de:Wanderführer England en:Wayfarers' Guide to Matia es:Guía de senderismo de Matia fr:Guide des randonneurs en Matia ru:Пеший гид по Матиа


Important.png
Under Construction Panel.png !!! En travaux !!! Under Construction Panel.png
Il reste actuellement encore 104 articles en préparation dans la catégorie «WIP»
Article en préparation. Laissez l'auteur le terminer avant de le modifier.
La dernière édition était de Lanstiril le 2021-03-08.

Aux homins qui liront ce guide

Inspiré par les œuvres magistrales de Azazor Mirihus[1], j'ai pris sur moi de tenter de décrire la configuration des territoires et des villes du royaume des Matis qui occupe le haut-plateau d'Atys connu sous le nom de Sommet Verdoyant.

Ce guide vise à donner au visiteur potentiel une vue aussi objective que possible du royaume des Matis. J'en entreprends la rédaction en sachant parfaitement que certaines des sources sur lesquelles je devrai m'appuyer dissimulent quelques faits afin de rendre l'Histoire matisse plus présentable. Je m'efforcerai toutefois, dans la mesure du possible, à la neutralité dans le commentaire. Comme l'exige mon statut de Ranger et comme je m'en sens le devoir vis-à-vis des habitants d'Atys. Dans cet ouvrage, vous trouverez des informations sur la configuration des lieux, sur les habitants, sur les dangers et les plaisirs que vous pourriez rencontrer au cours de vos voyages à travers le royaume, si l'envie vous prends d'en faire. Mais je ne prétends nullement être exhaustif, car bien qu'ayant moi-même passé beaucoup de temps dans ce pays, je n'en connais pas encore tous les coins et recoins, ni tous les homins qui y vivent, ni toutes les créatures qui peuplent ses étendues sauvages. Prenez ce guide, donc, comme une simple introduction à une belle région d'Atys et des Nouvelles Terres.

Puissiez-vous la parcourir en toute tranquillité, sans jamais y être molestés.

Lylanea Vicciona, Ranger, Barde des Quatre Nations



FR FORET bosquet confusion panorama.jpg


Matia ou le Sommet Verdoyant

Vue d'ensemble Matis text divider 01.png

Bienvenue voyageur.
Comme vous le savez peut-être et comme cela saute au yeux de quiconque consulte la carte des Quatre Nations, Matia, dit aussi le Royaume du Sommet Verdoyant, s'étend sur un plateau naturel d'altitude surplombant l'écorce d'Atys à mi-hauteur, au sud-est de ce qui constitue la demeure des Quatre Nations. Seul l'empire Fyros se trouve plus au nord sur l'immense plante qu'est Atys.
Contrairement à l'Empire du Désert, qui occupe une vaste vallée naturelle creusant l'écorce d'Atys, la masse continentale du Royaume Matis est quant à elle bordée de tous côtés par des falaises abruptes plongeant dans sur une vaste plaine d'écorce sombre, en grande partie vide. Ces falaises sont en principe impossibles à escalader. Mais, comme nous avons pu l'apprendre, des âmes désespérées et courageuses ont réussi à le faire dans le passé, au péril de leur vie. Depuis tout point du périmètre tracé par ces falaises, un homin peut, par temps clair, avoir un aperçu de l'écorce brute d'Atys, torride et sauvage .

