody Grauwall’s relationship to order, ritual and its bells.
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BestiaryBone Priest
A cultic adversary of the ARPG bestiary, dressed in ritual imagery rather than a conventional soldier’s uniform.
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BestiarySunscar Demon
A hostile presence of the heat-burned desert, linked in game design to sand and sudden movement.
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BestiaryEmberash
Ash-dark figures with embers in their cracks, among the enemies proposed for the ruined firelands.
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BestiaryObsidian Warden
A defensive construct in the Xicalan game bestiary, visually bound to the region’s dark mineral architecture.
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BestiaryInk Wraith
A spectral figure associated with the scholarly and tower environments of the eastern highlands.
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BestiaryFrostbound
Cold-bound undead from the northern game bestiary, moving through frozen routes and outposts.
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BestiaryHeat-Eater
A hostile northern creature named for its relationship to warmth in a landscape where heat is scarce.
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BestiaryWound Shard
A spirit-like threat named in the ARPG notes for the far northern reaches near the Wound.
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BestiaryDraconid
A dragon-like humanoid form documented among the elite creatures of the ARPG.
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Myths & culturesThe Wound
A scar named at the far northern edge of the mapped world.
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Myths & culturesThe Absent Dragons
Dragons persist in stone, names, songs and the rituals of later generations.
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Myths & culturesThe Breaking
The name given in chronicles to a great rupture in the world’s history.
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Myths & culturesMemory and Resistance
In MYRHA, memory is no neutral store of facts.
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Myths & culturesThe Four Dragon Colours
Old traditions speak of black, red, blue and green dragon lineages.
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Myths & culturesThe Bell Traditions
Bells give shape to Grauwall’s days, gatherings and public life.
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Myths & culturesThe Grave Daughters
A watchful order associated with the highland tombs.
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Myths & culturesThe Ashen Host
A name whispered in accounts of grey cords, night roads and uneasy allegiances.
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Myths & culturesKoru Mask-Making
Bronze masks are vessels of cultural memory in the Koru traditions.
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Myths & culturesOrush Star-Watchers
The observers of Orush preserve measurements and sky records in towers and caravan houses across the salt plateau.
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Myths & culturesSaolim River Markets
Trade follows the lake and river crossings, carried by boats and changing currents rather than fixed roads alone.
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Myths & culturesThe Storm Clans
Clans shaped by harsh lands and martial tradition form part of the cultural landscape beyond MYRHA’s cities.
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Myths & culturesThe Grey Order
An old magical tradition remembered in fragments after eras of hostility toward its practitioners.
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Myths & culturesDragon Hunters
The term survives in stories, lineages and guarded objects.
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Myths & culturesThe White Towers
A band of coastal ruins identified by pale towers on the southern sea; records of their former inhabitants remain partial.
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ClassesBarbarian
Close-combat endurance and the tradition of storm-clan fighters.
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ClassesMage
Elemental mastery from a fragile magical heritage.
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ClassesAmazon
A ranged combat specialist whose planned skill trees centre on marksmanship, armaments and traps.
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ClassesDemon Hunter
A mobile, evasive combat specialist with planned Shadow, Poison and Survival skill trees.
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ClassesDragonblood
A martial archetype shaped by dragon heritage, with planned trees for Might, Shouts and Dragon Form.
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ClassesNecromancer
A caster archetype built around the uneasy boundary of life and death; planned trees are Reanimation, Plague and Bonecraft.
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CharactersEdran Veyr
A fisherman in Baisu, twenty-six. Since the morning of the Scream, water has frozen beneath his hands.
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CharactersMera Veyr
Edran’s mother. She bakes bread for her neighbours and guards the story of her family.
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CharactersDahrim Veyr
Edran’s cousin, a boatbuilder, missing for years.
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CharactersBodil
A timber merchant and neighbour of the Veyrs. She says less than she thinks.
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CharactersTovan
A curious boy from the neighbourhood, always at hand.
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CharactersAma of Obarem
A wandering Koru. She carries three bronze masks, and one of them speaks.
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CharactersKorrith
A travelling carpenter with a dark mark on his arm. It has already driven him out of more than one village.
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CharactersHob, Lusa and Pell
A workshop owner in Renmai, his wife and his fourteen-year-old nephew.
