away . Whe n wind s se e somethin g particularl y juic y an d fun, the y migh t tell Hressh-Hu u herself, an d sh e migh t com e t o play . Hressh-Hu u meddle s i n morta l affairs. Sh e enjoy s makin g plan s g o wron g - especiall y th e plan s o f peopl e wh o are power ful enoug h t o attrac t he r attention . Whe n a stron g Can i famil y arrange d t o dispos e o f som e politica l enemie s i n a n airshi p accident , Hressh-Hu u ble w th e shi p thousand s o f mile s off course , t o everyone's disma y an d th e eventua l colonizatio n o f th e branc h Thanesheia . MERKLUNDUM MARNI PSUNDUM THE DOG wno KILLED A Tisn (AQUADOR) Merklundu m Harnipsundu m the Do g wh o Kille d a Fis h usual ly wears th e shap e o f a drago n mad e ou t o f bramble-bushes. H e is a ver y passiv e god , usuall y aslee p i n a cav e lo w o n th e Worl d Tre e tha t n o prim e ha s seen . H is deed s ar e few. Th e most famous, perhap s apocryphal , is that, whe n Shaliu n first trie d t o list th e Nou n God s i n th e first boo k o f magi c theor y o n th e Worl d Tree , sh e abbreviate d th e god's nam e t o "Merklundum" ; th e go d appeare d t o he r an d insiste d tha t sh e writ e th e whol e thing . Merklundu m Harnipsundu m th e Do g wh o Kille d a Fis h ha s no t appeare d to others, n o matte r ho w badl y the y mangl e his name . Unlik e Kaimiri , h e ha s n o near-divin e assistants t o tak e car e o f matters whil e h e sleeps; ther e ar e som e aspects o f advance d Aquado r magi c whic h d o no t ge t don e well . TENMEN (DURUDOR) Tenme n is a vast monolith , wit h all th e colors o f darkness glowin g i n his sides; h e change s siz e occasionally , bu t no t shape . H is abod e is i n th e thickest jungl e o n th e mai n trunk , belo w Ketheria , i n a ston e cav e guarde d b y a temple . Earl y i n th e Worl d Tree's history , Tenme n appeare d i n Ketheri a an d taugh t th e prim e specie s abou t pottery , glass, stone , a n d metal . H e wa s worrie d tha t they'd miss his elemen t entire ly. H e founde d a n Orde r o f Smith s an d th e orde r o f Knights o f t h e Iro n Ring , i n imitatio n o f Kvars e an d Lenhirrik . I n th e sec o n d millennium , Ketheri a wa s menace d b y a ver y larg e slug . A Z i R i smit h no w name d Steelwing s someho w persuade d Tenme n t o gran t zir som e impressiv e favors t o sla y th e slug : h e turne d zir int o a statu e o f livin g iron , an d gre w zir s o larg e zi e shoo k th e Worl d Tre e whe n zi e landed , an d destroye d forests a n d building s wit h th e win d o f zir passage . Steelwing s cause d s o muc h accidenta l destructio n that Tenme n withdre w his gifts, a n d Floki n ha d t o dea l wit h th e slug . Steelwing s rarel y talk s abou t th e incident . Tenme n withdre w the n i n othe r way s a s well . H e move d t o his presen t plac e somewha t unde r Ketheria , an d too k a passiv e rol e i n morta l affairs. His orde r o f smith s fragmente d peacefull y int o a thousan d trade guild s wit h a fe w commo n traditions; th e Knights o f th e Iro n Rin g neve r becam e ver y important . H e grants n o larg e boons . He'l l gran t gifts o f persona l smithin g powe r if a smit h bring s a suitabl e offerin g o f craftwork : affinitie s wit h Durudor , o r som e rar e metalworkin g spells. SIIAX SHAV SHAZ (ILLUSIDOR) Sha x Sha y Sha z ha s n o materia l for m a t all. Zi e migh t tak e som e illusor y body . Mor e likely , if yo u mee t zir, zi e wil l appea r onl y a s change s t o you r companions' faces. Sha x Sha y Sha z neve r leave s zir castl e o f mirrors an d crystals. Fortunately , zir castl e is locate d i n man y places: somewher e a t t h e end s o f mos t world-branches, dee p insid e fold s o f world - bar k fa r dow n o n th e trunks, an d frequentl y elsewher e a s well . Z i e wil l hel p peopl e wh o visit he r if the y amus e zir sufficiently . Z i e wil l revea l th e events o f th e presen t o r past , and disguis e people , and le t zir visitors leav e zir castl e a t a differen t plac e tha n the y entered . Zi e ask s n o explici t favors; bu t amusin g o r bizarr e illusion s accompan y th e peopl e zi e ha s helped , o r appea r around the m years afte r the y leave . Sha x Sha y Sha z is on e o f t h e weake r gods, havin g evidentl y spen t most o f zir powe r cre atin g zirself ou t o f zir ow n frenzie d imagination . "HERE" (LOCADOR ) T h e tru e nam e o f the Locado r go d is no t generall y known , if h e ha s on e a t all. H e is referre d t o b y th e wor d for "Here " i n th e speaker's language . H e ofte n wears th e shap e o f a hollo w Herethro y carapace , wit h window s showin g terribl e things drifti n g alon g his surface . H e is frequentl y accompanie d b y som e o f his blac k spik y progeny . "Here " live s a t th e en d o f a lon g stripe d corridor, lik e a ruler f o r measurin g a mil e i n inches. Th e othe r en d o f the corrido r c a n b e foun d i n impossibl e places: onc e it wa s i n a n abandone d castl e guarde d b y monsters, i n th e middl e o f a thick primeva l forest fiftee n mile s i n diameter, whic h peopl e ha d evidentl y manage d t o overloo k someho w for th e last thre e thousan d years i n a n alle y i n Inihithre , an d someho w coul d no t b e foun d afterwards. "Here " delights i n terrifyin g people , o r worse . Visitors wh o offen d hi m ofte n find themselve s fallin g fro m th e to p o f th e sky , o r suddenl y pierce d b y a thousan d hook s an d pin s - n o matte r h o w worth y their cause . H e is the mos t maliciou s o f th e Nou n Gods , eve n wors e tha n Floki n o r Hressh-Huu , an d h e ofte n intervene s i n horribl e ways . His gifts bea r a pric e o f torment : Quee n Rakshas a II wo n th e offe r o f a grea t enchantmen t fo r he r entir e kingdom , bu t sh e an d twelv e peopl e sh e love d woul d hav e
t o di e terribl y i n th e makin g o f it. I n his favor, it mus t b e sai d tha t h e give s goo d valu e t o thos e willin g t o pa y his prices. IRAZ VARUUN (MAGIADOR) Ira z Varuu n ofte n wears th e shap e o f a n ol d Rassime l hag , fur whit e wit h age , decke d in forma l wizard's robes. He r hom e is a tall towe r carve d fro m a singl e tre e b y demons , an d usuall y is at t h e ti p o f th e world-branc h Sinireia . Ira z Varuu n is th e sponso r o f grea t wizards, especiall y th e cra zie r Rassime l ones. Sh e know s all spells, o r ca n inven t the m an d writ e the m i n a moment . Wizard s wh o hav e don e wild , ridicu lou s thing s wit h their magi c sometime s com e t o he r t o tell their stories; she'll teac h the m a doze n spells an d sen d the m ou t t o d o wilder, mor e ridiculous things. Sh e wil l usuall y gran t he r friend s a substantia l Knac k wit h Magiador . Sh e can' t eve n teac h th e othe r Arts, becaus e sh e is no t thos e gods. S h e value s excesse s an d novelties. Sh e enjoy s sponsorin g sev era l competin g wizard s an d havin g the m contest wit h eac h other, wit h neithe r wizard s no r Ira z Varuu n carin g wh o gets hurt . Anyon e wit h an y commo n sens e wil l shu n all wizard s wh o hav e visite d Ira z Varuun . &IRKOZON (MENTADOR) Birkozo n usuall y wears th e shap e o f a gian t disembodie d Can i brai n surrounde d b y thunde r an d lightning , floating ove r a splen d i d jad e throne . H e ha s claime d te n thousan d titles, suc h a s "Th e Eterna l God-Empero r o f th e Gran d Transcenden t Kingdo m o f Birknazza. " H e is a n entit y wit h s o intens e a self-satisfie d arroganc e tha t eve n Sleet h an d Zi Ri ar e impressed . Birknazz a is a bi g floating city, twent y thousan d prime s an d twic e tha t man y nonprimes, livin g togethe r i n peac e an d harmo n y whethe r the y wan t t o o r not . It is loosel y anchore d b y th e branche s o f th e uppe r world . Birkozo n rules Birknazz a fiercely. H is subjects hav e littl e privac y an d littl e fre e will . Fe w mortals coul d eve n escap e from a n encounte r wit h him , wer e h e incline d against them . His armie s ar e superb , an d his thre e grea t champi o n s ar e probabl y th e thre e mos t dangerou s mortals o n th e Worl d Tree . However , his agreemen t wit h th e creato r god s limits hi m t o Birknazza . H e neve r tries t o rul e anywher e els e directly , and , whe n his champion s travel , it is a s privat e individuals strippe d o f muc h o f their power . Birkozo n intervene s constantl y in Birknazza , bu t neve r outsid e o f it; Birknazza's limits ar e fixed b y Birkozon's agreemen t wit h th e Creato r Gods . His long-ter m goa l is t o rul e th e entir e Worl d Tre e indirectl y (whic h th e Creato r God s wil l evidentl y permit , shoul d h e manag e it). H e seem s gla d enoug h t o hel p peopl e wh o visit hi m i n Birknazz a - providin g th e broa d an d well-traine d service s o f th e Birknazza n wizard s an d crafters an d military , if his ow n vast power s aren' t appropriate . H e ofte n lend s artifacts o r troop s t o wor k outsid e Birknazza . His rate s a r e reasonable ; h e rarel y ask s fo r mor e tha n a poten t magi c ite m o r a n equitabl e tradin g dea l wit h Birknazz a o r on e o f its clien t states. Wis e peopl e prefe r t o avoi d him . It is sai d that , onc e yo u hav e spoke n t o Birkozon , yo u ca n neve r agai n b e sur e tha t you r min d is you r own . H e ha s published , t o date , si x hundre d an d eighty-fou r vol ume s o f memoirs , includin g fascinatin g an d insightfu l storie s o f essentia l parts o f Worl d Tre e history , amazin g glimpse s int o th e cosmi c mysterie s o f th e god s befor e th e Worl d Tre e wa s grown , a n d lots o f utte r self-aggrandizin g drivel . IRAZ HALIX (SPIRIDOR) Ira z Hali x wear s th e form s o f th e despised : th e ol d Orre n hag , t h e cripple d Sleeth , th e withere d Khtsoyis, th e blin d scaw n shaman . Sh e wander s i n th e wild , o r i n th e slums, o r i n th e deserte d places. Ira z Hali x is th e mistress o f ghosts an d spirits. Th e livin g can n o t find he r unaided . Sh e ca n onl y b e foun d whe n someon e die s o n th e journe y t o reac h her, and their spirit someho w finds he r a n d talk s t o her. Suc h thing s ar e rar e in th e worl d a t large , mor e commo n i n quests for Ira z Halix . Then , perhaps, th e questers wil l encounte r he r i n disguise . H e r interventio n is subtl e an d delicate ; it rarel y feels lik e mor e tha n a tur n o f luck . Sh e sometime s reveals secrets lon g lost. S h e trie s t o correc t th e worst excesse s o f he r siste r Ira z Varuu n n o w an d then . KAIMIRI (TEMPADOR) Kaimir i is rarel y see n b y primes. Kvars e sai d it look s lik e a sphin x wit h its closed-eye d gaz e fixed o n eternity . Floki n spok e o f its claw s lik e th e instants o f deat h and parting , its tail bearin g t h e weigh t o f a hundre d lonel y centuries, th e utte r injustic e o f its terribl e speed . It dwells in th e Silve r Moon , fa r abov e th e Worl d Tree . Kaimir i doe s nothin g itself. It ha s bee n i n mystica l meditatio n sinc e wel l befor e th e Worl d Tre e wa s created . Befor e it started ,
it left ver y detaile d instruction s wit h its eigh t skeleta l assistants abou t wha t the y wer e suppose d t o d o i n all th e majo r uncertai n situation s tha t wer e goin g t o aris e befor e it finished. (Tim e god s c a n d o tha t kin d o f thing.) Kaimir i itself play s n o rol e i n th e Worl d Tree , an d its assistants d o littl e eve n if the y ar e aske d an d nothin g withou t checkin g Kaimiri's instructions. The y hav e bee n know n t o sen d peopl e bac k t o their prope r times. Kaimir i is probabl y th e greatest bein g o n th e Worl d Tree , b y a n orde r o f magnitude . ELEMENTALS T h e Nou n God s ar e no t alone . The y ar e accompanied , assiste d , amused , an d encumbere d b y horde s o f lesse r entities, some wha t lik e th e god s i n kin d bu t lesse r i n stature . Thes e ar e th e elementals (als o calle d b y word s whic h translat e a s angels, fairies, demons , an d man y othe r names) . Prime s rarel y encounte r th e god s i n person . Elementals ar e muc h mor e com mon , an d muc h close r t o th e morta l scale . Thei r degre e o f powe r varie s widely . Som e ar e a s fragil e a s smok e an d ashes; others wiel d a fractio n o f a god's power . Certai n aspects o f th e worl d ar e administere d b y elementals. T h e best-studie d ar e th e air elementals wh o gover n weathe r an d maintai n th e Worl d Tree's bizarr e climate 4 . Th e spirits o f weathe r ar e vast , diffus e i n form , cloudy-minded , indistinctbodied ; the y flo w int o eac h other, o r split apar t int o separat e beings. The y spen d their centurie s movin g cloud s around , squeezin g the m for rain , keepin g th e air beneat h th e stars clear, a n d s o on . Som e wizard s ca n comman d the m t o chang e th e weather , bu t ordinar y weathe r magi c work s better. Othe r elementals ar e no t suc h laborers. Merklundu m brough t a hord e o f wate r spirits wit h him . The y scattere d throughou t th e rivers an d pools o f th e Worl d Tree , amusin g themselve s wit h fishes an d toads, exchangin g storie s wit h whoeve r wander s by . Floki n brough t seve n pe t firecats, semi-sentient , playfu l an d destructive , wh o brin g a grea t dea l o f Pyrado r powe r t o thos e the y choos e t o sta y with . "Here " ha s a gaggl e o f grandchildre n - thos e o f the secon d insta r ar e blac k spik y hillock s tha t ca n onl y mov e wit h Locado r power s - wh o brin g anguis h an d destructio n in equa l measure ; "Here " show s n o sorro w whe n prime s destro y them . Ther e ar e fe w Corpado r elementals. Kvars e use s he r knightl y orders th e wa y tha t othe r god s us e their elementals. Herbado r elementals exist , thoug h th e differenc e betwee n a Herbado r ele menta l an d a particularl y activ e plan t is no t alway s clear. T h e technica l definitio n o f th e wor d "elemental " is broad . It include s might y Power s wh o directl y serv e th e gods, mino r being s wh o migh t o r migh t no t serv e anyon e bu t themselves, a n d spirits create d b y mage s for intelligenc e i n spells. Prime s sometime s find themselve s tryin g t o ge t favors fro m elementals. If th e favo r is somethin g tha t prime s ca n d o directly, th e elementa l wil l usuall y refus e outright . If yo u wan t t o ge t a thunderstorm , yo u shoul d cast a n Airado r weathe r spel l o r ge t a n air mag e t o d o it for you ; don' t peste r th e air elementals. If t h e favo r is somethin g tha t th e elementa l is willin g t o do , th e elementa l wil l deman d a favo r i n return , performe d first. If yo u wan t th e air elementa l t o tak e a messag e t o Hressh-Huu , yo u migh t hav e t o brin g it a doze n finches o f differen t colors - o r chastis e th e nendra i wh o mocke d it a hundre d years ag o This privileg e o f demandin g favors is on e o f th e fe w benefits o f a n elemental's lo t i n life , an d the y rarel y waiv e it. Eve n if a go d ' command s a n elementa l t o d o somethin g fo r a prime , th e elementa l wil l still deman d its favor. Th e go d wil l allo w th e elementa l t o d o so ; afte r all, th e go d ha s t o wor k wit h t h e elementa l for a lon g tim e t o come . , 4The weather on the World Tree is pretty much the ordinary weather of a temperate part of Earth, except for the season of Surprise. This is very bizarre, since the physical features that influence weather on the World Tree are utterly different from those on Earth. Even the basic physics of air are different. It takes a lot of work to get the liveable, mostly pleasant weather, and that work is all done by elementals.
WHICH SPECIES IS STRONGEST? A Cani to her son "I'd have to say the Zi Ri. They live forever, the old ones are such experts at magic. I'm afraid of Sleeth too, they're so fierce and ruthless, they have such magic and claws. Rassimel are clever, Khtsoyis are tough. It's a good thing we Cani stick together, Hraff, or we'd be nothing at all." A Sleeth to her kitten "Cani. They work together, which we do not. I could kill three Cani at once with claws and magic. I could not kill a dozen, and after I kill three a dozen would come. And after they kill me, nobody will come to kill them." [The kitten looks up at her and almost says, "I would." But they both know he wouldn't, once he grows up.] A kazorm merchant to an Orren customer "One on one, nendrai are the strongest I guess, what with all the Mutoc spells they want. All on all I'd put my money on those Herethroy. More of'em than anyone else in these lands, they're big and they're brawny and they're born wearing armor and of course they have those extra hands. And being all buddy-buddy with Virid is better than mushroom farming in a fight. An Orren to her swimming companion "That's a really silly question, so I'll answer it. The Herethroy species has more military might than any other species. Gormoror are the mightiest individuals. A naked Sleeth will win against a naked anybody else. Cani deserve the most credit for winning wars. We're the fastest and trickiest, I'll bet we win the most fights. Rassimel are the best there is at whatever they're interested in. Zi Ri are most likely to have branch-shaking magic at their clawtips. Khtsoyis are the scariest fighters. So I guess it's everybody, really." A Rassimel to his daughter "Let-me-think-about-that. We're clever but we're not very dangerous. Well, Cani and Orren are just like us, but not as efficient and honestly-just-between-us they're not as clever. Herethroy are the best as far as farming goes, but farming only goes so far. Zi Ri live a long time and they know a lot, but there aren't very many Zi Ri and there never will be. Khtsoyis are so stupid I shouldn't even mention them, so I won't. [Daughter giggles "Daddy, you just did!" He tickles her and continues.] Gormoror are wild idiots who throw themselves away. I think it's Sleeth. They're fierce as anything, and they're clever enough to get everyone else to do the work. We're pretty good though, Rassimel. Let's stick to the cities and we'll do so well. " An old Zi Ri to a Herethroy child "You are, silly." A Khtsoyis to a drinking buddy "Way Ifigure is, it's gotta be the Rassimel. Everyone else gotta trick, see? Cani come in big mobs, Zi Ri never die, Sleeth got magic 'n teeth, we got clubs 'n flying 'n coloring, an' on an' on. But Rassimel, they ain't got nuthing - nuthing they let us know 'bout. So they got some secret trick, y'see, and I'm telling ya it's a big one." A Gormoror to his son "Ha! We are! What didja think, the Rassimel?'
flokin and the Baker (A myth of the World Tree, reprinted from A Child's Garden of Tales of Long Ago by Martinoc.) arufmn the Q^assimel wa s a bake r in the city of Tnihithre , back whe n the worl d wa s young , /tyd ^/Hpruhan's daughte r golitann e wa s tw o years old, tha t midsummer's day , an d just startin g to get he r magic . <Each of the gods cam e to he r an d introduce d themselves, a s the y come to everyone . Cgut it happene d tha t ^ofci n wa s in the moo d for a snack, so afte r meetin g gofitann e Tt wen t to £Hpruhan's shop. £Haruha n w« s a cranky baker that day . 'He r daughte r ha d been u p the night bejore , cryin g and casting water-spells tha t soake d the whol e house , an d eve n so £Haruha n ha d to go to the baker y muc h bejor e daw n to mak e the nex t day's roffs, kneadin g dough by candlelight. Apd it wasn't the jlrst night like that, o r eve n the nineteenth . S o whe n ^Toki n cam e to he r shop in the guis e o j a Sleetf!, "wi™ tn e scent ° J daw n still distant beyond the world-leaves, she wasn' t pleasant. " G o away , y e crepuscula r lout. T m not open yet", she snapped . Qhe didn't recogniz e the god.
'"tou're here, aren't you^ T d (ike Jorty-si x sausag e roffs. I^sterday's wiff do," said the bright-orang e gfeeth . '"C'can't pa y for it." sai d the baker, for she coufd se e tha t cFfokin had neithe r purs e no r harness for pockets. "<^pw go awa y and (et me bake Jo r m'rea f customers' " eFlofcin hissed' like a n angr y teapot. "cThen °I shaft go aw«|, " Tt said', and turned' and •walked' awa y wit h its tail fashing ove r its back. ^Haruhan's candTes aft wen t out. gh e thought "^Tofcin ha d cast a speff. "Q^ude viffain o j a pyromancer.' " shouted' £>(aruhan . 'V^rogan t smofcy-taifed uncivifiged ash-hofe ( Qo awa y antf neve r d o an y of you r Iricks here again/ " (5"hat is n o wa y to taffc to a god. ^ok m turned ' antf regartfetf her, It s gag e fike a drough t a t midsummer. " I shaff feave you r shop, " eft procfaimed, "and' neve r tfo m y trick s her e again , untif yo u pfeatf wit h m e in the appointed' ways. " ,4ntf I t stafketf efegantfy oJJ to its Javorit e aff-night caje, in anothe r city. iiMaruhan tri e d fighting he r candl e Jro m the fir e in the oven, but theJTdme wouftfn't catch . cWforse tha n that, the mor e she tried , the mor e it wouldn't catch , ofhe candl e seemetf to hav e some fack-of-jlam e on it, a n invisible absenc e of fire that sprea d the wa y fir e does. cJ"he burning fogs in the oven caught fack-oj-jire , antf the cheerjuf ove n fires tfietf, an d the hafj-cooke d toave s in the ove n starte d to coot. "cfhis wiff neve r do," , saitf [J^ruhan, antf she thought about he r highschoof magi c a whife , an d cast a Qreoc pyrado r speff to start the oven again . "Tjut the secon d Jir e die d in tw o an d a haff minutes, cJTie bakery wa s getting chifty, eve n a t daw n on midsummer's day . i^ruha n thought twic e a s hard , and cast a <Heafoc fPyrado r speff to und o whateve r mischie j the gfeet h ha d worked , an d trie d to refight the Jire . <Tjut nothing happened . (Mpruha n spu n an d spun he r Jirebow , but the woo d didn't eve n get warm . <Even wit h atf the ejjort o j spin ning the Jirebow , (Mpruha n hersefj didn't get hot. cin Jact, she wa s downrigh t cofd - chitted, even , a s i j she ha d sfept aft night outdoors on midwinte r night. cJTie wate r she ha d brought to mak e the bread had Jroge n into sofid bfocfcs. g o f/Hpruhan wen t to he r neighbor, the grea t mag e Qphoron, wh o mad e the waffs of his hous e out o j Jire , an d offered him a tra y o j sticky buns i j h e wouf d refight he r furnace , Apd the grea t mag e cThoro n cam e wit h a re d wan d set wit h rubies, an d a coppe r staj j set wit h catseyes, an d a gofden crow n fike the ray s o j th e sun . <Tjut eve n the grea t mag e efhoron , wit h his wan d an d staff an d crown , coufdn't kee p tha t fire going. Apd the baker y wa s a s cofd a s midnight in cofd gurprise , even though it wa s an hou r afte r daw n on Midsummer's day . cJTioron aske d Qfyruhan, ',(What is it tha t keep s m e from fighting you r ove n Jire , m e the greatest Jir e mag e tha t eve r wafke d th e branches o j the fWorfd cJree , wit h m y re d wan d set wit h rubie s an d m y coppe r staj j set wit h cats-eye s an d m y gofden crow n fike the ray s o j the sun9 " g o f/Mpruhan tofd cThoro n about he r annoyin g gfeet h customer. "cfha t wa s n o annoyin g gfeet h customer, [Maruhan . pThat wa s the go d ^ofci n citsefj. Apd whe n yo u tofd I t to go awa y an d neve r d o a n y o j It s trick s in you r shop again , yo u aske d tha t JTame an d Jir e an d warmt h itsefj to sta y away. " "I'v e angered the Jir e god 1 ^ c Wha t ca n CI do, cTTioron'^" "(J o to the tempfe, an d spea k to the priests. " g o £Maruha n wen t to the tempfe, an d wok e the priest o j g^okin , wh o wa s asfeep in a n eas y chair in a puddl e o j gofden robes, gh e tofd him the stor y o j the sausag e roffs and the curse . Apd the priest tofd he r ho w to apologiz e to the Jir e god: ho w man y hundred s o j fittfe birds to buy, an d ho w to kiff each one . "Aj}d you'd better thro w in Jorty-si x sausag e roffs. too, eve n i j yo u hav e t o bu y them Jro m someon e efse." said the priest. i^ruha n got aft he r money , an d wen t to the marfcet-pface . ghe' d onfy bought a hundred and eighteen fittfe birds whe n she thought o j something, gh e returne d the birds to the bird-setters, an d bought mitk an d suga r an d eggs instead, an d ra n oJJ to he r cofd, cofd bakery, gh e had wor k to do. Q)he sun rotted its wa y aroun d the top o j the sky once , an d twice , an d thrice , cin the pfaces o j the Jire , g[ord '^Tokin thought o j f/V(aruhan a n d he r bakery. " I shaff retur n there , an d se e i j she is read y t o apofogige to me , an d get JTame an d Jir e an d warmt h back in he r shop." I t returne d to (Mpruhan's shop on the hottest da y o j gurpris e - whic h wa s a hot month tha t yea r - in the guis e oj a bright-orang e gfeeth . g h e recognise d I t instantfy. o j course . "CJord giofcin.' Cge wefcome , o j course , but pfease don't come in' " cJTte Jir e go d wa s nonpfussed. " T beg you r pardon ^ T&u kno w tha t wher e 1 do not come , neithe r JTame no r Jir e no r eve n warmt h wiff eve r be." g h e brought out a tub o j ice cream from the stor e tha t ha d been a bakery, and scoope d a giant sunda e Jo r cFTofcin. "eTher e ar e a thousan d bakerie s in cinihithre , grea t ford. Qne more or fess doesn't matter. <Tjy the grac e o j you r curse , Ive got the onfy stor e tha t ca n mak e Jroge n Jood eve n in the hottest summe r o r gurprise . I hono r you , an d (ove the hea t o j JTame an d Jir e everywher e efse - but pfease don't come in to my shop.'" •gTokin Jinishe d Its ice cream , an d stretched , an d sharpene d It s cfaws on the fintef o j he r ne w ice crea m parfor, an d turne d awa y and wafte d dow n the street, cits taif wavin g ove r It s back in some mixtur e o j conjusion an d annoyance and taughter.
T H E ADVENTURIN G LIFE B y desig n an d b y accident , prime s occasionall y find them selve s adventuring . Som e ventur e int o th e dangerou s sideway s forests o n th e edge s o f branches. Som e explor e th e librarie s an d unsaf e laboratorie s o f absen t wizards. Som e tr y wit h all their migh t t o defen d their hom e village s fro m scaw n an d cyarr. Th e Worl d Tre e ca n b e a perilou s plac e fo r primes. F o r mos t people , adventurin g is a matte r o f a fe w week s o r years. It is to o dangerou s t o b e a full-time profession . Ketheria n scholars estimat e tha t som e 40-70 % o f adventurers ar e killed , maimed , cursed , o r otherwis e brough t lo w pe r yea r o f adventur ing . Why Adventure? N o t everyon e ha s a choic e abou t adventuring . Whe n you r sist e r is kidnapped , whe n th e air elementals blo w you r windboa t t o anothe r branch , whe n you r villag e is claime d a s territor y b y thre e warrin g dukes, yo u are i n th e midst o f a n adventur e an d tha t is that . Mor e often , peopl e g o adventurin g intentionally . O n e practica l reaso n is experience . Adventurin g hone s primes' skills quickly : a dangerou s wee k i n th e wild s ma y leav e a mag e o r warrio r bette r tha n a saf e yea r i n a universit y o r shop . A fe w weeks ' adventure s coul d slic e a fe w years off o f a n apprenticeship . Th e best smiths, tree-mages, an d professors in t h e citie s usuall y adventure d fo r a yea r o r tw o i n their youth . Eve n if th e adventur e is otherwis e a disaster, th e peopl e wh o surviv e wil l gai n persona l skill an d power . T h e secon d practica l reaso n is money . Adventurin g ca n b e quit e profitable . A n iro n swor d take n fro m a falle n foe , th e bount y fo r a doze n slai n nrex , th e revenu e from a swam p o f lead-moss bushes, th e hig h pric e commande d b y a grac e o f Viri d o r a n ancien t ivor y an d hezario n buria l mask : a bit o f luc k coul d brin g mor e mone y tha n a year's wages . Man y adventurers hav e persona l reason s t o leav e th e citie s an d village s a s well . Som e wan t t o ge t awa y fro m home , fro m over bearin g brothers o r crue l husband s o r th e tediu m o f endless cal m far m life . Som e nee d t o ge t ou t o f tow n ahea d o f th e lync h mob , o r the guild , o r th e force d marriage . Som e peopl e hav e a positiv e call t o adventure . Scholars' pursuits o f dee p secrets o f sorcer y o r rar e breed s o f moth s ma y tak e the m int o danger. Merchant s ma y see k source s o f rar e spice s or always-valuabl e metals. Wizard s ma y nee d perdithorn e claw s o r remorshk a tails fo r their enchantments. Finding Adventurers If yo u are plannin g a n adventur e - an d yo u hav e th e luxur y o f plannin g it, rathe r tha n havin g it assaul t yo u unaware s - it is ofte n advisabl e t o brin g suitabl e companions . If yo u hav e muc h chanc e o f encounterin g monsters o r wil d beasts, for example , y o u shoul d conside r bringin g a warrio r o r tw o an d a healer. If t h e situatio n wil l b e mor e subtl e tha n a straigh t fight, brin g a scholar. If yo u wil l b e dealin g wit h people , prime s o r non - primes, brin g someon e wit h socia l graces. It is usuall y bette r t o spli t th e proceed s a n extr a wa y o r tw o than t o fail completel y for lac k o f th e skills yo u need . Findin g th e peopl e yo u nee d is sometime s a challenge . Th e first peopl e t o chec k wit h ar e you r friend s an d relatives: you r classmate s a t th e magi c academy , you r siste r th e arche r an d treemage , th e bounce r a t you r father's bar. If tha t doesn' t work , mos t citie s hav e a plac e o r tw o wher e would-b e adventurers congregate : a tavern , a roo m i n th e Healers' Guild , a societ y i n a university . Don' t b e foole d b y the Adventurers' Guild s tha t sho w u p i n som e cities: the y ar e usuall y club s fo r wealth y an d power ful ex-adventurers, an d fe w o f their member s ar e willin g t o trom p off int o th e wood s o n som e half-bake d plan . Convincin g thes e peopl e t o g o wit h yo u is you r secon d challenge . Yo u migh t convinc e the m b y you r desperat e need , th e excitemen t o f you r plan , th e glor y t o b e won , o r th e goo d com panionshi p you'l l provide . Mone y is ofte n ver y convincing . If you'r e tryin g t o g o adventurin g bu t aren' t u p fo r all this plan nin g an d organization , joi n a part y someon e els e is organizing . Kinds of Adventures Her e ar e som e thing s whic h adventurers frequently find them selve s doing : Exploratio n an d Colonization : Merchan t prince s ofte n hir e peopl e t o explor e ne w regions, lookin g for valuabl e good s an d clearin g ou t enoug h spac e t o start a saf e colony . This usuall y take s severa l years, an d is quit e dangerous, especiall y a t first. Thos e wh o surviv e will b e wealth y an d powerfu l i n th e ne w colony . Fetch : Collectors o f strang e objects - frequentl y Rassime l - ofte n hir e adventurers t o find particula r strang e objects, lik e a zarrigon's skul l o r a bottl e o f alassamande r wine . If th e adven turers ar e lucky , th e collecto r ha s n o ide a wher e it is o r ho w t o g e t it. If the y ar e unlucky , h e merel y wants the m t o g o some where , bu y it, an d brin g it home ; if tha t tas k need s knights an d wizard s t o perform , it's certai n t o b e dangerous. This is quic k an d relativel y safe , wit h pa y proportiona l t o th e danger. Goo d fo r beginners an d dilettantes. Rescue : Peopl e ge t lost an d kidnappe d o n a regula r basis, especiall y nea r th e Verticals; their kindre d an d friend s nee d the m found , rescued , ransomed , o r avenged . Rescue s ar e quic k a n d moderatel y saf e a s thes e thing s go . Successfu l rescue s wi n friend s an d admiration , an d variabl e amount s o f money . Unsuccessfu l rescue s leav e everyon e unhappy . Guard : Peopl e ofte n nee d t o trave l lon g distance s throug h unsaf e land s o r dangerou s skies. The y hir e a fe w bodyguard s a s
trave l companions . Guard-wor k is slow , wit h lots o f borin g travel. Sometime s it is safe , bu t ofte n th e perso n bein g guarde d h a s dangerou s secrets tha t wil l ge t their guard s i n trouble . It is a goo d wa y t o travel . Protector : Village s nea r th e Verticals ge t moleste d b y fell creatures, an d hir e might y peopl e t o protec t them . Protectin g is an honorabl e professio n (mor e haphazar d adventurin g is not), but it is no t fo r beginners. Foray : Sometime s there's nothin g obviou s t o d o for a mont h or two . A fe w adventurers ca n mak e a quic k tri p int o th e Verticals, keepin g their eye s ope n fo r worthwhil e things. Foray s ar e quick , dangerous, an d risk y - bu t sometime s there's nothin g bette r t o do . Disaster : Sometime s you , o r a friend, is i n trouble , an d there's nothin g t o d o bu t wor k quickl y t o ge t ou t o f it. Perhap s you r heale r ha s uncovere d someone's hideou s secret ; perhap s you r siste r ha s accidentall y gotte n engage d t o an evil coun t an d need s t o ge t ou t o f it; perhap s it's somethin g else . Thes e ar e quic k bu t dangerous, a n d there's rarel y an y actua l profit, bu t escapin g th e disaste r is its ow n reward . Helpin g Monsters : Non - prime s frequently nee d the service s o f prim e adventur ers; e.g., t o cur e som e horrib l e diseas e o r t o protec t the m agains t som e othe r monsters. Som e peopl e won' t d o this o n principle , but ofte n it is a worth y an d worthwhil e thin g t o do . On The Adventure It's a sloshing good thing we came back with all that lead, or I'd be sticking pins up Chastuman's tailhole - if they'd fit! He's fine and mild when he's taking the orders, but choose him up as party leader and he's telling you when to eat minnows and when to eat tadpoles! It's all, "Put Frenensus in front, then Anogerax, with the mages in the middle and Oonwhacker at the back with three eyes pointed behind." Tells me in the middle of the fight not to summon my Cruel Ice Fairy 'til the Angry Dragon spell is over, as if I'd make that mistake twice! Interrupted the spell I was up and casting, too! He'd try and teach me how to fish in a pond if he could! Never any more is this swimmy going to vote him up for leading anything more serious than an eel party! I wish he'd keep his toes off my tail! — Vanassassan Vleem, Orren water-mage and adventurer There's a n art t o adventuring , t o workin g closel y wit h a few skillfu l an d usuall y eccentri c peopl e who m yo u migh t no t lik e ver y much , bu t who m yo u ar e countin g o n t o sav e you r lif e an d solv e you r problems. A bi t o f etiquett e an d discussio n o f impor tan t matters i n advanc e coul d sav e you r life . Leaders : Sometime s there'l l b e a natura l leade r o f th e party . If Querliamen t the ol d Rassime l merchan t hire s the rest o f you , he's payin g you r wage s an d he's i n charge . Sometime s there's n o natura l leader. Yo u migh t choos e on e - th e most sensibl e Can i is a natura l choic e - o r choos e t o g o leaderless, o r som e othe r arrangement . T h e leader's jo b is larg e an d vague . Th e leade r shoul d kee p t h e part y focusse d o n a singl e goal , reinin g i n th e natura l ten dencie s o f som e adventure s t o g o off investigatin g everythin g tha t coul d possibl y b e interestin g o r gettin g involve d i n unimportan t loca l disputes. Th e leade r wil l b e calle d upo n t o mak e judgmen t calls, distributin g treasure o r decid i n g t o accep t enemies' surrende r o r choosin g whic h rune-marked doo r t o tr y first. This involve s takin g responsibilit y for a lo t o f decisions , som e o f whic h wil l inevitabl y b e ba d a n d lea d t o grief. Leadershi p is usuall y a har d job . Mos t o f th e time , t h e leade r ha s onl y th e authorit y tha t th e rest o f t h e part y give s her. If s h e offend s peopl e a n d throw s h e r authorit y around , t h e rest o f th e part y ma y choos e a differen t leader, o r eve n kic k he r ou t entirely . Diplomac y an d etiquett e are a s importan t a s goo d judgmen t fo r a goo d leader.
