Saturday, November 5, 2022

TRE’VOLOS CARAVANS

There is hardly a day that goes by, sometimes even on major holidays, that at least one caravan is entering the city, and one leaving the city.

There are six short-term caravans to the six provincial capitals that owe fealty to Emperor Sedmon.

1 = The First is to Shardis Province. It has always a need for Caravan Guards, because it goes to one stop where they will pick up one of the most valuable items on the entire planet. When this caravan stops at Millio Fortress, it picks up a new wagon with two Dwarven Drivers and several containers of Shards. These incredibly hard-to-get crystals can store magical spells. Although there are other types and other items that store spells, none are as good for this purpose than a Shi’Ral Crystal. There is also a stop at Glass Mountain, to pick up glass items that were made the by those Dwarves.

2 = The Second goes to Eaffernath Province. The caravan that will be leaving Tre’Volos soon is going to go to Caer Caedwean, the capital of Eaffernath Province. Sedmon has finally found a suitable person to rule in Eaffernath, and is also sending along teams of investigators (read: PC’s) to discover what happened to the former Pasha of Eaffernath. A few of the stops on the way back will pick up wagons with meat, vegetables, and grain from the many farms in this province. There will be a lay over in Shelter Haven because the residents there are famous for making many types of food and drink.

3 = The Third goes to Smyrsis Province. This caravan is going to the Obsidian Citadel, the home of the Pasha of Smyrsis Province. People that have never been to this city are frequently almost overwhelmed by the Obsidian Citadel, which has a large castle, constructed totally of Obsidian Blocks, and Obsidian Bricks, and mitered together in such a way so as even on close inspection it is almost impossible to see the seams between the slabs. Were it not for Sedmon’s Castle, the Obsidian Citadel would be one of the most impressive that anyone has ever seen. There will also be a stopover at the Starcrag Mountain Mines, one of the only places known that mines metal ore and smelts metal. Another stop will be at Taell Qua, a mostly Muslim city. You may get lucky enough to be in one of the caravans that is going to Shimmertree, the capital city of the Laendoli Elves. You may get lucky enough to be in one of the caravans that is going to Glint Valley, the capital city of the Sylvain Elves. You may also get very lucky and travel to both.

4 = The fourth goes to Thygamus Province. Thygamus has the distinction of being one of the larger concentrations of Mnoken in the world. Many different tribes of Mnoken live in Taek Shire, and that village/town serves the Mnoken people as a meeting place where they can settle their differences without bloodshed. These humble people produce items that here on Terra would be similar to Native American wares.

5 = The fifth goes to Lycophiath Province. The first town the caravan visits on this journey is Northport, one of the two large cities that flank Tre’Volos, that provide docking facilities for many different types of ships. It will also stop in Tragnol, the largest Durin city that exists on the surface of the world. Another stop is at Thistledown, a small city of the Fae where trading for Fae made objects is at a high pitch. Another stop is at Taanyrisner, the largest know Monk training facility. Taanyrisner is one of the only training centers for Monks that can teach almost every known Martial Art. You may get lucky enough for the caravan to be traveling to Aves, and catch a rare glimpse of an Avion.

6 = The sixth goes to Gomranth Province. Grimlion Castle is the provincial capital city. It is almost totally surrounded by farms of many types. It is in and around the area of Castle Grimlion that thousands, if not millions of Hoaries. Meat, Milk, Furs, wool, and other items from the cattle will be picked up. This caravan also passes through Southport, the southernmost city of the two large cities that flank Tre’Volos. This city also is most well known for its docks and areas for ships. If you are very lucky, you may catch a look at one of the Harcunai, who will visit the caravan on occasion to buy, sell, and trade horses.

There are a number of caravans both arriving and departing Tre’Volos for many locations, but there are two that are very well known.

1 = The First is the Northern Caravans, also called the Suda Caravan. It travels from Tre’Volos to Sudantir, the capital city of the Suda people and the Suda region. It stops several times along the way from Tre’Volos, including a stopover in Northport.

2 = The Second is the Southern Caravans, also called the Hosira Caravan. It travels from Tre’Volos to Hosira, which is also the name of the capital city of the Southern Regions. It stops several times along the way, including a stopover in Southport, and a major stop in Españia. There is a breakup of the caravan in Hosira – quite a few will eventually turn back to return to Tre’Volos, but a small part of that caravan will continue south to Frigia to pick up wares from the residents there. It, too will return to Tre’Volos.

There are several caravans that head west.

1 = The first goes to the Laendoli Woods to trade with the Laendoli Elves.

2 = The second goes to the Sylvan Forest to trade with the Sylvan Elves.

3 = The third goes to both the Laendoli Woods and the Sylvan Forest.

4 = The fourth goes to Hammersfall, which is a Dwarven city on the surface that acts as a trading center between the Dwarves there and anyone interested, especially the caravans.

5 = The fifth caravan travels to either Northpass, or Southpass to reach the next City-State. It only stops for large trading groups, or when it reaches (The City-State of the Invincible Overlord), and returns.

6 = The sixth caravan travels to either Northpass, or Southpass to reach the next City-State. It only stops for large trading groups, or when it reaches (The City-State of the Invincible Overlord). The it continues to Viridistan (The City-State of the World Emperor), and returns.

7 = The seventh caravan travels to either Northpass, or Southpass to reach the next City-States. It only stops for large trading groups, or when it reaches (The City-State of the Invincible Overlord). The it continues to Viridistan, and finally to Alastair, the City-State of the Elves, and returns.

8 = Of the western caravans, this is the most well-known. This caravan is called “The Long Haul Caravan” for good reasons. It travels to either Northpass, or Southpass to reach the next City-States. It only stops for large trading groups, or when it reaches (The City-State of the Invincible Overlord). The it continues to Viridistan (The City-State of the World Emperor), and then to Alastair, the City-State of the Elves, and finally continues to Westeros, on the West Coast of the continent, and returns. This is by far the largest, longest, and most time consuming caravan. The last good estimates (barring any unusual weather and/or attacks by enemies), is that the trip to Westeros takes at least a good six months. ONE WAY! The return trip is no shorter.

All eight caravans are well-known and attract many travelers, merchants, and various guards and personnel. All are looking to hire help for just about any reason you can think of. Especially people familiar with caravans.

GM’s Note: I am going to try to start the game with the City-State of Tre’Volos in view from a caravan that the player characters were members of.

Sunday, August 28, 2022

Frigia

Far in the uttermost south are the frozen wastelands of Frigia. No people are known to live here permanently, but fishermen and hunters occasionally travel here and camp here to hunt the vast quantities of animals and fish. The closest analogue to Terra is the South Pole. Miles of ice, frozen tundra, snow covered plains, and similar sights await those who venture here. Occasionally whales and other sea creatures from this area migrate South to the South Polar Regions. They stop in the temperate water just off the coast of Tre’Volos only long enough to breed and give birth. They end up in the waters just north of Suda.

Hosira

Farther south is the province of Hosira. Filled with deserts and desolate wastes, no better place could be found for the Arabian parallels that exist here. In the capital of Hosira is the center for all Æøæ's Muslim pilgrimages. There is a relic here, similar to the Ka'aba, which serves as the symbol and center of Muslim knowledge. Beautiful Mosques and towering Minarets dominate the skyline. The temple resembles the Mosque of Omar in Jerusalem, and the main palace bears a strong resemblance to the Taj Mahal of Earth. Unlike Earth, however, all sights are open to tourists as well as believers, and there are tours given by adherents to Islam who will attempt at least once to convert anyone who is not already Muslim. Nantarth El-Antaggrah makes a yearly pilgrimage to this site, and many devout Muslims from Tre’Volos will follow him.

Espania

The southern caravan route travels through Españia. Buildings there are wide and low, and many homes and businesses are made of adobe or sun-dried brick. Españia is a major trading partner with Tre'Volos, but it is not part of Sedmon's kingdoms, nor does it owe allegiance to him. Many traditions have been passed down from Earth from Spanish and Mexican people who find their home here. Españia is a major city and trade center on the southern coastal caravan route to Hosira, which is further south. Caravans will stop here to trade some of their items with some from Españia. Many unusual food items are only available here.

The Kells

The Kells, as they are called, are an incredibly huge, very alive, coral reef that guards Tre'Volos Harbor. The Kells inhibit travel between Tre'Volos and the nearby prison island, and stretch almost from Northport to Southport, and around to the other side of the prison island. The Kells teem with aquatic life and are very treacherous to boats. Only flat-bottomed boats can ever hope to navigate the vast portion of The Kells. Fish and other aquatic life hide and breed in the many natural places in the reef. This is similar to, but larger than, Australia's 'Great Barrier Reef'. The Kells have never been mapped. There are lighthouses at both Northport and Southport to warn people and ships of the dangers just beneath the waters of the Bay of Tre'Volos. It is rumored that there is a hidden passage between Tre'Volos and Ruach or Ard Bo, but no seafarer knows where that might be, nor do they want to try. It is possible to skirt the coast and reach Tre’Volos without endangering a ship on the Kells. Sedmon believes the word "Kells" is a corruption of the word "Corals".

The Prison Islands

The twin cities of Ruach and Ard Bo lie on an island just off of the coast of Tre'Volos. A more inhospitable place could not be found. Surrounded with deep, almost impenetrable, jungle growth, man-eating plants, vermin infested swamps, volcanoes, and worse, this island is used to exile only the most hardened and despicable criminals and monsters. Rivers teeming with something like Piranha, musty mines infested with plague carrying insects — these are just two of the scenic vistas of Ruach and Ard Bo. Ruach is the prison for humanoid creatures, including humans, and Ard Bo is for more inhuman creatures. Both have large populations of police and constables. Exile to Ruach and/or Ard Bo is considered a death sentence. There have been no known successful escapes.

Portal to the Fae Realms

The permanent Portal to the realms of the Fae lies not very far from the town of Dale. A village catering to the needs of the Fae has been established there. There is a stone circle (think 'Stonehenge') that marks the border of the true fairy gate from the rest of the town. Druids frequently travel here to conduct Druidic ceremonies.

The Township of Dale

The small town of Dale lies at the southern end of Midluachaer. It is primarily a meadow/farm community. Huge green fields stretch for miles along the banks of the nearby river. The town has industry related primarily to sheep, although other cattle raising opportunities are only a few miles in almost any direction. Dale is also close to the Portal entrance to the Fae Kingdom at Fairy Gate, as well as serving as the entrance to the High Elf Kingdoms to the west. The caravan road to Hosira goes thru Dale, and frequently uses it as a stopping point. Some lumbering activity takes place here under the watchful eyes of both Sylvain and Laendoli Elves. There is also a large community of Green Mnoken just to the west of Dale.