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CharactersSaloa Stromsang
A Saolim raftswoman on the Naeril. A river serpent pulls her rafts.
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CharactersSerren and Rovik
Two strangers who ask after Edran in Baisu.
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CharactersSelqa Kir-Vessa
A Daughter of the Tomb and spear-bearer, Naeda’s niece.
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CharactersNaeda Kir-Vessa
The High Mother. She carries the green spear and guards more than the tomb.
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CharactersBrynn
A Daughter of the Tomb at the highest watch post and Selqa’s closest companion.
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CharactersZora
A Daughter of the Tomb who stands watch with Brynn.
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CharactersRessa
The youngest watch-sister, barely seventeen.
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CharactersJunna and Leret
Watch-sisters.
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CharactersHedda
The order’s master builder. She knows every joint and watercourse.
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CharactersEnna
The Daughters’ healer.
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CharactersTessan
The archivist. She keeps the Shelter Books and the Book of the Dead.
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CharactersUrel
An old woman who tends the fig garden.
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CharactersJarin
Brynn’s brother from Renmai. He can open any lock.
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CharactersJessa
Keeper of letters at the old ferry house by the Bone Bridge.
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CharactersDova and Tirra
An old woman and her injured daughter.
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CharactersVhaurin
A healer who tends the sick at the old lime kilns.
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CharactersNeru
A boy from the lime kilns.
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CharactersIlqueth
A young scribe. She keeps a list of the dead who have no token.
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CharactersSolmenn, called “the Grey One”
An elderly scholar and Ilqueth’s teacher. He draws the Screams on his cellar wall.
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CharactersKettwyl
The Lord Bellkeeper, master of bells, courts and fees.
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CharactersOttla
A bellkeeper at the Tanners’ Arch, sixteen years at the rope.
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CharactersAnselm
A bellkeeper at the Tanners’ Arch.
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CharactersMarn
A mason. He demands a bell of its own for every lane.
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CharactersKera Oderen and Sile Oderen
Bell founders, mother and daughter.
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CharactersAdaan
A Koru metal founder in Koru Lane.
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CharactersTavin Brennar
A grain merchant with a winter storehouse outside the West Gate.
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CharactersEbba and Leni
Two sisters from Brennar’s winter storehouse.
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CharactersGesa and Fenn
A tanner’s widow and her eight-year-old son.
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CharactersHanno
The son of a tanner from Tanners’ Lane.
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CharactersIolan
An elderly widower.
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CharactersSahreh
A sky-measurer in the Tower of the Orush. She measures the edge of the Wound.
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CharactersNaqir
The tower’s most experienced measurer and Sahreh’s former teacher.
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CharactersAshem
An assistant in the tower.
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CharactersMehrun
A well-scribe of Orun.
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CharactersElmet Harven
Warden of the Bridge of Harven. She collects the toll on the customs island.
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CharactersCerys Velcor
Princess of Valmark. She negotiates the old Bridge Charter on behalf of her crown.
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CharactersTeren Velcor
Prince of Valmark, Cerys’s brother.
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CharactersKing Corvald
King of Valmark.
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CharactersAldric Rauthen
Heir to the crown of Graufeld, twenty-nine.
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CharactersQueen Arelis Rauthen
Queen of Graufeld, Aldric’s mother.
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CharactersImke
A widow from a Graufeld village.
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CharactersOkke
A boy at the bridge.
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CharactersDessic, the First Hunter
A war veteran on the last day of the dragon age.
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CharactersAvar
Dessic’s companion-in-arms.
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CharactersThe Woman with the Head Bandage
A stranger on the battlefield whose name Dessic never learns.
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CharactersThae’oun
A green dragon.
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CharactersKaldruun
A black dragon.
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CharactersVhiruln
A blue dragon.
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CharactersYllaveth, “the Green”
The dragon whose tomb the Daughters of the Tomb guard.
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CharactersLethra
Mera’s grandmother. She never drank from a metal cup.
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THE ARCHIVE IS CONNECTED.
EXPLORE WITHOUT
SPOILING THE STORY.
MYRHA spans novel lore and ARPG world design. Game-specific material is labelled as concept work. Quest outcomes, later revelations and unpublished plot turns remain hidden.
THE STORY BEGINS WITH BOOK ONE ↗