Forestview.jpg

Prenez garde, voyageurs. Car la chute le long des murs de bois massif est interminable et, au fil des années, quelques âmes ont hélas connu leur fin définitive en plongeant dans l'inconnu brumeux. Car, la plupart du temps, un fin brouillard humide plane au-dessus des profondeurs et la grande distance empêche quiconque d'y distinguer autre chose qu'une étendue d'un brun quasiment uniforme. Mais des homins à l'œil perçant prétendent avoir repéré des mouvements et des taches vertes tout en bas, comme d'autres assurent avoir vu des choses bouger tout en haut sur la Canopée.
Quoi qu'il en soit, nous savons qu'il y a certaines choses là en bas.
En effet, on peut parfois entendre là un grondement sourd couvrant le bruit de l'incessant souffle du vent et se réverbérant dans les profondeurs. Parfois, des coups de tonnerre l'accompagnent qui évoquent la marche de quelque titan ou la détonation d'énormes canons lointains.
Bien qu'on n'ait jamais rien vu sur les lieux qui expliquerait ces bruits terrifiants, certains Rangers et Réfugiés, ayant exploré les étendues sauvages au-delà des Nouvelles Terres, prétendent y avoir aperçu de gigantesques créatures inconnues. Ainsi, selon un écr it apocryphe, qu'une petite créature semblable à une grenouille qui utiliserait un porte-voix taillé dans quelque arbre tombé pour amplifier son croassement jusqu'à un volume aussi monstrueux.

La majeure partie du « littoral » de Matia suit une courbe plutôt régulière seulement brisée ici ou là par d'étroites avancées herbeuses accrochées quelques mètres au-dessous du rebord du plateau. Certaines sont accessibles, mais la plupart sont assez difficiles d'accès. De loin en loin, de grandes fissures dentelées s'enfoncent vers l'intérieur dans le bois du plateau, qui ne sont pas sans rappeler les ramifications du Couloir Brûlé, le large gouffre qui coupe en deux le pays des Fyros. Ces fissures sont toutefois beaucoup plus courtes et nul ne sait ce qui se trouve au fond.
Le plateau lui-même descend progressivement vers l'énorme bassin constituant Aeden Aqueous (ou Naw Trykoth) via une série de paliers et de pentes douces. Son climat tempéré est en fait humide, avec des pluies fréquentes et des orages. On pourrait penser que la verdoyante Matia dispose d'une abondance d'eau, mais en raison de sa configuration en plateau et de son sol ne dépassant guère quelques mètres d'épaisseur, la plus grande partie des eaux de pluie s'infiltrent à travers cette couche de sol fertile relativement mince sur le rebord avant de s'évacuer vers les mystérieuses profondeurs. Elles émergent probablement quelque part au pied des falaises, contribuant ainsi aux brumes qui cernent Matia, puis se vaporisent en nuages pour reprendre leur cycle. Heureusement, il semble que ces pluies soient riches en nutriments. Sinon le sol aurait été depuis longtemps lessivé de tout fertilisant.[2]
Le manque de ressources en eau pérennes est la principale raison du conflit prolongé qu'entretient le Royaume avec ses voisins du nord, les Fyros. Ironiquement, aussi fertile et luxuriant que puisse apparaître le Royaume, rares sont en effet, parmi ses collines verdoyantes, les points d'eau stables capables de faire vivre sa population animale et les homins qui l'habitent.
Commençons par le palier culminant du plateau et descendons jusqu'à l'autre bout du Royaume. Du nord au sud, donc, nous allons le parcourir.