Selectin g a Party : It's a goo d idea , whe n possible , t o hav e a rang e o f skills. Mos t adventurin g partie s wil l ge t int o comba t soone r o r later, s o havin g a fe w competen t fighters is wise . Eve n mor e importan t is a healer, preferabl y someon e wh o ca n bin d healin g spells an d mak e sur e everyon e i n th e part y carrie s them . Tr y t o hav e peopl e wh o ca n wor k wit h th e importan t magica l Nouns . Th e heale r ca n usuall y tak e car e o f Corpador . T h e part y shoul d b e sur e t o hav e someon e capabl e o f Herbador . Skil l i n Airador, Aquador , Pyrador, Illusidor, o r Locado r wil l surel y com e i n hand y a s well . Someon e i n th e part y shoul d b e abl e t o negotiat e an d befrien d people . Someon e shoul d kno w t h e loca l language , if you'r e fa r from home . Som e skills ofte n com e i n handy : scholarship , woodworking , wilderness survival , o r th e deviou s arts o f spyin g an d stealing ; th e details probabl y depen d o n wha t you'r e goin g t o b e involve d with . Keepin g th e Peace : Th e typica l adventurin g part y consists o f hal f a doze n peopl e o f differen t specie s an d backgrounds, wit h a bit o f a commo n goa l holdin g the m together. Al l th e adven turers ar e fairl y powerful , an d mos t ar e use d t o bein g th e best in their area . The y wil l generall y hav e hig h opinion s o f them selve s - deservedl y high , o r you'r e i n troubl e - an d stron g opin ion s abou t everything . Dispute s ar e inevitable , usuall y a t time s o f crisis: doe s th e part y kill th e tapte t poisone r whe n sh e surrenders, o r tak e he r a s a dangerou s an d inconvenien t captiv e for t h e rest o f th e journey ? A goo d adventurin g part y (o r leader) will cooperat e enough , savin g the dispute s for time s tha t the y c a n b e resolve d safely. Ofte n compromise s ar e possible : th e poisone r coul d b e capture d bu t droppe d off a t th e nearest tow n f o r loca l justice . Watches : Whe n the part y is i n dangerou s territory , someon e shoul d sta y awak e a t all times. Ofte n th e part y wil l split th e nine-hou r nigh t int o thre e watches, puttin g abou t a thir d o f th e part y o n eac h watch . Rassimel , wh o nee d less slee p tha n most people , ofte n find themselve s takin g extr a watches. Peopl e wh o nee d t o slee p (e.g., peopl e bein g cure d b y a Healin g Slee p spell) usuall y shouldn' t b e require d t o stan d watch . Marchin g Order : I n man y places, th e part y ca n expec t t o ge t attacke d a t an y time , usuall y fro m th e front o r back . It is wis e t o hav e th e party's best warrio r i n front. Ofte n th e best-defend e d warrio r is pu t i n th e back : no t th e Gormoro r wit h th e hug e burnin g sword , bu t th e Herethro y i n chainmai l wit h th e metal - boun d staff, capabl e o f holdin g off a substantia l attac k fo r quit e som e time . Th e least-armore d an d least toug h peopl e generall y g o i n th e middle . Th e heale r shoul d generall y g o i n th e middl e too , althoug h this ca n b e awkwar d if you r heale r is als o on e o f you r best warriors. Splittin g Up : O n th e whole , adventurin g partie s shoul d sta y together. 5 Splittin g u p seem s t o invit e surpris e attack s b y what eve r problem s ar e lurkin g i n th e area , from monsters i n th e wilderness t o pickpockets i n th e city. Conservin g Cle y an d Boun d Spells: Everyon e o n a n adven tur e wishe s the y ha d mor e cley . Mage s alway s run lo w toward s t h e en d o f th e day , an d eve n peopl e wh o don' t cast man y spells u s e cle y t o resist them . It is generall y wis e for everyon e t o kee p a fe w cle y i n reserve , savin g the m fo r emergencies. Bu t don' t b e s h y abou t usin g the m in emergencies! It's bette r t o b e aliv e an d ^ Staying together also helps gameplay. If the party splits up. each half of the players will have to wait, sitting around doing nothing, while the gamemaster takes care of the other half. Every player winds up being bored for some of the session, and the gamemaster winds up being overworked. cleyless tha n dea d wit h a doze n cle y saved . Boun d spells ar e anothe r importan t resourc e tha t is all to o easily use d up . Boun d spells ar e less flexible than cley , s o it's ofte n goo d t o us e the m instea d o f cle y whe n the y ca n b e used . Bu t spells cost tw o o r thre e cle y t o bind , s o it's goo d t o thin k abou t whethe r you'l l b e abl e t o replac e th e boun d spell . Sharin g Boun d Spells: Boun d spells ar e on e o f th e best edge s tha t prim e adventurers hav e ove r most nonprimes, this century . Part y member s shoul d usuall y bin d spells for eac h othe r an d no t coun t th e cost . Th e heale r shoul d mak e sur e tha t everyone , carrie s Hea l th e Awfu l Woun d o r Temporar y Healin g spells. Fightin g an d Sparin g Enemies : Yo u wil l frequentl y find yourselve s fighting. Now , som e enemie s ar e bloodthirst y and car e nothin g fo r their ow n lives, an d wil l fight yo u an d di e an d tha t is that. Mor e often , the y don' t wan t t o di e an y mor e tha n y o u do . Whe n yo u ar e clearl y winning , the y wil l run away , o r t r y t o surrender. This is ofte n a quandary . O n on e hand , yo u m a y hav e bee n tryin g t o kill the m for a goo d reason ; perhap s the y wer e tryin g t o kill you , an d perhap s the y wil l kee p tryin g if y o u le t the m go . O n th e othe r hand , killin g the m ca n b e ba d too . Perhap s the y ar e running befor e the y ge t to o badl y hurt , and the y wil l fight fiercel y if the y ar e cornere d - an d the y migh t tur n t h e table s an d kill you . Perhap s their friend s an d familie s wil l g e t reveng e o n you ; an d perhap s yo u wil l ge t th e reputatio n - o r crimina l convictio n - a s a murdere r yourself. You r enemie s wil l usuall y hav e th e sam e quandar y if yo u tr y to surrende r o r run. But , if you'r e losin g a fight, surrende r o r fligh t ma y wel l sav e you r life . TRAVE L You can take a sky-barge from Karkarnos to Lobex: a week, a thousand lozens. Or you can take a trade caravan: six to eight weeks, a hundred lozens for room and board if you've got your own mule and tent and are willing to work. Five hundred if you're staying in inns and having any fun. Or you can get to Thandibar either way, and go the rest of the way through the teleport chain, but that's not much faster 'cause Lobex is only two hops down from Thandibar. Faster? You can get a wizard to harness an ancient windbird for you to fly: one day travel, plus however long it takes to get your wizard and windbird. I dunno how much it costs. Nobody's ever done it. — Umbertius Dromo, sky pilot Trave l o n a branc h is slo w an d somewha t dangerous. Th e landscap e is hilly , an d sometime s ther e ar e lake s i n awkwar d places. Outsid e th e citie s ther e ar e monsters - usuall y livin g i n t h e Verticals an d maraudin g ou t o n th e Flats. If on e stay s i n civ ilize d place s an d awa y fro m th e Verticals, o r travels wit h a guarde d caravan , ther e is rarel y to o muc h trouble. Solitar y travelers shoul d b e cautious. If th e roa d is especiall y difficult o r long , on e ma y perhap s b e abl e t o tak e a sk y gondola , instead , flyin g lo w ove r th e land . In olde r times, wizard s buil t teleport chains: teleport gate s sendin g travelers from cit y t o neighborin g cit y in tw o o r thre e hops, wit h eac h ho p costin g a cley . Teleport gate s canno t safel y b e mad e withi n a mil e o f eac h other, s o som e walkin g is necessary . Trave l betwee n world-branche s is harder. World-branche s ar e a fe w hundre d mile s apart vertically , eve n whe n on e is righ t unde r th e other. Nea r a trunk , on e ma y choos e t o climb , shoul d o n e b e willin g t o fight throug h a vast distanc e o f Verticals o r fol-
l o w on e o f the guarde d staircase s o f teleport gates. Furthe r away , on e ha s n o choic e bu t t o fly. Ther e ar e an y numbe r o f way s t o fly: sk y ships, ulgrane-bac k rides, chariots draw n b y birds, giganti c kites, an d s o on . High-sk y trave l mean s danger. A i r elementals, invisibl e an d mighty , divert themselve s b y battin g fliers around . Ulgran e commi t piracie s an d murders. Eve n t h e weathe r is perilous. Movem ent Ra tes "It's not so far from Treverre to Barency if you look at wigglesome lines on maps of paper, but it's a wearying long way to walk footstep over footstep." — Thamwane oa Mumcherhut Travelin g lon g distance s is slow . Thes e movemen t rate s coun t break s fo r lunch , gettin g stone s ou t o f you r shoes, snaggin g a n appl e fro m th e orchar d you'r e passing , an d all. If you'r e i n a hurry , yo u ca n g o perhap s twic e a s fast for a n hour , bu t yo u can' t kee p tha t u p all day . Thes e trave l time s ar e for th e best conditions: a goo d roa d ove r leve l terrai n i n goo d weather, wearin g goo d footgear, b y health y adults i n goo d physica l shap e an d no t ver y heavil y loaded . If you'r e trudgin g throug h heavil y foreste d mountain s o n deertrails i n a snowstorm , lade n wit h treasure , wit h on e perso n badl y wounded , don' t expec t t o g o ver y fast. Movemen t Rate s Mean s o f trave l Movemen t Walkin g (most species) 2 mp h x 8 hours Caravan , cart 1.5 mp h x 8 hours Mounte d 5 mp h x 8 hours Airboa t 6 mp h x 8 hours Flyin g Zi Ri 4 mp h x 6 hours Boat , downstrea m 3 mp h x 8 hours Boat , upstrea m 1 mp h x 8 hours MONE Y You talk up them good things real big, honor and helping your kinsdoggies and all like that. But me, I need an even bigger reason to risk my tentacles. I'll give you a hint what it is: it's made of amber, and it's got six sides, and I'm'a hopin' there'll be an awful lot of it in a bag right here before I leave this room. - Loomer Landfrown, Khtsoyis adventurer Mos t o f th e civilize d Worl d Tre e use s ambe r for money . Ther e a r e innumerabl e standard s o f coinage , bu t som e for m o f lozen is use d almost everywhere . Lozen s ar e hexagona l plate s o f ambe r abou t th e are a o f a U S quarte r an d twic e a s thick , stampe d wit h a fe w symbols - a mar k fo r th e min t whic h mad e th e coin , ofte n a patrioti c emble m o r a dat e o r th e like . The y ar e wort h rough l y $1 0 i n 200 1 U S dollars: a loze n wil l bu y a decen t bu t no t fine dinner, tw o hours' unskille d labor, a chea p shirt. Ther e ar e fou r characteristi c trace s o f magi c o n th e coin , whic h make s th e most naiv e kind s o f counterfeitin g (e.g., ambe r creatio n spells) eas y t o detect . Government s hop e tha t most mage s capabl e o f coun terfeitin g lozen s wil l b e abl e t o ear n considerabl y mor e mone y i n othe r ways . Still, th e penaltie s for makin g o r ownin g a n ille g a l lozen-stam p ar e quit e harsh . Ther e ar e coin s wort h 1/3 loze n (smal l an d triangular), 3 lozen s (eigh t sides), 10 (te n sides), 3 3 (larg e an d triangular), an d 1 0 0 (larg e an d round ) lozens. Large r coin s hav e mor e elaborat e magica l stamps, an d ar e harde r t o counterfeit . T h e smallest coin s i n genera l us e ar e terch, whorle d shells lik e wide-ope n cowrie s wit h a dro p o f ambe r i n th e center, ofte n wit h a stam p o n it. Terc h ar e wort h som e 25-5 0 cents 200 1 US ; a terc h o r tw o ca n bu y a bun , a drink , a smal l trinket . The y ar e n o t magical , an d a mag e ca n easil y creat e on e o r two . It is rarel y wort h th e effort, unless yo u wan t a bu n i n a hurr y - an d don' t kno w the spel l for th e bu n itself. Ther e ar e officiall y 2 7 terc h i n a lozen . Bu t terc h an d loze n ar e n o t alway s interchangeable . Sinc e terc h ca n b e create d b y magi c o r craft, the y ar e considere d a somewha t lesse r currency , no t just wort h less. If yo u wan t t o bu y somethin g tha t costs 10 0 lozens, y o u probabl y can' t pa y 270 0 terch ; you'l l nee d actua l lozens. Moneychanger s wil l usuall y giv e yo u a loze n for 3 0 terch , o r 2 9 if you'r e a regula r customer . Bu t they'll onl y giv e yo u 26-2 7 terc h for a lozen . Barte r is preferre d t o mone y almost everywhere . If yo u ca n offe r a crafte r somethin g sh e is activel y lookin g for, yo u ca n probabl y sav e a thir d t o a hal f o f th e cas h price . A typica l unskille d labore r earn s som e 2- 5 lozen s a day , an d usuall y som e meals a s well . A typica l farme r earn s 5-1 0 lozen s a day , o n averag e ove r a yea r - mostl y a t harvest time . A cit y guar d earn s som e 10-2 0 lozen s a day . A typica l maste r i n a
guil d earn s som e 20-10 0 lozen s a day , afte r all th e business expense s ar e paid . A wizar d ca n ear n te n thousan d lozen s i n a day , bu t can' t d o tha t man y day s i n a year. PRICES FO R ADVENTURIN G SUPPLIES Price s an d availabilit y o f mos t good s var y considerabl y fro m plac e t o place , from seaso n t o season , fro m circumstanc e t o circumstance . This sectio n give s a typica l overvie w o f prices, bu t you r situatio n ma y b e different. Price s o f Weapon s an d Armo r ar e foun d i n th e weapon s an d armo r tables, pag e 15 4 an d 156 . Foo d is no t expensive . A bu n o r sausag e from a stree t vendo r shoul d cost a fe w terch . A goo d mea l i n a restauran t shoul d cost a loze n o r so , an d a ver y impressiv e mea l wil l cost 2-4 . Bee r a n d tabl e win e ar e generall y cheap , a fe w terc h for a larg e cup . Fin e wine s an d liqueurs ca n ge t quit e expensive , u p t o 50 + lozen s fo r a bottle . Tools com e i n a wid e rang e o f qualitie s an d prices. Tools mad e o f commo n materials (meng , wood , horn , bone ) ar e cheap , 1-2 lozens, bu t requir e constan t maintenanc e an d brea k fre quently . Stronge r materials (metal , stone , spell-hardene d weak e r materials) cost considerabl y more . A smal l 1-oz. iron-blade d knif e costs 2 5 lozen s new , o r 1 0 use d an d worn . A fireskin, a magicall y fireproofed leathe r use d a s a fireplace, costs abou t 15. Intermediat e qualit y items, meta l edge s o n men g blade s o r mag icall y hardene d glass, ar e intermediat e i n price . Adventurin g Supplie s follo w the sam e pattern . A new , serv iceabl e leathe r backpac k wil l cost a coupl e o f lozens. A smal l mirro r o f silvere d glass wil l cost five t o ten . Liv e Animal s ar e plentifu l and cheap . Ever y cit y ha s a mar ketplac e sellin g foo d animals: Worl d Tre e equivalents o f guine a pigs, chickens, fishes, an d smal l birds, 2- 4 t o a lozen . Animal s tha t requir e mor e tendin g cost more : a guntr y wil l cost 5-1 5 lozens. Ther e ar e luxur y meats: a liv e single-home d alari x wil l cost a hundre d lozens, an d b e th e centerpiec e o f a feast. Usefu l animals ar e no t cheap . A respectabl e packhors e costs 300-60 0 lozens. A traine d bu t inexperience d charge r migh t cost five o r t e n thousand , o r mor e if its plumag e is particularl y wel l favored . A heav y horse , traine d t o b e cal m i n a battle , migh t cost tw o t o fou r thousan d lozens. A traine d krang o wil l cost a t least twen t y thousan d lozens, an d yo u wil l no t find the m i n th e market place . D o no t expec t t o bu y a warhors e o r krang o an d tak e it int o battl e th e nex t day ; it mus t ge t use d t o you , an d yo u t o it. Boxe d Spells, read y t o leam , ca n b e quit e expensiv e indeed . Professiona l guild s o r persona l tie s ca n sometime s ge t yo u bett e r prices. Price s o f Boxe d Spells Commo n complexity- 5 cantri p 1 0 0 lozen s Commo n complexity-1 0 spel l 100 0 lozen s Commo n complexity-1 5 spel l 300 0 lozen s Commo n complexity-2 0 spel l 10,00 0 lozen s Commo n complexity-2 5 spel l 20,00 0 lozen s Rar e spel l 1-10 x commo n pric e Obscur e spel l 10-10 0 x commo n pric e Smal l magi c item s ar e availabl e to r sal e i n mos t pnm e cities, especiall y citie s wit h magi c academies. Mos t o f the m ar e stu den t projects, o r device s mad e fo r som e purpos e tha t n o longe r matters, o r trinkets tha t hav e change d hand s a doze n times. If y o u ar e lucky , yo u will find just th e ite m yo u ar e lookin g for. Mor e likely , yo u wil l fin d somethin g vaguel y relate d t o wha t y o u want , o r perhap s somethin g unexpecte d bu t useful . Yo u m a y commissio n enchanters t o mak e ne w magi c item s fo r you ; it wil l cost 5-10 0 time s a s much , an d tak e man y weeks . (Recip e enchantments hav e their ow n prices.) T h e pric e o f a mino r magi c ite m depend s mostl y o n wha t the ite m doe s (a s if it wer e a spell), wha t Powe r it has, an d ho w man y time s it works . Multipl y th e thre e number s fro m th e tabl e togethe r t o find th e typica l pric e range . Goo d mino r magi c item s ten d t o b e o n th e expensiv e sid e o f th e range . If a n ite m is fo r sal e mor e cheaply , ther e is likel y t o b e som e problem : a n unpleasan t sid e effect, a n occasiona l malfunction , a n unidenti fied featur e o f th e enchantment . Mino r Magi c Ite m Pric e Guideline s Cpl x Bas e Cost Usag e Mult . Powe r Mult . 5 50-20 0 1/day x l Cpl x x l 1 0 200-200 0 3/da y x 2 Cplx+ 5 x 2 15 1,000-10,00 0 12/da y x 4 Cplx+1 0 x 3 2 0 5,000-50,00 0 Unlimite d . x 8 Cplx+1 5 x 4 F o r example , a Helleste w studen t is offerin g he r second - semeste r Enchantmen t project , Th e Rin g o f Twelve , Highl y Invulnerabl e Magi c Shield s Against Corpador , fo r sal e i n th e F o x i n Flames. (It is th e custo m o f Enchantmen t students t o giv e extravagan t name s t o their works , especiall y th e inferio r ones. ) This devic e casts Toughe n Against Corpado r (S u C o 5 ) a t Powe r 5 twelv e time s a day . It shoul d cost 50-20 0 x 4 x 1 = 200-80 0 lozens. Sinc e th e spel l is reasonabl y usefu l a t lo w power , th e studen t offers it fo r 600 , bu t ma y b e flexibl e if he r semester's cas h is runnin g low . Cas t spells ar e price d accordin g to th e skill o f th e caster. A wizar d wh o ca n cast complexity-4 0 spells wil l tr y t o charg e sev era l hundre d lozen s for ever y spel l sh e casts: a fair pric e for thos e complexity-4 0 spells, bu t excessiv e for cantrips. If necessar y the y wil l giv e discounts, bu t most wizard s woul d rathe r mak e a lo t o f mone y off a littl e wor k (an d sav e their cle y fo r their ow n projects) tha n slightl y mor e mone y off muc h mor e work . Standar d Price s o f Spellcastin g B y non-mag e lA - 1 lozen/cle y B y tradesfol k 1-2 lozen/cle y B y typica l mag e (ma x Ar t 10) 3-2 0 lozen/cle y B y goo d mag e (ma x Ar t 15) 10-10 0 lozen/cle y B y expert mag e (ma x Ar t 20 ) 50-30 0 lozen/cle y B y amazin g wizar d 100-100 0 (+ ) lozen/cle y Exoti c spel l x2- 5 Feather-cast usuall y half pric e
T h e cost is typicall y pe r cley , plu s a surcharg e fo r th e rarit y o f t h e spel l an d th e tim e o f th e caster. Grea t wizard s wil l happi l y charg e vast sum s for spendin g a minut e doin g somethin g tha t is n o particula r expens e t o them , perhap s spendin g a cle y an d perhap s not . Th e custo m is tha t th e pric e mus t b e pai d i n full eve n if th e spel l doe s no t wor k ou t a s intended , thoug h mos t professiona l mage s wil l offe r som e compensatio n if ther e is a proble m - ofte n a discoun t o n th e secon d attempt . Boun d spells d o no t ye t hav e a s unifor m a pricin g scheme , thoug h on e wil l doubtless emerg e i n time . Som e mage s charg e mor e fo r boun d spells tha n fresh-cast ones, a s the y requir e mor e skill t o mak e an d us e twic e a s man y cley . Others charg e less excep t whe n the y hav e t o bin d the m fresh , a s th e cle y woul d hav e bee n waste d otherwise . Olde r mages , wh o di d no t gro w u p wit h boun d magic , ar e ofte n eccentri c abou t pricin g them . F o r simplicity , thes e guideline s assum e tha t th e powe r o f a boun d spel l is roughl y equa l t o its complexity . Mor e powerfu l boun d spells ar e sometime s available , fo r a premium . Typica l Price s o f Boun d Spells complexity 5 1-5 complexity 1 0 5-3 0 complexity 15 50-20 0 complexity 2 0 100-50 0 complexity 2 5 200-100 0 complexity 3 0 400-200 0 complexity 3 5 800-400 0 not in stoc k xl- 2 unusua l spell x2- 4 Extra Powe r (pe r +10 ) +10-30 % o r mor e binding with reasonin g xl- 3 VALUABL E THINGS The highest price any one person ever paid for any one thing was two hundred and eighty million lozens, which Hastrobqldus Paradigmansus paid for a drop of fire in a crystal vial which seven wizards swore was a tear of Flokin. The highest price any one person ever paid for any one deed was one hundred and six million lozens, which Hastrobaldus Paradigmansus paid as a bounty on the heads of three forgers and seven dishonest wizards. — Drogue nxaa Paroot, A Book of Records and Challenges Ambe r an d mone y aren' t th e onl y valuabl e thing s o n Worl d Tree . Lots o f othe r thing s are : som e for goo d reasons, som e for b a d ones. Meta l is rar e i n nature , an d ver y useful , an d s o ver y valuable . A fe w plants hav e metal-edge d leaves, thorns, o r berries. Collectin g enoug h t o b e worthwhil e is troublesome ; heav y glove s ar e recommended . Scra p metal , fro m plants o r salvage , is wort h perhap s te n lozen s a n ounce . Mage s wit h th e right skills a n d spells ca n creat e meta l fro m nothing , a n ounc e a t a time . T h e tw o approache s ar e equall y frustrating : ther e aren' t man y peopl e o n th e whol e tree wh o ca n reliabl y produc e five pound s o f meta l a day . Meta l is notoriousl y har d t o affec t wit h magic . Metalworkin g spells ar e substantiall y mor e difficult tha n th e equivalen t spells for woo d o r bone , an d d o no t wor k a s well . Objects whic h ar e partiall y mad e o f metal , suc h a s a n iron-tippe d spear, ar e nearl y a s har d t o affec t b y magi c a s objects completel y mad e o f metal . Som e o f th e metals availabl e o n th e Worl d Tre e ar e th e terrestria l ones. Iro n is th e mos t valuabl e becaus e it is th e mos t use ful; smith s wh o ca n choos e t o creat e an y kin d o f meta l usuall y choos e iron . "Iron " and "metal " ar e almost synonymous , rathe r t h e wa y tha t "lettuce " an d "salad " ar e almost synonymou s terrestrially . Copper , gold , silver, lead , an d mercur y ar e lik e th e terrestria l metals; the y ar e mostl y use d fo r decoratio n an d enchantments. Som e metals are no t availabl e terrestrially . Brazinio n is a blu e metal , i n th e sens e tha t coppe r is orang e o r gol d is yellow ; it is nearl y a s har d a s iro n an d considerabl y heav ier, makin g it a goo d choic e fo r mace s an d axe s an d littl e else . Yulexio n is hard , brittle , dark , and richly aromatic; Can i an d Sleet h favo r it becaus e o f th e scent , bu t it is no t goo d fo r tools. Hezario n is dee p re d an d ver y ductile : th e materia l o f som e amazin g filigrees an d inlay s i n Herethro y carapaces . Mnenorzio n is dar k violet , veine d wit h lighte r viole t line s tha t drift slowly ; it is softe r than lea d an d lighte r tha n water, use d mainl y i n jewelry . Al l thes e metals cost simila r prices: 10-2 0 lozen s pe r ounc e o f ra w materials, severa l time s tha t fo r finished work . Ther e are som e mor e obscur e metals, whic h are harde r t o cre a t e an d find, an d man y interestin g alloy s an d spell-treate d met als. Ambe r come s i n man y form s an d colors. Mos t naturally - appearin g ambe r is hardene d sa p o f ordinar y trees. It come s i n all colors; blu e an d gree n are particularl y rar e an d valuable . It is eas y enoug h t o chang e amber's colo r b y magic , bu t this artificiall y colore d ambe r is wort h littl e mor e tha n chea p amber . Th e cheapest ambers are wort h abou t a fifth o f their weigh t i n lozens; th e most expensiv e are wort h hundred s o f time s their weight . World-amber , ambe r fro m Worl d Tre e sap , is rar e indeed . It's vastl y harde r tha n ordinar y amber ; ordinar y tools an d magi c canno t wor k it, and eve n Herbado r wiz ards hav e t o exert them selve s mightil y t o shap e it. Ther e ar e a fe w suits o f world-ambe r armo r mad e fo r th e wealthiest o f aristocrats, ever y bi t a s goo d a s meta l armo r an d \onl y a hundre d time s a s expensive . It's eas y enoug h t o find world - ambe r b y th e ton , a t th e bot tom s o f caves, bu t it is nearl y impossibl e t o ge t it out . Small , separat e drop s o f world-ambe r - especiall y the varietie s that ca n b e worke d - ar e anothe r matte r entirely . Gem s ar e Durudo r material , an d pretty , a n d rare , an d thu s quit e expensive . The y canno t b e
mined . A fe w plants gro w gemstone s instea d o f flowers o r fruit - bu t perhap s on e opa l ros e i n hundred s o f bushe s wil l actuall y gro w tha t opal . Gem s ca n als o b e create d b y difficult Durudo r spells; th e fe w peopl e wh o ca n d o s o kno w enoug h t o d o it rarel y a n d kee p th e price s up . Gem s are fabulousl y valuable , fro m hun dred s t o ten s o f thousand s o f lozens. Stone : Fe w ston y materials occu r naturall y o n th e Worl d Tree . Ther e ar e occasionall y deposits o f terrestrial-styl e stone s mad e o f compresse d san d o r clay : soft sandston e an d shale . Suc h deposits ar e generall y smal l - tons, o r ten s o f ton s - an d ar e fairly valuable . Mor e commo n is trouck, soi l soake d wit h Worl d Tre e pitch : toug h an d heavy , slightl y sticky , a bi t stronge r tha n sandston e o r shale , an d a s flammabl e a s wood . Glirrie s ar e har d flowers, a s har d a s glass o r marble . The y gro w naturally : som e specie s o f plants alway s gro w glirries, an d man y others occasionall y produc e glirries. The y loo k lik e flow ers, an d the y ar e Herbado r material . The y pla y th e rol e o f semi preciou s stones. Th e cheapest glirrie s ar e wort h a loze n o r s o each ; th e mos t expensiv e ar e severa l hundred . Perfum e is popula r an d heavil y used , especiall y b y Can i - thoug h som e thing s the y conside r perfum e are rathe r foul. Perfume s ca n b e extracte d b y magic , bu t it's rarel y wort h th e effort. It's usuall y collecte d b y mundan e means . Goo d perfume s a r e expensive , te n t o a hundre d lozen s a n ounce . Incenses , resin s o r othe r substances, aromati c whe n burned . Som e incense s hav e specia l properties; others just smel l nice . If you'r e invitin g Can i ove r an d yo u thin k mayb e you r hous e wil l stin k t o the m o f laundr y yo u yoursel f can' t smell , burnin g incens e is a goo d approach . Chea p incens e goe s fo r a terc h a n ounce ; expensiv e incens e goe s for thirt y lozen s a n ounce . Certai n herb s hav e usefu l properties. Som e ar e directl y mag ical. Fo r example , whe n th e worl d wa s young , Accana x ha d offende d Pararenenz u gravely , an d Pararenenz u chase d Accana x wit h fourfol d lightnings. Accana x curle d u p tigh t insid e a nolotha m tree , an d Pararenenz u passe d hi m by . So , nolotha m tree s hav e th e virtu e o f resistanc e t o Kenno c spells. Othe r herb s c a n b e use d fo r variou s purposes, fro m enchantments t o wakin g u p i n th e morning . Spice s mak e ric h merchants i n man y cities. Commo n spice s a r e easil y grow n an d rarel y wort h adventurers' effort t o carr y home . Rar e o r labor-intensiv e spices, especiall y pollen s (lik e terrestria l saffro n o r Worl d Tre e jersany) , ar e wort h a goo d dea l more : ten s o r hundred s o f lozen s a n ounce . Collectin g a n ounc e o f spic e polle n isn't wort h adventurers' time , bu t it's wort h a thie f s tim e checkin g kitchens. Sal t isn't ver y commo n o n the Worl d Tree . It ca n b e create d b y a Creo c Susteno c Durudo r 1 0 spell , bu t no t man y peopl e wh o hav e th e arts wan t t o wast e the m o n salt. Sal t bushe s ar e rea sonabl y common ; their leave s ar e salty , an d a crud e gree n salt c a n b e extracte d b y boilin g an d evaporating . A field o f salt bushe s wil l giv e a modest bu t dependabl e income . Bus h salt costs 1/2 loze n a pound ; pur e salt abou t thre e lozen s a pound . Fur s o f animals ar e usuall y wort h something . Th e valu e o f a fur depend s o n man y things. Soft furs mak e bette r clothe s the n roug h one s - bu t tha t onl y matters fo r chea p furs. Th e fu r o f dangerou s monsters ar e wort h a grea t deal , ten s o r hundred s o f lozens, soft o r harsh . Damage d furs ar e almost worthless; fire spells rarel y leav e muc h o f value . Th e pelts o f sentien t non - prime s ca n b e ver y valuabl e i n certai n places, bu t finding thos e markets ma y b e difficult o r illegal. Findin g a buye r for a prime's pel t is a n adventur e i n itself, an d no t a savor y one . Ivory , tusk s o r horn s o f certai n creatures, is wort h ten s o f lozens. Pets, exoti c o r friendly o r decorativ e - traine d rats, brightly - colore d birds, alarmin g insects, speakin g fish, an d s o on . Som e a r e wort h hundred s o r thousand s o f lozen s t o th e right buyer, w h o ma y no t b e eas y t o find. Others, no t valuabl e i n cash , ma y ear n yo u a frien d for life . B e careful: bringin g dangerou s o r dubiou s animal s int o citie s is a terribl e crime . Seriou s menagerie-keepers win d u p gettin g kille d b y their neighbors almost a s ofte n a s b y their pets. Ceramic s an d glass ar e reasonabl y eas y t o get . Th e soil o n t h e Flats ar e 5-15 % san d an d clay ; th e rest is plan t an d anima l matter. Th e san d ca n b e sorte d ou t b y magi c o r cleverness, melt e d b y a spel l o r a furnace , an d blow n b y spel l o r tube . Anothe r spel l wil l harde n it considerably . Potter y follow s a simila r course , sortin g th e cla y ou t o f soil, throwin g it o r shapin g it i n t h e usua l ways , firin g it wit h woo d o r magic , an d usuall y hard enin g it b y a spel l afterwards. Potter y an d glass cost tw o o r thre e time s th e terrestria l prices: th e fine plate s ma y b e mad e o f clay , bu t th e everyda y one s ar e mad e o f wood . Bric k costs five t o te n time s a s muc h a s o n Earth , an d is onl y rarel y use d for con struction . Tapestrie s (an d rugs, draperies, an d s o on). Hig h qualit y carpets an d tapestrie s cost thre e t o thirt y lozen s a squar e yard , an d y o u usuall y ge t man y squar e yard s a t once . The y weig h a lot, though . Win e an d liquo r ar e popular. Chea p varietie s ar e ver y chea p a n d reasonabl y good . Super b win e is 3- 5 lozen s a bottle , an d reall y impressiv e liquors an d essence s ar e 10-5 0 o r more . Antique s ca n b e quit e valuable . Antique s i n reasonabl y goo d shap e wit h certifiabl e histor y ca n b e wort h tw o t o thre e time s wha t the y wer e originally ; trul y rar e one s ar e wort h te n o r a hun dre d time s - whe n th e right buye r ca n b e located . Book s ar e reasonabl y common ; moveabl e typ e wit h meng-nu t letters is known . Eac h pag e is printe d b y hand , s o book s aren' t cheap . Good-qualit y book s an d rar e book s ca n fetc h hig h prices, fro m te n lozen s for a generi c boo k t o a grea t dea l mor e for a boo k tha t a ric h Rassime l collecto r is lookin g for. Curios , an d othe r smal l exoti c objects, ar e valuabl e for their rarit y o r extrinsi c interest . A dagge r tha t kille d a famou s nobl e migh t b e sol d fo r ten s o f thousand s o f lozen s t o th e right customer. Magi c items , enchante d wit h powers b y skille d sorcerers, ar e prize d everywhere . Th e simplest ar e recip e enchantments . Ther e ar e a fe w hundre d recipe s whic h reliabl y mak e som e spe cifi c type s o f magi c items: plow s whic h wor k bette r tha n an y terrestria l plow , hor n spears tha t fee d o n th e fur y o f th e wielder, fountain s tha t showe r butterflie s instea d o f water. Th e recipe s