Luach Lighthouses

Popularly known as the Tre'Volos Lighthouses, the Luach Lighthouses were established by Sedmon many years ago to warn travelers of the dangerous reefs in the harbor (known as 'kells') so they would not ruin as many ships. The Luach Lighthouses are kept lit by magic — and they will stay lit any time that it is either dark or foggy. The lighthouses also make a loud noise any time it is foggy (think 'foghorn'). The Luach Lighthouses are much larger and much more visible than the Lighthouse at Dale. One Lighthouse each serves the port towns of Northport and Southport. The keeper of the Luach Lighthouses is a wizened old sea captain that lost a leg due to a monster of the depths. Sedmon gave him this simple job to keep him occupied. This man has been keeper of the lighthouses much longer than a normal human lifespan. It is said by those who know him that he cannot die until reunited with his lost leg.

Northport and Southpart

The two small towns of Northport and Southport, one on either side of the Tre'Volos kells, serve as the primary ports for Tre'Volos, as well as all of Midluachaer. Both Northport and Southport have large shipwright stations, docks, and other seafaring areas. The vast majority of the population in both towns has something to do with the sea and its riches. Popular trades practiced in both towns includes: shipwrights, net makers, fishermen, canners, crew, ship's stores, and many others. The fish canneries are in Northport and Southport and not in Tre'Volos. Most ships visiting Tre’Volos will dock at Southport or Northport instead of risking their ships on the Kells. As a general rule, ships carrying passengers will dock at Northport, where there are many more places for weary passengers to eat and rest, and ships carrying goods will dock at Southport where there are much larger facilities for loading and unloading cargo.

Thursday, July 21, 2022

Gomranth Province

6) Gomranth Province lies to the southeast of Tre'Volos.

The Pasha of Gomranth lives in Grimlion Castle, close to the center of "The Barrens." The castle is surrounded with vast plains, called "The Barrens" in common speech. It is much like a large Norman English castle. Numerous farms and fields of crops are grown in abundance near the protection of the castle.

Hundreds and thousands of Hoaries are here, where they are farmed for milk, meat, wool, and other products. A Hoary looks something like a combination of a sheep and a cow and several other Terran animals. Terrans would think they look a lot like a Llama, but bigger, fatter, and with shorter legs and a longer neck. Hoaries also have a total of six legs, three on each side.

The Province of Gomranth is the home of Southport, one of the two large seaports that serve Tre'Volos; as well as the home of the Fae City, commonly called "Fairy Gate", for the portal to the Fae Realms that exists there.

Baerraedine is a large plains area, home to many wild horses and other animals and monsters. The horses of Baerraedine are frequently harvested by Harcunai. These horses are broken to the saddle, trained, and later sold.

Hakarim is the upper city ruins that connects to a vast underground caves and caverns complex. The caves and caverns under Hakarim are thought to be endless. People exploring the underworld here have rarely returned.

Lycophiath Province

5) Lycophiath Province lies to the northeast of Tre'Volos.

It contains Northport, one of the seaports that serves Tre'Volos' larger ships. Northport is the city that primarily takes passengers on on off the ships that carry them.

Port Tragnol is a former slaver post that was cleaned up by Sedmon. Only the remnants of the slave actions are here – kept by Sedmon as a warning to anyone that thinks about enslaving humanoids again. Sedmon keeps a small garrison here.

The Gheulost swamps contain several varieties of sentient carnivorous plants that will eat animals, and even people who venture therein. Venus Fly Traps the size of a Volkswagen are common. Other plants include Tangle Vines, and others.

Tragnol is the largest mostly Durin city known to exist on the surface. The Durin have not favored us with any information about what might lie beneath Tragnol. There is thought to be a large Dwarven mine here, but no human has ever been allowed in, nor has any information on what this mine produces been available.

Thistledown is the largest Fae city known to exist in the normal world. Thistledown is one of the only Fae cities where humanoids are welcome. They have a thriving trade of Fae made items to sell or trade.

Pitt Lake is thought to be bottomless, and contains carnivorous fish. Piranha are the primary residents, but there are many worse things deep in the depths.

Taanyrisner is the location of one of the largest monasteries on the east coast. The large Monk Training Grounds are famous throughout the world. This monastery is one of the only other ones that is capable of training future Monks in virtually any know martial art. The other one is in Tre’Volos.

Daemon Valley is thought to contain Demons, Daemons, Devils, and possibly even a Portal or Portals to their realms, although no one has ever returned from there to tell if that is true. Just a glimpse of the valley and most sane people go back the way they came. It looks like a giant gash in the world leading to the evil nether regions.

Adder Copse is a small forest full of several varieties of poisonous snakes. Although small, Adder Copse is the residence of more poisonous snakes than anywhere else on the planet. It is rumored that there is a reason for Adder Copse being what it is, but no one has dared to go inside to find out, or if they have, they have never returned.

Aves is one of the largest bird sanctuaries on the planet, and contains a Portal to the Avion city. Their Aviary is one of the world’s biggest, and contains many birds that are being protected by the Avions. Many people take in the sights at the aviary, and also hope to get a glimpse of an Avion. This is one of the largest collection of birds in the world.

Gigabolt is the common name for an abandoned village haunted by Hydra, Medusae, and worse. No one remembers the village’s real name, but local residents steer far clear of the many dangerous monsters here.

Hyrando is a vast plain full of rocks and boulders, and many Earth, Dirt, Rock, and other Earth Elementals. The presence of the Elementals makes it almost impossible to explore, or find any other creatures, monsters, or treasures.

Lycophiath contains one of the access points to the prison island, Ard Bo, and Ruath. This gate is guarded by a group of some of Sedmon’s best guards.

Thygamus Province

4) Thygamus Province lies directly north of Tre'Volos, and contains the first part of the major caravan route North to the Suda Kingdoms.

The Taek Shire, a Mnoken village, is here. Caravans will go through Taek Shire on their way to the Suda Kingdoms. Many Green Mnoken, and several other tribes come here to trade with each other and the traveling caravans.

Lake Iso is supposedly the home of this world's Loch Ness Monster. Although very rare, it is possible that you might get a glimpse of the famous creature, but most visitors just fish and swim.

Brotbuckle is a city of Giants. The Giants of various types spend so much time fighting each other, that they rarely leave this area. There is a sign on the crude road that leads to the city of the Giants warning visitors not to proceed.

Although Zirkus lies directly across the old caravan route to the Suda Kingdoms, no caravan will enter it, preferring to travel the long way around. No one knows why. There is a rumor of a Lich Lord who lives in the dungeons of Zirkus.

Stae is the home of many hot springs, used for healing spas. Many infirm people, especially people with joint damage, will travel here to soak in the healing waters. Many people have recovered from arthritis and other joint diseases using these waters.

Marmon Mist Lake is the home of the Three Fates, Clotho, Lachesis, and Atropos. Note: Clotho weaves the threads of life, Atropos cuts the threads of life, and Lachesis measures the threads of life. It is a long trail to the homes of the Fates, well off of the main caravan routes. In addition, the lake road is very close to the Wytch Woods. Only determined people will even attempt the trip.

The Wytch Woods, a home for female practitioners of the dark arts, prevents any hope of a direct caravan route between Tre'Volos and Suda. Note the difference in spelling of “Wytch” here. These Wytches specialize in curses and foul rituals. There is a rumor that they trade victims to a nearby tribe of cannibals.

Smyrsis Province

3) Smyrsis Province lies northwest of Tre'Volos.

Taell Qua, a large Muslim city is here.

The "Missing Marshes," as they are commonly called, are called that because of the large number of people that have gone missing there. No one knows anyone who has survived a trip that includes a journey to the Missing Marshes.

Slaekt Grotto is thought to be the home of a Dragon.

The Obsidian Citadel, the home of the Pasha of Smyrsis is here, as is the "Valley of Kings and Queens," where many rulers are entombed. Other than a few buildings in the capital, the Obsidian Citadel is probably one of the most beautiful. Constructed of solid obsidian blocks and pieces, if the suns strike it just right, it almost glitters.

“The Valley of the Dead” is the home for many of the tombs and mausoleums for rulers of several nearby villages and towns. A good watch is kept up by the current Pasha of Smyrsis to discourage tomb raiders.

The “Starcrag Mountain Mines” are a large mining operation of Durin that produces metal ore and smelts metal. This is one of the rare places on the planet that has large deposits of metal ore.

Daeil is a long forgotten city that lies deep in a misty unexplored area. The constant fog and mist makes it very hard to see far, and thus makes it easier for those unwary souls to be attacked. No one has returned to tell about what kinds of creatures are present.

Pernicius Lake is almost completely surrounded with monster infested country, but it is said that the Fountain of Youth is here.

Shimmertree is the home of one of the largest Laendoli cities. The trees in this are literally shimmer with ornamentation that the Laendoli have placed there. Guards are almost invisible within this forest. Very few Humans are ever allowed to visit the Laendoli. Many Laendoli occasionally get wanderlust and begin to explore the world. These Laendoli are also the ones that send ambassadors to Sedmon occasionally.

Glint Valley is the home of the largest Sylvain city. Deep in the valley, is an absolutely huge grove of ancient trees. It is within those trees, high up in the branches, that the Sylvain make their ancestral home. Very few Humans are ever allowed to visit the Sylvain. Many Sylvain occasionally get wanderlust and begin to explore the world. These Sylvain are also the ones that send ambassadors to Sedmon occasionally.

Eagol is the home of many Eldish ruins. Many explorers come to this site to dig for Eldish relics. However, only about half of those have ever returned.

Bone Valley is an unusual valley of death. (Note: Bone Valley is really a meteor crater.) Visitors will see the large impact crater, and note quickly that the very high walls it created keep the Dinosaurs inside the valley. It is rumored that this valley is also the home of the Elephant graveyard.

Eaffernath Province

2) Eaffernath Province lies directly south of Tre'Volos, and contains the first part of the major caravan route South to Hosira.

Caer Caedwean, a long abandoned castle, normally the home of the Pasha of Eaffernath, is here. Sedmon is looking for someone to replace the long lost Pasha. The current ruler of Caer Caedwean is a regent who holds down the throne until a new ruler is found. Emperor Sedmon is currently undertaking two missions here: one to attempt to discover what happened to the former Pasha of Eaffernath, and one to attempt to find someone to more permanently take the Pasha’s throne.

