Hârn Venârivè

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Venârivè is the expansive region of northwestern Lýthia.


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Contents

Venârivè

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Notes

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Pronunciation and Accents

Accents are included in the body of the text only for key locations and where the pronunciation of a word would otherwise be particularly unclear (for example where a circumflex accent is not followed by an r, or where the final 'e' should be sounded). The various lists in the Appendices, however, include full details of accents to guide pronunciation.

Because of the variety of languages and dialects across the region, not to mention the lack of regularised spellings in differing scripts, the accents provided, and the rules below, can only ever provide an 'average' or approximate pronunciation.

The acute accent (e.g. á) indicates primary stress on the syllable. A grave accent (e.g. è) indicates secondary stress.

A circumflex accent (e.g. â) indicates the vowel should be pronounced as if it were followed by an r. This accent may replace the accent indicating primary or secondary stress. If such an accented vowel is explicitly followed by an r, it should be read either as a 'double r' and rolled slightly, or indicates a compound word, where the previous ending r has been lost. Sometimes it should be rolled even if there is no following r.

An å sounds like the vowel in the English word law; ø is pronounced like the vowel in the English word boat, but more rounded.

A y, when used as a vowel, sounds like the vowel in the English word beet.

The dh digraph represents the voiced dental fricative edh, the consonant at the beginning of the English word them. The th digraph is the unvoiced dental fricative thorn, and is pronounced as at the start of the English word thin.

Dates

Unless otherwise indicated, all year numbers are given in the Tuzyn Reckoning (tr) or Before Tuzyn Reckoning (bt). This system was originally devised by the Melderyni astronomer Tuzyn during the second century tr, and is now the most widespread dating system across the region. The current date is the 1st of Nuzyael (tr)720.

Cross References

Words and phrases in Small Caps are references to material found elsewhere in this publication, e.g. 'See Folklore'.

References in Italic Small Caps indicate the titles of other publications, e.g., 'See Kingdom of Chélemby'.

Arms and Badges

A number of heraldic arms and badges are provided throughout the text of this document:

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Arms and Badges
Arms of Télkôr Gáred alríd Stálen of Stalfôrè, Tríerzòn 27
Arms of Málnîr Ánfla alrí Daséndis of Dumâla, Shôrkýnè 31
Badge of the Karéjian League 37
Arms of Vâtanal Âris alrí Úlfesen of Govýna 46
Badge of the Mercantylers' Guild 52
Badge of the Shipwrights' Guild 58
Arms of Têrenis Hrósta eldá Thôrvaldsen of Gôris 59
Arms of Málnîr Ârren alrí Thâbel of Nyan, Emélrenè 70
Badge of the Guild of Arcane Lore 93
Arms of Vâtanal Bjan alrí Hârgelsen of Séldenbàal 98
Arms of Tánal Ósidar alrí Dâgen of Íbanvaal 99
Arms of Tánal Lýgen alrí Klabésel of Járenmark 99
Arms of Málnîr Decláen alrí Caldéth of Minârsas, Káldôr 112
Arms of Akâr Tûren alríd Kolâr of Târkáin 124
Arms of Ârtáran Vîrliamydes IV eldá Ûrvaèn of Ázeryàn 128
Arms of Artêrenis Mûragyn eldá Fôrames of Lánkor 131
Arms of Târan Ôvris alrí Hargáal of Menêma 156
Arms of Érzan al Pirádal, Tríerzòn Principal King of Arms 177
Arms of Hemâren khu Chólaram, Herald of the Radiant Sun 178
Badge of the Church of Ágrik 179
Badge of the Church of Haléa 179
Badge of the Church of Ilvîr 180
Badge of the Church of Laráni 180
Badge of the Church of Môrgath 181
Badge of the Church of Navéh 181
Badge of the Church of Peóni 182
Badge of clan Hlanéndès 186
Badge of clan Pélanby al Chel 186
Badge of clan Ekàtriása 186
Badge of clan Armôrian 186

Royalty Free Images

A small number of royalty free images are used in this publication sourced from the Dover Pictorial Art Series.

Contents

  • Page iii
Notes Page ii
Introduction Page 1
Extent of Venârivè Page 1
The Venârian Lands Page 1
The Northern Lands Page 1
Fire in the Ground Page 1
Climate Page 2
Natural Vegetation Page 2
Winds & Precipitation Page 2
Venârivè Map Page 2
History Page 3
Legendary Period (pre bt3000) Page 3
Megalith Period (bt3000 to bt1600) Page 3
Migrations Period (bt1600 to bt680) Page 5
Foundations Period (bt680 to tr1) Page 6
Early States Period (tr1 to tr300) Page 8
Imperial Period (tr200 to tr500) Page 9
Viking Period (tr250 to tr550) Page 10
Modern Kingdoms Period (tr500-) Page 11
Current Situation Page 13
Chronology Page 14
Ælder Era Page 14
‘Middle’ Era Page 15
Modern Era Page 17
Culture and Language Page 19
Cultural and Linguistic Groups Page 19
Elder Folk & Non-Humans Page 22
Scripts Page 24
Religious Languages Page 24
Societies and Government Page 26
Social Organisation Page 26
Social Class Page 27
Family, Household, and Clan Page 30
Structure of Governments Page 32
Law Page 39
Sources of Law Page 39
Types of Law Page 39
Trials and Enforcement Page 41
Penalties Page 41
Crimes and Punishments Page 42
Military and Warfare Page 44
Military Ranks and Units Page 44
Models of Military Organisation Page 45
Naval warfare Page 47
Economics and Trade Page 49
Nomadic and Pastoralist Economies Page 49
Rural Economies Page 50
Markets and Urban Centres Page 52
Money and Income Page 53
Trade and Trade Routes Page 55
Guilds Page 60
History of the Mangai Page 60
Operation of the Mangai Page 60
Ranks of Guild Membership Page 60
The Guilds Page 61
Daily Life Page 66
Calendars and Timekeeping Page 66
Weights and Measures Page 69
Lifestyles Page 70
Food and Drink Page 72
Clothing Page 74
Housing and Architecture Page 76
Education and Literacy Page 78
Art and Music Page 79
Entertainment and Sport Page 81
Death and Funeral Practices Page 82
Folklore and Legends Page 83
Creation Myths Page 83
Popular Myths and Folklore Page 83
Beliefs about ‘Foreign’ Lands Page 83
Elder folk Page 84
Creatures of the Wild and Deeps Page 84
Religion Page 85
Pantheons of Venârivè Page 85
Minor and Local Gods Page 88
Churches Page 89
The Arcane Page 91
Magic and Society Page 92
The Guild of Arcane Lore Page 92
The Shèk-P’vâr Page 96
Regions and Realms Page 97
Ivínia and the Sea of Iváe Page 98
Hârbáal and the Gulf of Shôrkýnè Page 101
Huriséa (Western Quârphor) Page 103
Quârphor Page 104
Áltôr Page 106
Reksýna Page 109
Hârn Page 110
and the Gulf of Edêr (Edêrwyn)
Kingdom of Shôrkýnè Page 114
Kingdom of Emélrenè Page 116
Kingdom of Palíthanè Page 118
Kingdom of Tríerzòn Page 120
Principality of Târkáin
Ázeryàn and Related Regions
Principality of Gôris
Empire of Ázeryàn Page 125
Grand Principality of Lánkor Page 130
Ûmélria Page 132
Venârian Sea and Eastern Coast Page 134
Ketârh and the Béshakan Desert Page 137
Empire of Dalkésh Page 138
Chogôro and Mafán Page 141
Shéntu Region Page 143
Northern Anzelôria Page 144
Empire of Býria Page 145
Thónia Page 147
Hèpekéria Page 150
Kôrlic Coast and Realms Page 152
Dalánya Page 156
Xêria Page 158
Falânia Page 159
Folk of Venârivè Page 161
Historical Figures Page 161
Current Leaders of Venârivè Page 169
Appendix I: Lìa-Kaváir Page 171
Appendix II: Chantries of Venârivè Page 173
Appendix III: Titles of Venârivè Page 175
Appendix IV: Colleges of Heraldry Page 177
Appendix V: Religious Organisation Page 179
Appendix VI: Languages and Scripts Page 183
Appendix VII: Chéler Kántehusen Page 185
Appendix VIII: Karéjian Larún Page 187
Appendix IX: Tríerzi Duchies and Counties Page 188
Appendix X: Àzeryáni Provinces Page 189
Appendix XI: Regnal Lists Page 191
Appendix XII: Venârivè Price List Page 195
Appendix XIII: Venârivè Incomes Page 203
Appendix XIV: Trade Goods Page 205
Appendix XV: Ports and Markets of Venârivè Page 207
Appendix XVI: Tide Tables Page 215
Appendix XVII: Weather Page 217
Appendix XVIII: Venârivè Map Page 233
Appendix XIX: Locations Index Page 235
Ancient Locations Page 243


Maps and Illustrations

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tr or bt

Introduction

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Venârivè is the vast region of northwest Lýthia, the largest continent on the world of Kèthîra. Here, for thousands of years, great peoples, cultures, and nations have met, clashed, traded, and developed. The climate and geography, history and cultures, daily life and customs, societies and governments, legal systems and economies, military and religious practices form a mosaic so diverse as to baffle all but the most diligent scholar.

Underlying it all, however, are myths, legends, and beliefs that have sufficient in common to suggest a shared metaphysical background.

This publication presents an overview of the peoples and places of Venârivè. It includes maps and illustrations, as well extensive appendices and an index of all the locations noted on the accompanying map.

Extent of Venârivè

Venârivè lies around the Venârian Sea and can be defined as the area of Lýthia between 60˚ north and the Equator, and between 45˚ west and 45˚ east. The name derives from the Venârian Sea and the sea of Ivae.

The Venârian Lands

The Venârian Sea separates northwest Lýthia from northern Anzelôria and the great isles of Hepeker. In the east, the many islands of Karejia form a geographical as well as a cultural bridge to the Lýthian near east.

To the north-east lies the mountainous region of Ûmélria, and beyond, the Ketârh plateau, the continent’s arid heart. To the southeast is the great Beshakan desert. The Namardhez and Mafanilar mountains divide the desert from the Gulf of Mafan.

The Târga river valley is the Dalken heartland, but that empire also has extensive lands along the coast of the Venârian Sea.

Along the southern shore are the northern reaches of the subcontinent of Anzelôria, including Pechalar, Tuvara, Thonia and Byria. Byria is a mountainous region that projects north into the Venârian Sea. Across the sea from Byria is the great peninsula of Azeryan, with its hardwood forests, deserts, mountains and arable lands. In northern Azeryan are the monumental Tonatris Mountains, which protect Azeryan from the northern plains peoples.

The mouth of the Venârian Sea lies in the west. Beyond, are the Gulf of Eder and the mighty Haonic Ocean. South of the Venar mouth lie the desert islands of Hepeker. The isle of Hepeker itself is the world’s largest island, and its central regions are amongst the driest. Along the coasts of Hepeker are more fertile lands, such as Dalanya, whose mountains attract more rainfall. The treacherous waters of the Elanas separate Hepeker from Thonia and northern Anzelôria.

The Northern Lands

North of the Tonatris Mountains lie the wide plains regions of Quârphor and Reksyna. Further north are the dark forests and frozen tundra of Altor. The mighty river Tîrga cuts across this vast region from east to west, eventually flowing into the Gulf of Shôrkýnè. North of the gulf is Hârbáal, and beyond Hârbáal are the mountainous islands and fractious kingdoms of Ivínia. Beyond the sea of Ivae and the Gulf of Eder, are the Hârnic isles. Hârn itself is the world’s second largest island. It is a misty, mountainous place with a reputation for odd folk and strange creatures. The isle of Melderyn, second largest of the Hârnic archipelago, has an ominous reputation; it is called the Wizards’ Isle.

The regions south of the Gulf of Shôrkýnè and west of Azeryan include a number of mountain ranges (including the Nadami and Jerinalian ranges), but also the fertile valleys of the Benâmo, the Degela and the Gaden rivers. Here lie the feudal kingdoms of Trierzon, Shôrkýnè, Palíthanè and Emélrenè. The latter is the closest part of the mainland to the Hârn; it has a reputation almost as dubious as that of the Wizards’ Isle.

Fire in the Ground

The presence of the soft Azeryan plate in the centre of the region makes Venârivè one of the most seismically and volcanically active regions on Kèthîra. Subduction around the Azeryan plate has thrown up volcanically unstable mountain ranges, including the Tonatris range north of Azeryan and the Ûmélria region, where three tectonic plates meet. Four great fault-lines radiate from the Azeryan plate, and a fifth crosses the western Ivínian and sea of Ítikîr region. The entire eastern Venârian basin is prone to earthquakes, as are Thonia and western Ivínia.

Climate

The region of Venârivè includes virtually all climatic zones, from the subpolar forests and tundra to equatorial rainforests. Between the extremes are more moderate zones of temperate to subtropical climates. Maritime climates are moderated by the great oceanic currents, especially the north Haonic current which brings the warm waters of tropical Kámerand to northwest Lýthia. See page 222 for a map of the climate zones of Venârivè.

Natural Vegetation

Vegetation ranges from arctic and alpine tundra to vast needleleaf forests, temperate deciduous forests and woodlands, evergreen hardwood forests and woodlands, prairie and steppe grasslands, semideserts and hot, dry deserts. The deserts of Beshakan form a major barrier between Venârivè and the Lýthian middle and far east.

Winds and Precipitation

The prevailing winds in the region above 30˚ north are westerly, although there are local and intermittent northerlies in the interiors. Below 30˚ north, easterlies prevail, although there are significant, intermittent offshore winds blowing north from Anzelôria. The eastern Venârian Sea (Karejia) and the Gulf of Mafan are subject to summer cyclones (monsoons/storms). See page 222 for a map of the precipitation levels of Venârivè.

Venârivè Map

The map that accompanies this module covers the whole region of Venârivè. The region is 1,500 leagues north to south. At the equator the region of Venârivè is 2,250 leagues across; at 60˚ north it is only 1,125 leagues across.

The grid on the Venârivè map identifies the major regions of Venârivè. Each grid is 375 leagues by 250 leagues (or 1,500 kilometres by 1,000 kilometres; approximately 932 miles by 621 miles).

See Appendix XVIII for further details of the Venârivè map, including a list of all the layers available.


One Venârian league is equivalent to approximately 4 km or approximately 2.48 miles.

Regional Maps covered by Venârivè

Each grid of Venârivè is identified by a four-letter code. These enable accurate referencing of regional maps. The regional maps covered by Venârivè are:

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Regional Maps covered by Venârivè
Regional Map Code Regional Area
ITKE the Sea of Ítikîr, west of Ivínia
HARN the islands of Hârn
EDWN the gulf of Edêr (Edêrwyn)
KLUA Kôrlúa and northwestern Hèpekéria
FLNA Falânia or southwestern Hèpekéria
FLNS the sea south of Falânia
IVAE the region of Ivínia
SHKN the region of Shôrkýnè
TRZN the region of Tríerzòn
MNMA Menêma and northeast Hèpekéria
ELNS the Elánas and southeast Hèpekéria
THNA Thónia
ALTR Áltôr
QPHR Quârphor
AZNN northern Ázeryàn
AZNS southern Ázeryàn
BYRI Býria
TVRA Tuvâra
MNGW western Mengóla
RKSY Reksýna
GTHM Góthmîr and western Ûmélria
KRJA Karéjia
DALK Dalkésh
PECH Péchalâr and the north Shéntu region
RKSE eastern Reksýna
UMLR eastern Ûmélria
HCHR Hácherdad
BESH Béshakan
CHOG Chogôro and western Mafán


Áltôr, Ázeryàn, Béshakan, Býria, Chélemby, Chogôro, Dalkésh, Edêrwyn, Emélrenè, Gôris, Hácherdad, Hârbáal, Hârn, Hèpekéria, Huriséa, Ivínia, Karéjia, Lánkor, Lýthia, Mafán, Mengóla, Palíthanè, Péchalâr, Quârphor, Reksýna, Shéntu, Shôrkýnè, Târkáin, Thónia, Tríerzòn, Tuvâra, Ûmélria

History

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Eras & Periods

There are a variety of systems for counting the years in Venârivè. These are discussed in detail in Daily Life. This section follows the most widely used system, the Tuzyn Reckoning. Tuzyn Reckoning uses the foundation of the Kingdom of Melderyn as its starting point. All dates after that point are identified by tr; all dates prior are identified as Before Tuzyn or bt. The current date in this system is tr720.

Most historians of Venârivè divide the history of the region into a number of eras and periods. The simplest divisions are the ‘eras’:

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Venârivè Eras
Era Period Timeline Notes
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From To From To
Ælder / Heroic Era Name before 1300
Ancient / Classical Era Name 1300 300
Middle Era Name 300 - - 500
Modern Era Name 500 -

A more detailed division is by ‘periods’, which overlap:

Venârivè Periods
Era Period Timeline Notes
bt tr
From To From To
Ælder / Heroic Era Legendary Period pre 3000
Name Megalith Period 3000 1600
Name Migrations Period 1600 680
Middle Era Foundations Period 680 - - 1
Middle Era Early States Period 1 300
Middle Era Imperial Period 200 500
Name / Modern Era Viking Period 250 550
Modern Era Modern Kingdoms Period 500 -
Name Name # #
See Folk of Venârivè for a list of notable personalities from the history Venârivè.

Legendary Period (pre bt3000)

Historians, even those with access to the archives of the Church of Save-K’nor at Berema, know very little about the time before bt3000. Legend tells of an ‘Earthmaster’ empire flourishing across Lýthia 15,000 to 20,000 years ago. Their powers are said to have been miraculous: they could travel vast distances at a thought, control the weather and dominate the minds of lesser beings. These stories are so fanciful that the very existence of the Earthmasters would be dismissed if it were not for the sites and artefacts they left; scattered across the world are their ruins, daunting, ominous places where one can feel the age of the weary stones. The island of Hârn appears to have been a particularly strong centre of Earthmaster activity; major Earthmaster sites on the island are Anisha, Pesino, Elkall-Anuz and Telumar.

These Ancients appear to have vanished 150 centuries ago. No one knows why, where they went, or whether they might return. Some claim they never left, but faded into the background or withdrew to places of mystery such as the Wizards’ Isle, Melderyn.

A long period of chaos and darkness followed. These ‘lost years’ were ‘an age of dragons, noisome trolls, and fell beasts, that defy description and harm the eye’. Legendary realms with fantastic names are said to have risen and fallen. The most famous, Nandar-Tem was a ‘realm of great power, where wise beings valued art and learning above the skills of war and politics; a land of philosophers and adepts of the ennobling arts’. This land is said to have sunk beneath the waves in a great cataclysm. It was during this period that many of the non-human peoples of Kèthîra came to prominence. The Sinái of Hârn apparently arrived around 10,000 years ago, and dwelt on Hârn with their god, Siem. Siem apparently departed 3,000 years later for the Blessed Realm; most of the Sinái left with him. It was also during this time that the Kúzhai emerged to found their various realms – initially Merdain, Erdar, and Larhakul in central Lýthia; later Kiraz and Azadmere on Hârn; and finally Kondasgel and Harhakeim in Ivínia.

Towards the end of this period, a number of human civilisations began to emerge. These include the great Empire of Mafan and in the far east beyond Venârivè, the Ch’misa Empire. The Empire of Mafan coalesced around the semi-mythical city of Narmar, in the northern Gulf of Mafan, but spread all round the Gulf, including establishing colonies and settlements on the Chogori and Shentu coasts by at least bt3300. On the island of Hepeker, this period sees the earliest emergence of Numec culture, with rock art in the Durqudani region telling the earliest myths dating from around bt5000.

Megalith Period (bt3000 to bt1600)

From around bt3000, it appears that Venârivè saw the spread of agrarian cultures in a number of regions, often characterised by the building of major earthworks and megaliths (hence scholars’ name for this period). The most important of these were in the Târga River valley, on the islands of the Venârian Sea and in the far west of Venârivè. The Târga River culture appears to have been strongly influenced by the Empire of Mafan to the east, including by the spread of irrigation technology. In turn it appears to have influenced the Venic Island culture, which spread from the eastern Venârian shore across the islands of the Venârian Sea. Around bt3000, Jarind peoples reached the western shores of Lýthia, and from around bt2700 a henge culture began to emerge on the island of Melderyn. This culture spread widely, although not all Jarind peoples appear to have adopted it. Many enigmatic stone and earthwork henge monuments can still be found across western Venârivè. The henge culture appear to have been associated with the development of agriculture, and a higher level of social stratification.

In the Târga River region, a number of realms evolved during this period, most notably the ‘kingdom’ of Nalhaan, which emerged in the upper Târga valley around bt2900, and slowly spread to the Târga mouth by bt2300. The development of this culture appears to have been associated with the development of ‘quanats’, enabling long distance irrigation. Scholars believe that the ruins of Nalhathar (now in the Beshakan Desert) were central to this realm, suggesting that the course of the Târga River has shifted considerably in the intervening centuries. The very ancient Neri script of Anzelôria (ancestor of modern Neramic) is thought to have evolved within this culture.

The unification of the Târga River valley appears to have led to a cultural flourishing known to scholars as the Golden Empire, marked by a range of megalithic structures, which however appears to have lasted only a few short centuries before collapsing into a range of states. Some suggest a major catastrophe (possibly climatic) led to the end of this earliest Venârian ‘empire’.

Further west, the Venic Island culture continued to flourish throughout this period, developing at least two of its own scripts (Alanta and Tianta), found on inscriptions on stelæ erected across the region. Around bt2100, peoples of the Venic island culture (possibly escaping over-population) settled on the coast of Zerhanor, now called the Azeryan Peninsula. Here they came into contact with the Jarind Zeran people, with whom they traded. Significant cultural exchange also appears to have occurred, as there is the gradual development of a distinct Azeri group on the peninsula. It is possible that there were a number of other Venic settlements further afield, including contact with the henge culture to the west, and with the early peoples of Hepekeria. A number of stelæ of early Hepeka using the Tianta script appear to date from this period.

The henge culture itself apparently underwent a significant transformation around bt1900, as evidenced by a shift in the form of monuments to a more linear form, with more extensive use of causeways, long barrows and the like, and a consequential reduction in the prevalence of megalithic sites. Numec culture apparently went through a series of transitions, as evidenced by changes in the style of rock art across the island of Hepeker.

Venârivè c.bt2000

Migrations Period (bt1600 to bt680)

The hitherto steady phase of cultural evolution was sharply interrupted by an extended period of massive migratory dislocation. Around bt1750 the Ketari of central Lýthia began producing iron (possibly learned from the Kúzhai of the central plateau). Coupled with their ancestral command of horse-riding, this provided them with greater mobility and military superiority over their neighbours, who were subsequently pushed south, east, and west. These series of migrations had a devastating effect. The ancient Empire of Mafan fell, and the Venic Island culture went into decline. (Much later the great Ch’misan Empire of the far east also fell to Ketari nomads).

To the south, the states of the Târga River valley were subject first to raids and then more serious attacks by the Mafaketa nomads. First to fall was the state of Gorangul. The kingdom of Quaandehn formed an alliance with the nomads and conquered a number of other states, but around bt1430 the rulers of this realm were betrayed and destroyed. Chaos ensued along the river region.

The peoples pushed westward by the Ketari were collectively referred to as the Phari. They were pushed into Quârphor, northern Zerhanor, and Lankor, and reached the region known as Lowalys (now called Shôrkýnè) around bt1650. They crushed many Jarind tribes, prompting the formation of a number of Jarind confederations – the most prominent of these were the Shatrah, Shona, Lythwys and Emelan confederations. These managed to slow the advance of the Phari, who, in turn, formed their own inter-tribal alliances. The first of these emerged in the region then known as Tochema, now called Palíthanè.

Other Jarind sought to escape by migrating themselves. A people now known as the Yarili migrated to Ivínia in this period. They were followed later by a Pharic people known as the Ivini, ancestors of today’s Ivínians. Others escaped to small islands in the Gulf of Eder, leading to such short-lived realms as that on the Wynedhrhin islands, the kingdom of Wynedor.

Migrations Period c.bt1600-680

Human migration to Hârn

Even larger groups of Jarind sought to migrate to the main island of Hârn. The island had long been a forbidden land for the Jarind, but the social dislocation caused by the invasions broke many ancient taboos. Those who migrated to the south of Hârn apparently did so with the agreement of the Sinái and Kúzhai; possibly this arrangement was brokered by the inhabitants of Melderyn. Others migrated to the northern regions of Hârn; for many of these people the rationale was religiously inspired – they claimed to have been ‘called’ to the island by the god Ilvir, who is said to dwell on the island itself.

To regulate the settlement of humans on the island, the Co-dominium of the Sinái and Kúzhai became more formalised, with the creation of a unified monarchy. The Sináin lord Daelda became the first King of Hârn for both humans and elder folk in bt1286.

For around four hundred years this arrangement appears to have worked; but from around bt900 the Pharic peoples sought to follow the Jarind to Hârn. Many of these raids were launched from Tochema (modern Palíthanè). Raids soon turned into invasion, when the Pharic confederations discovered the relative emptiness of Hârn. In bt734, King Daelda sought to resolve the issue by ceding southeast Hârn to the invaders; sadly this only provided a base for further incursions.

The climax of this period came in bt683 with the Battle of Sorrows. While the forces of the Co-dominium won the battle, King Daelda and many of his allies fell. His successor Aranath decided to abdicate as King of Hârn in bt680, dissolving the Co-dominium and withdrawing the few remaining Sinái to the forest of Shâva to rule a much diminished Kingdom of Evael. The rest of the island was now open to human colonisation, which rapidly occurred in subsequent centuries.

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Foundations Period (bt680 to tr1)

From bt680 or so it appears there was a time of consolidation and reformation following the dislocation of the migrations period. The Pharic and Jarind peoples across the region evolved new societies that blended aspects of both traditions, and developed new innovations in response to demographic growth and cultural exchange.

In bt670, the Kingdom of Emélrenè was founded; some say prompted by the end of the Co-dominium on Hârn. Emélrenè had been a stronghold of Jarind resistance to Pharic incursion for centuries; it is said that the first walls were built at Berema in bt1388. The region ‘between the Es’ has remained essentially closed to outsiders since this period; from the foundation of the kingdom, Emélrenè appears to have begun to take a more active interest in the regions around it.

During this period a number of important churches were founded. The many deities of Kèthîra had been worshipped, of course, long before; but it was during this period that organisation and structure in worship began to emerge, in response to both social change and other religions becoming more organised. The Church of Naveh emerged around bt750; that of Peoni around bt600; that of Larani around bt370; that of Morgath around bt250; and that of Sarajin by bt150. Agrikanism had been in existence since around bt1500; but in bt100 a more formalised church emerged.

The Emelan kingdom created a model of ‘sacral kingship’ which was adopted (over time) by other nearby peoples. The growth of the influence of the worship of Larani and Agrik both spurred this development. Further east, other models of kingship were inherited from the ancient Târga River culture and the Mafani, while the Azeri peoples exhibited a bewildering variety of forms of governance, from secular warlords to theocratic priest-kings.

This period saw the re-emergence of a number of civilisations and cultures from the ‘dark years’ following the social and cultural dislocation of the migration era. In the Târga River valley numerous petty states rose and fell from bt1400-bt1200. There was a brief revival under the Chuaanagurlla, but this kingdom collapsed under what inscriptions call the Argollur Uprising in bt970. Eventually this led to unification of the Arganaal Kingdoms’ Confederation, which lasted until around bt450.

Another early revival were the Karuia city-states of the Venârian Sea. Some of these were established by bt1000; but their strongest period was from around bt700. The Karuia established colonies and trading posts across a wide area, influencing much of the Venârian Sea and beyond even to Hepekeria. A related group who came to be known as the Azeryani emerged from the descendants of the Venic island settlers on the great peninsula of Zerhanor.

From around bt600 the Jarind sea-town culture developed around the Gulf of Shôrkýnè. Towns such as Lyth, Dinibor, Calamisa, Trepura and Shatrah traded all across the northwest, from Ivínia to Emélrenè and even Hepekeria. Across Zonara and around the coast of the Venârian Sea trading centres for the tribal hinterland emerged, influenced by both the Karuia and the Jarind sea-towns.

This period not only saw a flowering of trade, but also of literature and the arts in this region. The scholars of Berema developed a new script known as Lakise, which enabled easier writing on parchment than the older and more angular Khruni.

Far to the east, beyond Venârivè, the Diramoan Empire emerged from the ashes of the Ch’misan empire; later the eastern Empires of Shoju, Jankor and Melûria were formed. The development of these distant lands had an impact on Venârivè, principally by stimulating trade across Lýthia.

In bt277 a new power emerged on the southern coast of the Venârian Sea – the Târgan Empire. This empire claimed to be a re-foundation of the semilegendary Empire of Mafan; although the reality of this is dubious. The Târgan Empire was a caste-based, slave-keeping, highly centralised polity with theocratic overtones and a profound disdain for foreigners. These attitudes were manifested by frequent, and remarkably brutal, punitive expeditions into surrounding lands. A quarter of the population of the empire consisted of foreign slaves.

Around bt500 a populous people known as the Sorki began to migrate into Lowalys (which came to be known as Shôrkýnè following their conquest). By bt400 they had reached the coast of Alagon, and southern Sorki tribes had pushed south into what is now northern Trierzon. This invasion did not, however, appear to have resulted in the level of dislocation caused by the earlier migration period; some say that the missionary efforts of the Laranian and Peonian churches were key in this respect.

Another significant event was the fall of the Târgan Empire in tr7. Besha and Pechalari nomads, in alliance with other ‘oppressed’ peoples of the region, conquered the empire and slaughtered almost all of the ruling castes.

Venârivè tr1

The Foundations Period was a dark age for much of the island of Hârn. While the Sinái and Kúzhai sheltered in their forest and mountain fortresses, there was ongoing warfare and confusion across the island. Tribal groupings predominated. Only on the island of Melderyn did ‘civilisation’ remain, and even here it was dislocated. From around bt650 to 400, Melderyn underwent what is known as the Eldritch period. It is said that the island was ‘ruled by wizards who openly displayed their power and held the common folk in awe and fear.’ A number of small realms emerged from this period, and by bt228 five of these formed a loose alliance – a time known as the Five Kingdoms Period. This ended in tr1 with the foundation of the Kingdom of Melderyn. A century or so later, this date was used by the scholar Tuzyn as the starting date for his calendar, which now bears his name.

Early States Period (tr1 to tr300)

The period after the foundation of the Kingdom of Melderyn saw the establishment of a considerable number of small states across all of Venârivè. Petty states emerged in Thanema and Zonara (now southern Trierzon), on the Azeryan peninsula, in southern Hârbáal, in Ivínia, and on the island of Hârn. It appears that these states emerged both as a result of local factors (a gradual aggregation of local power), supported by broader trends such as the influence of other cultures and states, and the continuing influence of organised religious groups. Steady growth in inter-regional trade also fostered the emergence of centres of power and influence, which drove further state formation.

As trade and elite status grew, so did greater hierarchy in social organisation. Tribal social structures gave way to more formalised arrangements, initially in tributary relations between tribes and rulers, eventually in yet more formalised ‘feudal’ relationships.

Along the Târga River, a number of kingdoms arose from the ashes of the Târgan Empire. The Kingdom of the Dalken was founded in (tr16, and by (tr47 had conquered most of the valley, establishing the Empire of Dalkesh. The Dalken went on to conquer the coastal regions and minor Karuia states of the south-eastern Venârian Sea over the next century, beginning with the ancient scholarly city of Zerula in (tr93, and eventually conquering the city-states of Chenosolis, Galamonia and Belonu.

On Hârn, the Empire of Lothrim emerged in (tr100. For twenty years this realm, created by a renegade wizard-lord from Melderyn, dominated central Hârn. His rule brought about the destruction of the Kúzhan realm of Kiraz and the unleashing of the Gârgún, but he was himself destroyed. In the wake of his fall a number of states were founded in eastern Hârn; Chybisa (in (tr160) and Kaldor (in (tr188) are two still in existence.

In another example of over-mighty wizardry, the apocalyptic War of the Princes engulfed Mafan from (tr117 to 129. This civil war between the ancient wizardprince rulers of Mokora dragged in most surrounding realms. The climatic Battle of Onira saw the deaths of the last surviving contenders – the Sun-Bright and Harmonic Princes – and led to the formation of the League of Boliâfra in (tr131.

The two centuries following (tr1 were a long period of conflict in the peninsula of Zerhanor/Azeryan known as the Azeri Wars, fuelled by ethnic, political and religious tensions amongst the Azeri petty-states and warlords and their Zeran and Pharic neighbours.

Notable incidents included the martyrdom of the Varanian warlord St Varenas at Meokara (later Meokolis) in (tr62, and the destruction of the great temple of Save-K’nor at Sharas in (tr94, which caused the removal of the Save-K’noran pontificate to Berema in (tr96.

Meanwhile, conflict between the Dalken and Karuia intensified. In (tr162 the Empire of Dalkesh conquered and sacked the ancient city-state of Livelis, destroying the ancient Chantry of Damokra el Abdera. Dalkesh went on to control much of eastern Karuia until the Karuian Rebellion of (tr178-180 liberated the region from the ‘Dalken Yoke’. After the ‘restful peace’, Dalkesh concentrated its efforts on the Bythiran river region, eventually recapturing Pelona and Gilech by (tr248.

The Azeri Wars (ctr1-tr194)

Imperial Period (tr200 to tr500)

In tr194, a group of north-central Azeri states formed the Kingdom of the Azeri, a confederation designed to combat the growing power of a group of coastal Azeri / Karuia states. There had been ongoing conflict between the various small states of the great peninsula of Azeryan / Zerhanor for over two centuries, with the Azeri states increasingly pushing back their Zeran rivals. But in the late second century a coalition of coastal cities, led by the Republic of Skoraz, formed a strong block that threatened their inland neighbours.

From tr194 to tr221, the Kingdom of the Azeri developed a new form of military unit, the legion, and combined their forces under a military leader. Based on this military and political innovation, the inland Azeri allies overcame the richer coastal states, and in tr221, established the Empire of Azeryan. This empire was to become the most powerful single entity in all of the history of Venârivè.

By tr242 the empire had conquered or absorbed all of the Azeryan Peninsula, and a few short decades later all of the Venârian Sea lay within its orbit. In the last years of the third century, the Azeryan Empire secured control of the eastern seaboard of the Venârian Sea and turned its attention westward towards Zonara and Thanema. By tr303, it had conquered this entire region, wiping from history many small states. Only the ancient kingdom of Emélrenè was able to bring a halt to the Empire of Azeryan’s westward expansion with the Peace of Berema in tr303.

In the wake of conquest, the Azeryani moved to integrate the many peoples and cultures they had encompassed into their political and economic system. Through a process of incorporating local elites into the imperial system, and planting colonies of Azeri across the region, they built political and economic bonds that strengthened the empire.

The fourth century saw an explosion of economic activity. In tr321 the Empire of Azeryan granted an empire-wide charter to a Karejian institution, the Mangai of the Guilds. The Mangai evolved from the ancient civic government of the Karuia city-states, which was also strong amongst the Azeri. The Merchant Associations of Azeryan had played a key role in financing the growth of the empire, and in alliance with the Mangai of Karejia, they sought and obtained an empire-wide semi-monopoly on the oversight of trade. Through the sponsorship of the Mangai, Azeri and Karejian traders and explorers ranged far and wide beyond the empire’s borders, establishing a network that has extended farther than and outlasted the reach of the empire that created it.

By the mid fifth century, Azeryan had conquered the northern and eastern coastal regions of Hepekeria and founded the colony of Byrios on the southern shores of the Venârian Sea.

The rapid growth of the Empire of Azeryan inevitably brought it into direct conflict with the region’s other great imperial power, the Empire of Dalkesh. Thus began the Century War. The war lasted from tr292 to tr398, and occurred in three broad phases. In the first phase, Azeryan captured much of the eastern Venârian seaboard, but Dalkesh pushed back through a daring desert war, capturing Livelis in tr303 after a long siege, only to lose it to the Azeryani three years later. The second phase was fought largely at sea, and conflict moved back and forth for four decades. Finally, the last half-century saw the long, grinding defeat of Dalkesh as she was pushed back from her northern coastal possessions. The Azeryani southward advance was only halted in tr398 at the Battle of Aninis Hills.

Many other peoples and states in the region naturally sought to emulate the success of the Azeri. A particularly interesting example was the Corani Empire on the island of Hârn. Beginning as a confederation of Corani tribal peoples, this state came to dominate most of western Hârn by tr380. In that year its ruler Malian took the title emperor, clearly in imitation of the Azeri imperium.

The Azeryani empire influenced the societies around it in many other ways – socially, economically, and culturally. For example, many realms outside the empire adopted the Imperial style of architecture that evolved in the late fourth and early fifth century, even in regions where the open colonnades and interior gardens of this style might otherwise have been inappropriate. Similarly, Azeryani styles of dress, music, and performing arts were imitated in places far beyond the empire’s borders.

At its height, however, the Empire of Azeryan began to come under strains that would eventually cause it to fragment. Over the second half of the fifth century it would lose nearly half its conquests. The causes of decline were complex, but included: over-extended reach, corruption, internal dissent, and social change, including the breakdown of the ancient consensus between its matriarchal and patriarchal noble clans.

The first loss was its colonial province of Byria. The province of Byria was officially declared in tr443, but it was not long afterwards that the colony began to exhibit considerable independence. Factional infighting severely weakened the imperium around this time; there were nine emperors from tr441 to tr462. This appears to have allowed Byria to declared formal independence in tr462. It is believed that Emperor Zarkalendis I (tr462-475) allowed this to stand because he owed his accession to his relative, Arkalenda, first independent governor of Byria.

Further blows were to fall. From tr457, the western provinces of Thanema and Zonara were ravaged by incursions of Trierzi barbarians. Despite attempts to ‘manage’ these invaders by settling them in lands depopulated by the Yellow Plague, by tr480 there was considerable unrest in the western provinces. This broke out into full-scale revolt in tr484. Emperor Mithrynas V sought to address the growing demands for greater regional autonomy by the creation of the Western Protectorate in tr487. Unfortunately his successor, the infamous Barendanis IV (known as ‘the Mad’) eventually undermined this solution, and by tr492 the Trierzi War of Independence had begun.

The final years of this period saw a resurgent Dalkesh under the Emperor Khorlus I (‘the Magnificent’), first of a new dynasty. He conquered the upper reaches of the Târga River, and invaded the Mafani coastal states, laying siege to Mokora. He retired having extracted trade concessions from the Mafani.

Initially this leader was an elected year king, but eventually became a permanent emperor ostensibly responsible to the senate of the leaders of the various constituent states of the confederation.

Venârivè tr474

Viking Period (tr250 to tr550)

Meanwhile, elsewhere in Venârivè, events unfolded that were to have equally wide-ranging impact. From the early third century, Ivínians began to raid and then conquer areas to the south, principally in the region known as Hârbáal. This process took decades; but slowly these invaders came to dominate this area. Initially they made use of fast oar-powered raiding vessels; later the addition of sails enabled them to raid further afield.

From Hârbáal they turned their attention to their greatest competitors; the Jarind sea-towns. This struggle was titanic; and the Ivínians were not always victorious. But the Ivínians’ new longships over time became more of a match for the Jarind vessels: one by one these ancient trading states were picked off and fell to the northerners. The last great Jarind realm on the Hârbáaler mainland, Lythwys (Lyth), fell in tr322, but others, such as Dinibor, Calamisa, Shatrah, and Trepura survived until the late fifth and early sixth century. The development of the dragonship around tr450 appears to have been instrumental in these final victories.

The removal or weakening of the Jarind sea-towns opened up opportunities even further south for the Ivínians. At the same time that the Trierzi began to harass the Azeryani on land, the Ivínians began to raid the empire’s western lands from the sea.

Modern Kingdoms Period (tr500-)

At the turn of the sixth century, the Empire of Azeryan was under considerable strain. It was losing the war with the Trierzi, and unable to hold back the Ivínian raiders. And although it managed to defeat the Dalken emperor-hero Khorlus the Magnificent (in tr496), this came at great cost. In tr502, the empire was powerless to respond as Taralandis al Ubaron (aka Torichane) declared himself King of Trierzon, a realm encompassing all of the western provinces.

Shortly after the foundation of Trierzon, the Trierzi invaded the northern lands of their cousins, the Shorka, seeking to expand their new-found power. The occupation from tr508 to tr518 was, however, something of a misadventure, and eventually the Trierzi were forced to retreat, leaving behind a more united set of Shorka petty-states.

One of the key reasons for the withdrawal was the invasion in tr513 of the western region of Trierzon by a disparate group of Ivínians led by Bjan Ledrin. The Ivínians took advantage of both the Trierzi preoccupation with Shôrkýnè and local dissention led by the Count of Athamas. By the end of tr518 ancient Thanema had fallen, and a year later the Kingdom of Palíthanè was proclaimed.

The period from tr518 to 536 saw the first phase of the unification of Shôrkýnè; at the end of this period most of western Shôrkýnè was a united kingdom, facing the Kingdom of Ensel to the east.

Meanwhile, the Empire of Azeryan continued to lose territories. Ivínian mercenaries seized control of the island province of Menêma in tr523; the lack of imperial response led to the collapse of the province of Dalanya a year later. Within a decade the northern region of Kymaria (Xeria) had also declared independence. Internal politics within the empire prevented a decisive response.

The conflict in Shôrkýnè took a number of twists, most significantly involving the intervention of a group of Hârbáalers led by clan Pelanby. Initially this group invaded the western reaches of the fledging kingdom of Shôrkýnè, taking the region known as Alagon but the invaders soon reached an accommodation with the Shorka king, and together brought the Kingdom of Ensel to heel.

Red Death
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It was soon after these events that a great disaster struck almost all of Venârivè. Beginning in tr553, and continuing until tr561, the terrible disease known as the Red Death swept across the region, in some places killing a third of the population – including the Emperor of Azeryan and wiping out the ruling house of Trierzon. A new Trierzi royal house was founded by Tarkosen al Artain, the husband of the sole surviving royal princess. He took the throne following her death with the regnal name of Taralandis II.

In the wake of the Red Death, Azeryan lost control of its last Hepekerian holding, Arlanto, in tr560. Despite this, the thirty-year reign of Emperor Zarkalendis III (tr559-589) stabilised the empire for a time, after the seven-year regency of Arzanbaredis, who continued to advise the new emperor for the first decade of his rule.

The Red Death had particularly serious consequences on Hârn, where a combination of the disease and an inappropriately harsh response to unrest and religious discontent (including the martyrdom of the Morgathan prophet Balsha in tr558) led to the Balshan Jihad. This culminated in the fall of the Corani Empire in tr565. A period of chaos was followed by the rise of the heretical Morgathan Theocracy of Tekhos, which ruled western Hârn with a hand of terror for two decades from tr568. The strongly Laranian kingdom of Kanday arose in southwest Hârn in the wake of the Theocracy, as did the Thardic Republic.

In Shôrkýnè, the Red Death led to the breakdown of social order and the opportunistic invasion of the Plain of Karetan by the Trierzi in tr560 only made matters worse. Shorkyni failure in the First Karetan War led to the deposition of King Raleth in tr566 (a pattern repeated with King Bursin in tr596). This began a process of the assertion of the rights and powers of the Shôrka nobility over the crown that eventually lead to the establishment of the Shôrkýnì Parliament in tr672.

Following their successes in the Karetan War, the Trierzi turned their attention to Azeryani Beronium, in a conflict known as the Second Trierzon-Azeryan War (tr572-575). King Mirgael II was able to push his forces as far as the Zonan River, but was unable to take Berónè or Gorium. Mirgael’s successes against Azeryan were marred, however, by the Southern Rebellion late in his reign. Led by the Duke of Korun, Dasyn al Orinwal, this local conflict erupted into a full-scale rebellion in tr597, and was not fully pacified until tr598.

Meanwhile in Palíthanè, the period known as the Troubles ran from tr589 to 593 during the reign of King Bjan II (‘the Bad’). Further trouble arose a generation later when conflict between two royal princes erupted into a civil war known as the War of the Princes (tr653-655), which led to the first regency of Queen-Regent Larena.

Warfare was increasingly prevalent amongst the states of Hârbáal during the early seventh century. The aggressive kingdom of Geltheim played a leading role in these conflicts, conquering Sowidh in tr598 and Yelaben in tr633. It unsuccessfully sought to take the Kingdom of Ánvâl in the Ánvâller War (tr620-621). Another notable event was the Battle of Tarkain, where two Hârbáaler fleets fought off the islands of Tarkain in tr605.

Religious tensions in northeastern Trierzon came to a head with the Laranian Tobran Inquisition (tr616-620), causing the flight and death of many accused of Agrikan worship. The longer-term effect, however, was a lessening of the respect for the Laranian Holy Office among more moderate Laranians.

On Hârn the ongoing confusion following the fall of the Theocracy of Tekhos enabled the conquest of western regions by the Kuboran leader Arlun in tr629. This led to the foundation of the Kingdom of Rethem in tr635, with repercussions that have continued to the present day.

Meanwhile, the growth of bulk trade in the Gulf of Shôrkýnè from around tr620 led to the development of the Shôrkýnè dak in Eilyria around tr650. The Kingdom of Chelemby rapidly adopted this vessel after the first Hârbáaler invasion of tr675.

The Third Trierzon-Azeryan War (tr643-646) was a disaster for the Trierzi, resulting in the deaths of two kings, one of whom ruled for only two months. The new King Polcharin ended the war and married the Menêman princess Amyva al Seranis. Queen Amyva was to play a dominant role as the ‘Iron Queen’ of Trierzi politics for many decades to come.

The Trierzi obtained respite from Azeryani attacks principally because of the rise of the Reksyni Confederation, which was formalised around tr645 by Khan (Khela) Gothan Rashena. The newly coordinated Reksyni began serious incursions into Azeryani territory around tr647. A prophesy of disaster led to the beginning of the construction of the Shurâma by Emperor Markoranelis II in tr649.

Unfortunately Markoranelis’s successors were lulled into a false sense of security, leading to the disaster of the Battle of Hambarkas (tr655), which saw the death of the Azeryani emperor Heremzator V and the Reksyni conquest of Gothmir.

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The crushing defeat of the Azeryani, including the loss of a ruling emperor and several imperial legions, prompted an unprecedented massive rebellion by the Karejian and Ûmélrian provinces, which broke away in tr657, supported by the Empire of Dalkesh. The Fourth Azeryan-Dalkesh War or the Great Karejian War lasted until tr663. It claimed the life of yet another Azeryani emperor, Azenbaredan I, in tr659.

Following the completion of the Shurâma in the same year, Azeryan moved into a largely defensive position, abandoning Gothmir to the Reksyni (tr660) and further restricting the active role of the emperor. Modern Azeryani emperors rarely even leave the imperial palace.

Out of this conflict developed the two great city-state leagues of the Venârian Sea; first the Ûmélrian League of the northeast (tr657) and later the Karejian League (tr676). They have worked to maintain their independence by maintaining a balance between the Azeryani, on the one hand, and the Dalkeshi and Reksyni on the other. Both have emerged as major economic and political powers, especially Karejia.

The late seventh century saw a new artistic movement develop in Azeryan, in response to the crisis of that century. The Restorative movement in art, architecture, and music expressed longing for the early years of the empire and focused on a reassertion of old themes. In the current decade the fashion has tended towards a more bold and confident style, incorporating new ideas and techniques as the empire begins to rebuild.

To the north, the process of the unification of Hârbáal took place from tr661 to tr673, ending with the marriage of Lirel Ledensen to Tralis Elendy. The unification was followed by a failed invasion of Chelemby in tr674, which precipitated the Hârbáaler Civil War (tr675-679). Hârbáal again attempted to conquer Chelemby in tr683, but again was defeated by the much smaller realm.

Northern Hârn began to experience attacks and conquest by Ivínians from tr652. Over the next thirty years the independent Jarin principalities fell to the invaders, leading to the proclamation of the Kingdom of Orbaal in tr686. The Jarin Rebellion from tr701-703 revealed that the Jarin populace was not as passive as some believed, and tensions continue. The Orbaalers sought to extent their conquest further south, beginning with the Rape of Thay in tr705. These attacks were brought to a sudden halt by the Cape Renda Disaster in tr707 when an entire Ivínian fleet was destroyed in a freak storm.

On the Lýthian mainland, the Senedalo War (tr664-668) between Trierzon and Palíthanè brought down the ruling house of the Trierzi county of Senedalo, and culminated in the famous Siege of Alsinon. The war was only ended by the Bishop’s Truce in tr668. The victorious Pálithàner king Koris died in a freak jousting accident only a few years later, resulting in the second regency of Queen-Regent Larena (tr672-679).

The Fourth Azeryan-Trierzon War (tr668-670) saw Trierzon recapture much of the territory it had lost in the disastrous Third War.

Continued weakness in Azeryan (including four emperors from tr672 to 673) contributed to the Lankor secession in tr676. The empire has never accepted the lost of this key northern holding, with three vicious wars fought over the subsequent years: the First War (tr676-679); the Second War (tr685-690; and the Third War (tr709-714). Lankor only just retained its independence.

The period following the Fourth Azeryan-Trierzon War saw the rise of the Karejian League. Together with continuing Arlantan piracy (which first began in the Reaver Years from tr648), this constrained opportunities for Trierzi trade. Trierzi merchants began to seek new ways of reaching the key trade routes of the east. This led to development of the karúnè around tr690. This new caravel ship design has rapidly spread to Chelemby, Emélrenè and Palíthanè; it is likely that the network of Cheler trading-posts and alliances has contributed to this rapid transfer.

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One recent conflict, the Tamanias Campaign of tr712-714, saw the Trierzi Duke of Stalfore invade the Tamanias march of Palíthanè. This led to the current siege of Waleden in Stalfore county, Trierzon.

Further north, the Ivínian kingdom of Ibanvaal invaded the neighbouring Kingdom of Menglana in tr718, crossing the Kejelrian Mountains in a daring and unexpected attack on Froyby. This war continues; other Ivínian realms may intervene to prevent the fall of Menglana.

Current Situation

Azeryan is still the most powerful realm in Venârivè, but it is considerably less dominant than two and a half centuries ago. Its power has been blunted by the rise of Trierzon, the most powerful feudal state in the region, and by the force of the impact of the Reksyni Confederation.

The decline of the Azeryan Empire led to the rise of many other smaller states and leagues of states, most importantly the Karejian League and the Ûmélrian League. Both of these leagues seek to maintain their independence, improve their trading opportunities, and balance the power of Azeryan, Dalkesh, and various tribal groupings, including the Reksyni and Besha.

To the south, Dalkesh has undergone a period of recovery over the last century. It is now flexing its power in the direction of both Hacherdad and Mafan.

The Empire of Byria has, if anything, grown more militantly matriarchal as time has gone on. There is growing tension between Byria and the resurgent Dalkesh.

The various regions of Hepekeria are now a jumble of small states and tribal groups. The Numec Hepekerian Confederation continues to exist, but it is not a unifying force.

To the west, the last two centuries have seen the rise of feudal and royal states; Trierzon, Shôrkýnè, and Palíthanè are the dominant examples, all in conflict.

In the northwest, the Ivínians are in a further phase of state-building and consolidation. The super-realms of Hârbáal, Seldenbaal, and Ibanvaal are poised for expansion and conflict. The Cheler continue to develop the breadth of their trading interests, and build alliances with realms such as Emélrenè.

On the great plains, the Quarph are beginning to move towards statehood, as are the Alti. Both are influenced by the Ivínians, the Shôrka, and the Azeri. The Reksyni Confederation is less united than it was seventy years ago, although it is still very much a force to be reckoned with.

Chronology

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bt tr

Ælder Era

ADD From & To Columns. instead of "(to date)" style?

ADD dates to ", to date" or "(to date)" so that the timeline can be added for catalouging.

Ælder Era before bt1300
c. bt20000 Earthmasters arrive on Kèthîra.
c. bt15000 Earthmasters depart ('lost years' begin)
c. bt10000 Siém and Sinái settle on Hârn
bt7190 Kúzhai present on Kèthîra;
foundation of Kúzhan city of Mêrdáin
bt7060 Kúzhan city of Êrdar founded in eastern Ûmélria
bt7025 Kúzhan city of Lârhakul founded in Ketârh
c. bt 7000 Siém departs Hârn with many Sinái;
Kúzhan city of Kiráz founded on Hârn
bt6894 Kúzhan city of Ázadmêre founded on Hârn
bt6870 Chostôren emerge at Dínibôr (Chel)
bt6700 Kúzhan city of Kóndasgel founded in Ivínia
c. bt5300 civilisation in Mafán
c. bt5000 Járind people descend from sacred caves in the Mountains of the Moon (Ûmélria);
approximate date of first Númec Rock Art in the Dùrqúdani region of Hèpekéria
c. bt4290 city of Narmâr and Empire of Mafán founded
c. bt4000 Yârhin (Járind) settled in Quârphor and Lánkor
bt3728 Kúzhan city of Hârhakeim founded in Ivínia
c. bt3700 Second Númec Rock Art period begins
c. bt3500 Járind Zéran migrate to Zêrhanor (Ázeryàn)
c. bt3500 Járind Émhlè migrate through Lánkor
c. bt3300 foundation of colony of Mokôra, Mafán
c. bt3200 Járind Yârhlè migrate to Huriséa
c. bt3100 Járind Émhlè reach Zonâr (Tríerzòn);
Târga River culture first emerges
c. bt3000 Járind Émhlè reach western shore of Lýthia;
Járind Zónawè migrate to Zonâr (to bt2400);
colonisation of Chògôrana coast by Mafáni
c. bt2900 henge culture in west Shôrkýnè;
Kingdom of Nálhaan (Upper Târga River valley);
colonisation of Shénti coast by Mafáni
c. bt2800 Vénic Island culture (Azéri)
c. bt2700 henge culture on Mèlderýn;
Third Númec Rock Art period begins
c. bt2300 Kingdom of Nálhaan extends to Târga mouth; creation of 'Golden Empire'
c. bt2100 fall of 'Golden Empire' (Târga River valley);
Vénic settlement on mainland Zêrhanor
c. bt1900 linear henge culture begins
c. bt1750 Ketâri militarism enabled by iron-working technology
c. bt1700 Phâric peoples driven west by Ketâri
c. bt1650 Uphâri reach eastern Lówalys (Shôrkýnè)
c. bt1600 foundation of Emélan tribal confederation;
Járind (Yârynè) people colonise Hârbáal and Chel
c. bt1550 Empire of Mafán falls to Màfakéta nomads
bt1532 Pólfwys (Bôrin) founded by Járind (Hârbáal)
c. bt1500 Ilpýlen delivers the word of Ágrik;
beginning of Vénic Dark Age;
foundation of Shátrah as a Yârhin refuge;
Hôrzili Járind settle on Kôrlic islands (Hépeker)
c. bt1470 fall of the Kingdom of Gôrangúl, Târga River
c. bt1450 Quáandehn / Màfakéta alliance, conquests
c. bt1430 Great Betrayal of the Quáandehn; conquest of Târga River valley by Màfakéta nomads
c. bt1400 Yaríli migrate to Iváe
bt1388 first walls of Beréma constructed
c. bt1350 foundation of Trepûra (now Loála, Shôrkýnè)
bt1340 Uphâri defeated by Eméla in Álagon;
closing of Emélrenè
bt1307 Uphâri defeat Shóna Alliance, take Plain of Káretan

Classic Era

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Classic Era bt1300 to bt300
Classic Era
c. bt1300 Járin migrate to Hârn;
c. bt1300 peak of oceanic henge culture, including sites of Gehódhivys, Dínibôr, Témian, and Calamísa;
c. bt1300 Tochén Phâri invade Lánkor
bt1286 Co-dominium on Hârn under King Daélda
bt1198 first Phâric (Atáni) confederation founded in Tochéma (Palíthanè)
bt1180 Tochémi-Emélan Wars (to bt900)
c. bt1170 Kingdom of Chúaanagûrlla, Târga River valley
bt1120 ‘foundation’ of Livélis, start date of Kàruía calendar
c. bt1100 Principality of Mokôra is leading Mafáni state;
approximate end of Númec Rock Art period;
foundation of ‘kingdom’ of Wynédor (Edêrwyn)
c. bt1050 foundation of Tîrkhadhy (Tîrgólis);
approximate date of the foundation of the Church of Sávè-K’nôr by Eilár al Íronoth
c. bt1000 rise of Kàruía city-states in Venârian Sea;
Yaríli settlement widespread across Iváe;
Phâric people (Ivíni) reach Hârbáal, conflict with Járind begins
bt973 Gehódhivys (Kôresten Anúz, Hârbáal) destroyed by a ‘sea dragon’
c. bt970 Árgollûr Uprising, fall of Chúaanagûrlla.
c. bt950 Járind hill-forts on Chel and in Hârbáal
c. bt946 birth of Damókra al Abdêra, near Dúrien
bt922 foundation of Lýthwys (Lyth, Hârbáal) by Lýthyr the Great
c. bt910 unification of Árganaal kingdoms (Târga River)
bt904 Tarl al Barún begins to lecture at Íshranor
bt903 foundation of Damókra’s chantry, Livélis
c. bt900 Ivíni begin migrating to Iváe;
Phâric peoples (Atáni) begin raids on Hârn; beginning of the Atáni Wars (to bt683)
c. bt895 Damókra devises the Kàruía Calendar
bt873 death of Damókra al Abdêra, Livélis
c. bt830 Chélni tribal confederation invades Hârn
c. bt800 Hôrzili Járind vanish from Kôrlic islands;
Soquâr Phâri come to dominate in southern Quârphor
bt750 Church of Navéh founded
bt734 southeast Hârn ceded to Atáni
c. bt700 height of Járind hill-fort culture (Hârbáal, etc.)
bt688 Mage-King of Lánkor (to bt665)
bt683 Battle of Sorrows on Hârn; fall of King Daélda
bt680 Great Abdication, end of Hârnic Co-dominium
bt675 civil war in Lýthwys (Hârbáal)
bt670 foundation of Kingdom of Emélrenè
c. bt650 beginning of the Eldritch period of Mèlderýn
c. bt620 foundation of Vúldenâr by Shôro the Tall
c. bt600 Church of Peóni founded;
Kàruían states develop on coast of Býrios;
Hodíri tribal confederation settles on Hârn;
Rekâri tribes begin to pressure Soquâr, leading to eventual split of Sôrki and Quâr
c. bt590 fall of ‘kingdom’ of Wynédor (Edêrwyn)
c. bt580 Ivíni defeated by Jâren Cêrethys, Bâjel (Ivínia)
c. bt550 Quârphic Phâri begin to migrate west
c. bt500 last of Ivínian migrations to Ivínia
bt481 Yârhlè-Sôrki battle of Kótrùn
c. bt480 Sôrki ravage Huriséa and Lówalys (Shôrkýnè);
Tîrkhadhy destroyed
bt469 federation of Shátrah and Trepûra defeat Sôrki
c. bt450 height of Járind sea-town Culture;
break-up of Árganaal Kingdoms Confederation (Târga River valley)
bt437 ‘Time of Troubles’ in Emélrenè (to bt433)
bt424 martyrdom of Peónian St. Hârbraén (Shôrkýnè)
c. bt400 Sôrki (Shôrka) tribes reach Álagon;
Tríeri (Tríerzi) in north Zonâra (Tríerzòn);
Ivínians dominate Iváe;
end of Eldritch period of Mèlderýn (Hârn)
c. bt380 Táneri conquer significant areas of Thánema; conflict involving Emélrenè (to c. bt250)
c. bt370 Church of Laráni founded
c. bt358 Dálani states on Kôrlic islands (Hèpekéria)
c. bt350 Thánemi culture in Palíthanè
c. bt330 first Hácherian states formed
c. bt300 Isýnen (Hèpekéria) founded by Kàruían traders;
rise of Târgan Cults (Pyârvir, Târga, Áranu, Orgûrl)

‘Middle’ Era

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‘Middle’ Era bt300 to tr500
‘Middle’ Era
bt277 foundation of Târgan Empire (Dalkésh)
bt270 ‘Time of Darkness’ in Emélrenè (to bt264)
c. bt250 Isýnen (Hèpekéria) sacked by Númec
bt250 Church of Môrgath founded (Ázeryàn)
c. bt230 foundation of Kázeria (Xêria, Hèpekéria)
bt228 Five Kingdoms period on Mèlderýn
bt150 Church of Sárajìn founded (Ivínia)
bt140 Târgan colonies on coast of Býrios (to c. tr1)
bt47 ‘Black Wind’ destroys Yelástrys (Jéltrè), Hârbáal
tr1 Kingdom of Mèlderýn founded;
Rekâri tribes push into northeast Quârphor
tr1-194 Azéri Wars; conflict on the Àzeryáni Peninsula
tr7 Târgan Empire conquered by Bésha/Pèchalâri; Târgan genocide
tr10 Taugári Cult established on Hèpekéria
tr12 Isýnen refounded by Hepénolian traders
Council of Eleven established on Mèlderýn
tr16 (official) foundation of Empire of Dalkésh
tr47 Dálken conquest of lower valley kingdoms
tr62 martyrdom of St Várenas, Ázeryàn
tr65 foundation of first Kingdom of Lánkor
tr75-76 Réshan conquest of southern Ménakra
tr79 Dalkésh-Chogôro War (to 85)
tr82-108 Second Emélan-Táneri war (Thánema)
tr89 formation of League of Sérianàpi (Mafán)
tr93 Dálken conquest of coastal regions (to 147)
tr94 destruction of Sávè-K’nôran great temple at Sháras by forces of Îrkárgai (Ázeryàn)
tr96 Sávè-K’nôran Pontificate removed to Beréma
tr97 foundation of town of Silgôra (Hèpekéria);
destruction of city of Îrkárgai (Ázeryàn)
tr100 Lóthôr – tyranny of Lóthrim begins on Hârn
tr106 town of Fûhreling founded in Ivínia
c. tr110 gârgún appear on Hârn
tr117 War of the Princes (Mokôra, Mafán, to 129);
destruction of much of Kázeria (Hèpekéria)
tr120 Lóthrim sacks Kúzhan city of Kiráz;
Battle of Sírion; fall of Lóthôr
tr128 town of Tashál founded on Hârn
tr129 Battle of Onîra, Mafán; end of Principality of Mokôra
tr130 Túzyn Reckoning (calendar) devised
tr131 formation of League of Boliâfra (Mafán)
tr143-147 Dálken conquest of Bélonu and Gýlecha
tr144 unification of Grand Principality of Hácherdad
c. tr150 Thánemi and Zonâran states established;
Ivínians begin raiding Hârbáal
tr157 Dálken-Kàruían War and Occupation (to 180)
tr160 Kingdom of Chybísa founded (Hârn)
tr162 conquest and sack of Livélis by Dalkésh; destruction of the chantry of Damókra al Abdêra
tr180 Kàruían Rebellion against Dalkésh
tr187 end of First (Lékha) Dynasty of Dalkésh
tr188 Kingdom of Káldôr proclaimed (Hârn)
tr190 creation of the Republic of Skôraz (Ázeryàn)
tr194 Kingdom of the Azéri founded;
Azéri-Skôraz War (to 221)
c. tr200 Ivínians begin to settle in Hârbáal;
Quârphic resurgence pushes back Rekâri tribes
tr201 reign of Bashwâr I the Terrible (Dalkésh, to 227)
tr202 First Númec Confederation established (to 270)
tr205 foundation of Union of Chawúnik (Árlanto, to 242)
c. tr210 travels of Lánukros al Hroánes to eastern Lýthia (to c. 240)
tr215 Kingdom of Séldenbàal founded (Ivínia)
tr221 declaration of the Empire of Ázeryàn
tr222 Azéri Empire War (to 235)
tr224 Dálken reconquest of Pélona
tr227 Laránian pontificate established, Zonâra
tr234 Azéri Central Peninsula War (to 239)
tr239 Azéri Alám campaigns (to 242)
tr241 reign of Patrám the Abhorrent of Dalkésh
tr242 Ázeryàn Empire completes conquest of Ázeryàn Peninsula;
Dínibôr, Témian and Calamísa defeat Ivínian raiders;
collapse of union of Chawúnik (Árlanto)
tr243 foundation of the Mángai in Karéjia;
Azéri southern Inkârium campaign (to 249)
tr248 Gílech falls to Dalkésh;
Kôrlimator al Gârynas dedicates the first Àgríkan Imperial Octennial Games (Ukhíla) at Lysâra
tr250 Ázeryàn conquest of Karéjian islands (to 263)
tr257 Azéri northern Inkârium campaign (to 264)
tr264 First Ázeryàn-Dalkésh War (to 270)
tr270 Church of Haléa founded (Karéjia);
First Númec Confederation splinters
tr273 Azéri conquest of Ûmélria (to 290)
tr277 destruction of Témian by Ivínian raiders
tr284 First Azéri Kálin Campaign (to 286)
tr292 Second Dalkésh-Ázeryàn War (to 399) – Century War
tr293 Peónian pontificate established, Zonâra
tr294 greatest extent of Ázeryàn in the east
tr297 Àzeryáni conquest of Zonâra (to 303)
tr298 Siege of Livélis by Dalkésh (to 303)
c. tr300 Gôrémzator al Ûrvaèn establishes the primacy of Lysâra within the Azéri Àgríkan church
tr301 Côranan / Coráni Kingdom founded (Hârn)
tr303 Ázeryàn signs Beréma Accord with Emélrenè;
fall of Livélis to Dalkésh
tr305 foundation of Kingdom of Géltheim, Hârbáal
tr306 recapture of Livélis by Ázeryàn
tr307 conciliation of Xêradyn, Hârbáal;
Sea War between Dalkésh and Ázeryàn (to 310);
reconstruction of Livélis, including the building of the Xêriates Wall and the Larúnda (to 320)
led by famous Àzeryáni architect Órcharan al Lanádes
tr312 foundation of Neólis by Azéri traders (Hârbáal)
tr313 destruction of Vúldenâr by Ivínians (Chel)
tr315 Àzeryáni treaty of protection with Menêma
tr321 Empire of Ázeryàn grants charter to the Mángai
tr322 fall of Lýthwys (Lyth) to Ivínians (Hârbáal)
tr325 Hlárakor’s expedition to Shôrkýnè
tr327 foundation of Principality of Génjes (Mafán)
tr337 Àzeryáni conquest of Lánkor;
Sea Battle of Rykál (Dalkésh-Ázeryàn);
combined forces of Dínibôr, Calamísa, and Shátrah destroy Ivínian raiding fleet
tr340 Àzeryáni Great Plains campaign (conquest of southern Quârphor; to tr344)
tr344 Kingdom of Menglána founded (Ivínia)
tr348 foundation of Beldîra, Huriséa (Mángai project)
tr350 Azéri establish fortifications along Tîrga River, including at Ékenon
tr351 ill-fated expedition of Àzeryáni explorer and trader Nókralis al Hrâzen to northern Quârphor
tr360 Azéri Erazýn campaign (to 368)
tr362 Kàldôric civil war (Hârn, to 377)
tr363 capture of Ífanè, foundation of Ávastran (Hârbáal)
tr374 foundation of Árlanto trading post (Hèpekéria)
tr380 Malian declares the Coráni Empire (Hârn)
tr382 foundation of Íbanvaal (Ivínia)
tr388 city of Mêrethos (Golótha) founded (Hârn)
tr390 foundation of Kingdom of Lútra (Mafán)
tr396 Àzeryáni conquest of Chenósolis (Dalkésh)
tr398 Battle of Anínis Hills; Àzeryáni advance halted
tr401 foundation of Xêrium (Hèpekéria)
tr410 compilation of Codex Mithrýnas, basis of Àzeryáni law, begins
tr417 Kymárian campaign (Árlanto, to 421)
tr420 Xêrian Pentarchy convened (Hèpekéria)
tr421 Court of Pentacles established within the Coráni Empire on Hârn;
foundation of Àzeryáni province of Kymária
tr428 Kúzhan cities in Ivínia seal their gates to Ivínians
tr433 Azéri Xêrian Shore campaign (Hèpekéria)
tr434 Union of Delúma (Mafán)
tr435 Býrios colony of Ínri founded by Ázeryàn;
annexation of Menêma by Ázeryàn;
foundation of Kingdom of Ámvâr (Mafán)
tr443 Àzeryáni province of Býria established
tr446 annexation of Xêrium by Ázeryàn
tr447 Àzeryáni Ámsas II legion disappears in Hèpekérian desert
tr448 re-formation of Númec Hèpekérian Confederation (Venârivè P150): organised into five sub-nations: Udan, Naj’er, Lawâta, Iwil, and ‘Air.
tr450 Víshanelas al Áshrankeles, ruler of Lysâra, acknowledged as Amànasûrif (pontiff) of the Àgríkan church
tr455 Àzeryáni found city of Vítho, Dalánya
tr457 first Tríerzi incursions into Zonâra and Thánema
tr461 Chélemby founded as a wintering camp
tr462 Býria declares independence from Ázeryàn;
Àzeryáni ‘Bay of Dusts’ campaign;
‘Time of Knives’ (Gérnak) in Dalkésh;
Dálken diaspora
tr470 Dalkésh-Mafáni War (to 479)
tr472 Quârph-Lédenheim wars (to 483)
tr474 Ázeryàn completes conquest of Dalánya;
Chifâr-Nèfriakóna War (Mafán, to 486)
tr477 siege of Mokôra (Mafán, to 479)
tr479 Peace of Mokôra (Mafán)
tr480 Býrian civil war (to 486)
tr482 alliance between Silgôra and Bothísa (Hèpekéria)
tr484 revolt by Tríerzi and Zonâra against Àzeryáni rule
tr486 Third Dalkésh-Ázeryàn War (to 496);
conquest of Nèfriakóna by Chifâr (Mafán)
tr487 creation of Western Protectorate of Ázeryàn (Zonâra and Thánema)
tr488 Ázeryàn suppresses Tríerzi revolt
tr492 Western Protectorate of Ázeryàn secedes;
War of Tríerzi Secession (to 502)
tr493 Court of Pentacles of Hârn joins the Mángai;
Great Abomination of Býria
tr494 conquest of Jénias by Boliâfra (Mafán)
tr496 destruction of Dínibôr by Ivínians;
Battle of Bythîra River, Dálken emperor Khôrlus I the Great killed
tr498 Ivínians seize Gôris;
destruction of Calamísa by Ivínians
tr499 declaration of the Holy Empire of Býria

Modern Era

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Modern Era tr500 to present (tr720)
Modern Era
tr502 Kingdom of Tríerzòn founded;
Isenósian heresy (Árlanto, Hèpekéria)
tr507 destruction of Shátrah and Trepûra (Shôrkýnè)
tr508 Tríerzòn begins conquest of Shôrkýnè
tr509 collapse of Àzeryáni province of Kálin
tr510 Nèfriakóna Rebellion (Mafán, to 517);
Quârphic civil war (to c.550)
tr512 Ánvâller Civil War (Hârbáal) (to 515);
Enârla Tothánko is head chef for Àzeryáni Emperor Vîrliamydes II (to 519),
leads to evolution of imperial style of cuisine
tr513 Ivínians invade Thánema (Palíthanè)
tr515 Ivínians seize Târkáin;
defection of Count of Áthamas (Palíthanè)
tr517 Génjes-Boliâfra War (Mafán, to 521)
tr516 First Ázeryàn-Tríerzòn War (Lánkor, to 518)
tr518 Tríerzi withdrawal from Shôrkýnè;
‘First’ Shôrkýnè civil war (to 536)
tr519 foundation of Kingdom of Palíthanè
tr521 great flood of Thârda (Hârn)
tr522 annexation of Principality of Gwéfyn to Palíthanè
tr523 Ivínians seize control of Menêma;
Tûragelsen’s War (Huriséa, to 524)
tr524 collapse of Àzeryáni Dalánya (Hèpekéria);
Vítho declares independence (Hèpekéria);
Huriséans drive Járenmarkers from Beldîra
tr526 Conclave of Arcane Lore, Beréma, established
tr527 Batána campaign (Tríerzòn-Palíthanè, to 529)
tr533 First Génjes-Fárifal War (Mafán, to 536)
tr535 Xêrium (Hèpekéria) secedes from Ázeryàn.
tr536 Kingdom of Shôrkýnè proclaimed;
Megrán attack fractures power of Ivínian Lýtheim
tr537 ‘Second’ Shôrkýnè civil war (to 542)
tr539 Bjan Pélanby’s invasion of Álagon
tr540 Peace of Tûresgal, Pélanby-Býrelsen alliance
tr542 Treaty of Anûrn;
formalisation of Shôrkýnè
tr551 foundation of Quârphic principality of Sêrkeva
tr553 Red Death reaches Dalkésh / Venârivè (ends 561)
tr554 Red Death reaches Hèpekéria
tr555 Red Death strikes Meókolis, Ázeryàn, and
sweeps through Tríerzòn (to 559)
tr557 Red Death in Shôrkýnè (to 559);
end of Ubâron Dynasty in Tríerzòn;
accession of Taralándis II al Ârtáin
tr558 martyrdom of the Prophet Bálsha;
Bálshan Jihad on Hârn (to 565);
Red Death reaches Chélemby
tr559 Red Death reaches Hârn (to 561)
tr560 First Káretan War (Shôrkýnè-Tríerzòn, to 567);
Árlanto declares independence from Ázeryàn
c. tr560 flourishing of Náthelite mode of religious art within Laránianism (to c.590)
tr563 Second Génjes-Fárifal War (Mafán, to 572)
tr565 fall of Coráni Empire (Hârn)
tr568 Theocracy of Tekhós (Hârn, to 588)
tr566 deposition of King Ráleth of Shôrkýnè
tr569 formalisation of the Falânian Federation
tr572 Second Tríerzòn-Ázeryàn War (Berónium, to 575);
Agony of Aléath and Aléathian Odyssey (Hârn)
tr580 first city walls of Chélemby completed
tr588 foundation of Quârphic principality of Ékenon
tr589 foundation of Kingdom of Kandáy (Hârn);
‘troubles’ in Palíthanè (to 593)
tr596 deposition of King Bûrsin of Shôrkýnè;
Southern Rebellion (Tríerzòn, to 598)
tr598 conquest of Sówidh by Géltheim (Hârbáal);
Sáliom secedes from Gávrios (Hârbáal);
Kingdom of Kôrlúa declared (Hèpekéria)
tr601 Pôrna River massacre, thousands of Rekâri tribes folk slaughtered by Quârph
tr603 Revelation of Réka-Sýna by Prophet Gósan;
Vâdrin Hârdin of Génja (Hârbáal) said to have reached Kámerand
tr605 Battle of Târkáin, Hârbáaler fleets clash at Târkáin
tr610 Vâdrin al Hârdin said to have sailed to the Gulf of Mafán round the southern tip of Anzelôria
tr612 Lókemheim civil war (Ivínia)
tr616 Laránian Tóbran Inquisition (Tríerzòn, to 620)
tr619 Second Káretan War (Shôrkýnè-Tríerzòn, to 628);
foundation of Quârphic principality of Vâben
tr620 Ánvâller War, Hârbáal (Géltheim-Ánvâl, to 621)
tr622 Dýsor splits from Charinátrè (Hèpekéria)
tr629 Arlún the Barbarian invades Réthem (Hârn)
tr630 Génjes conquest of Fárifal (Mafán);
death of Reksýni Prophet Gósan at hands of Quârphic raiders
tr632 foundation of Quârphic-Ivínian town of Órlet
tr633 Géltheim conquers Yelâben (Hârbáal)
tr635 foundation of Kingdom of Réthem (Hârn);
unification of Reksýni Confederation;
Reksýni-Quârphic War (to 645)
tr642 Xêriades the Syrénè oversees construction of the lighthouses of Xêrium harbour
tr643 Third Tríerzòn-Ázeryàn War (Lánkor/Berónium, to 646)
tr645 destruction of Quârphic principality of Sêrkeva
c. tr645 development of Shôrka dak
tr646 foundation of first Falânian colony in Thónia
tr647 Reksýni incursions into Ázeryàn Empire
tr648 Reaver Years (to 672);
Arlántan pirates ravage Xêrium and southwest Venârian Sea
tr649 Ázeryàn begins construction of Shurâma, with advice from Xêriades the Syrénè
tr652 Ivínians begin conquest of Jâra (to 676);
unification of Greater Séldenbàal
tr653 Kâris Rebellion (Palíthanè, to 655)
tr654 Járenmark–Séldenbàal alliance, Ivínia
tr655 Battle of Hambârkas, death of Àzeryáni Emperor Herémzator V;
Reksýni overrun much of Góthmîr
tr657 Great Secession: Karéjian provinces rebel;
Fourth Dalkésh-Ázeryàn War (to 662);
Third Káretan War (Shôrkýnè-Tríerzòn, to 658);
Ûmélrian League founded
tr658 Ûmélrian League makes peace with Reksýni;
Gáldiv Rebellion (Lánkor, to 661)
tr659 Ázeryàn complete Shurâma;
Dálken reconquest of Hepénolis, Àzeryáni emperor Ázenbâredan I is killed during the invasion of Hepénolis;
the Azéri are thrown into disarray
tr660 Ázeryàn abandons Góthmîr to Reksýni;
Second Tîrgólan War (to 662)
tr661 Íbanvaaler subversion of Lýtheim complete;
unification wars of Hârbáal (to 673)
tr663 Sea Battle of Quârmil (Ázeryàn-Dalkésh)
tr664 Karéjian League formed
tr664 Sènedâlo War (Palíthanè-Tríerzòn, to 668)
tr668 Fourth Tríerzòn-Ázeryàn War (Berónium, to 670);
Siege of Álsinon / ‘Bishop’s Truce’ (Palíthanè)
tr672 Salt War, Hârn (Thârda-Káldôr, to 673);
first meeting of Shôrkýnì parliament (Quârelin)
tr673 unification of great-kingdom of Hârbáal
tr674 first Hârbáaler invasion of Chélemby;
proclamation of Thârdic Republic, Hârn
tr675 Hârbáaler civil war (to 679);
Treasure War, Hârn (Káldôr-Chybísa, to 687)
tr676 Lánkor secedes from Ázeryàn;
First Lánkor-Ázeryàn War (to 679)
c. tr680 invention of Karéjian dragon fire by Sôralis al Dúnkas at Nárolis
tr682 Ézar’s War, Hârn (Réthem-Kandáy, to 697)
tr683 second Hârbáaler invasion of Chélemby
tr685 Second Lánkor-Ázeryàn War (to 690);
Ámvâr alliance with Pèchalâri tribes (Mafán)
tr686 Kingdom of Orbáal proclaimed (Hârn);
reputed slaying of the ‘last dragon of Shôrkýnè’ by Gántas al Éstries
tr690 alliance between Chélemby and Emélrenè;
Ámvâr conquest of Jýna (Mafán)
c. tr690 development of karúnè in Tríerzòn
tr695 Berónium conflict (Tríerzòn-Ázeryàn, to 696)
tr699 Dalkéshi incursions on Tuvâra begin
tr701 Járin Rebellion, Orbáal, Hârn (to 703)
tr705 Rape of Thay (Hârn)
tr706 Aúlumon Protectorate established by Lánkor
tr707 Cape Rénda Disaster (Hârn)
tr709 Third Lánkor-Ázeryàn War (to 714)
tr711 Ámvâr conquest of west Lútra (Mafán)
tr712 Kusémè War, western Hârn (Thârda-Kandáy);
Tàmánias Campaign (Palíthanè-Tríerzòn, to 714)
tr714 Laránian Solôri Crusade begins (Hârn)
tr717 Tiké conflict, Lánkor-Tríerzòn border (to 718)
tr718 fall of Fróyby, Menglána, to Íbanvaal (Ivínia);
Inkârium campaign (Ázeryàn-Reksýni in Góthmîr)
tr719 Móspen incident, fighting on the Plain of Káretan;
Paragon River Conflict (Ázeryàn-Tríerzòn) (ongoing);
Siege of Wáleden (ongoing)

Culture and Language

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Note: ADD Highlight Colours to show the Date (bt / tr), Kingdom /Region, Tribe / People / Person, Culture / Language / Dialect, Sourcebook / Reference, Event, Guilds & Crafts, Religion, Location, Highlight interesting snippet

Note: ADD Highlight Colours to show;

Date (bt / tr)

Kingdom /Region

Tribe / People / Person

Culture / Language / Dialect

Sourcebook / Reference

Event

Guilds & Crafts

Religion

Location

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See: Language: Culture and Language

Note: ADD Link Highlights for Dialects


Venârivè is a region where many cultural and linguistic groups have developed and interacted, forming a complex tapestry of social organisation, realms and peoples.

The major human cultural and linguistic groups of Venârivè are:

  • Járind, including the Járin, Eméla, Yaríli, and Alti (Áltic), as well as Hârnians; ~ Note: Zerán
  • Pharic, including the Ivínians and their colonies, Quarph, Shorka, and Trierzi; ~ Note: Phâric (Atáni)
  • Azeri, including the Azeryani, Karejians, Ûmélrians, Elbythians, and Byrians;
  • Ketari, including the Ketaric and Besha nomads, the Hacherim, and the Dalken;
  • Mafani, including the Chogori and Shenti;
  • Anzelôrians, including the Pechalari, Tuvarans, and Thonians;
  • Hepekerians, including the Korlic, Dalani, Dalazeri, and Numec peoples.

In addition there are a number of non-human species and cultures, and a several religious languages. All of these are written in a range of different scripts.

Cultural and Linguistic Groups

Languages and Dialects of Venârivè tr720
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Jarind

The Jarind are believed to have originated in the area now known as Ûmélria, and were the first known people to reach the western shores of Lýthia, around tr3000. They dominated the regions now known as Shôrkýnè and Trierzon for over a millennia. Jarind peoples also reached Ivínia and Hepekeria.

Eméla is the most ‘pure’ of the Jarind languages, and is spoken principally by the inhabitants of Emélrenè, as well as the Émhlè peoples of western Venârivè.

History: (Kingdom of Emélrenè P17) bt1450-1340 Conflict between Emélrenè and the Uphâri in Álagon and the Jerinálian Mountains.
c. bt1400 Uphâri conquer much of Álagon, drive back Emélan allies.
bt1340 Emélan Confederation defeat Uphâri in Álagon. ‘Closing of Emélrenè’, as Eméla leave Álaghan Alliance in control of Álagon.

Jarin is the language of the Jarind people of Hârn. It is spoken by tribal peoples and by the oppressed majority of the region of Orbáal. Jarin was much influenced by its interaction with the elder folk of Hârn.

Yarili is the language of the tribal Jarind people of Hârbáal and Ivínia. There are subtle differences between the peoples of the two regions;

in Hârbáal. they are called Yarla.

Altic is the language of the Alti, the Jarind people of the far northern regions of Lýthia. Their culture is now much influenced by the Ivínians.

Hârnians are a mixed people, whose complex social and cultural history includes influences from the Jarind and Phari. ‘Civilised’ Hârnians speak a range of mutually comprehensible dialects, but the island’s many tribal groups speak dialects of varying intelligibility.

Note: It is possible that the Uméni language of the tribal people of Ûmélria is an ancient Jarind tongue.

Phâri

The Phâri are a very broad cultural and linguistic group, said to have originated in north-central Lýthia. Their migrations westward around tr1700 caused significant cultural disruption, and led to the formation of new social and cultural groupings. The Ivínians and the Trierzi have had wide-ranging impact on the history of Venârivè.

Quarphic is the language of the Quarph, the people of Quârphor, distantly related to the Shorka and Trierzi. The Quarph have a variety of lifestyles, from nomadic to settled agrarian societies.

There are four distinct dialects of Quarphic: western, southern, eastern and northern.

Hurisean is the language and culture of the settled people of the western part of Quârphor known as Hurisea, influenced by many surrounding cultures.

Ivínian is possibly the most wide-spread language of Venârivè. The Ivínians developed their culture in the far north on the island of Ivae, but have since spread colonies across many areas of Venârivè.

Hârbáaler and Chéler are two languages closely related to Ivínian, spoken in lands settled or conquered by Ivínians to the south.

Note: Both have assimilated significant elements of other languages.

Pálithàner is a relatively young language developed from Ivínian, and spoken in coastal regions of the Ivínian colony-kingdom of Palíthanè.

Shorka is the name of a group of dialects spoken in the Kingdom of Shôrkýnè.

Note: It is related to both Quarph and Trierzi, but has been significantly influenced by local Jarind tongues.
Dialects include Qualren (the ‘officialdialect), Melodan, Pelodan, Loalan, Fedin, Kolaren, Sabes, Enseler, Nistalen, and Jandi.
History;
(Kingdom of Emélrenè P17) bt1650 Phâric (Uphâri) people invade Shôrkýnè.
(Venârivè P14) c. bt1650 Uphâri reach eastern Lówalys (Shôrkýnè)
bt1280-1200 Wars in Álagon between Uphâri and Álagyn tribes; Uphâri eventually ‘defeated’.
c.bt400 Sôrki (Shôrka) tribes reach Álagon
bt1307 Uphâri defeat Shóna Alliance, take Plain of Káretan

Trierzi is the language of the region once known as Thanema and Zonara, now dominated by the Kingdom of Trierzon. It is also spoken in much of Palíthanè.

Its many dialects can be mutually unintelligible; they include Liguno-Athaman, Senedar, Stalfi, Melsa-faldon, Alonadi, Areshymen, Cherykan, Zanori, and Tengalin.
Trade Ivínian (or Kántâl)
Trade Ivínian (or Kántâl)
Trade Ivínian (or Kántâl) is the ‘lingua franca’ of trade across northwest Venârivè. Like Chéler and Hârbáaler (to which it is closely related), it is a polyglot dialect, which has adopted many terms and words from other languages, and is kept unified by the mobility of traders and seamen. Almost all sailors and traders in the region, irrespective of their own language and culture, have some facility with this language.
Note: Polyglot means ‘ability to speak many languages’
Need to figure out which languages are used within this group of traders before delving into the history and connected Dialects.

Azeri

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The Azeri peoples are as diverse as the Phari. Scholars claim to be able to trace their ancestry back to the Vénic Island culture which began on the eastern Venârian shore.

The Àzeryáni have had a major impact on Venârivè through the spread of their culture associated with the Empire of Ázeryàn. They evolved principally on the eastern regions of the Ázeryàn Peninsula, and came to dominate much of the region. While somewhat in decline in recent centuries, theirs is one of the most vibrant cultures of the region.

The Àzeryáni speak two languages: Low Àzeryáni (Nâsik Azéri), which is highly differentiated by region, and High Àzeryáni (Zâkimladal), which is a highly uniform language of the upper classes, and of the government and bureaucracy.
Dialects of Nâsik Azéri spoken within the Empire of Ázeryàn include: western, northern, central, southern, prime, eastern, and island.
Dialects spoken in regions which were once part of the empire include: Lánkori (in Lánkor), Terâzin (in eastern Tríerzòn), Górik (in Gôris), Kôlvisar (in Menêma), and Dálazeri (in Vítho and Xêrium).

Karéjian is the language of most of the islands of the Venârian Sea and some areas of the eastern coast.

It is the direct descendant of Kàruía, the language of the Kàruía people who were dominant traders across the region until the rise of Ázeryàn.

Urmech is a language related to both Àzeryáni and Karéjian, with local influences. It is spoken in inland regions of Ûmélria.

Elbythian is a language spoke in the inland regions of the eastern Venârian coast.

It is related to Karéjian, with significant influence from Bésha, Hácherian, and Àzeryáni.

Býrian is the language of the Empire of Býria on the northern Anzelôrian coast.

It is a mixture of Àzeryáni, Kàruía, Târgan, and northern Tuvâran.

Ketâri

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The Ketâric peoples of central Lýthia have had a major impact on surrounding peoples, despite their relatively lower levels of cultural development. As the first people to domesticate the horse, they inflicted defeats on a number of ‘civilisations’ millennia ago, and continue to threaten agrarian cultures to this day. Most Ketâri have a nomadic lifestyle, although significant exceptions exist.

The Reksýni dominate the northern plains of Venârivè, having pushed the Quârph westward and inflicting a crushing defeat on the Empire of Ázeryàn in the middle of last century. They are a powerful confederation of tribes, but nowhere near as unified as they were at their height.

Note: related to Rekâri? that became Reksýni?
(see Venârivè P164) Gósan Réka-ul-Sýna – founding prophet of the ‘Reksýni’ religion, the faith that unified the Rekâri tribes into one of the most fearsome forces of Venârivè.
(see also Venârivè P15, 16, & 18)
c. bt800 Soquâr Phâri come to dominate in southern Quârphor.
tr601 Pôrna River massacre, thousands of Rekâri tribes folk slaughtered by Quârph.
c. bt600 Rekâri tribes begin to pressure Soquâr, leading to eventual split of Sôrki and Quâr.
tr1 Rekâri tribes push into northeast Quârphor.
c. tr200 Quârphic resurgence pushes back Rekâri tribes.
(Summa Venâriva P99) Between tr360 and tr370 the (Ázeryàn?) legions methodically pushed the Rekâri tribes out of Úlga plain.
(Summa Venâriva P50 & 59) The Àzeryáni explorer Hlárakor el Téldranèsen, who wrote about his discoveries in Shôrkýnè and other northern regions in tr325...the memoirs of his adventure were the first thorough portrait of the Shôrka. He was the first writer to describe the Áltic peoples in any detail, and he was the first to realize that the Rekâri tribes were the same people described as the Arek Ketâri in Lánukros’ works.
...popularity of the writings of the Kàruían merchant-adventurer, c. tr210 travels of Lánukros el Hroánes to eastern Lýthia (to c. 240) (Kàruían merchant-adventurer)

The Ketâri are the dominant people of the central Lýthian plateau, and have had an enormous influence on the history of Lýthia, east and west, including the destruction of the empires of Mafán and Ch’mísa. The westernmost branch of this horse people are the Ánil Ketâri (West Ketâri), who live on the plains east of the Ûmélrian and Hakhârlis mountains.

The Bésha nomads control the Béshakan Desert, and have also had a significant influence in Venârian history from time to time. Together with the Pèchalâri and other tribal groups, they were responsible for the destruction of the Târgan Empire over seven centuries ago. Today they are relatively disunited and provide mercenary forces for the civilised realms around the desert, including both Dalkésh and Hácherdad.

The Namârdim dwell in the Namârdhez and Mafanìlâr mountains. They are ethnically and culturally mixed, speaking a language related to that of the Bésha, but influenced by ancient Mafâsh.

Hácherian is the language of the Hácherim, a people related to the Bésha, who settled in the Hakhârlis Mountains many centuries ago.

Dálken is the language of the Empire of Dalkésh. While related to Bésha, it has been significantly influenced by Pèchalâri and by Târgan, the language of the Târgan Empire.

The Dalkéshi are of mixed Bésha, Pèchalâri, Târgan, and even Kàruían ancestry, but paradoxically have developed notions of racial ‘purity’ similar to those of the ancient Târgans – despite those very traits having led to the Târgan Genocide of tr7.
Reksýni Horselord
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Mafáni

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The Mafáni are a diverse cultural group who can trace their ancestry and culture back to the almost near legendary Empire of Mafán.

Mafáni is spoken all around the Gulf of Mafán. Despite their cultural diversity, the Mafáni have maintained a relatively high level of linguistic consistency due to high levels of literacy and vibrant trade networks. Over the last century there has been something of a revival in Mafáni culture, after almost uncounted years of gradual decline.

Shénti is the Mafáni language of the eastern coast of Anzelôria, a mixture of Mafáni and local Anzelôrian languages.

Anzelôrian

The Anzelôrian language group is relatively diverse. It has two large sub-groups – the northern Panhaónic group and the southern Wernai group.

Chogôri is the language of the people of Chogôro. It is an Anzelôrian language much influenced by Mafáni. The Chogôri are much under cultural pressure from a resurgent Mafáni and migrating Pèchalâri.

Pèchalâri is the language of Péchalâr, a tribal people who have in recent centuries been pushed southwards by the expansion of Dalkésh. A small number of Péchalâr have begun to form petty-states in response.

Tuvâran peoples are a broad group, with several distinct dialects known as eastern, southern, western, and Elánasi. Northern Tuvâran is largely extinct, but had an important impact on the development of Býrian. Some scholars also consider the language of the Búqdin of Xêria to be related to Tuvâran, but this is disputed.

Neshái is a central Anzelôrian language, which is spoken by only a few tribes who live north enough to consider being part of Venârivè.

Thónian is the broad language group of the westernmost Anzelôrians, who live in the varied region defined largely by the Thónian Alps.

This has created several ‘dialects’ which are in fact largely separate language groups: Hérei, Laker, mountain, inner, southern, northern, west.

Hèpekérian

The island continent of Hèpekér is home to a diverse set of language groups and influences. The dominant group is that of the central desert nomads, but other language groups have made their mark.

Númer is the language of the Númec people of central Hèpekéria. While not the most numerous people of the region, they are culturally dominant and influential, controlling cross-regional trade and exercising military supremacy.

Kôrlic is the language of the people of northern Hèpekéria. It evolved from Númer, heavily influenced successively by Dálani, Kàruía, Azéri and finally Ivínian.

Dálani is the language of the people of the Dalánya Mountains; related to Númer but also to the ancient Járind tongue of the people of that region.

Faláni is the language of the southern peoples of Hèpekéria. It is closely related to Númer, but with significant influence from Thónian tongues.

Note: As noted previously, Búqdin is considered by some to be an Anzelôrian language, but clearly also influenced from Númer and other sources.

Other peoples

The Mengólans are the westernmost of the Reshenic peoples. Only a relatively small number of these people live within Venârivè. They speak Mengólan, which has been affected by Reksýni to the south.

Elder Folk and Non-Humans

Humans are not the only intelligent, cultured beings of Venârivè and Kèthîra, although they are by far the most populous and dominate most regions.

Sinái

Scholars consider the ‘elven’ folk to be the most ancient of all of Kèthîra. The best known are the Sinái of Hârn. Legends tell of a time when the Sinái ruled all of Hârn, by they are now largely confined to the forest of Shâva. Their language is known as Sináin, and they have their own script, Selénian, which may have influenced the development of Lakíse.

Legends also tell of other kinds of ‘elves’, including the Sidhé (‘high elves’), the Morsinái (‘dark elves’), the Hwæthârwyn (‘snow elves’) of Áltôr, and finally the Naêri (‘southern elves’) of Anzelôria.

Kúzhai

The Kúzhai, or ‘dwarves’, are known to dwell on Hârn, but legends also tell of seven tribes and seven kingdoms, believed to be located in Ivínia and central Lýthia. It is said the ancient Kúzhan city of Mêrdáin was influential in the rise of the Narmâr River culture.

See also: , ("Kúzhai emerged to found their various realms – initially Mêrdáin (founded bt7190), Êrdar (see Summa Venâriva P5), and Lârhakul in central Lýthia (great Ketârh plateau)")

The Kúzhan language appears to be relatively undifferentiated. The Kúzhai apparently invented the Khrúni script, from which Runic has evolved.

Chostôri

There are other tales of ‘deep-dwarves’ or Chostôri, said to be a darker, less cultured group of beings. Some say that the Chostôri and Kúzhai were at war for generations before the Age of Men. The Chostôri apparently have their own tongue, but use a script similar to Khrúni.

Gârgún

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The Gârgún of Hârn can scarcely be classified as elder folk, since they only appeared on Kèthîra around tr100, apparently brought to this world by the mage Lóthrim. Their unique biology strongly suggests they are not originally from Kèthîra.

There are five sub-species of gârgún: Gargu Arak (small or streaked), Hyeka (common or brown), Khanu (great or black), Kyani (white), and Viasal (red).

Ílmè

The Ílmè or ‘mere dragons’ dwell in a few isolated, mainly swampy locations not favoured by humans. They are a secretive folk, with strong gender differentiation. Stories of the Ílmè indicate they can be found on Hârn, Ivínia, Quârphor and other locations such as Thónia.

Nâdi

The Nâdi, also known as the Mizúni, are the indigenous inhabitants of the Nadámi Mountains, which are named for them. Few in this region have ever met them; they trade only with a select few humans whom they trust. They speak their own tongue, which they do not share. Legends of the land of the ‘dog-men’ are widespread across Venârivè. Most peasants ‘know’ that they exist, and that they live ‘a long way away’.

Centaurin

The Centaurin are the horse-folk of the great central plains of Lýthia. They are not numerous, but do live in groups of up to thirty individuals. Some appear to have developed agricultural techniques. They tend to speak the languages of those around them. The Reksýni consider them sacred.

Centaurin of Ivínia (Northern Centaurin or Ivínian centaurin)
Centaurin of Áltôr (Áltic Centaurin)
Centaurin of Reksýna (Reksýni Centaurin)

Nâblúgi

The Nâblúgi are the ‘small-folk’ said to live in the Luíndè and Ûmélrian mountains and valleys. Whether they are related to the Kúzhai, or indeed whether they are anything other than humans of short stature, is open to debate.

Ándanùji

The Ándanùji or ‘mountain-folk’ of the Thónian Alps are strange, extremely tall beings said to live in high towers, to have unearthly calls, and to be fickle in their dealings with men.

Gârgún and Kúzhai
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Scripts

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Most of the people of Venârivè cannot read or write, even in their own tongue. Those that can are usually in specialist positions such as traders, heralds, clerics, scholars, and government officials.

A range of scripts are used across the region; many are used to write more than one language.

Selenian

The script of the Sinái, or elves, invented millennia ago. Highly cursive, it is best suited to a quill pen or paint brush.

Lakise

The script of western Venârivè, it is principally used in the feudal kingdoms, but increasingly spreading to other regions. It was apparently invented on Melderyn around bt600, and is related to Selenian.

Khruni

The angular script of the Kúzhai, it is best suited for carving on wood or stone.

Runic

Runic originated in northern Venârivè, and is used by the Ivínians and others of the north. A simplified form of Khruni (although Ivínians believe that they invented it), it is widespread across Venârivè due to the influence of Ivínians on trade.

Milanta

A cursive script of the Karuian traders, Milanta is an evolution of the ancient Alanta and Tianta scripts. It is now only used by a small number of scholars in Karejia.

evolution of ancient Alanta and Tianta scripts

Ayâran

The script of the Azeri, Karejians, Elbythians, Ûmélrians, and Býrians. It is relatively angular in form, and evolved from the Zérin script of the ancient Zéran and Azeri settlers on the Azeryan peninsula.

Neramic

The script of Dalkesh and the Beshakan, Neramic was used by the Târgan Empire, and evolved from the ancient Anzelôrian script known as Neri, but adopted elements from Sheni and Kono. It has both angular and cursive elements and forms.

Kono

The very ancient script of the Mafani Empire, Kono was very angular, and was well suited for carving in stone and wood. Some argue it is related to Khruni, but other scholars consider this to be far-fetched.

Tankono

The script of the Mafani peoples, Tankono evolved from the very ancient Kono script of the Empire of Mafan, with influences from the Miluan script of Molkûra, as well as Neramic. It is thus a highly complex script, with a variety of registers and forms, and with both angular and cursive options.

Hekori

Hekori is the script of the Hepekerians, derived from Tianta, but much evolved. It is used principally by the Numec and Falani.

Shenya

The modern script of the Reksyni, Shenya apparently evolved from the ancient script of the Ketari, Sheni. Both Shenya and Sheni are generally painted on fabrics with brushes, and are thus highly cursive.


See: Appendix VI for a list of the languages and scripts used by different cultures across Venârivè.

Numerals

Almost all Venârian scripts have symbols for numbers. While originally different cultures used different counting systems, most now make use of the decimal system, first developed in ancient Mafan and retained by the Karuia and Karejians. The Mangai have been strong supporters of the spread of decimal counting.

Religious Languages

Some religious groups make use of their own languages. Most of these are otherwise ‘dead’ ancient languages preserved in liturgical form, but some are apparently unique.

Ormauk is the secret language of the Morgathan church, apparently divinely inspired. It has its own unique script, Nuvesarl.

The Agrikan church, in addition to using Azeryani, has a secret ‘temple-tongue’ known as Surikal.

Finally, the Ilviran church makes use of a language known as Ivashi. This is apparently the language spoken by the god Ilvir and his servants and creatures, the Ivashu.

Language
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Visitors to Livélis, Karéjia
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Reskýni Woman / Trader
Ivínian Mercenary
Mafáni Man
Hârnic Merchant
Númec Woman
Dálken Trader
Àzeryáni Woman
Tríerzi Woman

Societies and Government

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Social Organisation

Broadly, the societies and governments of Venârivè can be classified as tribal, tributary, feudal / royal, civic / oligarchic, or imperial.

Tribal

There are many tribal societies in existence in the region, including many Quarph, the Yarili, the Reksyni, and the desert nomads of Beshakan and Hepekeria. These societies are often nomadic or pastoral.

Tribal societies are generally organised around clans of a common ancestry and culture. Tribal leadership may take a wide variety of forms, but usually involves a chieftain of some sort, often advised by a council of elders. From time to time ‘high chiefs’ may unite groups of tribes, but this is generally dependent on the personal capabilities of the individual, and often does not last. Land ownership or use rights are generally communal; the tribe will generally allocate resources amongst its member clans.

Tributary

Tributary societies can be seen as an extension of tribal ones. Clans still form the basic unit, but there is generally a ruling clan or group of clans; there is greater hierarchy within the society. These societies will generally be settled and a mix of agrarian and pastoralist. The most prevalent example of this type of society is that of the Ivinians and their colonies.

Land ownership usually lies with individual clans, but they acknowledge the power and authority of greater clans, and pay tribute to them. Relationships between minor clans and greater clans and their respective leaders tend to be more formal, often involving the swearing of oaths. Subsidiary clans often owe military and other service to greater clans, but have considerable local autonomy.

Feudal / royal

Feudal realms are quite prevalent across Venârivè. Feudal realms tend to be very hierarchical; in many cases all of the land is technically owned by the sovereign, who delegates control of portions of land (fiefs) to their vassals, most of whom repeat the process (known as subinfeudation) until the land is parcelled out to individual farming clans or even households.

Civic/oligarchic

Many city-states are merchant dominated; leadership is defined by wealth, not necessarily in terms of land ownership. Land ownership can be quite variable, including ‘public ownership’ by the state or city, as well as ‘private’ ownership by both clans and individuals. These tend to be smaller states.

Imperial

Imperial societies tend to be centralist, but can incorporate elements of many other societies, as they will have evolved from them.

Àzeryáni Bureaucrat
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Social Class

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Each society will have its own unique social classes. The following is a broad typology:

  • noble or patrician;
  • warriors;
  • priests, shamen, or wizards;
  • craftsmen and other specialists;
  • commoners or freemen;
  • the unfree, including serfs, thralls, and slaves.

See HMG Player Edition – Pregame for further information on playing different social classes.

Noble/Patrician

Almost all of the societies of northwest Lýthia have a ruling class, often defined by their ownership and control of land. The nobility are generally a tiny percentage of the population – as small as one percent.

Feudal nobility

The feudal realms of Venârivè tend to have a number of gradations of nobility. The highest class will be the royalty; often restricted to a single clan. These societies recognise the following general types of nobility:

  • royalty – kings and sovereign princes;
  • dukes – the greatest magnates, with vast holdings, many of whom rival kings;
  • counts or earls – major landholders, generally directly from rulers;
  • barons – generic term for holders of castles and keeps;
  • manor lords – holders of individual manorial estates or villas.

In general, dukes, counts, and barons are considered kular (major nobility), while manor lords are tekula (minor nobility). See Appendix III for the translation of these terms in a selection of the languages of Venârivè.

In feudal societies, nobles are automatically assumed to be superior to common folk, and the legal system protects the privileges of rank. Their exclusive privileges include the right to bear heraldic arms, carry chivalric weapons, ride warhorses, organise military forces, and build and hold fortifications. Short of rebellion or treason, there are few crimes that can be committed by a noble. Should a commoner be rude or even fail to display proper deference to a noble, they can expect swift punishment. In many realms it is not a crime for a noble to maim or slay a commoner for cause, although the victim’s family may have a tenuous claim to compensation.

Imperial and city-state nobility (patricians)

Imperial and city-state societies often (but do not always) incorporate the concept of nobility. The Empire of Azeryan, for example, has both major and minor noble houses. While these societies include nobles, their rulers tend to make use of appointed persons to a much greater extent than feudal realms. Governors (elgar) predominate in these states.

There are generally no (legally) hereditary titles in Imperial or city-states; but this does not mean that marks of social distinction are not present or clear.

Other societies

Tribal and tributary states, such as those of the Ivinians can be relatively egalitarian, although there are important exceptions (the Numec are a good case in point).

Heraldry: the mark of status

Many societies across Venârivè make use of formalised means of identifying the social status of individuals and groups, particularly noble clans. This system of signs and marks is known as heraldry. There are clear rules about which marks may be used and how, and colleges of heralds are the registries of these arms at key centres across the region. See Appendix IV for a list of the Colleges of Heraldry.

Arms of Télkôr Gáred alríd Stálen of Stalfôrè, Tríerzòn
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Warriors

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Almost all societies across the region recognise a special class or role for warriors, even if only for an elite group within a wider role for all adult males (or females, in the case of Byria).

Knights

Knights (malshi) are semi-noble warriors; the concept exists across feudal and imperial societies. While knighthood is not technically a mark of noble status, in most societies across Venârivè, malshi are closely associated with nobility.

Legionaires

Imperial realms often make use of a special status for professional troops. The legion emerged as a specific form of military and social organisation in the early Azeryani imperial period, and has since become a model across the region.

Husgaranen (House carls)

House carls are the semi-noble warriors of Ivinian societies. They have a status roughly equivalent to that of knights in feudal and imperial societies, although, as with many aspects of Ivinian society, their status is less formalised.

Braves and warrior ‘societies’

Tribal societies have their own particular mechanisms for recognising elite warriors. Whether other societies recognise these individuals as having a particular status is highly variable.

Priests, Shamans, and Wizards

Almost all societies and cultures across Venârivè have special roles for those who intercede with the gods or other mysterious forces of the universe beyond the comprehension of ordinary folk. In some cases these functions are performed by specific castes or clans, in other cases by individuals selected specifically for these tasks.

Clergy

The most common of these are the clergy of the various religions and faiths across Venârivè. Organised religions have a wide variety of means of selecting the members of their hierarchies.

The more organised religions (Laranians, Peonians, Agrikans, Save-K’norans, Haleans, Morgathans, and Navehans) have complex, region-spanning hierarchies, sometimes with sub-divisions of clerical orders, militant orders, and even controlling significant amounts of land and wealth.

Other religions, including those of the Ilvirans, Sarajinians, Kelanans, Zarathans, and Siemists, as well as almost all tribal belief systems, are less organised, and lack these structures and formal hierarchies.

Priest of Zârath
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Holy-folk and mystics
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Tribal societies tend not to make a clear distinction between the gods and other mysteries. They often identify individuals who stand apart and act on behalf of their community with the worlds of magic, mystery, the gods and the dead. Ivinian society delegates these tasks to specific clans.

Shamans

Shamans are a particular class of holy or mystical individuals with the ability to traverse into the ‘spirit realm’ which is inhabited by benign and malignant spirits of varying power. They interact with the spirits who dwell there, drawing knowledge and power from them.

Wizards and witches

Attitudes to the manipulation of powerful forces outside the ken of normal folk vary across Venârivè, but those capable of such feats are generally feared, and often shunned.

It is for this reason that the Order of the Shèk-P’vâr is a dominant force across the region, providing protection but also regulation to these individuals. In a few realms, wizards are purported to play a leading role, in others they are almost universally considered untrustworthy. Ivinians are particularly fearful of these folk.

Craftsmen and Specialists

Craftsmen

Almost all societies in Venârivè, except the most economically desperate, have specialist individuals who devote their efforts to the production of particular goods (or services). The acquisition of the specialist skills required to perform these functions takes place in a variety of ways, often through apprenticeship to another skilled individual over a period of time. A very few societies have evolved formal education and teaching systems which complement this informal learning process.

Guilds

Over time, craftsmen in many societies across the region have found it beneficial to organise themselves into associations of similarly skilled clans or individuals. Venârivè has a highly developed system of guilds which provide training, protection, and regulation for the more skilled, specialist and profitable activities. These are collectively known as the Mangai, and their economic and social power is considerable. Organised on a local, regional, and even international scale, the guilds have internal hierarchies of apprentices, journeymen, masters, and syndics who manage their affairs and establish regulations and relations with the relevant government.

Merchants

Merchants, while often originating as craftsmen and guildsmen, have in some societies across the region transcended their original social status to a new, intermediate status. In plutocratic or oligarchic states (particularly city-states), these individuals and clans often assume the leadership role of the nobility into which they may (over time) evolve.

Noble Servants

A number of roles exist in societies across Venârivè for individuals (and clans) who serve the needs of the noble class, but who are not themselves considered noble. Examples variously include scribes, weaponcrafters, and heralds.

Unique Individuals

Many societies in Venârivè have developed social roles for ‘unique’ individuals who do not otherwise fit within the ordinary social order. Examples include the skalds and shield-maidens of Ivinian society, the bard or kerin of Jarind society; and the fool of feudal societies.

Commoners and Freemen

‘Freedom’ is a relative term in Venârivè. Even so, there is often a class of persons who are considered to form the ‘common’ or ‘main’ layer of society.

The proportion of the population considered free varies considerably across the region. Most individuals in tribal or tributary societies will be at least nominally free. In feudal societies, as few as one tenth of the population may be considered free. Imperial and plutocratic societies tend to fall somewhere in between.

Unfree

There are a variety of levels of ‘unfreedom’ across the region, including gradations of restriction within societies. See HMG Player Edition – Pregame for information on playing Unfree Characters.

Slaves

Slaves are persons wholly owned (as chattels) by a clan, household, or individual. They generally have few rights; their owners usually have the power of life and death over them, and can exploit their labour and bodies as they wish. This is not, however, universal. Some ‘slaves’ are respected and powerful individuals, who can own property with their master’s permission. Slavery is most common in imperial and plutocratic societies.

Serfs
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Serfs are that class of individuals not owned by a person, but tied to a particular piece of land and owing obligations to the owner of that land. There are generally customary and legal restrictions on their movement and actions, but also on how they can be treated (or mistreaded). Serfdom is most common in feudal societies, and in those societies, serfs will often make up the bulk of the population.

Thralls/bondsmen

Thralls and bondsmen fall somewhere in between slaves and serfs. They are generally tied to a particular clan or household, but they also are usually acknowledged to have rights, and often live in family or even household groups. Certain classes of bondsmen (including the famous military thralls of both Ivinian and Dalken societies) have very high status, above that of many ‘free’ individuals. Thraldom is most common in tribal and tributary societies.

Caste

While most of the societies of northwest Lýthia are not differentiated by caste, it does play an important role in Dalkesh, Mafan, and among the Numec. Dalkeshi and Chogori-Mafani caste structures are relatively rigid, with only minimal social mobility. The ancient Azeri developed a variant form of ‘caste’ known as ‘estates’, but these are much more permeable than Dalkeshi or Mafani forms.

Caste-based societies exhibit lower levels of social mobility, in that an individual’s or clan’s social role and indeed occupation are more tightly prescribed. A person’s clan will be focussed on a particular occupation, economic activity, or social role, and movement between these will be restricted.

Family, Household, and Clan

Family, household, and clan are central social institutions in almost all of northwest Lýthia. The Jarind, Pharic, and Azeri peoples all place great importance on one’s clan, although Azeri concepts vary from those common amongst the Jarind and Phari. For most of the tribal peoples of Venârivè, clan is equally important. In Dalkesh and Mafan, one’s clan defines one’s caste, which is a central social and cultural institution.

See HMG Player Edition – Character Generation: Birth & Family for details of generating a character’s family.

Centrality of Clan

The ‘clan’ is an important, even central, socio-political institution in most of the region of Venârivè. In feudal realms, it is the clan that holds land; this is similar in Ivinian regions.

Clans will often be made up of a number of families and households. Clans vary in size and status, ranging from powerful extended clans with hundreds of members to small nuclear families. All clans have a recognised leader (clanhead), who has significant authority over clan affairs and members. Clanheads have the right to arbitrate disputes among kin, and punish clan members for antisocial behaviour. They generally have the right to approve marriages and to expel members from the clan for cause. Although most clanheads try to be fair in their judgements, being a close relative to one may be crucial.

Family and household

The relative importance of the nuclear and extended family varies across Venârivè. In many of the feudal realms, households are predominantly made up of nuclear families. In the Ivinian and tribal areas, many families within the same clan may live together, and fosterage / shared child-rearing can be the norm.

The key economic and social unit of almost all societies across Venârivè is the household. This may be a single individual, a nuclear family, or an extended family. It also includes any dependants, such as household servants, slaves, or thralls and specialists within the control and employ of the leader of the household.

Gender roles

The societies of Venârivè have varying levels of differentiation of gender roles; from the (generally) quite restrictive roles ascribed to women by the Ivinians, many other Pharic peoples, and the Numec, to the greater gender equity amongst the Jarind and the Karejians. The Azeri, Dalken, Anzelôrians, and Mafani all fall somewhere in between.

