21 August 2014

Happy Birthday Howard Phillips Lovecraft!

My greatest literary role-model started his 124th rotation around the sun yesterday. In other words, he would have turned 124 yesterday had he not died to stomach cancer (a likely result of his abysmal impoverished diet).



I am proud to say I have been fascinated by Lovecraft's writing and the Cthulhu mythos for some 20-years, so well before it became a cultural fad with cthulhu plushies and bobble-heads appeared (not to say I don't like those things, though they do sort of go against the whole idea of the mythos stands for!). His verbose writings and plethora of purple prose and archaic words (cyclopean! eldritch! gibbous!) had a big effect on my own writings and though I can safely say I have moved away from the purple prose that once proliferated my own writing, I still have a soft sport for the almost poetic prose (I'm also thinking alliteration, though I'm not sure that's the case).



Though I do not think there is very much in common between his worlds and mine (apart from maybe an underlying theme of despair), I personally owe a lot to him. The development of the Demiurges in particular owe a lot to the old ones and elder gods. Initially the Demiurges were a lot more uncaring of the mortal races. Though that remains in some regards (in some more than others), it is no longer universally true for they draw their strength from mortal worship so, like it or not, they are inextricably shackled to their children in way the elder gods / old ones are not. 

I also adopted a minor theme with dreams - with the languid Demiurge's dreams shaping the landscape as their actions once did in life. Also, dreams and nightmares are commonly interpreted to be the whispers of the Demiurges transcending their thought. No dreamlands, per se, though it's certainly something i think may have been influenced by Lovecraft. 

Coolest Elder God, by far! beats Cthulhu, tentacles down.


Of course, those who have been following my ramblings might remember the name of one of the Demiurges - Nyarloth. A homage, of sorts to Lovecraft. Though Nyarlathotep and Nyarloth share very little in common with one another. Nyarloth is a technologist amongst Demiurges and he was obsessed with beating death. Where his siblings tried to cheat death through esoteric means, he realised that his body was the issue - he tried to transfer his thought into soul-engines (basically metropolis-sized hard drives). Nyarlathotep is much more of a wanker than that!



So here's to celebrating H. P. Lovecraft and his timeless works!






15 August 2014

Classification and Taxonomy of Life

I've been working on the taxonomy of life in Elyden, spending more time coming up with hierarchies than I have actually writing things down. I spent most of yesterday working on the below diagram, showing the creation and subsequent evolution of life in Elyden. It's a mix of creationism and standard evolution, and is a  happy balance that we on Earth find difficult to achieve (of course the in-world verity of this classification is unknown, but it's what people believe at the point in which the encyclopaedia was penned).

Here's an excerpt from the introduction to the section titled 'Classification and Taxonomy of Life':

Life in Elyden is the result of over a billion (1,000,000,000) years change; some conscious and contrived (such as the creation of the Demiurges, or their own creation of most life), and some left to chance and the slow march of time (the slow evolution of moirtal life when left to its own devices). Elyden has ever been the malleable clay atop a great potter’s wheel, and the Demiurges of old were her first craftsmen, lovingly moulding her into shapes that pleased them. Amongst those shapes were the first primordial creatures from which all present life later appeared. Some beings remain in the form first given to them by the Demiurges, walking in skins that are differ little to those of their ancestors millennia past. Others were more mutable and have slowly evolved into the countless differing forms that walk and grow across her skin, glide over her head, and swim through her blood. The Atramenta and Firmament have both played their role in this great act of Shaping, bringing a diversity that aloine could not have been possible.
The diversity of life has always fascinated the mortal tribes. who since their first days observing the world have looked upon the myriad creatures and plants and wondered how they appeared or what forces were responsible for their present shapes. Similarities between creatures gave away the first clues and the rest was a slow process of best-guessing with whatever resources were available at the time. The true breakthrough came in 2993 RM, where the Nártheli polymath and noted genious Suziv first proposed his system of nomenclature. Though it was initially met with criticism, it slowly gained popularity and as scientific advances proved his theories and allowed its system of classification to be fine-tuned, the system was standardised in 3254 RM.
Before trying to classify life one must first ask and understand the fundamental question – what is life? Is it the ability to grow and respond to stimuli, or the ability to reproduce? Is it self-awareness, or an existence that is bounded within the Material Realm? Biologists are concerned with these questions and through the work of Suziv and his descendants we now classify life in five distinct categories, known as the Suzivian Taxonomy – Reghon Arratus (the Created), Reghon Haghorin (Fauna), Reghon Applosae (Flora), Reghon Spungae (Fungi) and Reghon Sulnathin (the Otherborn). There is a degree of overlap and conflict between the Suzivian Taxonomy and passages from the Mythologia Elyden, though it is now understood that the latter is a largely apocryphal text, likely corrupted through millennia of trascriptions and re-interpretations.