La Source Cachée Matis text divider 01.png

La plus importante ressource en eau pérenne de Matia se trouve dans la région dite de la « Source Cachée" au nord-ouest du Royaume. Une oasis luxuriante, un lieu d'accueil verdoyant dans ce qui est communément appelé le « Désert Matis ». Depuis l'installation des homins dans les Nouvelles Terres, cette région fait l'objet de contestation entre Fyros et Matis.
Elle est principalement constituée de plaines fort arides. Une contrée de savane, s'établissant une centaine de pieds plus haut (donc beaucoup plus sèche et parfois bien plus chaude) que le reste du plateau du « Sommet Verdoyant ». Elle est cernée de hautes falaises de bois, qui ne plongent pas ici dans l'inconnu mais s'élancent vers les cieux.
L'oasis elle-même est alimentée par au moins un (peut-être deux) puits artésien qui, selon les scientifiques de Matis, dont le savoir est fondé sur les connaissances glanées auprès de la Karavan, sont à leur tour alimentés par les pluies arrosant les lointaines régions d'altitude d'Atys. L'eau de pluie tombée là est canalisée sous l'écorce, jusqu'à ce lieu précis, et est poussée vers le haut puis à l'air libre dans de magnifiques cascades qui constituent les « Chutes de Virginia », nommées ainsi d'après une tragique histoire d'amour dont elles aurait été le théâtre et qui fait toujours l'objet de controverses.
En observant le plan d'eau au pied des chutes depuis un certain point de vue, on peut apercevoir un tunnel sous l'écorce, menant au loin. Les scientifiques Matis affirment que ce tunnel passe sous l'ensemble du plateau, se ramifiant en un réseau de rivières souterraines, de ruisseaux puis de filets d'eau. Réseau qui donne sa luxuriance la végétation du Royaume. À quelques endroits, cette eau s'accumule en points d'eau prisés par la faune locale, mais ceux-ci sont peu nombreux et fort dispersés.[3]
L'oasis elle-même est de toute beauté et je recommande chaleureusement de la visiter au printemps. Alors qu'une myriade de fleurs fleurissent sur ses douces pentes et que les arbres débordent presque de pétales éclatants.
Mais ne vous laissez pas abuser par l'apparente quiétude des lieux. Une meute vicieuse d'énormes torbaks a fait de la partie méridionale de l'oasis son territoire et le défend toutes dents et griffes dehors. De plus, une bande de malandrins se cache quelque part dans la végétation luxuriante, guettant le voyageur imprudent à qui tendre une embuscade. Il arrive aussi fréquemment que la tribu des « Matis Arides », qui a en charge la protection de l'oasis et le soin de ses eaux, se retrouve en périlleuse situation. En outre, un énorme kirosta vermillon arpente parfois l'oasis et se cache parmi les bambous qui y abondent. J'ai entendu le nom de « Tarron » prononcé par les habitants de l'oasis.
Pendant longtemps, le seul établissement notable dans cette région fut le camp de « Sirgio le Scélérat », un chef de bande d'une certaine réputation, à qui sa cruauté et son étrange penchant pour les récits ont donné une certaine notoriété. De fréquents conflits entre sa bande et les voyageurs ou quiconque tente de contrôler ses activités, éclatent aux abords de son camp, qu'on trouve au sud-est du vortex ouvrant sur le pays Fyros, non loin de l'oasis susmentionnée.
Mais voici quelques années, dans une partie reculée de la région autrefois cachée, les redoutables Maraudeurs sont parvenus à établir un camp de base permanent. Ainsi, les voyageurs sont avertis de ne pas s'approcher trop près des falaises qui bornent la région que sud-ouest.
Une population importante d'herbivores robustes (armas, gnoofs et mektoubs) constitue le garde-manger d'une foule de cuttlers et de torbaks très agressifs qui gîtent également dans la Source Cachée. Ainsi que les omniprésents kitins, qui terrorisent les voyageurs en chemin vers l'oasis, cœur de la région.
Si jamais vous vous retrouvez poursuivi par des bandits ou des créatures malveillantes, essayez d'atteindre l'abri de l'avant-poste royal installé non loin, dans le goulot d'étranglement qui marque la limite entre le désert et la rampe le reliant aux régions plus vertes. ————————————
▼ À TRADUIRE ▼
————————————