Sexuality and reproduction

The pantheistic nature of the societies of Venârivè means that there is no one dominant form of sexual morality. While most people appear to conform to heterosexual norms, there is quite a level of fluidity and diversity in sexual behaviour. Homosexuality is generally not favoured, but in some societies (particularly Karejia, Hacherdad, Dalkesh and Mafan) carries little stigma. Female sexuality is acknowledged in various forms; the existence of female gods, including Halea, means female sexuality is well acknowledged. While it is expected that reproduction will occur within wedlock, bastardy generally carries little social consequence, except where inheritance is concerned (and even then it can be overcome).

Marriage

Marriage between individuals is a key social institution. Lineage within clans is often a crucial factor in the selection of leadership. There is considerable variation across Venârivè regarding the issue of whether a woman joins the clan of her husband, even in predominantly patriarchal societies. It is sometimes the case that a man will join the clan of his wife if she is from a more powerful clan. In this manner, clans work to maintain their social status.

Children
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Children’s membership of a clan or caste will generally be determined by birth. In patriarchal societies, children will belong to their father’s clan; in matriarchal ones to their mother’s. In some societies, particularly those in Tuvara and Thonia, a child’s clan may be determined by sun-sign, gender, or divination.

Adoption

Given the importance of the clan across the region, adoption is a very important social institution, not only for children but also for adults. Adoption is a means of social advancement, particularly in highly caste-based societies. In some cultures, freed slaves are adopted into their owner’s clan and can eventually rise to considerable status. Adoption is thus a safety valve on otherwise hidebound social institutions.

The elderly

Most clans consider the care of their elders to be a core responsibility. In most societies across Venârivè, those who have attained advanced age are considered venerable and worthy of support in their dotage. Their collective knowledge and experience is valued, and even in senility their contribution to the clan is acknowledged.

Inheritance

Across Venârivè collective ownership by the clan of most important property, particularly land, is the norm. Individuals and households generally have ownership of personal items and chattels. Decisions on the inheritance of land are generally tied to decisions about leadership and control of the clan. Partible inheritance (amongst individuals and households) is possible, but not encouraged.

Succession

The means by which a person becomes a clanhead varies across the cultures of Venârivè, but some form of collective decision-making and selection from among eligible candidates is widespread. Often clans will also have a council made up of leading adult members; it is often the role of this council to select or confirm the clanhead. When acting in this capacity the clan council is known as a succession council. In some cultures the clan council has little ongoing role, but in others it governs the affairs of the clan in concert with the clanhead.

When the leader of a clan dies or is removed from office, a succession council of clan adults (sometimes just the men) is convened. Details of the custom vary from clan to clan and region to region. The clan generally gathers for the occasion, first to mourn the dead, then to elect a new clanhead. The succession council make take into consideration the wishes of the departed, expressed in a will or testament. The deceased often has at least one vote, exercised by his spouse or heir. Of course, some clans are no more than nuclear families, in which case the spouse, eldest son, or daughter, will inherit by default.

The succession council may seem to be a formality; one of the clanhead’s children is almost always elected, most often the eldest. In some clans and cultures, women are excluded or have little influence. Nevertheless, succession councils can and do select the most competent clan member over direct or obvious candidates. Declared candidates are often allowed to plead their case before the council, and sometimes the council elects a clan member who did not put themselves forward.

While unofficial interference by outsiders is not uncommon, clans are generally permitted to select their own leaders by any method they deem appropriate. Disputes which cannot be solved internally may be decided by the judicial system.

Where the clan has feudal rights to lands or property, the new clanhead may have to overcome the objections of their liege before they can take possession. When an heir does take possession, homage must be done to the liege, usually in a ceremony before witnesses. The ritual usually involves the gift of earth and the swearing of fealty.


Arms of Málnîr Ánfla alrí Daséndis of Dumâla, Shôrkýnè
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Structure of Governments

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There are many forms of government in the polities across Venârivè, but the most common are: tribal or tributary; feudal; manorial; royal; urban; civic or oligarchic; and imperial.

Tribal or Tributary Government

Chieftains

Tribal and tributary government tends to be focussed around the person of the chief of the tribe (usually a group of clans). Some chieftains obtain their place by inheritance, but just as often they are selected from amongst the leading adults of the tribe or clan, based on their abilities and skills.

Councils of elders

The chief may be advised by a council of elders, leading warriors, shamans, priests or even craftsmen. Sometimes the council will play a role in selecting the Chieftain, but in other societies, the council may be largely constituted by the supporters and allies of the Chief.

High chiefs, overkings or khans

In more complex tribal and tributary societies, there may be a hierarchy of chieftains, with sub-chiefs acknowledging the overlordship of high chiefs. Such individuals are known variously as ‘over-kings’, ‘highkings’, or ‘khans’, depending on the culture.

In such societies, sub-chiefs or even ‘sub-kings’ and their clans and tribes will pay tribute to those higher up the hierarchy, hence the term ‘tributary’. In such societies, the internal sovereignty of the sub-tribe or clan is generally retained as long as they provide the required tribute.

Tributary and Feudal Governments

The distinction between tributary and feudal societies is one of degree. In feudal societies, the king generally claims ownership of all land, whereas in tributary societies wealth is either not assessed in terms of landownership, or sub-clans, tribes, or kingdoms retain ‘ownership’ of their lands. Conceptually, at least, in a tributary government power flows upwards to the high chief or king, whereas in a feudal state power is granted from the centre downwards. In practice, however, the distinctions can be fine and both are held together by a combination of oaths, payment, mutual obligations, force, and common interest.

Feudal Government

Feudalism is a one of the most common forms of government and social organisation in Venârivè. All land is owned by the sovereign (king or queen), who then grants fiefs to trusted magnates to provide for local government and defence. Such grants are inheritable, although the monarch may revoke them for treason or rebellion. To aid them govern and meet their obligations to the crown, greater nobles grant portions of their fiefs to lesser nobles, a process known as subinfeudation.

Feudal obligations

When a noble accepts a fief he owes fealty to and becomes a vassal of the person (liege) who bestowed it. A vassal is expected to give absolute loyalty to his liege.

There is an infinite variety of arrangements in the contract between lord and vassal (many are unique), but some generalities may be made concerning their mutual obligations. All feudal lords are responsible for the administration of justice within their own fiefs. They are also obliged to protect their law-abiding tenants from outside interference. In return for providing basic security, a liege is entitled to some specified military and/or feudal service (or payment in lieu, known as scutage). They also have the right to collect various traditional taxes, including merchet (marriage tax), heriot (death tax), and aids (incidental levies) to finance various expenses, from the knighting of their eldest son, the dowry of their eldest daughter, and to ransom their person from enemies. The crown may also levy special aids, such as to finance a war or build a castle.

Sovereigns

The key to both royal and feudal government is the concept of a sovereign; a person from whom law and authority flow. Kings and queens are sometimes endowed with a sacral basis to their authority. It seems that this concept of royalty was derived from the elder folk.

Tenants-in-chief

Sovereigns will almost always rule with the support of a key group of major supporters or vassals, known variously as ‘great magnates’ or ‘lords of the realm’. Collectively they are tenants-in-chief in line with the feudal concept that all persons within a royal kingdom owe fealty to the sovereign and obtain their land tenure and judicial rights from the crown.

Feudal nobility

The distinction between noble and commoner the is significant in feudal societies. The exclusive rights and privileges of the nobility include the right to bear heraldic arms and chivalric weapons, ride warhorses, organise military forces, build and hold fortifications, and dispense justice at feudal courts. Any commoner who trespasses on these rights can expect swift and harsh punishment. The ranks of the feudal nobility recognised across Venârivè include:

Duke
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The greatest magnates of all are the dukes, who hold lands directly from the crown, and often hold fiefs that are larger than smaller kingdoms. Only the largest feudal realms have such powerful individuals.

Count or earl

This is often the highest feudal noble (where dukes are not present). A count or earl’s seat will usually be a castle, and he (typically) will owe the king military service of a hundred or more knights, varying with the size of his holding. Roughly 80 percent of a county or earldom will be subinfeuded to vassal barons or knights. The rest will be held directly by the count or earl, managed by appointed constables or bailiffs.

Baron

‘Baron’ is a generic term for any major landholding noble with lower status than an earl. A barony usually contains a castle or keep, and from ten to thirty estates or manors. Regardless of the size of the barony, a few estates or manors will be held directly by the baron, managed by his bailiffs, but most will be held by vassal knights. Some barons will be vassals of an earl; some will be tenants-in-chief, holding land directly from the crown.

Manorial lord

A knight who holds a manorial fief, usually from a baron or earl, is known as a lord. Such fiefs are given in exchange for the military service of a mounted knight (and often other soldiers), hence most holders are knights. By custom the amount of land deemed necessary a single mounted knight (from revenues) is between 1,200 and 1,800 acres. A grant of this size is called a knight’s fee. In many areas, however, manorial holdings or estates are larger than this.

See Appendix III – Titles of Venârivè for the local translation of these terms in various languages across Venârivè.

Knighthood

Knighthood is not a feudal title per se. All barons and earls, and even the king, are knights. In theory, anyone may be knighted, most often for exemplary military service to the crown. Knighthood is nonhereditary, but most knights are born to the station. The training for knighthood (apprentice knights are called squires) is undertaken when the young son of a knight is invited to foster at the household of another knight. Youngsters begin training at 12, learning knightly virtues, skill at arms, heraldry, and horsemanship. If all goes well, the squire can expect to be knighted around the age of 21.

Knights bachelor

The number of knights in most feudal realms far exceeds the number that can be granted fiefs. While some knights will inherit or marry into land, most are landless knights bachelor. A few will realise their burning ambition of obtaining a fief, but most spend their lives as retainers of great nobles, within the ranks of fighting orders, or (gods forbid) adventuring.


Shôrka Knight and Quârph Tribesman
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Manorial Government

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The power of the feudal nobility is ultimately vested in the control of land. Agriculture accounts for 80 percent of most economic activity across Venârivè, and employs 80-90 percent of its population. Feudal lords control most of the productive land.

The basic economic unit of rural life in most feudal realms is the manor or rural estate. The average size of such an estate can vary considerably across Venârivè from around 1,600 acres in the west to around 6,000 acres in Trierzon.

A manorial fief is held either by a manorial lord who owes fealty and military service to a baron, count, or earl for the grant of the land, or is held directly by some greater noble who will appoint a loyal relative or retainer to manage the estate for them. Some manors are held by religious orders, most notably by those associated with the churches of Larani, Agrik, or even Peoni. Some manors or estates around chartered free towns are held by those towns or wealthy commoners, who usually have such estates managed by appointed bailiffs.

Manorial tenants

The notion of private property is somewhat alien in a feudal society. The vast majority of the subjects of feudal realms are the tenants of some feudal lord. The contracts between the lord of a manor and his tenants can have endless permutations of military service, agricultural service, other labour services, scutage (payment in lieu of military service), rent (payment in lieu of agricultural or labour service), and crop or product shares. The exact mix varies with the customs of the locality, region, personalities involved, and current circumstances.

Serfs

Sometimes called unfree tenants, serfs make up 70-90 percent of the rural population of feudal realms. They possess few legal rights, but are not slaves. While they are bound to the land and the lord of that land, and may not marry without the lord’s permission, serfs cannot be deprived of their land without just cause and are entitled to their lord’s protection and justice. Serfdom is a contract between lord and tenant; each is honour bound to the other. The amount of land held by serfs varies.

Freeholders

Freeholders are simply individuals who hold land on which no serf-like obligations are due, a distinction that is often not clear-cut. Freeholders rarely own the land they work, instead paying rent or crop shares for its use, a process known as ‘farming’ the land (hence the common name for these folk – ‘farmers’). Some freeholders are rural guildsmen such as millers or metal smiths, who may also farm some acreage. Freeholders have the right to come and go as they please, grow whatever crops they please, and appeal their lord’s justice to the king’s law courts (at the hundred or shire moots). Naturally, ignoring the wishes of the lord may be unwise, for it may lead to expulsion (or worse). In some instances, a serf can have greater security in land tenure than a freeholder.

Emélan Lady
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Royal Government

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Although feudalism implies decentralisation of royal government, few kings rely entirely on feudal magnates to provide government of the realm. For one thing, the conduct of foreign affairs is (officially) an exclusive royal privilege. Moreover, with regard to domestic affairs, feudal nobles tend to place their own interests above those of the crown. To aid them to govern, many feudal monarchs have created a royal bureaucracy and divided their realms into a system of royal shires.

The royal bureaucracy

In a typical royal government there are four basic departments: chamber, chancery, exchequer, and constabulary. The monarch appoints the officers in charge of each department, and this is often an exercise in nepotism. There is a great deal of bribery and intrigue to obtain positions in the royal service, even though there is little tenure. When someone loses favour, his appointees (mostly relatives and allies) may also be purged. The appeal of such a job is really the exercise of power and prestige.

The chamber

Run by the royal chamberlain, this department is responsible for the day-to-day operations of the royal household. The chamberlain wields immense power due to his or her overall familiarity with royal affairs, and his ability to manage access to the monarch.

Office holders of the chamber can include:

  • lord chamberlain
  • clerk of the chamber
  • seneschal of the chamber
  • lord master herald
  • royal fool or jester
The chancery

The lord chancellor is responsible for the general government and judiciary of the kingdom as a whole. He or she presides over the chancery court, which is the highest court in the land below the king’s court.

Office holders of the chancery can include:

  • lord chancellor
  • lord privy seal
  • lord advocate
  • inquisitor general
The exchequer

The chancellor of the exchequer is the chief financial officer of the realm. His or her responsibilities include the collection of royal revenues (generally through agents) from vassals, provinces, and towns. He also often controls the minting of coins, and advises the crown on budgetary matters.

Office holders of the exchequer can include:

  • exchequer royal
  • treasurer royal
  • governor of the royal mint
  • collector general
The constabulary

The lord constable is the chief military officer of the realm. Some kingdoms call this position the lord warden, lord high sheriff, or lord marshal. He or she is generally constable of the royal seat and oversees all other royal constables, sheriffs of the realm, and so forth. His department more than any other interacts with the other three, financial matters being referred to the exchequer, judicial matters to the chancery, political matters to the chamber. In the king’s absence, this powerful individual may function, in effect, as ‘deputy king’.

Officers of the constabulary can include:

  • lord constable / high sheriff / marshal
  • sheriffs of the realm
  • foresters royal
  • generals of royal armies
  • admirals of royal navy
King & Queen PIC
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Royal shires
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Many (but not all) feudal realms across Venârivè are divided into judicial provinces called shires, which are further subdivided into hundreds. By design, the boundaries of shires and hundreds often cut across the holdings of great nobles, which can create interesting judicial problems. The chief royal officer of a shire is called a sheriff (shire-reeve); that of a hundred is usually called the bailiff of the hundred.

Sheriffs

Appointed by the crown, sheriffs are responsible for administering royal justice and collecting all royal revenues within their shires. The sheriff presides at the royal courts (usually open only to freemen) held in the shire moots at regular intervals, and may initiate prosecutions of those who offend the king’s law. Most shires are farmed by the crown; annual taxes and other revenues in the shire are estimated by the exchequer and paid by the sheriff in advance. He may then collect all royal revenues for himself, and he is always vigilant because he may keep any ‘profit’ for himself. Sheriffs command a royal castle or keep, and keep a standing force to support them. In terms of power and influence, sheriffs are the equals of earls or even dukes, except the office and its privileges are not hereditary. It is not unusual for such offices to be held by major nobles.

Royal forests

In many feudal realms, some hundreds are designated ‘royal forests’, which are administered under forest law and theoretically reserved to the crown for hunting. ‘Forest’ is a legal term that has nothing to do with trees (although most such areas are wooded). Forest law prohibits any activity harmful to most wildlife and is unpopular with those who live under it. Poaching is probably the most common crime in feudal realms. It is particularly dangerous in royal forests, policed by royal foresters who are apt to be harsh in their judgements. A first offender might be beaten or fined. A repeat offender may be branded, mutilated, or summarily hanged.

Royal Forester
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Urban Government

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Offices in towns are often filled by guildsmen, while military offices go to men of military experience. There are a wide variety of offices in the towns across Venârivè, but most towns have officials covering the following functions:

Aldermen or legates

A custodian or expounder of law and a member of the town court, an alderman must be invested in their office by the ruler of the town (or their representative), but the office can be hereditary. Many towns have twelve aldermen or legates, all prominent guildsmen, often members of the Litigants’ Guild.

Mayor

Generally only free towns have mayors, but all others have some official who is responsible for administering civil and financial affairs. Mayors are often appointed by the aldermen, sometimes from a shortlist of candidates proposed by the ruler. This official will run a reasonable bureaucracy, including tax assessors and collectors.

Warden

The warden is the officer commanding the city garrison and responsible for maintaining civic law and order. A major expense of any city will be its military budget. In free towns the warden is appointed by the mayor; in feudal or imperial towns by a representative of the ruler, usually the constable of the citadel.

Harbourmaster

The officer in charge of the port (if any) is known as the harbourmaster, and is usually appointed by the mayor. He or she is either a retired member of the Pilots’ Guild or a political appointee who hires a master pilot as an assistant. The duties of a harbourmaster include supervising port maintenance, providing pilotage services, and collecting maritime taxes such as pilotage, wharfage and vessel registration fees. Harbourmasters have several assistants in larger ports.

Bondmaster

The bondmaster is responsible for the administration of the city bonding house and the collection of hawking taxes and import duties. Appointed by the mayor, the bondmaster is usually a member of an important guild and will often have assistants. Guards will be provided by the warden.

Civic and Oligarchic Government

In some cases, urban government can itself form the core or basis of the state. Such polities are often referred to as city-states.

There are numerous variations on the form of civic government, including how the city relates to the rural areas around it.

Oligarchic

The most common form of such government is an oligarchy – rule by a collection of the most powerful clans. These clans may consider themselves noble or aristocratic, may be leading merchant clans, or both.

Elected

A rarer form of civic government is an elected council, with or without an executive leader. Where such elected councils exist, the franchise is generally limited by wealth and power, and often by other factors such as class, gender, and ethnicity.

Such states are occasionally referred to as republics, and their executive leaders as archons or autarchs.

Leagues

An extension of the civic or city-state form of government is the creation of leagues of such states, which provide for mutual protection, trade advantage, and collective action on major public works (such as roads).

There has been a tendency towards such leagues in the last several centuries: the first such arose in Mafan in the wake of the War of the Princes, but they also played a key role in the formation of the Empire of Azeryan. The Karejian, Ûmélrian, and Boliafran Leagues are the prime examples of such polities at the present time.

Badge of the Karéjian League
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Imperial Government

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The imperial form of government is seen by many (principally those ruling such states) as the apogee of state formation. ‘Empires’ are often a mixture of feudal and civic models, and generally exist to enable the governance of a substantial region, often encompassing disparate cultures and peoples.

Emperors

At the peak of almost all imperial systems is a central ruler, an emperor or empress. This individual differs from a king or queen principally because there is often a greater separation between the state and the emperor. While it can be a moot point, imperial rulers are often not seen as the embodiment of the sovereignty of the state; often more abstract concepts are in play. In some cases the emperor is ostensibly elected or selected by leading magnates or a council.

Imperial household

In many imperial states, the ruler is selected from an imperial house. This is similar to a royal clan, but often with wider participation in the selection process for the ruler. The imperial household is often very large, with its own internal hierarchies and complex social regulations, all designed to insulate and accentuate the image of the power of the ruling clan, even if the ruler’s actual power is often actually carefully circumscribed.

Senate or council of state

Many imperial states have an imperial council or senate composed of the great and the good. Methods of selection vary, from hereditary rights to appointments and elections.

Imperial bureaucracy

Given their size, almost all imperial states require a comparatively complex administrative framework, certainly more complex and formalised than the practice in monarchies, where central government is little more than an extension of the royal household.

Provincial government

Most imperial states are subdivided into provinces and generally further into districts. Rather than the devolved authority inherent in a feudal system, imperial provincial systems are (conceptually at least) centrally controlled and accountable. Of course the practical differences between feudal and imperial systems can be overstated; provincial governors are often enormously powerful. The key difference is that, in theory, they hold office for a fixed term and are subject to oversight by the imperial system – be it their peers, the emperor or both.

Military government

Another important distinction of many imperial states is the status and form of the military establishment, which often are a professional standing army.

In contrast to feudal realms, in imperial states there is often a clear distinction between civil and military authority. Complexity and size tend to dictate a professional military with its own separate lines of authority and accountability. Feudal levies led by nobles are replaced by imperial armies of standing forces, often conscripted for long periods of time. The legion is the ultimate expression of this form of military organisation.

Vîrliamydes IV 50th Emperor of Ázeryàn
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Law

Sources of Law

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Law, or how societies expect their members to behave and the means by which those expectations are enforced, has a variety of sources. Across Venârivè, including custom and practice, judicial decisions, contracts and oaths, and (less frequently) legislation and codes of law.

Custom and practice

Custom and practice is the most common source of law across Venârivè. In societies with relatively low literacy, this is often the only way to set expectations of behaviour. Such forms of law will operate in most rural areas, enforced by the ‘common knowledge’ of those living in the area. Customary rights and practices will be jealously guarded, particularly in the absence of other forms of law.

Judicial decisions

Law can also be built up over time by the collected decisions and wisdom of judges or courts. In most regions, custom and practice will work in tandem with judicial decisions; for the majority of people of Venârivè, the local manorial or district courts will adjudicate upon matters of local custom.

Contracts, oaths, and bonds

Individuals and groups can come to agreements about expectations and obligations, and formalise these either through written contracts, oaths, and/or bonds of allegiance.

Legislation and codes

In rare cases in the history of Venârivè, powerful rulers or states have attempted to codify the laws of their realm, either through recording existing laws in a code, or even more radically, legislating to reform law and custom. The Codex Mithrynas, the basis of Azeryani law, is the most famous of these, but there have been other such attempts.

Types of Law

There are a variety of types of law and legal system across Venârivè. These include:

  • tribal law
  • vendetta law
  • feudal law
  • royal law
  • religious law
  • civic or town law
  • guild or Mangai law
  • imperial law
  • treaties and international law

Tribal law

Tribal law tends to be based on custom and practice, developed and built upon by the judicial decisions of chiefs, elders, or even special ‘law-makers’. An example of such a law-maker class are the Trehaen of Jarind cultures.

Vendetta law

Vendetta law is based on the principle that most crimes are private matters between clans and families. If a person is killed or injured, it is the duty of his or her kindred (both paternal and maternal clans) to take vengeance or exact ‘wergild’ compensation. The power of the clan, and the fear of its retribution, is the principal force for the maintenance of social order.

The wergild of a person varies according to the status of the victim and the degree of injury. Often, elaborate standards have evolved to determine a victim’s worth. Although negotiable, this is never less than the value of the person’s labour for a year, more often three, six, or ten times this amount. Sometimes the perpetrator is made to replace the victim by become a thrall to the injured family, but cash or kind is the more common form of compensation. The entire family of the accused are liable unless they disassociate themselves by casting him or her out. This is the origin of the terms ‘outlaw’ and ‘in-law’.

Vendetta law can lead to long-lasting feuds between clans, particularly when the victim’s clan is too wrathful to accept wergild. Feuds may be progressed by means fair and foul, and can last generations.

Feudal law

Feudal societies align the control of land with legal jurisdiction. A feudal overlord is not only a landlord but also has legal rights over his tenants or vassals. A lord’s powers, however general, are constrained by custom and practice; while a manor lord may sit in judgement at a moot, his decisions must comply with accepted norms if there is not to be unrest amongst his tenants. Also, in quite a number of regions, practice will dictate that the manor lord act upon the advice of his leading vassals when passing judgement.

Feudal legal systems tend to be based on upon distinctions between status: most importantly between noble and commoner, and between free and the unfree. In most feudal states, the unfree only have access to feudal legal structures, such as the manorial court, whilst free commoners and nobles have access to other legal institutions.

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Royal law

In many (but not all) feudal realms, the feudal legal structures are overlaid by a system of royal justice. Kings and queens have progressively extended their power to arbitrate between their vassals beyond tenants-in-chief to encompass many others, often including all free commoners.

A system of royal courts is often in place as part of the system of royal hundreds and shires, enabling free persons and nobles to obtain legal redress otherwise unavailable through ordinary feudal structures. The highest court in the land is often the actual royal court of the Crown, composed of the greatest nobility of the realm advising the sovereign. In a small number of states, such courts have evolved into parliaments which not only have judicial but legislative functions, and with whose agreement the sovereign must rule (Shôrkýnè is the most prominent example).

Some states have a particular class of crimes ‘against the Crown’, rather than against other persons, known as felonies. The penalties for such crimes are often relatively harsh, and subject to the sole jurisdiction of the royal courts.

Forest law is another particular form of law which exists in some kingdoms. This is a set of rules which generally apply to areas not subinfeuded by the Crown, controlling how resources in those areas may be used. Forest law generally prevents hunting, timber harvest, and other activities without explicit permission from royal authorities, such as royal foresters or the sovereign themselves.

The more centralist monarchies have increasingly begun to see greater use of royal writs which grant the right to bring suit on a number of innovative causes. Such writs are issued by royal judicial officers, often for a fee.

Religious law

In some realms in Venârivè, certain recognised churches are granted limited authority over their own adherents and sometimes over certain aspects of social behaviour. The extent of such authority is highly variable from realm to realm and church to church. In relatively theocratic realms (such as Trierzon), churches such as the Laranian church have responsibility for guarding against heresy and the worship of proscribed faiths (for example, Agrikanism, Morgathanism, and Navehanism). In more polytheistic realms, the legal jurisdiction of a given church is generally limited to quite specific areas (such as witchcraft), and even here it is often contested.

Because most of the churches of Venârivè exist across national boundaries, their rules and tenets can act as a form of international law or regulation. Clerics of various faiths have been known to intercede in disputes between realms.

Civic or town law

Town law is often quite different from other legal systems, including those operating in surrounding rural areas, and is sufficiently complex to support a guild of litigants. Towns are inhabited mainly by freemen; royal, imperial, or civic justice is available to most citizens.

Freetowns tend to regard the right to operate their own courts, free from the interference of a local lord or external authority, as a treasured prerogative. Freetown charters give their courts a place in the judicial hierarchy of a realm (in feudal realms, they are equal to shire courts). Appeal from such courts is directly to a royal or imperial court. Feudal or imperial towns are considered part of the shires or provinces in which they lie; appeals are made first to the shire moot or provincial court.

As centres of trade and sometimes scholarship, there is a somewhat greater dependence on written statute and precedents in town or civic law. Financial transactions are much more common, and civic penal codes may view economic or civil crimes as dimly as crimes of violence. The importance of a suit is often a matter of how much (and whose) money is involved.

Most cases are settled informally. The parties to a dispute make an appointment for adjudication and the case is argued before a single civic official. The financial interests of the participants often lend themselves to the rapid execution of justice. The civic official will pass judgement, and levy and collect fines with dispatch. Appeals may be made to a town court of assembled aldermen or legates. Important or complex cases will usually go directly to the town court. Civic officials may issue writs and warrants, but in a corrupt town it is usually cheaper to seek a writ elsewhere.

Guild or Mangai law

The guilds of Venârivè, known collectively as the Mangai have particular legal privileges which are enforced both within realms and also generally between them. The history and operation of the guild system of Venârivè is covered in the Guilds section.

The privileges of the Mangai guilds restrict the production or delivery of key products and services to members of the relevant guild. Each guild is internally self-regulating, and collectively enforces their respective guild privileges. Because of the international reach of the Mangai, the rules of the guilds are effectively a form of international law across Venârivè.

Imperial law

Imperial law tends to be based around a code of rules promulgated by the central authorities. There is often a relatively hierarchical structure of courts and judicial officers, which will usually parallel the district and provincial structures of the state. If there is a ruling or advisory senate, then this will usually be the highest court in the empire.

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Treaties and international law

Finally, there is a growing body of law and norms about how realms and states ought to interact (more often than not honoured in the breach). Some nations, such as Melderyn, Emélrenè, and Chelemby, have formal treaties of alliance which stipulate how they will come to each other’s aid, and return fugitives from justice to the other’s jurisdiction.

The Guild of Heralds has a particular role in international law, negotiating truces and peace treaties. As noted above, both the churches and the Mangai have a growing role in international law.

Trials and Enforcement

There are a variety of means by which these laws are adjudged to have been breached, and by which compliance with them is enforced across Venârivè.

Informal mediation or judgement

Most trials are conducted through informal mediation or judgement by a tribal leader, local noble, or official (or a group of such), who listens to the arguments and renders a verdict, but other forms of trial exist.

The sworn inquest

The sworn inquest is generally used in more formal court systems, such as royal courts, temple courts, or imperial courts. A freeman, for instance, may demand a sworn inquest by obtaining a royal writ. The basic form is for the presiding officer to appoint a sworn jury which will hear evidence and give a verdict. Witnesses may be called and obliged to testify under oath.

Trial by ordeal

Historically a common procedure, trial by ordeal is now restricted principally to religious or temple courts. There are a variety of methods, for each religion has its own traditions. A common Laranian ordeal is trial by water. The accused is dropped into consecrated water, and if he or she sinks they are deemed innocent and are rescued. The equivalent Agrikan ordeal is for the accused to grasp a burning rod. If their hand heals cleanly after a month, they are innocent; if it becomes infected, they are guilty. The essence of the ordeal is a belief in divine judgement.

Trial by combat

Where vendetta law prevails, and even in some more developed legal systems, the accused can sometimes claim the right to meet the plaintiff in fair combat. In feudal societies this privilege is restricted to the nobility, and in some realms even this right is restricted.

Warrants and arrests

The presiding officer of a legal court has the right to issue warrants within his or her jurisdiction. Warrants may command the arrest of the accused, or demand their appearance at the next court session. Some criminals are apprehended by the citizenry, seized off the streets, possibly by a mob exercising the ‘custom’ of hue and cry, and brought to an officer for arrest.

Bounties

In some cases, officials set a bounty upon wanted individuals. Any person who can bring the wanted person to court will be paid the stipulated reward.

Torture

In some jurisdictions torture is considered a legitimate means to extract evidence from reluctant witnesses. In many jurisdictions the evidence of a slave is considered worthless unless extracted by torture.

Penalties

Fines

The most frequent penalty in almost all jurisdictions is a fine. The fine payable will vary depending upon the severity of the offence. An inability to pay will usually result in a more serious penalty being imposed. Fines may be payable to the court, or to the victim (or the victim’s family), or both.

Imprisonment or pillory

In most jurisdictions, imprisonment is rare except for short periods (a few days or weeks), since the costs of keeping a person imprisoned over longer periods is too high. More common is imprisonment in the pillory or ‘stocks’, where a person is exposed to public ridicule or even injury.

Flogging or beating

Some jurisdictions and crimes lead to (ostensibly) non-permanent corporal punishments, principally floggings or beatings.

Mutilation

In harsher jurisdictions, any number of crimes can lead to mutilation, which can take a wide range of gruesome forms. Disfigurement, branding, or ‘marking’ is common, while amputation of a hand is also widespread.

Enslavement

Where slavery is practiced, persons may be sentenced to be sold as a slave, or sent to public slave institutions, such as galleys, mines, or estates.

Outlawry or exile

In most cases, outlawry or exile are preferred to imprisonment. Banishment can be for a period of time, or permanent. An exiled or outlawed person’s life is technically forfeit if they are found within the area from which they have been outlawed.

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An ostensibly less serious punishment (quite common in some tribal societies) is the practice of ostracism, where an individual is formally disgraced, either permanently or for a period of time. The effect of ostracism can be as serious as exile, as the individual is usually cut off from normal means of support and making a living in their community.

Pamesani

In those jurisdictions where the worship of Agrik is legal, convicted criminals may be sentenced to the Pamesani arena. Miscreants can be sent to the arenas for virtually any crime, although this punishment tends to be reserved for serious or repeat offenders. The duration of punishment can range from a single combat for minor crimes to a life sentence (effectively a death sentence) for more serious crimes.

Death penalty

The death penalty is meted out for a variety of offences, and the manner of execution varies greatly from region to region. Beheading is generally reserved for nobility, whilst hanging is the most widespread means of dispatching common folk. In Azeryan and several other regions, impalement is a common and painful form of execution. Other forms of judicial killing include burning, boiling alive, starvation (immurement), drowning, and stoning.

In some regions, the bodies of executed criminals are put on public display, often in gibbets hung where they set an example to potential miscreants.


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Crimes and Punishments

There is considerable variation as to what is considered a crime, and the punishments associated with it across Venârivè. The following is simply a guide to the kinds of offences and their punishments.

State crimes

Crimes against the sovereign or rulers of a realm or state. All are ‘felonies’ where this concept exists:

  • Sedition: Fomenting rebellion, insurrection, or otherwise undermining the authority of the state. Penalties: banishment or death.
  • Espionage: Providing secret information to an enemy of the state. Penalty: death.
  • Rebellion: Organised revolt against the state. Penalties: loss of property or title, banishment, or death.
  • Regicide / Assassination: The killing (or attempted killing) of the sovereign or rulers of a state. Penalty: death (usually after torture).
  • Treason: Conspiring against the state in the aid of a foreign ruler or state. Penalties: banishment or death.

Privilege crimes

Crimes concerning the abuse or usurping of some kind of privilege, obligation, or right. An offence against social order.

  • Breach of Privileges of Rank: Bearing heraldic arms without lawful right, disrespect of a person of noble rank / higher caste or of a lawfully appointed official. Penalties: flogging, imprisonment, branding, death (for serious or repeat offenders).
  • Abuse of Trust: Abuse of office or position, including graft, embezzlement, accepting bribes, dereliction of duty, and so forth. Penalties: loss of office, title, and property, imprisonment, banishment, or death.
  • Oath-breaking: Breaking a duly given oath, including an oath of fealty. Penalties: fines, loss of office, title, and property, ostracism, banishment.
  • Obstruction of Justice: hindering an officer or noble in the performance of their duties. Penalties: pillory, fines, imprisonment, death.

Temple crimes

Legally recognised churches within a jurisdiction have the right to hold temple courts and judge a variety of religious crimes. Secular consent is generally required for executions.

  • Breach of Temple Privilege: Impersonation of a priest/cleric, usurping temple rights. Penalties: flogging, death (burning, impalement etc).
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  • Desecration of Church Property: Theft or damage of the property or relics of a lawfully recognised church. Penalties: flogging, branding, death.
  • Blasphemy: Lack of respect for a lawfully recognised deity. Penalties: scolding, pillory, mutilation (removal of tongue).
  • Heresy: Contradicting, denying, or disputing official church doctrine. Only practised in societies where a particular church has superior power. Penalties: mutilation, death (by burning, impalement, etc.).
  • Witchcraft: Conjuring or consorting with demons, disposing of souls, casting inimical spells, etc. Only enforced in some jurisdictions. Penalties: flogging, death (by burning or drowning).
  • Unlawful Religious Practices: Worshipping a proscribed religion. Penalties: flogging, banishment, death.

Social crimes

Crimes of violence against other persons. As a general rule, only commoners will suffer the more severe penalties. The liability of nobles or those of higher caste harming those of lower rank will usually be limited to restitution in the form of cash or kind, if that.

  • Abduction: Detention of a person against their will without lawful cause. Penalties: restitution, fine, imprisonment.
  • Battery: Common assault causing injury. Penalties: restitution, pillory, flogging.
  • Manslaughter: Accidental killing. Penalties: restitution, fine, imprisonment, enslavement.
  • Murder: The killing of a person without due cause or provocation. Penalties: restitution, fine, enslavement, death.
  • Cannibalism: The eating (or in some places skinning) of a human body. Penalties: death (by starvation or burning).
  • Obscene Practices: Engaging in prohibited sexual practices, including illegal prostitution, public sexual activity, etc. Penalties: pillory, fines, imprisonment, death (by stoning).
  • Rape/Adultery: Sexual assault, or sexual relations with a married person. Penalties: flogging, restitution, castration, death (by stoning).
  • Libel/Slander: False accusation, malicious gossip, etc. Penalties: scolding, restitution, flogging, mutilation (removal of tongue).

Economic crimes

Secular crimes that cause economic harm. These are generally not felonies unless state or royal privilege is involved.

  • Breach of Guild Privilege: Usurping the lawful rights of a guild or guild member, violating a guild monopoly. Penalties: confiscation of property, fine, restitution, flogging, banishment.
  • Petty Larceny: Theft of minor items. Penalties: pillory, restitution, flogging, branding, imprisonment.
  • Grand Larceny: Theft of major / valuable items, or from person of higher status. Penalties: flogging, restitution (enslavement), branding, mutilation, hanging.
  • Horse Theft: Theft of a horse or other valuable or high-status animal. Penalties: flogging, restitution, hanging.
  • Poaching: Theft of game from noble/royal land. Penalties: restitution, fines, flogging, branding, banishment, hanging.
  • Forgery/Fraud: Forging documents or coinage, possession of the same, etc. Penalties: fine, restitution, imprisonment, death.
  • Hoarding: Withholding food in a time of crisis/ famine. Penalties: fines, flogging, banishment, pillory (could easily lead to death through the actions of the mob).
  • Tax Evasion: A felony. Avoiding payment of any lawful toll or tax. Penalties: restitution, fine, pillory, flogging, death (in serious cases).
  • Smuggling: Generally a felony; possessing, selling, or transporting any proscribed or contraband goods. Penalties: fine, imprisonment, death.
  • Piracy, Highway Robbery: Generally a felony. Penalties: fine, imprisonment, death.

Military and Warfare

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The organisation of the military is a crucial aspect of most societies across Venârivè, for conflict between peoples, regions, and rulers is endemic.

Military Ranks and Units

Similar rank names throughout Venârivè is attributed to the fact that the region was subject to the pervasive military influence of the Azeryan Empire. While there are local terms for many ranks, the Azeri terms are most commonly used.

Enlisted Ranks Officers
Name Rank Name Rank
Molak Private Chalasir Cavalryman
Arkalin Lance Corporal Kephiri Cavalry commander
Melbrin Corporal Hulhurin Lieutenant
Molarin Sergeant Hethrin Captain
Armolarin Sergeant Major Kurlin Major
Berheth Colonel
Tharin General
Garedis Marshal


Military Units

Manus (hand)

Smallest unit in regular use, composed of four privates and one non-commissioned officer (NCO), the manus is the basic ‘camping unit’, and in theory should have sufficient skills and equipment to survive independently.

Decad (squadron)

Two mani; ten men. The most senior NCO commands. A cavalry decad is called a squadron, commanded by the most senior kephiri.

Company

Four infantry mani; twenty men. Most senior NCO commands. There are no cavalry companies.

Centad

Ideally five companies; 100 men. Commanded by a hethrin. A cavalry centad is five squadrons, thus fifty men, but this is a rare and large cavalry formation.

Cohort

Between two and six centads; ideally two centads of light foot, one of medium foot, and one of light foot bowmen, plus auxiliary units; approximately 500 men. Commanded by a berheth. This is the principal large-scale military unit across most of Venârivè.

Legion

True legions only exist in the largest states (such as Azeryan and Dalkésh). The ideal legion consists of four cohorts with various supplementary and reserve units attached to the legion headquarters.

Army

The designation of a large formation; feudal states often use this term without the intermediary legion unit.

Cavalry organisation

Cavalry tends to be deployed in smaller units, rarely more than squadron or centad strength, and massed only for battle. Mounted units can, after all, redeploy more rapidly than foot. There are exceptions. The Plain of Karetan on the Shôrkýnè-Trierzon border usually has large bodies of cavalry roaming about, as may Trierzon’s other borders from time to time.

Imperial cavalry tends to be light. Azeryan, for example, has traditionally relied on its infantry and used cavalry mainly in supporting roles (scouts and skirmishers). This may be largely due to a lack of good (feudal) cavalry. The Azeryani sometimes hire foreign knights to serve in special forces, and in recent years has developed its own specialist cavalry forces.


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Models of Military Organisation

Azeri Model

Much of Western Lýthia looks to imperial Azeryan for how the military should be organised. The Azeri model has been applied with varying degrees of success. Some feudal states do little more than give their military units names such as manus, centad, and cohort and their officers imperial ranks. Within the general nomenclature, feudal units display such variety that an Azeri officer might find the whole idea laughable.

However, it is also the case that Azeryani imperial organisation borrows from feudal models. Several infantry units, including the manus, are of feudal origin.

Almost all cavalry organisation seems to have originated in the feudal northwest or on the great plains, rather than around the Venârian Sea. Consequently, it is reasonable to characterise Lýthian military organisation as being largely feudal rather than imperial and to credit the Azeryani as simply creating the most regular expression of that organisation.

The various nations across the region employ different aspects of the Azeri model. Only Emélrenè and (rarely) Shôrkýnè have ever fielded longbow cohorts; Azeryan hardly ever fields large cavalry units, while Trierzon frequently does. In other words, the model has universal appeal, but admits numerous regional differences.

Feudal Model

The feudal model is centred around the notion of feudal military service. Each year, a feudal fiefholder is required to present himself and the troops required to perform this service. Much of this time is spent training, not so much in individual military skills but in unit tactics and discipline. The average member of the feudal levy might be expected to serve two or three months a year (at his own expense). Unless there is a war, much of this time will be spend integrating him into his liege–lord’s army.

Spears or lances

When joining the feudal levy to perform his service, a feudal lord will generally bring a few of his own vassals to serve with him. Collectively, a manor lord and his vassals are termed a spear or a lance.

In Trierzon and Shôrkýnè, the composition of a spear is mandated by law. Substitutions may be made, but the amount of service owed by each manor or estate is:

  • Tríerzòn: 1 heavy horse knight, 1 medium horse knight, 2 mounted squires, 2 medium foot, 2 light foot, and 2 archers.
  • Shôrkýnè: 1 mounted knight, 1 mounted squire, 1 longbowman, 1 medium foot, 1 other foot.

In many other regions, however, the practice is less exact. Smaller feudal kingdoms, such as Káldôr and Réthem on Hârn, leave such matters to the individual contracts between liege and vassal. In consequence, the average Hârnic manor only has to send a knight, sometimes accompanied by a yeoman.

However, there are a variety of factors which determine the composition of an average spear. One is the matter of home defence. If the manor is threatened, its lord may decide to leave his yeomen at home to protect it. Prestige also plays a key role; the number of troops each knight or noble brings to the levy muster reflects their social status. In addition, command of larger units is a matter of one’s social position, martial ability, and the size of force he commands personally.

Archers

Most feudal forces make use of shortbows, because they are require comparatively less skill. Some feudal forces even make use of crossbows, but this weapon is considered unchivalrous by many, particularly Laranians.

Longbowmen are relatively rare outside of Shôrkýnè and Emélrenè. They are traditionally members of the yeomanry, either feudal levies (yeomen hold their land in exchange for military service) or the sons of yeomen. Shorkyni longbowmen are, in large part, responsible for the fact that Shôrkýnè has not been conquered by Trierzon. The Emela also use the longbow effectively; some of them serve with the Shorkyni.

Career fiefholders

Some feudal landholders serve all year round, leaving the governing of their estates to trusted retainers. Such career soldiers are relatively common. Instead of serving for a few months a year, they take a few months off a year. It is customary to pay such individuals support all year round, but wages may be token or nonexistent. They do, after all, have fiefs on which to draw. Such officers often enjoy higher rank than those who serve part-time.

Career fiefholders may also maintain a small band of men at their lord’s expense. Again, these men will usually be of higher quality than the average feudal muster.

Mercenaries

Quite a number of feudal realms and lords supplement their military capability with mercenaries hired using income from their own lands, or with payments in lieu of feudal service, known as scutage.

In general, mercenaries have a poor reputation, being considered unchivalrous and fickle. But for many rulers and feudal lords, they are indispensable.

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Ivinian Model

The Ivinians developed their own approach to military organisation, which is based around the clan. A clan’s political influence is based on their ability to exert influence on other clans, usually through force of arms. Indeed a clan’s very survival depends on their ability to protect themselves from other clans.

Each thran or vathran-holding clan will have a core of professional soldiers called husgaranen. These elite warriors are well equipped and form the core of the clan‘s military. Whilst foot soldiers are the norm, the use of horses is slowly becoming more common; for example a quarter of Hârbáaler husgaranen are trained in mounted combat. The nature of Ivinian clans are such that most able-bodied men, perhaps a quarter of the population, are trained to arms; they far exceed the normal quality of a local militia. The remaining population are not an ineffective fighting force, but are generally committed to defence of the thranaal.

Ivinians maintain their military capability through raiding or, in the larger states, through mercenary activity (particularly Hârbáaleren in Lankor and Azeryan). Martial games such as wrestling are common pass times. Valhakars of greatclans can (theoretically) field impressive armies, although the economic impact and the volatile nature of Ivinian politics make this a rare event.

Most Ivinian colonies have tended to move away from this model by adopting elements from indigenous military practices, in many cases towards feudal military organisation.

Powerful Ivinian clans may own a special kind of military thrall clan, containing a high proportion of adoptees with impressive warrior skills. These ‘retainerclans’ exist as standing armies for their lords. They are skilled in the arts of warfare and fanatically loyal to the warrior code, Ljarl.

Dalkéshi and Mafáni Model

Dalkésh has a formidable military reputation emerging from the destruction of the Târgan Empire. The Dalken military has been heavily influenced by the Mafáni Empire with emphasis on heavy infantry and marines. The Dalken and Mafáni militaries are now very similar, although there are subtle cultural differences. The Dalken military is the most experienced in fighting major wars including against Chogoro, the Karuian city-states, the Mafáni states, and four wars against the Azeryan empire. This has given the Dalkéshi Empire a very strong military tradition.

The Dalken military is headed by officers from the military caste. There is strict delineation between officers and conscripted men. There is a strong association between most units of the military and particular noble houses; most of the officers and generals of those units will come from those houses. Officers are professional soldiers; they are well trained and usually highly skilled.

Conscription is the basis of the Dalken military. All towns and estates must supply a given number of conscripts each year, who can be from any occupational caste.

The Dalken military is built around provincial legions. There are two types of legions, ‘heavy’ or battle legions and ‘light’ or auxiliary legions. Heavy legions have around 2,500 troops, and are built around a core of heavy infantry supported by lighter troops. They also have some medium horse and light horse. Light legions have around 1,500 troops, comprised of light infantry and supported by some light horse. Generally heavy legions are primarily used for military activities, while light legions usually fill policing duties. Often light legions are stationed with one or more heavy legions.

Mafáni states also tend to have legions of some sort, but there is considerable variability in how they are composed, organised, equipped, and commanded in battle.

Tribal Warfare

There is considerable variation in the organisation of tribal groups and nations when it comes to military matters. Arrangements can vary from highly localised and informal to ritualistic and hierarchical. While in most tribal societies warfare is a part-time activity, some tribal societies (the Reksyni and Numec in particular) have castes and social classes almost exclusively devoted to warfare, or the leadership of warbands.


Arms of Vâtanal Ârlis alrí Úlfesen of Govýna
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Naval warfare

There are various models of naval organisation across Venârivè, broadly paralleling the land-based modes of organisation.

Feudal Naval Model

Standing naval forces are rare in feudal kingdoms. Feudal naval practices most likely have evolved from those of the Jarind sea-towns. The navies of Chelemby, Shôrkýnè, Emélrenè, Trierzon, Melderyn, and Palíthanè all use various incarnations of the feudal naval model.

Feudal navies rely on part-time conscripted or chartered merchant vessels with a small standing navy. Often trading towns will maintain a portion of their trading fleet on standby to react when required and fulfill their naval obligations.

Being primarily merchant vessels, these ships are bigger, beamier vessels with considerable cargo space. However, these higher ships provide a distinct advantage in boarding actions as well as excellent, stable missile platforms for archers.

Ivinian Naval Model

Ivinian naval practices are very widespread, being used throughout Ivinia, Hârbáal, Orbaal, and many other Ivinian colonies, such as Korlua.

Ivinian navies are usually built around a valhakar and their tributary thrans. Their longships are fast, very seaworthy, and with a shallow draft are able to travel considerable distances inland along rivers. Ivinian naval warfare focuses on boarding and amphibious operations. For sea battles ships are often lashed together, providing a de facto land battle.

The longship design is becoming outdated, largely due to its considerable manpower requirements (particularly the larger vessels). However, they are still formidable, being able to swiftly transport large numbers of warriors considerable distances. Ivinian sailors are well skilled, often engaging in raiding, piracy, and mercenary activities.

Due to the volatile nature of Ivinian politics, large fleets are rare, often requiring a particularly strong leadership. The fleets of Tralis Elendy during the Cheler invasions (tr674 and tr683) and Alegar I for the raids on Thay (tr705 and tr707) were exceptional.

All greatclans own one or more warships; some valhakars may command fleets of six or more. These swift warships are clinker-built, shallow-draught, low-freeboard, open-deck vessels that are powered by both oar and sail. A warboat is the smallest type. It has a length around 60 feet, and a crew of 24-36. A longship has a length of perhaps 80 to 90 feet and a crew of 50-60. Dragonships may exceed 120 feet in length and have a crew of 200; these ships are very expensive and rare.

Navies of the Gulf of Shôrkýnè

Great-Kingdom of Harbaal
Anval: 2 dragonships, 9 longships (and 10 daks)
Avastran: 3 dragonships, 14 longships (and 11 daks)
Elgosia: 1 dragonship, 6 longships (and 2 daks)
Gatenlund: 1 dragonship, 5 longships (and 2 daks)
Gavrios: 1 dragonship, 10 longships (and 8 daks)
Geltheim: 1 dragonship, 8 longships (and 4 daks)
Ketania: 9 longships (river capable) (and 4 daks)
Ledenheim: 3 dragonships, 12 longships (and 10 daks)
Lytheim: 1 dragonship, 7 longships (and 3 daks)
Padona: 1 dragonship, 8 longships (and 8 daks)
Saliom: 1 dragonship, 6 longships (and 3 daks)
Tónanby: 1 dragonship, 9 longships (and 5 daks)

these daks are principally for trading, and are those owned by the great clan; Ketania’s are registered outside Harbaal.

Kingdom of Chelemby
72 ships in total, 20 ships on standby as part of the mercantile concession. Many of Chelemby’s ships are karunes.
Realms of Hurisea
Beldira has 7 seagoing ships, 2 of which are on standby. A number of other principalities have smaller vessels.
Kingdom of Shôrkýnè
Alagon: Eshapel: 5 ships (2 on standby);
Karemus: 7 ships (2 on standby)
Avan: none officially, although count has a ship.
Dumala: Turesgal: 3 ships (1 on standby)
Loala: none officially, although the countess has a ship.
Malpynia: Eilyria: 9 ships (2 on standby);
Sagora: 4 ships (1 on standby)
Kolârè: Kolârè: 4 ships (1 on standby)
Aneola: Eslon: 6 ships (1 on standby)
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Venârian or Karejian Naval Model

The Venârian or Karejian naval model is heavily built on the Karuian seafaring tradition. This has heavily influenced naval practices throughout the Venârian Sea, in Azeryan, Dalkésh, Byria, the Ûmélrian League, and Goris as well as many of the former Azeri provinces such as Xêrium and Vítho.

These navies are built around permanent fleets of swift and powerful war-galleys (laru). Common tactics include ramming, archery and boarding. Ramming is an ancient tactic, today used much less frequently but it can still be very effective.

There is a substantial history of large-scale naval battles in the Venârian Sea, particularly in and around the Karejian islands during the many wars between Azeryan and Dalkésh.

The Karejian city-states have the most advanced war galleys in the region, securing their independence and protecting the valuable larun trading convoys. It is rumoured that one or two Karejian city-states use a secret weapon that breathes fire onto enemy vessels. If true, this would give a considerable tactical advantage but would require significant skill to use effectively; the psychological impact would be formidable.

The navies of Karejia, Azeryan, and most former Azeri provinces, use the Karejian/Karuian rank structure. Dalkésh uses naval versions of legion ranks.

Anzelôrian and Hepekerian Naval Models

The foremost naval culture of northern Anzelôria are the Arlantans, who have combined Venârian, Ivínian, and local naval practices into a formidable naval power. The Reaver pirates of Árlanto are feared all across the southwestern Venârian Sea.

The Falani have also developed a hybrid naval and shipping technology, which has enabled them to establish colonies along the western shores of Thonia. They have adapted Ivínian shipping techniques to local conditions, and are evolving their own versions of Venârian shipping.

Mafáni Naval Model

The Mafáni have an ancient if rather conservative naval tradition, which includes a mixture of swift-sailed, ocean-going vessels and larger coast-hugging galleys (although most galleys also have sails). Mafáni sailing ships are designed to withstand the squalls and monsoons that blow across the gulf, and to carry trade and troops across the region. They tend to favour a larger number of smaller vessels, rather than a small number of large ungainly ships.


Venarian Sea Navies

Empire of Azeryan
116 laru (war-galleys): Sanos fleet (30 laru);
Quarmil fleet (36 laru); Kilema (6 laru); Hebos (6 laru); Misonæ (4 laru); Jandîr (4 laru); Purimal (6 laru); Panis (6 laru); Ómrium (6 laru); Berone (12 laru). Various other vessels, including raem.
Umelrian League
36 laru (war-galleys): Lekuria (15 laru); Barath (2 laru); Fêgon (5 laru); Parthias (5 laru); Rýdaz (5 laru); Genôro (4 laru).
Karejian League
167 laru (war-galleys): Livelis (56 laru); Shelon (12 laru); Durien (9 laru); Narolis (18 laru); Rykal (7 laru); Helas (7 laru); Ichenyah (6 laru); Tazach (4 laru); Phanosia (10 laru); Horitar (18 laru); Arketh (4 laru); Ajygal (12 laru); Kólomîr (2 laru); Gilech (2 laru ). Various other vessels, including raem.

Gilech does not have direct access to the sea; its ships are currently based at Pelona, in Dalkésh.

Empire of Dalkésh
122 laru (war-galleys): Nathapura fleet (30 laru); Tibelos fleet (12 laru); Galpura fleet (16 laru); Heponpura fleet (24 laru); Aninis fleet (24 laru); Resikhar fleet (16 laru). Small number of additional vessels.
Empire of Býria
50 laru (war-galleys): First fleet (Inri, Abræ – 12 laru); Second fleet (Oranæ – 5 laru); Third fleet (Panas – 9 laru); Fourth fleet (Aneranas, Banasæ, Vælýn – 9 laru); Fifth fleet (Kinisa, Thera – 6 laru); Sixth fleet (Nara, Konuis – 9 laru).
Principality of Gôris
24 warships: prince’s fleet – 12 warships; great clans – 12 ships.
Kingdom of Árlanto
Approximately 20 ‘royal’ ships and a good number of additional irregular raiders.
Kingdoms of Xêrium, Vítho and Menêma
16-24 royal ships each, a mixture of galleys and other vessels.

Economics and Trade

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Across Venârivè, economies range from nomadic hunter-gatherers to complex urban trade centres.

Nomadic and Pastoralist Economies

There are two ancient social and economic systems that are still actively practised within Venârivè: hunting and gathering, and pastoralism. Although the majority of the cultures that practise either of these economies are nomadic, there are others that are considered semi-nomadic (pratising transhumance).

Hunter-gatherers

Hunter-gatherer societies are based on the direct procurement of edible plants and animals from the wild, foraging and hunting without significant recourse to the domestication of either. As a result, this economic structure is predominately found on the fringes of the settled and pastoral regions of Venârivè. Bands of hunter-gatherers tend to be small, nomadic populations that move seasonally to optimise different sources of food as they become available. A fairly large range is required for this mode of life.

To a smaller extent, hunter-gatherers may also live a transhumant lifestyle, especially if game is plentiful in one location on a seasonal basis; such as along a migratory route. For example, a tribal band may have a base along the migration route of reindeer. Although this is a rich source of food, for most of the year the tribe must send out hunting parties the few months prior to the migration to replenish food supplies before the next major hunt. In some case the whole band may move but in others only the hunting parties may go out to gather game. In the meantime those staying at the base camp may be practicing a crude form of agriculture called horticultural gardening. This means that they manage and gather wild grains and herbs and may even grow small plots of the planted grain using crude agricultural tools.

Pastoralist

Pastoral nomads follow a seasonal pattern that may vary from year to year. Their movement patterns are determined by the needs of their herds for water and fodder. Nomadic societies do not have permanent settlements, but live in tents or other easily constructed dwellings year round. Pastoral nomads are usually self-sufficient. They are also some of the most warlike peoples of the region. The need to secure their own grazing ranges and acquire additional stock and range from competing groups sometimes fosters a very hostile environment, especially in the more arid regions.

Although nomadic pastoralism is a major way of life in central Lýthia, transhumant pastoralism is more prevalent in the mountainous and rough areas of Venârivè. These groups will normally move their herds between two climatically different regions based on the seasons: for example pasturing their herds in high mountain valleys in the summer and low valleys in the winter. In most cases their homes in the winter pasturing zones will be permanent and those in the summer zones temporary camps. In this case, only the individuals needed to care for the herds move to the summer pastures while the others stay behind and tend small agricultural plots. There are, however, cultures that move everything between the two camps and either live in temporary settlements or tents at each designated pasturing site. In almost every case the same pastures are used by a clan/tribal group and encroachment on their pastures is seen as a hostile act.

Trade with settled peoples

Whilst in ancient times such economies would have been self-sufficient, today most hunter-gatherer and pastoralist cultures are interdependent and interact with the agrarian societies upon whose borders they dwell. While both hunter-gatherers and pastoralists can generally obtain the necessities of life themselves, they almost always trade with settled peoples for specialist goods, luxuries, and status items.

For pastoral nomads, the value of most things is calculated in terms of their herds, which provide them with food and clothing and the means by which they can acquire other necessities through bartering with other groups or societies. In most cases they have their own craftsmen who can provide them with basic clothing, shelter, transportation, and weapons; however, in most cases they will attempt to trade for better made goods or take them as booty during raids or open warfare with other groups. In some areas the herds of pastoralists are an important source of high-status food and produce for settled folk, and the leaders of the pastoralists are reliant on their ability to provide similar high-status goods to their followers, such as weapons, armour, jewellery, and the like.

Hunter-gatherers generally have few means of producing anything but tools from wood, bone, antler, horn, or ivory. Their clothing is made from skins, hides, furs, animal hair, and plant fibres. Most of these peoples will trade goods which they have best access to, such as furs, hides, antlers, horns, and skins, for goods produced by settled folk, including metalwork, weapons, and high-status clothing.

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Rural Economies

Most of the settled regions of Venârivè have two important economic structures in common. The first is the more or less universal manorial or villa system of agrarian organisation, and the second is the even more universal guild system. Much of Venârivè also shares common monetary customs.

The Manorial or Villa System

Regardless of their political structure, virtually all states of western Lýthia practise a form of manorialism. Land is essentially divided into estates called manors, villas, knights’ fees, etc., and held by noble families or governors. Most of the tenants of these fiefs are bound to the land in one way or another, and nearly all practise a blend of communal and individual agrarian activities. The two and three field systems of agriculture has spread across most regions of Venârivè in the last several centuries, pushing up agricultural production and enabling population growth.

Civilised states are mainly agrarian. About 90 percent of the population is engaged in agricultural and pastoral activities. While agricultural techniques are not especially advanced, nearly all districts are self-sufficient in food, so trade in basic foodstuffs is generally limited to surplus produce for the goods of towns and semi-urban centres.

As noted, most peasants are bound to the land, and are not free to depart without leave from their lords. But there is also a class of rural freemen, who work land in return for rent or military service. All of these people are overseen by a noble or patrician class, either of hereditary aristocrats, imperial functionaries, or a combination of the two.

The mill

Nearly every manor or rural estate will have a mill. Some are owned by the lord but most are owned by the freemasters of the powerful Millers’ Guild. The miller typically pays an annual licence fee to the lord of the estate or manor for the right to operate the mill. Mills may be water-powered, ox-powered, or wind-powered, depending upon local circumstances.

Manorial or estate land use

Manorial lords or managers of rural estates may cultivate all the land themselves, hiring agricultural labour as required. They might also farm out all of the land to freehold tenants in return for cash-rents or crop shares. Most, however, chose a blend of these two extremes, dividing their fief into (roughly) one-third demesne (lord’s land) and two-thirds tenancy, utilising the obligations of serfdom to provide the labour required to till their demesne.

The land of each manor estate will be put to use in a variety of ways: either as arable land, as pasture, or as managed woodland. The respective areas of land use depend mainly upon the size, location, and fertility of the fief. Long-established fiefs in better areas tend to be well-populated and favour a higher percentage of arable land use. Newer holdings in frontier regions are generally under-populated and these will have higher pasture and woods acreages.

  • Arable – 20-60% (40% average)
  • Pasture – 20-60% (40% average)
  • Managed woodland – 10-30% (20% average)
Farmer PIC
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Agriculture

A manor or estate’s arable land is typically (but not always) divided into two large fields. These fields are usually open (without fences or hedges), but are divided into strips separated by footpaths. One field will be sown with various crops (depending on location and climate this may include rye, wheat, barley, oats, beans, peas, rice, or other crops), the other will lie fallow for one year in an effort to keep the soil from exhausting itself. All of the land will be cultivated (either by freehold tenants, serfs, or inhabitants of the estate), and the holdings of each clan or family are typically scattered throughout the fief in narrow strips. The lord’s land, or demesne (where such exists), will consist of enclosed fruit orchards and lush meadowlands, plus numerous small strips dispersed among the lands of his tenants.

The land held by each peasant family will usually be divided between the two fields (planted and fallow). So if a family has thirty acres, they can plant only fifteen in one year. Since the average crop yield is about ten bushels per acre, and each person requires around twenty bushels of grain a year for the barest survival, an individual needs four acres to feed him or herself, half under cultivation and half fallow.

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Ploughing, sowing and weeding are generally tasks performed by each individual family on their own land, but harvesting is a communal affair. All able-bodied villagers work to clear the fields, then produce is divided among them according to land held and labour provided. Harvesting usually begins early in autumn/Agrazhar and takes two to four weeks to complete; three men can reap and bind one acre a day.

The weather is critical, of course. Crops must be left to mature and this can be delayed if the summer is particularly wet (or dry). When ready to harvest, speed is crucial. One good heavy rain could knock the ripe crops to the ground, where they would sprout or be destroyed, and the bulk of the harvest would be lost.

Husbandry

Open and common pasture is maintained for grazing sheep, oxen, horses, and goats; some is owned by the lord, some by the tenants. The best pasture (10 to 30 percent) will be enclosed and reserved as meadowland where winter fodder (hay) is harvested. The fallow fields are also used for grazing animals, partly to keep the weeds down, but mainly to manure the resting soils.

Animals are not generally raised to be eaten, mainly because it takes roughly eight pounds of feed to produce one pound of animal protein. Hogs, which can thrive on food scraps and forage in the woodland, are a key exception. Sheep are raised primarily for wool, cattle as beasts of burden and for milk, and chickens for eggs. When too old to work animals are slaughtered for meat and hides.

Most villagers keep chickens, and all but the poorest are likely to have at least one cow and several pigs. Oxen are kept as plough animals by the richer peasants and rented to others as needed. Horses are a luxury which are generally kept only by the lord for riding. Compared to oxen, horses are not as hardy and require two or three times the winter fodder.

Livestock populations tend to reach their peak in the summer as a result of spring births. Because the villagers cannot generally afford to provide winter feed for all the animals born, surplus flocks and herds are driven to be sold/bartered at the nearest market soon after the harvest is completed. Wealthy peasants may slaughter an animal or two, and smoke, dry, or salt the meat for future consumption.

Woodland

The remainder of the estate or fief will be woodland and this may be extensive in recently settled estates. Even though this area is likely to include streams, bogs and other ‘wasteland’, woodland is among the most prized land. Game forms a major part of the nobility’s diet and hunting is generally the sole prerogative of the estate or manor lord. Poachers are likely to receive harsh treatment, especially trespassers from outside the estate. Tenants may have certain rights within the woodland, including collecting dropwood and the grazing of their pigs, but must usually pay an annual fee for this right.

Plantations

Larger imperial states, including Azeryan and Dalkesh, have a modified form of manorial estate in which there is considerably greater centralisation of agricultural activity, often carried out by slaves rather than semi-free or free farmers. These estates tend to be larger than the manorial model, and often produce goods of greater consistency and for trade or sale rather than local consumption.

Other Forms of Agrarian Economies

Whilst the manorial or estate system is widespread, it is not universal. The traditional Ivinian rural settlement is dominated by a single clan, with a number of specialist subclans and tenant or unfree clans. In general, Ivinian rural land is organised as individual plots, rather than being organised in common fields. Given the lower fertility of Ivinian lands, most rural settlements supplement their food sources with fishing, whaling, sealing, and other hunting activities.

Peasant Worker
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Markets and Urban Centres

Towns and cities are essentially defensible markets, where the countryside trades its agricultural surplus for the civilised artefacts of the town. The relationship is symbiotic; each has its own monopoly, but the countryside could exist without towns while the converse is not true. Larger towns are also regional centres of trade, and trade specialist goods with other urban centres.

Town-dwellers are generally freemen. They are divided into two main classes. The urban poor are those who have abandoned the countryside to seek their wealth in major centres. They form a labour pool which is exploited by wealthy, established townsmen. The other main class is comprised of guildsmen. See Guilds (page 60) for details of the guild system of Venârivè.

In addition to towns, there are a range of ‘intermediate’ urban settlements, such as forts, keeps, and castles that have the attributes of both large rural settlements and small towns.

Markets

The heart of the town is the marketplace, the place where money and goods are exchanged more or less freely. It is illegal to sell anything within five leagues of most towns/markets except within its marketplace. Impromptu highway sales within these zones are prohibited by law; the minimum penalty is generally confiscation of goods.

The marketplace itself is usually administered by the Mangai, who rent space for a penny or two a day. Vendors can sell from their own carts, tents or stalls, or rent them from tentmakers or woodcrafters.

Local guildsmen have an advantage in the town economy. For one thing, the aldermen and mayors of most towns are local guildsmen. For another, they are the only ones permitted to freely sell their goods within the town. Goods imported into a city are subject to the payment of hawking taxes and, if they are covered by a local guild monopoly, must be offered first to local guildsmen handling such wares to be marked up and resold.

Market size

The relative size of markets in terms of volume and activity can be rated on a scale of one to nine, with Mk 1 being a very minor market, Mk 5 an average market, and Mk 9 a very major market. Size does not depend only on the population of the settlement, although this is a major factor. Some ports and towns have small populations but large hinterlands, while others are regional trade centres.

Market Size Table
Market Size Table
Size Population range General type
Mk 1 10-1,000 Keeps, forts, thrans
Mk 2 100-1,500 Mostly keeps and castles
Mk 3 200-6,000 Mostly castles, small towns
Mk 4 600-15,000 Medium towns, large castles
Mk 5 4,000-24,000 Towns
Mk 6 6,000-30,000 Large towns, small cities
Mk 7 20,000+ Cities
Mk 8 30,000+ Major cities
Mk 9 50,000+ Largest cities
Other factors:
Isolated –1
Restricted access –1
High taxes –1
Competing centres –1
Large hinterland +1
Religious centre +1
Regional trade centre +1
Trade route +1
Major trade route +2


Badge of the Mercantylers’ Guild
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Money and Income

Coinage

The prevailing unit of currency in much of Venârivè is the silver penny, which is abbreviated by the affix ‘d’ as in 12d (twelve pence). A penny weighs one dram (one sixteenth of an ounce). Silver pennies vary in silver content, hence, in ‘real’ value, but in practice they are fairly interchangeable. Pennies may be cut into two parts (halfpenny or ha’penny) or four parts (farthings). Thus, there are two farthings in a ha’penny and two ha’pennies in a penny. Many pennies have crosses marked on the reverse to facilitate the division. Certain monetary conventions are also prevalent. A shilling (s) is 12d, and a pound (£) is 240d, although shilling or pound coins are rare in the northwest.

Dalkesh, Mafan and parts of Hepekeria have a slightly variant coinage system. The basic coin is the ‘bit’ (tagul), minted from iron, and equivalent in value to the farthing. The silver ‘shekel’ (sekhlu) is worth around 4d, while the gold/silver ‘mark’ (marku) is worth 40 shekels (160d). Much like a penny, a shekel can be cut into four pieces, each worth 1d.

Gold coins are relatively rare, but are widely accepted. The most well-known gold coin is the one-ounce Oren of Karejia. Also prized in the west are the gold Kúzhan Crowns minted by the Kúzhai of Hârn, which have a value of 320d. More common ‘crown’ coins, such as those minted by Chélemby, are a mixture of gold and silver, and generally worth 60d.

The Azeryani ‘imperial’ and the more widely utilised ‘talent’ are units of taxation and account; they apply only in the largest economies. A talent is a huge fortune – 14,400d, or nearly three pounds of pure gold bullion.

Coins
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Coinage of Venârivè
Coinage of Venârivè Table
Farthing (f) Usually ¼ dram; 90% silver ¼ penny
Bit (t) Iron bit (tagul) 1 farthing equivalent
Halfpenny (h) Usually ½ dram; 90% silver ½ penny
Penny (d) Usually 1 dram; 90% silver 4 farthings
Shekel (k) Currency of Dalkesh and Mafan (sekhlu) 16 tagul; 4 penny equivalent
Shilling (s) Rarely produced as a coin 12 pennies
Crown (c) Some mixed silver / gold coins 5 shillings or 60d
Marks (m) Currency of Dalkesh and Mafan (marku) 40 shekels; (160d equivalent)
Pounds (£) Common unit of account across region 20 shillings or 240d
Oren (O) ‘Golden’ – equivalent to 1 ounce of gold 2 marks or 320d
Imperial (I) Principally an Azeryani unit of account 5 pounds or 1,200d
Talent (T) Major unit of taxation or account 12 imperials, 60 pounds, 90 marks
Bullion

Trade may also be conducted in bullion. A pound of pure silver is worth 256d and a pound of pure gold is worth 5,120d. This ratio (1:20) generally holds throughout Lýthia.

Most rare metals are refined by jewellers. Some states require that coins be minted in government mints by bonded jewellers, but minting contracts are sometimes issued to freemaster jewellers.

Precious Metals
Precious Metals Table
Silver dram 1 dram of pure silver worth 1d
Gold dram 1 dram of pure gold worth 20d
Silver ounce 1 ounce of pure silver worth 16d
Gold ounce 1 ounce of pure gold worth 320d
Silver mark 1 mark of pure silver worth 160d
Gold mark 1 mark of pure gold worth 3,200d
Silver bar 1 pound (256 drams) of pure silver worth 256d
Gold bar 1 pound (256 drams) of pure gold worth 5,120d
Promissory notes
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Where large sums are involved, usurer’s notes are commonly exchanged. Any freemaster mercantyler may issue such a note which is, essentially, a promise to pay an individual, or the ‘bearer’, a stated sum. Usurer’s notes are, essentially, a form of paper money. In theory, anyone can write a promissory note, but in most cases only established mercantylers (usurers) or stable governments have reputations sufficient to have their notes accepted in lieu of silver or gold (real money). Notes cashed other than with an issuing usurer are usually discounted by 5 to 50 percent depending on the distance to, and creditworthiness of, the issuing party.

Usury

The Mercantylers’ Guild rigidly enforces its monopoly on usury, the changing and lending of money for profit (interest). Some mercantylers specialise in this activity. Interest rates for loans are generally high, and compounded monthly. For secured loans, the normal rate of interest is 1-2 percent per month. Unsecured loans to finance trade are another matter. These range from 5 percent per month for local trade loans, to 10 percent per month for caravan trade and 20 percent per month for sea trade. Such are the comparative risks of land/sea travel and the profits expected from trade.

Foreign exchange

Usurers are also involved in buying and selling foreign coinage. The discounts average around 10-20 percent. For example 100d Melderyni might be exchanged for 80-90d in Chelemby. There is considerable distortion with coins from some realms (which are notoriously debased), and they may be discounted by as much as 50 percent in other areas.

Incomes

Appendix XIII lists the average ordinary incomes for guilded, unguilded, and military occupations across Venârivè.

Guilded incomes are those for bonded masters; room and board may also be provided. The employer would bear the additional cost of providing materials and supplies, but tools are generally owned by the master. A highly skilled master, such as a mason-architect in charge of a large state building project or an exquisite sword craftsman, could earn fees up to six times the rate shown, but such incomes are rare indeed.

Apprentices, in most cases, receive only room and board, possibly a small pittance for wages (10 percent) towards the end of training. Journeymen receives 30-60 percent of the rate shown, plus room and board.

A freemaster will have variable income, possibly even a loss, since they must provide their own room and board, supplies, tools, etc. and may have employees and rent to pay. A freemaster’s income can be calculated as follows:

Net income = (10-2d6) x ½ of bonded master rate

Unguilded wages are for ‘experienced help’. Beginners, particularly in the higher paid occupations, receive 50-80 percent of the indicated rates.

Variations in income

Incomes are based on working twenty-four days per month; the average number of days worked per month, after various holidays are deducted. The incomes shown are averages for the year; in reality, summer wages are higher and winter wages are lower due to the number of hours that can be worked in any given day (dawn to dusk hours are the norm for most work). If desired, adjust wages as follows:

Seasonal Variations in income
Spring 100% of average wages
Summer 120% of average wages
Autumn 100% of average wages
Winter 80% of average wages

When provided, room and board perks tend to increase with the status of the employee. A cost of 30 percent of wage rate is appropriate, minimum cost of 1d per day.

Military Incomes

Military wages apply to mercenaries and professional soldiers only. Food and maintenance is an additional cost to the employer. If serving due to fealty obligations, food and maintenance are not provided (the vassal must provide this themselves). Generally, after two months of service, wages, food, and maintenance might be provided, but more often is accrued for future payment. (This can often mean no payment, particularly for the defeated.)

Military wages are usually paid quarterly but have been listed as monthly for comparison to other incomes. Considering the danger, military wages are low, but there are other perks such as booty, not to mention glory and social advancement. Traditionally, any soldier of any rank may keep two-thirds of the booty taken; one-third is given to their immediate superior, who similarly passes on one-third to their superior, and so on. Thus the commander of a large army can earn a considerable sum from booty taken in war.

Trade and Trade Routes

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Most trade is in luxuries, although some regions require additional food. Only these offer sufficient profit to compensate for the risks involved in long-haul trade. Western Lýthia eagerly seeks eastern luxury goods, such as silk, spices, lacquers, gemstones, etc. These are brought by overland caravan to ports in the eastern Venârian Sea, then shipped by sea to points throughout the west, such as Cherafir and Chelemby. They are then purchased by mercantylers who sell the goods throughout the region.

See Appendix XIV for a list of the principal trade goods of the regions of Venârivè.

Role of mercantyler or merchant

Mercantylers are involved in the buying and selling of goods for profit, or as agents for such transactions. Enforcing a monopoly over all trading activity is impossible, but the occupation is guilded. Guilded mercantylers try to deal exclusively with each other, giving them a de facto stranglehold on much trading activity. All major towns in feudal, plutocratic and imperial regions have a mercantylers’ hall for guilded members only. Non-guild members can participate in this private market only by hiring a mercantyler as a broker, paying a commission of 10-20 percent.

Prices

The selling price of goods must cover not only their buying price, but also levies of tariffs and tolls, transport costs, and the risk of shipwrecks, storms, pirates, and brigands.

The price of various luxury and other goods can be found in Appendix XII: Venârivè Price List. These are the ‘retail’ prices at the indicated sources.

Wholesale Prices
Wholesale Prices

Mercantylers do not pay the ‘retail’ prices set out in Appendix XII. A mercantyler would buy items for as little as 10 percent of these prices, and sell them for roughly 50 percent of the indicated price. That is, a beaver pelt is listed as 20d. This would be the selling price for a dressed pelt from the indicated source (hideworker). A mercantyler in the fur trade would purchase such a pelt from a trapper for as little as 2d and sell it to a hideworker for 10d, who cures and dresses the hide and sells it for 20d. Some goods from eastern and southern Lýthia change hands many times and sell in Venârivè for up to 100 times their original cost.

Taxes

Traders are subject to payment of various taxes to town and city authorities. The tax rates vary, and those for towns and centres mentioned in this publication are listed in the Appendix XIV.

Hawking Tax (Hwk)

A tax payable to the bondmaster on all goods brought into a settlement to be sold, including raw materials for further processing, but generally excluding foodstuffs. The tax is usually a percentage of a consignment’s value, but since the bondmaster tends to rely on ‘declared values’, assessments are generally low unless the trader neglects the appropriate bribes.

Bonding Tax (Bnd)

The trader can delay payment of the hawking tax until he has found a buyer by placing his goods in bond, that is, storing them in the local authority’s bonding house. Goods temporarily brought into a settlement, but destined to be exported, must be placed in bond. This service incurs payment of a bonding/storage fee, always a small percentage of the declared value, payable in advance with a minimum of a one month fee.

Overland Trade and Transport

If the alternative of water borne transport is available, land transport is generally only used for local traffic and trade.

Tracks, trails, roads and bridges

Most land transport is restricted to tracks and trails. Tracks are commonly used routes of local travel, often between agricultural centres and local markets. They are usually only fit for foot or animal traffic. Trails are found outside settled regions, and are usually not maintained. They are secure only when regularly patrolled (an uncommon event).

A minority of regions have paved or well-maintained roads, and bridges over rivers (other rivers are crossed by fords). Minor roads are little better than tracks, but can support carts. Major roads are well constructed with ditches and some metalling. They are generally maintained by central authorities, and support both cart and wagon traffic. The largest roads, known as imperial roads, are paved with stone and only exist where there is a powerful central authority responsible for their maintenance. The Azeryani and Dalkeshi roads are key examples.

Bridges are either of stone or timber construction. Stone bridges are most common on major or imperial roads or near affluent settlements; timber bridges are found in more remote regions. Bridges require maintenance, and they are also difficult to avoid. For this reason, local authorities often charge a toll at a bridge.

Human cartage
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In some areas, humans are the major form of cartage of goods. This is often the case within cities, and in wilderness areas where pack animals are hard to obtain, or the terrain works against them.

A human porter can generally carry around 60lbs over a sustained period. A porter will generally cost around 1d per day, and require approximately 5lbs of food and 5lbs of water a day.

Animal Cartage

Many goods are transported on the local beast of burden, which will most usually be donkeys, mules, oxen or camels (in dry areas).

The average donkey can carry around 220lbs, the average horse slightly less at around 200lbs. Mules generally carry around 250lbs, while oxen sometimes carry over 300lbs. Camels can generally carry over 300lbs.

Such pack animals generally move two watches a day (eight hours), but require an hour of rest, grazing, and watering between watches.

Horses, donkeys, and mules require about 15lbs of fodder and 80lbs (8 gallons) of water a day. Oxen require 35lbs of fodder and 100lbs of water; while camels can subsist on 10lbs of food and 70lbs of water per day. Camels can subsist for some days without these requirements, but must be fed and watered well afterwards.

Carts, wagons and sleds

Any two-wheeled cargo or passenger vehicle is a cart, which is generally more effective on rough trails. They are usually pulled by oxen, but sometimes by other pack animals.

A four-wheeled vehicle is a wagon, which generally requires a good road and is drawn by at least two oxen or horses. Under snow and ice conditions, as prevail in the far north, goods are sometimes transported by sled, drawn by any number of pack animals, including dogs. A cart can carry around 2,500lbs, a larger wagon around 8,000lbs. A sled may transport around 2,000lbs.

Caravans

Nearly all land trade is transported via caravans, organised expeditions of mercantylers journeying from one settlement to another. Long-established routes are often patrolled by various interested parties, seeking to encourage such traffic. Waystations are built at strategic points to provide guides and horses and to furnish wagon repair. The taxes and tolls charged at such facilities can be a lucrative source of revenue for their owners.

Caravan masters

The major caravans are operated by specialist members of the Mercantylers’ Guild known as caravan masters. It is not illegal for any mercantyler to organise his own caravan, but the organisational complexity involved has led to the prevailing custom. Most caravan masters are individuals (often ex-military officers) who have demonstrated some skill at getting the job done. Several have become dominant because of the special relationship they have developed with guild members and tribesmen along their route.

Caravan masters organise all aspects of a caravan and its journey. They are responsible for hiring teamsters and guards, deciding who may join a caravan, and establishing departure dates, camp sites, defence measures, etc. They have the power to abandon goods (and their owners) if they deem their presence hazardous to the caravan. Most caravan masters employ one or two assistants and the most competent of these may eventually rise to manage their own caravan.

Caravan fees

Mercantylers pay a fee to be included in a caravan. These fees assume that the mercantyler provides his or her own transportation, food, etc. Some caravan masters own carts, wagons and pack animals which they will lease for double or triple fees, but this includes the fee to join the caravan. Most masters will allow individuals who are not mercantylers to join a caravan at double the normal fee, perhaps for free if the traveller agrees to ‘work his passage’ with mercenary assistance.

Fees for caravans are calculated on a charge for each ten leagues of travel:

  • Wagon – 10d
  • Cart – 6d
  • Horse, Camel, Donkey, etc. – 2d
  • Person afoot – 1d

River Trade

Rivers are the lifeblood of most trade and transport across Venârivè, although generally for local trade.

Three forms of boat provide the main forms of transport on rivers:

  • Pinda – a small deckless boat, with oars; single mast, square or venyn rigged; 12-21 ft. Pindas are generic, and found all across the region.
  • Talbar – a shallow draft trading vessel for rivers or coastal waters. They are both oar and sail powered, and can be square or venyn rigged. 24-42 ft. Talbars are generic and are found all across the region.
  • River galley – a shallow oared vessel; may or may not have a venyn rigged sail; 24-42 ft. Found in the south and east of Venârivè.
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In some regions, Pilots’ Guild rules require a pilot on all vessels 30ft in length and over, a key reason riverboats in those regions are fractionally shorter than 30ft.

The load capacity of a river-boat is roughly equal to the square of its length (in feet) multiplied by 50lbs. Thus a common river-boat of about 30ft in length can carry around 45,000lbs (22.5 tons).

See Weights and Measures (page 69) for details of the distinction between ‘tons’ (a measure of weight) and ‘tuns’ (a measure of volume).

Maritime trade

With few exceptions, overland routes are very bad, and wheeled transport is slow and crude. Land trade is the preserve of a few hardy mercantylers; most commercial movement of goods is by water.

Maritime Vessels

Some of the more common types of seagoing vessel in Venârivè include:

  • Nivik – a one-masted, square-rigged vessel; clinker built; no deck; 24-60 ft. Found in the west and north.
  • Vaserskab – the traditional Ivinian longship design; 60-102 ft. Found only in the far north.
  • Dak – a one-masted, square-rigged, decked vessel; 48 – 84 ft. Found in the Gulf of Shôrkýnè and the north.
  • Skara – older version of the dak, the Shôrka ‘coaster’.
  • Karune – a revolutionary new design; carvel construction; deck; 69-96 ft. Found in the west and north.
  • Venar – a one-masted, carvel-straked, venyn-rigged vessel; 24-60 ft. Found in the Venârian Sea and the Gulf of Mafan.
  • Raem – a two-masted, carvel-straked, twin-steering vessel; decked; 48-84 ft. Found in the Venârian Sea.
  • Laru – a war galley; ram; large venyn sail; 60-150 ft. Found in the Venârian Sea.
  • Laru-mar – a merchant galley; 2-3 masts; venyn rigged; 60-150 ft. Found in the Venârian Sea.
  • D’hoa – trading vessels of the Falani.
  • Manah – merchant vessel of the Gulf of Mafan.
  • Lama – coastal galley of the Gulf of Mafan.

Most maritime trade is conducted by independent merchants, voyaging here and there as cargo opportunities dictate. The vessels involved range from the open decked nivik with ten to twenty tuns of burthen to karunes able to carry over 300 tuns.

Smaller vessels are often owned by their captains, who are likely to be individuals with successful maritime backgrounds as pilots or seamen. Larger vessels may be owned by such men, but most belong to wealthy mercantylers, nobles or patricians (many of whom have never been to sea), and, especially in the Venârian Sea, by trading syndicates.

Maritime trade in western Lýthia is highly competitive, although it does tend to be dominated by colonial Ivinians in the north and by the Karéjians in the Venârian Sea.

Mercantile trade practices

There are a wide variety of mercantile trade practices used across the region of Venârivè. One of the most common across the whole region is for a vessel to hire a bonded mercantyler to handle trading activities. This person is known as a supercargo. Sometimes, particular in Azeryani areas, patronage will operate as a means of financing trade. More complex arrangements include the Larun contract and the Cómarera (‘companion’) agreement.

Market and port facilities

Appendix XV includes information on the facilities available in the major markets and ports of Venârivè. The following information is available:

  • Market information: Mk – Market Size; Hwk – Hawking Fee; Bnd – Bonding Fee per month (see above).
  • Shipwright information: Size – the number of permanent employees, including bonded freemasters, journeymen, and apprentices; ML – the ‘mastery level’ or quality of the services provided (higher is better); CF – cost factor, compared to an ‘average’ of 1.00. (The information in table is for the ‘public’ shipyard of the port; some ports also have ‘state’ or ‘official’ shipyards – examples of these are indicated with §).
  • Guild information: P – size of the Pilots’ Guild facilities: S – ‘small’ (1-4 rooms), M – ‘medium’ (5-9 rooms), L – ‘large’ (10+ rooms); S – size of Seamans’ Guild facilities: S – ‘small’ (6-12 bunks), M – ‘medium’ (13-24 bunks), L – ‘large’ (25-48) bunks.
  • Port fees: Pil – standard piloting fee for entering and leaving the port; Wfg – price to moor at the dock per foot per day; Reg – price to register a vessel at this port, per foot per year.
  • Cargo Loading/Unloading: TW – average number of tuns of cargo that may be loaded or unloaded per watch; CT – cost per tun to load or unload cargo.
  • Tide information: TF – Tide Factor, used to determined the time of high and low tide. See Appendix XVI for details. NT means ‘no tide’, and relates to river and lake ports without significant tides.


Major trade routes

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The Venârivè map identifies the major and minor trade routes and key products produced in each region.

Eastern trade routes

Trade between eastern and western Lýthia is hindered by the great Ketârh plateau and deserts, as well as by the fierce Ketari nomads. There are four trade routes that connect Venârivè with eastern Lýthia; the first three are the most prominent:

  • Hacherdad–Ketârh Route – crosses the Ketârh plateau, bringing opiates, lacquer, perfumes, silk, tea, ceramics, jewellery, spices, slaves, gems, and other goods from the East to Hacherdad and on to Livelis.
  • Hacherdad–Beshakan–Mafan Route – this route crosses the Beshakan Desert from Hacherdad to Mafan. Hacherdad has good relations with many Besha tribes. This route carries spices, tea, indigo, ivory, lacquer, nard, perfumes, pearls, camphor, silks, sugar, ceramics, jewellery, slaves and gems from the East.
  • Dalkesh–Mafan Route – the third major route connects Mafan to Dalkesh and follows the Târga River to Natha and beyond. It carries a similar set of goods as the Hacherdad-Beshakan route.
  • Yluma–Ketârh Route – connects Jankor and northern Diramoa with Reksyna, Quârphor, Ivinia, and Ûmélria. A risky route, but growing in importance following the rise of the Reksyni. Brings furs, gems, silks, alum, perfumes, slaves, tea, opium, and weapons from the East.
Gulf of Mafan

Trade around the Gulf of Mafan (only partially shown on the Venârivè map) is dictated by the seasonal changes in the winds of the monsoon. The Mafani are the dominant traders of the region, but they are divided amongst many realms and principalities. Still, trade binds the Gulf together, and has enabled the Mafani to survive centuries after the fall of their ancient empire.

The key centre of Mafani trade in the northwest is Mokora, but the cities of Kolanorako, Deluma, and Serianapi are also important trade centres, amongst others. The maritime trade route between Mokora and Idepan to the east is one of the busiest in all of Lýthia.

Anzelôrian routes

Trade from Venârivè south is relatively uncomplicated compared to east-west trade. Some of the key routes are:

  • Dalkesh–Anzelôria Route (Natha Trail) – the great trade route south from Dalkesh connects to the Shentu region, but also continues on to central Anzelôria, via trade cities such as Sogôranélè.
  • Tuvaran Routes – there are a number of trade routes across Tuvara that also bring goods north to Venârivè.
  • West Anzelôrian Routes – finally, the Falani of southern Hepekeria and eastern Thonia are extending their trading reach along the western coast of Anzelôria. Increasingly Trierzi and other northern merchants are seeking ways to avoid the Karéjian stranglehold on trade by following the same routes.
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Ship Movement
Ship Movement

Movement at sea depends on wind, weather, tides, type of vessel, and familiarity with water ways, amongst other factors.

However, at optimum conditions of wind and tide, a merchant ship averages 10 leagues per watch, a warship averages 15 leagues per watch under sail and 10 leagues per watch under oar.

Larún of Karéjia
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The Karéjians (descendants of the Kàruía), dominate trade around the Venârian Sea and thus within the heart of Venârivè. Karéjian merchants have minimised the risk of piracy with convoys of fast, well-armed merchant galleys called larun. The majority of larun originate in Livelis, the major port and city of the Karéjian League. They are named after their principal destination, such as the larun of Hebos, the larun of Janora or the larun of Cherafir. Larun make one or two voyages a year. See Appendix VIII: Kareji an Larun for a list of all the major larun.

The larun of Hebos is the largest and richest. About sixteen galleys, escorted by at least two war galleys, depart Livelis in the late spring carrying a fortune of luxury eastern goods for the Azeryani Empire. The larun’s arrival at Hebos is occasion for a major local festival. The larun of Cherafir, usually two or three galleys in size, arrives at Melderyn in mid Peonu, eagerly anticipated by local mercantylers.

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Trade of the north

The trade of the northern regions is dominated by the Ivinians and their descendants and colonies. The key centres of this trade are the city-states of Chelemby and Beldira and smaller centres such as Tarkain. The coastal towns of Shôrkýnè, Emélrenè, Palíthanè, and Trierzon are also very important trade centres.

Chelemby’s influence is far greater than her size would suggest, bolstered by both her excellent seafaring and her network of trading posts (Kántehusen) across the region.

The major Cheler trade routes are:

  • North – trade with Ivinia, Hârbáal, and Altor.
  • East – trade up the Tîrga River to Beldira, Hurisea, Quârphor, and Reksyna.
  • South – trade with Shôrkýnè, both as a market for northern goods and a source of food.
  • Southwest – trade with Emélrenè, Hârn, Palíthanè, Hepekeria, and Venârian Sea, with a focus on luxury goods.
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Guilds

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Virtually all significant commercial and professional activities are within the control of powerful international guilds whose monopoly is protected by law. Collectively the association of guilds is known as the Mángai.

History of the Mángai

The Mángai as it is currently constituted originated in Karejia in the third century tr. It evolved from ancient Karuia trade associations. Similar organisations were also powerful within Azeri society, where they were known as merchant associations. The merchant associations of north-central Azeryan were key in the rise of the Azeryani Empire.

The first meeting of the Karejian Mangai took place in tr243, at Livelis. Following its conquest of Karejia the Azeryan Empire (and its merchant association backers) came to recognise the Mangai as an important economic instrument, granting it an empire-wide charter in tr321. Azeri traders subsequently spread the concept far and wide; it reached the northlands via the settlement of Beldîra (in Huriséa) (tr348) and many other locations in the fourth century. During the fifth century, while the Azeryan Empire was at its height, the Mangai established formal relations with the trading clans of Dalkesh and merchant guilds of Mafan, Anzelôria, and even the far east. The Mangai was even recognised across Hârn in tr493.

The Mangai survived the contraction of the Azeryan Empire from the early sixth century onwards by developing strong cooperative relationships with local rulers, and offering them the same profit-sharing arrangements that had led to the original Imperial Charter. As states such as Trierzon, Palíthanè, and Shôrkýnè came into being, the guilds negotiated charters with the new rulers, often supported by extensive payments and financial support for the new realms.

Operation of the Mangai

The Mangai is the association of guilds. Grand chapters exist in almost all western Lýthian states. Dalkesh has its own caste/clan-based guild system, but recognises and works with the Mangai systems of Karejia and Mafan, while Ivinian trading clans are increasingly interacting with the Mangai, particularly in locations such as Chelemby.

The Mangai’s principal function is to regulate guilds, settle disputes between them, and make recommendations to governments concerning guild rights and privileges. In most regions the Mangai has the exclusive right to organise and administer local fairs, appropriate fees being paid to whomever holds the settlement (which will usually also require a charter for a fair from the national or regional government). The Mangai more than recoups its costs by charging for vending rights. Each guild is represented in its local chapter of the Mangai, usually by guildmasters, syndics, freemasters, and/or bonded masters. This assembly generally elects an executive council. Different chapters have various modes of operation, but most are democratic.

Relationship of Mangai to local authorities

The Mangai system has been successful because it is generally profitable for both local and regional authorities. It also enables the local nobility or patricians to profit from trade without involving themselves directly in this ‘dirty’ activity. Local guild members pay membership fees to the local Mangai, half of which is paid to the local authorities of the settlement. A further percentage is paid to the national or regional Mangai organisation; and a portion of this is paid to the national or regional authorities.

Enforcement of Mangai monopolies

Guilds seek to enforce discipline on their own members, and cooperate with each other to enforce their respective monopolies. Guilded members will generally only trade or work with other guildsmen, effectively shutting the non-guilded out of the trade and exchange system.

Where a non-guild member persists in seeking to offer services or goods covered by the guild monopoly the guilds can usually rely on the local authorities to take action. Such unguilded activity threatens their income from guild membership fees.

Ivinians and the Mangai

Most traditional Ivinian realms are not covered by the Mangai monopoly, but Ivinian traders generally have to deal with Mangai mercantylers when they trade outside of Ivinia. The Mangai is making inroads into the north, most importantly in Chelemby, the greatest Ivinian trading state. In most southern Ivinian colonies (such as Palíthanè and Târkáin), the Mangai is fully chartered and its monopolies are enforced.

Ranks of Guild Membership

Apprenticeship

The privilege of apprenticeship is usually granted to the eldest child of an existing master. The guild also allows additional grants of apprenticeship, usually to the younger children, or to those who are able to pay. If the eldest child does not want to enter his father’s guild, a transfer of apprentices between guilds may be arranged. This can be complicated by considerations of status – which varies from one guild to another. Most children tend to follow in their parent’s footsteps.

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Rarely does an apprentice serve under his own father, since it is believed that fathers are unwilling to administer appropriate discipline. The master an apprentice serves under may even be in another settlement. The treatment received by apprentices varies; frequent beatings and long hours of menial labour are normal. Apprenticeship generally lasts from five to seven years, depending on the guild. Apprentices receive only room and board, although some get pocket money from generous masters.

Journeymen

Rules governing promotion from apprentice to journeyman vary from one guild to another, and sometimes from one settlement to another. The candidate may have to pass practical or theoretical examination(s) administered by a board of syndics or the vouching of his master may suffice. Professional guilds generally have the most difficult criteria. Some masters deny advancement to their apprentices to retain the cheap labour, but this is unethical, and the guild may step in if the practice is followed for too long. Some guilds do not have the rank of journeyman.

Journeymen are entitled to room and board and a small wage. They are generally expected to travel from one settlement to another, serving masters of their own guilds, who are the only persons permitted by law to hire them. After a prescribed period, usually three to five years, the journeyman may apply to any board of syndics for a franchise. Most often he will return home to work for his father whose franchise he can expect to inherit through death or retirement.

Those who do not have franchises that they will inherit, may obtain new franchises, but these sparse and very expensive – ranging from two to ten times a master’s annual income plus the customary bribes.

Masters

Nearly all guilds require that an examination be passed before granting the rank of master. There are two kinds of master within most guilds: bonded and free. A free master is one who holds a franchise, a licence to own and operate a business in a particular location. A bonded master is one who works, under contract, for a wealthy person or institution. All masters pays dues equal to 10 percent of their income to their local guild. A master with no contract and no franchise is called simply a ‘master’.

Masters may obtain loans or grants from the guild to help establish new franchises, or salvage old ones, but most of the time, free enterprise is the rule. If a master suffers hardship and the guild is well off, it may loan or grant assistance to him, or his survivors.

Guildmasters

All masters are voting members of their local guild chapters, and will elect from among themselves a guildmaster. These officers are responsible for whatever administration the chapter requires. Except in very wealthy guilds, which choose to pay their officers a stipend, the guildmaster will continue to operate his franchise. The guildmaster represents his guild in the local chapter of the Mangai, and in any regional conventions the guild may hold.

Syndics

Where a local chapter has many guildmasters, they elect additional officers called syndics. Some guilds call their guildmasters by this name.

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The Guilds

The following guilds are generally established throughout Venârivè:

Apothecaries’ Guild

Apothecaries have a monopoly on the gathering, preparation, and sale of herbs and medicines for profit. Most freemasters operate shops where they purchase herbs, etc. from itinerant journeymen and other professional gatherers for resale to the general public as potions and remedies or to physicians (who, technically, are not allowed to prepare their own) and to members of the guild of arcane lore. Herb prices range from 3d to 60d per ounce depending on rarity.

Guild of Arcane Lore

A loose association of scholars whose studies involve esoteric knowledge. Some arcanists practise magic, some are students in obscure but mundane fields. The distinction is often blurred. See The Arcane (page 91) for further details of this guild.

Chandlers’ Guild

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Chandlers have a monopoly on the production and sale (for profit) of candles, lamps, etc. A chandler may also operate a kind of general store where the goods of other guilded and unguilded craftsmen are sold on consignment or for a commission. Chandlers generally charge 10-30 percent more than would the craftsman himself, but, for the wealthy, they offer the advantage of ‘one-stop’ shopping.

Charcoalers’ Guild

Charcoalers have a monopoly on the production and sale of charcoal and, in most towns, coal and firewood. Their main customers are metalsmiths and weaponcrafters.

Clothiers’ Guild

The clothiers are one of the largest guilds. Most of the population makes its own clothing, but the wealthy middle class and nobility count a clothier’s products among their status symbols. A master clothier knows the arts of the tailor, glover, draper, and haberdasher, although some masters specialise. A typical clothier’s establishment employs dozens of journeymen, apprentices and, sometimes, bonded masters. Some nobles have bonded master clothiers in their employ.

Guild of Courtesans

Members of the Guild of Courtesans should not be thought of as prostitutes. They offer a wide range of services from their franchises, which bear elegant names such as the ‘Perfumed World of Floating Pleasure’ or the ‘Golden Heaven of the Seven Joys’. The guild acquires most of its apprentices through brokers from their impoverished fathers; this may be deemed a better fate than they might otherwise enjoy. After two to four years of training in the erotic and entertainment arts, the girl may be sold outside the guild or become ‘bonded’ and allowed to entertain clients. If she is diligent and popular, she may pay off her contract. A free courtesan may open her own franchise, but most continue to work where they were trained, for a share of the house’s proceeds, and may inherit the house itself when the mistress retires. Many courtesans have their contracts bought out (with their consent) by men who wish to marry them. The guild is most prevalent in Azeryan and Karejia, but there are houses scattered in other regions.

Embalmers’ Guild

Embalmers monopolise the preparation for remuneration of corpses for burial. Some temples and noble clans bury their own dead, but they may employ a master embalmer to do the work. Embalmers are skilled in prevalent local arts and customs and can make whatever arrangements are needed. Most simple folk are quietly dropped into unmarked graves; embalmers mainly serve the middle class.

Glassworkers’ Guild

The Guild of Glassworkers have a monopoly on the manufacture and sale of products made of glass. Since the manufacturing processes are secret, glassworkers are sometimes presumed to use magic. The elven glassworkers of Hârn are most skilled. Glass windows are too expensive for most people, but glassworkers also produce pottery, and art objects in addition to plain and stained glass windows.

College of Harpers

The harpers have a monopoly on arts relating to the production and sale of musical instruments. Almost all journeymen and masters are accomplished musicians able to earn good livings as minstrels, bards, or skalds. Nearly all instruments in Venârivè are crafted by members of the guild. The most common instruments are the pipes, harp, flute, drum, horn, and lute.

College of Heralds

The College of Heralds is closely associated with the nobility or patrician classes which it principally serves and which supplies many of its members. Heraldry (or armory) is one of the few professions which are not deemed beneath the dignity of a gentleperson. All young nobles are, in fact, required to learn the rudiments of the herald’s art between the ages of 10 and 13, and heralds are employed to do the teaching. Most heralds are bonded to landholding nobles where they keep family records, heraldic arms, genealogies, and the like. Heralds also play an important role as ambassadors skilled in etiquette, diplomacy, and the forms of warfare. In this role they are afforded a high degree of neutrality. When battle is to be joined, heralds from both sides meet to exchange formalities and arrange the time the battle is to start and end, the treatment of prisoners, and to conduct any last-minute negotiations.

Opposing heralds may be personal friends who watch the battle together from some safe vantage. The institutions in which heralds receive advanced training are called colleges, which are vital repositories for genealogical records. The grounds of the colleges are inviolate by law – even kings and emperors are forbidden unless invited. Throughout western Lýthia, only nobles, fighting orders, and legions receive grants of arms, and only the colleges can make such grants.

See Appendix IV for a list of the Colleges of Heralds of Venârivè.

Hideworkers’ Guild

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The Hideworkers’ Guild has a monopoly on the curing and working of animal hides for profit. A master’s establishment may be a tannery (located on the downwind outskirts of a settlement) and/or a workshop where cured hides are worked into leather goods. A tannery buys hides from anyone, although its principal sources are local manors and mercantylers. Leathercrafting which involves horses is a monopoly of the Ostlers’ Guild and leather armour is made by weaponcrafters. Some hideworkers specialise in the art of the shoemaker, although a master is skilled in all branches of hideworking.

Innkeepers’ Guild

Innkeepers have a monopoly on the operation of inns and taverns, and on the manufacture and sale of alcoholic beverages. Most inns brew their own beer (they do not travel well). Food, wine, and spirits are generally bought. Many inns have adjoining ostlers who are bonded to the innkeeper or operate free franchises in partnership.

Jewellers’ Guild

A master jeweller is also an expert silversmith, goldsmiths, and engraver, but his shop may specialise in one of these arts. Jewellers also make seals and signets or strike coins, depending on local law.

Lexigraphers’ Guild

Lexigraphers monopolise the manufacture and sale of vellum, parchment, scrolls, inks, quills, etc. Paper is rarely seen in Venârivè. A master lexigrapher purchases lambskin for parchment and animal hides for vellum from tanneries. Some also sell maps and manuscripts. While lexigraphers do not have a monopoly on the written word, many scribes have associate memberships in the guild.

The Lia-Kavair

The ‘thieves’ guild’ is not officially recognised anywhere in the region. It nevertheless controls activities such as purse-cutting, burglary, protection rackets, and smuggling. The Lia-Kavair receives tacit support from many powerful groups because it tends to keep crime under control and provides skilled assassins when called upon.

For more information, see Appendix I.

Guild of Litigants

The Guild of Litigants do not have a monopoly on litigation, but they do tend to have more expertise. A litigant’s function is to represent clients in matters pertaining to real estate transactions and contract law. They can also appear in matters of criminal and civil liability. A litigant’s main custom is with the middle classes.

Locksmiths’ Guild

The locksmiths’ monopoly includes the manufacture, sale, installation, and repair of keys, locks, and other small mechanisms. Locksmiths also make lock-boxes and are hired by masons building secret doors, etc., which are much in vogue with the nobility.

Masons’ Guild

The Masons’ Guild is one of the most respected and powerful. A master mason is a competent architect, stonecutter, engineer, and builder. Virtually all fortifications are built by masons, and most towns require that masons supervise and maintain all construction within its walls. Some freemasters operate quarries. Bonded masters are retained by nobles to maintain major keeps and castles. In regions with good highways and bridges, the authorities employ a mason to maintain this infrastructure.

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Mercantylers’ Guild

The mercantylers’ monopoly is difficult to define and enforce, but the guild is very wealthy. Mercantylers control inter-settlement trade, and are involved in virtually all such transactions either as buyers and sellers or as intermediaries. No guildsman sells his product outside his own settlement without involving a mercantyler.

Each major settlement has a trading hall where only mercantylers may operate. Non-mercantylers can participate in this ‘hidden’ market only by hiring a master mercantyler agent or factor.

The Mercantylers’ Guild has a monopoly on usury, the loaning of money for interest. Any master has this right, but most usury is done by specialists from fixed locations. Interest is compounded monthly and rates range from 3 to 50 percent per month. The nobility and patricians generally enjoy better rates.

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Mercantyler-usurers are also moneychangers, typically for a 20 percent commission, but do not have a monopoly on this activity. Mercantylers, especially usurers, also issue promissory notes which are used in large transactions.

Guild of Metalsmiths

The Metalsmiths’ Guild has a monopoly on all metalcraft except weaponcrafting, and finework reserved for the Jewellers’ Guild. A master metalsmith may be bonded to a noble household, or operate an urban franchise, but most are ‘village smiths’. Metalsmiths produce a range of goods and tools from iron, steel, copper, brass, bronze, pewter, etc.

Guild of Millers and Millwrights

The millers and millwrights have a monopoly on the ownership and operation of mills and milling. Local lords occasionally try to usurp the millers’ rights by building their own mills, but masons will not construct them and millers refuse to operate them.

Most mills are used only for grinding grain and virtually all manors/villages have at least one mill. Most are water-powered, but wind and muscle power drive about 15 percent of all mills. Mills are generally owned by the guild and awarded as franchises to freemaster millers, who pay 20 percent (rather than the standard 10 percent) dues. Each mill pays a tax of (usually) 240d per year to the local fiefholder or landlord. Most mills have some crop land attached.

A freemaster miller generally retains 5-15 percent of the grain he grinds, most of which he sells to mercantylers. Millers are also millwrights – engineers familiar with large machinery. Some major nobles employ bonded master millers to run and maintain heavy machinery such as derricks, drawbridges, etc.

Miners’ Guild

By virtue of its monopoly on mining and smelting, the Miners’ Guild is one of the wealthiest in western Lýthia. The guild itself owns some mines, but most are owned by the state. In most regions, mineral rights are held by the Crown, but in others (notably Shôrkýnè and non-feudal states such as Hârbáal) they belong to local rulers such as malnir or sub-king.

Where the guild operates, freemaster miners have the right to prospect anywhere except on church land, orchards, gardens, and highways. They can also generally cut timber without the consent of the local landholder. They also have the right to hold their own courts of law, the right to protect their employees and, in many cases, freedom from taxation and military service. In most regions, an unfree peasant who flees to a mine and is employed there for two years becomes a freeman. Miners are well paid.

Most mining operations are fairly small, but some have hundreds of employees and consume vast quantities of fuel. Prospectors sometimes go missing at the hands of landowners who wish to avoid the opening of a mine on their properties.

The most important minerals are gold, silver, iron, lead, tin, copper, and salt. The Miner’s Guild also generally covers the extraction of clays essential for the work of potters; quarrying, however, is the domain of masons. Smelting and refining is, where possible, done on site to minimise transportation costs.

Ostlers’ Guild

Sometimes called the liverymans’ guild, the ostlers have a monopoly over the breeding, care and sale of horses (and donkeys, camels, and elephants where relevant) for profit. A master ostler is an expert farrier, equine veterinarian, stablemaster, and tackmaker. Some specialise in one aspect of the craft, but most operate livery stables in conjunction with inns. Many nobles find a bonded master ostler indispensable. Freemaster ostlers are also found wherever horses are raced. Each major settlement has a fenced ostlers’ common where ostlers graze the horses in their care. Individual ostlers may also own their own pastures. While ostlers shoe horses, they usually purchase the raw materials for such shoes from metalsmiths.

Perfumers’ Guild

The Perfumers’ Guild has a monopoly on the manufacture and sale of soap, perfume, incense etc. Some temples and private households make their own, but they cannot sell. The guild is secretive about its arts, which are unknown to most of the population.

Society of Physicians

The Society of Physicians is loosely organised with a wide variation in expertise among its masters. Some are incompetent but cheap, some are skilled and expensive. A master can take on apprentices without consulting his guild and little effort is made to maintain standards, although a physician who kills too many people will have difficulties. There are no journeymen, nor are there bonded masters in any real sense. Physicians may operate as freemasters or under contract to an employer as they deem appropriate. It is widely believed that physicians dabble in magic, psionics, or both – some do.

Pilots’ Guild

While a vessel’s captain chooses her destination, it is the pilot who navigates, decides how much sail to use, calculates positions, and lays courses. All sea-going vessels over 30 feet in length, except for locally registered fishing vessels, must carry master pilots. Masters have discretion with regard to taking on apprentices. Most apprentices are former seamen who have demonstrated aptitude. Apprenticeship generally takes nine years, the longest of any guild. There are no journeymen.

Potters’ Guild

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The Potters’ Guild has a monopoly on the production and sale of ceramic goods. Potters generally buy clay and other materials from miners to produce pots, vases, urns, jars, cups, plates, and other artefacts; but sometimes they have access to their own sources of raw materials.

Salters’ Guild

Salt is the principal agent for food preservation. The guild has a monopoly on its sale. A master salter usually owns a shop or stall in a town, or sometimes travels between minor settlements, selling bulk salt and, often, a variety of pickled and salted goods. Salt is mined by the Miners’ Guild and generally transported by mercantylers who can sell it only to salters.

Seamans’ Guild

Persons hiring ship’s crew generally do so from the Seamans’ Guild. The ranks of the guild are deckboy (DB), ordinary seaman (OS) and able bodied seaman (AB).

Shipwrights’ Guild

The Shipwrights’ Guild has a monopoly on the construction of ships and boats and on several related arts. A master is a respected individual, fully qualified in the arts of vessel design and construction, and able to make sails and rope. Although the guild does not have a monopoly on rope-making, shipwrights make the best. Metal fittings are often subcontracted in whole or part to freemaster metalsmiths, or made by bonded metalsmiths in the shipwright’s employ.

Tentmakers’ Guild

The tentmakers’ monopoly is on the production of tents and awnings, pavilions and stall covers for street vendors. Their basic product is canvas, which they weave from flax and sell to shipwrights, mercantylers, and chandlers. Some tentmakers make sails and deck tents for ships, but shipwrights generally prefer to do this work themselves.

Guild of Thespians

A small, exotic and somewhat eccentric guild which takes in and trains actors and other performing artists who are not members of the Harpers’ College. Harpers often travel with thespian troupes. The typical master is a playwright, actor, impresario, juggler, and acrobat with his own touring troupe capable of staging elaborate, varied performances, but many specialise – some in religious or educational arts. Most troupes play to noble households for negotiated fees, or in the street for thrown coins. Most thespians are apprentices and journeymen who will never lead their own troupes. There are some twenty-seven dramatic themes which are constantly being reworked by practitioners of the ‘classical’ school. Traditional forms tend to be stylised; puppetry and mime are common. Even new plays tend to be conservative, and rarely political, since performances may be monitored.


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Timberwrights’ Guild

Timber rights are held by landowners, who are free to cut timber for their own or their vassals’ use, but only timberwrights may sell for profit. A master negotiates a licence from the landowner for stumpage fees averaging 10-30 percent of selling price – it is a serious offence to cut trees without a licence. Some timberwrights cut in wilderness areas, but this may not be cheaper due to transportation and security costs. Timberwrights mainly supply woodcrafters, masons, charcoalers, and shipwrights (miners can cut their own, but often employ bonded master timberwrights). Since a timberwright deals mainly with other guildsmen, his operation is usually a warehouse outside the ‘high rent’ district.

Weaponcrafters’ Guild

Weaponcrafters monopolise the design, manufacture and sale of weapons and armour, although peasants may make bows and arrows, etc. Most masters sell to the general public, or are bonded to noble households. Military units often hire bonded masters. Weapon and armour prices are high, due to the expertise required to make them and because the nobility requires that prices be inflated to stop the lower classes from obtaining good weapons. Certain types of weapon are ‘chivalric’ and may not be used by common folk.

Woodcrafters’ Guild

A master woodcrafter is a cooper, joiner, cabinetmaker, wainwright, and carpenter and can produce a vast array of goods, including furniture, transportation, ladders, and tools. Woodcrafters are often involved in construction projects under masons, and where stone is not involved, they may actually supervise building.

Daily Life

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Calendars and Timekeeping

Túzyn Reckoning was devised in tr130 by Túzyn of Melderyn, astrologer to the Melderyni king Erebir III, but was backdated to the founding of that kingdom. Over the last 600 years, almost all states across western Venârivè have adopted this calendar, but other states far away from Melderyn (e.g., Azeryan) use their own year reckonings.

Túzyn dates are reckoned from the founding of Melderyn. Dates prior to the year 1 are prefixed or affixed by bt (Before Túzyn Reckoning); dates since the foundation of Melderyn are indicated by tr (Túzyn Reckoning). A date with no prefix/affix is presumed to be tr. The year begins with the vernal equinox (approximately).