A Taxonomical Hierarchy of Life


10 August 2014

Updates from the void.


I’ve been busy formatting the Encyclopaedia Elyden, dividing it up into 4 volumes and editing each to conform to a tone/layout I’ve been working on. I’ve also been spending quite a bit of time figuring out fonts/typefaces I want to use and have been struggling with page breaks for numbering the pages differently (the preface and introduction pages of each volume will be in roman numerals, with the content pages in normal Arabic numerals). It took me a while to get figured out, but I’m, glad I managed as it makes the pages look better.   

I’ve also tracked down a simple java programme to turn the pages into signatures for printing and later hand binding (I’ll be doing that myself, also). For the uninitiated, a hardback book is made up a several smaller booklets, each of which consists of a stack of anything from 4 – 16 pages folded once into a small booklet or signature. Of course when printing such pages on a conventional printer you need to make sure that pages align correctly page 2 is not followed by page 3 when making signatures (the below image might make this clearer)

  
book signature


It’s next to impossible to copy/paste pages to follow that strange numbering order without losing formatting (like column justification) in the process. Luckily I was able to find a programme that takes a complete pdf document and sorts it out into signatures in a new pdf that’s ready for duplex (2-sided printing). Each sheet will be A4: that’s A5 book size after folding the signatures, which corresponds with the feel I’m aiming for. I might change my mind at a later date, though even if I do I doubt I’ll use anything larger than A4, and probably a customer size that’s a bit shorter than full A4 and perhaps a bit narrower.

Of course I won’t be doing any of this quite yet as none of the 4 volumes are anywhere near close to completion. The closest is the 1st volume, which is the encyclopaedia itself – lots of short entries I 2-column format, similar to classical encyclopedias we all know. Here’s a taster of the first 2 arabic-numbered pages.

  



The tome currently clocks in at over 400 individual pages though once complete it’s likely to at least increase by half (many entries are little more than place-holders for now) and I’m constantly adding to it. If it becomes too unwieldy for my DIY bookbinding I’ll just divide it into 2 volumes (A-M, N-Z or thereabouts)



The volumes themselves will be divided thusly:

Volume I: glossary of core terms
Volume II: articles detailing geography, taxonomy, regional histories and information etc.
Volume III: Mythologia Elyden, detailing the main nations' 'bible, other religions, myths, Demiurge histories, genealogies of their descendants etc. 
Volume IV: Atlas Elyden including various political and cultural maps

and volume IV is what's giving me trouble. My prototype maps so far have been made at A4 size, assuming that each leaf is to be A4, implying that each signature is A3. I'd like volume IV to be the same size as the other books so as to have them look nicer as a set, though that would mean having to make the maps smaller. I'm thinking of making each map a 2-page spread, effectively keeping each map as an A4 page, though in landscape format with the page crease down the middle, rather than a full portrait-format page. Hopefully that will get me the detail I wish to include. At worst I'll just need to add other pages with more detailed, larger-scaled 'inset' maps - which is no bad thing! 

22 July 2014

Stereographic World map of Elyden

The Stereographic world map of Elyden is probably the single largest undertaking since the flash of lunacy that caused me to start this whole damned venture! It measures 60” x 84” (a whopping 16,200 x 25,347 px) and it’s so big I’ve had to split it into 2 PSD files (one for the background elements, and another for the stereographic map itself) each around 3GB large.