The Knoll Of Dissent Matis text divider 01.png

The high plateau of Matia from there on branches off into two main arms, that house the whole of the kingdom. Right below the Hidden Source Region the so called “Knoll of Dissent” is located. A quite wild region, defined by rolling hills and well, knolls, boasting some of the most beautiful views I’ve seen in Matia. And it includes Matias only vortex down into the Prime Root region of the “Abyss Of Ichor”, not that far west from the natural ramp leading down from “Hidden Source”.
If you turn to the left at the roads fork, you’ll be on your way to the Region called “Grove Of Confusion”, which will be discussed later in this document.  From the heights of the ramp or “Hidden Sources” edge, one can be able to spot another royal outpost established during the last greater swarm in the again quite aptly named “Torbak Hills”. It was established there to keep an eye on the kitins of the Region. For a bit farther to the south-east lies Matia's bane. A kitin lair, located in one of the region's higher hills that is riddled with passages and thus was once aptly named the “Tunnel Of Woe”. Here a smallish swarm of kitins has taken residence and harasses the surrounding landscape.
As the resident kizarak is prone to venturing from its home from time to time, it is speculated by many that it is male. Hoping to find a willing female on its outings.[4]

Huge Herds of bawaabs, mektoubs and rendors dominate the region. Which is also home to a sizable population of thieving javings. Those buggers steal everything that is not tucked away securely and they love to swoop down on you while you’re having a heated argument with a torbak or other aggressive beast. Gibbais also stride through these parts in their typical languid way. Keep away from them, as they are fiercely territorial.
A little further down the road, towards the northeastern edge, the camp of the Matis Border Guards is located. These royal soldiers are tasked with not only protecting the kingdom's borders, but also are bound to provide shelter to travelers seeking refuge from Kitin or other menaces. As long as those travelers are in good standing with either the Karavan or the Kingdom, that is. The greatest thorn in their side though is a cohort of deserters though, that have made camp somewhere in the woods of this region. These men and women for a long time hung on to the dream that former tyrant Jinovitch would return and reclaim the throne from his nephew Yrkanis. In recent years though they have chosen to throw in their lot with the Marauders, going even so far, as to forge an alliance with them. When the Marauders first arrived in the Verdant Heights, these Deserters helped them to establish their base-camp in the “Hidden Source”.
Right next to the fort of the Border Guard lies the “Tower Bridge Way”. A young branch of Atys, reaching into the sky to form a lovely, natural viewpoint over the camp and the surrounding area. This spot is also rich in resources and hidden from most aggressive animals. Seeing the morning mists rise from the natural gorge up against the towering branch is a sight to behold during autumn in Matia.

The Grove Of Confusion Matis text divider 01.png

To the north-east of “Hidden Source” lies the region known as the “Grove Of Confusion”.
Another rather apt name, if you ask me. This region lies quite a bit lower than its neighbor and after travelers have passed the quite steep slope down into the region proper, they might notice a change in the local flora. For interestingly, quite a few plants that are also found in the Witherings of Zoraï grow here, right beside the usual shrubbery of Matia. Aside from this, the fauna here is equally confusing. As ghostly, bone-white ocyxes prowl the dense forests in large numbers. A bit smaller than their reddish, fyrosian brothers and sisters, they are no less dangerous. Speaking of danger, the kitin population in this deep forest is significantly larger than in other regions of the Verdant Heights, despite the hive located in an adjoining region. In addition, terrifying jugulas also roam the twilit undergrowth, their fangs dripping with viscous poison that can bring a hardened warrior to his or her knees within seconds. Cuttlers of all sizes will chase you down to chew on your bones even so some few hardy and especially vicious torbaks might drive them away from their catch to snack on your corpse.

Further into the dense forest, it turns into a maze of crevices and gullies, that are the regions truly defining feature. Inside these labyrinths tight pathways there is little room to sneak or even maneuver. So, my advice is to always travel in groups and be prepared for anything. Because behind each bend in the path, there could wait a many fanged welcome party ready to send you on into the arms of whichever deity you’ve chosen to follow.
At the far end of this meat grinder of a labyrinth lies a recently established Ranger Camp. It guards the only known, natural tunnel down to the small Plateau of Silan, where refugees gather and take their first steps into our society.
Herds of armored aranas, yelks and thick skinned arma eke out a living here. In addition to the only herd of huge madakams found in Matia. These are probably the only animals capable of withstanding the continuous onslaught of aggressive predators.
If you follow the Kings Road down, through the “Knoll Of Dissent”, you will eventually cross over into the “Majestic Garden”.

