Meridian Organization in Naneth | World Anvil
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Meridian

Meridian is situated in the southwestern region of Naneth, encompassing a large area of desert, tropical beaches, and vast rain-forests. The majority of the country encircles Gullet's Bay, though the country still maintains a small coastline with Royal's Bay, joining Astora, Atmora, and The Quaan Empire in that regard. Meridian shares a border with Astora in the north, and The Quaan Empire in the east, with the Sunrise Jungle acting as a buffer against the war-faring nation. Meridian is the home of one of Naneth most beautiful races, the Sun Elf. The region is dominated by these elegant beings, as Meridian now boasts the largest population of elves in Naneth, even greater than Astora. With it's founding in AoR 361, Meridian held the title of Naneth's youngest country, though that has changed with the separation of Chult and the island's new found sovereignty.  
 

Society

  Meridian has always been a tropical paradise, dominated by the elven race. Though all elves began as High Elves, birthed in the Atmoran region, the individuals that moved to this southern region have adapted to the warm and tropical climate. They are now known as Sun Elves; a beautiful race with tanned skin and dark hair. Over the hundreds, perhaps thousands of years, that elves have dwelt here, these new racial traits began to show themselves in offspring, leading to the official classification of Sun Elf as a sub-race. Though Elves have become the dominant race in this region, they are far from the only inhabitants of Meridian's golden shores. Meridian's carefree lifestyle and warm climates have attracted visitors and settlers from all over Naneth. Humans, Dwarves, Halflings, Dragonborn and Teifling can be found in-country. Because of the close proximity with the Quaan Empire, Meridian even has a small population of Orc. Most individuals are refugees from the Empire, and have been allowed refuge in Meridian. Though they are lawfully allowed to dwell in-country, most other races still do not trust them, leading to most Orc being restricted to small rural tribes.   The western-most coast of Meridian has become known as the Cragmaw Region. It is an area populated by the worst criminals in Meridian, and from around the world. Here, they've built several settlements, some quite large, and from them, terrorize Meridian and the surrounding waters. Gullet's Bay is plagued by these pirates and raiders, making mercenary protection necessary for smaller settlements within Meridian, especially those situated on the coast.  
Culture
  As an open and accepting society, Meridian has become a diverse hub of culture, rivaling Astora and Chult as a culture capital of Naneth. Here, members of all races live together peacefully, leading to shared interests and bonding among differing cultures. In general, the Sun Elves of Meridian are a fun-loving and peaceful race. They tend to place more importance on freedom and personal happiness, over hard-work and financial gain. This lifestyle has certainly had an effect on humans and other races of the region as well, making Meridian a fairly unorganized, yet passionate, country.   The general public's opinion on hard work has made competition slim for those that have chosen to make financially beneficial decisions. This has led to Meridian becoming a home to small numbers of very large and extremely wealthy families. Due to their wealth and powerful influence, these families, like the Merchant Princes of Chult, typically make decisions for Meridian as a whole, leading the country to have an Oligarchy style of rule.  
Relations
  In general, the people of Meridian are an accepting society, welcoming and races from all over Naneth. Of course, this does not extend to The Quaan Empire, as even Meridian cannot permit the actions of the war-mongering southern state. Though, many Orcs or Tieflings that have abandoned the Empire, can find welcoming homes within Meridian. Relations with Atmora are almost non-existent, with both countries having only small trade agreements, with no military or informational alliances.   In Astora, Meridian finds it's closest ally. These two countries share a large border area, and in general, have allowed free passage between each region. Both countries depend on each-other heavily for trade, and have large port cities very close to one another, making the transfer of goods quite quick. Meridian, because of the nature of the government, does not posses a true military force, instead relaying on the purchase of mercenary armies, should the need arise. The close alliance with Astora has levied this need somewhat, as together, the two countries have joined in a coalition force; the Daytower Alliance. This a joint military force of Astorans and Meridianians, though almost the entirety of their operations take place in the southern country. The Daytower Alliance is responsible for the patrolling of Meridian's borders and the security of some of the larger cities, still leaving much room for the operation of mercenary groups in the region. On Astora's side, this alliance has provided them with complete access to the Meridian region, furthering Astoran interests in the region, unrestricted by competing governments.   Meridian also has a unique relationship with Chult, as until recently, the jungle isle was part of Meridian proper. In AoR 601, Chult separated from Meridian, citing the nation's inability to protect valuable shipping lanes from Cragmaw raiders as the primary reason. Ironically, since becoming a sovereign nation, the newest rulers of Chult; The Merchant Princes, have done little to combat piracy either. Tensions between these nations are quite calm, and they remain incredibly strong in trade with one another.  
Festivals
  Celebration of the New Moon: Once a month, when the new moon has risen in Meridian, a celebration will take place. It is to celebrate another lapse of time under the love and glory of Sune. Participants take vibrant colours of paint, or other materials, and run through the towns and settlements of Meridian. They splash colour wherever they go, as a tribute to Sune, keeping their streets and buildings “beautiful, but carefree”.   The Masquerade: An annual event that takes place in the most glorious hall of Mal Melnan. Wealthy citizens travel from all over Meridian to take part in this masked ball. Attendees are not permitted to arrive in pairs, or be recognizable in any way. The general idea of this ball is a celebration of individuality and the free love of Sune. This event occasionally devolves into a night of questionable proceedings. Love's Gaze tends to make several appearances each year at this event.   Festival of Life: Unlike the other celebrations, this annual festival is not just a celebration of Sune. This festival sees all races from Meridian join together and commemorate all the Gods of Life; Eldath, Silvanus, Torm, Armok, and Sandrum. It is said that the gods themselves have visited this celebration from time to time, as it is a country wide party and probably the biggest celebration on Naneth each year.  

