Culture and People
Races of Mythania
Apart from dragons, spirits, and magical beings, there are ten major species (or races) in the world: Humankind, Eldrien, Scaithi, Dworghs, Giants, Ogrim, Goblinkind, Tricarians, Kaffrians, and Marsids. Only recently have scientists classified the races by taxonomy, and in so doing have discovered that most intelligent species are in fact sub-species of the hominid family. These include Humankind, Eldrien, Scaithi, Dworghs, and Tricarians (also known as triclopes). Ogres, giants, and goblins are also hominids, and while many conservative scientists still refuse to recognize them as such, the simple fact that ogres and goblins can cross-breed with humans is proof of their common lineage. The remaining intelligent species are Kaffrians and Marsids. Kaffrians are of the family felidae (feline), while Marsides are of the family of muridae (mouse).
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Languages of Mythania
The languages of Mythania are as complex and diverse as its cultures. The Age that the first spoken languages arose is unknown, but the first surviving written records are from the Eldrien, chiseled on stone nearly 8,000 years ago. Some recent archaeological evidence points to even older languages and prehistoric civilizations, but this evidence is dubious at best.
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Geography of Mythania
Covering 24,000 miles in circumference with 50,000,000 square miles of dry land (75% covered by water), the world of Mythania is a big place. From the frozen poles and arctic tundras to the tropical forests of Azania and desert plains of Tarrona, to the impassible mountains of the Shanalyean, the geography of the world is as varied and vast as can be imagined. There are rivers and lakes, oceans and seas, mountains and deserts, jungles and glaciers. It would take 100 volumes of texts to catalog and describe every detail of every geographically significant place. Nevertheless, this section will attempt to highlight and summarize the most significant places.
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Kingdoms and Nations
The following is a list of the major Kingdoms and Nations as of the year 1040 CA (of the Common Age) with a brief history of the major nations.
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Guilds and Mercantiles
Money makes the world turn, or so the timeless proverb goes. Second only to war, trade and commerce have done more to shape the world than any other factor. The following are just a few of the major guilds and mercantiles, but it should be remembered that there are countless more. A Guild is simply an association of people of the same trade formed to protect mutual interests and maintain standards. A mercantile is a company that owns resources, property, and often substantial wealth, and may either manufacture and sell goods or trade in goods purchased from one place and sold to another.
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Currencies
Each nation and free city has its own coinage and currency. Because of this, there can be much confusion. Fortunately, all coins are stamped with their origin, often the image of their king, its weight in grams, and the purity of the metal.
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Measurements
Measurements of distance, weight, liquid volume, and temperature are neither universal nor standardized on Mythania. However, in the past century, as industry grows and global commerce continues to rise, a general system of measurement based on the system used by the Imperial Republic, has become the de facto standard. It is true, however, that in scientific circles the Maradian decimetric system was preferred for its mathematical simplification, being that all scales are based on units of 10, 100, or 1000. Today a new decimetric system has been developed, known as the New Standard Scale (as opposed to the "old scale"). However, the New Standard Scale has yet to be accepted beyond its application in science and engineering.
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