arc ver y valuable ; item s mad e fro m th e recipe s ar e fairl y valu able . Patter n enchantment s ar e a slowly-dyin g art, bein g supersede d b y spellbinding ; the y ar e single-us e patter n spells attache d t o suitabl e objects. Grea t enchantment s are th e rarest : eac h on e a uniqu e wor k o f art an d creatio n b y a n enchanter, eac h o n e wit h its ow n power s an d personality . Magi c item s o n th e Worl d Tre e are a s likel y t o b e mundan e (e.g., pots whic h boi l wate r instantly , o r clothe s whic h canno t b e torn ) o r artisti c ( a lapestr y o f animate d figures, o r a tre e perpetuall y i n blossom ) a s directl y usefu l fo r adventurers. Grace s an d Glorie s are token s o f divin e favor. The y tak e forms suitabl e for th e go d they represent : grace s o f Floki n hav e bee n see n i n th e for m o f coppe r acorns, beeswa x candles, gold en sun-shape d jewelry , an d animat e fla t flame s writte n o n a note , (i race s an d glorie s ca n b e use d instea d o f cle y t o cast spells in the god's art - usuall y a t doubl e Power . A n unuse d grac e wil l hold th e powe r o f u p t o a doze n cley . A glor y wil l rarel y hol d mor e tha n on e o r two , bu t a glor y regain s on e eac h day . Grace s (an d t o a lesse r exten t glories) ca n b e use d i n specia l way s i n advance d magic ; enchanters, spellweavers, an d ritua l mage s a n d their customers ma y pa y thousand s o r million s o f lozen s for them . (Ho w muc h woul d a Z i R i fire wizar d pa y for on e extr a lire spel l pe r day , for th e rest o f zir eterna l life? ) Boxe d spells, read y t o lea m bu t no t ye t learned , mak e excellent treasure . Enchantmen t recipes, th e instruction s for makin g magi c items, ar e fairl y rar e an d fairl y valuable . Ne w o r rar e craft enchantments ca n b e fantasticall y valuabl e t o someon e wh o ca n us e them . Property , buildings, lands, mines , orchards, an d s o on . Mos t propert y is har d t o move , bu t deed s (traditionall y writte n o n meta l plate s for valuabl e property ) ar e easy . Propert y ma y b e awarde d a s reward s for service . It usuall y generate s a n income , ten s o r hundred s o f lozen s a month . Slave s ca n b e quit e valuable . Slaver y covers a lo t o f territory . The mildest form s ar e fixed-term indenture s (mor e o r less voluntary ) an d perpetua l serfdo m (involuntary , bu t wit h a lot o f rights); fe w peopl e o n th e Worl d Tre e conside r eithe r o f thes e unnatura l o r evil . Th e most extrem e for m is quit e evil : kidnap pin g someon e an d sellin g the m dow n th e branc h for a flat fee ; doin g th e kidnappin g is rarel y legal , thoug h buyin g th e victim s t w o hundre d mile s awa y usuall y is. Can i mak e th e best slaves; if yo u ca n kee p the m for a fe w weeks , they'l l b e loya l t o you . The y ar e wort h twic e th e pric e o f othe r species. Rassimel , Herethroy , Khtsoyis, an d Orre n mak e adequat e slaves. Z i Ri , Sleeth , an d Gormoro r mak e dreadfu l slaves, an d ar e ver y har d t o sell. Th e pric e o f slave s depend s o n bot h th e slav e an d th e region . A young , untraine d Rassime l captiv e goe s for a thou san d lozens. A skille d obedien t craftsma n who's indenture d him self for te n years t o repa y a deb t migh t fetc h man y thousands, most o f whic h wil l g o t o his creditors. Ther e ar e trick y mora l issue s here . Knowledge , insigh t int o th e secrets o f th e univers e is ofte n valuable . A ne w fac t (eve n a mino r one ) abou t a go d migh t mak e o r brea k a scholar's career. Th e monetar y valu e o f knowl edg e usuall y depend s o n finding th e righ t buyer. If yo u wan t it for yourself, knowledg e is beyon d price . WEAPON S Weapon s an d armo r are regrettabl e necessitie s o f th e adven turin g life . It is, i n general , easie r an d cheape r t o kill somethin g wit h a swor d tha n wit h a spell . Weapon-makin g o n th e Worl d Tre e is technologicall y sophisticated , bu t ofte n i n non-terrestria l directions. Meta l (usuall y iron ) weapon s ar e th e mos t effective , b u t th e mos t expensive ; the y ar e mad e wit h a n ey e toward s usin g a s littl e meta l a s necessary , a s wel l a s bein g dangerous. T h e standar d adventurer's weapo n is th e sword : nimbl e and accurate , an d capabl e o f inflictin g sever e wounds . Worl d Tre e sword s ten d t o b e moderat e length , thin, an d shar p o n bot h side s o f th e blade . Sword s ar e quit e expensive , wit h eve n the basi c styl e costin g fifteen hundre d lozens. Th e pric e o f a blad e include s bot h th e cost o f th e meta l an d th e craft an d spellwor k o f a skille d smit h t o harde n th e blade , allo w it t o kee p a fine edge , an d mak e it bot h balance d and attractive . Cheape r sword s a r e mad e o f men g wit h meta l reinforcements o n th e edges, a t a quarte r o f th e pric e o f a swor d an d thre e quarters o f th e value . Sword s mad e entirel y o f men g ar e cheap , bu t goo d fo r littl e mor e tha n practic e o r rat-killing ; othe r chea p weapon s ar e bette r valu e for you r terch . Varian t style s ar e possible : longe r sword s (+ 1 o n Attack ) cost a n extr a five hundre d lozens, an d thicke r sword s (+ 1 o n Bas e Damage ) cost a n extr a thousand . Anothe r commo n varian t is t h e jag-sword, a weapo n o f an y o f a thousan d varietie s wit h extr a points, hooks, bends, curves, spikes, o r othe r enhance ments. Jag-sword s ar e slowe r an d less effectiv e fo r simpl y hackin g a t foe s tha n regula r swofds v However , th e jag s ar e goo d for tricks: the y ca n twist a n enemy' p weapo n ou t o f his hand , slas h his armor , an d eve n cu t his tendon s mor e effectivel y tha n a regula r swor d could . F o r th e adventure r wh o is bot h ric h and stron g ar e th e hug e two - an d three-hande d swords, immens e bars o f spell-hardene d iro n capabl e o f inflictin g terribl e wounds . Onl y Herethro y amon g the prime s ca n us e three-handed swords; they requir e leverag e no t availabl e t o Khtsoyis, an d appendage s no t availabl e t o anyone else . T h e secon d mai n categor y o f weapon s is crushin g weapons . T h e well-equippe d warrio r wil l typicall y choos e a mace , a rein force d handl e wit h a spike d bal l o f metal . Mos t warriors con side r mace s slightl y inferio r t o swords: a glancin g blo w wit h a mac e is mor e effectiv e tha n a glancin g blo w wit h a sword , bu t a goo d blo w wit h a swor d is mor e effectiv e tha n a goo d blo w wit h a mace . Th e nex t heavie r weapo n is th e one-hande d militar y ax , a massiv e thin g wit h a metal-reinforce d handl e that require s grea t strengt h t o us e effectively . A stronge r an d riche r warrio r c a n choos e a hug e two-hande d mac e o r ax e capabl e o f immens e blows. Cheape r weapon s ar e clubs, whic h ca n b e a s simpl e a s pickin g u p a bi g stick . The y ar e no t grea t weapons , bu t th e pric e a n d convenienc e ma y b e pleasing , an d simpl e Herbado r magi c c a n enhanc e their attack s i n a variet y o f ways . Club s studde d wit h meta l points ar e mor e damaging , an d harde r fo r you r oppo nen t t o affec t b y magic , tha n simpl e sticks, an d cost corre spondingl y more . T h e mai n varian t o n th e crushin g weapo n is th e flail: a mace - hea d attache d t o a staff b y a chain . Flails ar e treacherous weapons ; the y ca n whir l aroun d an d smas h th e wielde r i n a mistake . The y ar e als o quit e deadly ; if on e ignore s the danger, the y a r e superio r t o meta l sword s an d cost th e same . A l l Khtsoyis hav e a n advantag e usin g club s (includin g spike d
club s an d maces , bu t no t axe s o r two-hande d maces) : the y ma y u s e u p t o thre e a t onc e an d ge t almost full damag e fro m them . Furthermore , if a Khtsoyis is ove r his enemy's head , his club s a r e mor e effective . Spears ar e lon g stick s wit h on e en d sharpened . Wit h a meta l tip , a spea r is a goo d weapon : inferio r t o a sword , bu t onl y a tent h o f th e price . Wit h a men g tip , a spea r is roughl y a s goo d a weapo n a s a club . Spears ca n b e use d wit h on e o r tw o hands; th e extr a forc e fo r usin g the m two-hande d improve s the m significantly . The y wor k wel l a s defensiv e weapons , keepin g th e ene mie s a t a bi t o f a distance . The y als o allo w th e use r t o counterattack , trading som e defens e fo r a n extr a attack . I n th e hand s o f a n experience d fighter wh o know s ho w t o counterattac k already , spears ca n b e quit e nast y indeed . A staff is a lon g stick , typicall y no t sharpened , hel d i n bot h hands. Stave s ar e mainl y defensiv e weapons : the y d o no t d o muc h damage , bu t the y ca n bloc k othe r attack s quit e well . Metal-boun d staves, wit h strip s o f meta l running alon g the side s for reinforcement , ar e bette r a t attac k an d defense . Stave s ofte n hav e spearpoints a t on e end ; changin g th e gri p turn s th e staff int o a spear. Herethro y hav e a specie s advantag e wit h thes e weapons : the y m a y us e a spea r o r staff two-hande d i n their lowe r hands, with o u t interferin g wit h othe r weapon s i n their uppe r hands. A goo d Herethro y warrior, protecte d b y a staff an d a laye r o f chiti n unde r his armor , ca n b e quit e har d t o kill. T h e weapo n o f th e wealth y is th e rapier: a light, elegan t fenc i n g swor d o f moderat e lengt h wit h a shar p poin t bu t usuall y a blun t blade . Rapiers ar e tremendously accurate , bu t the y ten d to giv e needlepric k wound s whic h stin g bu t d o littl e actua l dam age . I n th e hand s o f an expert , the y ca n b e devastating : eve n o n t h e Worl d Tree , a rapie r throug h th e hear t is a n unpleasan t wound . Sabers, fencin g sword s wit h shar p blade s a s wel l a s points, are a commo n compromis e betwee n ordinar y sword s an d rapiers. T h e best rapiers ar e serpent rapiers, mad e o f spellcrafte d meta l tha t is soli d whe n th e rapie r is thrust , bu t almost liqui d whe n it is waved . Serpen t rapiers, use d properly , coi l an d slith e r aroun d the foe's weapon s an d shields; devastatingl y accurat e a n d usefu l fo r a grea t man y tricks. Missil e weapon s are no t a s highl y favore d a s mele e weapons . Worl d Tre e biolog y make s arrow s muc h less deadl y tha n the y a r e terrestrially . A singl e arrow , eve n t o heart o r brain , is unlike l y t o kill a n experience d warrior. Magic , eve n a Herethro y peasant's spontaneou s Fir e Flower , is easie r t o maste r an d mor e imposin g tha n an averag e archer's bowshots . Missile s ar e for whe n yo u ar e conservin g cley , for whe n yo u ar e fighting a t a lon g distance , o r (this century ) fo r deliverin g boun d spells a t a distance . Al l thes e ar e useful , t o b e sure , bu t the y d o no t rul e Worl d Tre e battleground s th e wa y longbow s an d late r gun s an d artiller y ruled terrestria l combat . T h e preferre d missil e weapo n is th e bow : typicall y a compos it e longbow , mad e o f fou r kind s o f woo d an d ho m bonde d togethe r wit h a spell . A s th e weapo n is no t wel l regarded , the y ten d t o b e o f indifferen t quality . High-qualit y bow s ar e availabl e i n som e places, givin g bonuse s o f + 1 t o + 4 o n Attac k for betwee n five an d fort y time s the usua l price . Crossbow s ar e availabl e i n som e parts o f th e Worl d Tree , bu t becaus e o f their slowness are eve n less wel l regarde d fo r genera l us e tha n long bows . (The y are wors e tha n terrestria l crossbows; it is no t wort h t h e cost t o mak e the m o f metal. ) Whe n the y ar e use d a t all, the y a r e use d for a n initia l volle y an d the n se t aside . Arrows , too , ar e generall y chea p an d no t wel l crafted . The y hav e men g heads, a s meta l an d ston e ar e to o expensiv e t o thro w a t you r enemies. A s wit h bows , higher-qualit y arrow s ar e some time s available , wit h smal l bonuse s o n Attac k fo r larg e increase s i n price . Dagger s an d knive s ar e no t dignifie d weapons , an d no t nearl y a s effectiv e a s th e others. However , som e peopl e find it usefu l t o hav e small , readily-concealed , relativel y chea p weapons . Also , sinc e the y ar e short , daggers ca n b e use d effectivel y i n clos e combat ; the y ar e ofte n th e best wa y t o injur e a Sleet h wh o h a s just jumpe d o n you . Men g knive s ar e kitchenware , onl y use ful a s weapon s a s a last resort . Metal-edge d knive s ar e mor e effective . Meta l daggers ar e adequat e weapons ; the y compar e favorabl y wit h (non-metal ) spears. Nobod y throw s meta l daggers; the y ar e fa r to o valuable . Peopl e d o sometime s thro w othe r things. Men g knive s o r othe r shar p men g objects ca n b e thrown , reasonabl y accuratel y bu t no t terribl y hard . Javelins, spears designe d fo r throwing , ar e use d o n occasio n t o ge t a n extr a volle y o f attack s withou t usin g cley . Stron g peopl e ca n pic k u p log s an d thro w them : neithe r accurat e n o r impressive , bu t a heav y lo g ca n hurt . It is ofte n usefu l t o thro w a smal l objec t carryin g a boun d spell : th e objec t ma y b e t o o smal l t o d o significan t damage , bu t th e spel l it carrie s can . Sling s ca n improv e th e rang e o f suc h things. F o r th e Sleeth , mal e Gormoror , o r trul y poo r o r desperate , ther e ar e claw s an d teeth . Thes e weapon s hav e the advantag e tha t the y ar e alway s availabl e an d ver y har d t o drop , bu t for
prime s the y d o less damag e tha n manufacture d weapons . Fo r man y people , the y ar e nearl y ineffectiv e - Orren , Herethro y Rassimel , an d Gormoro r wome n (wh o hav e claw s lik e Gormoro r men , bu t smalle r teeth ) ar e bette r off wit h a men g knife . Z i R i teet h ar e tin y needles; Z i R i generall y prefe r t o fight wit h their flam e breath , whic h is a t least no t strength-based . (Fo r thes e species, th e combinatio n o f claw s an d teet h is treate d a s a singl e weapon. ) F o r Cani , claw s an d teet h ar e a mediocr e bu t usabl e choice , roughl y comparabl e t o a meta l dagger. Gormoro r me n hav e fero ciou s bites, an d kno w ho w t o us e them . Khtsoyis hav e a n eve n mor e ferociou s bit e wit h th e eatin g mout h - a s dangerou s a s a swor d - bu t it is locate d a t th e bas e o f th e body , a t th e junctio n o f all th e tentacles, an d ca n onl y b e use d whe n th e Khtsoyis is mor e o r less embracin g the victim , no t i n regula r combat . Sleet h hav e th e best natura l weapon s o f th e prim e species: effec tive claw s an d teeth . I n clos e comba t Sleet h ca n als o rak e wit h their hin d legs, a ferociou s thir d attac k . ARMO R Armo r come s i n varietie s t o fit all budgets - thoug h no t all peo ple ; Sleeth , Khtsoyis, an d Z i R i hav e fe w choice s o f armoring . T h e cheapest variet y is heav y clothing : effectiv e against thorns, but littl e us e against weapons. Leathe r armor , coverin g mos t o f the body , an d hardene d b y boilin g i n herb-bath s an d b y magic , is th e cheapest usefu l variety ; it is a wis e purchas e for most adventurers. Cani , Gormoror , Khtsoyis, Sleeth , an d Zi R i hav e toug h hides, roughl y equivalen t t o leathe r armo r already ; Can i a n d Gormoro r ge t th e protectio n o f leathe r (o r other) armo r the y wea r i n additio n t o tha t o f their hides. F o r onl y a littl e mor e money , leathe r armo r ca n b e reinforce d by band s o f woo d o r (better) bone , givin g significan t extr a pro - lection. Herethro y carapace s ar e roughl y equivalen t t o bon e splint armor. The y to o ca n wea r othe r armo r ove r it, addin g t o its protection . Meta l armo r is the sig n o f a successful , o r a t least rich , adven turer. Chai n armor, meta l link s ove r flexibl e leathe r armor , is expensiv e (som e 3,00 0 lozens) bu t worthwhile . Plat e armor, generall y mad e fro m a doze n soli d piece s o f meta l sew n ont o leathe r armor , is ver y expensive : a ne w suit costs som e 20,00 0 lozens. Eve n wealth y warriors thin k twic e befor e investin g i n plat e armor ; high-qualit y magica l protection s migh t giv e simila r advantages. Th e ver y wealth y bu y bot h magica l protection s an d enchante d plat e armor, an d conside r themselve s quit e safe . T h e mos t expensiv e armo r is mad e o f world-amber , tha t rar e and incredibl y resilien t ambe r from th e Worl d Tree's sap . It is beautiful, light , and extremel y strong . A s armo r it is slightl y bette r tha n plat e armor , an d for onl y a hundre d time s th e price . A standar d sui t o f armo r typicall y covers everythin g tha t ca n be covered : a helme t for th e head , greave s for th e forearms, gauntlets, boots, an d s o on . You'l l nee d t o bu y you r shiel d sep arately. Shield s ar e excellen t fo r defense , eve n chea p woode n shields. Meta l shield s ar e o f cours e better. Sleet h an d Khtsoyis canno t wea r muc h armor ; it impede s their motio n to o much . The y ca n wea r harnesses, heav y strap s uroun d vulnerabl e parts o f their bodies, whic h sometime s tur n o r blunt attacks. Th e best harnesses, studde d wit h metal , cost abou t a s muc h a s chainmai l an d ar e considerabl y less effective , (l-ind a Sleet h o r Khtsoyis smit h an d yo u ma y d o better.) Zi Ri canno t mov e o r fly wearin g armor , an d rarel y wea r it. ADVIC E FO R PROSPECTIV E ADVENTURER S "You have inherited my physique, which is good, and my intellect, which will serve you badly as a mage. You must train with weapons if you want to be an adventurer. You will need all the skill you learn in the combat-yard and more. There's no better training in weapons than the knightly orders. I'll put in a word with Sir Darnion, and I'll talk to the local deans of the Radiant Spire and Red Chitin. Don't join the Crimson Flowers; they are degenerate and defy their own rules. When you earn your knighthood, I will give you my armor. — Sir Lleddiet, Cani knight, to her son "I make good choices, you can listen and make your own choices. I study Corpador and Healoc, healing spells and protective cantrips. When Sir Darnion needs to run to the Verticals and his healer is dead drunk at Scarabella's, I know the healing spells and he hires me to come along. \ "Also I study Ruloc and learn spells for pdralysis and levitation, which are better for a Sleeth than for other people. I also learn tricks offeather casting for saving cley, and hammer casting for more power. A poison bear pounces on Sir Darnion, except that I hold it with a spell halfway in the pounce: Sir Darnion pays a Sleeth an extra share that day! "When I am young I claw and bite like a thunderstorm with teeth. A renegade knight whirls a spear at me. I dodge and pounce her. I claw her five times and bite twice, but she clothes herself in metal and soon my claws and teeth are aching. She cuts me twice, and I levitate fast and bound away or else I die. I sleep in the sun many hours after that fight, rrai! "After that I do not want to fight so much. I buy an Ugly Face Amulet to keep blades away, and make sure to go with companions who like swinging weapons. They are happy when I hobble their enemies, and they are more happy when I heal them and let them fight more. And I am happy not to get cut so much. When they need help again I claw and bite like a thunderstorm with teeth, and then sometimes again I get an extra share." — Thandrrah, an old Sleeth healer "You'll need a good healer, to start with. Always travel with a healer. Can't heal yourself if you're stunned and reeling. And a healer can do other tricks, catch you in a spell if you fall down. "And you gotta have a wizard. Two wizards are even better. One to cast and one to blast, I say! One to keep your enemy's spells away, and one to wrap 'em up in burning brambles! "Then you oughta take a knight. A Rassimel knight if you can find one, and just because he's short. You can float over his head, he can fit under your tentacles! You thunder down on the beast with your clubs while the knight hews at its entrails and the wizard pokes thorns into its eyes; there's no finer fighting on the world-branch! "You also oughta take a magazine. Sometimes the wizards just sit and talk for days and days and there's nothin' to fight. Oh, they'll make you fetch and carry and sneak and peek, that's just part of the job." — A Khtsoyis Brute to her Daughter
Prime s liv e i n a comple x an d varie d world , fou r thousan d years old , strun g alon g hundred s o f branches. Thei r histor y an d curren t live s ar e shape d b y th e etheria l subtletie s o f politics, th e insisten t practicalitie s o f magic , th e interlockin g wills o f gods, dukes, guilds, heroes, monsters, an d wizards. O n eac h branch , in eac h century , thes e pla y against eac h othe r differently . Treverr e toda y is a delightfu l an d sophisticate d city ; bu t O b Muren d toda y an d Treverr e o f som e tim e ag o wer e wil d an d coarse . Still, som e commo n roots hol d for all o f all prim e civilization : th e histor y o f th e center, th e natur e o f th e people , th e fundamentals o f magi c an d technolog y an d theology , an d th e way s tha t prime s organiz e their citie s an d lives. UNIVERSA L HISTOR Y This sectio n discusse s th e histor y tha t ha s shape d all prim e culture . Ther e aren't man y personalitie s i n it: th e empero r tha t terrifie s on e branc h wil l hav e littl e impac t o n th e next . Th e mai n piece s o f universa l histor y ar e mostl y intellectual : th e inventio n o f boun d magi c tw o hundre d years ag o is chang i n g all prim e societ y i n unpredicte d ways . Before the Birthing Field Once, before there was time or place, Virid found an emptiness that was brighter than any other emptiness. She spun it between her hands as a potter throws a pot on a wheel, and it became the vessel of the sky. She stepped into it, and smiled with such joy that the sun could not help but be born. Then six of her kindred joined her... - Mirialis Trunso, The Secrets of the Universe Revealed For Children Ther e isn't muc h histor y abou t th e firstmost days, befor e th e Worl d Tre e grew . Th e creato r god s decide d t o mak e a worl d together, an d foun d a doze n others t o manag e its magic : s o muc h is obvious. Wh o di d wha t t o whom , an d why , an d how ? Th e rest is mystery . The Birthing Field Tim e is measure d fro m th e Birthin g Field , th e mornin g o f th e d a y tha t th e Herethro y an d th e Sleet h wer e created , whic h wa s t h e first da y o f sprin g in th e yea r 1. Tha t wasn' t th e beginnin g o f th e Worl d Tree . Akkamagga , nendrai , an d a doze n othe r kind s o f sentients ha d alread y bee n created , som e a s muc h a s fifty-five years before . Prim e historian s don' t tal k muc h abou t t h e tim e befor e Creatio n Morning . T h e first Herethro y an d th e first Sleet h awok e o n th e Birthin g Fiel d o n th e world-branc h Craithei a i n Ketheria : forty-eigh t o f each , stron g youn g adults i n bod y an d mind . Th e Sleeth , it is said , split u p int o band s o f three s an d fours, an d wen t off t o th e surroundin g forests t o hunt . Th e Herethro y gathere d togethe r a n d san g fo r a time , an d the n strod e off t o examin e th e loca l plants a n d t o start cultivatin g them . Whe n nigh t came , the y buil t a shelte r o f gree n branches , an d calle d it Inihithre , whic h is t o say , "Leave s O n Top" . T h e Herethro y h a d severa l visitors ove r th e nex t weeks . Man y o f t h e Nou n God s cam e an d intro duce d themselve s i n person . Kvars e a n d Lenhirri k buil t themselve s pavilion s no t far fro m Inihithre , an d taugh t th e Herethro y abou t farming , an d building , an d woodworking , an d usin g bon e an d leather. T h e obviou s things, lik e spontaneou s magi c a n d language , neede d n o teaching . A pair o f Sleet h chase d a rongo n int o th e stan d o f appl e tree s wher e fou r Herethro y wer e gathering . I n its angr y confusion , t h e rongo n gore d a Herethroy . Lenhirri k appeare d an d gav e on e
o f th e Herethro y a spear, an d tha t Herethro y an d th e Sleet h kille d th e rongon . Tha t Herethro y woman , late r know n a s Hrikka k th e Mighty , is considere d t o b e th e first adventure r o n t h e Worl d Tre e - unfair a s tha t migh t b e t o th e Sleeth . T h e Herethro y buil t Inihithr e larger. Whe n th e Can i came , thre e month s an d thre e day s later, ther e wer e house s an d Herethro y waitin g fo r them . Th e Can i split u p int o th e nin e house s tha t ha d bee n buil t fo r them , an d eac h hous e wa s a fam ily tha t becam e on e o f th e nin e Can i clans. T h e Orre n cam e tw o month s later. Hal f move d i n t o Inihithr e proper, an d the rest buil t littl e shack s b y th e pond . T h e first chil d bor n o n th e Worl d Tre e wa s a Herethro y name d Youngeyes. B y a coun t o f days, zir parents mus t hav e bee n bus y o n the first nigh t o f their lives. It is somewha t o f a traditio n t o nam e first childre n i n ne w place s a s "Youngeyes" , o r somethin g simila r t o that . Youngeye s wa s soo n joine d i n Inihithr e b y a doze n mor e Herethro y children , an d i n th e worl d b y severa l Sleet h kitten s a s well , an d i n du e cours e b y man y Can i puppie s a n d Orre n kits. T h e first winte r came , an d wit h it a grea t stor m o f ic e an d hail . O n e o f th e Sleet h wa s huntin g in th e Verticals whe n th e stor m came , an d he r claw s foun d n o purchas e i n th e ic e o n a tree , an d s h e fell t o he r death : th e first o f th e prime s t o die . He r nam e wa s Arrarruu , an d that nam e is onl y give n t o childre n who m it is hope d wil l di e soon . He r tw o partners an d he r kitte n left th e Verticals afte r th e stor m an d wen t t o liv e i n Inihithre . I n th e winte r o f th e secon d year, th e Khtsoyis wer e created . T h e Herethro y an d Can i invite d the m i n t o Inihithre , and , a s th e sayin g goes, haven' t bee n abl e t o ge t ri d o f the m since . Th e first Khtsoyis wer e violen t an d unhelpful , excep t whe n it cam e t o fightin g th e monsters tha t b y no w frequentl y moleste d Inihithre . O n e Khtsoyis, Poxagu e Hoorthockett , wa s delighte d t o discove r tha t th e goddess Lenhirri k wa s no t injure d b y bein g clubbed . ("An d th e reade r ma y wel l guess ho w that bi t o f knowledg e cam e t o b e discovered" , wrot e Onace r the archivist.) Poxagu e pursue d Lenhirri k wheneve r sh e cam e t o Inihithre , thumpin g he r wit h club s an d proposin g undignifie d activities. Lenhirri k reveale d th e arts o f beermakin g an d brewin g narcoti c tea s t o Poxague , whic h gav e hi m somethin g bette r t o do . Poxagu e wa s kille d tw o years late r b y a remorshk a whe n h e wa s drun k o n sen try-duty , bu t tha t didn' t kill brewing , o r eve n the Khtsoyis tast e for it. T h e remorshk a didn' t just kill Poxague . It se t on e o f th e Can i house s o n fire, an d kille d tw o puppie s an d on e adult . Th e Can i cam e e n mass e t o Poxague's brewery , an d spok e ver y hars h word s t o Poxague's friends. Th e friend s wer e no t please d wit h t h e situatio n either, an d soo n prime s fough t prime s for th e first time . On e Can i (Bly n Coryn ) an d tw o Khtsoyis (Prunc e Pestizor n an d Eggu m Landfrown ) wer e killed . Th e Can i left th e scen e i n horro r a t their deed s and th e deed s o f their fello w primes. Th e Khtsoyis kin d o f laughed . T h e laughte r soo n ceased . Th e Cani , Orren , an d Herethro y undertoo k t o driv e mos t o f th e Khtsoyis ou t o f Inihithre , i n a n actio n calle d "Blyn's Truce" . Ther e wasn' t muc h fighting: th e Khtsoyis wer e deal t wit h b y two s an d threes. Onl y eigh t wer e allowe d t o stay , an d tha t mainl y becaus e som e o f th e othe r prime s ha d com e t o lik e beer. Man y o f th e exile d Khtsoyis die d in th e forest. T h e gods, it is said , wer e no t please d b y Blyn's Truce . Accanax , creato r o f th e Khtsoyis, wa s enraged , an d mad e a doze n ne w kind s o f monsters t o plagu e th e primes. Th e cyarr a n d ulgran e dat e t o th e earl y day s o f Blyn's Truce . Lat e in the fourt h year, th e Z i R i wer e created . ("An d tha t wa s t h e last tim e anyon e wa s olde r tha n th e Z i Ri" , wrot e Onacer) . A t th e time , the y wer e no t greatl y valued . Th e prime s wer e suspiciou s o f ne w primes, afrai d o f anothe r Khtsoyis. Th e Zi Ri , arrogan t an d self-complet e an d mysteriou s eve n i n th e first hou r o f their existence , displease d th e Can i an d Herethroy . Th e Z i Ri didn' t eve n pla n t o hav e childre n an y tim e soon ; mos t o f th e wome n o f othe r specie s ha d alread y ha d tw o o r thre e childre n b y tha t point . Th e Z i R i prove d themselve s t o b e adequat e com panions, mostl y becaus e the y coul d fly. Thos e Z i R i didn' t start t o ge t th e awe d respec t tha t is their curren t du e for hundred s o f years. A t th e sprin g o f the fifth year, th e Rassime l appeared , an d fit nicel y int o th e evolvin g culture ^ o f Inihithre : clever, helpful , friendl y bu t no t to o friendly . Woljnare , i n th e worl d for fewe r tha n thre e weeks , invente d th e concep t o f wallin g a cit y for extr a protection . Th e Rassime l hav e bee n inventin g thing s sinc e then . T h e prime s though t tha t creatio n wa s ove r wit h th e Rassimel , b u t i n th e winte r o f th e fifth yea r the y discovere d the y wer e wrong : th e Gormoro r cam e t o th e gate s o f Inihithre , an d intro duce d themselves, an d demande d t o wrestl e th e strongest perso n there . The y ha d evidentl y bee n create d thre e week s before , som e distanc e awa y fro m th e Birthin g Field , an d ha d (mor e o r less bare-handed ) kille d th e sam e remorshk a tha t kille d Poxagu e a n d cause d Blyn's Truce . This impresse d th e residents o f Inihithre , wh o celebrate d th e ne w arrivals greatly . Th e Gormoro r wer e gla d enoug h t o lear n a fe w thing s abou t civilization , lik e the us e o f weapons , an d th e fac t tha t it's goo d t o hav e someon e els e t o d o th e plantin g an d building . The y left Inihithr e t o liv e i n th e woods , fightin g whateve r the y coul d find, a n d losin g a grea t man y o f their numbe r befor e the y learne d somewha t t o pic k their fights. T h e nex t twent y years o r s o proceede d cleanl y enough . A s childre n cam e o f age , Inihithr e becam e to o crowded . A ne w tow n wa s founded : Tauvane , nin e mile s awa y fro m Inihithre . T h e nam e wa s a short for m o f th e phras e for "th e ne w town " i n common . It no w mean s " A ver y ver y ol d place " t o mos t people . T h e prime s me t an d intimidate d th e scawn , me t an d befriende d t h e wherriwheffle , clashe d onc e o r twic e wit h som e explorin g cyarr, buil t mor e cities. Thei r number s gre w quickly ; their wome n bor e litters, eve n thoug h toda y singl e birth s ar e mor e common . The Age of Exploration T h e secon d centur y o f th e worl d wa s a n ag e o f exploration . B u t it starte d wit h intellectua l exploration , no t physical . A t th e start o f th e secon d century , som e prime s - mainl y Rassime l - ha d t h e leisar e t o stud y the world , instea d o f simpl y tryin g t o carv e o u t a plac e i n it. On e grou p investigate d magic , an d they discovere d a grea t deal . Befor e this, prime s ha d just spontaneou s magic , a s an y chil d would , an d ther e wer e n o grea t mages. T h e scholar-mage s change d all that. The y explore d th e struc tur e o f th e magerium , an d ho w its limb s mov e whe n spells ar e cast . An d the y go t th e ide a tha t ne w limb s coul d b e grafte d ont o it, grantin g th e mag e ne w powers . Tw o years wor k resulte d i n som e hideousl y cripple d scholar-mage s an d nothin g else , an d everyon e bu t th e Rassime l left th e project . Tw o mor e years, an d t h e scholar-mag e Melicanth e succeede d i n graftin g th e spell Hea l Once , an d castin g it. Everyon e wh o ha d left th e projec t