Religion

  In Meridian, the free people of this tropical country are free to worship any gods they wish, with the exception of The Dead Three of course. As the dominant race in the region is elven, Eldath and Silvanus are very popular choices of worship. But in Meridian, Sune is definitely the most popular member of The Eres. The people of Meridian honor her carefree and passionate lifestyle, conducting dozens of celebrations and festivals each year in her name. The worship of Sune effects almost every aspect of Meridian life, effecting how people conduct business, or more important, country-wide, decisions. As a result, the Sun Elves of Meridian do not seem to take issues like personal wealth or territorial defense as seriously as they should, as Sune does not highlight those aspects of life.   Apart from Sune and Eldath; Torm, Virdi, and Sandrum are also quite popular in Meridian. Each of these gods holds special importance or meaning across the diverse population of Meridian.  

Government

  Meridian has a very loose form of government, different from the democracy of Astora or the monarchy of Atmora. Like Chult, Meridian has an oligarchy form of ruling. Typically, the people of Meridian mostly govern themselves. Agreed upon guidelines and common sense dictate what can and can’t happen in Meridian, with the richest families and merchants having most of the "final say" within communities. However, when the time comes to make important decisions, those that effect a city or the country as a whole, the populace will elect a council of the most respected, or most wealthy, members of Meridian. That council will then decide on the best course of action, before once again disassembling and returning the power to the people. These councils are often made up of different members each time, giving Meridian a bit of a wildcard status when it comes to international issues.   Alternatively, the Cragmaw region governs on the basis of “survival of the fittest”, with most minor disagreements coming to bloodshed. The most powerful and violent raiders and pirates command that region, and do not recognize Meridian rule. This has become a problem in recent years, as Cragmaw criminals have become a scourge on the waters of Gullet's Bay and the surrounding oceans.  

