Mournland

The Mournland is the shattered remnants of the nation of Cyre, lost to a cataclysm in a single day known as the Day of Mourning.

Geography
Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. The Last War took a toll on the nation and its citizens, slowly toppling its many achievements as it became the battleground on which the armies of Karrnath and Thrane and Breland clashed. Finally, disaster struck. No one knows if the catastrophe was caused by a weapon from an enemy nation or a doomsday device of Cyre’s own design. The cataclysm may have been deliberate; it may have been an accident. In the end, the result was the same.

Beautiful Cyre, jewel of Galifar’s vast holdings, exploded in a blast of arcane power the likes of which hadn’t been seen since the ruin of Xen’Drik forty thousand years before. On the Day of Mourning in 994 YK, Cyre disappeared. Now the region that was once Cyre goes by a different, darker name. Now it is simply the Mournland.

Society
The Cyrans who weren’t killed in the disaster that mutated the region fled to safer locales and now live as exiles in other lands. Few sentient beings live within the borders of the dead-gray mists, and no survivors of the old order can be found in this shattered realm. The arcane force that destroyed the nation killed most living things, so survival itself is a near-impossible struggle. Now mutated monsters roam the land, preying on each other and grazing on the stubborn thornweeds that alone seem to thrive in the blasted land.

Scavenger bands brave the Mournland, looking for art objects and artifacts to sell. Though Thrane and Breland attempt to keep such outlaws from operating out of their environs, Karrnath encourages this kind of activity and offers tempting bounties to those who recover items of worth or power. In this regard, Karrnath and New Cyre (in Breland) are in competition, for both groups want to discover what happened on the Day of Mourning and recover whatever can be saved from the wreckage. Independent scavenger bands also approach the Mournland from the Talenta Plains, Darguun, and Kraken Bay, while raiding parties of Valenar elves venture into the region in search of worthy challenges.If the rumors are true, a society of sorts has claimed the Mournland as its own. This society of warforged has grown up around a charismatic and powerful warforged leader—the Lord of Blades. Somewhere within the border of dead-gray mist, the enclave of the Lord of Blades rises above the broken land as a beacon that gathers warforged who have dedicated themselves more to their construct heritage than to their living heritage. Every month or so, another warforged enters the Mournland in search of this supposed haven for living constructs. Some tales speak of the Lord of Blades as a great philosopher and teacher. Others paint him as a warlord and power-mad prophet seeking to establish a warforged nation from which to challenge the weaker, fleshbound races for supremacy of Khorvaire.

Power Groups

 * Yannnashur
 * Khad Hive

Notable Characters
{| class="article-table" !
 * The Lord of Blades
 * Tiverus
 * Sergya
 * Gallahan

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See:The laws of the Mournland are deceptively harsh and relatively simple. Those who enter the Mournland probably won't survive. At least that is the saying of the average people. Those who do survive will be changed—physically, spiritually, and mentally. Nature doesn’t work here the way it does outside the dead-gray mists. The dead-gray mist hugs the borders of the Mournland, creating a barrier that only occasionally offers a glimpse of the desolation and devastation inside. Beyond the mist, this battle-scarred region remains a grim memory of the Last War, cloaked in perpetual twilight. Like a wound that will not heal, the land is broken and blasted. In some places the ground has fused into jagged glass. In others, it is cracked and burned and gouged. Broken bodies of soldiers from various sides litter the landscape—soldiers whose dead bodies refuse to decompose. The Mournland is, quite literally, a vast open grave. In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land like magical storms that never dissipate. =====

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Misshapened lands covered by white ash, the Mournland is somewhat similar to a desert. It however features some trees that you likely won't find in the desert, but do not be mistaken. These plant lifes are tainted by the Mourning if it had somehow survived. Due to the Yannashur's rising, there were still shards of steel, broken armor, and other trashes that littered the lands. =====

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Smell:It's not surprising when you find a body with wounds that seem to be still fresh but dry. The Mournland is a massive grave, but it does not stink like it. Nothing rots or goes bad here. The air is simply stale and lifeless. =====

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Hear:The ominous howl of wind would be audible time to time, perhaps you'd also pick on the distant noise of monster crying about. Not beasts, but some monstrosity or abberation created by the Mourning. This is not a place for the living. =====
 * }