Qal is the largest country in all of Myrth. It shares a boarder with Ihx and the Endless Sands to the west. To the North and East are Urst’s Gap and Vri’s Expanse. The vast desert region is ruled by a cabal of various Arcane-Princes, ruling within their strongholds and vying for more power across the ancient wastes of the South.
Qal is largely desert, with little to no vegetative life across it’s barren wastes. Ruins and ancient metropolises from a bye-gone age lay buried and scattered under the shifting sands, containing ancient treasures which perhaps should remain buried.


The culture of Qal differs greatly than that seen in Ynymt and Irea. Whereas Magic is completely outlawed and frowned upon in the North in almost all forms, Qal’s open expanses and sandy crypts have led leaders to not actively pursue the practice of these arts. Despite this, the incredible heat and dry landscape have also deterred beings from wanting to live within this climate, preferring the temperate environments in other parts of the world.

One unique aspect of Qal are the sword-wielding magicians known as Magus. Trained in large academies across various desert strongholds, these warriors show proficiency in both understanding the world and swordsmanship. Many of their members also work across the rest of the world, as ambassadors, explorers and covert agents.

Arcane Princes/Magisters

  • Magister Haim
  • Magister Rifaat
  • Magister Dahiim

Native Classes


  • Barbarian
  • Bard
  • Druid
  • Fighter
  • Ranger
  • Rogue
  • Sorcerer
  • Wizard


  • Alchemist
  • Cavalier
  • Magus
  • Oracle
  • Summoner
  • Vigilante
  • Witch


  • Arcanist
  • Bloodrager
  • Brawler
  • Hunter
  • Investigator
  • Shaman
  • Slayer
  • Swashbuckler
  • Warpriest


Mage-Lords AndIAmJavert