Myrr

The Land of Myrr is a mythical city, said to be from the rest of the world by ancient spells woven before the Call. Some believe it is a roaming island state where every refugee of the world is welcome, and you need only look to the seas to find it. Others think it is a place out of time, a universal constant in every reality of Andali that punctures the veil between worlds. But most commonly, it is agreed upon that Myrr is nothing more than a legend, a myth told to children as they grow to assure them that everyone has a place in the world. One thing is certain: few who brave the Horizon Line in search of Myrr return.  

Description

But those who do bring back stories of a small island, far beyond the horizon's end, shrouded by a powerful magic stemming from an Old World mythallar buried deep below the city. This mythallar is used mainly to fuel the shroud around the island, as well as to maintain control over sea creatures and the weather surrounding the island. The temperature is temperate, and the terrain mountainous, allowing for little growth besides olives, grapes, and hearty grains.   Myrr is a haven for those fleeing oppression. It is a cosmic crossroads that welcomes any refugee that finds its shores. The government is a congressional monarchy, with a council comprised of four chosen from each city who select a Regent to rule. It is a safe haven for expression, religion, and art, welcoming even those most other realms would label as monster or outsider, like the yuan ti or strix.

Geography

Myrr is an island city, built into the caldera of a dormant volcano. In a time before time, the volcano erupted, creating the central rise of land which the city is built on, and creating the wall of mountains which rise around it; the outer rim of the caldera.   A megalopolis, Myrr is made of four distinct cities: Myrn, the capital; Myrth, the harbor; Myros, the fields; and Myric, the mountains. Its protective shroud reaches 24 miles beyond the outer rim of the caldera, and Myrr lays claim to those waters as well.  

Geographical Features

As Myrr grows, it is constantly looking for ways to expand. The megalopolis has a very slowly rising populace, due to its insular nature and mandated low birth rate. Regimented districts in each city leave one of the only avenues of expansion to the mountainsides of the caldera, though this expansion puts stress on the civic, social, and political infrastructure of Myrr. Myric has attempted to declare independence from the megalopolis on three separate occasions, that have been recorded, though each uprising has been put down with little to no bloodshed.   The central rise of Myrn is known as the Tower, from which the council and Regent rule. With the additional height of the grand citadel at its peak, it even rivals the mountains that surround the area in height.   As outsiders will attest, the day and night cycle of Myrr seems different from anywhere else, and takes some adjusting to get used to. They experience 32 hour days, with 16 hours of sun and 16 hours of night, and break their weeks up into eight-day cycles, four weeks in a month, and eight months in a year. Similarly, their night sky is filled with otherworldy stars known to no other world, and is the basis for the native Myrrian religion.   While the weather cycle is controlled by the mythallar, it is recognized that the crops need a proper seasonal cycle to function, and so Myrr also experiences a traditional spring, summer, autumn, and winter seasonal rotation, albeit one that holds more structure than most natural cycles; each season is two months long.

Government

Myrr is ruled by the Coral Council, a congressional council of four, one from each city, that rotates on a semiregular basis; every three years, one of the four seats is up for election, allowing for a term to total at 12 years. A Regent presides over the Council, and acts as a unifying voice and face of the Council. The Regent must be selected by unanimous votes from the Coral Council, and rules until the last councilmember who selected them loses office. A Regent rules a minimum of 12 years, but in theory could rule for as long as one of their original supporting councilmembers maintains their seat. Of course, they can retire or be impeached, should they or people wish it.   The Coral Council meets at a shrine to Kiri-Jolith on the shores that border Myrn and Myros. The shrine is a ring of eight freestanding columns, and is meant to represent the openness and equality the Coral Council seeks to embody. The Council rules on all cases brought to them, regardless of the frivolity of the cases. This can lead to long waits in the summer, when the heat is known to cause a spike in crime rates.   The Council's duties shift by day; the first and last days of the workweek are spent listening to the grievances of their people while the middle four days are spent working through matters of public policy in the Acropolis. They are allowed two days of rest at the end of the week.  