Elsewoods is a huge, wild, primitive forest. Elsewoods is one of the places where one might find Dinosaurs.

Tric and Trac are small villages that seem to move and frequently switch places. Even the residents do not know why the two villages switch places on a seemingly random schedule. But it is not unusual to leave one, and then go back to the same place and find the other one there now. It is also not unusual to go into one of the towns, and leave the same town, but that town has relocated itself to where the other one was.

The Southern Bogs are an area of very tricky shifting peat bogs. People frequently visit these peat bogs for the peat used for many things.

Eaffernath contains the vast majority of the Emperor's farms. Not just for meat and milk farming, but for vegetable and grain farming as well. Many farmers grow crops of grain and vegetables, as well as Hoaries, and other cattle. Ordinary cow farms, pig farms, sheep farms, and goat farms can be found here as well.

Shilly Shallows is one of the only known fords in the area across the Laendoli River.

Shelter Haven is a small town primarily used by caravans and travelers. Shelter Haven has built a reputation for having facilities available to grant cover, food, drink, and supplies to weary caravans. Shelter Haven is not quite large enough to become a village, but it is heading in that direction.

Shardis Province

1) Shardis lies southwest of Tre'Volos.

Millio Fortress is a Dwarven fortress city, protecting the Shard mines of the Durin. Millio Fortress is manned by highly trained Dwarves who are ready to give their lives to protect the mine. The Shards mined here are highly coveted by Shard Mages. Caravans are frequently sent from Millio Fortress to larger cities and Tre’Volos to market the Shards they have found.

Nearby is Glass Mountain, the location for a sand mine where glass is produced. The sand is mined from the area primarily by Dwarves, and there is a large special industry that takes the sand and other materials and turns it into glass. Many fine items made of glass come from here, including vials, beakers, bottles, and other glass containers.

The Dark Forest is the home to the Silver Spiders. The Silver Spiders are one of the most dangerous species of Arachnids on the planet. They may be small, but they pack a powerful toxin.

Slithy Tove is a mixture of swamp, forest, woods, and bogs that has never been thoroughly explored. Many strange and unusual creatures may be found here, if you live to come back to tell the tale.

Lake Saffrin is where The Lady of the Lake lives, but that fact is unknown to Æøæ at large.

The Wyld is a huge, almost primordial, forest.

On the Plains of Eaba live Rocs and other unknowns.

Crystal Lake is supposed to be the most idyllic scenery known to man.

Somewhere in the depths of Crown Kell, legends say, are the ancient crowns of the world. Shardis is closest to the desert cities of the Mycretians. Five of these small cities exist peacefully far in a distant corner of the world. They worship Mycr, who they say is God.

Tuesday, July 5, 2022

Quick Note

Next time, we will explore the six provinces around Tre'Volos. Stay Tuned.

Deities and Demigods of Aeoae = Dagda

Dagda is the patron saint of Bards, Poets, Dancers, and Singers. Most artists of any type, especially performing artists, at least revere Dagda, and the majority will choose Dagda as a Patron, and some will even worship Dagda. Dagda, if she appears at all, will usually take the form of an elderly female Human Bard. When choosing who to worship, however, most Bards choose Danaan. Bards of Dagda are rare. Dagda appears to be a fairly old woman with a large traveling pouch. She is still alive and well. Although there is no proof of this, she is thought to be a refugee from Earth like Sedmon.

Deities and Demigods of Aeoae = Danaan

Danaan (pronounced “Da-Na-An”) is the Patron Saint of Humanity. He always appears as a very old man. He is very rarely revered by anyone other than humans. His full name is: "Tuatha De Danaan." Bards will often choose Danaan as a patron, even if they don't worship him. Danaan appears to be a normal human with an unusual musical instrument on his back. He also has very intense blue eyes. He is still alive and well. Although there is no proof of this, he is thought to be a refugee from Earth like Sedmon.

Deities and Demigods of Aeoae - Thoth

The Thoth Temples are also known as the Temples of Death. This religion is one of the rare examples of a totally evil religion in the world. Thoth is the God of Death. He is mentioned, at least in passing, in most funerals in order to ward off bad luck. The Thoth Temple in Tre'Volos is kept from practicing human sacrifice, but other temples to Thoth are under no such restrictions. It would not bother Sedmon one bit if the Temple of Thoth in Tre'Volos would disappear tomorrow, although he would investigate its absence. Thoth is worshiped in a limited way almost anywhere on Æøæ, but whether this is due to a true desire to serve him or out of just plain fear, no one knows.

Deities & Demigods of Aeoae = Asl

Asl is the Patron Saint of Desert Dwellers. Asl always appears as a young man with mesmerizing blue eyes. He is considered to be the patron saint of wanderers and travelers. He has a limited form of telepathy that only works between him and faithful members of his church. He also has a limited form of prescience that allows him to see visions of the future, although these futures may not be the future that actually happens. He will act to prevent a possible future that threatens him or his followers. He and his followers generally keep to themselves. They will respond quickly to a threat to the Wyrm Desert or the Wyrm themselves. Asl appears to be a normal human with intense blue eyes. He is still alive and well. Although there is no proof of this, he is thought to be a refugee from Earth like Sedmon.

Saturday, June 25, 2022

Wagons

Wagons are usually pulled by two draft animals in a double yoke, and may carry about 600 pounds of cargo. They can travel about ten miles on good roads in good weather. One wagon team and one driver consume about eighteen pounds of food per day. Note that the 'chuck wagon' may be able to provide about thirty-three meals per wagon load of supplies. This includes both people and animals. Divided up, it is about fifteen pounds for beasts, and about three pounds for people per day. 'Chuck Wagons' may feed one man for 200 days; feed wagons feed one team for forty days. Most wagon trains will hire one or more hunters to supply game to the wagons.

Trapping

With trapping, the ordinary maximum should be considered about one hundred traps per square mile. Trapped creatures may include: Wolves, Foxes, Boars, Bears, Weasels, Otters, Beavers, Rabbits, etc. Hunters should check traps often. Less than once a month is considered bad form. All Weres hate traps and will destroy them if found. Trapping for certain types and/or kinds of animals is regulated. Some animals cannot be trapped legally.

Tourists

For every one hundred Gold Pieces invested in advertising, one tourist will visit. If their stay is safe, they will return the following year and refer the area to friends. In the third year, three friends will come, and so forth, up to ten, at which point at least ten couples will come to the area hoping to settle down. Note that the tourist count is reset to zero if even one visit is unsafe, or if half their money or more is lost on a single trip, or if settlers are produced. Note also that the ten gold piece total includes money spent on 'sprucing up' the area — building roads, erecting bridges, planting trees and flowers, etc. Also, an investment in an Inn is counted. Wayfarer's stops frequently grow to at least village size or more.

Temple Construction

To construct Temples and Churches, allow at least ten percent to sixty percent of parishioner's tithes. Note that if you are attempting to start a new religion in an area where there is already a religious presence, there will be resistance both from the populace (gaining new converts isn't easy) and from other churches in the area (we don't need any competition). This may range from indifference to total hatred. Check alignment of new religion or God versus average alignment of the village and go from there. Note also that without an area to properly worship, pilgrimages may have to be made to the nearest religious sanctuary of your choice. Only Muslims make a real Pilgrimage — from wherever they live to Hosira at least once in their lives. Hosira is the known capital of Muslim life in Æøæ.

Sultanates

Sultanates are smaller kingdoms. Sedmon appoints a Sultan from the ruling class of the secondary kingdom to rule the area in his place. The Grand Vizer serves as an intermediary between the Sultans and the Emperor. Sultans report on their dealings to the Grand Vizer, and he relays those reports to Sedmon. Pashas are rulers of large cities within Sultanates away from Tre'Volos. Pashas have to report to the Sultan of the Sultanate that they are within about their dealings. Marquis are noble lords who have been appointed to rule over smaller kingdoms within Midluachaer by Sedmon. Lords have a smaller area to control, and Barons have an even smaller area. Knights serve the various Barons, Lords, and/or Marquis, but owe their loyalty and allegiance to Sedmon. Knights are working to become Barons, Lords, or even Marquis themselves. Marquis are approximately equivalent to a Sultan, Lords are approximately equivalent to a Pasha, and Barons are approximately equivalent to a Boroughmeister, although Barons control more land. A Sultanate is quite a large piece of land, and has a fairly large population. Most Sultanates have a keep or small castle that serves as the regional capital.

Friday, June 24, 2022

Small Towns and Small Cities

Larger towns and all large cities are fairly self-sufficient. Trade is generally limited to villages, and places where specific specializations are lacking. Market potential is four times the village population. The population only counts able-bodied citizenry. Demand is willingness to buy, and not ability to purchase. Willingness to buy is based on availability of items per week. Willingness to buy common items, if needed, averages 1% per week, uncommon items, if needed, averages 2% per week, and rare items, if needed, averages 5% per week.

Smaller towns are not as self-sufficient. They usually buy what they cannot make from caravans and other towns nearby. Trading one item for another is practiced frequently.

Ship Construction

One ship per year may be built per one hundred laborers and one shipwright. One hull point may be built for every three days out of green wood, one hull point may be built for every ten days out of seasoned wood, and one hull point may be built for every thirty days out of aged wood. Green wood ships generally last about four years. Seasoned wood ships generally last about eight to ten years. Aged wood ships generally last about twenty-five years. Wood for ships must be purchased at least one year ahead of time for seasoned wood, and three years ahead of time for aged wood. One hull point consists of about six hundred logs (12' X 1') five hundred pounds per log, cut down and made into ship timbers, hull, keel, masts, and such.

Settlers

Settlers generally arrive in April through September. They will arrive on any of the known roads into the settling area. Farmers will use roads as borders if available, and fishermen will use rivers if available. These settlers have the necessary materials for settling. Note that carrier service and passenger service increases the chances for settlers. Caravans will also carry settlers. Some caravans almost totally consist of settlers. Wagon Trains and other types of settler caravans frequently leave Tre'Volos, generally heading down one of the known roads. Caravan stopping places frequently grow into at least villages.

Merchant Ships

The average merchant ship carries about 150 tons of goods, and travels about a hundred miles per day in good weather. It may unload about one ton per hour in most ports of call. Horse carrying ships are specially designed, and can carry up to forty horses. Passenger ships are also specially designed, and carry about 150 passengers. Warship transports can carry sixteen pieces of heavy equipment maximum. These are not troop transports, which can carry about 150 troops without gear and 100 troops with field gear. Sea lanes are usually guarded by picket ships, but these picket ships can't be everywhere. Piracy is not very common near Tre'Volos, but much more common elsewhere.