The Azeryan Empire and most areas to the east make use of their own year counts, as do the Sinái and Kúzhai. The Azeryani count begins with the foundation of Meokolis (tr194). Some Karejians, despite having once been part of the Azeryani empire, still use a much older Kàruía calendar devised by Damokra al Abdera (aka Damókra el Abdêra) of Livélis; its commencement date is bt1120. The Dalkeshi and Býrian imperial year counts are based on the regnal year of their respective rulers.

The current year in these systems is:

Túzyn Reckoning tr720
Kàruía calendar ka1840
Àzeryáni imperial az527
Dalkéshi imperial Sharpen II 23
Býrian imperial Iluria IV Alonas 12


All three of the main calendars begin the year on 1 Nuzyael. The Dálken and Býrian calendars begin on the day of the accession of the sovereign.

Ancient calendars

There are a number of other calendars no longer in extensive use, such as the Narmar calendar of ancient Mafan, the Beréma calendar of Emélrenè, and the Sháras calendar of southern Azeryan. Very few outside of the Sinái or Kúzhai know or understand their calendar systems, known as the ‘long reckoning’ and the ‘deep reckoning’ respectively.

The Sináin long reckoning begins at bt8274. Each Yai is 240 years long, while a Lan is 1 year.

The Kúzhai deep reckoning begins at bt7190, apparently the foundation date of Mêrdáin.

The current year in these ‘ancient’ systems is:

Narmâr calendar na5010
Beréma ‘old’ calendar be2322
Sháras calendar sh1770
Sináin long reckoning Yai 37, Lan 114
Kúzhai reckoning (Zhurul) zu7910


It is known that the Beréma ‘old’ calendar began the year on 1 Nuzyael, but the starting month for the other ancient calendars is less clear. The Sináin long reckoning also begins on 1 Nuzyael, but the Kúzhai reckoning begins on 1 Ilvin.

Months of the year

The Kèthîran year is almost exactly 360 days, and the revolutionary period of its only moon is almost exactly 30 days. Furthermore, when Túzyn first established his year count, the vernal equinox (in the northern hemisphere) occurred on a full moon, and since then the full moon has only slipped by a few hours.

Because of this combination virtually every society on the planet which maintains a calendar uses a lunar calendar with twelve months of thirty days each. Where Túzyn Reckoning is used to maintain the year count, the vernal equinox is also the first day of the year.

Names of months

The names for many of the twelve months are similar across Venârivè.

Names of Months Table
Month Hârnic / Emélan Ivínian, etc. Shôrka / Tríerzi Àzeryáni / Karéjian Dálken / Mafáni Season
1 Núzyael Nustjel Nuzil Nutoi Mufat Spring
2 Peónu Pvonu Peonil Eonoi Târgat
3 Kelén Saraju Kelenil Kelenoi Kalat
4 Nólus Nolu Nolus Gamadoi Nalut Summer
5 Laránè Laranu Larynil Varanoi Aranut
6 Ágrazhâr Agritzu Agritsil Agrikhoi Aranit
7 Azúra Ozutjel Azurus Ozumtoi Zarat Autumn
8 Halánè Jalanu Halanil Halenoi Alneat
9 Savôr Savru Savoril Sovnoroi Shavat
10 Ilvín Ilavu Esenus Kastoi Parvat Winter
11 Návek Navru Navil Navotoi Navet
12 Morgát Morgel Morkil Morkaltoi Orgut

In most regions, months 1-3 are spring, 4-6 are summer, 7-9 are autumn, and 10-12 are winter.

NOTE: ADD Season: Spring, Summer, Autumn, Winter (with colours from Kingdom of Emélrenè P26) ~ ADD a season calendar with different regions?

Timekeeping

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Time is a figment of mind, a construct. Oh, yes, things move, things change, things age, and things die while new things are brought into existence constantly... But what we call ‘time’ is in truth merely a vast combination of these further conditions. In the whole of Keléstia there is in fact no such thing as the time it takes one from one’s house to one’s apple tree – there is only the speed one needs to move at to pick an apple from the tree before it decays or before it falls to the ground and is eaten by worms.

Genin, Mage of Melderyn

Time of the day

The most important element of time measurement for all human folk everywhere in Venârivè is the passage of a day, cornered by the rising and setting of the sun (Nolomar). As in most parts of Kèthîra, the sun’s stages on this journey over the firmament are used to further differentiate the day into dawn, morning, midday, afternoon, evening, and dusk. Finally, the night is the dark time of the sun’s absence between days.

The great majority of Venârian people (and creatures in general) limit their activity to the hours of natural light between dawn and dusk and go to sleep with or shortly after sunset, to rise again with the first morning light.

Units of time

This simple concept of time, based on the position of the sun and the light it spends, is fully sufficient for most of human activity in Venârivè. However, some professions and occupations, including the military and clerical orders, have need of smaller measures of the passing of time. Many in the military divide the day into six four hour watches; religious orders and scholars go even further and divide the day into twenty-four hours.

A very few specialist scholars and arcanists, and specialist practitioners of esoteric forms of military art and meditation have devised further divisions of time, known as minutes and breaths. A minute is an academic construct, said to be 1/60th of an hour, or 1/1440th of a day.

For practical purposes, measuring such small units of time is extremely difficult, but the concept of ‘short’ and ‘long’ breaths has some greater utility. There are said to be six ‘long’ breaths and twelve ‘short’ breaths in a minute; one long breath is a common measure of combat interaction in military theory.

Timekeeping Devices

Candle clocks

The most frequently used timekeeping device in Venârivè, candle clocks consist of one or more candles of a specific size and weight. The burning time of such a specific candle (from ignition to meltdown) is known by the users, and the candle’s measurement is chosen so that it accords with the respective requirements of the clock’s application.

A single candle is mostly used to measure a specific event or activity (such as the duration of a watch period, or the length of a prayer/devotion), while multiple candles are used for longer and/or more complex timekeeping needs, e.g. tracking the progression of a day in individual stages (hours, watches, etc.). The candles are lit either successively or simultaneously; the latter either as a back-up (if candles marking a specific stage should go out) or when using candles of different sizes (and different burning times) which are lit all at one point for the entire day.

The burning time of individual candles can be further divided by applying a measure to the candle’s body. This is done either by placing an even and long piece of wood, metal, or other firm material with a measure carved into it next to the candle or by applying a measure to the candle itself. In the latter case, the measure can consist of lines carved into the wax or of pieces of heat-resistant material, such as coins or nails, which are inserted into the wax in regular distances. These pieces will fall out once the candle has burnt down to a specific height, and sometimes tin pots or similar hollow metal objects are put below the candle so that the falling marker will create a noise audible at a distance.

Candle clocks are also particularly useful at nighttime, underground, or within buildings lacking windows or similar openings. In such situations or locations, where sunlight or a view at the sun itself is unavailable, they are necessary to keep track even of the fundamental stages of the day.

Candle clocks are equally common all over Venârivè.

Hourglasses

Hourglasses are translucent glass containers in the shape of two equally sized bulbs connected by a thin tube. The container is often framed in wood or metal and is filled with fine sand. The time it takes all of the sand to flow from one container to the other when the hourglass is brought into a vertical position is the standard timekeeping unit for this device. This unit can be of any length, from a minute to an entire day. Measures consisting of lines and/or numbers are sometimes applied to the bulbs of larger hourglasses, marking smaller units of time based on the sand remaining in the upper bulb or on the sand flown into the lower bulb. The measuring marks are usually either carved into the frame or are drawn onto the bulbs with ink. Some very rare specimens from Sináin masters are said to contain coloured marks ‘within the glass’.

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Being made of glass, hourglasses are only manufactured in a handful of Venârian regions, notably in the Sináin kingdom of Eváel on the island of Hârn and in Shôrkýnè. Just like glass itself, hourglasses are surrounded with ideas of mystery, secrecy, and magic. The Sinái master glassworkers of Evael trade nearly their entire hourglass production with human (and some Kúzhai) merchants and nobles, given that few of the immortal elven folk are actually interested in timekeeping.

Sundials

Sundials can tell the time of day (divided into any number of stages) using the shadow thrown by Nolomar’s light when it touches an object. Accordingly, sundials only work during the light hours of day and when the sky is not heavily clouded.

Sundials consist of two basic elements: a dial face and a gnomon. The dial face is a roughly semi-circular measure on a flat surface, applied in the form of carvings, drawings, or attached objects like stones or metal pins. The gnomon (the ‘shadow-thrower’) is a metal or wooden stick attached to the surface at the centre of the measure’s diameter. Depending on the type of sundial, the gnomon creates either a 90° or a smaller angle with the surface.

There are three major types of sundials found throughout Venârivè. The horizontal sundial has a dial face level with the ground and a gnomon tilted in a specific degree. The equatorial sundial has a dial face applied to a surface plate which is tilted in a specific degree and a gnomon that creates a 90° angle with the surface. The analemmatic sundial has a dial face level with the ground and has a gnomon at 90°; it is however not fixed to a particular point but has to be placed according to the respective time of the year.

The fact that either the gnomon or the surface plate has to be tilted or rather that the gnomon has to be moved is based on the fact that the planet Kèthîra’s axis is tilted itself, so that Nolomar’s apparent movement through the sky changes (slightly) every day.

Sundials of all three types can be found in different sizes and aesthetic/artistic variations all throughout Venârivè.

Water clocks

Water clocks are mainly used in the lands surrounding the eastern Venârian Sea and in the Mafáni states. They are also popular in modern-day Azeri cities and with the Azeri aristocracy.

Invention of the water clock

First appearing in the Empire of Dalkesh, water clocks are believed by many scholars to have been invented by the legendary and mysterious Ketaric engineer Na’Araza (‘the Inspired’). In truth, however, the wandering inventor designed a very sophisticated version based on much older technical principles. Examples of such ancient clocks (which are, however, not still functional) can be found in several ruins of ancient religious sites between the Imonis Bay and the Amowa Bay (especially in and around Livélis), as well as in the Gulf of Mafan, some of them possibly dating back thousands of years.

Na’Araza’s water clock, called the Ah’Riha-Asha, was constructed over a period of five years, from tr160 to 165. It was built as a gift for the semi-legendary Emperor Kéreshna the Glorious and Everliving (aka Kéreshna I alkhú Lékha, the Glorious, the Everliving). Na’Araza worked alone on the apparatus, which was kept hidden in a concealed chamber of the emperor’s palace. Scholars and arcanists have speculated regarding the involvement of Jmôrvi magic in the construction process, some going as far as to claim the clock imprisoned an Orivax, an elemental being connected to the principle of Jmôrvi. The inventor himself strongly denied such claims and instead referred to himself as a craftsman applying the power of the human mind and handiwork. The Ah’Riha-Asha was so large and so detailed that it took into account several astronomical and astrological aspects. It was also said to produce melodic tunes and even reflected images at certain times.

During a fire at the imperial palace in Mánquideh in tr671, the wondrous clock mysteriously disappeared. Common belief is that it was not destroyed by the flames but rather stolen; Azeri agents, priests of the churches of Save-K’nor or Naveh, the Lia-Kavair, or even Na’Araza himself (who also disappeared mysteriously five centuries earlier) are variously blamed.

Types of water clock

Water clocks come in two forms: clocks where water is used to measure the passage of time, and mechanical clocks that are powered by water.

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In the first type of water clock, the basic mechanism consists of water constantly dripping from a small hole in a container which has been calibrated to take a given period of time. In more complex mechanisms, the water may be captured in additional containers of various sizes, to measure the passing of smaller or larger increments of time.

These clocks generally only require relatively small amounts of water, and are usually carefully designed and placed to prevent or take account of any evaporation or loss of water.

Some rare and sophisticated designs operate by the water running into or through a clockwork construction whose elements respond to specific amounts of water based on weight and/or pressure. Dials and hands attached to the clockwork indicate the passage of time. The Ah’Riha-Asha created by Na’Araza was of this type.

Water powered clocks, by contrast, operate in as similar manner to a watermill, but instead of millstones, the flow of water powers the clockwork. Such clocks require a river or stream with a steady flow, that powers a water wheel, either directly or through a lever. Clocks of this type are generally usually larger and more robust, if less sophisticated, than water clocks that use water as the means of measurement. They can generally only be used to mark longer increments of time, such as hours. These kinds of clocks are most common in the cities of Pelona and Anesha, as well as in some other areas along the Bythîra River.

Mechanical clocks

Mechanical clocks which are not powered by water are almost completely unknown across Venârivè.

Tales have spread amongst certain scholars and arcanists that an unnamed Kúzhan explorer returned from travels on the Lýthian mainland with a box-shaped timekeeping device that contained many small metal gears within it and several dials on the outside. It apparently needed to be wound with a key-like object, but was capable of keeping remarkably accurate time. This explorer is reputed to have gifted the mysterious device to the Kúzhan king of Ázadmêre, Házmadùl III (aka Házmadùl III alrí Târazàkh), in tr712. The Kúzhai have not encouraged investigations into this topic.

Weights and Measures

Linear

12 inches = 1 foot
3 feet = 1 yard
220 yards = 1 furlong
20 furlongs = 1 league
(1 league = appoximately 4 km / 2.5 miles)

Area

4,900 sq. yards = 1 acre
30 acres = 1 yardland / virgate
120 acres = 1 hide
4,000 acres = 1 Estate

Weight

16 drams = 1 ounce
16 ounces = 1 pound
100 pounds = 1 hundredweight
2,000 pounds = 1 ton

Liquid Volume

20 fluid ounces = 1 pint
2 pints = 1 quart
4 quarts = 1 gallon
50 gallons = 1 hogshead

Dry Volume

16 ‘dry pints’ = 1 peck
4 pecks = 1 bushel
8 bushels = 1 quarter
4 quarters = 1 tun (burthen)

Note: 1 bushel of grain is approximately 60lb. Thus 1 tun (burthen) of grain is approximately 1,920lb or slightly less than 1 ton, and treated as equivalent for most purposes.

Time

12 ‘short breaths’ or 6 ‘long breaths’ = 1 minute
60 minutes = 1 hour
4 hours = 1 watch
24 hours = 6 watches = 1 day
30 days = 1 month
12 months = 1 year
100 years = 1 century
(240 years = 1 Yai)

Only arcanists, scholars, and specialists make use of these measures. Common folk find the measurement of an hour difficult enough.

Lifestyles

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Tribal and Nomadic Life

The lifestyles of tribal and nomadic peoples across Venârivè varies considerably, depending to a great extent upon the climate and topography of the region. The northern Altor and Tuvara, for example, have quite divergent ways of living, dictated both by their environment and cultural development.

Tribal societies tend to be less specialised than sedentary ones (although there are exceptions – the highly stratified society of the Numec is a case in point). In most cases, people will be skilled generalists, although there are often some strict divisions of labour, usually on gender lines.

Rural Life and Manorial Villages

A typical rural estate or manorial fief contains a central manorhouse or villa for the lord, and one or more villages for the rural clans and families. It may also have a mill and other facilities. Depending on local custom and circumstances, these dwellings and buildings may be clustered together centrally, or spread across the fief in sub-groups. The more dangerous or peripheral a region, the greater likelihood of centralised clustering.

The villa or manorhouse

The lord’s home is usually a fortified stronghold of wood or stone, essentially a miniature keep with a palisade enclosing several outbuildings such as stables, cookhouses, guardhouses, and so forth. When possible and deemed necessary, the house is situated on a natural or artificial hill, and may be surrounded by a ditch, moat, or earthworks.

Peasant cottages

Each tenant family will have a cottage and a small adjacent garden plot. The style and size of peasant cottages varies across Venârivè and the wealth of the clan and family. Most, however, are 800-1200 square feet with walls of wattle and daub and with thatched roofs. While most peasants will seek to avoid displays of wealth and prosperity, focussing on livestock and acreage, some more wealthy freeholders do have more substantial and comfortable dwellings.

Most peasant cottages consist of two rooms: a large living room and a smaller attached byre or stable. The living room has a straw-covered, dirt-packed floor, heated by a fire in a stone hearth. The attached byre may contain livestock and a variety of agricultural tools: spades, hoes, axes, and the like. Most stables also have a loft for storing a variety of grains and other foods in wicker baskets.

Castle Life

An important segment of the communities of Venârivè live in neither manors nor cities, but in castles, keeps, or fortresses and their associated settlements.

This includes not only the noble and patrician rulers, but also their servants and other retainers, and the surrounding rural communities. In many ways these communities are semi-urban; with a mixture of both rural and urban characteristics.

An important variant in imperial states are often military or state forts, inhabited by professional forces and administrators responsible for regional or provincial administration.

Castles, keeps, and forts are key military and governance establishments, providing importance defensive capabilities and enabling the control of a region and its population. For this reason they often exist deep within a realm, as well as at border regions.

Arms of Málnîr Ârren alrí Thâbel of Nyan, Emélrenè
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Urban Life

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Townsfolk

Town life is more sophisticated, specialised, and volatile than life in the countryside.

On the rural estate or manor, everyone has his or her place, high or low, governed in accordance with local custom or feudal tradition, and almost all activity centres around the seasonal nature of agriculture.

Townsfolk on the other hand are freemen, and their social and legal obligations seem less. Their duties may be limited to the payment of some rents or taxes, perhaps to military service in the militia in times of war. But while townsfolk are not required to work on the land, no one guarantees them food or shelter. Their freedom from service is paid for by lack of security. Unemployment and starvation come hand in hand, and in time of famine, it is the urban poor who starve first.

Urban geography

Most towns are roughly circular. Streets tend to radiate from several key points, notably the market and citadel, but they may well detour around vanished ponds or trees. Many streets existed before town walls were built, but new construction will take account of the planned location of city gates, and gradually make the city appear more planned.

Street names are rarely posted, as they tend to be a matter of oral rather than written tradition and change from time to time. Houses are not numbered. There is no official post office; mail is carried privately, at considerable expense. Few can read anyway.

Crime is rampant in most cities. Street illumination is rare, so towns are generally dark at night. Policing, such as it exists, is typically in the hands of notoriously corrupt and incompetent city garrisons. The open carrying of weapons is discouraged by most civic authorities.

Urban Buildings

The quality of urban construction tends to be somewhat higher than the countryside, but there is wide variation from town to town. Sewers are rare, although some larger, better-planned cities have complex sewerage systems. In most towns waste is either collected by ‘gong farmers’ or emptied into open drains.

Government buildings and temples tend to be build of stone on a lavish scale. However, most townspeople live in two- or three-storey slums of wooden construction in which overcrowding is the norm. Guildsmen can usually afford better accommodation, and the homes of a few wealthy guildsmen may be quite luxurious.

Urban planning

City lots change hands without reference to zoning bylaws, although town government will occasionally step in to forbid construction in inappropriate locations. City authorities will usually act quickly to prevent the enclosure or obstruction of thoroughfares, especially major streets. They will also likely impose restrictions on where markets can take place. All urban governments have almost unlimited expropriation powers.

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Food and Drink

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The peoples of Venârivè eat and drink a wide variety of staples and luxuries, but the local diet can be relatively restricted.


Some plants common elsewhere, such as the potato, tobacco, tomato, maize, cocoa, and squash do not occur naturally in the Venârivè region, and are unknown to its inhabitants. Plants of the nightshade family require a great degree of selective cultivation to be useful, and are not often used.


Key Types of Food and Drink

Grain

Grains are ubiquitous and the principal item in the diet of almost all Venârians. Grain was first cultivated in northern Mafan some 6,000 years ago. Grain cultivation techniques spread across the continent over the next few millennia.

Grain availability varies across the region. Rice is most common in the southeastern, sub-tropical regions, wheat is grown around the Venârian Sea and as far north as Hârn, and the more hardy rye, oats and barley are more common in the north. For most folk bread, pasta, and rice are the staples. A failure of the grain crop anywhere on Venârivè would quickly lead to famine in the local area.

Vegetables

There are a wide variety of vegetables cultivated across Venârivè. The onion is a staple of most peasant meals and, along with broad beans, lentils, and barley, is a common ingredient in pottage and stews. Many other vegetables are available across the region. Beets, cabbage, carrots, leeks, lettuce, mushrooms (though not actually a vegetable they are regarded as such by most folk), parsnips, peas, radishes, shallots, and turnips are all widely available.

Fruit

The only common citrus fruit is the lemon, available in the southeast and as far north as Azeryan. Oranges (and more recently bananas) have been introduced from farther east, but are common only in Dalkesh, Byria, Hacherdad and parts of Hepkeria. They are becoming an important export crop in those regions. Across most of Venârivè staple fruits are apples, cherries, pears, plums and quince; in the warmer regions apricots, dates, figs, peaches and pomegranates are also common. The grape is common across the region but rarely eaten as wine production is a much more important use. The most common, and most widely exported fruit across the region, is the olive. Olive oil is a common, cheap, and widely used cooking and flavouring aid around the Venârian Sea. Further afield it becomes valuable and exotic.

Drinks

The lack of a constant supply of safe potable water is a constant problem. Across Venârivè this problem is solved by drinking alcohol. In the north, this usually means beer or ale, making barley a valued crop. In the central and southern regions the staple is wine, often watered.

Meat

Most of the religions of Venârivè do not have any significant dietary requirements, though some more extreme branches of Peonianism recommend a vegetarian diet and some Agrikans factions aim for a wholly carnivorous diet. Consequently, any and all flesh is eaten, especially cattle, goats, horses, sheep and swine. Cattle provide milk, cream, butter, and cheese and are only slain when they are unproductive. Goats and sheep provide wool in addition to their milk products. Horses, as beasts of burden for the nobility, are eaten, like the others, once their useful life is over. Only swine are reared mainly for their flesh.

Several species of bird are also domesticated. Most common are chickens, geese, and ducks. The birds are prized for their eggs and are killed only when they stop laying. Fowl are a prized delicacy and an expensive and rarely eaten meat.

Of course many other creatures are hunted and killed for their meat. Anything from songbirds to pheasants and swans, from dormice and rabbits to deer and even bears are eaten. In some parts of Venârivè hunting is a privilege available only to certain (usually upper) classes of citizens.

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Fish
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Venârivè surrounds a sea, has major oceans to the east and southwest, contains several large lakes, and has many major rivers. Fish are an important part of the diet for at least half of the population. All coastal peoples are familiar with a wide variety of fish, crustaceans, and shellfish. Cod, eel, haddock, herring, mackerel, plaice, salmon, sardine, and sturgeon are all common in the waters around Venârivè. Common river fish include trout, salmon and pike.

Any fish caught, regardless of species, is likely to be eaten by the hungry residents of Venârivè. Swordfish, shark and dolphin are commonly caught in the Venârian Sea. Lamprey are a delicacy in many parts of northern Venârivè. Mussels, crab, and lobster are common along all coasts but are rarely found far inland.

Regional Variations

Hunter-gatherers across the region eat a wide variety of foodstuffs. Meat is hunted from sources such as birds, seals, rabbits, deer, antelope, and wild goats and pigs (boar), depending on the region. Nuts, wild grains, vegetables, and fruits, are gathered together with luxuries such as honey.

Nomadic pastoralists (such as the Reksyni) will generally eat more meat than other peoples, but supplement this with vegetables and grains either gathered, harvested, or traded.

The north and west

In the feudal north and west, grain agriculture is dominant, and thus bread is the staple food. This is supplemented by dairy products, vegetables, and for most individuals a small amount of protein from meat or fish. Beer and wine are popular drinks, as are spirits. Salt is a key spice. Common fruits are apples, pears, plums, cherries, and grapes.

The Ivinian kingdoms rely much more heavily on fish. Wheat bread is uncommon in the far north.

Venârian Sea

Around the Venârian Sea, olives, fish, and grains predominate. While bread remains a staple, many vegetables remain in season longer than in the north. A wider variety of fruit can be found, with figs, dates, peaches, and apricots supplementing the northern fruits.

Dalkesh

In Dalkesh the staples are grain and rice. The local diet of Dalkesh is dominated by unleavened flatbread combined with olive oil and beans. Fish and goat are the major sources of meat, while nuts, fruits and vegetables, provide variety. Wines made from various fruits are popular, although thin ale is the most common drink.

Mafan

In this region rice and wheat are the most common grains. Wheat flour is cooked into flatbread similar to those in Dalkesh. Dairy products are ubiquitous and most meats and vegetables are cooked by frying in clarified butter. A vast array of spices, many unheard of in the northwest, are available to locals and most meals are well spiced. Lentils are also a staple. A range of tropical fruits such as bananas, mangoes, and oranges are commonly eaten.

Hepekeria

The staple foods are dates, flat wheat breads, barley, rice, and yogurt. There is often little variety in this diet. Lamb, chicken, goat, and camel are the most common meats. In coastal areas, fish is an important supplement to the diet. Salt is relatively common.

Styles of Cuisine

Most people across Venârivè are happy to eat what they can get and are used to, but the wealthy, powerful, and adventurous may follow trends in styles of food, such as the ‘imperial style’ popular with the upper classes across the Empire of Azeryan. This style combines elements of traditional Azeri cooking with spices, products and techniques from across the varied regions which have at one time formed part of the empire.

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Clothing

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Felting, spinning, weaving, and dyeing are ancient and well-established industries across Venârivè. Material manufacture is usually done locally to meet local needs, but over the last few centuries there has been considerable growth in textile manufacture for trade.

There is a considerable variation in clothing styles and materials across Venârivè, but some facts apply across the entire area. Pockets, buttons, and buttonholes are unknown. If fastenings are required, then belts, laces, toggles, pins, and brooches are used. Small items are tied to a belt, tucked inside clothing or stored in bags or pouches which may then be tied to a belt.

Materials

Most clothing is made from textiles, material woven from natural fibres. This is not, however, universal and in the north eastern area among the semi-nomadic tribes of Altor, Quârphor, and Reksyna weaving is less common. A significant amount of clothing in this area is made from felt.

There are two sources for fibres: animals and plants. The available animal fibres are wool, from sheep or goats, and silk, whose origin remains a mystery to most residents of Venârivè, the majority of whom cannot afford the material anyway. Felt is invariably made from wool.

There are several plant-based fibres available. Grass, rush, and hemp are used in rope-making but these coarse fibres are rarely used for clothing. Cotton and flax (linen) are the two most common plant-fibre clothing materials, with linen being more common in the north and west and cotton more common in the south and east, as well in northern Hepekeria. Straw is also widely grown, though only used for homemade peasant hats.

Materials common in the north, such as woollen and linen cloth are rare (and usually unnecessary) in the south. Materials common in the southeast, such as cotton textiles, are rare and exotic in the northwest. Silk is rare almost everywhere, but is slightly more common in the south east and northeast, which is closer to the source. Silk is a much prized material everywhere.

The only practical alternatives to textiles are furs and leather. Furs are most common in the north. They become a a high status object in the south, further form their source. Leather is ubiquitous across Venârivè. Leather is used mostly for footwear, belts, straps, and armour, not for everyday clothing.

Finally, the feathers of birds are used in some cases, either as in-fill padding for warmth or protection (in the north), or more generally as decoration.

Material Manufacturing

Most materials are manufactured locally. Felt is made, yarns spun, and cloth woven close to the source of the fibres. In some cases higher quality cotton, linen and woollen cloth are traded over some distance. Silk cloth and thread are imported into Venârivè from the lands of the Far East.

Felt is the oldest form of fabric. It is manufactured by matting, condensing, and pressing wool fibres together.

Across most of Venârivè fibres are spun into yarn or thread as a cottage industry. The yarn is then woven locally, often in the same settlement.

Plain weaving, where warp and weft threads form a simple criss-cross pattern, is the most common form of weaving and is used across Venârivè.

Twill weave, where two or more warp threads cross one or more weft thread, is common in the north. This method is used to create thick and warm cloth. It also produces pleasing twill patterns. Most outer clothing from Ivinia, Hârn, and around the Gulf of Shôrkýnè is made this way, though linen undergarments are usually plain woven.

The more complex satin weave produces lighter cloth and is more common in the south, especially around the Shentu Sea and the Gulf of Mafan.

Colours

Dyes of various hues are widely available and almost all woven clothing is dyed. Madder, woad, walnut, oak, broom, chamomile and weld are the most common dye plants, and reds, yellows, greens, and blues are common colours.

In some cultures certain colours (usually the most expensive dyes) are reserved for certain social group. This is especially true in the Empire of Azeryan, where colour defines both estate and grade. In Azeryan a stranger wearing the wrong colour for his estate and grade can find himself subject to considerable prejudice. Depending upon the colours worn, they may even be arrested.

Across Venârivè, deep ‘royal’ blue and purple dyes are the most expensive. Yellows, greens, and dull reds tend to be the cheapest, except for rare, vibrant, dyes such as saffron and bright red dyes such as ‘dragon’s blood’.

Dyeing may be done whole cloth, where a long length of undyed yarn is woven and then dyed, or by skein, where a length of yarn is dyed before weaving. The latter method, obviously, allows multicoloured patterns to be woven into the cloth.

Items of Clothing

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For simplicity, items of clothing can be defined according to a number of basic categories.

The most common item of clothing is the tunic or dress. In its most basic form this is a tube for the body stitched to two tubes for the arms. By simply altering the length of the tubes and/or flaring them, the tunic can be anything from a hip-length, short-sleeved shirt to a full-length dress or robe with dangling sleeves. Tunics in one shape or form are worn by most residents of Venârivè, often in multiple layers by northerners. Most tunics and dresses are put on over the head and laced at the neck.

Braies (or trousers) are tubes to cover the legs, stitched together at the top to cover the abdomen. They are usually held up by a belt or cord tied around the waist, though sometimes they are laced at the front or side. Sometimes the belt or cord passes through a roll or loops at the waistband, often it is simply tied over the cloth. Braies are regarded across most of Venârivè as an item of clothing for males, though in many areas of the northwest it is not uncommon for active women to wear braies and for men in sedentary occupations to wear ankle-length robes.

Hose (or leggings) are stitched tubes (sometimes with a tailored foot piece) which reach from foot or ankle to knee or thigh. They may be tied in place (above or below the knee), fastened to a belt, or bound in place by a long strip of cloth. In the north, most women and many men wear hose below their robes/dresses, especially in winter.

Skirts, a cloth cone tied around the waist, are rare. They are usually only worn by women in the area around Ivinia and the Sea of Ivae, Hârbáal, and the Gulf of Shôrkýnè.

In some parts of the south tailored garments are considered unnecessary and clothing consists simply of one or more long rectangles of cloth wrapped and pinned or tied around the body. Wrapped cloth garments are prevalent along the Shentu Sea Coast and around the Gulf of Mafan.

Fashions

Fashions vary widely across Venârivè. Outlandish clothing will immediately mark out a stranger to the locals.

Northwestern Venârivè

From Hârn south and east to Trierzon, tunics, dresses, braies, and hose are common. Garments are usually tight fitting (other than the lower half of dresses), or bound closely to the body (in order to better retain heat). This is especially true in the Ivinian states. Male tunics always cover the upper thigh and are usually knee length. Female dresses always reach down to the mid-calf or ankle. Long trailing dresses are popular only with the aristocracy, who don’t have to clean the mud from the hems. Leather shoes and boots are common.

Quârphor and Altor

In western and settled areas of Quârphor tunics, dresses, and braies are made from wool, while across the rest of the region thick felt is much more common. Quarph clothing is always colourfully and ornately embroidered. In Altor tunics, dresses, and braies are usually made from thick felt, often supplemented by leather at the cuffs and collar. Clothing is often decorated with feathers, beads, and embroidery. These clothes are supplemented by the garash, a form of greatcoat made from sealskin, or sometimes bearskin.

Reksyna

Tunics, robes, and braies are made from thick felt or wool. Clothes are dyed using whatever natural plant dyes are available locally: usually dark reds, greens, blues, and black. The left sleeve of Reksyni tunics have braids of horsehair stitched to them, one braid from every horse the wearer owns.

All Reksyni wear the reksyn, a thin, long scarf loosely woven from fine cotton thread and horsehair. One foot wide and at least eight feet long, the reksyn is worn by both men and women, though in a completely different fashion. For the men it is a scarf/turban. The women use it to tie their hair (which is never cut) into between three and nine bunches. Methods of wearing the reksyn vary hugely across the region.

Reksyni women all wear braies under their robes, which are slit-sided for ease of riding. Reksyni nobles make extensive use of highly coloured silks for ‘surcoats’ and long banners, which mark out their clan and status.

Azeryan

Female clothing is similar to that in the northwest, though materials tend to be lighter and, usually, looser fitting. Sleeves are often elbow length and many tunics are sleeveless. Shoes and boots become less common, replaced by sandals. Most Azeri males, especially the upper classes, bare their legs, wearing knee or thigh length tunics over a loincloth. Azeri traditionalists regard braies as an indication that the wearer is a barbarian from the northern or eastern lands. Military classes wear sandals or leather boots.

Venârian Sea and Karejia

In the Venârian Sea islands (including Goris and the Dalkeshi islands) and mainland Karejia the traditional clothing of both sexes is baggy braies laced both at the hips and either just below the knee, or at the ankle. This traditional fashion has been replaced, in many places, by more modern styles, although smaller islands and the Chuch of Halea are more traditional. The local cloth is light, gauzy, and semi-transparent cotton, usually dyed in vibrant primary colours. This cloth is much sought after as undergarments by northerners. The chest is traditionally covered by the chôrys, a short embroidered waistcoat laced or pinned at the front. The traditional chôrys is often sleeveless, but may have baggy sleeves gathered and laced at the wrist. Current fashion among noble women favours more open, flowing styles. Footwear varies considerably, and anklets and toe-rings are common when footwear is not worn.

Ûmélria
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Coastal Ûmélrian fashions were once indistinguishable from those of their Karejian neighbours, but in recent years have diverged. Inland, on the slopes of the Erazynis, Yaleryne, Pathen, and Ûmélrian mountains braies are made of soft, warm mohair, not cotton, and the chôrys is worn over a sleeved mohair tunic. Men’s tunics usually cover the torso only; women’s tunics are knee or calf length and worn over the braies. In the mountains, sandals are replaced by sturdy leather boots.

Dalkesh, Hacherdad, and Beshakan

The men of Dalkesh and Hacherdad wear short, usually sleeveless, hip-length tunics over cotton braies. The braies are usually loose and baggy from waist to knees and bound tightly from calves to ankles. The women of this region also wear loose and baggy braies, bound or tied tight at the hips and around the ankles. Their tunics are laced tightly and are even shorter than the men’s, baring the midriff. Many folk go barefoot; if feet are shod, it is with sandals. In Beshakan this clothing is supplemented by the tarash, a type of hooded poncho.

Chogoro and Mafan

In these areas tailoring is much less common, though many consider this fact to be offset by the fine quality of the weaving. In some areas upper body clothing is uncommon. Where it is worn it consists simply of the sha-monai, a cloth strip pulled across the chest, crossing over on the back, and passing over the shoulders to be tucked in at the front. The lower body is covered by the sha-d’hri and/or the sha-dhura. The former is a simple loincloth, the latter is a very long strip of cloth which is wrapped (sometimes tucked into a belt) to form a garment which may, in effect, be sari or sampot. The fashion varies from region to region and locals can identify neighbours by the way they wear and tie their sha-dhura or sha-d’hri.

Northern Anzelôria

The peoples of northern Anzelôria wear clothing made of a variety of materials. In lowland Thonia and Tuvara locals wear comparatively little. Rarely more than loin cloths or skirts, occasionally supplemented by cloaks. These items will often be woven from local fibres, bird feathers, or made from animal hides. Footwear is uncommon. Highland Thonians and Tuvarans rely on more animal hides and even furs.

The Pechalari have adopted a mixture of clothing styles from both the Mafani and Dalken peoples. Both sexes wear baggy braies and a sharmoni cloth wrapping on the upper body.

Byria

Býrian clothing is a mix of the Azeri and Karejian styles. Býrian men wear loincloths and tunics. The tunics are sleevless or short sleeved and hang down to the knee or mid-thigh. This is a legal requirement, to ensure that the male is not carrying a concealed weapon. The womenfolk have much more choice. Sleeveless tunics similar to those worn by the men are common among the working classes. The guildswomen and ruling classes favour Karejian-style braies and the chôrys.

Hepekeria

On Hepekeria and some adjacent islands ankle-length, loose-fitting, light-coloured hooded robes are ubiquitous. Myriad regional and tribal variations abound, and coastal regions tend to favour the styles of their ancestors. The Numec weave with camel and goat fibres. All non-slave Numec men wear a hebr, a long strip of cloth worn turban-like over the head and face, leaving only a tiny strip around the eyes. Women are flamboyant in their dress and ornamentation. Leather sandals are worn to protect feet from the hot ground.

Headwear

There is more variety in headwear across Venârivè than there is with any other item of clothing. In many areas hats define class, occupation, and even marital status. Across much of Venârivè it can be assumed that married women will have their hair bound or covered, and unmarried women will not. This is not, however, universally true: it does not apply in Reksyna or in the south and east where women rarely cover their heads. In Hepekeria it is considered improper for any woman to show her hair.

Housing and Architecture

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Shelter and forms of constructions vary quite dramatically across Venârivè. Nomadic peoples in warmer regions tend to make use of tents of textile or hide that are light and easily transportable, whereas nomads in cooler climes move between semi-permanent structures that include stone and turf walls and roofs.

People in temperate regions where timber is plentiful tend to build most structures, particularly peasant homes, of wood, or a mixture of wooden framing with plaster and fibre walls (wattle and daub) for insulation and warmth. Roofs are often thatched with specially grown materials.

More substantial buildings, such as manor houses, are generally constructed of stone, often bound together with mortar. Townhouses in cities are constructed of a variety of materials, sometimes of wood, sometimes of stone, depending on local materials. Major buildings, such as temples, civic buildings, town walls, and the like will usually be constructed of cut stone, which may be transported some distance from quarries, almost always by water.

In some regions, where stone or wood is scarce, a good proportion of buildings are constructed of mud or clay bricks, either sun-dried or kiln-baked.

Better military fortifications such as keeps and castles, are usually constructed of stone, but some simpler or temporary structures may be of wood or packed earth.

Most roads are simply packed earth, but in some regions, notably within the former boundaries of the Empire of Azeryan, crushed rock and even fitted stone or cobbles create a surface which is passable in all weather.


Architectural Styles

The architecture of a region is affected principally by climate but also by cultural tradition.

Ivínia

Ivínian longhouses are of local materials. Stone or timber is used for wall construction, sometimes a timber frame is in-filled with wattle and daub. Roofs are made from turf, plank, thatch, or timber shingle, with bark used for weatherproofing. Thrans, vathrans, and high towns are usually fortified by a mixture of earth ramparts and timber palisades. Floors are usually packed earth, though important and public buildings may have stone flags or timber floorboards.

The feudal northwest

The architecture of the western feudal realms is a mixture of Jarind and Pharic cultural heritage, including Emelan and Jarind sea-town architecture. The majority of buildings, almost all peasant homes, are rectangular cruck-framed timber structures with wattle-and-daub walls. Stone is used for important buildings and fortifications. Roofing materials vary with local availability. Thatch is common, though tile and slate roofs predominate in some areas. Thatch is avoided on most important buildings: tile, slate, or lead-covered timber is used. Floors are usually packed earth, though important and public buildings are likely to have stone flags or timber floorboards.

The former Empire of Azeryan region

Azeryani-Karejian architecture has several distinct styles and periods. Azeryani and Karejian architecture differ significantly. The ‘classical’ Karuian style tends towards relatively open colonnades with central court yards; Azeryani villas tend to be more segmented and generally give greater importance to defensibility. Modern Karejian styles are numerous, varying markedly from island to island. Most of these styles are notable for the value placed on exterior decoration and display of wealth. Roofs are almost always tiled.

Dalkesh

Dalken buildings are generally constructed either of stone, clay, or baked mud bricks. Timber is used for structural support of floors and roofs. Many buildings feature a central courtyard open to the sky, which is surrounded by areas for work, storage, and living. Dalkeshi buildings tend to be relatively plain, at least on the exterior, with any display of wealth hidden from public view.

Ancient Târgan architecture tended towards the monolithic, most notably the Manquideh Ziggurat and other similar structures. The ruins of Nalhathar are a particularly notable example of stone monolithic construction.

Chogoro and Mafan

Elaborately carved stone and wooden structures are the hallmarks of Mafani culture all across the gulf. Chogori styles are somewhat more sedate, but the Mafani cultural influence is pronounced.

Elsewhere

Other regions tend to draw on aspects of these major trends. For example, Hacherdad exhibits a mixture of Dalken and Azeryani-Karejian styles.

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Education and Literacy

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For most people in Venârivè, education is provided by the family or clan. The skills required for the ‘family’ occupation will be passed down from generation to generation, as will other key skills of housekeeping, cooking, and so forth.

The apprenticeship and journeyman system of the Mangai guilds is the most wide-ranging form of education in Venârivè. Each guild will provide training in the skills required by its membership, but generally this is provided informally by observation and practice rather than through formal instruction.

Nobles and those of higher status are generally provided with a wider education, sometimes including literacy, but more generally in skill at arms, estate and household management, and the refined arts of music and so forth.

There are a variety of unguilded tutors and scribes who occasionally provide educational services to those who can afford it; but in general few receive a formal education that provides access to literacy.

The various organised churches provide education in both church ritual and liturgy, often necessitating education in the church tongue and script. The churches of Save-K’nor, Larani, Peoni place the greatest emphasis on scholarship. The Church of Save-K’nor will sometimes provide education to the children of the elite, but only if this is in the interests of the church. The Church of Peoni will sometimes instruct bright youngsters from poor backgrounds.

The Guild of Arcane Lore is the pre-eminent secular educational institution. Its services are restricted, mostly by high cost.

Some regions and states provide a limited form of ‘public’ education for sections of their citizenry; some of the states of Karejia and some of the cities of Azeryan are exemplars in this respect.

Literacy and numeracy

The levels of literacy in the population varies considerably across Venârivè, although in almost all regions the percentage able to read, write or do both is small.

Literacy levels vary considerably across Venârivè, but they are almost always low. The urban areas of Karejia, Azeryan, and the Kingdom of Emélrenè are the most literate. Karejian city-states will often run schools for their citizens. The Mafani and Hacherians also place a high value on literacy, and wealthy individuals will often establish schools for the poor as a mark of their status and power.

Interestingly, numeracy is often more common than formal literacy, as the ability to count and add is important for many occupations, even if writing is not.

Karéjian Scholar
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Art and Music

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Art

Artistic endeavours play an important role in the lives and cultures of the peoples of Venârivè. The modes of artistic expression range from tattooing and scarification on bodies, to weaving and tapestry on cloth, to painting on walls, wood, and canvas, and to sculpture in wood or stone.

The variety of artistic expression across the region, both in form and style, is beyond the scope of this publication. These forms range from ‘conceptual’ artistic forms, such as story-telling and literature, including poetry, through painting, embroidery, and weaving, to the most substantial forms of sculpture. In between are the decorative arts associated with jewellery and other precious goods.

Artistic expression is influenced by culture and technique, but the individual talents and style of the artist can be equally important. There have, however, been a number of noticeable movements or trends in artistic form across the millennia and years.

The ancient Venic, Mafani, and Târga River valley cultures all seem to have had their own distinctive styles and forms of art; all seem to have gone through a range of periodic changes over the years which scholars can often use to date works of art. Of course, the tendency for humans to seek to replicate or return to ancient forms can and does complicate this considerably. Sometimes these styles or forms of art can be traced back to a particular individual (such as the Nathelite movement of the mid-sixth century in Laránian religious art), but many are broader movements responding to wider social developments.

A notable example of these trends are two movements in recent Azeryani artistic expression, known as the ‘Restorative’ and ‘Renewal’ movements. The Restorative movement is a harking back to the great forms and styles of the height of the empire, and seeks to restore these to common usage. In contrast the Renewalist movement argues for a bold style that breaks with the past and charts a fresh approach for a new age. Both are driven by recent trends for rejuvenation in Azeri society, but have taken two quite divergent responses to this.

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Music

Music is perhaps the most ubiquitous form of artistic expression across Venârivè, and one of the most varied. The many communities and cultures of the region have developed unique musical traditions, although there have been notable examples of cross-cultural exchange.

Jarind

Jarind music is notable for its focus on song, which makes heavy use of meter and rhyme, with frequent melodic repetition. The Jarind make frequent use of acapella music, especially in the recitation of epic poetry. Hârnic Jarin music is quite staid and repetitive with a limited octave and range. Common instruments are the flute, whistle, bagpipe, harp, and percussion (cymbals, rattles and drums). Tribal Yarili music of Ivinia and Hârbáal is almost entirely vocal; they practice a particular chanting style know as lok.

Emelan music is much more fluid and expansive, often moving within two octaves, and is characterised by a broad instrumental tradition. The Free Emela have their own distinctive styles. One particular tradition which survives from the sea-towns’ period are their shanties, which have become a common musical tradition among sailors of all nationalities.

Pharic

Pharic music tends to be lyrical and poetic. Meter is typically complex but there is less emphasis on rhyme. Instrumentals are long and often accompanied by specific dances. Common instruments include the flute, guitar, lute, harp, horn, and percussion. Due to the wide geographical distribution of the Pharic peoples, there is a wide diversity of styles. Two examples are:

Ivinian tradition

Drawing significantly upon ancient Jarind tradition, Ivinian music emphasises rhyme and song much more than other Pharic traditions. Group singing is the norm. The recitation of poetic sagas is often interspersed with song.

Troubadour tradition

This tradition began in Trierzon, amongst the nobility, but quickly spread to all classes. ‘Noble’ styles include lyrical songs centred on morality themes regarding social station, courtly love, and chivalry. Performances are usually solo, but can use small ensembles of musicians. ‘Peasant’ styles feature songs that are mostly humorous, satirical, or vulgar. Performers of both styles tend to move from place to place earning a livelihood. The tradition is well travelled and can be found throughout the Venârian region with subtle differences between countries. It is especially strong in Shôrkýnè and Lankor. In the tr680s a system of musical notation was created centred around a twelve-string lute, which has led to a distinct composing tradition.

Azeri
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Azeri music is significantly instrumental, with strong emphasis on percussion and horns, supported by choral music where the human voice is used as an accompanying instrument. However, Azeri musical forms have been widely influenced by many other cultures, and there are many regional variations.

Common instruments include the flute, eight-string lute, horns, sackbut, and percussion instruments, especially bowl-shaped drums.

Karejian

Karejians maintain a strong choral tradition, backed by an equally strong instrumental tradition. Common instruments include the flute, pandur (a three-stringed lute that was the ancestor of most Venârian strings), bells, bukkehorn (ram’s horn), and frame drums.

The Kàruían ancestors of the Karejians were enthusiastic adoptees of the Jarind shanty tradition, and have added their own touches to it.

Dalken

Dalken music is built upon styles modes which dictate the scale, common phrases, and key notes of a performance. Each mode carries with it an emotion, location or other association; for example, there is a mode used entirely by the Imperial Court. Virtuosity is highly prized. All performances feature a lengthy improvisational bridge between compositions. Rhythm is never part of a mode, being considered ‘beneath’ true musicians – apprentices will be relegated to this role. Hacherian music has much in common with Dalken forms, but is also influenced by Karejian traditions.

Mafani

Mafani music is mostly instrumental and atonal to most Venârian ears. It is performed by ensembles rather than individuals. Court traditions are highly formalised, with exacting dances to accompany the music. Music is considered an essential part of court life, and is an important measure of a noble or oligarch’s breeding and class. Common instruments include the flute (bamboo or reed), xylophone, metallophone, percussion, and plucked zither (the famous mafajahor).

Anzelôrian

There are many different musical forms across the wide expanse of northern Anzelôria. Some common themes include the heavy use of percussion instruments, and high-pitched ululating by female singers, but there are many local variations.

Numec

Numec musical traditions are mainly vocal. Recitations from the Kelazaydi are chanted daily, at sunrise, sundown, and high noon, and particularly devout Numec can sing the entire holy book. During travel, the tribe sings call-and-response refrains that are accompanied by the susurration of bells tied around their camels. This igwen’iya (camel-rhythm) also pervades the music of the Rawun, solitary minstrels who forsake tribe and clan to travel the subcontinent as lore keepers and entertainers. Other than bells, Numec instruments include animal hide drums, whistles of various sorts and the kiriit, a type of bagpipe.

Reksyni

Reksyni music is highly spiritual. Music is not considered art but rather a means of communicating with the gods. All Reksyni sing; it is an integral part of daily life. Instrumentation and styles of song are highly segregated by gender, as are most other aspects of Reksyni life.

Male instruments include the ketaqueju (horse-fiddle, a one- or two-stringed fiddle with a long neck attached to a small resonator). It is designed to be played on horseback with a horsehair bow and is used to accompany singing.

The married female instrument is known as a synateleju (‘earth-speaker’, a hollow tube of wood with flared ends in which the performer uses the mouth and voice to mimic natural sounds, utter prayers, etc.). Unmarried females use the sesakaju (ankle-bells and clappers, used in fertility rituals, dances, and in the marriage ceremony which concludes with the removal of the instrument by the husband).

There are gender-neutral instruments, such as the arateleju (‘wind-speaker’, a hollowed piece of bone or wood attached to a rope that is swung vigorously over the head, producing a droning noise).

Liturgical

There are also distinct traditions of music within the major churches and religions, which exhibit some similarities across the region.

The Laranian and Peonian churches both make heavy use of tonal polyphonic chanting, with regional variations in style. Save-K’norans practice an atonal style based on obtuse theory and mathematics, while Agrikan music tends to feature dramatic changes in tempo and volume, with significant use of percussion. Agrikan music is sung exclusively in Surikal.

Entertainment and Sport

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Although most people of Venârivè work hard to make a living, many seek to enjoy life beyond work. As the famous Azeryani saying goes, ‘all work and no play makes Tabos a dull boy’.

Perhaps the most common form of entertainment are games of chance, often linked to gambling. ‘Dice’ is a very common game across many cultures. Board games, such as ‘geese and drakes’ or similar are also common and popular.

Many children will play a variety of team sports, and some are even continued by adults. Such games often involve balls, which may be thrown, kicked, or hit. Some common variations include getting a ball or object into a net or across a line.

Another common form of entertainment are races, either on foot, on a mount, or even on or in water in some areas. Rowing races are particularly common in the Karejian islands.

Events in which the a whole community can participate are popular with commoners and rulers alike. Festivals, either of a religious nature, or for other purposes (harvest and the like) are almost universal, often accompanied by feasts, dance, music and games.

While the motivation of pilgrimage is ostensibly purely religious, many people take the opportunity of such activity as a way of seeing wondrous places and leavening the monotony of their lives. Certainly some of the locations of great pilgrimage appear to be somewhat like ‘permanent fairs’.

Martial sports and games are another important social and quasi-military activity. These range from militia events, which may include training but also socialising, to much more formal events such as tournaments, jousts, and gladiatorial games.

Tournaments are generally associated with feudal realms, and provide the opportunity for the display of prowess at arms by nobility, but also by others in events such as archery competitions and the melee. The greatest tourneys are themselves significant festivals and major social and political events.

Across many regions that have been influenced by Azeryan, gladiatorial games are a significant form of social entertainment as well as judicial punishment. Dalkesh actually has its own form of such events, which it claims are more refined.Whether this is the case is highly debatable.

Hunting

One form of sport practised by many of the nobility and patrician classes across the region is hunting. In some realms, the ruling classes will go to considerable expense and effort to ensure the quality of hunting experience available, including planting or maintaining significant forests, with heavy penalties for poaching.

Certain animals are considered suitable for such ‘noble’ hunting, including deer, foxes, and more dangerous beasts such as boars and great cats. Other animals such as dogs, horses, and birds of prey are often trained specifically for such hunts, again at great expense.

In these societies, hunting is clearly a key social activity, binding together the ruling classes, and is as important as feasts and gifts. It is a quintessential example of conspicuous consumption as a mark of status.

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Death and Funeral Practices

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Death and Dying

It is generally accepted throughout the human cultures of Venârivè that people have immortal souls that live on after the body has died. Most also accept the notion that the soul travels to an ‘afterworld’ (usually Yashain) to live in service and communion with a god. Funeral rites have evolved for the various religions for the dual purposes of bringing some closure for those left behind and, more importantly, to aid the travelling spirit through its potentially dangerous journey. The afterworld is generally regarded as the domain not of a single deity, but several, and woe be to the damned who are captured by an opposing force.

Funeral Practices

While the basic understanding of what happens after death is shared across Venârivè, funeral customs vary considerably from one religion and culture to the next. Practices include internment, mummification, cremation, cannibalism, burial-at-sea, and simple abandonment. Agrikans, for example, prefer cremation above all else, while Laranians find the practice abhorrent and prefer internment, preferably within the crypts of a temple or upon the battlefield on which they died.

Even within a religion, practices vary by region and culture. In Ivinia the dead are often buried with items thought to be useful to them in the afterlife. The ancient Jarind were particular devoted to internment in burial mounds or crypts; their burial monuments dot the region. Azeri burial practices are highly variable by region and religion, but most Dalken, for instance, consider burial in a crypt or stone to be almost essential, regardless of religion. Dalken followers of Aranik prefer to be cremated and then interred in stone jars. Karejians tend to provide their dead with offerings of a more temporary nature, including food, spices, perfumes, and incense.

Memorials of Ancestors

Many peoples of Venârivè, particularly the Karejians, Azeri, and the Dalkeshi, place considerable importance upon the memorialisation of their ancestors. Perpetuating the memory of one’s ancestors remains alive is an important clan duty in many cultures. Some cultures, such as the Jarind and Ivinians, remember ancestors in tales and sagas, as well as burial sites. The Karejians and Azeri have a long-established practice of erecting stelae or plaques which commemorate the deeds of the departed. In Karejia even the poor will attempt to arrange for a short history of a dead person to be inscribed on a pottery tablet and kept in the city archives. Dalken memorials tend towards the monumental, particularly for those of higher caste.

Ilvîran Funeral Practices

Ilvîran Funeral Practices

Of the major religions of Venârivè, the Ilvîrans are unsurprisingly the least conformist. Most believe in a dual soul, one remaining with the dead body and the other travelling to Aráka-Kalái (believed to exist both on Kèthîra and Yàsháin at the same time) to serve Ilvîr. Others believe in reincarnation, as one strives to become closer and closer to Ilvîr’s ideals.

Karéjian Haléan Funeral Ceremony
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Folklore and Legends

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Creation Myths

There are a number of myths about the creation of the universe (Keléstia) and of the world (Kèthîra) that are common across Venârivè.

Most peoples speak of the ‘elder gods’ that existed ‘before the universe had shape’. These beings are thought to have been forces and powers beyond even the vaguest ken of humanity. It is believed that these awesome powers warred with each other, creating other creatures and beings to fight on their behalf. These first wars are known as the Natal Wars, as they ostensibly gave rise to the elder folk, humanity, and the lesser gods.

It is these ‘lesser gods’ that are today recognised as deities and worshipped across Venârivè; at some point the elder gods withdrew from direct action, and left the field to their successors. There are numerous tales of the ongoing conflict between the lesser gods, including the conflict between Larani and Agrik, the interventions of Peoni, the discovery of the Bukrai by Morgath, the squabbles between Naveh and Halea, the creation of the children of Agrik and later the Ivashu by Ilvir, and many more.

Eventually, following the destruction and downfall of many gods (most famously the sea god Eder), the lesser gods agreed to be bound by a Concordat. The rules of the Concordat were written in terms unknowable by men, and kept by the Sage of Heaven, Save-K’nor.

Most cultures and religions of Venârivè maintain that while these myths can tell men much about the ways of the gods, their true nature and actions are fundamentally unknowable. Myths help people to approach understanding, but the human mind can never truly grasp the vastness of the plans of the gods.

Popular Myths and Folklore

Many myths and stories are repeated in varying forms across the region of Venârivè. They tell of the great deeds of heroes, of fair maidens in distress, of star-crossed lovers, and of younger sons rising to become great leaders.

One tale that seems to have a local variant in most regions is that of Raeld the Red, a sharp-witted fellow who is often up to mischief, but usually manages to do good in spite of himself. Another is the tale of the lost warrior or knight, who must forever travel Keléstia to redeem his honour. Or the tale of the rotund (but not at all fat) auburn-haired bard who wanders from place to place across the world, telling tall tales in exchange for good food and beer. Those who spend time with the wanderer often find that their lives are greatly enriched after he has moved on, in ways they only come to appreciate years later.

Beliefs about ‘Foreign’ Lands

A common trope across the region is tales of the strange behaviour of foreign folk – or even folk from the next village. Most people of Venârivè have little knowledge of how people outside their direct experience live, and this provides fertile ground for many tall tales, some of which, however, may harbour a kernel of truth.

Most Lýthians view the island of Hârn with considerable suspicion, as a place of dangerous beasts, unfathomable elder folk, and mysterious wizards. The reputation of Melderyn as the ‘Wizards’ Isle’ is particularly strong – but few would be able to describe exactly what it was about the island realm that underpins its reputation – save that it is generally known that those who attack the kingdom come to a bad end. The story of the Cape Rénda disaster is probably the most tangible tale told around the fires of Ivinia and Hârbáal.

Ivinians and Harbaalers themselves are regarded by many as violent and bloodthirsty pirates, rapists, and stealers of women.

Most folk outside the Empire of Azeryan consider the place to be a land of fabulous riches led by an all-powerful emperor with a harem of thousands. The common folk of the feudal realms of Trierzon, Palíthanè, and Hârn generally think of Azeryan as a hotbed of Agrikan zealotry, but most people living within the empire would find this perception perplexing. They would say, rather, that it is the peculiar Laranian dominance in those realms that is bizarre.

Everyone, of course, agrees that the Dalkeshi sacrifice children to their strange gods, while even the Dalkeshi agree that the Karejians and the Mafani are effete wastrels with little concern for honour and anything other than the finer things in life. And so on it goes.

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Elder folk

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There are many tales of elder folk across Venârivè (and beyond). Many confused tales exist of a race (or races) known as the Earthmasters, said to have dwelt on Kèthîra in ancient times and then mysteriously vanished, leaving enigmatic structures across the world. What or who these beings were is lost in the mists of time; few scholars have even the faintest idea.

Later the god Siem apparently led the Sinái (or elves) and then the Kúzhai (or dwarves) to Kèthîra, and even dwelt with the Sinái on Hârn for a time. Here they dwelt in relative harmony for millennia, until the coming of men, and even for a time afterwards. Following the Battle of Sorrows in bt680, the elder folk of Hârn largely withdrew from interaction with humans, although the people of Hârn are aware of the existence of the dwarves of Azadmere and the elves of Evael.

There are tales of elven and dwarven folk in many regions of Venârivè, but it is now common knowledge amongst scholars that such beings live only on Hârn; common folk are not so sure. The Ivinians talk of both ‘dark’ and ‘light’ elves, and some say they still dwell in the wilds far from men. The Alti of the north speak of the snow elves that tread so lightly upon the snow they leave no footprints. Even the Mafani tell tales of the ancient ‘half-men’ who shared their lore and wisdom with the founders of the Empire of Mafan, but who vanished ages ago.

In other places, stories abound of other elder races or non-human peoples. These include the centaurin or horse people of the northern plains, the ‘little people’ of the hills and dales, the dryads of the forests and woods, and even the ‘great men’ of the Thonian Mountains. There are many wild places across Venârivè, and who knows what beings dwell there.

Creatures of the Wild and Deeps

Many creatures live in the wilds other than strange races of beings. All across Venârivè there are still many regions where only a few humans live or travel. In these wilds are said to live many beasts and creatures of renown and legend.

Most folk know of the beasts of forest, mountain, and plains – bears, boars, wild cattle and horses, and great cats. Added to these are creatures feared everywhere, such as wolves and snakes of various kinds.

Yet these creatures are considered commonplace when compared to some other dwellers in wild places. There are tales of beasts of mixed natures – gryphons, harpies, and so forth. The yelgri, for example, are a semi-intelligent species much feared in mountainous regions.

Most feared, but hardly ever seen (indeed, they are often considered mere legend) are the great dragon beasts – of sea, land, air, mere, and mountain. True dragons are said to be massive creatures, large enough to destroy a castle, but smaller wyverns are equally fearsome.

Beyond these, tales tell of sprites, elementals, spirits, ghosts, and demons of various sorts and kinds. Each region seems to have its own form of demon or spirit, from the V’hir sacred to Agrik or the Gytesha demons of Naveh.

Lastly, are strange creatures said to exist only on the bizarre island of Hârn: the Ivashu, or children of the god Ilvir, which come in countless strange forms; and the gârgún or foulspawn, small furry creatures that live in tribes of hundreds and, if the tales are true, are hatched from eggs. These are yet another reason no sane Lýthian ventures to Hârn, except perhaps to capture such creatures for the Pamesani arena.

See Hârnmaster Gold: Bestiary for more details of the beasts and creatures of Kèthîra.


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Religion

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Religion plays an important part in the lives of the peoples of Venârivè. Most inhabitants of the region are polytheistic, recognising a variety of gods and demigods. Some of these are common across the region, while others are unique to given regions.

Pantheons of Venârivè

West Venârian (Hârnic)

The majority of the peoples of western Venârivè (including Hârn, Shôrkýnè, Emélrenè, Palíthanè and Tríerzòn) share a common view of the nature and relationships between the gods, as set out in the Libram of the Pantheon (a Hârnic document of the early second century). The gods in that document are identified as:

  • Agrik: god of power, violence, pestilence, and war. In sharp conflict with Larani.
  • Halea: goddess of wealth and pleasure.
  • Ilvir: god of strange creatures (the Ivashu), and said to actually dwell on the island of Hârn.
  • Larani: goddess of chivalry, the Lady of Paladins.
  • Morgath: master of the undead.
  • Naveh: god of thieves and assassins.
  • Peoni: goddess of agriculture, healing and virtue.
  • Sarajin: Ivinian / northern lord of war and honour, and the sea.
  • Save-K’nor: god of knowledge, tricks, and jest.
  • Siem: god of dreams, mysteries, and nonhuman races.
The Hârnic Peculiarity

It has been noted by quite a number of scholars across Venârivè that the island of Hârn has a tendency towards religious extremism.

The most well known historical examples are the Balshan Jihad and the Theocracy of Tekhos, but the particularly virulent strain of Agrikanism prevalent in western Hârn matched by the equally strident Laranian faith of the island continue to this day. Finally, the fact that it is claimed that two gods have or may have lived on the island means that this island has a truly peculiar religious climate.

Azeri and Karejian

The Azeri (and Karejian) pantheon is very similar to that of the west Venârian, with some key differences. In the Concordance of the Gods, six major gods are recognised:

  • Agrik: god of power, fire, authority, and war.
  • Eoni (aka Peoni): goddess of agriculture and healing.
  • Varani (aka Larani): goddess of honour, civilisation, and the sea.
  • Save-K’nor: god of knowledge and puzzles.
  • Morgath: god of unlife and undeath.
  • Halea: goddess of wealth, trade, pleasure.

In addition, a range of smaller ‘cults’ and religions are recognised, but not given official status by the Imperium:

  • Kelenos (aka Kelana): an Anzelôrian god of war, honour, and earthquakes; some scholars see Kelenos as a southern aspect of Sarajin.
  • Zarath: an ancient Mafani god, worshipped by small numbers across the region. A god of illusions, dream, and mysteries.
  • Ilvir: small numbers of worshippers.
  • Sarajin: worshipped mainly be descendants of northerners and mercenaries.
  • Naveh: god of the outcasts; worshipped by those in the lower castes and on the edge of society.

Azeri and Karejian perspectives

The Azeri and Karejians have their own views of the nature of some of the gods, and the proper attitude towards them. Both cultures tend to be considerably more polytheistic in their worship than those of western Venârivè. Azeri and Karejians tend to visit and making offering to more than one temple. The idea of devotion to a particular god is seen as something best left to the clergy.

The Karejians and the Azeri perceive Larani as much more focussed on order, cities, and trade than she is viewed in western Venârivè. The Karejians also associate her with the (Venârian) Sea, to the extent that her name in Karejian and many dialects of Azeryani is Varani.

Both Karejians and Azeri also tend to venerate the ‘local spirit’ of their island, region, or city. Most Karejian and not a few Azeri cities have a temple devoted to this spirit.

Ivinian

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Traditional Ivinians worship only Sarajin and his associates or demi-gods (particularly Njehu, Usnarl, and Jarlak, the Elkyri, and the Avalir). They consider almost all other gods to be unworthy of worship. This is, however, a view much in retreat as the Ivinians have come into greater contact with other cultures.

The collective mythology of the Ivinians is described in the Sagas of Bjâri Threehand. Major clans will have their own sagas which link them to the Sarajinian mythos; such clans will often have client religious clans who tend their tales. There are also several ‘religious’ realms within Ivinia, including Eldeskaal and Lokis, in which the Sarajinian faith plays a key and central role.

Altic

The people of Altor traditionally worship a pantheon of six gods, with worship of Sarajin becoming more prominent and integrated with traditional worship with increasing Ivinian influence. The six traditional gods are:

  • Maadtera: outcast creator of souls (possibly Ilvir)
  • Syra: mother of all (possibly Peoni)
  • Juoksa: defender of home and children (Larani)
  • Arak: god of fire and summer (Agrik)
  • Manna: lord of dreams and mysteries (Siem)
  • Rouhtta: bringer of disease and death (Morgath)

The Tales of the World describes the Altic cosmology. The Tales are not a written text, but an oral tradition maintained by Alti holy men and loremasters.

Quarphic

The Quarph have traditionally worshipped a hierarchy of spirits which varies from tribe to tribe and region to region, but headed overall by two chief spirits, male and female, respectively associated with the sun and the moon, and known in Quarphic as Anulome and Diyel.

Compared to many tribal religions, the Quarph have relatively organised temples and rituals, particularly amongst the more settled Quarphic peoples. There are rumours of a dark cult devoted to a demonic spirit known as Kurazla within elements of the Quarphic community.

Besha

The Besha nomads of the Beshakan Desert worship only a small sub set of those deities recognised by other peoples. Their principle deities are Aranik (Agrik) and Naveh. Aranik is dominant, while Naveh is venerated by specialist sub-cults. Women also venerate Tasha (Peoni), keeper of the hearths.

In common with many tribal cultures, the Besha also venerate their ancestors, and the many spirits of the local region.

Dalken

The Dalkeshi have their own view of the nature of the gods, and have their own names for them, which are described in the Book of Life and Death. A particular feature of Dalken theology is its highly polytheistic nature. While all the churches of Dalkesh promote the importance of their own faith and deity, they generally recognise the role and function of other religions and deities to a greater extent than is commonly the case in other parts of Venârivè. Thus while the Dalken Church of Aranik is hostile to the Church of Aranu, it recognises the theological duality between their respective deities.

This duality is key theological concept, with the following deities and dualities are recognised by Dalken theologians:

  • Aranik (Agrik) / Aranu (Larani): Attack / Defence
  • Naveh / Alneha (Halea): Discipline / Leisure
  • Târga (Peoni) / Orgurl (Morgath): Life / Death
  • Zarath (possibly Siem) / Shavkan (Save-K’nor): Mystery / Knowledge
  • Kelana (possibly Sarajin) / Pyarvir (possibly Ilvir): Strength, Honesty / Weakness, Corruption

Hacherian Angels and Devils

The Hacherim only recognise two rather vague gods – the Great God (Nalma) and the Great Devil (Ovrash). Other divine beings are perceived as servants of this duality – angels (nalmarim) and devils (ovrarim), respectively. Hacherim both venerate and propitiate these beings in equal measure – ‘maintaining the balance’ is critical.

Major angels include:

  • Varana: angel of civilisation and honour (Larani)
  • Hanea: angel of beauty, art, and pleasure (apparently Halea)
  • Elbana: angel of harvest and mercy (Peoni)
  • Shabkan: angel of knowledge, tricks (possibly Save-K’nor)
  • Sarab: angel of dreams, wisdom (possibly Siem)

Major devils include:

  • Abranik: devil of war, and fire (Agrik)
  • Navash: devil of silence, subterfuge (Naveh)
  • Borgul: devil of undeath, darkness (Morgath)
  • Korlur: devil of war, earthquakes (Kelana)
  • Barkir: devil of corruption, infertility (possibly Ilvir)

Hacherim religious organisation is quite localised. Their church and cults recognise connections with foreign faiths, but tend to consider those churches to be misguided. Despite this, the Hacherim are generally religiously tolerant.

Mafani

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The peoples and states influenced by the ancient Empire of Mafan in central Lýthia worship a range of gods. Some are recognisable to those from further west, but others seem unique or so variant from how they are viewed in the west that it is unclear if they are, in fact, the same god. The Namadyyah or Great Tales of Narmar are the Mafani holy texts, which describe the following gods:

  • Nama: goddess of fertility, countryside, healing (possibly Peoni)
  • Arama: goddess of the monsoon, cities, trade, justice, the sea (Larani or possibly Halea)
  • Ehlam: god of fortune, luck, pleasure (possibly a male aspect of Halea)
  • Zarath: god of mystery (possibly Siem)
  • Shavkan: god of knowledge (Save-K’nor)
  • Raranik: god of fire, volcanoes, war (Agrik)
  • Orgasan: god of undeath (Morgath)
  • Navah: neuter god of secrets, discipline (Naveh)

In addition, some of the Anzelôrian gods are recognised and worshipped in some places; for example, Kelana is known in the Shenti regions.

North Anzelôrian

There are a number of major gods commonly worshiped across northern Anzelôria, some of which are described in the Antezan Song-Cycles. There are also many local gods and deities:

  • Kelana: god of strength, honesty, man
  • Tuva / Thona: earth, agriculture, woman (possibly (Peoni)
  • Tevel: god of the wild, forests, jungle, animal (possibly Ilvir or Siem)
  • Parva: magic, transmutation, change (possibly Siem, Ilvir, or Save-K’nor)
  • Porgor: god of death, stealer of souls (possibly Morgath or Naveh)
  • Ashanga: goddess of rivers, daughters, craft (possibly Larani)
  • Kosheng: earthquakes, fire, destruction (possibly Agrik)

There is considerable variability in how these gods and goddess are perceived across northern Anzelôria. There are very few examples of organised religions in the region, and even fewer of a priesthood that extends beyond the bounds of a tribe or clan.

Numec / Hepekerian

The Numec of Hepekeria have their own particular pantheon of gods, described in the Kelazaydi or Book of the Family of Azay:

  • Azay: ruler, sun god (outsiders say he is Agrik; the Numec consider this a blasphemous insult)
  • Peyah: elder sister of Azay, Keeper of the Hearth (possibly Peoni)
  • Targit: Brother Moon, Dreamer, elder brother of Azay (possibly Siem)
  • Inhed: Craftsman, Maker, younger brother of Azay (possibly Ilvir)
  • Larah: wife of Azay, from ‘over the waters’; associated with cities and urban life (possibly Larani)
  • Aseq: Counsellor, Mouth of Azay, eldest son of Azay, solitary wanderer (possibly Save-K’nor)
  • Imut: Harvester of the Faithful, younger son of Azay (some consider this to be Naveh, although this debated)
  • Halah: goddess of pleasure, tamed by marriage to Imut (possibly Halea)
  • Rajin: Violent Wind of the Desert (possibly Sarajin)
  • Iswid: exiled god, Stealer of Souls (possibly Morgath)

The closest the Numec have to a priesthood of Azay are the taqfan, solitary mystics devoted to the gods.

Both the Korlic and Falani peoples worship aspects of the pantheon of Azay, as well as practising ancestor worship. The Falani combine this with aspects of the Anzelôrian pantheon.

Reksyni Pantheon

The Reksyni have their own pantheon, related to that of the Ketari, described in the Chants of the Sky Lords, as revealed by the Prophet Gosan:

  • Reka: Father-Sky (possibly Sarajin)
  • Syna: Mother-Earth (possibly Peoni)
  • Ketan: Brother-Horse (possibly Ilvir or Siem)
  • Umay: Sister-River (possibly Larani)
  • Arak: Brother-Wind (possibly Agrik)
  • Sesay: Sister-Song (possibly Halea)
  • Jakar: Brother/Sister-Trickster (possibly Save-K’nor or Naveh)

The Reksyni are a highly religious people; their leaders have both secular and religious roles. There are also gender-specific religious functions related to each god or goddess. There is no specialised priesthood, but individuals with particular religious knowledge and capability are recognised and known as prophets.

Minor and Local Gods

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In addition to these major deities, there are a significant number of other minor and local gods and higher beings worshipped by peoples across Venârivè (and beyond).

These fall into three board groups:

  • demi-gods and saints – servants of the major deities
  • tribal deities and religions
  • lost gods and deities.

Demi-Gods and Saints

Demi-god is a broad term used to describe the higher beings who are servants of the major gods. Some of these servants are described by more specific terms, such as angel and demon.

Saints are a particular group of beings, usually humans who have given extraordinary service to their deity and who have been rewarded (it is believed) by ascension to service on Yashain. The Laranian and Peonian churches are the religions that most often recognise this practice, but the Sarajinian and Kelanan faiths also recognise great warriors and special groups including the Elkyri and Avalir.

Tribal Religions and Shamans

Many tribal groups have their own unique set of beliefs, some of which are recognisably linked to the sets of pantheons outlined above.

A particular practice of many tribal religions is the fusion of religious and magical practices through a tribal shaman. Civilised peoples consider such mingling a sure sign of barbarism.

Lost Gods

ADD Lost Gods Libram of the Nushénic Pantheon Article Link here.

Finally, legends and tales recognise some deities who are no longer worshipped or venerated, but whose past and perhaps current existence is acknowledged. They are known as the lost gods, those who were struck down during the Natal Wars. Perhaps the most well-known of these is the god Eder, said to be trapped beneath the Gulf of Eder (the Ederwyn) and thus responsible for the appalling weather of that region.

Some Demi-Gods

Some Demi-Gods

Althar – The nine Judges of the High Archive, servants of Save-K’nor, including Althea, the Truthsayer, custodian of the Uhla.
Askogen – Known as the Eyes of Kelenos, this demi-human son and hunting companion of the god may manifest as a falcon.
Dekejis – Black, neuter demonic cat servant of Naveh.
Klyss the Necromancer – Môrgath’s chief demonic servant; Lord of the Gulmôrvrin.
Krasula – The Hunter of Sleep, a Gytevsha (demonic servant) of Naveh; appears as small male child with one eye pale blue, the other dark black.
Maermal – Lord of Labour, a massive bronze ox and leading servant of Peoni / Eoni.
Mendiz – Larani’s greatest servant, constable of Dòlithôr, who appears as a crimson winged lion.
Njehu – Lord of the Whales, Sarajinian lord of tempests.
Pameshlu – Agrik’s chief lieutenant.
Paridya - The shape-changing Collector of Souls who serves Kelena/Kelenos; she may manifest in human or leopard form.
Sereniel – Judge of Stones, Siemist demi-god of the Kúzhai.
Seven Hand-Maidens – Servants of Halea, including Elomia, Princess of Enterprise.
Sudelrhyn the Bearer of Loam – Ilvîran demigod; his role and activities are as unclear as those of his patron.
Sugata – Prophet and Ascended One of the god Zarath.
Sweldre – Prince of Stars, Siemist demi-god of the Sinái.
Tirrala – Handmaiden of Renewal, servant of Peoni / Eoni, and patron of healers.
Usnarl – Lord of Bears, Sarajinian protector of the weak, and the forests and wilds.
V’hir – Agrikan demons; eight orders.

Churches

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Many of the major deities have organised churches operating across the region of Venârivè. The churches of Larani (Varani), Peoni (Eoni), and Save-K’nor (Shavkan) are the most widespread and structured. Agrikans and Morgathans are proscribed in many western realms, but hold high status in Azeryan and Dalkesh. Naveh’s church is almost universally covert, except in Dalkesh. Sarajin is principally worshipped by Ivinians; Kelenos has Anzelôrian tribal roots, but was briefly popular in the Azeryan Empire. Ilvir, Siem and Zarath’s churches are minority religions, and are relatively unstructured.

Church Hierarchies

The organisation of the churches of Venârivè varies greatly, but there are some similar ranks and customs.

All churches are divided into clergy and laity. The former are the priests and priestesses, who organise and administer the temples and devote their lives to the service of the deity. The laity are simply the adherents of the religion; they will have access to fewer of the mysteries and will be unable to advance beyond a certain point.

Indoctrination into the mysteries of a religion is simultaneous with the accrual of additional responsibilities and power. Most Venârian churches conceive of their hierarchies as ‘circles’. Theoretically anyone may be initiated into the rituals of the next circle, but in practice such knowledge is jealously guarded. Few laymen advance beyond the second circle.


Circle Offices
Lay members
I Junior Acolyte, Orderial Brother/Sister
II Deacon, Mendicant, Senior Acolyte
III Temple Priest, Orderial Grandmaster
IV High Priest, Bishop
V Archbishop, Senior Bishop
VI Primate, Cardinal
VII Pontiff, Prophet (as appropriate)


Víthan Àgríkan Priest
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Pontificates

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Several of the churches have pontificates or central authorities for the whole of Venârivè (and in some cases all of Lýthia):

  • Larani – Tengela, Trierzon
  • Peoni – Perna, Trierzon
  • Save-K’nor – Berema, Emélrenè
  • Agrik – Lysara, Azeryan
  • Morgath – Meokolis, Azeryan
  • Halea – Helas, Karejia
  • Zarath – Idepan, Mafan
  • Naveh – Manquideh, Dalkesh

The churches of Sarajin, Ilvir, Siem, Kelana, and most other religions do not have a central pontificate.

Primacies

The more structured churches organise Venârivè (and sometimes the rest of Lýthia) into primacies. Most primacies relate to political boundaries, but in outlying regions (such as Hârn), one primacy may cover several realms. Conversely, some churches delineate several primacies within large polities such as the Empire of Azeryan.

Bishoprics

The churches of Larani and Agrik have a hierarchy of bishops beneath the primacies; most other churches do not.

Temple Priests

The foundation of most churches is the temple priest. Usually there is a head priest with overall responsibility, and a number of others with various duties and areas of responsibility.

Religious Orders

Some churches organise some or all of their activities through religious orders in addition to their mainstream hierarchy. The Laranian and Agrikan churches have the most complex arrangements with a multiplicity of orders. Other churches have only one or two orders across the whole region – most notably the churches of Halea, Morgath, and Peoni. The ‘church’ of Ilvir is actually little more than a collection of such orders, with almost nothing in the way of mainstream hierarchy, while the Church of Sarajin is focussed on a clan-based priesthood.

Clerical orders

Most religious orders are clerical in that they have a religious mission or purpose. In the Laranian and Agrikan churches these are ostensibly established for a particular theological purpose, but just as often their real purpose is to arrange for the ownership and control of church lands and estates.

Military orders

The churches of Agrik and Larani both also have militant or fighting orders which are almost universally sponsored by superior clerical orders. They provide a means of organising the ‘holy warriors’ which form a key part of these faiths. In both cases, these orders have evolved over the last few centuries into formidable military enterprises.


Dalkéshi Navéhan
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The Arcane

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The practice of magic is an ancient art. The Earthmasters had knowledge of arcane lore long before their enigmatic disappearance nearly 16,000 years ago. The elder folk (including the Sinái and Kúzhai) were magic-users millennia ago. Even human knowledge of magic is extremely ancient; it appears some humans were engaged in the arcane arts millennia ago.

The existence of such forces is almost universally accepted. Even so, most of humanity has never actually (knowingly) witnessed first-hand an occurrence of magic.

A part of the Mángai structure of Venârivè, the Guild of Arcane Lore specialises in the study of things arcane and esoteric. While not limited to supernatural phenomenon, magic is a major focus of the guild, and they are regarded by the general public as magical experts.

Wizardry

Magic comes in many forms, but wizardry is what is most often thought of when the term is used. The central tenet of wizardly magic on Kèthîra is called Pvarism. Pvarism means elementalism, and it is this worldview that is most commonly accepted by the practitioners of magic.

Throughout Venârivè a secret subset of the Guild of Arcane Lore, the Shèk-P’vâr , regulate the use of spell-casting. They police their own members and use their considerable power to keep the mysteries of magic from the common people. See below for further details of both the guild and the Shèk-P’vâr.

Alchemy

Alchemy is perhaps the most ubiquitous form of magic in Venârivè. From the pvarist viewpoint, it is the practice of manipulating the Elemental energies within substances in order to create a desired effect. From a practical point of view, it is mixing, crushing, heating, and preparing ingredients to some purpose.

While the grand effects of the master alchemists might be viewed with alarm and suspicion, a medicine purchased from a local apothecary is rarely thought of as magical in nature.

Mental Talents

Extraordinary mental talents, sometimes referred to as psionics, are manifest in very few human beings. When they are present in an individual it is common for them to be overlooked or misunderstood.

Divine blessing, demonic curse, witchcraft, and luck have all at one time or another been attributed to individuals with psionic talent.

Those possessing psionic talents are often themselves unaware of this fact and commonly have little or no control over them. A fortunate few are located by those knowledgeable in such things and are able to learn a suitable degree of control

The abilities themselves are quite varied and include such powers as telepathy, clairvoyance, and levitation. Some abilities are more common than others, with some seemingly unique.

Divination

Astrology, runemastery, tarotry, and other forms of divination are practised throughout Venârivè. These sciences are taken seriously and few doubt that accurate predictions are possible. Of the various forms of divination, astrology is the most highly regarded in much of Venârivè, with runemastery taking that position in Ivinian cultures. It is common for a royal household to employ a court astrologer.

Shamanism

Shamanism defies easy classification as it sits somewhat astride the religious/magical divide. The shaman utilises power and knowledge received/taken from the ethereal spirit realms. The effects tend to be themed along natural lines.

The practice is more common among the nomadic and less ‘civilised’ peoples of Venârivè, but it is not strictly limited to them.

While the energies employed by shamans are similar in many respects to those wielded by the wizards of the Shèk-P’vâr, wizards and shamans tend to view each other with suspicion and mistrust.


PIC
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Magic and Society

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The necessity of keeping certain types of knowledge secret from the majority of the population is established by the Libram of the Pantheon and many of the other religious tomes, such as the Dalkéshi Book of Life and Death and the Kelazaydi of the Numec. All state that the unbridled spread of knowledge once came near to destroying Keléstia. Among educated persons, knowledge is regarded as the ultimate power, and the right to have knowledge is something that must be earned. The concept of ‘worthiness to know’ is central to many schools of thought across Venârivè (and indeed Lýthia). It is commonly felt that if one person risks their life in the pursuit of knowledge, or invests hours of research time, it is improper for someone else to be freely given such knowledge. This has led to an attitude among scholars whereby knowledge is treated as a commodity. It may be bought, sold, or bartered, but it is seldom gifted.

Magic and Religion

There is a clear difference between magic and religion. A miracle is a religious event brought about by a god, demon, or demi-god, with or without the request of a lesser agent (a priest). Miracles are not performed by men; they come from the gods. Little or no skill is needed to obtain divine intervention. Magic, on the other hand, is caused by the manipulation of nonsentient forces by a skilled practitioner and requires no divine participation.

This distinction is very important. It is exceedingly improper to refer to a miracle as a spell, or vice versa. The Guild of Arcane Lore is concerned with magic, but has nothing to do with religion, which is the prerogative of the churches. While there are individuals (such as shamans) who may pass off their spells as miracles, such frauds are generally held in contempt, if not vigorously persecuted. Theology is a proper subject of study for members of the Guild of Arcane Lore, and for mundane scholars as well, but the ability to perform miracles is not regarded as a sign of learning or skill.

Psionic talents are not generally considered to be examples of divine intervention, although there are a few clergy who consider them god-given. Since it requires skill, usually acquired through years of practice, to properly employ native psionic talents, they are generally regarded as being within the sphere of arcane lore. Possession of a usable or reliable talent may be the easiest criterion for entry into the guild.

Legal Constraints

An important distinction between magic and religion is legality. In many regions, it is illegal to conjure or consort with demons or ‘dispose of souls’. These are, by definition, religious acts, and to engage in them is considered a breach of temple priviledge (where such practices are permitted by legal churches), or is considered to be witchcraft.

Magic itself is not illegal in most regions. However, the definition of witchcraft also includes the casting of inimical spells. One who believes himself harmed by malicious magic may charge his alleged tormentor. Such charges are hard to prove. One of the purposes of the Guild of Arcane Lore is to defend members from unwarranted legal action.

The Guild of Arcane Lore

The Guild of Arcane Lore is a loose association of scholars whose study and practice involve esoteric knowledge. Some study magical phenomena and some practice magic, but many are only students in obscure but mundane fields. The differences are sometimes unclear.

It should be noted that the information given on the structure of arcane chantries applies almost equally to institutions of mundane lore. Western Lýthian universities are generally organised along similar lines, the principal difference being the subjects of study.

Origins and Development

No universal history of the Guild of Arcane Lore has ever been kept. Arcanists are individualists. While many loremasters have kept private journals, few have even attempted to compile a record of the guild. Sorcerers, astrologers, runemasters, and their various colleges have been delving into their obscure fields since prehistoric times. Many chantries predate the formation of the guild, and many arcanists existed before anyone though of chantries.

The organisation of the guild was an evolution rather than a specific event. The fifth century tr saw guilds throughout Lýthia gradually brought into a joint association known as the Mángai. In some regions the formation of the Guild of Arcane Lore had already occurred; in other regions the establishment of the Mángai was the impetus needed to bring it about. Legislation pertaining to the Mángai offered legal recognition of guild rights and privileges. Arcanists, often the subject of outside interference, quickly perceived the advantage of communal security.

In tr526, a conclave of arcanists was convened in Beréma at the behest of the Shèk-P’vâr of Hârn and Emélrenè who had been reasonably well organised since the first century bt. The conclave wrote the guild charter, and it was quietly approved by the Mángai and various Lýthian governments within three decades. It took somewhat longer to convince all the independent chantries to join an organisation based at Beréma, but the charter threatened no-one’s autonomy and allowed for the formation of regional divisions. The most significant of these is the eastern region of Lýthia, which is headquartered at Kotyn in Molkûra.

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There is relatively little contact between east and west. The two major divisions meet separately, although each sends delegates to the other’s conclaves. Within the guild, there is a movement to re-establish overall headquarters at or near Hácherdad, which is far closer to the geographical centre of the continent, but few arcanists see much point to such a move.

Central Organs of the Guild

The guild maintains a central administration at the chantry in Beréma. Here are registered all recognised chantries and secret orders. The Beréma chantry is the site of the Beréma Conclave. Each chantry and registered order may send a delegate to the conclave, although many do not bother. Conclaves convene on the 6th of Agrazhar every six years, and generally last six days. The next is scheduled for tr724.

The conclave elects a new grand guildmaster (and deputy) to take charge of central administration, but the conclave is as much a social gathering. The few important decisions that are reached are made behind the scenes. The most important function of the conclave is to allow masters to exchange notes. Many of the arcanists who come from all over Lýthia, with or without delegate status, are there to consult with their peers rather than to conduct guild business.

Organisation of the Guild

The charter of the Guild of Arcane Lore is designed to establish legal and customary rights for its members. Qualification for membership is discretionary, and varies greatly from one region to another. Structure is a matter of local custom and expedience.

Chapters or chantries

The basic organisational unit of the guild is the chapter or chantry. The presence of a chantry in a town may be unknown to virtually the entire population. Most chantries are located outside population centres, in pastoral or wilderness settings where the cost of property is low and there are few distractions. See Appendix II for a list of all the major chantries of Venârivè, of the Guild of Arcane Lore and of the convocations of the Shèk-P’vâr.

Badge of the Guild of Arcane Lore
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Guild ranks

The following ranks identify a scholar’s abilities within his or her field:

  • Mavâr – apprentice (2-9 years study)
  • Satía Mavâr – senior apprentice (3-5 years study)
  • Shenâva – journeyman / junior master (5+ years study)
  • Vîrán – master

Honorary awards are sometimes made for political reasons, and it is sometimes possible to purchase or otherwise obtain one without meeting the normal requirements. The status of ranks also varies by region. In some places, a satía mavâr is a highly respected scholar. In others, he is regarded as a ‘mere student’.

The subject of study is usually appended to the rank; a master of alchemy, for example, would be referred to as a vîrán of alchemy.

See Hârnmaster Gold: Shèk-P’vâr for further details of the organisation and ranks of the Shèk-P’vâr and the Guild of Arcane Lore.

Promotion and credentials

When a teacher deems that one of his or her students is learned enough, they may promote them to the next rank. They may not grant degrees higher than their own.

A teacher who is a permanent resident of a chantry, however, forfeits the right to grant awards. Instead they submit a petition for advancement to the chantry council. In some cases the teacher’s affirmation that the student is ready will suffice; in other cases the student may be examined to test his or her competence. If the petition is rejected, most chantries will entertain another application after a specified waiting period, usually two years. Some chantries limit the number of petitions that may be submitted on a student’s behalf.

Ranks are only as good as the authority granting them. Chantries generally have the highest standards, but some independent scholars command great respect.

When a chantry grants advancement, the recipient is given a document identifying him or her with the issuing chantry, and declaring their status. A fee is usually charged for this service. These credentials are presented at a ceremony before the assembled chantry. A scholar who is granted a rank by a chantry is thenceforth deemed to be a member of that chantry.

Fees for arcane education
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The fees charged for an arcane education vary greatly, according to what the market will bear. Better teachers may charge 10 to 300 percent more than average, but the following costs of education are typical for independent teachers:


Teacher Fees
Day per Month
Satía Mavâr 1¾d 42d
Shenâva 3½d 84d
Vîrán 7d 168d
Chantry or superior teacher: add 10-300%
Advancement ceremony and diploma: 36-240d
Room and board at chantry: 60-120d/month

Chantry Organisation

A chantry is a community of scholars who have banded together for reasons of mutual security and communal economy. A chantry also serves as a social club, meeting place, and hostel for transient members. The member’s lounge is permitted to serve food and refreshments, and is often the scene of numerous (usually quiet) conversations.

A chantry has two kinds of members: residents and members at large. Anyone receiving a degree of advancement from a chantry automatically becomes a member at large of that chantry. A member at large has few tangible obligations to their chantry. Most return periodically to visit and make donations, but there is no way to enforce this duty.

Resident masters are shenava and vîrána whose principal home is the chantry building. Residents usually teach, and pay their rents by allowing a chantry a percentage of their tuition income. Some residents are wealthy and simply pay rent. Large chantries are the exception rather than the rule – most have less than a dozen resident masters and fewer than thirty students.

Most residents are unmarried, sometimes celibate, and dwell in the chantry because it provides an economical environment conducive to study and allows the pooling of resources and the exchange of ideas. The staff provide for the members’ needs, reminding them to eat and sleep, and provide them with a tenuous link to the outside world.

The supreme authority in a chantry is the chantry council, known variously as the board of governors, board of syndics, the chapter council or any of a dozen other titles. In a small chantry (which includes most), all resident members may be on the chantry council. In a large institution, this is rarely the case; councils seldom have more than six or seven members. In some chantries the residents elect council members; in others it is a self-appointing body. All council members must be of at least shenava rank.

Most councils meet monthly, quarterly, or yearly. Many council meetings are extraordinary, called to fill a vacant office or deal with a crisis. In most chantries, any council member may call a meeting if they perceive a need.

Officers

A chantry council has the right to delegate authority, which is generally exercised in proportion to the size of the chantry. The council may define powers and tenure, set fees, create and abolish offices, and appoint or dismiss any person to fill these offices.

Seneschal

Most councils will appoint some kind of manager, usually called a seneschal, chaptermaster, or guildmaster. They may be a scribe, a former teacher, a litigant, or have a background in any of a dozen fields. Whatever their title, they are the chief administrative officer of the chantry. They are generally subject to dismissal at the whim of the council if they do not perform.

Other officers

The size of the administrative staff of a chantry varies with population. Most have housekeeping staff, although many require the students to cook and clean. A few wealthy chantries have dozens of staff members, including litigants to liaise with the outside world, mercenaries to protect the premises, physicians, chaplains, and so forth.

Dues and funding

The charters of most chantries have guidelines for fund raising which vary widely in their provisions, from voluntary donations to a set percentage of residents’ income. Most chantries take half of tuition income. The other major source of income is endowments from wealthy outsiders, usually sought in exchange for educating their children.

Chantry compound

The typical chantry includes quarters and sanctums for resident masters, chambers and dormitories for transients and students, a kitchen, and a great hall or lounge. There is often accommodation for a guard detachment and servants’ quarters. Most chantries have archives or vaults containing both individual and communal property. The facilities are limited by the wealth of the chantry and its resident members, and the imagination of the seneschal and staff.


Secret Societies

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A large number of secret societies exist within the Guild of Arcane Lore. These are semi-formal associations of individuals with specific objectives, or who share a common school of thought. A society with at least six members, or four vîrána, may be registered with the central guild. There is no limit to the number of societies to which a member may belong, although some require that their members belong to no other group.

Amongst the largest of the secret orders is the Order of the Gentle White Hand, headquartered in the Chérafîr chantry on Mèlderýn. Comprised of masters of various disciplines, its purpose is to ensure the maintenance of the interests of the guild, including the enforcement of the Laws of the Shèk-P’vâr (see below).

A similar organisation exists in the Venârian Sea region, the Order of the Oleander Petal, which is based at Hácherdad, at the ‘grey’ chantry in that city. The nearby Order of the Reluctant, based at Nátha in Dalkésh, continues the tradition of control over magical power established by the Dálken emperor Bashwâr III, the Reluctant (aka Bashwâr III alkhú Badûran, the Reluctant). Finally, the Order of the Silent Way, based in Mokôra, guards against a return of the mage-princes that nearly destroyed the region.


Shèk-P’vâr Researching Arcane Lore
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The Shèk-P’vâr

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Note: CHANGE ALL Shek-Pvar & Shèk-Pvâr to Shèk-P’vâr as per Summa Venâriva)

ADD a link to the Arctual Article

The Shèk-P’vâr (Sorcerers’ Guild) is a secretive branch of the Guild of Arcane Lore. Sometimes referred to as secret societies, each of the six convocations of the Shèk-P’vâr is a separate discipline and maintains its own chantries. Members may reside in or study in chantries of arcane lore, especially where chantries of their own convocations are not available.

The Shèk-P’vâr are, in fact, much older than the Guild of Arcane Lore, and the various societies and chantries of the Shèk-P’vâr have come to use the guild as the ‘public face’ on their activities.

Pvarism

The Shèk-P’vâr subscribe to a doctrine called Pvarism. This doctrine perceives and describes Keléstia (everything that exists) in terms of six key elemental principles: air, fire, metal, earth, water and spirit. Because manipulation of these elements imposed unique demands upon the mind and body, six schools of arcane lore evolved, each stressing one of the elements. The earliest schools seem to date from around bt1500.

The first Pvarists believed that everything was literally composed of one or more of the six basic elements. This simplistic belief evolved over the centuries and most Shèk-P’vâr now view the six elements as mental templates which enable the mind to grasp and manipulate complex arcane forces. For example, when referring to earth, Fyvrian Shèk-P’vâr now mean far more than the dirt beneath people’s feet; they include all natural cycles of birth and growth, death and decay.

The convocations of Pvarism are:

Lyahvi – Air; Light, Illusion, Etherealness; Red.

Peleahn – Fire; Heat, Action, Dryness; Orange.

Jmorvi – Metal; Metals, Minerals, Artifice; Yellow.

Fyvria – Earth; Birth, Growth, Death, Decay; Green.

Odivshe – Water; Cold, Darkness, Moisture; Blue.

Savorya – Spirit; Knowledge, Mind, Psionic; Violet.

Neutral – All convocations combined; Grey.

For more details on the mechanics of Pvaric magic, see Hârnmaster Gold: Shèk-P’vâr.

Shèk-P’vâr Chantries

Each convocation has its own chantries where members may study, learn, and practise magic in relative security. Each chantry is governed by a Council of Mages, but is administered by a seneschal, perhaps a Shenava, but often not a mage at all. The seneschal’s staff consists of apprentices, those who wish to be apprentices, and perhaps a few servants who lack the superstitious fear to avoid the place. See Appendix II for a list of all the major Chantries of the convocations of the Shèk-P’vâr.

Laws of the Shèk-P’vâr

The following laws were composed in the period around tr100, when a number of incidents involving Shèk-P’vâr (most notably Lóthrim the Foulspawner, but also Eliadh al Tawus ‘the Assassin’, and several Dálken sorcerer-emperors) led to the guild seeking greater control of its members for the protection of all. By the mid-third century (tr) these laws were being tightly enforced across all of Venârivè.

I. Bring not the scorn of the kvikîr (ordinary folk) upon thy brothers, nor make with thyne art a place for thyself above them.
II. Spread not thy lore, even among thy brothers, without sanction of thy peers.
III. Keep sacred and free from harm, thy house of lore (chantry).
IV. Succour not a renegade of the art, but strike him down with thy power, else summon brothers to thyne aid.
V. Make tithe to thy house (chantry) a portion of thyne arcane treasure to thy brothers’ benefit.

It is the duty of all members of the Shèk-P’vâr to enforce the laws, but generally special societies, such as the Order of the Gentle White Hand and the Order of the Oleander Petal, will initiate action.

PIC
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UPTO

ADD TABLE

Note: ADD Highlight Colours to show the Date (bt / tr), Kingdom /Region, Tribe / People / Person, Culture / Language / Dialect, Sourcebook / Reference, Event, Guilds & Crafts, Religion, Location, Highlight interesting snippet


Date (bt / tr)

Kingdom /Region

Tribe / People / Person

Culture / Language / Dialect

Sourcebook / Reference

Event

Guilds & Crafts

Religion

Location

Highlight interesting snippet

ADD Links to Pages.

century

bt to tr

Regions and Realms

  • Page 97

Note: ADD Create a List of all the Major (24) Regions of Venârivè in a Table, then add the Minor ones underneath each. These can then have a series of colours for each ready for the Linguistics side of things.

See: Templates Colours by adding alongside the Map Codes as well. Each can then be assigned an ID and subdivided into a Range just as Friends, Foes & Followers. ie. 1.1.1.1.1 (Region.Kingdom.etc.etc.)

Venârivè can be broadly divided into the following areas:

See Also: Appendix XIX: Locations Index


Major Regions of Venârivè
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Ivínia and the Sea of Iváe

  • Page 98

Ivinia is the northwestern fringe of Lýthia, dominated by Iváe, a large island with several mountain ranges and many fjords and rivers. The Chazarian and Pergen seas separate Iváe from the mainland. To the northeast is the island of Evolyn. Hutheng is a volcanic island to the northwest in the Sea of Elkyri, while the Rogna and Tâvu islands lie in the Sea of Iváe to the southwest. To the north of Iváe is the circumpolar Sea of Ítikîr.

The Megeleburin range dominates the northwestern regions of Iváe. The Kejelrian Mountains divide the island southwest to northeast, while the Elegrin and Purna mountains are in northern Kuzjera.

There are several ancient Earthmaster sites in Ivinia, including Maruchom on the islands of Lokis, Korkorum by Lake Ujim, and Xyryam high in the Kejelrian Mountains.

Ivinian Society

History and government

Ivinia is the homeland of the Ivinians, who have planted colonies as far away as Hepekeria and the Venârian Sea. The Ivinians have been the dominant culture of the region for centuries, but have been heavily influenced by the previous inhabitants, the Kúzhai and Yarili.

There are fourteen human kingdoms in Ivinia, although five are very small and another five constitute the great-kingdom of Seldenbaal. Ibanvaal is the most aggressively expansive of the Ivinian realms, albeit checked by an alliance between Seldenbaal and Jarenmark. As a consequence Ibanvaal has turned westwards in search of unfettered access to the sea, and invaded Menglana in tr718.

Ivinia is also home to the small Kúzhan kingdom of Kuzjera, and groups of tribal Yarili.

Patterns of settlement

Most of the good land in Ivinia is held by eighty-three greatclans organised into clan domains (thranaal), each of which contains a central thran, vathran, or town. The tributary relationships of these holdings form the kingdoms and great-kingdoms of the region.

Society, culture and language

While their clan is central to the lives of all the peoples of Venârivè, this is especially so for the Ivinians. The clan is the focus of virtually all economic and social activity, underpinned by vendetta law, a system of honour (the Ljârl), and shared religious beliefs. The concept of clan is broad, and includes not only kinsmen by birth but also others who join the clan by adoption or marriage.

Almost all members of society, thrall or freeman, belong to a clan. Members of a clan are expected to help each other when in need or under threat. The clan is responsible for the care and security of orphans, the young, the old, and the sick. The clanhead is termed the Válhakâr. He is assisted in clan government by the Thrángaad, a council of all males possessing three or more wives.

Ivinians are amongst the most patriarchal of all societies of Venârivè. Despite this the particular institution of shield-maidens provides some women with special status. Ivinians also practise their own form of slavery: thraldom.

Ivinian is the common language of the region, but the Kúzhai speak their own tongue (Kúzhan), as do the Yarili. The culture of the Ivinians derives much from ancient Kúzhan and Yarili practices; although modern Ivinians are unlikely to acknowledge this.

Religion

The worship of Sarajin is almost universal amongst the Ivinians. There are, however, small numbers of worshippers of other gods; there has been a tendency towards greater religious diversity over the last century. Agrik and Larani are the most popular foreign gods, while Peoni is acknowledged by some. Ivinians are generally religiously tolerant, and very pragmatic in their religious beliefs.

The Kúzhai of Ivinia venerate Siem, and in particular the demi-god Sereniel. Yarili beliefs encompass a mixture of Sarajinian and other worship, including of Siem and Ilvir.

Military

The Ivinians are a martial people. Most men and a good many women are trained at arms, and most clans can raise several warriors. Powerful clans will have a standing force of warriors known as husgâran (housecarls). Leading clans will also have a warboat or even a longship/dragonship.

Arms of Vâtanal Bjan alrí Hârgelsen of Séldenbàal
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Realms of Ivinia

  • Page 99
Great-Kingdom of Seldenbaal
Ruler: Great-King Bjan Hargelsen
Foundation: tr106, tr652 (great-kingdom)
Government Type: Tributary Great-kingdom
Population: 245,000

Seldenbaal is a confederation of five kingdoms. The great-king is elected from amongst the five kings. The kingdoms and their respective rulers are:

  • Seldenbaal – King Varaal II Ulandasen
  • Balisheim – King Stavaar Dangeld
  • Lokemheim – King Bjan Hargelsen (also great-king of Seldenbaal)
  • Gilbenmark – King Harlmaar Ivyrsen
  • Gelemar – King Jarag II Gelem

The major settlements of Seldenbaal are Fûhreling (9,800; Mk 6) in Seldenbaal, Beleka (5,200; Mk 5) in Balisheim, and Suteling (1,100; Mk 4) in Lokemheim.

Kingdom of Ibanvaal
Ruler: King Osidar Dagen
Foundation: tr382
Government Type: Tributary Monarchy
Population: 158,000

The second most populous kingdom of Ivinia is currently ruled by clan Dagen of Dâgenborg. Ibanvaal may be the most autocratic, and is certainly the most aggressive, kingdom in the region. King Osidar tolerates no opposition from tributary clans and maintains a firm hold on revenues gleaned from his domain, particularly the towns of Harling and Pelby. Ibanvaal is presently engaged in a war with the Kingdom of Menglana to the west.

Ibanvaal’s major settlements are Pelby (5,900; Mk 5), Harling (3,700; Mk 5), and Dâgenborg (1,900; Mk 2).

Arms of Tánal Ósidar alrí Dâgen of Íbanvaal.
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Kingdom of Menglana
Ruler: King Hlanakar III Stahler
Foundation: tr344
Government Type: Tributary Monarchy
Population: 107,000

Kingdom of the north and west; currently at war with Ibanvaal. In tr718 the thran of Froyby fell to Ibanvaal. Menglana faces internal friction as well as an immanent external threat.

Menglana’s largest settlement is Vulenheim (4,500; Mk 4). Its ruling clan’s vathran is Pelyn (940; Mk 2).

Great-Kingdom of Govyna
Ruler: Great-King Arlis Ulfesen
Foundation: tr310; tr652 (great-kingdom)
Government Type: Tributary Great-kingdom
Population: 103,000

The constituent kingdoms of Govyna include:

  • Gildaar – King Parlak Gilsen (Gildin)
  • Pergenmark – King Matti Pelsen (Lotenheim)

Govyna also has colonies extending around the Pergen Sea and into Altor. The leading settlement of Govyna is Rosby (900; Mk 5).

Kingdom of Jarenmark
Ruler: King Lygen Klabesel
Foundation: bt580; re-founded tr290.
Government Type: Tributary Monarchy
Population: 52,000

Jarenmark is a large kingdom with growing mainland holdings, including colonies in Altor and Hurisea. Its key settlement is Jarehm (7,400; Mk 5) on the island of Bajel.

Jarenmarkers revere their ancient hero Jaren Cerethys, a Yarili chieftain who united the island of Bajel against invading Ivini in bt580. Despite this, modern Jarenmarkers are not largely different from other Ivinians.


Arms of Tánal Lýgen alrí Klabésel of Járenmark.
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Kingdom of Beshea
  • Page 100
Ruler: King Hadur Hibjar
Foundation: tr267
Government Type: Petty Monarchy
Population: 4,400

Small independent kingdom between Seldenbaal and Ibanvaal. It has survived by playing its two larger neighbours off against each other. It is a haven for bandits and political refugees.

Kingdom of Eldeskaal
Ruler: King Paal Beldesa
Foundation: c. tr235
Government Type: Petty Monarchy
Population: 6,000

Eldeskaal is a small religious kingdom in northern Ivinia. Its major settlement is Molima (432; Mk 2), the location of the annual three-day religious festival on nearby Mount Ilbengaad. The head of clan Beldesa is the closest that the Sarajinian religion has to a pontiff, but the clan has never made any attempt to claim dominance of the church, or to codify doctrine.

Kingdom of Lokis
Ruler: King Kalgis Thoryn
Foundation: tr316
Government Type: Petty Monarchy
Population: 1,400

This small religious kingdom in the western Sea of Elkyri is the location of the Oracle of Lokis, famous across Ivinia and the north. The castle of Lokis (380; Mk 1), is the kingdom’s only major settlement.

Kingdom of Rogna
Ruler: King Haakis Turensyn
Foundation: tr480 (independence)
Government Type: Tributary Monarchy
Population: 22,000

Rogna is a small kingdom on the Elkyri islands, once part of Menglana. Its major settlement is Coselin (1,200; Mk 2).

Kingdom of Tâvu
Ruler: King Odrin Aalden
Foundation: tr638
Government Type: Petty-Monarchy
Population: 1,200

Tâvu’s wealth is based on little other than piracy; it is essentially a raiding base. The pirates of Tâvu are notorious and much feared across the region.

Kingdom of Kuzjera
Ruler: King Inkanar Zynahul
Foundation: bt6,700
Government Type: Tributary/Feudal Monarchy
Population: 4,600 (including 600 humans)

The Kúzhan kingdom of Kuzjera has two cities, Kondasgel (3,100) and Harhakeim (1,500), connected by underground tunnels.

Yarili Tribes of Ivinia
Population: 24,000
Government Type: Tribal

Nomadic Yarili tribes are scattered across the island, living in clans of ten to sixty members. They trade furs and other goods with the Ivinians, and some also have connections with the Kúzhai and Centaurin.

Centaurin of Ivinia
Population: 1,200
Government Type: Tribal

Northern centaurin have a fine, dense fur on their upper (human) torsos. The Ivinian centaurin are extremely shy, and live only in the wildest northern regions where few humans are ever seen; their only interaction is with the few Yarili in this area.

Ivínian Husgâran
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Hârbáal and the Gulf of Shôrkýnè

  • Page 101

Hârbáal lies on the mainland of Lýthia south of Iváe, and is defined by the Hârbáal Alps that separate it from the lands to the east. Off the coast in the Gulf of Hârbáal are a number of islands. To the south lies the Gulf of Shôrkýnè, with several significant islands, the largest of which is Chel.

The great-kingdom of Hârbáal dominates this region. The islands of Chel and Techel are part of the independent constitutional monarchy of Chelemby. Techel has an ancient Earthmaster site (Dinibor).

Deep in the Hârbáal Alps is Hlejis, an Earthmaster site inhabited by gârgún from Hârn.

The languages spoken in Hârbáal are Hârbáaler, a dialect of Ivinian, Cheler, a related language with its own idiom, and Yârla, the language of the native Jarind people. Some Quarphic is spoken in eastern Ledenheim.

Great-Kingdom of Hârbáal

Ruler: Great-King Tralis Elendy
Foundation: tr673
Government Type: Tributary great-kingdom
Population: 625,000

Hârbáal is a confederation of twelve kingdoms. It became a unified realm less than fifty years ago, following a campaign of conquest by clan Elendy which began in response to Ivinian interference in Lytheim, a small kingdom in central Harbaal. Prior to this the various Hârbáaler kingdoms were regularly at war with one another and with nearby states in Ivinia and Shorkyne.

The sub-kingdoms of Hârbáal and their rulers are:

  • Ánvâl – King Holeni III Varken
  • Avastran – King Lerden Elendy (son of the greatking)
  • Elgosia and Glidwaal – King Bakara Gos
  • Ketania – King Ibra Paraden
  • Gatenlund – King Liad Gathsen
  • Gavrios – King Oljia Marensen
  • Geltheim – King Kaivi Geltsen
  • Ledenheim – King Kolvis Ledensen
  • Lytheim – King Kanden Rustel
  • Padona – King Sandal Pelanby
  • Saliom – King Bjar Stahlin
  • Tonanby – King Astrilan Guiline
Patterns of settlement

The twelve kingdoms are further subdivided into thirty-four thranaals, each controlled by a great clan. Each thranaal has a major settlement, either a town, keep, castle, or vathran. Each thranaal is composed of a number of freeholds (valaren), held by freeclans (valari).

There are five major towns in Hârbáal, with one other settlement (Enpedon) close to being a town:

  • Ifane (14,300; Mk 6) in Avastran. Ifane is also the

seat of the great-king.

  • Genja (9,200; Mk 4) in Gavrios.
  • Leden (8,000; Mk 4) in Ledenheim.
  • Varkenheim (6,000; Mk 5) in Ánvâl.
  • Kereon (4,300; Mk 4) in Ketania.
  • Enpedon (1,200; Mk 4) in Padona.

There are a total of 831 freeholds spread across the 12 kingdoms and 34 thranaals.

Society, culture and language

Hârbáal’s culture is a mix of Ivinian and native Yârla and Alti practices, beliefs, and norms. Its social structures and legal system are largely based on Ivinian norms, but influenced by Jarind and increasingly by feudal practices.

Religion

Most Hârbáalers worship Sarajin, but a not insignificant number are devotees of Agrik. There is growing influence by the churches of Larani and Halea, while the Peonians have reasonable influence in rural areas. Hârbáalers are religiously tolerant; no religion is proscribed, although the worship of Morgath and Naveh are unofficially suppressed.

The Yârla tribes have their own beliefs. These typically combine worship of an aspect of Peoni with elements of Sarajinian worship. Some tribes also retain the worship of gods which may be Ilvir or Siem.

Military

Each great clan maintains a force of husgaran (house-carls). There are approximately 12,000 husgaran across the great-kingdom; approximately a quarter will be trained in mounted combat. Hârbáal is slowly adopting the military techniques of the feudal realms to the south.

Apart from these professional soliders, around a tenth of Hârbáaler clansmen – around 60,000 individuals – are skilled at arms. Local militias swell this military capability to over 100,000, although most of this is localised.

Each subordinate kingdom owes the great-king a certain number of troops and longboats. In total the national muster is around 16,000 medium and light foot, with 280 longships. Local disputes and feuds are, however, likely to mean that such a formidable force will never be assembled in one place.


Kingdom of Chelemby

  • Page 102
Ruler: King Sirnen Aemon
Foundation: tr461
Government Type: Constitutional Monarchy
Population: 49,000
History and government

Chelemby is a constitutional monarchy, founded in tr461 by a syndicate of clans. It is ruled by a king and fifty-seven noble clans.

Chelemby is under constant threat from its much larger neighbour, Hârbáal, which has twice unsuccessfully attempted conquest. The Cheler have maintained their independence principally through outstanding seamanship; they are amongst the best shipwrights in the world. They have more recently strengthened their position through an alliance with the formidable realm of Emélrenè.

Patterns of settlement

The kingdom’s largest settlement, Chelemby City (22,000; Mk 7), is the largest urban settlement in the north. Its two other important settlements are Evanekin and Koladis, which are semi-urban.

The island is divided into three districts (antanalari), and 104 estates (nalari).

Society, culture and language

The Cheler culture has much in common with that of Hârbáal, but with cosmopolitan influences from across Venârivè. The Cheler live by trade; they have trade outposts (kantehusen) all across Venârivè. See Appendix VII: Cheler Kantehusen for a list of these outposts.

Religion

As with most peoples influenced by Ivinian culture, the Cheler are generally religiously tolerant. Sarajinianism is widespread, but Larani, Agrik, and Halea have significant numbers of followers.

Military

Chelemby relies on the effectiveness of its clanbased militias, supplemented by a small but highly skilled standing army. The standing army includes six hundred royal guardsmen, and two hundred garrison troops. The total theoretical maximum forces are 2,500 front-line troops, and an additional 9,800 militia – but it is unlikely this number could actually be assembled.