Law & Order

While the Coral Council will hear any case brought before them, there are several stopgaps in place so that the Council is not flooded with every trial the cities face. To prevent the overwhelming of the Council, each city has an assortment of their own local magistrates to assist in the day-to-day needs of the city and carry out various municipal tasks and civic duties.   Policing responsibilities are among these responsibilities, and are split evenly throughout the region. Myrr notably does not have a standing army, short of the creatures in the water under the mythallar's control, and has never been invaded.   Vine Guard. Also reffered to as the "Wine Guard" due to the relaxed nature of their patrols, the Vine Guard monitors the fields of Myros and the harbors of Myrth, acting as a highway patrol between cities and the general trade authority.   Tower Guard. The more serious Tower Guard presides over the Tower of Myrn and the spires of Myric, the more urban environments of Myrr.   Crown Guard. These highly trained soldiers accompany the Coral Council wherever they go. The Acropolis is filled with Crown Guard at all hours of the day, and members of the Coral Council are generally accompanied by at least six members at all times, even in their personal homes.   Nightwatch. The Nightwatch is broken into two halves; one which is made up of almost exclusively strix and patrols the night skies, keeping an eye on the cities and countryside from above, and the other that monitors the Necropolis, ensuring that the dead remain so.  

Crime

As with any large city, crime blossoms in the megalopolis. While the various guard forces do their best to keep the streets safe at night, thieves, bandits, and highwaymen stretch their resources and cults push the boundaries of types of protected worship.   Hiddukel's Hand is a major crime organization that makes themselves known throughout the cities. They are a thieves' guild with a supernatural success rate which they attribute to aid from Hiddukel, a patron god of exploitation whose worship was brought to Myrr some time ago. They serve him from a hidden lair deep within the sewers of Myrn, and it is rumored that they have uncovered a section of ancient ruins that leads to the cities' mythallar.

Trade

In their peculiar position, Myrr's outlook on trade is singular in the fact that they only have four cities in their network and no outside input on what they are able to import or export. This lack of external interaction can lead to high tensions at times, but more often than not results in an understanding that their resources must be shared in order to survive.   Even while focusing on civic bureaucracy, the mines and quarries set into the base of the Tower in Myrn create some of the most pure marble from the dormant magma flow. Merfolk of Myrth bring the bounties of the sea to land, and in exchange Myros offers the fruit of the vine and a variety of livestock. Myric, positioned on the rocky mountainsides, has little in the way of natural resources, but with its expansion artists and tradeworkers have moved into the city. Furthermore, in addition to a few mountain goat herders, Myric is known for having the best olives between Myrr and the next world.   Little is traded purely for monetary gain, with most trades in gold happening between cities or major merchants. Most trades happen on a barter system or a good faith understanding.   An extremely sought after good, however, is something controlled almost entirely by the merfolk of Myrth: resources scavenged from shipwrecks. With no trade with the outside world, this is the cities' only means of gaining many resources commonly taken for granted in the outside world. Many textiles and fabrics cannot be produced with Myrr's resources, and so are highly treasured find. Most highly prized are any new livestock that can be found. While Myrr has a high population of cattle, goats, and waterfowl, animals like horses and dogs are exceedingly rare and highly valued. There is a single flock of sheep in Myros which entirely controls the wool market.  

Currency

Though trade in coin is rarer in Myrr than in the outside world, as the Coral Council ensures all citizens of the Veiled Cities' basic needs are met, precious metal currency is used for trade with visitors and in some trade of luxury goods. The general coversion follows:
1 PP = 1 Empress
              10 Dragons
              100 Archers
              1000 Fools

Culture

Understanding their precarious position in a system which necessitates balance and cannot sustain overindulgences, Myrrian culture is revolves highly around concepts of balance, equality, and comprimise, satisfying the needs of the many over the wants of a few.   Myrr also stands as a combination of many cultures, from its status as a cosmic crossroads. Because of this, Myrrians tend to be more understanding and openminded than their less worldly counterparts.  

Fashion

Myrrian clothes tend towards the simple, dealing with the limited resources that they work with. Because of this, linen and leather are the favored materials for most clothes, and outfits consist of brightly colored layers to make up for the lack of variation in material. Outsiders often find this garish, but the cheery dispositions of those wearing the outlandish outfits often cause them to warm up to the fashion sooner rather than later.   High fashion generally washes up on shore, and the merfolk and sailors are the first to find it. Some of it trickles up onto land, but oftentimes sailors are among the best dressed at any festival. Silks, cotton, and wool are hard to come by, and many who find a garment that fit them will treasure it for generations as a closely guarded heirloom.  

