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.