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.