Religion

Myrrian religion is another curiosity to outsiders. Rather than following a god or a pantheon, they look to the night sky for guidance, assigning each constellation a meaning and influence on their lives. While this may seem like a practice in pagan mysticism at first, opinions quickly change when they realize that the night sky does indeed grant power to the devout.   Following the trend of Myrrian culture, Myrrian religion also focuses on aspects of balance, assigning beneficial, neutral, and detrimental aspects to each constellation. Each is equally worshipped, as the people of Myrr value the balance that keeps the world righted, and if it tips in either direction it would plunge the world into chaos. They recognize the potential each sentient being holds for good or ill, and understand that while you should hold yourself to a moral code, no one is free from the demons of mind and blood that plague mortalkind.   Worship of the night sky is not so strict as you may find in other religions; there are no sermons or congregations. But there are priests who are available to offer guidance to any pilgrims who visit them, and cults dedicated to one constellation or another in the belief that it will empower them over the others.   There are also several temples and shrines throughout the cities dedicated to different pantheons and gods that have been set up by far travellers over time. No religion is forbidden in Myrr, though their Church of the Night Sky, Polaris, is the official religion. These constellations fill their night sky:   The Fool is young and vulnerable. He has not yet experienced the ups and downs of life, leaving him unaware of the magnitude of life's challenges, as well as the potential he holds. You are encouraged to take on his open, willing energy and embrace all that lies ahead of you without worry.   The Magician is a reminder that you are unique and have many gifts. These skills set you apart from the crowd and help you begin new projects or overcome adversity. It is a reminder that you already hold everything you need to move forward and accomplish what you've set out to do.   The High Priestess is the intuitive, connected constellation in the night sky; she is the sign of awareness. She urges you to listen to your inner voice and follow your instincts. Your mind knows far more than you think. If this constellation rises above you, stop looking for answers in the outside world and turn within for the guidance you seek.   The Empress encompasses and encourages compassion, beauty, and love. She is connected to Nature, and her influence is at its height when you absorb the energy of the natural world around you.   The Emperor is a card of leadership and power. He is an authoritative force who has been through many experiences to achieve this status. He represents structure and solidity, and reminds you that you, too, hold immense amounts of power over your own life and what happens to it.   The Hierophant is like a messenger from the heavens. He is experienced in spirituality and guidance, and his job is to bring these lessons down to the mortal world. When the Hierophant shines upon you, you are encouraged to follow the rules and to find a spiritual perspective on your current situation.   The Lovers represent the close relationships in your life. When they shine upon you, your your emotional ties are in need of extra attention. However, they are about far more than your values and decisions; you may find the Lovers when you are at a crossroads. Consider all the possible consequences of your choices.   The Chariot is connected to your natural drive and determination, and can indicate an upcoming victory. It reminds you that your greatest successes won't come through limited thinking. When you combine the knowledge of your mind with that of your heart and spirit, you are an unstoppable force.   The Archer represents courage, the fortitude of your heart, and your ability to withstand anything life hands you. When the Archer shines upon you, they remind you that you are strong enough to handle whatever you are facing and will come out of it with even more power than you had before.   The Hermit yearns to be alone. This rare sign knows that the only way to process what is happening in life is to withdraw from the noise of the world and create a quiet space of solitude. When the Hermit appears in the night sky, the answers you need will come in time. Be very still, and listen.   