Economy

  Fish, spices, and tourism make up the economic backbone of Meridian. The country’s climate allows them to trade exotic materials, and exotic versions of the same resources other countries can produce; such as jungle timber. Fishing also plays a large role within Meridian's chief exports, as the majority of the country lies upon the bay. The fish in Gullet’s Bay are large and vibrant in colour, making them a prized commodity in other countries. Perhaps the most famous resource of Meridian is “Love’s Gaze”; a potion that is said to have gifted from Sune herself. Precious few in Meridian know how to procure this love potion, and they intend to keep it that way, to drive up prices. Though these trades are available for any to partake in, most of Meridian's economy flows through large shipping companies, usually owned by Meridian's wealthiest citizens. Though these companies are privately owned, they are still regulated by the Merchant's Guild of Naneth, commonly known as MGoN. This large guild operates all over Naneth, though the bulk of their shipping and trading lies in Astora and Meridian, as well as with Port Nyanzaru in Chult.   While most of Meridian's citizens work in a legal trade, or not at all, some of Meridian’s shadier populace have been known to make a living by hunting, skinning, and trading the pelts of rare creatures found in the Sunrise Jungle. This is mostly executed through a criminal network and smuggling, since it is frowned upon to kill for sport in Meridian, especially with the high elven population. Luckily for these poachers, law enforcement in Meridian is quite rare, with the only real detriment to their trade being The Guardians.  

Military

  Meridian is a unique country, in the fact that most of the region is totally unguarded against threats. Without the formation of a constant government, there has been no real attempt to form a complete in-country military force. Luckily, the Sunrise Jungle acts as a barrier on Meridian's border with The Quaan Empire, keeping out most of the filth. Meridian's lack of military has also given way to large mercenary companies, such as the The Flaming Sun or The Wayfarers. These companies are often hired by settlements and towns, or by wealthy families. They are especially prevalent on the coastlines of Gullet's Bay, where Cragmaw Raiders are a common threat.   The closest Meridian comes to a military force, is the Daytower Alliance; a coalition force of Meridian and Astoran forces. However, the majority of the force is made up of Astoran military, though Meridian does contribute willing warriors to the cause. The alliance is based out of Daytower, Meridian's largest and northernmost city. The Daytower Alliance is mostly responsible for the garrisons of large settlements, and usually does not engage, unless attacked first. As such, this military force has not been a real deterrent to the Cragmaw region, as the criminals there know to steer clear of Daytower forces, as the military themselves are not likely to come looking for action. Many believe that the Daytower Alliance is no more than a way for Astora to further their own interests into the region, and perhaps that is true. However, in the case of an invasion from the Quaan Empire, the Daytower Alliance would be Meridian's first line of defense.  
Infantry
  The foot soldiers and infantry of The Daytower Alliance are primarily Astoran soldiers. The only difference between them and the other branches of the Astoran Military, is the crest emblazoned upon their armor. These soldiers would usually be outfitted with chain-mail or plate if serving in Astora, but in Meridian, the heat and desert-like conditions make studded leather, or lighter, the preferred outfit. Humans of Meridian that join the alliance are usually accepted into the ranks as infantry, while sun elves typically get different postings.   Sun Elves of Meridian, while not famously known as great warriors, still show great precision with a longbow. Combined with the fact that the Daytower Alliance is the only branch of Astoran military that High Elves, or "Ironwood Elves" are permitted to fight in; the archery portion of Meridian's infantry was quite deadly indeed. Instead of large support war machines, long range engagements would typically be covered by these elven archers. This portion of the infantry force also doubled as the cavalry, as the elves displayed great skill with a bow, even while mounted on horseback.  
Navy
  Like the infantry, most of Meridian's forces upon the water are provided by the Daytower Alliance. Though they have some presence upon the surrounding waters, most navy vessels are tasked with guarding important ports and shipping routes, rarely leaving their posts to engage with enemy or ships. For travel by ship, or taking less popular shipping lanes, this amount of protection usually did not suffice. Hiring of mercenary ships is necessary and very common for those looking to travel the waters surrounding Meridian.  
 