Of the first line troops, eight hundred are incorporated into the standing forces, nine hundred are husgaran (house-carls), and another eight hundred or so serve on naval or merchant vessels.

Chelemby’s real defence lies in its navy. The kingdom has one of the most advanced shipping fleets in the world, and works hard to maintain her edge over Hârbáal. Since tr675, shipbuilding has been a national monopoly, and shipping innovation has been pushed hard, leading to the rapid adoption of the dak and the karune. The state’s mercantile concessions ensure the maintenance of a standing fleet of twenty of these vessels, but Chelemby has a wider fleet of seventy-two vessels which could be pressed into service in an emergency.


Chéler Karúnè
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The Northern Lands

  • Page 103

Stretching eastward from Hârbáal lie the regions of Hurisea, Quârphor, Altor and Reksyna. These are broad plains and forest lands, crossed with rivers and lightly inhabited.

Huriséa (Western Quârphor)

Hurisea is the western part of Quârphor. It is a land of rivers and marshes. The mighty Tîrga River flows through this area to the Gulf of Shôrkýnè. The Cheb Mountains separate Hurisea from Quârphor, while the Tilame Mountains separate the region from Shôrkýnè.

Many small principalities (hatalen) dot this region; eleven major and more than fifty smaller ones.

Hurisean is a language related to Quarphic, but influenced by Shorka, Hârbáaler, and Ivinian.

Realms of Hurisea

Hurisea is a complex mosaic of independent and semi-independent states.

There are 490 small-holdings in Hurisea, each with an average of 3,000 to 5,000 acres of cropland and pasture centred on one or more forts, manors or small thrans. About a quarter of the small-holdings are independent, although alliances among them are common and many clans have several small-holds.

Many powers, domestic and foreign, are striving for hegemony in Hurisea, but each is most concerned with preventing others from achieving it. The native states are, for the most part, independent-minded, jealous of their borders, suspicious of outsiders, adept at forming secret alliances, and almost equally adept at breaking them. Hurisean politics is a complex game, with high stakes.

Beldira

Ruler: Autarch Mirda Elofen
Foundation: tr348
Government Type: Tributary Oligarchy
Population: 47,500 (96 small-holdings)

Beldira is the most powerful of the Hurisean principalities. The town of Beldira (15,500; Mk 5), the largest in all of Quârphor and a major trade centre, was founded by a group of Azeryani merchants and Hurisean clans with the support of the Mangai. It is located on a group of islands on the Tîrga River, near the confluence with the Densey River.

The principality is ruled by an oligarchy of five trading clans: Elofen, Handar, Tralani, Bisel, and Jondy. The heads of these clans elect a tarnis (autarch) every seven years.

Other Hurisean Principalities

Government Types: Principalities and Colonies
Population: 83,500 (251 small-holdings)

The other major Hurisean hatalen and their rulers are:

  • Antol (pop. 17,000) – Prince Kastin Daldranos
  • Chêgen (pop. 8,500) – Governor Raldrin Tabin
  • Dechen (pop. 7,000) – Prince Tory Urpath
  • Ekedon (pop. 6,500) – Prince Misen Felganes
  • Fîgend (pop. 1,300) – Governor Alses Pelstrom
  • Helgen (pop. 16,500) – Governor Peln Ledensen
  • Jondes (pop. 10,230) – Prince Yarus II Parasal
  • Ogened (pop. 6,500) – Governor Hastin Gavarines
  • Ponel (pop. 7,300) – Prince Suren II Ponelsen
  • Unten (pop. 1,600) – Governor Binen Pelstrom

Two of these principalities are held by Shorkyni magnates from clans Tabin and Gavarines; one is controlled by the Hârbáaler clan Ledensen, and another two by the Jarenmarker clan Pelstrom.

Independent Hatalen

Government Type: Independent Principalities
Population: 46,200 (143 small-holdings)

There are a further fifty-four independent principalities in Hurisea, each of which encompass at most four small-holdings.


Huriséan Prince
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Quârphor

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Quârphor is a broad region of wooded and grassy plains watered by several great rivers, including the Tîrga, Orly, Bavena and Akena. At its centre lie the Chuar Highlands. Several centuries ago, the Quarph lived further east, but they have been pushed ever westwards by the Reksyni.

Quârphor is divided into tribal ranges and small states. Prominent Quarph settlements include Kvarfent, Orlet, Vâben, Tavhon (the principal settlement of Aulumon), and Ekenon.

Quarphic, the dominant language of the region, has at least four distinct dialect-groups: western, southern, northern and eastern. Ivinian is also spoken in many settlements.

Religion in Quârphor is complex. Tribal Quarph tend to worship a hierarchy of spirits, many of which take animal form when visiting the mortal world. Over all of these preside two chief spirits, male and female, respectively associated with the sun and the moon and called Anulome and Diyel.

Temples to Anulome and Diyel are scattered across the villages and towns of Quârphor. Each of these temples has a male and female priest who commune with the spirits and divine their responses. More often than not, these priests are married to each other, as Anulome is wed to Diyel. Most are small, but those at Orlet, Vâben and Ekenon are well known and influential. A major temple also exists in the Chuar Highlands, which can claim a measure of precedence.

Other religions are making increasing inroads, however. Sarajinian worship is increasingly influential in settled locations, brought by the Ivinian settlers, and both the Agrikan and Laranian churches have growing numbers of adherents. There are even small numbers of Halean, Ilviran, and Save-K’noran worshippers.

Realms of Quârphor

There are several Quarphic states to the east of Hurisea. Those with significant urban populations include:

Kvarfent
Ruler: Prince Varlek Posaren
Foundation: tr572
Government Type: Tributary Principality
Population: 6,000

The town of Kvarfent (2,100; Mk 4) is considerably more important than its population might suggest. It is the most significant settlement on the Tîrga between Beldira and Ekenon, and its location near the confluence of the Tirga and Orly rivers gives it some influence over Orlet. The inhabitants of this region speak the western dialect of Quarphic, barely distinguishable from Hurisean. The hatal (prince) of Kvarfent receives tribute from a number of smaller settlements and rural landholders, and is allied with a range of Quarphic tribes.

Orlet
Ruler: Autarch Bulora Sakenki
Foundation: tr632
Government Type: Tributary Oligarchy
Population: 56,000

The independent trading town of Orlet (8,600; Mk 5) lies at the confluence of the Orly and Bavena rivers. It has a significant Ivinian population, but is still principally a Quarphic entity. Orlet’s people speak the northern dialect of Quarphic. The town is ruled by an oligarchy of the leading clans, a small majority of whom are of Quarphic background; they elect a tarnis (autarch) for a three-year term.

Vâben
Ruler: Prince Ivarchek Baveshi
Foundation: tr619
Government Type: Tributary Principality
Population: 48,000

Vâben (5,700; Mk 4) lies on the upper reaches of the Bavena River, east of the Chuar Highlands. Its population is still largely Quarph, although there are the usual Ivinian immigrants. Vâben trades with Amlacht and the Reksyni to the east. The Vabeners speak the northern dialect of Quarphic. The hatal (prince) of Vâben oversees a loose tributary confederation in the surrounding region. There is growing tension with Orlet.

Aulumon (Protectorate)
Ruler: Prince Aleksi Rovanesh
Foundation: tr706
Government Type: Tributary Protectorate
Population: 27,000

A client-state of the Grand Principality of Lankor, located near the confluence of the Galdiv and Tîrga rivers. Its principal settlement Tavhon (2,300; Mk 3) is located northwest of the confluence of the Galdiv and Aulom rivers, for which the principality is named. The Quarphic of this region speak the western dialect.

Aulumon was created in tr706 following a series of battles with Quarphic tribes from tr703-705. Lankor provides substantial financial support to its prince so that he can hire mercenaries to protect the principality from tribesmen and other hostile states, including Ekenon and Kvarfent.

Ekenon
  • Page 105
Ruler: Prince Saskae Kenovaki
Foundation: tr588
Government Type: Tributary Principality
Population: 62,000

Ekenon (7,300; Mk 5) is located on the upper Tîrga River, northeast of Lankor. Trade passes through Ekenon from Azeryan, Lankor, and Reksyna, and onwards to Beldira. Ekenon is the most important centre of the speakers of the southern dialect of Quarphic, and the most powerful Quarphic state in the region. The town is sited on the location of an old Azeryani frontier fort, abandoned after the fall of the province of Kalin in tr509.

Prince (Hatal) Saskae’s principal concerns are what he sees as Lankori expansionism through the establishment of Aulumon, and the ever-present concern of further conflict with the western Reksyni from their base at Sulyris.

Minor Quarphic States
Government Type: Tributary
Population: 130,000

The remaining twenty or so small Quarphic states are scattered across the vast region. They are fiercely independent and in conflict with each other for trade and other advantage.

One of these states is centred around a emerging trading town at the confluence of the Porna and Ulga rivers just beyond the reach of the Reksyni, the settlement of Govagor (1,300; Mk 3). The Reksyni Northern Wind-Lord has considered conquering Govagor.

Quarphic Tribes
Government Type: Tribal
Population: 520,000

In addition to the various Quarphic states, there are a large number of Quarphic peoples who live a seminomadic tribal lifestyle.

These include the isolated remaining groups of eastern Quarph, who live in the Gonek and Erazynis mountains.

Northern Lands: Quârphor, Áltôr, and Reksýna
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Áltôr

  • Page 106

Altor is a wild land to the east of Ivinia, stretching along the northern limits of the continent of Lýthia. The great rivers of Altor rise in Reksyna: the Ulga, the Quora, and the Munuma. The mountain ranges of Altor begin the west with the Wuben Mountains of mainland Ivinia, and move east with the Volyn, Awalor, and Ekáalwè ranges which separate Altor from Ivinia and Quârphor. The Muyarh Mountains separate eastern Altor from Mengolan tribal regions.

The area is home to the Alti (Alts), a Jarind folk, and is becoming an important trade area, subject to colonisation by Ivinians and others. Most Alti dwell in fishing and farming villages, but many are nomadic herders, while quite a few have settled in trading settlements.

The major settlements of Altor are Amlacht, at the mouth of the Ulga, and Lybath, at the mouth of the Munuma.

Altic is the primary language of the region, with western and eastern dialect groups; but Ivinian is increasingly spoken, and the impact of Quarphic and Reksyni is growing.

Altic society

The Alts are divided into four main regional and cultural groups: Water Alts, Forest Alts, Valley Alts, and Great Alts. The major difference between them is the basis of their subsistence economies and lifestyles, but with increasing trends towards settlement, the differences between these cultural groups are slowly becoming less pronounced.

Water Alts depend on fishing along the coasts and in the many rivers and lakes. They follow a seasonal migratory pattern, spending the winter near fjords and migrating in the spring and fall to rivers, where fish are plentiful.

Forest Alts depend on hunting and trapping supplemented with some fishing in rivers and lakes. They are partly nomadic, migrating according to the seasons, but remain within heavily forested areas.

Valley Alts are settled. Farming and cattle breeding are their main economic activities, supplemented by forestry, fishing, and reindeer breeding. Valley Alts have the most interaction with neighbouring cultures, and have been heavily influenced by Jarind, Yarili and, more recently, Ivinian culture. Valley Alts are generally considered the least traditional.

Great Alts are primarily reindeer herders who also practice hunting, trapping, and occasional fishing in rivers and lakes. They are partly nomadic, living near various pastures during the summer and clustering together in large winter villages. Great Alts have the least interaction with other cultures, and are considered the most traditional in their customs.

Traditionally, families who live near each other join together to form a community, called a siida. Often the centre of the siida’s range is the winter village or marketplace where a temple is built. Each siida has its own pastureland, hunting ranges, and fishing waters. These communal siida resources are shared and allocated among the member families. The siida is not a permanent arrangement; from time to time families may shift from one siida to another.

Each siida assumes mutual, communal responsibility in many matters, such as the payment for damages done by the reindeer of a siida to the fields of another. Each year, the families in a siida meet to discuss common problems and choose community leaders. In every siida meeting, each family has a spokesman. This meeting selects a community elder to deal with all matters concerning the siida as a whole, such as the migration routes and trials for various crimes. These meetings also choose a spokesman (who may or may not be the community elder) for occasional regional meetings where all the siida of the district are represented.

The siida of Great Alts, the most traditional in structure, are usually composed of two to six families. Amongst the Great Alts, the leader of the siida is generally the man who has the largest herd of reindeer and has the most experience.

Alts also form fishing and hunting co-operatives. In hunting big game, such as bear, the Alts cooperate extensively. Poorer members of fishing companies are able to provide a living for themselves by using the fishing equipment of the more wealthy members in exchange for part of their catch.

There is no clear-cut social class among the Alts, but social distinctions do exist. The wealthier Valley Alts consider themselves socially above Water and Forest Alts. In general, these groups respect the Great Alts for their traditionalism, but the high regard is not returned.

Religion

The people of Altor traditionally worship a pantheon of six gods, with worship of Sárajìn becoming more prominent with the increasing Ivinian influence.

The small number of scholars who have studied the religions of the Alts suggest their ‘old gods’ (known as the Kuélrhyn) may date from a time when the Alti lived much further south and were in contact with other Jarind folk.

Altic Realms and Tribes

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Amlacht
Ruler: Speaker (Kárin) Anelt Ulomu
Foundation: tr487
Government Type: Oligarchic / Tributary
Population: 27,600 (town and surrounding villages)

Amlacht (6,900; Mk 5) is the largest urban centre in Altor. It lies just upriver from the mouth of the Ulga, and southwest of the Altin Mountains.

The town was founded by Valley Alts in the late fifth century tr, but remained a small village until around tr640, when an influx of Ivinian settlers substantially boosted its population.

The first Ivinians established friendly relations with the local Alts, and used the settlement mainly as a base for long-distance trading and raiding inland. Over time, these first settlers brought family and married locally, eventually establishing a permanent Ivinian colony. The town is still roughly evenly divided between Ivinians and Alts, but there are good relations between the two, and many clans are of mixed descent. A local pidgin of Altic and Ivinian has developed in the town, and is spreading around the region.

The town is ruled by a council of leading clans, approximately half of Ivinian and half of Altic descent. Each year the council elects a speaker, who convenes council meetings. The community operates under a dual legal system, with differing customs and practices operating for each ethnic and cultural group. The increasing number of ‘mixed’ clans and individuals is placing some strain on this system, and some argue for a unification of local laws.

Significant amounts of trade pass through Amlacht from Reksyna and Quârphor, bound for Ivinia, as well as some local products. Ivinian trading ships ply the Bay of Senvir, and both Ivinian and Altic boats trade up the Porna and Ulga rivers to Nanrenyka, Prelýnè, Horoka, and beyond to Azeryan and Ûmélria.

Lybath
Ruler: Prince (Tâlan) Okela Yalbaan
Foundation: tr637
Government Type: Tributary
Population: 22,000 (town and surrounding villages)

Lybath town (2,700; Mk 3) is one of the most isolated locations on Lýthia, on the continent’s northern coast at the mouth of the Munuma River (beyond Lake Unan).

Lybath is a much younger settlement than Amlacht, and was founded by Ivinian hunters and traders seeking a base for the walrus ivory hunt on Menarv Island. Despite this, Lybath has grown principally as an Altic settlement, and Ivinians today are only around on fifth of the population.

Lybath’s wealth is based on trade flowing down the Munuma River from Mengola and the East, as well as on several unique local products, such as medicinal lichens from the Muyarh Mountains, rare furs, and even rare glasswares from the semi-legendary snow elves.

The town is ruled by an Altic prince, advised by leading clans.


‘Great’ Alt
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Altic tribes
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Government Type: Tribal
Population: 412,500

The vast majority of the Alti live a nomadic life spread out across the vast northern forest lands, hunting, trapping, and herding large reindeer herds.

Approximately two-fifths of the tribal population are Great Alts (around 165,000), with the rest being roughly evenly split amongst the Water, Valley, and Forest Alts (around 80,000 each). The population of Valley Alts is the fastest growing, but they occupy only a relatively small area, whereas the Great Alts have huge ranges.

As noted above, there are two major linguistic groups amongst the Alti. The western tribes live in the northern Harbaaler and Wuben mountains, and are mostly Forest and Water Alts, the later being particularly prevalent around Lake Awaa.

The eastern region is where most of the Valley, Water and Great Alts live. The ranges of the Great Alts dominate in the northern tundra and mountain regions, while the Water Alts dominate around the central lakes of Omalu, Au, and Unan.

Altic Centaurin

Government Type: Tribal
Population: 4,700

The centaurin of Altor might be considered by some to be a separate species, but they are simply well adapted to their cold northern climate, having thicker fur and wearing more clothing than other centaurin.

They are as secretive as any other centaurin, but their relations with most Alti is good, although they tell tales of the ‘old friends’, the people before the Alti, known as the Von, now long since vanished.

The Altic centaurin are unusual in that they eat much more meat than others of their kind; they also manage large herds of reindeer, following their migrations across the frozen north. It is believed that the Alti learnt how to domesticate the reindeer from the northern centaurin.

Hwæthârwyn

Government Type: Tribal
Population: approximately 6,200

The enigmatic snow elves of the far northern reaches of Lýthia are almost never seen by humans. The Hwæthârwyn are nomadic and tribal in their lifestyle, although they do maintain numerous ‘fast-holds’ across the region. They have semi-permanent settlements ranging from the Altin to the Muyarh Mountains.

The snow elves are considered legendary by many, especially Ivinians to whom they will hardly ever reveal themselves. Their contact and trade with humans is generally restricted to a select number of Altic clans and individuals who have long-standing ancestral links to the Hwæthârwyn. These Altic clans go to great lengths to preserve their special relationship, and will never reveal to outsiders how the snow folk may be contacted.

The snow elves are most famous for their ‘ice glass’, a unique form of glassware which appears as if it has been carved from a block of ice. Reputedly, vessels made from this precious material will keep their contents chilled. Ivinians suspect that the real source of these rare goods is the Far East.


Hwæthârwyn
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Reksýna

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To the east of Quârphor stretch plains broken only by the Reksyna Highlands and rivers such as the Porna, the Ulga, and the Munuma. The Gonek and Gonek Loas mountains separate Reksyna from Gothmir.

The Reksyna Confederation ostensibly controls this region, but its unity is not assured. Instead tribal groups control various areas, and semi-autonomous settlements survive between them. The major settlements of Reksyna are Sulyris, on the Akena River, Nanrenyka, on the Porna River, Prelýnè and Horoka, on the Ulga River, and Yluma and Zentires, on the Munuma River.

The last of these settlements is within the western ranges of the Mengolan tribal groups, who form a quite distinct cultural and linguistic group from the Reksyni.

Reksyni is the dominant spoken language across this region, but Quarphic, Ivinian, and Mengolan are also spoken. Ivinian is becoming the language of common exchange.

Reksyni Confederation

Ruler: Khela Garka rykhu Rakhanis
Foundation: c. tr635
Government Type: Tribal Confederation
Population: 1,172,000

The Reksyni Confederation is a vast pan-tribal grouping of the Reksyni peoples. In the mid-seventh century this confederation nearly brought the mighty Empire of Azeryan to its knees, forcing the abandonment of the rich province of Inkârium and the construction of the massive Shurâma.

The Reksyni are still a powerful people, but the unity of the confederation is under threat. The lord of the sky (khela) still ostensibly rules all Reksyni, but in practice the regional wind-lords (aneke) hold much of the power. The khela controls the region around the town of Prelýnè (6,200; Mk 5); the other four towns in the region are under the authority of the aneke. Reksyni leaders have both secular and religious roles; there is no official separate priesthood, although individuals with significant religious prestige are known as ‘prophets’.

The Reksyni are a semi-nomadic horse people, who measure their wealth principally in horses and cattle, although song and religious fervour are also highly regarded. The Reksyni warhorse is one of the most powerful on all of Lýthia. The Reksyni fight mounted with lance, bow, and sabre, and use a variety of weights of armour depending on the circumstances. The consider themselves to be the lords of the earth and sky.

Reksyni society exhibits a high degree of genderrole differentiation with women and men having unique areas of authority and specialisation. Men are principally warriors and herders. Women have certain unique religious roles which men cannot fulfil and control many crafts. Trade and diplomacy are also principally female occupations.

The major sub-groups of the Reksyni, their aneke, and their principal settlements are:

  • Eastern Wind – Sumata rykhu Norukha, Yluma (3,400; Mk 3)
  • Northern Wind – Odhatan rykhu Hosura, Nanrenyka (5,000; Mk 3)
  • Southern Wind – Navan rykhu Rashena, Horoka (9,800; Mk 4)
  • Western Wind – Goshyn rykhu Nalyvis, Sulyris (3,300; Mk 3)

While the Reksyni struggle to maintain the unity they experienced under their founding khela, they still seek to ‘cleanse the earth’ so that the Sky Winds may blow freely. Should the resurgence of Azeryan threaten them, the Azeri would no doubt once more feel their wrath.

Reksyni Centaurin

Government Type: Tribal
Population: 7,200

Scattered across the vast plains of Reksyna are approximately 120 tribal groupings of centaurin, each with between 50 and 80 members. The centaurin of Reksyna are relatively numerous, principally because the Reksyn regard them as sacred, making offerings of goods and food whenever they come across them.

Mengolans (of Venârivè)

Government Type: Tribal
Population: 128,000 (in Venârivè)

Only a small number of Mengolan tribal groups live within the region of Venârivè; most of their cousins live further east. They do have one urban centre in the region, Zentires (5,200; Mk 3), which has a mixed population of Mengolans, Alti, Reksyni, and even a few Ivinians.

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Hârn and the Gulf of Edêr (Edêrwyn)

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Hârn, known to many as the Misty Isle, is a large island to the west of Venârivè. It has four mountain ranges: the Rayesha in the west, the Felsha in the centre, the Jahl in the north, and the Sorkin in the east. The Anadel highlands divide the central Kald River basin from the southeastern regions. In the west the great Thard River drains the large central Lake Benath.

In addition to the main island, there are many smaller islands, including Melderyn, Anfla, and the Afarezir islands.

Hârn has a diversity of realms and tribal groups. Its key eastern kingdoms are Melderyn and Kaldor, with the small kingdom of Chybisa. In the west are the kingdoms of Kanday and Rethem, and the Republic of Tharda, while in the north is the Ivinian kingdom of Orbaal. In addition there are the Sináin kingdom of Evael and the Kúzhan kingdom of Azadmere.

Hârn is the location of many unusual and unique sites, including:

  • Kiraz: Kúzhan ruin and earthmaster site in northwestern Hârn
  • Pesino: an Earthmaster site in the Shâva Forest
  • Araka-Kalai: holy site near Lake Benath
  • Elkall-Anuz: an Earthmaster site near the Felsha Mountains
  • Anisha: an Earthmaster site in the Felsha Mountains.
  • Tesien: an Earthmaster site and ruin in western Kanday
  • Telumar: an Earthmaster site in the Anadel highlands
  • Bejist: an ancient ruin on the Setha heath
  • Ridow: an Earthmaster site on an island off Hârn
  • Gelimo: a henge site on Melderyn island
  • Gedan: a ruin and Earthmaster site in Orbaal

There are numerous tribal groups on the islands, including: the Adaenum, the Anoa, the Bujoc, the Chelni, the Chymak, the Equani, the Gozyda, the Hodiri, the Kabloqui, the Kamaki, the Kubora, the Pagaelin, the Solori, the Taelda, the Tulwyn, the Urdu, and the Ymodi.

The principal languages of Hârn are Hârnic, spoken by the settled folk and a good number of the tribal groups; Jarin, spoken by other tribal groups and the Jarin people of Orbaal; Orbaaler, the Ivinian dialect of the northerners; Kúzhan and Sináin, spoken in the non-human realms.

Realms of Hârn

Kingdom of Melderyn
Ruler: King Chunel alri Toron
Foundation: tr1
Government Type: Feudal Monarchy
Population: 160,000

Melderyn is the oldest kingdom on Hârn, and its most powerful. Centred on the island of the same name, but with significant holdings on the mainland, Melderyn was formed in tr1 by the unification of five previously allied realms.

The region has an ancient heritage, dating back millennia. It appears that the area was a major cultural centre for the early Jarind people, and many henge monuments can still be found on the island.

Melderyn has a reputation as the ‘Wizards’ Isle’, and is Hârn’s greatest centre of learning and arcane lore. The kingdom is closely associated with the mainland realm of Emélrenè, which has a similar reputation. Melderyn’s largest city is Cherafir (7,000; Mk 6). All trade from Lythia bound for the kingdom must pass through this port, located on Melderyn Island. Thay (4,200; Mk 4) is the kingdom’s largest town on the mainland of Hârn, located at the start of the Genin Trail which leads into central Hârn.

There are 879 manors in the kingdom, on its islands and the Hârnic mainland.

Kingdom of Kaldor
Ruler: King Miginath alri Elendsa
Foundation: tr188
Government Type: Feudal Monarchy
Population: 105,000

A land-locked realm in eastern Hârn, Kaldor is a relatively strong feudal kingdom, which has nevertheless suffered several rebellions and periods of internal strife over its history.

Its largest city, Tashal (11,000; Mk 5), is a significant trade centre, lying on the cross roads of the Genin Trail, the Salt Route, the Fur Road, and the Silver Way.

There are 604 manors in the kingdom, in the valleys of the Kald River and its tributaries.

Kingdom of Chybisa
Ruler: King Verlid VII alri Geledoth
Foundation: tr160
Government Type: Feudal Monarchy
Population: 8,000

Chybisa is a tiny feudal state claimed by both Kaldor and Melderyn, and overshadowed by the Hodiri horsefolk to the south and the Pagaelin to the north and west. Despite twice falling under foreign control, this small state is currently independent, but must remain ever vigilant.


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Chybisa has no major urban centres. The kingdom’s only settlement of note is the royal castle-town of Burzyn (520; Mk 3).

Republic of Tharda
Ruler: Republican Senate
Foundation: tr674
Government Type: Republican Oligarchy
Population: 104,000

Western Hârn was once the location of the Corani Empire, which fell to the Balshan Jihad in tr565. The Thardic Republic is the latest ‘successor’ state to this empire, although much reduced in power.

The Corani Empire drew inspiration from the much more powerful Empire of Azeryan, and the Thardic Republic maintains a number of institutions which have an Azeryani pedigree, including the ruling Senate (Senatas) of patrician clans. The Thardans, like the Corani before them, follow the Azeri practice of patronage (see Empire of Azeryan below).

The old imperial capital of Coranan (12,000; Mk 5) is still Hârn’s largest city, although trade is somewhat constrained due to Tharda’s poor relations with her two neighbours. The republic’s second town, Shiran (3,900; Mk 3), was the capital of the Theocracy of Tekhos from tr565 to 588.

There are 517 rural estates in the republic. Tharda is not a feudal realm, so these are owned by patrician clans and by its legions. The legions are a further remnant of the Corani Empire, and are strongly modelled on the Azeryani institutions of the same name.

The republic is the most religiously tolerant of all the regions of Hârn; virtually all major faiths known to Hârnians are worshipped and permitted.

Kingdom of Rethem
Ruler: King Chafin III alri Araku
Foundation: tr635
Government Type: Feudal Monarchy
Population: 95,000

Far western Hârn has a reputation for religious extremism, something the Kingdom of Rethem does its best to live up to. Founded by a Kuboran warlord, it is now dominated by a principally Agrikan nobility, although the kingdom’s major city, Golotha (6,200; Mk 4), is controlled by the Church of Morgath.

There is significant ongoing tension between Rethem and its neighbours, Kanday, Tharda and the Kuboran tribes of Peran.

There are 407 rural manors in this feudal kingdom; a good number are held by Agrikan fighting orders.

Kingdom of Kanday
Ruler: King Andasin IV alri Kand
Foundation: tr589
Government Type: Feudal Monarchy
Population: 96,000

Arising from the ashes of the Morgathan Theocracy of Tekhos, the Kingdom of Kanday is the most strongly Laranian realm on the island of Hârn. This puts it in sharp conflict with Rethem and, to a lesser extent, the Republic of Tharda.

The kingdom’s largest town, Aleath (5,800; Mk 4), lies on Hârn’s southern coast. Kanday is somewhat isolated, and exports mainly low-value commodities. The kingdom is allied with Melderyn.

The kingdom is a feudal realm with 475 rural manors, held by various noble lords and religious orders.

Kingdom of Orbaal
Ruler: King Alegar II alri Tarreskeld
Foundation: tr686
Government Type: Tributary Monarchy
Population: 73,000

Until the mid-seventh century tr, this region was known as Jara, and was a patchwork of minor Jarin principalities. From tr654 to tr676, these disunited holdings fell one by one to invading adventurers from Ivinia and Hârbáal. By tr686, clan Tarreskeld had asserted dominion over the whole region.

Orbaal remains a fragile tributary state with a small minority of Ivinian ancestry, ruling over a subdued majority of Jarin descent. A major Jarin rebellion took place early this century, but was brutally suppressed.

The kingdom has no major urban settlements. King Alegar rules from his castle at Geldeheim (600; Mk 3). There are 197 rural settlements (thrans and Jarin villages).

Kingdom of Evael
Ruler: King Aranath alri Halirien
Foundation: bt680
Government Type: Semi-feudal Monarchy
Population: 5,500

Evael is all that remains of the ancient Sináin (elven) kingdom that once had overlordship of all of Hârn. It has been ruled since its foundation by King Aranath, from his seat at Elshavel (800; Mk 1). The inhabitants of the kingdom are mostly Sinái, but there are small numbers of Sidhé and Jarin, most of whom live at the port of Ulfshafen (400; Mk 2).

Most of the kingdom is taken up by the Shâva Forest, although it includes two off-shore islands. Few dare to visit the realm without explicit permission.

Kingdom of Azadmere
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Ruler: King Hazmadul III alri Tarazakh
Foundation: bt6894
Government Type: Feudal Monarchy
Population: 11,000

Azadmere is the last remaining kingdom of the Kúzhai on Hârn (the kingdom of Kiraz was destroyed in tr120). Located high in the Sorkin Mountains, around Lake Arain, it is dominated by the city of Azadmere (5,000; Mk 4), where most of the Kúzhai live. Approximately 6,200 Jarin live within the kingdom, mostly on the realm’s 64 manors and villages.

Hârnic Tribes

Government Type: Tribal
Population: 133,500

Most of the tribal peoples of the island of Hârn are descendants of ancient Jarind settlers, but a good number are the descendants of the Atani invaders who refused the lure of ‘civilisation’. These tribes and their approximate populations are:

Jarind Tribes
  • Adaenum (6,000) – dwell on the Anfla islands to the west of Kanday
  • Anoa (4,500) – dwell in northern Nuthela
  • Bujoc (4,500) – dwell in the Anadel highlands
  • Chymak (2,000) – maritime fisher folk south of the Setha heat
  • Equani (7,400) – fierce northern people of Equeth
  • Kabloqui (800) – a degenerate people south of the Rayesha Mountains
  • Kubora (19,500) – the people of Peran, organised into twenty-six tribes; fiercely independent, but related to the Equani and Urdu; were briefly united by Arlun the Barbarian, who went on to become the first king of Rethem
  • Taelda (10,250) – dwell in southern Nuthela and northeastern Kaldor
  • Urdu (10,220) – related to both the Equani and Kubora, and said to have followed the same demi-god to Hârn
  • Ymodi (1,840) – living west of the Jahl Mountains, these people were once related to the Taelda
Pharic Tribes
  • Chelni (3,200) – distantly related to the Hodiri, these horse-folk live north of the Shâva Forest
  • Gozyda (4,000) – a disunited tribe in southern Tharda/eastern Kanday
  • Hodiri (25,000) – most populous of Hârn’s tribal peoples, the Hodiri use their horsemanship to dominate the relatively open lands of Horadir
  • Kath (1,500) – tribal descendants of the Pharic peoples who also settled in the Kald River basin, they are a people in decline
  • Pagaelin (17,550) – living in southern Kaldor, and on the Setha Heath; the most serious barrier to the expansion of Kaldor
  • Tulwyn (10,740) – strong warrior tribes of the region between Kaldor and Tharda; have prevented Corani and more latterly Thardan expansion to the east
Mixed / Other Tribes
  • Kamaki (2,000) – inhabitants of the small island of Kamace, to the west of the Anfla, who appear to have mixed Jarind / Hepekerian ancestry
  • Solori (2,500) – once powerful members of the Atani confederation that invaded southeastern Hârn, they are now a much weakened people; currently the object of the Solora Crusade by elements of the Laranian fighting order of the Lady of Paladins

Gârgún Tribes of Hârn

Government Type: Tribal
Population: 41,550

There are thought to be thirty-two gârgún tribes on Hârn. Gârgún are virtually unique to the island, having appeared during the Empire of Lothrim in the early second century tr but now living all over the island.

Most gârgún are relatively settled, but some tribes are nomadic. Even settled tribes suffer from ‘swarming’ and occasionally have to relocate due to depletion of hunting resources.


Arms of Málnîr Decláen alrí Caldéth of Minârsas, Káldôr
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Gulf of Edêr (Edêrwyn)

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To most inhabitants of Venârivè, the Gulf of Edêr (the Edêrwyn) is a vast oceanic region known for its wild and tempestuous seas, to be avoided at all costs. This region is certainly prone to unpredictable weather patterns, rough seas, and storms, which according to legend result from the struggles of the bound God Edêr.

But it is more than a rough open sea. There are clusters of islands strung across the vast gulf, which at various times have nurtured a range of small and unique civilisations, including by the oceanic henge culture in ancient times. Today, however, the islands are mostly uninhabited.

Northwestern Islands

The Wynédhrhin islands are the westernmost of the Edêrwyn islands, and the location of the lost kingdom of Wynédor. To the northeast are the Yârenáren islands, where several henge sites can be found. To the southeast are the Gôren and Táves islands. Both have fresh water, game, and standing stones.

Northeastern Islands

The northeastern island group includes the Âshlóas, Bâzel, Kétesyn, and Sángen island groups. The Âshlóas include Eagle island, location of the Hirinsyn, a largescale piece of landscape art of stones embedded in a hillside. The Bâzel islands are littered with abandoned ruins and ports, as is the largest of the Kétesyn islands, Vaketesyn. This ruin is known as Ridoren.

The Sángen islands are part of the territory of the Kingdom of Emélrenè, which maintains the naval base of Târenshûrè (Emélrenè p89) on the easternmost island of Enshúrèn. This island is also the location of the ancient henge site of Târsýni, apparently still used by the Emélan crown.

Southern Islands

The southern island groups are considerably more isolated than the others, and include the Hísteic and Hâzen islands.


Gulf of Edêr (Edêrwyn)
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Shôrkýnè and Tríerzòn

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This large region is dominated by high mountain ranges and fertile river valleys, and is home to four feudal kingdoms: Shôrkýnè, Emélrenè, Palíthanè and Tríerzòn.

The Jerinalian and Nadami mountains form the spine of this region, separating north from south and east from west.

The islands and small principality of Tarkain lie off the coast of Trierzon.

Kingdom of Shôrkýnè

Ruler: King Gerlens alri Dalame
Foundation: tr536
Government Type: Semi-feudal Monarchy
Population: 1,962,870 (plus 45,700 others)

The region and kingdom known as Shôrkýnè lies along the southern shore of the Gulf of Shôrkýnè, north of the Jerinalian and Nadami mountains. The Benâmo and the Quantérè are the great rivers of Shôrkýnè. The Benâmo rises in the Nadami Mountains in Lankor, and drains nearly two thirds of the region. The Tilame Mountains separate Shôrkýnè from Hurisea.

The Earthmaster site of Imeruva is located in Loala.

History and Government

Shôrkýnè is a feudal kingdom with a relatively weak throne, and several powerful regional magnates. The kingdom is held together as a military convenience to counter external threats from Trierzon and Quârphor. Shôrkýnè came into being following the establishment of the Kingdom of Trierzon, when Trierzi armies moved into the area in an attempt to established a hegemony over the Shorkyni peoples. Although the Trierzi conquered and held Shôrkýnè for a decade, invasion by Ivinians in Palíthanè forced them to withdraw in tr518. The present kingdom was founded in tr536, after several years of strife.

The king of Shôrkýnè is only first amongst equals. His real power comes from his role as duke of Tharia. The other dukes and counts of the kingdom are all relatively independent. The most powerful are the dukes of Alagon (Rumath alri Pelanby) and Ensel (Kordus alri Tabin). The duchesses Estir alri Medaro of Vadone and Siren alri Bideles of Kolârè are the two most powerful women in the kingdom.

The duchies of Alagon and Ensel are virtually independent realms. The rivalry between their two ruling clans goes back to the foundation of the kingdom, when the Hârbáaler clan of Pelanby invaded and took Alagon, as part of an agreement with the kingdom of Ensel, but then changed sides and helped the king of Shôrkýnè incorporate Ensel into the Shôrkýnè.

The king of Shôrkýnè rules within the bounds of power set by the Shôrkýnì parliament which meets at Quarelin. Every esuaren (barony) carries with it a vote within the parliament. No faction dominates the parliament, although the king can usually rely on the support of the malnir (counts) of Falimae and Sabinia.

Patterns of Settlement

There are twenty-four malniren (or counties) in Shôrkýnè. Fourteen of these are part of the five telkoren (or duchies). There are 235 (esuaren) baronies and 4,671 naloren (manors), spread amongst these counties.

The major duchies and counties of Shôrkýnè are:

  • the duchy of Ensel, with the towns of Enselet (16,900; Mk 6), Harbraen (6,800; Mk 5), and Jandor (5,800; Mk 5); 918 naloren; population of 382,900.
  • the duchy of Alagon, with the towns of Eshapel (18,800; Mk 6) and Karemus (8,500; Mk 5); 778 naloren; population of 306,700.
  • the duchy of Vadone, with the towns of Feshimes (5,400; Mk 5), Logines (4,700; Mk 5), and Vadone (1,600; Mk 2); 542 naloren; population of 228,400.
  • the duchy of Tharia, with the towns of Quarelin (20,900; Mk 5) (the royal seat), and Montevel (6,400; Mk 6); 470 naloren; population of 212,200.
  • the duchy of Kolârè; with the port town of Kolârè (5,300; Mk 4); 188 naloren; population of 90,000.
  • the county of Shaplane; with the town of Antíomè (7,300; Mk 4), on the Benâmo River; 269 naloren; population of 122,100.
  • the county of Sabinia, with the town of Sabin (9,600; Mk 5); 220 naloren; population of 96,400.
  • the county of Aneola, with the town of Eslon (11,000; Mk 5), and the castle of Tirgolis (630; Mk 4); 183 naloren; population of 71,000.
  • the county of Malpynia; with the towns of Eilyria (21,700; Mk 7) and Sagora (11,300; Mk 5); 147 naloren; population of 63,600.
  • the county of Dumala; with the town of Turesgal (13,200; Mk 5); 124 naloren; population of 52,000.
  • the county of Netela (held by the Laranian archbishop of Shôrkýnè), with the town of Netela (3,600; Mk 4); 60 naloren; population of 26,200.

The counties of Avan (175 naloren, 60,000 population), Loala (152 naloren, 71,000 population), Pilatha (149 naloren, 64,900 population), and Falimae (172 naloren, 63,000 population) have no major towns.

Society, Culture, and Language
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The principal language of Shôrkýnè is Shorka, with several dialect groups, including Melodan, Pelodan, Loalan, Qualren, Fedin, Kolaren, Sabes, Enseler, Nistalen, Jandi. Émhlè is spoken in the mountains.

Religion

While the churches of Larani and Peoni are the leading religions in Shôrkýnè, they do not have the strength that they have in Trierzon or Emélrenè. Despite the efforts of the Laranians, the Agrikan church is not proscribed; largely due to its moderate behaviour. It has managed to attract a small number of the kingdom’s nobility and warrior class, notably in Alagon. Sarajin, Save-K’nor, Halea, and Ilvir all have small followings; Sarajinianism is still strong in Alagon. The churches of Morgath and Naveh are proscribed.

Military

Each Shôrkýnì nalor (manor lord) owes his esuar (baron) the feudal military service of one ‘spear’ – a mounted knight, squire, and three footmen. The king receives one quarter of all the service owed.

In addition, Shôrkýnè maintains a standing army along the Trierzon border of four well-trained and well equipped cohorts. They are supported by the surprisingly efficient militia of Falimae county.

The royal navy is maintained by seven major ports, and the obligations total a fleet of thirty-seven vessels.

The Shorkyni forces are kept well-honed by ongoing conflict with the Trierzi, with Quarphic raiders, and ongoing internal squabbles between nobles.

Shôrka Lord
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Kingdom of Emélrenè

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Ruler: Queen Yolanda alri Edhelen
Foundation: bt670
Government Type: Feudal Monarchy
Population: 638,680 (incl. 32,700 Free Emela)

The land between the Es rivers, home of the Emela, Emélrenè is the westernmost point of the Lýthian mainland. Its eastern border is defined by the Jerinalian Mountains. There are many unique sites within the kingdom, including Xertu, an Earthmaster site, Hedegu, a major chantry, and Abrelyn, a mystical citadel in the Jerinalian Mountains.

History and Government

Emélrenè is the last great Jarind kingdom. It is one of Venârivè’s oldest human realms, tracing its origins back to the formation of the Emelan tribal confederation in bt1600. The present kingdom was founded in bt670.

In common with its neighbour Melderyn, Emélrenè has a reputation as a mysterious realm able to wield power far greater than its size would otherwise suggest. It was the only land other than Dalkesh able to halt the advance of the Empire of Azeryan.

Emélrenè is a feudal society, largely divided along ethnic lines. The Emela make up the ruling classes, urban dwellers, and most of the freeholding commoners. Serfs are largely descendants of foreigners, refugees, criminals and outcasts.

The Emela continue the unique practice of occasionally taking up free Emela or Émhlè status. This quasi-religious practice involves taking up a seminomadic lifestyle, living according to ancient custom and lore. This practice is mediated and overseen by the ancient Émhlè tribal structures, of which the great noble clans form a part.

The Dheria-Isvan, a reclusive individual based in the citadel of Abrelyn high in the Jerinalian Mountains, is both the spiritual leader of all Emela, and the temporal leader of the Émhlè. The Crown of Emélrenè sets aside land for the use of the Émhlè, principally in the Jerinalia March, but also in other shires (particularly in areas of ancient significance).

Patterns of Settlement

The urban centres of Emélrenè, in addition to being important trading emporia, are ancient sites and host significant chantries of arcane lore. The freetowns and shires of Emélrenè are:

  • Berema (21,000; Mk 7), royal port city on the southern Es River, in Berema shire (191 manors, 102,800 total population)
  • Âlwin (17,000; Mk 5), a port city on the Gulf of Modan, in Âlwina shire (214 manors, 116,500 total population)
  • Maxir (8,200; Mk 5), a river town in Algram shire (234 manors, 112,900 total population)
  • Raleth (7,300; Mk 4), a river town in Fandalon shire (138 manors, 70,000 total population)
  • Aregan (7,000; Mk 4), in Ulama shire (125 manors, 61,200 total population)
  • Malad (6,400; Mk 4), in Malad shire (167 manors, 79,600 total population)
  • Deserid (6,200; Mk 4), in Quandas shire (107 manors, 54,900 total population). The coastal castle of Maris (1,170; Mk 4) is a key trade port.

The Jerinala March has no towns, but has a castle and nineteen manors. There are 32,700 free Emela living within the kingdom.

There are also 89 semi-urban settlements (castles and keeps), and 1,195 manors in the kingdom.

Society, Culture, and Language

The Kingdom of Emélrenè is a single unitary feudal realm, which as been in existence for centuries. In addition to the settled folk of the kingdom, the Émhlè range across the region.

There are quite sharp social distinctions between individuals and clans of relatively pure Emelan ancestry and others. The Emela dominate the nobility and the upper classes of urban society; the descendants of foreigners, criminals and outcasts make up the servile classes and the urban poor.

Emela is spoken all across the kingdom, with surprisingly little regional variation. The nobility and the free Emela also speak an arcane form of the language known as Émhlè.

Arcane Societies

Emélrenè, and Berema in particular, is home to a disproportionate number of scholars and arcanists, including members of the Guild of Arcane Lore, and a number of societies associated with that institution. Berema is the location of some of the most important chantries of arcane lore and of the Shèk-P’vâr on all of Lýthia. These societies have a pervasive impact all across Emelan society. The libraries and scholariums of Berema are legendary.

In addition to these urban locations, there are also important rural and mountain retreats devoted to mystical and arcane study. The semi-mystical and religious retreats of the Émhlè high in the Jerinalian Mountains, Abrelyn and Kwanys, are said to house centuries old archives and lore, and to be locations of spiritual and academic study and contemplation.

The Earthmaster site of Xertu, near Berema, is apparently a place of great power, but access to it is strictly controlled by the Emelans.

Religion

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The churches of Larani, Peoni, and Save-K’nor are all major powers in Emélrenè. The pontificate of Save-K’nor is located at Ishranor, near Berema, and the liturgies of both the Laranian and Peonian churches are Emelan. All of these churches hold significant lands in the kingdom.

The Church of Larani has four clerical orders based in Emélrenè: the Order of the Silver Crown, the Order of the Sisters of Our Lady of Providence (all-female), the Order of Her Holy Justice, and the Order of the Wonders of Tirithor (which focuses on spreading Laranianism in the northern lands). The most important militant order in the kingdom is the Order of the Lion Banner, sponsored by the Silver Crown.

The religious role of the Dheria-Isvan is less obvious, but no less influential because of this. There are numerous ancient and mystical shrines across the kingdom, particularly in the Jerinalian Mountains, tended by the free Emela and the servants of the Dheria-Isvan.

There are reasonable numbers of Halean worshipers in the cities, and quite a number of Ilviran devotees in both urban and rural locations. The worship of Agrik, Morgath, and Naveh are proscribed.

Military

Emélrenè has not been at war with another realm for many generations, but she maintains an active military capability. Tournaments and other military activities, such as archery competitions, are held frequently. In addition, the Free Emela maintain their traditional readiness to serve.

The Emelan feudal muster is a magnificent display. Few knights and nobles fail to attend, as it is a key social as well as military event.

In addition to mounted knights, Emelans are famous for their yeomen longbow archers. The free Emela contribute several more cohorts of archers, rangers, and scouts, including light horse.

The royal navy is also important, and patrols the seas around the kingdom.

A strong watch is kept on all the borders, and on all the passes over the Jerinalian Mountains. No other nation or army has ever successfully breached the kingdom’s defences.

Dhéria-Ísvan
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Kingdom of Palíthanè

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Ruler: King Harulda alri Ledrin
Foundation: tr519
Government Type: Feudal Monarchy
Population: 949,000 (plus 42,650 others)

The kingdom of Palíthanè occupies the ancient region of Thánema, defined by the Jerinalian Mountains in the north and the Luíndè Mountains in the east. Its major rivers are the Ypena and the Gaden (which forms part of its northern border with Trierzon). The Gulf of Batana separates southern Palíthanè from Trierzon.

History and Government

Palíthanè was formed as the result of the invasion of Thanema, then part of western Trierzon in tr513. The Ivinians made rapid gains, but the key event was the decision of the count of Athamas to switch sides and support the invaders rather than the hated Trierzi. The kingdom was proclaimed in tr519, and the realm grew yet again in tr522, when the Principality of Gwefyn was annexed due to pressure from Trierzon.

Palíthanè has fought several wars with Trierzon over the two centuries since it was founded, including the Batana Campaign of tr527-529, the Sènedâlo War of tr664-668 (which included the infamous Siege of Alsinon), and more recently the Tamanias Conflict (tr712-714). Pálithàner forces are currently besieging the Trierzi town of Waleden in revenge for the losses incurred in that conflict.

Palíthanè has also experienced several periods of internal conflict, including a time in the sixth century known as the ‘Troubles’ during the reign of King Bjan II (the Bad), and the ‘War of the Princes’, a civil war between two claimants for the throne in the mid-seventh century.

In addition to the royal house (who are also earls of Parahal), there are nine other great magnates in Palíthanè. Three of these are Ivinian earls (valnar); the remainder Thaneman counts (malnir). There is also a minor principality (Gwefyn) annexed to the kingdom. The count palatine (armalnir) of Athamas, Rydal alrí Karisen, is extremely powerful; his county is virtually a country within a country.

Patterns of Settlement

Palíthanè has 10 towns of note, with a total population of 94,000. They and the shires they are located in are:

  • Parahal (13,000; Mk 6), royal port city, in Norimar shire (494 naloren, 186,000 total population)
  • Mengovik (12,000; Mk 6), port city on the Gulf of Batana, in Gavas shire (295 naloren, 104,000 total population)
  • Kirisone (12,000; Mk 4) and Sandris (6,000; Mk 3), towns in Athamas shire (299 naloren, 122,000 total population)
  • Leshones (11,000; Mk 5), on the Ypena River, in Luindar shire (231 naloren, 86,000 population)
  • Galishenes (11,000; Mk 5), on the Gaden River, Tamanias shire (240 naloren, 93,000 population)
  • Degau (9,000; Mk 4), port town on the Gulf of Batana, in Batana shire (277 naloren, 100,000 total population)
  • Antivel (8,000; Mk 5), on the Ypena River and Cabra (6,000; Mk 4), port town in Liguno shire (362 naloren, 122,000 total population)
  • Harigol (6,000; Mk 4), port town on the south coast, in Skagia shire (390 naloren, 137 population)

There are 113 baronies (esuarden) in Palíthanè, held by both barons (esuaren) and by more powerful magnates. There are 2,588 manors (naloren) across the kingdom.

Palithane is also home to over 42,000 other folk living within the kingdom, mostly free Emela, over whom the Pálithàners have very little influence or control.

Society, Culture, and Language

Palíthanè has two strong cultural heritages, although over time there is a tendency towards a new, shared, ‘Pálithàner’ culture. The coastal regions (Norimar, Gavas, Skagia and Batana) are dominated by the ‘invading’ Ivinians, whilst inland regions, particularly in Liguno, Luindar, and Athamas, are strongholds of Thaneman culture. Tamanias and parts of Luindar have strong Emelan influences, but much of Tamanias is contested between Trierzi and Thanemans.

Palíthanè’s two cultures speak two languages: Pálithàner, a dialect of Ivinian, and several dialects of Trierzi, the most prevalent of which is Liguno-Athaman. Other dialects, some in danger of extinction, including Palganin, East Luinden, Tamanian, and Galishen.

Religion

  • Page 119

Palíthanè is religiously tolerant, at least officially, and certainly in comparison to its neighbours. This tolerance stems from the policy of the first king of Palíthanè, Bjan alri Ledrin, whose supporters included prominent Sarajinians, Laranians, and Agrikans.

In practice, however, the Church of Larani has been growing in power and influence in the kingdom since its founding two centuries ago. The king of Palíthanè is officially Laranian, although he continues to uphold the terms of the ‘Oath of Bjan’. There are now comparatively few noble clans that still hold to the Sarajinian faith, many having converted to Laranianism. While Agrikanism is not formally proscribed in any part of Palíthanè, its practice is confined to southern coastal areas. The worship of Morgath and Naveh are proscribed except for certain clearly defined enclaves in Parahal and Harigol.

There are small numbers of Haleans in the main towns, particularly Leshones, and a surprisingly large number of Ilvirans in rural areas. The Peonian church, however, can claim the largest number of worshippers of all, even if most are peasants.

Military

Palíthanè organises its feudal levy into two musters – the northern muster, which assembles each year in Tamanias, and the southern muster which assembles in Batana.

In addition the kingdom maintains a number of standing forces, including the Royal Guard, Royal Marines, a national army of two full cohorts, and several mercenary cohorts.

Finally, there are three militant orders of knights: the Laranian Defenders of the Crimson Tower, the minor Agrikan Smoke of Heaven, and the secular Knights of Kirisone (sponsored by the Count Palatine of Athamas).

The forces of the kingdom of Palíthanè are currently engaged in a siege of the Trierzi town of Waleden, a revenge attack sparked by the Tamanias Conflict several years ago.

Pálithàner Soldier and Peónian at Seige of Wáleden
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Kingdom of Tríerzòn

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Ruler: King Mirgael IV alrid Artain
Foundation: tr502
Government Type: Feudal Monarchy
Population: 7,285,500 (plus 31,700 others)

The most powerful feudal realm of Venârivè, Trierzon can be divided into four broad regions: the Gaden River valley and the Plain of Karetan, the middle Degela River valley, Zonaraloas and the Cheryka peninsula, and the Korgin Mountains and peninsula.

The Jerinalian Mountains touch western Trierzon; the Nadami Mountains separate Trierzon from Shôrkýnè. The Plain of Karetan is the saddle between the Staf River of Trierzon and the Quantérè River of Shôrkýnè. In the southwest the Luíndè Mountains separate Trierzon and Palíthanè; in the southeast the Korgin Mountains form the border with Azeryan.

The upper Gaden River valley is the location of the duchy of Stalfôrè, one of the most powerful in the kingdom. The towns of Engaritánè, Waleden, and Ilbris are all within Stalfôrè. Nearby Vegusa is the chief city of the county of Sènedâlo, whose ruler also has lands in Shôrkýnè.

Other towns on the Gaden River include Beledar, Malagos and Tain in central Trierzon. The capital of Ubarian lies on the Degela River, ten leagues from its meeting with the Gaden, and near to the holy city of Perna. Towns upstream on the Degela River include Falorens, Melesuma, and Darimur, while the town of Quâlnda lies on the trail to Mizuna. In the Korgin Mountains east of Perna is the mysterious site of Darabed.

The lower Degela region features the towns of Mankon, Malmen, Janora, Kanoga, Rindiro and Habala. The Boden River flows past Gelâmo, near Vedin, and out at Darlon. The Ilas River flows past the religious centre of Areshomes and out to the sea near the towns of Rizuma and Chedilo.

The southwestern Cheryka region includes the towns of Murshel, Parebir, and Kirgaras, which are all in the duchy of Trabant. The western coast of Trierzon, on the Gulf of Batana, features the towns of Mepara, Astirel, and Darshen.

To the east, on the southern Korgin peninsula, is the Laranian holy city of Tengela as well as the towns of Megrain, Rigeros, Dovarium and Chenas. Finally, the town of Tashones is located on an island near the hotly contested border with Azeryan.

High in the Nadami Mountains is the ‘city’ of Mizuna (3,200), capital of the Nâdi, and said to be an Earthmaster site. In the far southwest at Ekaldarin stands a mysterious Earthmaster dome and flanking Jarind standing stones. The elusive Chyrekan unicorn is sometimes seen here.

History and Government

Trierzon was in ancient times known as Zonara. It was a patchwork of petty kingdoms and states with a variety of ethnic backgrounds. The region was, however, a stronghold of Laranian and Peonian worship, with the pontificates for both faiths based in the region. The Empire of Azeryan conquered most of Zonara from tr297 to 303, and ruled the area for nearly two centuries. Many Azeri settled in the region, and many locals adopted Azeryani cultural traits.

The Trierzi ethnic group, who lived both within and beyond the borders of the empire, became increasingly powerful over this period. Many Trierzi resettled within Zonara in the early fifth century, and later pushed for greater autonomy as the empire faced increasing difficulties elsewhere. The experiment known as the Western Protectorate lasted from tr487 to 492, but following its collapse, the whole region erupted in rebellion, culminating in the foundation of the kingdom of Trierzon in tr502.

Trierzon today is ruled by House Artain, who hold the central duchies of Ubai and Mankonia. House Artain is the second royal dynasty of Trierzon, established by the widower of Queen Uliana, whose death in tr557 in the midst of the Red Death, brought an end to House Ubaron. Every Artain ruler since has been a descendent of Uliana.

King Mirgael IV inherited the throne when aged thirteen, but did not assume full power until he turned twenty in tr703. His uncle Chenaganis was the formal regent, but his grandmother, Amyva, known as the Iron Queen, was then the true power in Ubarian. The current queen, the king’s second wife, is the sister of the duke of Melesuma, Viden al Museloes. The sixteen-year-old crown prince Chenlad was born to an Emélan noblewoman of house Panir, the earls of Modan. The king has seven legitimate children and at least as many bastards scattered around the kingdom.

Trierzon has a total of nine duchies (telkordan) and forty-four counties (malnirdan). The two royal duchies of Ubai and Mankonia includes nine malnirdan. The other seven telkordan include seventeen counties; thus there are eighteen malnirdan held directly from the crown.

For administrative purposes, Trierzon is also divided into eight royal districts (indard), each of which covers several counties. There are royal officials from each of the various branches of the royal government for each indard, including royal assessors and governors of regional mints. There are, however, no ‘sheriffs’ as in other realms.

Centrally, Trierzon is governed by the king, advised by the great court (the sovereign with all his direct vassals) and the privy council.

Trierzi nobility

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Trierzon has many powerful nobles and factions. Preeminent among them is Gared al Stalen, duke (telkor) of Stalfôrè, who seeks to extend his power at the expense of Palíthanè, Shôrkýnè, or both. He was responsible for the Tamanias Conflict (tr712-714) and is now attempting to lift the seige of Waleden.

The influence of Tolven al Hesaro, telkor of Melesuma, has waxed greatly following the marriage of his sister to King Mirgael. But as stable as his power base appears, there remain lingering tensions a century after Tobran’s Inquisition erupted at the heart of his holdings.

The telkor of Trabant, Gorin al Charanes, is a major player in the realm’s southwest, where he controls strong naval interests. He and the kingdom’s naval forces face challenges from the ships of Palíthanè, Tarkain and Azeryan. More subtle in his influence within this region is Tamwys al Keshare, the Save-K’noran malnir of Areshomes.

The southern counties of Halmo, Enala, Manas, Korun, and Ilaska are known as the ‘fractious south’. Much blood was shed here during Dasyn’s Rebellion in tr599, and despite the best efforts of the king’s men to keep the peace, feuds continue among several of the region’s noble houses. This region is also threatened by a recent outbreak of the Sea Plague, which many fear will strengthen as the weather warms in the new year.

Borigan al Feldo, malnir of Anfaldon, faces ongoing difficulties in the northeast, including longstanding local feuds and border skirmishes between his Laranian subjects and Lankori Agrikans. His clan has only held the malnird since tr700, following the extinction of its previous holders.

The county of Sènedâlo presents a unique legal situation, the title of its count being in abeyance. There the able dowager-countess Estir al Medaro governs until she and King Mirgael can reach mutual agreement on which of her daughters shall inherit the fief. The matter is greatly complicated by Estir’s personal holding of the Shôrkýnì telkord of Vadone and by her daughters’ lack of ability.

Tríerzi Noblewoman
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Patterns of Settlement

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Trierzon’s fifty-seven towns have a total population of around 685,000. Thirty-three have a population of 10,000 or more; eleven have 15,000 or more inhabitants. There are 821 other semi-urban settlements (castles and keeps), and 8,559 estates or manors (nalrordan) in the kingdom.

The Trierzi manor (nalrord) is based on the Azeryani naldra, and is much larger than in other feudal states (up to 7,000 acres). Most are organised into groups of ten to twelve which are overseen by a baron (esar), and collectively form a barony (esard), which is generally contiguous. The term ‘esard’ derives from the Azeryani word for ‘district’ (esari).

Society, Culture, and Language

Trierzi feudalism draws heavily from the realm’s Azeryani imperial roots. The kingdom’s founder, Tôrichánè al Ubaron, who took the regnal name Taralandis, was of mixed blood. He claimed descent from the ancient Ubari tribal leadership in his paternal line, but his maternal grandfather was an Azeryani general and he himself became commander of the empire’s V Sakat legion. Following his victory over the empire, he reorganised the four Azeryani provinces into fiefs (telkordan and malnirdan) which he granted to his various supporters. They in turn granted fiefs to their supporters and retainers. Thus the foundations of the current structure of government were layed.

The new realm drew heavily upon idealised models of rule embodied in ancient Trierzi tradition and Laranian doctrine, as well as borrowing from Emelan models. But the basic elements of Azeri government were adapted rather than swept away; most existing estates and districts were retained and simply converted to manors and baronies.

Taralandis I abolished slavery in Trierzon, but maintained and expanded rural serfdom, again drawing on ancient Trierzi and Laranian concepts. The majority of the rural population of Trierzon is unfree, bound to the nalrord where they were born. Trierzon does, however, also have significant rural and urban free commoner classes.

Trierzon is a very large region, and its people have a wide range of ethnic backgrounds: Trierzi, Zonaran, Azeri, and other groups. As a result, the language of the realm, Trierzi, is more a collection of related dialects than a single tongue. While speakers of neighbouring dialects can easily understand each other, speakers from opposite ends of the realm may have difficulty communicating. The major dialects are Liguno-Athaman, Senedar, Stalfi, Melsa-faldon, Alonadi, Areshymen, Cherykan, Zanori, and Tengalin. In addition, a mixed Azeri-Trierzi tongue, Terazin, is spoken in eastern areas.

Religion

Taralandis I was a devout Laranian, as were many of the Trierzi and Zonaran lords who supported him. The actions of the Agrikan fanatic, Nysal al Berlona, the last governor of the Western Protectorate, had undermined Azeri traditions of religious tolerance, and Taralandis relied heavily upon the support of the Laranian church during the rebellion and establishment of the new realm. Today the church is extremely powerful in Trierzi society. It holds a great deal of land across the kingdom, and its local clerical and military orders are powerful.

The Laranian pontificate is located at Tengela. Its pontiff is also a secular leader in the kingdom, holding the malnird of Tengela. The balance which the present pontiff (sebrath) must maintain between his role as leader of the Laranian church and his political status within Trierzon is complicated by his origins. Sebrath Allyn is Azeryani by birth; he was formerly archbishop of Beronium.

This tension strengthens the role of the Laranian primate of Trierzon. However, the present primate, Galmyn al Argones, is a frail, elderly man whose death many expect to happen soon. Political maneuvering amongst his potential successors has been constant for several years in anticipation.

In addition to the Church of Larani, the churches of Peoni and Save-K’nor are powers in Trierzon. The Peonian pontificate is located at the Aureate Temple in Perna and its regional primacy is at Gelâmo, while Areshomes is a major centre of Save-K’noran worship. Both churches are influential with the ruling classes of Trierzon, but the real strength of the Peonians is amongst the rural classes.

Halea has a good number of followers in urban areas, mainly in the southern regions, and there are pockets of Ilviran worship, principally in rural areas and in the west. Worship of Sararajin is tolerated in Ivinian trader enclaves in the ports, but worship of the similar Kelenos is suppressed. Most other gods are unknown or actively proscribed: the worship of Morgath, Agrik, and Naveh is punishable by death.

Military

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While Trierzon is a feudal realm, the fact that it is surrounded by enemies has led to the development of relatively sophisticated standing forces which complement the annual levies. There are three standing armies:

  • The Eastern Army, stationed on the Korgin peninsula to defend against Azeryan, organised into two groups: the First Eastern Army of three ordinary cohorts and a marine cohort and the Second Eastern Army of four cohorts. The first army is entirely garrisoned in Magalia, while the second army is scattered, guarding the passes of the Korgin Mountains and the northeastern approach through Lankor.
  • The Northern Army of four cohorts stationed in northern Stalfôrè to watch over the Karetan plain and the Shorkyni military.
  • The Western Army of three and a half cohorts stationed in Sènedâlo and Palama to watch over the upper Gaden River and Palíthanè.

Additionally, the royal guard, known as the Ermine Cloak of Ubarian, is an elite force commanded by the lord constable.

The Trierzi levy is based on a ‘lance’ of one heavy horse knight, one medium horse knight, two mounted squires, two medium foot, two light foot, and two archers per nalrord.

Several Laranian militant orders contribute to the military capability of the realm, most notably the orders of Janasyn’s Shield, the Spear of Celmin, and the Sword of Gadena.

The naval forces of the realm are organised into two admiralties, one in the east at Omegen and one in the west at Murshel. Each major port is required to maintain a number of ships on standby and provide other ships when required.

Trierzon’s forces are all either currently, or recently have been, engaged in conflict with her neighbours. The Western Army is seeking to relieve the siege of Waleden, while forces in the east seem certain to clash with Azeryani forces in response to the recent loss of Trierzi holdings on the Pagon River. Elements of the Northern Army regularly engage in skirmishes with Shôrkýnì forces on the Plain of Karetan, and although war was averted following last year’s incident at Mospen, the region remains uneasy.

Tríerzi Soldier (Western Army)
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Principality of Târkáin

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Ruler: Prince Turen alrid Kolar
Foundation: tr515 (current principality)
Government Type: Tributary Principality
Population: 26,000

Tarkain is a small independent principality off the Cherykan peninsula. Its major town is also named Tarkain (10,300; Mk 6).

The ruling clan, Kolar, have alliances with the rulers of Menêma, Palíthanè, and Korlua, and play off Palíthanè, Trierzon, and Azeryan to maintain their independence. Tarkain survives on trade; its location and neutral status mean it is a crossroads for merchants from Hepekeria, the Venârian Sea, Trierzon, Palíthanè, Emélrenè, and regions further north.

Tarkain has a mixed Trierzi, Azeri, and Ivinian culture; Tarkainer is a dialect of Ivinian with heavy influence from those languages.

Arms of Akâr Tûren alríd Kolâr of Târkáin
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Ázeryàn and Related Regions

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The largest peninsula of Venârivè, Azeryan thrusts south into the Venârian Sea immediately below the Tonatris Mountains. Apart from the Drylands, Azeryan is a relatively fertile land, if somewhat dryer than lands to the west. To the north lies the ‘rebel province’ of Lankor, and to the east the ‘blighted land’ of Gothmir and the Sea of Menkris.

Tonatri Tribes

Government Type: Tribal
Population: approx 39,000

In isolated valleys high in the Tonatris Mountains live the Tonatri, a people who claim to pre-date the various Jarind, Pharic, and Azeri peoples who have dominated the region over the ages. They speak their own language, and keep a low profile.


Principality of Gôris

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Ruler: Prince Hrosta elda Thorvaldsen
Foundation: tr498
Government Type: Tributary Principality
Population: 90,000

Goris is an independent principality and former Azeri naval base which was conquered by Ivinians in the late fifth century. Its principal town is Gôris (16,000; Mk 6).

The Ivinian culture is a relatively light layer over the pre-existing Azeryani and Karuian cultural mix; indeed, two centuries after the conquest, the ruling class are highly Azeryanised.

The ‘Ivinian’ upper class (actually descendants of the Ivinian conquerors with mixed ethnicity) comprise one fifth of the population. They maintain a strong focus on their superior military capability and aggressively defend their independence from their much larger neighbours. There are approximately fourteen cohorts in arms, as well as local militia. The upper class is essentially a military/noble ruling caste: a quarter of the upper classes are of professional military standard. The great clans maintain a strong naval fleet of around twenty-four ships.

The 74,000 rural inhabitants of the island live in 87 estates owned by 21 great clans; 23 are held by the prince’s clan.

The local language is Górik, a dialect of low Azeryani, with heavy Ivinian influence.

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Empire of Ázeryàn

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Ruler: Emperor Virliamydes IV elda Urvaen
Foundation: tr221
Government Type: Imperium
Population: 17,747,000

The Empire of Azeryan is now largely restricted to the Azeryan peninsula, but it once dominated the whole of the Venârian Sea. The empire has the largest population of any realm in the region, and continues to organise its territory into provinces.

Provinces and Regions

The westernmost province is Beronium, which borders Trierzon, and has been the subject on ongoing conflict. Its capital is Berónè, and its second city is Lorimae; Gorium is also an important city. Helen province lies to the east, with its capital of Omrium; it is separated from Valenæ province by the Ranere River, on which is located the provincial capital of Kesara. Further south in the same province, at the mouth of the Valas River, lies the town of Valen.

The province of Tonatra lies to the east, with its capital, Duma, on Azeryan’s greatest river, the Enaras. This river flows to the imperial capital, Meokolis (195,000; Mk 9), a sprawling metropolis in Azen province, and the largest city of Venârivè. To the north are the provinces of Læma and Thonaru, with their respective capitals of Lymm and Choam, the latter on the banks of the Taigos River. The ancestral city of the Azen, Azaras, lies at the confluence of the Taigos and the Areos rivers.

Central Azeryan is a mountainous region; the province of Vedora is surrounded by three ranges: the Vedo, the Valis and the Nàliâtris mountains. Its capital, Kirgan, is located on the Ibranis River. Further south is the town of Lotra in Lotmir province, on a tributary of the Ibranis. Finally, Shomiro, the capital of Sasala province, lies at the headwaters of the Shuros River.

The Azeryan Drylands to the southwest, beyond the Sasalan Mountains, are divided into two provinces: Alam Gares and Alam Loas. The Agrikan holy city of Lysara is the capital of the northern province, lying at the headwaters of the Alasor River, which flows out to sea at the port of Panis. The southern province’s capital is the great slave port of Purimal.

The southeastern coast of Azeryan begins with the province of Ontonas, whose capital is Enaleth on the Siesan River. This river rises in the Sasalan Mountains, and passes by the second city of the province of Kantreda, Shonjiris. This province’s capital city, Ailet, lies further northeast, on the Shuros River. Kantreda is known for its citrus fruits and olive groves.

Olives are also a staple of the provinces to the north, Misonæ, Îlis, and Skoraz. This highly urbanised region includes the cities of Jandir, Urden, Misona, Mohm, as well as Hebos, Azeryan’s greatest port at the mouth of the Enaras River. Upriver is the city of Gedalpria in northern Îlis province; to the west is Miremal on the lower Ibranis River in the province of Nâliat. This province is a rich source of gold (found in the Nàliâtris Mountains), which continues to support the power of the empire.

To the east is the province of Ramien, separated from Azen by the Medas River, on which its capital Reshâna lies. In southern Ramien is Kilema, a port city and the terminus of the great Shurâma wall, which separates Azeryan proper from Gothmir. North along the Shurâma is Falagosin, a great military city in Ménkrè province on the Ishenas River.

The Menkren Mountains and the Ames River separate Ménkrè from the province of Ashon to the north. The town of Feslium lies on the Ames, while the provincial capital of Porosua lies on the shore of the inland sea of Menkris.

Gothmir

To the east of Azeryan lies Gothmir – the ‘Blight’. Once a fertile, prosperous region known as Inkârium, Gothmir was ravaged by the Reksyni last century and is now only lightly inhabited. Some areas are under Azeri control, and the empire has plans to retake others.

Gothmir Loas is the area with most Azeryani habitation. Iesua, a well-defended town at the mouth of the Ishenas River, is a key settlement, as is Gotha, a port town at the mouth of the Ornaldas River. The Arkara Mountains and related highlands provide the protection that enables these settlements to survive.

Gothmir Gares is still largely under Reksyni control, but the Azeryani would like to push them back beyond the Hemenas River, which bisects the region, and drains the Sea of Menkris.

To the north lies the district of Kalinelari, separated from Ashon province by the Undor River. Kalinelari is all that remains of the once-massive Kalin province which lay north of the Tonatris Mountains.

The Gonek Mountains separate Kalinelari and Gothmir Gares from the Reksyna plains, but do little to prevent the movement of the Reksyni. To the east, the Charam and Erazynis mountains, and the Echârnos River, mark the edge of Azeryan, separating it from Ûmélria.

Azeri Islands

Azeryan once controlled all of the islands of the Venârian Sea; but now holds onto only a few in the northeastern region. These are the islands of Sanos province, with a military harbour town of the same name, and of Indaral province, with the harbour town of Quarmil.

Government

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Azeryan is a relatively centralist state, compared to her neighbours. The key components of the government of the empire include:

Imperial house

Since its founding in tr221, the empire has been ruled by a single great house, the house of Urvaen. Over time the imperial household has become increasingly ceremonial and ritualised. Imperial succession technically is open to any person within three generations of direct descent from an emperor.

Imperial senate

The imperial senate (senatas) is the body that formally confirms and then advises the emperor. There are 296 senators, who are appointed for life, ostensibly to represent the provinces and districts of the empire. Membership is by imperial nomination; a two-thirds vote can technically override this.

Great houses

There are currently around 127 ‘great houses’ (kula ar) in Azeryan, which provide the majority of the senior leadership of the empire. They dominate the senate and the imperial bureaucracy, fill most of the major governorships and military posts, and influence much of the empire’s mercantile trade. Most of the kula ar control a large number of estates (naldra), as well as often having a major castle (garmun).

Minor houses

There are numerous clans of minor nobility of local origin and power (kula dal). These houses control at least one naldra, and are usually in a client-patron relationship with one of the kula ar (or, more unusually, with the imperial household directly).

Imperial legions

There are currently forty-two imperial legions. Each legion is headed by a general (tharin); a group of legions will be commanded by a marshal or army commander (garedis).

Provincial governors

There are currently twenty-three imperial provinces (elganum), eighteen civil and five military. There are also three separate military districts. See Appendix X for a list of the provinces of Azeryan and their respective populations.

Civil provinces

The eighteen civil provinces are governed by a provincial governor (vanelgar) appointed by the emperor on the advice of the senate, and a garedis, ostensibly appointed directly by the emperor. In practice these individuals are appointed through complex interactions between the senate, the bureaucracy, noble houses, and the legions.

Military provinces and districts

The five military provinces and three ‘special’, standalone, military districts have a single garedis appointed by the emperor. As for the civil provinces, the process of appointment for these officials is highly political.

District governors

Each of the 148 districts (esari) is governed by an garrison commander (amtal), appointed by the garedis. In civilian provinces, the amtal governs jointly with a district legate (tamel), appointed by the vanelgar.

Imperial bureaucracy

Nearly 12,000 bureaucrats run the empire and its 23 elganum and 148 esari. The bureaucracy is a major political force in its own right.

Mangai

The Mangai has an imperial charter granting it governance and oversight of trade and mercantile activities. This charter was granted in tr321; the Mangai has jealously guarded its rights ever since.

Patterns of settlement

Urban centres play a key role in Azeryani society. The ancient Azeri lived in city-states, and the city is central to the organisation of Azeri life, even if most people live in rural settlements. Even rural folk will identify with their nearest major city, as much as with their local rural settlement or estate.

Towns and Cities

There are 133 towns and 35 cities in Azeryan. Nineteen cities have formal charters to operate their own civic government. Lysara, for example, is governed by the Agrikan pontiff. The remaining sixteen imperial cities (including Meokolis) are governed by the vanelgar of the province in which they are located. See Appendix X for a list of the major cities of Azeryan.

Most towns are governed by a tamel (district legate); with an amtal (garrison commander) providing military forces.

Villas

The 14,119 naldra (rural estates or villas) of Azeryan are owned and controlled by a variety of institutions. A great number are owned by the kula ar and the imperial household; or by minor nobility. In addition, a good number are owned by the legions; while others are owned by the chartered cities. Some are even owned by guilds of the Mangai and trading corporations. Finally a number are owned by religious or other associations or orders.


Azeryani Social Organisation

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The Azeryani are a socially stratified society with a hierarchy of ‘grades’ within broader ‘estates’. While these social rules can be very important, the Azeryani tend to have even greater respect for de facto political and economic power. The ‘rules of grade’ are most rigidly enforced in Meokolis and other great cities, and in more traditional clans. In the border provinces, matters of class can be allowed to lapse due to the influence of uncultured foreigners.

There are four estates and twelve grades. Membership in the noble estate is determined primarily by birth, but the emperor may elevate individuals to various grades within their estate. Membership in the kula (noble houses) is by birth, without reference to the imperium.

There is a certain amount of mobility between grades and estates. Individuals might belong to more than one estate, and even to different grades in each estate. In addition to their grade and estate of birth, Azeryani may hold various offices and such offices may grant elevations in grade. A freemaster of the toata (artisan estate) might be employed as a senior civil servant, or serve as a military or naval officer, which might eventually result in a shift of estate and grade.

The Estates

The four estates are of Azeri society are:

  • pakranali – noble (patrician); entry by birth, favour and politics
Colours: purple (imperial) / blue (others)
  • barosti – military (equestrian); entry and progression by merit and politics
Colours: red, black, gold
  • anaserai – clerical / scholarly; entry and progression by merit and politics
Colours: white (and religions’ colours), orange, yellow
  • toata – peasant / worker / artisan; entry by birth, progression generally by merit and some politics
Colours: green (higher grades), brown / grey (lower grades)
Pakranali (noble) estate

The pakranali estate has the following grades:

  • artaran – emperor (Grade I)
  • trakali – royalty; the imperial house and associated sublines and clans (Grade II)
  • kula ar – great nobles; with their own houses and vast estates; most of the members of the Senatas (Grade III)
  • kula dal – minor nobles, holding villas and rural estates (Grade IV)
Barosti (military) estate

This barosti estate has the following grades:

  • garedis tar – imperial marshal (Grade III)
  • garedis – marshal, tharin – general (Grade IV)
  • berheth – colonel, kurlin – major (Grade V)
  • hethrin – captain, hulhurin – lieutenant (Grade VI)
  • armolarin – sergeant major, molarin – sergant (Grade VII)
  • melbrin – corporal, arkalin – lance corporal (Grade VIII)
  • molak – private (Grade IX)
Anaserai (clerical) estate

The anaseri estate has the following grades:

  • primate, head of clerical order (Grade III)
  • shema, donat, gershel, mabashai – imperial councillors (Grade III)
  • senators – non-kula ar members (Grade III)
  • archbishop, governing councillor, vanelgar – provincial governor (Grade IV)
  • bishop, abbot/abbess, chancellor, elgar – lesser governor (Grade V)
  • ordained priest, viran of lore, senior bureaucrat (Grade VI)
  • junior cleric, general bureaucrat (Grade VII)
  • lay official, junior bureaucrat (Grade VIII)
  • acolyte, trainee bureaucrat (Grade IX)
Toata (artisan / worker) estate

The toata estate has the following grades:

  • Mangai national master (Grade III)
  • Mangai national syndic (Grade IV)
  • national guildmaster (Grade V)
  • guild national syndic (Grade VI)
  • free master / bonded master (Grade VII)
  • journeyman (Grade VIII)
  • apprentice (Grade IX)
  • nasiran – unguilded worker / farmer (Grade X)
  • villanis – bonded peasant (Grade XI)
  • gervak – unclean worker / slave (Grade XII)

A large majority of citizens are members of the toata estate, and most of them are nasiran, villanis, or gervak.

Right to Bear Arms

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The pakranali are permitted to bear all types of weapons, but usually disdain to do so. Barosti bear weapons as authorised by their military rank and role. All others (anaserai and toata) are strictly limited to ‘common weapons’.

Slavery

Azeri slavery is a considerably variable status, derived from the status of their immediate owner or master. Slaves owned by high-status individuals are treated as extensions of their owner, usually being accorded status equivalent to two grades lower than their owner. Thus the emperor’s chief slave has a status equivalent to a major noble when acting on the emperor’s behalf. However, all slaves are technically subject to the whims of their masters, and can be sold, punished, or even killed by their masters at will.

Many Azeri slaves are low-status rural estate workers or engaged in menial tasks, ‘owned’ by other slaves on behalf of their ultimate master.

Patronage (gorentas) and Alliance (armiros)

‘Patronage’ (gorentas), the social and economic sponsorship of individuals and clans by more powerful clans and individuals, is a key social factor in Azeri society. Sponsorship of this sort is not uncommon in societies across Venârivè, but the Azeri have developed this form of social interaction to its greatest extent. Very little gets done in Azeri society without the involvement of the system of patronage. A person’s ability to obtain work, education, property, entry to a military career, and even a suitable spouse are all significantly reliant upon the network of relations between patrons and clients, and between patrons.

‘Alliance’ (armiros) is the counterpart to patronage. It is the web of alliances between patrons, upon which their clients rely for access to goods, services, and social status.

Some scholars see the roots of Trierzi feudalism in the Azeri system of patronage; the Trierzi, of course, scoff at such notions.

Matriarchies and Patriarchies

Historically, Azeri society exhibited both strong matriarchal and patriarchal elements. Early Azeri societies and states were either matriarchal, patriarchal, or more or less mixed in social organisation.

The imperial period, however, saw the relative decline of the matriarchal noble houses and elements within society. By the late fifth century Azeryani society was high patriarchal. More recently there has been a resurgence of matriarchal norms, but matters are not anything like they were as they were before the Imperium.

Language

The peoples of the empire speak a variety of dialects of what is known as Nâsik Azéri or Low Azeryani. Dialects spoken within the empire include: western, northern, central, southern, prime, eastern, and island. Other dialects spoken outside the empire’s current border, but not yet considered separate languages include: Lankori, Terazin, Gorik, Kolvisar, and Dalazeri. In addition, better educated and upper class individuals speak Zâkimladal or High Azeryani, a complex language which shares a common ancestry but has retained much of the ancient Azeri inflection.

Religion

Azeryan is the most polytheistic state in all of Lýthia. It is said (by others) that the Azeri will worship whatever suits their purposes at any given moment.

All the major deities of Lýthia are worshiped in Azeryan, even in diverse aspects and by competing cults. The Azeri are highly syncretic in their beliefs; they will adopt and adapt religious practices from many cultures, and over the history of the empire, they have been in contact with many different peoples.


Arms of Ârtáran Vîrliamydes IV eldá Ûrvaèn of Ázeryàn
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The six major organised religions of Azeryan are the Agrikan, Varanian (Laranian), Halean, Save-K’noran, Morgathan, and Eonian (Peonian) churches.

The imperium gives official recognition to all of these faiths, and provides them with certain privileges. The emperor will make offerings or sacrifices to all of these gods on the relevant holy days.

In addition, there are cults that worship Kelenos, Zarath, Ilvir, Sarajin, and Naveh. These faiths do not have official status, but they are not persecuted or proscribed. Navehans are viewed with suspicion, but since they tend to operate covertly in any case, the imperium can maintain its neutrality on religious matters.

Military

Azeryan is famous for its legions, of which there are currently forty-two. Each is named for a precious stone or metal, and is additionally numbered based on the order in which it was founded – thus, VII Sakat, one of the legions based in Beronium province. The legions are colloquially referred to as the ‘emperor’s jewels’. The ‘jewel names’ of legions currently in use include: Amsas (Pearl), Barikor (Amber), Derapor (Peridot), Elnos (Diamond), Firasor (Turquoise), Mazivor (Lapis Lazuli), Mirador (Sapphire), Noremos (Garnet), Oitop (Moonstone), Sakat (Ruby), Sanrutar (Emerald), Tadasor (Topaz), and Yatsim (Jade). The elite Gold and Silver legions are based in central Azen province.

A full-strength Azeryani legion has approximately 2,500 personnel, including support staff and auxiliaries. Most are infantry, but Azeryan is making increasing use of light horse. Seventeen legions are stationed on the Shurâma, Azeryan’s great defence against the Reksyni.

In addition to the legions, there are several specialist forces, including the Imperial Guard, which since tr660 has been composed of heavy horse and act as the vanguard of the imperial forces. The emperor’s personal guard is now the Ivinian Guard. There are also another fifteen cohorts of mercenaries.

The Imperial Navy is much reduced from its peak, but still maintains over a hundred warships. It has two key bases at Sanos and Quarmil.

Finally, the great houses (kula ar) maintain their own forces. These number around 75,000, but are mostly deployed locally.

Àzeryáni Marshal (Gáredis)
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Grand Principality of Lánkor

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Ruler: Grand Prince Muragyn elda Forames
Foundation: tr676
Government Type: Oligarchic Principality
Population: 504,000 settled (plus 28,000 others)

Lankor lies between the Tonatris and Nadami mountain ranges. The heart of the country is a wide valley centered on the capital of Lankorium and includes the uppermost reaches of the Degela River. The Degela arises near Mount Degel in the Tonatris range and flows west before turning south just after Lankorium. Downstream, this valley narrows and in some places the settled land is less than ten leagues wide. Below Degolis, the Degela exits Lankor and enters Trierzon.

North of Lankorium is the Gap of Lankor, a wide passage which provides the only open route between the wilderness of Quarphor and the realms to the south. This geography has shaped the history of Lankor. Just north of the Gap lies Dalbadir, Lankor’s second most prominent town, along the banks of the Galdiv River, whose waters join with the Aulom and flow northwest into the mighty Tirga.

Lankor’s position between the Tonatris and Nadami ranges places it atop a major tectonic fault. Earthquakes are common, although they are usually minor. The last significant tremor was the Great Earthquake of tr697, which caused great damage in southern Lankor and also in the Trierzi county of Anfaldon.

The Earthmaster structure known as Iljanes, the ‘Three Towers’, stands just outside Lankorium. Another named Divcheran is located in the foothills of the Nadami, south of the road leading to the Benami Pass and eastern Shorkyne. On the edge of the Melwy Hills in northeast Lankor, a trading post called Hesteram is frequented by the centaurin who reside in those hills and in the Quarphori wilderness.

History

The Émhlè Jarind people who subsequently settled far to the west passed through the Gap of Lankor several millennia ago. The only remaining signs of the petty states they created are the burial mounds that mark where they sometimes battled. Two millennia later, the great Pharic migration first reached Lankor. After several centuries, a unified Pharic kingdom arose around the great bend in the Degela River. Called Lenghare, it was established about bt675 by the mageking Mardos al Lengha and survived his death twenty years later (supposedly at the hands of six mages who came from faraway lands). But following a slow decline, there was little of Lenghare left to conquer when Sorka tribes crossed the Gap two centuries later.

Following further Pharic migrations and the rise and fall of various petty kingdoms, a second unified kingdom called Lankor was created in bt52 by the Heleni chieftain Ordomyn. This new realm was regularly troubled by rebellion, but as the worship of Larani spread into Lankor from the south, order held for longer and longer periods.

Unfortunately for the Lankori, imperial Azeryan was then forming on the far side of the Tonatris Mountains. In tr337, imperial legions struck at Lankor from the south and east. Already weakened by a brief civil war, the armies of the sainted Queen Aramyna were quickly trapped and overrun at Lengharim, which the Azeryani renamed Lankorium.

Although Azeryan’s adjacent Zonaran provinces rose in rebellion at the end of the 400s, there was little sign of this conflict in imperial Lankor. More concern was focused on Quarphic attacks in the north, where the legions were kept busy for decades. There was little or no Lankori dissatisfaction with Azeryani rule until the early 600s, when what began as Tobran’s Inquisition in Trierzon provoked a period of turmoil in southern Lankor known as Tobran’s War. Militant religious orders came into conflict with the legions and long-standing feuds commenced.

The first major Lankori attempt to throw off the imperial yoke occurred in tr658, when the III Endamor legion mutinied and the Azeryani governor was assassinated. Although this insurrection was put down, reprisals only caused unrest to swell. In tr676 the military governor Rodisar elda Fedares and the Cabal of Seventeen, a group of oligarchs and self-proclaimed princes, declared Lankori independence. After three years, internal dissent was crushed and interference by outside Azeryani forces had eased.

Azeryan did not easily acquiesce to this turn of events, and it has twice attempted to reclaim Lankor. The most recent effort, beginning in tr709, almost succeeded. Half of Lankor was again under Azeryani rule by tr712. The remainder might have followed had it not been for ‘Giyarim’s ride’, a daring cavalry raid into Azeryan itself that sowed chaos in the imperial rear. This war ended in tr714 with a Lankori victory at the Battle of Degel Pass.

Lankor is today a realm at relative peace but with all eyes watching for hostile activity by its neighbours. There has been conflict with Trierzi forces over the southwestern border, and skirmishes continue to occur there as Laranian and Agrikan fighting orders attack each other’s holdings. In the north, there is intermittent concern that the Quarphic tribes may raid settlements on the Galdiv River. But always, there is fear that the legions of Azeryan could at any time cross over the Tonatris passes to reclaim the ‘rebellious province’.


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Shorkyne, located to the northwest of Lankor, is its only neighbour that seems interested principally in peace and trade. The Duke of Ensel, in particular, is seeking stronger links with Lankor.

Government

Lankor is governed by a grand prince (arterenis), the supposed ‘first amongst equals’ of the lords of the realm who make up the Terenbaril (Council of Princes). In addition to the twenty-three princes who head Lankor’s great clans, the council also includes the three tharinem (generals) of the legions and the primates of the churches of Eoni, Agrik, Varani and Kelenos.

The Terenbaril is a weak body as its members infrequently reach agreement on the matters that they debate. With the backing of the three legions, the grand prince is usually able to accomplish what he wants in secular affairs. The power of the legions will remain strong in Lankor until the threat of re-conquest by Azeryan dissipates.

Nevertheless, the leaders of the kulim-ar (great houses) are exceedingly jealous of their prerogatives. They have been described as being among the world’s most avaricious and devious lords, even when the stakes are small. When subtlety and gold do not suffice, they can call upon other resources, including small mercenary armies and Navehan assassins. The attempt in tr683 by the second grand prince, Marit elda Fedares, to make himself king of Lankor ended when he was killed by a crossbow bolt in his own throne room two months after his ‘coronation’. The assassin was never seen nor caught.

Patterns of Settlement

Lankor’s major towns are Lankorium (18,000; Mk 5) and Dalbadir (6,000; Mk 4). There are 20 other minor towns or semi-urban castle-towns in the region.

Culture and Language

The most common language spoken is Lankori, a creole which combines a legionary dialect of low Azeryani with Old Lankori, the Pharic tongue spoken before Lankor was conquered by the empire. Many of the elite take great pride in their fluency in High Azeryani and some may refuse to speak anything else.

A Quarphic dialect is also widely spoken north of the Gap of Lankor. Emela may be heard along the fringes of the Nadami mountains where those tribesmen may be encountered.

Religion

While the vast majority of the populace worship Eoni, the ruling classes are split relatively evenly between Agrik, Varani/Larani and Kelenos. Sectarian clashes between Agrikan and Varanian adherents are common. Kelenans are usually able to remain neutral in these affairs, but not always.

Brought to the region by imperial soldiers, the worship of Kelenos in Lankor is more extensive than anywhere else north of the Venarian Sea. Lankori Kelanans venerate a number of demi-gods unknown to their co-worshippers in Hepekeria and further south.

Halea, Save-K’nor and Sarajin have a small number of adherents, the last of these primarily among mercenaries hired from Harbaal and Ivinia. Both Morgathan and Navehan worship are proscribed, but little effort is made to persecute the adherents of Naveh. It is an aphorism in Lankorium that ‘any prince can find the Navehans when he needs them’.

Many Quarph peasants honour the tribal gods Anulome and Diyel, and there are many temples to this duo in northern Lankor.

Military

The military forces of Lankor are critical to its survival, as it struggles to maintain its independence from Azeryan. The most important are the three Endamor (Onyx) legions, the same bodies which formerly held Lankor for Azeryan. The I Endamor legion is based at the town of Endamor, near Lankorium. The IV Endamor has its headquarters at Degolis in the south, and the VII Endamor at Dalbadir.

The legions are supported by a range of auxiliaries, several mercenary cohorts (including quite a number from Hârbáal), and when necessity requires, by the private forces of the princes and the religious fighting orders.

Arms of Artêrenis Mûragyn eldá Fôrames of Lánkor
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Ûmélria

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Ûmélria is a mountainous region to the northeast of the Venârian Sea, separated from the Reksyna plains by the Erazynis and Yaleryne mountains, and from the Ketârh plateau by the Ûmélrian Mountains. Other mountain ranges include the interior Pathen range and coastal Churen range.

Ûmélrian League

Ruler: Legates of the League
Foundation: tr657
Government Type: Oligarchic League
Population: 2,909,000

History and Government

The Ûmélrian League is an alliance of city-states that was founded in tr657 from the turmoil surrounding the Great Karejian War. Azeryani provinces along the northeastern shores of the Venârian Sea found themselves left to fend for themselves while Azeryan, Dalkesh, and the Karejian rebel islands descended into a three-way war. These cities declared independence from Azeryan and created the Ûmélrian League as a defensive alliance against the Reksyni who were driving the Azeryani legions from Gothmir.

Lekuria, the leading member of the Ûmélrian League, is located at the mouth of the mighty Umala River. This great river rises to the northeast and flows past the city of Fêgon. The highland city of Gêlon lies near the headwaters of the Gema River, which flows south to Rydaz, and on to Genoro at its mouth. Between them is the Geama mountain range. Across from Genoro lies the city-state of Barath, in the shadow of the Rakan and Erazynis mountains. North of this is Ekyne, a minor League member situated on the edge of the Reksyna plains. To the east, on the Karnos River beyond the Pathen Mountains, is the city of Parthias, bordering the Karejian League (at the Imonecha River) and the mountainous tribal lands of the Umeni, the region’s indigenous people.

In tr658 the Ûmélrian League concluded a tentative peace with the Reksyni (possibly because the Reksyni were not interested in anything more than the grasslands). Lekuria became an open city where the Reksyni could visit freely and trade for civilised goods. Whilst Ûmélria has prospered from Reksyni trade, the League still views the Reksyni as a significant threat.

The Karejian League has on several occasions made overtures to some or all the members of the Ûmélrian League to merge with Karejia. Other than the ‘defection’ of Ichenyah, which left the Ûmélrian League in tr712 and later joined the Karejian League in tr714, all overtures have been rebuffed. Ûmélrians may be unwilling to become drawn into potential conflict with Dalkesh; they certainly have more immediate problems with the Reksyni and the Anil Ketari.

The Ûmélrian city-states trade extensively throughout the northeastern Venârian Sea. Their primary trading partners are Azeryan, the many Reksyni and Anil Ketari tribes, and the various city-states of the Karejian League. It is not uncommon for occasional Ûmélrian merchant galleys to join a Karejian larun for regional trade (albeit for higher fees); almost without exception they will join the larger larun originating from Livelis and destined for the larger regional markets.

The current first legate of the league (who convenes meetings of the representatives of the members states) is Gamenal el Menalros.

Patterns of Settlement

The city-states of the League are:

  • Lekuria (34,000; Mk 8), 3 other towns, 565 rural estates, total population 460,000.
  • Fêgon (15,000; Mk 5), 5 other towns, 934 rural estates, total population 616,000.
  • Gêlon (12,000; Mk 4), 5 other towns, 799 rural estates, total population 527,000.
  • Parthias (17,000; Mk 5), 4 other towns, 478 rural estates, total population 380,000.
  • Rydaz (14,000; Mk 4), 5 other towns, 859 rural estates, total population 566,000.
  • Genoro (16,000; Mk 5), 2 other towns, 229 rural estates, total population 208,000.
  • Barath (14,000; Mk 4), 1 other town, 113 rural estates, total population 131,000.
  • Ekyne (2,100; Mk 3), 28 rural estates, total population 21,000.

Culture and Language

The coastal regions of Ûmélria have a strong Karuian heritage and speak primarily Karejian, whilst the inland regions have Umeni heritage and speak predominately Urmech. Both groups have many subtle Azeryani influences. Anil Ketari is spoken in the upper Umala valley.

Religion

Ûmélrians, like the Azeryani, are highly polytheistic. The six major religions of Azeryan are also strong in Ûmélria. As a result of the local Umeni heritage, Eoni is relatively popular. Ilvir, a minor god in Azeryan, has a strong following in Ûmélria.

Military

The Ûmélrian legions grew from the city militias that were formed when the garrison Azeryani legions left in tr657. Although ‘light’ legions, they are well-trained and well-equipped. Nevertheless, the security of the Ûmélrian League depends on a truce with


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the neighbouring Reksyni tribes. Indeed, it is widely suggested that the League exists at the convenience of the tribes, a fact few Ûmélrians would privately dispute.

The Ûmélrian League navy is more formidable, although small compared with the naval might of Azeryan, Dalkesh, or the Karejian League. The light and fast Ûmélrian war galleys aggressively patrol the relatively narrow span of sea claimed by the league. By focusing their forces, the Ûmélrians have the ability to defend their seas against all but the most determined attack (which is very unlikely given the volatile political nature of the Venârian Sea).

Ûmélrian Merchant
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Umeni Tribes

Government Type: Tribal
Population: 98,000

The wilderness areas of Ûmélria are inhabited by the Umeni tribal peoples. The language of the Umeni appears to have some similarities to that of the Jarind tongues spoken much further west. Why this should be so is not clear to scholars.

Deep in the wilderness of the Yaleryne Mountains is the Earthmaster site of Yaélarhondè, sacred to the Umeni.

Nâblúgi

Government Type: Tribal
Population: 24,000

There are tales of small folk who dwell in remote valleys of Ûmélria. Local Umeni tribes refer to these people as the Nâblúgi. Interestingly, this is the same term used to describe the small folk of the Luíndè Mountains.

Kingdom of Erdar

Ruler: King Kaluma Hardamuz
Foundation: bt7,060
Government Type: Tributary Monarchy
Population: 9,200

The hidden Kúzhan kingdom of Erdar lies at the westernmost edge of the Ketârh plateau, in the eastern Ûmélrian Mountains, near the headwaters of the Umala River. The city of Erdar is both a Kúzhan settlement and an ancient Earthmaster site.

Its location is unknown to virtually all who live in the region. It is believed that the Nâblúgi (if they exist) know of its location, and can lead the foolhardy there for a very high price. There are, however, many tales of those who have sought after the gold of the Kúzhai but have never returned.

Ûmélrian League and Êrdar

Ûmélrian League and Êrdar

Unknown to all but a select few of its leaders, the Ûmélrian League has successfully established relations with the hidden city of Êrdar. Relations are tentative, but the League has offered the Kúzhai access to trade without needing to reveal themselves to the wider world. The rumours regarding the intermediary status of the Nâblúgi appear to be correct – the League has mainly dealt with the Kúzhan city via these folk.

Venârian Sea and Eastern Coast

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The Venârian Sea is the heart of Venârivè. It is dotted with what are now known as the Karejian islands, most of which are members of the Karejian League. A good number of cities on the eastern coast of the sea are also members of this League.

Karejian League

Ruler: Legates of the League (meeting at Livelis)
Foundation: tr664
Government Type: Oligarchic League
Population: 6,467,000

Livelis is the leading city of the Karejian League, and is the busiest port of all Venârivè. It lies on the Lyvel peninsula, which it shares with the city-state of Shelon, an important religious centre. The Earthmaster site of Leios lies on the peninsula.

To the west of the Lyvel peninsula lie the islands of Narolis, a major naval power. The infamous ‘Karejian Fire’ was developed by a citizen of Narolis. Further west is the port-city of Rykal, called by some the ‘Joyous Haven’, where it is said no human vice cannot be met. To the north are the islands and cities of Horitar, Phanosia, and Arketh. Horitar is one of the larger Karejian islands, and is home to the Morgathan primacy for Karejia. Phanosia is known for its high quality, well-regulated, slave market, and the Phanosian reputation for honest dealings is widely regarded. Close to the Azeri islands lies the Halean holy city-state of Helas, while farther to the north are the island of Tazach (famous for its purple dye) and the coastal state of Ichenyah.

The other members of the league are located in the eastern Venârian coastal region. They include Ajygal, whose ruling city lies at the mouth of the Kharal River, and is known as a centre of learning. Upstream is the city of Kolomir, capital of an interior member of the League, a source of much lumber for the shipyards of Karejia. To the south, beyond the Kôliántres Mountains, lies Durien, the ‘breadbasket’ of the league. Further south, beyond the Dunia Mountains, is the last member of the league, Gilech. This town is located on the Bythira River, and is shielded from the Beshakan desert by the Gilenis Mountains. Despite its membership of the league, Gilech has strong links with Dalkesh, to the extent that Dalken troops are even stationed there.

History and Government

An association of city-states formed late last century after breaking away from Azeryan, the Karejian League includes a variety of island and mainland states. It was formed in tr664, seven years after the Great Secession and at the conclusion of the Fourth Dalkesh-Azeryan War (in tr662).

While the Dalkeshi played a key role in enabling the Karejians to obtain their independence from Azeryan, most Karejians are as wary of the Dalkeshi as they are of the Azeryani – historically both these empires have been a threat to Karejian independence.

Each member of the league remains an independent entity, with local sovereignty. The members of the League continue to compete with each other commercially and otherwise. Most members are oligarchies, but there are other forms of government; Helas, for instance, is a Halean theocracy.

Each member state sends legates to the Great Forum, usually held four times a year at Livelis, where matters of common concern (defence, trade policy, and so forth) are discussed. The length of these meetings varies depending on the amount and nature of business to be discussed. Each year a speaker of the forum is elected; the current speaker is Domanka el Chelarach.

Most members of the league maintain embassies at Livelis for the accommodation of their legates; and will have at least one legate present at all times in case an emergency meeting of the Great Forum is required.

Patterns of Settlement

The city-state members of the League are:

  • Livelis (80,000; Mk 9), League capital, 245 rural estates, total population 375,000.
  • Shelon (31,000; Mk 7), 1 other town, 253 rural estates, total population 340,000.
  • Durien (24,000; Mk 6), 6 other towns, 821 rural estates, total population 804,000.
  • Narolis (28,000; Mk 7), 3 other towns, 327 rural estates, total population 443,000.
  • Rykal (27,000; Mk 6), 3 other towns, 352 rural estates, total population 467,000.
  • Helas (29,000; Mk 7), religious centre, 119 rural estates, total population 170,000.
  • Ichenyah (21,000; Mk 6), 2 other towns, 262 rural estates, total population 305,000.
  • Tazach (13,000; Mk 5), 71 rural estates, total population 103,000.
  • Phanosia (33,000; Mk 8), 4 other towns, 336 rural estates, total population 448,000.
  • Horitar (30,000; Mk 6), 4 other towns, 396 rural estates, total population 537,000.
  • Arketh (17,000; Mk 4), 84 rural estates, total population 118,000.
  • Ajygal (22,000; Mk 6), 5 other towns, 530 rural estates, total population 647,000.
  • Kolomir (17,000; Mk 5), 4 other towns, 447 rural estates, total population 540,000.
  • Gilech (19,000; Mk 5), 5 other towns, 529 rural estates, total population 693,000.


Society, Culture, and Language

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Karejians have retained the mixed matriarchal / patriarchal structures of early Azeri culture. Some member of the League are more matriarchal (Helas, Ichenyah, Ajygal, and Shelon, in particular), while others are more patriarchal (Horitar, Narolis, and Rykal, for example). Others, including Livelis, lack a strong gender-bias.

The population of most members of the League speak Karejian, but some of the people of the western islands speak an ‘island’ dialect of low Azeryani, while the people of Kolomir and Gilech speak Elbythian.

Religion

Karejians, like the Azeryani, take a highly polytheistic view of religious matters. The six major religions of Azeryan are also strong in Karejia; although the worship of Morgath is considerably less popular than on the mainland. Halea is, conversely, much more popular; one of the members of the League is the theocracy of Helas, and seat of the Halean pontiff.

Apart from the clergy of each religion, most Karejians tend to venerate a number of gods, participating in a range of religious festivals and observances, making donations to multiple gods and faiths, and generally ensuring they ‘cover their bases’.

In addition, Karejians venerate the spirit of their island or region, and the city-state or regional government will organise annual festivals in honour of the city and the ancestors who have come before.

As a result, the average Karejians spends a great deal of time engaged in religious or spiritual festivals. This no doubt contributes to their reputation across the region as hedonists of the first order.

Military

Karejia’s military strength is substantially naval, although this is backed by strong elements of marines, as well as land-based cohorts or legions.

The members of the league presently have a fleet of 126 war galleys or laru (see Naval Warfare for details). There are also many other less specialised vessels such as raem, which can have military application if necessary.

The legions of the Karejian states are less regular than those of the Azeryani, more often organised into cohorts than full legions. The number of cohorts per league member ranges from three (Tazach) to twenty-two (Durien); Livelis has twelve cohorts of around 400 soldiers each.

Most cohorts are a mixture of full-time legionaries and reservists who serve at different times of the year.

In addition, the noble houses of Karejia also have military forces, and each city and town can raise militia.


Karéjian Woman
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Grand Principality of Hacherdad

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Ruler: Grand Prince Hemoar alkhu Karloresh
Foundation: tr144
Government Type: Oligarchic Principality
Population: 1,792,000

The Grand Principality of Hacherdad is centred around the city-state of same name, but includes a total of seven principalities. These are nestled at the southern end of the Hakharlis Mountains. Both the Harkhalis and the smaller Sheluna range have active volcanoes.

History and Government

The Hacherim claim to have inhabited the southern Hakharlis mountain region for thousands of years. It is possible they were a Ketari people influenced by the Venic island culture and the Empire of Mafan to the east. There were a group of independent principalities in the region which came into conflict with the Târgan Empire and later the Empire of Dalkesh. The Dalken conquests along the coasts and as far as Gilech appear to have prompted the formation of the Grand Principality in tr144 (at which time there were seven princes).

Princes of Hacherdad

  • Grand Prince Hemoar alkhu Karloresh, Hacherul
  • Prince Bonrathim alkhu Amuram, Kuladith
  • Prince Vonrenan alkhu Emachen, Balshel
  • Prince Shoenlarad alkhu Cholaram, Morchad
  • Prince Enaloshal alkhu Armalun, Ocharim
  • Princess Galamada alkhu Rumosir, Echrum
  • Princess Buronala alkhu Marsharesh, Marshum
  • Prince Gonelgalbes alkhu Karlorarkin, Shelum

Patterns of Settlement

The towns, estates, and population of each principality are:

  • Hacherul: Hacherdad (49,000; Mk 8). 419 estates. Total population 628,000.
  • Shelum: Loresara (9,300; Mk 4). 138 estates. Total population 180,000.
  • Marshum: Marshara (12,500; Mk 5). 152 estates. Total population 197,000.
  • Morchad: Nurshera (8,600; Mk 4). 144 estates. Total population 138,000.
  • Balshel: Emachedar (6,700; Mk 5). 111 estates. Total population 147,000.
  • Echrum: Karelar (9,100; Mk 4). 162 estates. Total population 162,000.
  • Ocharim: Ochara (11,700; Mk 4); Porlomur (5,200; Mk 3). 192 estates. Total population 250,000.
  • Kuladith: Kuladhur (3,700; Mk 3). 100 estates. Total population 90,000.

Society, Culture, and Language

The Hacherim speak Hacherian, a dialect of the language spoken by the Besha nomads of the Beshakan, but much influenced by Elbythian and Karejian.

The Hacherim are generally quite cosmopolitan – particularly those living in Hacherdad city. They are in contact with traders from the East, and a good number of them have travelled there themselves.

Hacherim exhibit a relatively high degree of gender equity (particularly compared to that of women in Besha nomadic society), but women do not generally play as prominent a role as they do in some Karejian states.

Arcane Lore and Wizardry

The Hacherim are known as a mysterious folk, not only for their cosmopolitan ways, but their utilisation of arcane arts, astrology, and divination.

The Hacherdad Chantry of Mysteries (24 masters; quality 3) is unique. It is a complex of residences and chantries that covers the spectrum of Shèk-P’vâr magic, located in one of the older districts of Hacherdad. It operates under a charter direct from the Council of Princes, and is largely autonomous. The exact number of Shèk-P’vâr in residence varies considerably. The charter of the chantry requires it to assist in safeguarding the city in the event of attack.

Religion

Although Hacherian religious beliefs exhibit strong similarities to both Dalken and Karejian beliefs, Hacherians almost uniquely worship a vague Great God (Nalma), who is opposed by an equally powerful Great Devil (Ovrash). Each of the gods of other peoples is perceived as either an angel (Nalmari) or a devil (Ovrari) of these twin gods.

Military

Hacherdad has a powerful military capability dating back to the period of conflict with the early Empire of Dalkesh. These forces include the Grand Prince’s Guard (300 heavy horse, 600 medium foot), six Hacherian legions (each with around 2,000 men), the princely levies (a total of around 9,000 semi-feudal troops), and both Besha and Anil Ketari mercenary forces.

In addition, the Grand Prince has established alliances with several Besha tribes, largely in response to the threat from Dalkesh.

Finally, the Hacherim have expended considerable resources in the last decade or so on constructing and strengthening fortifications on their borders and across the principalities. Some 126 castles and keeps dot the landscape across the region, providing significant ‘defence in depth’ against a potential Dalken incursion.

Ketârh and the Béshakan Desert

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The great Ketârh Plateau lies to the east of the Venârivè, but the western-most Ketaric people, the Anil Ketari, live in the shadow of the Ûmélrian and Hakharlis mountains. Further east lie the Namardhez and Mafanilar mountains which separate this region from Mafan and together create the rain-shadow that forms the Beshakan Desert.

The mountains are inhabited by the Namardim while the Besha nomads dominate the desert. The Beshakan is crossed by two trade routes, the use of which varies depending on the season and the attitude of the Besha. These two nomadic peoples speak their own tongues, which are related to Ketaric.

Anil Ketari

Government Type: Tribal
Population: 212,000

The Anil (or western) Ketari are the westernmost branch of the powerful Ketari peoples, who dominate central Lýthia.

Like their relatives to the east, the Anil Ketari are largely a nomadic horse people. They live on the grasslands to the east of the Ûmélrian and Hakharlis mountains. There are a few permanent settlements of these peoples across the region, but they mostly rely on trade with the Hacherim and Ûmélrians or upon raiding caravans for ‘civilised’ goods.

Approximately 26,000 High Ketari have ranges which are within Venârivè; conflict between these groups and the Anil Ketari is not infrequent.

Besha

Government Type: Tribal
Population: 540,000

The Besha are the people of the Beshakan Desert. Distantly related to the Ketari, and descended from the Mafaketa nomads who long ago conquered the Empire of Mafan, the Besha are a proud and formidable people who are able to survive and even flourish in the harsh environment of the Beshakan.

The Besha are feared by the Dalkeshi, despite the fact that the ruling classes of the Dalken empire are descended from those Besha who wiped out the Târgan Empire in tr7.

As well as tending their herds of Beshakan camels, and hunting the desert oryx, the Besha derive significant wealth from raiding Dalkesh and demanding tribute from caravans that traverse the desert.

Namardim

Government Type: Tribal
Population: 48,000 (within Venârivè)

The Namardim are a tribal people who dwell in the Namardhez Mountains between the Beshakan and Mafan. They are related to both the Besha and to other peoples who pre-dated their arrival in the region.


Bésha Nomad woman
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Empire of Dalkésh

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Ruler: Emperor Sharpen II alkhu Nanda
Foundation: tr16 (official date)
Government Type: Imperium
Population: 8,736,800

The Empire of Dalkesh is centred around the Târga River and the coasts of the Venârian Sea. The Târga rises in the Chògôrana Mountains, and is fed by several rivers on its journey to the sea, including the Nhuvala, Khalama, and Elcha. Its western regions are mountainous, with the Sobranah and Garbrash mountains creating a drylands region near the northwestern coast. To the west the Eshigur and Chelan rivers flow from Pechalar into Dalken territory.

History and Government

The Empire of Dalkesh is ostensibly one of the most unitary states in all of Lýthia; in reality it is a seething hotbed of internal factions and conflict. Unlike the imperial house of Azeryan, the emperors of Dalkesh are active rulers. But the fact that they are active participants in the political life of the state exposes them to the risks and tribulations of political fortune. While emperors are de jure absolute rulers, the extensive use of political assassination, and the faction-riddled nature of Dalkeshi politics means that in fact, successful (and long-lived) emperors must take great care to balance the various political forces within their realm.

The factions are composed of various elements of the noble houses, the central imperial bureaucracy, the imperial military forces, the provincial and district administrations (including the state agricultural estates), the trading castes and families, and, very importantly, the numerous religious orders and factions.

Religion and politics are never far apart in Dalkesh. Most religions play an active role in affairs of state, either for their own ends, or simply as a means of selfpreservation. Factionalism is endemic: various orders ostensibly within the same church can end up working against each other as part of different coalitions. Some of the major political groups in Dalkesh include:

  • Imperial house – the emperor is ostensibly the absolute ruler of Dalkesh, with the power of life and death over all Dalkeshi. In practice, he or she must rule with care, in order to to stay alive.
  • Noble houses – essentially composed of the families from the military and religious castes. There are currently seventy-seven noble houses; forty-nine are of the military caste, twenty-eight are religious houses.
  • Imperial officials – imperial officials are almost exclusively drawn from the noble houses; principally from the religious and to some extent military castes.
  • Provincial officials – provincial governors, district governors, state agricultural estate managers
  • Imperial military – noble houses of the military caste are associated with particular units or elements of the Dalken military; the officers and generals of those units are generally drawn from that noble house.
  • Religious orders – the religious orders are associated with particular religious noble houses; although there is not a one-to-one correspondence.
  • Merchant houses – the merchant or trading houses have become increasingly important in recent centuries. They not only deal in foreign trade, but are increasingly used as ambassadors.

Administrative organisation

Dalkesh is (at least on papyrus) highly centralised and hierarchical. Technically all land is owned by the state, although long-term leases (of 100 years or more) can be traded. Approximately one third of all land is controlled directly for the emperor by imperial and provincial officials; the rest is controlled by the noble houses and religious orders.

Dalkesh is organised into seventeen provinces, which are further sub-divided into one hundred districts. In the inner provinces, each district has a central town; in the outer provinces there are sets of senior and junior districts – only the senior district has a town.

The rural sector is organised into 6,120 harushem or rural estates. These are linked administratively to the towns and districts.