Work is slow, partially due to its size and the time it takes to perform certain functions, like adding layer styles and filters, as well my sporadic work-schedule, which alternates between work on the map and other facets of my world-building. Also, every label on the map needs to be referenced  in my encyclopaedia, so that I don’t lose track of things (I have a notoriously bad memory, and especially given my irregular updates, I need all the help I can get with organising and remembering things) – nothing goes on any map I make without first at least entering a little note in the encyclopaedia (like: Khadon: city in northern Korachan).

Centre of the map, detailing the Firmament an the Atramenta


The map itself is designed to be an in-world creation, prior to the fall of Korachan, in the latter days of the 5th Age, and could conceivably hang up on the wall of a Patrician’s parlour or merchant-lord’s office. It’s divided into 4 main parts:
  1. the map itself, which is in a stereographic projection over 2 hemispheres (including polar insets).
  2. astronomical maps, detailing the northern and southern hemispheres, and skies and constellations contained therein.
  3. Satellite maps – 2 maps, each detailing the facing hemisphere of one of Elyden’s 2 moons.
  4. Text. There is to be quite a hefty wall of text, detailing all manner of things from the world’s history, regional maps, Demiurges, religions, physical information etc. Some of it may be quite boring (see this post for the physical characteristics), though it all adds to the effect of the style of map I’m looking for.

inset over the eastern Inner Sea


I’m looking for something similar to the below map for the finished product, though with possibly less physics/mathematics and more natural history (so less diagrams and more text), largely due to the fact that I’m quite anal with symmetry and can’t face adding those disparate diagrams! Also I'll try make the text a bit more legible!

 
From the David Rumsey Map collection at - http://www.davidrumsey.com

I’m still unsure of some things – particularly all the empty spaces around the globes. They’ll likely be filled in with text about various subjects though it’s the layout that’s bothering me mostly – as the text will be flanked by circular borders in most cases I’m unsure whether to go for square text block like the bottom of the map, or rounder text blocks like those used in the middle of the map, where I Describe the Firmament and Atramenta. I’ll probably find a compromise between the two, though its always difficult incorporating circular designs within a square frame.                 


Westeros

Not related to Elyden though still to do with a fictional world and mapping: 



A commission I recently finished for a friend of mine, detailing George R.R Martin’s world of Westeros. I have to say this was good fun to make, and I’m quite happy with the colours and the border though the bevel/emboss on the corners is a bit heavy-handed.  

20 July 2014

D&D campaign - in Elyden!

I'm very excited to post this update as it brings together two things that have been very important to me – the world of Elyden, which readers will know is the subject of my somewhat sporadic world-building attempts, and D&D (and roleplaying & wargaming in general) which I have been doing since my ahem... younger days.

This marks the first time that I will be setting a game in my world which is quite interesting for many reasons, not least of which is the fact that the world was not made with gaming in mind (though I have certainly entertained the thought) and so many things that are common to roleplaying games like classes, races etc. which are made with balance in mind were the last thing I was thinking of so it presented some challenges, particularly with balancing out some of the stranger races.

Though as always what might seem like a hindrance at first ends up being a godsend and I actually ended up adding and refining quite a few things in the world as a result of this.

We haven’t started playing and as is the norm for my motley group of gamers, its to be a small game of evil characters J My games are pretty open world (especially evil-themed ones, where characters tend to have a lot of evil agendas that would otherwise interfere with the traditional roaming party), and I tend to develop an entire region, sprinkling it with interesting background, sites and NPCs that the characters can explore at will. This usually means a lot of stuff doesn’t get used, though it helps the players feel in control – I hate railroading in games (forcing the players to do a particular thing even if they don’t want to, only for the sake of moving the adventure along).

I’m quite fond of DMing but as you might expect from someone whose hobby is crating worlds, I tend to over-prepare most of my games coming up with hooks, regions, NPC’s histories and maps and gods-know what else that probably won’t ever get used. Though the waste of one campaign is the history of another. In fact, those of you who have read the blog before might remember that Elyden was made out of recycled material from previous campaign settings I had devised for D&D and I would not be surprised to see unused things from the campaign being used elsewhere in the world.