History

  History of Meridian as an official country does not reach very far back in time, as the country was founded as recently as AoR 361. Since then, Meridian hasn't had any large scale events, nor impact on the larger world in general. However, the regions of their people can be traced back to the Age of Fire, or perhaps even further. Many of Meridian's citizens are immigrants from other regions, usually fleeing from war, or in search of a easier, carefree lifestyle.  
Migration to the South
  At the beginning of the Age of Creation, after Eldath and Silvanus had created the landmass known as Naneth, the Eldar Folk were birthed into existence. They were known as Eldath's favored people, and were tasked with watching over the other creations of the world. These early folks were known as High Elves, and originally inhabited the northeastern part of Naneth, the region now known as Atmora. However, a portion of the elves were stolen away from Eldath, and corrupted by The Dead Three, turning them into the hideous race of Orc. This was known as The Betrayal, and began the conflict between the gods. During this time, many elves fled from the northern reaches, spreading out across the world, in an attempt to escape the chaos of a godly war. It is believed many of these elves found themselves in south regions of Naneth, inhabiting the lands the would later become Meridian.   During the Age of Fire, an even greater mass migration of the elves took place. When Tiamat invaded from The Red Wastes, crushing Aramoor and enslaving the region, many of the Elder Folk fled. Those that fled, began settling other areas of the world, areas that were still free from Tiamat's tyranny. The Ironwood Kingdom was the grandest example of these new settlements. many other elves traveled further south, into a region of tropical beaches and vast rain-forests. Here, they formed huge tribes, traveling the coasts, hunting the jungles, adapting to their new lives within this area of Naneth. These elves would later develop traits that allowed for easier survival in a hot climate, and after several generations, became known as a totally new sub-race; the Sun Elves. It was these elven ancestors that would form the basis of Meridian's origin.  
Founding of Meridian; Chult Joins
  In AoR 361, after hundreds of years as an unnamed and untamed region, the country of Meridian was finally established. In these early days, the population of the region was almost entirely elven, though that would begin to change as more races immigrated to the tropical country. Compounded with those fleeing the wars in Atmora and later Astora, Meridian's population began to swell, with a diverse mix of humans, halfling, dragonborn and even tiefling. The city of Myre was chosen as the Capital City, as that it where most of the wealthiest members of Meridian society resided. For decades, Meridian was viewed as a land of opportunity, a hidden gem within Naneth. As time wore on, Meridian grew significantly larger, expanding with the inclusion of Chult as an official part of the country, and with the continual stream of human and elven refugees from the on-going Ironwood War in Astora.   In AoR 436, Chult officially joined with Meridian, as the island civilizations had largely succumbed to the jungle. Port Nyanzaru became one of Meridian's, and the world's, most diverse and powerful trade ports. Powerful merchants began to settle in Nyanzaru, setting the stage for the island's eventual split from Meridian in AoR 601.  
Formation of the Cragmaw Region; Chult Splits
  During the centuries following Meridian's founding, the country began to experience significant problems with raiders, pirates and thieves. Because of Meridian's governament type, and no official military, criminals groups had fairly easy access to their targets and the freedom to commit crimes. This came to a head in AoR 584, when the raider city of Cragmaw was established on Meridian's western most coast, under the shadow of the Dragoon Range. Soon the entire region became known as Cragmaw territory, and Meridian, without possessing an army, was unable to stop the formation of this group. Quickly, the western portion of Meridian became an extremely dangerous place to travel, as the region swarmed with criminal scum. To this day, the Cragmaw region continues to terrorize Gullet's Bay, and the waters around Meridian and Chult.   In AoR 601, Chult, citing Meridian's inability to protect shipping lanes and coastal ports, split from Meridian proper, becoming Naneth's newest sovereign nation. This decision was made by the rich and powerful members of Port Nyanzaru; the Merchant Princes. Many believe that the decision to split was made purely for financial gain by these powerful merchants, as Chult was now free from shipping laws and fees established by the Merchant's Guild of Naneth, an entity that manages most trade within other countries like Astora and Meridian.  
Recent History
  Now, in AoR 606, Meridian still stands as a tropical paradise, though one that is now constantly pressured by the insidious forces surrounding the beautiful nation. To the east, The Quaan Empire has begun conducting frequent raids into the Sunrise Jungle, sacking several small settlements and tribes that live among the trees. From within, Meridian faces an ever-growing concern with the Cragmaw region, as they continue to harasses merchant ships and coastal towns. Though the military coalition with Astora has been extremely beneficial to Meridian, the Daytower Alliance is stretched quite thin, and has trouble defending Meridian from both internal and external threats. This has lead to the formation of large mercenaries armies. These groups are hired by Meridian's rich and powerful, to protect aspects of Meridian that the Daytower Alliance cannot. However, these armies are loyal to coin above all, which has lead to some "unlawful conduct" among these companies.   However, one recent development stands above all else; the recent discovery of a new sickness, sweeping Meridian and the rest of Naneth. This plague has put a damper on the regular festivities and celebrations of Meridian. Fear and uncertainty surround this new development, with most citizens not aware of symptoms, and fearful of catching cases of their own. Of course, this plague has only begun to effect those that have been previously been close to death, or even revived. But misinformation has taken over the region, without a central government to spread truth. Many have left Meridian, seeking to find answers in places like Vinheim, where the wisest of Naneth's scholars and wizards tend to reside.  