Hunting Parties

For hunting, there is a ten to sixty percent chance of producing enough game to feed a small village per hunting party per two week expedition. Any more than two weeks between hunts increases chances by ten percent per week. Any less runs the risk of overhunting. Overhunting produces a ten percent decrease in productivity and animal population per day.

Fishing

Enough fish to supply one village can be produced by a small fleet of small boats carrying crews of twenty-five total fishermen. Fishing fleets will travel about one hundred miles per day. Fishing targeted to weather conditions, moon phase, month of year, etc., will produce more fish. Fishing for some things is also slightly related. There are also fish farms at sea as well as small ones on land. There are large quantities of shellfish available as well.

Fashioning Bows

A high quality Compound Bow takes five years to produce correctly. A good quality Longbow takes about one year to produce. Even a simple Recurve Bow takes about six months. Most of this time is for selecting, shaping, and seasoning the wood. Metal weapons take far longer. Even when a sufficient quantity of metal is available at all, it can take quite some time to make even just one good quality sword. The vast majority of this time is really spent catching up on other orders. Large armories are kept by the Emperor, or Kings, and other rulers. Many weapons are kept in store there in case of need.

Tuesday, June 21, 2022

Farm Production

Ten to twenty percent of any one village's necessary food of any one type can come from any one farm. Note that farms are usually established in April through September. Farms may also elect what to produce. Examples include:

Crops for People
The types here are as varied as any diet known. Crops for people include vegetables and fruit, as well as grain and other products.

Crops for Animals
This is the primary way we feed or cattle and other farm animals. Hay is the most prevalent, but some vegetables and fruits supplement their diet.

Animals for Breeding
Some farms specialize in raising prize animals. The animals are pedigreed, and are sold to other farms, mostly for breeding purposes.

Animals for Production
Hens produce eggs. Hoaries produce very delicious milk. Ordinary cows, goats, sheep, and other fauna produce milk, and that milk can be used to make other milk based products, such as cheese. Other farms are used to produce fauna that is edible, and use their stock to feed the populace.

Crops for Seeds
At least part of every farm produces crops that will be harvested and later used to replant that crop.

Breeding

Breeding should produce about one good animal per year per animal. 50% chance of male/female. Breeding requires land enough to produce food for breeding stock, about fifteen pounds of food per day per animal. Note that breeding exotic stock requires exotic food and greater areas of land. Breeding Exalted animals is even harder. Breeding good animals takes time and careful record keeping. Many farmers and breeders keep meticulous records about which animals are bred to what animals and the types of results they get. Selective breeding is practiced to produce animals that produce more meat, or more milk, or other criteria. Some breeding also includes plants that are easier to grow or hardier. Breeding flowers to produce unusual coloring is very popular in Tre'Volos, but almost unheard of elsewhere in the world.

Almanacs

Farmers can produce more by following the signs, the seasons, and the stars. Most farms grow a variety of foods — for instance, specializing in corn one year and then wheat the next. They produce at least enough for their own needs, including hay, which is also used for thatched roofs. Any extra they produce is sold at area markets. Other farms exist that grow cattle and other animals, both for milk and for meat. Most farms that harvest grains let their fields lie fallow for one year out of seven.

Midluachaer

The area around the kingdom of Tre’Volos is called Midluachaer (pronounced like "mid-lough-chee-ay"), after the name of the main river running through the Sylvain valley. Midluachaer has millions of inhabitants when you include those in the city of Tre’Volos as well as those in the kingdom of Tre’Volos. Emperor Sedmon of the Six Lives rules here. The kingdom area is about 900 miles long from north to south, and about 800 miles deep from east to west. It stretches almost from the borders of the kingdoms of the Suda in the far north, to the borders of Hosira in the far South, and from far out into the ocean to the east; to far out beyond the lake of the Muthra in the west. There are two known kingdoms of Elves in the nearby forests, one of Sylvain Elves, and one of Laendoli Elves. There is one known underground kingdom of Dwarves. The kingdom of Tre’Volos is one of the largest singly ruled kingdoms on the planet, especially when you include all of the nearby kingdoms that owe fealty to Sedmon. There are twenty other provinces nearby that owe fealty to Sedmon.

Garbage Collection

Yet another of Sedmon's suggestions is garbage collection. Tre'Volos is an incredibly clean city, despite its size. Trash is picked up by carts once per week per quarter. There is no trash pick up on Sunday.

Mon = Lugnos = Guildsman's Quarter.
Tue = Matros = Thieves Quarter.
Wed = Ogmios = Seafront Quarter.
Thu = Brigitos = Merchant's Quarter.
Fri = Suecellos = Temple Quarter.
Sat = Nantos = Nobles Quarter.

Garbage collectors can send by an extra cart on special occasions, as well as festivals, faires, feasts, fasts, etc. They can also send by a cart for heavy pickups, but it must be ordered in advance, and be on the day that your home would normally be picked up. Garbage is recycled. Prisoners wishing to work off their sentence are frequently used as recycling agents. There is a bounty paid for metal items, and other still useful items.

Postal Service

Another of Emperor Sedmon's ideas is a Postal Service. Mail is sent around the Empire and throughout the kingdoms that owe allegiance to Sedmon for just a few coppers for any one letter. They are sorted by delivery area and hand delivered by horse riders. Larger parcels are sent in caravans and cost more.

Writs of Construction

A Writ of Construction is simply a piece of paper signed by the Emperor or some other high ranking Nobility or provincial rulers that give the bearer permission to allow an item, especially high-grade Weapons and Armor, to be constructed. The Artificer will take the Writ and whatever funds they need from the bearer and begin construction. This is a process that generally will take quite some time. The Artificer will give the patron a receipt which specifies the approximate date of completion and allows the bearer to pick up his merchandise.

Armor Cost

Examples include: Plate Mail and other types of solid metal armor (when available) are quoted in Gold Pieces. Ring Mail, Chain Mail, and Banded Armor are also quoted in Gold Pieces. All magic items, with the exception of simple Potions, are quoted in Gold Pieces. This makes armor and magic expensive. Most meals and lodging are quoted in Copper Pieces except for high quality establishments. Even an Inn that caters to Lords and Princes would probably not charge more than one or two Silver Pieces per night for lodging and meals. The only exceptions to this is the Velos Club and the adjoining High Court Lodge.

Saturday, June 18, 2022

Examples of Costs and Pricing

Commodities
1 Bushel of Corn = 3 Coppers.
1 1 Treated Pelt, Small = 1 Silver.
1 Treated Pelt, Medium = 2 Silvers.
1 Treated Pelt, Large = 5 Silvers.
1 Barrel of Fish = 6 Coppers.
1 Bushel of Fruit = 4 Coppers.
10 Rabbits = 1 Copper.
1 Fox Hide = 1 Copper.
1 Deer Hide = 5 Coppers.
1 Boar Hide = 2-3 Coppers.
1 Bear Hide = 6 Coppers.
These are the average prices in anad near Tre'Volos. Other places may need other commodities.

Monetary Conversions

Money conversions are slightly complicated:
10 Copper Pieces = 1 Silver Piece.
10 Silver Pieces = 1 Gold Piece.
10 Gold Pieces = 1 Imperial Copper.
10 Imperial Copper = 1 Imperial Silver.
10 Imperial Silver = 1 Imperial Gold.
10 Imperial Gold = 1 Grand Imperial.

Pieces, no matter what type, are about the size of an American Quarter. It is very rare to see an Imperial change hands. Imperials are about the size of an Eisenhower Dollar. They are considered too large to be a useful exchange medium. Most regular items are quoted in Silver Pieces. Armor and metal weapons are generally quoted in Gold Pieces. There are four types of Imperial coins — Copper, Silver, Gold, and Royal or Grand. Imperials are larger, and stamped with the image of the appropriate Dragon on the appropriate coin, and an image of Sedmon on the back. The Grand Imperial has an image of the Emperor's palace on the front. A Grand Imperial is also decorated with gems.

Expensive Magic

As if this wasn't enough, magic is expensive. Prices are generally quoted in Gold Pieces, when quoted at all. A significant amount, generally at least half, is required up front in advance. Remember that characters trying to pass Gold of any type who are unfamiliar to the residents are generally considered to be thieves. Otherwise, where would they get *GOLD*? In addition, there is a long waiting list for any magic item more complicated than a simple Potion or other simple magic items. Witches do a thriving business in luck charms, love philters, and other Potions.

Mage’s Guilds

In all villages and smaller towns, the usual reply to the question: "Where is the Mage's Guild?" or something like it is often a hearty laugh. Most villages and smaller towns rarely have any Mages of any kind, not even one. Larger towns and smaller cities generally only have one or two genuine Mages in town. However, in larger cities, especially in Tre'Volos, the reply to the same question is often: "Which one?" Mages classify magic by Colleges and Universities and will have different Guilds, Schools, Colleges, and Universities for each type. The Mage's Guildhall often does double duty as a repository for material components for spells, available for sale at a good markup. There is rarely any dickering on price. Mage's Guild shops are well known for fairness in prices. Often, dickering on prices is met with the reply: "Well, if you think you can get it for less, go find it." This is frequently accompanied by requests to leave the establishment, with the door behind offenders often slammed and locked. These characters will have a hard time getting access to that Guild again. Requests to manufacture magic items are either met with a hearty laugh, or a question like: "Where is your Writ of Construction?" If this question is not answered satisfactorily, guards can be summoned. Characters may have a hard time convincing guards that their intent was honorable. The only known town with Mage Guilds of every type is Tre'Volos.

Portal Colors

Known Major Portal types include: White, Yellow, Orange, Red, Green, Blue, Purple, Black, and Shimmering. Less common are the Minor types: Prismatic, Olive, Sparkling, Pink, Grey, Aqua, Sand, Gold, Blood, Silver, Brown, and Copper. Only a Portal Mage would know some of the properties of the various Portals, and, even then, would not know them all unless very experienced. Portals often have an after effect when passing through them, although there is also a remedy for that after effect. Major Portals are more powerful than Minor Portals.