The game is to be set in a relatively new region of the world called the Surrach, which means their actions can help shape its flavour.


For anyone interested I’ve included the regional map below, as well as a link to the campaign bible that I’ve sent out to my players. So they can create their characters. Though I’m sure I left out a lot of details. We’re to use D*D 3.5 rules (still my fave so-far, though I am looking forward to trying out 5th edition)

Campaign Bible - please let me know what you think!

campaign map:

13 July 2014

Races of Elyden - Merill

Been away for a while, working on some map commissions and boring real-life stuff, though i have been adding some notes to my world. Also, I'm planning on starting an evil D&D campaign based in the world very soon, so I'm hoping that gets the creative juices flowing

Merill



The children of the Demiurge Shibboleth and the only known aquatic (or semi-aquatic) race amongst the Two-and-Twenty mortal tribes, the merill’s story is a tragic one, of a fall from grace entiry without their control.

History: like most mortal races, the merills origins date back to the Age of Myth and the Forth Great Act of Shaping. Two-and-Twenty pods were created – one for each of the Demiurges, in honour of their work crafting the Material Realm. Shibboleth the Torrent was patron to the merills and, like all mortal races, they shared many traits with the creator, not least of which was their appearance and mannerisms.
Each pod contained seven seeds from which were born, before their time, seven mortals  shaped in the image of their patron. Where in other races the original seven mortals were made up of four females and three males, merills are asexual and it is believed that the seven individuals were identical to one another.
Merills pass on their memories and knowledge to their offspring in a process known as genetic memory. As a result, the seven original merills gave rise to seven distinct lines, each passing on its traits and memories to its descendants, though of these traits little is now known.
The benefits of genetic memory allowed merill culture to advance at a level far surpassing that of any other mortal race. They developed a potent civilisation with a strong trade network, armies and culture when other mortal races were living in tribes of hunter-gatherers, though due to their aquatic nature contact with other mortals was sporadioc at best. They prospered under the aegis of Shibboleth, who was proud of its children. Tentative contact was made with coastal settlements and goods were traded between merills and other races, further strengthening their civilisation. 
Their rise continued throughout the early Ages of Mortal life and they became legendary amongst the other as-yet developing mortals. An individual merill carried within him the collective memories of his entire line, giving him an intelligence and expertise far superior to that of most other tribes.
At times a merill might get a flash of insight – an echo harking back to a past life. These echoes often manifested as sudden visions of dreams that felt all-too vivid. These echoes marked the beginning of the end for the merill civilisation. Once this phenomenon started it slowly increased, with every new generation suffering longer and more frequent episodes of increasing vividity. Some guessed at what was happening and saw the only way to stall the inevitable downfall of the race was by leaving the water, which had since their birth been seen as a divine link with Shibboleth.
These individuals would leave the merill civilisation and engineered for themselves amphibious traits, allowing them to distance themselves from their patron. Some grew closer with humans, leading to the race now known as selkies.
They were succesfull in that newly-born merills no longer inherited the memories of their forebears, though over the centuries their distance from the water rendered them infertile and the line faltered.
But their fortunes were not to last. The same genetic trait that saw them rise slowly took its toll on their minds. The weight of memories and knowledge of an entire race would become too much for a single mind to bear and the merills eventually lost their sanity. Every passing generation only deepened their descent into madness and the merill civilisation collapsed.
Their fall was quick – taking no more than a few generations to erase everything the merills had accomplished. In place of prodigious (if troubled) individuals arose incoherent fools, their thoughts awash with ceaseless reverberations of thousand-year old stimuli that were more vivid than their own.
Their patron Shibboleth despaired. It done all in its ken to save them, but it was for nought. It’s children had dwindled, descending to little more than animals plagued by nightmarish visions.
Shibbolerh wept, and its tears filled Elyden in a great torrent that flooded the lands of mortal races. This time became  known as the Lament of Shibboleth and was ended at great cost to the other mortals when the Demiurges joined up and defeated Shibboleth, weakening it, sending it into decline. The remnants of the merills were scattered across Elydens’ oceans by the rise in sea levels, though their descent into madness only grew with the death of their patron.