Notable Locations

 
Settlements
  Myre: The capital city of Meridian, Myre is situated on the southwestern coast of Sune's Reach. Myre is even unique even by Meridian standards, as several parts of the city are built into the cliff-side, making the city-scape quite vertical. In fact, parts of the city are even found several hundred feet underground, as a unique way to beat the hot sun of the Spur Savannah and to save space on the cliff-side.   Mal Melnan: Paradise on Naneth is the nickname given to Mal Melnan. It’s pure white beaches and clear blue waters are famous across Naneth. Only the most wealthy inhabitants of Naneth can hope to visit, as lodgings and property on this isle are priced extremely high. The city sits beneath the ever-watchful shadow of Mount Baywatch; a currently inactive volcano. The inhabitants of Mal Melnan are always weary of rumblings from the rock, as it would mean the end of the island paradise. Mal Melnan is also a popular target for raiders from Cragmaw and Raider’s Cove. The mercenary business is very profitable on the island as a result, as the wealthy hire mercs to protect them and their property.   Sunfall: The largest city built alongside the Sunrise Jungle. The heat and humidity is constant in this city, and many of the houses here are fitted with ferns and giant leaves from the jungle, attempts to shade residents from the heat. There is a large contingent of hunters and adventurers in this city, as it is a popular in-route to the depths of the Sunrise Jungle. This city is also the first line of defense against Quaan Empire raids, should they ever become a constant threat. Garrisons of the Daytower Alliance are stationed in this city as a result.   Daytower: Meridian’s largest and northernmost city. It's population is so large, because of it's close proximity to Astora, whose citizens regularly visit the city. Daytower is also situated on Royal's Bay, and as a result, is Meridian's only port that interacts in trade with Atmora. The city is also something of a military hub, as it serves as the headquarters for the Daytower Alliance, Meridian's coalition force with Astora.   Cragmaw: The name of a city, and also the region of which it resides in, Cragmaw is a epicenter of criminal activity, and home to thousands of raiders, pirates, and more. Entirely self reliant from Meridian, the city has flourished, it's inhabitants not terrorizing the surrounding areas. Often, Cragmaw raiders can be seen on the waters of Gullet Bay, or even trekking northwards into Astora.   Other Settlements in Meridian:   Sune's Spear, Southport, Andoban, Green Bounty, Rivenhath, Anorport, Sandtip, Sune's Gaze, Wyvern Point, Raider's Cove, Bloodlet Cove, Northrun  