cam e back , an d severa l o f the m invente d an d grafte d mino r spells. A yea r later, Hastrobaldu s ha d invente d an d grafte d Healin g Sleep . Now , onl y tw o peopl e ha d eve r bee n know n t o cast Healin g Slee p mor e tha n once , an d the y wer e bot h ol d an d pow erful Rassime l healers an d adventurers. Hastrobaldu s wasn' t muc h mor e tha n a ki d - an d h e coul d cast Healin g Slee p mor e reliabl y tha n either. Th e new s o f this ran g throughou t th e citie s o f th e primes. Ther e wa s still on e thin g lacking . Hastrobaldu s ha d Healin g Sleep , bu t h e wa s th e onl y one . Fou r month s later, Melicanth e manage d t o inven t he r ow n versio n o f Healin g Slee p an d graft it ont o herself. Ove r th e nex t tw o years, thre e mor e peopl e grafte d it, bu t eac h on e ha d to inven t it ane w for herself. Fiv e years later, i n 121 , th e scholar-mag e Shaliu n invente d a techniqu e for transcribin g a patter n spel l s o tha t anothe r perso n coul d graft it withou t havin g t o inven t it anew . Shaliun's tech niqu e is clums y b y mode m standard s (th e teache r an d learne r hav e t o wor k together, an d eac h spend s twic e a s muc h tim e an d cle y a s b y th e curren t techniques) . Nonetheless it change d th e world . Afte r Shaliun's invention , prime s ha d patter n magic : reliabl e spells o f moderat e complexit y an d predictabl e powe r tha t woul d wor k right. Anyon e coul d b e a mag e wit h a doze n goo d spells. Patter n magi c sprea d throughou t th e prim e citie s overnight , an d touche d ever y part o f prim e life . Historian s dwel l o n wha t patter n magi c di d t o th e boundarie s o f prim e territory . Wit h prime s an d nobod y els e havin g patter n magic , adventurin g an d explorin g go t a lo t safer. A well-time d Peppe r Strik e o r Hea l th e Awfu l Woun d ca n mak e th e differenc e betwee n a lost fight an d a wo n one . Thu s equipped , prime s wer e abl e t o coloniz e ne w territor y a s fast a s the y coul d sprea d an d reproduce . A fe w cross-specie s organization s wer e formed , halfwa y betwee n colonia l compa nie s and nations: th e Gwan , the Handij , th e Li u Drch , th e Daphane . Th e first colon y off o f Craithei a wa s starte d i n yea r 135 . Th e first colon y o n Braxei a wa s starte d i n 193 , a t whic h poin t eac h o f th e nin e branche s o f Ketheri a ha d a colony . Toward s th e en d o f th e secon d century , som e o f Shaliun's stu dents codifie d th e art o f enchantment , base d o n a brillian t lea p o f imaginatio n fro m th e recip e enchantments (th e first o f which , t h e Ugl y Fac e Amulet , wa s give n b y Hre n Tze n t o prime s i n yea r 3). Enchantmen t is a muc h mor e powerfu l techniqu e tha n patter n magic : a n exper t enchante r ca n mak e device s wit h awe som e powers . Bu t there neve r are ver y man y expert enchanters, a n d ther e neve r are ver y man y device s wit h awesom e powers . Patter n magic , availabl e t o everybod y withou t muc h work , is wha t mad e th e difference . T h e ag e o f exploratio n laste d fo r som e seve n hundre d years. It slowe d dow n fo r severa l reasons. Ther e wasn' t a s muc h ne w lan d clos e t o th e centers o f prim e civilization : wit h Ketheri a mostl y colonize d t o thousands o f mile s fro m th e trunk , th e ne w colonie s ha d t o b e mad e o n lowe r branches. Airboats wer e invented , bu t the y wer e expensiv e an d awkward . Prime s turne d inward . The y ha d a vast bu t sparsely-populat e d realm ; the y starte d populatin g an d livin g i n it mor e deeply . A t the heigh t o f th e ag e o f exploration , ever y up-and-comin g chil d hope d t o carv e ou t a ne w chun k o f land , an d man y did . A t t h e end , they hope d t o ge t a goo d an d rich lif e i n a city, an d man y did . Th e syste m o f guild s tha t still controls the economi c life o f mos t o f prim e societ y ha s its roots i n this era . A n d th e last facto r endin g th e ag e o f exploratio n wa s patter n magic . Knowledg e is har d t o hide , an d i n a large , comfortable , a n d increasingl y mercantil e civilizatio n it is quadrupl y hard . I n yea r 831 , a floc k o f ulgran e capture d a n airboa t bearin g supplie s for on e o f th e first colonie s off o f Ketheria , an d s o gaine d a collectio n o f patter n spells an d som e book s o f magi c theory . I n 833 , a nendra i trade d tw o emerald s an d a larg e grac e o f Kvars e f o r eightee n majo r spells. Thes e incidents cause d a furo r in Ketheria , an d man y law s i n man y citie s wer e passe d t o kee p knowledg e o f patter n magi c t o th e prim e specie s alone . Th e law s faile d completely , an d th e knowledg e sprea d fast an d far. I n yea r 951 , th e first prim e explorers o n a ne w branc h foun d tha t th e native s ha d patter n spells an d a cop y o f on e o f Shaliun's book s - whic h th e native s offere d t o sell t o th e explorers fo r a n exorbitan t price . Everyon e ha d patter n spells, no t just primes, a n d th e explosio n o f eas y expansio n ha d com e t o a n end . The Age of Building Ur-ushanxuu and Varnitius Varxus and Handramath quarreled over which was the deepest wizard. Each won a contract from Sozar, city of wells, to build a teleport gate into the main square. On Midsummer's Day all three rituals were completed. The three portals opened - and one more, not built by any wizard. From the fourth portal poured horrors. Some citizens of Sozar were devoured by beetles that came from within their ears. Most were not so lucky. Praise be to "Here" and Kvarse, who sent the horrors away, and to Flokin, who destroyed Sozar so that the memories would trouble the innocent Tree no further! After such, Ur-ushanxiiu and Varnitius Varxus and Handramath quarreled over which was the least deep wizard. - Darhane Oixo Ashthanazar, Dangers of the Magical Science T h e nex t centurie s wer e marke d b y building . Enchanters cam e t o dominat e publi c attention . The y buil t grea t work s tha t a r e rarel y equale d i n thes e mor e modes t days: th e scrolle d castles, th e chain s o f teleport gate s tha t le t prime s wal k five hun dre d mile s i n a day , th e airshi p tha t fle w t o th e Silve r Moon . T h e teleport chain s wer e first though t t o b e a world-shakin g wonder . A goo d wizar d ca n buil d tw o gates, mayb e fort y mile s apart ; anyon e ca n wal k throug h on e gat e an d spen d a cle y an d com e ou t o f th e othe r gate . Citie s in Ketheri a ar e clos e togeth er, an d soo n ever y cit y ha d a teleport gat e t o eac h o f its neigh bors. Trad e flourished. The n th e wizard s buil t chain s o f tele port gate s ou t alon g th e branches, an d dow n th e trun k t o th e branche s unde r Ketheria , an d trad e flourishe d eve n more . B u t ther e is a danger. If th e end s o f differen t teleport gate s ar e t o o clos e togethe r - withi n a mil e o r s o - th e gate s ar e subtl y unstable . Sometime s thing s from elsewher e ca n snea k i n o r ge t dragge d in durin g th e instan t tha t th e unstabl e gat e is i n use . Wit h hundred s o f gate s built , dozen s o f creature s showe d up : man y o f the m off-worl d creatures, an d man y o f the m mor e intereste d i n lootin g o r devourin g tha n sightseein g o r cultura l exchange . Ther e wer e a fe w devastatin g incidents. Te n millio n prime s across fou r world-branche s die d i n th e events aroun d th e Eate r o f Citie s i n 1531 . (Th e Eate r onl y kille d a fe w ten s o f thou sands. Mistake s b y Tenmen , Flokin , an d som e wizard s kille d t h e rest.) Whe n th e ashe s wer e finall y cleane d u p an d th e wizard s looke d a t their works , man y o f th e teleport gate s wer e closed .
(The y coul d no t b e destroyed , s o the y wer e just walle d u p an d hidden . Ever y onc e i n a whil e someon e use s one , an d some time s awfu l thing s com e through. ) A fe w mor e teleport chain s wer e buil t - bein g ver y carefu l t o kee p th e end s fa r apart - bu t t h e phras e "teleport chai n builder " ha s becom e synonymou s wit h "insan e meddle r i n dangerou s dee p magi c for stupi d con venienc e o r stupide r curiosity" , an d eve n insan e meddlers gen erall y prefe r insan e researc h less likel y t o ge t the m lynched . T h e teleport chain s tha t wer e judge d saf e mad e travel eas y i n som e regions. Man y survivin g chain s converg e o n Ketheria , goin g severa l hundre d mile s ou t fro m th e mai n trunk , an d dow n to th e secon d laye r o f branches. This regio n - sometime s calle d "Greate r Ketheria " - is generall y quit e cosmopolitan , and ha s a stron g commo n culture . It's no t a singl e countr y - it's a mess o f city-state s arrange d i n a boilin g ste w o f federation s and " alliance s - bu t it ha s a somewha t unifie d character. Mos t o f th e rest o f classica l magi c wa s invente d betwee n th e years 50 0 an d 1500 : spellweaving , ritual magic , patter n enchant ment , an d severa l technique s whic h hav e droppe d ou t o f practic e for on e goo d reaso n o r another. The y ha d fa r less impac t o n th e cours e o f histor y tha n eithe r patter n magi c o r enchantment , for all the y shoo k individua l live s an d individua l cities. Explorin g an d colonizatio n di d no t stop , o r eve n slo w down . Prime s explore d vast distance s alon g th e branche s o f oute r Ketheri a an d th e levels underneat h it, an d hoppe d t o the oute r branche s o f tw o secondar y trunks. The y probe d dow n dozen s o f branches, an d sen t airship s toward s th e neare r celestia l bodies. I n all direction s the y foun d man y surprises. The Modern Era Prim e civilizatio n is startin g anothe r florescence . Spellbinding , invente d b y th e Rassime l wizar d Ra x Mizoria s i n t h e yea r 4093 , seem s likel y t o chang e th e worl d almost a s radicall y a s patter n magi c di d - an d i n a wa y tha t is eve n mor e i n th e favo r o f primes. Patter n magi c pu t simpl e spells int o th e gras p o f ordinar y people , an d powerfu l spells int o th e gras p o f spe cialists. Spellbindin g lets those specialists giv e their powerfu l magi c t o ordinar y people . Tw o centurie s ago , ever y carefu l adventurin g part y ha d t o b e sur e t o hav e a goo d heale r along , a n d ha d t o kee p he r saf e a t all costs. Now , ever y adventure r carrie s a boun d Hea l th e Awfu l Wound , an d dare s g o lightl y int o deadl y peril . Tw o centurie s ago , ever y cit y ha d a larg e fire brigad e an d worrie d constantl y abou t burnin g down . Now , most building s hav e boun d fire-stopping spells, an d th e fire brigade s g e t muc h less work . Prim e civilizatio n is still gettin g use d t o boun d magic . Mos t place s i n th e uppe r branche s no w hav e professiona l spellbinders i n mos t Nouns ; the y didn' t fifty years ago . A ne w ag e o f exploratio n an d colonizatio n ha s started . Adventurers onc e agai n hav e a n advantag e tha t mos t o f their enemie s d o no t share . Spellbindin g favors prime s mor e than patter n magi c did ; it allow s wizard s t o reduplicat e their power s for th e benefi t o f lesse r adventurers. Ther e ar e prim e wizard s capabl e o f exertin g remarkabl e forces. The y usuall y hav e bette r thing s t o d o tha n t o g o off colonizin g ne w land s - bu t it's no t har d for a duk e sponsorin g a n expeditio n t o persuad e the m t o giv e th e colonists tw o doze n imposin g boun d spells for us e in emergencies. Ther e ar e plent y o f medium-powe r wizard s wh o are willin g t o hel p foun d a colon y wher e the y wil l b e th e greate st wizar d aroun d - an d all o f th e colonists wil l ge t poten t spells boun d b y th e medium-powe r wizard . Eve n th e god s hav e ha d t o respon d t o boun d magic . Som e ne w specie s o f monsters ar e innatel y capabl e o f spellbinding : th e half-skeleta l perdithorne , an d the unpleasan t ra t kings. Som e othe r specie s hav e power s ove r boun d spells: th e ophidia n scurniax , th e blank-eye d neverka . Scholars speculat e a t the ultimat e effects o f spellbindin g o n society . Fo r example , sorcerers generall y liv e a lon g tim e b y virm e o f their magic , usin g spells tha t preserv e th e caster's life . Simila r patter n spells that preserv e othe r peoples' live s ar e muc h harde r - bu t no w longevit y spells ca n b e boun d an d give n t o othe r people , prolongin g their lives. A s o f now , onl y th e richest c a n affor d eve n this muc h longevit y - bu t probabl y i n fifty years, the uppe r class wil l liv e an extr a thirt y years longe r tha n th e middl e and lowe r classes. SCIENCE AN D TECHNOLOGY Science and Natural Philosophy It is clear that scawn were created by Gnarn. Their shapeshifting, their disregard for all safety, their special relationship to the Sleeth - all point to that awful goddess. The only question is, why did she make such a feeble species - and feeble they are, compared to the nendrai and chromodons that she exalts in. In this article, I demonstrate conclusively that Gnarn made the scawn for Sleeth kittens to hunt, so that by the time they are grown they are capable of the heinous deeds that she really desires of Sleeth. [...] — Dr. Martens Urxominius, A New Look at the Purpose of Scawn, Journal of Modern Biology Dr. Urxominius is thoroughly mistaken, starting from the third word in his so-called "New Look" (which, I might add, is taken from sources as ancient as Shaliun.) The scawn were clearly made to taunt the Sleeth, and it is clear (if I may be permitted a phrase which dashed Urxominius' reputation to bits) Gnarn would never do such a thing to her own most favored species. No, we do not know who made the scawn, but one choice of the seven can be discounted from the start. I personally suspect Pararenenzu, for reasons I set forth herein. [...] — Dr. Prasondic Rheep, Rebuttal in Journal of Modern Biology Scienc e o n th e Worl d Tre e is reall y natura l philosophy : it is mainl y a n attemp t t o catalo g an d describ e th e world . It ha s stron g religiou s overtones. Ther e is n o questio n tha t th e worl d w a s created. 6 Ultimately , an y scientifi c theory ha s t o start "This is th e wor k o f Gnarn " (o r whoever) , an d end , "It's tha t wa y becaus e Gna m mad e it tha t way. " Scientifi c theorie s ar e frag mentar y an d uninspiring , frequentl y inaccurat e and rarel y fully teste d o r eve n testable . Scientists can' t eve n ge t th e trut h fro m th e gods: th e gods' answers ar e neithe r clea r no r guarantee d t o b e true . Descriptio n an d detaile d explanatio n is anothe r matter . Scholars stud y ho w things ar e buil t an d wha t the y d o - th e parts o f th e theor y betwee n "This is the wor k o f an d "It's tha t wa y because" . It is importan t t o kno w ever y specie s o f animal , plant , insect , an d s o on . Al l wer e create d becaus e the god s wante d them ; therefore, learnin g abou t the m is a wa y t o understan d th e god s better, an d se e a bit o f th e fundamentals o f th e universe . Also , there's a scholarl y satisfactio n i n havin g names , descrip - - Terrestrially-trained players should note that life on the World Tree was initially created, but is evolving. It is unclear to what extent evolution is under the gods' direction.
tions, an d behaviors o f ever y kin d o f bir d o r fungu s o n a world - branch . Ther e is n o conflic t betwee n scienc e an d magic . Magi c is part o f th e world , just a s muc h a s animals an d wate r an d light. Scientists woul d n o ... <s*-r---- mor e drea m o f avoidin g usin g o r studyin g magi c tha n the y woul d drea m o f avoidin g usin g pape r o r studyin g water . Magi c theor y is perhap s t h e most sophisticate d branc h o f science . Magi c wa s eithe r create d b y all 7+1 2 mai n god s together, o r perhap s existe d befor e th e Worl d Tree . I n eithe r case , it is intellectuall y coheren t i n a wa y tha t a worl d mad e b y seve n god s tryin g t o outd o eac h othe r is not . T h e technolog y o f scienc e is largel y magical . Fo r example , mos t natura l philoso phers d o no t kno w abou t microscopes; bu t a straightforwar d spel l wil l magnif y image s eve n better. Ther e ar e a fe w micro scope s her e an d there . Th e genera l scientifi c attitud e toward s the m is, "Hmm... You can do a crude version of Eye s fo r th e Smal l in a very expensive and inefficient way, without magic. Interesting, but it can't be important." Descriptiv e biolog y is th e quee n o f th e sciences. Scholars wan t t o kno w ever y detai l o f ho w ever y anima l an d plan t is built , ho w the y relat e t o eac h other, ho w the y behav e i n their nativ e habitats, an d wha t us e the y ar e t o primes. Chemistr y is a wea k an d uninspirin g scienc e o n the Worl d Tree . It doesn' t mak e a lo t o f sens e b y itself; magi c an d capriciou s loca l rules interfer e wit h eve n th e mos t straightforwar d chemica l processes. Th e realit y behin d Worl d Tre e chemistr y is quit e differen t fro m terrestria l chemistry ; e.g., matte r is com pose d o f texture d magi c belongin g t o on e o r mor e Nouns , rathe r tha n atoms. Th e scienc e is descriptive : mixin g s o muc h o f this wit h s o muc h o f tha t ha s such-and-suc h a result . It is mor e a topi c fo r cook s an d brewers tha n seriou s natura l philosophers. T h e physic s o f movin g objects is largel y Newtonia n - a t least, t h e physic s o f solid s an d liquids: Corpador , Herbador , Durudor , a n d Aquado r materials. Air, lik e its go d Hressh-Huu , is to o pervers e fo r scientifi c thought . Th e scienc e is somewha t mathe matical , thoug h onl y scholars kno w enoug h algebr a an d calcu l u s t o wor k wit h it. Physic s is considere d somewha t practical , mainl y becaus e th e fe w Worl d Tre e engineers us e it. Eve n engi neers us e magi c heavily , amplifyin g spells wit h ingeniou s devices. Mos t o f th e rest o f physic s is simpl y missing . Ther e is n o electricity : lightnin g is a particularl y violen t for m o f Airador. Ther e is n o magnetis m whatever . Ther e ar e phenomen a whic h hav e som e vagu e resemblanc e t o magnetism : broke n bremanc y n u t shells wil l tr y t o reassembl e themselves. Suc h thing s ar e doubtless littl e mor e tha n curiosities. T h e othe r eigh t Noun s obe y fe w law s familia r t o terrestrials. Airado r an d Pyrado r frequentl y deig n t o ac t i n terrestria l ways : a stron g win d coul d blo w yo u off you r feet; a fire wil l war m you . Othe r importan t terrestria l law s simpl y d o no t apply : air pressur e doe s no t chang e a s yo u mov e u p an d dow n th e tree , no r doe s air scatte r light. Th e remainin g Noun s ar e simpl y no t materia l enoug h fo r physic s t o apply . Astronom y is a tediou s exercis e in mapmaking , wit h occasion a l application s t o advance d magic . Biology ANATOMV Livin g bodie s rang e fro m utterl y familia r t o fairl y alien . Primes' bodie s woul d no t distur b a n open-minde d terrestria l anatomist t o dissect . Th e majo r organs, lung s an d hear t an d stomac h an d live r an d such , ar e simila r i n shap e an d positio n t o thos e o f terrestria l animals. Musculatur e an d skeleta l structure , too , ar e familia r enoug h fro m terrestria l animals. Th e mai n surpris e is tha t th e prime s loo k (an d are ) designed . Ther e ar e n o vestigia l organs; ever y orga n serve s a purpose . Ther e ar e non e o f th e peculia r adaptation s foun d in terrestria l life : bipeds' spine s a r e designe d for walkin g o n tw o feet, rathe r tha n bein g a quadruped's spin e casuall y modifie d for bipeda l lif e a s a human' s spin e is. Prime s ge t fa r fewe r backache s tha n humans . Ther e are , o f course , som e surprises. Som e prime s hav e organ s devote d t o levitation , fire breathing , shapeshifting ; ther e ar e n o terrestria l analog s t o these . T h e sam e stor y applie s t o most commo n lif e o n th e Worl d Tree : everythin g is designed , mor e o r less sensibly , for wha t it is. F o r example , th e woo d o f th e tree s o n th e Flats is differen t fro m t h e tree s o n th e Verticals. Tree s o n th e Flats ar e lik e terrestria l trees. Tree s o n th e Verticals stic k ou t horizontall y fro m th e world-branc h wall . Macroscopicall y the y fee l spongy , a s if the y wer e padde d unde r th e bark . Microscopically , th e woo d consists o f vertica l tube s for wate r an d sa p (lik e th e tube s i n terrestria l plants) tie d togethe r b y horizonta l fibers tha t run th e lengt h o f t h e tre e (fo r structura l strength). Som e aspects o f Worl d Tre e biolog y ar e less familia r t o terrestrial biologists. Certai n Worl d Tre e plants thriv e o n darkness o r dryness th e wa y tha t terrestria l plants requir e ligh t an d wet . Som e specie s o f desert plants creat e wate r fro m nothing , an d others hav e n o nee d fo r water, an d liv e an d gro w a s drie d flow ers. Othe r flor a an d faun a underg o unusua l life-cycles: a crea tur e whic h live s o n lan d a s a smal l pi g i n th e sprin g migh t becom e a sparro w i n th e summer , a trou t in th e fall, a fruit tree i n Surprise , an d a glass dis k engrave d wit h crypti c runes i n th e winter. Suc h specie s ar e rare , bu t no t unknown . Th e creators o f t h e Worl d Tre e wer e no t constraine d b y terrestria l physic s an d chemistry . The y see m t o hav e mainl y bee n tryin g t o buil d a varie t y o f interestin g environments, t o provid e bot h suppor t an d challenge s for th e primes, an d t o amus e themselve s o r eac h other. BODY, MIND, AND SPIRIT Ever y livin g thin g o n th e Worl d Tre e is compose d o f thre e aspects: a body , a mind , an d a spirit. Th e bod y ca n b e flesh for animals an d people , vegetabl e for plants, o r mor e exoti c things, lik e fire o r air o r spac e for thos e peculia r creature s calle d ele - mentals. Mind s ar e muc h lik e terrestria l minds; th e prim e specie s an d intelligen t monsters hav e mind s comparabl e t o huma n minds , othe r animals an d plants hav e smalle r minds . Th e spirit provide s will , personality , an d life . Bodies, minds , an d spirits ca n all exist independently . Whe n a
spirit is attache d t o a body , th e combinatio n generate s a min d whic h suits the m both . Ordinarily , th e creato r god s o r their assistants loosel y attac h a spirit t o a newl y bo m body . Th e spirit grow s close r t o th e bod y a s th e bod y grow s up , an d the min d is generate d an d grow s u p wit h them , givin g a harmoniously - constructe d individual . Bein g bo m an d growin g u p o n th e Worl d Tre e look s an d feels abou t th e sam e a s it doe s terrestrialiy. That's no t th e onl y wa y thing s ge t t o b e alive . Mage s ca n cre at e spirits fro m nothin g an d attac h the m t o spells, whic h gener ate s a min d a s well . Th e resultin g mindfu l spells ar e ver y useful , as the y d o wha t the caste r want s an d don' t requir e concentratio n - the y aren' t ver y well-buil t a s livin g beings, bu t the y ar e alive . A few wizard s ca n d o a mor e carefu l jo b o f this: craftin g a suitabl e bod y an d spirit, attachin g the m loosel y th e wa y th e god s do , letting the m gro w togethe r ove r years. Wizard s hav e mad e living fires, books , weapons , an d eve n memories . Spirits b y themselve s ar e feebl e an d tenuou s beings. The y ar e will withou t guidance , personalit y withou t thought , lif e withou t substance . The y ar e ineffectual : the y can' t d o anything , no t eve n mov e aroun d unde r their ow n powe r o r attac h themselve s t o bodies. Ther e ar e severa l varietie s o f spirits, appropriat e for different bodies. A spirit fit for givin g lif e t o a patc h o f mos s won' t d o a ver y goo d jo b o f animatin g a Zi Ri - no r vic e versa . Tut MAGHRIUW T h e thre e parts o f th e livin g bein g ar e tightl y connected . Th e brain connects th e bod y t o th e mind , a s it doe s terrestrially . A n aspec t o f th e spirit know n a s th e material longing connects th e spirit an d th e body : it is tha t par t o f th e perso n whic h wishe s t o live, an d is responsibl e for heartbea t an d breathin g an d th e like . A comple x orga n know n a s th e magerium connects th e min d an d the spirit. Magi c a s practice d b y th e prim e specie s is a functio n of th e magerium , i n muc h th e sam e wa y tha t languag e is a func tion o f mout h an d lungs. W e us e th e wor d "psychic " t o refe r t o matters whic h concer n bot h min d an d spirit. To th e magi c sense , the mageriu m appears a s a tree . A t birth , it is a slende r connectio n betwee n min d an d spirit, lik e a sapling . Ove r th e first month s o f life , a s th e chil d establishe s relation s wit h th e 7+1 2 gods, it grow s 7+1 2 mai n branches: seve n spread ing horizonta l branche s fo r th e Verbs, twelv e branche s abov e the m for th e Nouns . A s th e chil d mature s int o a n adult , th e trun k grow s thicke r an d stronger; a s th e perso n gain s magica l power , the 7+1 2 mai n branche s ge t stronge r a s well . T h e mageriu m o f a prim e perso n look s lik e a chil d o f th e Worl d Tree , wit h its branche s flattene d o n top . Th e magerium s o f non-prim e specie s (a t least, all know n non-primes) d o no t loo k lik e this; eve n whe n the y hav e all 7+1 2 arts, their mageri u m s loo k lik e othe r kind s o f trees. MAGIC SENSE Everyon e o n th e Worl d Tre e ca n sens e magic . Magi c sens e is a s differen t fro m th e terrestria l sense s a s smel l is differen t fro m hearing . It's most lik e smell , though , o r ho w smel l woul d wor k if yo u coul d smel l from ever y bit o f you r bod y bu t ha d t o active ly pa y attentio n t o it t o smel l anything . Thing s wit h just a littl e magi c i n the m ca n onl y b e sense d u p close ; a might y world - shakin g artifac t coul d b e sense d mile s away . Th e impression s o f magi c ar e a s complicate d an d subtl e a s tast e o r smell : ther e ar e a n infinit y o f flavors an d combinations, shadin g int o eac h other. T h e languag e o f magi c sens e is a s complicate d an d overblow n a s th e languag e o f tast e o r smell ; it use s word s take n fro m all th e othe r senses. A spel l migh t b e describe d a s "dar k an d foxy , wit h a hin t o f chocolat e an d sparks" . Mos t peopl e hav e onl y a n unrefine d magic-sense . I n th e sam e w a y tha t a terrestria l perso n wil l kno w tha t he's drinkin g win e rathe r tha n beer, a Worl d Tre e perso n wil l kno w tha t he's bein g blaste d wit h create d fire rathe r tha n a natura l fire tha t was/picke d u p an d flun g a t hi m b y magic . Experts at magi c analysis ar e lik e win e connoisseurs. A skille d oenophil e migh t identif y (the win e a s a 199 5 Californi a Chardonnay ; a skille d Magi c Analyst wil l identif y th e spel l a s a Fir e Flowe r bein g cast wit h desperat e forc e b y a novic e caster. Eithe r on e migh t ge t it wrong . ClXY Everyon e o n th e Worl d Tre e ha s a suppl y o f cley, elementa l magica l force. 7 Cle y ar e endlessl y malleable , endlessl y adaptable ; the y ca n b e use d t o hel p wit h almost anything , an d ar e a s essentia l a par t o f Worl d Tre e lif e a s electricit y is i n terrestria l America . Ordinar y peopl e us e cle y t o powe r their simpl e cantrips, t o charg e magica l devices, t o protec t themselve s from malig n magic , or, for th e poorest , to sell t o wizard s wh o nee d extr a cle y t o perfor m enchantments an d har d rituals. Cle y ar e purel y magica l objects. The y ordinaril y ar e a barely - perceptible , interna l part o f a person's magica l being , muc h a s bloo d is a par t o f a person's physica l being . Cle y ar e indivisible : there's n o suc h thin g a s hal f a cley . T o th e magi c sense , a cle y look s lik e a ke y endin g i n a spark y spra y o f possibilities. Usin g a cle y is lik e turnin g a ke y i n a psychi c hand , o r lik e pressin g a ke y o n a psychi c keyboar d t o pic k on e possi bilit y ou t o f th e spray , o r sculptin g it, o r turnin g it o n th e potter's whee l o f th e traine d will . Ordinar y peopl e hav e perhap s five o r si x cle y pe r day . Exper t mage s wit h a n aptitud e fo r ra w powe r an d years o f trainin g wil l hav e twent y o r thirty . A person's cle y suppl y is renewe d b y a kin d o f persona l tide . Ever y da y a t daw n (fo r mos t people) , all a person's remainin g cle y flo w ou t i n on e instant , an d a new , full suppl y flow s in th e next . Th e actua l numbe r varie s a bit from d a y t o day . Magic Magi c pervade s th e Worl d Tree , pourin g from th e 7+1 2 gods. T h e stud y o f magi c is bot h a scienc e an d a n art. Whe n a heale r heals a wound , sh e draw s o n he r connection s wit h Mircaanis (Healoc : healing ) an d Kvars e (Corpador : flesh). Mos t peopl e hav e a bit o f magic , a handfu l o f usefu l spells tha t the y ca n d o safel y an d reliably . A bake r migh t kno w a Muto c Herbado r char m t o mak e brea d rise quickly , a Healo c Herbado r char m t o fix th e blemishe s i n a cak e his stupi d assistan t dropped , an d a Destro c Herbado r char m t o clea n flou r an d doug h off his clothe s a t the en d o f th e day . Som e peopl e kno w mor e tha n a bi t o f magic . Certai n profession s requir e it for mor e tha n mer e convenience : knights wh o fight menacin g creature s from underneat h th e branch , thieve s w h o stea l from warde d vaults, smith s wh o mus t conjur e th e meta l the y forge , tree-miners wh o someho w manag e t o brin g u p precious, immutabl e bits o f th e Worl d Tree's wood . A n d ther e ar e severa l profession s whos e wor k is mainl y mag ical: th e city-wizar d wh o warde d thos e vaults, th e knight-mag e "Cley" is pronounced somewhere between the English "clay", and the French "cle".