The Wheel of Fortune is constantly revolving; sometimes you will be at the top, and sometimes you will be at the bottom. This constellation reminds you that nothing is permanent, and, good or bad, you must cherish the lessons that this moment is bringing you.   The Scales is a firm-but-fair reminder that there is a consequence for every action. Whatever life is handing you at this moment comes from decisions you and others have made in the past, reflecting natural cause and effect. When this constellation makes itself known to you, make sure you are acting fairly in all your interaction swith others.   The Chalice is tied to your health, feelings, emotions, intuition, and creativity. It appears to you when your relationships and emotional connection to yourself or others may be overflowing or underfulfilled, and perhaps needs attention.   The Hanged Man tells you that sometimes sacrifices are required to benefit the bigger picture. When the Hanged Man rises in your night sky, you likely have the sense that you want to make a move but don't know where to begin. Lightening your grip on what's no longer working for you, or detaching from the outcome of your situation, can help you release yourself.   Death is one of the most misunderstood constellations. It is not always a sign of physical death. It speaks to cycles and is a reminder that all things must pass. hanging on to situations from the past will hinder you from allowing new, better things to enter your life. In every ending lies a chance for a new beginning.   The Rose is a master of moderation. They encourage peace and patience, and reminds you to go with the flow of your life instead of trying to force its pace or direction. When the Rose appears to you, it is a message to take things as they come, and remain flexible enough to change with the changes.   The Devil carries themes of restraint and powerlessness. It shines upon you when you are likely feeling stuck. The Devil has convinced you that you have no options, but this couldn't be further from the truth. Remember, you hold the keys to your own freedom, but it is up to you to open the lock.   Polaris is the embodiment of hope and healing. She is a calming influence that brings messages of renewal, optimism, and inspiration. When Polaris appears to you, she reminds you that the universe is working in your favor, and encourages you to have faith in where you are being taken.   The Moon represents hidden thoughts, feelings, doubts, and fears. When the Moon rises for you, you may be allowing your fears to override your faith in the future. Don't be deceived, you can't believe everything that you see, hear, or think. If you can draw your feelings to the surface and address them, you can rid yourself of worry.   The Sun is a powerfully uplifting card, representing happiness, joy, vitality, and optimism. When the Sun falls upon your night sky, it is a positive sign that htings are owrking well for you and that you're moving in the right direction. Lift your head and realize all the good situations and people that are surrounding you now and always.   The Dragon is a patron of good. It supports the soul's drive to strive for greatness and is representative of leadership. It is also representative of the ideal of redemption, striving to bring those who have fallen to darkness back to the light.   The Sword is a sign your past and future are coming together. You are being called on to review your decisions and your actions up until this point to ensure they are in line with where you ultimately want to go and who you want to become. The Sword reminds you that your future is not set in stone, and that it's never too late to make a change for the better.   The Void is a sign of ill omen, and appears when no constellations fill the night sky. Void appears when you feel a great emptiness, nothingness, or absence of purpose. When the Void appears to you, be cautious what you fill it with.   The World represents completion and fulfillment. When it arises, you are exactly where you're meant to be. You have a greater understanding of who you are and all you've been through, and you are ready for the next phase of your journey.  