Patterns of Settlement

Dalkesh is a highly populous realm, with many urban centres and settlements, including:

  • Pelona (16,000; Mk 5), main city in the province of Resikhar (754 harushem, 905,000 people)
  • Anesha (9,000; Mk 4), capital of the province of Adesh (294 harushem, 265,000 people)
  • Chenosolis (22,000; Mk 6), coastal port in province of Aninis (609 harushem, 792,000 people)
  • Hepenolis (29,000; Mk 7), island city in the province of Heponpura (421 harushem, 421,000 people)
  • Galamonia (33,000; Mk 6), coastal city at the mouth of the Gara River in Galpura province (346 harushem, 519,000 people)
  • Zerula (20,000; Mk 6), port city at the mouth of the Kathamas River in province of Tibelos (239 harushem, 383,000 people)


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  • Natha (67,000; Mk 8), large city at the mouth of the Târga River, in province of Nathapura (326 harushem, 652,000 people)
  • Manquideh (107,000; Mk 9), the imperial capital, and Dharkal (12,000; Mk 4), the provincial capital of Dehar province (404 harushem, 807,000 people)
  • Besharkhed (11,000; Mk 3), leading town in Donolash province (125 harushem, 121,000 people)
  • Anramusha (19,000; Mk 4), capital of Khalik province (330 harushem, 660,000 people)
  • Onrisha (27,000; Mk 5), a city in the province of Onripura (412 harushem, 823,000 people)
  • Abnalhar (4,300; Mk 2), a town in province of Nalhaman (89 harushem, 93,000 people)
  • Kadhan (14,500; Mk 4), the capital of Nagran province (511 harushem, 919,000 people)
  • Karela (12,000; Mk 6), provincial capital, and Ashengar (10,500; Mk 5), an important trading town near the upper reaches of the Târga, both in Khanesh province (464 harushem, 660,000 people)
  • Amarla (6,000; Mk 3), leading town of Akamar province (187 harushem, 168,000 people)
  • Hashela (7,500; Mk 4) and Peshet (6,500; Mk 4), in Khedan province (378 harushem, 340,000 people)
  • Shalarem (8,000; Mk 3) and Gorluk (4,500; Mk 3), in Sobrash province (231 harushem, 208,800 people)

Dalkesh is an old land, with many ruins and sites from ancient civilisations. The ziggurat of Manquideh and the ruins of Nalhathar are leading examples.

Dalken Castes

Dalkesh is a caste-based society. Most of the occupations and social roles are filled by families from particular castes. Social mobility is minimal, and principally obtained through adoption or marriage into a new caste. The principal orders of castes are:

  • Military – Together with the religious caste, the military caste dominate the imperial offices and the military. Most noble houses are of the military caste.
  • Religious – The religious castes dominate the hierarchies of most of Dalkeshi religion. A good number of noble houses and many imperial officials and bureaucrats are from this caste.
  • Merchant – Trade, both domestic and foreign, is handled by certain merchant clans. There is a taint of ‘uncleanliness’ which prevents members of this caste, even if very wealthy, attaining the highest posts.
  • Occupational – Numerous castes focus on particular crafts or activities. There are several farmer castes covering various rural occupations, some relatively high status.
  • Out-caste – those without caste are the lowest of the low, lower even than the slaves owned by higher castes.

Foreigners are technically out-caste, but tend to be sponsored or adopted by the clan and caste they deal with. Slaves are ‘attached’ to the caste of their owner.

Language

Dalken is the language of the empire, but Besha, Pechalari, Elbythian, Karejian, and even Tuvaran are also spoken within its borders.

Religion

Dalkeshi are a highly religious; they are also introverted and xenophobic. As a result, Dalkesh has its own particular brand of religious theology and mythology. As early as tr100 Dalken theologians began to compile the Book of Life and Death which describes the particular mythos of Dalkesh, the Dalkeshi view of the creation of the world, and the particular roles of the gods in this. There are some commonalities with the tales and myths of other cultures of Venârivè, but there are many elements unique to Dalkesh.

Dalkéshi out-caste beggar
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A particular feature of Dalken theology is its highly polytheistic nature. While all the churches of Dalkesh promote the importance of their own faith and deity, they generally recognise the role and function of other religions and deities to a greater extent than is commonly the case in other parts of Venârivè. Thus while the Dalken Church of Aranik is hostile to the Church of Aranu, it recognises the theological duality between their respective deities. This duality is another common concept, with the following dualities recognised by Dalken theologians:

  • Aranik / Aranu – attack / defence
  • Naveh / Alneha – discipline / leisure
  • Târga / Orgurl – life / death
  • Zarath / Shavkan – mystery / knowledge
  • Kelana / Pyarvir – strength and honesty / weakness and corruption

Military

The Empire of Dalkesh has a well-developed military, which have been considerably strengthened over the last half-century since the most recent war with Azeryan.

The Dalken army consists of thirty legions: twenty-four heavy and six light. Each heavy legion has 2,500 troops, a mixture of heavy infantry supported by lighter troops and some medium horse. Light legions comprise 1,500 light infantry, with light horse support.

The legions are named for the regions from which they are levied, but they are stationed mostly on the borders of the empire. The largest concentration is in Adesh province and many are actually stationed in Gilech.

There are six Dalken fleets, each named for the province which supports it: Nathapura, Tibelos, Galpura, Heponpura, Aninis, and Resikhar. There are around 122 ships.

Each legion and fleet is linked to one or more military noble houses, who provide the officer class of that unit.

Dalkesh has several other specialist military forces, such as the River Guards and Imperial Guards. There are even a small number of foreign mercenary forces, despite the strong xenophobia of the Dalkeshi.

Dalken military forces are currently heavily concentrated on their northeastern borders, where they menace the Hacherim, but recently disturbing reports have come to hand regarding the movements of the Byrians. The emperor and his generals are weighing their options.


Dalkéshi Heavy Cohort Commander (Páshetu)
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Chogôro and Mafán

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The mountainous coastal regions of northwestern Mafan, Chogoro and eastern Shentu Sea are a patchwork of states, many of which can trace their cultural heritage back to the semi-mythical Empire of Mafan (which fell to northern nomads c. bt1550).

Most of the states in the region have mixed cultures, combining descendants of the ancient Mafani with local peoples, including the Chogori, Pechalari, and Shenti. Despite the centuries that have past since the end of the empire, the Mafani have tended to retain their language and culture, aided by their vast cultural tradition and economic wealth.

The descendants of regional princes and nobles of the Empire of Mafan have formed the ruling classes of the region, but over time there has been a tendency for wealthy merchant clans to rise to power. This has seen the formation of several oligarchic leagues and republics across the region, although principalities and kingdoms also continue to flourish.

Mafani imperial culture was relatively caste-based, and this continues to underpin the social order of these states and realms, with important variations.

Mafani States

The region of Mafan extends around the Gulf of Mafan. Only the northwestern portion lies within Venârivè, and even this area is largely cut off by the Namardhez and Mafanilar mountains.

The two major rivers of this region are the Onira and the Anifra. The area near the Anifra River mouth is volcanically active.

League of Chifar

Ruler: Archon Khoalman arjah Ranamenar
Foundation: tr220
Government Type: Oligarchic League
Population: 746,300

Chifar is an oligarchic league, centred around the city of the same name, which lies on the Fani River. The Earthmaster site of Chiara lies in the hills north of Chifar.

Of all the states of northwestern Mafan, the League of Chifar most closely resembles the culture of the ancient Mafani. The current state was formed in tr220 when it seceded from the League of Boliâfra. Chifar conquered the neighbouring Mafani state of Nefriakona in tr486.

The two largest towns of the league are the cities of Chifar (27,000; Mk 6) and Nefrikor (14,000; Mk 4). There are six other urban centres of note.

League of Boliâfra

Ruler: Archon Ochorgamana arjah Farnomunalech
Foundation: tr131
Government Type: Oligarchic League
Population: 1,305,300

The League of Boliâfra is centred on the ancient Mafani city of Mokora, which was the centre of the Principality of Mokora until tr129. Following the War of the Princes, Boliâfra was formed from the union of the states of Mokora, Bolara, Afror, and Chifar (which subsequently seceded).

Boliâfra has a mixed Mafani / Chogori culture, with both languages spoken.

Mokora (72,000; Mk 9), which lies at the mouth of the Onira River, is easily the largest city on the western coast of the Gulf of Mafan, and is a major nexus of trade between eastern and western Lýthia.

The inland town of Jenario (17,500; Mk 6) lies on the Anifra River, and is the first major settlement reached from Dalkesh.

Eight other urban centres make Boliâfra one of the most urbanised regions on Lýthia.

Mafáni Courtesan
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Chogori States

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Chogoro is largely defined by the Chògôrana Mountains, which capture the monsoons of the Gulf of Mafan and are the source of most of the rivers of Pechalar and Dalkesh. The eastern Chògôrana range contains a number of active volcanoes and geothermal fields.

A group of islands off the coast form the heart of the Mafani/Chogori realm of Genjes. Its capital is Jangelor, but its largest city, Kolanorako, is on the mainland at the mouth of the Senolako River. To the west of Genjes are the mixed Chogori/Mafani realms of Lutra (with its capital at Elumælen) and Deluma (with its capital of the same name, and its second city of Sulorekamele to the east).

Both are threatened by the growing Pechalari/Chogori realm of Amvar, which has expanded east from its capital, Amvarelar, to encompass the city of Jányalè.

Kingdom of Genjes

Ruler: King Hajhamelan arjah Algaranjes
Foundation: tr327 (kingdom tr630)
Government Type: Feudal Monarchy
Population: 889,600

A kingdom of mixed Mafani/Chogori culture, Genjes first emerged in tr327 when the Algaranjes princes united the Gangel islands. A relatively militaristic state, they warred with both Boliâfra and Farifal on the mainland, eventually conquering Farifal and declaring a kingdom in tr630.

The king’s palace remains in the city of Jangelor (28,000; Mk 6), on the largest of the Gangel islands, but the kingdom’s largest city is Kolanorako (52,000; Mk 7), on the mainland. There are four other towns of note.

Republic of Deluma

Rulers: Autarchi Nojhalen Enerasam and Aunolane
Fonashamane
Foundation: tr434
Government Type: Oligarchic Republic
Population: 487,900

The Republic of Deluma was formed in tr434 by the Union of Deluma, which brought together several coastal Mafani city-states in a defensive league against the Kingdom of Lutra. The republic has a mixed Chogori/Mafani culture and a complex system of government (with elected joint-rulers). The eastern and western regions of Deluma are not contiguous; the republic is held together by the sea, trade, and its navy.

The Republic’s two major towns are Deluma (25,000; Mk 6) and Sulorekamele (18,400; Mk 4), with two other significant urban centres.

Kingdom of Lutra

Ruler: King Enorkorman arjah Lehmalen
Foundation: tr390
Government Type: Feudal Monarchy
Population: 460,100

Lutra is principally a Chogori kingdom, with a minority of Mafani citizens. It was founded in tr390, and grew rapidly in the fifth century, before being halted by the Union of Deluma. Despite this earlier conflict, Lutra and Deluma are now allied against the growing power of Amvar.

Lutra’s principal towns are Elumælen (16,500; Mk 5) in the west and Molumoria (12,700; Mk 4) in the east. There are three other towns of significance.

Kingdom of Amvar

Ruler: King Prahnmaroka arjah Amvremakas
Foundation: tr367 (kingdom: tr435)
Government Type: Feudal Monarchy
Population: 811,300

A kingdom of mixed Pechalari, Chogori and Mafani culture; Amvar was founded as a minor principality in tr367, following the break-up of the League of Fraymasar. It has had a chequered history, and was nearly destroyed in tr634. In tr685, however, the current royal house allied with a number of Pechalari tribes and in the last several decades as swept eastwards along the coast, conquering the ancient city realm of Jyna in tr690 and the western portion of Lutra in tr711.

The highland town of Amvarelar (13,600; Mk 4) is still the royal seat of the kingdom, but it is dwarfed by the town of Jányalè (25,400; Mk 6), the previous capital of Jyna. There are four other important towns, but two of these were severely ravaged in the conquest of west Lutra.

The worship of both Kelana and Raranik are strong amongst the ruling classes of Amvar. Jányalè was a strong centre of Araman worship, but most of the followers of this church have been driven underground following the Amvari conquest.

Amvar’s forces continue to pressure the western regions of Lutra; raids and cross-border attacks are frequent events.

Shéntu Region

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The Shentu region lies along the western coast of the Sea of Shentu. Only the northern portion of the Shenti state of Serianapi lies within the bounds of Venârivè. Its leading city, Sérianè, sits at the mouth of the Shunanti River, south of the border with the realm of Amvar. Its second city, Suntosheláshè, lies on the Sea of Shentu.

League of Serianapi

Ruler: Archon Sungonon arjah Shemashe
Foundation: tr89
Government Type: Oligarchic League
Population: 990,300

History and Government

Serianapi is a powerful oligarchic league of mixed Shenti/Mafani culture. It was established in tr89 when the city-state of Sérianè defeated the League of Sunto. Several of the ruling clans of the league claim descent from refugees from the Târgan Empire.

Serianapi has good relations with the Antezian Empire, the dominant polity of the Anzelôrian interior. She is also seen as a protective force against Amvar by a number of smaller Mafani states to the south.

Patterns of Settlement

The leagues major towns are Sérianè (34,000; Mk 7) and Suntosheláshè (17,900; Mk 5). There are four other important urban centres, with a total of around 47,000 inhabitants.

The territory of the league extends a short distance to the south beyond the Venârivè region; most of the population lives along the coastline.

Society, Culture, and Language

Serianapi is the cultural hub of the Shentu region, a cultural mixture of Anzelôrian and Mafani peoples. Other external influences have also played a role; such as an influx of refugees after the fall of the Târgan Empire centuries ago.

Shenti is classified as a Mafani language, but has strong influences from both Wernai Anzelôrian tongues.

Religion

The rulers of Serianapi are largely adherents of the various faiths of the Mafani pantheon. Nama, Arama, Ehlam, and Shavkan are particularly strong.

Rural people also tend to venerate their ancestors as well as Anzelôrian gods, such as Kelana, Parva, Tevel, and Kosheng.

There are even rumours that some of the clans descended from Târgan refugees maintain their ancient rituals, but most publicly scoff at such suggestions.

Military

Serianapi has a powerful navy which is its main protection against the expansionist Amvari to the north. She also has a reasonably efficient infantry, backed by fearsome war-elephant cavalry.

Shénti Oligarch
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Northern Anzelôria

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The northern regions of Anzelôria can be considered part of Venârivè, particularly the coastal regions of the Venârian Sea. This broad area encompasses Pechalar, Tuvara, Byria, and Thonia.

Pechalar

The broad savannah and bush-forest region between the Chògôrana Mountains and Dalkesh, crossed with rivers and dotted with hills, is inhabited by fierce Pechalari tribes. To the southwest, in the foothills of the Sharshane Mountains and beside the Sogo River, lies the city of Sogôranélè. This cosmopolitan city-state is home to a range of cultures: Pechalari, Neshai, Shenti, and Mafani, and lies on the Natha trail from Dalkesh.

Pechalari Tribes

Government Type: Tribal
Population: 458,000

The Pechalari people live in the region south of Dalkesh and north of the Chògôrana Mountains. There are many tribal groups making up the nation of the Pechalari; most are organised into confederations of tribes, some with high chieftains.

Most Pechalari live in small villages, and subsist on a mixture of pastoralism, basic agriculture and hunting on the plains. A small number of settlements of larger size are emerging. A leading example is Achemga (2,300; Mk 3), the tribal gathering place of the Achema tribal confederation. Over the last several decades settlement has grown in size and influence. Increasing numbers of Chogori, Mafani, and other traders are locating themselves here, on the Natha trail between Chògôrana, Anzelôria, and Dalkesh. As this town has grown, so has the influence of the Achema tribes within the Pechalari.

Sogôranélè City

Ruler: Archon Onhech Granemone
Foundation: tr17
Government Type: City-State
Population: 28,000

Sogôranélè (13,700; Mk 5) is an independent citystate to west of the Sharshane Mountains, near the headwaters of the Sogo River. It is one of the most important urban centres of inland north-eastern Anzelôria, sitting on trade routes that connect Anzelôria, Mafan, Dalkesh and Byria. It has a population of diverse ancestry including Mafani, Târgan, Shenti as well as many Pechalari locals.

Tuvara

West of Pechalar, Tuvara is a broad stretch of highlands and mountains. The Haeah Mountains divides western Tuvara, with the Byrios Mountains forming the northern point.

The mighty rivers of Tuvara flow southeast into the Haonic Ocean. The greatest of these are the Ula and the Nogane, both of which rise in the Byrios Mountains. The Henua, however, flows north from the Haeah Mountains into Bana Bay.

This area is inhabited by the Tuvaran tribes, who speak dialects that can be loosely grouped into eastern, southern, and western. A small number of Tuvarans live within the bounds of Dalkesh, even as far north as the Garbrash Mountains.

To the south of Tuvara are regions inhabited by the Neshai-speaking peoples of central Anzelôria. A number of people speaking languages related to Tuvaran can be found in northern Thonia.

Tuvaran Tribes (Tuvara)

Government Type: Tribal
Population: 689,000

The eastern Tuvara (population 301,000) are increasingly under pressure from both the Dalkeshi and the Byrians. In recent decades the ancient meeting place of Chékhralè (1,900; Mk 3) has begun to evolve into a semi-urban settlement, and its rulers have started organising resistance to the invaders.

The western Tuvara (population 268,000) live in the valleys of the Ula and Nogane rivers in the Haeah Mountains and in the Henua valley. Like their Eastern cousins they are under pressure from the Byrians, but have not yet begun to put up serious organised resistance. Their only significant urban settlement is H’anvúchè (2,400; Mk 4), at the mouth of the Henua River.

The southern Tuvara (population 120,000) are shielded from outside pressure, but they are increasingly forming pan-tribal alliances. Their protourban settlement of Órovâshè (3,700; Mk 4) is growing rapidly on the back of trade with the Zhelorian states to the south, the Falânian colonies to the west, and the Neshai of the interior.

Neshai Tribes

Government Type: Tribal
Population: 86,000 (in Venârivè)

Only a small number of Neshai tribes range far enough north to be considered living within Venârivè. They are part of a large language group which includes the peoples of the Zhelorian states on the western coast of Anzelôria, and the remains of the once much greater Antezan Empire in central Anzelôria.

Empire of Býria

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Ruler: Holy Empress Iluria IV alda Alonas
Foundation: tr499 (Holy Empire)
Government Type: Semi-feudal Imperium / Theocracy
Population: 3,368,000

A region jutting north into the Venârian Sea, Byria is substantially defined by the Byrios Mountains that separate it from Tuvara. The Inrima and Ayena ranges are two northwestern spurs of the Byrios range, which complete the region’s separation from the rest of northern Anzelôria.

The coast north of these ranges is also relatively hilly, and split by several major rivers, including the Dariana, Elona, Sunas, and Inriana rivers. Flowing south from the Byrios range, the Lasela, Ula, and the Nogane rivers now form the southern reaches of the Empire of Byria.

History and Government

Byria is a powerful agrarian empire on the southern shore of the Venârian Sea. A quasi-feudal matriarchal realm, the empire is a Varanian (Laranian) religious theocracy, engaged in an ongoing holy war. The organisation of the realm marries feudal and imperial principles.

Byria is ruled by an appointed empress who heads an imperial council of the major landholding clans. All land is held by several hundred noble clans – the greatest of which form the ruling council. The empress holds the Sceptre of Sovereignty on behalf of the goddess Varani.

Patterns of Settlement

Byria’s key towns and provinces are:

  • Inri (22,000; Mk 6), main trade port at the mouth of the Inriana River, and Abræ (7,000; Mk 4), a military harbour town on an island to the northeast of Byria, both in Inrithas province (291 estates, 387,500 population)
  • Dariam (32,000; Mk 5), the holy imperial capital, and Panas (9,600; Mk 4), a town at the mouth of Dariana River, both in Daria province (312 estates, 486,000 population)
  • Sunalæ (12,300; Mk 3), a town on Sunas River, in Kantranas province (338 estates, 408,000 population)
  • Oranæ (7,600; Mk 3), a coastal town in province of Moralas (147 estates, 163,200 population)
  • Aneranas (9,000; Mk 3), a coastal town in province of Armala (292 estates, 325,800 population).
  • Sulonar (9,600; Mk 4), a town on the upper Dariana River, and Belathera (8,500; Mk 3), a southern outpost town on Nogane River, both in Insulana province (211 estates, 229,500 population)
  • Banasæ (6,700; Mk 3) and Vælyn (7,200; Mk 4), towns on Bana Bay, in Bamen and Norva provinces respectively (112 and 124 estates, 109,500 and 129,000 population).
  • Noranel (12,000; Mk 4), a town on Elona River and Onas (7,900; Mk 3), an outpost town on Ula River; both in Elonas province (347 estates, 357,000 population)
  • Kinisa (11,000; Mk 5), a coastal town in Kinis province (218 estates, 264,000 population)
  • Thera (10,100; Mk 4), a coastal town in Ayen province (215 estates, 235,200 population)
  • Nara (6,500; Mk 4), an island town in Naran province (113 estates, 112,800 population)
  • Konuis (7,000; Mk 4), a coastal town, and Elana (4,400; Mk 3), an outpost town on Lasela River, both in the province of Laselana (153 estates, 133,500 population)

There are thus a total of 2,873 rural or manorial estates across Byria, held by various noble clans and religious orders. In addition to these eighteen major towns there are a further twenty-nine small urban settlements.

Society, Culture, and Language

Only women have political power; males are given no voice in important matters and are not permitted to bear arms. In extreme cases, men are kept only as illiterate, uneducated slaves, used for labouring in the fields, and for other purposes at need. The prohibition against men in leadership and military roles has led to the emergence of significant cadres of eunuch advisers and military forces. This provides an avenue for the advancement of talented individuals and increases the number of available troops, while maintaining firm matriarchal and theocratic control.

A key and unique aspect of Byrian society is the Alkenale, the ‘women’s warrior school’, whereby young women of the nobility, and selected others who demonstrate aptitude, are raised in a communal setting as leaders and warriors of the goddess. The Alkenale ensures that there is a sufficient supply of highly trained warriors for the female-only legions and internal security forces. The communal social institution also enables leading females to engage in governorship and warfare without the responsibilities of child-rearing, which is largely handled communally on their behalf.

The majority of the empire’s inhabitants speak Byrian, a language related to Azeryani, but there are still a number of speakers of Tuvaran.

Religion

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The dominant religion is the state matriarchal cult of Varani. Byria is essentially a Varanian theocracy – the Varanian primate of Byria is the empress. There is close integration between the religious and political hierarchy. The governors of each province are Archbishops; cities are ruled by bishop-governors. Major noble houses (members of the ruling council) sponsor clerical and fighting orders dedicated to fostering the Crusade, including the orders of the Holy Mission, of War, of Justice, of Freedom, of Truth and of Vigilance.

Byrian Varanianism has several unique features, including its own liturgical language (Byrian), its its own internal theocratic / political hierarchy, and its own moderately-variant theology, focussing on the matriarchal aspects of Larani/Varani and on the Holy Crusade.

The Byrian church has a special relationship with Laranian pontificate in Tengela. While it acknowledges the pontificate, it asserts its own unique authority and place in the world. Tengela has exerted considerable effort to ensure that the Byrians remain ‘within the fold’, despite obvious difficulties.

Apart from the Eonians, all other faiths are regarded with suspicion or explicitly prohibited. There are active proscriptions on the worship of Agrik, Morgath, Naveh, Kelana, Sarajin, and even Pyarvir. The worship of Save-K’nor and Zarath are tolerated, but kept under close watch. The leading clerics of both religions are women or eunuchs. The worship of Halea is also tolerated, but only in the coastal cities, and also only under close supervision.

The only church with an element of freedom is that of Eoni, but the Eonian hierarchy is dominated by that of the Varanian church. While both the male and female orders exist, the Irreproachable Order is very weak and the Varanian authorities hold the Balm of Joy responsible for the actions of their male colleagues.

Military

All female members of the landholding clans are trained to arms from birth. This female warrior class is renowned for its martial prowess. The empire is jealous of its borders and maintains a strong navy and legions. These legions are currently engaged in extending the power of the empire southwards into Tuvaran lands, claiming new territory and ‘freeing’ Tuvaran women from the oppression of Kelana.

The main forces of the empire are its fourteen legions, one for each province plus an ‘empress’ legion. Each comprises around 2,500 troops and auxiliaries. In addition there is a navy of six fleets, comprising around fifty ships. Furthermore the great noble houses have around 7,500 troops, and the six militant fighting orders of the Byrian Church of Varani can field around 9,000 troops.

Byria has extensive internal security forces as well, including estate security, town security, legion and militant order castles, and the feared members of the clerical Order of Vigilance, with their Inspectors and a massive internal and external spy network. The Order of Justice’s Adjudicators focus on criminal activities and public prosecutions. The Moderators of the Order of the Holy Mission oversee theocratic purity amongst all orders.

The Byrian Holy Crusade is currently preparing for its most aggressive and ambitious advance yet – a move on both land and sea directed against its large and powerful neighbour to the east, the Empire of Dalkesh. Such a clash will likely have widespread consequences for the balance of power in the region.

Býrian General of the Holy Crusade
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Thónia

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Thonia is a diverse region of northwestern Anzelôria, separated from Hepekeria by the Elanas straights. It boasts Lýthia’s highest mountains, the Thonian Alps, and several other great ranges. Its rivers, lakes, and rainforests are lush and foreboding.

The Thonian Alps run along the southern edge of the region, separating the interior regions from the coastal rainforest lands. The western Alps are not only high but volcanic. The high central region, known as the Ulanian Massif, is another great division. Running to the northeast are the volcanic Kymean Mountains, which form the spine of the region and kingdom of Arlanto.

Thonia’s great river is the Mashanga, which flows northwest from the Alps and through the interior region out into the Haonic Ocean. The Loronga River flows north form the Ulanian massif, feeding the freshwater Lake Ulele, before flowing out into the Elanas. To the northwest is the ‘lake-land’ region, which includes the massive Lake Kyme.

Thonia’s people are highly diverse, both culturally and linguistically. Several major language groups exist: southern, mountain, interior, west, northern, and Laker. The native Herei people of Arlanto also speak a related language. The Elanasi people of western Arlanto actually speak a language related to the extinct ‘northern’ Tuvaran.

Finally, along the western and southern rainforest coastal regions, the Falani of southern Hepekeria are increasingly planting colonies and settlements.

Kingdom of Arlanto

Ruler: King (Kehla) Salhiarabu Tathakyendi
Foundation: tr560
Government Type: Semi-feudal Monarchy
Population: 326,000

History and Government

Once the sole domain of Herei and Elanasi tribes, the region of Arlanto was colonized by Târgan seafarers in bt89. Though this colony did not survive, it was powerful enough to galvanize the Herei into forming dozens of petty states of their own to compete against it. The arrival of Azeryani traders was barely noticed, but the annihilation of their outpost would bring rapid change to the region. The Kymarian Campaign lasted from tr417-421 and brought Arlanto into the imperial fold, where it remained for nearly 140 years as a perceived backwater.

In tr560 an independent state was born, its king anointed as the chosen vessel of Kelenos. In tr643 the ‘Revelation of the Waves’ turned Arlanto’s eyes to the sea, beginning decades of piracy and effectively closing the Elanas to most Venârian shipping. This buccaneer tradition still survives, and Arlanto has been known to harbour pirates who prey on the shipping of the southwestern Venârian Sea. Arlanto is also infamous as the primary source of Thonian slaves, unfortunate victims of the constant internecine conflict among the Laker tribes.

Patterns of Settlement

The major urban centre in the kingdom is Arlanto city (11,000; Mk 5), and there are three other towns of note:

  • Uvika (6,500; Mk 3)
  • Magadika (8,000; Mk 4)
  • Falmkusi (3,500; Mk 3)

There are 297 rural settlements or estates spread across the kingdom.

Society, Culture, and Language

Despite a long colonial legacy, Arlanto is less Azeri than the eastern Hepekerian states. Herei culture and language proved resilient to outside influence, and within two generations regained its primacy over Azeri.

Religion

Arlanto is the birthplace of Kelenosian worship in Venârivè. Worship of other pantheons is tolerated among foreigners, but native Arlantans are expected to honour Kelenos above all other deities. Priesthood is a state monopoly dedicated to preserving the divine monarchy.

Military

The prevailing Kelenosian faith ensures that Arlanto never lacks strong, eager fighters. Nearly every native male over the age of 14 can wield a weapon and routinely engages in some form of mock warfare or militia training. The Azeryani legion is one cultural legacy that did stick in Arlanto, and the armies are organized in this manner. In addition to permanent, professional legions, each province fields a militia ‘volunteer’ legion. This gives Arlanto a large and surprisingly skilled army.

On the waves, Arlanto draws on its pirate allies to provide some measure of protection. The current ruler understands the fickle nature of this defence, and spends a sizable portion of his privy purse equipping a private fleet that stays close to port.

Arlanto wages ongoing and inconclusive conflicts with both Xerium and Byria to the north and east. Of late the Byrian navy has appeared to be less of a threat, and Arlanto may take advantage.

Herei Tribes (Arlanto)

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Government Type: Tribal
Population: 27,000

Of Thonian origin, the Herei crossed the Kymean Mountains millennia ago and established themselves in the rolling hills and grasslands between the peaks and the ocean. Most Herei tribes have long been absorbed into the everyday fabric of Arlanto; the remaining ‘free’ Herei tribes are now confined to the rough lands in the north of the country.

The Herei continue the traditions of their ancestors, following their herds of horned cattle and sheep between summer and winter settlements, participating in day-long ritualized combat between clans, and honouring both their forebears and their god Kelenos with epic recitation of sacred warsongs. The civilized state grants them a fair degree of autonomy, with the understanding that the tribes act as a buffer on the northern border. In reality, the severity of the currents and ruggedness of the coast are the greatest deterrent to an invading force.

Hérei Tribesman
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Elanasi Tribes (Arlanto)

Government Type: Tribal
Population: 56,000

A tribal nation of Tuvaran origin that inhabit the drylands to the west of the Kymean Mountains and north of Lake Kyme, the Elanasi are split between two groups: ‘wet’ and ‘dry’.

Wet tribes ply the waters of the Elanas and the lakes, catching fish and harvesting the spectacular corals of the southern beds. They are also active participants in the Lake Kyme trade, and have been known to attack ships that pass through the straits whose name they share.

Dry tribes are transhumance pastoralists, following their herds from the lowlands to the mountain pastures. Trade between the two groups is frequent and peaceful. Though their region is claimed by the kingdom of Arlanto, the Elanasi are free to act without restriction or impediment as long as they restrict their activities to the western side of the mountains and keep the kingdom supplied with slaves.


Thonian Tribes (Thonia)

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Government Type: Tribal
Population: 287,300

Thonia is a mountainous, rugged region with high peaks separating lush jungle valleys, and with rivers that are prone to flash flooding as they tumble down from the Thonian Alps.

This terrain has lead to considerable linguistic and cultural diversity amongst the Thonian people, who are often isolated. Most clans and tribes are small and localised, and population density is low.

The northern Thonians, who number around 32,000 individuals, live along the shores of the Elanas, where vast mangrove swamps dominate the coast, with woodland tropical scrub further inland. They herd goats and fish the mangroves.

The west Thonians, with a population of around 22,000, live along the lower reaches of the Mashanga River; they harvest a range of nuts and trade these with the Falani colony of Nuwadhimash.

The largest group of Thonians, and the most warlike, are the Laker Thonians (around 92,000), who live around the many lakes of north-eastern Thonia, including lakes Ulele and Kyme. Inter-tribal warfare fuels the slave trade with Arlanto to the northeast.

Somewhat isolated from the other Thonians, and each other, are the southern trbies (76,000), who live in narrow valleys and beside the rushing rivers that crash down the steep slopes of the Thonian Alps. In recent decades their isolation has been increasingly breached by contact with the Falani, who have established a number of colonies along the southern coastline.

Even more isolated are the inner Thonians, who live along the upper reaches of the Mashanga River, and number around 38,300. Even other Thonians consider these to be a strange people, who have highly variant social structures and practices.

Lastly, the small number of mountain Thonians (around 27,000) live in the upland regions of the Ulanian Massif. They eke out a precarious living in this windswept landscape, trading wild animals, birds, and tall tales with their lowland neighbours. One such tale is of the ‘place of the beasts’, Arasa-Sadis, where many strange and wondrous creatures are found.

Ándanùji

Government Type: Unknown
Population: 6,000

Many of the peoples of central Thonia tell tales of the ‘Tall’ or ‘Mountain’ folk who live in the higher reaches of the Thonian Alps and the Ulanian Massif. These stories vary, but there are some common elements:

  • these beings are generally referred to as the Ándanùji
  • they are universally described as extremely tall and strong
  • they are variously described as horned or tusked, with small eyes and ears, but none-the-less as graceful and lithe
  • some say they are protected by fur, but most say they wear great fur coats
  • they are said to possess preternatural senses and to wield unmatched magics
  • they are said to sing strange ululating songs that echo from mountain top to mountain top
  • some say they live in towers of peerless height with many winding stairs ‘that pierce the clouds and stab the moon’
  • they are said by most to be fickle in their dealing with men
  • most say that it seems extremely difficult to tell one from another

The mountain Thonians speak of these beings with both fear and awe. Those travelling in the high mountains take care to leave gifts of considerable value in plain sight at traditional places. Whether by bandits or the Ándanùji, these gifts are almost always taken.

Ahnagu

Ahnagu

Almost no humans have ever visited the Ándanùji ‘city’ of Ahnagu (1,300), located high in the central Thonian Alps. Any who have know never to tell what they have seen.

Hèpekéria

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Hepeker is a large island to the northwest of Anzelôria, which helps to create the Venârian Sea. It can be divided into several sub-regions:

  • central Hepeker, a desert region dominated by the Hepekerian confederacy of the Numec
  • the northern coast of the Korlic states
  • Dalanya, separated from the central region by the Dalanyan Mountains (northern and southern ranges)
  • Xeria, a rough and broken land to the east
  • Falânia, the southern coastal region

Hepekerian Confederation

Ruler: Leaders of the sub-nations
Foundation: tr448
Government Type: Tribal Confederation
Population: 510,900

Central Hepeker is a great desert. The Numec control this region, and have formed the Hepekerian Confederation to maintain this control. They are organised into five sub-nations: Udan, Naj’er, Lawâta, Iwil, and ‘Air. The Numec shun the ‘civilised’ coastal regions, and consider themselves the nobility of Hepekeria.

History and Government

The current Hepekerian Confederation was founded in tr448, in response to Azeryani incursions. An earlier confederation was established in tr202, but splintered in tr270.

The confederacy’s main focus is external; it does little to prevent conflict between the five sub-nations. There are, however, regular meetings of the leaders of the five nations at Pyateq to discuss policy with respect to trade and foreigners.

Leadership within the Confederation is a fluid concept; and changes rapidly. The current leadership within the sub-nations is:

  • Azrim ‘awil Iwegeq – Udan
  • Ektri ‘awil Taruqit – Lawâta
  • Keldas ‘awil Imzurhi – Iwil
  • Ilerhep ‘awil Xiremt – ‘Air
  • Ghelil ‘awil Tuleqmas – Naj’er

Patterns of Settlement

The ‘Air (population 75,000) oversee the quasi-Numec realm of Azuwirat (population 95,500) in the shadow of the Dalanya Loas Mountains, the principal town of which is Azurahel (1,700; Mk 3).

The Durqa Jaida highlands separate the range of the Lawâta (population 102,200) from the northern Korlic coast. Their range extends north to the region of Tiaret (in Dysor), east to the foothills of the Dalanya Gares, and west to the cross-Hepekerian trail.

The Durqudani (or Udan Massif) is the central highland region that rises in the centre of the great desert. The Udan (population 75,000) has a range centred around this great highland. The Earthmaster site of Ulaia lies at the massif’s northern end. Nearby, the Taugári cultists dwell in a small permanent settlement known as Pyateq (300; Mk 2). Only the Numec are generally permitted to visit Pyateq.

The Earthmaster site of Xmien lies near the westernmost point of the island of Hepeker, Tagha’imdhal, in the range of the Iwil (population 94,000). A further 20,400 semi-settled Numec associated with the Iwil live in the Dúrqa Âwrím highlands, where saffron and teh (used to produce an infused drink) are cultivated.

To the southeast lie a number of salt-lakes (chotts), within the range of the Naj’er sub-nation (population 49,000). The largest of these is Chott Djerid, a large seasonal salt-lake. To the southwest lies the Chott Drajebel, which is near the Drawerg hills. Other chotts in the region are the Melmadz, Mazdat, and the Mazgefft. Another important feature in this area are the Meldhur Mountains which mark the easternmost region of the Naj’er range.

Society, Culture, and Language

All Numec speak their own language, Numer, although there are sub-nation idioms and variations.

Each Numec sub-nation has a number of tribes and clans or extended families (kel). A kel is broader than those related by blood; it includes vassals, specialists and slaves.

Underpinning Numec culture is the Hepekerian camel, the ‘ship of the desert’, which sustains the nomadic life of the high-caste Numec.

Castes

Numec society is strictly divided by caste. Within a given kel there are clearly delineated roles. The more traditional the tribe (roughly analogous with its proximity to the central desert) the most strict the caste lines.

Aqtim – the noble warrior caste (‘awli). Aqtim sit atop the Numec caste structure. Menial labour is shunned wherever possible. Men spend their time riding and maintaining their camels, raiding (or guarding) caravans, and training in arms. Women prepare decorative unguents, raise young children and maintain order in the camp. Aqtim are the minority of the kel, usually no more than 15 percent of the total population. Each kel has a leader (nabad).

Aqli – the vassal caste (‘aq). On the aqli (male and female) fall the tasks of daily life: loading and unloading camels, cooking, weaving, etc. Though few Aqli match the prowess of their Aqtim overlords in skill at arms, they are still far superior to a feudal levy and generally equal to a typical legionnaire. The bulk of a kel will be of this caste, often 45 to 60 percent.


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Aqhed – the slave caste (‘abd). Most aqhedi are sedentary, dwelling permanently in small huts near oases, and practicing simple agriculture or other resource extraction for the benefit of the tribe when they pass through. Some accompany the kel on their extended wanderings as camp followers. They comprise roughly 25 to 40 percent of a kel. Many aqhed lack a proper family name, instead using the kel’s name with the prefix ‘abd, which means ‘protected by’. Each tribe has a unique method of identifying aqhed. Some brand the forearm, cheek or hand, yet others tattoo or stipulate that aqhed wear certain clothes, or are prohibited from wearing certain items.

Inadan – the craft caste (‘amal). Inadan specialize in producing the material goods of Numec society, from simple to artistic wares. Most often they are involved in refining, metalsmithing, weaving and hideworking, with smaller groups focussing on jewelcraft or weaponcrafting. Most Inadan live in semi-permanent settlements, and although their sedentary lifestyle diminishes them in the eyes of the nomadic castes, both recognise their interdependence. Inadan are protected as non-combatants in the ongoing inter-tribal conflict that pervades Numec life.

Zawan – the bard caste. Zawan are educated in the tales, songs, stories, and oral traditions of the Numec. Accomplished singers, and blessed with nearly limitless memories, they accompany themselves with drums or a simple stringed instrument when reciting. Zawan are true solitary nomads. They spend the better part of their life wandering the continent of Hepekeria (usually focusing on a particular area or tribe) bearing news and acting as ambassadors. They are welcome at any tent at any time, and are entitled to the greatest generosity possible. It is a great honour to be mentioned by a Zawan as being a good host. Likewise, it is a terrible shame to be slighted in word by one of this caste. As with the Inadan, it is forbidden to draw steel upon or harm a Zawan, but given their solitary existence, this custom has been broken often. Few Zawan are foolish enough to travel unarmed.

Zawan are technically caste-less. However, they have been known to pledge themselves to be the chroniclers of a particular tribe or kel, which naturally lends them a particular bias. Zawan select their numbers from among the people, an honour for the one chosen as well as their kel.

There exist in secret locations of each sub-nation a Zawan stronghold, where some of their number trained in script will record the tales, and keep them in huge archives. Zawan are said to be the children of Targit, and follow in his lonely (but important) path. Many Zawan wear bells upon their clothing and tackle, and the soft rhythm of bells swaying on camel back forms the basis for a number of their songs and recitations.

Religion

The Numec worship a unified pantheon of gods who are seen as part of the kel of their chief god, Azay. See Religion for a list of the members of the Numec pantheon.

The stories of Azay are kept by the Zawan – and are recorded in the Kelazaydi (Book of the Family of Azay). Central to this work are a set of credo that have been ingrained into Numec culture, known as the Six Stones: honour, obedience, purity, self-reliance, charity and tradition. A common saying is: ‘Construct your tents upon a foundation of six stones, and though the evils of the world surround your kel all will be free from harm.’ The Kelazaydi is based on an oral tradition, and it is an act of great devotion to memorize the passages it contains.

Just as essential to Numec religious life are the taqfan – the closest the Numec come to having priests. Taqfan are solitary mystics and ascetics who forswear tribe and kel to devote themselves to Azay, often living in caves and other isolated locales. Many taqfan become living saints; proximity to their body (alive or dead) or possessions can impart a blessing to the holder.

Military

The Numec are amongst the greatest individual warriors of Venârivè. The Aqtim caste does little other than fight each other, supported by their Aqli vassals. Possessing an intimate knowledge of their land and excelling in cavalry tactics, the Numec have proven themselves practically impossible to stop when they unify. Aqtim will not wield missile weapons, preferring to use blade and lance; Aqli have no such compulsions.

The Taugári Cult

The Taugári Cult

A secretive brotherhood of the Inadan caste. Basically a specialized group of sword smiths and iron forgers, their practices are shrouded in mystery and mysticism. The cult was founded in tr10 by a Târgan refugee, who passed on the metallurgic secrets of his people, including the use of the wind forge.

Kôrlic Coast and Realms

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The northern coast of Hepeker is known as the Korlic coast, after the Korlic peoples who live there.

The Durqa Jaida (highlands) separate the northern Korlic coast from the central desert region. The Durqa Âwrím (highlands) on the northwestern coast are known for the production of saffron (awrim).

Two rivers flow from the Jaida highlands into the northern sea, the Isyn and the Charin. At the mouth of the first is the city of Isynen, which is the only major urban settlement on the northern coast. It forms a citystate which survives because it is the northern terminus of the great trade route which leads to Falânia and the town of Silgora.

Three other Korlic states are strung along the northern coast, each with a small central town of the same name: Charinatre, Dysor, and Gemena. The population of all these is principally Korlic, but there are Ivinian, Azeri, and Numec influences.

Also on the northwestern coast lies the Ivinian-Korlic kingdom of Korlua. Centred on the island of Kerabor, the kingdom also has holdings on mainland Hepeker. Its principal settlement is the town of Hegovnis, but there are also Kerang on southern Kerabor, and Kuta on the northern coast.

Kingdom of Korlua

Ruler: King Kvuro alri Thurmsen
Foundation: tr598
Government Type: Tributary Monarchy
Population: 240,000

Korlua is a mixed Ivinian-Korlic state to the northwest of Hepeker.

History and Government

The Kingdom of Korlua grew from the Kingdom of Hegovnis (founded in tr538), and has come to control all the Korlic islands and part on the northern Hepekerian coast. The constituent realms within the ‘overkingdom’ are:

  • Kingdom of Hegovnis – clan Thurmsen
  • Principality of Kerang – clan Kjaltsen
  • Principality of Ganteas – clan Svelen
  • Kingdom of Korlahit – clan Jenbalsen
  • Kingdom of Andata – clan Jeltstrom

Korlua has been a cultural crossroads for centuries, providing homes for waves of Jarind peoples (including the Horzili and peoples related to the Dalani), isolated groups of Hepekan tribes, Karuia traders and more, coalescing into a unique cultural group known as the Korlic people. Around tr1 this nascent group established trading centres with the Numec along the coasts, then began moving eastwards to Isynen and beyond.

Patterns of Settlement

Korlua’s largest settlement is Hegovnis (11,000; Mk 4), its capital and principal port. The other major settlements are Kerang (9,500; Mk 3), Lyanral (4,400; Mk 3), and Kuta (850; Mk 3) (on the mainland). There are a total of 276 rural estates across the kingdom; 65 of these are largely Ivinian settlements, while the remaining 211 have mostly Korlic rulers and populations.

Society, Culture, and Language

Korluan society is fairly stratified between the Ivinian rulers and the Korlic common folk, even after two centuries of interaction. Political power and wealth remains concentrated amongst the Ivinian elite, who comprise about one fifth of the population. The past two decades have seen a growing push for greater political influence amongst the leading members of the Korlic population. Largely due to the Ivinian presence, the Korlic language has adopted some Ivinian characteristics and loan-words, particularly in the areas of trade and shipping.

Religion

Ivinian Korluans remain stubbornly loyal to their Sarajinian faith, although schisms between traditionalists and reform elements do exist. Korlic Korluans are surprisingly tolerant, while nominally worshipping the same Hepekan pantheon as the Numec, there are numerous regional cults and practices. The spiritual centre for all Korlic Korluans lies on the island of Keswun, where there are a number of ancient ruins and isolated communities of mystics.

Military

The Korlic people were never known for their military prowess, preferring instead to use diplomacy. This trait may have condemned them to the fringes of regional power and history, but has ensured their survival amidst their Ivinian overlords. Korlua protects itself with a modest fleet of ageing ships, though few can match the ferocity of the Ivinian crews in ship-to-ship battle. On land, the kingdom relies mostly on Ivinian huscarls supplemented by local militia for defence.

Isynen Autarchy

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Ruler: Autarch Tirun ‘aqli Monran, heading the Council of Isynen
Foundation: tr12 (current incarnation)
Government Type: Oligarchy
Population: 157,000

History and Government

The town of Isynen was established around bt300, but sacked by the Numec around bt250. Hepenolian traders re-founded the town in tr12, and paid tribute to the Numec to ensure its survival. The merchants of Isynen allied with the Numec to oppose the Azeryani in tr448, and were able to remain independent even though the Azeryani conquered most of the rest of northern Hepekeria.

The town and surrounding area are governed by a council of merchant clans, who pay very significant sums to the Numec to ensure the continued existence of their town.

Patterns of Settlement

Isynen (14,000; Mk 6) is the largest urban settlement on the northern Korlic coast of Hepekeria. The city has an open plan with no encircling wall. Most large buildings have stout, high walls with narrow or no windows enclosing a central courtyard. Structures are usually multi-storied (stables and storage on the ground level, living quarters above) and designed to be defensible by a minimum of people.

The town’s influence extends along the coast and inland, across a region which includes 207 rural estates. The town lies at the mouth of the Isyn River, where the Charis bridge provides the only crossing point. It rests at the mouth of the Gulf of Isynen, a fine sheltered bay offering some relief from the persistent northeasterly winds that buffet northern Hepekeria.

The only other settlement of note in the region is Dyulaqi (900; Mk 3), a settlement in the Durqa Jaida highlands on the Silgora trail.

Society, Culture, and Language

Isynen is the principal cultural centre of the Korlic people, who are the non-Numec inhabitants of the northern Hepekerian coast. Korlic identity is a relatively modern concept, the name being coined during the Azeryani conquest c. tr472. Although rooted in Numec culture, the Korlic people have increasingly forged their own identity.

Cultural influences include ancient Numec outcasts, Dalani, Zonaran, and Karuian traders and migrants, Azeryani conquerors, and most recently Ivinian raider and settlers. The Korlic people are thus a complex cultural admixture, who have continued to adapt and evolve over time.

Religion

The Isyni approach to religion is practical and liberal rather than dogmatic. They acknowledge the existence of multiple gods, goddesses, spirits, and demons, but prefer not to revere any one entity above all others.

Aspects of the Numec faith are the traditional religion of the area, and the Tower of Azay at Isynen is famous across the region. Of all the foreign churches, the temple of Save-K’nor is the most influential, holding possibly the single largest collection of texts in the Hekori script. The Church of Halea is also prominent, and the Church of Larani is seeking to expand its influence.

Military

Isynen relies principally on payments to the Numec for its security, but also upon the mercenary company-cum-fighting order known as the Order of the Argent Charger. The latter’s key function is internal security and defence against possible attacks from Charinatre or Korlua.

Isýni Merchant and Númec Trader
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Kingdom of Charinatre

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Ruler: King Gamman ‘aqli Hilreshan
Foundation: tr524 (current kingdom)
Government Type: Semi-feudal Monarchy
Population: 110,000

History and Government

Founded in tr309 as a trading post by Isyni merchants and adopted as forward outpost by the Azeryani invaders of the Korlic Plain in tr475, Charinatre has a bloody and tumultuous history with three ruling dynasties since the return of independence in tr524. Originally the realm included the city of Dysor, which broke away in tr622 during one of numerous internal upheavals. The current ruler, of Azeryani descent, considers Dysor a renegade province, but lacks the power to enforce his claim.

Patterns of Settlement

Charinatre town (3,000; Mk 3) lies on the banks of the Charin River. It marked the westernmost point of the Azeryani Empire, and has a large monument in the town centre commemorating that fact.

The coastal town of Zûwar (1,900; Mk 2) has twice been the kingdom’s capital since the Azeryani overthrow. There 150 rural estates in the kingdom. The economy of Charinatre is heavily dependent on cotton, imported from the east several centuries ago.

Society, Culture, and Language

Charinatre is a study in contrasts. The coastal regions are strongly Korlic, while the inland valleys along the trade routes retain many Azeryani cultural elements. South of the Charin, Numec culture rules, the Durqa Jaida being home to many of the kel of the Lawâta sub-nation. Coasts and valleys all speak the Korlic tongue, with subtle dialect variations.

Religion

Ethnicity and religion are intrinsically entwined, with each significant group adhering to their ancestral pantheon. This religious diversity does not contribute to the fractured status of the kingdom, however, as Azeryani-descended Laranians and Agrikans put aside their differences when faced with a Korlic or Numec foe.

Military

Charinatre fields a small permanent army charged with protecting the trade route that winds through the country. Companies of horsemen patrol between garrisons of infantry, providing an early warning system against Numec incursion. Much of the state’s surplus is spent bribing the Lawâta into quiescence or encouraging them to raid into Dysor.

Kingdom of Dysor

Ruler: King Dytra ‘aqli Tynral
Foundation: tr622
Government Type: Semi-feudal Monarchy
Population: 97,000

History and Government

Dysor is the smallest of the Korlic states. It split from Charinatre in tr622 after an Azeryani clan toppled the throne. Strained relations and frequent border clashes have been the norm ever since.

Patterns of Settlement

The kingdom has two major settlements. Dysor town (2,500; Mk 3) is the capital settlement, which has a strong, naturally defensible harbour. Tinmal (1,300; Mk 3) is a surprisingly prosperous trading outpost on the fringe of the desert which has grown up over the years and is beginning to draw some traffic away from Isynen.

There are 134 rural settlements, most of which occupy a strip of land along the coast. Over 70 percent of the population live within a few leagues of the ocean, where the climate is milder, rainfall more frequent, and life less precarious. Numec tribesmen from the Lawâta sub-nation frequently cross from the true desert into Dysor following ancient patterns of semi-nomadic travel.

Society, Culture, and Language

The coastal population is dominantly Korlic, though a few Ivinian clans call the kingdom home. Inland, Numec culture dominates. The Lawâta sub-nation controls the Tiaret region, but tribes from the ‘Air also travel through the realm’s southern borders.

Religion

Like their Isyni neighbours, religion has little impact on daily Dysori life. Most people stick to the religion of their ancestors: coastal Korlic to the Azeri pantheon, inland Numec to Azay. Only the worship of Naveh is proscribed.

Military

Dysor relies heavily on mercenaries for its security. Ivinian clans provide their naval strength; three Numec tribes routinely patrol the border with Charinatre. The fact that these tribes are embroiled in a generations-long feud with other Numec tribes on the other side of the border is something Dysor’s rulers play to their advantage.

Kingdom of Gemena

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Ruler: King Ezerakhil alri Tyrahzi
Foundation: tr701
Government Type: Semi-feudal Monarchy
Population: 121,000

Gemena is a poor kingdom that lies between the Korlic states of Dysor and Menêma. Most of the kingdom is rough, arid mountainous terrain; nearly all the population dwells on the coast.

History and Government

Gemena was the first region to fall to the Azeryani Korlic March of tr474, and was part of the Azeri Province of Dalanæ. When Menêma fell in tr523, Gemena declared independence the following year. This fledgling kingdom survived seven years, then encouraged the city of Hudid to rebel. Menêma swiftly crushed this so-called Dalani Rebellion, then turned its ire on Gemena, sacking the town and folding the region into their kingdom. A schism between factions within Menêma gave Gemena another chance. Ezerakhil of clan Tyrahzi supported the current Menêman king in the conflict, and was rewarded with recognition of his region’s independence.

Patterns of Settlement

There is only one major settlement in the kingdom, the town of Gemena (2,500; Mk 3). Founded as a watering station for ships, this town has suffered from repeated invasion, attack, and depredation from Azeryani, Ivinian, Menêman, and Trierzi alike. In addition, there are 194 rural estates scattered across the kingdom.

Society, Culture, and Language

Despite being under the Menêman yoke for 150 years, Gemena’s culture is thoroughly Korlic. Their dialect is less influenced by Ivinian, and Dalazeri is the preferred language of the elite. The Dalani have a strong foothold in the mountains, and some Numec spend winters in the Dalanyan foothills.

Religion

Gemena’s aristocracy is firmly aligned with the Halean church. The state is free of the Agrikan-Laranian conflict that plagues Menêma, mostly due to local indifference to both religions. Worship of Morgath and Naveh are proscribed, Sarajinian worshipers are distrusted. The Dalani adhere to their traditional faith, and there are isolated communities of Ilvirans in the mountains.

Military

Gemena maintains its independence at the whim of the king of Menêma. King Ezerakhil understands this, and is trying to develop his military resources to resist invasion. Some Dalani have agreed to provide units of slingers, and the king has sought support from the Numec Awarhba who winter in the mountains (and who used to be the rulers of Azurahel), to little effect.

Dalani Tribes

Government Type: Tribal
Population: 51,000

While most Dalani people live under the governance of one of the realms in the region (including Gemena, Menêma, and Vitho), a significant number still live in tribal groups outside the practical control of these states. The Dalani are renowned across the region as excellent slingers and light skirmish infantry; many are used as mercenaries or in tributary service of surrounding states.

The Dalani are the apparently indigenous people of the northwestern Dalanyan Mountains and the offshore islands, including Menêma. They have been heavily influenced by the Azeri and Ivinians, but appear to be an ancient cultural fusion of Jarind and Numec peoples.

The Dalani are known for their reverence of trees. Each tribal Dalani clan has a particular tree on its traditional lands which it holds sacred. Others in the region refer to these trees as ‘witchtrees’. A unique group among the tribal Dalani, known as ‘treespeakers’ claim to be able to communicate with the spirits of the sacred trees.

The Dalani language is largely in decline; it is spoken in only a few isolated places. Most Dalani speak Korlic, Kolvisar, or Dalazeri.

Dálani Tribesman
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Dalánya

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Dalanya is separated from the central desert region by the Dalanya Gares and Dalanya Loas mountains.

The island of Menêma lies off the northern coast of Dalanya, separated by the Dalanyan Bight. Its key town is Kolvis. The Kingdom of Menêma’s holdings on mainland Hepeker include Hudhavn at the mouth of the Hudid River, Ymeshem at the mouth of the Xem River, Ilmasa at the headwaters of the Xem, and Bylrama at the mouth of the Bylras River.

To the south of Menêma lies the highly Azeryanised kingdom of Vitho. The town of Vitho lies at the mouth of the Xmara River. Other key towns include Bijana at the mouth of the Chelif River, and Garas and Medes on the Bay of Dusts.

Kingdom of Menêma

Ruler: King Ovris alri Hargaal
Foundation: tr523
Government Type: Tributary Monarchy
Population: 295,000

Ivinian mercenaries seized control of Menêma (then the Azeryani province of Menemæ) in tr523, after a protracted civil and religious conflict known as the Dogma Wars. This act sparked the wave of Dalanyan and Korlic secessions that occurred in the following decades.

History and Government

The ruling Hargaal clan have proven to be canny strategists and accomplished Machiavellians. Deftly playing the indigenous factions off one another, they guided Menêma on a steady policy of expansion onto the Dalanyan coast and even to the edge of the desert. Menêman blood flows in the kings of Trierzon (the famed Iron Queen was a Menêman princess), yet relations between the two kingdoms are formal and distant.

Nearby neighbour Vitho is more hostile, Menêma’s capture of Jelendial island in tr675, and of the province of Bylrama four years later have the two nations at perpetual loggerheads, with frequent border clashes. Recently, internal schisms within the Hargaal clan, the revolt of Gemena, and the ascendancy of Azeryan have slowed Menêman growth.

Patterns of Settlement

Kolvis (13,000; Mk 5) is one of the largest and most cosmopolitan cities of Hepekeria, with a diverse social and cultural makeup. The other major towns of Menêma, all on the mainland, are:

  • Hudhavn (5,700; Mk 3)
  • Ymeshem (5,900; Mk 4)
  • Ilmasa (4,700; Mk 3)
  • Bylrama (6,500; Mk 3)

There are, in addition, a total of 384 rural estates across the kingdom.

Society, Culture, and Language

Menêma is a cosmopolitan blend of Azeri, Ivinian, and Dalani cultures, with ancient influences from Zonaran and Karuian cultures. The Ivinian conquerors did little to displace the dominant Azeri culture, and have been largely assimilated into it. The Dalani occupy the rough interior of Menêma island, and the mountains of the mainland.

The people of Menêma speak a mixture of tongues: Kolvisar and Dalazeri (dialects of Azeryani), Dalani, Korlic, and Ivinian.

Religion

Like many Venârian states, Menêma’s religious landscape is dominated by Agrikan and Laranian conflict. The ruling elite have remained aloof or used the tension to their advantage, although there does appear to be a cultural shift favouring Laranianism. A few Ivinian clans keep their Sarajinian faith, while Haleanism is widespread in the coastal cities. The worship of Morgath and Naveh is proscribed.

Military

Menêma is conscious that the defence of the realm depends on a strong navy. They have developed an elaborate early detection system that warns of incoming shipping, and disperse their vessels to numerous ports to prevent them being bottled up. Ground forces favour the feudal model, although there are vestiges of the Azeryani legions. Menêma is unusual for fielding standing companies of slingers – the local Dalani – in both ground and naval forces.

Arms of Târan Ôvris alrí Hargáal of Menêma
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Kingdom of Vitho

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Ruler: King (Taran) Nadrametian IV elda Justani
Foundation: tr524
Government Type: Semi-feudal Monarchy
Population: 341,000

History and Government

Vitho is Hepekeria’s largest city, designed and built by engineers from the Firasor II legion to be the capitol of the Azeryani province of Dalanæ. The city was raised from marshes of the Xmara River, and is graced with numerous canals and sluices to refresh the waters and prevent stagnation.

Vitho’s break from the empire followed soon after the Ivinian seizure of Menêma. The secession was led by a union of eight noble clans, but decades of internecine bloodshed eventually left one clan triumphant: the Justani.

The kingdom has poor relations with Menêma, which conquered its northwestern province of Bylrama four years ago. Conflict is ongoing.

Patterns of Settlement

In addition to the city of Vitho (27,000; Mk 6), the kingdom has three other urban centres:

  • Bijana (8,000; Mk 4)
  • Garas (5,500; Mk 4)
  • Medes (5,500; Mk 4)

There are a total of 268 rural estates in the kingdom, mostly around the coastal regions.

Society, Culture, and Language

Despite independence from the empire and adoption of its own monarchy, Vitho continues to model its society on Azeri lines. Vitho has retained a modified estate system which recognizes the following classes:

  • Kulira (nobles)
  • Baroshi (military, soldiers)
  • Anesiri (scholars/bureaucrats/priests)
  • Toata (freemen)
  • Nasiri (bonded workers)
  • Gervi (slaves)

Vitho’s daily tongue is Dalazeri. Most nobles and educated people also speak Zâkimladal, albeit in an old-fashioned manner.

Religion

Vitho is the location of the Agrikan Apalankhi (primacy) for northern Hepekeria. Vitho is generally religiously tolerant, honouring the six main faiths of the Azeri pantheon. Followers of Sarajin, specifically, Ivinians, are mistrusted, as are followers of most non-Azeri faiths. The only proscribed religion is that of Naveh.

Military

Vitho’s legions mirror the Azeryani model, though they are significantly smaller. By the time of independence, many of the officers of the Firasor II legion were from families that had lived in the region for generations, and most remained and provided the core of the current forces. A third of the legions are light horse auxiliaries (500 soldiers plus supporters) that secure the eastern provinces of Garas and Medes from Numec raiders. The rest are infantry (1,000 soldiers plus supporters), most of which guard the northern border with Menêma.

The King’s Guard is a company of medium horse and two companies of infantry. The Vithan navy is no match for Menêma’s, something King Nadrametian has done little to address. Some suspect a secret treaty may be in effect with another major naval power.


Víthan Legionary
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Xêria

  • Page 158

The Garamant mountains separate eastern Xerium from the salt-lakes and central desert region. The major town of the region is Xerium, at the mouth of the Qalba. Other towns are Zarides, at the mouth of the Afif River, and Gurot, at the head of Sekler Bay. The island towns of Syrénè and Tyrich are also important.

Two major cultural groups live in this region: the Buqdin, a group of Thonian ancestry, and the Xeria, descendants of Azeri and Karuia colonists.

Kingdom of Xerium

Ruler: King Xerdamides elda Garekemil
Foundation: tr535
Government Type: Constitutional Monarchy
Population: 329,000

History and Government

The current kingdom was established in tr535 when independence was declared from Azeryan (Xerium had been part of the province of Kymaria, which included Arlanto). The king of Xerium rules within the bounds established by the Synod of Wisdom, an oligarchic council of the trade syndics of the realm. At one time Xerium stretched from the Bay of Dusts down through to the southern tip of the Elanas, but the Reaver Years (see Arlanto) forced the abandonment of nearly all settlements south of Tyrich island.

Patterns of Settlement

The major urban settlements of Xerium are:

  • Xerium (20,500; Mk 6)
  • Gurot (7,500; Mk 3)
  • Syrénè (5,500; Mk 4)
  • Tyrich (4,300; Mk 3)
  • Zarides (2,100; Mk 3)

There are 361 rural estates of the Azeri style in the kingdom, located mainly in the central and northern regions – around the Qalba River and its tributaries.

Society, Culture, and Language

Xerian society is stratified, and based on Azeri culture with significant influence from Karejia. At the top of the pyramid are the Synod, which control over 90 percent of the land and wealth in the kingdom. Xeria’s substantial export crops and centralised plantation agriculture relies on a semi-slave class called debtfarmers; slavery is also widespread.

The Xeria speak a dialect of Dalazeri, as well as Zâkimladal (High Azeryani). Xerian Zâkimladal is remarkably true to the empire’s, although a trifle outdated. Even synodic clans which originate from outside Xeria learn this tongue to effectively navigate the region’s politics.

Religion

Xerian society adheres to the Azeryani tradition of tolerance; no religion is proscribed. Among the Synod, Halea is the most common faith, although two of the synodic clans are Agrikan religious orders. The local Morgathan temple is popular among the common folk. Representatives of all other major Venârian religions can be found within the walls of Xerium city.

Military

Xerium’s professional army is modelled on the Azeryani legion, though the troops are organised at the cohort level. Each estate is required by law to provide fiscal support for three mani of troops, plus one of marines. Xerian forces are almost exclusively infantry, as the terrain is not conducive to cavalry. The focus on infantry keeps costs low, but the state still struggles to field its full-strength army of twelve cohorts. Synodic clans also field their own troops. Some of them rival the best of Venârivè; most are little more than gangs of mercenary thugs.

Buqdin Tribes

Government Type: Tribal
Population: 57,000

The Buqdin are people of semi-nomadic tribesmen that inhabit the mountainous region of south-east Hepekeria. Their name means ‘of the Strong’. They are ethnically similar to the Elanasi of Thonia, though they arrived on the Hepekerian continent c.bt1000, and eventually populated the entire south-east from Xeria to the Chottlands.

The Buqdin are divided into eighteen tribes that range over the entire region. Within these tribes are numerous clans; greater clans dominate the tribe, lesser clans are expected to obey. Their original numbers were greater, but population pressure from the city-state of Xerium and the arrival of the Naj’er subnation have encroached upon their traditional range. The Buqdin are totem and ancestor worshippers with a highly ritualised daily life.

Falânia

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The southern region of Falânia is controlled by the Falânian Federation, an alliance of city-states including Bothisa, Silgora, and Thubeliz.

The Falani speak their own language and dialects related to Numer, but influenced by Thonian. The Falani are increasingly establishing colonies and building alliances with settlements along the western and southern coast of Thonia, which is greatly expanding their reach.

Falânian Federation

Ruler: Elders of the League
Foundation: tr569
Government Type: Oligarchic League
Population: 417,000 (not including colonies)

History and Government

The federation has evolved slowly. Beginning as an alliance between Silgora and Bothisa, it encompasses the whole region: three major city states, four other smaller towns, numerous rural settlements, and approximately two hundred tribal groups.

Federation politics are bewildering and incomprehensible to outsiders, a mixture of local, regional, clan, and city-state alliances and connections. The federation has no central ruler. Instead, considerable emphasis is placed upon building and maintaining consensus and harmony among its members, and in relations with the Numec of the interior.

Despite this complexity, the federation’s structure allows for considerable independence of action by its constituents. In the few occasions when external threats have presented themselves, the members have combined to tackle the enemy with fearsome speed and efficiency.

Patterns of Settlement

There are around 284,000 individuals living in settlements associated with the Falânian Federation, of which 38,000 live in urban settlements:

  • Bothisa (10,000; Mk 5), a city on the Draa River.
  • Silgora (8,000; Mk 4), a town near the central desert.
  • Thubeliz (9,000; Mk 5), a city on the Tasaret River, near the Nâzawerg hills.
  • Tasugez (3,500; Mk 4), a town at the mouth of Tasaret River.
  • Fagomu (2,100; Mk 3), in the Drawerg foothills.
  • Moranjaz (3,000; Mk 3).
  • Wuzadhim (2,500; Mk 3).

Surrounding these cities and towns are 865 vilages and other rural settlements.

Tribal Falani

In addition to the settled population, there are about 133,000 Falani who are more loosely linked to the Federation. The tribal Falani are semi-nomadic, and their settlements are numerous. There are approximately two hundred tribes, which are further sub-divided into clans, spread across numerous settlements.

Each year a great convocation is held at one of the three main cities of the federation, which representatives of the tribal Falani attend. This convocation is a major trading and political event. The urban members provide gifts and accommodation for the visiting tribal representatives, thus cementing their allegiance to the wider federation.

Society, Culture, and Language

Falani culture is a Thonian / Numec admixture seasoned with other influences. Bothisa, for example, was influenced by Dalkeshi castaways, and evinces a strong caste-based society. The Silgorans, owing to their proximity to the Numec, are perceived as traditionalist and somewhat reactionary. Thubeliz is surprisingly open, with a vibrant entrepreneurial energy, expansive vision, and is incredibly adaptive. But regardless of locality, all Falani value protocol and diplomacy. Visitors describe Falânia as a ‘society of manners’ wherein all social roles are clearly defined.

Religion

The Falani mythos views daily life as a cosmic battle between Azahi (Azay; Order) and Kelanai (Kelana; Chaos). Society’s role is to broker unity and harmony between the two. Within Bothisa, Naveh fills a third-party role of the enforcer of balance, though this is a local cult. Ancestor worship within clans is also important. Families use these divine relatives to intercede on any number of issues.

Military

Falânia has no permanent standing army. Each city-state fields its own professional force (essentially a large city-guard) and noble and tribal clans can muster a sizable levy, but the federation lacks any centralised commander, except in rare times of external crisis. When this occurs, the most suitable head of one of the city-guards is appointed marshal for a strictly limited term to rapidly deal with the issue.

Each of the coastal city-states also has a comparatively well developed navy; but these ships are usually used for both trade and defence. Most require each ship registered at its port to be ‘on standby’ for a period of the year, and to answer a summons to defend the city if required.

Falânian Colonies

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Government Type: Colonies
Population: 21,000 (6,800 urban)

From the middle of the last century, the various coastal city-states of Falânia have begun to establish colonies along the western and southern coast of Thonia, both to trade with local Thonians, and to act as way-stations for trade routes to southern Anzelôria. Most are small, but are growing rapidly with a steady influx of settlers seeking new opportunities. The slave trade is a major activity of almost all of these colonies, generally in co-operation with local Thonian tribes who raid other Thonians further inland, or up and down the coast.

Founded from tr646 to tr709, the following are the Falânian colonies on the western coast of Thonia:

  • Nuwadhimash (1,100; Mk 3), at the mouth of the Mashanga River; founded in tr646 by Thubeli colonists.
  • Koulikokoro – the dual colonies of Kouliko (2,100; Mk 4), founded in tr651, and Koro (1,000; Mk 3), founded in tr672.
  • Gambay (900; Mk 2), first founded tr663, destroyed by local tribes in tr665, and subsequently re-founded in tr678. Subsidies are now paid to the local Thonian tribes.
  • Sikassu (800; Mk 3), the newest colony, founded in tr709.
  • Mbayali (900; Mk 3), a colony at the mouth of Mbay River, founded in tr685.
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  • Page 161

Many individuals have played an important role in shaping the history and culture of Venârivè. This section provides a list of some of these key personalities. This includes political leaders and warriors, religious leaders, philosophers, scholars and arcanists, as well as other notable individuals. Also included are current rulers of the realms of Venârivè, and finally contemporary religious leaders.

Historical Figures

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The following historical figures are listed in alphabetical order by first name (as the clan name of some is not known).

Political Leaders and Warriors

Áglir alrí Nordáka (of Télen) – sixth and last autarch of the Thârdic League (r. tr668-674).
Áhzrdin alrí Târazàkh – first king of Ázadmêre, leader of the Tházhain Kúzhai. Founded Ázadmêre in bt6894.

Amýva al Sêranis las Ârtáin – the ‘Iron Queen’ of Tríerzòn. Born a niece of the king of Menêma in tr629, she married King Polchárin of Tríerzòn in tr646. She survived the death of her husband, and his brother’s fractious reign, and married a second Tríerzi king, Hárengaris II, and was the power behind this throne for the rest of his rule and beyond.

Andásin I alrí Kand – first king of Kandáy (r. tr589-627).

Áranath alrí Hálirien – king of Hârn bt683-680; King of Eváel bt680-present.

Ârkalánses – first ‘year king’ of the confederation of the Azéri (r. tr194, and tr199). From Mîremal.

Árkalenda el Ûrvaèn – Àzeryáni general (tr431-443), first governor of province of Býria (tr443-tr462), first ‘independent’ governor of Býria (tr462-467).

Arlún, the Barbarian – first king of Réthem. Unified the Kùbôra tr625. Invaded Réthem tr629. Conquered it over next six years and ruled from tr635-656.

Arósta, the Conqueror – fifth king of the Coráni (r. tr366-38).

Ârren VI alrí Vásinir – king and ‘emperor’ of the imperium of Emélrenè (r. as king tr297-303; as emperor tr303-354).

Bádhroth I alrí Edhélen – king of Emélrenè; also last emperor of the imperium of Emélrenè (r. as emperor tr464-491; as king tr491-493).

Báhelnama arjah Algâranjes – first King of Génjes (r. tr630-637) after the conquest of mainland Fárifal.

Bârendánis II eldá Ûrvaèn – seventh emperor of Ázeryàn (r. tr285-303). Authorised the conquest of Zonâra and Thánema.

Bârendánis IV eldá Ûrvaèn, the Mad – 28th Àzeryáni Emperor (r. tr488-497).

Bârýn al Albârra – Hârnic Járin warrior who lived in northern Hârn in the first century bt.

Bashwâr I alkhú Badûran, the Terrible – emperor of Dalkésh (r. tr201-227). Ruled with a reign of terror, openly displayed magical forces.

Bashwâr III alkhú Badûran, the Reluctant – emperor of Dalkésh (r. tr241-257). A great sagescholar selected to restore order following the reign of his relative Patrám. Instituted controls over the open practice of magical powers.

Bâzanthar alrí Kálrador – last Kúzhan king of Kiráz, d. c.tr120. Also known as ‘Duzhamin’.

Bjan al Lédrin – founder of the Kingdom of Palíthanè (tr519-534).

Bjan al Pélanby – first Duke of Álagon (tr540; d.tr551).

Chadîr – legendary Ivínian warrior, destroyed Kóladhârè c. bt400.

Chélebin III alrí Eléndsa – queen of Káldôr (r. tr651-669). Sponsored rise of chivalry and tournaments.

Corthîr – first king of the Coráni (r. tr301-318).

Daélda alrí Hálirien – king of Hârn c. bt7000-bt683.

Dákarion al Émhlèn – first high chieftain (émhlègâr) of the Émhlè Confederation – c. bt1600.

Dásyn alrí Cháranès – first télkôr (duke) of Trabánt. Clan Cháranès were a prominent merchant clan whose support for the Tríerzi crown was instrumental in their victory against the Azéri; nobility and the duchy were their reward. Dásyn played a key role in securing the Mángai charter in Tríerzòn.

Dásyn alrí Órinwal – duke of Korún in southern Tríerzòn; led Southern Rebellion (tr597-598).

Dávidh alrí Aémon – first king of Chélemby (r. tr663-670).

Édan I alrí Býrelsen – founder of the Kingdom of Shôrkýnè (r. tr536-548).

Elúnæ arjah Lachôrga – first king of Lútra (r. tr390-427). The town of Elúmælèn is named for him.

Érebîr Great-King – first king of united Mèlderýn (r. tr1-51).

Gîyarim el Vélas – thârin of the VII Éndâmor legion, sometimes called the ‘Saviour of Lánkor’. In tr713 he led ‘Gîyarim’s ride’, a cavalry raid into northern Azeryan that averted the empire’s attempt to reconquer the lost province.

Gôrganen – lord and founder of Réshana (tr77).

Góshalema arjah Ánamalin – first archon of the League of Chifâr, Mafán (r. tr220-225).

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Góthan rykhú Rashéna – khéla (Lord of the Sky) of the Reksýni Confederation (r. tr635-669).

Hâgined al Târreskeld – first king of Orbáal (r. tr686-692).

Halârkan I alkhú Nánda – emperor of Dalkésh (r. tr602-616). First of the Nánda Dynasty (9th Dynasty).

Harakâr I al Fûhrel – first king of Séldenbàal (r. tr106-115).

Harmonic Prince – wizard-prince of Mokôra (r. 114-129). Killed at climatic Battle of Onîra.

Hástin al Tûrageldsen – Járenmarker adventurer who sought to conquer Huriséa (tr523-524). Defeated at Battle of Chávar’s Crossing.

Hemáchan alkhú Kârloresh – first grand prince of Hácherdad of clan Kârloresh (r. tr468-487).

Herémdànis el Hârenkalos – gáredis (legion marshal) of Ázeryàn. Led Eastern Kymárian Campaign (tr417-421); appointed first military governor of Kymária Lóas (tr421-429).

Hvan al Lédensen – founder of Léden, Lédenheim tr 412.

Ílde al Lédrin las Kárisen – of Palíthanè. ‘Sister’ of King Bjan, wife of the count of Áthamas, queen-regent for her brother’s son for four years (reg. tr534-538).

Jánjagâr arjah Algâranjes – first prince of unified Génjes (r. tr327-340).

Jâren Cêrethys – Yaríli leader, Iváe c. bt580.

Kéreshna I alkhú Lékha, the Glorious, the Everliving – emperor of Dalkésh (r. tr128-166). Longest reigning emperor, renowned for his fostering of the sciences, magical arts and literature.

Khôrlus I alkhú Khôralen, the Magnificent – emperor of Dalkésh (r. tr465-496). Conquered upper Târga River, laid siege to Mokôra; but defeated by Àzeryáni in tr496.

Koénel alrí Ulandásen – first great-king of Séldenbàal (r. tr652-679).

Kôris alrí Lédrin – king of Palíthanè (r. tr658-672). Heroic victor over the Tríerzi in the Sènedâlo War, killed in a jousting accident.

Lárena al Lédrin – of Palíthanè. Twice queen-regent; first tr655-658; second tr672-679.

Lýthyr the Great – legendary Járind lord, founder of Lýthwys (Lyth) in bt922.

Máchalana arjah Ólifandamâr – first (and female) archon of the league of Boliâfra (r. tr131-141).

Málian – first emperor of the Coráni Empire (r. tr380-394). Founder of the cities of Shîrán and Mêrethos (Golótha).

Maradýn – a Járin gelféin (chieftain) of the Hârnic Plain of Towers cultures, c. bt1000.

Mârdos al Lénghâ – mage-king of Lánkor (r. bt688-665).

Mavráma I alkhú Lékha – first king / emperor of Dalkésh (r. tr16-39). Ruled as king, but was posthumously ‘upgraded’ to an emperor.

Médak – last emperor of the Coráni Empire (r. tr555-tr565).

Médrik alrí Tânè – first king of Káldôr (r. Sêrelind tr178-187; r. Káldôr tr188-192).

Méjenes, the Great – emperor of the Coráni Empire (r. tr443-465). Conquered Aléathia and Perán.

Mirgaél II alríd Ârtáin – sixth ruler of Tríerzòn (r. tr570-602). Successfully led Tríerzi to victory in Second Tríerzi-Àzeryáni War, but had to suppress the Southern Rebellion.

Mithrýnas III eldá Ûrvaèn, the Lawgiver – 16th Àzeryáni emperor (r. tr402-441). Responsible for the Mithrýnas Codex.

Môrdovanes eldá Ûrvaèn, the Great – first Àzeryáni emperor (r. tr221-251).

Múrakos el Vîden – Àzeryáni general who conquered Lánkor (tr337).

Mûrki alrí Dâgen – first king of Íbanvaal from clan Dâgen (r. tr558-572).

Narílje alrí Klabésel – first king of Járenmark (r. tr290-322).

Nâthwic alrí Alâga – first king of Elórinar (r. tr155-190).

Nêradas of Shîrán – first autarch of the Thârdic League (r. tr636-643).

Nýsal el Bêrlona – second governor of the Western Protectorate (tr489); Assassinated.

Ósharana arjah Enérasa – first autarch of the Republic of Delúma (r. tr434-438); instituted the dual autarchy, and ruled as western autarch tr438-442.

Pánchanâr arjah Nârfrénash – last prince of Nèfriakóna (r. tr471-486); defeated by the League of Chifâr.

Pârchánako arjah Amvrémâkas – king of Ámvâr (r. tr680-707). His alliance with Pèchalâri tribes enabled him to conquer Jýna and western Lútra.

Patrám alkhú Badûran, the Abhorrent – emperor of Dalkésh (r. tr241). Instituted public human sacrifice. A devotee of Orgûrl (Môrgath). Assassinated.

Pethrás alrí Vásinir – king of Emélrenè (r. bt259-223). First of the Vásinir Dynasty.

Ráleth alrí Býrelsen – third king of Shôrkýnè (r. tr558-566). Deposed by Shôrkýnì barons.

Rôdisar eldá Fédares – first grand-prince of Lánkor (r. tr676-681)

Sagílus el Kêrlinat – first governor of the Western Protectorate (tr487-488). Recalled by Bârendánis IV in tr488.

Saúrach – emperor of the Coráni Empire (r. tr485-491), Àgríkan religious fanatic. Issued Unification Writ and was assassinated in tr491.

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Shánrama alkhú Háchalaram – first grand-prince (Karkúlar) of the Hácherdad (r. tr144-169).

Shóbald alrí Shôsel – first king of Chybísa (r. tr160-183). A Mèlderýni knight.

Shôro the Tall – legendary founder of Vúldenâr, Chel island (bt623).

Sósanguti arjah Shumallýn – first Archon of the League of Sérianàpi (r.tr89-107).

Sun-Bright Prince – wizard-prince of Mokôra (r. 92-129). Killed at Battle of Onîra.

Taralándis II alríd Ârtáin (aka Târkosen) – fifth ruler of Tríerzòn, first of House Ârtáin (r. tr557-570).

Tathakýendi ‘Spearfinder’ – first king of Árlanto (r. tr560-589). Found the ‘Spear of Kelénos’, leading most Hérei tribes to consider him semi-divine.

Témis alrí Tâbin – last king of Énsel; first Duke of Énsel (d.tr551).

Torástra alrí Eléndsa – king of Káldôr (and Chybísa) (r. tr669-693).

Tôrichánè, aka Taralándis I alríd Ubâron, his regnal name – first king of Tríerzòn (r. tr502-518). Born tr451. Began his career as a commander of the V Sârkát Legion from tr481, fighting with Tríerzi raiders.

Tórocharen alríd Ârtáin – ninth ruler of Tríerzòn; ruled only two months; killed at Battle of Elédiro (tr646).

Trâlis alrí Élendy – first great-king of Hârbáal (r. tr673-present).

Tredâroth alrí Émhlèn – first king of Emélrenè (r. as Émhlègâr bt678-670; as King bt670-629).

Tûrsi alrí Thûrmsen, the Navigator – king of Kôrlúa (r.615-629). First recorded successful navigation around the western Hèpekérian coast to Falânia in tr607.

Ûrvaènadis – founder of the Ûrvaèn Dynasty, Ázeryàn. ‘King’ of the Azéri for three terms (tr202-203; tr204-208; tr214-218).

Vânalmakis – seventh ‘Year King’ of the Confederation of the Azéri (r. tr200). From Gedálpria. Supported Ûrvaènadis and despite his Àgríkan faith, promoted religious tolerance.

Vârniel alrí Andrána – fourth king of Shôrkýnè (r. tr566-581). First to be elected by Shôrkýnì barons.

Véshrama I alkhú Badûran – emperor of Dalkésh (r. tr187-201). First of the Badûran Dynasty.

St. Ambráthas of Alámirè (in the Náthelite Style)
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Vúlen I alrí Pélyn – first king of Menglána (tr344-369).

Wíffrè al Émhlèn, the Scholar – high chieftain (émhlègâr) of the Émhlè Confederation. Legend says he constructed the walls of Beréma in bt1388.

Xuáka alrí Méstil – fifth and last king of Aléathia (r. tr429-453).

Yvénsis alrí Kárisen – count of Áthamas (r. tr511-530). Instrumental in the successful creation of Palíthanè, by switching allegiance to the invading Ivínians.

Zárkalendis eldá Ûrvaèn – 26th Àzeryáni emperor (r. tr462-475). Came to the throne with the help of his sister, Árkalenda.


Religious Figures

‘Aérlathos’ – four prophets of the Church of Peóni. c. bt600. Two men and two women, who came together from north, south, east, and west to Pêrna, Zonâra. There they were ritually married by St. Alamárel.

St. Alamárel – first ‘pontiff’ of the Peónian church (bt594). A formalised hápalanate (pontificate) was not, however, established until tr293.

St. Alârkana – first empress-primate of Býria (r. tr499-514). Launched the Holy Crusade.

St. Ambráthas of Alámirè – ‘founder’ of the Laránian Church, apparently c. bt370, although Ambráthas may actually have lived earlier.

St. Âramýna (aka. Âramýna al Édosta) – last queen of Heléni Lánkor (r. tr336-337). Recognised as a Laránian saint.

Arín – second disciple of Eilár, founder of the Order of the Rydequélyn (centred at a temple at Ájygàl, on the eastern Venârian seaboard). Believed to have later spread Sávè-K’nôrism to Tríerzòn and to be buried at Àreshómes.

St. Árkalenda – great Àzeryáni general. Founder of Ínri, first governor of Býria, declared independence tr462. Only Býrian ‘great saint’ to die peacefully.

Aságran the Ghoul – ruler of Dyrísa, Kandáy, during the Theocracy of Tekhós.

Asáranes – Sávè-K’nôran Pontif who died at the sack of the Great Temple of Sháras by the forces of Îrkárgai (d. tr94).

Áslynn al Jáksyn – Ilvîran priest successfully refounded the Order of the Ochre Womb and the pilgrimage site of Ochrýnn at Aráka-Kalái in tr361.

St. Ásodan the Generous – early Azéri Varánian, who fought and died in the Azéri Wars (d.28).

Aurélia – first pontiff of the Haléan Church (tr340-388). Founds Helás in tr372. Issued the Temenésa Decree (restricting priesthood to women) in tr384.

Bálsha – prophet of Môrgath, Hârn (tr520-558).

Bjâri Threehand – skald (bard) responsible for compiling the Saga (named after him) that defines much of the theology of the religion of Sárajìn c. bt150. St. Celmín – Laránian warrior-saint c. tr50. Of Tríeri ethnicity, Celmín is said to have been raised on his death to become one of the Knights of Tîrith because of his exceptional valour and virtue. Mt Celmínor in the western Nadámi Mountains is named for him.

Cerdáin II – pontiff of the Laránian Church. Amended the Guardian Decree to recognise and formalise militant orders in tr542.

St. Chárydara – renowned Býrian teacher and archivist. Burned together with her books by Àgríkan terrorists (d. tr484).

Chéka the Wanderer – mendicant Ilvîran priest, who recorded his pilgrimage to Aráka-Kalái c. bt72.

St. Chídis the Dutiful – ancient Zonâran saint of the Laránian church (d. bt220). Daémar – first disciple of Eilár; founder of the order of the Shéa-al-Aécôr (centred at the temple of Íshranor, Beréma, Emélrenè).

Djârni alrí Beldésa – founder (tr235) of Molíma, centre of Ivínian religious Kingdom of Éldeskaal, beneath Mount Ilbengáad.

Eilár al Íronoth – prophet of the Church of Sávè-K’nôr (bt1075-1046). Had a vision of the church’s mission in bt1050, after 9 years in self-imposed exile in the Àzeryáni Drylands.

St. Egénis – third pontiff of the Laránian church – established Ethelánca – tr268.

St. Esúnon of Gadéna – Laránian warrior-saint c. tr50. Played leading role in the conversion of the Séneda and Galishén tribes.

Fárdir al Ténil – Laránian knight; of Shôrkýnì origin. A missionary to Hârn c. bt50. Owner of ‘Protector’, better known as the Spear of Shattered Sorrow.

Gôrémzator el Ûrvaèn – Àgríkan ruler (r. tr287-313) who established Lysâra’s dominance over church within the Empire of Azeryan. Cousin of Emperor Bârendánis II.

Gósan Réka-ul-Sýna – founding prophet of the ‘Reksýni’ religion, the faith that unified the Rekâri tribes into one of the most fearsome forces of Venârivè.

St. Hârbraén – Peónian martyr (d. bt424).

Hârkor alrí Thôryn (tr290-350) – founder (tr316) of the Sárajìnian ‘holy’ kingdom of Lókis.

Horâhnam al Tekhós – ruler of the Theocracy of Tekhós (tr568-588).

Ilpýlen – prophet of Ágrik c. bt1500.

St. Irúla – Tríerzi maiden who lived c. tr100. Legend tells of her chaste love and mourning for a lost warrior; her tears turned to diamonds and opals, and she performed many healing miracles.

St. Jálanè, ‘the Martyr-Saint’ – murdered Governor of independent Býria (d. tr493).

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St. Janásyn – second pontiff of the Laránian Church – issued Guardian Decree establishing Temple Warriors.

Kémlar the Guide – a prophet who led the Kùbôra of Hârn from eastern Hârn to their current home in Perán, possibly c. bt1200.

Kêremydes el Shonâràen – Àgríkan ruler (r.tr386-401); aka ‘The Bane of Heresy’. Sought to ensure that the church was not tied too strongly to the fate of the Empire of Ázeryàn.

Kesér el Béria – male charismatic religious figure in early Haléan church. Declared heretic by pontiff Aurélia. Dies of wasting disease c. tr384.

Kíthrond – third disciple of Eilár; founder of the Order of the Hýn-Aelôr (originally centred at the temple at Sháras, Ázeryàn; later at Meókolis).

Kôrliamator el Gârynas – Àgríkan ruler of Lysâra (r. tr243-256) who established the doctrine of linking the Church of Ágrik with the expansion of the Empire of Ázeryàn.

Lekéthan – founder of Church of Môrgath in central Ázeryàn (near the ruins of Îrkárgai), c. bt250. Explored the ancient tomb at Ûrbrath, and with twelve other survivors founded the church.

Leonârkis el Bûrgendin – Àgríkan pontiff (r. tr485-506) who established firm control of the church over the island of Hârn.

St. Lýnhil the Pure – Azéri Varánian noble of western Ázeryàn; died for unrequited love in Zonâra c.bt90.

Mámaka el Târgenak – Àgríkan ruler (r. tr325-338) who promoted Lysâra’s expanded control beyond the Empire’s borders. Of Menêman origin, and possibly named for the legendary ‘Master of Steel’.

St. Mârkálena – martyred in first Býrian Civil War; was known for her focus on ‘justice’ (d. tr481).

Merodýnè the Pale – founder of the Church of Haléa (tr270). Born tr249 in Karéjia. Dies in tr340, aged 91.

Móralin the Wanderer – successor to the prophet Ilpýlen, and author of the Balefire Chronicles. Established Lysâra as a key centre of Àgríkan worship and power.

Môrkagir – Môrgathan leader of the forces of Îrkárgai (fl. tr92-97).

Ormánoam – early leader of the Ilvîran church on Hârn, c. bt1300.

St. Ôrthas the Defender – knight-commander of the Laránian Knights of Tirith. He was apparently Emélan, and lived in the fourth century bt.

St. Poréngàel of the Mountains – Laránian saint whom lore says converted Stálâr, the first Stálfi télkôr, to Laránianism c. bt125.

St. Perelýnè of Tengéla – first pontiff of the Laránian church (tr227).

St. Safránsi of the Sheaf – Peónian martyr who died c. bt500; boiled alive by Àgríkan fanatics.

St. Saraláen – defender of the Býrian Eónians. Killed in southern lands by Kelánan rebels seeking to halt spread of plantations (d. tr512).

Sínan khu Hazâr – prophet of the Church of Navéh. c. bt750.

Súgata – first drammha (pontiff) of the Church of Zârath, c. bt1350.

Tathágatha – prophet of Zârath, c. bt1400.

Taurin Halfhand – one of the ‘fifteen prophets’ Navéh, present at the Battle of Sorrows bt683.

Hácherian Priestess of the Angel Hanéa
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Tóbran al Mígelâdis – Laránian bishop of Melesúma, responsible for the Tóbran Inquisition (tr616-620).

St. Várenas – Azéri Varánian warrior-saint and martyr b.tr33, d. tr62.

Víshanelas al Áshrankeles – first fully acknowledge pontiff (amànasûrif) of the Àgríkan church. Ruled Lysâra tr443-464.

Zârwyn – mythical prophet of the Kúzhai who led the dwarves to Hârn, presumably from Midgaad.

Philosophers, Scholars, and Arcanists

Aéric al Rhéged – c. tr86-tr143; bard and arcanist on island of Chel. Empiricist researcher, archaeologist.

Aliúnè al Vâratr237-294; arcanist, councillor of Málagos, adviser to the Peónian pontiff (tr276-288, tr292-294).

Alúmos el Pâsen – c. tr239-c. tr296. Vintner, arcanist of Shomîro, Ázeryàn.

Árlenkalas el Kúlrathes – Àzeryáni historian, author of the Historium Azéria (tr479), which covered the rise of the Empire of Ázeryàn.

Barási al Kýnvallwyn – born c. bt780; arcanist of Mèlderýn. Notable for his work on ‘barási’ points.

Chésmè al Álion – born c. tr75, Mèlderýn. Accompanied Lóthrim to Elkâl-Anúz in tr96. Returned to Mèlderýn tr150. Still living near Chérafîr.

Damókra el Abdêra – c. bt946-873. Kàruía arcanist, alchemist, astronomer, mathematician, philosopher. Founder of Livélis chantry of arcane lore.

Éliadh al Táwustr42-92. Born near Kélapyn Anúz in Mérila (now Káldôr). His inappropriate actions were instrumental in the codification of the Code of the Shèk-P’vâr.

Elkâl al Môrezýntr363-tr421, Mèlderýn. Philosopher, astrologer, Jmôrvi mage. Investigator of the Earthmasters. Died of wasting disease.

Génin – great mage who flourished in the sixth century tr. Author of On Learning the Art; creator of the Génin Deck. Organised the Aléathian Odyssey.

Herzánoras el Maróganas – Àzeryáni historian, author of the Chronicles of the Azéri (tr277). Largely responsible for popularising the Túzyn Reckoning amongst Àzeryáni scholars.

Kemdálwyn al Mânawýdan – born bt669 in Mèlderýn. Discovered the ‘gates’ of Kemdál.

Lóthrim (Foulspawner) – f. tr83-tr120. Youngest ever mage to attain rank of vîrán (tr83), admitted to highest councils of the orders (tr92). Established a colony of arcanists at Elkâl-Anúz in tr100. This developed into a short-lived but powerful ‘empire’.

Nála al Uróh – b.tr69 in Mèlderýn, disappeared tr138 at Tashál. Author of the Libram of the Pantheon, compiled whilst he was at Elkâl-Anúz and completed in Mèlderýn.

Na’Araza – fl. c. tr150-167. Ketâric traveller, engineer, and inventor of the Ah’Riha-Asha (‘Water-Breath Device of Time’), the famous water clock of the Dalken emperors. He disappeared mysteriously in tr167. His clock itself disappeared in unusual circumstances in tr671.

Pýmel al Teslísatr594-666, Chybísa / Mèlderýn. Earthmaster researcher. Re-discovered Télumâr.

Pytâma Ryláthabt60-tr7. Târgan Empire. Jmôrvi weapon-crafter; personal weaponcrafter to the Târgan emperor.

Sêlest al Tubîr – fl. tr386-389. Founded chantry of arcane lore at Aléath, Hârn. Married crown prince Élos al Méstil of Aléathia.

Shâris el Abdêrabt898-835. Grand-daughter of Damókra; arcanist. Born in Livélis, lived in Arkéth, Phanósia (as a slave), and Nárolis.

Sîirik – died tr109, Silgôra, Hèpekéria. Founder of the Jmôrvi Chantry at Silgôra (tr97). Possibly of Dálken/Bésha origin, possibly involved in the Târgan Genocide (tr7) or the early years of the Dálken kingdom. Engineering and mineralogy.

Sôralis el Dúankas – alchemist and inventor of Karéjian ‘Dragon Fire’ at Nárolis c. tr680. Knowledge of the production and use of ‘Dragon Fire’ is tightly controlled, is apparently complex, and it is thus only deployed on some ships of Nárolis, Livélis and Phanósia. Rumour has it that mishandling of this substance has resulted in over 30 deaths.

Tâlin al Kesél, Defender of Kirisónè – born c. tr78 in Thánema (Palíthanè). Last seen c. tr126.

Tarl al Barún – c. bt936-873. Born near Âlwin, Emélrenè. Alchemist, arcanist, Sávè-K’nôran lecturer (at Íshranor).

Thêris al Álbyontr264-305. Arcanist, weaponcrafter of Gôrium. Disappeared in search of the Kúzhai city of Êrdar.

Tódwhyr, the ‘Hand of Ûrodalach’ – fl c.bt1400. Emélan mage linked to Gelímo on Mèlderýn.

Túzyn of Mèlderýn – creator of the Túzyn Reckoning, now used as a common calendar in many regions of Venârivè. Member of the Mèlderýni Council of Eleven.

Úlmeràllawn al Mallóch – born c. bt1087. Semi-legendary Odívshè mage. Said to have created the Úlmer River by calling forth a spring of fresh water from the Ánadel hills. Founded a chantry that was destroyed in the Atáni wars.

Uséla el Ántyop – c. tr615 to c. tr665. Born in Inkârium, Ázeryàn. Foretold the Reksýni invasion. Taken captive by the Reksýni when Halkénelis fell; but made her way to Baráth and then Lekûria c. tr654. May have been involved in the formation of the Ûmélrian League. Migrated to Zerúla after the Fourth Ázeryàn-Dalkésh War.


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Wôrkol al Holdásatr501-555. Born in Côranan, studied at Chérafîr. Became court astrologer and later imperial chancellor to Shôrka the Terrible, Coráni emperor.

Xêriades, the Syrénè – b.tr620, d.tr659. Inventor, architect, engineer. Born on island of Syrénè, Xêrium. Educated at Sàvôryan Chantry at Xêrium. His most famed designs and constructions are the harbour lighthouses of Xêrium (c. tr642), the wharf winches at various Venârian ports, and his work on the Shurâma (tr649-659).


Zhâtran Kálgitr370-tr434; of Mafán and Býria. Born on the slopes of Mount Ágpar on the volcanic island of Patân in the Gulf of Mafán. Established a sanctum on a volcanic isle off the coast of Býria.

Zýna al Médrentr557-614. Lédenheim. Studied at Ífanè. Queen of Lédenheim from tr595.

Other Notable Individuals

Akélnos el Vêgasun – leading proponent of the Àzeryáni ‘Restorative’ movement in the arts; principally a sculptor and architect.

Álmos al Daváles – famous Tríerzi mason of the sixth century; responsible for overseeing a number of impressive Laránian temples across Tríerzòn, and a leading exponent of the ‘Tríerzi Style’ of construction.

Búrgin al Índarios – shipwright of Mûrshel, Tríerzòn. Inventor of the Karúnè (c. tr690), a new vessel combining elements of the Shôrka Dak and the Venârian Raém.

Enârla el Tothánko – a former slave from Árlanto, who rose to become head chef for the Àzeryáni emperor c. tr512-519. She was a leading force in the emergence of the ‘Imperial’ style of cuisine.


Akélnos el Vêgasun Àzeryáni Sculptor
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Firmýna al Náthel – Laránian abbess of Sontúmes, in Kógamìn, Tríerzòn, in the years after the Red Death. Best known for her artistic endeavours, which spawned the ‘Náthelite’ mode of religious painting.

Gáleroth – Sináin harper and poet. Known c. bt1000 to tr309; after which he apparently departed.

Gántras alrí Éstries – a mercenary-adventurer reputed to have slain the ‘last dragon in Shôrkýnè’ in tr686. Now in his 60s, he lives on manor near Lacherýn that he received as a reward for his actions from the Dukes of Énsel, clan Tâbin.

Gârkhis el Vólnakar – Àzeryáni merchant who led the negotiations for the establishment of the Imperial Charter of the Mángai in tr321.

Geránth el Hyéndi – Àzeryáni merchant/explorer; founded Xêrium (tr401). Killed in a raid in tr420.

Héros el Nálamenes – key leader in the establishment of the Karéjian Mangai (tr243).

Hlárakor el Téldranèsen – Àzeryáni explorer of Shôrkýnè (c. tr325).

Hlégos el Phánoras – Kàruían crime-lord who assisted with the eradication of the Navéhan presence in the city of Livélis following the Kàruían Liberation of tr180.

Hrázadâr – Kúzhai; last royal mason of Kiráz, known only by his clan name, d. c.tr120. Clan Hrázadâr were amongst the greatest masons in Lýthian history.

Ilíon – Sináin explorer and poet who explored Hârbáal, Áltôr and Huriséa c. bt6000.

Íriel al Háskew – grandmaster ostler of eastern Hârn, and a famous breeder of horses who combines the best elements of breeds from Quârphor, Hácherdad and other regions.

Kalóska el Menáchas – merchant whose ships were the lifeline of Livélis during that city’s siege by Dalkésh (tr298-303).

Káseras el Kârasono – leading proponent of the Àzeryáni ‘Renewal’ movement in the arts; a poet, painter and song-writer. Strongly critical of Akélnos al Vêgasun’s approach.

Kasp al Haus – a mysterious individual who ‘appeared’ near Gelímo on Mèlderýn in tr582, disappeared three years later, and apparently re-appeared briefly ninety-three years later.

Kélos el Saphénes – a poet, philosopher, and mathematician of Livélis c. tr550. His work led to a revival of Karéjian nationalism and was a contributing factor in the Great Secession from Ázeryàn (tr657).

Lánukros el Hroánes – Kàruían merchant-adventurer of the early third century tr who spent considerable time in eastern Lýthia. Author of a series of books on his travels.

Mérren of the Valley – a bandit leader in the Ulmêrien valley of Hârn between tr669 and 683. Captured and executed in tr683, he supposedly had a vast treasure hoard, which has never been discovered.

Mochâd el Haléndaros – leading syndic of the Gedálprian Merchant Association (c. tr190-210); instrumental in the establishment of the Kingdom of the Azéri.

Nâris al Eldýsen – shipwright of Eilýria, Shôrkýnè. Leading inventor and proponent of the rudder, a key element of the Shôrka dak (c. tr645).

Nókralis el Hrâzen – Àzeryáni explorer and trader who led a major but ill-fated expedition into northern Quârphor tr351-352, following the establishment of the province of Kálin in tr344.

Órcharan el Lanádes – gifted Àzeryáni architect, responsible for reconstruction of Livélis c. tr307-320, particularly the Xêriates Wall.

Rólin and Târyn al Melésen – two Mèlderýni merchants who immigrated to Aléath in tr552, and were subsequently instrumental in organising the Aléathian Odyssey and the foundation of Thay.

Sálman, ‘the Sináin’ (aka ‘the Elf’) – Àzeryáni brigand leader of the fifth century tr. ‘Founder’ of the Lìa-Kaváir.

Shéran el Kólchra – famed Kàruían poet of Livélis who lived c. bt900; wrote many classic plays and the Lay of Léios, the heroic tale of the ancient Kàruía people.

Tôrachen al Tómandris – famous lutist, singer and composer of Tríerzòn, a leading player in the popularisation of the ‘noble’ style of the troubadour tradition c. tr660. Sponsored by Amýva, the Iron Queen of Tríerzòn.

Vâdrin al Hârdin – Hârbáaler explorer, from Génja in the Kingdom of Gávrios. Alleged to have reached Kámerand in tr603, and the Gulf of Mafán in tr610. Killed over a game of dice in tr615, at Génja.

Wénelynè – Sináin adventurer and explorer who travelled extensively around the coasts of Lýthia c.bt2600. Author of the Lay of Lýthia.

PIC
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Current Leaders of Venârivè

Contemporary Rulers

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Álegar II alrí Târreskeld - king (tánal) of Orbáal.

Aléksi alrí Róvanesh - prince (hatál) of Aúlumon.

Alsés al Pélstrom - governor (élgâr) of Fîgend.

Andásin IV alrí Kand - king (tel) of Kandáy.

Ánelt alrí Ulómu - speaker (kárin) of Amlácht.

Áranath alrí Hálirien - king (tarpélanor) of Eváel.

Ârlis alrí Úlfesen - great-king (vâtanal) of Govýna.

Astrílan alrí Guílinè - sub-king (tánal) of Tónanby.

Aúnolanè arjah Fónashamanè - autarch of Delúma.

Azrím ‘awli Íwegeq - chief (nábad) of Údan Númec.

Bakâra alrí Gos - sub-king (tánal) of Elgósia and Glidwáal.

Bínen al Pélstrom - governor of Únten.

Bjan alrí Hârgelsen – great-king (vâtanal) of Séldenbàal; sub-king of Lókemheim.

Bjâr alrí Stáhlin - sub-king (tánal) of Sáliom.

Bónrathim alkhú Amûram - prince (karkúl) of Kûladith.

Bulôra alrí Sákenki - autarch (târnis) of Orlét.

Bûronála alkhú Mârsharesh - princess (karkúla) of Mârshum.

Cháfin III alrí Âraku - king (tel) of Réthem.

Chunél alrí Tôron - king (tel) of Mèlderýn.

Danýla alrí Shénorès – duchess (télkôra) of Zhôren, Tríerzòn.

Dómanka al Chélarach – speaker of the forum of the Karéjian League.

Dýtra ‘aqli Týnral - king of Dýsor.

Éktri ‘awli Tarúqit - chief (nábad) of Lawâta Númec.

Elders of the League of Falânian Federation.

Ènalóshal alkhú Ârmalun - prince (karkúl) of Ócharim.

Enorkôrman arjah Lehmálèn - king of Lútra.

Éstir alrí Medâro – duchess (télkôra) of Vádone, Shôrkýnè; also countess of Sènedâlo in Tríerzòn.

Ezêrakhil alrí Tyráhzi - king of Geména.

Gálamada alkhú Rumosír - princess (karkúla) of Échrum.

Gâlos alríd Urtáken – duke (télkôr) of Fâldin, Tríerzòn.

Gámenal al Menálros – First Legate of the Ûmélrian League.

Gámman ‘aqli Hilréshan - king of Charinátrè.

Gáred alríd Stálen – duke (télkôr) of Stalfôrè, Tríerzòn.

Gârka rykhú Rakhánis - Lord of the Sky (khéla) of Reksýni Confederation.

Gerléns alrí Daláme - king (târpel) of Shôrkýnè.

Ghelíl ‘awli Tuléqmas - chief (nábad) of Naj’er Númec.

Gonélgalbes alkhú Kârlorarkin - prince of (karkúl) Shélum.

Górin alríd Cháranès – duke (télkôr) of Trabánt, Tríerzòn.

Góshyn rykhú Nályvis - wind-lord (ánekè) of Western Reksýni Wind.

Háakis alrí Tûrensyn - king (tánal) of Rógna.

Hadûr alrí Hibjâr - king (tánal) of Beshéa.

Hájhamelan arjah Algâranjes - king of Génjes.

Hârlmaar alrí Ivýrsen - sub-king (tánal) of Gílbenmark.

Harúlda alrí Lédrin - king (târpel) of Palíthanè.

Hástin al Gavârinès - governor (élgâr) of Ogéned.

Házmadùl III alrí Târazàkh - king of Ázadmêre.

Hemôar alkhú Kârloresh - grand-prince (karkúlar) of Hácherdad and prince (karkúl) of Hácherùl.

Hlanakâr III alrí Stáhler - king (tánal) of Menglána.

Holéni III alrí Vârken - sub-king (tánal) of Ánvâl.

Hrósta alrí Thôrvaldsen - prince (têreni) of Gôris.

Íbra alrí Paráden - sub-king (tánal) of Ketánia.

Ilérhep ‘awli Xíremt - chief (nábad) of ‘Air Númec.

Ilúria IV eldá Alónas – empress (ârtára-lírathè) of Býria.

Ivárchek alrí Bavéshi - prince (hatál) of Vâben.

Járag II alrí Gélem - sub-king (tánal) of Gélemâr.

Kálgis alrí Thôryn - king (tánal) of Lókis.

Kaívi alrí Géltsen - sub-king (tánal) of Géltheim.

Kalúma alrí Hârdamuz - king of Êrdar.

Kánden alrí Rústel - sub-king (tánal) of Lýtheim.

Kástin alrí Daldrános - prince (hatál) of Ántol.

Kéldas ‘awli Imzúrhi - chief (nábad) of Íwil Númec.

Khôalman jah Ránamenâr - archon of Chifâr.

Kôlvis alrí Lédensen - sub-king (tánal) of Lédenheim.

Kôrdus alrí Tâbin – duke (télkôr) of Énsel, Shôrkýnè.

Kvúro alrí Thûrmsen - king (tánal) of Kôrlúa.

Lêrden al Élendy - sub-king (tánal) of Ávastran, son of Trâlis Élendy, and heir apparent to the great-kingdom of Hârbáal.

Liád alrí Gáthsen - sub-king (tánal) of Gátenlund.

Lýgen alrí Klabésel - king (tánal) of Járenmark.

Mátti alrí Pélsen - sub-king (tánal) of Pêrgenmark.

Míginath alrí Eléndsa - king (tel) of Káldôr.

Mîrda alrí Elófen – autarch (târnisa) of Beldîra.

Mirgaél alríd Ârtáin - king (târpel) of Tríerzòn.

Mísen alrí Felgánès - prince (hatál) of Ékedon.


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Mûragyn eldá Fôrames - grand prince (artêrenis) of Lánkor.

Múrak alríd Argélies – duke (télkôr) of Ágelos, Tríerzòn.

Nádrametian IV alrí Jústani - king of Vítho.

Návan rykhú Rashéna - wind-lord (ánekè) of Southern Reskýni Wind.

Nójhalen arjah Enérasam - autarch of Delúma.

Ochôrgamana arjah Fárnomunalech - archon of Boliâfra.

Ódhatan rykhú Hosûra - wind-lord (ánekè) of Northern Reksýni Wind.

Ókela alrí Yalbáan – prince (tâlan) of Lýbath.

Oljía alrí Mârensen - sub-king (tánal) of Gávrios.

Onhèch jah Gránemonè - archon of Sogôranélè.

Ósidar alrí Dâgen - king (tánal) of Íbanvaal.

Ôvris alrí Hargáal - king of Menêma.

Páal alrí Beldésa - king (tánal) of Éldeskaal.

Pârlak alrí Gilsen - sub-king (tánal) of Gildáar.

Peln al Lédensen - governor (élgâr) of Hélgen.

Práhnmâroka arjah Amvrémâkas - king of Ámvâr.

Ráldrin al Tâbin - governor (élgâr) of Chêgen.

Rúmath alrí Pélanby – duke (télkôr) of Álagon, Shôrkýnè.

Salhíarabu Tathakýendi - king (kéhla) of Árlanto.

Sandál alrí Pélanby - sub-king (tánal) of Pádona.

Sáskae alrí Kénovaki - prince (hatál) of Ékenon.

Senate of Thârda.

Shárpen II alkhú Nánda - emperor (shén-shâr) of Dalkésh.

Shoenlârad alkhú Chólaram - prince (karkúl) of Môrchad.

Síren alrí Bidélès – duchess (télkôra) of Kolârè, Shôrkýnè.

Sîrnen alrí Aémon - king (tánal) of Chélemby.

Staváar alrí Dángeld - sub-king (tánal) of Balísheim.

Súmata rykhú Nórukha - wind-lord (ánekè) of Eastern Reksýni Wind.

Súngonon arjah Shémashè - archon of Sérianàpi.

Súren II alrí Pónelsen - prince (hatál) of Pónel.

Tirún ‘aqli Mónran - autarch of Isýnen.

Tólven alríd Hesâro – duke (télkôr) of Melesúma, Tríerzòn

Tory alrí Ûrpath - prince (hatál) of Déchen.

Trâlis alrí Élendy - great-king (vâtanal) of Hârbáal.

Tûren alrí Kolâr - prince (akâr) of Târkáin.

Vâraal II alrí Ulandásen - sub-king (tánal) of Séldenbàal.

Vârlek alrí Pósaren - prince (hatál) of Kvârfent.

Vêrlid VII alrí Géledoth - king (tel) of Chybísa.

Vîden alríd Muséloès – duke (télkôr) of Kógamìn, Tríerzòn.

Vîrliamydes IV eldá Ûrvaèn - emperor (ârtáran) of Ázeryàn.

Vónrenan alkhú Emachén - prince (karkúl) of Bálshel.

Xêrdamides eldá Gârekemil - king of Xêrium.

Yárus II alrí Parásal - prince (hatál) of Jóndes.

Yolánda alrí Edhélen - queen (téla) of Emélrenè.

Contemporary Religious Leaders

Àgríkan pontiff (amànasûrif) - Azadiámadlys el Vârlenic, Lysâra, Ázeryàn.

Leading Azáyan táqfani: Ghádid (‘the most sacred’) in the Dùrqúdani highlands; Zébtahr of the ‘Air; ‘Ab-Erq of the Naj’er.

Haléan pontiff (hilénea) - Daleníka el Sálaphentis, Helás, Karejia.

Leading Ilvîran clerics - Liástefan al Trýthè, high priest of the Order of Sudélrhynn the Bearer of Loam, Lériel, Hârn; Aláda al Emélyn, high priestess of the Order of the High Deep, Kwánys, Emélrenè.

Leading Kelénosian clerics - Salhíarabu Tathakýendi, priest-king (kéhla) of Árlanto; Pávenam khu Ârmashalik, high priest of Anramúsha Temple, Dalkésh; Ónmarin el Depátris, high priest of Lankôrium Temple, Lánkor.

Laránian pontiff (sebráth) - Allýn al Kamálrith, Tengéla, Tríerzòn; Laránian primate (lîrrath) of Tríerzòn - Gálmyn al Árgonès.

Môrgathian pontiff - The Vynkhádur, Meókolis, Ázeryàn.

Navéhan pontiff (nagára) - Khôralam khú Navgúlhen, Mánquideh, Dalkésh.

Peónian pontiff (hápalan) - Vialle al Aradil, Pêrna, Tríerzòn.

Leading Reksýni religious leaders: Khéla (Lord of the Sky) Gârka rykhú Rakhánis; Prophet Argún khu Nêra.

Sávè-K’nôran pontiff (rión íshar) - Lúcan al Târkhust, Beréma, Emélrenè; Sávè-K’nôran primate (deór íshar) of Tríerzòn - Sálnon al Pélansen.

Leading Siémist clerics - Áranath, king of Eváel, Hârn; Dhéria-Ísvan, Emélan high priestess, Ábrelyn, Emélrenè.

Zârathan pontiff (drámmah) - Náelma jah Káshelem, Khárman, near Ídepan, eastern Mafán.