w h o accompanie s th e knights, th e tree-mage s wh o d o a thousan d job s o n a worl d mad e o f wood , th e elementa l mage s wh o cal m storms, extinguis h fires, an d find water, th e deep-mage s wh o pla y wit h awfu l mysteries. S e e Chapte r 10 fo r a n extende d an d mor e technica l discussio n o f magic . MAGIC ARTS Ther e ar e ninetee n magi c arts. Ther e ar e seve n Kerbs: creation , changing , knowing , destroying , an d s o on . Ther e ar e twelv e Nouns: flesh , plants, air, fire, spirits, illusions, an d s o on ; every thin g nativ e t o th e Worl d Tre e belong s t o on e o r mor e Nouns . Eac h spel l involve s a t least on e Ver b an d a t least on e Noun : th e Fir e Flowe r spell , whic h create s a clou d o f fire aroun d a victim , involve s Creo c and Pyrador , Creatio n an d Fire . (Lik e magi c theorists, w e ofte n writ e th e abbreviatio n o f th e spell's arts wit h t h e spell , for reference : (C r P y 5) . Th e "5 " is th e spell's Complexity , explaine d o n pag e 173.) Mor e elaborat e spells involv e man y arts: Wizard's Subtl e Mirro r (C r K e II M e S p 20) , create s a n illusio n o f th e caste r whic h read s he r min d an d there b y imitate s he r perfectly , involve s Creo c an d Illusido r t o creat e the illusion , Kenno c an d Mentado r fo r th e min d reading , an d Spirido r fo r the spirit tha t animate s th e illusio n s o accurately . MAGIC IN EVERYDAY LIFE. You're a cobbler's apprentice, right? What if you're a big master cobbler, your own shop and an apprentice of your own, and the duke comes in? His boot has a hole! He needs it fixed! Right now! Are you going to go get out leather, and sinew, and lizard-claw glue, and nails, and hammers, and knives, and tell him to come back in an hour? Or are you going to kiss it fixed with a cley and get the purse of amber? Y'know, they say the gods give everyone just the right amount of cley. Sure, some people go too fast and use it up by noon, and some people never spend a single cley from midsummer to midwinter. But why are the gods giving us cley if we're not to use it, answer me that? A cley left at dawn is a cley refused, and that's a god refused, if you ask me! — Drogo Moopra, spellseller Ever y prim e o n th e Worl d Tre e ha s use d magic . Childre n lea m the basic s o f spontaneou s magi c fro m their playmate s b y t h e tim e they'r e fiv e o r six , t o their parent's mixe d prid e an d terror. Miscast spells ar e a leadin g caus e o f chil d death . Mos t adults kno w hal f a doze n patter n cantrips: thre e o r fou r usefu l one s fo r their trade ; a fe w usefu l o r amusin g one s fo r persona l use ; if they'r e i n a dangerou s place , a n attack , defense , o r escap e spell . A n averag e perso n ha s t o pa y a substantia l pric e to b u y a ne w spell , spen d hours learnin g eve n th e simplest spell , a n d need s sufficien t skil l i n th e spell's arts t o cast it. Wit h th e cost s o high , mos t peopl e onl y lea m a fe w extremel y usefu l spells. No t man y peopl e ca n bin d spells for themselves, bu t peo p l e usuall y hav e tw o o r thre e importan t boun d spells for emer gencies. F o r example , a carpente r woul d hav e som e basi c carpentr y spells. Sh e ca n cast betwee n thre e an d eigh t spells a day . That's f e w enoug h s o she'l l sav e the m fo r specia l situations: rush job s o r thing s that requir e magic . Spells lik e Etherea l Lacque r an d Silke n Woo d wil l b e usefu l t o finish u p a piec e whe n th e customer's standin g i n th e doo r lashin g his tail. Mak e a Stic k wil l let he r creat e a boar d if sh e doesn' t hav e on e that's just right , bu t s h e doesn' t hav e th e cle y t o mak e all he r woo d tha t way . Fi x th e Stick s wil l le t he r perfor m basi c repairs o n wood , usefu l if she's accidentall y broke n somethin g o r cu t to o deep , an d als o goo d fo r makin g quic k repairs for customers. If sh e live s i n a dangerou s place , she'll carr y a men g knif e an d kno w a n attac k spell . She's studie d Herbado r fo r all thos e woo d spells, s o she'll pic k a n Herbador-base d attac k spel l - it's no t a s stron g a weapo n a s Pyrador, bu t sh e wouldn' t wan t t o thro w fire spells in a sho p full o f wood . Perhap s sh e know s Tho m Dart : n o t a devastatin g spell , bu t enoug h t o hurt a n annoyin g punk . Sinc e he r sho p is s o flammable , she'll bu y a boun d Extinguis h t h e Fir e spel l fro m a s stron g a mag e a s sh e ca n afford , se t t o b e cast if th e sho p is o n fire. Sh e migh t ge t som e kin d o f reason abl y stron g boun d defens e spell , too ; perhap s Chang e Places, s o s h e ha s a chanc e t o ge t awa y from a mugge r who' s go t he r a t knifepoint . F o r privat e life , a fe w othe r spells migh t b e helpful . If sh e ha s children , a spel l lik e Kiss th e Stingin g Cu t wil l b e invaluabl e for dealin g wit h childhoo d ache s an d pains. A spel l lik e Clea n th e Cla y Dishe s woul d b e a pleasan t luxury , lik e a dishwashe r terrestrially . It doe s requir e tha t sh e ge t expensiv e cerami c plates, whic h is a n extr a cost fo r someon e wh o coul d mak e perfectl y goo d woode n one s hersel f - bu t th e spel l t o clea n woode n dish e s is harder, requirin g th e rathe r obscur e art o f Spirido r s o tha t it c a n tell th e differenc e betwee n the Herbado r o f a woode n plat e a n d th e Herbado r o f leftove r food , an d sh e considers Spirido r to o obscur e an d academi c t o b e wort h he r tim e studying . The n sh e migh t kno w N o Unwante d Child , a magica l versio n o f a condom . She'l l probabl y hav e som e mor e boun d spells a t home : anothe r Extinguis h th e Fir e sinc e sh e live s i n a woode n house , an d perhap s a Peppe r Strik e t o mak e lif e awkwar d fo r intruders, bu t saf e enoug h s o tha t it won' t permanentl y injur e th e childre n if the y se t it off b y mistake . She's go t eigh t cantrips, an d enoug h trainin g i n tw o arts t o cast them , plu s fou r boun d spells. He r magi c make s he r jo b easie r a n d he r life safe r an d mor e pleasan t - bu t sh e use s it mainl y for convenienc e an d emergencies. Sh e doesn' t conside r hersel f a professiona l mage , just a goo d carpenter. Practical Technology Our crafters are far superior to those of Kraunst! In Vressia the master-carvers study for eighteen years under two and sometimes three masters, and by the time they are finished they can carve wood as thin as a strand of fur. In Kraunst, the carver's guild is satisfied with a mere fifteen years, and they would exert themselves greatly and still carve no thinner than a mediumcoarse cotton thread! — Unthosmius Pradmicus, master-carver of Vressia Prim e technolog y is sophisticated , give n wha t the y hav e t o wor k with . Prim e artisan s d o amazin g thing s wit h wood , leather, glass, clay , an d magic . Th e best-qualit y good s in thos e materi als availabl e ar e ofte n bette r tha n th e best availabl e i n 21st cen tur y Earth : th e prime s hav e devote d equa l intelligence , mor e attention , an d muc h mor e magi c t o it tha n w e have . Quantit y is anothe r matter. Mas s productio n is know n i n prin ciple , bu t despised . It is extremel y importan t fo r prim e civiliza tio n t o hav e highl y skillful people . On e wizar d ca n mak e walls t o kee p a cit y saf e against teleporters an d fliers an d far-flun g spells; n o numbe r o f semi-skille d laborers coul d d o th e same . This attitud e carrie s ove r t o th e rest o f life . It is bette r fo r a cit y to hav e a fe w master-joiners capabl e o f makin g super b cabinets (an d mos t peopl e wil l hav e t o mak e d o wit h apprentice-wor k o r
hand-me-dow n cabinets), tha n tha t everyon e in th e cit y b e abl e to affor d prett y goo d cabinets. Wher e prime s care , the y d o quit e well . Farmin g technology , for example , is u p t o th e levels o f th e terrestria l Gree n Revolutio n - withou t mos t o f th e problem s th e Gree n Revolutio n caused . No t tha t th e prime s ar e smarte r o r wise r tha n th e Gree n Revolutio n scientists; they'v e simpl y bee n workin g o n th e sam e problem s fo r tw o thousan d years, an d hav e mor e persona l access to th e foundation s o f reality . Plow s ar e mad e o f carve d woo d like th e poorest medieva l Europea n plows; ther e is littl e choic e in th e matter. Bu t i n th e yea r 2,214 , th e Herethro y heroin e I Irikka k o f the Dagger s wo n a boo n fro m th e goddess Lenhirrik , and chos e a n enchantmen t recip e fo r th e improvin g o f plows. Suc h plow s ar e bette r tha n anythin g availabl e o n Earth . O n th e whole , prim e technolog y feels lik e a mi x betwee n abou t 18t h centur y an d 23 d centur y terrestrial : mostl y sophisticate d artisan-work , wit h occasiona l item s far beyon d curren t terrestria l technology . Theology Flokin is reported as saying, "I shall melt all things down and purify them." By which the Urvists understand that the destruction of the Tree is close at hand, and soon, should we not measure up to Urva's exacting standards. Terrifying stuff to hear about, to be sure. But let us look at the evidence. Urva heard it from Narix, who heard it from the dream-prophet Laquant Miir, who heard it in a dream. Each link in this chain comes with its own kind of weakness. Laquant Miir spied on the gods in her sleep. She has produced three confirmed truths in eighty years. An amazing record, and she is rightly numbered among the great prophets. But that does leave over eleven hundred dream-records definitely wrong, and some six hundred (including Urva's favorite text) in doubt. Narix the archivist is highly respected, and deservedly so. However, in the year in question, he was engaged in a bitter quarrel with his husband over whether or not to move to Tanitakka. Nine other records from this time have been discovered to be tainted with bitterness. Elsewhere he transcribed a word of Gnarn's as "icy anguish " when it should have been simply "pain ". Might he have introduced a note of cosmic disaster to match the seeming disaster of that time in his life? Certainly no other scholars or god-knowers have noted this prophecy as true. Is it because, as Urva claims, we are a craven lot of blindards? Or is it, perhaps, just perhaps, that we are an elite cadre of scholars most carefully devoted to the truth, even at the cost of abuse by crazed cultists? — Huspus okka Muruthuum, Th. D. Theolog y is no t a n exac t science . Th e god s don' t answe r man y questions, eve n whe n they'r e bein g sociabl e wit h non-gods. The y tell lots o f lies, too . Sometime s on e wil l le t somethin g importan t sli p i n conversation . Sometime s on e wil l b e angr y a t anothe r an d tell som e intimat e secrets - o r inven t som e scan dalou s story . Onc e i n a whil e a wizar d o r mysti c wil l sp y o n a g o d o r demigo d an d lear n somethin g ne w an d possibl y true , live n whe n the y ar e tryin g t o b e informative , th e gods' vie w o f the worl d is s o differen t an d perplexin g tha t full understandin g is impossible . The n there ar e th e theologists. Theolog y is th e ultimat e intellectua l disciplin e o n th e Worl d Tree : nothin g coul d b e mor e important . Th e best an d brightest scholars ar e draw n t o theolo gy, t o argu e for twent y years abou t th e exac t relationshi p betwee n Kvars e an d Reluu . I f the y coul d figure it out , it migh t matte r t o ever y Corpado r mage , ever y Cani , ever y Sleet h casti n g a Rulo c Corpado r spell : just abou t everyon e o n th e Worl d Tree . There's a hug e amoun t o f circumstantia l informatio n abou t th ^ gods, record s o f word s an d deed s an d secre t scrying . Muc h pf it is second-han d o r worse . Som e o f it is entirel y mad e up . Eac h scra p o f fac t i n th e librar y ha s its ow n carefu l genealogy . On e conversatio n wit h Gnar n wa s reporte d b y Prandra , a Sleet h huntress; th e recor d is accompanie d b y five deposition s fro m Prandra's friend s claimin g tha t he r min d is a s shar p a s he r claws. Anothe r conversatio n wit h Gnam , hintin g a t alarmin g mysteries, is reporte d b y Amawork-Spot . Tha t repor t is accompanie d b y a doze n scholarl y article s pointin g ou t that Amawork-Spo t wa s a note d autho r o f horrifi c fantasies. Amawork-Spo t wrot e a rebutt a l explainin g tha t Gna m ha d rea d zir book s an d visite d t o cha t a n d ge t zir autograph . A gross o f scholars bickere d for a doze n years abou t whethe r Amawork-Spot , Gnam , both , o r neithe r wer e tellin g stories. Scholars wh o ar e bot h honest and wis e - harde r t o find tha n y o u migh t thin k a t first - hav e t o admi t the y don' t kno w fo r sur e h o w muc h theology is correct . Theolog y is a matte r o f beliefs - backe d b y evidenc e an d carefull y weighe d b y generation s o f wisdom . This sectio n give s a fe w o f th e basics: facts whic h mos t schola rs agre e upon . Probabl y som e o f them ar e true . O N THE. DEALINGS or MORTALS AND GODS Mortals rarel y dea l wit h gods, excep t i n th e routin e dealing s o f spellcasting . Perhap s on e morta l i n a thousan d ha s see n a go d anywher e bu t i n th e sk y an d know s wha t sh e ha s seen . T h e Worl d Tre e is ultimatel y abou t primes. Th e Creato r god s mad e it fo r them. Nou n gods , nonprimes, elementals, an d all ar e just support , scenery , an d mino r details. 8 Th e god s d o their best t o mak e prime s centra l t o events. Kvars e coul d destro y wit h th e maraudin g nendra i i n a n instant , bu t sh e doe s not . Instea d sh e send s a knigh t o f on e o f he r orders t o gathe r a fe w likely-look i n g locals t o mak e wa r o r peac e wit h it. Sh e grants the m Corpado r spells, th e sam e a s sh e woul d an y othe r primes, bu t n o specia l favors o r help . If the y aren' t cleve r an d luck y enough , the y wil l fail; bu t th e events wil l b e th e primes' , no t th e goddess' . Mos t o f th e rewar d fo r success wil l com e fro m th e peopl e saved , n o t th e goddess; no r wil l sh e panis h the m fo r failure . T h e Nou n God s interven e i n th e Worl d Tre e reasonabl y ofte n - bu t mainl y i n way s that requir e th e powe r o f a god . The y hav e fough t t o sav e world-branche s fro m a twenty-mile-lon g slu g from outsid e th e world ; the y pai d scan t attentio n t o eve n th e bitterest successio n struggle s i n the greatest empir e o n th e tree. Eve n whe n the y interven e i n worldshakin g events, the y frequentl y insist tha t prime s tak e th e initiative . Floki n watche d th e slu g fro m th e instan t it cam e t o th e tree, bu t di d nothin g unti l som e prim e advenhorers aske d it to . Prim e adventurers - an d anyon e payin g a visi t t o a go d is hav i n g a n adventur e - ca n as k th e Nou n god s fo r mor e persona l favors, bu t ther e are rules whic h the god s insist the prime s follow. Askin g i n perso n is essential : t o cal l upo n a go d for any thin g othe r tha n ordinar y magic , yo u mus t g o t o the go d an d ask . T h e god s ma y mak e the quest eas y o r difficult; the y certainl y see m t o b e awar e o f questers wel l befor e the en d o f th e quest . ^Primes and most of the gods and elementals agree with this principle. Most nonprimes disregard it or disbelieve it.
T h e god s se t their ow n pnce s for intervention , accordin g to their desires. Kvars e heals peopl e quit e frequently , bu t insists tha t th e patien t provid e seve n years o f a hero's labo r - usuall y protectin g place s tha t nee d protectio n o r doin g othe r appropri atel y heroi c tasks. Birkozo n usuall y charge s service s whic h expan d his spher e o f politica l influence . Floki n wil l gleefull y b u m things whic h threaten th e Tree , an d deman d littl e i n return , b u t it if yo u as k it t o bu m on e hous e it migh t bu m th e whol e city. T h e god s hav e som e responsibilitie s no t directl y connecte d wit h their elements, an d the y occasionall y as k prime s t o hel p wit h them . Kvars e an d Lenhirri k promot e socia l stability , jus tice , freedom , nobility , an d th e like . Floki n an d "Here " kee p majo r extra-universa l monsters off o f th e Worl d Tree . The y sometime s as k prime s for hel p wit h thes e responsibilities. No t usuall y i n th e primar y fighting itself - if sun-fange d Floki n is i n troubl e i n a fight, n o numbe r o f prim e adventurers o r wizard s is goin g t o help . B u t adventurers an d wizard s ar e goo d a t scoutin g aroun d th e monster's hom e plan e for th e monster's secre t weakness, o r rescuin g innocents fro m th e battlefield , o r helpin g t o rebuil d th e destroye d cities, o r an y numbe r o f othe r task s tha t ar e no t t o the god's tast e o r whic h it woul d b e to o noticeabl e at. I n general , th e god s expec t th e prime s t o d o th e parts tha t ar e withi n morta l capabilit y - i n th e god's opinion , no t th e mortals' . It is considere d ungracious, a t best , t o refus e a direc t request o f a go d withou t som e ver y goo d reason . O N DIVINE RETRIBUTION AND FAVOR T h e god s don' t see m t o pa y direc t attentio n t o mortals i n everyda y matters. The y don' t watc h you r ever y actio n for th e judgin g o f you r spirit - you r neighbors tak e car e o f tha t unsavor y job , o r th e first hal f a t least. The y don' t pa y an y attentio n t o wha t yo u sa y abou t them ; a goo d thing , o r theolog y woul d b e a hideousl y unsaf e profession . T h e Nou n god s ar e suppose d t o sta y distan t fro m morta l affairs, and shoul d neve r ge t angr y enoug h t o inflic t divin e retributio n o n anyone . O r s o say s Kvars e whe n sh e trie s t o ge t ou t o f th e politic s o f th e guild s an d knightl y orders o f whic h sh e is t h e head . B u t whe n th e Nou n god s dea l wit h mortals, the y don' t alway s sta y tha t distant . Divin e retributio n usuall y take s th e for m o f givin g th e morta l poo r service : offen d Kvarse , an d you r Corpado r spells won' t wor k ver y well . Th e god s se e spirits a s wel l a s bodies, and their ill regar d ca n last lifetime afte r lifetime . Onc e i n a rar e while , a go d wil l b e s o annoye d wit h someon e a s t o destro y the m o r curs e the m horribly . A Can i woman , insan e afte r th e death s o f he r thre e childre n i n a singl e week , personall y attacke d Kvars e wit h sword s an d blame . Kvars e curse d he r t o bea r chil d afte r chil d an d watc h the m all die . This is an extrem e case , o n morta l an d divin e sid e both , an d ther e ar e n o t man y lik e it. Conversely , thos e wh o wi n a god's favo r ge t goo d service . Kvarse's best knights frequentl y ge t mino r Corpado r knacks. Divin e favo r als o carrie s ove r fro m lif e t o life . Sometimes , peopl e doin g a god's wor k in a situatio n tha t doesn't quit e cal l fo r th e go d t o ac t i n perso n wil l ge t extr a powe r fro m tha t god . Fo r example , if you'r e fightin g somethin g tha t Floki n ha s aske d yo u t o driv e off th e Worl d Tree , you r fire spells will b e muc h stronge r tha n usua l fo r tha t on e fight. Onc e i n a while , all th e Ver b god s wil l decid e tha t som e prime s ar e defend i n g th e hono r o f th e Worl d Tre e a s a whol e - usuall y in dealin g wit h otfworl d mage s - an d enhanc e all their Power . I n general , th e Ver b god s ar e mor e distan t fro m th e worl d tha n t h e Nou n gods. ORTHODOXY, HETERODOXY, AND TRUTH Visitors t o th e Worl d Tre e sometime s ar e surprise d b y certai n parts o f orthodo x Worl d Tre e theology . Thes e ar e supporte d b y a grea t dea l o f evidence , an d ar e widel y accepted . Ther e is evidenc e against the m a s well . Belie f doesn' t matter, thoug h action s base d o n belie f do . Th e god s don' t as k for belief; they'r e quit e sur e tha t the y exist . Heretics, atheists 9 , an d s o o n ca n b e a s effectiv e i n mos t regard s tha t dea l wit h th e god s a s the most devoutl y orthodo x - includ i n g i n magic , eve n thoug h magi c work s wit h th e gods. This is muc h th e sam e as, terrestrially , a perso n wh o doe s no t believ e i n electricit y usin g lights an d computers withou t difficulty . Ther e is n o orthodo x concep t o f "sin" , i n th e sens e o f action s whic h ar e ba d primaril y becaus e a go d think s the y ar e bad . Fo r example , antisocia l Can i obviousl y violat e th e inten t o f Reluu . T h e orthodo x ma y conside r bein g antisocia l a medica l o r psy chologica l problem , bu t no t a spiritua l one . Wher e th e god s insist o n something , the y mak e it a matte r o f natura l law : it is Virid's wil l tha t Herethro y no t ea t meat , an d s o the y canno t digest it. Whe n individua l Herethro y snea k aroun d this restric tio n (e.g., usin g th e spel l Cloa k o f Anothe r Go d t o wea r a Sleeth's body , whic h ca n digest meat) , Viri d ma y no t b e pleased , b u t take s n o action . Ther e is n o orthodo x concep t o f "blasphemy" . Prime s gener all y assum e tha t th e god s ar e capabl e o f avengin g insults whe n the y wish , whic h is no t often . T h e god s d o no t as k sacrifice s from prime s fo r anythin g rou tin e - excep t fo r th e us e o f cle y i n magic . (Bu t som e kind s o f advance d magi c d o us e sacrifices, a s on e o f th e man y tech nique s fo r gettin g a god's persona l attention.) T h e god s ar e ver y circumspec t whe n the y interven e i n morta l affairs. Ofte n whe n the y interven e a t a mortal's request , they prefe r workin g in th e establishe d ways , thoug h th e prime's ow n magic , e.g., if yo u wan t hel p from Reluu , yo u shoul d cast a Rulo c (control ) spell ; if Relu u favors you , th e spel l ma y b e o n t h e hig h en d o f th e powe r yo u ca n achieve . If yo u wan t mor e hel p tha n yo u hav e skill, yo u probabl y won' t ge t it. Whe n th e god s interven e i n morta l affairs fo r their ow n rea sons, the y ar e usuall y delicat e abou t it. Ofte n th e prime s involve d neve r find ou t fo r sure . T h e god s d o no t prophes y th e future . It seem s likel y tha t the y d o no t kno w th e futur e (excep t perhap s fo r Kaimiri , wh o is silent). The y rarel y discuss their plans. Theologian s d o divid e th e god s u p int o Goo d an d Evil . Kvars e an d Lenhirri k alway s win d u p o n th e Goo d side ; Birkozo n an d "Here " alway s win d u p o n th e Evi l side . Ther e is n o consensu s abou t som e o f th e others. Thes e labels ar e a n eth ica l judgmen t o n th e gods, an d advic e t o peopl e dealin g wit h th e god s directly , an d ca n confus e peopl e abou t divin e politics. Kvars e an d Lenhirri k ar e rivals an d perhap s downrigh t enemies; the y compet e most visibl y b y havin g their knightl y orders outd o eac h othe r i n acts o f herois m an d benevolence . "Here " is friend - ^Atheists in the strict sense of the word are very rare: it's clear that powerful beings generally called gods exist. Atheism on the World Tree usually is the philosophical position that the gods are no more important than any prime (or earthworm), except to the extent that they command more power; that the gods lack "divinity", whatever that may be. This is a defensible position.