Portals

Portals are magical doorways that allow things and/or beings to be transported from one place to another quickly and easily. There are a number of permanent, but different, types of Portals throughout Æøæ. The majority of the abilities of Portals are set by the phases of Val. Portals generally appear as a large ovoid opening in the fabric of space/time — generally big enough for a standard sized humanoid to step through without stooping. Very large creatures may have difficulty with standard Portals, but many Portals have been seen or have been created that are quite a bit larger than average. Many smaller ones also exist. Note that Portals are a two way street. Something may be waiting on the other side for you – or to step through to our side. Or both. Fae can create Portals and use them to travel from place to place, although the vast majority of these are far too small for humanoid use. There is one known permanent Portal to and from the realm of Fae at Fairy Gate. However, most Portals are generally temporary and only last a few minutes. There are also Mages who specialize in Portal Magic and can create Portals to just about anywhere they have seen personally. However, the Portal at Fairy Gate is not the only permanent Portal.

Shard Magic

Shard magic is done through Shi’Ral crystals — often called "Power Stones". Use of shards is tightly controlled. Some, but not all, Shards can be attuned to their owners. Most Shards can be attuned to a specific type and/or school of magic. Some Shards are better tuned to a specific spell. No Shard can ever be attuned to Void Magic, although some very rare Shards may be able to be attuned to specific spells within that college. Shards can also be attuned to one of the suns, one of the moons; in fact almost anything can be attuned to a Shard. Some Shards work better during the day, and some better at night. Shards are valuable. Shards generally stay in magical Colleges or Universities, or kept in royal treasuries. A single smaller Shard would be worth several hundred Gold Pieces. Larger Shards could be worth much more. Untuned very large Shards could be worth a King's ransom. Shards are called "Shi’Ral Crystals" by mages. Virtually any type of Mage, Sorcerers, Warlocks, Wizards, and other magic users may use Shards. Some Mages even specialize in Shard Magic.

Friday, June 17, 2022

The Philosophers Stone

For years, Mages, especially Elemental Mages, have been laboring to produce the legendary Philosopher's Stone — an object supposedly capable of transforming one element to another. This object, if it is even capable of being created at all, would probably be the most powerful object the world has ever seen. Only a combination of unusual forms of all five realms of magic is even capable of creating this elusive treasure. Distrust of Void Mages has prevented the Philosopher's Stone from being created up to this time. Most Mages believe that the stone can be created by using the primary elements of Air, Earth, Fire, and Water; but this will not create a true Philosopher's Stone, although it will result in the creation of an incredibly good mana storage shard. Only the powers of shards from all five Elemental realms of magic, combined with the immense power of items and spells from Masters of the five elemental realms of magic, can ever even hope to create the legendary Philosopher's Stone. The Philosopher's Stone is basically a large shard with immense storage capacity and fantastic mana. The Philosopher's Stone is also the =only= shard capable of utilizing Void magic. It will recharge itself within a day, and can even recharge itself in a no-mana zone. Once created, it would be virtually indestructible.

Void (Aura or Spirit) Magic

Mages of Void Magic are masters of Aether, Aura, and Spirit. They have access to Aether, Aura, and Spirit Elementals. They also can work with Elementals of any of the four primary elements. They are the only Elemental mages that can learn spells from virtually any School, College, or University. Void Magic can be dangerous! Imagine what might happen if a small (albeit temporary) black hole opened up in front of a practicing Void Mage who critically failed a spell roll! Void Mages, on the other hand, generally do not revere Vacunos – the Patron of Void Magic, because it is known also as the Patron of the Muthra, and also represents evil.

Water Magic

Mages of Water Magic are masters of the waves of water. They have access to Water Elementals, both fresh water and salt water. Water Mages may learn Air School spells, but generally only those related to Water spells such as "Create Fog." Water Mages may learn Earth School spells, but generally only those related to Water spells such as "Create Mud." Water Mages cannot learn Fire spells. Practitioners of Water Magic generally revere Lunae – the Patron of Water Magic.

Fire Magic

Mages of Fire Magic are masters of the flames of fire. They have access to Fire, Flame, and Lava Elementals, and all Fire based spells such as "Fireball." Fire Mages may learn Earth School spells, but generally only those related to Fire spells such as "Create Lava." Fire Mages may learn Air School spells, but generally only those related to Fire spells such as "Create Smoke Screen." Fire Mages cannot learn Water spells. Practitioners of Fire Magic generally revere Laamas – the Patron of Fire Magic.

Earth Magic

Mages of Earth Magic are masters of the rocks of earth. They have access to Rock, Dirt, Earth, and Stone Elementals, and all Earth based spells such as "Rock to Mud", or “Mud to Rock”. Earth Mages may learn Fire School spells, but generally only those related to Earth spells such as "Create Lava." Earth Mages may also learn Water School spells, but generally only those related to Earth spells such as "Create Mud." Earth Mages cannot learn Air spells. Practitioners of Earth Magic generally revere Mare – the Patron of Earth Magic.

Air Magic

Mages of Air Magic are masters of the winds of air. They have access to Air, Sky, and Cloud Elementals, and all Weather Control spells. Air Mages may learn some Fire School spells, but generally only those related to Air School spells, such as "Create Smoke Screen." Air Mages may also learn some Water School spells, but generally only those related to Air School spells such as "Create Fog." Air Mages cannot learn Earth spells. Practitioners of Air Magic generally revere Raven – the Patron of Air Magic.

The Five Realms

Elemental Forces of Nature are =very= strong on this planet. Mages usually can only specialize in one magical realm. Mages that specialize in more than one realm at a time are quite rare. Void mages are even rarer. Realms that run counter to each other's realms cannot be learned by the same mage. Air Magic can be countered by Earth Magic. Fire Magic can be countered by Water Magic. Earth Magic can be countered by Air Magic. Water Magic can be countered by Fire Magic. Void Magic cannot be countered. Void Magic can counter any other realm of magic – no other realm of magic can counter Void Magic.

Saturday, June 11, 2022

Metal Uses

Note that all metal is valuable enough so that most weapons are rarely made of good quality materials. Metal is used for weapons, but metal of poorer quality is found more frequently. Metal is rarely used for building materials. Metal is also used around castles for chains and other things. Roofs and gutters are tile, wood, or other materials. Most sling shot is stones. Most 'saps' have stones inside. Of course, with the recent Dwarven discovery of Gunpowder, most armor is quickly going to become useless.

Metal Weapons & Metal Armor

Like most solid metal items, metal weapons and metal armor are rare. Requests for items like Plate Mail are generally met with a hearty laugh, or the question: "Where is your writ of construction?" If this question is not answered satisfactorily, guards are generally summoned. Characters may have a hard time convincing guards that their intent was honorable. Larger metal weapons such as two handed swords are not common. Frequently, swords are handed down from father to son for generations. Smaller metal weapons such as daggers are frequently made out of inferior materials. Cold-Rolled Steel is the weapon of choice against most monsters. Demons, Daemons, Devils, and evil creatures that can be harmed by edged weapons will take at least the full regular damage from Cold Rolled Steel weapons. Standard weapons have prices quoted in silver pieces. Cold Rolled Steel weapons have prices quoted in gold pieces. Cold Rolled Steel will never take enchantments of any kind.

The Metal Shortage

There is a shortage of metal on Æøæ, both native metal ore and refined metal. It is not that the metal has all been mined or all used up; it's just that there isn't as much naturally occurring metal. The whole planet is metal poor. This makes metal items both hard to get and more expensive. Base coinage metals like Gold, Silver, and Copper are rare. Platinum and less common metals are almost unknown. Aluminum has not been discovered. Iron and Steel are hard to get, especially Cold Rolled Steel. Iron ore and the resultant Steel are used to make weapons, and then building material. Most alloys like Brass and Bronze are still undiscovered. Using Zinc is unknown, as is using Nickel. However, there is a unique red colored metal called "Kellium" that can accept magic spells far better than any other known metal. Use of Kellium is very tightly controlled. Kellium looks a little like Red Coral, but is actually metal. It its natural form it is rather soft. But after a unique refining process known only to a few, it becomes far harder than the best steel. Kellium is used for weapons, primarily arrowheads. Enchanted Kellium arrowheads have been known to penetrate the best steel Plate Mail armor. Kellium will penetrate most armor just as well as a bullet from a gun. Very little Kellium has been discovered yet.

The Food Kitchen

Sedmon's castle runs a free meal table at least once per day. People who are down on their luck, or just plain curious, are equally welcome. Meals are heavily vegetarian, with some meat stock used for flavor. This table is stocked for one meal per day. The time of meal varies with the time of year, but one free meal will be served during one of the city's regular meal times: Breakfast (early in the morning), Lunch (at about noon), Dinner (at about evening), and Supper (close to midnight). It is considered an honor to be the host of this feast. Sedmon chooses hosts on a varying basis. Sedmon pays for the food, usually out of the food tax in the treasury. Tre'Volos is very clean and has regular garbage collections.

The Gardens

Tre'Volos' botanical gardens are the envy of the world. They provide material components for spells, flowers and plants for the many flower beds throughout the city, and vegetables for food. Druids and Bards are welcomed with open arms virtually everywhere. The Verdant Grove houses both a Druidic Temple and a Bardic Guild house. Tre'Volos is also one of the only cities boasting of training facilities for Monks. Tre'Volos is the capital city of Midluachaer and, quite possibly, the capital of the World. There is a harbor for ships and the city's transports on the coast. Ships must carefully hug the coastline near Tre'Volos in order to miss the Kells. The Kells are a huge reef that exists just off of the coast near Tre'Volos. Across the bay from Tre'Volos is a small island that is used as a prison.

General Facts about Tre’Volos

Tre'Volos is the world's largest city. It lies on the eastern coast of Midluachaer. It has about 60,000 permanent registered residents, mostly human, and about twice as many unregistered and/or transient residents. This does not count the non-human regular population. Counting those, Tre'Volos and the surrounding area has about a quarter-million inhabitants. Despite its large population, Tre'Volos is a city of green. Trees, bushes, and flowers are everywhere. They line both sides of most streets and sometimes in median strips down the center of wide streets. Most buildings are covered with ivy and/or holly, and gardens are frequent. The town square is built around a huge old tree, so old that no one knows exactly what kind of tree it is. It is called "The World Tree" and stands over 100 feet tall and has huge leaves. Flowers bloom on it every spring, sending wonderful aromas down the streets. It bears fruit every fall that is edible, although no seeds from the tree have ever proved to be fertile. Several other park areas are scattered throughout the city, all of which are used by the citizens as picnic areas, playgrounds, and gathering places. Sedmon has also erected playgrounds in many of the parks that bear a very close resemblance to modern day ones — including seesaws, swings, slides, and other items.

