A land of Ant colonies, once nannied by patron lesser gods who squabbled over decisions regarding its mortals, now long-abandoned. Centuries of stalemate skirmishes have locked the land in a constant cycle of revenge against each other, with each of the six colonies vying for gyne, land, resources, and influence. Some still whisper, though, that their gods are still out there, somewhere, watching over them still....
So were Leader Tinte Ink's thoughts, when he raided and destroyed Rain Colony - the first utter destruction of another Ant colony that Myrme had seen. With the sudden escalation, the other four colonies scramble to catch up to Ink's new aggression, while Leader Cleverly Clover does his best to avoid an all-out world war.
Even the smallest decisions and choices can turn the tide of Myrme.
Cleverly Clover, a god-in-hiding dedicating his life to protecting the mortals his peers abandoned, alone after being violently exiled from Gemline for standing up for them.
Cogito, Cleverly's longtime best friend, lover, and obsessive jilted ex, who has overtaken the city of gods to cultivate a place where they can live together again, despite much backlash.
Tinte Ink, the youngest Colony leader, eager to stir up conflicts and changes great enough to bring Myrme's gods back, in pursuit of the idealized old world he'd heard so many stories of.
But there are many more conflicts - some minor, some enormous - brewing under the surface. And as war looms inevitable, decisions will have to be made that will shatter the 256,000-year armistice and alter the surface forever.
Myrme's Toyhouse World is here, with worldbuilding (a timeline, maps, etc). It's under some revamps so several pages might be outdated, though the general ideas are still accurate.
Many of the themes, dynamics, and characters in Myrme are very self-indulgent and things I enjoy exploring, writing, and thinking about. This does mean it's a little closer to my heart than some of the other (hidden) universes I work on. I'd be really happy if you read anything about it or asked questions! Thank you for even reading this!
Deep underneath the seas of Myrme lies the elusive Abyssal Colony, an underwater haven. The Ants here have been blessed with water-breathing by Beytte, granting them asylum from the warring land-dwellers.
With their main population nestled deep into the Beytstable Trench, they make their home among bioluminescent fungi and fishes, keeping warm near hydrothermal vents and resting underneath barnacle-encrusted rooftops.
Though their seclusion safeguards them from many threats, Shell Colony's seafaring ways have enabled them to be a constant threat - especially as Abyssal attempts to claim epipelagic waters. In turn, Abyssal considers Shell their only true rivals.
In general, Abyssals are isolationist, dedicated, stalwart, self-assured, private, and somber.
Their closest allies are Clover Colony, with whom they have had a peaceful armistice for many years. The two trade Clover's textiles and unrefined goods in return for Abyssal's gemstones and spellscrolls.
Their fiercest rivals are Shell Colony, who has continually raided and destroyed many of Abyssal's attempts at colonization outside their abyss. Distaste for them is boundless.
Areas & Territories
Capital: Atlantis Other Cities: Whirlh Hollow
Abyssal lays claim to most of the eastern ocean, Beyt Ocean, and sections of the southwestern Palorme Ocean. Any water below 4000m is considered their territory, though they only patrol the Beytstable Abyssal Zone, near their capital.
Attempts to colonize other abyssopelagic waters are underways. Whirlh Hollow is currently in the midst of being established as a proper secondary city, in secret.
A minor outpost had been established in Laceria Crater, just northeast of Ink Colony's territories. An attack by Shell Colony decimated it completely in year 501,109.
Waves rock against the mighty ships of Shell Colony, unique in that they are almost entirely waterbound - living atop enormous fleets of ships, with which they dominate intercontinental trade and communications. Though they boast a handful of beach outposts, the vast majority of their population lives and dies on the deck of a boat.
Though they have had the most skirmishes in Myrme by far, they are not full-blown wars like the other colonies rage. Shellians are more than happy to simply dock, pillage a coastal village, and return to their boats, resources and gyne alike tucked under their arms. Territory does not bother them; the entire ocean is their home.
It is headed by five Fleetmasters, who convene to invoke Claerene and discuss colony matters.
In general, Shellians are rowdy, energetic, gung-ho, fierce, eager, and persistent.
They consider no colonies to truly be their allies, though they willingly trade with all. Any alliance is meaningless: if they require resources, they will acquire them by any means, with no regard for treaties.
Their fiercest rivals are the City of Saltis, who constantly engages in battles for Shell's land claims and blocks much of the northwestern ocean from Shell's icebreaker ships.