Appendices

Appendix I: Lìa-Kaváir

  • Page 171

Although better known as the ‘Thieves Guild’, the Lìa-Kaváir only superficially resemble the commercial guilds of Venârivè. The confusion arises primarily because the internal slang of the Lìa-Kaváir uses many terms that are associated with the guilds of the Mángai. There is no parallel for the apprentice training system of commercial guilds. Little is known of the Lìa-Kaváir by outsiders, although there is considerable unfounded speculation. Many folk believe the Lìa-Kaváir is a unified organisation. This is a myth propagated by the guild. In fact, they tend to operate as independent gangs, communications between various chapters are often poor, and rivalry is common.

History

The name Lìa-Kaváir is derived from the Azeryani words which translate as ‘Our Family Together’. The first known use of this phrase was by the brigand leader Sálman ‘the Sináin’ (known as ‘the Elf’ for his remarkable stealth), who operated in north-western Ázeryàn during the fifth century tr. At the height of his career, Sálman was one of the most powerful forces in the region and his agents were located in several dozen settlements, gathering information, undertaking independent operations, and paying tribute to Sálman. When he died, the power struggle for control of his semi-covert empire drove many of his lieutenants and their followers into exile. Since they were better organised and more efficient than existing criminals in their new homes, they tended to take over control of illicit activities there. The organisational model has remained basically the same ever since.

Many exploits of the Lìa-Kaváir are subject of popular folklore and some incidents have acquired virtually mythological status.

Organisation

The Lìa-Kaváir is a loose, international, covert network of various criminal ‘organisations’ spread throughout Venârivè and beyond. In most large towns, the Lìa-Kaváir is an association of factions that share or compete for ‘control’ of neighbourhoods and/or various illicit activities such as burglary, purse cutting, prostitution, drugs, smuggling, protection and other rackets, illegal gambling and, in some regions, assassination. Often, the Lìa-Kaváir is a principal conduit for the transmittal of intra-national political information (including state secrets).

In the worst situations, the Lìa-Kaváir are engaged in constant gang wars and the streets are hazardous even during the day. The other extreme is where the Lìa-Kaváir provides some benefits in addition to the obvious drawbacks; Lìa-Kaváir factions have been known to protect the poor, enforce limits on crime and kill very annoying people (for a price).

The Lìa-Kaváir tends to be an urban organisation, and its chapters are generally confined to the larger townships of Venârivè. Rural brigands are seldom official ‘guild’ members, but may have connections with the closest chapter. In some cities there are criminal activities that the local Lìa-Kaváir is either uninterested in (generally because they are too risky or unprofitable) or too weak to exercise control of. In fact, the difference between Lìa-Kaváir and unguilded thieves is very indistinct, and is usually only of importance to the miscreants themselves.

The local boss of a Lìa-Kaváir chapter is either called the ‘patron’, ‘father’ or (most often) ‘guildmaster’ with his chief lieutenants known as ‘masters’ or ‘sons’ and the remaining thieves known as apprentices, journeymen or ‘brothers and sisters’.

In larger settlements there is a strong tendency for Lìa-Kaváir chapters to divide into two or more groups, separated either by territorial or vocational considerations. Such divisions are often the result of amicable business decisions, but are sometimes caused by internal feuds, when factions violently contest control of local crime.

In most cities, the guildmaster functions as a ‘boss of the bosses’, arbitrating or otherwise resolving disputes between factions, developing political connections, and receiving a rake-off from the Masters in control of their own factions. The guildmaster also acts as a clearing house for major crime, and is usually the liaison between Lìa-Kaváir chapters in a different settlement should the need for co-operation arise. The guildmaster (who often appears to be a respectable guildmember) generally has a territory of his own in addition to the above activities. Although the authorities may well be aware of the guildmaster’s real vocation, in most jurisdictions he or she is viewed as restraining the more extreme forms of crime.

Most Guildmasters operate a ‘guildhall’ that houses his or her journeymen who act as a sort of private army to enforce his or her authority and settle disputes. The term guildhall refers only to the premises maintained by the guildmaster; the smaller factions generally have their own headquarters, usually known as ‘safe-houses’.

The guildmaster maintains his or her authority by intimidation, and quite often by family descent. Many Lìa-Kaváir chapters are traditionally dominated by a single clan, and control tends to be hereditary, although this is not always the case. It is not unknown for a Guildmaster to be deposed by violence, although this is very difficult due to the power at their disposal.


  • Page 172

The Lìa-Kaváir seldom intervene to free or defend a captured member. The primary rule is ‘never get caught’. Troublesome criminals will either disappear or be betrayed to the authorities.

Activities

Most chapters of the Lìa-Kaváir engage in activities such as purse-cutting, protection, extortion, burglary, smuggling, and murder.

Not all the activities of the Lìa-Kaváir are illegitimate at first glance. Gambling is not illegal, but crooked dice and ‘fixed’ events are. Prostitution is generally not illegal, but kidnapping girls and forcing them into the sex trade is illegal. Buying dangerous or addictive drugs for personal use on the advice of a physician is not illegal, but selling the same drugs for recreational purposes may be. Fighting is not illegal (unless it ‘disturbs the peace’), but organising fatal altercations for the purpose of gambling, is illegal. In some places, cruelty to animals is illegal, although what constitutes ‘cruelty to animals’ is vague.

The following are examples of illegal activities; but this list of rackets is far from comprehensive. Various factions have operatives who specialise in ‘floating’ activities (rackets which move from place to place in order to avoid detection).

Smuggling is a major activity, focussed on avoiding bonding and hawking fees. In addition trafficking in illegal substances (principally banned drugs) and stolen or ‘monopoly-breaking’ goods is also important.

Thievery includes purse-cutting, pilfering, and burglary. This varies from opportunistic pilfering up to systematic and organised raiding of warehouses (sometimes at the behest of merchants).

Thuggery and extortion includes violent robbery, protection, kidnapping, and extorting ‘protection’ money from (generally) non-guilded businesses.

Information brokerage is any activity involving the collection and passing of secrets. This kind of activity goes on all the time at all levels of society, but the Lìa-Kaváir has a nice slice of the pie. Most information collectors are prostitutes, courtesans or merchants, but beggars and scavengers can collect a surprising amount of information as they move about a town.

Murder and assassination are, perhaps surprisingly, less common as areas of activity. Most Lìa-Kaváir factions draw the line at outright murder, but a number of the more ruthless types sometimes make exceptions.

Present Situation

The Lìa-Kaváir are common across most regions of Venârivè, particularly where there are large concentrations of urban areas such as Ázeryàn, Dalkésh and Karéjia. In many ways they are the most ‘international’ of guilds, even having extended their reach into Ivinian regions, where they provides a kind of ‘clan’ for the clanless urban poor, in exchange for reasonable remuneration. Lìa-Kaváir factions keep crime at ‘manageable’ levels and can even provide assassins for Ivinian leaders willing to briefly forget the Ljârl.

Appendix II: Chantries of Venârivè

  • Page 173

The following list includes only those major chantries which ordinarily have eight or more masters; there are approximately fifty other smaller chantries across Venârivè (both of the Guild of Arcane Lore and of the convocations of the Shèk-P’vâr). The number of stars gives an indication of the quality and importance of the Chantry.

Note: ADD Quality & Importance (Reputation) should be separated: Some chantries have a reputation that exceeds their rated quality, and vice-versa.

Note: ADD Date each one was founded for reference.

Note: ADD Colours for the specific Columns for each type (See Shèk-P’vâr p2, or 4301E HarnMaster Magic p24);

Lyáhvi = #EF3E42
| style="text-align: left; background-color: #EF3E42; color: #000000;" |Shèk-P’vâr (Lyáhvi)
Sàvôryan = #B797C6
| style="text-align: left; background-color: #B797C6; color: #000000;" |Shèk-P’vâr (Sàvôryan)
Odívshè = #3798D4
| style="text-align: left; background-color: #3798D4; color: #000000;" |Shèk-P’vâr (Odívshè)
Pèleáhn = #F9A13A
| style="text-align: left; background-color: #F9A13A; color: #000000;" |Shèk-P’vâr (Pèleáhn)
Jmôrvi = #FFDE2F & #000000 text
| style="text-align: left; background-color: #FFDE2F; color: #000000;" |Shèk-P’vâr (Jmôrvi)
Fývrian = #6DC069
| style="text-align: left; background-color: #6DC069; color: #000000;" |Shèk-P’vâr (Fývrian)
‘Grey’ (Neutral) or ‘Special’ = #D1D3D4
| style="text-align: left; background-color: #D1D3D4; color: #000000;" |Shèk-P’vâr (Grey)


Arcane Lore = #231F20
| style="text-align: left; background-color: #231F20; color: #FFFFFF;" |

Note: ADD/MODIFY Country/Kingdom to "actual" in each table


Arcane Lore Chantries

Arcane Lore Chantries of Venârivè
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Aléath Kandáy ★★★ 8
Beréma Emélrenè ★★★★★ 16
Amlácht Áltôr ★★ 12
Àreshómes Tríerzòn ★★★ 14
Arkéth Karéjia ★★★★ 8
Chérafîr Mèlderýn ★★★★★ 12
Côranan Thârda ★★ 12
Ekýnè Reksýna ★★★ 8
Fûhreling Ivínia ★★★★ 8
Ífanè Hârbáal ★★★ 8
Ínri Býria ★★★ 12
Isýnen Hèpekéria ★★★ 24
Kâremus Shôrkýnè ★★★ 12
Kesâra Ázeryàn ★★★ 12
Lankôrium Lánkor ★★★★ 20
Livélis Karéjia ★★★ 24
Meókolis Ázeryàn ★★★ 48
Mokôra Chogôro ★★★★ 12
Nátha Dalkésh ★★★ 20
Púrimal Ázeryàn ★★★ 18
Silgôra Falânia ★★★ 10
Ubárian Tríerzòn ★★ 20
Vítho Dalánya ★★★ 8

Shèk-P’vâr Chantries

Lyáhvi Chantries

Shèk-P’vâr Lyáhvi Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Árlanto Thónia ★★ 8 masters
Beréma Emélrenè ★★★★ 16 masters
Lekûria Ûmélria ★★★★★ 12 masters
Mánquideh Dalkésh ★★★★ 8 masters
Núrisel Mèlderýn ★★★ 10 masters
Reshâna Ázeryàn ★★★ 12 masters
Tengéla Tríerzòn ★★★ 8 masters


Sàvôryan Chantries

Shèk-P’vâr Sàvôryan Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Beréma Emélrenè ★★★★ 20 masters
Chérafîr Mèlderýn ★★★★★ 16 masters
Helás Karéjia ★★★ 16 masters
Meókolis Ázeryàn ★★★ 24 masters
Xêrium Hèpekéria ★★★ 8 masters
Zerúla Dalkésh ★★★★ 8 masters

Odívshè Chantries

Shèk-P’vâr Odívshè Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Beréma Emélrenè ★★★★ 10 masters
Chýrefal Mèlderýn ★★★★ 12 masters
Gôris Venârian Sea ★★★ 16 masters
Jârehm Ivínia ★★ 8 masters
Pòrosúa Ázeryàn ★★ 8 masters


Pèleáhn Chantries

Shèk-P’vâr Pèleáhn Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Beréma Emélrenè ★★★★ 8 masters
Chérafîr Mèlderýn ★★★ 8 masters
Lysâra Ázeryàn ★★★★ 12 masters
Shóstim Réthem ★★★ 8 masters
Thúbeliz Falânia ★★★ 8 masters
Zerúla Dalkésh ★★★★★ 8 masters


Jmôrvi Chantries

Shèk-P’vâr Jmôrvi Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Beléka Ivínia ★★ 8 masters
Beréma Emélrenè ★★★ 10 masters
Berónè Ázeryàn ★★★ 18 masters
Glenóth Mèlderýn ★★★★ 12 masters
Gwàéryn Hârn (Orbáal) ★★★ 12 masters
Mokôra Chogôro ★★★★ 8 masters
Phanósia Karéjia ★★★ 12 masters
Silgôra Falânia ★★★★★ 10 masters


Fývrian Chantries

Shèk-P’vâr Fývrian Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Beréma Emélrenè ★★★★ 8 masters
Dáriam Býria ★★★ 10 masters
Féslium Ázeryàn ★★★ 12 masters
Gelímo Mèlderýn ★★★★ 8 masters
Kólomîr Karéjia ★★ 8 masters
Orlét Quârphor ★★★ 10 masters

‘Grey’ Neutral or ‘Special’ Chantries

Shèk-P’vâr ‘Grey’ or ‘Special’ Chantries
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Hácherdad Hácherdad ★★★ 24 masters
Hedégu Emélrenè ★★★★★ 30 masters


The chantries at Hedégu and Hácherdad are special cases. They are actually complexes of residences and chantries that cover the spectrum of Shèk-P’vâr magic. They are virtually administered as separate countries, and their populations are difficult to assess. There are a few other such chantries here and there; most are smaller and more anonymous.

Chantries by Region

  • Page 174

Note: ADD Colours for the specific Columns for each type (See Shèk-P’vâr p2, or 4301E HarnMaster Magic p24);

Note: ADD Colours for the specific Columns for each type (See Shèk-P’vâr p2, or 4301E HarnMaster Magic p24);

Lyáhvi = #EF3E42
| style="text-align: left; background-color: #EF3E42; color: #000000;" |Shèk-P’vâr (Lyáhvi)
Sàvôryan = #B797C6
| style="text-align: left; background-color: #B797C6; color: #000000;" |Shèk-P’vâr (Sàvôryan)
Odívshè = #3798D4
| style="text-align: left; background-color: #3798D4; color: #000000;" |Shèk-P’vâr (Odívshè)
Pèleáhn = #F9A13A
| style="text-align: left; background-color: #F9A13A; color: #000000;" |Shèk-P’vâr (Pèleáhn)
Jmôrvi = #FFDE2F & #000000 text
| style="text-align: left; background-color: #FFDE2F; color: #000000;" |Shèk-P’vâr (Jmôrvi)
Fývrian = #6DC069
| style="text-align: left; background-color: #6DC069; color: #000000;" |Shèk-P’vâr (Fývrian)
‘Grey’ (Neutral) or ‘Special’ = #D1D3D4
| style="text-align: left; background-color: #D1D3D4; color: #000000;" |Shèk-P’vâr (Grey)


Arcane Lore = #231F20
| style="text-align: left; background-color: #231F20; color: #FFFFFF;" |

Note: ADD/MODIFY Country/Kingdom to "actual" in each table

Shèk-P’vâr ()

Ivínia / Hârbáal

Chantries of Ivínia / Hârbáal
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Beléka Ivínia Shèk-P’vâr (Jmôrvi) ★★ 8 masters
Fûhreling Ivínia Arcane Lore ★★★★ 8 masters
Ífanè Hârbáal Arcane Lore ★★★ 8 masters
Jârehm Ivínia Shèk-P’vâr (Odívshè) ★★ 8 masters

Áltôr / Quârphor / Reksýna

Chantries of Áltôr / Quârphor / Reksýna
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Amlácht Áltôr Arcane Lore ★★ 12 masters
Ekýnè Reksýna Arcane Lore ★★★ 8 masters
Orlét Quârphor Shèk-P’vâr (Fývrian) ★★★ 10 masters


Hârn

ADD Hârn (ADD Map Ref?)

Chantries of Hârn
Settlement Region Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Aléath Hârn Kandáy Arcane Lore ★★★ 8 masters
Chérafîr Hârn Mèlderýn Arcane Lore ★★★★★ 12 masters
Chérafîr Hârn Mèlderýn Shèk-P’vâr (Sàvôryan) ★★★★★ 16 masters
Chérafîr Hârn Mèlderýn Shèk-P’vâr (Pèleáhn) ★★★ 8 masters
Chýrefal Hârn Mèlderýn Shèk-P’vâr (Odívshè) ★★★★ 12 masters
Côranan Hârn Thârdic Republic Arcane Lore ★★ 12 masters
Gelímo Hârn Mèlderýn (Henge Site [MX]) Shèk-P’vâr (Fývrian) ★★★★ 8 masters
Glenóth Hârn Mèlderýn Shèk-P’vâr (Jmôrvi) ★★★★ 12 masters
Gwàéryn Hârn Orbáal Shèk-P’vâr (Jmôrvi) ★★★ 12 masters
Núrisel Hârn Mèlderýn Shèk-P’vâr (Lyáhvi) ★★★ 10 masters
Shóstim Hârn Réthem Shèk-P’vâr (Pèleáhn) ★★★ 8 masters

Emélrenè

Chantries of Emélrenè
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Beréma Emélrenè Shèk-P’vâr (Lyáhvi) ★★★★ 16 masters
Beréma Emélrenè Shèk-P’vâr (Sàvôryan) ★★★★ 20 masters
Beréma Emélrenè Shèk-P’vâr (Odívshè) ★★★★ 10 masters
Beréma Emélrenè Shèk-P’vâr (Pèleáhn) ★★★★ 8 masters
Beréma Emélrenè Shèk-P’vâr (Jmôrvi) ★★★ 10 masters
Beréma Emélrenè Shèk-P’vâr (Fývrian) ★★★★ 8 masters
Hedégu Emélrenè Shèk-P’vâr (Grey) ★★★★★ 30 masters

Palíthanè / Shôrkýnè

Chantries of Shôrkýnè
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Kâremus Shôrkýnè Arcane Lore ★★★ 12 masters

Tríerzòn

Chantries of Tríerzòn
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Àreshómes Tríerzòn Arcane Lore ★★★ 14 masters
Tengéla Tríerzòn Shèk-P’vâr (Lyáhvi) ★★★ 8 masters
Ubárian Tríerzòn Arcane Lore ★★ 20 masters


Ázeryàn / Lánkor

Chantries of Ázeryàn / Lánkor
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Berónè Ázeryàn Shèk-P’vâr (Jmôrvi) ★★★ 18 masters
Féslium Ázeryàn Shèk-P’vâr (Fývrian) ★★★ 12 masters
Kesâra Ázeryàn Arcane Lore ★★★ 12 masters
Lankôrium Lánkor Arcane Lore ★★★★ 20 masters
Lysâra Ázeryàn Shèk-P’vâr (Pèleáhn) ★★★★ 12 masters
Meókolis Ázeryàn Arcane Lore ★★★ 48 masters
Meókolis Ázeryàn Shèk-P’vâr (Sàvôryan) ★★★ 24 masters
Pòrosúa Ázeryàn Shèk-P’vâr (Odívshè) ★★ 8 masters
Púrimal Ázeryàn Arcane Lore ★★★ 18 masters
Reshâna Ázeryàn Shèk-P’vâr (Lyáhvi) ★★★ 12 masters

Gôris /Karéjia / Ûmélria / Hácherdad

Chantries of Gôris / Karéjia / Ûmélria / Hácherdad
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Arkéth Karéjia Arcane Lore ★★★★ 8 masters
Gôris Gôris Shèk-P’vâr (Odívshè) ★★★ 16 masters
Hácherdad Hácherdad Shèk-P’vâr (Grey) ★★★ 24 masters
Helás Karéjia Shèk-P’vâr (Sàvôryan) ★★★ 16 masters
Kólomîr Karéjia Shèk-P’vâr (Fývrian) ★★ 8 masters
Lekûria Ûmélria Shèk-P’vâr (Lyáhvi) ★★★★★ 12 masters
Livélis Karéjia Arcane Lore ★★★★ 24 masters
Phanósia Karéjia Shèk-P’vâr (Jmôrvi) ★★★ 12 masters

Dalkésh

Chantries of Dalkésh
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Mánquideh Dalkésh Shèk-P’vâr (Lyáhvi) ★★★★ 8 masters
Nátha Dalkésh Arcane Lore ★★★ 20 masters
Zerúla Dalkésh Shèk-P’vâr (Sàvôryan) ★★★★ 8 masters
Zerúla Dalkésh Shèk-P’vâr (Pèleáhn) ★★★★★ 8 masters


Mafán

Chantries of Mafán
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Mokôra Mafán Arcane Lore ★★★★ 12 masters
Mokôra Mafán Shèk-P’vâr (Jmôrvi) ★★★★ 8 masters


Anzelôria / Býria / Thónia

Chantries of Býria / Anzelôria
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Árlanto Thónia Shèk-P’vâr (Lyáhvi) ★★ 8 masters
Dáriam Býria Shèk-P’vâr (Fývrian) ★★★ 10 masters
Ínri Býria (& Anzelôria) Arcane Lore ★★★ 12 masters


Hèpekéria

Chantries of Hèpekéria
Settlement Country/

Kingdom

Chantry Type Quality &

Importance

#

Masters

Isýnen Hèpekéria Arcane Lore ★★★ 24 masters
Silgôra Hèpekéria Arcane Lore ★★★ 10 masters
Silgôra Hèpekéria Shèk-P’vâr (Jmôrvi) ★★★★★ 10 masters
Thúbeliz Hèpekéria Shèk-P’vâr (Pèleáhn) ★★★ 8 masters
Vítho Hèpekéria Arcane Lore ★★★ 8 masters
Xêrium Hèpekéria Shèk-P’vâr (Sàvôryan) ★★★ 8 masters


As noted, these are only the major chantries with eight or more ‘permanent’ masters. There are approximately fifty smaller chantries across the region, as well as a number of ‘secret’ chantries not identified here.

Major Chantries of Venârivè

INSERT TABLE

Note: ADD into one combined Table with Columns adding Region, Chantries (Arcane Lore & Shèk-P’vâr Convocations, as subcategories).

Major Chantries of Venârivè
Settlement Country/

Kingdom

Quality &

Importance

#

Masters

Appendix III: Titles of Venârivè

  • Page 175

ADD COLSPAN for duplicate Names?

ADD separated Columns for each Region, ie. Ivínian, Hârbáaler, & Shôrka, Quârphic. To better define finding word variant, then use COLSPAN to include same for both regions.

ADD Coloiur Shading for Dialects and Language to discern each Language Family. Hard part will be tracing the combined languages and when a certain word first appeared and from which root language.

Forms and Structures of Government

Forms and Structures of Government
English Sináin Eméla, Hârnic Ivínian, Hârbáaler Shôrka, Quârphic Pálithàner, Târkáiner Tríerzi Àzeryáni Dálken
Over-kingdom / Empire n/a Vâtelor Vatánalaâr n/a n/a n/a Ârtárenor Shâr-sâran
Senate n/a Vádona (Vádona) n/a n/a n/a Senátas Ámanat
Kingdom Tarpélanôrate Târpan Tánalaâr Târpelèn Târpelèn Târpeld Târtaren Shârgan
High Council Dórathanè Díthdona Vástrad, Válârstrad Díthoren Díthoren Díthornad Donátas Vhârenada
Republic n/a Gwêrinlyth Téstradaar Téstrath Târkad (Târkad) Áskenas Khosúsa
Principality Târvelîr Târvenôr Akáal Hátalen Târvenôr Hátalen Têrenden Shârsenad
Duchy n/a Téldôr n/a Telkôren Télkôrd Télkôrd n/a Énârshan
County / Earldom n/a Malnîren (Válnaârd) Malnîren Málnîrd / Válnaârd Málnîrd n/a Vósharen
Barony n/a Ésuârd (Thranáal) Èsuâren Ésuârd Ésârd n/a Úshamen
Manor / Villa n/a Neálu Nalârd, Valârd Náloren Nalôrd Nalrôrd Náldra Harúshem
Castle / Keep Tîrith Caêr Khirát, Kîkè Caêr Caêr Gir Gârmún Púshet
Province Dôrien Élganôr Élganaar Élgarèn Élgarèn (Elgânúm) Elgânúm Vhârshem
Shire n/a Îrdiúla Anúen n/a Îrdiúla Indârd n/a n/a
Hundred / District n/a Trevèdiúla Trádran Tianuen Tianuen Tianârid Ésâri Niáshem


Titles of Status

Venârivè Titles of Status
English Sináin Eméla, Hârnic Ivínian, Hârbáaler Shôrka, Quârphic Pálithàner, Târkáiner Tríerzi Àzeryáni Dálken
Emperor / Empress n/a Ârtél, Ârtéla n/a n/a n/a n/a Ârtáran Shén-Shâr
Over-king n/a Vâtel Vâtanal n/a n/a n/a n/a n/a
King Tarpélanor Tel Tánal, Kónda Târpel Târpel Târpel Târan Shârsh
Queen Tarpélanora Téla Tánala, Kônè Târpela Târpela Târpela Târena Shârshama
Prince Târvenu Târvenu Akâr Hatál Târvel, Akâr Hatál Têreni Shârsen
Princess Târvè Târvè Akâra Hátala Târvela, Akâra Hátala Têrenia Shârsana
Royalty Âriéni Talâr, Târen Vâlen, Kóna Hátali Vâkula Târkúla Trakáli Shârshemi
Major Nobility Tarâca Kúla, Kúlâr Âdel, Valâri Kúla Kúla Kúla Kúla Âr Gâréna
Minor Nobility Ârca Tékula Téâdel Tékula Tékula Tékula Kúla Dal Úshéna
Major Noble Tarâca Ârkúla Vâredel Ârkúla Ârkúla Ârkúla Kúlarai Gâréni
Minor Noble Ârca Altékula Rédel Altékula Altékula Altékula Kúladali Úshéni
Duke n/a Télkôr n/a Télkôr Télkôr Télkôr n/a Énâr
Duchess n/a Telkôra n/a Telkôra Telkôra Telkôra n/a Énâra
Count / Earl n/a Málnîr (Válnâr) Málnîr Málnîr / Válnâr Málnîr n/a Váshâr
Countess n/a Màlnîra n/a Màlnîra Màlnîra Màlnîra n/a Váshâra
Baron n/a Esúru n/a Ésuâr Ésuâr Ésâr n/a Úshâr
Baroness n/a Esúrua n/a Èsuâra Èsuâra Ésâra n/a Úshâra
Manor Lord n/a Neál Nálhakâr Nalôr Nalôr Nalrôr Náldran Dézil
Manor Lady n/a Neála Nálhaya Nalôra Nalôra Nalrôra Náldrena Dézala
Clanhead Ándol Alrí, Kâridh-Vádhen Válhakâr Alrí Alríd(a) Alríd(a) Édan Dhéran
Lesser Clanhead n/a Altavè Trevhakâr, Élhakâr Altíren Altíren Altíren Dálèdan Niádheran
Belonging to clan al al al al al al el khu
Head of clan alrí alrí alrí alrí alrí / alríd alríd eldá alkhú


Titles of Office

  • Page 176
Venârivè Titles of Office
English Sináin Eméla, Hârnic Ivínian, Hârbáaler Shôrka, Quârphic Pálithàner, Târkáiner Tríerzi Àzeryáni Dálken
Autarch / Archon n/a Târenis Târnis Târnis Târnis (Târken) Ákena Khosúl
Senator n/a Vádonan (Vádonan) n/a n/a n/a Senáti Ámanati
Councillor / Minister Táthè Donâthè Thrángaanar Donâthè Donâthè Donátè Donát Oshém
Chancellor Trédro Ôron Kánzeler Ôron Ôron Ôron Shéma Héshma
Exchequer n/a Téngreth Péngaanar Téngreth Téngreth Téngerad Gêrshel Nórvanet
Chamberlain Màlanýn Mâlbin Kâmeraùr Mâlbin Mâlbin Mâlberan Mabáshai Máphanet
Sheriff n/a Îrdiúlor n/a n/a Îrdiúlon (Îrdiúlon) n/a n/a
Mayor n/a Ánadhran Stádtrân Ándranis Ándranis Ándranis Berúnis n/a
Alderman n/a Ánadhan Købstadar Kónstelar Kónstelar Donâran Donâran n/a
Governor (Major) Dórâr Élgâr Élgâr Élgâr Élgâr Vánelgâr Vánelgâr Vhárian
Governor (Minor) Dóratè Élgâr Trevélgâr Élgâr Élgâr Élgâr Élgâr Niára
Constable Antîrith Élgâr Khiráta Élgâr Élgâr Élgâr / Gîranor Gârgamis Púshten


Military Titles

ADD to Rank & Hierarchy Tables.

Venârivè Military Titles
English Sináin Eméla, Hârnic Ivínian, Hârbáaler Shôrka, Quârphic Pálithàner, Târkáiner Tríerzi Àzeryáni Dálken
Marshal n/a Gàyésha Bakhîr Gáredis Gáredis Gáredis Gáredis Gôrkú
General n/a Thârin Thârin Thârin Thârin Thârin Thârin Shâ-páshet
Cohort Cmnd / Colonel n/a Béroth Béroth Béroth Béroth Béroth Bérheth Páshetu
Major n/a Kûrlin Kûrlin Kûrlin Kûrlin Kûrlin Kûrlin Nârgan
Captain Héstath Héthrin Héthrin Héthrin Héthrin Héthrin Héthrin Arvásh
Lieutenant n/a Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Rekôrva
Cavalry Cmnd n/a Képhiri Képhiri Képha Képhiri Képha Képha Sôrlenat
Cavalryman n/a Chálasîr Chálasîr Chálasîr Chálasîr Chálasîr Chálasîr Ârshana
Knight Máel Málshi Ûrider Mélen Mélen Mélen Médan Úshanas
Huscarl n/a Tîrmytha Húsgaran n/a Húsgaren n/a n/a n/a
Sergeant Major n/a Téldain Àrmólarin Àrmólarin Àrmólarin Àrmólarin Àrmólarin Ganâr
Sergeant n/a Hìntéldain Mólarin Mólarin Mólarin Mólarin Mólarin Shu-ganâr
Corporal n/a Anéldar Mélbrin Mélbrin Mélbrin Mélbrin Mélbrin Nârdan
Lance Corporal n/a Néldar Akálin Akálin Akálin Akálin Akálin Shu-nârdan
Private n/a Melâr Mólak Mólak Mólak Mólak Mólak Gûret

Appendix IV: Colleges of Heraldry

  • Page 177

Most colleges are organised into loose associations, with a central college holding archives for the other members – this college is listed first in the groups below. The title of the chief herald of each college is also noted.

Orb Colleges

Mèlderýn: Enclave of the Golden Orb, Chérafîr.
(Sunrise King of Arms).
Emélrenè: Enclave of the Silver Orb, Beréma.
(Emélrenè Herald).
Shares archival duties with Chérafîr.
Ázadmêre: White Mountain Lodge, Ázadmêre.
(White Mountain King of Arms).
Chybísa: Tower of the Unicorn, Bûrzýn.
(Unicorn Herald).
Eváel: Silver Harp Palace of Arms, Élshavel.
(Silver Harp King of Arms).
Káldôr: Enclave of the Holy Oak, Tashál.
(Acorn King of Arms).
Kandáy: Violet Mantle Palace of Arms, Aléath.
(Violet Mantle King of Arms).
Palíthanè: Palace of the Golden Treasure, Párahal.
(Fleury King of Arms).
Réthem: Manse of the Sanguine Saltire, Golótha.
(Sanguine Saltire Herald).
Thârda: Palace of Gules, Côranan.
(Herald of the Red Dome).
Chélemby: (proposed) Blue Tower College of Arms, Chélemby.
(Azure Herald).

Dragon Colleges

Ivínia: Dragon Lodge, Fûhreling.
(Dragon Herald).
Orbáal: Grey Whale College of Arms, Géldehèim.
(Orbáal Herald).
Hârbáal: Phoenix College of Arms, Ífanè.
(Phoenix King of Arms).
Íbanvaal: (proposed) Blue Axe Lodge, Pélby.
(Íbanvaal King of Arms).

The Dragon College of Fûhreling and all the other ‘Ivínian’ colleges currently make use of the Enclave of the Golden Orb at Mèlderýn but are likely to officially form their own association at such time as a college in Íbanvaal is established and the Hârbáaler herald becomes independent of the king’s court.

Chaplet Colleges

Shôrkýnè: Chaplet Palace of Arms, Quârelin.
(Chaplet Principal King of Arms).
There are a number of secondary kings of arms across Shôrkýnè.
Huriséa: Great River Place of Arms, Beldîra.
(Great River Herald)
This is not a fully independent college, but rather a semi-autonomous branch of the Chaplet Palace of Arms. There are moves to establish it as the head college for Quârphor; but there is only limited support from the independent heralds scattered across that region.
Lánkor: Tower of the Emerald Tome, Lankôrium.
(Emerald Herald).

Seven Quills College

Tríerzòn: Palace of the Seven Quills, Ubárian.
(Tríerzòn Principal King of Arms).
There are several secondary kings of arms across Tríerzòn.
Arms of Érzan al Pirádal, Tríerzòn Principal King of Arms
Idea Icon.png
  • Page 178

Sable Mare Colleges

Isýnen: Enclave of the Sable Mare, Isýnen
(Sable Mare King of Arms).
Covers Isýnen, Charinátrè, Dýsor, Geména and the Hèpekérian Confederation.
Menêma: Sea Serpent Lodge, Kôlvis.
(Sea Serpent Herald).
Covers Menêma, Târkáin and Kôrlúa.
Vítho: Enclave of the Marble Dome, Vítho
(Chalcedony Herald).
Xêrium: Enclave of the Five Pentacles, Xêrium
(Syndic Herald).
Árlanto: Warsong Palace of Arms, Árlanto
(Warsong Herald).
Falânia: Purpure Crescent Palace of Arms, Bothísa
(Indigo Herald)

Álachài Colleges

Ázeryàn: Álachài Palace of Arms, Meókolis.
(Álachài Principal King of Arms).
There are several provincial kings of arms across Ázeryàn.
Býria: Holy Palace of the Queen of Arms, Dáriam.
(Herald of the Red Lady).

Oar Colleges

Karéjian League: Enclave of the Hundred Oars, Livélis. (Galley Herald).
Ûmélrian League: Enclave of Triple Spear, Lekûria.
(Trident Herald).
Hácherdad: Enclave of the Radiant Sun, Hácherdad. (Herald of the Radiant Sun).
Gôris: Lodge of Rock of the Sea, Gôris.
(Undine Herald).
This college is a not fully independent college, but rather an affiliate of the Enclave of the Hundred Oars.

Ziggurat Colleges

Inland Dalkésh: Ziggurat College of Arms, Mánquideh. (Quáandeh Herald).
Coastal Dalkésh: Green Seas College of Arms, Hepénolis. (Green Seas Herald).

Peacock Colleges

Boliâfra and Chifâr: Peacock Tower College of Arms, Mokôra. (Peacock Herald).
Génjes: Enclave of the Silver Pearl, Jángelôr.
(Herald of the Lustrous Sheen).
Lútra and Delúma: Enclave of the Exquisite Garnet, Elúmælèn. (Almandine Herald)
Ámvâr: Red Dragon College of Arms, Ámvârelâr.
(Red Dragon Herald).
Sérianè: Enclave of the Blue Chrysanthemum, Sérianè. (Blue Chrysanthemum Herald).

Isolated Heralds

In addition there are a number of isolated heralds operating alone or in small groups in other areas where heraldry is only loosely practiced. Examples include the ‘Northern Forest Herald’ at Vâben and the ‘High Plains Herald’ at Ékenon, both in Quârphor.
Arms of Hemâren khu Chólaram, Herald of the Radiant Sun, Hácherdad
Idea Icon.png

Appendix V: Religious Organisation

Church of Ágrik

  • Page 179
Pontificate (Amànasûrif) - Lysâra, Ázeryàn.
High Curcûno (Eight senior cardinals) - Lysâra.
Low Curcûno (All eighty-eight cardinals) - Lysâra.
Numerous clerical and fighting orders.

Primacies (Apalânkh), each with several bishops (Kemélras) in Venârivè:

  • Primacy of Ivínia (also covers Áltôr) - Fûhreling.
  • Primacy of Hârbáal and Huriséa - Ífanè.
  • Primacy of Hârn - Golótha.
  • Primacy of Shôrkýnè (also covers Chélemby and Emélrenè) - Kâremus.
  • Primacy of Palíthanè (also covers western Tríerzòn) - Hárigol.
  • Primacy of Northern Hèpekéria - Vítho.
  • Primacy of Southern Hèpekéria - Xêrium.
  • Primacy of Karéjia - Narólis.
  • Primacy of Ûmélria - Fêgon.
  • Primacy of Lánkor - Lankôrium.
  • Primacy of Quârphor / Kálin - Ékenon.
  • Primacy of Northern Ázeryàn - Meókolis.
  • Primacy of Western Ázeryàn (also covers eastern Tríerzòn) - Berónè.
  • Primacy of Eastern Ázeryàn - Gedálpria.
  • Primacy of Dalkésh (Church of Áranik) - Gálamonìa.
  • Primacy of West Mafán (Church of Ráranik) - Jenârio, League of Boliâfra.
  • Primacy of Chogôro (Church of Ráranik) - Jángelôr, Génjes.
Ágrik Icon
Idea Icon.png

Holy Men of Azáy

The Númec god Azáy and his associated pantheon has no organised church, but holy men known as táqfan provide spiritual guidance. A number of táqfan are recognised as ‘leading’ clerics:

  • Ghádid (‘the most sacred’) is the leading táqfan of Hèpekéria. He dwells in a lonesome cave somewhere in the Dùrqúdani, where he drinks sand and eats air.
  • Zébtahr, a prophet among the ‘Air nation.
  • ‘Ab-Erq, a táqfan of the Naj’er nation.

Church of Éhlam

Pontiff (Éhaman) - Mokôra, Mafán.
Several clerical orders.

Primacies (Náhlem) in Venârivè:

  • Primacy of Chogôro - Kolanôrako, Génjes.
  • Primacy of Shéntu - Sérianè, Sérianàpi.

(There are several other primacies in eastern Mafán).

Éhlam Icon
Idea Icon.png

Church of Haléa

Pontificate (Hilénea) - Helás, Karéjia.
Tevól-Hilén (Council of Fragrant Gold) - 49 members.
One clerical order - Order of the Silken Voice.

Primacies (Salára):

  • Primacy of Ivínia and Hârbáal - Fûhreling.
  • Primacy of Hârn - Shîràn.
  • Primacy of Shôrkýnè (covering Chélemby & Huriséa) - Eilýria.
  • Primacy of Emélrenè - Âlwin.
  • Primacy of Palíthanè - Leshónes.
  • Primacy of Tríerzòn - Janôra.
  • Primacy of Hèpekéria - Vítho.
  • Primacy of Western Ázeryàn - Ómrium.
  • Primacy of Northern Ázeryàn - Meókolis.
  • Primacy of Southern Ázeryàn - Hébos.
  • Primacy of Lánkor and Quârphor - Lankôrium.
  • Primate of Karéjia and Býria - Rykál.
  • Primate of Ûmélria - Lekûria.
  • Primate of Dalkésh (Church of Álneha) - Hépenolis.


Church of Ilvîr

  • Page 180
No official pontificate or primacies.
Numerous clerical orders.

Some leading clerics:

  • High Priest of the Order of Sudélrhynn the Bearer of Loam - Lériel, Hârn.
  • High Priest of the Order of the Ochre Womb - Aráka-Kalái, Hârn.
  • High Priest of the Order of Chuchláen Wheelwright - Gedân, Hârn.
  • High Priestess of the Order of the High Deep, Kwánys, Emélrenè.
  • High Priest of the Order of Sundered Claw, Beréma, Emélrenè.
  • High Priest of the Order of the Eldest Ones, Emélrenè.
  • High Priest of the Order of the Deepest Brood, Kirisónè, Palíthanè.
  • High Priestess of the Order of the Tower over the Waters, Chélemby.
  • High Priests of the Serpent Brotherhood, Chélemby.
  • High Priest of the Order of the Withered Hand, Rýdaz, Ûmélria.
Ilvîr Icon
Idea Icon.png

Church of Kelénos / Kelána

No official pontificate or primacies; few clerical orders.

Leading clerics in Venârivè:

  • Priest-King of Kelána, Árlanto.
  • High Priest of Kelána, Anramúsha, Dalkésh.
  • High Priest of Kelána, Suntosheláshè, Shéntu.
  • High Priest of Kelénos, Phanósia, Karéjia.
  • High Priest of Kelénos, Shonjîris, Ázeryàn.
  • High Priest of Kelénos, Lankôrium, Lánkor.

Church of Laráni / Varáni

Pontificate (Sebráth) - Tengéla, Trierzon.
The Tîrnatha (20 members).
Holy Office (Ethelánca)
Numerous clerical and fighting orders.

Primacies (Lîrrath), most including a number of archbishoprics (Sêrekela) and bishoprics (Rekéla):

  • Primacy of Ivínia - Jârehm.
  • Primacy of Hârbáal - Ífanè (vacant).
  • Primacy of Chélemby - Chélemby city.
  • Primacy of Hârn - Thay.
  • Primacy of Shôrkýnè - Netéla.
  • Primacy of Emélrenè - Beréma.
  • Primacy of Palíthanè - Párahal.
  • Primacy of Tríerzòn - Ubárian.
  • Primacy of Hèpekéria - Hegóvnis, Korlúa.
  • Primacy of Menêma - Kôlvis.
  • Primacy of Vítho - Vítho.
  • Primacy of Xêrium - Xêrium.
  • Primacy of Lánkor & Quârphor (Church of Varáni) - Lankôrium.
  • Primacy of northern Ázeryàn (Church of Varáni) - Féslium.
  • Primacy of central Ázeryàn (Church of Varáni) - Mîremal.
    • The Sêrekela of Meókolis is very powerful and to some extent overshadows the Primate.
  • Primacy of western Ázeryàn (Church of Varáni) - Kesâra.
  • Primacy of southern Ázeryàn (Church of Varáni) - Ailét.
  • Empress-Primate of Býria (Imperial Church of Holy Býria) - Dáriam.
  • Primacy of Karéjia (Church of Varáni) - Shélon.
  • Primacy of Ûmélria (Church of Varáni) - Genôro.
  • Primacy of Dalkésh (Church of Áranu) - Nátha.
  • Primacy of West Mafán (Church of Árama) - Elúmælèn.
Laráni / Varáni Icon
Idea Icon.png


Church of Môrgath

  • Page 181
Pontificate (The Vynkhádur) - Meókolis, Ázeryàn.
Tôrkena-Mátan (Holy Office/Inquisitors).
Single clerical order - Lords of Chaos.

13 Primacies (Gúrima) in Venârivè:

  • Primacy of Ivínia, Áltôr and northern Hârbáal - “Gúrim-Khídar-Úgik-Iváris” - Fûhreling.
    • (covers the Hârbáaler kingdoms of Gávrios, Elgósia, Sáliom, Pádona, Ketánia, Gátenlund).
  • Primacy of southern Hârbáal, Chélemby and Huriséa - “Gúrim-Khídar-Úgik-Hârbâr” - Vârkenheim, Ánvâl.
    • (covers the Hârbáaler kingdoms of Lýtheim, Ávastran, Tónanby, Géltheim, Ánvâl and Lédenheim, as well as Chélemby and Huriséa).
  • Primacy of Hârn - “Gúrim-Khídar-Úgik-Hârn” - Golótha.
  • Primacy of Shôrkýnè, Emélrenè, Palíthanè and northern Tríerzòn - “Gúrim-Khídar-Úgik-Zonârgar” - Párahal, Palíthanè.
  • Primacy of Zonâra - “Gúrim-Khídar-Úgik-Zonârlor” - Janôra, Tríerzòn (covert).
  • Primacy of Hèpekéria - “Gúrim-Khídar-Úgik-Hepéka” - Vítho.
  • Primacy of Karéjia and Ûmélria - “Gúrim-KhídarÚgik-Karúza” - Hóritar (has previously been located at Livélis).
  • Primacy of Lánkor and Quârphor - “Gúrim-KhídarÚgik-Tóntar” - Lankôrium.
  • Primacy of northern Ázeryàn - “Gúrim-Khídar-Úgik-Réshakârgik” - Reshâna.
  • Primacy of central Ázeryàn - “Gúrim-Khídar-ÚgikÎrkárgai” - Énjârlen (has previously been located in Îrkárgai).
  • Primacy of southern Ázeryàn - “Gúrim-Khídar-Úgik- Azáyen” - Púrimal.
  • Primacy of Dalkésh (Church of Orgûrl) - “Gúrim- Khídar-Úgik-Orgûrl” - Mánquideh.
  • Primacy of Mafán and Anzelôria (Church of Orgásan) - “Gúrim-Khídar-Úgik-Orgásan” - Delúma.
Môrgath Icon
Idea Icon.png

Church of Navéh

‘Unofficial’ Pontificate (Nagára) - Mánquideh, Dalkésh.
Be’ara-Túlna (Holy Office).
A number of unofficial sects.

Primacies (Shúganal) in Venârivè:

  • Primacy of Ivínia and the Frozen North - Pélby.
    • (covers Ivínia, Áltôr and the Hârbáaler kingdoms of Gávrios, Elgósia, Sáliom, Pádona, Ketánia, Gátenlund, Lýtheim, and Ávastran).
  • Primacy of Hârn - Côranan, Thârda.
  • Primacy of the Gulf of Shôrkýnè - Eilýria.
    • (covers Shôrkýnè, Chélemby, Huriséa, and the Hârbáaler kingdoms of Tónanby, Géltheim, Ánvâl, and Lédenheim).
  • Primacy of the Great Plains - Ékenon, Quârphor.
  • Primacy of Jerinália - Leshónes, Palíthanè.
    • (covers Emélrenè, Palíthanè, and the upper Gadén River region of Tríerzòn).
  • Primacy of Zonâra - Janôra, Tríerzòn.
    • (covers central and southern Tríerzòn).
  • Primacy of northern Hèpekéria - Vítho.
  • Primacy of southern Hèpekéria - Bothísa.
  • Primacy of northwest Ázeryàn - Dúma.
  • Primacy of southeast Ázeryàn - Púrimal.
  • Primacy of Lánkor and NE Tríerzòn - Lankôrium.
  • Primacy of Góthmîr and Ûmélria - Lekûria.
  • Primacy of Karéjia - Gílech.
  • Primacy of Dalkésh and Anzelôria - Nátha.
  • Pimacy of western Mafán (Church of Naváh) - Mokôra.
Navéh Icon
Idea Icon.png

Church of Nálma-Ovrásh (Hácherdad)

The Hácherian church is a dualist entity, devoted to the Twin Gods of Nálma and Ovrásh, and their ‘Angels’ (Nálmarim) and ‘Devils’ (Ovrárim). Each Angel and Devil has its own cult within the wider church.


Church of Peóni / Eóni

  • Page 182
Pontificate (Hápalan) - Pêrna, Tríerzòn.
Pelclúnia (16 Cardinals).
Dual Male/Female clerical orders.

Primacies (Mepéleh), most with a number bishoprics (Suláplyn) in Venârivè:

  • Primacy of Hârbáal and Ivínia - Lyth.
    • (The church has only one temple in Ivínia, in Jârehm, and is considering a possible Primacy in Huriséa / Western Quârphor).
  • Primacy of Hârn - Thay.
  • Primacy of Shôrkýnè (and Chélemby) - Hârbraén.
  • Primacy of Emélrenè - Âlwin.
  • Primacy of Palíthanè - Sándris.
  • Primacy of Tríerzòn (Zonâra) - Gelâmo.
  • Primacy of Hèpekéria - Ílmasa, Menêma.
  • Primacy of Thónia (Church of Eóni) - Árlanto.
  • Primacy of Lánkor and Quârphor (Church of Eóni) - Lankôrium.
  • Primacy of northern Ázeryàn (Church of Eóni) - Meókolis
  • Primacy of southern Ázeryàn (Church of Eóni) - Ailét.
  • Primacy of Karéjia (Church of Eóni) - Shélon.
  • Primacy of Ûmélria (Church of Eóni) - Pârthias.
  • Primacy of Býria (Church of Eóni) - Nôranel.
  • Primacy of Dalkésh (Church of Târga) - Târnavúlh temple, near to Mánquideh.
  • Primacy of Chogôro and Mafán (Church of Nâma): Delúma.
Peóni / Eóni Icon
Idea Icon.png

Leaders and Prophets of Réka & Sýna

The secular leaders of the Reksýni also have religious roles. In addition, a number of other individuals with particularly strong religious knowledge and capabilities are recognised as ‘prophets’:

  • Khéla (Lord of the Sky) - Prelýnè.
  • Anéke Aún (Eastern Wind) - Ylúma.
  • Anéke Rán (Northern Wind) - Nànrenýka.
  • Anéke Kôr (Southern Wind) - Horóka.
  • Anéke Súa (Western Wind) - Sùlýris.
  • Prophet Argún khu Nêra (‘inheritor’ of the mantle of Prophet Gósan, founder of the Reksýni faith).

Church of Sárajìn

No official pontificate or primacies.
No ‘official’ clerical orders, but a number of cults.
  • Head of clan Beldésa - Molíma, Éldeskaal.
  • High Priestess of the Cult of Elkýri - Kýriheim, Lókis.

Church of Sávè-K’nôr

Pontificate (Rión Íshar) - Beréma, Emélrenè.

Three clerical orders:

  • Order of Hýn-Aelôri - headquarters at Meókolis.
  • Order of Rydequélyn - headquarters at Ájygàl.
  • Order of Shéa-al-Aécôr - headquarters at Íshranor, Emélrenè.

Primacies (Deór Íshar) in Venârivè:

  • Primacy of the Far North - Fûhreling.
  • Primacy of Shôrkýnè and Huriséa - Quârelin.
  • Primacy of Hârn - Chérafîr, Mèlderýn.
  • Primacy of Emélrenè and Palíthanè - Leshónes.
  • Primacy of Tríerzòn - Àreshómes.
  • Primacy of Lánkor and Quârphor - Lankôrium.
  • Primacy of Hèpekéria - Vítho.
  • Primacy of Northern Ázeryàn - Meókolis.
  • Primacy of Southern Ázeryàn - Sháras.
  • Primacy of Ûmélria - Lekûria.
  • Primacy of Karéjia - Livélis.
  • Primacy of Býria and Anzelôria - Ínri.
  • Primacy of Dalkésh (Church of Shávkan) - Zerúla.
  • Primacy of Western Mafan and Chogôro (Church of Shávkan) - Mokôra.
  • Primacy of Shéntu (Church of Shávkan) - Sérianè.

Church of Síem

No official pontificate or primacies.
Few clerical orders.

Leading clerics:

  • Dhéria-Ísvan, Emélan High Priestess - Ábrelyn.
  • King of Eváel - Élshavel.
  • High Priest of Ázadmêre - Ázadmêre.

Church of Zârath

Pontificate (Drámmah) - Khárman, near Ídepan, Mafán.
Several clerical orders and philosophical groups.

Primacies (Lammhás) in Venârivè:

  • Primacy of Western Mafán - Chifâr.
  • Primacy of Chogôro - Sulôrèkámele.
  • Primacy of Shéntu - Suntosheláshè.
  • Primacy of Dalkésh - Zerúla.

Appendix VI: Languages and Scripts

  • Page 183

A

See: Appendix VI: Languages and Scripts

Note: ADD Link Highlights for Dialects

Note: Make Alphabetical Listed

Note: ADD Colour Highlights: Ancient, Middle, Modern, old language, etc. of each Language and Dialects. Then ADD Table with each, separate them into which is oldest to newest, then ADD timeline column. Pinpoint changes from one to another.


As noted in Culture and Languages, a wide variety of languages and dialects are in use across Venârivè, and an equally wide range of scripts are used to write them.

ADD TABLE to show columns for each Language Family, People/Clan, Dialect, Ancient, Middle, Modern, Script(s), Region(s) and Notes (for Dates and Snippets). THEN finish Language Hierarchy Trees along with Timline Snippets so we can build a rolling timeline and movement of people and their languages as the evolve, where and which point.

Elder

Sináin – language of Elves,
written in Selénian.
Kúzhan – language of Dwarves,
Khrúni script.

Járind Family

Járindancient language group of Járind people.
Émhlèancient language of the Eméla,
written in Khrúni.
Emélamiddle and modern language of the Eméla,
written in Khrúni and Lakíse.
Zónawèancient language of the Járind of Zonâra;
Khrúni script.
Zonâranmiddle language of Zonâra;
Zérin script.
Old Járinmiddle language of the Járin of Hârn.
Járinmodern language of the Járin of Hârn. There are a number of dialects spoken by the tribal Járind peoples of Hârn.
Yarílimodern language of the Yaríli of Iváe.
Yârlamodern language of the Yârla of Hârbáal.
Old Álticmiddle language of the Áltwè.
Álticmodern language of the Álti;
there are a number of regional dialects, broadly grouped as Western and Eastern.
Runic script.
Uménimodern language of the tribal Uméni of Ûmélria; influenced by Azéri, Quâr and Kétar.
Hârnic – language of Hârn; there are a number of regional, local and tribal dialects.
Runic and Lakíse scripts.
Ancient
  • a
Middle
  • a
Modern
  • a

Phâric Family

Phâriancient language group of the Phâric peoples.
Quârancient language of the Quâr.
Quârphicmodern language of Quârphor;
dialects include Huriséan, Western, Northern, Southern and Eastern.
Runic script.
Shôrkiold language of the Sôrki.
Khrúni script.
Shôrkamodern language of Shôrkýnè;
dialects include Melódan, Pelódan, Loálan, Quálren, Stálfi, Fédin, Kolâren, Sábes, Énseler, Jándi and Nístalen.
Lakíse script.
Old Tríerzimiddle language of the Tríerzi.
Thánemanmiddle language of the Thánemi.
Tríerzimodern language of Tríerzòn;
has many dialects, including Ligúno-Áthaman, Sénedar, Stálfi, Mélsa-fáldon, Alonádi, Areshýmen, Cherýkan, Zánori, and Tengálin.
Lakíse script.
Ivíniold language of Ivínia.
Khrúni script.
Ivínianmodern language of Ivínians.
Runic script.
Orbáaler – dialect of Ivínian spoken in Orbáal, Hârn.
Runic and Lakíse script.
Hârbáalermodern language of Hârbáalers, considered by some a dialect of Ivínian.
Runic and Lakíse script.
Chélermodern language of the inhabitants of Chélemby; viewed by some as a dialect of Hârbáaler with a considerable number of foreign terms.
Runic and Lakíse script.
‘Trade Ivínian’ – (Kántâl) the lingua-franca of trade in much of northwestern Venârivè; very similar to Chéler, but with an even greater number of foreign terms and idioms.
Runic and Lakíse scripts.
Pálithànermodern language of Palíthanè.
Runic and Lakíse scripts.

Azéri Family (or Venârian Family)

Azériancient language group of the Azéri peoples.
Written in both Alánta and Tiánta scripts.
Àzeryáni – language of Azéri settlers of Ázeryàn.
Zérin script.
Zâkimladal (High Àzeryáni) – modern language of high-class Àzeryáni.
Ayâran Script.
Nâsik Azéri (Low Àzeryáni) – modern language of lower-class / common Àzeryáni.
There are several recognised dialects within the Empire including: Prime, Central, Northern, Western, Southern, Island and Eastern.
In addition, there are several dialects of low Àzeryáni spoken outside the Empire, principally: Lánkori, Terâzin, Górik, Kôlvisar, Dálazeri.
Ayâran and Lakíse scripts.
Vénicancient language of Vénic island culture.
Written in both Alánta and Tiánta scripts.
Kàruía – language of Kàruía islands culture.
Written in both Milánta and Zérin scripts.
Karéjian – language of Karéjia;
uses the Ayâran and Lakíse scripts.
Ûrméch – language of Ûmélria; influenced by Uméni.
Ayâran script.
Elbýthian – language of eastern Venârian.
Ayâran and Nerámic scripts.
Býrian – language of Býria.
Ayâran and Lakíse scripts.

Ketâric Family

Kétar – original language of the people of the central plateau.
Màfakéta – language of Ketâric nomads who conquered Mafáni empire.
Shéni script.
Old Ketârimiddle language of central Ketârh.
Ketârimodern language of Ketâri nomads.
Ánil Ketâri – language of western Ketâri.
Reksýnimodern language of Reksýna.
Shénya script.
Bésha – language of Béshakan nomads.
Nerámic script.
Hácherian – language of the Hácherim.
Nerámic script.
Namârdi – language of the Namârdim.
Nerámic script.
Dálken – language of Dalkésh.
Nerámic script.

Mafáni Family

Old Mafániancient language of the Empire of Mafáni.
Kóno script.
Mafâshmiddle language of the Mafáni.
Tankóno and Nerámic scripts.
Mafánimodern language of the Mafáni.
Tankóno script.
Shéntimodern language of the eastern coast of Anzelôria, a mixture of Anzelôrian and Mafáni.
Tankóno script.

modern Mafáni is influenced by Mólken, the language of Molkûra. The script of Molkûra (Milúan) also influenced Kóno, and together with influence from Nerámic, this led to the development of Tankóno.

Anzélan Family

aka Anzelôrian

Anzélaancient language group of Anzelôria.
Néri script.
Panhaónic – northern Anzelôrian language group.
Nerámic script.
Târgan – extinct language of the Târga River valley; replaced by Dálken.
Nerámic script.
Nesháimodern language of the Neshái tribes.
Chogôrimodern language of Chogôro.
Tankóno script.
Pèchalârimodern language of Pèchalâri.
Nerámic script.
Tuvâranmodern language group of Tuvârans;
Dialects includes numerous sub-languages and dialects grouped as Eastern, Southern and Western.
Thónianmodern language group of Thónians;
Dialects includes a number of sub-languages and dialects grouped as Mountain, Laker, Inner, Northern, Western, and Southern.
Hérei – Thónian language of the indigenous people of Árlanto.
Elánasi – a Tuvâran language, spoken in western Árlanto.
Búqdin – a Thónian language of Hèpekéria.

Númec Family

Hepékaancient language group of Hèpekéria.
Tiánta script.
Old Númecmiddle language of the Númec.
Hekôri script.
Númermodern language of Númec.
Hekôri script.
Kôrlicmodern language of the Kôrlic peoples, descended from old Númec, but heavily influenced by Azéri, Ivínian and Kàruía.
Hekôri, Runic and Ayâran scripts.
Dálani – the mixed Járind/Númec language of the tribal people of Dalánya.
Falánimodern language of the Faláni, descended from old Númec.
Hekôri script.

Lakíse Numerals

ADD LakiseQuill, Harn Lakise, Harn Runic Fonts

Note: ADD SVG Symbols

Lakíse Numerals
0 0
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9

Language Table

  • A

Appendix VII: Chéler Kántehusen

  • Page 185

Approximately 5,000 Chéler tia-nalári clan members live in the 136 kántehusen or trading stations that the leading clans operate around Venârivè.

Ivínia

  • Fûhreling (3: Aémon, Târkenby, Wésen)
  • Pélby (2: Nôordsen, Silkán)
  • Vúlenheim (1: Hásketh)
  • Beléka (2: Bjándsen, Ráldensen)
  • Jârehm (4: Ánsenby, Jâagensen, Jâren, Lérdensen)
  • Súteling (2: Jâren, Tirdáan)

Hârbáal / Huriséa

  • Génja (4: Jâagensen, Lérdensen, Târkenby, Wésen)
  • Gósheim (1: Yâalsen)
  • Kéreon (1: Ánsenby)
  • (Énpedon – Pélanby have contacts)
  • Ífanè (5: Aémon, Banága, Ethiásen, Jâren, Pâserin)
  • Gúlinheim (2: Lérdensen, Ráldensen)
  • Gelt (1: Pâserin)
  • Vârkenheim (3: Bjándsen, Nôordsen, Pasûra)
  • Xêradyn (1: Pasûra)
  • Léden (4: Aémon, Ekàtriása, Lérdensen, Ráldensen)
  • Beldîra (5: Aémon, Armôrian, Ekàtriása, Silkán, Wésen)

Shôrkýnè

  • Èshapél (5: Aémon, Ethiásen, Láagen, Riélsè, Wésen) (Pélanby have contacts)
  • Kâremus (4: Aémon, Hásketh, Pâserin, Târkenby) (Pélanby have contacts)
  • Tûresgal (1: Pasûra)
  • Eilýria (4: Ekàtriása, Pâserin, Redâro)
  • Quârelin (1: Redâro)
  • Éslon (4: Aémon, Frýdsen, Nôordsen, Pasûra)
  • Tîrgólis (2: Aémon, Pélanby)

Hârn

  • Chérafîr (2: Aémon, Yvârnis)
  • Bûrzýn (1: Jâren)
  • Ázadmêre (1: Jâren)

Emélrenè

  • Beréma (5: Aémon, Pélanby, Ekàtriása, Ethiásen, Jâren; + a Hlanéndès Bank branch)
  • Âlwin (3: Hýzel, Wentélsen, Zârion)
  • Cháronès (1: Hýzel)
  • Malád (3: Wentélsen, Yvârnis, Zârion)
  • Ráleth (1: Pasûra)

Palíthanè / Târkáin

  • Párahal (5: Aémon, Armôrian, Beldésen, Ethiásen, Hásketh; + a Hlanéndès Bank branch)
  • Méngovik (4: Ánsenby, Dârelby, Pâserin, Pélanby)
  • (Degáu – Pélanby have contacts)
  • Târkáin (3: Pâserin, Silkán, Târkenby; + a Hlanéndès Bank)

Tríerzòn

  • Janôra (4: Hásketh, Silkán, Wésen, Yvârnis; + a Hlanéndès Bank branch)
  • Kirgáras (1: Pâserin)
  • Chedílo (2: Jâagensen, Zârion)
  • Dârlon (2: Jáager, Wésen)
  • Megráin (1: Kevârin)
  • Chenás (2: Wentélsen, Zârion)
  • Mûrshel (2: Wésen, Târkenby)
  • Pélina (1: Yvârnis)

Hèpekéria

  • Hegóvnis (Kôrlúa) (3: Aábel, Beldésen, Silkán)
  • Isýnen (3: Armôrian, Ekàtriása, Jáager)
  • Kôlvis (Menêma) (4: Banága, Hásketh, Pélanby, Udésen)
  • Vítho (3: Jâagensen, Nôordsen, Wésen)
  • Xêrium (2: Ánsenby, Bredýn)

Karéjia / Býria

  • Gôris (5: Bredýn, Elbrâth, Hásketh, Târkenby, Wésen)
  • Phanósia (1: Bredýn; + a Hlanéndès Bank branch)
  • Livélis (a Hlanéndès Bank branch)
  • Ínri (1: Ekàtriása)

Ázeryàn

  • Ómrium (1: Silkán)
  • Púrimal (2: Armôrian, Pâserin)
  • Jándîr (1: Armôrian)
  • Hébos (1: Bredýn)
  • Sános (3: Banága, Ekàtriása, Silkán; + a Hlanéndès Bank branch)

Hlanéndès Bank branches: The Hlanéndès Bank has branches in seven locations in addition to Chélemby. While these are not technically kántehusen, because they are operated by local branches of the Hlanéndès clan, small numbers of Chéler clan members live at these locations.

Pélanby contacts: In addition to their kántehusen, clan Pélanby have strong local contacts in a number of locations.


Kántehusen by Chéler Clan

  • Page 186
Aábel – Hegóvnis (Kôrlúa).
Aémon – Beréma, Párahal, Chérafîr, Èshapél, Kâremus, Eilýria, Tîrgólis, Beldîra, Léden, Ífanè, and Fûhreling.
Ánsenby – Jârehm, Kéreon, Méngovik, Xêrium
Armôrian – Beldîra, Párahal, Isýnen, Púrimal, Jándîr
Banága – Ífanè, Kôlvis (Menêma), Sános.
Beldésen – Párahal, Hegóvnis (Kôrlúa).
Bjándsen – Beléka, Vârkenheim.
Bredýn – Gôris, Hébos, Phanósia, Xêrium.
Dârelby – Méngovik.
Ekàtriása – Beldîra, Léden, Eilýria, Beréma, Isýnen, Sános, Ínri.
Elbrâth – Gôris.
Ethiásen – Ífanè, Èshapél, Beréma, Párahal.
Frýdsen – Éslon.
Hásketh – Vúlenheim, Kâremus, Párahal, Kôlvis (Menêma), Janôra, Gôris.
Hlanéndès – do not have ‘kántehusen’ per se, but have branches of their ‘bank’ at Beréma, Párahal, Târkáin, Janôra, Sános, Phanósia, and Livélis.
Hýzel – Cháronès, Âlwin.
Jâagensen – Jârehm, Génja, Vítho, Chedílo.
Jáager – Isýnen, Dârlon.
Jâren – Ázadmêre, Bûrzýn, Jârehm, Súteling, Ífanè, Beréma.
Kevârin – Megráin.
Láagen – Èshapél.
Lérdensen – Léden, Gúlinheim, Génja, Jârehm.
Nôordsen – Pélby, Vârkenheim, Éslon, Vítho.
Pâserin – Ífanè, Gelt, Kâremus, Eilýria, Méngovik, Târkáin, Kirgáras, Púrimal.
Pasûra – Xêradyn, Vârkenheim, Éslon, Tûresgal, Ráleth.
Pélanby – Beréma, Tîrgólis, Méngovik, Kôlvis (Menêma); clan Pélanby also have ‘contacts’ in Énpedon, Kâremus, Èshapél and Degáu).
Ráldensen – Beléka, Gúlinheim, Léden.
Redâro – Eilýria, Quârelin.
Riélsè – Èshapél.
Silkán – Pélby, Beldîra, Hegóvnis (Kôrlúa), Târkáin, Janôra, Ómrium, Sános
Târkenby – Fûhreling, Génja, Kâremus, Târkáin, Mûrshel, Gôris
Tirdáan – Súteling.
Udésen – Kôlvis (Menêma).
Wentélsen – Âlwin, Malád, Chenás.
Wésen – Fûhreling, Génja, Beldîra, Èshapél, Mûrshel, Dârlon, Janôra, Gôris, Vítho.
Yâalsen – Gósheim.
Yvârnis – Chérafîr, Malád, Pélina, Janôra.
Zârion – Âlwin, Malád, Chedílo, Chenás.

INSERT TABLE within table? Caption at bottom of each Table in Box.?

Badge of clan Hlanéndès
Idea Icon.png
Badge of clan Ekàtriása
Idea Icon.png
Badge of clan Pélanby al Chel
Idea Icon.png
Badge of clan Armôrian
Idea Icon.png

Appendix VIII: Karéjian Larún

  • Page 187

The larún of Karéjia are of considerable economic importance across Venârivè. Each is named for its final destination, and has a number of larú-mar (merchant galleys) and escorting larú (war galleys). These figures are average numbers of galleys; actual numbers vary from year to year.

Livélis Larún

Livélis Larún
Name / Destination Galleys Escorts
Larún of Hébos 16 3
Larún of Misóna 8 3
Larún of Ailét 8 3
Larún of Púrimal 8 2
Larún of Berónè 6 2
Larún of Nátha 12 4
Larún of Árlanto 3 1
Larún of Vítho 3 1
Larún of Rigêros 6 2
Larún of Janôra 12 3
Larún of Méngovik 6 2
Larún of Beréma 6 2
Totals 94 28

Hóritar Larún

Hóritar Larún
Name / Destination Galleys Escorts
Larún of Sános 8 3
Larún of Mûrshel 6 2
Larún of Gôris 6 3
Larún of Xêrium 6 2
Totals 23 9

Shélon Larún

Shélon Larún
Name / Destination Galleys Escorts
Larún of Ûrden 6 2
Larún of Kôlvis 3 1
Larún of Párahal 4 2
Larún of Èshapél 3 1
Totals 16 6


Ájygàl / Kólomîr Larún

Ájygàl / Kólomîr Larún
Name / Destination Galleys Escorts
Larún of Jándîr 8 3
Larún of Chedílo 3 1
Larún of Âlwin 3 1
Larún of Chérafîr 3 1
Totals 17 6


Nárolis Larún

Nárolis Larún
Name / Destination Galleys Escorts
Larún of Chenósolis 4 1
Larún of Gálamonìa 6 3
Larún of Lysâra 4 3
Totals 14 9


Phanósia Larún

Phanósia Larún
Name / Destination Galleys Escorts
Larún of Kiléma 8 3
Larún of Ómrium 6 2
Totals 14 5


Helás Larún

Helás Larún
Name / Destination Galleys Escorts
Larún of Ínri 6 2
Larún of Rindîro 6 2
Totals 12 4


Ìchényah Larún

Ìchényah Larún
Name / Destination Galleys Escorts
Larún of Hábala / Dârlon 6 1
Larún of Isýnen 6 2
Totals 12 3


Rykál Larún

Rykál Larún
Name / Destination Galleys Escorts
Larún of Kanóga 4 1
Larún of Tashónès 3 2
Totals 7 3

Appendix IX: Tríerzi Duchies and Counties

  • Page 188

Note: ADD Extra Columns to better separate data.

Note: ADD Subcategories Under OLD Duchy & Counties, then Cities, Towns, Castles and Keeps, then Population & Nalrôrdam (?Manors?) with City/Town Population & Market Size again as yet more subcategories, so that each can be completely separated better.

Note: Each City & Town should have it's own row within that Cell. Maybe list each as Major or Minor Settlement if on the Venârivè Map?

See: Appendix XIX: Locations Index Tríerzòn

ADD Clan Column & [MAP]

Tríerzi Duchies and Counties Table

DUPLICATE TO FIX

Note: CHANGE rowspan to reflect second sub table to allow for extra subgroups of Cities & Town entries!

Note: MAKE Duchy Column Span Down to include all Counties within.

Note: Tríerzòn is also divided into eight royal districts (indard), each of which covers several counties. Page Venârivè 122. Nalrôrd (P122 & 175) = Manor/Villa, Nalrôrdam (P188 Tables)/Nalrôrdan (estates or manors). Nalrôrdan Page 122


Tríerzi Duchies and Counties
Duchy

(Telkôrdan)

(Clan) Counties

(Málnîrdan)

Cities, Towns Castles & Keeps Population Manors

(Nalrôrdan/m?)

City Town Population Market Castles Keeps
Ubái

(and Mankónia)

(Ârtáin) 4 7 urban: 190,000 28 101 1,271,500 1,409
Ubái Ubárian [K5] 47,000 7 4 14 159,000 141
Mankónia Mánkon [K5] 20,000 5 3 23 334,000 371
Tain [J5] 24,000 5
Málmen [J6] 11,000 4
Pêrna Pêrna [K5] 11,000 6 3 19 173,500 209
Janôra Janôra [J7] 32,000 8 1 4 80,500 64
Latíma Hábala [J7] 13,000 6 3 19 182,500 219
Korún Rizúma [G9] 11,500 4 6 15 212,000 264
Paláma Dârshen [F6] 9,500 5 5 6 84,500 96
Tashónès Tashónès [M7] 6,000 5 1 1 23,000 22
Omégen Magrís [L10] 5,000 4 2 22,500 23
Stalfôrè (Stálen) 1 3 urban: 44,000 8 48 615,000 756
Stalfôrè Engaritánè [G2] 12,000 6 3 21 220,500 262
Wáleden [F3] 7,000 5
Ílbra Ílbris [I3] 12,000 4 2 17 280,500 363
Enála Dârlon [I8] 13,000 5 3 10 114,000 131
Trabánt (Cháranès) 1 4 urban: 63,000 13 57 610,500 707
Trabánt Mûrshel [E9] 21,000 6 6 25 284,500 322
Párebîr [E9] 15,000 5
Chímas Kirgáras [D10] 10,000 5 6 12 145,500 167
Héldin [D9] 5,000 4
Védin Védin [H6] 12,000 4 1 20 180,500 218
Melesúma (Hesâro) 1 2 urban: 38,000 9 57 434,500 497
Melesúma Melesúma [M3] 22,000 5 4 36 241,000 271
Àmesúma Ojárion [K6] 8,000 3 1 9 73,000 82
Bomédus Neshéles [J9] 8,000 4 4 12 120,500 144
Ágelos (Argélies) 3 urban: 31,000 6 27 303,500 355
Ágelos Penétha [G6] 8,000 4 3 15 158,500 196
Jaléda Gárlan [K6] 13,000 6 3 12 145,000 159
Jaléda [J6] 10,000 5
Fâldin (Urtáken) 2 urban: 22,500 4 38 267,000 306
Fâldin Dárimûr [K3] 14,500 4 2 20 156,500 180
Báldemè Béledâr [I4] 8,000 4 2 18 110,500 180
Zhôren (Shénorès) 1 2 urban: 21,500 5 22 264,000 317
Zhôren Megráin [K9] 12,000 5 3 17 192,500 229
Jorésa [K9] 5,000 4
Hedámes Ástirel [E7] 4,500 3 2 5 71,500 88
Kogámin (Muséloès) 3 urban: 28,000 8 19 254,500 295
Kogámin Kanóga [J7] 14,000 6 3 13 135,000 156
Magália Gébrond [M7] 9,000 4 5 6 119,500 139
Kôrsumis [L7] 5,000 3

INSERT TABLE

Note: ADD Extra Columns to better separate data.

Note: ADD Subcategories Under OLD Duchy & Counties, then Cities, Towns, Castles and Keeps, then Population & Nalrôrdam (?Manors?) with City/Town Population & Market Size again as yet more subcategories, so that each can be completely separated better.

Note: Each City & Town should have it's own row within that Cell.

Tríerzi Counties & Holder Table

Tríerzi Counties & Holder
County Holder Cities, Towns Castles & Keeps Population Nalrôrdam

(Manors)

City Town Population Market Castles Keeps
Sènedâlo (Medâro) Vegúsa 19,000 5 3 27 332,500 416
Nadámia (Pórius) Quâlnda 14,000 4 3 40 303,500 368
Àreshómes (Keshârè) Àreshómes 16,500 5 2 31 293,000 360
Anfáldon (Féldo) Fálorens 16,000 5 2 48 269,500 320
Peltáne (Ásomanès) Vershémè 14,000 4 1 18 217,500 270
Devái (Elásomès) Halesómè 11,000 2 1 25 208,500 254
Iláska (Lonálès) Pélina 9,000 4 4 20 207,000 246
Gréda 8,000 4
Gelâmo (Parámio) Gelâmo 12,000 6 3 19 178,000 214
Mánas (Yepáner) Chedílo 7,500 4 7 12 178,000 224
Málagos (Árgonès) Málagos 13,500 4 3 17 156,500 183
Dòválin (Veranéas) Rigêros 12,000 6 4 9 148,000 169
Dovârium 8,000 5
Bodíma (Ulános) Ánegon 9,000 5 4 12 147,500 181
Ríndi (Tomándris) Rindîro 11,000 6 2 16 139,000 164
Tengéla (Abbot of Tengéla) Tengéla 16,000 6 2 12 137,500 150
Chenás 6,000 4
Tamála (Rolándo) Mepâra 6,500 4 3 10 109,500 134
Hálmo (Borúnis) Hôraga 6,000 4 2 8 97,000 119
Faléo (Melàfúnio) Elédiro 9,000 4 3 4 87,000 92
Febáris 8,000 4
Ilóna (Nenâro) Képrel 11,000 5 2 2 55,500 53
Lírgun 4,000 3

ADD Totals at Bottom

Appendix X: Àzeryáni Provinces

  • Page 189

As at tr720, the Empire of Ázeryàn has eighteen civilian provinces, five military provinces, and three military march districts, with a total of 148 districts.

Civilian Provinces

Àzeryáni Civilian Provinces
Province

(Elgânúm)

Districts

(Ésâri)

Cities, Towns Population Náldra

(Villas)

City Town Population Market
Ázen 10 Meókolis 195,000 9 1,360,000 1,170
Ázaras 17,000 5
10 other towns 53,000
Thonâru 13 Chóam 31,000 7 1,130,000 1,003
13 other towns 76,000
Îlis 11 Gedálpria 24,000 6 1,270,000 915
Mohm 19,000 5
11 other towns 108,000
Nâliat 10 Mîremal 27,000 6 1,110,000 940
11 other towns 101,000
Læma 8 Lymm 23,000 6 1,100,000 740
10 other towns 98,000
Tonátra 8 Dúma 17,000 5 810,000 590
7 other towns 65,000
Helén 6 Ómrium 21,000 6 680,000 530
6 other towns 65,000
Válenæ 4 Kesâra 16,500 5 520,000 350
Válen 14,000 4
3 other towns 30,500
Vedóra 6 Kîrgan 18,000 5 750,000 568
6 other towns 50,000
Lótmîr 5 Lótra 22,000 6 780,000 521
4 other towns 38,000
Sásala 6 Shomîro 26,000 6 870,000 549
Énjârlen 14,000 4
6 other towns 56,000
Kántreda 9 Ailét 28,500 7 1,170,000 787
Shonjîris 16,400 5
Sháras 15,000 4
6 other towns 57,100
Áshon 8 Pòrosúa 22,000 6 907,000 715
Féslium 21,000 6
8 other towns 55,000
Ménkrè 4 Falagósin 16,000 5 430,000 355
3 other towns 27,000
Rámien 6 Reshâna 16,000 4 730,000 481
Kiléma 22,000 6
4 other towns 28,000
Skôraz 6 Hébos 37,000 8 830,000 550
5 other towns 54,000
Mísonæ 5 Misóna 27,000 7 500,000 467
Jándîr 21,000 6
Ûrden 14,000 5
4 other towns 43,000
Ontónas 3 Énaleth 15,000 5 520,000 289
Ónen 12,000 4
2 other towns 11,000


Military Provinces

Àzeryáni Military Provinces
Province

(Elgânúm)

Districts

(Ésâri)

Cities, Towns Population Náldra

(Villas)

City Town Population Market
Berónium 4 Berónè 30,000 7 510,000 603
Lórimæ 15,000 6
Gôrium 11,000 4
Kéthano 12,000 5
Alám Garés 3 Lysâra 37,000 7 370,000 416
Pánis 11,000 4
Ázahuris 8,000 4
Alám Lóas 3 Púrimal 33,000 8 320,000 376
Ágôrat 8,000 4
Báshôr 7,000 4
Ìndâral 4 Quârmil 21,000 6 550,000 593
4 other towns 40,000
Sános 3 Sános 27,000 6 390,000 394
2 other towns 20,000


Military March Districts

Àzeryáni Military March Districts
Districts

(Ésâri)

Cities, Towns Population Náldra

(Villas)

City Town Population Market
Góthmîr Lóas Iésua 5,500 4 105,000 145
Gótha 4,500 3
Góthmîr Garés 25,000 38
Kàlinelâri 10,000 34


Urban Settlements of Ázeryàn

  • 19 Chartered Cities: Ázaras, Chóam, Gedálpria, Mîremal, Lymm, Kesâra, Lótra, Shomîro, Énjârlen, Ailét, Sháras, Féslium, Hébos, Misóna, Jándîr, Énaleth, Lórimæ, Lysâra, and Púrimal.
  • 16 Imperial Cities: Meókolis, Mohm, Dúma, Ómrium, Válen, Kîrgan, Shonjîris, Pòrosúa, Falagósin, Reshâna, Kiléma, Ûrden, Ónen, Berónè, Quârmil, and Sános.
  • 133 provincial towns: including Gôrium, Kéthano, Pánis, Ázahuris, Ágôrat, Báshôr, Iésua, and Gótha.


Notable Àzeryáni Cities and Towns

  • Page 190
Notable Àzeryáni Cities and Towns
Settlement Cities, Towns Province

(Elgânúm)

District

(Ésâri)

City Town Population Market
Ailét Chartered 28,500 7 Kántreda
Ágôrat Provincial 8,000 4 Alám Lóas
Ázaras Chartered 17,000 5 Ázen
Ázahuris Provincial 8,000 4 Alám Garés
Báshôr Provincial 7,000 4 Alám Lóas
Berónè Imperial 30,000 7 Berónium
Chóam Chartered 31,000 7 Thonâru
Dúma Imperial 17,000 5 Tonátra
Énaleth Chartered 15,000 5 Ontónas
Énjârlen Chartered 14,000 4 Sásala
Falagósin Imperial 16,000 5 Ménkrè
Féslium Chartered 21,000 6 Áshon
Gedálpria Chartered 24,000 6 Îlis
Gôrium Provincial 11,000 4 Berónium
Gótha Provincial 4,500 3 Góthmîr Lóas
Hébos Chartered 37,000 8 Skôraz
Iésua Provincial 5,500 4 Góthmîr Lóas
Jándîr Chartered 21,000 6 Mísonæ
Kéthano Provincial 12,000 5 Berónium
Kesâra Chartered 16,500 5 Válenæ
Kiléma Imperial 22,000 6 Rámien
Kîrgan Imperial 18,000 5 Vedóra
Lórimæ Chartered 15,000 6 Berónium
Lótra Chartered 22,000 6 Lótmîr
Lymm Chartered 23,000 6 Læma
Lysâra Chartered 37,000 7 Alám Garés
Meókolis Imperial 195,000 9 Ázen
Mîremal Chartered 27,000 6 Nâliat
Misóna Chartered 27,000 7 Mísonæ
Mohm Imperial 19,000 5 Îlis
Ómrium Imperial 21,000 6 Helén
Ónen Imperial 12,000 4 Ontónas
Pánis Provincial 11,000 4 Alám Garés
Pòrosúa Imperial 22,000 6 Áshon
Púrimal Chartered 33,000 8 Alám Lóas
Quârmil Imperial 21,000 6 Ìndâral
Reshâna Imperial 16,000 4 Rámien
Sános Imperial 27,000 6 Sános
Sháras Chartered 15,000 4 Kántreda
Shomîro Chartered 26,000 6 Sásala
Shonjîris Imperial 16,400 5 Kántreda
Ûrden Imperial 14,000 5 Mísonæ
Válen Imperial 14,000 4 Válenæ

Appendix XI: Regnal Lists

  • Page 191

Regnal lists are used in a number of realms as a means of dating key events, legislation and (in some cases) as the principal calendar.


Emperors of Ázeryàn

Since the foundation of the Empire of Ázeryàn in tr221, the empire has been ruled by fifty emperors. All have been of the Ûrvaèn dynasty, although the line of decent within this now large clan is not infrequently indirect and contested.

The first emperor (Môrdovanes the Great), was appointed as a ‘Quadrennial King’ of the Kingdom of the Azéri in tr219, but was acclaimed ‘emperor’ by the legions in tr221 (az28), following the defeat of the Republic of Skôraz. Môrdovanes was the son of Ûrvaènadis, the ‘Year-King’ re-elected several times by the confederation of the Azéri; the ruling clan’s name derives from that of Ûrvaènadis.

Emperors of Ázeryàn
Emperor Regin Length
tr az
From To From To
Môrdovanes the Great 221 251 28 58
Mithrýnas I 251 263 58 70
Gârlindas I 263 271 70 78
Bârendánis I 271 274 78 81
Imákràtys 274 275 81 82 7 months
Herémzator I 275 285 82 92
Bârendánis II 285 303 92 110
Shónyârdas I 303- 307 110 114
Xériates I 307 329 114 136
Bârendánis III 329 335 136 142
Herémzator II 335 351 142 158
Mithrýnas II 351 375 158 182
Xériates II 375 387 182 194
Herémzator III 387 396 194 203
Vîrliamydes I 396 402 203 209
Mithrýnas III, the Lawgiver 402 441 209 248
Mithrýnas IV 441 446 248 253
Bârendánis IV 446 448 253 255
Xériates III 448 448 255 255 9 months
Árkôranales 448 453 255 260
Zéranaloris 453 454 260 261 14 months
Kôralenames I 454 456 261 263
Máselnardis 456 461 263 268
Kôralenames II 461 461 268 268 6 weeks
Hâralelmates I 461 462 268 269 7 months
Zárkalendis I 462 475 269 282
Mithrýndas V 475 488 282 295
Bârendánis V, the Mad 488 497 295 304
Vîrliamydes II 497 519 304 326
Mârkoranelis I 519 532 326 339
Hâralelmates II 532 537 339 344
Ármenalkàlis I 537 553 344 360
Zárkalendis II 553 555 360 362
Hélârkelsenis 555 555 362 362 22 days
Regency of Árzanbâredis 555 562 362 369
Zárkalendis III 562 589 369 396
Gârkenlaros 589 597 396 404
Herémzator IV 597 613 404 420
Vîrliamydes III 613 622 420 429
Gârlindas II 622 623 429 430 6 months
Hârkanlas 623 626 430 433
Mârkoranelis II 626 651 433 458
Shónyârdas II 651 653 458 460
Herémzator V 653 655 460 462
Ázenbâredan I 655 659 462 466
Ármenalkàlis II 659 672 466 479
Yârélirmas 672 672 479 479 3 months
Marelmýthes 672 673 479 480 8 months
Ázenbâredan II 673 687 480 494
Ármenalkàlis II 687 709 494 516
Vîrliamydes IV 709 present 516 present


– died in battle, with the Reksýni and Dalkéshi respectively. Many other emperors have died ‘untimely’ deaths, but only two have fallen on the field of battle. Modern emperors rarely even leave the Imperial Palace, although the current emperor is seeking to change this.


Àzeryáni emperors are appointed from within the Imperial House. Any individual within three generations of descent from an emperor is technically eligible for nomination; however, in practice, no woman has ever been appointed, and there is a preference for sons or grandsons of successful emperors. Most emperors have, as a result of this system, succeeded as adults. Only once, when there was a stalemate between factions, was Zárkalendis III appointed as a minor, with his uncle Árzanbâredis as regent.

Today there are 454 officially recognised members of the Imperial House of Ûrvaèn, all technically eligible to succeed the current emperor. Vîrliamydes IV, however, is a vigorous ruler of 38, who was the previous ruler’s second son, and already has five children of his own.

Emperors of Dalkésh

  • Page 192

Unlike Ázeryàn, the Empire of Dalkésh has several dynasties – nine, in fact, including the current (Nánda) dynasty. While the first ruler to use the title ‘emperor’ was Dersâra II, the foundation of the empire is reckoned from the accession of Mavráma I.

Emperors of Dalkésh
Dynasty Ruler Regin Length
bt tr
From To From To
1st Dynasty Lékha 16 87
Mavráma I 16 39 23 years
Dersâra I 39 43 6 years
Dersâra II 43 69 26 years
Kenávata 69 74 5 years
Mavráma II, the Magister 74 89 15 years
Mavráma III 89 96 7 years
Rádiman I 96 105 9 years
Rádiman II 105 109 4 years
Sadkédina (f), the Radiant 109 125 16 years
Khatikârna 125 128 3 years
Kéreshna I, the Glorious, the Everliving 128 166 38 years
Mavráma IV, the Virtuous 167 167 2 months
Kéreshna I, the Scholar 167 187 20 years
2nd Dynasty Báduran 187 275
Véshrama I 187 201 14 years
Bashwâr I, the Terrible 201 227 26 years
Bashwâr II, the Dreamer 227 230 3 years
Véshrama II, the Destroyer 230 241 11 years
Patrám, the Abhorrent 241 241 7 months
Bashwâr III, the Reluctant 241 257 16 years
Véshrama III, the Indolent 257 269 12 years
Véshrama IV, the Uncertain 269 271 2 years
regency for

Veshrama V, the Unhappy

271 275 4 years
3rd Dynasty Cháhan 275 345
Yagéndar 275 292 17 years
Kulandâra I 292 293 11 months
Kulandâra II 293 306 13 years
Utáman 306 324 18 years
Kulavándra I 324 344 20 years
Aréndalan 344 345 7 months
Kulavándra II 345 345 2 months
4th Dynasty Rána 345 399
Índam I 345 363 18 years
Índam II 363 367 4 years
Dérvati (f) 367 374 7 years
Índam III 374 385 11 years
Kharésham 385 386 9 months
Sekhâram I 386 396 11 years
Sekhâram II 396 399 3 years
5th Dynasty Sháalamen 399 464
Shúkola I 399 407 8 years
Hânagan 407 411 4 years
Shúkola II 411 413 2 years
Áshlamati (f) 413 459 46 years
Shúkola III 459 462 3 years
Gârlimash 462 462 5 months §

Gérnak (‘Time of Knives’)

Núgamal 462 463 4 months §

Gérnak (‘Time of Knives’)

Sholúmæ (f) 462 464 15 months §

Gérnak (‘Time of Knives’)

Interregnum 464 465 19 months §

Gérnak (‘Time of Knives’)

6th Dynasty Khôralen 465 503
Khôrlus I, the Magnificent 465 496 31 years
Khôrlus II 496 503 7 years
7th Dynasty Nhelána 503 538
Dhârlan I 503 516 13 years
Gôrlasim 516 521 8 years
Kârlam 521 524 3 years
Dhârlan II 524 538 14 years
8th Dynasty Shûralen 538 602
Khôrlus III 538 559 21 years
Khôrlus IV 559 566 7 years
Hémalan I 566 583 17 years
Sharmârlan I 583 589 4 years
Hémalan II 589 595 6 years
Shamârlan II 595 599 4 years
Khôrlus V 599 599 3 months
Khôrlus VI 599 602 3 years
9th Dynasty Nánda 602 present
Halârkan I 602 616 14 years
Halârkan II 616 627 11 years
Unálash I 627 654 27 years
Shárpen I 654 669 14 years
Halârkan III 669 684 18 years
Unálash II 684 697 13 years
Shárpen II 697 present 23+ years


§ – the period tr462-464 is known as the Gérnak or the ‘Time of Knives’, a period of major social and political instability, including overlapping rulers. This period is listed as such in the official Regnal List.

– Khôrlus I is the only Dálken emperor recorded as having been killed in battle; but many others have suffered ‘untimely’ deaths.

Rulers of Emélrenè

  • Page 193

The realm of Emélrenè has been in existence in one form or another for centuries. The legendary founder of the confederation of the Émhlè was Dákarion, who apparently lived c. bt1600. The kingdom was formally established in bt670. From tr298 to tr491 Emélrenè was an ‘imperium’ with an emperor or empress. In tr491 the kingdom was re-established.

Over this period there have been three dynasties, although the first ‘dynasty’ (the Émhlèn) actually had rulers from several noble clans. From King Pethrás I onwards, however, rulers came from a royal clan – first clan Vásinir, then later clan Edhélen.


Rulers of Emélrenè
Dynasty Ruler Regin Length
bt tr
From To From To
Émhlèn ‘Dynasty’ 670 259
King Tredâroth I, the Swift 670 629 41 years
King Zerthás I, the Bold 629 610 19 years
King Bluthrás I, the Tall 610 586 24 years
King Bluthrás II, the Pious 586 584 2 years
King Zerthás II, the Wise 584 539 45 years
King Bluthrás III, the Sage 539 508 31 years
King Wíffrè I, the Quiet 508 484 24 years
King Wíffrè II, the Short 484 442 42 years
King Wíffrè III, the Bear 422 437 5 years
‘Time of Troubles’ 437 433 4 years
1st Regency of Dhéria-Ísvan 433 400 33 years
King Tredâroth II, the Pale 400 380 20 years
King Tredâroth III, the Grey 380 354 26 years
King Dákarion I, the Mage 354 302 52 years
King Wíffrè IV, the Dark 302 270 32 years
‘Time of Darkness’ 270 264 6 years
2nd Regency of Dhéria-Ísvan 264 259 5 years
Vásinir Dynasty 259 464
King Pethrás I, the True 259 223 36 years
King Dákarion II, the Noble 223 195 28 years
Queen Kalénath, the Red 195 170 25 years
King Trêdaroth IV 170 156 14 years
King Etodás I, the Wild 156 119 37 years
King Ârren I, the Golden 119 81 38 years
King Géldar I 81 22 59 years
Regency of Jaléna 22 10 12 years
King Etodás II, the Young 10 70 80 years
King Madâroth, the Forceful 70 81 11 years
Queen Heitéia I, the Valiant 81 108 27 years
King Ârren II, the Just 108 113 5 years
King Ârren III, the Younger 113 188 75 years
King Dákarion III 188 204 16 years
King Ârren IV 204 232 28 years
King Géldar II, the Lame 232 239 7 years
King Ârren V, the Seer 239 297 58 years
King / Emperor Ârren VI 297 354 57 years
Empress Nolóra, the Great 354 379 25 years
Emperor Pethrás II, the Sick 379 379 3 months
Emperor Ârren VII, the Fair 379 398 19 years
Emperor Torádh, the Builder 398 462 64 years
Empress Heitéia II, the Last 462 464 2 years
Edhélen Dynasty 464 present
Emperor / King Badhróth I 464 493 29 years
King Pethrás III, the Brave 493 501 8 years
King Jévas I, the Sailor 501 538 37 years
King Mélkas, the Sad 538 542 4 years
King Badhróth II, the Noble 542 576 34 years
King Párelan, the Unlucky 576 578 2 years
King Pethrás IV, the Troubled 578 610 32 years
King Jévas II, the Huntsman 610 629 19 years
King Pethrás V, the Steadfast 629 675 46 years
King Bádhroth III 675 684 9 years
Queen Yólanda 684 present 36+ years

– killed in battle.

Kings of Tríerzòn

Tríerzòn was established as a kingdom in tr502, and has been ruled by two royal clans in that time — House Ubâron and House Ârtáin. Several rulers of Tríerzòn have adopted regnal names upon their accession.

Kings of Tríerzòn
House Ruler Reign Length
tr
From To
House Ubâron King Taralándis I, the Great 502 518 16 years
King Mîrgael I 518 529 11 years
King Chenaládis 529 557 28 years
Queen Uliána 557 557 5 months
House Ârtáin King Taralándis II, Re-uniter 557 570 13 years
King Mîrgael II 570 602 32 years
King Haréngàris I, the Mystic 602 617 15 years
King Mîrgael III 617 646 29 years
King Torocháren 646 646 2 months
King Polchárin, the Dark Twin 646 652 6 years
King Soreláin, the Black Twin 652 658 6 years
King Haréngàris II 658 686 28 years
King Chenláden, the Pious 686 696 10 years
Regency of Chenagánis 696 703 7 years
King Mîrgael IV 703 present 17+ years

– killed in battle.

Note: ADD Seperate for each House

Kings of Palíthanè

  • Page 194

Palíthanè was formally established as a kingdom in tr519, and has been ruled by descendants of Bjan Lédrin since that date.


Kings of Palíthanè
Ruler Reign Length
tr
From To
King Bjan I 519 534 15 years
Queen-Regent Ílde 534 538 4 years
King Agáren 538 574 36 years
King Harúlda I, the Just 574 589 15 years
King Bjan II, the Bad 589 593 4 years
King Harúlda II 593 621 28 years
King Rútal 621 631 10 years
King Mâros 631 644 13 years
King Hâl, Blood-Hand 644 655 11 years
Queen-Regent Lárena 655 658 3 years
King Kôris, the Bold 658 672 14 years
Queen-Regent Lárena 672 679 7 years
King Kârl, the Cautious 679 716 37 years
King Harúlda III 716 present 4+ years

– killed in battle.

Kings of Shôrkýnè

Shôrkýnè was founded in tr536 by Edán of Malpýnia, who conquered much of the central Shôrka lands by tr530, and Álagon by tr536. After negotiating a settlement with Bjan Pelanby, their combined forces forced the Kingdom of Énsel to submit in tr542. The kingdom has remained fractious, and the barons and great nobles have twice deposed their king, selecting a new ruling house.


Kings of Shôrkýnè
House Ruler Reign Length
tr
From To
House Býrelsen King Édan I 536 548 12 years
King Édan II 548 559 11 years
King Ráleth 559 566 7 years
House Andrána King Vârinel 566 581 15 years
King Bûrsin 581 596 15 years
House Daláme King Haráges 596 610 14 years
King Táris I 610 689 79 years
King Táris II 689 690 1 year
King Gerléns 690 present 30+ years

Kings of Árlanto

The Holy Kingdom of Árlanto was founded in tr560. All the sovereigns have been from House Tathakýendi, ruling as sacred kings of Kelénos. Dates in Árlanto are recorded using regnal years; the current year is Salhíarabu 37.

Kings of Árlanto
Ruler Reign Length
tr
From To
King Tathakýendi ‘Spearfinder’ 560 589 29 years
King Wasásifalma ‘the Huntsman’ 589 595 6 years
King Kavúifalma ‘the Ageless’ 595 632 37 years
King Salhídimu ‘the Pious’ 632 643 11 years
King Warúkiziwa ‘the Windborne’ 643 664 21 years
King Jámbaziwa ‘the Reaver’ 664 671 7 years
Recency of the Mate 671 683 12 years
King Salhíarabu ‘the Sage’ 683 present 37 years

Empress-Primates of Býria

The Holy Varánian Empire of Býria was proclaimed in tr499, following the Býrian Civil War (tr480-486) and the Great Abomination of tr493. Ever since it has been ruled by empress-primates elected by the great matriarchal land-holding clans. As with Dalkésh and Árlanto, dates in Býria are recorded using regnal years; the current year is Ilúria II Alónas 12.


Empress-Primates of Býria
Ruler Reign Length
tr
From To
Alârkana I, the Great 499 512 13 years
Séranala I Ínranos 512 527 15 years
Jánalè I Aváneka 527 538 11 years
Ilúria I Hínean 538 544 6 years
Orália I Kosôria 544 551 7 years
Mârkálenda I Ghanésta 551 578 27 years
Ilúria II Aváneka 578 586 8 years
Alârkana II Ovéntaris 586 599 13 years
Jánalè II Vornúsa 599 613 14 years
Láenla I Párenos 613 622 9 years
Mârkálena II Aváneka 622 632 10 years
Ilúria III Kosánæ 632 641 9 years
Séranala II Párenos 641 657 16 years
Alârkana III Hosánus 657 678 21 years
Lýrana I Hínean 678 692 14 years
Vólenkara I Aváneka 692 708 16 years
Ilúria IV Alónas 708 present 12+ years

Appendix XII: Venârivè Price List

Price List

  • Page 195

The following is a list of ‘average’ prices for goods and services across Venârivè. There are obviously significant local and regional variations, and variations in the quality and price charged by individual merchants. All prices are given in pennies (d).


Note: ADD subgroups under Price to include Cost & Unit or Item. Eventually need to add another column for Wholesale and Sale Prices. Source should be expanded as well to show it's Origin Source, and when it comes to a Local Price List, the Region or Area.

Services Table
Category Cost Source
Type Subtype Name Availablitity Quality Price per Unit Region Location Resource Product Supplier
Low Average High
Services Hospitality Meal Common ✰ to ✰✰✰✰✰ ½d 1½d Settlement Inn/Tavern
Meal, deluxe 3d+ Inn/Tavern
Accommodation 1d 6d night Inn
Suite 12d+ night Inn
Rent 1-3p% of value month Building Settlement Landlord
Ostlers’ Services
Medial Services
Funeral Services
Legal Services
Entertainment
Educational
Mercantile
Taxes and Tolls
Transport Services Caravan fee 12d 5 leagues wagon Mercantyler
Food and Drink Drink
Bakery

Services Table

Services Price Table
Services Price Source
Hospitality
Meal ½d-1½d Inn/Tavern
Meal, deluxe 3d+ Inn/Tavern
Accommodation 1d-6d / night Inn
Suite 12d+ / night Inn
Rent 1-3p% of value / month Landlord
Ostlers’ Services
Fodder ½d+ / day Ostler
Grooming ¼d-¾d+ / day Ostler
Shoeing 2d / shoe Ostler
Stabling 1d-2d / day Ostler
Tack Repair 3½d-6d / day Ostler
Veterinary Services 5d-9d / day Ostler
Medial Services
First Aid 2d-3d + Physician
Surgery, minor 30d-36d + Physician
Surgery, major 180d-240d + Physician
Funeral Services
Embalming 160d-200d + Embalmer
Coffin 8d-16d Woodcrafter
Legal Services
Contract 12d-48d+ Litigant
Court appearance 12d-24d+ / day Litigant
Deed 18d-36d+ Litigant
Will 24d-48d+ Litigant
Commission 10% / sale real estate Litigant
Registry, Heraldic 5,000d + Herald
Registry, Bastard 120d Herald
Entertainment
Courtesan 12d-24d+ / evening Courtesan
Courtesan, Great 1000d + / evening Courtesan
Prostitute 1d-3d+ / evening Prostitute
Music composed 12d-36d+ / piece Harper
Music performed 3d-12d+ / event Harper
Pàmesáni arena ½d–12d / seat Arena
Educational
Heraldic admission 320d / test Herald
Heraldic college 72d / month Herald
Satía education 1¾d+ / day Chantry
Shenâva education 3½d+ / day Chantry
Vîrán education 7d+ / day Chantry
Diploma award 36d+ Chantry
Room and Board 90d / month Chantry
Mercantile
Brokerage Fee 5% per item Mángai
Currency exchange 10-20% of value Mercantyler
Loan, local, trade 5% / month Mercantyler
Loan, overland trade 10% / month Mercantyler
Loan, sea-trade 20% / month Mercantyler
Loan, secured 1% / month Mercantyler
Market stall 1d / day Mángai
Taxes and Tolls
Anchorage 1d+ / 5ft / day Harbourmaster
Bonding Fee 1% / month Bondmaster
Dues, guild 10% of income Guild
Dues, miller 20% of income Guild
Hawking Fee 10% of value Bondmaster
Heriot 100% value / holding Liege
Merchet 5% value / holding Liege
Mill Licence 240d / year Landlord
Milling (flour) 10% of goods Miller
Pilotage 32d+ Harbourmaster
Property tax, business 6%+ of value / year Town
Property tax, residence 8% of value / year Town
Registry, ship 50d+ / foot / year Harbourmaster
Scutage 20% of fief value Liege
Wharfage 1d+ / foot / day Harbourmaster
Toll – camel, ox ½d Landlord
Toll – cart ¼d Landlord
Toll – horse 1d Landlord
Toll – person, afoot ¼d Landlord
Toll – sheep, goat ¼d Landlord
Toll – wagon 1d Landlord
Transport Services
Cabin berth 1d-2d / league Shipowner
Steerage berth ¼d-½d / league Shipowner
Ship Charter 12d / tun / day Shipowner
Cabin meals 2d-3d / day Shipowner
Steerage meals 1d-1½d / day Shipowner
Freight, land 20d / 5 leagues / tun Mercantyler
Freight, sea 4d / 5 leagues / tun Mercantyler
Loading / offloading 1d-2d / tun Alongshoremen
Porter 1d / day Porter
Caravan fee – afoot 2d / 5 leagues Mercantyler
Caravan fee – cart 6d / 5 leagues Mercantyler
Caravan fee – horse 4d / 5 leagues Mercantyler
Caravan fee – wagon 12d / 5 leagues Mercantyler


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

FOOD AND DRINK

  • Page 196

INSERT TABLE

Food and Drink Price Table
Food and Drink Price Source
Drink
Ale/Beer ¼d-½d / Tankard Inn/Tavern
Ale (bulk) 72d+ / Hogshead Inn/Tavern
Brandy 4d+ / Goblet Inn/Tavern
Brandy (bulk) 1800d+ / Hogshead Inn/Tavern
Cider ¼d-½d / Tankard Inn/Tavern
Cider (bulk) 70d+ / Hogshead Inn/Tavern
Mead ¼d-¾d / Tankard Inn/Tavern
Mead (bulk) 140d+ / Hogshead Inn/Tavern
Wine ¾d+ / Goblet Inn/Tavern
Wine (bulk) 2-400d+ / Hogshead Inn/Tavern
Bakery
Bread (Barley) (1lb) ¼d-½d / loaf Miller
Bread (Rye) (1lb) ¼d-½d / loaf Miller
Bread (Wheat) (1lb) ½d-¾d / loaf Miller
Oatcakes (1.2lb) ¼d-½d / dozen Miller
Buns (0.6lb) ½d / dozen Miller
Scones (0.9lb) ½d-¾d / dozen Miller
Oatmeal ¼d-½d / lb Miller
Flour (Barley) ¼d-½d / lb Miller
Flour (Rye) ¼d-½d / lb Miller
Flour (Wheat) ½d-¾d / lb Miller
Oats (32lbs) 3d-6d / bushel Market
Barley (48lbs) 4d-7d / bushel Market
Rye (56lbs) 4-12d / bushel Market
Wheat (60lbs) 6d-12d / bushel Market
Dairy
Butter ¾d-1d / lb Market
Buttermilk 2d / gallon* Market
Cheese 1d-2d / lb Market
Cream 3½ d-7d / gallon* Market
Curds ¼d-½ d / lb* Market
Whey 1d / gallon* Market
Eggs 1¾d-2¼d / dozen Market
Milk, cow 1½d-3d / gallon* Market
Milk, goat 1d-2d / gallon* Market
Milk, sheep 1d-2d / gallon* Market
Produce
Apples ¼d-½d / lb* Market
Beans ¼d-½d / lb Market
Beans (bulk) (60lbs) 4-6d / bushel Market
Berries ½d-1d / lb* Market
Cabbage ¼d-¾d / lb Market
Cherries ¼d-¾d+ / lb* Market
Honey 12d / gallon Market
Lentils ¼d-¾d / lb Market
Olives 1d-8d+ / lb Market
Pears ¼d-¾d / lb* Market
Peas ¼d-½d / lb Market
Peas (bulk) (60lbs) 4d-6d / bushel Market
Plums ½d-1d / lb* Market
Vetches (60lbs) 3d-5d / bushel Market
Hay (15lbs) ½d-1d / bushel Market
Fruit (Dried) +50-100% Market
Meat and Poultry
Beef ½d-1d+ / lb Market
Chicken ½d-1d / lb Market
Duck ½d-1d / lb Market
Goat ½d-1d / lb Market
Goose ¾d-1½d / lb Market
Ham/Bacon/Pork ¾d-1½d / lb Market
Horsemeat ¼d- ¾d / lb Market
Lamb 1¼ d-2+d / lb Market
Mutton ½d-1d / lb Market
Rabbit ½d-1d / lb Market
Swan ¾d-1½ d / lb Market
Veal 1¼d-2+d / lb Market
Venison 1½d-2d+ / lb Market
Meat (Salted) +50-100% Salter
Meat (Smoked) +50-100% Market
Seafood
Cod ¾d-1¼d / lb Fishmonger
Crab ¾d-1¼d+ / lb Fishmonger
Eels ½d-1d / lb Fishmonger
Fish (Dried) +50-100% Fishmonger
Fish (Salted) +50-100% Salter
Fish (Smoked) +50-100% Fishmonger
Herring ¼d-¾d / lb Fishmonger
Mackerel ¼d-½d / lb Fishmonger
Oysters ½d-¾d / lb Fishmonger
Pike ¾d-1¼d / lb Fishmonger
Salmon 1¾d-2¼d / lb Fishmonger
Seaweed, dolce 4d-6d / lb Fishmonger
Sturgeon 1¼d-1¾d+ / lb Fishmonger
Trout 1-1½d / lb Fishmonger
Cooking Oils and Liquids
Cooking Oil 2d-3d+ / gl Chandler
Grease ½d-1d / lb Chandler
Lard ¾d-1¼d / lb Market
Vinegar ½d-1d / qt Market


* – seasonal; prices and availability vary considerably.