Muthra

Muthra are creatures of the night. They are a vaguely humanoid bipedal race. They do not like direct sunlight, and generally travel at twilight, night, or underground. They have large membranous wings that they use both to fly and to trap and feed on their prey. They are mammals, and bear their young live. Muthra hate humans and most other humanoids. A great war was fought by a united front of nations against the Muthra hundreds of years ago. That war decimated their population and drove them far back into the wilderness. They like living near bodies of water and swamps, and have a small colony, which is all that remains of their original huge numbers, on the shores of a small lake deep in the mountains that is called Lake Muthra. Muthra feed by sucking juices, mostly blood, from living beings. The resulting shell cannot be Resurrected or Restored without the body's fluids being released. This means you must kill the Muthra that consumed the blood. Muthra are repelled by a properly presented holy item, such as a blessed cross held by a true believer, and cold-rolled steel weapons will do aggravated damage against them. Muthra have three fingers and an opposable thumb on each hand, and three toes and one dewclaw on each foot. Their bat-like wings stretch out from their arms and down their sides all the way to their feet. They can "fold out" these wings for flight with an extra "arm" that extends out from where their hand is. This increases wing size by nearly double. They do not weigh nearly as much as the same sized human. Their bones are honeycombed with air holes and passages, making their bones lighter and more flexible, but more fragile. Their leathery skin provides a tough outer covering to protect their bodies. They have a fine brownish fur all over their bodies and hands, but not on the main surface of the wings. They look a lot like a cross between a man and a bat. Their tail acts like a rudder in flight, making them extremely nimble in flight. Their forehead is very round and quickly tapers to a point at the chin. The only reason a Muthra would not kill its prey immediately is to use it for an unholy sacrifice. Virtually any Human, Orc, Dwarf, Elf, or Mnoken will kill a Muthra on sight.

The Grand Vizer

Grand Vizer Nantarth El-Antaggrah is a tall, swarthy, bony, very Arabian looking man with bushy eyebrows, black hair, and a generally stern expression. He owns a Shard Wand that has been attuned to him and the Water College. He knows all Water School spells at level 26 or above. He looks a great deal like "Jafar" from Disney's "Aladdin".

Nantarth is the Grand Vizer of Tre'Volos. Although he looks like "Jafar", he is extremely loyal to Sedmon and a devout Muslim. He has seen many of the advances that Sedmon is responsible for, and despite Sedmon's religious background, he and Sedmon get along very well. Quite some time ago, Sedmon allowed Nantarth to build a good-sized minaret and mosque in Temple Square near the "Temple to the Unknown God" and this helps Nantarth spread the gospel of Islam to locals and around the world. Nantarth is a teacher of Islam and can quote from the Quran at length. He knows that Sedmon is responsible for the Quran and Islam existing in this world at all. Nantarth is frequently asked by Sedmon to read from the Quran at public meetings. He is also an instructor at the local mosque. Nantarth is another transplanted native of Earth, most people do not know this, although Sedmon does.

The Truth about Sedmon

Sedmon is a transplanted native of our Earth, although most people do not know this. The Maelstrom keeps him alive — as long as the Maelstrom howls, Sedmon cannot age nor die. Sedmon is about six feet tall, about 185 pounds, has light sandy brown hair, and -very- intense blue eyes. He has been alive over 6,000 years and is not about to stop soon. Sedmon started from the bottom and worked his way up very quickly. He is a living example that anyone can rise above his or her station in life. Several modern inventions are credited to Sedmon – and several more can trace their origins to Sedmon if one digs hard enough.

It is said that he has killed Dragons single-handed — if true, it would make him a formidable warrior. In truth, Sedmon owns a +5 Flaming Vorpal Battle Sword, with which he has dispatched many evil doers to their just reward.

He is also a known Void Mage with a huge spell book. All of his spells are known at level 21 or above. His spell books (yes, he has more than one) contain one of the larger collections of Elemental spells known.

Oddly enough, he also has some Clerical training. He has been seen officiating at church ceremonies, especially weddings and last rites for honored military, and there are records of him casting Clerical spells.

Even stranger, he has demonstrated abilities that are generally only taught to Rogues, Assassins, or worse.

He has also been seen in the courtyard practicing martial arts maneuvers.

Sedmon will heal from most injuries virtually instantly. He is very familiar with his subjects, and goes out into the Kingdom quite a bit. He is not afraid of demonstrating any or all of his talents if necessary, but he is not egotistical. Sedmon has very good scientific and mathematical knowledge, and is aware of other things. If it was ever looked into deeply enough, he invented: ketchup, mustard, relish, mayonnaise, Poorman's Sausages (Hot Dogs), Poorman's Patties (Hamburgers), Amastre (Pizza), and many other foods, including the most unusual of all, Ice Cream. Most inventions and mathematical theories are tied to Sedmon. He created the Commoner's Calendar and created the table of elements. The formula for the circumference of a circle is Sedmon's idea, as are many other mathematical computations. Each of Sedmon's past "lives" has lasted about a century each.

About once every thousand years, Sedmon travels to a place he calls his "Fortress of Solitude" to recharge. No one but Sedmon knows where this is. He is, among other things, a known Dragon Slayer, a known Void Mage, a full Priest, and a Monk with high levels of martial arts training. He is almost familiar with just about anything. Sedmon is a Christian who has appropriated the nearby "Temple to the Unknown God" and converted it to the center of Christian religious activity on the planet. Sedmon is directly responsible for Holy Bible manufacture and distribution on Æøæ.

Emperor Sedmon

Emperor Sedmon, often called Sedmon of the Six Lives, has ruled over the city of Tre'Volos for generations – more than 6,000 years. It is rumored that he has been reincarnated and/or resurrected the six times referred to in his popular name. Sedmon is a wise and honorable man, and a just ruler. Some older folks in the city have a saying about Sedmon - "He carries an iron fist in a velvet glove", but no one living knows this to be a fact, nor do they remember what it means. Very old Elvish citizens of Tre'Volos can barely remember him being called Sedmon of the Five Lives a long time ago. The Emperor holds court from the Verdant Throne about once a week to hear complaints and settle disputes. Public audiences are granted at this time. Private audiences may be granted if necessary. Sedmon holds many feasts, fasts, festivals, and fairs — usually on feast days in the common calendar. He frequently hosts all major festivals, but will allow someone worthy of recognition to be the host while still providing the funds necessary for the party.

Monday, May 23, 2022

Noble Ranks

Nobles are ruled over by Sultans. Lords rule most large cities. Barons, and the occasional Knight, rule smaller estates and land areas. Viceroys rule over nearby annexed Kingdoms. The Grand Vizer and all other Vizers rule over the Viceroys. Archons are commanders of military forces outside of Tre'Volos. Suzerains and Grandees rule over smaller towns and villages. All have a voice in the Grand Council if they want it. Pashas are rulers of smaller kingdoms. Social levels for Nobility are as follows:

0 = Boroughmeister

1 = Grandee

2 = Suzerain

3 = Knight

4 = Baron

5 = Lord

6 = Archon/Pasha

7 = Sultan

8 = Viceroy/Vizer

9 = Emperor

Note also that servants of Knights are called "Pages" and not "Squires". Squires are landowners and citizens. Pages are neither landowners nor citizens.

Military Ranks

Military personnel also have a ranking system. Note there is no sex discrimination among Tre'Volos troops, but sex discrimination is common in other areas. Military personnel are expected to go through the chain of command. No low raking soldier would even think of asking for an audience with the Emperor. Note also that Gladiators are soldiers and not coliseum gladiators. Social level for the military is as follows:

0 = Slave

1 = Gladiator

2 = Militiamen

3 = Guardsmen

4 = Sergeant

5 = Leftenant

6 = Captain

7 = Commander

8 = General/Admiral

9 = Emperor

Militiamen serve one weekend per month and may be called out in case of emergencies. Some commoners serve as militiamen. These are the Militia members.

Guardsmen are permanent soldiers and serve in three eight hour shifts - "morning", afternoon", and "evening".

Sergeants are generally the guardsmen's immediate supervisors. Many military personnel have risen to Nobility thru acts of valor.

Guildsmen’s Ranks

Guildsmen have training in specific trades and/or skills. They are the manufacturing arm of Tre'Volos. Most artisans, experts, and craftsmen are Guild members. They generally have no ability to become Noble, although some, especially metal crafters, are noble in everything but title. They are considered slightly higher in social class than Gentlefolk. Note that any Guildsmen may apply directly to the Emperor for a hearing. The Emperor holds these hearings about once a week. Guildsmen frequently discuss trade and value disputes during these audiences with the Emperor. Social Level for Guildsmen lies as follows:

0 = Neophyte

1 = Initiate

2 = Junior Apprentice

3 = Senior Apprentice

4 = Journeyman

5 = Craftsman

6 = Expert

7 = Master

8 = Guild Master

9 = Emperor

Note that Guildmasters and the Emperor are almost on equal footing in social class. Most Guild Halls are in the Guildsmen's Quarter, but a few are in the Merchant's Quarter, especially Guilds associated with trade. There is a Guild for Merchants. Also note some Guilds, such as the Shipwright's Guild and other nautical Guilds use slightly different titles, but have a similar ranking system. Neophytes are just beginning to learn the simplest things about their chosen craft. Initiates have already learned a few of the basics about their craft, but are not yet ready to become full apprentices. Journeymen are almost ready to begin a career separate from their trainers, and may have already begun to establish a "name" for themselves.

Gentlefolk Ranks

Gentlefolk are landed property owners such as farmers. They generally have no ability to become Noble. They are considered slightly higher in social class than Commoners. Note that Gentlefolk may apply directly to the Emperor for a hearing. The Emperor holds these hearings about once a week. Social Level for Gentlefolk lies as follows:

0 = Slave

1 = Serf

2 = Vassal

3 = Gentry

4 = Socialite

5 = Magister

6 = Boroughmeister

7 = Marquis

8 = Vizer

9 = Emperor

Slavery is outlawed in Tre'Volos; but is legal and does exist in other kingdoms. Slaves and serfs are used as farm labor. Vassals have no land of their own, but have been granted use of a farm to tend. Gentry have frequently been given some farmland of their own.

Commoner’s Ranks

There are many types of Commoners. Note that even Commoners may apply directly to the Emperor for a hearing. Sedmon holds these hearings about once a week. Social Level for Commoners is as follows:

0 = Slave

1 = Serf

2 = Freedman

3 = Citizen

4 = Squire

5 = Lawgiver

6 = Councilman

7 = Magister

8 = Boroughmeister

9 = Emperor

Note that within the walls of Tre'Volos that Boroughmeisters and Magisters are significantly higher in rank and social class than at other government levels, or even in other areas of the world. Note also that Squires are property owners and not servants of Knights. Servants of Knights are called "Pages". A Slave is an owned person. A Serf is closer to our "indentured servant". Freedmen have been released from servitude either through manumission for slaves or through completing their term of service for indentured servants. Slavery has been outlawed in Tre’Volos for centuries.

