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Miyeritar

The kingdom of Miyeritar was founded around -18,000 DR by dark, green, and moon elves immigrating from Ilythiir, as well as moon, green, ghost, and a handful of sun elves from Aryvandaar and Illefarn. They discovered a land already inhabited by nomadic tribes of indigenous wood giants, wild green elves, mountain centaurs, rock gnomes, and forest gnomes. Later, small groups of shield dwarves and humans settled along the kingdom’s southern border.

The kingdom flourished for millennia, its arts and scholarship drawing the envy of surrounding realms. Miyeritar gradually expanded across the entire plateau and into the surrounding hills and plains. Rich veins of adamantine in the north and mithral in the south provided a steady supply of metals for its armies. At its height, Miyeritar stood as the pinnacle of elven culture — valuing peace over war, art over power, and celebrating racial and ethnic diversity.

Miyeritari society blends patriarchal, matriarchal, and isonomial structures, with a strong focus on magic and the arts and relatively little emphasis on religion. Each city-state specializes in a distinct set of skills or crafts and is governed by one of the twelve most powerful clans. Miyeritaris are regarded as humble, friendly, benevolent, honorable, and carefree. From birth, they are taught that they are part of a greater world and equal to all other races, toward whom they must show wisdom and compassion. Children are raised in a spirit of kindness and love.

They value advancement through merit and are educated to support their peers above all, to respect their superiors, and to show generosity toward those beneath them. Attuned to subtlety, Miyeritaris tend to be courteous, refined, and gracious hosts.

The main political body of Miyeritar consists of 12 great city-states, each governed by one of the 12 Founding Families, operating semi-independently under a rotating seat of power for the central government.

Beyond these cities, the kingdom includes roughly 25 great towers around which small villages or towns have formed. In total, Miyeritar encompasses about forty well-established settlements, alongside a great number of independent towers, tree-top refuges, burrows, citadels, hamlets, and isolated estates housing its population of elves, centaurs, and various other races.

Approximately every 20 years, a transfer of power occurs between military forces, mages, or religious orders, shifting the political center toward whichever city-state holds the greatest influence of the dominant group at that time.

The primary language used as a trade tongue and common language — taught to centaurs and other peoples working alongside the two dominant elven subraces of Miyeritar — is a dialect derived from ancient Ilythiiri.

Beyond the regional languages native to each race, other specific idioms exist, including at least one spoken and written language reserved exclusively for the High Mages.

Each city in the kingdom has a tutelary deity, with devotion varying across population centers. Myth Olriith is the epicenter of the worship of Eilistraee, whose faithful come from every race residing in the city, though dark and moon elves form the majority.

Eilistraee was venerated as the goddess of song, rest, joy, and dance. Her principal temple, the Dance Hall of the Dark Maiden, is an essential pilgrimage site — every faithful must visit it at least once in their lifetime. The temple also serves as a major social hub within the royal capital.

The other great deity of Miyeritar is Solonor Thelandira, the Archer, worshipped by green elves since the arrival of the Seldarine in Faerûn. His main temple, the Pavilion of the Lord of the Bow, stands at the heart of the sacred tree-towers and halls of Auglathla.

His cult is dominant among the hunters and warriors of the various green elf clans. Solonor is venerated as the god of archery, hunting, wilderness survival, battle, protection, fertility, and war.

The defence of each city fell to its own self-defence forces, with every town also responsible for protecting a number of surrounding citadels. A network of watchtowers was spread along the northern and eastern borders, from which the greatest threats tended to come.

The kingdom’s overall defence was the responsibility of the imperial Araegiss (based at Myth Ahkerymar), tasked with directing defensive operations and answering first to the Coronal, then to the Council of Sovereigns. In times of war, large contingents of infantry and archers could be levied, while each city was required to provide cavalry and knights according to its strength and specialization. Every mage and spellblade was required to serve at least four years in the militia, and the kingdom’s standing army numbered nearly 20,000 professional soldiers.

The eastern border was watched over by twelve centaur clans, who provided light cavalry, scouts, and rapid-fire archer units. The sturdiest and most disciplined centaur warriors formed a heavy shock cavalry, equipped with heavy lances, greatswords, and longbows.

Each city also contributed troops to the Kerymfaer, the War Mages — an assembly of arcanists of all backgrounds and vocations, placed under the command of the Triumvirate of Faertelmiir. These battle mages gathered every ten days on the plains outside the cities to train alongside local troops, improving coordination and preventing magical disasters. At any given time, more than 5,000 spellcasters could be mobilized to defend the kingdom, with an equal number of apprentices, sorcerers, and thaumaturges equipped with wands and beluths to bolster the country’s formidable defences.

The aerial cavalry comprised several herds of griffons, kept in remote citadels and forest aeries. They worked closely with the grey eagle rider clans of the Graypeaks and the southern forests of the plateau, concealed among the volcanic hills.

Many clans of gold, silver, bronze, amethyst, and sapphire dragons lived within the kingdom and voluntarily committed to defending their lands. However, they were reluctant to follow orders blindly, preferring to assess whether a course of action served their own interests before committing. This tendency was especially pronounced among the bronze dragons and crystal dragons, who spent their time debating and deliberating at the Dragon Council, held every ten years on an island at the center of Dellamere.