Areas & Territories
Capital: Shelldock (land) Tialoque Fleet (sea) Other Cities: White Sand Fleet, Khione Fleet, Vaalkyt Armada, Leire Armada, Chaccutta, Claere
Shell maintains that all open seawaters belong to them, including those Abyssal has erroneously claimed. Their many fleets are spread across Myrme's Oceans, with at least one major 'city' in each ocean (Beyt, Palorme, and Ftothe) and several smaller merchant groups tending to other colonies.
They keep control of a smaller continent in the Palorme Ocean, which connects to the ice-filled Ftothe Ocean by a series of islands. It is here that Saltis skirmishes with them, intent on beating them off the land entirely, and where Shelldock lies, host of their temple to Ix Chel Coh.
Nestled in rolling hills and plains, Clover Colony is the most landlocked of the colonies, with its capital being situated far inland. Its bloody history, marked by a few ambitious Immortals, provides a stark contrast to its modern peace-loving ways, with its newest leader forming alliances left and right. They've managed to stay off the warfronts partially due to their unusual affinity for lucky breaks... perhaps related to their leaders' mysterious similarities to a luck god of old. But that's just silly, right?
In general, Clovias are idealistic, creative, thoughtful, hardworking, airheaded, and nemophilistic.
Longtime allies of Clover Colony, Letter Colony takes up the neighboring continent, comprised mostly of badlands and wastes. Rather than bake on the surface, its people have constructed massive cavern-homes, hollowing out limestone caves and building specialized environment domes aboveground to grow crops and please gyne. Though they value intercolony love highly, they have no mercy with outsiders - their soldiers are specialized in explosives, and take no prisoners.
In general, Letters are dreamy, adoring, cutesy, vapid, quixotic, and outgoing.
Leader: Imere Director of Internal Affairs: tba Commander of the Army: Ferthon
Scholars, engineers, and mages have formed Ink Colony into a technological powerhouse: improving its bureaucracy, infrastructure, medicine, and weaponry. So-named for the mighty, murky Hatterne River that once split Ink from Rain, in recent years the pollution level has risen so much that the water has taken on an inky hue. Its peoples enjoy the most luxurious trinkets that Myrme hosts, but are unsettled by both the youth and aggressiveness of their new leader, Tinte, and his replacement of old leader Flourish's cabinet.
In general, Inkians are clever, competent, perfectionistic, precocious, snobby, and faithful.
Once Ink Colony's greatest rival and the only other colony sharing its continent, Rain is no more. Most of its population has been massacred, its gyne are shunted to Ink's guarded capital, and the survivors are expected to integrate into their most hated enemy's lands. The remains of their capital, Tsakik, are nothing more than a smoldering crater of steel and wood.
When they were alive, Rainers were witty, quick, charismatic, and sly.
Leader: - Director of Internal Affairs: - Commander of the Army: -
A somewhat-secret outpost by Rain Colony, established hundreds of years ago, south of Rain Colony's desert. Self-sufficient and isolated, its existence was born of curiosity: at the city's center lies the entrance to a strange, unfamiliar temple, full of foreign magic and artifacts. Palorme was built to study, collect, and safekeep the temple.
And, due to this isolation and secrecy, it was spared Rain Colony's fate at the hands of Ink.
Late in hearing the news, its populace is both horrified and disgusted, appalled and traumatized. To suddenly be the last of their people - lives precariously hanging in the balance, safe for only as long as Ink does not realize they exist... the weight thrust onto their shoulders is nigh-untenable.
A mythical city, said to be cradled in the embrace of the northern ice floes, bathed in the auroras year-round, protected by a god who loves its people. All of the rumors are true - but the City of Saltis is no paradise: rather, it was founded by the god Saltis rejecting the death penalty for a band of criminals and fleeing with them where the authorities could not follow. It takes in all refugees that come to its doors and highly values the bonds between the residents, but the harsh climate and backgrounds of many of its denizens fail to paint a friendly face.
In general, Saltians are distrustful, reliable, unconventional, innovative, free-spirited, and quirky.
Leader: Saltis / Metea / Clima Director of Internal Affairs: - Commander of the Army: -
The city of gods, a twisting, glittering platinum amalgamation of structures, towers, and houses. Its location is kept hidden via the Quarantine Line, a magical leyline that disrupts all mortals coming near to turn back before coming in sight of it. After the lesser gods collectively decided to abandon the mortals in favor of cultivating camaraderie amongst themselves, most returned to live inside of its pearly gates once more. However, recent leadership turnovers have resulted in much unrest, especially with the unpopular Cogito freshly at Gemline's helm.
It is not a true colony, and does not obey typical colony structure.
Ants within this folder belong to no colony, for various reasons - whether they were exiled, left of their own accord, or abandoned, and never joined another colony. Ants here may or may not be affiliated with one another, know each other exist, etc. - this is a catch-all folder.