Physiology: merills bear many of the traits commonly attributed to the mortal races, though in many respects are unique. They are humanoid in form, standing roughly 6’ – 8’6” long and commonly weighing around 120 lb. They are perhaps the most colourful of mortal races with individuals found displaying colours from the full spectrum, though each of the seven breeds tends to gravitate to red, orange, yellow, green, blue, indigo or violet, and their various shades.
From the waist upwards they follow the standard mortal template – an abdomen and torso containing digestive, respiratory and circulatory organs, a head and four limbs – one pair ending hands and prehensile fingers used for manipulating tools, and another (analogous to those of ichthons) used for aquatic locomotion. Merills possess another pair of fins, these dorsal, which are brightly coloured and aid in stabilisation and orientation.
The similarities to other mortal races ends from the waist down, where in place of legs can be found a long powerful suckerless tentacle that makes up almost two-thirds of a merill’s length. The appendage is leathery in textire and ends in two long fan-like fins – one dorsal and one ventral – that serve as the primary source of locomotion.
Their heads have characteristic deep sloping foreheads, prognathous mouth, and two large bulbous white eyes. Maxilliary and mandibular barbels, which grow throughout a merill’s life, frame their mouths. Their heads are crowned by long thing hair-like tentacles, similar to some seen in large jellyfish. When submerged the hairs protrude from their heads like a fine mane of hair, though when grounded they hang limply like wet hair.
Merills are thought to have some of the most developed sensory organs amongst mortal races, on par if not superior to those of shie. Their hair contains rudimentary taste-organs, used to detect chemicals and impurities in the water. Though most spectacular are their barbels, which are not only highly acute tactile taste-organs but are also potent mechanoreceptors (serving the same purpose of ears underwater) and firmamentoreceptors (organs designed to detect the Firmament), though the original purpose of the latter is unknown. Ironically their large eyes are not as well-developped as their other senses and are so large largely due to the lack of light in their ancestral deep-sea habitats. They posess common ears primarily used above water, though sounds are muffled and disorienting.
Depite their fantastical physical properties what is perhaps most fascinating about merills is their reproductive cycle, which revolves around the river Shibboleth.
Unlike most mortals, merills are asexual or more precively gynogenic – where a sperm is necessary to trigger embryonic development though makes no genetic contribution to the process.
Merills are born infertile though a metamorphosis of sorts takes place between their 15th – 20th year (their full lifespan is unknown though thought to be somewhat longer than that of humans). It is unknown what triggers this or what the effects are though it is commonly held that a merill just knows when this point is reached. Like fish returning to the place of their spawning, a merill that has undergone this metamorphosis leaves its present location and swims mindlessly for the source of the river Shibboleth, in lake Siballa, northern Rhinocoloura.
Records from ancient merill society show that this practive originated as a cultural ritual, likely similar to the coming-of-age quests common to many societies. The merill genetic memory has likely corrupted this into an inherent action, its significance and purpose now lost to the mindless merills of the extant world.
The river Shibboleth is well-over 5,000 miles long and merills would undertake the journey as individuals, going upstream to the river’s main source. The voyage was dangerous and exhausting and most would perish bhefore reaching their destination. After spending hours in the waters of lake Siballa their bodies would undergo an unseen change, completing their sexual cycle: the merills completing the quest were fully adults, able to reproduce. There they would mate, the male’s sperm fertilising the female’s eggs, which were left there to gestate.
Scholars think this is due to certain chemicals in the water or some other physical effect that causes a metabolic change in individual merills who spend long enough in the waters.
Sadly the proliferation of human life and pollution of the region has seen the lake shrink in recent centuries and few, if any, merills are believed to make the journey any more. The last sizeable pilgriomage to reach the lake was recorded by Rhinocolouran monks in 3377 RM, where around two-hunded individuals swarmed intothe lake. Ancient myths recorded numbers in their tens of thousands.