ly wit h all th e othe r gods, an d benevolen t toward s prime s a s a whole , for all h e enjoy s small-scal e atrocities. T h e god s ar e no t individuall y omnipotent , thoug h n o greate r powe r tha n the m an d their kindre d exists o n th e Worl d Tree . Collectivel y the y ma y b e considere d omnipotent : all powe r o n t h e Worl d Tre e come s from them . The y neve r hav e cooperate d fully, though . The y permi t - an d requir e - fre e wil l o f mortals. T h e god s hav e a kin d o f omniscience : nothin g abou t th e Worl d Tre e tha t the y wis h t o lea m ma y b e hidde n from the m fo r long . Yet ther e ar e question s tha t the y hav e neve r asked , eve n question s whic h the y d o no t realiz e they shoul d ask . A branch-wid e conspirac y o f prime s opposin g a god's inten t ma y ru n for cen turie s withou t th e go d suspectin g it - an d b e full y uncovere d i n a singl e da y whe n th e go d leam s tha t it exists. Thes e ar e generall y accepte d parts o f orthodo x theology . No t all theologian s ar e orthodox ; som e o f the m disagre e wit h thes e beliefs, sometime s quit e violently . Tut WORSHI p Of THE, GODS T h e whol e univers e an d everythin g i n it ar e plainl y an d unde niabl y sacred . Th e creato r god s mad e it, watc h it, car e abou t it, lov e it. Eac h prim e is i n direc t an d immediat e (if impersonal ) contac t wit h all 7+1 2 gods. Everythin g is holy . Becaus e o f that , prim e civilizatio n isn't ver y religious. Th e prime s ar e use d t o their gods, acceptin g the m withou t questio n a n d withou t grea t concern . Th e god s ar e a s eviden t an d a s com m o n a s win d an d water. B u t ther e is littl e emotiona l o r spiritua l contac t in th e terrestrial religiou s sens e betwee n prime s an d gods. Onl y a fe w priests, wizards, adventurers, an d devou t layfol k hav e persona l contac t wit h an y deity . Mos t peopl e woul d b e terrifie d if the y go t an y mor e contac t tha n the y do . Prime s hav e a goo d ide a o f wha t th e god s wan t ou t o f them : t o follo w their natura l inclinations, whic h th e god s shaped . The y hav e a ver y goo d ide a o f wha t t o expec t fro m th e gods: magic , t h e Worl d Tre e an d everythin g o n it, protectio n from creature s from outsid e the universe , an d oblivio n an d reincarnatio n afte r death . Sure , that's a hug e pil e o f gifts for a ver y chea p price , an d most prime s are gratefu l whe n the y thin k abou t it, bu t it's all ver y routine . An d som e o f th e gifts aren' t all goo d - there's a lo t o f nast y stuff o n the Worl d Tree , create d b y th e god s for th e sorr o w an d troubling o f primes. Som e fe w peopl e - mor e Can i an d Herethro y tha n othe r specie s - ar e devoutl y religious. Peopl e wh o d o advance d magi c dea l mor e closel y wit h th e gods, an d ar e well-advise d t o trea t the m politely . Th e custo m o f offerin g prayers o f thanksgivin g for spells tha t worke d particularl y wel l is base d o n equa l parts lov e o f th e gods, gratitud e for their gifts, an d enlightene d selfinterest. Ther e ar e a grea t numbe r o f "orthodox " sects an d cults wor shippin g th e 7+1 2 gods, usuall y focusin g extr a attentio n o n a f ew god s an d occasionall y som e o f their quasi-divin e subordi nates. Reluu , Mircannis, Kvarse , an d Lenhirri k ar e th e most popular. Orthodo x worshi p typicall y is som e mi x o f (1 ) thank i n g th e god s fo r their gifts; (2 ) askin g th e god s for furthe r gifts; ( 3 ) doin g wha t the y thin k th e god s want . Som e o f thes e ortho d o x religion s ar e considere d quit e respectable ; certai n orders o f knights an d hig h mage s an d healers ar e heavil y religious. Thes e religion s ar e sometime s pur e an d sometime s corrupt , sometime s honest an d sometime s hypocritical , sometime s gen erou s an d sometime s intolerant , an d i n genera l hav e all th e goo d a n d all th e evi l foun d i n terrestria l churches. Heterodo x religion s abound . Ther e ar e fringe communitie s wit h all manne r o f strang e beliefs abou t th e 7+1 2 gods. Usuall y the y ar e incorrect , bu t sometime s th e god s humo r th e heretic s a n d gran t their heresie s som e touche s o f truth . (Perhap s the y d o t h e sam e t o th e orthodo x a s well.) Ther e ar e religion s worship pin g othe r gods: sometime s divin e o r near-divin e being s from beyon d th e world , sometime s worshippin g powerfu l non-divin e being s insid e th e world . Mos t member s o f thes e religion s als o worshi p th e 7+1 2 gods, ofte n wit h considerabl e devotion . Ther e a r e philosophica l religion s (lik e terrestria l Taois m o r Hinayan a Buddhism) , transcenden t mysticism s whic h regar d eve n th e 7+1 2 god s a s unimportant . PRIESTHOODS I regarded Reluu as more than father and more than mother to me, and poured forth my loyalty to Him, Him above all other gods, Him above all primes. Him infinitely above myself. I became a priest to serve Him more closely and more constantly, to bring His glory to all the primes. I never married. I had few friends, save those few who knew Reluu as I did. Then came four dozen years of teaching ahigrane and akkamagga and kyrax how to use Ruloc, accepting piddling sacrifices when some idiot adventurer saves his life with a levitation spell and wants to thank the god, polishing the idols in the temple that doesn't get a tenth as many people as the lousy bar across the street. Venal craftsfolk come to me and demand help with magics. They live like leeches on my faith, instead of strengthening their own. I can see the scorn in their eyes, in the few lozens they cast before me when they leave. I will be loyal to Reluu until I die. I have no choice. Loyalty fills the ice-cold air I breathe; my chapel cannot afford much wood for heat. Loyalty is in the bean porridge I have eaten these last eight days. Loyalty is my bedmate on the wooden planks in my tiny room beneath the stairs of the chapel. But I pray to the god that - if He knows my name, if He regards me at all - in my next life J shall be a Gormoror, and may choose where to give my loyalty, and how much to give. — Rendir Alathaman, Open Letter to the Cani Novices Take Fr. Alathaman's letter as a caution, dear novices. Not to avoid the priesthood, certainly! It is a noble and needful profession. There are none who can do what we can do. Wizards and enchanters come to us with reverence in their eyes and amber in their hands, and depart with fresh wonders. Everyday primes come to us when they need - not many, but it is an honorable thing that everyday primes need not lean on us as if we were so many crutches. Nonprimes come to us with need, and we rejoice as our lay-brethren rarely do that we were born prime in this life and every other. But do not let the brilliance of the gods blind your eyes to what they have made us to do! The place you must go after the ceremonies of the temple is to the evening feast with your kinsfolk and the embrace of your lovers, not the cold plank bed in the cell next to Fr. Alathaman's. Reluu made us for each other, for the pleasures of family and love, above all things. Even above Him. Deny Him His express wishes, which He has written large in your very mind and body and spirit, and you deny the very thing you seek. — Bishop Thaxinold Thanbranch, in an open reply to Alathaman's open letter
Ther e ar e priestl y orders t o eac h o f th e 7+1 2 gods, singl y an d i n combinations. The y rang e fro m gran d sects wit h cathedrals i n dozen s o f citie s t o individua l priests worshippin g alon e i n privat e shrines. The y var y greatl y i n devotion , practice , an d methods . F o r non-primes, religio n is a n urgen t matter. Prime s ar e give n connection s t o all 7+1 2 god s a t birth . Non-prime s ar e not ; if the y ar e lucky , the y hav e hal f a dozen . Non-prime s wishin g t o b e effectiv e mages , especiall y if ther e ar e prime s around , mus t someho w ge t connection s t o mor e gods. F o r th e typica l non-prim e (details var y greatl y wit h species), gettin g a connectio n t o a go d involve s attractin g th e god's atten tion , wit h rituals, ceremonie s an d celebration s involvin g th e god's symbol s an d preferre d entertainments. The y ar e best don e b y someon e wit h th e god's favo r already : a prim e o f th e god's specie s wil l d o nicely . Th e god s rarel y com e i n person ; the y mak e th e kin d o f quic k barely-fel t visit tha t the y mak e t o prime s a t birth . Priests hav e othe r purposes, eve n for primes. Occasionall y someon e feels tha t the y wer e blesse d b y a go d - e.g., if a spel l worke d whe n it shoul d no t have , i n som e crucia l situation . Man y peopl e fee l tha t it is wis e t o than k th e god s o f tha t spell , t o repa y th e favo r o r t o ensur e furthe r favors. Priests an d organ ize d religion s suggest suitabl e gifts an d way s o f offerin g them . Sometime s th e gifts see m t o g o t o th e priests - an d sometime s tha t seem s t o pleas e th e god . Occasionall y someon e feels tha t they hav e offende d a god , a n d wishe s t o mak e restitutio n befor e th e go d take s a mor e terrible revenge . Priests ar e delighte d t o hel p wit h this a s well . Not e tha t th e priests hav e n o direc t wa y t o kno w th e min d o f th e god , an d mus t g o b y theolog y an d experienc e if the y ar e honest o r b y seein g wha t the y ca n extrac t from th e peniten t if the y ar e not . W H Y DID THE CREATOR GODS WAKE THE WORLD ? O n e questio n transcend s all others: wh y di d th e creato r god s mak e th e world ? Wha t is th e purpos e o f th e universe ? Th e answe r t o this coul d b e a glimps e int o th e realit y behin d reality, woul d justif y o r moc k ever y sorro w an d cruelt y o n th e Worl d Tree , migh t explai n everything . Bu t onl y seve n peopl e o n Worl d Tre e know , an d the y don' t eve n tell th e Nou n Gods . S o mortals guess. Th e influentia l Seven-Fol d Harbinge r movemen t amon g theologists o n Ketheri a theorize s tha t th e worl d is a gameboard , wit h th e prim e specie s th e pieces. The y furthe r assert tha t th e gam e ha s a first place , a second , an d tw o thirds; the remainin g thre e mus t suppl y th e prizes. Adventurers, the y say , are th e chie f instruments o f th e game ; th e vast number s o f Herethro y an d Cani , whil e importan t t o th e world , ar e simpl y a backdro p for a contest wit h roughl y matche d number s an d potencies. T h e Infinit e Ovoi d Spira l scholars, currentl y i n its ascendan c y, claim s tha t th e Worl d Tre e is th e wom b o f th e nex t o f th e cre ato r gods' futur e children . Eac h o f the prim e specie s is th e pre curso r o f a ne w god , whic h a t th e en d o f th e worl d shal l b e wove n ou t o f th e souls o f all th e peopl e o f tha t species. Mos t o f t h e presume d god-childre n hav e a singl e mai n parent ; sharin g t h e worl d wit h all th e others share s spiritua l material , muc h a s morta l copulatio n share s geneti c material . Othe r movement s sa y tha t the y ac t ou t o f prima l benevolenc e in givin g spirits bodies; o r a desir e t o watc h a vast tapestr y o f morta l stories; o r growin g a n arm y against som e transcenden t cosmi c menac e tha t eve n th e god s fear; o r a thousan d othe r wil d guesses. O r OTHER GODS A myria d being s clai m divin e statur e o n th e Worl d Tree . Mos t o f the m ar e native s o f th e tree : nendra i o r ol d Z i R i o r othe r pow erfu l creatures, wh o hav e foun d peopl e wea k o r foolis h enoug h t o worshi p them . Theologian s an d god s dismiss thes e pretenders a s unimportant . Ther e ar e a handfu l o f full y divin e creature s o n th e Worl d Tre e fro m outside . No w an d the n som e frien d o f th e Creato r o r Nou n god s wil l com e t o visit. The y loo k around , sometime s escorte d b y a deit y o r a servant , sometime s o n their own . Th e gods' friend s ar e a s kind , gentle , an d matur e a s th e god s themselves, a n d s o a thousan d sorrow s follo w in their tracks. Whe n the y ge t rowdy , the y ar e frequentl y escorte d ou t o f th e Worl d Tre e b y th e god s o r othe r powerfu l people , b y som e mixtur e o f mora l an d physica l force . Sometime s lesse r creatures, divin e o r not , fro m outsid e wil l snea k in, lik e a n insec t int o a house . Whe n th e god s notic e the m - whic h ca n tak e surprisingl y lon g - the y dea l wit h the m a s vermin . Sometime s Mircannis, Virid , Lenhirrik , an d Kvarse , calli n g themselve s "Th e Part y o f Kindness" , wil l driv e the m out . Sometime s Gnam , Accanax , Flokin , an d "Here, " a s "Th e Part y o f Cruelty" , wil l come r them , tormen t them , an d destro y them . F o r details o f som e o f thes e beings, se e pag e 277 . SOCIOLOGY T h e bodie s an d spirits o f prime s d o no t var y muc h from regio n t o region . Th e way s tha t the y arrang e their live s an d citie s d o var y considerably . A full sociopolitica l atla s is beyon d th e scop e o f this book . However , prim e civilizatio n doe s hav e som e commo n tendencies. Th e materia l o f this sectio n ma y wel l no t appl y t o a particula r region . Prime s i n most region s liv e i n smal l city-states, bu t Ymark u is thirt y time s large r tha n an y city-stat e i n Ketheria . City-state s generall y hav e their ruler, th e nobility , a n d th e genera l populac e roughl y equa l i n power , bu t th e duk e o f Dalidaa n hold s an d use s absolut e authority , an d th e duke-presi den t o f Mahaffan y is change d eac h mont h b y popula r electio n i n a n extravagan t displa y o f democracy . Th e tendencie s describe d i n this sectio n ar e correc t i n general , bu t eac h regio n ha s its ow n uniqu e character. Government In those days, the world-branch near Havarratown was divided as three countries: Turzank Mene of the port city Turzank on the Unxla; Pashzank Mene of Pashzank where the fruit-trees grow; and Oinomark Mene around Oinomark near the sidebranch Oineia. Marthuk, in Pashzank Mene, came to be assaulted by swarms of flying shockers from the Verticals, and Pashzank was notably absent from its defense. Wherefore Marthuk declared that it was a city on its own, and Marthuk Mene split offfrom Pashzank Mene. But the Duke of Pashzank took this not lightly, nor did he take it peacefully, nor did he express good grace on the hearing of the news. — Trazillo Morsune, Great History Rulers o n the Worl d Tre e ar e responsibl e fo r a fe w things. The y hav e t o maintai n orde r an d law, t o defen d th e populatio n against verticals-beasts an d othe r assailants, t o tak e car e o f peo p l e wh o nee d it.
Thes e ar e har d t o d o i n larg e countries, stretche d alon g a world-branc h fifty mile s wide . Mos t o f th e larg e countr y wil l b e n lon g wa y awa y fro m th e capital . Th e ruler wil l hav e t o hav e viceroy s o r provincia l governors t o ten d t o loca l matters. Whe n ther e ar e larg e countries, they'r e usuall y fairl y loos e empire s whic h ac t for mos t purpose s a s collection s o f smal l countries. S o , most countrie s eithe r ar e smal l o r behav e a s if the y are . City-state s ar e th e mos t common ; whe n ther e ar e tw o o r thre e importan t citie s i n on e country , the y bicke r an d fight until th e countr y fracture s int o tw o o r thre e city-states. City-state s usuall y hav e on e ruler, th e duk e o r duchess, usually Can i o r Rassimel . (Most o f th e rest hav e a smal l oligarchi c council.) Ther e ar e guard s an d judge s an d administrators t o handl e civi c matters, an d heroe s t o defen d th e city . Ofte n th e duk e is on e o f th e most capabl e judges , heroes, o r administra tors: tha t usuall y work s well . Duke s ten d t o pa y th e most attentio n t o the cit y par t o f th e city - state: it's th e mos t populous, cultured , an d wealthy , and usuall y ha s th e largest populatio n o f th e duke's ow n species. Th e rest o f the city-stat e is usuall y Herethro y farmin g villages, Can i herders, Orre n fishing villages, o r Rassime l communes , whic h don't nee d muc h administratio n bu t d o nee d defense . (Sleet h familie s an d Gormoro r band s outsid e th e cit y barel y acknowl edg e th e city-state's authorit y an d tak e car e o f matters them selves.) Custom s fo r choosin g duke s var y widely . Her e ar e tw o exam ples: In Rabrazzan , th e dukedo m is hel d b y on e Can i family , th e best-pedigree d descendants o f th e first duke . Th e duk e hold s vast powers: h e ca n banis h anyon e an d confiscat e their propert y withou t havin g t o justif y it. Ther e ar e abou t thirt y peopl e wit h the righ t pedigree . Th e actua l duk e is chose n b y th e usua l Can i custom s o f affan . Originall y th e duke s wer e might y heroes. N o w their expertis e is mainl y i n matters o f fashio n an d ele gance , an d secondaril y i n governin g an d administration . They'r e quit e decadent . Troubl e wil l com e o f this soone r o r later. In Telney , th e duk e - "mayor " is a mor e accurat e translatio n - is a senio r administrator, wh o doe s he r best to kee p th e cit y run nin g smoothly . Th e mayo r stay s mayo r a s lon g a s sh e ca n stan d it, an d the n choose s he r successo r fro m amon g he r mos t capabl e assistants. Onc e a mayo r wa s doin g a poo r jo b an d refuse d t o quit; he r subordinate s stoppe d payin g attentio n t o he r until sh e got frustrated an d resigned . Th e curren t mayo r is a Rassime l woman , who's hel d th e jo b for twent y years an d wil l probabl y kee p it for anothe r decade : typica l for Rassime l mayors, longe r tha n othe r specie s ca n stan d it. He r likel y successo r is a Herethro y ma n who's currentl y i n charg e o f maintainin g th e walls an d keepin g th e guard s an d defenders happy . Cities The walls of your city are the chitin of your chitin. If they are weak, you are dead but have not yet realized it. — Bloodslash, Herethroy knight Wheneve r possible , peopl e liv e i n cities. It's a lo t safer. Whereve r yo u ar e o n Worl d Tree , ther e ar e monsters livin g twent y o r thirt y mile s awa y - o r closer. Peopl e liv e behin d cit y walls, wit h guardian s nearby , o r a t least wit h enoug h othe r peo pl e t o b e reasonabl y safe . Citie s ar e th e safest. Citie s ar e alway s walled , an d th e walls ar e alway s a problem . T h e walls ar e intende d t o kee p monsters out . Th e monsters i n questio n liv e o n th e Verticals, though , whic h mean s tha t the y c a n fly o r a t least clim b well . So , cit y walls are ingeniousl y built . A simpl e wal l o f woo d woul d b e onl y a smal l obstacl e (stone , o f course , woul d b e to o expensiv e an d n o mor e useful). Citie s hav e baroqu e complicate d walls, mad e o f wate r o r fire o r livin g serpents, wit h othe r spells an d enchantments se t upo n them . Som e citie s ar e dome d for protectio n fro m fliers; all hav e overhea d magica l defenses. Mos t hav e onl y tw o o r thre e gates, whic h ar e kep t guarded . N o matte r wha t the precautions, monsters ge t i n a t least a fe w time s a year: sneakin g past th e guards, teleportin g in, havin g som e tric k tha t lets the m past th e wall , o r whatever . Occasionall y citizen s conspir e t o le t monsters in ; this crim e o f doorwaying is on e o f th e mos t abhorren t o n the Worl d Tree . Sometime s th e monsters wrea k havo c an d vast destruction , o r kill a fe w peopl e i n a n evenin g o f subtl e horror, o r pillag e store s a n d homes . Sometime s the y hav e a dinne r a t a goo d restauran t a n d se e a show . Cit y walls ar e annoyin g fo r peopl e inside . They'r e neve r bi g enough ; citie s ar e alway s crowded . They'r e expensive ; the y tak e a grea t dea l o f effort for wizard s t o maintain , an d wizard s aren' t cheap . The y ofte n mak e lif e uncomfortable : citie s ringe d wit h fire are hot , citie s ringed wit h wate r are soggy . The y usuall y kill a fe w childre n a year, whic h ma y b e mor e tha n th e monsters get. Wheneve r somethin g awfu l gets through , th e cit y gets int o a lon g debat e abou t ho w t o kee p it from happenin g agai n - whic h usuall y end s u p wit h the wizard s gettin g mor e mone y for anoth e r fanc y spel l o n th e walls. Citie s aren' t arme d camp s b y any means . O n th e whole , they'r e fairl y disorderly . Mos t hav e cit y guards, wh o tr y t o defen d against intruders an d kee p th e peace , i n abou t tha t orde r o f importance . Mos t peopl e aren' t guard s o r adventurers o r heroes, an d tr y t o le t th e guard s d o the guarding . T h e prime s ge t alon g fairl y wel l together. Mos t citie s ar e com pose d o f severa l species, wit h larg e population s o f tw o o r mor e o f th e numerou s specie s (Cani , Herethroy , Orren , Rassimel) , an d ofte n a fe w Khtsoyis. Gormoro r an d Sleet h prefe r th e wilde r regions, thoug h Gormoro r a t least ar e welcom e i n cities. Zi R i are rare , an d man y citie s don' t hav e Z i R i a t all. Prim e civiliza tio n is extremel y prou d o f th e fac t that it is polyspecific , o f bein g t h e joinin g o f the divers e strength s o f th e eigh t species. Village s ar e mor e likel y t o b e monospecific : on e o f the specie s livin g alone . Villagers ar e considere d less sophisticate d than cit y dwellers, i n part becaus e the y liv e wit h their ow n species. Withi n a city , the variou s specie s ar e onl y moderatel y inte grated . Ther e ar e typicall y smal l neighborhood s o f Can i o r whatever , rathe r than Can i longhouse s mingle d wit h Rassime l apartments. Th e differen t specie s ten d t o mee t sociall y an d pro fessionally ; mos t guild s an d trade s an d politic s ar e polyspecific . Cross-specie s datin g is quit e common , especiall y betwee n mammal s (Cani , Orren , Rassimel , an d sometime s Gormoro r an d Sleeth), bu t ofte n doesn' t last ver y long . Interspecie s marriage s (an d othe r fundamentall y infertil e kind s o f marriage ) are regard e d wit h som e mixtur e o f amuse d toleranc e an d confuse d scorn . Law and Custom In Mengariant, the judges drink five times before they take their seats: a glass of red wine for the blood of the heroes, a glass of white wine for the honor of the city, a glass of bitter beer in memory of the innocents, a glass of sweet beer for the honor of the people watching, and a glass of spiced arrack for the
honor of the gods. For the laws ofMengariant are bad laws, but not to be tempered by mere sobriety. — Stransien, Customs Mizrobob had been meddlin' where he shouldn't've been meddlin'. He'd been cookin' up whisky 'n sellin' it, and he sure ain't nobody in the Distiller's Guild. M'neighbor Bostra said he'd snooped his head under the changing-room curtain when she was tryin' on a new jacket at his shop. Everyone knows he was always talkin' with those sneaky guys from Ovirucci. I bought these very pants from his shop, 'n you c'n see for yourself the legs ain't the same length. List goes on 'n on, and after that it goes on some more, and even after we warned him it kept going on. So we beat him good and ran him out of town. Maybe those friends of his in Ovirucci'll take him in. - Unidentified Rassimel man in a mob in Treverre Lega l system s o n th e Worl d Tre e ar e usuall y a tangle d mixtur e o f fou r things: (1 ) custom , (2 ) popula r opinion , (3 ) edict , an d (4 ) t h e Commandment s o f Reluu . Th e Commandment s o f Relu u are clea r enough : hal f a doze n vagu e mora l principle s whic h barel y nee d t o b e said , concernin g protectin g th e weak , no t killin g fell o w prime s withou t a goo d reason , an d s o on . Custom , popula r opinion , an d edic t ar e mor e o f a trouble. Law s materializ e whe n someon e doe s somethin g tha t trouble s someon e else . Som e o f th e tim e law s com e fro m publi c outcries. If a winer y sells chea p win e tha t make s peopl e sic k an d t h e populatio n o f Rabrazza n rise s u p i n protest , the n th e sellin g o f chea p poisonou s win e become s a crim e i n Rabrazzan . If th e winer y calm s everyon e dow n wit h gifts o f fre e non-poisonou s wine , the n it doesn' t becom e a crime . If th e duk e o f Rabrazza n decide s tha t enslavin g Can i is wrong , the n it become s a crim e i n Rabrazzan . If nobod y care s that som e peopl e ar e eatin g hallu cinogeni c thaplic a mushroom s an d goin g blind , then eatin g thaplic a is n o crim e i n Rabrazzan . Custo m is th e mos t perplexin g sourc e o f law. Custom s gro w fro m smal l seeds. Once , tw o hundre d years ago , a foreigne r mad e obnoxiou s comment s abou t th e ugl y statu e o f Gom o i n th e mai n squar e o f Rabrazzan . Th e foreigne r ha d bee n annoyin g a n d condescendin g already , s o som e native s too k exceptio n t o h is comment s an d thrashe d hi m an d ra n hi m ou t o f town . Afte r that , polit e foreigners too k t o admirin g th e statu e briefl y i n lou d voice s s o tha t they wouldn' t b e accuse d o f th e sam e crime . Now , foreigners ar e advise d t o visit th e statu e and mak e u p som e extravagan t descriptio n o f its beaut y an d splendor ; failur e t o d o s o migh t offen d th e natives. That's custom . Ignoranc e o f th e la w is absolutel y n o excus e o n th e Worl d Tree . Ther e migh t no t eve n b e a la w t o know . If you r action s ange r enoug h peopl e o r th e wron g people , the n the y ar e illega l a n d tha t is that . You r rights i n court depen d o n you r status. If yo u ar e a respectabl e citizen , th e magistrat e wil l ofte n b e fair, listenin g t o bot h side s o f th e stor y an d tryin g t o mak e som e kin d o f balanced , sensibl e judgment . If you'r e poo r o r foreig n o r Khtsoyis o r Sleeth , expec t th e magistrat e t o pa y mor e attentio n t o impor tan t citizen s tha n t o you . If you'r e powerfu l - i n magic , politics, money , combat , o r whateve r - th e natur e o f th e trial ma y change . You r guil t o r innocenc e migh t b e irrelevant : th e magistrat e ma y choos e t o b e a mediator , tryin g t o adjust th e situatio n s o tha t all th e powerfu l peopl e ar e reasonabl y content . Eve n if t h e magistrat e finds yo u innocent , yo u ma y b e calle d upo n t o p a y a fine for th e sak e o f civi c peace . If you'r e unlucky , yo u won' t eve n se e a magistrate ; you'l l b e caugh t b y a n angr y mob . Th e best approac h is t o tr y t o persuad e the m t o giv e yo u a court trial, befor e they'r e i n a frenzy . The y migh t g o for it: if you'r e foun d guilt y an d fined, they'l l ge t share s o f you r fine, an d tha t migh t b e mor e mone y tha n yo u hav e o n y o u a t th e moment . You'll probabl y ge t off wit h you r life . If tha t doesn' t wor k an d yo u can' t ge t away , you'r e i n seriou s trouble . Peopl e i n lync h mobs , especiall y Cani , eg g eac h othe r o n t o extreme s o f violence . Eve n playin g dea d migh t no t hel p you : mob s lik e t o mutilat e th e bodie s o f their victims. Crimes We had this nice little business going. We were "importers" from Ovirucci, y'see. Boxable and I would go there. I'd get everyone's attention, oh, setting a big bonfire in the Plaza of the Smiths, dancing around it, pulling eels out of children's ears, singing dirty songs so loud the children stuck the eels back their ears. Or their mothers did it for 'em. I'd pass the hat, never got more than thirty or forty terch. Boxable usually got four, five purses though. After that we'd disguise Boxable up and come back to Treverre and sell everything. One afternoon Boxable snagged a sorcerer's purse and it bit his arm off. Killed that business right dead. — Sullapinta, Orren thief, Treverre Here's wha t crim e is lik e in th e typica l city. I n som e place s it's ver y different: e.g., ther e ar e som e citie s dominate d b y fanatic s o f on e kin d o r another, wh o declar e prostitutio n a n awfu l thin g o r proclai m tha t swindlin g a foreigne r is a s ba d a s swindlin g a citizen . CRIMES AGAINST PROPERTY Crime s against propert y ar e commo n enough : theft, vandal ism , an d s o on . Stealin g fro m ordinar y citizen s o f you r ow n city , especiall y if it actuall y hurts them , is a despicabl e crime , a n d onl y th e poorest an d mos t desperat e peopl e stoo p t o it. I n t h e worst neighborhoods, ther e is a certai n amoun t o f theft, wit h eac h famil y o r gan g tryin g t o surviv e o r improv e their situation . Eve n thos e criminals stea l fro m outsid e their neighborhoo d if the y can . Othe r choice s o f victi m wil l ge t yo u i n less lega l trouble . Stealin g fro m wealth y peopl e o f you r ow n cit y is a crime , bu t n o t a s horribl e a s stealin g fro m th e poor. A wealth y merchan t won' t suffe r fro m th e loss o f a thousan d lozens; a poo r on e wil l probabl y los e everything . S o a lync h mo b won' t b e a s upse t wit h a thie f wh o steals fro m merchants. Foreig n merchants ar e eve n bette r targets. N o t tha t stealin g fro m th e ric h is saf e either: they'v e go t guard s a n d guild s t o defen d them, an d the y hav e th e resource s t o com e afte r thieves. And , whil e lync h mob s won' t defen d them , th e duke s an d cit y guard s might . Foreig n merchants ma y no t hav e thos e resource s - bu t scarin g foreig n merchants awa y is ba d for everyon e in th e city . Swindlin g (an d simila r deeds, lik e blackmail ) is muc h safer. Swindlin g th e poo r is a s ba d a s stealin g fro m them , bu t nobod y h a s an y sympath y for a swindle d merchant . Swindlin g foreign e rs isn't a crim e a t all ; it's mor e lik e a civi c duty . CRIMES AGAINST PEOPLE Joury Tangrion dropped a log out of a window and it struck Libramt Scathie's puppy Tregory. Joury ran away scared
instead of helping, and by the time a healer could come Tregory's arm was past help by magic anyone concerned could afford. The Tangrions refused to pay the customary restitution for the injury, saying that Tregory shouldn't have been lighting fires there anyway. Libramt gathered fifty-six Scathies and their kinsfolk, and with their axes they cut down the Tangrions' orchards and set them ablaze. The Tangrions gathered seventyeight of them and slaughtered the Scathies' peacocks and trianza birds... — Rolls and Records of the Dangerous Court of Treverre, 4258 Winter 3, 7, au, red ribbon Crime s against peopl e - murder , rape , min d magic , kidnapping , an d s o o n - ar e usuall y grou p matters. Mos t peopl e hav e familie s o r gang s o r someon e wh o wil l bac k the m up , o r aveng e the m if nee d be . (Rassime l ar e less likel y t o hav e this, and d o indee d win d u p murdere d o r enslave d mor e ofte n tha n othe r populou s races.) If yo u woun d o r kill someone , y o u ar e likel y t o ge t wounde d o r kille d your self. Whe n thos e thing s d o happen , the y ofte n escalat e int o vendettas: guilds, parties, o r Can i familie s tradin g mur d e r fo r murder , humilia tio n fo r humiliation , anguis h fo r anguish . If t h e cit y is lucky , some o n e manage s t o mak e peac e betwee n th e side s o f th e vendetta . If not , it usuall y esca - , hate s unti l someon e -pt^isS ^-z-->* v - innocen t gets hurt , o r th e cit y is se t o n fire, o r som e othe r disaster. The n th e mo b o r th e guar d wil l usuall y massacr e bot h sides. Killin g foreigners, especiall y Cani , ca n start vendetta s o f city - stat e against city-state . Whe n a foreigne r is murdered , con cerne d an d civic-minde d citizen s migh t tak e it upo n themselve s to delive r th e murdere r t o th e victim's cit y fo r a slo w publi c death . CRIMES AGAINST INSTITUTIONS Chungarion brought the wounded xha-angel Alazendala into Barency town to be healed. The master-healers did not recognize her, though they looked through all their bestiaries. She showed them the signs that she was the messenger of Reluu, and the master-healers healed her, and she departed in golden glory. Then Chungarion was strangled, and healed, and impaled, and healed, and burned to death, for his most heinous crime of doorwaying. The magistrates then graciously allowed him to be healed again, since no harm had been done, and afterwards Chungarion was most contrite. - Morcy Prain-Smith, A History of Barency Citie s usuall y charg e a ta x o n good s enterin g them , especiall y from outsid e th e city-state . Th e ta x isn't big , five o r te n percen t a t most , bu t that's enoug h t o mak e smugglin g popular. Th e authoritie s conside r it a crim e - bu t nobod y eve r go t lynche d for sellin g thing s a t a five o r te n percen t discoant . Som e thing s ar e to o dreadfu l t o smuggle . Th e worst thing s t o smuggl e ar e monsters, wh o ofte n hav e insidiou s reason s t o ge t int o cities. Doorwaying , lettin g monsters int o cities, is a universa l crim e o n Worl d Tree , an d a n excellen t wa y t o ge t lynched . Ther e ar e intermediat e thing s t o smuggle : som e poison s ar e unpleasan t an d usuall y considere d evil. Victimless crimes, prostitutio n an d drug s an d th e like , ar e ofte n no t crimina l a t all. Th e sham e o f bein g a prostitut e o r addic t is enoug h o f a punishmen t t o satisf y popula r opinion , an d payin g taxe s is enoug h t o satisf y th e typica l government . Guild s protec t their rights fiercely. If yo u sell shoe s o r metal , a n d yo u ar e no t a membe r o f th e loca l Cobbler's o r Smiths' Guild , yo u wil l b e punishe d severely , an d no t just b y th e offend e d guild . Th e guild s suppor t eac h other: th e smith s kno w ho w importan t it is tha t everyon e respects guilds' rights. Ther e ar e a numbe r o f involuntar y thing s whic h ar e considere d crimes. If you'r e bor n a cle y vampire , yo u ar e a felo n for sim p l y living , eve n if yo u neve r stea l a singl e cley , an d eve n if yo u don' t kno w tha t yo u ar e one . I n man y villages, Herethro y both - female s ar e i n th e sam e position . Bein g bor n i n mos t non-prim e specie s is eve n worse : if you'r e a cyar r o r a nendrai , yo u wil l neve r b e truste d an d ma y wel l b e kille d if yo u tr y t o ge t int o a city. Guilds and Orders "Arhaa! Arhaa! Arhaa! This grand Convocation and most secret and solemn Meeting of the Tailors of Treverre is herewith begun and commenced and opened! Let all who are not tailors depart instanter, lest they trespass upon our antiente and most deep Mysteries! Let all who are apprentice tailors hood their eyes and wrap themselves in silence and darkness, lest they be splashed asunder by the powers we here invoke! Let all who are journeyman tailors close their mouths and open them not until the final gong has sounded thrice, lest a perdition enter by their throat and bring them to lasting woe! Let all who are master tailors, thereby embodying all wisdom and compassion and nobility and greatness, hear and see and speak, that the greatness of our guild may grow and prevail and increase! Thus do I, Wotdn Hardwhiffle, Eighteenth Guildmaster of this noble Order, declare it! Arhaa! Arhaa! Arhaa! And the business of the day is both solemn and important, and requires your utmost thought and attention, good tailors. It concerns the apprentice Vodalian, taught for a time by Master Churment, but now laboring and studying under Master Doro. Churment demands payment of two hundred and eleven lozens for his time, his effort, his feeding of Vodalian, the blanket-bed he allowed Vodalian to sleep in, and many and sundry things. But Doro will not pay . . . - unauthorized transcript of a meeting of the Tailors' Guild of Treverre, Hivvem 18, 4061 T h e biggest organization s o n th e Worl d Tre e ar e th e gran d guild s an d knightl y orders. The y consist o f peopl e all ove r th e Worl d Tre e devote d t o som e purpose . Th e Healers' Guil d train s doctors, uphold s medica l standard s an d ethics, an d tries t o mak e sur e that ther e ar e doctors wher e they'r e needed . Th e best knightl y orders trai n exper t warriors an d provid e impressiv e heroe s t o defen d weake r peopl e fro m verticals-beasts an d othe r
horrors. Th e Te a Merchant s Guil d doe s its best t o promot e trad e i n tea , keepin g bot h qualit y an d price s high . Mos t occupation s hav e guilds, bu t onl y smal l loca l guilds. T h e Durudor-go d Tenme n trie d t o se t u p a worldwid e Smiths ' Guild , bu t it fragmented . Mos t citie s hav e their ow n Smiths ' Guild , an d the y all shar e som e commo n tradition s (e.g., whe n someon e achieve s th e ran k o f journeyman , the y hav e t o bu y a specifi c an d ver y elaborat e feast fo r all th e guild's masters) . There's n o worldwid e organization ; membershi p i n th e guil d i n o n e cit y doesn' t giv e yo u an y rights if yo u mov e t o th e nex t city. Mos t othe r profession s don' t eve n hav e tha t much : th e shoe maker's guil d i n on e cit y doesn' t eve n resembl e th e on e i n th e nex t cit y over. Trad e guild s are intende d mainl y for their members ' benefit . Guild-member s usuall y mee t eac h yea r t o decid e th e price s o f their wares: if boots fo r a n Orre n cost twelv e lozen s a t Zomarg's shop , they'l l probabl y cost twelv e lozen s a t Whomferry' s sho p too . (Bargaining , bartering , an d othe r trick s migh t sav e yo u som e money. ) Mos t occupation s i n mos t citie s hav e guilds. If peopl e complai n abou t th e pric e fixing, th e guild s retort tha t the y ensur e tha t guild-mad e good s ar e th e highest i n quality . That's true ; th e guild s requir e tha t their member s mee t ver y hig h standards. Ever y yea r o r two , a bake r wil l b e caugh t sellin g underweigh t loave s o f bread , o r a shoemake r wil l b e caugh t usin g leathe r a sixteent h o f a n inc h to o thin , a spellbinder's spells n o t havin g th e powe r sh e claims, and th e unfortunat e crafters wil l b e dragge d throug h th e streets b y their guild s whil e all th e apprentice s chas e afte r an d sin g mockin g songs. Guild s provid e their member s variou s othe r kind s o f help : guarantee s o f apprenticeship s for children , pension s for retire d members , hel p shoul d a sho p b e burne d down , a gan g o f allie s t o clamo r fo r justic e shoul d a membe r b e robbed . Guildsme n ar e thoroughl y middle-class. Dues , whic h pa y for thes e services, a r e high . Guild s frow n o n competition , an d th e la w back s the m up . A littl e amateu r shoemakin g her e o r home-brewin g ther e isn't a proble m - bu t if yo u sell shoe s o r beer, th e guild s wil l ge t o n you r case . They'l l start ou t comin g around , inspectin g you r work , an d makin g snid e comments . ("Huh . You'v e go t guts, chargin g fo r bee r lik e this.") If tha t doesn' t work , they'l l mov e t o lega l harassment , gettin g th e cit y guar d t o shu t yo u dow n an d probabl y bea t yo u u p a s well . If tha t doesn' t work , expec t a lync h mo b o f angr y guildsme n - fro m all the guilds, includin g t h e one s whos e member s ar e stron g sorcerers, lik e smith s an d tree-mage s an d healers. Joinin g a professiona l guil d isn't easy . Th e ordinar y wa y is b y a decad e o r s o a s a n apprentice , followe d b y anothe r decad e o r t w o a s a journeyma n workin g i n a master's shop ; afte r that , som e rigorou s tests, an d secre t initiatio n rituals, yo u becom e a maste r a n d ar e allowe d t o ope n you r ow n shop . Adventurers wh o finishe d their apprenticeship s ca n ofte n cu t dow n th e journeyma n time , gainin g powe r i n th e magica l sid e o f th e craft fro m adven turin g an d gettin g enoug h mone y t o mak e larg e presents t o all t h e masters. Member s o f a guil d i n on e cit y ca n usuall y mov e t o th e sam e ran k i n anothe r cit y quickly , wit h suitabl e payments . (Nonprofessiona l guild s ar e easie r t o join . Anyon e running a hote l o r bed-and-breakfast ca n joi n th e Hostellers' Guil d in Treverre.) It is ver y difficult t o ge t int o a guil d withou t havin g don e a n apprenticeshi p wit h a master, n o matte r ho w goo d yo u are . Thev'l l imnos e tests s o stric t tha t eve n the v can' t pass them , o r a r e simpl y impossible . They'l l charg e hig h price s t o hav e you r cas e considere d a t all, the n tripl e the m whe n yo u explai n yo u wan t it considere d this year. The n they'll ru m yo u dow n i n favo r o f someone's incompeten t niece , an d yo u don' t ge t a refund . T h e Healers' Guil d is a notabl e exceptio n t o thes e rules. Th e guil d wa s founde d b y th e goddess Kvarse , wh o take s a longerter m vie w o f matters tha n mos t people . Anyon e wit h th e skills c a n b e a healer. Guildmember s d o hav e t o pass a rigorou s test - but , unlik e othe r guilds, it's on e tha t ca n b e passed , an d all mem bers hav e t o pas s it whethe r they apprentice d wit h th e guil d o r not . Guil d healers ar e considere d th e best around , becaus e the y usuall y are . Healers wit h th e skill wil l wan t t o joi n th e guil d s o peopl e wil l believ e tha t they'r e goo d enough ; bu t if the y don't , they'l l ge t n o troubl e fro m th e guil d a s a whol e a s lon g a s the y actuall y hea l people . T h e knightl y orders ar e notabl y no t a n exceptio n t o th e rules. T h e knightl y orders ar e near-guild s o f warriors and mage s whos e rol e is t o defen d civilizatio n from monsters an d verticalsbeasts an d th e like . Th e orders don' t hav e a monopol y o n defendin g civilization , muc h a s the y migh t lik e to . So , the y d o t h e nex t best thing : the y try to b e th e best warriors the y can , wit h t h e highest standard s o f skill, behavior , an d heroism . Th e orders hav e a lon g an d arduou s apprenticeship , followe d b y a lon g tim e o f adventurin g t o gai n powe r an d reputation . Th e senio r mem bers o f th e knightl y orders ar e impressiv e peopl e indeed . Mos t city-state s hir e a s man y knights a s the y think the y ca n affor d - hal f a doze n i n a ric h city-stat e - an d fill ou t th e rest o f their need s wit h lesse r adventurers.