The Majestic Garden Matis text divider 01.png

In this region rests the beating heart of Matia. The seat of the throne and the jewel in the Matis’ peoples crown. Yrkanis, its biggest city. Named after the late King Yrkanis, son of King Yasson. Who established the city, where an arrow he had fired and left to the whims of the winds struck the bark of Atys. He then gave this newly founded settlement the name of his firstborn son.[5] 
The Matis cities and villages aren’t built per say, but mostly grown from special seeds and saplings, manipulated by the great Masters Of Life to provide shelter to their people. Thus Yrkanis itself more or less perfectly blends in with the surrounding forest. Its trees are bigger and wider to house the Homins living inside of them on several levels, with ornamental features and sporting no foliage, but an open top. This is done to collect rainwater, which is cleaned and filtered to be used for drinking in the Matis homes.[6]
Once you enter the city through the ornate main gate, you might notice the city guards post to your right and the main city stables to your left. With the Tourist guides and Refugee-Welcomer in front. Ladies (and gents of such inclination), that tall handsome fellow in heavy armor, standing almost in the middle of the gate, is the Northern Kitin Guard. As far as I know he’s already spoken for. A shame, isn’t it?
If you can pry your eyes from this awesome specimen, they might fall unto the “Kings Pavilion” or simply the gazebo, for short. It serves as an open air stage for official gatherings, public declarations are made or festive balls are held here on occasion.
To the left, nestled behind a small hillock is the old Sap-Well. It is situated right beside the Karavan Shrine, with its floating machinery and its Karavan ambassadors. Or the Karavan situated themselves right beside it, who knows?
But, to look upon this once magnificent structure fills my heart with sadness and foreboding. For it is said that in the early years after the city's establishment, precious sap flowed freely from its depth. Today it is but a deep, dark hole in a dirty grey platform. Surrounded by thin, partly withered trees, a wooden wall stained by time and disuse and only a few drops of glowing sap left in its groves, trickling down into its unknown depth. Why it dried up is a mystery and lucky for the Matis no legend surrounds it. (Like the great Rotoa-Lily of which I will tell you shortly.) So it simply fell into disrepair. Which admittedly scares me more than any legend. For it shows that even a people which holds beauty and perfection in such high regard as the Matis, may simply forget about a thing and ignore the one open sore on their otherwise perfect, public face.

Opposite the well, shrine and gazebo you can find one of the city's two marketplaces. The other being in Tylini-Ward, at the other end of the city, near the palace. Here you'll find marketeers and teachers alike, who aim to sell their wares and teach those hungry for knowledge, or just wanting to better their theoretical martial skill.
Speaking of which… The city itself is divided into wards, which are named after previous Kings and important, historical figures of the Matis people.
The first is “Yasson”, named after the late King Yasson, father to Yrkanis, half-brother to Jinovitch, of whom I'll tell you later.
The second ward is named in honor of Aniro, the first King of old Matia, before the great swarm and the Exodus from the Old Lands. He secured the alliance between the Karavan and the Matis and he was the one who ordered the legendary, lost city of Karavia to be built in their honor. It is the center of our city, its heart, so to say. As befits the legendary status of this king.
The third ward, which houses the royal palace, is named after Gioni di Tylini, a famous Matis Knight of old, who founded a long lasting bloodline.
Libia ward is a mystery, as I can not find any information on how it gained its name. I can only speculate, that it must have been someone famous too. Or infamous, as it houses the only tavern of the city. Which is infamous for its, lets say “special” interior decor.