Notable Locations

A tapestry of cultures, Myrr's four cities are home to innumerable masterworks of archetecture. In the untold millenia since its foundation, countless landmarks have risen, and fallen, within its borders.  

Myrn

With a population of just under 12,000, the capital city of Myrn is the most populated of the four. It is built around the highest peak on the island, the Tower. Buildings crop up around the base of the Tower and creep upwards to the main Acropolis, where the Temple of the Night Sky and the Coral Court are located.   The Necropolis
What started as a marble quarry at the base of the Tower gradually became a catacomb for the Cities' dead as the population of Myrr grew. The quarry was shut down soon after more fruitful quarries were discovered elsewhere, and the Necropolis soon blossomed into the City of the Dead it is known as today. As it expanded, it became clear that the islands magics flowed powerfully through its halls, and the Watchers were established to ensure the dead remained so. The Necropolis also broke into an underground expanse left behind by the volcano's dormant lava flows, which is where the Cities' mythallar was discovered.   The catacombs and cave system at points mingle with the Tunnel of Myrth, offering a place for the merfolk to lay their dead to rest with the other citizens of Myrr, and even more depths to plumb beneath the capital.   Low Town
Situated at the base of the mountain, Low Town is home to the poorer residences and less reputable establishments.
  • Greasy Barstool Pub. A small tavern at the edge of town, the Greasy Barstool is known for catering to a clientele of Myrr's denizens, and even rumored to harbor fugitives from the law on occasion
  • Farmers' Guildhall. On the outskirts of Low Town, bordering Mid Town, and far up the street from the Greasy Barstool, the Farmers' Guild regularly sends representatives to the Acropolis to badger the bureaucrats on behalf of the farmers of Myros
  • Bashe's Baked Goods. Owned by a exuberant, if a little dull, goliath, Bashe's bakery offers a wealth of sweet and savory baked goods and is a favorite spot to stop for anyone on their way out of the city on their way to work the fields. The hand pies are stuff of local legend
Mid Town
Mid Town is made up mostly of one large avenue of market stalls that wraps around the Tower on the road to the Acropolis. Stalls and stores on the way up sell nearly everything a wandering adventure or farmer could want.
  • Myrrian Meats. A market stall sells fresh meat, mostly beef but on rare occasions lamb. It is run by Drogarth, a dragonborn native to Myrr, who owns a ranch in Myros
  • Fresh Varietals. Run by Krelotso and her husband Sangerrna, the duo runs a hydroponic garden in the mountains of Myric, and one of the two sets up their market stall in town every other day while the other tends to the gardens back home
  • Trinkets & Trash. From beneath a thick canvas tent, a strix named Seyrix sells magical trinkets and treasures, and occasionally some trash. The stall is only open at dawn and dusk, as the strix sleeps when the sun is at its zenith and scours the ocean for drifting shipwrecks at night to procure their wares
  • Mane & Zida's Oils & Elixirs. From a sturdy building buildt into the outside rim of the avenue, Mane runs the storefront and Zida creates the oils and elixirs in back. The sibling pair are known for their strange workplace banter that has scared off more than one customer in their time. Though, if you are brave enough to stay, their tinctures and tonics are the most potent in the Cities.
  • The Griffon's Saddlebag. Owned and operated by Mesbia, a chipper young tiefling who creates her own weapons and is far to skilled for her apparent age, the Saddlebag offers a wealth of weapons, armor, and various metal impliments. The two-story building of stone was chiselled of the marble of the Tower itself and set with dwarf-wrought iron furnishings by Mesbia's mentor, Hendyr. After his passing, Mesbia took over, forging her creations beneath the light of the stars on the second story to embue them with the stars magics. She sells her wares out of the first floor, a welcoming storefront lit by multicolored candles and candelabras that drift around the shop
  • Oni's Emporium. With a reputation for eccentric business deals and trade offers, the Oni's Emporium is run by an oni named Bori that spends his time disguised as an old dwarf, selling a wide array of magical items that no one is quite sure from where he gets them. While everyone knows that he is an oni, he seems to insist that he is not
High Town
Just below the Acropolis, High Town is home to guildhalls and upscale establishments.
  • Knights of the Clock Guildhall. Only Knights of the Clock are allowed in to the imposing marble building, surrounded on all sides by mechanical palisades laced with intricate clockworks said to predict various events within the Veiled Cities. There is no door to the building, but the Knights somehow find their way in
  • Shrine of the Gray. A temple devoted to ideals of balance. The beautiful structure is made of pale marble with an interior that magically cuts through the light of day to reveal what the stars behind the daylight look like. In the center, a fountain, intricately carved to resemble the tower, burbles at all hours of the day, and Myrrians come from across the Cities to be healed in its waters
  • The Dancing Merman. A tavern run by Chliva, the sister of Techuesa who operates the Greasy Barstool Pub. The two had a falling out many years ago, resulting in Techuesa's banishment from the Dancing Merman and subsequent establishment of the Greasy Barstool. The tavern itself is beautiful, a work of divine craftsmanship, and is a favorite haunt of the Regent and Coral Council. It is renowned for its balcony view, from which one can see all of the surrounding harbors of Myrth and the sun set into the Gate of Myric
The Acropolis
The Acropolis is home to the Regent Palace, Coral Court, and the Temple of the Night Sky.
  • The Regent Palace. Home to Regent Myrron III, the palace backs up to the edge of the Acropolis from which a terraced palisade leads to the Regent's vibrant gardens. From the pier-and-lintel style archways that run the length of the Regent's personal eastern wing, one can look out over the entirity of Myrn's cityscape and the rolling farmlands of Myros that give way to the sea. The west wing looks to the harbors of Myrth and mountains of Myric, and is filled with kitchens, guest rooms, and a luscious banquet hall
  • The Coral Court. When not in the Coral Shrine, the Coral Council can be found in the Coral Court discussing matters of policy with the Regent and various members of guilds from throughout the Veiled Cities. It is also one of the only places in Myrn where you can properly access the mythallar, tended to by the Watchers
  • Temple of the Night Sky. Set in the open air of the Acropolis, the Temple of the Night Sky is run by the Order of Constellations, who tend to shrines for each constellation. The clerics offer healing, interpretations of the sky, and sage advice to the citizens of Myrr