War In the eighth year of the reign of Duke Dursus, Caury Mene fought Hankandrum Mene. The sky lit up at night with clawed fires that raked the roofs of Caury. Serpents of ice coiled around Hankandrum 'til the ivory walls groaned. An owl-dragon crushed the Healers' Guild hall in Caury; a swarm of actinic termites ate the ducal mansion of Hankandrum. Children dreamed dread, and woke to more dread. There were many funerals. Then both cities looked at the horrors they were building, and their sleeping honor awoke, and they declared war upon each other. Seven heroes came from Caury to the court of Dursus, and seven from Hankandrum came, and the war was fought while the wizards watched. And it came to pass that Burning Thory of Hankandrum was pierced by a hundred copper needles, so that he was slain and nothing could help him. Duke Preeshk of Hankandrum raged, that someone should die in an honorable and declared war. But Dursus declared that Caury had won, and that was that. So Duke Preeshk declared war on Dursus and the sons of Dursus ... — Moika oa Kantele, The Life of Duke Dursus Som e peopl e o n th e Worl d Tre e ar e extraordinaril y powerful , capabl e o f ruining a cit y wit h a day's work . Al l peopl e hav e som e power ; wer e a cit y ruined, most o f its citizen s woul d still survive . Thes e facts hav e tende d t o limi t Worl d Tre e wars, makin g the m smal l an d usuall y highl y ritualized . Mos t war s o n th e Worl d Tre e are fough t betwee n neighbors abou t boundar y matters: whic h city-stat e own s this tow n o r tha t insult. Whe n city-state s choos e t o fight abou t suc h things, the y usuall y aren't willin g t o spen d to o muc h o r risk to o much . There's n o victor y i n winnin g Lorman e Tow n a t a cost large r tha n it woul d tak e t o buil d a ne w Lorman e Tow n somewher e else . I n suc h cases, warfar e is conducte d rathe r lik e a forma l due l o r sportin g matc h betwee n city-states: a n elegan t an d no t terribl y blood y matte r o f contests betwee n heroes, usuall y hel d o n neutra l ground , wit h judge s an d referee s an d th e nobilit y o f t h e whol e regio n comin g t o watc h an d trad e witt y remarks. Som e wars are darker. Whe n ther e is tru e hatred , o r whe n th e elegan t sportsmanl y duel-wa r fails, on e cit y migh t wel l try t o destro y another. Now , it is n o har d thin g for a wizar d t o ruin a city, destroyin g its building s an d killin g man y people . Bu t killin g off th e whol e o f a cit y is quit e hard . Commo n peopl e will generall y hav e enoug h cle y s o tha t man y wil l survive . Th e powerfu l peopl e i n a cit y wil l surel y survive . An d afte r th e destructio n o f their city, the y wil l no t b e conten t wit h anythin g less tha n equa l destructio n o f their enemy's city. I n suc h wars, ove r hal f th e populatio n o f eac h cit y is slain , atrocitie s ar e com monplace , an d usuall y bot h citie s ar e uninhabitabl e for decade s afterwards. An d their neighbors se e th e devastation , an d g o bac k t o duel-wars. Armie s hav e traditionally no t bee n a majo r part o f prim e war fare ; in wa r a s elsewhere , th e preferenc e is for a fe w highl y skille d people . There's no t muc h poin t t o bringin g vast num bers o f ordinar y peopl e t o a battlefield ; they' d tak e mor e pro tectin g against th e othe r side's sorcer y tha n they' d b e worth . Boun d magi c is startin g t o chang e this equation : a n arm y o f peo p l e carryin g protectiv e magi c won' t nee d extr a protection . It remain s t o b e see n whethe r o r no t armie s ar e wort h th e expens e o f trainin g an d equipping . Non e o f this applie s t o dealin g wit h nonprime s - excep t for nonprime s suc h a s nendrai , wh o cormnan d power s equivalen t t o wizards. A hord e o f te n thousand cyarr, migh t wel l attac k a prim e city, an d ever y halfwa y capabl e citizen , bake r o r wizard , woul d b e expecte d t o fight bac k against th e cyarr. Social Classes and Ranks Archbishop Poxague Chesewick (later sainted in the fourth degree) floated by skill and popular acclaim into the dukedom of Nari, grasping the chalice and lens of state in her three tentacles not occupied with the rings and maces of her ecclesiastical role. For twenty-two years she ruled, and Nari prospered greatly. When she retired, ceding the dukedom to Count Achitka Mnorryn and the archbishopric to Valentian Durru (later sainted in the second degree), the nobility of Nari did her the singular honor for a Khtsoyis of allowing her to dine with them, so long as she sat among the Herethroy day-laborers and Rassimel tinkers. Neither day-laborer nor tinker could be found, however, who would sit next to a Khtsoyis; therefore she did not attend her own farewell banquet. — Stransien, Customs W e nee d tw o dimension s t o describ e peopl e o n Worl d Tree . T h e first dimensio n is profession: wha t th e perso n does, farme r o r merchan t o r ruler. Th e secon d is status: ho w peopl e respec t t h e person . Th e tw o ar e related , bu t no t closel y enoug h fo r mos t adventurers. Th e ruler o f a city-stat e ha s a powerfu l professio n - bu t eve n the mos t brilliantl y capabl e Sleet h o r Khtsoyis ruler (suc h a s Poxagu e Chesewic k o f Nari , above ) wil l ge t onl y grudgin g margina l respec t from th e population . Nar i is extreme ; i n a typica l city, th e insults woul d b e considerabl y mor e subtle . Mos t o f th e profession s ar e familiar: slaves, farmers, craftsmen , merchants, scholars, rulers. Th e professio n o f protector h a s n o exac t terrestria l equivalent ; protectors ar e warriors an d mage s wh o d o their best t o defen d less impressiv e peopl e fro m verticals-beasts an d othe r monsters and dangers. Protecto r is considere d a skille d profession , lik e docto r o r lawye r terrestrially. Adventurin g is onl y barel y a profession : mos t adventurers retir e afte r a fe w years t o a safer, mor e respectabl e professio n - ofte n protector. Statu s depend s o n professio n - an d o n wealth , species, family , personality , an d a doze n imponderables. Can i an d Z i R i hav e th e highest statu s i n mos t o f the civilize d world , Sleet h an d Khtsoyis hav e th e lowest . A Can i slav e ma y wel l hav e highe r statu s tha n his Herethro y master. Som e word s ar e badge s o f hig h status. Competen t adventur e rs an d protectors ar e sometime s calle d heroes: th e titl e implie s repeate d impressiv e goo d deeds. Powerfu l high-statu s mage s a r e calle d wizards: th e wor d suggests grea t achievemen t a s wel l a s grea t power . ( A sorcerer is a powerfu l mag e wh o isn't quit e a wizar d yet.) If a Sleet h o r Khtsoyis is calle d eithe r o f these , the y ar e surel y amazing . Thes e title s ar e determine d b y usage . If peopl e generall y cal l yo u a hero , you'r e a hero . If the y don't , you'r e no t on e an d it doesn' t matte r wha t you'v e done .
Ketheria : th e nin e branche s ringin g th e to p o f th e mai n trunk , t h e real m tha t prime s wer e create d in, th e hom e o f severa l Nou n Gods, th e epitom e o f prim e civilization , th e ring-cit y circlin g th e trunk , th e librarie s an d spellgates, th e most ancien t land , th e most mode m people . Ketheri a is wher e everythin g began , a s far a s prime s care , an d wher e th e most importan t thing s ar e goin g o n now . Ketheri a is th e center. Geography BRANCHES or KETHERIA Ketheri a comprise s nin e branches. I n rollwar d orde r fro m th e first branch : Craitheia: Th e Birthin g Field , Inihithr e th e first city, an d man y ver y ol d place s ar e o n Craitheia . Remseia: Th e secon d branc h t o b e colonized . Aradrueia: Lenhirrik's grov e is o n Aradrueia , directl y sout h o f th e mai n trunk . Dentheia: A relativel y pastora l branch . Choinxeia: Th e sit e o f ancien t wars against man y kind s o f monsters, an d mor e recen t war s o f cit y against city. Braxeia: Th e world-bar k o f Braxei a is rippled , s o th e land scap e is hill y an d th e weathe r is foggy . Mrasteia: Birknazza , persona l domai n o f Birkozon , floats nea r Mrasteia . Yistreia: Kvarse's mai n hom e is i n th e cit y o f Yis-Karioth , o n Yistreia . Hybraeia: Th e thir d branc h t o b e colonized . CENTRAL KETHERIA T h e par t o f th e worl d tha t peopl e ofte n mean whe n the y tal k abou t "Ketheria " is th e part o f Ketheri a withi n tw o o r thre e hun dre d mile s o f th e mai n trunk. Grea t wizard s i n th e world's sec o n d millenniu m buil t bridge s fro m branc h t o branch , an d i n th e thir d millenniu m buil t floatin g citie s i n th e air, s o tha t th e mai n trun k wears a rin g o f woo d an d magi c an d urba n life . HISTORICAL SUMMARY OF KETHERIA Year Event 1-5 Primes created. Inihithre founded. 26 Tauvane, the second city, founded. 38 Roundletter sub-alphabet invented by the Silver Carapace family; official start of writing. 67 Llezcaryg born. 88 The Zi Ri Glikkonen and the Rassimel Halamoon, both first generation, keep seven strong monsters away from Tauvane by an amazing (for the time) display of magic. They are given a triumphal feast, and given a newly-created title of "wizard". 91 Termastigon develops the shell marimba, considered the first musical instrument. 105 Pattern magic invented by Melicanthe. 105 Rules for treenball first written down; considered the first sport. 121 Shaliun invents technique for copying pattern spells; magic soon becomes available to all primes. 125 The Gwan and Liu Drch, exploration and colonization companies, founded. 135 First colony off Craitheia founded. 160 Colonists on Mrasteia discover the city of Birknazza floating off the side of the branch, empty save for the god Birkozon, and ready for inhabitants. Several choose (perhaps freely) to live there, but not enough to please Birkozon. 170 Techniques of enchantment codified. 191 Start of cyarr wars on Choinxeia. 193 All branches of Ketheria colonized (officially, though the first surviving colony on Choinxeia wasn't found ed until 207). 204 The goddess Lenhirrik discovered to be living in a grove on Aradrueia. Her priestly orders founded by Treeset. 205 Kvarse founds Healers' Guild and some knightly orders, and the city of Yis-Karioth. 207 The city of Lenkasia and the magical academy Green founded near Lenhirrik's grove. 235 The colony of Estracar is founded: the first colony on a side branch; generally considered to be the first colony outside Ketheria. 269 Cyarr wars on Choinxeia end with the retreat of the cyarr far away from the main trunk.
281 City of Cyarrgone founded on Choinxeia; all branches of Ketheria have actual cities at this point. 281 The god Tenmen founds the Smiths' Guild. 332 Tauvane, the largest city on the Tree at that time, reaches a population of 15,000. The god Reluu descends in glory from the sky and gives a brief talk on how to organize a large city Tauvane mostly follows his advice. Reluu is chastised by the other creator gods for his action. 404 The Wild and Scaly Llezcaryg builds the first modern-style city wall: a ring of crackling lightning that surrounds Horhamt on Aradrueia. 409 Invention of the loom by Orkozarmon Fist-ofStrings. 418 The wizard Paingang becomes ruler of Cyarrgone by means of mind-control spells, and performs dreadful humiliations on those zie believes offended zir 422 Kvarse's Knights of the Crimson Flame execute Paingang and free Cyarrgone. Kvarse's knightly orders and Healers' Guild start teaching that Mentador magic is inherently evil. 588 Road from Inihithre to Tauvane is smoothed enough to drive carts effectively on. Popularly considered the year of invention of the wheel. 780 Spelhveaving formalized as a magical technique. (It had been used informally since the beginning.) 831 Ulgrane capture many pattern spells and books of magic theory; the prime's monopoly on pattern magic is definitively lost. 1000 Ritual magic formalized as a magical technique. 1018 First commercial teleport chain built, connecting Omohane on Remseia to points outward. 1066 The Golden Necklace, a ring of teleport gates around the main trunk, started. The deep-mage Ganst Merliwick gets the contract; he is cheap because his methods are unreliable and unsafe. 1103 Flokin destroys most of Omohane while killing the Snarler, an extraplanar creature of terrifying force which scattered spores. This is the first city destroyed by a god, and the start of general realization that deep-magery is dangerous for the world as well as just the mage. 1228 Most of Ketheria linked by teleport chains. 1531 - 1532 Eater of Cities incident. A slug twenty miles long kills a few cities. Mistakes by Flokin, Tenmen, and some wizards kill up to 20% of the population of some branches. 1532 Tenmen, in shame, formally dissolves the tree-wide Smiths' Guild. Most cities form their own, smaller Smiths' Guilds. Flokin is unashamed. 1532-1650 Rebuilding, and closing off some of the teleport chains and other wizardry excesses. 1672 The first skybridge built: a ten-yard-wide wooden path from Aradrueia to Dentheia, a mile away from the main trunk, intended as a road replacing one of Merliwick's efforts. 1699 Skybridges ring the main trunk. Towns start springing up on them; construction is started for the wider bridges there today. 1994 A bonstable masquerading as Rassimel rules and ruins the city of Csnarion. It becomes clear that the creator gods are still creating monsters. 2001 Printing press invented. 2188 House Caerldlu founded. 2333 Arfaen Tarquedon ("The Hand that Binds") unites most of Central Ketheria into the Calanchian League. 2435 Hiiza Tarquedon ("The Straightener of the Ways") proclaims himself Emperor of Calanchia, and starts standardizing laws and taxes. 2510-2515 Cities of Mrasteia, aided by the god Birkozon, rebel against the Calanchian Empire. They free themselves after several years of bitter warfare. 2520 To deal with unrest, Emperor Anoof Tarquedon ("Lighter of the Fuse") declares a war of conquest against outer Ketheria. 2540 Peak of the Calanchian Empire (and of large-scale countries on the World Tree): All cities on eight branches within six hundred miles of the trunk are officially part of the Calanchian Empire. 2545-2555 Holocaust Wars. Rebellions consume the just-con quered regions, and spread to the whole empire. Wars devastate most of Ketheria. 2567 The remains of the Calanchian Empire settle down: inner Hybreia, Craitheia, Remseia, and Aradrueia. The remaining territory is divided among a dozen leagues and empires. All these political bodies spend the next three centuries disintegrating. 2568 House Gascodel founded. 2569 Emperor Argentry Tarquedon mints the first amber currency: something close to the modern lozen. The coinage is quite successful, but does not give the Calanchian Empire the advantage it hoped for 2727 Angels of Reluu visit Plethano Guiro. 2731 Upstanding Church founded. 2889 The last four cities of the Calanchian Empire break up. 3350 - 3351 Great Cyarr Invasion: cyarr from four branches off Ketheria unite to drive pnmes out of Choinxeia, but are repulsed easily 4102 Choinxeian League established. 4219 Azinac Vbmvard takes leadership of House Vomvard 4230 Oorah Thrassen defeats Choinxeian League. 4249 Tree-Mages' Guild of Dentheia founded. 4260 Present.
Some History of Ketheria VEARS 1?1~26?: CVARR WARS I n yea r 191 , th e exploratio n compan y o f th e Li u Drc h buil t their first colon y o n Choinxeia : a modes t littl e settlemen t name d Drchmaer . I n th e summe r o f 194 , Drchmae r wa s destroye d b y a hord e o f cyarr. Primes, befor e tha t time , wer e use d t o facin g a handfu l o f monsters i n ne w territory , an d wer e gettin g use d t o t h e fac t tha t singl e monsters woul d slin k int o prim e citie s an d wrea k evils, bu t a n organize d an d determine d mas s o f monsters, intentionall y tryin g t o kill primes, wa s somethin g new . T h e cyar r wer e a s ne w a t mas s warfar e a s th e primes. Drchmae r wa s destroyed , bu t ove r hal f th e thre e hundre d colonists escaped , an d man y fle d all th e wa y bac k t o Dentheia . T h e Li u Drc h wa s horrifie d a t th e news : th e loss o f th e whol e colony , th e death s o f many , th e new s tha t th e cyarr ha d pledge d t o sla y a n entir e prim e species. T h e Gwa n an d Daphane , companie s whic h ha d colonize d Dentheia , assemble d their best heroes, an d sen t the m t o ai d th e L i u Drc h retak e Choinxeia . Ther e wa s littl e debate : a t tha t time , a s a t most times, mos t prime s though t th e whol e tre e wa s theirs t o conquer. This prove d t o b e th e righ t choice : a substantia l cyar r arm y w a s strugglin g throug h th e awkwar d pat h o n th e mai n trun k fro m Choinxei a t o Dentheia . A t tha t time , ther e wa s n o wid e woode n bridg e encirclin g th e mai n trunk , no r an y skyboats. T o g e t fro m on e branc h t o th e next , on e ha d t o clim b throug h th e tangle d wil d Verticals o f th e mai n trunk . T h e tw o force s me t o n midsummer' s evening . It wa s th e largest battl e th e worl d ha d ye t seen : almost eight y prime s against som e tw o hundre d cyarr. Th e Verticals ar e no t prim e territory , an d neve r wil l be ; bu t the y ar e eve n less goo d for th e larg e four-legge d cyarr. Th e cyarr coul d no t us e their natura l advantage s o f spee d an d weight . Th e prime s ha d patter n magic , a fe w meta l weapons , an d healing . Wel l mor e tha n hal f th e cyar r wer e slain . Sixtee n prime s wer e lost - eigh t b y Verticalsbeasts, molestin g th e prime s afte r th e battl e wa s over. T h e prim e arm y returne d t o th e sit e o f Drchmaer , an d buil t a monumen t t o th e dea d colonists. The n the y marche d outwar d t o Kyeng-Nyan , th e first o f th e cyarr cities, intendin g blood y works . Th e remnants o f th e cyarr arm y joine d wit h mos t o f th e adul t cyarr o f Kyeng-Nyan . Th e prime s sa w th e se a o f cyar r approachin g the m - probabl y betwee n thre e an d fou r hundre d cyarr - an d decide d no t t o fight them . Instead , the y worke d trick s an d stratagems, an d burne d Kyeng-Nya n t o ashe s whil e
t h e cyar r wer e tryin g t o find the m i n th e tarr y swamp s aroun d Drchmaer . The n th e prime s returne d t o Dentheia : som e satisfied, som e dreadin g th e future . T h e drea d wa s probabl y right . I n revenge , th e cyarr re-bume d uninhabite d Drchmaer , an d declare d tha t all prime s wh o se t foo t o n Choinxei a woul d die . Th e Zi R i Glikkone n - on e o f th e first Zi Ri , an d on e o f th e first prime s t o b e calle d "wizard " - declare d t h e opposite , wit h a clou d tha t spok e word s o f flam e t o th e citie s o f the cyarr. Histor y favors Glikkonen , s o far. Zi e se t foo t i n Choinxeia , an d is still livin g ther e fou r thousan d years later. T h e cyarr eventuall y brok e th e cloud , bu t th e destructio n wa s terrible . T h e fur y o f th e cyarr wa s als o terrible . A tremendou s army , six hundre d o r mor e - larg e eve n b y moder n stan dard s - mad e their wa y t o Dentheia . Muc h bloo d wa s shed , cyar r an d prime . Glikkone n discovere d that , despit e th e success o f his clou d spell , spellweavin g is to o slo w a n d fragil e t o b e a n effectiv e militar y magic . Th e cyarr discovere d some thin g abou t th e ambitio n onl y slightl y exceede d their talent , resulte d i n th e proclamatio n o f th e Calanchia n Leagu e i n 2,333 . Mos t o f cen tra l Ketheri a wa s united , no t a s a singl e state , bu t a s a federa tion . Arfae n Tarquedo n wa s the Coordinato r o f the League ; a modes t title . He r tru e powe r wa s considerabl y greater; might y duke s curbe d their ambition s rathe r tha n fac e he r wrath . O n he r deat h i n 2363 , he r famil y name d he r "Th e Han d tha t Binds" , for s h e left behin d sevent y citie s wh o mostl y accepte d th e authorit y o f th e League . Arfaen's successo r Hraf f Tarquedo n ("Coordinato r o f th e Dawn" ) wa s a gentl e man . Th e duke s wh o feare d Arfae n wer e lulle d t o slee p b y Hraff. I n retrospect , historian s vot e tha t noth i n g coul d hav e bee n better. Ketherian s gre w use d t o th e benig n authorit y o f th e League , cam e t o accep t its judgment s o n bound arie s an d taxation , its calls for militar y servic e against cyar r an d akkamagga , its constructio n o f roads. I n 2425 , Hraf f Tarquedo n die d a slo w an d peacefu l death , a fitting en d t o a slo w an d peacefu l life. Hirz a Tarquedon , his nephew , wa s neithe r slo w no r peaceful . Thre e month s afte r his ascension , importanc e o f havin g reliabl e suppl y lines. Th e prime s discovere d th e basic s o f guerill a warfare . Th e cyarr discovere d th e importanc e o f maintainin g option s fo r retreating , especiall y across lan d a s dangerou s a s th e Verticals. T h e blood y lesson s continue d for anothe r eight y years. Prime s h a d patter n spells (whic h cyarr, a t th e time , di d not). Prime s hav e th e arts o f Healo c an d Durudo r (whic h ar e denie d t o cyarr), and healin g magi c an d meta l armo r mak e a tremendou s differenc e i n a lon g war. Prime s ar e quicke r an d mor e adaptabl e tha n cyarr. B y th e en d o f th e war, th e cyarr ha d learne d a har d less o n indeed , an d fled t o th e oute r reache s o f Choinxeia . A n d th e prime s ha d learne d a harde r lesson . Perhap s th e Worl d Tre e ha d bee n mad e fo r the m t o take ; bu t th e takin g woul d b e n o eas y matter. VEARS 2333-288? : TH E CALANCHIAN UMPIRE Ketheri a is subjec t t o occasiona l bouts o f politica l unity , th e greatest o f whic h wa s th e Calanchia n Empire . Seve n decade s o f politica l an d cla n maneuverin g b y th e Tarquedon s o f cla n Mnorryn , a Can i famil y base d i n Calanchi a o n Remsei a whos e duke s o f Tauvan e an d Grolvan e quarrele d ove r whethe r a deat h o f a princ e i n forma l due l coul d b e counte d a s murder . The y di d no t accep t th e judgmen t o f th e hig h court o f Calanchia , a n d wen t t o war, seve n heroe s o n eac h side , a s the y woul d hav e i n th e olde r day s - an d a s wa s arguably allowe d unde r th e chart e r o f th e Calanchia n League . Hraf f Tarquedo n woul d hav e mad e peace . Hizr a Tarquedo n mad e a grea t dea l more . H e brough t som e sixt y might y heroe s fro m the League's army , an d h a d bot h duke s arreste d i n front o f the nobilit y o f th e region . H e haule d the m in meta l chain s t o Calanchia , an d brok e the m i n court . The y objected . H e strippe d the m o f their titles, whic h directl y contradicte d th e charte r o f the League . The y objecte d more , an d som e o f their heroe s tried t o kill Hizra . Hizr a is sai d t o hav e grinne d wide r tha n th e sk y whe n his pla n worked . Th e assassin s wer e captured , tried, an d executed , a n d Hizra's arm y too k contro l o f bot h Tauvan e an d Grolvan e directly . Th e peopl e o f the Leagu e generall y supporte d Hizr a - eve n th e peopl e o f Tauvan e an d Grolvane , for th e mos t part . Hizr a seize d th e moment , an d declare d himsel f Empero r - literally, "Duk e o f Dukes" , a titl e neve r befor e wor n b y anyone . H e starte d his grea t work , standardizin g th e law s an d taxe s o f the
land s o f th e empire . H is wor k wa s no t easy ; it too k a decad e o f politic s an d occa siona l show s o f forc e t o accomplish , an d it di d no t sit wel l wit h everyone . Th e ne w ta x cod e squashe d Lyrnaec's sourc e o f wealt h fro m its contro l o f trad e routes; th e ne w law s weakene d t h e hereditar y hierarch s o f Kyz-Tavant h an d Kyz-Mleduun ; th e ex-duk e o f Grolvan e ha d man y supporters an d eventuall y regaine d power ; an d s o on . I n 2436 , thes e citie s and seve n oth e rs trie d t o abando n th e Calanchia n League , secedin g fro m it e n masse . Hizr a responde d wit h thunderbolts. H e sen t fort y heroe s t o eac h city, wit h tw o thousan d lesse r warriors i n tow , an d brough t all th e rebels bac k int o his contro l withi n a year. Whe n h e proclaime d his victor y t o the League's Assembly , h e gav e himsel f a furthe r victory . H e dissolve d th e ol d charte r o f t h e League , an d declare d a ne w charte r tha t mad e it a singl e nation : th e Calanchia n Empire . Respect , acceptance , an d fea r merged , an d fe w peopl e objecte d i n an y significan t way . Hizr a Tarquedo n complete d his progra m o f judicia l an d economi c uni fication, an d brough t anothe r doze n citie s int o th e Empir e b y a m i x o f fou r parts forc e t o on e par t o f diplomacy . Whe n h e died , in 2488 , h e wa s give n th e titl e "Th e Han d Tha t Takes. " Gyra z Tarquedo n "Overflowin g wit h Wealth" , Morun a Tarquedo n "Th e Jewele d Mace" , an d Hyranti a Tarquedo n "Crow n o f Flames " eac h too k their tur n upo n th e throne . Th e Empir e didn' t chang e muc h - a cit y gaine d here , a boundar y grow n there . Th e court i n Calanchi a gre w exceedingl y ric h an d exceedingl y powerful , an d b y th e thir d generatio n accepte d wealt h an d powe r a s its natura l status. Taxe s wer e raised , an d t h e elegan t mechanis m tha t Hizr a Tarquedo n mad e poure d vast wealt h int o th e hand s o f th e emperors an d their friends. And , inevitably , th e citie s outsid e Calanchi a gre w unhappy . Birknazza , th e god-create d cit y floatin g off o f Mrasteia , neve r h a d bee n part o f Calanchi a - eve n Hizr a Tarquedo n woul d no t hav e dare d bear d th e go d Birkozo n - an d subtl e ambassadors fro m Birknazz a spok e soft word s i n th e chamber s o f impover ishe d duke s i n Mrasteia . I n 2510 , most o f Mrastei a ros e in rebellio n against th e Empire . Th e wa r wa s a terribl e one . Th e full power s o f th e othe r eigh t branche s o f Ketheri a wer e use d against Mrasteia ; Mrastei a fough t bac k wit h mysti c weapon s fro m th e dar k wizard s o f Birknazza . Whe n peac e wa s finall y declared , i n 2515 , thre e citie s o n Mrastei a wer e uninhabitable . Vast number s o f peopl e wer e dead , an d th e survivors o n Mrastei a wer e fre e o f th e Empir e - bu t the y ha d com e unde r th e indirec t influenc e o f Birkozon , whic h the y woul d regre t fo r a doze n centuries. T h e rest o f th e Empir e wa s shake n an d i n despai r ove r th e destructio n and th e loss. Fiv e years later, i n 2520 , Hyranti a Tarquedo n wa s succeede d b y Anoo f Tarquedon , late r name d "Lighte r o f th e Fuse" . Anoo f chos e a wa r t o lift th e spirits an d economic s o f the Empire : a wa r o f conquest against oute r Ketheria . His heroe s an d armie s wer e veteran s o f a terribl e struggl e against th e migh t o f Mrastei a an d Birknazza ; th e citie s o f th e oute r branche s wer e a s nothin g t o them . I n 2540 , th e Calanchia n empir e rule d all th e lan d o n eigh t branche s withi n s i x hundre d mile s o f th e mai n trunk ; n o empir e befor e o r sinc e h a s bee n s o large . An d th e iane r Empir e rejoiced . Fiv e years later, Genera l Tractobrand , tha t ol d maste r o f posi tiona l warfare , too k carefu l inventor y o f th e power s i n his com mand . Unde r Anoo f Tarquedon , Tractobran d ha d conquere d a thousan d mile s o f Yistreia , an d ha d tha t branc h wel l i n hand . H is arm y wa s stron g and loya l t o him ; th e teleport chai n o n Yistrei a gav e hi m wonderfu l mobility ; an d h e ha d his tricks. H e declare d Yistrei a independen t fro m Calanchia , from Yis-Kariot h outward , wit h himsel f th e Empero r o f tha t branch . Anoo f Tarquedo n wa s understandabl y furious. H e gathere d warriors an d heroe s fro m th e othe r seve n branches, an d brough t a grea t forc e against Tractobrand . Th e goddess Kvarse , horri fied a t th e devastatio n tha t ha d ravage d Mrastei a an d furiou s a t t h e prospec t o f a wors e wa r o n he r ver y doorstep , forbad e Tarquedon's arm y passage . Sh e erecte d a wal l o f wove n serpents te n mile s hig h all th e wa y aroun d th e branch . Anoo f raged , bu t Tractobrand's positiona l warfar e wa s supreme ; n o matte r his frustration , Anoo f dare d no t challeng e th e greatest o f t h e Nou n God s a t th e heigh t o f he r fury.10 Anoo f too k his arm y home ; Kvars e unwov e he r wall ; Tractobran d gloated , an d se t abou t exploitin g his ne w privat e empire . Th e maste r o f posi tiona l warfar e wa s no t a maste r o f politics. Tractobran d wa s assassinate d b y th e disgruntle d burghers o f Sparleyto n i n 2546 , a n d th e Yistreia n empir e gratefull y crumble d bac k int o city - states. B u t th e Calanchia n empir e wa s besiege d b y th e concep t o f rebellion . Th e advantage s o f empir e - mainl y lega l an d struc tura l - wer e firmly established . Th e disadvantage s - taxe s an d wars - wer e becomin g mor e irksom e ever y year. I n 2549 , th e oute r Dentheia n an d Choinxeia n arm s o f th e Calanchia n Empir e declare d their independenc e o n th e sam e day . Anoo f spli t his attentio n an d his arm y betwee n th e two , bu t befor e h e coul d mak e muc h progress Aradruei a an d Craithei a als o rebelled . Withi n a year, mos t o f Ketheri a wa s a t war ; th e seve n remain i n g oute r branche s against th e center, an d eve n inne r Braxei a breakin g away . Th e Mrasteia n insurrectio n wa s simpl y a prelu d e t o th e horrors o f th e Holocaust Wars o f 2550-2554 . Th e full forc e o f prim e wizardr y wa s brough t forth , ever y dangerou s secre t conceive d b y Rassime l schola r o r powere d b y immorta l Zi R i wizard . O n on e day , th e full noontim e ligh t o f th e su n wa s d i m compare d t o th e brillianc e tha t dance d ove r Kottarn u Men e a n d cast sharp-edge d shadow s a s fa r awa y a s Choinxeia ; an d whe n tha t brillianc e departed , ever y livin g thin g in Kottarn u wa s parche d an d dr y an d dead , crumblin g t o dust a t a breat h o f wind . O n anothe r day , a se a o f ver y accurat e spiders poure d ove r Niga m Nagurn , leavin g n o flesh uneate n i n its wake . Thirt y citie s died , an d th e destructio n o f thos e five years woul d no t b e repaire d for five hundred . Eve n now , nearl y tw o thousan d years later, occasiona l dreadfu l weapon s o r pitiful victim s o f th e Holocaust Wars ar e discovered . I n 2555 , Calanchia n loyalists publicl y assassinate d Anoo f Tarquedon . His daughte r Azlie t Tarquedo n "Dwar f Goddess " assume d th e throne . Afte r sh e execute d th e assassins, sh e con centrate d o n salvagin g th e parts o f th e Empir e tha t wer e still loyal . A doze n years later, th e war s wer e ove r an d th e Empir e w a s a t peace : inne r Hybreia , Craitheia , Remseia , an d Aradrueia . T h e rest o f th e Empire's territor y wa s split int o twoscor e league s a n d pett y empires. Al l thes e bodie s spen t th e nex t thre e cen turie s disintegrating . I n 2569 , Azliet's daughte r Argentr y Tarquedo n "Mistress o f t h e Treasury " mad e a subtl e tr y t o re-establis h th e Calanchia n Empire's power . Sh e introduce d a ne w standar d o f coinage : th e lozen , still i n us e today . Th e currenc y wa s quit e successful , an d ^The events in Mrasteia were definitely a god manipulating primes for his own purposes. The events in Yistreia were the reverse: Tractobrand used Kvarse like anv other natural bar-