A defining feature of the city is its Great Greenhouse. It is shaped in the form of a great beetle larva, blown up to gigantic proportions and a true masterpiece of  woodcraft. The larva snuggles up to a tree. Again with an “open top” to collect rain. You can enter the greenhouse proper by its ... ehrm .. lower back end.
It holds the majestic and unique Rotoa-Lily.[7] It is named in honor of the late Matis Queen-Mother “Lea”.  It sits upon a pedestal inside an artificial spring, right in the middle of the greenhouse, surrounded by a small pool and lesser plants.
Further into the city you will surely come to regard the humble palace of the King (Karan) and Queen (Karae) of Matia. It consists of two conjoined home-trees with many fine ornamental giant fungi and beautiful, intricate windows. Areas open to the public are the atrium and the throne room. Where most royal courts and functions are held these days. A respectful visit to the magnificent throne-room is a must for anyone interested in the culture of our homeland.
Behind the palace walls, the daily business of running a kingdom is taken up by many functionaries and of course, their august majesties.
Spread out through the city a traveler can find many merchants and those who are willing to part with a few Dappers, to help on specific tasks if need be.
I will refrain from encouraging anyone to visit the local tavern though. It is a true shame that whoever designed these “watering holes” took this metaphor to the extreme it seems. The bar is a dark place, with no visitors and even the bartender mostly spending his days outside his establishment. Go there if you must, take a look inside this weird curiosity and then never think of it again.

Just a few minutes of travel away from the Capital lies the great Arena of Matia. You might not have recognized it while passing it on the Kings Road. It is a great construct of living bark, that houses a field where martial artists of all lands, Guilds and Faiths are welcome to test their mettle and train. Or just beat each other over the head for fun. Oftentimes it is also used to host special festivities on the lawn of its large entrance area.
If you cross the Kings Road in front of of this magnificent structure, you may spot the near magical, technological lights of a Karavan Temple, shining through the foliage. Situated near the edge of the narrow plateau that comprises the Majestic Garden, it provides wisdom in the words of Jena to her followers and a pathway to the Almati Wood, if one is inclined to travel there.
The region itself is rather peaceful, compared to other parts of Matia. With great herds of bodocs, caprynis and a great many yubos roaming free. Some kipees also crawl through its foliage but luckily don’t bother anyone. A few packs of scavenging ragusses and gingos roam the region, but are more of an annoyance than a true menace to anyone but the most inexperienced traveler. Some small time bandits haunt the Kings Road and villages, but are kept in check.[8]
Speaking of villages, there are three in the region: Natae, Davae, Avalae. Named after the three first born children, all girls I might add, in the newly minted kingdom. They are only a short way down the Kings Road from each other and flourish by exchanging goods with each other and the capital. The town suppliers always need someone to carry supplies to and fro and a strapping young homin can earn good money from hauling packages and barrels to their destinations. Once you have left these villages behind you’ll soon be leaving the populated area of the Kingdom. Following the Kings Road further to the south you’ll enter the next Region.

The Fleeting Garden Matis text divider 01.png

This area earned its name from the fact that since the establishment of the new Matis Kingdom it has defied each and every attempt by Matis scientists and botanists alike to cultivate it and bring its unruly inhabitants to heel, so to speak. Since the founding days the raising of a great, thorny hedge at its border to the adjoining, central region, to protect the beating heart of the Matis people is the pet project of the royal court. Some few attempts have already failed miserably and sometimes at great cost to the Kingdom. King Yrkanis and Queen Lea wisely refrained from further watering this dead seed, as Karae Lea's father found an untimely end in its pursuit, but newly minted Karae, Queen Tamiela seems to be taking a new, strong interest in it.
Geographically the region itself is a confusing mix of highs and lows, great bowls in the bark and some of the only greater watering holes of Matia, as mentioned above. One of these watering holes is known as “The Trove” and the name is well deserved. For it is not only a source of water, it holds many precious materials beneath its topsoil just waiting to be found by eager prospectors. A tribe consisting solely of Zoraï, the “Siblings of the Weed” has taken it upon themselves to protect this area from getting depleted by greedy homins though. So tread lightly, if you plan on prospecting there.
In addition, a band of outlaws has taken up residence at the foot of a natural outlook point in the form of a withered branch of Atys, near this area. So if you are willing to take a risk for something trivial, wait for them to leave their camp and climb up to “The Needles” top. You’ll be rewarded with a spectacular view down over the neighboring region and most of the “Fleeting Garden”. This feature is not included on any official map, I’m giving you a personal recommendation here.