LIVESTOCK

  • Page 197

INSERT TABLE

Livestock Price Table
Livestock Price Source
Food
Calf (Live) 50d-70d+ Market
Capon (Live) 1½d-2½d+ Market
Chicken (Live) 1d-2d+ Market
Cow (Live) 110d-150d+ Market
Duck (Live) 1½d-2½d+ Market
Goat (Live) 12d-18d+ Market
Lamb (Live) 5d-12d+ Market
Pigeon (Live) ¼d-½d+ Market
Pig (Live) 24d-48d+ Market
Sheep (Live) 8d-24d+ Market
Swan/Goose (Live) 8d-16d+ Market
Work
Bear, trained 300d+ Trainer
Dog, hound 16d-24d+ Breeder
Dog, sheepdog 12d-24d+ Breeder
Dog, sled 24d-36d+ Breeder
Dog, wolfhound 8d-16d+ Breeder
Dog, trained 24d-36d+ Trainer
Donkey 120d+ Ostler
Falcon, trained 100d+ Falconer
Carthorse 150d+ Ostler
Plough horse 200d+ Ostler
Riding Horse 300d+ Ostler
Warhorse 540d+ Ostler
Warhorse, Reksýni 1,200d+ Reksýni
Mule/Jenny 180d+ Ostler
Ox/Cow 72d-144d+ Market
Camel 144d+ Ostler
Elephant 1,500d+ Market
Reindeer 72d-144d+ Market
Monkey 50d-150d+ Hunter
Songbirds 30d-100d+ Breeder
Peacocks 100d-200d+ Breeder
Slaves
Slave, labourer 240d+ Slaver
Slave, skilled 300d+ Slaver
Slave, pleasure 300d+ Slaver
Slave, gladiator 480d+ Slaver

HOUSEWARES

INSERT TABLE

Housewares Price Table
Housewares Price Source
Furnishings
Bed 48d-72d+ Woodcrafter
Blanket (3.5lb) 8d-12d+ Clothier
Cabinet 144d+ Woodcrafter
Chair 6d-24d+ Woodcrafter
Table 30-48d+ Woodcrafter
Trunk 9d-30d+ Woodcrafter
Kitchenware
Bottle, Glass (0.6lb) 6d+ Glassworker
Bowl (0.8lb) 2d+ Potter
Cauldron (12-40lb) 8d-12d+ Metalcrafter
Cup (0.6lb) 1d+ Potter
Flagon (0.7lb) 3d+ Potter
Goblet (pewter) (0.7lb) 2d-6d+ Metalcrafter
Knife (kitchen) (0.9lb) 4d-8d+ Metalcrafter
Pan (copper) (2-8lb) 6d-18d+ Metalcrafter
Plate (pottery) (0.9lb) 1d+ Potter
Plate (tin) (0.3lb) 2d+ Metalcrafter
Plate (pewter) (0.5b) 4d-8d+ Metalcrafter
Tankard (pewter) (0.8lb) 3½d-5d+ Metalcrafter
Light and Heat
Candles (tallow) 2d-3d+/lb Chandler
Candles (beeswax) 18d-24d+/lb Chandler
Charcoal (20lbs) ¼d-1½d+/bl Charcoaler
Coal (60lbs) 4d-6d+/bl Charcoaler
Firewood (100lbs) 2d+/hw Charcoaler
Lantern 12d+ Chandler
Lamp Oil 12d+/gl Chandler
Tinderbox 6d+ Chandler
Whale Oil 20d+/gl Whaler
Wax, candle 1d+ / lb Chandler
Cleaning
Broom 1d+ Thatcher
Brush, hair 3d+ Chandler
Comb (horn) 2d+ Chandler
Razor 3d-7d Metalcrafter
Soap 1d+/oz Perfumer
Sponges 12d-45d+/each Apothecary


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

EQUIPMENT

INSERT TABLE

Equipment Price Table
Equipment Price Source
General
Chain ½d-1¾d/foot Metalcrafter
Crowbar 6d-12d Metalcrafter
Fetters 6d-8d Metalcrafter
Grapple (5lb) 6d-18d Metalcrafter
Grindstone 9d-18d/each Mason
Keys (0.1lb) 2d+ Locksmith
Ladder (8’) 4d-8d Woodcrafter
Paint 20d+/gallon Chandler
Padlock 12d+ Locksmith
Pipe, smoking (0.2lb) 2d+ Potter
Rope 3d+/fathom Shipwright
Scales/Balance (4lb) 72d+ Jeweller
Spikes/Nails ½d-2d/lb Metalcrafter
Wedge 1d Metalcrafter
Coverings
Awnings 18d+ Tentmaker
Stall, Canvas 24d+ Tentmaker
Tent 3d / square foot Tentmaker
Tent, Pavilion 200d+ Tentmaker
Tent, 2-person 24d-28d Tentmaker
Containers
Backpack (2.5lb) 10d-12d Hideworker
Bag (leather) (1.2lb) 5d-8d+ Hideworker
Bag (canvas) (0.9lb) 3d-5d+ Tentmaker
Barrel (hogshead) 15d Woodcrafter
Basket, wicker (0.4lb) 2d+ Thatcher
Bucket (1.7lb) 3d-6d Woodcrafter
Lockbox (2.6lb) 12d+ Locksmith
Sack (buckram) (0.7lb) 1d Tentmaker
Sack (linen) (0.5lb) ½d-¾d Tentmaker
Urn (5 Gallon) (8lb) 12d+ Potter
Vase (1.2lb) 4d+ Potter
Wineskin (0.6lb) 8d-12d Hideworker
Farm Tools
Axe, wood (4.7lb) 12d Metalcrafter
Branding Iron (2lb) 16d-24d Metalcrafter
Hammer (1.5lb) 5d-10d Metalcrafter
Hatchet (2lb) 4d-9d Metalcrafter
Hoe (3.2lb) 2d-5d Metalcrafter
Flail (grain) (2.6lb) ½d-1¾d Metalcrafter
Pick (4.6lb) 7d-12d Metalcrafter
Pitchfork (3.3lb) 5d-8d Metalcrafter
Plough 36d-60d Woodcrafter
Ploughshare 6d-12d Metalcrafter
Scythe (5lb) 18d-30d Metalcrafter
Sickle (2.3lb) 8d-16d Metalcrafter
Spade (2lb) 6d-10d Metalcrafter
Wheelbarrow 8d-14d Woodcrafter
Whip 9d-16d Hideworker
Shipping Equipment
Anchor 12d+ or 1d per tun Shipwright
Astrolabe (9lb) 300d+ Pilot
Boat 4d per (length in ft)² Shipwright
Compass (0.6lb) 1,000d+ Pilot
Cross-staff (1lb) 200d+ Pilot
Cross-staff, fancy 1,500d+ Pilot
Harpoon 40d Metalcrafter
Mast 4d-8d / foot Shipwright
Net 50d-70d/fathom Shipwright
Oar 4d-12d Shipwright
Quadrant 75d+ Pilot
Ships
Ship, Dak (48-84ft) 7d per (length in ft)² Shipwright
Ship, Longship (60-120ft) 6d per (length in ft)² Shipwright
Ship, Karúnè (60 to 96ft) 8d per (length in ft)² Shipwright
Ship, Larú (60 to 150ft) 5d per (length in ft)² Shipwright
Ship, Larú-mar (60-120ft) 6d per (length in ft)² Shipwright
Ship, Nívik (24 to 60ft) 5d per (length in ft)² Shipwright
Ship, Pínda (12 to 21ft) 3d per (length in ft)² Shipwright
Ship, Raém (48 to 84ft) 5d per (length in ft)² Shipwright
Ship, Tálbar (24 to 42ft) 4d per (length in ft)² Shipwright
Ship, Venâr (24 to 60ft) 4d per (length in ft)² Shipwright
Ship spares (gen) 100d Shipwright
Tar 9d / gallon Chandler
Transport Equipment
Axle 5d-7d Metalcrafter
Bridle 9d-18d Ostler
Cart (2-Wheel) 60d-96d Woodcrafter
Collar (Horse) 16d-24d Ostler
Hârness (Horse) 16d-24d Ostler
Hârness (ox) 12d-24d Hideworker
Horse Cloth 9d-18d Ostler
Horse Comb 2d-6d Ostler
Horseshoe 1d-1½d Metalcrafter
Ox Yoke 2-5d Woodcrafter
Palanquin 100d+ Woodcrafter
Saddle (20-30lb) 60d-100d Ostler
Skis, wood (14lb) 36d-48d / pair Woodcrafter
Sled 72d-96d Woodcrafter
Snowshoes (5.3lb) 30d-40d / pair Woodcrafter
Spurs (1lb) 18d+ Metalcrafter
Wagon (4-Wheel) 220d+ Woodcrafter
Wheel 12d-24d Woodcrafter
Wheel (iron rim) 24d-36d Woodcrafter


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

MATERIALS

  • Page 198

INSERT TABLE

Materials Price Table
Materials Price Source
Metals
Brass (alloy) 3d+/lb Metalcrafter
Bronze (alloy) 4d+/lb Metalcrafter
Copper 2d+/lb Miner
Gold 5120d/lb Miner
Iron, bloom (impure) ¼d-1d+/lb Miner
Iron, billet (workable) 1d-1½d+/lb Metalcrafter
Steel, billet 1½d-2½d+/lb Metalcrafter
Lead ¼d+/lb Miner
Pewter (alloy) 3d+/lb Metalcrafter
Silver 256d/lb Miner
Steel (refined) 1d+/lb Metalcrafter
Tin 1¾d+/lb Miner
Hardstone and Bone
Building Stone ½d+ / 8cf Mason
Fine Stone 1d+ / 8cf Mason
Limestone 3d+ / 8cf Mason
Marble 12d+ / 8cf Mason
Millstone 200d-300d+/ea Mason
Animal Bone 1d-3d+/lb Hideworker
Whalebone 6d-10d+/lb Whaler
Wood
Ash 10d-14d+ / 10cf Timberwright
Birch 3d-5d+ / 10cf Timberwright
Cedar 6d-12d+ / 10cf Timberwright
Elm 8d-12d+ / 10cf Timberwright
Fir 10d-14d+ / 10cf Timberwright
Larch 4d-8d+ / 10cf Timberwright
Maple 12d-16d+ / 10cf Timberwright
Oak 16d-24d+ / 10cf Timberwright
Pine 6d-10d+ / 10cf Timberwright
Spruce 4d-8d+ / 10cf Timberwright
Construction
Castle, large 2,500,000d + Mason
Castle, small 250,000d + Mason
Keep, large 500,000d + Mason
Keep, small 50,000d + Mason
Manorhouse, large 15,000d + Mason
Manorhouse, small 1,500d+ Mason
Mill, large 2,000d + Mason
Mill, small 960d + Mason
House and Garden 9,600d+ Mason
Townhouse, best 6,800d+ Mason
Townhouse, avg 2,800d + Mason
Townhouse, poor 1,400d + Mason
House, slum/hovel 720d + Mason
Cottage, rural 300d + Villagers
Demolition ¼d / ft2 Mason
Slum House ¼d+ / ft2 Mason
Poor Townhouse ¾d / ft2 Mason
Mid Townhouse 1½d / ft2 Mason
Good Townhouse 2½d / ft2 Mason
Best Townhouse 3½d / ft2 Mason
House, suburban 50% (outside walls) Mason
Land, slum district ¾d / ft2 Landowner
Land, poor district 1½d / ft2 Landowner
Land, avg district 3d / ft2 Landowner
Land, good district 5d / ft2 Landowner
Land, best district 7d / ft2 Landowner
Land, suburban 50% (outside walls) Landowner


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

WEAPONS

  • Page 199

INSERT TABLE

Weapons Price Table
Weapons Price Source
Arrowheads 5d-7d/doz. Fletcher
Arrows 12d-18d/dozen Fletcher
Axe (Work) (2-7lb) 9d-16d+ Metalcrafter
Axe (Battle) (5-7lb) 96d+ Weaponcrafter
Axe (Hand) (3-5lb) 60d+ Weaponcrafter
Axe (Throwing) (2-3lb) 36d+ Weaponcrafter
Ball and Chain (3-6lb) 60d+ Weaponcrafter
Bastard Sword (5-7lb) 180d+ Weaponcrafter
Battle Sword (8-12lb) 228d+ Weaponcrafter
Blowgun (1lb) 12d+ Woodcrafter
Bow (Composite) 72d+ Ketâri
Bow (Heart) 96d+ Sinái
Bow (Longbow) 48d+ Fletcher
Bow (Shortbow) 42d+ Fletcher
Broad Sword (3-5lb) 120d+ Weaponcrafter
Club (4-7lb) 12d+ Woodcrafter
Crossbow (5-6lb) 56d+ Weaponcrafter
Dagger (1lb) 18d+ Weaponcrafter
Estoc (3-5lb) 120d+ Weaponcrafter
Glaive (7-9lb) 48d+ Weaponcrafter
Falcastra (7-9lb) 42d Metalcrafter
Falchion (3-5lb) 108d+ Weaponcrafter
Fighting Claw 12d+ Weaponcrafter
Ísagâra (spiked whip) 20d+ Weaponcrafter
Javelin (3-5lb) 30d+ Weaponcrafter
Kéltan (1lb) 36d+ Weaponcrafter
Knife (1lb) 6d+ Weaponcrafter
Lance (6-10lb) 108d+ Weaponcrafter
Longknife (Sináin) (1lb) 96d+ Sinái
Mace (3-5lb) 70d+ Weaponcrafter
Maul (8-12lb) 24d+ Weaponcrafter
Mang (3-5lb) 110d+ Gârgún
Mankar (2-3lb) 84d+ Gârgún
Morningstar (5-8lb) 36d+ Weaponcrafter
Nachakas (1lb) 12d+ Weaponcrafter
Net, weighted 48d+ Weaponcrafter
Pike (10-14lb) 90d+ Weaponcrafter
Poleaxe (7-9lb) 48d+ Weaponcrafter
Quiver 3d-6d+ Hideworker
Scabbard 36d-56d Hideworker
Shôrkána (2-3lb) 48d+ Weaponcrafter
Short Sword (2-3lb) 84d+ Weaponcrafter
Sling 6d+ Hideworker
Spear (4-6lb) 48d+ Weaponcrafter
Staff (3-6lb) 24d+ Woodcrafter
Staff-sling 12d+ Woodcrafter
Tabûri (1lb) 20d+ Weaponcrafter
Trident (6-7lb) 66d+ Weaponcrafter
Warflail (5-7lb) 54d+ Weaponcrafter
Warhammer (4-6lb) 82d+ Weaponcrafter
Whip 12d+ Hideworker


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

ARMOUR

  • Page 200

INSERT TABLE

Armour Price Table
Armour Price Source
Quilt
Cowl/Coif (1.3lb) 24d-48d+ Clothier
Shirt (6.6lb) 120d-170d+ Clothier
Gambeson (11.4lb) 240d-280d+ Clothier
Leggings (12lb) 150d-190d+ Clothier
Leather
Hat/Cap (0.6lb) 6d-24d+ Hideworker
Cowl/Coif (0.9lb) 8d-30d+ Hideworker
Long Cowl (1.35lb) 10d-32d+ Hideworker
Vest (4.05lb) 48d-72d+ Hideworker
Tunic (7.65lb) 96d-120d+ Hideworker
Leggings (5.4lb) 64d-96d+ Hideworker
Gauntlets (0.7lb) 8d-18d+ Hideworker
Kûrbúl
Ailettes (0.5lb) 16d-24d+ Weaponcrafter
Backplate (2.2lb) 56d-72d+ Weaponcrafter
Breastplate (4.3lb) 56d-72d+ Weaponcrafter
Coudes (0.4lb) 6d-12d+ Weaponcrafter
Greaves (2.2lb) 40d-60d+ Weaponcrafter
Halfhelm (0.7lb) 12d-24d+ Weaponcrafter
Kneecops (0.5lb) 12d-16d+ Weaponcrafter
Rerebraces (1lb) 24d-36d+ Weaponcrafter
Vambraces (1lb) 18d-28d+ Weaponcrafter
Ring
Cowl (short) (2.4lb) 36d-56d+ Weaponcrafter
Cowl (long) (3.6lb) 60d-72d+ Weaponcrafter
Gauntlets (2lb) 24d-32d+ Weaponcrafter
Halfhelm (1.6lb) 24d-32d+ Weaponcrafter
Hauberk (short) (22lb) 290d-440d+ Weaponcrafter
Hauberk (long) (25lb) 400d-480d+ Weaponcrafter
Leggings (15lb) 250d-300d+ Weaponcrafter
Shirt (17.2lb) 280d-312d+ Weaponcrafter
Scale / Lamellar
Cowl (short) (3.6lb) 56d-72d+ Weaponcrafter
Cowl (long) (5.4lb) 84d-104d+ Weaponcrafter
Gauntlets (3lb) 45d-60d+ Weaponcrafter
Habergeon (26lb) 420d-460d+ Weaponcrafter
Hauberk (short) (34lb) 560d-620d+ Weaponcrafter
Hauberk (long) (36lb) 590d-680d+ Weaponcrafter
Leggings (17lb) 280d-320d+ Weaponcrafter
Mail
Cowl (short) (3lb) 80d-120d+ Weaponcrafter
Cowl (long) (4.5lb) 100d-140d+ Weaponcrafter
Habergeon (21.5lb) 640d-680d+ Weaponcrafter
Hauberk (short) (28lb) 840d-880d+ Weaponcrafter
Hauberk (long) (30lb) 960d-1020d+ Weaponcrafter
Leggings (18lb) 540d-680d+ Weaponcrafter
Mittens (2.5lb) 56d-80d+ Weaponcrafter
Plate
Ailettes (1.8lb) 80d-120d+ Weaponcrafter
Backplate (7.2lb) 180d-220d+ Weaponcrafter
Breastplate (7.2lb) 180d-220d+ Weaponcrafter
Cuirass (15lb) 320d-390d+ Weaponcrafter
Coudes (1.2lb) 40d-60d+ Weaponcrafter
Great Helm (5.4lb) 260d-290d+ Weaponcrafter
Greaves (7.2lb) 240d-260d+ Weaponcrafter
Halfhelm (2.4lb) 80d-120d+ Weaponcrafter
Kneecops (1.8lb) 80d-90d+ Weaponcrafter
Rerebraces (3.6lb) 140d-160d+ Weaponcrafter
3/4 Helm (4.5lb) 170d-180d+ Weaponcrafter
Vambraces (3lb) 120d-130d+ Weaponcrafter
Shields
Boss-gore 12d+ Weaponcrafter
Buckler (2-3lb) 18d+ Weaponcrafter
Kite (7-9lb) 64d+ Weaponcrafter
Knight (5-7lb) 60d+ Weaponcrafter
Round (5-7lb) 36d+ Weaponcrafter
Tower (8-10lb) 84d+ Weaponcrafter


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

CLOTH AND HIDE

INSERT TABLE

Cloth and Hide Price Table
Cloth and Hide Price Source
Bearskin 120d+ Trapper
Beaver pelt 30d+ Trapper
Calfskin 9d-18d+ Hideworker
Deerskin 6d-12d+ Hideworker
Ermine/Sable pelt 30d-60d+ Trapper
Exotic Hide 120d+ Hideworker
Goatskin 4d-8d+ Hideworker
Horse Hide 6d-12d+ Hideworker
Lambskin 2d-6d+ Hideworker
Otter pelt 24d-36d+ Trapper
Oxhide 12d-36d+ Hideworker
Pigskin 4-6d+ Hideworker
Rabbitskin ½d-1½d+ Hideworker
Reindeer hide 16d-24d+ Hideworker
Seal pelt 24d-36d+ Hunter
Sheep hide 3d-6d+ Hideworker
Weasel 16d-24d+ Trapper
Buckram 8d-12d+/Yard Clothier
Canvas 2½d+/sq.yd. Shipwright
Cotton 10d-16d+/ Yard Clothier
Dálken Cotton 24d-36d+ / Yard Clothier
Lace 40d-50d+/ Yard Clothier
Linen 3d-5d+/ Yard Clothier
Emélrenè Linen 24d-30d+/ Yard Clothier
Russet 36d-42d+/ Yard Clothier
Serge 5d-7d+/ Yard Clothier
Silk, standard 60d-72d+/ Yard Clothier
Silk, high grade 120d+/ Yard Clothier
Wool (Raw) 3d-5d+ / lb Market
Worsted 50d-70d+/ Yard Clothier


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

CLOTHING

  • Page 201

INSERT TABLE

Clothing Price Table
Clothing Price Source
Belt (leather) (0.5lb) 8d-12d+ Hideworker
Boots (2-3lb) 48d-72d+ Hideworker
Braies (3-4lb) 12d-120d+ Clothier
Cloak (2-8lb) 48d-900d+ Clothier
Leather hood (1lb) 24d-100d+ Hideworker
Gloves (0.5lb) 6d-110d+ Clothier
Gown (dress) (3.5lb) 24d-450d+ Clothier
Hat (0.5lb) 4d-80d+ Clothier
Hood (0.5lb) 4d-80d+ Clothier
Hose (2lb) 8d-150d+ Clothier
Purse (buckram) (0.3lb) 3d-6d+ Clothier
Purse (silk) (0.1lb) 60d+ Clothier
Robe (4lb) 40d-750d+ Clothier
Sandals (0.5lb) 7d-12d+ Hideworker
Surcoat (Plain) (3lb) 20d-360d+ Clothier
Shoes (leather) (1lb) 18d-24d+ Hideworker
Tunic (3lb) 24d-450d+ Clothier
Vest/Shirt (2.5lb) 40d-170d+ Clothier


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

LUXURY GOODS

INSERT TABLE

Luxury Goods Price Table
Luxury Goods Price Source
Musical
Bells, small 1d+/ item Metalcrafter
Bells, temple 200d+/ item Metalcrafter
Drum (4.2lb) 24d-48d+/ item Harper
Flute (0.6lb) 12d-24d+/ item Harper
Harp (4.5lb) 300d+/ item Harper
Horn, hunting (1.2lb) 20d+/ item Hideworker
Horn, musical (2.1lb) 72d+/ item Harper
Lyre (3.5lb) 120d+/ item Harper
Pipes (0.8lb) 60d+/ item Harper
Vessels etc
Glassware, standard 12d+ / item Glassworker
Glassware, rare 120d+/ item Glassworker
Glass, stained 12d+ / sq ft Glassworker
Glass, window 2d+ / sq ft Glassworker
Ceramics, standard 12d+/ item Potter
Ceramics, rare 120d+ / item Potter
Devices
Hour-glass (0.3lb) 150d+ / item Glassworker
Lenses (0.1lb) 100-200d+ / item Glassworker
Spectacles § 300d+ / item Glassworker
Sundial 50d+ / item Metalworker
Water clock § 720d+ / item Jeweller
Mechanical clock § 3,200d+ / item Jeweller
Precious Goods
Amber, bulk 12d-36d+ / lb Miner
Horn, narwhal 60d+ / lb Whaler
Elephant Ivory 20-75d+ / lb Hunter
Walrus Ivory 10-40d+ / lb Hunter
Jade 100-200d+ / oz Miner
Dyes and Pigments
“Dragon’s Blood” 170d+ / oz Clothier
Indigo 40d+ / oz Clothier
Saffron 160d+ / oz Apothecary
Tázach Purple 200d+ / oz Clothier
Drugs (per dose) (approximate price)
Álanal 6d – hallucinogen Apothecary
Árva 120d strength potion Apothecary
Bérelik 30d – anaesthetic Apothecary
Dóshenkana 15d – poison Apothecary
Elpréquir 12d – aphrodisiac Apothecary
Fánosel 30d – narcotic Apothecary
Flethâranè 20d – hallucinogen Apothecary
Gáethipa 60d – poison Apothecary
Habsúlara 6d – stimulant Apothecary
Hreyóchor 30d – fertility drug Apothecary
Joldráiven 150d horse stimulant Apothecary
Kârgelè 150d – healing Apothecary
Laváryctia 30d – soporific Apothecary
Léortèvald 8d – poison Apothecary
Metýsso 40d – invisible ink Apothecary
Olrúi 26d – stimulant Apothecary
Opiates 100d+ – narcotic Apothecary
Perigwâr 30d – aphrodisiac Apothecary
Quéssel 30d – antibiotic Apothecary
Rasákile 6d – contraceptive Apothecary
Stilrássa 60d – emetic/diuretic Apothecary
Tâsparth 3d – ordeal drug Apothecary
Teránya 30d – eye cure Apothecary
Tirágeyth 15d – narcotic Apothecary
Wýlorafina 30d stimulant/poison Apothecary
Yúlpris 600d – antidote Apothecary
Herbs 3d-60d+/ oz Apothecary
Herbs, very rare 120d+/ oz Apothecary
Potion/Medicine x 5 or 3d-60d+/ oz Apothecary
Spices
Alum 16d+ / oz Apothecary
Cinnamon 40d+ / oz Apothecary
Ginger 30d+ / oz Apothecary
Ginseng 170d+ / oz Apothecary
Láshu-Powder 180d+ / oz Apothecary
Nutmeg 50d+ / oz Apothecary
Pepper, Mafani 36d+ / oz Apothecary
Pepper, Molnásian 160d+ / oz Apothecary
Salt ¼d+ / oz Apothecary
Sugar 60d+ / oz Apothecary
Tea 35d+ / oz Apothecary
Perfumes
Ambergris 180d+ / oz Apothecary
Bdellium 40d+ / oz Apothecary
Camphor 50d+ / oz Apothecary
Frankincense 70d+ / oz Apothecary
Incense 8d+/ lb Perfumer
Nard 100d+ / oz Apothecary
Myrrh 150d+ / oz Apothecary
Perfumes 4d+/ oz Perfumer
Cinnamon oil 60d+ / oz Perfumer
Myrtle oil 25d+ / oz Perfumer
Rose oil 20d+ / oz Perfumer
Lexigraphic
Burnishing tool (0.1) 12d+ Metalcrafter
Ink (black) 2d-4d+/ fl oz Lexigrapher
Ink (blue) 4d+/ fl oz Lexigrapher
Ink (brown) 5d+/ fl oz Lexigrapher
Ink (green) 4d+/ fl oz Lexigrapher
Ink (red) 6d+/ fl oz Lexigrapher
Ink (gold) 14d+ / fl oz Lexigrapher
Inkwell, copper (0.2) 12d+ Metalcrafter
Inkwell, glass (0.3lb) 30d+ Glassworker
Map, small 12d+ Cartographer
Map, medium 120d+ Cartographer
Map, codex 600d+ Cartographer
Parchment 1d-2d+/ sq ft Lexigrapher
Paper 24d+ / sq ft Lexigrapher
Papyrus 2d-16d+ / sq ft Lexigrapher
Pen, metal 4d-6d+ Lexigrapher
Quill ½d-2¾d+ Lexigrapher
Scroll 5d-9d+ / 24” Lexigrapher
Seal (wax) 30d-48d+ Lexigrapher
Vellum 1½-3d+ / sq ft Lexigrapher


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

Price List Table

  • Page 202


* – seasonal; prices and availability vary considerably.

– these prices don’t include ‘extras’ such as cabins, lockers and so forth; these generally cost around 5% more. Furthermore, these are ‘cost prices’ before the shipyard’s markup or profit. The calculated prices should generally be increased around 25%.

§ – Generally available in only a few places in Mafán and eastern Karéjia / Hácherdad.

Appendix XIII: Venârivè Incomes

  • Page 203

Note: ADD more details and possible "extra" details for trade professions. ie. PAY (Day/Month subcolumns), regional variants on income, etc.

Venârivè Guilded Incomes Table

INSERT TABLE

Venârivè Guilded Incomes
GUILDED DAY MONTH RANGE

Apothecary 2.50d 60d 48-72d Arcane Lore variable Chandler 2.25d 54d 48-64d Charcoaler 2.25d 54d 36-64d Clothier 2.50d 60d 54-60d Courtesan variable Embalmer 2.00d 48d 36-56d Glassworker 2.75d 66d 60-72d Harper 1.75d 42d 36-42d Herald 3.25d 78d 78-96d Hideworker 2.50d 60d 42-72d Innkeeper 2.50d 60d 48-72d Jeweller 2.75d 66d 60-84d Lexigrapher 2.75d 66d 60-72d Lìa-Kaváir variable Litigant 3.00d 72d 64-96d Locksmith 2.50d 60d 48-72d Mason 4.00d 96d 80-144d Mercantyler variable Metalsmith 3.00d 72d 54-84d Miller 3.50d 84d 60-96d Miner 3.50d 84d 48-96d Ostler 3.25d 78d 60-84d Perfumer 2.75d 66d 60-72d Physician 3.00d 72d 72-84d Pilot variable 48-288d+ Potter 2.50d 60d 48-72d Salter 2.00d 48d 42-56d Seaman (AB) 2.00d 48d 30-56d Shipwright 3.75d 90d 90-120d Tentmaker 3.00d 72d 36-84d Thespian 1.50d 36d 24-48d Timberwright 3.25d 78d 48-84d Weaponcrafter 4.50d 108d 80-144d Woodcrafter 2.75d 66d 60-72d


Venârivè Unguilded Incomes Table

INSERT TABLE

Venârivè Unguilded Incomes
UNGUILDED DAY MONTH RANGE

Animal Trainer 3.00d 72d 48-84d Cartographer 3.50d 84d 60-96d Cook 1.25d 30d 24-64d Farmhand 1.00d 24d 12-36d Fisherman 2.00d 48d 36-56d Herdsman 1.00d 24d 12-36d Hunter 2.50d 60d 36-64d Iceman 2.50d 60d 48-64d Jester/Fool 2.00d 48d 36-56d Labourer 1.75d 42d 12-48d Longshoreman 1.75d 42d 18-48d Porter 1.75d 42d 18-48d Prostitute 1.50d 36d 12-42d Ratter 2.50d 60d 36-64d Sage/Tutor 3.50d 84d 60-96d Scribe 2.75d 66d 60-84d Servant 1.00d 24d 12-36d Shepherd 1.00d 24d 12-36d Skald / Bard 2.50d 60d 36-72d Swineherd 1.25d 30d 12-36d Swordmaster 5.00d 120d 80-144d Teamster 3.00d 72d 36-84d Thatcher 2.25d 54d 24-64d Toymaker 2.00d 48d 36-48d Trapper 2.00d 48d 30-56d


Venârivè Military Incomes Table

Venârivè Military Incomes
MILITARY DAY MONTH RANGE
Knight/Officer 12.00d 288d 288d-432d
Archer 2.00d 48d 36-64d
Sapper 1.75d 42d 30-48d
Scout 1.50d 36d 24-42d
Man at Arms 1.25d 30d 24-36d
Common Soldier 1.00d 24d 18-30d


Variable Incomes

  • Page 204

The monthly range indicates the average span of incomes across Venârivè; incomes in Ivínia are lower than in Ázeryàn or Karéjia, for instance.

Courtesans can earn between 10-100d per evening, depending upon skill and services sought.

Lìa-Kaváir members’ income is highly variable – from 1d a day for beggars to very significant sums for cartel / syndicate lords.

Mercantylers earn income from a variety of sources – usury, money-changing, freight, and trade.

Pilots can be paid around 8-12d or more per day, but most forgo this for a share in the cargo.

Military wages are traditionally paid quarterly, but are listed in daily and monthly terms for comparison with other incomes. These wages are supplemented by booty. Soldiers may keep 2/3rds of all booty they collect, passing on 1/3 to the next highest rank, who gives 1/3 to the next highest rank, and so forth. For the victors, booty is often much more lucrative than military pay.

Venârivè Trade Goods and Trade Routes
Idea Icon.png

See the Trade Goods and Trade Routes layers of the Venârivè Map

Note: ADD A list of all the Major Markets ready for the breakdown of Mercantylers and their Trade Routes. Maybe even a Wealth Overlay showing colours for most to least Trade/Market Area/Regions.

Appendix XIV: Trade Goods

  • Page 205

Note: ADD

tr or bt or az

Trade Goods

A list of the principal trade goods of the regions of Venârivè, as well as goods from outside Venârivè and the principal trade routes by which they reach the region.

Note: MAKE a comprehensive list of all listed Trade Routes from Venârivè Map, even modifying tables to reflect Regional, Local, and Import/Exported Goods. Even the areas Market Size & Location?

Note: ADD Region, Trade Good Columns within the table and make sortable. ADD Trade Routes (from other Regions) and list as IMPORTS, possibly including the source of the Imported Goods;

INSERT TABLE

Trade Good/Region/Trade Route/Market/Notes

Regional Trade Goods Table
Trade Good Region Trade Route Market Notes
Furs Ivínia
Amber Ivínia
Dried Fish Ivínia
Whale Oil Ivínia
Seal Skins Ivínia
Honey Ivínia
Hides Ivínia
Iron Ivínia
Gems Ivínia
Jewellery Ivínia
Fur Hârbáal and Chélemby
Lead Hârbáal and Chélemby
Tin Hârbáal and Chélemby
Timber Hârbáal and Chélemby
Herring Hârbáal and Chélemby
Furs Quârphor and Huriséa
Honey Quârphor and Huriséa
Wax Quârphor and Huriséa
Spirits Quârphor and Huriséa
Timber Quârphor and Huriséa
Resins Quârphor and Huriséa
Potash Quârphor and Huriséa
Hardwoods Quârphor and Huriséa
Leatherwork Quârphor and Huriséa
Slaves Quârphor and Huriséa
Horses Quârphor and Huriséa
Dogs Quârphor and Huriséa
Furs Áltôr
Reindeer Hides Áltôr
Gems Áltôr
Glasswares Áltôr
Syrup Áltôr
Resins Áltôr
Pitch Áltôr
Lichens Áltôr
Dogs Áltôr
Horses Reksýna and Mengóla
Hides Reksýna and Mengóla
Wool Reksýna and Mengóla
Furs Reksýna and Mengóla
Dried Meat Reksýna and Mengóla
Slaves Reksýna and Mengóla
Red Honey Reksýna and Mengóla
Furs Ylúma Trade Route (from the East) other goods from the east
Gems Ylúma Trade Route (from the East) other goods from the east
Silk Ylúma Trade Route (from the East) other goods from the east
Alum Ylúma Trade Route (from the East) other goods from the east
Perfumes Ylúma Trade Route (from the East) other goods from the east
Slaves Ylúma Trade Route (from the East) other goods from the east
Tea Ylúma Trade Route (from the East) other goods from the east
Opiates Ylúma Trade Route (from the East) other goods from the east
Weapons Ylúma Trade Route (from the East) other goods from the east
Wool Hârn
Hides Hârn
Whale Oil Hârn
Wild Beasts (including Ívashù) Hârn
Horses Hârn
Tin Hârn
Salt Hârn
Metalwork Hârn
Jewellery Hârn
Glasswares Hârn
Lead Shôrkýnè
Wine Shôrkýnè
Copper Shôrkýnè
Brasswares Shôrkýnè
Glasswares Shôrkýnè
Wool Shôrkýnè
Grain Shôrkýnè
Linens Emélrenè
Tin Emélrenè
Quicksilver Emélrenè
Books Emélrenè
Timber Palíthanè
Spirits Palíthanè
Hides Palíthanè
Silver Tríerzòn
Copper Tríerzòn
Iron Tríerzòn
Bitumen Tríerzòn
Honey Tríerzòn
Horses Tríerzòn
Wine Tríerzòn
Fruit Tríerzòn
Spirits Tríerzòn
Silver Ázeryàn
Iron Ázeryàn
Copper Ázeryàn
Gold Ázeryàn
Alum Ázeryàn
Timber Ázeryàn
Marble Ázeryàn
Gems Ázeryàn
Brimstone Ázeryàn
Metalwork Ázeryàn
Brasswares Ázeryàn
Leatherwork Ázeryàn
Wool Ázeryàn
Textiles Ázeryàn
Jewellery Ázeryàn
Myrtle Ázeryàn
Roe Ázeryàn
Fish Oil Ázeryàn
Wine Ázeryàn
Fruit Ázeryàn
Citrus Fruit Ázeryàn
Olives Ázeryàn
Grain Ázeryàn
Slaves Ázeryàn
Gems Lánkor
Gold Lánkor
Opiates Ûmélria
Silver Ûmélria
Textiles Ûmélria
Copper Ûmélria
Iron Ûmélria
Grain Ûmélria
Hides Ûmélria
Amber Ûmélria
Sponges Karéjia
Dyes Karéjia
Tázach Purple (dye) Karéjia
Gems Karéjia
Obsidian Karéjia
Glasswares Karéjia
Brasswares Karéjia
Jewellery Karéjia
Olives Karéjia
Myrtle Karéjia
Fruit Karéjia
Grain Karéjia
Timber Karéjia
Slaves Karéjia
Horses Hácherdad
Copper Hácherdad
Salt Hácherdad
Nuts Hácherdad
Perfumes Hácherdad
Opiates Hácherdad Trade Route (from the East) other goods from the east
Lacquer Hácherdad Trade Route (from the East) other goods from the east
Perfumes Hácherdad Trade Route (from the East) other goods from the east
Silk Hácherdad Trade Route (from the East) other goods from the east
Tea Hácherdad Trade Route (from the East) other goods from the east
Ceramics Hácherdad Trade Route (from the East) other goods from the east
Jewellery Hácherdad Trade Route (from the East) other goods from the east
Spices Hácherdad Trade Route (from the East) other goods from the east
Gems Hácherdad Trade Route (from the East) other goods from the east
Slaves Hácherdad Trade Route (from the East) other goods from the east
Opals Béshakan / Namârdhez
Fire Salt Béshakan / Namârdhez
Salt Béshakan / Namârdhez
Borax Béshakan / Namârdhez
Gems Béshakan / Namârdhez
Hemp Béshakan / Namârdhez
Béshakan Camels Béshakan / Namârdhez
Iron Dalkésh
Lead Dalkésh
Copper Dalkésh
Bitumen Dalkésh
Stone Dalkésh
Metalwork Dalkésh
Ceramics Dalkésh
Cotton Dalkésh
Grain Dalkésh
Olives Dalkésh
Hardwoods Dalkésh
Slaves Dalkésh
Gold Chogôro, Mafán, and Shéntu Regions
Iron Chogôro, Mafán, and Shéntu Regions
Alum Chogôro, Mafán, and Shéntu Regions
Bdellium (fragrant resin) Chogôro, Mafán, and Shéntu Regions
Incense Chogôro, Mafán, and Shéntu Regions
Myrrh Chogôro, Mafán, and Shéntu Regions
Dragon’s Blood (red dye) Chogôro, Mafán, and Shéntu Regions
Textiles Chogôro, Mafán, and Shéntu Regions
Pearls Chogôro, Mafán, and Shéntu Regions
Pepper Chogôro, Mafán, and Shéntu Regions
Dates Chogôro, Mafán, and Shéntu Regions
Hardwoods Chogôro, Mafán, and Shéntu Regions
Peacocks Chogôro, Mafán, and Shéntu Regions
Birds Chogôro, Mafán, and Shéntu Regions
Spices Mokôra Trade Route (from the East) other goods from the east
Tea Mokôra Trade Route (from the East) other goods from the east
Indigo Mokôra Trade Route (from the East) other goods from the east
Ivory Mokôra Trade Route (from the East) other goods from the east
Lacquer Mokôra Trade Route (from the East) other goods from the east
Nard Mokôra Trade Route (from the East) other goods from the east
Perfumes Mokôra Trade Route (from the East) other goods from the east
Pearls Mokôra Trade Route (from the East) other goods from the east
Camphor Mokôra Trade Route (from the East) other goods from the east
Silks Mokôra Trade Route (from the East) other goods from the east
Sugar Mokôra Trade Route (from the East) other goods from the east
Ceramics Mokôra Trade Route (from the East) other goods from the east
Jewellery Mokôra Trade Route (from the East) other goods from the east
Gems Mokôra Trade Route (from the East) other goods from the east
Slaves Mokôra Trade Route (from the East) other goods from the east
Silver Shéntu Trade Route (from the South)
Ivory Shéntu Trade Route (from the South)
Gems Shéntu Trade Route (from the South)
Hides Péchalâr / Tuvâra
Hemp Péchalâr / Tuvâra
Slaves Péchalâr / Tuvâra
Exotic Hides Péchalâr / Tuvâra
Elephants Péchalâr / Tuvâra
Elephants Sogôranélè Trade Route (from the South)
Ivory Sogôranélè Trade Route (from the South)
Gold Sogôranélè Trade Route (from the South)
Slaves Sogôranélè Trade Route (from the South)
Iron Býria
Silver Býria
Amber Býria
Lapis Lazuli Býria
Fruit Býria
Citrus Fruit Býria
Wine Býria
Olives Býria
Hardwoods Thónia
Gems Thónia
Nuts Thónia
Slaves Thónia
Birds Thónia
Wild Animals Thónia
Fruit Árlanto
Hides Árlanto
Coral Árlanto
Salt Hèpekéria, Central
Alum Hèpekéria, Central
Iron Hèpekéria, Central
Borax Hèpekéria, Central
Hèpekérian Camels Hèpekéria, Central
Citrus Fruits Kôrlic Coast
Cotton Kôrlic Coast
Saffron Kôrlic Coast
Teh (drink) Kôrlic Coast
Coal Kôrlic Coast
Marble Dalánya
Lead Dalánya
Silver Dalánya
Citrus Fruits Dalánya
Wine Xêria
Olives Xêria
Silver Xêria
Hardwoods Falânia
Metalwork Falânia
Qat (drug) Falânia
Sorghum Falânia
Indigo Falânia
Gems West Anzelôrian Trade Route (from the South)
Hides West Anzelôrian Trade Route (from the South)
Nuts West Anzelôrian Trade Route (from the South)
Spices West Anzelôrian Trade Route (from the South)
Gold West Anzelôrian Trade Route (from the South)
Silver West Anzelôrian Trade Route (from the South)
Ivory West Anzelôrian Trade Route (from the South)


Venârivè IMPORTS (from other regions)?

ADD from Above

<center> {| class="wikitable sortable" |+ style="caption-side:top; color:#9A3300;"|Regional Trade Goods Table ! style="border: 1px solid #822200; background-color:#800000; color:#FFFFFF;" |Trade Good ! style="border: 1px solid #822200; background-color:#800000; color:#FFFFFF;" |Region ! class="unsortable" style="border: 1px solid #822200; background-color:#800000; color:#FFFFFF;" |Trade Route ! class="unsortable" style="border: 1px solid #822200; background-color:#800000; color:#FFFFFF;" |Market ! class="unsortable" style="border: 1px solid #822200; background-color:#800000; color:#FFFFFF;" |Notes |- | colspan="5" style="text-align: left; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" |BLANK |- | style="text-align: left; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" | | style="text-align: left; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" | | style="text-align: center; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" |● | style="text-align: center; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" |● | style="text-align: left; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" |— |- | style="text-align: left; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" | | style="text-align: left; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" | | style="text-align: center; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" |● | style="text-align: center; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" |● | style="text-align: left; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" |— |- | colspan="5" style="text-align: left; border: 1px solid #822200; background-color:#FFFFCC; color:#000000;" |BLANK |} </center>

Imported Trade Goods via Trade Routes

INSERT TABLE

Trade Good/Region/Trade Route/Market/Notes

Regional Trade Goods Table
Trade Good Region Trade Route Market Notes


List of Trade Goods

  • Page 206

Note: See additions above

INSERT TABLE

Trade Good/Region/Trade Route/Market/Notes

Regional Trade Goods Table
Trade Good Region Trade Route Market Notes


Alum – Ázeryàn, Central Hèpekéria, Mafán, Ylúma

Amber – Býria, Ivínia, Ûmélria

Bdellium (fragrant resin) – Shéntu

Birds – Chogôro, Thónia

Bitumen – Dalkésh, Tríerzòn

Books – Emélrenè

Borax – Béshakan, Central Hèpekéria

Brasswares – Ázeryàn, Karéjia, Shôrkýnè

Brimestone – Ázeryàn

Camels (Béshakan) – Béshakan

Camels (Hèpekérian) – Central Hèpekéria

Camphor – Mokôra

Ceramics – Dalkésh, Hácherdad, Mokôra

Citrus Fruits – Ázeryàn, Býria, Dalánya, Kôrlic Coast

Coal – Kôrlic Coast

Copper – Ázeryàn, Dalkésh, Hácherdad, Shôrkýnè, Tríerzòn, Ûmélria

Coral – Árlanto

Cotton – Dalkésh, Kôrlic Coast

Dates – Chogôro

Dogs – Áltôr, Quârphor

Dragon’s Blood (red dye) – Chogôro

Dried Fish – Ivínia

Dried Meat – Reksýna

Dyes – Karéjia

Elephants – Sogôranélè, Tuvâra

Fish Oil – Ázeryàn

Fire Salt – Béshakan

Furs – Áltôr, Ivínia, Hârbáal, Huriséa, Quârphor, Reksýna

Fruit – Árlanto, Ázeryàn, Býria, Karéjia, Tríerzòn

Gems – Áltôr, Ázeryàn, Béshakan, Hácherdad, Ivínia, Karéjia, Lánkor, Mokôra, Shéntu, Thónia, West Anzelôria, Ylúma

Glasswares – Áltôr, Hârn, Karéjia, Shôrkýnè

Gold – Ázeryàn, Lánkor, Mafán, Sogôranélè, West Anzelôria

Grain – Dalkésh, Karéjia, Shôrkýnè, Ûmélria

Hardwoods – Chogôro, Dalkésh, Falânia, Quârphor, Thónia

Hemp – Namârdhez, Péchalâr

Herring – Chélemby

Hides – Árlanto, Hârn, Ivínia, Palíthanè, Péchalâr, Reksýna, Ûmélria, West Anzelôria

Hides (Exotic) – Tuvâra

Honey – Huriséa, Ivínia, Quârphor, Tríerzòn

Honey (Red) – Mengóla

Horses – Hácherdad, Hârn, Tríerzòn, Quârphor, Reksýna

Incense – Mafán

Indigo – Falânia, Mokôra

Iron – Ázeryàn, Býria, Central Hèpekéria, Dalkésh, Ivínia, Mafán, Tríerzòn, Ûmélria

Ivory – Mokôra, Shéntu, Sogôranélè, West Anzelôria

Jewellery – Ázeryàn, Hácherdad, Hârn, Ivínia, Karéjia, Mokôra

Lacquer – Hácherdad, Mokôra

Lapis Lazuli – Býria

Lead – Dalánya, Dalkésh, Hârbáal, Shôrkýnè

Leatherwork – Ázeryàn, Quârphor

Lichens – Áltôr

Linens – Emélrenè

Marble – Ázeryàn, Dalánya

Metalwork – Ázeryàn, Dalkésh, Falânia, Hârn

Myrrh – Mafán

Myrtle – Ázeryàn, Karéjia

Nard – Mokôra

Nuts – Hácherdad, Thónia, West Anzelôria

Obsidian – Karéjia

Olives – Ázeryàn, Býria, Dalkésh, Karéjia, Xéria

Opals – Béshakan

Opiates – Hácherdad, Ûmélria, Ylúma

Peacocks – Chogôro

Pearls – Chogôro, Mokôra

Pepper – Chogôro

Perfumes – Hácherdad, Ylúma

Pitch – Áltôr

Potash – Quârphor

Qat (drug) – Falânia

Quicksilver – Emélrenè

Reindeer Hides – Áltôr

Resins – Áltôr, Huriséa, Quârphor

Roe – Ázeryàn

Saffron – Kôrlic Coast

Salt – Béshakan, Central Hèpekéria, Hácherdad, Hârn,

Seal Skins – Ivínia

Silk – Hácherdad, Mokôra, Ylúma

Silver – Ázeryàn, Býria, Dalánya, Shéntu, Tríerzòn, Ûmélria, West Anzelôria, Xéria

Slaves – Ázeryàn, Dalkésh, Karéjia, Hácherdad, Mokôra, Péchalâr, Quârphor, Reksýna, Sogôranélè, Thónia, Ylúma

Sorghum – Falânia

Spices – Hácherdad, Mokôra, West Anzelôria

Spirits – Huriséa, Palíthanè, Quârphor, Tríerzòn

Sponges – Karéjia

Stone – Dalkésh

Sugar – Mokôra

Syrup – Áltôr,

Tázach Purple (dye) – Karéjia

Tea – Hácherdad, Mokôra, Ylúma

Teh (drink) – Kôrlic Coast

Textiles – Ázeryàn, Chogôro, Ûmélria

Timber – Ázeryàn, Hârbáal, Huriséa, Karéjia, Palíthanè, Quârphor

Tin – Emélrenè, Hârbáal, Hârn

Wax – Quârphor

Weapons – Ylúma

Whale Oil – Hârn, Ivínia

Wild Beasts – Hârn

Wild Animals – Thónia

Wine – Ázeryàn, Býria, Shôrkýnè, Tríerzòn, Xéria

Wool – Ázeryàn, Hârn, Reksýna, Shôrkýnè

Appendix XV: Ports and Markets of Venârivè

  • Page 207

This appendix includes information about the key ports and markets of Venârivè. The port information is focussed on the commercial ports; § means there is a major additional ‘state’ or ‘military’ yard - details for these are provided at the end of the table.

Note: ADD Region column with rowspan?

Note: SEPERATE each Region into a seperate Table?

Note: MODIFY Region into actual, ie. Péchalâr and Tuvâra, Mafán and Chogôro, become seperate listings defining "actual" Region

Ports and Markets of Venârivè Table 1

Ports and Markets of Venârivè Table
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Ivínia Beléka Ivae 5 10% 2% 20 100 1.40 M L 22d 6f 90d 12 5f 51.8N 9.5W +9
Ivínia Cóselin Ivae 2 8% 1% 10 95 1.40 S S 20d 2f 100d 6 3f 55.6N 22.4W +4
Ivínia Dâgenborg Ivae 2 7% 1% 8 90 1.25 S S 17d 1d 48d 8 2f 53.5N 9.2W +11
Ivínia Fûhreling Ivae 6 11% 2% 25 85 1.40 L L 25d 6f 90d 12 3f 51.3N 7.4W +9
Ivínia Hârhakeim Ivae 2 16% 8% 4 90 1.60 - S 12d 1d 24d 6 4f 54.9N 5.9W NT
Ivínia Hârling Ivae 5 12% 2% 15 95 1.35 M L 22d 5f 100d 12 3f 54.5N 9.5W +11
Ivínia Jârehm Ivae 5 10% 2% 20 90 1.30 M L 25d 5f 110d 12 3f 51.9N 4.9W +9
Ivínia Kóndasgel Ivae 4 16% 8% 6 100 1.80 - S 16d 1d 30d 8 4f 54.6N 5.6W NT
Ivínia Lókis Ivae 1 10% 3% 8 95 1.50 S S 40d 3d 200d 6 3f 54.2N 15.6W +6
Ivínia Molíma Ivae 2 8% 2% 3 90 1.10 - S 12d 1d 20d 4 2f 57.2N 9.5W NT
Ivínia Pélby Ivae 5 12% 2% 24 95 1.45 M L 20d 5f 90d 12 5f 53.8N 9.9W +11
Ivínia Pélyn Ivae 2 7% 3% 10 95 1.40 - - 12d 1d 50d 6 3f 54.9N 13.8W +7
Ivínia Rósby Ivae 5 9% 2% 14 100 1.30 M M 20d 3f 85d 12 3f 53.5N 3.1W +10
Ivínia Súteling Ivae 4 9% 1% 12 100 1.30 S M 20d 3f 80d 8 1d 50.3N 9.0W +8
Ivínia Vúlenheim Ivae 4 7% 2% 24 115 1.45 S M 12d 1d 60d 12 1d 54.5N 13.0W +7
Hârbáal Énpedon shkn 4 10% 2% 10 90 1.25 S M 20d 1d 75d 10 3f 47.9N 9.2W +8
Hârbáal Gelt shkn 2 8% 1% 6 80 1.20 - S 20d 1d 55d 10 2f 45.0N 11.7W +10
Hârbáal Génja shkn 4 12% 1% 12 90 1.25 M L 21d 5f 60d 14 3f 49.0N 7.9W +8
Hârbáal Gósheim shkn 2 8% 1% 4 90 1.35 - S 20d 3f 75d 6 2f 49.6N 7.9W +8
Hârbáal Gúlinheim shkn 3 10% 1% 6 85 1.30 S S 15d 3f 55d 8 2f 46.7N 11.9W +8
Hârbáal Ífanè shkn 6 11% 2% 32 95 1.35 L L 25d 5f 81d 16 3f 47.3N 11.4W +8
Hârbáal Kéreon shkn 4 10% 1% 8 90 1.20 - S 21d 1d 45d 12 2f 47.9N 8.7W +9
Hârbáal Léden shkn 4 10% 2% 20 90 1.30 S M 20d 1d 70d 10 2f 44.9N 9.5W +10
Hârbáal Lyth shkn 2 7% 1% 8 90 1.30 - S 15d 3f 45d 10 2f 47.7N 10.9W +8
Hârbáal Vârkenheim shkn 5 11% 2% 24 85 1.20 M L 22d 1d 74d 12 2f 44.6N 10.6W +10
Hârbáal Zýna shkn 2 6% 1% 2 70 1.20 - S 14d 2f 42d 6 2f 45.6N 9.7W NT
Chélemby Chélemby § shkn 7 9% 2% § 22 90 1.30 L L 25d 7f 75d 16 3f 44.4N 12.2W +10
Chélemby Evánekin § shkn 5 7% 1% § 6 95 1.30 M L 20d 4f 65d 10 2f 44.3N 12.0W +10
Chélemby Kolâdis shkn 3 8% 1% 8 90 1.25 S S 15d 4f 55d 8 2f 44.4N 15.5W +10
Huriséa Ántol shkn 3 10% 1% 4 70 1.20 - - 15d 2f 50d 8 3f 45.9N 2.4W NT
Huriséa Beldîra shkn 5 12% 2% 6 80 1.30 M M 25d 3f 65d 12 1d 45.9N 4.7W NT
Huriséa Déchen shkn 3 8% 1% 5 70 1.20 - - 16d 3f 45d 6 3f 45.7N 3.2W NT
Huriséa Ékedon shkn 3 9% 1% 3 75 1.20 - - 16d 2f 65d 8 2f 46.0N 4.0W NT
Huriséa Fîgend shkn 2 7% 1% - - - - - - - - 6 3f 47.2N 5.4W NT
Huriséa Hélgen shkn 1 5% 1% - - - - - 10d 1f 25d 6 2f 46.4N 4.4W NT
Huriséa Ogéned shkn 1 6% 1% 2 75 1.20 - - - - - 6 3f 45.0N 5.0W NT
Huriséa Pónel shkn 3 8% 1% 2 70 1.20 - S 15d 3f 60d 6 2f 45.8N 3.8W NT
Huriséa Únten shkn 1 5% 1% - - - - - 10d 2f 25d 6 2f 47.8N 4.1W NT
Quârphor Kvârfent shkn 4 9% 2% 6 80 1.00 S S 16d 3f 50d 10 2f 45.8N 0.6W NT
Quârphor Orlét qphr 4 8% 2% 10 80 1.00 S S 17d 3f 48d 11 2f 48.3N 4.3E NT
Quârphor Vâben qphr 4 8% 1% 11 80 0.95 - - 16d 3f 52d 8 2f 47.0N 9.2E NT
Quârphor Távhon qphr 3 7% 1% - - - - - - - - 6 2f 44.3N 3.1E NT
Quârphor Ékenon qphr 5 9% 2% 12 85 1.00 S S 17d 2f 50d 12 2f 45.0N 8.7E NT
Quârphor Govágor qphr 3 6% 1% 5 75 1.00 - - 12d 2f 30d 8 2f 48.4N 19.4E NT
Áltôr Amlácht altr 5 9% 3% 13 85 1.20 M M 20d 4f 50d 12 2f 51.0N 19.1E +5
Áltôr Lýbath mngw 3 8% 1% 5 90 1.00 S S 16d 2f 35d 8 2f 53.8N 38.0E NT
BLANK

Ports and Markets of Venârivè Table 2

  • Page 208

INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 2
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Reksýna Nànrenýka qphr 3 8% 1% 6 80 1.05 S S 12d 4f 45d 10 2f 46.4N 19.6E NT
Reksýna Sùlýris qphr 3 7% 1% 4 75 0.95 S 10d 3f 45d 6 2f 44.7N 16.0E NT
Reksýna Prelýnè rksy 5 8% 1% 8 80 1.00 S S 14d 3f 42d 8 2f 47.0N 24.3E NT
Reksýna Zentîres rksy 3 7% 1% 4 80 1.00 S 12d 3f 40d 6 2f 48.4N 32.7E NT
Reksýna Ylúma rksy 3 9% 2% 4 75 1.10 S 12d 2f 45d 6 2f 46.5N 42.7E NT
Reksýna Horóka rksy 4 7% 1% 8 85 1.05 S S 13d 3f 46d 8 2f 42.0N 32.6E NT
Hârn Aléath Hârn 3 10% 2% 14 105 1.50 M M 35d 1d 50d 10 5f 42.3N 32.9W +3
Hârn Ázadmêre Hârn 4 10% 3% 10 90 1.25 S S 10d 20d 6 4f 46.8N 25.1W NT
Hârn Bûrzýn Hârn 3 12% 3% 3 65 1.25 S S 12d 3f 20d 6 1d 43.4N 24.7W NT
Hârn Chérafîr Hârn 6 15% 3% 8 75 1.35 L L 50d 2d 100d 14 6f 40.5N 20.9W +1
Hârn Côranan Hârn 4 9% 2% 14 65 1.30 M L 25d 2f 30d 10 5f 43.6N 33.4W NT
Hârn Élshavel Hârn 1 25% 7% 9 115 2.00 S 400d 9d * 6 3f 43.7N 28.2W NT
Hârn Géldehèim Hârn 3 9% 2% 9 120 1.50 S variable 50d 12 1d 48.7N 33.3W +4
Hârn Golótha Hârn 4 5% 1% 3 90 1.50 L L 40d 1d 40d 12 3f 43.9N 35.0W +4
Hârn Shîrán Hârn 3 10% 2% 5 70 1.30 S S 30d 2f 25d 10 1d 44.4N 32.0W NT
Hârn Tashál Hârn 5 10% 2% 3 80 1.30 15d 3f 25d 8 3f 45.4N 27.4W NT
Hârn Thay Hârn 4 11% 9% 10 80 1.35 M M 45d 1d 70d 14 5f 43.4N 23.0W +1
Hârn Úlfshafen Hârn 2 20% 10% 9 115 1.75 S M 100d 4d * 8 3f 43.8N 26.7W +3
Emélrenè Âlwin trzn 5 10% 1% 16 90 1.40 S M 24d 1d 75d 14 3f 38.6N 17.3W +1
Emélrenè Áregan trzn 4 10% 1% 6 80 1.30 S S 21d 5f 72d 14 3f 37.8N 17.4W NT
Emélrenè Beréma § trzn 7 12% 2% § 18 85 1.45 M L 24d 6f 84d 16 1d 37.7N 16.4W NT
Emélrenè Déserid trzn 4 10% 1% 5 75 1.25 S 20d 1d 50d 10 3f 40.4N 16.1W +1
Emélrenè Malád trzn 4 10% 1% 16 95 1.50 S M 24d 1d 75d 14 2f 38.0N 18.4W +0
Emélrenè Máris trzn 4 8% 1% 9 90 1.45 S S 18d 5f 75d 8 2f 39.8N 18.7W +0
Emélrenè Máxîr trzn 4 10% 2% 4 75 1.30 S S 15d 6f 60d 12 2f 39.7N 17.6W NT
Emélrenè Ráleth trzn 4 9% 1% 8 75 1.30 S S 15d 1d 48d 10 2f 39.3N 16.6W NT
Palíthanè Ántivel trzn 5 10% 1% 12 75 1.35 S M 21d 1d 54d 8 3f 35.2N 14.9W NT
Palíthanè Cábra trzn 4 10% 2% 14 95 1.30 S M 21d 5f 66d 12 3f 35.7N 16.0W +0
Palíthanè Degáu trzn 4 10% 1% 12 85 1.40 S M 21d 5f 60d 12 3f 34.3N 12.7W +0
Palíthanè Galishénes trzn 5 10% 1% 6 90 1.30 S S 12d 6f 42d 14 2f 37.5N 11.7W NT
Palíthanè Hárigol trzn 4 10% 2% 13 80 1.35 S M 21d 1d 60d 12 2f 34.7N 13.8W +1
Palíthanè Kirisónè trzn 4 10% 2% 6 75 1.30 S S 18d 5f 66d 12 2f 36.7N 13.3W NT
Palíthanè Leshónes trzn 5 10% 2% 12 80 1.30 S M 21d 6f 51d 14 3f 35.3N 14.5W NT
Palíthanè Méngovik trzn 6 11% 2% 33 85 1.45 M L 24d 1d 84d 16 6f 34.5N 14.7W +1
Palíthanè Párahal trzn 6 10% 2% 30 90 1.45 M L 24d 1d 84d 16 6f 36.2N 16.5W +0
Palíthanè Sándris trzn 3 9% 1% 6 80 1.35 S S 15d 5f 51d 12 3f 35.7N 14.4W NT
Shôrkýnè Antiómè shkn 4 10% 1% 8 70 1.30 S M 20d 6f 80d 14 5f 40.8N 6.4W NT
Shôrkýnè Eilýria shkn 7 11% 2% 20 90 1.35 L L 22d 5f 80d 16 1d 41.5N 9.6W +11
Shôrkýnè Énselet shkn 6 12% 2% 8 70 1.25 S S 21d 1d 60d 12 3f 41.3N 5.3W NT
Shôrkýnè Èshapél shkn 6 12% 2% 12 90 1.25 L L 22d 6f 90d 16 3f 40.7N 16.1W +0
Shôrkýnè Éslon shkn 5 10% 1% 11 85 1.25 M M 24d 1d 80d 12 3f 43.0N 7.1W +10
Shôrkýnè Feshímes shkn 5 11% 2% 8 75 1.20 S M 18d 3f 65d 10 2f 40.8N 8.5W NT
Shôrkýnè Hârbraén shkn 5 10% 2% 6 80 1.25 S M 20d 2f 50d 8 5f 41.9N 3.4W NT
Shôrkýnè Jándôr shkn 5 11% 2% 6 85 1.25 S S 16d 6f 40d 14 3f 40.8N 1.8W NT
Shôrkýnè Kâremus shkn 5 11% 2% 15 80 1.25 L L 20d 2d 50d 14 3f 42.1N 15.6W +11
Shôrkýnè Kolârè shkn 4 11% 1% 12 75 1.25 S S 20d 1d 50d 10 3f 42.1N 15.6W +11
Shôrkýnè Logínes trzn 3 10% 1% 5 80 1.25 15d 6f 30d 14 2f 39.7N 7.4W NT
Shôrkýnè Móntevel trzn 6 11% 1% 39.7N 10.9W
Shôrkýnè Netéla shkn 4 10% 1% 7 75 1.25 S 20d 3f 70d 10 3f 41.6N 13.0W NT
Shôrkýnè Quârelin shkn 5 10% 1% 6 75 1.25 S M 22d 1d 78d 12 3f 40.7N 11.4W NT
Shôrkýnè Sâbin trzn 3 10% 2% 4 70 1.25 S S 21d 1d 42d 12 3f 39.5N 5.9W NT
Shôrkýnè Sagôra shkn 5 10% 2% 12 85 1.25 L L 20d 1d 75d 16 1d 41.4N 10.4W +11
Shôrkýnè Tîrgólis shkn 4 10% 1% 8 85 1.25 S M 19d 1d 70d 10 3f 44.3N 11.0W NT
Shôrkýnè Trepûra shkn 1 10% 1% 18 95 1.40 L M 20d 2f 85d 8 2f 43.8N 10.7W +10
Shôrkýnè Tûresgal shkn 5 10% 2% 14 90 1.25 M M 22d 3f 80d 10 3f 42.2N 13.6W +11
Shôrkýnè Vádone shkn 2 6% 1% 2 70 1.20 15d 3f 40d 8 2f 40.6N 9.2W NT
BLANK

Ports and Markets of Venârivè Table 3

  • Page 209

INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 3
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Tríerzòn Àreshómes trzn 5 12% 2% 12 80 1.35 S M 21d 5f 48d 16 1d 33.3N 9.8W NT
Tríerzòn Ástirel trzn 3 10% 1% 18 80 1.30 S S 21d 1d 51d 10 2f 33.4N 11.9W +0
Tríerzòn Béledâr trzn 4 10% 1% 10 75 1.30 S S 21d 1d 30d 12 3f 36.2N 8.4W NT
Tríerzòn Chedílo trzn 5 10% 1% 28 85 1.35 M L 21d 6f 48d 14 1d 31.5N 8.5W +11
Tríerzòn Chenás trzn 4 10% 1% 12 70 1.30 S M 21d 5f 51d 12 3f 32.5N 3.9W +0
Tríerzòn Dárimûr trzn 4 10% 1% 6 75 1.30 S S 21d 5f 36d 14 3f 37.2N 5.3W NT
Tríerzòn Dârlon trzn 5 10% 1% 16 80 1.35 M M 21d 6f 75d 14 2f 32.7N 7.5W +0
Tríerzòn Dârshen trzn 5 10% 2% 31 90 1.35 M L 21d 5f 51d 14 2f 34.4N 11.2W +1
Tríerzòn Dovârium trzn 5 10% 1% 22 75 1.35 M L 24d 5f 72d 16 3f 31.6N 4.1W +0
Tríerzòn Elédiro trzn 4 10% 2% 18 85 1.35 M M 21d 6f 80d 12 2f 33.2N 3.3W +0
Tríerzòn Engaritánè trzn 5 10% 1% 6 75 1.25 S S 21d 5f 42d 14 2f 38.2N 10.7W NT
Tríerzòn Fálorens trzn 5 10% 1% 5 70 1.30 S S 21d 5f 36d 14 2f 37.7N 2.8W NT
Tríerzòn Gárlan trzn 6 10% 2% 24 85 1.30 S M 21d 6f 48d 14 3f 34.4N 6.0W NT
Tríerzòn Gébrond trzn 4 10% 2% 24 80 1.35 M M 21d 1d 60d 14 2f 34.7N 3.4W +0
Tríerzòn Gelâmo trzn 6 12% 1% 21 85 1.30 M M 24d 5f 66d 14 2f 34.6N 8.4W NT
Tríerzòn Hábala trzn 6 11% 2% 24 85 1.35 M L 24d 1d 51d 14 2f 33.1N 7.2W +0
Tríerzòn Halesómè trzn 2 10% 1% 6 70 1.30 18d 5f 42d 12 3f 35.5N 9.4W NT
Tríerzòn Hôraga trzn 4 10% 2% 10 70 1.30 21d 5f 48d 10 2f 32.9N 8.1W +1
Tríerzòn Ílbris trzn 4 10% 2% 10 80 1.30 S M 21d 1d 51d 12 2f 37.1N 8.6W NT
Tríerzòn Janôra § trzn 8 12% 1% § 41 90 1.45 L L 27d 6f 66d 16 3f 33.8N 6.1W +1
Tríerzòn Kanóga trzn 6 11% 2% 32 85 1.35 M L 21d 1d 60d 14 2f 33.4N 6.3W +1
Tríerzòn Képrel trzn 5 10% 1% 16 85 1.30 M L 21d 5f 51d 14 2f 30.8N 5.0W +0
Tríerzòn Kirgáras trzn 5 11% 2% 16 90 1.35 M L 24d 6f 72d 16 1d 31.0N 13.2W +10
Tríerzòn Kôrsumis trzn 3 10% 1% 8 70 1.30 S S 21d 1d 48d 10 3f 33.3N 3.9W NT
Tríerzòn Málagos trzn 4 10% 1% 14 75 1.30 S S 21d 6f 42d 12 3f 35.9N 7.4W NT
Tríerzòn Málmen trzn 4 11% 2% 35.0N 6.6W NT
Tríerzòn Mánkon trzn 5 11% 2% 18 85 1.35 S M 21d 1d 51d 16 2f 35.0N 5.6W NT
Tríerzòn Megráin trzn 5 10% 2% 31 95 1.30 M L 24d 1d 60d 14 3f 31.8N 5.6W +0
Tríerzòn Melesúma trzn 5 11% 2% 12 80 1.30 S M 21d 6f 42d 16 3f 37.2N 2.9W NT
Tríerzòn Mepâra trzn 4 10% 2% 17 85 1.35 M M 21d 1d 60d 14 3f 32.7N 13.1W +0
Tríerzòn Mûrshel trzn 6 10% 1% 28 85 1.30 M L 21d 6f 51d 16 2f 31.3N 12.1W +11
Tríerzòn Neshéles trzn 4 7% 1% 13 80 1.35 S M 21d 1d 72d 6 2f 31.8N 6.3W +0
Tríerzòn Ojárion trzn 3 10% 1% 34.6N 5.1W
Tríerzòn Párebîr trzn 5 10% 1% 22 80 1.30 M M 21d 5f 48d 14 3f 31.6N 5.1W NT
Tríerzòn Pélina trzn 4 10% 1% 19 80 1.30 S M 21d 1d 48d 14 2f 31.9N 10.3W +11
Tríerzòn Penétha trzn 4 10% 2% 7 80 1.30 S S 18d 5f 42d 12 2f 34.2N 9.8W NT
Tríerzòn Pêrna trzn 6 11% 2% 16 75 1.30 S M 21d 1d 42d 14 2f 35.9N 5.4W NT
Tríerzòn Quâlnda trzn 4 10% 2% 10 70 1.30 S S 21d 1d 36d 14 3f 37.7N 5.4W NT
Tríerzòn Rigêros trzn 6 10% 2% 21 85 1.35 L L 24d 6f 90d 16 3f 31.2N 4.9W +0
Tríerzòn Rindîro trzn 6 12% 2% 36 90 1.35 M L 24d 5f 60d 16 3f 33.6N 6.6W +1
Tríerzòn Rizúma trzn 4 10% 1% 21 80 1.35 S M 21d 1d 42d 12 3f 31.9N 9.4W +11
Tríerzòn Tain trzn 5 10% 2% 10 70 1.30 S M 21d 1d 48d 14 3f 35.7N 6.6W NT
Tríerzòn Tashónès trzn 5 11% 2% 20 85 1.30 M L 21d 6f 54d 16 3f 33.4N 2.3W +1
Tríerzòn Tengéla trzn 6 10% 1% 10 75 1.35 S M 21d 6f 51d 16 3f 32.1N 4.7W NT
Tríerzòn Ubárian trzn 7 13% 3% 34 75 1.40 S M 24d 6f 54d 16 1d 35.8N 5.9W NT
Tríerzòn Védin trzn 4 11% 2% 34.3N 8.8W
Tríerzòn Vegúsa trzn 5 10% 2% 10 70 1.25 S S 21d 1d 48d 14 2f 37.1N 9.8W NT
Tríerzòn Vershémè trzn 4 10% 2% 35.4N 7.5W
Tríerzòn Wáleden trzn 5 10% 1% 8 85 1.30 S S 14d 5f 45d 12 2f 37.6N 11.6W NT
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Ports and Markets of Venârivè Table 4

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INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 4
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Târkain Târkáin trzn 6 8% 1 24 95 1.45 M L 21d 5f 75d 16 2f 31.0N 16.3W +10
Ázeryàn Ailét azns 7 11% 2% 36 90 1.45 M L 24d 5f 80d 14 3f 28.2N 11.4E NT
Ázeryàn Ágôrat azns 4 10% 1% 12 85 1.25 S S 21d 5f 80d 10 2f 24.0N 5.3E +5
Ázeryàn Ázahuris aznn 4 12% 2% 9 70 1.10 S S 28d 6f 85d 8 3f 30.5N 2.8E +3
Ázeryàn Ázaras aznn 5 12% 2% 12 85 1.40 M M 22d 5f 80d 14 4f 35.2N 11.4E NT
Ázeryàn Báshôr azns 4 10% 2% 16 90 1.30 S M 22d 5f 80d 10 3f 22.5N 7.6E +4
Ázeryàn Berónè trzn 7 12% 2% 30 70 1.30 M L 24d 5f 96d 16 1d 34.3N 3.0W +1
Ázeryàn Chóam aznn 7 10% 2% 16 85 1.10 S S 22d 4f 65d 12 3f 37.6N 11.8E NT
Ázeryàn Dúma aznn 5 11% 1% 14 90 1.40 M M 23d 4f 70d 14 3f 37.1N 5.7E NT
Ázeryàn Énaleth azns 4 8% 1% 24 95 1.40 M M 24d 5f 75d 14 3f 25.8N 8.8E NT
Ázeryàn Énjârlen azns 4 9% 1% 16 90 1.30 S S 21d 5f 65d 10 3f 29.1N 7.8E NT
Ázeryàn Falagósin aznn 5 9% 1% 16 85 1.30 S M 21d 5f 75d 12 3f 36.5N 17.9E NT
Ázeryàn Féslium aznn 6 11% 2% 18 85 1.30 S M 24d 5f 80d 10 3f 38.0N 15.0E NT
Ázeryàn Gedálpria aznn 6 12% 25 24 90 1.40 L L 30d 6f 85d 12 3f 32.6N 13.0E NT
Ázeryàn Gôrium trzn 4 10% 1% 8 75 1.25 S S 21d 5f 84d 10 3f 35.4N 2.6W NT
Ázeryàn Gótha gthm 3 8% 1% 9 70 1.10 S S 16d 4f 40d 8 3f 32.2N 23.7E +10
Ázeryàn Hébos aznn 8 12% 2% 110 95 1.50 L L 32d 8f 100d 20 4f 31.3N 14.7E +7
Ázeryàn Iésua aznn 4 8% 1% 12 80 1.20 S S 22d 4f 65d 10 3f 32.2N 17.6E +8
Ázeryàn Jándîr azns 6 13% 2% 68 100 1.50 L L 30d 6f 90d 14 3f 28.0N 14.0E +6
Ázeryàn Kesâra aznn 5 10% 1% 10 80 1.25 M M 22d 5f 70d 12 3f 36.6N 0.9E NT
Ázeryàn Kéthano trzn 5 11% 2% 18 80 1.35 M L 24d 5f 90d 14 3f 34.7N 1.6W +1
Ázeryàn Kiléma § aznn 6 14% 2% § 70 95 1.50 L L 28d 6f 90d 16 3f 32.7N 16.0E +9
Ázeryàn Kîrgan aznn 5 10% 1% 8 75 1.20 S M 21d 5f 60d 10 2f 33.8N 7.3E NT
Ázeryàn Lórimæ trzn 6 11% 2% 12 85 1.30 S M 21d 5f 80d 14 3f 34.1N 2.5W +1
Ázeryàn Lótra aznn 6 11% 2% 16 80 1.20 S M 24d 5f 75d 10 3f 31.7N 7.1E NT
Ázeryàn Lymm aznn 6 10% 2% 12 80 1.10 S M 22d 5f 80d 10 3f 36.4N 9.3E NT
Ázeryàn Lysâra azns 7 14% 2% 20 90 1.40 S S 24d 8f 80d 14 4f 27.4N 3.3E NT
Ázeryàn Meókolis aznn 9 12% 2% 48 90 1.40 L L 25d 8f 80d 20 3f 34.5N 11.1E NT
Ázeryàn Mîremal aznn 6 12% 2% 42 95 1.25 M L 24d 5f 80d 12 3f 32.2N 11.1E NT
Ázeryàn Misóna azns 7 12% 2% 66 100 1.50 L L 32d 8f 100d 18 4f 29.5N 14.9E +7
Ázeryàn Mohm azns 5 11% 1% 10 80 1.25 M M 24d 5f 72d 12 3f 29.7N 12.5E NT
Ázeryàn Ómrium aznn 6 12% 2% 72 95 1.45 L L 28d 6f 90d 16 3f 35.3N 0.1E +2
Ázeryàn Ónen azns 4 9% 1% 14 85 1.15 S S 24d 5f 72d 10 3f 24.7N 10.0E +4
Ázeryàn Pánis azns 4 10% 2% 24 90 1.30 M M 30d 6f 85d 14 4f 26.2N 3.4E +5
Ázeryàn Pòrosúa aznn 6 12% 2% 24 90 1.45 L L 26d 5f 80d 14 3f 39.7N 16.2E NT
Ázeryàn Púrimal azns 8 12% 2% 50 90 1.40 L L 30d 6f 90d 18 4f 23.2N 6.7E +4
Ázeryàn Quârmil § azns 6 14% 2% § 55 95 1.50 L L 30d 6f 85d 16 3f 21.3N 11.3E +3
Ázeryàn Reshâna aznn 4 10% 2% 18 85 1.30 S S 22d 5f 80d 8 3f 35.5N 14.6E NT
Ázeryàn Sános § azns 6 14% 2% § 45 100 1.50 L L 30d 6f 85d 16 3f 24.3N 13.4E +4
Ázeryàn Sháras azns 4 9% 1% 20 95 1.40 M M 24d 6f 72d 12 3f 27.8N 12.2E +6
Ázeryàn Shomîro aznn 6 12% 2% 24 80 1.20 M M 24d 6f 72d 12 3f 30.1N 9.9E NT
Ázeryàn Shonjîris azns 5 12% 2% 12 90 1.30 M M 24d 6f 72d 14 3f 27.3N 8.8E NT
Ázeryàn Ûrden azns 5 9% 1% 24 95 1.40 L L 28d 6f 85d 16 4f 28.9N 14.4E NT
Ázeryàn Válen aznn 4 10% 2% 18 85 1.10 S S 21d 5f 65d 10 2f 32.6N 1.6E +3
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Ports and Markets of Venârivè Table 5

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INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 5
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Gôris Gôris azns 6 8% 1% 42 100 1.35 L L 22d 4f 65d 16 3f 21.0N 5.1E +5
Lánkor Lankôrium qphr 5 10% 1% 18 90 1.35 S M 24d 6f 64d 10 4f 40.8N 0.9E NT
Lánkor Dálbadîr qphr 4 10% 2% 10 85 1.25 S 18d 4f 45d 8 4f 42.1N 2.0E NT
Ûmélria Baráth gthm 4 10% 2% 14 85 1.30 S M 20d 5f 55d 10 3f 36.7N 28.9E +0
Ûmélria Ekýnè rksy 3 10% 1% S 12d 3f 40d 8 2f 41.2N 34.9E NT
Ûmélria Fêgon gthm 5 11% 2% 16 80 1.30 S L 21d 5f 60d 12 3f 38.5N 34.4E NT
Ûmélria Gêlon gthm 4 10% 1% 4 80 1.10 S S 16d 4f 40d 11 3f 36.5N 33.4E NT
Ûmélria Genôro gthm 5 10% 2% 20 75 1.30 M L 22d 5f 65d 14 3f 34.6N 29.3E +0
Ûmélria Lekûria § gthm 8 12% 2% § 60 95 1.45 L L 30d 6f 80d 18 4f 37.5N 31.8E +2
Ûmélria Pârthias gthm 5 11% 2% 16 85 1.35 S L 22d 5f 65d 12 3f 33.5N 34.3E NT
Ûmélria Rýdaz gthm 4 10% 2% 32 80 1.30 S M 20d 5f 55d 11 3f 34.3N 31.2E NT
Ûmélria Êrdar Umlr 5 12% 4% 38.0N 44.5E NT
Karéjia Ájygàl krja 6 10% 2% 70 85 1.30 L L 23d 5f 65d 14 3f 26.4N 29.4E +2
Karéjia Arkéth krja 4 10% 2% 18 90 1.30 M L 20d 4f 55d 12 3f 29.8N 20.2E +8
Karéjia Dúrien krja 6 11% 2% 24 85 1.25 L L 23d 5f 65d 15 3f 21.9N 29.3E NT
Karéjia Tázach gthm 5 10% 2% 16 90 1.30 L L 21d 5f 65d 14 3f 34.7N 26.3E +11
Karéjia Gílech krja 5 12% 3% 12 85 1.40 M M 22d 6f 65d 14 3f 20.3N 30.5E NT
Karéjia Helás azns 7 11% 2% 45 95 1.45 L L 24d 5f 75d 16 3f 26.3N 26.7E +6
Karéjia Hóritar krja 6 11% 2% 95 80 1.35 L L 23d 6f 70d 14 3f 23.7N 21.3E +4
Karéjia Ìchényah gthm 6 11% 2% 34 90 1.40 L L 23d 5f 65d 15 3f 26.7N 28.7E +0
Karéjia Kólomîr krja 5 10% 2% 12 85 1.30 M M 21d 5f 60d 14 3f 27.2N 32.3E NT
Karéjia Livélis § krja 9 12% 2% § 95 95 1.50 L L 30d 6f 85d 24 4f 23.3N 26.7E +3
Karéjia Nárolis § krja 7 12% 2% § 60 95 1.35 L L 23d 6f 80d 14 3f 21.6N 21.6E +4
Karéjia Phanósia krja 8 12% 2% 65 90 1.45 L L 27d 6f 65d 18 4f 27.0N 18.7E +6
Karéjia Rykál krja 6 11% 2% 32 97 1.50 L L 23d 5f 65d 14 3f 21.4N 17.9E +3
Karéjia Shélon krja 7 11% 2% 60 95 1.45 L L 24d 5f 80d 16 3f 22.6N 24.6E +4
Hácherdad Hácherdad hach 8 12% 2% 12 90 1.30 S M 25d 7f 78d 16 3f 21.9N 33.9E NT
Hácherdad Kûladhur krja 3 6% 1% 27.8N 33.9E
Hácherdad Ochâra hach 4 7% 1% 8 85 1.20 S 21d 5f 65d 8 2f 26.2N 33.8E NT
Hácherdad Pôrlomur hach 3 5% 1% 25.6N 34.2E
Hácherdad Karelâr hach 4 5% 1% 24.2N 35.0E
Hácherdad Èmachédâr hach 5 5% 1% 25.4N 36.8E
Hácherdad Nûrshera hach 4 5% 1% 24.6N 38.1E
Hácherdad Mârshara hach 5 6% 1% 23.7N 36.6E
Hácherdad Loresâra hach 4 5% 1% 23.1N 35.4E
Dalkésh Ábnalhâr dalk 2 8% 2% 11.6N 28.0E
Dalkésh Amârla pech 3 7% 2% 14 75 1.30 S 14d 3f 40d 8 2f 8.3N 29.2E NT
Dalkésh Anésha dalk 4 8% 2% 12 80 1.30 S M 16d 4f 40d 12 3f 18.6N 27.3E NT
Dalkésh Anramúsha dalk 4 7% 2% 18 85 1.35 S S 18d 4f 45d 10 3f 10.6N 24.1E NT
Dalkésh Áshengar chog 5 10% 2% 24 95 1.40 M L 24d 5f 60d 18 4f 7.3N 34.2E NT
Dalkésh Béshârkhed dalk 3 7% 2% 12.9N 24.7E
Dalkésh Chenósolis § dalk 6 12% 2% § 34 100 1.40 L L 24d 6f 64d 16 4f 15.1N 23.5E +5
Dalkésh Dhârkal dalk 4 7% 2% 16 85 1.10 S S 16d 4f 40d 10 3f 11.4N 23.9E NT
Dalkésh Gálamonìa dalk 6 11% 2% 36 95 1.25 M L 22d 5f 65d 16 4f 14.3N 17.4E +2
Dalkésh Gôrluk tvra 3 8% 2% 8 80 1.15 S S 16d 4f 40d 7 2f 7.4N 14.7E +4
Dalkésh Háshela pech 4 7% 2% 10 80 1.05 M 14d 3f 40d 10 3f 9.7N 23.3E NT
Dalkésh Hepénolis § dalk 7 12% 2% § 42 95 1.40 L L 25d 7f 75d 20 4f 17.6N 16.3E +2
Dalkésh Kádhan dalk 4 9% 2% 22 95 1.30 S M 16d 6f 45d 10 3f 10.4N 23.4E NT
Dalkésh Kárela besh 6 12% 2% 24 98 1.35 S M 18d 6f 50d 16 4f 11.3N 31.5E NT
Dalkésh Mánquideh dalk 9 12% 2% 45 105 1.40 L L 25d 7f 75d 28 4f 11.5N 25.3E NT
Dalkésh Nátha § dalk 8 12% 2% § 95 95 1.40 L L 24d 5f 75d 24 4f 11.6N 22.1E +5
Dalkésh Onrísha dalk 5 10% 2% 28 85 1.35 S M 18d 6f 50d 14 3f 10.5N 27.2E NT
Dalkésh Pélona dalk 5 10% 2% 44 85 1.40 M L 22d 5f 65d 14 3f 17.4N 24.6E +5
Dalkésh Péshet pech 4 7% 2% 12 75 1.05 S 14d 3f 40d 10 2f 7.6N 22.2E NT
Dalkésh Shalârem dalk 3 7% 2% 10 85 1.10 S S 16d 6f 45d 7 2f 10.8N 16.9E +3
Dalkésh Zerúla § dalk 6 10% 2% § 36 95 1.35 L L 50d 8f 50d 14 4f 12.4N 19.8E +4
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Ports and Markets of Venârivè Table 6

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INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 6
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Mafán Ámvârelâr pech 4 11% 2% 14 70 1.15 S M 18d 6f 50d 10 3f 2.9N 25.3E NT
Mafán Chifâr besh 6 12% 1% 56 90 1.40 L L 30d 6f 85d 16 4f 12.6N 44.3E +1
Mafán and Chogôro Delúma chog 6 12% 1% 70 95 1.45 L L 32d 8f 100d 24 4f 1.0N 33.4E +3
Mafán and Chogôro Elúmælèn chog 5 11% 1% 48 85 1.35 M L 24d 6f 72d 16 3f 3.0N 34.1E +3
Mafán and Chogôro Jányalè pech 6 11% 2% 24 85 1.40 M L 28d 6f 85d 16 2f 2.7N 29.0E +4
Mafán and Chogôro Jángelôr chog 6 12% 1% 85 100 1.50 L L 28d 8f 80d 24 4f 2.0N 42.6E +1
Mafán and Chogôro Jenârio chog 6 12% 2% 24 90 1.40 S L 24d 6f 64d 24 4f 7.3N 39.7E NT
Mafán and Chogôro Kolanôrako chog 7 14% 2% 85 97 1.40 L L 30d 8f 85d 24 4f 3.3N 38.9E +2
Mafán and Chogôro Mokôra chog 9 12% 1% 160 110 1.50 L L 32d 8f 110d 30 4f 9.7N 43.7E +0
Mafán and Chogôro Sérianè pech 7 12% 1% 100 110 1.50 L L 30d 8f 85d 30 4f 1.0N 26.3E +5
Mafán and Chogôro Sulôrèkámele chog 4 11% 1% 95 95 1.40 L L 30d 8f 85d 24 4f 2.2N 37.3E +2
Mafán and Chogôro Suntosheláshè pech 5 12% 1% 56 90 1.40 M L 28d 6f 85d 18 4f 0.3N 28.3E +4
Péchalâr Achémga pech 3 5% 5 65 1.05 n/a 6 2f 5.3N 21.4E NT
Péchalâr Sogôranélè pech 5 12% 2% 14 75 1.10 S S 16d 6f 45d 8 3f 1.5N 19.5E NT
Tuvâra Chékhralè tvra 3 6% 8 70 1.10 n/a 6 2f 4.9N 13.5E NT
Tuvâra H'anvúchè thna 4 8% 1% 12 75 1.20 M 16d 4f 35d 8 2f 8.4N 1.5W +11
Tuvâra Órovâshè tvra 4 9% 1% 18 80 1.20 S S 18d 6f 45d 10 3f 1.8N 4.4E +4
Býria Ábræ byri 4 15% 3% 18 95 1.40 M L 24d 6f 80d 10 3f 17.9N 9.2E +2
Býria Anêranas byri 3 14% 3% 24 90 1.35 L L 24d 6f 80d 8 3f 11.8N 2.6E +11
Býria Bánasæ byri 3 15% 3% 18 85 1.30 S L 24d 6f 80d 9 3f 10.6N 0.8E +10
Býria Bélathera tvra 3 12% 2% 6 75 1.10 S S 18d 6f 50d 6 2f 5.9N 3.6E NT
Býria Dáriam byri 6 12% 2% 34 95 1.50 L L 18d 6f 50d 18 3f 11.7N 5.5E NT
Býria Élana tvra 3 12% 2% 6 85 1.35 S S 18d 6f 50d 6 3f 8.2N 9.5E NT
Býria Ínri byri 6 12% 2% 48 95 1.50 L L 30d 8f 100d 20 4f 13.4N 8.8E +1
Býria Kinísa byri 5 14% 3% 24 90 1.40 M M 24d 6f 80d 14 3f 11.2N 10.4E +1
Býria Kónuis byri 4 14% 3% 18 80 1.40 S M 24d 6f 80d 12 3f 10.2N 12.6E +2
Býria Nâra byri 4 14% 3% 28 100 1.50 L L 24d 6f 80d 12 3f 12.0N 13.7E +2
Býria Nôranel byri 4 15% 3% 8 75 1.10 M 18d 6f 50d 8 3f 11.2N 6.1E NT
Býria Ónas tvra 3 14% 3% 6 80 1.15 S S 18d 6f 50d 6 2f 7.3N 7.2E NT
Býria Óranæ byri 3 15% 3% 12 90 1.25 S M 24d 6f 80d 10 3f 14.2N 10.4E +0
Býria Pánas § byri 4 14% 3% § 44 90 1.40 L L 24d 6f 80d 16 4f 12.6N 5.4E +11
Býria Súlonâr byri 4 10% 2% 12 80 1.40 S S 18d 6f 50d 8 3f 10.1N 3.7E NT
Býria Súnalæ byri 3 10% 3% 9 75 1.35 S S 18d 6f 50d 8 3f 12.5N 7.8E NT
Býria Théra byri 4 14% 3% 18 90 1.40 S M 24d 6f 80d 10 3f 10.5N 11.5E +1
Býria Vælýn tvra 4 12% 2% 22 85 1.25 S M 24d 6f 80d 10 3f 8.9N 1.7E +11
Árlanto Árlanto elns 5 10% 1% 36 95 1.30 L L 20d 4f 55d 16 3f 11.9N 1.5W +9
Árlanto Falmkúsi elns 5 8% 1% 24 85 1.20 M M 18d 4f 45d 12 2f 10.1N 2.1W +11
Árlanto Mágadika elns 4 8% 1% 24 95 1.25 M M 16d 4f 40d 12 2f 12.8N 1.1W +9
Árlanto Úvika elns 3 5% 1% 6 80 1.10 S 12d 3f 40d 8 2f 11.4N 1.9W NT
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Ports and Markets of Venârivè Table 7

  • Page 213

INSERT TABLE

- market or port where access and thus trade, pilotage, registry and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.
Ports and Markets of Venârivè Table 7
Location Market Shipwright Guilds Port Fees Cargo Coordinates Tide Factor
Region Market / Port Regional Map Mk Size Hwk Bnd Size ML CF P S Pil Wfg Reg TW CT Lat Long
Númec Azúrahel mnma 3 5% 1% 23.1N 8.8W
Númec Pyáteq flna 2 10% 2% 18.8N 19.6W
Kôrlic coast Charinátrè klua 3 5% 1% 4 80 1.20 S 14d 3f 40d 8 2f 23.5N 18.9W NT
Kôrlic coast Dýulaqi klua 3 6% 1% 23.0N 29.9W
Kôrlic coast Dýsor klua 3 5% 1% 9 75 1.20 S 15d 4f 44d 10 3f 25.0N 16.7W +10
Kôrlic coast Geména mnma 3 5% 1% 10 80 1.25 S S 12d 6f 35d 12 3f 25.5N 13.7W +10
Kôrlic coast Hegóvnis klua 4 6% 1% 16 90 1.30 L L 16d 6f 45d 12 3f 25.5N 26.6W +8
Kôrlic coast Isýnen klua 6 6% 2% 18 85 1.30 L L 20d 8f 45d 18 3f 24.4N 19.7W +9
Kôrlic coast Kérang klua 3 4% 1% 8 90 1.35 S M 14d 4f 40d 8 3f 23.7N 26.7W +8
Kôrlic coast Kúta klua 3 6% 1% 6 80 1.20 M 12d 6f 35d 8 3f 23.4N 24.3W +8
Kôrlic coast Lýanral klua 3 5% 1% 8 85 1.25 S M 14d 4f 45d 6 3f 23.1N 28.5W +7
Kôrlic coast Tínmal mnma 3 4% 1% 24.3N 15.4W
Kôrlic coast Zûwar klua 2 5% 1% 8 75 1.00 S S 15d 4f 40d 8 3f 24.9N 17.6W +9
Menêma Býlrama mnma 3 6% 1% 14 85 1.30 S M 21d 5f 54d 8 3f 23.6N 7.3W +9
Menêma Hûdhavn mnma 3 6% 1% 12 90 1.30 S M 22d 5f 65d 12 4f 25.5N 11.5W +9
Menêma Ílmasa mnma 3 6% 1% 8 80 1.10 S 16d 4f 35d 6 3f 23.7N 8.6W NT
Menêma Kôlvis mnma 5 9% 2% 48 95 1.35 L L 24d 6f 70d 18 4f 25.9N 8.1W +10
Menêma Yméshem mnma 4 7% 1% 21 90 1.30 M L 22d 4f 65d 12 4f 24.8N 9.9W +9
Vítho Bijâna mnma 4 10% 1% 8 85 1.30 M 21d 5f 80d 10 3f 23.3N 7.3W +8
Vítho Garás mnma 4 10% 1% 12 90 1.35 M L 22d 5f 65d 12 3f 21.4N 5.7W +8
Vítho Médes mnma 4 10% 1% 16 95 1.40 L L 22d 6f 65d 12 3f 20.8N 6.8W +9
Vítho Vítho § mnma 6 12% 2% § 36 90 1.40 L L 24d 6f 70d 16 4f 22.4N 3.7W +7
Xêrium Gûrot elns 3 7% 1% 6 80 1.15 S S 18d 6f 50d 10 3f 17.9N 2.4W +8
Xêrium Syrénè elns 4 9% 1% 18 95 1.35 M L 23d 6f 70d 14 4f 18.4N 0.3W +7
Xêrium Týrich elns 3 8% 1% 12 90 1.25 M M 21d 5f 65d 12 3f 18.1N 0.5W +7
Xêrium Xêrium elns 6 12% 2% 48 90 1.30 L L 25d 8f 80d 16 3f 17.8N 1.7W +8
Xêrium Zárides elns 3 9% 1% 6 85 1.20 S M 16d 6f 45d 9 3f 18.3N 3.7W +8
Falânia Bothísa elns 5 12% 2% 22 85 1.35 L L 22d 5f 80d 16 3f 12.1N 13.6W +10
Falânia Fagómu elns 3 10% 1% 12 80 1.25 S M 18d 4f 50d 8 3f 13.8N 12.1W +11
Falânia Môranjaz flna 3 9% 1% 18 85 1.25 S L 16d 4f 45d 10 3f 12.0N 18.2W +9
Falânia Silgôra flna 4 9% 2% 14.2N 17.9W
Falânia Tásugez flna 4 10% 2% 24 90 1.35 L L 22d 5f 65d 16 3f 12.5N 21.0W +9
Falânia Thúbeliz flna 5 11% 1% 12 85 1.25 S M 18d 4f 45d 10 3f 13.4N 22.4W NT
Falânia Wúzadhim flna 3 9% 1% 13.6N 19.7W
Falânia Gambáy thna 2 8% 1% 6 80 1.10 S S 16d 4f 42d 8 2f 2.5N 11.6W +2
Falânia Koúliko thna 4 8% 1% 14 80 1.15 S M 18d 4f 50d 10 3f 4.7N 13.7W +0
Falânia Kôro thna 3 8% 1% 8 75 1.05 S 16d 4f 50d 8 2f 4.7N 12.4W +0
Falânia Mbáyali thna 3 7% 1% 9 80 1.20 S S 16d 4f 35d 8 2f 0.5N 7.6W +2
Falânia Nuwadhímash thna 3 7% 1% 10 85 1.20 S S 16d 4f 35d 8 2f 7.7N 12.9W +11
Falânia Sikássu thna 3 6% 1% 7 80 1.15 S S 14d 4f 30d 6 2f 1.3N 8.7W +1
BLANK

Ports and Markets of Venârivè Table 8

  • Page 214
Market:
Mk - Market Size (1 to 9).
Hwk - Hawking Fee; % value of goods sold.
Bnd - Bonding Fee; % value of goods held per month.
Shipwright:
Size - Number of permanent employees of the shipyard.
ML - Mastery Level for work done at the shipyard.
CF - Cost Factor.
Guilds:
P - Pilot’s Guildhall:
S - 1-4 rooms; M - 5-9 rooms; L - 10+ rooms.
S - Seaman’s Guildhall
S - 6-12 bunks; M - 13-24 bunks; L - 25-48+ bunks.
Port Fees:
Pil - Piloting Fee - payable upon entering and leaving port.
Wfg - Wharfage - charge to moor at a dock per foot per day.
Anchorage fee is 20% of wharfage.
Reg - Registry - cost to register at the port per foot per year.
Cargo:
TW - Tuns per Watch that can be loaded / unloaded.
CT - Cost to load per Tun (ie 2000 lb or 100 cubic feet).
Tide Factor:
+0 to +11 - number of hours added to the Tide Table.
NT = No Tide (river or lake).
- = no port.
§ Major State or Military Shipyards

§ Major State or Military Shipyards

Chélemby Syndicate Yard - 36 shipwrights, ML 100, CF 1.30
Evánekin Admiralty - 12 shipwrights, ML 110, CF 1.30
Beréma Royal Docks - 24 shipwrights, ML 110, CF 1.60
Janôra Royal Arsenal - 42 shipwrights, ML 95, CF 1.50
Kiléma Imperial Yard - 60 shipwrights, ML 100, CF 1.50
Quârmil Imperial Yard - 75 shipwrights, ML 100, CF 1.50
Sános Imperial Yard - 90 shipwrights, ML 110, CF 1.50
Gôris Royal Dock - 30 shipwrights, ML 110, CF 1.40
Lekûria League Yard - 50 shipwrights, ML 100, CF 1.50
Livélis Larunda - 375 shipwrights, ML 100, CF 1.60
Nárolis Naval Yard - 180 shipwrights, ML 95, CF 1.50
Chenósolis Imperial Yard - 60 shipwrights, ML 110, CF 1.40
Hepénolis Imperial Yard - 60 shipwrights, ML 105, CF 1.40
Nátha Imperial Yard - 75 shipwrights, ML 100, CF 1.40
Zerúla Imperial Yard - 24 shipwrights, ML 100, CF 1.40
Pánas Býrian Imperial Yard - 48 shipywights, ML 110, CF 1.50
Vítho Royal Yard - 36 shipwrights, ML 95, CF 1.40


Venârivè Tide Factors and Ocean Currents
Idea Icon.png

See the Tides and Ocean Currents layers of the Venârivè Map

Appendix XVI: Tide Tables

  • Page 215

Note: ADD

INSERT TABLE

tr or bt or az


Tide Tables Test

ADD Nested table or use "a" You can also place tables side by side by adding style="display: inline-table;" to the opening of your table. See Side-by-side Tables

Header and Title for Table;
Base Tide Table for Venârivè
Day
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Low High Low High Low
0:24 6:37 12:49 19:02
1:14 7:26 13:39 19:51
2:04 8:16 14:26 20:41
2:53 9:06 15:18 21:31
3:43 9:55 16:08 22:20
4:33 10:45 16:57 23:10
5:22 11:35 17:47
0:00 6:12 12:24 18:37
0:49 7:02 13:14 19:26
1:39 7:51 14:04 20:16
2:28 8:41 14:53 21:06
3:18 9:31 15:43 21:55
4:08 10:20 16:33 22:45
4:57 11:10 17:22 23:35
5:47 12:00 18:12
0:24 6:37 12:49 19:02
1:14 7:26 13:39 19:51
2:04 8:16 14:26 20:41
2:53 9:06 15:18 21:31
3:43 9:55 16:08 22:20
4:33 10:45 16:57 23:10
5:22 11:35 17:47
0:00 6:12 12:24 18:37
0:49 7:02 13:14 19:26
1:39 7:51 14:04 20:16
2:28 8:41 14:53 21:06
3:18 9:31 15:43 21:55
4:08 10:20 16:33 22:45
4:57 11:10 17:22 23:35
5:47 12:00 18:12
1st Column;
2nd Column;

Note: SPACER by using RowSpan and Width

3rd Column;

Footer Text

This table provides the ‘base’ high and low tide times for each day of each month for locations within 45 degrees east and west of the Kèthîran Prime Meridian, which runs near Omrium. Thus it covers all of Venârivè.

Many ports and locations in Venârivè will have high and low tide times which are later than those set out here, due to local geological or hydrographic effects. Use the ‘Tide Factor’ from the Ports and Markets Table to adjust these times by +1 to +11 hours. The Venarive Tables spreadsheet enables Gamemasters to make these adjustments easily.

Venârivè Base Tide Table By Watch and Height Test

  • Page 216

Note: ADD "#F3E9E6" for the greyed Cells

Note: ADD 3 SPACERS between, seperating each section of the below table;

Note: SEPERATE Morning & Evening as seperate tables inline. USE vertical-align:top; & vertical-align:bottom; to split High / Low Tide and Morning/Evening Tables

Header and Title for Table;


Table A BLANK Table B

! colspan="6" class="unsortable" style="background-color:#800000; color:#FFFFFF; border: 1px solid #822200;" |High Tide |-

! colspan="6" class="unsortable" style="background-color:#800000; color:#FFFFFF; border: 1px solid #822200;" |Low Tide |-

Venârivè Base Tide Table By Watch and Height
Day
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Morning
Watch Time Lvl%
6 / 8 0:24 99.6
1 / 2 1:14 96.6
1 / 4 2:04 91.1
1 / 5 2:53 84.2
1 / 7 3:43 77.2
2 / 1 4:33 71.2
2 / 2 5:22 67.5
2 / 4 6:12 66.8
2 / 6 7:02 69.1
2 / 7 7:51 74.0
3 / 1 8:41 80.6
3 / 3 9:31 87.8
3 / 4 10:20 94.1
3 / 6 11:10 98.5
3 / 8 12:00 100
6 / 8 0:24 99.6
1 / 2 1:14 96.6
1 / 4 2:04 91.1
1 / 5 2:53 84.6
1 / 7 3:43 77.2
2 / 1 4:33 71.2
2 / 2 5:22 67.5
2 / 4 6:12 66.8
2 / 6 7:02 69.1
2 / 7 7:51 74.0
3 / 1 8:41 80.6
3 / 3 9:31 87.8
3 / 6 10:20 94.1
3 / 7 11:10 98.5
3 / 8 12:00 100
Evening
Watch Time Lvl%
4 / 1 12:49 98.5
4 / 3 13:39 94.1
4 / 4 14:28 87.8
4 / 6 15:18 80.6
4 / 8 16:06 74.0
5 / 1 16:57 69.1
5 / 3 17:47 66.8
5 / 5 18:37 67.5
5 / 6 19:26 71.2
5 / 8 20:16 77.2
6 / 2 21:06 84.2
6 / 3 21:55 91.1
6 / 5 22:45 96.6
6 / 7 23:35 99.6
4 / 1 12:49 98.5
4 / 3 13:39 94.1
4 / 4 14:28 87.8
4 / 6 15:18 80.6
4 / 8 16:06 74.0
5 / 1 16:57 69.1
5 / 3 17:47 66.8
5 / 5 18:37 67.5
5 / 6 19:26 71.2
5 / 8 20:16 77.2
6 / 2 21:06 84.2
6 / 3 21:55 91.1
6 / 5 22:45 96.6
6 / 7 23:35 99.6
Morning
Watch Time Lvl%
2 / 5 6:37 0.9
2 / 6 7:26 4.6
2 / 8 8:16 10.5
3 / 2 9:06 17.6
3 / 3 9:55 24.5
3 / 5 10:45 29.9
3 / 7 11:35 32.9
6 / 8 0:00 33.3
1 / 1 0:49 31.8
1 / 3 1:39 27.5
1 / 4 2:28 21.1
1 / 4 3:18 14.0
1 / 6 4:08 7.3
2 / 1 4:57 2.4
2 / 3 5:47 0.1
2 / 5 6:37 0.9
2 / 6 7:26 4.6
2 / 8 8:16 10.5
3 / 2 9:06 17.6
3 / 3 9:55 24.5
3 / 5 10:45 29.9
3 / 7 11:35 32.9
6 / 8 0:00 33.3
1 / 1 0:49 31.8
1 / 3 1:39 27.5
1 / 4 2:28 21.1
1 / 4 3:18 14.0
1 / 6 4:08 7.3
2 / 1 4:57 2.4
2 / 3 5:47 0.1
Evening
Watch Time Lvl%
5 / 6 19:02 2.4
5 / 7 19:51 7.3
6 / 1 20:41 14.0
6 / 3 21:31 21.1
6 / 4 22:20 27.5
6 / 6 23:10 31.8
3 / 8 12:24 32.9
4 / 2 13:14 29.9
4 / 4 14:04 24.5
4 / 5 14:53 17.6
4 / 7 15:43 10.5
5 / 1 16:33 4.6
5 / 2 17:22 0.9
5 / 4 18:12 0.1
5 / 6 19:02 2.4
5 / 7 19:51 7.3
6 / 1 20:41 14.0
6 / 3 21:31 21.1
6 / 4 22:20 27.5
6 / 6 23:10 31.8
3 / 8 12:24 32.9
4 / 2 13:14 29.9
4 / 4 14:04 24.5
4 / 5 14:53 17.6
4 / 7 15:43 10.5
5 / 1 16:33 4.6
5 / 2 17:22 0.9
5 / 4 18:12 0.1


This table shows high and low tides by watch each day, as well as size of high and low tides on each of those days.

Lvl% refers the percentage of the highest or ‘spring’ high-tide marks. Tidal levels will vary from ‘spring’ to ‘neap’ or lowest tides. ‘Spring’ tides will occur on the 15th and 30th of each month, while ‘neap’ tides will occur on the 7th and 22nd of each month.

Appendix XVII: Weather

  • Page 217

Weather is complicated to simulate accurately. Over an area as large as that covered by Venârivè there are far too many climate zones and local weather patterns to sum up in any reasonable number of charts or lookup tables.

We have, however, provided base weather charts for the major climate zones, and some exemplar ‘location-specific’ weather charts. We plan to provide more such charts for important locations, and include them in future publications.

Weather PIC
Idea Icon.png


Approaches to determining the weather

There are several approaches to determining the appropriate weather.

Gamemaster determines the weather

The Gamemaster is the final arbiter of the weather at any particular location or time. The Gamemaster may chose to use the tools provided here, in part or as a whole, but may simply determine the weather required by plot or story. If the story requires that it rains, then it should rain.

Gamemasters can also make use of the precipipation layers on the Venârivè map in determining weather results in this manner.

Use the base weather charts

The base weather charts provide a reasonable approximation of the weather conditions across the broad climate zones. They are, of course, imperfect, as they do not (by themselves) take account of local conditions. But as a guide to Gamemaster decision making, they are certainly useful.

Use a location-specific weather chart

We have included four examples of location-specific weather charts in this publication - one for Ázadmêre, one for Énselet in Shôrkýnè, one for the region around Isýnen on the northern coast of Hèpekéria, and one for the city of Ubárian in Tríerzòn.

Future publications will include additional location specific charts, and we will make others available for download.

Develop a location-specific weather chart

Finally, we also plan to provide Gamemasters with the tools to develop their own ‘location-specific’ charts, using a range of optional rules. This will be available as a download from Keléstia.com.

It is entirely up to each Gamemaster and gaming group which approach they take to determining the weather in Venârivè. We hope we have provided sufficient options to meet the needs of all groups.

Climate Zones

  • Page 218

A Gamesmaster can use the descriptions below to determine the weather for each of the six principal climate zones across Venârivè as shown on the maps on page 222, which also indicate precipitation levels. A base weather chart is also provided for each of these climate zones. Finally, Gamesmasters can also make some assumptions about the climate zone if they know the predominant vegetation type for an area.

Subpolar

The Subpolar climate zone generally occurs at latitudes from 50 to 60 degrees. The predominant vegetation in this climate zone is needleleaf forests and the prevailing wind direction is southwesterly, shifting to northerly in winter. The subpolar zone is characterized by cold winters and a short, cool summer. Regions with this climate include northeastern Ivínia, Áltôr, and northern Mengóla.

Cool Temperate

The Cool Temperate climate zone is one of the most varied usually occupying regions between latitudes 35 and 55 degrees. Though the prevailing winds are southwesterly, they often shift. They carry warm moist air that frequently makes coastal regions cloudy with cool damp summers and mild wet winters. Cool temperate coastal regions of Venârivè include Hârn, southwestern Ivínia, Hârbáal, Huriséa, and Shôrkýnè where the predominant vegetation is deciduous forests, with occasional temperate rain forests. Further inland the winters are cold and summers are hot, with less precipitation. Regions with this climate include Quârphor, parts of Reksýna, as well as northern Tríerzòn and eastern Ûmélria. These are characterised by deciduous forests.

Finally, where a mountain range separates a region from the moist south westerlies of the cold temperate zone there is very much less rain. This is broadly true of the remaining parts of Reksýna and of Ketârh where the climate and dry winds favour large expanses of grass with small stands of scrub and bushes.

Warm Temperate

The Warm Temperate climate zone generally occurs between 25 and 40 degrees of latitude and is dominated by moist southwesterly winds. Occasional storms introduce significant variation in wind direction during summer when they tend to be southerly. Winters, by contrast, are much calmer and mild with occasion freezes compared to hot and humid summers. This climate characterises Emélrenè, Palíthanè, central Tríerzòn, northern Ázeryàn, and Ûmélria western where the predominant vegetation is deciduous forests with some tropical evergreens.

Subtropical

The Subtropical climate zone generally occurs between 15 and 35 degrees of latitude. Prevailing northwesterly winds shift and strengthen to moist south westerlies at the end of the autumn making winters mild but rainy. They shift again to weaker south easterlies in the spring before north easterly winds herald hot and dry summers. Regions with this climate include southern Tríerzòn, southwestern Ázeryàn, northern and eastern Hèpekéria, Karéjia, coastal Býria, and the eastern Venârian. The predominant vegetation is evergreen hardwood and scrub except where rain shadowing produces a much drier habitat such as the Àzeryáni Drylands.

Tropical (Dry)

The Dry Tropical climate zone generally occurs between 5 and 25 degrees of latitude. Prevailing winds are northeasterlies except in winter when they shift to northerlies. Where they are dry in winter and wet in summer the predominant vegetation is a savannah of grass with clumps of trees and brush. Relatively stable weather is disturbed by occasional violent tropical storms during the summer and autumn. Regions with this climate include Tuvâra, Péchalâr, Falânia and northern Thónia.

Where the winds are dry all year round due to the geography of a region there is very little precipitation. Warm winters and extremely hot summers produce sand deserts or drylands of hardy cactus and scrub. Regions with this climate include the Hèpekérian interior and the Béshakan desert.

Tropical (Wet)

The Wet Tropical climate zone generally occurs between 0 and 10 degrees of latitude. The regions accessible from Venârivè have prevailing northwesterly winds but seasonal variation and geography can produce pronounced wet and dry seasons as when the winds shift to southwesterlies in summer. The predominant vegetation is dense rain forest such as cover much of Mafán, Chogôro, and southern Thónia.

Variation in Prevailing Wind Direction

Variation in Prevailing Wind Direction
While the overall prevailing wind directions for each climate zone are given here, local wind conditions can and do vary. The most significant of these are indicated on the Venârivè map, and included on the map on page 222.

Future location-specific weather charts will adjust for these local wind conditions; but Gamemasters should feel free to make their own adjustments.

Overview of the Weather Charts

  • Page 219

Each weather chart takes the form of four, seasonal, columns, each of twenty boxes. In each box is a set of symbols that describe the weather for a single watch of four hours; see Units of Time (page 67). Each box on the weather chart has the following symbols:

INSERT TABLE

Note: MAKE a template for these here, then apply and duplicate to the following Table Charts as nested box entries. Note: each has four elements per box.

TEST
Temperature Cloud Cover and Precipitation
Cold (Cold)
Idea Icon.png
d4
N 1-3
Wind Direction and Force Weather Change Die Modifier


Weather Chart Description
Idea Icon.png
Temperature (Day and Night)

The weather charts indicate the temperature for each watch. The first temperature indicated applies during the day, the second (in parentheses), at night: thus, Warm (Cool).

The temperatures indicated are subjective but ‘feel like’ the following temperature ranges:

  • Sweltering (Swlt) – 35 °C (95 °F) or more;
dangerous without shade and water.
  • Hot (Hot) – 26 to 35 °C (79 to 95°F).
  • Warm (Warm) – 16 to 25 °C (61 to 77°F).
  • Cool (Cool) – 10 to 15 °C (50 to 59°F).
  • Cold (Cold) – 1 to 10 °C (34 to 50°F);
unpleasant, warm coverings required.
  • Freezing (Frzg) – 0°C (32°F) or less;
dangerous if individuals are unprotected.


Wind Direction and Windforce

The letter (NW, N, NE, SE, S, and SW) indicates the main direction from which the wind blows during the watch. The direction relates to the hex-edge. Each entry provides a range for windforce: 0‑2, 1-3, or 2-4.

Windforce Interpretation Table
Force Effect Km / hr
0 Calm / Light Breeze Leaves rustle 0-8
1 Moderate Breeze Small branches move 8-24
2 Strong Wind Large branches move 24-48
3 Gale Branches break off trees 48-88
4 Storm Trees uprooted 88+
Cloud and Precipitation Symbols

The following are the types of cloud cover and precipitation indicated on the weather charts:

style="font-size:370%; color:orange; line-height:1.7ex;" style="font-size:8pt; font-face:webdings; font-size:370%; color:orange;" <font face="Webdings" size="6">Õ</font>

Key

Note: ADD KEY using the following so that the Weather Tables can be created quickly.

By using the SVG symbol instead of the Font allows better scaling and positioning of the ICON, especially when used in the tables and may even come to better usage for other usage.

Font Character Symbol Cloud and Precipitation Type
Õ Õ
Symbol Weather Clear.svg
Clear, Dry
× × Cloudy, Dry
Ø Ø Cloudy, Showers
Ù Ù Overcast, Dry
Ú Ú Overcast, Snow / Hail Showers
j j Overcast, Continuous Snow
Û Û Overcast, Showers
Ý Ý Overcast, Continuous Rain
ß ß Foggy or Misty (Windforce 0 only)
Ü Ü Cloudy, Thunderstorm
Clear - means less than 25% cloud cover
Cloudy - means between 25% and 75% cloud cover
Overcast - means more than 75% cloud cover
Weather Change Die-Type

Each watch (4 hour period), the box used may change according to a die roll, and will tend, on average, to cycle around the chart.

Each box in the weather chart indicates the die-type which should be rolled to determine if there is to be a change in the weather from watch to watch. The possible die-types are:

ADD Bigger Font Size for d

d4 four-sided die
d6 six-sided die
d8 eight-sided die
d10 ten-sided die
d12 twelve-sided die

Base Weather Charts

  • Page 220

One base chart is given in the following pages for each of several climate zones. This represents a location in the selected climate zone at a low elevation without rain shadow or slope. They are not adjusted for elevation or local shifts in prevailing winds.

Using the Base Weather Charts

For a weather report when the previous watch’s weather is unknown the Gamemaster can roll 1d20 and place a marker on the chart for the appropriate zone and season in the numbered box indicated by the roll. Alternatively they can begin with the grey box (background-color:#D5D8D7) which indicates the ‘most likely starting point’ for weather where the situation in the preceding watch isn’t known.

As noted above, each box on the weather charts indicates the die-type that should be rolled to determine weather changes. Once the box for the first watch is identified the Gamemaster rolls the die-type indicated to test if the weather changes, and in what direction, up or down the table. The weather change table below shows how the die roll is interpreted:

Weather Change Table
Roll Weather Changes
1 Move up 1 box
2 Move down 2 boxes
3 - 4 Move down 1 boxes
5+ No Change (same box)


This means that higher die-types will tend to result in more stable weather; lower die-types indicate a propensity for more rapid changes in weather from watch to watch.

If the marker moves off the chart, re-enter at the other end. If the climate zone or season changes, switch columns or charts without shifting the box number.

Interpreting Weather Chart Results

Gamemasters can interpret weather generated by either base or location-specific charts, and add detail as described below.


Actual Windforce

Actual windforce in across the ranges indicated on the weather charts (0-2, 1-3, and 2-4) can be determined rolling 1d10 on the following table :

Range Roll 1d10
0-2 roll 1-4 = 0 roll 5-8 = 1 roll 9-10 = 2
1-3 roll 1-5 = 1 roll 6-8 = 2 roll 9-10 = 3
2-4 roll 1-6 = 2 roll 7-9 = 3 roll 10 = 4
Variable Precipitation (optional)

Precipitation is generally considered to be rain, by default, but differing temperature ranges may give a chance for different results:

Cool 10% chance of hail in cool temperate, spring or fall
Cold Rain (20%), sleet (40%), hail (10%), or snow (30%)
Freezing Snow (50%), sleet (30%), or hail / ice fall (20%)
Chance of Showers (Optional)

Continuous precipitation (rain or snow) is constant through the watch, but rain or snow showers can optionally start on a roll of 1 or 2 on a d6 and stop on a roll of 5 or 6.

The Gamemaster can roll every 15 minutes to every hour, as it suits them, but the interval chosen should be consistent to avoid weather that appears entirely unpredictable to players.


Venârivè Map Precipitation Levels (Optional)

The Venârivè map includes layers (one using colours, the other overlay symbols) which provide indicative data on precipitation levels across the region, which can be used to interpret the weather in a given location:

Level Colour Symbols
< 10 inches p.a.
10-20 inches p.a.
20-40 inches p.a.
40-80 inches p.a.
80+ inches p.a


Gamemasters should feel free to adjust the precipitation generated from the base weather charts to ensure a better fit with the indicated precipitation levels on the map.

A more detailed system for ensuring better fit with indicated precipitation levels will be provided in the full weather system, for those Gamemasters who wish to use it.

Example Location-Specific Charts

  • Page 221

The following example location-specific weather charts are included following the base weather charts.

Chélemby City, Gulf of Shôrkýnè

Chélemby city, on the island of Chel in the Gulf of Shôrkýnè, is in the Cool Temperate climate zone. It is at sea-level, and has no significant rain shadow or slope. It thus uses the unadjusted ‘Cool Temperate’ base weather chart.

Ázadmêre, Hârn

Ázadmêre is the kingdom and city of the Kúzhai on Hârn, located in the Sôrkin Mountains. It is in the Cool Temperate climate zone, at a high elevation. The prevailing winds are from the southwest. The city of Ázadmêre is in a rain shadow caused by the Sôrkin Mountains and the lands of Káldôr from the southeast, south, southwest, and northwest, more rain makes it over the Sôrkins form the north and northeast. A location-specific weather chart is provided for Ázadmêre.

Énselet, Shôrkýnè

Énselet is the main town of the duchy of Énsel, in eastern Shôrkýnè. The town lies on the banks of the Benâmo River; to the north are the Chaléo Hills, to the south, southeast and southwest are the Nadámia Mountains. Énselet is in the Cool Temperate climate zone, and the prevailing winds in this part of Shôrkýnè are northwesterly, off the Gulf of Shôrkýnè. A location-specific weather chart is provided for Énselet.

Isýnen, Hèpekéria

Isýnen city, on the northern coast of Hèpekéria, is in the Subtropical climate zone. The prevailing wind direction is northeasterly (NE), with a winter shift to northwesterlies (NW). It is at sea-level, and is in a rain shadow from the southeast, south and southwest. A location-specific weather chart is provided for Isýnen.