Rank Has Its Privileges

Rank still has its privileges in Tre'Volos, as well as throughout the world. Commoners are generally considered "low-born". They have no known Noble blood and generally cannot rise into a higher station without some help, training, or unusual events. Commoners have no land of their own.

Gentlefolk are not nobles, but they are not "low-born" either. They are farmers and other peasants that tend land and have a true home and own property. They generally do not rise to Guild status, nor fall to Commoners' status.

Guildsmen are trade masters — each knows and specializes in a trade skill such as potter, brew master, tinker, and others. Some Guildsmen are quite close to nobility if they work with metals — especially Goldsmiths, Silversmiths, and the like. Others acquire fame through artistic skills. Artists, Writers, Sculptors, and Painters are frequently Guildsmen.

Central Square and Eliwyn

Directly in front of the Parade Grounds entrance to the Emperor's Palace is Central Square. In the center of the square, on the ground, is an absolutely massive ring made of some strange metal. Within the center of the ring grows the tree that some have come to call "The World Tree", which is named "Eliwyn". No one has ever seen another one quite like it anywhere else. The "World Tree" towers over a hundred feet into the air, and is one of the largest trees known. It produces leaves that are as large as an elephant's ear. It also provides an unusual fruit which is given away in the square when in season. Although many have tried to grow the seeds elsewhere, all attempts have failed. The flowers from the tree are very fragrant, causing many birds and insects to come during the season. The flowers can be used to produce an almost intoxicating perfume.

The Beauty of Tre’Volos

Tre'Volos is a city of green — many of the larger streets are boulevards — with a divider down the center filled with grass, plants, flowers, and trees. Smaller streets are lined with planters and greenery. Flowers are almost everywhere. The scents of rare herbs and spices that are grown in the greenhouses wafts through the entire city.

In fact, the word "Tre'Volos" in Eldish simply means "The Green (State)". From the many parks and recreation areas, to the hundreds of private gardens, Tre'Volos is a living city of great beauty. Fairs are held once a year to decide who has grown the best, the most colorful, and the most unusual plants and flowers. Many buildings are covered in rare ivies and have window boxes of unusual flowers. Even the Thieves Quarter has appealing small parks and playgrounds.

Monday, May 16, 2022

Friendly City Floral Shop

In a city with so much greenery, there are many flower shops. Some have seeds and flowers to grow, others have cut flowers to give to lovers and use for other occasions, still others have a wide variety of floral goods, such as potting soil, plant food, pots, and anything having to do with plants.

But the most famous of these shops is the "Friendly City Floral Shop", run by a Monk who calls himself "Father Pink". As Monks generally take on a new name after entering a monastery for training as a Monk, no one except Father Pink knows his real name. Father Pink is one of the three recognizable members of the Triumvirate, but his main occupation is growing unusual types of flowers.

The Friendly City Floral Shop is quite large, and carries the widest selection of flowers and plants for every occasion. Bridal Bouquets and floral arrangements have remained popular for centuries. If asked for directions to "a flower shop", most citizens will point out the route to the Friendly City Floral Shop over any of the literally hundreds of other flower shops.

Just as his name suggests, Father Pink is very fond of the color pink, and has many flowers in that color, even flowers that would not normally be that color. In addition, there are wide varieties of flowers here that normally would not be found in a more standard flower shop. Father Pink has somehow transformed such things as Venus Fly Traps of many different sizes, into plants that some would put in their own home. The Venus Fly Trap, for instance, will accept any food offered it, as long as it is something that belonged to an animal. It even likes bones, and serves many citizens as a living disposal unit! The three better known poisonous plants, Poison Ivy, Poison Oak, and Poison Sumac, have somehow had their poison permanently removed. Secretly, Father Pink will also sell these poisonous plants to the members of the local Thieves Guild.

Father Pink is famous for the flowers that he has changed the original color of. No one knows how he does this, especially due to the fact that people have taken his flowers home and grown their own which still have the pink coloring.

Father Pink also carries a wide variety of flowers and plants that are used to decorate homes, shops, and buildings. He has hundreds of varieties of Ivy.

Father Pink can normally be seen in the shop bustling along, feeding and taking care of the plants. He also has accessories to go with his creations, such as the normal potting soil, plant food, and pots, as well as some "enriched" potting soil, "enriched" plant food, and containers capable of handling flowers with magical abilities!

When Father Pink is not in his shop, he is either in a Triumvirate meeting, or resting at his home. Believe it or not, his plants will serve as the shop’s Guards.

Jenkins's Jacket Shop

One of the many unusual shops on Merchant Street, is Jenkin's Jacket Shop. Upon opening the door, you will be greeted by Jenkins, the owner and operator. Within his shop are thousands of jackets for almost any situation, from elaborate tuxedo-like coats, to Fisherman's Jackets with who knows how many pockets, to jackets that would never fit an ordinary humanoid, such as some as small as Fae, to some that might be a bit large for Giants. In addition, they are made from almost any type of material, from the richest suedes and velvets, to the roughest leathers, and even mail.

The back room, however, is more interesting. Jenkins has a good eye for his customers, and will escort anyone that looks a bit, well, shall we say, unusual, to the back room, where the Tailor, Sug, works at his machinery.

Those who know Tre'Volos well will recognize him immediately as one of the three members of the Triumvirate. He is in his element while working on clothing, and can size up potential customers without any type of measurements or specifications. He will almost always find something that would not only fit, but have a purpose for that customer in his part of the store, which is also home for thousands more jackets.

Thieves love his "Fisherman's Jacket", and it also sees use by almost any other class. Fighters can use it to store small items that they find. Wizards use it to store magical components. Clerics use it for items used with their healing abilities and spells. Guildsmen will buy one to store Guild supplies in. Nobles frequent his shop to get the latest fashions for use at ceremonies. Lodge members get their Lodge Regalia here. Even Commoners can find something reasonably priced for them. Customers can also have Sug make them an outfit to order. Although this seems like a job that might take weeks or longer, Sug can finish even the most opulent jacket in mere days.

This is due to Sug's magical abilities, which are enhanced by his equally magical equipment. Jackets can be worn by either males or females, and by any race that normally wears clothing.

When not in the shop, Sug is either in a Triumvirate meeting, or he is simply at home resting and sleeping. Jenkins is quite adept at taking orders for Sug when Sug is not in the shop.

Spilling Spirits Tavern = Eleana the Fair

This tavern has an unusual reputation. In addition to being the home of one of the three members of the Triumvirate, it is also haunted. The Tavern’s name came about because in the beginning, several guests were frightened by the spirits, and spilled their drinks. However, leave it to Eleana to capitalize on what seems to be a disadvantage. It did not take her long to start advertising the fact that her establishment was haunted. Now that the tavern is busy again, she would never =think= about having the Ghosts and other haunts exorcised. “That’s what makes the tavern fun!” she would say. Many of her regulars are people who can converse with the spirits. Although fairly large, the Tavern is usually packed with curiosity seekers wanting to catch a glimpse of a Haunt. There is always at least one person in house capable of talking to a Ghost. Eleana allows them to take in a small amount of cash in exchange for their usefulness.

Eleana is nicknamed “The Fair” because of her great beauty. Although a normal human, she has exceedingly fair skin, almost white in color.

A sample menu of the various drinks available is below. Weight, Stock on Hand, and Locale of Origin may vary. Eleana is also well known for varying the prices on her wares. If the clientele is low, she will normally use the “Cost (Low)” prices. During normal days, she will use the “Cost (Normal)” prices. However, during holidays, she will generally use the “Cost (High)” prices. She has also been known to run specials, during which specific brews will be cheaper. The specials may also include a totally new drink not on the menu below. The GM is welcome to make up their own.

The Black Watch

The Black Watch is the Emperor's version of the NSA, CIA, and FBI. They are highly trained in tracking, sabotage, assassination, and many other covert and overt activities. They are chosen by a Triumvirate for their intelligence, resourcefulness, and effectiveness. They consist mostly of highly trained Fighters and Rogues, including several Sword Dancers. They also have their own Mages and Priests. They are directly responsible only to the Emperor, and the Black Watch Triumvirate, often called the Council of Three. Almost all members will wear specially designed outfits that hide their identities from the populace when on duty.

Only the three leaders of The Black Watch Triumvirate will never wear masks, or otherwise hide their identities. Each member of the Triumvirate is responsible for their own division within The Black Watch. You could say that there is a division similar to the NSA (The Terran National Security Administration), one similar to the CIA (The Terran Central Intelligence Agency), and one similar to the FBI (The Terran Federal Bureau of Intelligence). The “NSA” division is primarily concerned with the Nation of Tre’Volos and defending it. The “CIA” division is primarily concerned with threats from outside of the nation of Tre’Volos, and the “FBI” division is primarily concerned with threats from within the nation of Tre’Volos.

The Black Watch Triumvirate consists of: Eleana the Fair (Fighter), Sug (Mage), and Father Pink (Priest). Eleana can generally be found in the “Spilling Spirits Tavern” when not on duty. Sug can be found in “Jenkins's Jacket Shop” when not on duty. Father Pink can be found in the “Friendly City Floral Shop” when not on duty.

Temple to the Nameless One

Completely surrounded by beautiful fountains, large crystal lamps, and ornamented by golden orbs and spires, the "Temple to an Unknown God" produces awe in most visitors to Tre'Volos. Beautiful fixtures and accessories abound inside and outside. Every detail is as posh as the Emperor can make it. The Temple has a plaque outside that reads "To an Unknown God" and it is the largest temple in Tre'Volos, and possibly the world. Emperor Sedmon converted the temple that was right in front of the castle many years ago, and overthrew the temple that had been there. Songs have been written about "The Fall of Daelaemaleka," but other than the songs, no one today knows much about this. It is now considered the center of the Christian religion in the world.

Inside the Capital City

Tre'Volos is known far and wide as the capital city of the World — but it is also known for its resources of herbs, spices, and unusual food items.

Several companies make good livings manufacturing herbs and/or spices for retail and wholesale. Others prepare herbs and spices for magical use. Both of these types of businesses are always looking for employees.