Apart from a small group of primitive gibbai, hidden away in a secluded nook beneath an outcropping, many aggressive animals, like great gingos, cuttlers and javings roam freely here and prey upon the herds of bodocs, armas and shrieking raspals. The only other sizable population of frippos in the Four Lands has found refuge here. And luckily these animals did not yet become infected with goo as their cousins on Silan sadly have and are harmless, unless provoked. Then they still are the bane of any mage.
Interestingly the kitins did not manage to establish any presence in this region as of now. Were it not for a great population of kipees, who munch in the rich soil and the occasional kizoar flying by one might forget that the threat exists.
As you might notice, following the Kings Road, the ground has a continuous slight downward slope, culminating in the next region. In this region’s lower confines though, the Kamis have established an ancient presence. The so-called  “Kami Circle” is a kind of natural hall, formed by young branches of Atys, and bark-growth. Here it is said, the Kamis gather to speak, once a cycle and decide on how to further go in their mysterious business. A shrine to the Kamis and a greater Sap-source can be found in its immediate vicinity of course.

The Upper Bog Matis text divider 01.png

To the west of the “Fleeting Garden” lies the region called the “Upper Bog”. It’s a den of vile and dangerous creatures, treacherous ground and interestingly enough the only population of bolobis in Matia. How these long legged, funny creatures made their way into this dangerous area no one knows. They are quite hardy though and have proven a match for the region's aggressive cuttlers and torbaks packs. As far as I know nothing of interest exists here. If you are out for a thrilling run through the underbrush, hunted by snarling beasts that are out to have you for lunch, feel free to go there. Some kitins tend to venture over from the next, deeper region too. Kipestas seem to scout the area frequently.[9]

Heretic's Hovel Matis text divider 01.png

Adjoining the aforementioned regions to the far South of the Kingdom is another “Labyrinth” of confusing pathways, dangerous beasts and Kitin, who occasionally even spill over into the “Upper Bog”. Here gibbais, cuttlers, torbaks, gingos and kitin seem to form a living wall. Out to prevent the traveler from venturing further and reaching the Vortex to Naw Trykoth in the heart of the natural Labyrinth. But the clever and careful adventurer can surely find a way to deal with these obstacles. Trouble is though, that one should have previously secured the services of an experienced guide or scout to lead you through the many pathways of the deep woods. Or you’ll surely get lost and fall prey to some of the many predators roaming these dark paths.
Inside this labyrinth you will find the most frequent sources of water in all of Matia, in the form of small pools, around which animals gather and inside the so-called “Chilling Swamp”. This area seems to be of some sort of special interest to the kitins. For great and very strong kipuckas roam this swamp. Alongside a host of smaller insects of their kind. The swamp itself is filled with frogs, murky waters and the occasional geyser blows vapor and mud up into the air, further adding to the eerie atmosphere of the place. The water will protect you from the kitins though. So it may be worth getting your clothes muddy and soggy, so you can avoid being crushed by a four homins high kipucka. Getting out of the water will be a challenge in itself though, as the beasts will patrol and wait for you to come ashore again.
Once you have mastered the, again very aptly named “Maze of Spite”,you may reach the Vortex that will send you right to the edge of Trykers most dangerous region[10]. The Lagoons of Loria. Karavan and Kami both wisely established shrines not far away from the vortex though[11], so don’t forget to pay your tithe and get pacts to be transported there, the next time you feel the fancy of traveling through this region.
You might have wondered where this region gained its peculiar name. Well, that's a longer story that I will try to cut short here.
There are persistent rumors, more legends at this time, that somewhere within or beyond this maze, the traitorous Jinovitch, half-brother to long dead King Yasson is still lurking and plotting his return to power. Surrounded by loyalists and fortified within some village, cave system, natural fortress or castle in the sky. Many outrageously tall tales have been spun about him and his quest for lost glory. Some may even be true, as the fact that it was him who poisoned his half-brother and exiled young Yrkanis, forcing his way onto the throne and starting a luckily short lived reign of terror in New-Matia and New-Trykoth. Which ended with his death at the claws of kitins, while trying to occupy the Lagoons of Loria and fighting a coalition of Tryker, Zorai and Matis-Loyalists.[12]
As these legends still persist the region was named after these rumors of the heretic king lurking somewhere in its murky shadows.

