Arda-Mulissu (pronounced AR-dah moo-LEE-soo) is both the name of a region as well as the name of the colossus that protects it. Arda-Mulissu is a creation of the powerful elven caster Esarhaddon, known for being highly paranoid and secretive.
Arda-Mulissu is both the name of a colossus construct and the region in which it dwells. To reduce confusion in cases where the intended subject is ambiguous, the construct is sometimes referred to as Shar-Arda-Mulissu.
Geography, flora, and fauna
Located on the southern edge of the Western Coast, Arda-Mulissu sits between the Kafizin and Wanassa rivers. Much of the area is heavily forested, mostly by firs, arganias, oaks, alongside bushes of peonies and tamarisks. The rest of Arda-Mulissu that is not forested primarily consists of grasslands and plains; despite their often tranquil appearance, travelers passing through are advised to be watchful. Many predators hide in the tall grasses, and the grasses themselves are often dangerous - many fields contain patches of gluttongrass, or are entirely formed of this type of blood-seeking plant.
The coastline of Arda-Mulissu is rather rough and rocky, compared to the surrounding regions. Those wishing to set their boats ashore must be careful and scout for safe landing sites.
Similar to the rest of the southwest coast of the Chaska Sea, the climate of Arda-Mulissu is quite stable. Summers are warm but not usually excessively hot, with cooler but not cold winters. The summer months are typically fairly dry, and the winter months bring large amounts of rain.
The flora of Arda-Mulissu includes a significant number of large animals, such as lions, wolves, gomphotheriums, hyaenodons, thylacines, deer, boars, and gazelles. They are joined by plentiful smaller animals as well, including mammals, reptiles, birds, and fish. Spotted dolphins and giant crabs are frequent sights along the coast. Manticores, pards, shocker lizards, and reefclaws are just some of the magical creatures that can be found within Arda-Mulissu.
Green dragons are known to live in the forests in and around Arda-Mulissu.
History
Esarhaddon arrived in the region now known as Arda-Mulissu over two hundred years ago in Y9723*, claiming the land as his and using his constructs as enforcers.
Demographics
The population of Arda-Mulissu is quite small, with only two larger towns and a scattering of villages. Most inhabitants are humans or half-elves, with small numbers of catfolk and ratfolk.
Goblins are known to live on the outskirts of Arda-Mulissu.
Culture
Religion
The people of Arda-Mulissu largely worship the deities of the Chaskan and Khapeshan pantheons, especially Usumu and Marya. A small number of Monadists live in Melzi as well. The goblin tribes of Arda-Mulissu are known to venerate Lotan, and have built simple shrines to him across the forests of the region.
Languages
Chaskan is the most commonly spoken language in Arda-Mulissu - this is one of the few regions of the world in which this archaic tongue remains in use. It is also typical for Mulissans to understand Common and relevant ancestral languages, in particular Elven.
Arts
Music in Arda-Mulissu is primarily used for religious services, usually taking the form of hymns. Music as entertainment is popular as well, and many villages host a resident bard who is able to earn a living with regular performances. Woodwind instruments are the most common, but other types are used as well.
Though craftspeople of all common trades can be found in Arda-Mulissu, the region’s woodworkers are especially skilled. Able to work the plentiful material in all sorts of ways, these expert crafters are held in high regard in Mulissan society.
Food and cuisine
Citruses are especially prized crops to farmers living within Arda-Mulissu.
Architecture and urbanization
Most of the population of Arda-Mulissu lives in small villages. There are only two major population centers in the area, Melzi and Precausa, and both can be classified as large towns at best.
Travel
There is not a great deal of travel to and from Arda-Mulissu. The few people who arrive or leave the region usually depart and arrive via the docks at Melzi. These docks are rather small and not capable of supporting some of the larger vessels that travel the Chaska Sea - these are required to dock in the harbor and send smaller boats to shore. Immigration to Arda-Mulissu is practically nonexistent.
Fashion
Mulissan clothing is usually made of wool, and most commonly takes the form of sleeveless tunics and loose robes. It is traditional for both men and women to wear hats when outside the house, a practice followed widely by individuals of all races.
Education
Education in Arda-Mulissu takes two forms. From the temples, one can learn religious teachings and practices. For practical skills, apprenticeships under skilled craftspeople are the norm. Formal educational institutions do not exist in Arda-Mulissu.
Magic
Most practitioners of magic in Arda-Mulissu are divine spellcasters, though other forms of magic are not unknown. Esarhaddon closely watches all mages of note in the region. While he does not typically interfere in their activities, he does insist that only he has the right to build constructs, and will seize any that are created by anyone else.
Society
Esarhaddon disallows the inhabitants of the region from entering certain areas of the forests, and protects these restricted regions with his constructs. The reason for this is unknown to the people of Arda-Mulissu.
Government
Arda-Mulissu is an autocracy led by Esarhaddon, who surveys the region and its inhabitants from within his manor-construct. He usually takes a passive role in everyday governance; most inhabitants of Arda-Mulissu believe Esarhaddon is simply bored with the mundanities of life and does not care to bother himself with them. Esarhaddon does, however, watchfully and fiercely protect the borders of Arda-Mulissu, and is likely to preemptively order his constructs to attack trespassers without first trying diplomatic methods.
Shar-Arda-Mulissu usually travels with two oversized warmonger constructs, known as Ashur-Nadin and Ashur-Ili. When required, this trio is well capable of dispatching Esarhaddon’s nemeses, whether real or imagined. However, most minor dangers are instead dealt with Esarhaddon’s smaller constructs. These are primarily golems, but also include more specialized constructs for particular roles.
The people of Arda-Mulissu primarily use a common law, usually administered by village councils or elected shufet, unless overridden by Esarhaddon.
Economy
Arda-Mulissu is largely rural and agricultural. Settlements are broadly self-sufficient, with most necessary material found nearby and worked by local craftspeople.
There are very few exports from Arda-Mulissu, but Esarhaddon frequently orders boatloads of materials to be sent to Melzi, presumably for use in magical rituals or crafting.