Major Organizations

  Merchant's Guild of Naneth: Otherwise known as The MGoN, the Merchant's Guild of Naneth is a large scale guild, and is responsible for facilitating most of the trade across the world. Of course, countries and companies are welcome to trade without the assistance of the guild, but the companies access to vast contacts and resources makes them an optimum choice for facilitating deals between countries or organizations. The MGoN headquarters rests in Myre, though they are present all over the world. However, recent rumors of corruption and fraud have plagued the guild of late.   Cragmaw Raiders: The name that most pirates and raiders under the flag of the Cragmaw region go by. This massive group of criminals has formed the largest criminal organization in the world, perhaps even rivaling the mysterious Silver Fox Guild for that title. This groups plagues Meridian, constantly harassing ships and coastal cities.   The Wayfarers: The Wayfarers are a large mercenary group established in Meridian. Though they specialize in naval action, they can also be hired as a military force upon land. But mostly, they are hired to escort wealthy occupants from port to port, or guard valauble shipments as they cross waters near Cragmaw. The leader of the company; Arasmus Friel, founded the company in AoR 593, after her family was killed by raiders. Using the fortune leftover by her family, she began this organization, primarily for revenge against those that call Cragmaw home.   The Flaming Sun: Otherwise known as "Mercenaries of Meridian", this company is the largest mercenary group in Meridian, and possibly the world. Lead by the fearsome warrior; Eltan Drannon, the Flaming Sun is the most popular choice for protection, when settlements or wealthy folk of Meridian need protection from pirates, raiders, or worse. Forces of the Flaming Sun can be purchased by anyone with coin, with members never shying away from unlawful activities, as long as they are getting paid.   Sunskip Street Performers: The Sunskip Street Performers, is a traveling band of different acts. Their ranks include talented dancers, bards, magicians, storytellers, and more. Based out of Sunfall, this group has a rather tropical flare to most of their performances, cementing themselves as the most eccentric of Meridian based artists. Often, they can be found in the large cities of Meridian, performing impromptu shows in the streets for free, though they do accept generous donations.   The Curators: One of Meridian's shadier groups, The Curators are a group of hunters, or poachers as most would call them, that operate mostly in Meridian. Though they have been known to visit other regions of Naneth, countries like Meridian and Chult offer the most rare and exotic creatures, and the Curators excel at hunting and killing these beasts. After the kill, members of this group often sell their bounty upon the black market, using criminal organizations such as the Cragmaw Raiders, or the Silver Fox Thieves Guild to peddle their expensive goods. The hunting and killing of exotic and rare animals is viewed poorly in Meridian, especially by the dominant elven population.  