Psychology: the mind of a merill is an unfathomable thing and is most easily compared with that of an Otherworlder rather than any other mortal race. This is due to a genetic trait where the offspring of an individual merill inherits the experiences and memories of all its direct ancestors, going back to one of the original seven merills in the First Age of Mortal Life. With every passing generation more memories and experiences, increasingly dissonant and distant, are inherited.
This trait is known as genetic memory and was responsible for both the meteoric rise and subsequent rapid fall of ancient merill civilisations. Early on in their culture the benefits of genetic memory gave merills a distinct advantage over their fellow mortals. Where a human might spend years learning how to craft weapons or tools, all descendants of a merill who already learnt such skills would be born with such knowledge ingrained ion their genetic memory giving them more time to develop other skills or further sharpen those they already know. In the development of merills as a race, this trait was invaluable, granting them a drastic boost to their development that other races did not possess.
While other races were subsiting through a hunter-gatherer culture, merills had already settled into a pastoral lifestyle that further promoted a specialisation of profession amongst individuals. This in turn led to further advancements that allowed the first major merill civilisation to emerge unopposed when other mortals lived in little more than lose tribes.
Whatever the cause was for the turn in the merill’s fortunes can only be guessed at now, but scholars postulate that at some point the merills reached a natural threshold in their evolution, beyond which their minds could not cope with the weight of memories and information bestowed upon them at birth. Their mental degradation is thought to have begun slowly – generations born with fragile minds, prone to headaches and vivid waking dreams thought to be echoes of past lives (though some attribute the latter to the Lament of Shibboleth upon realising what was about to befall its children). Eventually these affects would exacerbate to the point of invalidity – the dream-flashes of past lives would increase, pushing aside the waking mind until they overtook it completely, leaving the merill as little more than a babbling wreck. And so a great civilisation was reduced within a few generations to nothing. Most surviving members are mad to a degree that few others can comprehend, and every generation grows slowly more maddened, or hollow, as some have come to call them. Indeed, in many respects they are the closest of the mortal races to the Otherworlders.
What merills survive today are seemingly vacant beings, the mental excesses inherent in their downfall muted by untold generations forced to live with the debilitating mania of their forebears. Any merill alive today can feel the fear, anger and love of tens of thousands of ancestors at once; there is no self only the echoes of a unnumbered individual thoughts and memories. This manifests itself in clouded and nonsensical behaviour as an individual reacts to memories and sensory stimuli from centuries past that bear no relevance to the present. What other races interpret as a hollow nature is but a mask hiding the sheer volume of emotion and passion constantly flowing through a merill’s thoughts; something manifested in the near-constant flickering of their eyes and twitching of fingers and limbs.
They exhibit a near complete disconnect from the outside world and as a result they show little empathy towards other races, or comprehension of any kind. This was once thought to be out of the bitterness and jealousy they they were ass umed to feel towards other mortal races that were not cursed by their burden, though this is now thought to be a side-effect of their minds trying to cope with the vast amounts of information, most of it nonsensical, thrust upon them.

Culture & society: extant merills are little more than automatons cursed by nightmarish visions and flashes of sensory stimuli from the past, which renders them effectively blind to the world around them. Because of this they possess little in the form of culture or society, gathering together in groups of ten-to-tweenty individuals in what is to all intents and purposes identical to a school of fish.
This was not always the case as myths from around Elyden can attest to the power and spread of their early civilisation, which was amongst the largest in the ancient world. This was late in the Second Age of Mortal Life, which by current estimates is upwards of 200,000 years past. Due to their aquatic environment and the vast span of time separating their civilisation from the present few physical merill remains have been found, so we know very little of their ancient culture. Though as Elyden’s seas retreat, the soapstone ruins of merill metropolises have begun to appear in the middle of once-submerged seas, built on volcanic atolls.
Communication between merills and other races was difficult, and they were known to have spoken in a form of stream of consciousness, with no discernable punctuation. This was rendered all the more difficult for other races to understand as merill speech was peppered with words and phrases from past lives and stimuli.
Lethean merills, whose contact with its amnesiac waters, operate on a more cognitive level to their peers and maintain small cities and towns along the coastal shelf of the sea’s southern waters. Contact with terrestrial races is uncommon though trade is not unheard of – with the merills trading items such as nacre and ambergris in return for items of terrestiralm anufacture, such as worked metals.   