Myric

Distant from the other cities, Myric stands alone at the mouth of the caldera, known as the Gate or Myric's Gate. Mines and quarries dot its mountainsides, and it is showing the beginning signs of becoming an urban sprawl to rival Myrn. So much so that it has nearly declared its independence from the rest of the cities three times, though the protection of the Myrn's mythallar have drawn it back in each time without bloodshed.   The mountainsides of Myric are occupied by artisans who practice their craft by decorating their city, covering it with vibrant works of art. Some arcane practitioners and mystics have also taken up residence at the peaks of Myric to be closer to the stars.  

Myrth

The Underwater City, Myrth is home to 9,000 sea dwellers and one human Harper. It consists of a sprawling subnautical cityscape built into the volcanic Shelf of Myrr, just before the drop off hits, and is split into three districts.   The Harbor
The only portion of Myth that is above water, the Harbor is where the fisherfolk of Myrr bring in their hauls and do the majority of their trade. They bring up crustaceans and shellfish from Atlantis and offer freshly caught seafood to the land dwellers of the other cities. The in addition to the armada of fishing boats that Myrth emplys, trade vessels that sail the four cities moor here for the most part.
  • The Sunken Tavern. Made from an old, half sunken warship, the Sunken Tavern caters to both both land and sea dwellers. It is known for its kelp gin, the strongest spirit from Myros to Thay. Giersa, the chef, also offers a marinated purple burcarp dish that will leave your tongue tingling for hours after; she sells the spice blend by the pound, too
  • Myric's Bounty. A massive retrofitted cargo hauler, the Myric's Bounty functions as both a cargo and personnel carrier, ferrying goods and people back and forth between the Harbor and the docks of Myric. Several artisans of Myric have set up permanent stalls within the ship, and offer their goods from within its hull. The ship itself is made of dark granite hewn from the shores of Myric and layered with enchantments to keep it afloat
  • The Star. An elegant elvish ship that washed up in Myrrian waters surprisingly untouched by the Cities' subnautical defenses, the Star quickly became a fixture of Myrrian harbors. It travels the inside of the caldera in a circuit, offering healing services at-cost. They have worked with the healers of Myrth to create a potent healing salve from the red kelp that grows in droves around the more active volcanic vents over the edge of the Shelf. Those onboard follow a religion called the Silver Flame, hailing from a land called "Eberron," where they were healers in an endless war. They much prefer their lives in Myrr
  • Twilight Cruise. Built from a referbished vessel that broke upon the shores of Myric's Gate, the Twilight Cruise is a luxury vessel that offers some of the best services in the Cities. It takes a monthly journey around the caldera, making stops in each city, and going on a grand excursion around the outside rim of the caldera. It also regularly employs adventurers to protect it from any dangers it might encounter while on the excursion
  Atlantis
Atlantis refers to the city proper, where the bulk of the population lives. It is built in three rings, the outer facilitating the growth of seaweed, coral, and other sea-grown herbs for trade on the surface. The central ring is the actual domiciles of the population, filled with beautiful gardens and archetecture unlike any found elsewhere. Atlanteans think in three dimensions, living with the boyancy of underwater life, and their lifestyles and homes mirror this. The central ring is an entertainment district, where culture blossoms and grand sporting events are hosted.   The Tunnel
The High Tunnel is an express route to the Coral Shrine, where the merfolk are given a direct platform to voice their grievances with the Council. Formed from the many tubes of the dormant lava flows, it also serves living spaces for the slowly growing population of the city. The Tunnel's full depths have not been explored, but they connect to the Necropolis at points, and plumb even greater depths to unexplored ruins of what came before. Some unsavory characters of the water dwellers have also taken up residence in the shallower parts of the Tunnel, hiding from the police forces that patrol the waters.   At the space at the top of the Tunnel, just under the split between Atlantis and the Tunnel, there is an alcove that has been cleared out and filled with air that Argor Minore, a Harper agent, has turned into a makeshift wizard's tower for his study of Myrr and its status as a cosmic crossroads.  