Geography

  Meridian, situated to the far south of Naneth, experiences a fairly consistent climate across the country. All year long, the weather stays hot, with either dry or humid air, depending on the biome. This climate, and the existence of the Sunrise Jungle, has made Meridian one of the most bountiful examples of plants and fauna, with greater varieties of life found here, more than anywhere else in the world. Most of Meridian is coastline, and the waters surrounding the country are warm and full of life. Sea creatures here, from fish to sea-faring reptiles and mammals, grow much larger in this region, as food is much more plentiful in these coastal waters.  
Regions
  Dor'iant Grasslands: One of the largest open regions found in Meridian, the Dor'iant Grassland is a vast, rolling, field of brown, dry grass. The climate here is quite unique, as the region lays between two large bodies of water; the warm waters of Gullet Bay and the much colderRoyal's Bay. Winds blowing in from the north, often compete with the warmer winds from the south, creating great storms upon this open plain.   Great Dust Plains: These plains, further south of the Dor'iant Grasslands, are mostly devoid of any life, and is the region where Meridian begins to devolve into desert of white sand. However, the coastline in this region is famous for it's beautiful beaches of pure white sand, making it a popular stop for visitors to the tropical country. This region is also the barrier between the Sunrise Jungle to the east, and Gullet Bay to the west.   Sune's Reach: This region is again, mostly desert and rock, though it features greater variety in altitude than the Dust Plains, with several large plateaus and cliffs dotting the region. The most important aspect of this region, is providing a land-bridge, connecting the capital city of Myre, to the rest of the country.   Spur Savannah: The Spur Savannah, a large peninsula that lies further south than anywhere else in Naneth, save for the tropical island of Chult. Each side of this region features extreme drop-offs, dazzling cliffs that descent into the water below. These surrounding cliffs make this region quite isolated, making Sune's Reach one of the only points of entrance. Inland, this area is famous for it's sand dunes and straw-like plant life.   Bone Desert: Another desert of Meridian, this region lies on the westernmost coast, between the intimidating Dragoon Range, and Gullet Bay. This area displays red rock and clay, making it quite different from the white sands of eastern Meridian. This desert is where Cragmaw was established, and apart from the raider city, contains little else of note.   Astoran Blood Plains: Named by the inhabitants of Cragmaw, the Astoran Blood Plains are an area of rolling hills and dry grass, only significant because of it's position in relation to the Astoran border. This area is frequently used by Cragmaw criminals, giving them access into the northern country. Though the Astoran settlement of Redwatch has been established nearby, to keep watch on the border for this reason.  
Mountains
  Dragoon Range: Meridian's largest mountain range, the Dragoon Range reaches from southern Astora, down into the Cragmaw region of Meridian, before ending on the coast of Naneth's Deep. This mountain range is famous for two reasons; one being it's appearance of razor sharp peaks and red rock hues. The other reason, is far more interesting and dangerous, as the Dragoon Range contains one of the highest Dragon populations of anywhere on Naneth.   Brightspire Mountains: Meridian's other large range, the Brightspire Mountains lay on the northwestern cliffs of the Spur Savannah Peninsula. These mountains can be seen from anywhere along the coast of Gullet Bay, the white rock and sand acting as a natural beacon, illuminated by the sun and moon.   Blackwall Mountain: Meridian's largest, free-standing mountain. It is situated in the Sunrise Jungle, and is known to be a semi-active volcano. Blackwall can been seen above the canopy of the jungle, and on very clear days, can be viewed from the waters of Gullet Bay.  
Forests
  Sunrise Jungle: The Sunrise Jungle is Meridian's only forest, though it makes up for that fact due to it's sheer size. Only the Ironwood Forest in Astora covers more area. However, this jungle may hold the most diverse collection of life in all of Naneth, with thousands of different animal and plant species calling the rainforest home. The jungle also acts as a barrier for Meridian, acting as a natural shield, helping to keep would-be threats from The Quaan Empire at bay. In the west, the jungle ends in desert, but in the east, the jungle gives way to a vast and toxic bog; the Skuzlok Swamp, one of the Empire's nastier regions.  
Bodies of Water
  Sune's Tears: The longest river in Meridian, Sune's Tears flow from the northern reaches of the country. Starting near Daytower, the river flows south, weaving in and out of the Sunrise Jungle, before finally emptying into Gullet Bay. This river is extremely important to life in middle-Meridian, as it provides life-giving resources to the otherwise desolate desert region.   Sunrise Delta and Shield River: These two entities of water are both found entirely within the Sunrise Jungle. Originating from deep springs within Blackwall Mountain, the Shield River runs southwards, before branching off into the Sunrise Delta, which eventually empties out into Elfblood Bay.  
Geography
  Type: Nation   Region: Southwestern Naneth   Capital: Myre   Largest City: Daytower  
Society
  Demonym: Meridianian, Meridianians   Races: Elves, Humans, Dwarves, Halfling, Dragonborn, Tiefling,   Languages: Elvish, Common   Religion: Sune, Eldath, Torm  
Commerce
  Imports: Livestock, Timber, Building Materials, Ores   Exports: Fruits, Spices, Exotic Materials, Exotic Animals  
Politics
  Government Type: Oligarchy   Ruling Type: Wealthy Families

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