Philosophy & religion: One can only image what philosophies and schools of thought the ancient merill race may have developed, though whatever heights they once reached have long since been toppled, replaced by the waking nightmare that is the torrent of their genetic curse. As most merills do not function as mortals, it is unlikely that they live by any particular tenets or beliefs, other than what echos of past lives they are subjected to.
Very little is known of merill religion, particularly of their link with the Demiurge Shibboleth, if such a link remains. Shibboleth was one of the first Demiurges to diminish into langour and its influence has only waned since then, with the only records being corrupted references to the Lament of Shibbooleth and other Demiurges’ retribution at the same event.
Due to their natures it is unlikely that merills are organised enough to even adhere to any form of organised religion as practiced by other mortals. Though conversely, by dint of their generic memory, their closeness to the primordial days of their race might make them the most likely candidates at remembering their patron as it existed in its original potent state (their ability to convey such memories is another matter entirely).
Lethean merills, who operate on a more cognitive level to their peers duo to contact with the amnesiac waters of Lethea, are known to worship a dark being equitable with a god. It is a being of the abyssal oceans, dark and massive and uncompromising. Ironically sholars identify it with the Demiurge Synchthonith.

Art: next to nothing is known about the cultural pursuits of merill – both ancient and extant. We have seen examples of their architecture from ruins exposed by the retreat of Elyden’s seas. Generally composed of soapstone, with bass detailing, such structures are almost always situated on the edge of coastal shelves, overlooking the deep waters beyond.

Range: According to old myths, the merills formed a close bond with their patron Demiurge, Shibboleth, and though they spread to dominate most of Elyden’s ancient oceans, they were inextricably linked with the waters of the Shibboleth. In the ancient world the shibboleth was far larger than today with a course speculated to have extended for over 10,000 miles – well over twice its current range. It was there that all merills were spawned and there that individuals would retirn to reach sexual maturity.
Today, the influence of industry and the general waning of the natural world has left the Shibboleth polluted and all but bereft of merills, most of which now exist in the seas and oceans of Elyden.
They are commonly found in the waters of Lethea, where its amnesiac qualities alleviate the symptoms of their genetic memory. Other regions where merills are sighted include the isles of St. Uallar and the strait of Andas.
The lowering of Elyden’ seas has disrupted their habitat and coastal raids in the aforementioned regions are common, as the merills as the merills attempt to adjust to their diminishing resrouces. Similarly, the ruins of merill settlements can sometimes be found in recently-exposed coastal shelves, overlooking what had once been deep sea.






It's funny how things work out. Until recently the merills were one of the races for which I had created nothing. When asked about them I'd draw a blank and wave a dismissive hand, saying 'they're the merfolk of my world'. And to a point that statement was true, though I always knew i wanted something else, something that made them mine. I tend not to struggle too hard to find a niche or flavour for my races and wait for something to naturally present itself. 
    This happened a week-or-so ago when I met up with some old friends and spend a night on the beach drinking and talking about all sorts of stuff. One subject we touched upon was infinite knowledge. To cut a long story short we were trying to wonder what it might be like the moment humanity passes the knowledge threshold - at the moment we are just a push of a button away from any bit of knowledge we need, thanks to the internet. were are probably a matter of decades away from being constantly plugged in: imagine downloading all of the information available on the internet into your brain. The sum of human knowledge at your fingertips...
     Overwhelming! We imagined the first person to be subjected to this would suffer what we lovingly termed a 'brain hernia', something I think encapsulates the probably feeling perfectly.
     And so was the gimmick for the merills born. Everything else came as a natural progression of that and i must say I'm pleasantly surprised by the outcome. I think as a race the merills are pretty unique and tragic - two things I'd like to make sure my world is full of.

To those interest in a more visual representation, I think this painting by one of my favourite artists Brom is pretty close to what I have in mind for the merills. No copyright infringement is intended by this, just a quick example of what I had in mind. 


rootwater Hunter (c) Wizards of the Coast (artist: Brom)