Myros

With a population just smaller than that of Myrth, Myros is the smallest of the Veiled Cities. It is a quiet farming town located at the edge of the island on the soft, sloping hillsides near the beachheads. They grow olives, grapes, and various grains on the plains between the sea and the Tower. A few ranches keep herds of cattle, and one very lucky farmer keeps a flock of sheep. The city is split into two wards.   Inner
The Inner Ward is a residential ward and where the majority of Myros' population lives. The Sheared Sheep Pub, run by tiefling brothers Navicus and Mavicus, is a quiet pub set in the residential neighborhood. They serve wonderful local cuisine, and offer a rare delicacy only available here: savory spiced lamb sheared from the haunch and wrapped in a pita with fresh vegetables and a cucumber sauce. Their agreement with the only sheep ranch in Myrr secures their monopoly on lamb meat, and their wraps are the main draw of the restaurant; though their White Wool Wine is legendary throughout the Veiled Cities as well.   Outer
The Outer Ward is even quieter than the Inner Ward. Peace like this cannot be found twice in one lifetime. Fields of grain sway peacefully in the breeze which carries the scent of ripe grapes and freshly condensed olive oil wafting up from vineyards and acres upon acres of olive trees. The Corsair Brewery is the realms only major brewery, boasting a wealth of beers and meads which are available in every marketplace in the Cities.  

Inhabitants

In the untold years since the first castaway washed up on the shores of Myrr, the island has been a waypoint to countless adventurers, historic figures, and infamous vagabonds. The new arrivals and native Myrrians have created the vibrant tapestry of the Veiled Cities, and in order to work in isolation, they've developed a perfectly contained ecosystem of guilds, unions, and adventuring factions.  

Guilds

The isolation of Myrr has lead to the formation of guilds with no connection to any mainland, but others still carry ties to their homeland. Some work to understand this mysterious land they have decided to call home, while others simply enjoy this new life that they have found. Guilds and unions have a hand in the civic ongoings of Myrr, and most everyone belongs to one, if not more, guild.   Farmers' Guild
The Farmers' Guild seeks fair treatment for farmers. Based out of Low Town, the Farmers' Guild are far more outspoken than the other guilds. While most others send polite letters or line the halls of the Coral Court with their lobbyists, the Farmers' Guild are known to stage massive protests in and around the Acropolis to make their displeasure known.   Fishermans' Union
Made up of almost exclusively citizens of Myrth, the Fishermans' Union seeks the fair treatment of firshermen by the Coral Council. Where the Farmers' Guild is known for their bombastic means of getting what they want, the Fishermans' Union is much more tactful in their approach.   Harpers
A single Harper from Faerûn managed to find his way into Myrr, lured by curiosity. Argor Minore came seeking to learn about the ancient civilization that controlled the island before modern Myrr, believing it abandoned, but instead found the flourishing Veiled Cities. The Regent spared him, allowing him to study Myrrian magics in a hope of better understanding it themselves, though the Coral Council wished to put him to death to protect the secret of Myrr's existence. He was allowed to live on the condition he never leave, and he now conducts his arcane experiments from the Tunnel.   Knights of the Clock
A mysterious guild of paladins and clerics, the Knights of the Clock worship Mechanus, the machine god of order which powers their clockwork citadel. However, they have recently been notably absent from the goings on of Myrr, remaining sealed in their guild hall.   The Watchers
Formed on Myrr, the Watchers preside over the mythallar beneath the city and the Necropolis, ensuring the safety of the Veiled Cities through their watch.
Founding Date
???
Alternative Name(s)
The Veiled Cities, Atlantis
Type
Megalopolis
Population
28,000
Inhabitant Demonym
Myrrian
Owner/Ruler

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