Things that can be found here that can be found nowhere else include: ketchup, mustard, relish, mayonnaise, and many other condiments. The vast majority of these can trace their invention back to Sedmon. Dried Fish, Salt Fish, and Beef Jerky are common trail foods. It is said that there are enough food items in Tre'Volos that one could go an entire year without eating the same food twice. Poorman's Sausages (what we would call Hot Dogs) and Poorman's Patties (what we would call Hamburgers) are sold in stalls throughout the city.

Tre'Volos has a thriving alcohol trade, and brewers make many types of beer, ale, mead, wine, and distilled spirits.

Pretzels and other breads are common. Cakes and pies are made in prodigious quantities.

Believe it or not, Ice Cream is sold at stands throughout Tre'Volos, as is Amastre (what we would call pizza). Amastre is Eldish for “Round Food”.

No one will ever starve in Tre'Volos. There is a small Food Tax on all prepared food that is used to help stock food banks and granaries. The Food Tax is used to help feed the needy and destitute.

Tuesday, May 10, 2022

7) Central Square

In the Central Square is an absolutely massive metal ring set into the ground, and in the center of that ring grows “Eliwyn”, also called “The Tree Of The World”. Over 100 feet tall, it normally has huge green leaves that can get as large as an Elephant’s Ear. This gigantic tree is not far from Sedmon’s palace.

The Military Training School, Citadel, and Armory are nearby. The Citadel contains both a school for military types, including standing army troops, City Guards, and Militias, and it also contains training grounds for those troops. The local militias also receive training here. This school is also the training area for sailors who want to move up to become officers.

6) Noble’s Quarter

Although infrequently used, Emperor Sedmon’s home is here, and many other mansions, manors, houses, and homes. Almost all of the Nobles in the city build their homes near the Emperor’s house. Most of these homes, including Sedmon’s, are quite large and almost palatial.

Noble's Park contains statues of some of the city's heroes. Veteran’s Boulevard runs from the gate in the northwest wall to the Castle. A large triumphant archway is here, dedicated to some of the noble residents that have died in the service of the city.

This quarter contains both “The Velos Club,” the most expensive restaurant in the city, and “The High Court Lodge,” the most expensive Inn in the city. Note that “The Velos Club” has no rooms for travelers, nor does “The High Court Lodge” serve any meals.

Most high ranking military have their residences along Imperial Avenue, the road leading to the Emperor's Gate. Imperial Avenue leads from the Emperor's Gate to the Palace. Many of these homes here have large extended gardens, both floral and vegetable. Imperial Avenue is another boulevard with two lanes and a green sward down the center filled with trees and flowers.

There are extensive gardens, both floral and vegetable in the Noble’s Quarter. The road around Sedmon’s Castle is called “The Trident Promenade” and is quite large enough to hold city-wide Fasts, Festivals, Faires, and Feasts, and is a frequent setting for parades.

Near the front of the road is a large business that registers Noble citizens, most from birth, and contains each Noble House’s heraldry, and/or shield design, and other items. The Registry is where the Nobles go to have their coat of arms and other things filed securely.

5) Temple Quarter

In the Temple Quarter are many of the larger religious structures.

The three churches of Dragonswright are set very close together here, and are the largest churches to any of the Dragons in the world. Tre’Volos is also one of the only places where individual temples have been set up for each of the three Greater Dragons individually.

The “Templar Temple” is dedicated strictly to Orb, the “Utgart Temple” to Ra, and the “Starlight Temple” to Ahi.

The "Temple of the Unknown God" is very close to the Castle. At one time, this church had a very different clientele. But one of Sedmon’s first conflicts in the city was to clean out the old temple and the relics inside, and refurbish it, and reuse it as the center of the Christian religion in the world.

Runeki Temple is also located here. It is sacred to Druids. The Druidic worship area is dedicated to Runeki and Faesoli.

The Temple of Thoth, Pentacle Court, and the Street of Songs are located here.

There is a wooden (strangely enough) temple, called “Celadon Citadel”, in the square that is the worship and training area for Monks. This huge building has schools for several different types of Monks. It is one of the only monasteries that has more than one type of martial arts lessons.

Pentacle Court is where most of the major magic schools and colleges are located. The Mage’s Guild is also located here. Tre’Volos is the only city known to train Mages for all nine of the schools of magic. Near Pentacle Court are many small shops catering to Mages of all types, with spell components, various items generally used by Mages, such as Parchment, and stores filled to the rafters with magical items of every sort. One of the best known is “Malf’s Magic Shop” which is better known for its more unusual contents.

The Street of Songs holds the Bardic school and unusual shops catering to artists, craftspeople, and musicians. Quite a few of these shops sell musical instruments. More shops sell musical notation paper, and many arts and crafts items. Many schools providing lessons in arts and crafts are located here. Even people wanting to just learn a tune or two are welcome.

The Temple Quarter also contains Sedmon's huge castle and adjoining military citadel and armory. The magnificent Castle of Sedmon towers over everything in the city except for the World Tree. Very beautiful materials were used for its construction, and the results astonish visitors.

There is a large Hospital here, with quite a few Doctors and medical professionals. It is one of the only true hospitals known in the world. Many Doctors and other health practitioners work here. Sedmon is the one that provides their funding. No city resident has to pay for health services. Next to the Hospital is a Veterinarian's office and small pet hospital. Many citizens have household pets, and the military uses Guard Dogs frequently. Occasionally, a Wizard or Druid will use these Veterinarian services for their Familiar.

The City Library is also here. It does not have any spell books, but does have a wide assortment of books on every subject that can be collected. Unlike Terran Libraries, Tre’Volos Library does not lend out books. There are many small booths with desks that are provided for people to use to read the tomes here. Places to copy out material from these books are also provided.

Another of Sedmon’s advances is the Tre’Volos schools, Colleges, and Universities. Almost all children are sent to school to learn to read and write, do simple mathematical exercises, learn about the planet and the items on the planet, some history of both the town, it’s most well known inhabitants, and the history of the world. Other normal school subjects are taught here, and many children graduate the schools without going through the Colleges or Universities. But many also use their learning to go on to the Colleges or Universities who can teach many of the skills necessary to become one of the city’s magic users. Graduates of the school go on to become Craftsmen, Professionals, Scholars, and Tradesmen, among others. There is no cost to send children of city residents to the schools. The Colleges and Universities may have a cost associated with certain classes, but the various Guild schools do a better job of training individuals for the adventurous life. “Elementary” schools have been constructed in each of the city quarters. This is also true for “High Schools”. There are only nine Colleges. There are only two Universities.

4) Merchants Quarter

In the Merchant’s Quarter are almost all of the largest and busiest stores. It is said that if you look long enough, you can find any shop your heart desires. The Merchant’s Quarter is in the Southeast of Tre’Volos.

The huge Farmer’s Market is open year-round and available to anyone wishing to sell their wares. Hundreds of booths and tables are scattered around the Farmer’s Market. The Farmer’s market sells many fruits and vegetables in season, and also has small vending areas for food made out of the products found here.

The largest Tavern and Inn in the city is the best known one, “The Slippery Fish Inn”. “The Fish” (as it is known) has a huge common room for dining, dancing, entertaining, and meetings. There are also many smaller rooms for eating and drinking and meetings. This is the most popular Inn and Tavern in the city. “The Fish” also hosts many games of chance and other small contests. There is rarely a time when something is not going on here, and “The Fish” has many entertainers of many types on its stage. There is also the equivalent of “Open Mike Night”, where anyone with a talent can perform. Food and drink are not very expensive, but is usually at least good, and sometimes great. Dance night is always Friday night (unless it is a holiday) and draws a large crowd.

The Civil Courthouse is located here and is used for common trials. It is used for trials between one citizen and another citizen. The Magistrate is quite fair and has a good eye for judgment.

There is a large gate in in the southern section of the outer wall called “The Farm Postern” which is usually used by farmers bringing the stock into the city. Other farmers, such as fruit and vegetable sellers, also use this Postern Gate. A large number of farmers bring animals and crops through this gate.

The North Postern is the large gate used by merchants. From this gate stretches a wide street which leads from the North Postern Gate to the Castle. This gate appears to have been built wide enough for even the largest carts and wagons. Most of this traffic is headed for Market Avenue.

Market Avenue is the main shopping district. The vast majority of the permanent storefronts are either on Market Avenue, which contains the biggest collection of merchant shops and storefronts, or nearby down one of the many side streets. Market Avenue, which reaches from the gates of the city to the Emperor’s Castle, is another boulevard with two way traffic and a wide green area in the center filled with trees and flowers. There are enough shops here to satisfy even the most jaded of adventurers.

The Merchant's Quarter contains the vast majority of storefronts in Tre'Volos.

Market Boulevard Gate contains the entrance to the caravan route to Hosira and all points South. Market Boulevard is the road that leads from the northeast gate (which is also the gate leading to the caravan route to Hosira) to the castle. All streets called ‘Boulevard’ are the divided lane type with the usual green grassy sward down the center.

3) Seafront Quarter

In the Seafront Quarter are the docks, and seafarers living quarters and businesses. Down the center of the Seafront Quarter, almost from the docks, is Mariner’s Boulevard, another of the six boulevards that is divided into two lanes with a grass covered island in the center, filled with trees and flowers. It, too, leads to the castle grounds.

On the bay is a large canal called “The Silver Shard Canal” which is quite large enough for bigger ships to use it to get to the ship drydocks. There is almost always some construction, rebuilding, and renovation of ships going on here. Many shipwrights and craftsmen work here on the ships, as well as smaller craft. They are always looking for a hearty person willing to work hard to help them build ships and boats.

The Harbor Guard Towers are set at the far end of both docks. They keep a good watch for incoming vessels and storms. They can set out signals for an oncoming storm, and can notify the shipyards of entering vessels. Even further down the city wall in this area are the Luach Lighthouses. The Luach Lighthouses are lit every night just before sundown, and are extinguished just after sunrise. The Harbor Guard towers also keep a light burning, guiding ships coming and going. It is possible to climb to the Northern Lighthouse top, and see the Lighthouse in Northport. It is also possible to climb to the Southern Lighthouse top, and see the Lighthouse in Southport. Both Lighthouses are open to the public during most regular evenings.

Other things of interest include ship fitting stores, shipwrights, fish markets, net makers, sail makers, and other nautical attractions and shops, not to mention many taverns and inns catering to seafarers. The best of these is called the “Salty Fish Tavern and Inn”. The food is respectable, and served three times a day. It also has numerous rooms for rent to passing seafarers. There is even an unusual shop that sells finely woven sails made out of the strongest spider silk! These sails are much stronger than the normal cloth ones, and much lighter, too. However, the price may be a bit too high for just any ship to procure them.