Anyway, this concludes my “Wayfarers Guide to the Verdant Heights / The Kingdom of Matia”. I hope you found reading it entertaining and informative for your next stay in this beautiful part of the New Lands.
May Jena and/or Ma'Duk bless your path's and may your feet be swift and tireless.
Woren Siloy, Homin.
––
Lylanea Vicciona
Bard of the Four Lands
Ranger



  1. Histoire Fyros à travers les tribus du Désert et d'ailleurs et Histoire Fyros à travers les ruelles de Pyr
  2. En outre, les grands troupeaux d'herbivores qui parcourent le plateau contribuent également, à leur manière, à la fertilité du sol.
  3. Creuser ou plutôt tailler des puits dans l'écorce dure du plateau n'est pas une tâche facile et, même si la fontaine de la Grande Serre d'Yrkanis est une merveille d'habile ingéniosité, cette difficulté explique la nécessité, pour le peuple Matis, de disposer d'une source d'eau pérenne.
  4. Rather like a homin male, don't you think? Maybe it even gets drunk on fermented berries or mektoub milk, before gathering the courage to go out?
  5. It is not known why King Yasson even fired that arrow or why he wouldn’t just say: “Hey, this is a good, defensible spot for a city! Right at the end of the plateau and surrounded on three sides by impossible to scale cliffs down to the wild bark.” – well, sometimes a proper romantic gesture or just some artistic license is needed to spice up an otherwise rather ordinary story, right?
  6. The most baffling feature to me, are the “windows” these trees sport. They even glow with a soft, warm, inviting light in the evenings but they are purely ornamental. As inside a Matis home there are no windows! Don’t worry, it's not dark, we get nice glowing algae for lamps. But whoever came up with this design surely has never been to a Tryker submarinal flat, with their amazing view of the fish outside, in the sun drenched, clear waters.
  7. The legend surrounding this plant states that once it withers, the Matis Kingdom will fall. I remember at least one plot by dissidents in my lifetime to make this come to pass. They poisoned the water to make the Lily wither, strike superstitious fear into the hearts of the Matis people and give their claim to leadership credit. In recent years, since the death of Queen-Mother Lea and the disappearance of King Yrkanis, some have come to call the late Queen Lea the “true Lily of Matia”. A subtle criticism of King Stevano's rule.
  8. Mostly by aspiring adventurers and heroes out for a hefty bounty.
  9. If you’d ask me to describe this region in two words, I’d say: “Avoid it.” Some precious materials are rumored to hide in the ground though.
  10. For, why should it lead to somewhere nice? Like the Bounty Beaches. Huh? No, Loria it has to be, in all its nasty glory.
  11. The Karavan Shrine is right in front of it actually.
  12. I myself have recollection of a strange dream, or vision I had a long time ago. It was as if I stood side by side with young Yrkanis and his troops, among Tryker forces and Zoraï warriors, alongside many homins I knew back then. We fought and took part in the defeat of Jinovitch's allied Fyros forces. And heard of the heretic kings cruel death by kitins, from the bloodied mouth of a terrified scout. I am unsure what to make of this event.

Récupérée de « https://fr.wiki.ryzom.com/w/index.php?title=Guide_des_randonneurs_en_Matia&oldid=64895 »