Ubárian, Tríerzòn

Ubárian city, in central Tríerzòn, is in the Warm Temperate climate zone. The prevailing wind direction is southwesterly (SW). It is a normal elevation, and is rain shadowed from the southwest (SW), southeast (SE), northwest (NW), north (N), and northeast (NE). It receives more precipitation from the south (S). A location-specific weather chart is provided for Ubárian.

Additional location-specific weather charts will be made available by Keléstia Productions, and the forthcoming optional rules will enable Gamemasters to develop their own. This will be available as a download from Kelestia.com.


Venârivè Climate Zones and Prevailing Winds

  • Page 222
Venârivè Climate Zones and Prevailing Winds PIC
Idea Icon.png
Venârivè Climate Zones and Prevailing Winds
Zone Map Colour
Subpolar
Cool Temperate
Warm Temperate
Subtropical
Tropical (Dry)
Tropical (Wet)

Venârivè Precipitation Levels

Venârivè Precipitation Levels PIC
Idea Icon.png
Venârivè Precipitation Levels
< 10 inches p.a.
10-20 inches p.a.
20-40 inches p.a.
40-80 inches p.a.
80+ inches p.a

Subpolar Base Weather Chart for Venârivè

  • Page 223

This Subpolar Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to be southwesterly (SW) for all seasons except winter, when it is assumed to be northerly (N).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Subpolar Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1
Cold (Frzg) Ú d4
Cool (Cold) Õ d8
Cool (Frzg) × d8
Cold (Frzg) Ø d10
N 1-3 N 0-2 N 0-2 N 0-2
2
Cool (Cold) × d4
Warm (Cool) Õ
d6 Cool (Cold) Û
d6 Frzg (Frzg) Õ d8
NE 1-3 NE 0-2 N 0-2 NW 1-3
3
Warm (Cool) Õ d8
Hot (Warm) Õ d8
Warm (Cool) Ø d4
Frzg (Frzg) Õ d8
SE 0-2 SE 0-2 NE 0-2 N 2-4
4
Cool (Cool) × d10
Warm (Warm) Û d8
Hot (Cool) Õ d8
Cold (Frzg) Ø d6
SW 1-3 S 0-2 SE 0-2 NE 1-3
5
Cold (Cold) Ú d4
Cool (Cool) Ø d10
Warm (Cool) ß d10
Frzg (Frzg) ß d8
NW 2-4 SW 0-2 S 0-2 SE 0-2
6
Cold (Frzg) Ø d4
Cool (Cool) Õ d10
Warm (Cool) Û d10
Cold (Frzg) Ø d4
NW 2-4 S 0-2 SW 0-2 S 0-2
7
Cold (Frzg) Õ d8
Cool (Cool) Õ d10
Cool (Cold) Õ d8
Cool (Cold) Õ d6
SW 2-4 SW 1-3 NW 1-3 SW 1-3
8
Cool (Cold) Õ d10
Warm (Cool) Û d4
Cool (Cool) Ù d10
Cold (Frzg) Ø d8
SW 1-3 NW 2-4 SW 1-3 NW 0-2
9
Cold (Frzg) Õ d8
Cool (Cool) × d10
Cold (Cold) Ú d4
Cold (Frzg) Ú d8
NW 1-3 SW 1-3 NW 2-4 N 1-3
10
Frzg (Frzg) ß d8
Warm (Cool) Õ d8
Cold (Cold) × d8
Cold (Frzg) × d8
N 0-2 NW 1-3 NW 1-3 NE 1-3
11
Cold (Frzg) × d6
Warm (Cold) Ø d4
Cold (Frzg) Õ d4
Cold (Frzg) Ú d4
N 1-3 N 1-3 N 2-4 SE 2-4
12
Cool (Frzg) Û d4
Cool (Cold) Û d4
Cool (Cold) × d4
Frzg (Frzg) Õ d8
NE 1-3 NE 0-2 NE 1-3 NE 1-3
13
Warm (Cool) Ø d6
Warm (Cool) Ø d6
Warm (Cool) Ø d6
Cold (Frzg) j d4
SE 0-2 SE 0-2 SE 0-2 NE 2-4
14
Warm (Cool) Û d8
Hot (Cool) × d10
Cool (Cool) Ø d6
Cold (Frzg) Ø d4
S 0-2 S 0-2 S 1-3 SE 1-3
15
Warm (Cool) Ø d8
Warm (Warm) Û d8
Cool (Cold) Û d6
Cool (Cold) Õ d4
S 0-2 SW 1-3 SW 2-4 S 1-3
16
Cool (Cold) Õ d12
Warm (Cool) Ø d8
Cool (Cool) Û d6
Warm (Cool) Õ d4
SW 0-2 S 0-2 S 1-3 SW 2-4
17
Cool (Cold) Û d6
Cool (Cool) × d8
Warm (Cool) Õ d10
Cool (Cold) Ø d4
SW 2-4 SW 2-4 SW 1-3 S 1-3
18
Cold (Frzg) Ø d6
Cool (Cool) Õ d10
Cool (Cold) Ø d4
Cool (Cold) Û d4
SW 2-4 SW 1-3 NW 2-4 SW 2-4
19
Cold (Frzg) Õ d6
Cool (Cold) Õ d10
Cold (Frzg) Ù d8
Cold (Frzg) Ú d4
NW 2-4 SW 1-3 SW 2-4 SW 1-3
20
Cold (Cold) × d8
Cold (Cold) Ø d8
Frzg (Frzg) × d8
Cold (Frzg) j d4
NW 1-3 NW 0-2 NW 1-3 NW 1-3


(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Cool Temperate Base Weather Chart for Venârivè

  • Page 224

This Cool Temperate Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to be southwesterly (SW).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Cool Temperate Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Cold (Cold) Ú d4

Cool (Cool) Ø d6 Cool (Cold) ß d8 Cold (Frzg) j d4 N 1-3 N 0-2 N 0-2 N 0-2

2 Cool (Cool) × d4

Warm (Warm) Ø d4 Cool (Cold) Ø d6 Frzg (Frzg) Ù d6 NE 1-3 NE 0-2 N 0-2 N 1-3 3 Warm (Cool) ß d8 Hot (Cool) Õ d8 Warm (Cool) ß d6 Cold (Cold) Ú d4 SE 0-2 SE 0-2 NE 0-2 NE 2-4 4 Warm (Warm) × d8 Hot (Warm) Õ d10 Hot (Cool) Ø d6 Cool (Cold) Ø d4 S 1-3 S 0-2 SE 0-2 SE 1-3 5 Cool (Cool) Û d6 Warm (Warm) Ü d8 Hot (Cool) ß d10 Warm (Cold) ß d8 SW 2-4 SW 0-2 S 0-2 SE 0-2 6 Cold (Cold) Ú d4 Warm (Cool) Ø d8 Warm (Cool) Ü d8 Cool (Cold) Ø d8 NW 2-4 SW 0-2 SW 0-2 S 0-2 7 Cold (Frzg) × d10 Cool (Cool) Û d8 Cool (Cool) Ý d4 Cool (Cold) Ý d6 SW 1-3 SW 1-3 NW 1-3 SW 1-3 8 Cool (Cool) Ø d8 Cool (Cool) Û d4 Cool (Cool) Û d8 Cold (Cold) Ù d10 SW 1-3 NW 2-4 SW 1-3 NW 0-2 9 Cold (Cold) × d8 Warm (Cool) × d10 Cool (Cold) Ù d6 Cool (Cool) Û d8 NW 1-3 SW 1-3 NW 2-4 SW 1-3 10 Frzg (Frzg) × d8 Warm (Cool) Õ d8 Cold (Cold) × d6 Cold (Cold) Ú d6 N 0-2 NW 1-3 N 1-3 NW 1-3 11 Cold (Frzg) Õ d6 Warm (Cool) Õ d6 Cold (Cold) Ú d4 Cold (Cold) Ù d4 N 1-3 N 1-3 NE 2-4 N 2-4 12 Cool (Frzg) Û d4 Hot (Cool) ß d6 Cool (Cold) Û d4 Frzg (Frzg) Ú d4 NE 1-3 NE 0-2 SE 1-3 NE 2-4 13 Warm (Cool) Û d6 Hot (Warm) Û d6 Warm (Cool) × d8 Cool (Frzg) Õ d6 SE 0-2 SE 0-2 SE 0-2 SE 1-3 14 Hot (Warm) ß d10 Hot (Warm) × d8 Cool (Cool) Ý d4 Cool (Cold) × d8 S 0-2 SE 0-2 S 1-3 S 1-3 15 Warm (Warm) Ü d6 Warm (Warm) × d10 Cool (Cool) Û d6 Cool (Frzg) Õ d8 S 0-2 S 0-2 SW 2-4 S 1-3 16 Cool (Cold) Õ d12 Warm (Cool) × d10 Cool (Cold) × d8 Cool (Cold) Ø d6 SW 0-2 SW 1-3 S 1-3 SW 2-4 17 Cool (Cool) Ø d4 Warm (Warm) Û d4 Warm (Cold) Õ d10 Cold (Frzg) Ú d6 SE 1-3 NW 2-4 SW 1-3 NW 1-3 18 Cool (Cool) Ý d4 Cool (Cool) Û d8 Cool (Cold) × d6 Cold (Cold) Ú d6 SW 2-4 SW 1-3 NW 2-4 SW 2-4 19 Cold (Cold) Ú d4 Cool (Cool) Û d6 Cold (Frzg) Ú d6 Cold (Cold) × d10 NW 2-4 NW 1-3 SW 2-4 SW 1-3 20 Cold (Cold) Ú d6 Cool (Cool) Ù d8 Frzg (Frzg) × d8 Cold (Cold) Ø d6 NW 1-3 N 0-2 NW 1-3 NW 1-3

(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Warm Temperate Base Weather Chart for Venârivè

  • Page 225

This Warm Temperate Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to be southwesterly (SW), except in summer when it is southerly (S).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Warm Temperate Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Cool (Cool) Û d4

Cool (Cool) Ø d6 Warm (Cool) ß d8 Cold (Cold) Ú d6 N 1-3 NE 0-2 N 0-2 N 0-2 2 Cool (Cool) Ø d4 Warm (Warm) × d6 Warm (Warm) Ø d6 Cold (Cold) Ú d4 NE 1-3 N 0-2 N 0-2 N 1-3 3 Warm (Cool) ß d8 Hot (Cool) Õ d8 Warm (Cool) ß d6 Cold (Cold) Ú d4 SE 0-2 NE 0-2 NE 0-2 NE 2-4 4 Warm (Warm) × d8 Hot (Warm) Õ d10 Hot (Warm) ß d8 Cool (Cold) Ø d4 S 1-3 SE 0-2 SE 0-2 SE 1-3 5 Cool (Cool) Û d6 Warm (Warm) Û d8 Hot (Warm) Û d8 Cool (Cold) ß d8 SW 2-4 S 1-3 S 0-2 SE 0-2 6 Cold (Cold) Ù d6 Warm (Cool) × d10 Warm (Warm) Ü d8 Cool (Frzg) Ø d8 NW 2-4 SW 0-2 SW 0-2 S 0-2 7 Cool (Cool) × d10 Warm (Warm) Ü d4 Warm (Warm) Ù d8 Cool (Cool) Ý d6 SW 1-3 SE 1-3 NW 1-3 SW 1-3 8 Cool (Cool) Ø d8 Hot (Hot) Ù d12 Warm (Warm) Û d8 Cool (Cool) Ù d10 SW 1-3 S 0-2 SW 1-3 NW 0-2 9 Cold (Cold) Ø d6 Warm (Warm) Ø d8 Warm (Cool) Ý d4 Warm (Warm) Û d8 NW 1-3 SW 0-2 NW 2-4 SW 1-3 10 Cool (Cool) × d8 Hot (Warm) Õ d6 Cool (Cool) Ù d6 Cool (Cool) Ý d4 N 0-2 NW 1-3 N 1-3 NW 1-3 11 Cold (Cold) Õ d6 Warm (Cool) Õ d6 Cool (Cool) Û d4 Cool (Cool) Û d4 N 1-3 N 0-2 NE 2-4 N 2-4 12 Cool (Cold) × d4 Hot (Cool) ß d8 Cool (Cool) Û d4 Cold (Cold) Ù d4 NE 1-3 NE 0-2 SE 1-3 NE 2-4 13 Warm (Cool) ß d8 Warm (Warm) Û d4 Warm (Cool) × d8 Cool (Frzg) Õ d6 SE 0-2 NE 1-3 SE 0-2 SE 1-3 14 Hot (Warm) ß d10 Swlt (Warm) Õ d10 Cool (Cool) Ý d4 Cool (Cold) Ø d6 S 0-2 SE 0-2 S 1-3 S 1-3 15 Warm (Warm) Ü d6 Hot (Hot) × d12 Cool (Cool) Ù d8 Cool (Frzg) Õ d8 S 0-2 S 0-2 SW 2-4 S 1-3 16 Cool (Cold) Õ d12 Warm (Warm) Ø d4 Warm (Cool) Ø d6 Cool (Cold) Ø d6 SW 0-2 SW 2-4 S 1-3 SW 2-4 17 Cool (Cool) Ø d4 Warm (Warm) × d6 Warm (Cool) Õ d10 Cold (Frzg) Ú d6 SE 1-3 NW 1-3 SW 1-3 NW 1-3 18 Cool (Cool) Ý d4 Hot (Warm) × d6 Cool (Cold) × d6 Cold (Cold) Ù d8 SW 2-4 N 0-2 NW 2-4 SW 2-4 19 Cool (Cool) Ø d4 Cool (Cool) Û d6 Cool (Cool) Û d6 Cold (Cold) × d10 NW 2-4 NW 0-2 SW 2-4 SW 1-3 20 Cool (Cool) Û d6 Cool (Cool) Û d4 Cold (Cold) × d8 Cool (Cool) Ù d8 NW 1-3 N 0-2 NW 1-3 NW 1-3

(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Subtropical Base Weather Chart for Venârivè

  • Page 226

This Subtropical Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to be southeasterly (SE) in spring, northeasterly (NE) in summer, northwesterly (NW) in autumn, and southwesterly (SW) in winter.

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Subtropical Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Warm (Warm) Ù d10

Hot (Warm) × d10 Warm (Cool) ß d8 Cool (Cool) Ù d8 NE 0-2 NE 1-3 NE 0-2 N 0-2 2 Warm (Cool) Ø d4 Hot (Warm) Ø d8 Warm (Warm) Ø d8 Cool (Cool) × d6 N 1-3 NE 1-3 N 0-2 N 1-3 3 Warm (Cool) ß d10 Swlt (Warm) Õ d10 Warm (Warm) ß d8 Cool (Cool) Û d4 NE 0-2 NE 1-3 NE 0-2 NE 1-3 4 Warm (Cool) Õ d12 Hot (Warm) Õ d10 Hot (Cool) ß d6 Warm (Cold) Ø d4 SE 0-2 SE 0-2 SE 0-2 SE 1-3 5 Warm (Cool) Õ d8 Hot (Warm) Ø d6 Hot (Warm) Ø d4 Cool (Cool) ß d8 S 1-3 SE 1-3 S 1-3 SE 0-2 6 Hot (Cool) Õ d8 Warm (Cool) × d8 Warm (Cool) Ø d8 Warm (Cool) Ø d8 SW 0-2 S 0-2 SW 0-2 S 0-2 7 Cool (Cool) × d6 Warm (Warm) Û d4 Warm (Warm) × d10 Cool (Cool) Û d8 NW 0-2 SW 0-2 NW 1-3 SW 1-3 8 Warm (Warm) Ø d6 Hot (Hot) Û d6 Hot (Warm) Ø d8 Warm (Cool) Ù d10 N 0-2 NW 0-2 SW 0-2 NW 0-2 9 Warm (Warm) × d4 Hot (Warm) Ø d6 Hot (Warm) × d12 Warm (Warm) Ý d4 NW 1-3 N 1-3 NW 0-2 SW 2-4 10 Warm (Cool) Õ d8 Hot (Warm) Õ d8 Warm (Cool) Õ d10 Cool (Cold) Ø d6 N 0-2 N 1-3 N 0-2 NW 1-3 11 Warm (Cool) Õ d8 Warm (Cool) Õ d10 Cool (Cool) × d10 Cool (Cool) Û d4 NE 1-3 NE 1-3 N 0-2 N 2-4 12 Warm (Cool) × d12 Hot (Cool) ß d12 Warm (Cool) Ø d4 Cool (Cool) Ù d4 SE 0-2 NE 0-2 NE 1-3 NE 2-4 13 Warm (Warm) Ø d8 Hot (Warm) Ü d4 Warm (Cool) Õ d8 Warm (Cool) Õ d6 NE 0-2 NE 2-4 NE 0-2 SE 1-3 14 Warm (Cool) ß d12 Hot (Warm) Õ d10 Hot (Warm) Õ d6 Warm (Cool) Ø d6 SE 0-2 NE 1-3 SE 0-2 S 1-3 15 Hot (Warm) Ü d8 Swlt (Hot) Õ d10 Hot (Warm) Ü d4 Warm (Cool) Õ d8 SE 0-2 NE 1-3 SE 2-4 S 1-3 16 Warm (Cool) Õ d10 Hot (Warm) Ø d4 Warm (Cool) Õ d6 Cool (Cold) × d8 S 0-2 SE 2-4 S 1-3 SW 2-4 17 Cool (Cool) Ø d6 Warm (Warm) Ø d4 Warm (Cool) Õ d8 Cool (Cool) Û d8 S 1-3 S 1-3 S 0-2 SW 1-3 18 Warm (Cool) Õ d8 Hot (Warm) Õ d6 Warm (Cool) × d10 Cool (Cool) Ù d6 SW 0-2 SW 0-2 SW 0-2 NW 2-4 19 Warm (Cool) Ø d6 Warm (Cool) × d8 Cool (Cool) Û d10 Cool (Cool) × d10 SW 0-2 NW 0-2 NW 0-2 SW 1-3 20 Cool (Cool) Û d4 Cool (Cool) Û d6 Cool (Cool) × d8 Cool (Cool) Û d6 NW 0-2 N 1-3 N 1-3 NW 1-3

(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Tropical (Dry) Base Weather Chart for Venârivè

  • Page 227

This Tropical (Dry) Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to northeasterly (NE), except in winter when it is northerly (N).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Tropical (Dry) Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Warm (Warm) Ù d10

Hot (Warm) Ø d8 Hot (Warm) Õ d10 Warm (Warm) Ù d10 NE 1-3 NE 1-3 NE 1-3 NE 0-2 2 Hot (Warm) Ø d8 Swlt (Warm) Õ d10 Hot (Hot) Ø d8 Hot (Hot) × d12 NE 1-3 NE 1-3 NE 1-3 N 0-2 3 Hot (Warm) ß d12 Swlt (Warm) Õ d10 Swlt (Warm) Õ d12 Swlt (Warm) Õ d10 NE 0-2 NE 1-3 NE 0-2 NE 0-2 4 Swlt (Warm) Õ d10 Swlt (Warm) Õ d12 Hot (Warm) ß d10 Warm (Warm) ß d8 SE 0-2 NE 0-2 SE 0-2 SE 0-2 5 Hot (Warm) Ø d6 Hot (Warm) × d8 Hot (Warm) Ø d6 Hot (Warm) Ø d4 SE 1-3 SE 1-3 SE 1-3 S 1-3 6 Warm (Warm) Û d6 Hot (Warm) Ø d6 Hot (Warm) Ø d6 Hot (Warm) Õ d8 S 0-2 S 0-2 S 0-2 SW 0-2 7 Hot (Warm) × d6 Warm (Warm) Û d8 Hot (Hot) Ù d6 Hot (Warm) Ø d6 SW 0-2 SE 0-2 SW 0-2 NW 1-3 8 Hot (Warm) Õ d6 Hot (Hot) × d12 Hot (Warm) Ø d4 Hot (Warm) × d12 NW 1-3 NE 0-2 NW 1-3 N 0-2 9 Hot (Warm) Ø d6 Hot (Warm) Ø d8 Hot (Warm) Õ d10 Hot (Warm) Õ d10 N 1-3 NE 1-3 N 0-2 NW 0-2 10 Swlt (Warm) Õ d10 Swlt (Warm) Õ d10 Swlt (Warm) Õ d10 Swlt (Hot) × d12 N 0-2 NE 1-3 N 0-2 N 0-2 11 Swlt (Warm) Õ d10 Hot (Warm) Õ d10 Hot (Warm) × d10 Hot (Warm) Ø d6 NE 1-3 NE 1-3 NE 1-3 NE 1-3 12 Swlt (Warm) Õ d12 Hot (Warm) ß d10 Warm (Warm) Ø d8 Warm (Warm) Ù d8 NE 0-2 N 0-2 NE 1-3 SE 0-2 13 Swlt (Hot) × d10 Swlt (Hot) Ø d10 Swlt (Warm) Õ d10 Swlt (Warm) Õ d10 NE 1-3 NE 0-2 NE 1-3 NE 0-2 14 Hot (Warm) Ø d8 Hot (Warm) Õ d10 Swlt (Warm) Õ d10 Hot (Warm) Ø d6 NE 1-3 NE 1-3 NE 1-3 SE 0-2 15 Hot (Hot) Ø d8 Swlt (Hot) Õ d8 Swelt (Warm) Õ d10 Swlt (Warm) Õ d8 NE 1-3 SE 1-3 NE 1-3 SE 0-2 16 Swlt (Warm) Õ d8 Swlt (Hot) Õ d8 Swlt (Hot) Õ d8 Swlt (Warm) Õ d6 SE 1-3 SE 1-3 SE 1-3 S 0-2 17 Swlt (Warm) Õ d6 Swlt (Hot) × d6 Swlt (Hot) × d6 Hot (Warm) × d4 S 1-3 S 1-3 S 1-3 S 1-3 18 Hot (Hot) Û d4 Hot (Hot) Ü d4 Hot (Hot) Ü d4 Hot (Hot) Ü d4 SW 2-4 SW 2-4 SW 2-4 SW 2-4 19 Warm (Warm) Ü d4 Warm (Cool) Ø d4 Warm (Cool) Ø d4 Warm (Cool) × d8 NW 2-4 NW 2-4 NW 1-3 NW 1-3 20 Hot (Warm) Õ d8 Warm (Warm) Û d6 Warm (Warm) Û d6 Warm (Warm) Ø d10 N 1-3 N 1-3 N 1-3 N 0-2

(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Tropical (Wet) Base Weather Chart for Venârivè

  • Page 228

This Tropical (Wet) Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no wind shelter. The prevailing wind direction is assumed to northwesterly (NW), except in summer, when it is southwesterly (SW).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Tropical (Wet) Base Weather Chart for Venârivè

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Warm (Warm) Ý d4

Hot (Warm) Ý d4 Hot (Warm) × d8 Warm (Warm) Û d4 NE 1-3 NE 0-2 N 1-3 NE 1-3 2 Hot (Warm) Ø d6 Swlt (Warm) Õ d6 Hot (Hot) Ø d4 Hot (Hot) × d6 N 1-3 N 1-3 NE 1-3 NE 1-3 3 Hot (Warm) ß d8 Swlt (Warm) × d4 Swlt (Warm) ß d8 Swlt (Warm) Õ d8 NE 0-2 NE 1-3 NE 0-2 NE 0-2 4 Swlt (Warm) Ù d8 Swlt (Warm) Ý d4 Hot (Warm) Ý d4 Warm (Warm) ß d6 NE 0-2 SE 0-2 NE 0-2 SE 0-2 5 Hot (Warm) Ø d4 Hot (Warm) Õ d8 Hot (Warm) Ø d4 Hot (Warm) Ø d4 SE 1-3 S 1-3 SE 1-3 SE 1-3 6 Warm (Warm) Õ d8 Hot (Warm) Ø d10 Hot (Warm) Õ d8 Hot (Warm) Õ d8 S 0-2 SW 0-2 S 0-2 S 0-2 7 Hot (Warm) Ø d8 Warm (Warm) ß d10 Hot (Hot) Ø d8 Hot (Warm) Õ d8 SW 0-2 NW 0-2 SW 0-2 SW 1-3 8 Hot (Warm) Û d8 Hot (Hot) Ø d6 Hot (Warm) Û d8 Hot (Warm) Ø d8 NW 1-3 N 0-2 NW 1-3 NW 1-3 9 Hot (Warm) Ø d6 Hot (Warm) Û d6 Hot (Warm) Ø d8 Hot (Warm) Õ d10 N 1-3 NW 1-3 N 0-2 N 0-2 10 Swlt (Warm) Õ d8 Swlt (Warm) Õ d6 Swlt (Warm) Õ d8 Swlt (Hot) Õ d10 NE 0-2 N 1-3 NE 0-2 N 0-2 11 Swlt (Warm) Õ d4 Hot (Warm) Ø d4 Hot (Warm) Ø d4 Hot (Warm) Õ d6 SE 1-3 NE 1-3 SE 1-3 NE 1-3 12 Swlt (Warm) Ø d6 Hot (Warm) Ø d6 Warm (Warm) × d6 Warm (Warm) Ø d4 NE 0-2 SE 0-2 NE 1-3 NE 1-3 13 Swlt (Hot) Ý d4 Swlt (Hot) Û d8 Swlt (Warm) Ø d4 Swlt (Warm) Û d4 SE 1-3 S 0-2 SE 1-3 NE 1-3 14 Hot (Warm) Ø d4 Hot (Warm) Õ d6 Swlt (Warm) Õ d4 Hot (Warm) Ø d4 S 1-3 SE 1-3 SE 1-3 SE 1-3 15 Hot (Hot) Õ d4 Swlt (Hot) Ø d6 Swlt (Warm) Ø d4 Swlt (Warm) Õ d6 SE 1-3 S 1-3 SE 1-3 NE 1-3 16 Swlt (Warm) × d4 Swlt (Hot) Õ d8 Swlt (Hot) Ø d4 Swlt (Warm) Õ d4 SE 1-3 S 1-3 S 1-3 SE 1-3 17 Swlt (Warm) Ø d4 Swlt (Hot) × d10 Swlt (Hot) Û d4 Hot (Warm) Ø d4 S 1-3 SW 1-3 S 1-3 S 1-3 18 Hot (Hot) Ü d4 Hot (Hot) Ü d4 Hot (Hot) Ü d4 Hot (Hot) Ü d4 SW 2-4 SW 2-4 SW 2-4 SW 2-4 19 Warm (Warm) Ý d4 Warm (Cool) Ý d4 Warm (Cool) Ý d6 Warm (Cool) Û d8 NW 2-4 NW 1-3 NW 1-3 NW 1-3 20 Hot (Warm) × d8 Warm (Warm) Û d4 Warm (Warm) Û d6 Warm (Warm) Ø d6 N 1-3 N 1-3 N 1-3 N 1-3

(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.

The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Location-Specific Weather Chart: Ázadmêre, Hârn

Location-Specific Weather Chart: Ázadmêre, Hârn
  • Page 229

This Location-Specific Weather Chart applies for the city of Ázadmêre in the Sôrkin Mountains on the island of Hârn. The city is in the Cool Temperate climate zone, is at High elevation, and has significant rain shadow from the northwest (NW), southwest (SW), south (S), southeast (SE) . It is not rain-shadowed from the north (N) and northeast (NE). The prevailing wind direction is southwesterly (SW).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Location-Specific Weather Chart: Ázadmêre, Hârn

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Cold (Frzg) Ú d4

Cool (Cold) Ø d6 Cool (Frzg) ß d8 Frzg (Frzg) j d4 N 1-3 N 0-2 N 0-2 N 0-2 2 Cool (Cold) × d4 Warm (Cool) Ø d4 Cool (Frzg) Ø d6 Frzg (Frzg) Ù d6 NE 1-3 NE 0-2 N 0-2 N 1-3 3 Warm (Cold) Õ d8 Warm (Cool) Õ d8 Warm (Cold) ß d6 Cold (Frzg) Ú d4 SE 0-2 SE 0-2 NE 0-2 NE 2-4 4 Warm (Cool) Õ d8 Hot (Cool) Õ d10 Warm (Cool) × d6 Cool (Frzg) × d4 S 1-3 S 0-2 SE 0-2 SE 1-3 5 Cool (Cold) × d6 Warm (Cool) Ü d8 Warm (Cool) Õ d10 Cool (Cold) Õ d8 SW 2-4 SW 0-2 S 0-2 SE 0-2 6 Cold (Frzg) Ú d4 Warm (Cold) Õ d8 Warm (Cold) Ü d8 Cool (Frzg) Õ d8 NW 2-4 S 0-2 SW 0-2 S 0-2 7 Frzg (Frzg) Õ d10 Cool (Cold) × d8 Cool (Cold) Û d4 Cool (Frzg) Ø d6 SW 1-3 SW 1-3 NW 1-3 SW 1-3 8 Cool (Cold) Õ d8 Cool (Cold) Ø d4 Cool (Cold) × d8 Cold (Frzg) Ù d10 SW 1-3 NW 2-4 SW 1-3 NW 0-2 9 Cold (Frzg) × d8 Warm (Cold) Õ d10 Cool (Frzg) × d6 Cool (Cold) × d8 NW 1-3 SW 1-3 NW 2-4 SW 1-3 10 Frzg (Frzg) × d8 Warm (Cold) Õ d8 Cold (Frzg) × d6 Cold (Frzg) Ú d6 N 0-2 NW 1-3 N 1-3 NW 1-3 11 Frzg (Frzg) Õ d6 Warm (Cold) Õ d6 Cold (Frzg) Ú d4 Cold (Frzg) Ù d4 N 1-3 N 1-3 NE 2-4 N 2-4 12 Cold (Frzg) Ú d4 Warm (Cool) ß d6 Cool (Frzg) Ø d4 Frzg (Frzg) Ú d4 NE 1-3 NE 0-2 SE 1-3 NE 2-4 13 Warm (Cold) Ø d6 Hot (Cool) Ø d6 Warm (Cold) Õ d8 Cold (Frzg) Õ d6 SE 0-2 SE 0-2 SE 0-2 SE 1-3 14 Hot (Cool) Õ d10 Hot (Cool) Õ d8 Cool (Cold) Ø d4 Cool (Frzg) Õ d8 S 0-2 SE 0-2 S 1-3 S 1-3 15 Warm (Cool) Ü d6 Warm (Cool) Õ d10 Cool (Cold) × d6 Cold (Frzg) Õ d8 S 0-2 S 0-2 SW 2-4 S 1-3 16 Cool (Frzg) Õ d12 Warm (Cold) Õ d10 Cool (Frzg) Õ d8 Cool (Frzg) Õ d6 SW 0-2 SW 1-3 S 1-3 SW 2-4 17 Cool (Cold) × d4 Warm (Cool) Ø d4 Cool (Cold) Õ d10 Frzg (Frzg) Ú d6 SE 1-3 NW 2-4 SW 1-3 NW 1-3 18 Cool (Cold) Ø d4 Cool (Cold) × d8 Cool (Frzg) Õ d6 Cold (Frzg) Ù d6 SW 2-4 SW 1-3 NW 2-4 SW 2-4 19 Cold (Frzg) Ú d4 Cool (Cold) Ø d6 Frzg (Frzg) Ù d6 Cold (Frzg) Õ d10 NW 2-4 NW 1-3 SW 2-4 SW 1-3 20 Cold (Frzg) Ú d6 Cool (Cold) Ù d8 Frzg (Frzg) × d8 Cold (Frzg) Ø d6 NW 1-3 N 0-2 NW 1-3 NW 1-3

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Location-Specific Weather Chart: Énselet, Shôrkýne
  • Page 230

This Location-Specific Weather Chart applies for the town of Énselet on the Benámo River in Shôrkýnè. The city is in the Cool Temperate climate zone, at low elevation. It is rainshadowed from the north (N), northeast (NE), southeast (SE), south (S) and southwest (SW), but not from the northwest (NW). The prevailing wind direction at Énselet is northwesterly (NW), although in summer it is southwesterly (SW).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Location-Specific Weather Chart: Énselet, Shôrkýne

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Cold (Cold) Ú d6

Cool (Cool) × d6 Cool (Cold) Õ d10 Cold (Frzg) Ú d6 N 1-3 N 0-2 N 0-2 N 0-2 2 Cool (Cool) × d6 Warm (Warm) Ø d4 Cool (Cold) × d8 Frzg (Frzg) Ù d8 NE 1-3 NE 0-2 N 0-2 N 1-3 3 Warm (Cool) Õ d6 Hot (Cool) Õ d8 Warm (Cool) ß d8 Cold (Cold) Ú d4 S 1-3 SE 0-2 NE 0-2 NE 2-4 4 Warm (Warm) Õ d6 Hot (Warm) Õ d10 Hot (Cool) × d4 Cool (Cold) × d4 SE 0-2 S 0-2 SE 0-2 SE 1-3 5 Cool (Cool) × d4 Warm (Warm) Ü d8 Hot (Cool) Õ d8 Warm (Cold) Õ d6 SW 2-4 SW 0-2 S 0-2 SE 0-2 6 Cold (Cold) Ù d6 Warm (Cool) Õ d8 Warm (Cool) Ü d6 Cool (Cold) Õ d6 NW 2-4 S 0-2 SW 0-2 S 0-2 7 Cold (Frzg) Õ d8 Cool (Cool) × d8 Cool (Cool) Ø d6 Cool (Cold) Ø d4 SW 1-3 SW 1-3 NW 1-3 SW 1-3 8 Cool (Cool) Õ d6 Cool (Cool) × d4 Cool (Cool) × d6 Cold (Cold) × d12 SW 1-3 NW 2-4 SW 1-3 NW 0-2 9 Cold (Cold) Õ d10 Warm (Cool) Õ d10 Cool (Cold) Õ d8 Cool (Cool) × d6 NW 1-3 SW 1-3 NW 2-4 SW 1-3 10 Frzg (Frzg) × d10 Warm (Cool) Õ d8 Cold (Cold) × d8 Cold (Cold) Ù d8 N 0-2 NW 1-3 N 1-3 NW 1-3 11 Cold (Frzg) Õ d8 Warm (Cool) Õ d6 Cold (Cold) Ú d4 Cold (Cold) Ù d6 N 1-3 N 1-3 NE 2-4 N 2-4 12 Cool (Frzg) Û d4 Hot (Cool) ß d6 Cool (Cold) Ø d4 Frzg (Frzg) Ú d4 NE 1-3 NE 0-2 SE 1-3 NE 2-4 13 Warm (Cool) Ø d4 Hot (Warm) Ø d6 Warm (Cool) Õ d6 Cool (Frzg) Õ d4 SE 0-2 SE 0-2 SE 0-2 SE 1-3 14 Hot (Warm) Õ d8 Hot (Warm) Õ d8 Cool (Cool) Ø d4 Cool (Cold) Õ d6 S 0-2 SE 0-2 S 1-3 S 1-3 15 Warm (Warm) Ü d4 Warm (Warm) Õ d10 Cool (Cool) × d4 Cool (Frzg) Õ d6 S 0-2 S 0-2 SW 2-4 S 1-3 16 Cool (Cold) Õ d10 Warm (Cool) Õ d10 Cool (Cold) Õ d6 Cool (Cold) Õ d4 SW 0-2 SW 1-3 S 1-3 SW 2-4 17 Cool (Cool) × d4 Warm (Warm) × d4 Warm (Cold) Õ d8 Cold (Frzg) Ù d8 SE 1-3 NW 2-4 SW 1-3 NW 1-3 18 Cool (Cool) Ø d4 Cool (Cool) × d8 Cool (Cold) Õ d8 Cold (Cold) Ù d4 SW 2-4 SW 1-3 NW 2-4 SW 2-4 19 Cold (Cold) Ù d6 Cool (Cool) × d6 Cold (Frzg) Ù d4 Cold (Cold) Õ d8 NW 2-4 NW 1-3 SW 2-4 SW 1-3 20 Cold (Cold) Ù d8 Cool (Cool) × d8 Frzg (Frzg) Õ d10 Cold (Cold) × d8 NW 1-3 N 0-2 NW 1-3 NW 1-3

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Location-Specific Weather Chart: Isýnen, Northern Hèpekéria
  • Page 231

This Location-Specific Weather Chart applies for the city of Isýnen on the northern coast of Hèpkéria. The city is in the Subtropical climate zone, is at sea-level, and has rain shadow form the south (S), southeast (SE), and southwest (SW). The prevailing wind direction is northeasterly (NE), with a winter change to northwesterly (NW).

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Location-Specific Weather Chart: Isýnen, Northern Hèpekéria

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Warm (Warm) Ù d12

Hot (Warm) × d10 Warm (Cool) ß d12 Cool (Cool) Ù d10 NE 0-2 NE 1-3 NE 0-2 N 0-2 2 Warm (Cool) Ø d6 Hot (Warm) Ø d8 Warm (Warm) Ø d8 Cool (Cool) × d8 N 1-3 NE 1-3 N 0-2 N 1-3 3 Warm (Cool) ß d12 Swlt (Warm) Õ d10 Warm (Warm) ß d12 Cool (Cool) Û d4 NE 0-2 NE 1-3 NE 0-2 NE 1-3 4 Warm (Cool) Õ d10 Hot (Warm) Õ d10 Hot (Cool) Õ d10 Warm (Cold) × d4 SE 0-2 SE 0-2 SE 0-2 SE 1-3 5 Warm (Cool) Õ d6 Hot (Warm) × d6 Hot (Warm) Õ d4 Cool (Cool) Õ d6 S 1-3 SE 1-3 S 1-3 SE 0-2 6 Hot (Cool) Õ d6 Warm (Cool) Õ d8 Warm (Cool) × d4 Warm (Cool) Õ d6 SW 0-2 S 0-2 SW 0-2 S 0-2 7 Cool (Cool) × d8 Warm (Warm) Ø d4 Warm (Warm) × d6 Cool (Cool) Ø d6 NW 0-2 SW 0-2 NW 0-2 SW 1-3 8 Warm (Warm) Ø d8 Hot (Hot) Û d6 Hot (Warm) × d4 Warm (Cool) Ù d12 N 0-2 NW 0-2 SW 0-2 NW 0-2 9 Warm (Warm) × d6 Hot (Warm) Ø d6 Hot (Warm) × d8 Warm (Warm) Û d4 NW 0-2 N 1-3 NW 0-2 SW 2-4 10 Warm (Cool) Õ d10 Hot (Warm) Õ d8 Warm (Cool) Õ d10 Cool (Cold) Ø d8 N 0-2 N 1-3 N 0-2 NW 0-2 11 Warm (Cool) Õ d10 Warm (Cool) Õ d10 Cool (Cool) × d10 Cool (Cool) Û d4 NE 1-3 NE 1-3 N 0-2 N 2-4 12 Warm (Cool) Õ d10 Hot (Cool) ß d12 Warm (Cool) Ø d8 Cool (Cool) Ù d4 SE 0-2 NE 0-2 NE 1-3 NE 2-4 13 Warm (Warm) Ø d10 Hot (Warm) Ü d4 Warm (Cool) Õ d12 Warm (Cool) Õ d4 NE 0-2 NE 2-4 NE 0-2 SE 1-3 14 Warm (Cool) Õ d10 Hot (Warm) Õ d10 Hot (Warm) Õ d10 Warm (Cool) Õ d4 SE 0-2 NE 1-3 SE 0-2 S 1-3 15 Hot (Warm) Ü d6 Swlt (Hot) Õ d10 Hot (Warm) Ü d4 Warm (Cool) Õ d6 SE 0-2 NE 1-3 SE 2-4 S 1-3 16 Warm (Cool) Õ d8 Hot (Warm) × d4 Warm (Cool) Õ d6 Cool (Cold) Õ d6 S 0-2 SE 2-4 S 1-3 SW 2-4 17 Cool (Cool) Õ d4 Warm (Warm) Õ d4 Warm (Cool) Õ d8 Cool (Cool) Ø d6 S 1-3 S 1-3 S 0-2 SW 1-3 18 Warm (Cool) Õ d6 Hot (Warm) Õ d6 Warm (Cool) Õ d6 Cool (Cool) Ù d8 SW 0-2 SW 0-2 SW 0-2 NW 1-3 19 Warm (Cool) × d4 Warm (Cool) × d8 Cool (Cool) Û d6 Cool (Cool) Õ d8 SW 0-2 NW 0-2 NW 0-2 SW 1-3 20 Cool (Cool) Û d6 Cool (Cool) Û d6 Cool (Cool) × d8 Cool (Cool) Û d8 NW 0-2 N 1-3 N 1-3 NW 0-2

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Location-Specific Weather Chart: Ubárian, Central Tríerzòn
  • Page 232

This Location-Specific Weather Chart applies for the city of Ubárian, in central Tríerzòn. The city is in the Warm Temperate climate zone, is at normal elevation, and is rain shadowed from all directions except the south (S). The prevailing wind direction is southwesterly (SW), but southerly (S) in the summer.

INSERT TABLE

SPLIT into InLine Tables for each Season, and maybe even the Marker Column.

|+ style="caption-side:top; color:#9A3300;"|Location-Specific Weather Chart: Ubárian, Central Tríerzòn

Marker
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spring
Summer
Autumn
Winter

CODE

<font face="Webdings" size="6">Ù</font>

1 Cool (Cool) × d4

Cool (Cool) Õ d6 Warm (Cool) Õ d8 Cold (Cold) Ù d6 N 1-3 NE 0-2 N 0-2 N 0-2 2 Cool (Cool) Õ d4 Warm (Warm) Õ d6 Warm (Warm) Õ d6 Cold (Cold) Ù d4 NE 1-3 N 0-2 N 0-2 N 1-3 3 Warm (Cool) Õ d8 Hot (Cool) Õ d8 Warm (Cool) Õ d6 Cold (Cold) Ù d4 SE 0-2 NE 0-2 NE 0-2 NE 2-4 4 Warm (Warm) × d8 Hot (Warm) Õ d10 Hot (Warm) Õ d8 Cool (Cold) × d4 S 1-3 SE 0-2 SE 0-2 SE 1-3 5 Cool (Cool) Ø d6 Warm (Warm) Û d8 Hot (Warm) Û d8 Cool (Cold) Õ d8 SW 2-4 S 1-3 S 0-2 SE 0-2 6 Cold (Cold) × d6 Warm (Cool) Õ d10 Warm (Warm) Ü d8 Cool (Frzg) Ø d8 NW 2-4 SW 0-2 SW 0-2 S 0-2 7 Cool (Cool) Õ d10 Warm (Warm) Ü d4 Warm (Warm) Õ d8 Cool (Cool) Û d6 SW 1-3 SE 1-3 NW 1-3 SW 1-3 8 Cool (Cool) × d8 Hot (Hot) Ù d12 Warm (Warm) Ø d8 Cool (Cool) Õ d10 SW 1-3 S 0-2 SW 1-3 NW 0-2 9 Cold (Cold) × d6 Warm (Warm) × d8 Warm (Cool) Ø d4 Warm (Warm) Ø d8 NW 1-3 SW 0-2 NW 2-4 SW 1-3 10 Cool (Cool) Õ d8 Hot (Warm) Õ d6 Cool (Cool) Õ d6 Cool (Cool) Ø d4 N 0-2 NW 1-3 N 1-3 NW 1-3 11 Cold (Cold) Õ d6 Warm (Cool) Õ d6 Cool (Cool) × d4 Cool (Cool) × d4 N 1-3 N 0-2 NE 2-4 N 2-4 12 Cool (Cold) Õ d4 Hot (Cool) Õ d8 Cool (Cool) Ø d4 Cool (Cold) × d4 NE 1-3 NE 0-2 SE 1-3 NE 2-4 13 Warm (Cool) Õ d8 Warm (Warm) × d4 Warm (Cool) Õ d8 Cool (Frzg) Õ d6 SE 0-2 NE 1-3 SE 0-2 SE 1-3 14 Hot (Warm) ß d10 Swlt (Warm) Õ d10 Cool (Cool) Ý d4 Cool (Cold) Ø d6 S 0-2 SE 0-2 S 1-3 S 1-3 15 Warm (Warm) Ü d6 Hot (Hot) × d12 Cool (Cool) × d8 Cool (Frzg) Õ d8 S 0-2 S 0-2 SW 2-4 S 1-3 16 Cool (Cold) Õ d12 Warm (Warm) × d4 Warm (Cool) Ø d6 Cool (Cold) × d6 SW 0-2 SW 2-4 S 1-3 SW 2-4 17 Cool (Cool) × d4 Warm (Warm) Õ d6 Warm (Cool) Õ d10 Cold (Frzg) Ù d6 SE 1-3 NW 1-3 SW 1-3 NW 1-3 18 Cool (Cool) Û d4 Hot (Warm) Õ d6 Cool (Cold) Õ d6 Cold (Cold) Ù d8 SW 2-4 N 0-2 NW 2-4 SW 2-4 19 Cool (Cool) Õ d4 Cool (Cool) × d6 Cool (Cool) Ø d6 Cold (Cold) × d10 NW 2-4 NW 0-2 SW 2-4 SW 1-3 20 Cool (Cool) × d6 Cool (Cool) × d4 Cold (Cold) Õ d8 Cool (Cool) Õ d8 NW 1-3 N 0-2 NW 1-3 NW 1-3

(The grey box (background-color:#D5D8D7) indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Appendix XVIII: Venârivè Map

  • Page 233

The map of Venârivè which accompanies this module is a multi-layered PDF file. Gamemasters can select which layers they wish to view and / or print. The following layers are included in the Venârivè map, and can be viewed using Adobe Acrobat 7 or later.


General Key and Grid layers

These layers provide general key information, and include overlay grid, hex and latitude / longitude data.

  • Border - provides a border for the map.
  • Key - provides the ‘general’ key for the map, including for the vegetation, hills, and mountains layers.
  • Regional map codes - provides the codes for the various regional map areas that make up Venârivè.
  • Regional grid - indicates the area of each of the regional maps. Each regional grid is 375 by 250 leagues (1,500 by 1,000 kilometres).
  • Sub-regional grid - indicates the 25 by 25 league (100 by 100 km) square grids that make up the regional grid.
  • 5 League hex grid - shows the 5 league (20 km) hex grid for the whole region. These hexes are used for navigation and weather generation.
  • Major latitude and longitude - shows the major lines of latitude and longitude.
  • Minor latitude and longitude - shows more fine-grained latitude and longitude lines.


Present-day layers

These layers provide information about present-day geography, political entities and settlements.

  • Major geography - labels for the major geographic features of Venârivè.
  • Rivers and seas - labels for the major rivers and seas of Venârivè.
  • Major towns - markers and labels for the major towns and cities of the region.
  • Regional towns - markers and labels for the regional towns and localities of the region.
  • Realms - labels for the realms, kingdoms, and empires of the region.
  • Borders - national borders for the realms, kingdoms, and empires.
  • Provinces - internal provincial and shire borders.
  • The Shurâma - the massive wall in Ázeryàn, which separates it from Góthmîr.
  • Special Sites - sites of special interest, particularly but not limited to Earthmaster sites.
  • Trade Goods - labels indicating the major trade goods exported from a region.
  • Trade Routes - indicates the major land and sea trade routes across the region, and beyond.
  • Routes - shows major roads and trails across the region.


Historical layers

These layers show major historical developments. It is generally advisable to turn off the ‘Key’ layer and most of the present day layers when viewing these layers.

  • Azeryan tr474 - shows the Empire of Azeryan at its greatest extent.
  • Venarive tr474 - shows the rest of the region at the same period.
  • Àzeryáni Expansion tr194-474 - shows the progressive expansion of the Empire of Ázeryàn from tr194 to tr474.
  • Azeri Wars tr1-190 - shows the major conflicts in the Azeri Wars period.
  • Ancient Towns tr1 - shows the ancient towns and settlements in existence in tr1, using their old names.
  • Venarive tr1 - shows the major realms, tribes and cultures in tr1.
  • Migration Era - shows Venârivè c. bt1600 to bt680.
  • Ancient World - shows Venârivè c. bt2000.


Topic and Terrain layers

These layers provide information about specific topics from language, through winds, tides and currents, to terrain type and vegetation.

  • Language Labels - shows labels for the Languages layer (see below).
  • Tide Factors - shows the tidal lines, gyres and tide factors for the seas across the region.
  • Precipitation Overlay - provides an ‘overlay’ view of precipitation, so that it can be used with other topic layers.
  • Winds - indicates the prevailing and seasonal winds for Venârivè.
  • Ocean Currents - shows the major ocean currents in the region.
  • Volcanoes - shows the key volcanic regions and mountains.
  • Page 234
  • Mountains - shows mountainous regions using a pattern which can be used in overlay.
  • Hills - shows hilly regions using a pattern which can be used in overlay.
  • Hills and Mountains - provides a combined layer showing both hills and mountains using shaded grey. Gamemasters may choose which method they prefer to show hills and mountains.
  • Coasts and Lakes - provides and outline of coastlines and lay-shores. Can be used alone or with other topic layers.
  • Rivers - shows the major rivers of Venârivè.
  • Tectonics - shows the tectonic plate boundaries, and major areas of tectonic (earthquake) activity.
  • Languages - shows the areas where major languages and dialects are spoken. Generally best used with the ‘Language Labels’ layer (see above).
  • Climate Zones - shows the major climate zones. Used in weather generation, but also provides general information about climate.
  • Precipitation - shows major areas of precipitation.
  • Vegetation - shows major vegetation types across the region.
  • Seas and Water - provides an under-layer showing seas and water; you will generally only want to use this layer with the Vegetation layer. Turn off this layer to see the rivers without the Vegetation layer.

Venârivè Map Key

Climate Zones
Zone Map Colour
Subpolar
Cool Temperate
Warm Temperate
Subtropical
Tropical (Dry)
Tropical (Wet)
Precipitation Levels

The Venârivè map includes two layers for precipitation levels - one using colours, the other using ‘symbols’ - which can be ‘overlaid’ over other layers:

INSERT TABLE

Level Colour Symbols
< 10 inches p.a.
10-20 inches p.a.
20-40 inches p.a.
40-80 inches p.a.
80+ inches p.a
Vegetation and Geography

INSERT TABLE

Geography / Vegetation Type Map Colour
Evergreen Hardwood
Steppe / Prairie Grassland
Savannah / Savannah Woodland

Raingreen Forest / Woodland Tropical Scrub

Semi-Desert
Desert
Sub-Tropical Rainforest
Tropical and Equatorial Rainforest
Mixed Woodland
Mixed (Summergreen) Forest
Needleleaf Forest
Alpine
Mountains or
Highlands / Hills or
Water
Swamp / Marsh


Features

INSERT TABLE

A
SERVICES PRICE SOURCE


Winds, Currents, Tides, and Tectonics

INSERT TABLE

A
SERVICES PRICE SOURCE

Appendix XIX: Locations Index

  • Page 235

An index of all the places and geographical features on the Venârivè map.

Venârivè Region List

ADD The areas considered apart of the Venârivè regional Area

ADD expanded version of Regions and Realms.

INSERT TABLE


Áltôr, Ázeryàn, Béshakan, Býria, Chélemby, Chogôro, Dalkésh, Edêrwyn, Emélrenè, Gôris, Hácherdad, Hârbáal, Hârn, Hèpekéria, Huriséa, Ivínia, Karéjia, Lánkor, Lýthia, Mafán, Mengóla, Palíthanè, Péchalâr, Quârphor, Reksýna, Shéntu, Shôrkýnè, Târkáin, Thónia, Tríerzòn, Tuvâra, Ûmélria

  • (Venârivè P97):
Name Type SubType Region Map Code Notes
  • A
    • A
  • A
    • A

INSERT TABLE

Lýthia Regional Area

ADD Inter-Page Links to those relevant.

INSERT TABLE

Áltôr, Ázeryàn, Béshakan, Býria, Chélemby, Chogôro, Dalkésh, Edêrwyn, Emélrenè, Gôris, Hácherdad, Hârbáal, Hârn, Hèpekéria, Huriséa, Ivínia, Karéjia, Lánkor, Lýthia, Mafán, Mengóla, Palíthanè, Péchalâr, Quârphor, Reksýna, Shéntu, Shôrkýnè, Târkáin, Thónia, Tríerzòn, Tuvâra, Ûmélria


Lýthia Regional Area
Name Type SubType Region Notes
Lýthia continent Kèthîra
Anzelôria sub-continent Kèthîra
Venârivè region Lýthia
Ketârh region Lýthia
Haónic Geography ocean Kèthîra
Ítikîr Geography sea Ivínia
Ítikîr Geography sea Áltôr


Note: ADD Tables with each type in the below list to categorise everything.

Note: MODIFY into category Types;

Name
Category (Geographical, Continent, Region, Country/Kingdom, Settlement, Location)
Region

ie. Ávastran, sub-kingdom (Hârbáal)

SPLIT into Subregions & Categories

Regional Areas

ADD TABLE & Links to other Regional Tables

| style=" width:50px; text-align: left; border: 1px solid #822200; background-color:#FFFFFF; color:#000000;" |[[Hârn_Venârivè#|

TRY & ADD SubHeadings with Extra Tage without showing in Navbar. ie. Appendix XIX: Locations Index : Lýthia
Regional Areas
Áltôr Emélrenè Karéjia Reksýna
Ázeryàn Gôris Lánkor Shéntu
Béshakan Hácherdad Lýthia Shôrkýnè
Býria Hârbáal Mafán Târkáin
Chélemby Hârn Mengóla Thónia
Chogôro Hèpekéria Palíthanè Tríerzòn
Dalkésh Huriséa Péchalâr Tuvâra
Edêrwyn Ivínia Quârphor Ûmélria


Áltôr
  • Page 236
Áltôr
Name Type SubType Region Map Code Notes
Áltôr Region Venârivè
Sénvir Geographical Bay Áltôr
Ménârv Geographical Bay Áltôr
Ménârv Geographical Island Áltôr
Awáa Geographical Lake Áltôr
Ómalu Geographical Lake Áltôr
Áu Geographical Lake Áltôr
Úalwè Geographical Lake Áltôr
Únan Geographical Lake Áltôr
Áltin Geographical Mountains Áltôr
Volýn Geographical Mountains Áltôr
Awalôr Geographical Mountains Áltôr
Ekáalwè Geographical Mountains Áltôr
Múyârh Geographical Mountains Áltôr
Amlácht, town Settlement Town Áltôr
Lýbath Settlement Town Áltôr
Ázeryàn
  • Page 238 - Page 239
Ázeryàn
Name Type SubType Region Map Code Notes
Ázeryàn Region Venârivè
Ázeryàn Country/Kingdom Empire Venârivè
Ázeryàn Geographical Peninsula Venârivè
Ázeryàn Geographical Drylands Ázeryàn
Ómris Geographical Gulf Ázeryàn, Tríerzòn
Zónan Geographical River Ázeryàn: Berónium
Ránerè Geographical River Ázeryàn: Helén
Válas Geographical River Ázeryàn: Válenæ
Álasôr Geographical River Ázeryàn: Alám Garés
Síesan Geographical River Ázeryàn: Sásala; Ontónas
Shûros Geographical River Ázeryàn: Kántreda
Gôsulas Geographical River Ázeryàn: Îlis, Mísonæ
Ibránis Geographical River Ázeryàn: Vedóra, Lótmîr
Énaras Geographical River Ázeryàn: Tonátra to Skôraz
Skôraz Geographical Bay Ázeryàn
Taigós Geographical River Ázeryàn: Thonâru
Médas Geographical River Ázeryàn: Ázen, Rámien
Aréos Geographical River Ázeryàn: Ázen, Thonâru
Amés Geographical River Ázeryàn: Áshon, Ménkrè
Undôr Geographical River Ázeryàn: Áshon
Ménkris Geographical Sea Ázeryàn: Góthmîr Garés
Ishénas Geographical River Ázeryàn: Góthmîr Lóas
Órnaldas Geographical River Ázeryàn: Góthmîr Lóas
Hémenas Geographical River Ázeryàn: Góthmîr Garés
Echârnos Geographical River Ázeryàn: Góthmîr Garés
Tonátris Geographical Mountains Ázeryàn, Lánkor
Védos Geographical Mountains Ázeryàn: Vedóra
Vális Geographical Mountains Ázeryàn: Válenæ
Nàliâtris Geographical Mountains Ázeryàn: Nâliat
Sásalan Geographical Mountains Ázeryàn: Sásala
Ménkren Geographical Mountains Ázeryàn: Ménkrè
Arkára Geographical Mountains Ázeryàn: Góthmîr Lóas
Châram Geographical Mountains Ázeryàn: Góthmîr Lóas
Gónek Geographical Mountains Ázeryàn: Kàlinelâri
Gónek Lóas Geographical Mountains Ázeryàn: Góthmîr
Berónium Settlement Province Ázeryàn
Helén Settlement Province Ázeryàn
Válenæ Settlement Province Ázeryàn
Tonátra Settlement Province Ázeryàn
Vedóra Settlement Province Ázeryàn
Lótmîr Settlement Province Ázeryàn
Alám Garés Settlement Province Ázeryàn
Alám Lóas Settlement Province Ázeryàn
Ontónas Settlement Province Ázeryàn
Kántreda Settlement Province Ázeryàn
Sásala Settlement Province Ázeryàn
Læma Settlement Province Ázeryàn
Thonâru Settlement Province Ázeryàn
Nâliat Settlement Province Ázeryàn
Ázen Settlement Province Ázeryàn
Îlis Settlement Province Ázeryàn
Mísonæ Settlement Province Ázeryàn
Skôraz Settlement Province Ázeryàn
Rámien Settlement Province Ázeryàn
Ménkrè Settlement Province Ázeryàn
Áshon Settlement Province Ázeryàn
Sános Settlement Province Ázeryàn
Ìndâral Settlement Province Ázeryàn
Kàlinelâri Settlement Military District Ázeryàn
Góthmîr Garés Settlement Military District Ázeryàn
Góthmîr Lóas Settlement Military District Ázeryàn
Berónè Settlement City Ázeryàn: Berónium
Lórimæ Settlement Town Ázeryàn: Berónium
Gôrium Settlement Town Ázeryàn: Berónium
Kéthano Settlement Town Ázeryàn: Berónium
Ómrium Settlement City Ázeryàn: Helén
Kesâra Settlement City Ázeryàn: Válenæ
Válen Settlement City Ázeryàn: Válenæ
Lysâra Settlement City Ázeryàn: Alám Garés
Pánis Settlement Town Ázeryàn; Alám Garés
Ázahuris Settlement Town Ázeryàn: Alám Garés
Púrimal Settlement City Ázeryàn: Alám Lóas
Ágôrat Settlement Town Ázeryàn: Alám Lóas
Báshôr Settlement Town Ázeryàn: Alám Lóas
Énaleth Settlement City Ázeryàn: Ontónas
Ónen Settlement City Ázeryàn: Ontónas
Ailét Settlement City Ázeryàn: Kántreda
Shonjîris Settlement City Ázeryàn: Kántreda
Îrkárgai Location Ruin Ázeryàn, Kántreda
Sháras Settlement Town Ázeryàn: Kántreda
Shomîro Settlement City Ázeryàn: Sásala
Énjârlen Settlement Town Ázeryàn: Sásala
Lótra Settlement City Ázeryàn: Lótmîr
Kîrgan Settlement City Ázeryàn: Vedóra
Dúma Settlement City Ázeryàn: Tonátra
Lymm Settlement City Ázeryàn: Læma
Mîremal Settlement City Ázeryàn: Nâliat
Chóam Settlement City Ázeryàn: Thonâru
Meókolis Settlement City Ázeryàn: Ázen
Ázaras Settlement City Ázeryàn: Ázen
Reshâna Settlement City Ázeryàn: Rámien
Kiléma Settlement City Ázeryàn: Rámien
Gedálpria Settlement City Ázeryàn: Îlis
Mohm Settlement City Ázeryàn: Îlis
Jándîr Settlement City Ázeryàn: Mísonæ
Ûrden Settlement City Ázeryàn: Mísonæ
Misóna Settlement City Ázeryàn: Mísonæ
Hébos Settlement City Ázeryàn: Skôraz
Falagósin Settlement City Ázeryàn: Ménkrè
Shurâma Location Wall Ázeryàn
Féslium Settlement City Ázeryàn: Áshon
Pòrosúa Settlement City Ázeryàn: Áshon
Sános Settlement Town Ázeryàn: Sános
Quârmil Settlement Town Ázeryàn: Ìndâral
Iésua Settlement Town Ázeryàn: Góthmîr Lóas
Gótha Settlement Town Ázeryàn: Góthmîr Lóas
Halkénelis Location Ruin Ázeryàn: Góthmîr Garés
Béshakan
  • Page 240
Béshakan
Name Type SubType Region Map Code Notes
Béshakan Region Venârivè
Béshakan Geographical Desert Venârivè
Namârdhez Geographical Mountains Béshakan, Mafán
Mafanìlâr Geographical Mountains Béshakan, Mafán
Býria
  • Page 241
Býria
Name Type SubType Region Map Code Notes
Býria Region Venârivè
Býria Country/Kingdom Empire Venârivè
Daríana Geographical River Býria: Dária
Elóna Geographical River Býria: Elónas
Súnas Geographical River Býria: Kàntránas
Ìnríana Geographical River Býria: Ìnrítha
Lásela Geographical River Býria: Láselàna
Úla Geographical River Býria, Tuvâra
Nóganè Geographical River Býria, Tuvâra
Býrios Geographical Mountains Býria
Aýena Geographical Mountains Býria
Inríma Geographical Mountains Býria
Dária Settlement Province Býria
Ìnsúlana Settlement Province Býria
Nôrva Settlement Province Býria
Bámen Settlement Province Býria
Ârmala Settlement Province Býria
Kàntránas Settlement Province Býria
Ìnrítha Settlement Province Býria
Môrálas Settlement Province Býria
Kínis Settlement Province Býria
Aýen Settlement Province Býria
Nâran Settlement Province Býria
Láselàna Settlement Province Býria
Ínri Settlement City Býria: Ìnrítha
Ábræ Settlement Town Býria, Ìnrítha
Dáriam Settlement City Býria: Dária
Pánas Settlement Town Býria: Dária
Súnalæ Settlement Town Býria: Kàntránas
Óranæ Settlement Town Býria: Môrálas
Anêranas Settlement Town Býria: Ârmala
Súlonâr Settlement Town Býria: Ìnsúlana
Bélathera Settlement Town Býria: Ìnsúlana
Bánasæ Settlement Town Býria: Bámen
Vælýn Settlement Town Býria: Nôrva
Nôranel Settlement Town Býria: Elónas
Ónas Settlement Town Býria: Elónas
Kinísa Settlement Town Býria: Kínis
Théra Settlement Town Býria: Aýen
Nâra Settlement Town Býria: Nâran
Kónuis Settlement Town Býria: Láselàna
Élana Settlement Town Býria: Láselàna
Chélemby
  • Page 235
Chélemby
Name Type SubType Region Map Code Notes
Chélemby Region Venârivè
Chel Geographical Island Hârbáal
Vúlden Geographical River Chélemby
Chélemby Country/Kingdom Kingdom Hârbáal
Chélemby Settlement City Chélemby
Evánekin Settlement Town Chélemby means Eván’s Hill
Kolâdis Settlement Town Chélemby Kóladhârè (old name)
Dínibôr Location Earthmaster Site Chélemby
Chel, island (Hârbáal ?)
Chel, island, region (Venârivè)
Chel, island (Chélemby)?
Chogôro
  • Page 241
Chogôro
Name Type SubType Region Map Code Notes
Chogôro Region Venârivè
Senólako Geographical River Chogôro
Chògôrana Geographical Mountains Chogôro
Génjes Country/Kingdom Kingdom Chogôro, Mafán
Delúma Country/Kingdom Republic Chogôro
Lútra Country/Kingdom Kingdom Chogôro
Ámvâr Country/Kingdom Kingdom Chogôro
Jángelôr Settlement City Chogôro: Génjes
Kolanôrako Settlement City Chogôro: Génjes
Sulôrèkámele Settlement City Chogôro: Delúma
Delúma Settlement City Chogôro: Delúma
Elúmælèn Settlement City Chogôro: Lútra
Jányalè Settlement City Chogôro: Ámvâr
Ámvârelâr Settlement City Chogôro: Ámvâr
Dalkésh
  • Page 240
Dalkésh
Name Type SubType Region Map Code Notes
Dalkésh Region Venârivè
Dalkésh Country/Kingdom Empire Venârivè
Târga Geographical River Dalkésh
Ámowa Geographical Bay Dalkésh, Venârian Sea
Pádila Geographical Bay Dalkésh, Býria, Venârian Sea
Khálama Geographical River Dalkésh: Khálik
Nhúvala Geographical River Dalkésh: Ákamar; Nágran
Gâra Geographical River Dalkésh: Galpûra
Káthamas Geographical River Dalkésh: Tíbelos
Èshigûr Geographical River Dalkésh: Khédan; Sóbrash
Élcha Geographical River Dalkésh: Khédan
Chelán Geographical River Dalkésh, Péchalâr
Gârbrash Geographical Mountains Dalkésh
Sóbranah Geographical Mountains Dalkésh
Anínis Settlement Province Dalkésh
Donólash Settlement Province Dalkésh
Nálhaman Settlement Province Dalkésh
Khánesh Settlement Province Dalkésh
Nágran Settlement Province Dalkésh
Onripúra Settlement Province Dalkésh
Ákamar Settlement Province Dalkésh
Khálik Settlement Province Dalkésh
Déhar Settlement Province Dalkésh
Nàthapúra Settlement Province Dalkésh
Khédan Settlement Province Dalkésh
Tíbelos Settlement Province Dalkésh
Résikhar Settlement Province Dalkésh
Ádesh Settlement Province Dalkésh
Hepónpura Settlement Province Dalkésh
Galpûra Settlement Province Dalkésh
Sóbrash Settlement Province Dalkésh
Pélona Settlement City Dalkésh: Résikhar
Anésha Settlement Town Dalkésh: Ádesh
Chenósolis Settlement City Dalkésh: Anínis
Béshârkhed Settlement Town Dalkésh: Donólash
Nátha Settlement City Dalkésh: Nàthapúra
Dhârkal Settlement Town Dalkésh: Déhar
Mánquideh Settlement City Dalkésh: Déhar
Mánquideh Location Ziggurat Dalkésh: Déhar
Anramúsha Settlement City Dalkésh: Khálik
Ábnalhâr Settlement Town Dalkésh: Nálhaman
Nálhathâr Location Ruin Dalkésh: Nálhaman
Onrísha Settlement City Dalkésh: Onripúra
Kádhan Settlement City Dalkésh: Nágran
Kárela Settlement City Dalkésh: Khánesh
Amârla Settlement Town Dalkésh: Ákamar
Zerúla Settlement City Dalkésh: Tíbelos
Gálamonìa Settlement City Dalkésh: Galpûra
Hepénolis Settlement City Dalkésh: Hepónpura
Shalârem Settlement Town Dalkésh: Sóbrash
Gôrluk Settlement Town Dalkésh: Sóbrash
Áshengar Settlement Town Dalkésh: Khánesh
Háshela Settlement Town Dalkésh: Khédan
Péshet Settlement Town Dalkésh: Khédan
Edêrwyn
  • Page 237
Edêrwyn
Name Type SubType Region Map Code Notes
Edêrwyn Region Venârivè
Wynédhrhin Geographical Islands Edêrwyn
Yârenáren Geographical Islands Edêrwyn
Gôren Geographical Islands Edêrwyn
Táves Geographical Islands Edêrwyn
Hísteic Geographical Islands Edêrwyn
Âshlóas Geographical Islands Edêrwyn
Bâzel Geographical Islands Edêrwyn
Kétesyn Geographical Islands Edêrwyn
Sángen Geographical Islands Edêrwyn
Emélrenè
  • Page 237
Emélrenè
Name Type SubType Region Map Code Notes
Emélrenè Region Venârivè
Emélrenè Country/Kingdom Kingdom Venârivè
Es Geographical River Emélrenè
Émel Gálani Geographical Straights Emélrenè
Quándas Geographical Bay Emélrenè, Shôrkýnè
Módan Geographical Bay Emélrenè
Jerinálian Geographical Mountains Emélrenè, Shôrkýnè
Déserid Settlement Town Emélrenè: Quándas shire
Máris Settlement Castle Emélrenè: Quándas shire
Máxîr Settlement Town Emélrenè: Quándas shire
Ráleth Settlement Town Emélrenè: Fándàlon shire
Âlwin Settlement City Emélrenè: Âlwìna shire
Malád Settlement Town Emélrenè: Malád shire
Áregan Settlement Town Emélrenè: Úlamà shire
Beréma Settlement City Emélrenè: Beréma shire
Xêrtu Location Earthmaster Site Emélrenè
Hedégu Location Special Site Emélrenè: Quándas shire
Ábrelyn Location Special Site Emélrenè: Jerinála march
Kwánys Location Special Site Emélrenè: Jerinála march
Gôris
  • Page 239
Gôris
Name Type SubType Region Map Code Notes
Gôris Region Venârivè
Gôris Geographical Island Venârivè
Gôris Country/Kingdom Principality Venârivè
Gôris Settlement Town Gôris
Hácherdad
  • Page 240
Hácherdad
Name Type SubType Region Map Code Notes
Hácherdad Region Venârivè
Hácherdad Country/Kingdom Grand Principality Venârivè
Bythîra Geographical River Hácherdad, Karéjia, Dalkésh
Hakhârlis Geographical Mountains Hácherdad
Shéluna Geographical Mountains Hácherdad
Hácherùl Country/Kingdom Principality Hácherdad
Shélum Country/Kingdom Principality Hácherdad
Mârshum Country/Kingdom Principality Hácherdad
Môrchad Country/Kingdom Principality Hácherdad
Bálshel Country/Kingdom Principality Hácherdad
Échrum Country/Kingdom Principality Hácherdad
Ócharim Country/Kingdom Principality Hácherdad
Kûladith Country/Kingdom Principality Hácherdad
Hácherdad Settlement City Hácherdad
Loresâra Settlement Town Hácherdad
Mârshara Settlement Town Hácherdad
Nûrshera Settlement Town Hácherdad
Èmachédâr Settlement Town Hácherdad
Karelâr Settlement Town Hácherdad
Pôrlomur Settlement Town Hácherdad
Ochâra Settlement Town Hácherdad
Kûladhur Settlement Town Hácherdad
Hârbáal
  • Page 235
Hârbáal
Name Type SubType Region Map Code Notes
Hârbáal Region Venârivè
Hârbáal Geographical Gulf Hârbáal
Hârbáal Geographical Alps Hârbáal
Hârbáal Country/Kingdom Great-Kingdom Hârbáal
Sáliom Country/Kingdom Sub-Kingdom Hârbáal
Elgósia Country/Kingdom Sub-Kingdom Hârbáal
Glidwáal Country/Kingdom Sub-Kingdom Hârbáal
Gátenlund Country/Kingdom Sub-Kingdom Hârbáal
Gávrios Country/Kingdom Sub-Kingdom Hârbáal
Ketánia Country/Kingdom Sub-Kingdom Hârbáal
Pádona Country/Kingdom Sub-Kingdom Hârbáal
Lýtheim Country/Kingdom Sub-Kingdom Hârbáal
Ávastran Country/Kingdom Sub-Kingdom Hârbáal
Tónanby Country/Kingdom Sub-Kingdom Hârbáal
Géltheim Country/Kingdom Sub-Kingdom Hârbáal
Ánvâl Country/Kingdom Sub-Kingdom Hârbáal
Lédenheim Country/Kingdom Sub-Kingdom Hârbáal
Chélemby Country/Kingdom Kingdom Hârbáal
Gósheim Settlement Castle Hârbáal
Génja Settlement Town Hârbáal
Kéreon Settlement Town Hârbáal
Énpedon Settlement Castle Hârbáal
Ífanè Settlement Town Hârbáal
Lyth Settlement Castle Hârbáal
Gúlinheim Settlement Town Hârbáal
Gelt Settlement Castle Hârbáal
Vârkenheim Settlement Town Hârbáal
Léden Settlement Town Hârbáal
Zýna Settlement Town Hârbáal
Hléjis Location Earthmaster Site Hârbáal
Hârn
  • Page 236 - Page 237
Hârn
Name Type SubType Region Map Code Notes
Hârn Region Venârivè HARN
Hârn Geographical Island Hârn
Ánfla Geographical Island Hârn
Afárezir Geographical Islands Hârn
Kamáce Geographical Island Hârn
Kéron Geographical Island Hârn
Mèlderýn Geographical Island Hârn
Tîrpál Geographical Sea Hârn
Andûrien Geographical Gulf Hârn
Chákro Geographical Gulf Hârn
Edêr Geographical Gulf Hârn
Benáth Geographical Lake Hârn
Thârd Geographical River Hârn
Kald Geographical River Hârn
Rayésha Geographical Mountains Hârn
Félsha Geographical Mountains Hârn
Sôrkin Geographical Mountains Hârn
Jahl Geographical Mountains Hârn
Ánadel Geographical Highlands Hârn
Sétha Geographical Heath Hârn
Ázadmêre Country/Kingdom Hârn
Eváel Country/Kingdom Kingdom Hârn
Orbáal Country/Kingdom Kingdom Hârn
Káldôr Country/Kingdom Kingdom Hârn
Chybísa Country/Kingdom Kingdom Hârn
Mèlderýn Country/Kingdom Kingdom Hârn
Thârda Country/Kingdom Republic Hârn
Kandáy Country/Kingdom Kingdom Hârn
Réthem Country/Kingdom Kingdom Hârn
Ázadmêre Settlement City Hârn: Ázadmêre
Ázadmêre Location Earthmaster Site Hârn
Élshavel Settlement Castle Hârn: Eváel
Úlfshafen Settlement Castle-Port Hârn: Eváel
Tashál Settlement City Hârn: Káldôr
Côranan Settlement City Hârn: Thârda
Shîrán Settlement Town Hârn: Thârda
Golótha Settlement Town Hârn: Réthem
Aléath Settlement Town Hârn: Kandáy
Thay Settlement Town Hârn: Mèlderýn
Chérafîr Settlement City Hârn: Mèlderýn
Chérafîr Location Earthmaster Site Hârn
Bûrzýn Settlement Castle Hârn: Chybísa
Géldehèim Settlement Castle Hârn: Orbáal
Tésien Location Earthmaster Site Hârn
Kiráz Location Earthmaster Site Hârn
Aráka-Kalái Location Special Site Hârn
Anísha Location Earthmaster Site Hârn
Elkáll-Anùz Location Earthmaster Site Hârn
Bejíst Location Special Site Hârn
Pesíno Location Earthmaster Site Hârn
Télumâr Location Earthmaster Site Hârn
Gelímo Location Henge Site Hârn
Gedân Location Earthmaster Site Hârn
Rídow Location Earthmaster Site Hârn
Hèpekéria
  • Page 242 - Page 243
Hèpekéria
Name Type SubType Region Map Code Notes
Hèpekéria Region Hèpekéria
Kôrlic coast Region Hèpekéria
Menêma Region Hèpekéria
Dalánya Region Hèpekéria
Xêria Region Hèpekéria
Falânia Region Hèpekéria
Tíaret Region Hèpekéria: Dýsor
Dusts Geographical Bay Hèpekéria, Vítho
Elánas Geographical Straits Hèpekéria, Thónia
Dalányan Geographical Bight Hèpekéria: Menêma
Hépeker Geographical Island Hèpekéria
Menêma Geographical Island Hèpekéria: Menêma
Melêrma Geographical Island Hèpekéria: Menêma
Bálgsôraz Geographical Island Hèpekéria: Menêma
Kérabor Geographical Island Hèpekéria: Kôrlúa
Kôrlahit Geographical Island Hèpekéria: Kôrlúa
Atéisames Geographical Islands Hèpekéria: Kôrlúa
Keswún Geographical Island Hèpekéria: Kôrlúa
Súcat Geographical Island Hèpekéria: Kôrlúa
Isýn Geographical River Hèpekéria: Isýnen
Chârin Geographical River Hèpekéria: Charinátrè
Hûdid Geographical River Hèpekéria: Menêma
Xem Geographical River Hèpekéria: Menêma
Býlras Geographical River Hèpekéria: Menêma
Chélif Geographical River Hèpekéria: Vítho
Xmâra Geographical River Hèpekéria: Vítho
Áfif Geographical River Hèpekéria: Xêrium
Qálba Geographical River Hèpekéria: Xêrium
Drâa Geographical River Hèpekéria: Falânia
Tásaret Geographical River Hèpekéria: Falânia
Djêrid Geographical Chott / Dry Lake Hèpekéria
Drajébel Geographical Chott / Dry Lake Hèpekéria
Melmádz Geographical Chott / Dry Lake Hèpekéria
Mázdat Geographical Chott / Dry Lake Hèpekéria
Mázgefft Geographical Chott / Dry Lake Hèpekéria
Dúrqa Âwrím Geographical Highlands Hèpekéria
Tágha'imdhal Geographical Point Hèpekéria
Dúrqa Jàída Geographical Highlands Hèpekéria
Dùrqúdani Geographical Highlands Hèpekéria
Dalánya Garés Geographical Mountains Hèpekéria
Dalánya Lóas Geographical Mountains Hèpekéria
Gâramànt) Geographical Mountains Hèpekéria: Xêria
Meldhúr Geographical Mountains Hèpekéria
Drâwerg Geographical Hills Hèpekéria
Nâzawerg Geographical Hills Hèpekéria: Falânia
Great Western Erg Geographical Desert Hèpekéria
Great Eastern Erg Geographical Desert Hèpekéria
Árlanto Country/Kingdom Kingdom Hèpekéria
Kôrlúa Country/Kingdom Kingdom Hèpekéria
Isýnen Country/Kingdom Realm Hèpekéria
Charinátrè Country/Kingdom Realm Hèpekéria
Dýsor Country/Kingdom Realm Hèpekéria
Geména Country/Kingdom Realm Hèpekéria
Menêma Country/Kingdom Kingdom Hèpekéria
Vítho Country/Kingdom Kingdom Hèpekéria
Xêrium Country/Kingdom Kingdom Hèpekéria aka Xêria
Falânian Country/Kingdom Federation Hèpekéria Venârivè P159 (Oligarchic League)
Hèpekérian Country/Kingdom Tribal Confederacy Hèpekéria (re-formation tr448) includes Udan, Naj’er, Lawâta, Iwil, and ‘Air.
Íwil Settlement Tribal Confederacy Hèpekéria part of Númec Hèpekérian Confederation (re-formation tr448)
Údan Settlement Tribal Confederacy Hèpekéria part of Númec Hèpekérian Confederation (re-formation tr448)
Lawâta Settlement Tribal Confederacy Hèpekéria part of Númec Hèpekérian Confederation (re-formation tr448)
Naj'er Settlement Tribal Confederacy Hèpekéria part of Númec Hèpekérian Confederation (re-formation tr448)
Air Settlement Tribal Confederacy Hèpekéria part of Númec Hèpekérian Confederation (re-formation tr448)
Azúwirat Settlement Tribal Area Hèpekéria
Xmíen Location Earthmaster Site Hèpekéria
Úlaia Location Earthmaster Site Hèpekéria
Azúrahel Settlement Town Hèpekéria: Azúwirat
Pyáteq Settlement Cultic Site Hèpekéria
Hegóvnis Settlement Town Hèpekéria: Kôrlúa
Kérang Settlement Town Hèpekéria: Kôrlúa
Kúta Settlement Town Hèpekéria: Kôrlúa
Lýanral Settlement Town Hèpekéria: Kôrlúa
Isýnen Settlement Town Hèpekéria: Isýnen
Dýulaqi Settlement Town Hèpekéria: Isýnen
Charinátrè Settlement Town Hèpekéria: Charinátrè
Zûwar Settlement Town Hèpekéria: Charinátrè
Dýsor Settlement Town Hèpekéria: Dýsor
Tínmal Settlement Town Hèpekéria: Dýsor
Geména Settlement Town Hèpekéria: Geména
Kôlvis Settlement Town Hèpekéria: Menêma
Hûdhavn Settlement Town Hèpekéria: Menêma
Yméshem Settlement Town Hèpekéria: Menêma
Ílmasa Settlement Town Hèpekéria: Menêma
Býlrama Settlement Town Hèpekéria: Menêma
Vítho Settlement City Hèpekéria: Vítho
Bijâna Settlement Town Hèpekéria: Vítho
Garás Settlement Town Hèpekéria: Vítho
Médes Settlement Town Hèpekéria: Vítho
Xêrium Settlement City Hèpekéria: Xêrium
Gûrot Settlement Town Hèpekéria: Xêrium
Zárides Settlement Town Hèpekéria: Xêrium
Týrich Settlement Town Hèpekéria: Xêrium
Syrénè Settlement Town Hèpekéria: Xêrium
Bothísa Settlement City Hèpekéria: Falânia
Silgôra Settlement Town Hèpekéria: Falânia
Thúbeliz Settlement City Hèpekéria: Falânia
Tásugez Settlement Town Hèpekéria: Falânia
Fagómu Settlement Town Hèpekéria: Falânia
Môranjaz Settlement Town Hèpekéria: Falânia
Wúzadhim Settlement Town Hèpekéria: Falânia
Huriséa
  • Page 236
Huriséa
Name Type SubType Region Map Code Notes
Huriséa Region Venârivè
Huriséa Country/Kingdom Principalities Venârivè
Cheb Geographical Mountains Huriséa
Tílame Geographical Mountains Huriséa, Shôrkýnè
Denséy Geographical River Huriséa
Beldîra Settlement City Huriséa
Beldîra Country/Kingdom Principality Huriséa
Ántol Country/Kingdom Principality Huriséa
Chêgen Country/Kingdom Principality Huriséa
Déchen Country/Kingdom Principality Huriséa
Ékedon Country/Kingdom Principality Huriséa
Fîgend Country/Kingdom Principality Huriséa
Hélgen Country/Kingdom Principality Huriséa
Jóndes Country/Kingdom Principality Huriséa
Ogéned Country/Kingdom Principality Huriséa
Pónel Country/Kingdom Principality Huriséa
Únten Country/Kingdom Principality Huriséa
Ivínia
  • Page 235
Ivínia
Name Type SubType Region Map Code Notes
Ivínia Region Venârivè
Elkýri Geographical Sea Ivínia
Iváe Geographical Sea Ivínia
Chazârian Geographical Sea Ivínia
Pêrgen Geographical Sea Ivínia, Áltôr
Iváe Geographical Island Ivínia
Hútheng Geographical Island Ivínia
Tâvu Geographical Islands Ivínia
Évolyn Geographical Island Ivínia
Bómheim Geographical Island Ivínia, Áltôr
Megéleburin Geographical Mountains Ivínia
Kéjelrian Geographical Mountains Ivínia
Élegrin Geographical Mountains Ivínia
Pûrna Geographical Mountains Ivínia
Wúben Geographical Mountains Ivínia, Áltôr
Govýna Country/Kingdom Great-Kingdom Ivínia
Séldenbàal Country/Kingdom Great-Kingdom Ivínia
Menglána Country/Kingdom Kingdom Ivínia
Íbanvaal Country/Kingdom Kingdom Ivínia
Kuzjêra Country/Kingdom Kingdom Ivínia
Járenmark Country/Kingdom Kingdom Ivínia
Éldeskaal Country/Kingdom Kingdom Ivínia
Lókis Country/Kingdom Kingdom Ivínia
Rógna Country/Kingdom Kingdom Ivínia
Tâvu Country/Kingdom Kingdom Ivínia
Beshéa Country/Kingdom Kingdom Ivínia
Séldenbàal Country/Kingdom Sub-Kingdom Ivínia
Balísheim Country/Kingdom Sub-Kingdom Ivínia
Lókemheim Country/Kingdom Sub-Kingdom Ivínia
Gílbenmark Country/Kingdom Sub-Kingdom Ivínia
Gélemâr Country/Kingdom Sub-Kingdom Ivínia
Gildáar Country/Kingdom Sub-Kingdom Ivínia
Pêrgenmark Country/Kingdom Sub-Kingdom Ivínia
Cóselin Settlement Castle Ivínia, Rógna
Dâgenborg Settlement Castle Ivínia, Íbanvaal
Rósby Settlement Castle Ivínia, Govýna
Pélyn Settlement Vâthran Ivínia, Menglána
Lókis Settlement Vâthran Ivínia, Lókis
Súteling Settlement Vâthran Ivínia, Séldenbàal
Molíma Settlement Vâthran Ivínia, Éldeskaal
Kóndasgel Settlement City Ivínia, Kuzjêra
Vúlenheim Settlement Town Ivínia, Menglána
Fûhreling Settlement Town Ivínia, Séldenbàal
Beléka Settlement Town Ivínia, Séldenbàal
Pélby Settlement Town Ivínia, Íbanvaal
Hârling Settlement Town Ivínia, Íbanvaal
Hârhakeim Settlement Town Ivínia, Kuzjêra
Jârehm Settlement Town Ivínia, Járenmark
Kóndasgel Location Earthmaster Site Ivínia, Kuzjêra
Hârhakeim) Location Earthmaster Site Ivínia, Kuzjêra
Marúchom Location Earthmaster Site Ivínia, Lókis
Xyrýam Location Earthmaster Site Ivínia
Kôrkorum Location Earthmaster Site Ivínia
Karéjia
  • Page 239 - Page 240
Karéjia
Name Type SubType Region Map Code Notes
Karéjia Region Venârivè
Venârian Geographical Sea Venârivè
Ímonis Geographical Bay Karéjia
Khâral Geographical River Karéjia
Lývel Geographical Peninsula Karéjia
Kôliántres Geographical Mountains Karéjia
Dûnia Geographical Mountains Karéjia
Gílenis Geographical Mountains Karéjia
Karéjia Country/Kingdom League Venârivè
Livélis Country/Kingdom City-State Karéjia
Shélon Country/Kingdom City-State Karéjia
Nárolis Country/Kingdom City-State Karéjia
Rykál Country/Kingdom City-State Karéjia
Hóritar Country/Kingdom City-State Karéjia
Phanósia Country/Kingdom City-State Karéjia
Helás Country/Kingdom City-State Karéjia
Arkéth Country/Kingdom City-State Karéjia
Tázach Country/Kingdom City-State Karéjia, Ûmélria
Ìchényah Country/Kingdom City-State Karéjia, Ûmélria
Ájygàl Country/Kingdom City-State Karéjia
Kólomîr Country/Kingdom City-State Karéjia
Dúrien Country/Kingdom City-State Karéjia
Gílech Country/Kingdom City-State Karéjia
Léios Location Earthmaster Site Karéjia
Lánkor
  • Page 239
Lánkor
Name Type SubType Region Map Code Notes
Lánkor Region Venârivè
Lánkor Country/Kingdom Grand Principality Venârivè
Gáldiv Geographical River Lánkor, Quârphor
Lankôrium Settlement City Lánkor
Dálbadîr Settlement Town Lánkor
Íljânes Location Earthmaster Site Lánkor: Lankôrium
Dívcheran Location Earthmaster Site Lánkor
Mafán
  • Page 240 - Page 241
Mafán
Name Type SubType Region Map Code Notes
Mafán Region Venârivè
Mafán Geographical Gulf Mafán
Fáni Geographical River Mafán
Onîra Geographical River Mafán
Ánifra Geographical River Mafán
Jénia Geographical Mountains Mafán
Chifâr Country/Kingdom League Mafán
Boliâfra Country/Kingdom League Mafán
Mokôra Settlemenet City Mafán: Boliâfra
Chifâr Settlemenet City Mafán: Chifâr
Jenârio Settlemenet Town Mafán: Boliâfra
Nèfrikôr Settlemenet Town Mafán: Chifâr
Chiâfra Location Earthmaster Site Mafán: Chifâr
Mengóla
  • Page 236
Mengóla
Name Type SubType Region Map Code Notes
Mengóla Region Venârivè, Lýthia
Zentîres Settlemenet Town Mengóla
Palíthanè
  • Page 237
Palíthanè
Name Type SubType Region Map Code Notes
Palíthanè Region Venârivè
Palíthanè Country/Kingdom Venârivè
Batána Geographical Gulf Tríerzòn, Palíthanè
Ýpena Geographical River Palíthanè
Luíndè Geographical Mountains Palíthanè, Tríerzòn
Galishénes Settlement City Palíthanè: Tàmanías shire
Kirisónè Settlement City Palíthanè: Áthamas shire
Leshónes Settlement City Palíthanè: Luíndar shire
Méngovik Settlement City Palíthanè: Gavás shire
Párahal Settlement City Palíthanè: Nórimar shire
Ántivel Settlement Town Palíthanè: Ligúno shire
Cábra Settlement Town Palíthanè: Ligúno shire
Degáu Settlement Town Palíthanè: Batána shire
Hárigol Settlement Town Palíthanè: Skagía shire
Sándris Settlement Town Palíthanè: Áthamas shire
Hárigol Settlement Town Palíthanè: Skagía shire
Péchalâr
  • Page 241
Péchalâr
Name Type SubType Region Map Code Notes
Péchalâr Region Venârivè
Sógo Geographical River Péchalâr
Shârshanè Geographical Mountains Péchalâr, Shénti
Sogôranélè Settlement City Péchalâr
Achémga Settlement Town Péchalâr
Quârphor
  • Page 236
Quârphor
Name Type SubType Region Map Code Notes
Quârphor Region Venârivè
Tîrga Geographical River Huriséa, Quârphor
Ôrly Geographical River Quârphor
Bávena Geographical River Quârphor
Aúlom Geographical River Quârphor
Chuâr Geographical Highlands Quârphor
Aúlumon Country/Kingdom Protectorate Quârphor
Kvârfent Country/Kingdom Principality Quârphor
Vâben Country/Kingdom Principality Quârphor
Ékenon Country/Kingdom Principality Quârphor
Ékenon Settlement Town Quârphor
Govágor Settlement Town Quârphor
Kvârfent Settlement Town Quârphor
Orlét Settlement Town Quârphor
Távhon Settlement Town Quârphor, Aúlumon
Vâben Settlement Town Quârphor
Reksýna
  • Page 236
Reksýna
Name Type SubType Region Map Code Notes
Reksýna Region Venârivè
Akéna Geographical River Reksýna
Pôrna Geographical River Reksýna
Úlga Geographical River Reksýna
Quôra Geographical River Reksýna, Áltôr
Múnuma Geographical River Reksýna, Mengóla, Áltôr
Reksýna Geographical Highlands Reksýna
Reksýni Country/Kingdom Confederation Reksýna Tribal Kingdom
Ylúma Settlement Town Reksýna
Horóka Settlement Town Reksýna
Prelýnè Settlement Town Reksýna
Nànrenýka Settlement Town Reksýna
Sùlýris Settlement Town Reksýna
Shéntu
  • Page 241
Shéntu
Name Type SubType Region Map Code Notes
Shéntu Region Venârivè
Shéntu Geographical Sea Shénti
Sérianu Geographical Bay Shénti
Shunánti Geographical River Shénti, Chogôro
Sérianàpi Country/Kingdom League Shénti
Sérianè Settlemet City Shénti: Sérianàpi
Suntosheláshè Settlemet City Shénti: Sérianàpi
Shôrkýnè
  • Page 237
Shôrkýnè
Name Type SubType Region Map Code Notes
Shôrkýnè Region Venârivè
Shôrkýnè Geographical Gulf Shôrkýnè, Hârbáal
Hélegat Geographical Island Shôrkýnè
Benâmo Geographical River Shôrkýnè
Quantérè Geographical River Shôrkýnè
Káretan Geographical Plain Shôrkýnè, Tríerzòn
Shôrkýnè Country/Kingdom Kingdom Venârivè
Tîrgólis Settlement Castle Shôrkýnè: Aneóla county
Eilýria Settlement City Shôrkýnè: Malpýnia County
Énselet Settlement City Shôrkýnè: Énsel Duchy
Èshapél Settlement City Shôrkýnè: Álagon Duchy
Quârelin Settlement City Shôrkýnè: Thâria Duchy
Tûresgal Settlement City Shôrkýnè: Dumâla County
Antiómè Settlement Town Shôrkýnè: Sháplane County
Éslon Settlement Town Shôrkýnè: Aneóla County
Feshímes Settlement Town Shôrkýnè: Vádone Duchy
Hârbraén Settlement Town Shôrkýnè: Énsel Duchy
Jándôr Settlement Town Shôrkýnè: Énsel Duchy
Kâremus Settlement Town Shôrkýnè: Álagon Duchy
Kolârè Settlement Town Shôrkýnè: Kolârè Duchy
Logínes Settlement Town Shôrkýnè: Vádone Duchy
Móntevel Settlement Town Shôrkýnè: Thâria Duchy
Netéla Settlement Town Shôrkýnè: Netéla County
Sâbin Settlement Town Shôrkýnè: Sâbinia County
Sagôra Settlement Town Shôrkýnè: Malpýnia County
Vádone Settlement Town Shôrkýnè: Vádone Duchy
Imêrùva Location Earthmaster Site Shôrkýnè: Loála
Târkáin
  • Page 238
Târkáin
Name Type SubType Region Map Code Notes
Târkáin Region Venârivè
Târkáin Geographical Island Venârivè
Târkáin Country/Kingdom Principality Venârivè
Târkáin Settlement Town Târkáin
Thónia
  • Page 241 - Page 242
Thónia
Name Type SubType Region Map Code Notes
Thónia Region Venârivè
Bána Geographical Bay Thónia, Býria
Úlelè Geographical Lake Thónia
Kýmè Geographical Lake Thónia
Hénua Geographical River Thónia, Tuvâra
Lôronga Geographical River Thónia
Mashánga Geographical River Thónia
Háeah Geographical Mountains Thónia, Tuvâra
Kýmèan Geographical Mountains Thónia: Árlanto
Thónian Geographical Alps Thónia
Ulánian Geographical Massif Thónia
Árlanto Country/Kingdom Kingdom Thónia
Áhnàgu Settlement City Thónia Ándanùji (or 'mountain-folk') city
Árlanto Settlement City Thónia: Árlanto
Falmkúsi Settlement Town Thónia: Árlanto
Mágadika Settlement Town Thónia: Árlanto
Úvika Settlement Town Thónia: Árlanto
Falânian Colonies Settlement Falânian Colony Thónia see also: Hèpekéria: Falânia, Tuvara?
Gambáy Settlement Falânian Colony Thónia
Koúlikokôro Settlement Falânian Colony Thónia
Mbáyali Settlement Falânian Colony Thónia
Nuwadhímash Settlement Falânian Colony Thónia
Sikássu Settlement Falânian Colony Thónia
Arása-Sádìs Location Special Site Thónia (Venârivè P149) Arasa-Sadis, where many strange and wondrous creatures are found.
Tríerzòn
  • Page 237 - Page 238
Tríerzòn
Name Type SubType Region Map Code Notes
Tríerzòn Region Venârivè
Nadámi Geographical Mountains Tríerzòn, Shôrkýnè
Kôrgin Geographical Mountains Tríerzòn, Ázeryàn
K'srin Geographical Reefs Tríerzòn
Degéla Geographical Bay Tríerzòn
Bóden Geographical River Tríerzòn
Degéla Geographical River Tríerzòn, Lánkor
Gadén Geographical River Tríerzòn
Ílas Geographical River Tríerzòn
Staf Geographical River Tríerzòn
Tríerzòn Country/Kingdom Kingdom Venârivè
Àreshómes Settlement City Tríerzòn: Àreshómes
Dârlon Settlement City Tríerzòn: Enála
Gelâmo Settlement City Tríerzòn: Gelâmo
Janôra Settlement City Tríerzòn: Janôra
Málagos Settlement City Tríerzòn: Málagos
Mánkon Settlement City Tríerzòn: Mankónia
Megráin Settlement City Tríerzòn: Zhôren
Melesúma Settlement City Tríerzòn: Melesúma
Mûrshel Settlement City Tríerzòn: Trabánt
Rigêros Settlement City Tríerzòn: Dòválin
Tain Settlement City Tríerzòn: Mankónia
Tengéla Settlement City Tríerzòn: Tengéla
Ubárian Settlement City Tríerzòn: Ubái
Vegúsa Settlement City Tríerzòn: Sènedâlo
Ástirel Settlement Town Tríerzòn: Hedámes
Béledâr Settlement Town Tríerzòn: Báldemè
Chedílo Settlement Town Tríerzòn: Mánas
Chenás Settlement Town Tríerzòn: Tengéla
Dárimûr Settlement Town Tríerzòn: Fâldin
Dârshen Settlement Town Tríerzòn: Paláma
Dovârium Settlement Town Tríerzòn: Dòválin
Elédiro Settlement Town Tríerzòn: Faléo
Engaritánè Settlement Town Tríerzòn: Stalfôrè
Fálorens Settlement Town Tríerzòn: Anfáldon
Gárlan Settlement Town Tríerzòn: Jaléda
Gébrond Settlement Town Tríerzòn: Magália
Hábala Settlement Town Tríerzòn: Latíma
Halesómè Settlement Town Tríerzòn: Devái
Hôraga Settlement Town Tríerzòn: Hálmo
Ílbris Settlement Town Tríerzòn: Ílbra
Kanóga Settlement Town Tríerzòn: Kogámin
Képrel Settlement Town Tríerzòn: Ilóna
Kirgáras Settlement Town Tríerzòn: Chímas
Kôrsumis Settlement Town Tríerzòn: Magália
Magrís Settlement Town Tríerzòn: Omégen
Málmen Settlement Town Tríerzòn: Mankónia
Mepâra Settlement Town Tríerzòn: Tamála
Neshéles Settlement Town Tríerzòn: Bomédus
Ojárion Settlement Town Tríerzòn: Àmesúma
Párebîr Settlement Town Tríerzòn: Trabánt
Pélina Settlement Town Tríerzòn: Iláksa
Pêrna Settlement Town Tríerzòn: Pêrna
Quâlnda Settlement Town Tríerzòn: Nadámia
Rindîro Settlement Town Tríerzòn: Ríndi
Rizúma Settlement Town Tríerzòn: Korún
Tashónès Settlement Town Tríerzòn: Tashónès
Védin Settlement Town Tríerzòn: Védin
Vershémè Settlement Town Tríerzòn: Peltáne
Wáleden Settlement Town Tríerzòn: Stalfôrè
Dârabed Location Special Site Tríerzòn
Ekáldarin Location Earthmaster / Henge Site Tríerzòn
Mizúna Location Special Site Tríerzòn
Tuvâra
  • Page 241
Tuvâra
Name Type SubType Region Map Code Notes
Tuvâra Region Venârivè
Chékhralè Settlement Town Eastern Tuvâra
Órovâshè Settlement Town Southern Tuvâra
H'anvúchè Settlement Town Western Tuvâra
Ûmélria
  • Page 239
Ûmélria
Name Type SubType Region Map Code Notes
Ûmélria Region Venârivè
Ûmala Geographical River Ûmélria
Géma Geographical River Ûmélria
Kârnos Geographical River Ûmélria
Ímonecha Geographical River Ûmélria, Karéjia
Chûren Geographical Mountains Ûmélria
Erazýnis Geographical Mountains Ûmélria
Rákan Geographical Mountains Ûmélria
Géama Geographical Mountains Ûmélria
Páthen Geographical Mountains Ûmélria
Ûmélrian Geographical Mountains Ûmélria
Yalerýnè Geographical Mountains Ûmélria
Ûmélrian Country/Kingdom League Ûmélria
Lekûria Country/Kingdom City-State Ûmélria
Baráth Country/Kingdom City-State Ûmélria
Fêgon Country/Kingdom City-State Ûmélria
Gêlon Country/Kingdom City-State Ûmélria
Genôro Country/Kingdom City-State Ûmélria
Rýdaz Country/Kingdom City-State Ûmélria
Pârthias Country/Kingdom City-State Ûmélria
Ekýnè Country/Kingdom City-State Ûmélria
Êrdar Country/Kingdom City-State Ûmélria / Ketârh Kúzhan City-State
Êrdar Location Earthmaster Site Ûmélria / Ketârh
Yaélarhondè Location Earthmaster Site Ûmélria

Ancient Locations

Ancient Locations

  • Page 243
Locations no longer extant (still in existence; surviving) or with different names in tr720:

SPLIT into Subregions

Note: ADD an EXTRA column for the new name of the Settlement/Location Name.

INSERT TABLE

Old Name New Name Type (Old) Type (New) SubType Old Region Name New Region Name Notes
Lýthwys Lýth town Castle Town? ? Hârbáal tr922 foundation of Lýthwys by Lýthyr the Great. tr675 civil war in Lýthwys. tr322 fall of Lýthwys (Lyth) to Ivínians.
Elifánhwys Ífanè town Hârbáal: Avastran
Aélden ? town Hârbáal
Yèlapénthwys ? town Hârbáal
Sówys ? town Hârbáal
Gemôrys ? town Hârbáal
Gehódhivys ? town Hârbáal
Réthwys ? hill-fort Hârbáal
Vúldenâr Chélemby town Chel islands Originally a Járind Realm, and small part of original town site. Maybe a good way of creating a "Evolution" of a site?
Témian ? town Chel islands
Calamísa ? town Hélegat island
Éshpanah ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Shátrah ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Elýdh ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Sagdh ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Dáman ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Èshapélh ? town Lówalys Shôrkýnè Phâri pushed into region known as Lówalys around bt1650, aka Shôrkýnè
Âlwyn ? town Emélrenè
Maládh ? town Emélrenè
Berémah ? town Emélrenè
Týrdyn ? town Thánema / Palíthanè c. bt380 Táneri conquer significant areas of Thánema. By the end of tr518 ancient Thanema had fallen, and a year later the Kingdom of Palíthanè was proclaimed. (Venârivè P11 & 15)
Sándrys ? town Thánema / Palíthanè
Kyrisónè ? town Thánema / Palíthanè
Leshónalys ? town Thánema / Palíthanè
Y'pénelys ? town Thánema / Palíthanè
Cherýsellys ? town Thánema / Palíthanè
Dâshawhyn ? town Zonâra / Tríerzòn
Pýredhlys ? town Zonâra / Tríerzòn
Alsýndys ? town Zonâra / Tríerzòn
Àreshýmlys ? town Zonâra / Tríerzòn
Kolârhuwys ? town Zonâra / Tríerzòn
Én'darla ? town Zonâra / Tríerzòn
Hábalah ? town Zonâra / Tríerzòn
Éyllyn ? town Zonâra / Tríerzòn
Málakes ? town Zonâra / Tríerzòn
Taýn ? town Zonâra / Tríerzòn
Ubáres ? town Zonâra / Tríerzòn
Pêrnah ? town Zonâra / Tríerzòn
Dárimes ? town Zonâra / Tríerzòn
Melása ? town Zonâra / Tríerzòn
Yanôrdha ? town Zonâra / Tríerzòn
Kán'oyga ? town Zonâra / Tríerzòn
Tengélah ? town Zonâra / Tríerzòn
Mégralyn ? town Zonâra / Tríerzòn
Dohrállyn ? town Zonâra / Tríerzòn
Chýnallyn ? town Zonâra / Tríerzòn
Berýmellyn ? town Zonâra / Berónium: Ázeryàn
Gôryma ? town Zonâra / Berónium: Ázeryàn
Kéthyn ? town Zêrhanor / Berónium: Ázeryàn
Barýna ? town Zêrhanor / Helén: Ázeryàn
Gârenis ? town Zêrhanor / Válenæ: Ázeryàn
Pârunas ? town Zêrhanor / Válenæ: Ázeryàn
Sházharyn ? town Zêrhanor / Alám Garés: Ázeryàn
Árgareth ? town Zêrhanor / Alám Lóas: Ázeryàn
Shonýris ? town Zêrhanor / Kántreda: Ázeryàn
Îrkárgai ? town Zêrhanor / Kántreda: Ázeryàn
Árega ? town Zêrhanor / Vedóra: Ázeryàn
Meókara ? town Zêrhanor / Ázen: Ázeryàn
Záranys ? town Zêrhanor / Tonátra: Ázeryàn
Lymána ? town Zêrhanor / Læma: Ázeryàn
Médalan ? town Zêrhanor / Ázen: Ázeryàn
Gýlecha ? town Býsha / Karéjia
Búthalur ? town Târga / Dalkésh
Shánegar ? town Târga / Dalkésh
Náthaparanda ? town Târga / Dalkésh
Onâramsha ? town Târga / Dalkésh
Nálhathâr ? ancient city Târga / Dalkésh
Khádhynadra ? town Târga / Dalkésh
Pánranegar ? town Târga / Dalkésh
Fráymasâr ? town Chogôro
Pârvanna ? Târgan colony Býrios / Býria
Nánis ? Kàruían colony Býrios / Býria
Aýana ? Kàruían colony Býrios / Býria
Théra ? Kàruían colony Býrios / Býria
Khinavûr ? Târgan colony Býrios / Býria
Kóneda ? Kàruían colony Býrios / Býria
Rhârdýan ? Târgan colony Býrios / Býria
Nárelis ? Kàruían colony Býrios / Býria
Parnásalos ? Kàruían colony Býrios / Býria
Bulántiva ? Târgan colony Býrios / Býria
Anêrlis ? Kàruían colony Býrios / Býria
Nýverkalin ? Târgan colony Býrios / Býria
Kúlavylan ? Târgan colony Kýmèa / Árlanto
Kázeria ? Kàruían colony Xêria
Bight States ? Dálani and Kàruían (Dalánya)
Kéronwyth ? Hôrzili colony Kôrlic islands (Venârivè P14 & 15) c. bt1500 Hôrzili Járind settle on Kôrlic islands (Hépeker) from ?. c. bt800 Hôrzili Járind vanish from Kôrlic islands. c. bt358 Dálani states on Kôrlic islands (Hèpekéria) ~ Kingdom of Kôrlúa region (Kingdom of Korlua grew from the Kingdom of Hegovnis founded in tr538).
Lýanwyr ? Hôrzili colony Kôrlic islands

Original Ancient List

Lýthwys, town (Hârbáal)
Elifánhwys, town (Hârbáal)
Aélden town (Hârbáal)
Yèlapénthwys town (Hârbáal)
Sówys town (Hârbáal)
Gemôrys town (Hârbáal)
Gehódhivys town (Hârbáal)
Réthwys hill-fort (Hârbáal)
Vúldenâr town (Chel islands)
Témian town (Chel islands)
Calamísa town (Hélegat island)
Éshpanah town (Lówalys / Shôrkýnè)
Shátrah town (Lówalys / Shôrkýnè)
Elýdh town (Lówalys / Shôrkýnè)
Sagdh town (Lówalys / Shôrkýnè)
Dáman town (Lówalys / Shôrkýnè)
Èshapélh town (Lówalys / Shôrkýnè)
Âlwyn town (Emélrenè)
Maládh town (Emélrenè)
Berémah town (Emélrenè)
Týrdyn town (Thánema / Palíthanè)
Sándrys town (Thánema / Palíthanè)
Kyrisónè town (Thánema / Palíthanè)
Leshónalys town (Thánema / Palíthanè)
Y'pénelys town (Thánema / Palíthanè)
Cherýsellys town (Thánema / Palíthanè)
Dâshawhyn town (Zonâra / Tríerzòn)
Pýredhlys town (Zonâra / Tríerzòn)
Alsýndys town (Zonâra / Tríerzòn)
Àreshýmlys town (Zonâra / Tríerzòn)
Kolârhuwys town (Zonâra / Tríerzòn)
Én'darla town (Zonâra / Tríerzòn)
Hábalah town (Zonâra / Tríerzòn)
Éyllyn town (Zonâra / Tríerzòn)
Málakes town (Zonâra / Tríerzòn)
Taýn town (Zonâra / Tríerzòn)
Ubáres town (Zonâra / Tríerzòn)
Pêrnah town (Zonâra / Tríerzòn)
Dárimes town (Zonâra / Tríerzòn)
Melása town (Zonâra / Tríerzòn)
Yanôrdha town (Zonâra / Tríerzòn)
Kán'oyga town (Zonâra / Tríerzòn)
Tengélah town (Zonâra / Tríerzòn)
Mégralyn town (Zonâra / Tríerzòn)
Dohrállyn town (Zonâra / Tríerzòn)
Chýnallyn town (Zonâra / Tríerzòn)
Berýmellyn town (Zonâra / Berónium: Ázeryàn)
Gôryma town (Zonâra / Berónium: Ázeryàn)
Kéthyn town (Zêrhanor / Berónium: Ázeryàn)
Barýna town (Zêrhanor / Helén: Ázeryàn)
Gârenis town (Zêrhanor / Válenæ: Ázeryàn)
Pârunas town (Zêrhanor / Válenæ: Ázeryàn)
Sházharyn town (Zêrhanor / Alám Garés: Ázeryàn
Árgareth town (Zêrhanor / Alám Lóas: Ázeryàn)
Shonýris town (Zêrhanor / Kántreda: Ázeryàn)
Îrkárgai town (Zêrhanor / Kántreda: Ázeryàn)
Árega town (Zêrhanor / Vedóra: Ázeryàn)
Meókara town (Zêrhanor / Ázen: Ázeryàn)
Záranys town (Zêrhanor / Tonátra: Ázeryàn)
Lymána town (Zêrhanor / Læma: Ázeryàn)
Médalan town (Zêrhanor / Ázen: Ázeryàn)
Gýlecha town (Býsha / (Karéjia)
Búthalur town (Târga / Dalkésh)
Shánegar town (Târga / Dalkésh)
Náthaparanda town (Târga / Dalkésh)
Onâramsha town (Târga / Dalkésh)
Nálhathâr ancient city (Târga / Dalkésh)
Khádhynadra town (Târga / Dalkésh)
Pánranegar town (Târga / Dalkésh)
Fráymasâr town (Chogôro)
Pârvanna Târgan colony (Býrios / Býria)
Nánis Kàruían colony (Býrios / Býria)
Aýana Kàruían colony (Býrios / Býria)
Théra Kàruían colony (Býrios / Býria)
Khinavûr Târgan colony (Býrios / Býria)
Kóneda Kàruían colony (Býrios / Býria)
Rhârdýan Târgan colony (Býrios / Býria)
Nárelis Kàruían colony (Býrios / Býria)
Parnásalos Kàruían colony (Býrios / Býria)
Bulántiva Târgan colony (Býrios / Býria)
Anêrlis Kàruían colony (Býrios / Býria)
Nýverkalin Târgan colony (Býrios / Býria)
Kúlavylan Târgan colony (Kýmèa / Árlanto)
Kázeria Kàruían colony (Xêria)
Bight States Dálani and Kàruían (Dalánya)
Kéronwyth Hôrzili colony (Kôrlic islands)
Lýanwyr Hôrzili colony (Kôrlic islands)

Maps and Illustrations

  • Page iv
  • Page #, Name, Artist


Back Cover

Venârivè is the expansive region of northwestern Lýthia, where – for thousands of years – peoples, religions, and nations have developed, traded, and clashed. It includes all the lands around the Venârian Sea and the regions which lie to the north and west, including the powerful empires of Ázeryàn and Dalkésh, the kingdoms of Tríerzòn and Shôrkýnè, and the lesser states of Hârn and Iváe.

This publication provides background information on the diverse cultures, religions, and realms of the region, complemented by maps and images that illustrate its history, climate, weather, trade routes, and much more. It also includes a geopolitical index describing all the places noted on the accompanying multi-layered map.

This is the essential guide for those looking to fully understand and explore the world of Hârn.

Note: use {{Outdent|4}} for breaking an indent, called Outdent.

AA

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Name & Dates List

Idea Icon.png ADD to {{Smallcaps|tr}} or {{Smallcaps|bt}} not only a colour code, but also include a colour for the TYPE. When this is done, we can then use this to add each time to the timeline.

We can then Search and Replace each with the link to the Timeline Category or Entry under that timeframe/timeline.

Note: ADD a proper/seperate page for this all as a table. Once broken down into the Book Style like Kanday's split page style, can then add Category for each section part so that a complete list then gets made for all the pages for "said name". The once this is done, can then add this comprehensive list to "that" Index Section for "Category". In the end the aim is to create a complete "Name & Dates List/Index" so all the LINKS for names can then not only be categorised, but also interlinked between ALL articles and books, especially for DATES as this will be required to create a comprehensive Chronology Timeline and quick inter-referencing of the subject link(s).

Note: ADD links to each Name & Date within the Tabled Index, these should also include Eras & Periods for dates.

Note: INCLUDE all these into the Template (Sidebars & other data) Tables and so on.

Note: Example: Mercenary Companies would not only have a template for the Company, but be interlinked with that Type as a Category reflecting and showing Country, Shire, Hundred, Leader, Associated to/Sponsor, Location/Region and all other manner of data links within the design of the template and interact automatically with other templates, catergories, and index link lists.

Note: Example: A river would have a sidebar template that includes it's source length and so on, but also show not only the Catergories & Names, but be reflected within each of those Categories & Names Listed together. Basically internested Data, Links, Catergories, and so on to save redoing all links again with new pages or modifications, it automatically gets updated once interconnected correctly.

Notes

  • Venarive_102.pdf ~ Venârivè: Northwestern Lýthia (250 Pages)
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