for thre e decade s th e Calanchia n Empir e wa s a mercantil e powe r t o b e reckone d with . The n man y o f th e Calanchians' neighbors copie d th e concept , an d th e Empire' s fortune s contin u e d their decline . Ove r th e nex t hundre d years, Argentr y wa s succeede d b y Damacket t Tarquedo n "Fla g o f Glory" , an d the n Marhandr a Tarquedo n "Maste r o f th e Vortex" , an d Thomoth o Tarquedo n "Dyin g Storm. " Th e fortune s o f th e Empir e fade d lik e the coals of a dyin g fire, wit h th e edge s o f th e Empir e driftin g off t o their o w n designs, an d th e hear t o f th e Empir e wa s withou t th e wil l o r powe r t o sto p them . I n th e middl e o f Thomotho' s reign , th e cit y Calanchi a itself left the Calanchia n Empire . Centrally-locate d Alare l wa s rename d "Ne w Calanchia. " A n d th e dwindlin g continued . Irrelevan t empero r succeede d irrelevan t emperor , eac h on e wit h less territor y an d powe r tha n his predecessor. Finally , in 2889 , th e fou r remainin g citie s o f th e Calanchia n Empir e negotiate d a treat y tha t left th e Imperia l Court wit h neithe r fund s no r authority . Amirzaka t Tarquedo n "Speake r o f th e Fina l Word" , Eighteent h Calanchia n Emperor , quit e solemnl y issue d a proclamatio n removin g all fou r remain ing citie s fro m th e Empire , namin g eac h regio n o r publi c build i n g tha t wa s n o longe r a part . Th e Empire's territor y wa s reduce d t o th e publi c latrin e i n Ne w Calanchia . Amirzaka t ceremoniousl y hande d his ambe r scepte r an d his titl e Empero r to the chie f janitor, an d storme d off t o his modes t estat e outsid e N e w Calanchia . Th e latrin e is still name d "Th e Calanchia n Empire " to" this day , thoug h th e scepte r ha s lon g sinc e bee n stolen . YEARS 3350-3351 : GREAT CVARR INVASION "The domination of the World Tree is given to us, if we reach out our spears with taking! The primes have hatefulness wrapped upon them. Each kind is wearing its own feebleness like a shawl over its shoulders. We stand upon great mightinesses like feasting-tables! A strongness is beneath our right forefeet, a swiftness beneath our left hindfeet! Beneath our right hindfeet are the Three Snaps, that give the feeblest cyarr more spells in a day than a prime wizard can cast in a month! And beneath our left forefeet, noblest feet of all, is the indominatibleness of our mighty spirits! With these things we shall at length immerse all primes and all the World Tree in our dominion!" *V — General Kybnfcyeng Kozyang I n th e yea r 3350 , th e ancien t enem y o f th e prime s returned . Cyar r nation s fro m fou r branche s nea r Ketheri a unite d unde r Genera l Kyankyen g Kozyang , wit h th e immediat e goa l o f driv ing all prime s off o f Choinxei a an d restorin g th e ancien t cyarr cities. The y buil t five vast air-armada s t o mak e th e trip ; th e Rassime l poe t Nassambri n Nam , lookin g ove r th e edg e o f th e world-branch , sa w the m rising toward s hi m lik e bubble s from the forgotten , fou l depth s o f a n abandone d pond . It wa s no t a successfu l invasion . Th e cyarr ha d th e forc e o f numbers, bu t prime s ha d grea t magic . Cyar r armie s poure d throug h th e countrysid e like rivers o f flamin g ants, destroyin g villages. Bu t th e prim e citie s wer e wrappe d i n walls o f enchant ment , whic h th e cyar r coul d no t break . Twantal o an d O b Chaha r fell t o treachery . Th e nam e o f Rheshthraha m Maney , Doorwaye r o f Twantalo , is still revile d today . T h e cyarr exerte d themselve s fiercel y fo r Drchmaer , unde r th e misimpressio n tha t it wa s th e first cyar r cit y take n b y primes. Drchmaer's walls o f deathless bird s thre w the m bac k tim e an d again . Th e cyarr change d tactics. The y conscripte d Herethro y peasants, taptet , an d mherobump , an d buil t a mountai n o f eart h a n d soi l o n th e outwar d sid e o f Drchmaer , the n collapse d it, buryin g muc h o f th e city. Afte r suc h losses, th e prime s go t organized . Warrin g city - state s mad e peace . Can i o f Choinxei a calle d o n their kinsfol k i n Denthei a an d wil d Braxeia , wh o brough t armie s o f hundred s o f Can i t o fac e th e myriad s o f cyarr. Glikkonen , most experience d wit h cyarr, earne d zir ancien t titl e o f "wizard " again , an d th e weigh t o f thre e thousan d years wa s behin d zir sorceries. Nin e othe r wizard s wh o remembere d th e earl y day s cam e a s well , an d dozen s o f others hopin g t o wi n glor y an d recognition . Th e battl e o f Caerniza n wa s n o gloriou s combat . Cyar r die d b y th e thousand s i n flames, i n clamp s o f lightning , i n sea s o f devourin g ants. Hal f th e Can i armie s complaine d tha t the y neve r go t clos e enoug h t o strik e a blo w a t a cyarr. T h e survivin g cyar r wer e force d t o loa d th e rottin g corpse s o f their slai n ont o their air-armad a an d bea r the m bac k home . Th e prime s di d no t eve n wan t th e flesh o f th e invaders t o sull y their lands. T h e nation s o f th e cyarr wer e enrage d b y th e insult, bu t sensible . Conquerin g Ketheri a wa s ou t o f th e question . The y indulge d themselves i n lesse r acts o f revenge . The y sen t ship s o f reavers t o wrea k ill upo n th e countryside , killin g farmers an d causin g occasiona l hungr y winters fo r a fe w cities. Glikkone n a n d zir peers wer e hardl y goin g t o com e ou t for a handfu l o f cyarr stompin g aroun d th e foothills, s o th e loca l authoritie s ha d t o dea l wit h th e raiders o n their own . Historian s estimat e tha t t h e tw o centurie s o f reavin g kille d te n t o twent y time s a s man y prime s a s th e Grea t Cyar r Invasio n proper. Ketherian Politics Today Politic s i n Ketheri a ar e comple x an d tempestuous. A myria d o f greate r o r lesse r power s vi e fo r land , status, magic , wealth , o r othe r prizes, their alliance s shiftin g constantly . This chapte r sketche s som e o f th e kind s o f contenders an d give s a fe w exam ple s o f each , focusin g o n Choinxeia , Dentheia , an d Braxeia . Ther e ar e man y more , eve n o n thos e branches. CANI HOUSES Cani , populou s an d political , ar e th e dominan t specie s i n Ketheria . No t all rulers are Cani , and no t al l Can i ge t an y authorit y o r respec t - bu t the quarte r o f th e populatio n tha t is Can i hold s hal f th e politica l powe r an d a thir d o f th e wealt h o f Ketheria . The y d o no t hol d this powe r a s individuals. Ric h Can i extend e d familie s ofte n organiz e themselve s int o Houses , hundred s o f Can i joine d i n a particula r cla n b y birt h o r marriage , crossin g city-stat e boundaries, wit h stron g enoug h interna l structur e an d loyalt y t o muste r politica l and economi c force . House Vomvard Hous e Vomvar d is a n ol d an d nobl e Can i family , largel y o f cla n Mnorryn . Vomvard u ar e generall y tall an d black-furred , wit h a wedg e o f gleamin g silve r fur o n thei r foreheads. Th e famil y ha s a hig h talen t for politic s an d leadership ; Vomvard u a r e duke s o r grea t noble s i n fifteen citie s i n Choinxei a an d Braxeia . Ever y thir d yea r th e famil y gathers fo r a mont h i n their ancien t estate s i n Varde k Men e o n Choinxeia : lon g enoug h to kee p th e Can i loyalt y instinc t active , an d t o mak e plans. Azina c Vomvard , wh o ha s no t lost a choo f fo r Hous e leader-
shi p fo r fou r decades, ha s decree d tha t Hous e Vomvar d shal l soo n rule all the land s tha t the y no w inhabit . T o this en d th e Vomvard u hav e bee n employin g their considerabl e talents an d trainin g t o acquirin g powe r wher e the y can . Trozandi u Vomvar d choofe d Aldou s Meszera c for the dukedo m o f Palair Mene . Vomvard u ar e buyin g electors b y th e handfu l i n Muzscia . Ther e are persisten t hints tha t th e deat h o f Coun t Imoria s o f Querl y w a s n o accident . A t th e moment , fe w outsiders ar e awar e o f th e full scop e o f th e Vomvar d plans. Individua l Vomvard u hav e enemies, bu t th e hous e a s a whol e doe s no t ye t hav e organize d opposition . Th e Vomvard u kno w this wil l no t last, an d the y kno w whic h House s a n d othe r power s wil l oppos e the m a s their plan s mature . House Caerldlu Hous e Caerldlu , als o associate d wit h cla n Mnorryn , is ancient , tracing its ancestr y bac k tw o thousan d years. I n cen turie s lon g gone , Caerldl u controlle d sev era l citie s o f inne r Choinxeia . Today , onl y i n Trangderr y doe s a Caerldl u still rule b y hereditar y right . Barck x an d Sco e Hybra s ar e th e onl y othe r city-state s cur rentl y rule d b y Caerldlu . Th e Caerldl u hol d extensiv e land s i n Sco e Mene , an d th e grea t manor-palac e o f t h e Hous e is there . I n thei r earl y days , Caerldl u wa s ferocious. The y assassinate d nobles, stage d wars , mad e an d unmad e promises. Thei r ene mies, wh o wer e many , though t the m littl e bett e r tha n pirates. Bu t th e method s o f th e earl y Caerldl u worked . The y ros e abov e a handre d othe r pirate s an d gath ere d power s an d wealt h t o themselve s - an d the y a n d their descendants hel d it. N o w Hous e Caerldl u is on e o f th e grea t ol d Houses . Its sen i o r member s are th e oldest an d mos t respecte d o f nobles, bor n t o fill th e highest office s o f their city-states. The y woul d no t stoo p t o th e heinou s behavio r tha t their earliest ancestors employe d t o establis h th e Hous e i n th e first place . N o r wil l the y tolerat e anyon e els e doin g so . Caerldl u oppose s Vomvar d fiercely i n severa l places, thoug h Caerldl u is no t awar e o f the exten t o f Vomvard's plans. It doe s no t fea r - ye t - tha t Vomvar d wil l rip Caerldl u fro m its plac e a t th e pinnacl e o f Hybraeia n society , fo r Caerldl u ha s bee n to o powerfu l fo r to o lon g t o remembe r tha t it coul d los e power . Caerldl u simpl y despise s Vomvar d fo r its impudence . House Gascodel Hous e Gascodel , associate d wit h cla n Powyn , is a might y Hous e o f Choinxeia . Sinc e earl y on , Gascode l ha s sough t lan d a n d wealth , no t power . Whe n Hous e Voray n struggle d wit h Hous e Temeresc o for rulershi p i n Choinxeia , Gascode l staye d neutral . S o to o whe n Temeresc o an d Thumarha n an d dark , implacabl e Roik a fought for th e sam e prize s tw o centurie s later, a n d s o to o a doze n time s more . Gascode l avoide d th e fights, sol d weapon s t o all sides, an d grai n an d gemstone s t o th e survivors, an d mad e fe w enemie s an d muc h money . Ove r th e years Gascode l becam e wealthy , the n extremel y wealthy . I n inne r Choinxeia , masters o f guilds, grea t merchants, a n d lor d farmers are mor e likel y tha n no t t o b e Gascodel , if they . a r e Cani . Gascode l ha s a traditiona l flaw, an d tha t fla w is greed . Th e masters o f Gascodel , breakin g their ol d style , hav e mad e a n allianc e wit h Vomvard , sup portin g the m a n d supplyin g the m i n exchang e fo r t h e orchard - land s i n oute r Vardek , wit h their brand y an d their chees e an d thei r recipe - enchante d hats tha t ca n b e mad e nowher e else . Gascode l expects t o gai n greatl y a s Vomvar d rises. It remain s t o b e see n ho w wel l the y wil l sur viv e th e politic a l struggle s o f t h e sort tha t the y hav e avoide d fo r s o man y centuries. A doze n pow erfu l merchan t companie s an d guild s woul d lik e t o se e Gascode l humble d o r weakened , bu t thes e ar e business rivalries. Gascode l ha s n o seriou s enemie s yet . Unlik e Vomvard , Gascode l ha s no t realize d ho w man y ene mie s it wil l make , o r ho w bitte r the y wil l be . GUILDS AND OTHER ORGANIZATIONS Mos t guild s an d organization s ar e local , wit h on e guil d havin g littl e t o d o wit h th e guild s o f th e neighborin g cities. Withi n a city, guild s ma y hav e a grea t dea l o f power . Onc e i n a while , som e bit o f histor y o r necessit y cause s a n organizatio n t o sprea d beyon d th e walls o f its hom e city, givin g it statu s o r powe r o n a branc h o r o n all Ketheria .
The Tree-Mages' Guild of Dentheia Ther e is n o widesprea d guil d for magi c worker s i n Herbado r in Ketheria , an d ther e neve r ha s been . Th e Tree-Mage's Guil d o f Denthei a is tryin g t o chang e that . This effort is fairl y new , started in 424 9 b y th e guildmasters o f Monthane , Vressia , an d Kraunst. It is unpopula r elsewhere , thoug h it is spreading . Th e rates o f th e ne w guil d ar e inordinatel y high ; woodworkin g magi c i n Treverr e is hal f agai n a s expensiv e i n 426 0 a s it wa s in 4255 . Th e tactic s tha t th e Guil d ha s bee n usin g ar e disturb ing a s well : unwillin g tree-mage s hav e bee n beate n b y masked , scent-hidde n assailants, th e guildhouse s o f loca l guild s hav e bee n burne d o r filled wit h poisonou s insects, an d individuals hav e bee n blackmaile d o r bribed . T h e commo n peopl e i n most citie s ar e generall y displease d with th e Guild . Loca l Tree-Mag e guild s oppos e the m i n man y cases. S o fa r ther e is n o unifie d oppositio n crossin g city-stat e boundaries. The Gezirk T h e Gezir k is th e ver y loos e organizatio n tha t mediate s betwee n th e majo r criminals i n Ketheria . Mos t professiona l criminals giv e it li p service , an d mos t crim e lord s suppor t it t o som e extent . Its intende d rol e is t o facilitat e inter-cit y crime . When , fo r example , Chesewic k o f Treverr e stol e certai n person al document s fro m Coun t Mezzutian o o f Ovirucci , t'hesewick's counterpar t Spancobanz i in Ovirucc i negotiate d th e ransom , an d i n fac t chos e t o offe r them t o Mezzutian o rathe r than a n enemy . Chesewic k an d Spancobanz i d o no t generall y like eac h other, bu t the y followe d Gezir k rules, an d go t Salm o fimas k fro m Barenc y t o settl e thei r disagreemen t ove r Spancobanzi's cu t o f th e ransom . Th e Gezirk , o f course , go t its cut o f th e dea l too . Ove r th e decades, th e Gezir k ha s becom e a battlegroun d wher e local crimelord s tr y t o gai n powe r an d influence , an d becom e regiona l crimelords. Mos t o f th e battle s ar e internal , on e crimi na l against another, bu t severa l o f the m hav e burne d ou t o f con trol an d kille d bystanders. T h e Gezir k is its ow n worst enemy . Citie s an d knighthood s oppos e individua l criminals, bu t ar e onl y diml y awar e o f th e Gezir k a s a whol e - excep t i n place s wher e Gezir k struggle s hav e gotte n ou t o f control . The Antiquarian Society Hal f professiona l societ y an d hal f hobbyist associatio n wit h a mil d flavo r o f politics, th e Antiquaria n Societ y exerts a surprisi n g amoun t o f influenc e i n Ketheria . A grea t man y primes, Rassime l especially , are intereste d i n antiquities. Dealers i n antiquitie s d o a tolerabl e business. Cooperatio n betwee n deale rs i n differen t citie s is crucia l for tha t business, mor e tha n most others. Foo d an d cloth , meta l an d magi c ca n all b e bough t from man y sources, bu t whe n Coun t Darceroo n wishe s t o finish his collectio n o f Calanchia n ceremonia l candlesticks, the y nee d t o com e fro m Calanchi a and Ne w Calanchia . S o it wa s natura l enoug h fo r antiquarian s t o mak e arrange ments for mutua l trade an d trust , eve n whe n their citie s wer e quarrelling . It wa s almost a s natura l for th e Antiquaria n Societ y t o exert its influenc e t o kee p the quarrels dow n t o a minimum . Coun t Darceroo n collects candlestick s lik e a ma d thing , t o b e sure . Bu t whe n Treverr e fights Kraunst , Darceroon's land s pro vid e hi m littl e income , an d h e ma y find himsel f o n th e battle field withou t a candlestic k fo r mile s around. Du e i n part t o a f e w persuasiv e conversation s wit h his goo d friend s aroun d th e fire a t th e coz y Treverr e Antiquaria n Club , Coun t Darceroo n chos e t o vot e for a simpl e duel-wa r wit h Kraunst i n 4112 , whe n a blood y rage-wa r seeme d likely . An d tha t vot e mad e th e difference . T h e Antiquaria n Society's influenc e is limited . The y are no t poor, bu t the y are fa r from bein g nobilit y o r grea t merchants. T h e Antiquaria n Societ y doesn' t see k powe r o r control . Presiden t Castulph o considers he r Societ y dutie s a usefu l an d valuabl e distractio n from he r tru e love , the collectio n o f firstmillenniu m templ e bells. She , an d mos t othe r members , woul d b e astounde d t o lear n tha t th e Societ y ha d indirectl y stoppe d fou r wars, brough t abou t a doze n branch-spannin g trad e treaties, funde d th e inventio n o f the curren t styl e o f skyboats, an d fort y lesse r feats. RELIGIOUS SECTS Althoug h religio n ha s neve r bee n a majo r socia l forc e i n Ketheria , goo d stron g religiou s organization s hav e commande d a certai n amoun t o f powe r i n citie s o r eve n i n regions. Religio n m a y hav e th e advantag e o f cuttin g across all othe r loyalties: family , profession , species, nationality . A sec t ca n brin g togethe r peopl e wh o woul d neve r otherwis e meet , an d divid e oppositio n whic h woul d otherwis e b e unbreakable . Mos t prime s ar e no t particularl y religious, an d thos e wh o ar e religiou s ofte n prefe r t o worshi p their favorit e god s a t their favorit e temple s an d n o more . Th e fe w wh o ar e religiou s an d choos e t o b e activ e beyon d simpl e worshi p ma y belon g t o th e sects. The Upstanding Church I n th e yea r 2727 , th e Can i sailo r Plethan o Guir o wa s visite d b y seve n angels o f Reluu , wh o deplore d th e stat e o f thing s in Ketheria . Reluu , the y said , woul d no t ac t directly ; bu t the y kne w h is displeasure , an d ha d take n it upo n themselve s t o tell prime s t h e prope r path . Accordingly , Plethan o Guir o tol d his stor y whereve r h e went , an d man y prime s hear d his words , an d gav e u p their way s tha t displease d the Kin g o f th e Gods . Whe n th e first cathedra l o f th e Upstandin g Churc h wa s consecrate d in
2731 , Reluu's seve n angels knel t befor e Plethan o Guiro , an d their glor y wa s see n a s fa r awa y a s oute r Mrasteia , Sinc e then , the Upstandin g Churc h ha s becom e mighty , bu t th e angels hav e no t returned . I n th e decade s afte r its founding , th e Churc h sprea d quickl y an d enthusiastically ; i n its pea k yea r 2782 , on e Ketheria n i n twent y wa s a member : a s man y a s an y sec t ha s eve r achieved . Man y o f the reignin g duke s becam e activ e members . La w code s wer e revised : slaver y wa s mad e non-hereditary ; rate s o f legitimat e profi t wer e set ; it becam e a crim e t o le t prime s g o homeles s o r t o refus e a lawfu l comman d b y a noble . I n 2783 , Plethan o dran k oil o f tsomomorthusia s afte r a persona l sorrow , wastin g th e immortalit y that th e angels ha d give n him . His successio n wa s messy , becaus e it ha d bee n though t unnecessary . Nin e Duke s o f th e Churc h vie d t o succee d him , resultin g i n thre e years o f unpleasantness tha t cost th e Churc h muc h o f th e respec t an d powe r it ha d won . Th e survivin g duke s di d hav e enoug h sens e t o elec t on e o f their numbe r t o lea d t h e Upstandin g Churc h a s paraguiro , rathe r tha n spli t it i n schism ; this alon e kep t it fro m disintegratin g th e wa y a doubl e doze n simila r organization s hav e done . Som e 2-3 % o f th e populatio n o f Ketheri a is currentl y affiliate d wit h the Upstandin g Church , an d no t all o f those tak e it com pletel y seriously . Eve n so , it ca n direc t a grea t dea l o f attentio n whe n th e paraguir o wishes. Th e churc h ca n swa y a clos e elec tion , caus e a n unjust cit y t o b e shunne d b y its neighbors, call for heroe s t o fight its battles. Exactl y ho w th e paraguir o use s thes e powers depend s o n th e paraguiro . Th e best hav e don e grea t things wit h them . Tolsomona s Murzia , th e curren t paraguiro , seem s mor e concerne d wit h a persona l vendett a against Palair Mene . T h e worst enemie s o f th e Upstandin g Churc h ar e th e othe r orthodo x sects. I n inne r Dentheia , it contend s wit h Colo m Prais. Also , relation s betwee n the Upstandin g Churc h an d secula r power s ar e frequentl y tense . Th e Upstandin g Churc h ha s n o form a l powe r in mos t places, bu t wield s significan t politica l powe r i n many . Colom Prais Colo m Prais is a semi-orthodo x sect , devote d t o th e 7+1 2 gods, especiall y Mircannis an d Kvarse , an d t o Colom , th e Rassime l woma n wh o founde d th e movement . Colo m is officiall y considere d Rassime l an d morta l (whic h sh e was ) i n th e sect's theology , bu t the y rever e he r a s if sh e wer e superio r t o th e 7+1 2 i n practice . Sh e was , i n fact, quit e a talente d healer, an d a fierc e politica l an d mora l reforme r i n Kraunst . Sh e wa s no t notabl y religious. He r mai n brus h wit h th e divine , beyon d ordinar y healin g magic , wa s tha t a t on e poin t Kvars e resurrecte d he r withou t demandin g seve n years' service . Afte r he r death , severa l o f he r followers, eithe r in a frenz y o f frustrate d lov e fo r Colo m o r i n a calculate d mov e o f power-grabbing , transformed h e r politica l organizatio n int o a religiou s one , stoppin g just short o f deifyin g her. Th e movemen t lost interest i n he r reformist socia l polic y a t this point . Th e religiou s precepts ar e comple x and unedifying , centerin g o n stric t mora l teachings, obedienc e t o the priesthood , an d som e quit e unorthodo x devotiona l prac tice s whos e origin s ar e unclear. Colo m Prais is localized . Th e headquarters is i n a villag e i n Vressia , bu t it ha s branche s i n Kraunst , Monthane , Ovirucci , Treverre , an d severa l citie s outwards. It is a reasonabl y popula r religion , the thir d o r fourt h mos t commo n i n thos e cities, wit h som e 1 % o f th e populatio n o f eac h cit y bein g mor e o r less activ e members . Colo m Prais ha s bee n carefu l t o recrui t amon g mer chants an d nobilit y i n recen t years. I n Vressi a especially , impor tan t peopl e fro m all fou r politica l partie s ca n agre e o n littl e bu t tha t Colo m Prais ough t t o b e promote d an d encouraged . Colo m Prais is bitterl y oppose d t o th e Upstandin g Churc h o n theologica l grounds. Followers o f the religion s hav e ruined eac h others' temple s an d brawle d i n th e streets, doubtless t o the disma y o f th e god s (an d presumabl y Colom) . The Temple of the Dark Trinity in Oorah Thrassen Certai n crypti c legend s fro m the earliest beginning s spea k o f t h e Dar k Trinity : thre e o f th e Worl d Tree's 7+1 2 god s wh o ac t togethe r wit h disturbin g o r terribl e results. Som e reputabl e the ologian s hav e debate d ove r whic h god s the y are ; others discoun t t h e whol e concept . Popula r opinio n o f whic h thre e god s compris e th e Dar k Trinit y varie s fro m plac e t o place . I n Oora h Thrassen , a smal l city-stat e o n th e skybridg e betwee n Choinxei a an d Braxeia , it is Gnarn , Ira z Varuun , an d Accanax . Th e Templ e o f th e Dar k Trinit y in Oora h Thrasse n is a towe r o f blac k hom , supposedl y erecte d in a singl e nigh t b y th e wizard-priest Thodosmu s ove r a doze n cen turie s ago . Ira z Varuu n visits it i n perso n onc e o r twic e a cen tury , an d sorcerers an d wizard s visi t it considerabl y mor e often . Oora h Thrasse n relie s mor e heavil y o n sorcer y tha n most prim e cities, an d th e cit y profits greatl y fro m the Temple . Politically , th e Templ e o f th e Dar k Trinit y is a powerfu l fac tio n i n Oora h Thrasse n an d outside . Withi n th e city, th e Templ e represents th e magica l interests o f th e city ; actin g somewha t a s a Sorcerers' Guild . Ordinar y citizen s o f Oora h Thrasse n ofte n worshi p a t th e Templ e an d suppor t it politicall y - bu t ordinar y Ooris h citizen s hav e a n almost unnatura l comfor t wit h th e Temple's darke r magics. Outsid e Oora h Thrassen , th e Templ e is regarde d a s a fearsom e force , lade n wit h wicke d magics, a s unpredictabl e an d capriciou s an d violen t a s th e thre e god s worshippe d there. This vie w is justified . A faile d magica l experimen t fou r centurie s ag o left five thousand peopl e i n neighborin g Monsaa s Thrasse n crawlin g wit h bone-eatin g worms . A fe w decade s ag o th e Ooris h wizard s a n d their Gormoro r allie s deal t th e Choinxeia n Leagu e a sting i n g defeat , for all tha t th e Leagu e is fort y time s large r an d tw o hundre d time s richer. T h e Choinxeia n Leagu e fears an d hate s th e Temple , a s d o mos t residents o f mos t nearb y cities. Withi n Oora h Thrasse n itself, th e Templ e is roughl y th e thir d mos t powerfu l politica l faction . It is generall y oppose d b y th e Brigh t Party , representi n g th e less educate d an d magicall y incline d populac e o f Oora h Thrassen , an d als o th e Healers' Guil d an d knightl y orders. Th e duca l faction , smal l bu t ver y powerful , play s th e Brigh t Part y against th e Templ e quit e effectively . Othe r religiou s group s rarel y worr y muc h abou t th e Templ e o f th e Dar k Trinity ; indeed , a substantia l numbe r o f Templegoers ar e als o devou t member s o f th e Upstandin g Church . CITV-STATES AND LEAGUES City-state s ar e the largest units o f loyalt y fo r most primes. Outrigh t wars o f conquest o r reveng e ar e rare ; they ar e to o destructiv e for bot h sides. Conflicts betwee n citie s usuall y tak e mor e subtl e forms. Trad e wars ar e a popula r tool , wit h on e neighbo r raisin g tolls fo r foo d o r valuables. Government s o f o n e city-stat e ofte n snea k agents int o th e surroundin g cities, t o
wor k mischie f o f a thousan d forms. Whe n th e conflicts becom e fierce, duel-wars ma y b e fought . City-state s i n Ketheri a occasionall y for m leagues, a doze n o r t w o city-state s allie d against a commo n enemy . A leagu e o f smal l city-state s ca n hol d a singl e powerfu l stat e in check . A leagu e o f large r city-state s ca n exer t contro l ove r a significan t chun k o f the branch , fo r a s lon g a s it ca n hol d together. Kraunst Kraunst is a powerfu l city-state , grow n wealth y fro m recip e enchantments, durabl e wood , cheese , an d a doze n othe r valu abl e products. Duches s Amalthis o f Kraunst , followin g he r ancestra l tradition , is quit e insisten t abou t its boundaries. Kraunst bickers wit h Treverre , Monthane , an d Vressi a ove r a handfu l o f mino r borde r towns, gettin g i n a duel-wa r wit h some o n e ever y yea r o r so . Thes e dispute s ar e ancient , goin g bac k t o uncertai n boundarie s an d conflictin g claim s almost t o th e begin nin g o f history . Whe n th e colonie s tha t eventuall y becam e Kraunst an d its neighbors wer e establishe d b y th e Li u Drc h in t h e earl y secon d century , th e boundar y betwee n the m wa s sim p l y th e river. Ove r th e millenni a th e rive r wandered , a s rivers d o , an d th e variou s side s disagree d ove r wha t tha t di d t o th e border. Mos t o f th e town s woul d prefe r no t t o b e part o f Kraunst , a s th e othe r city-state s giv e the m bette r treatmen t an d generall y hav e close r historica l and cultura l tie s t o them . Kraunst als o hold s tightl y t o Toinkarc h an d Bischoffel , tw o smalle r citie s insid e its expansiv e state . Eac h cit y is ove r half t h e siz e o f Treverre , an d coul d b e a city-stat e in its ow n right. Kraunst wil l no t le t eithe r o f the m leav e Kraunst Mene . A t time s Kraunst send s heroe s o r soldiers to them , an d a t othe r time s it send s amber . Neithe r cit y ha s manage d t o brea k free , thoug h eac h ha s trie d hal f a doze n time s i n th e last tw o cen turies. Kraunst is hardl y unusua l i n eithe r o f these. Fe w city-state s willingl y le t their neighbors nibbl e off their towns , o r town s the y conside r t o b e their own . Eve n fewe r ar e willin g t o split into tw o o r thre e states. Kraunst is on e o f th e mor e aggressiv e city-state s abou t bot h issues, frequentl y resortin g t o duel-wars, sabotage , trad e pressure , manipulatio n o f interna l politics, an d occasionall y wors e tricks. Mytrexu Mytrex u is a rathe r prickl y city-stat e o n a sid e branc h o f Braxeia , som e tw o hundre d mile s fro m th e trunk . It ha s spen t forty-fiv e o f th e last forty-seve n decade s conquered , payin g heav y tributes t o on e o r anothe r o f its neighbors. Fort y years ago , five ver y talente d peopl e wer e bo m i n Mytrexu , an d th e cit y conspire d t o trai n the m t o considerabl e power . Th e training pai d off, an d Mytrex u free d itself fro m Ghonath's rule . Sinc e then , it ha s recruite d an d traine d mor e powerfu l adventurers, wit h th e inten t o f turnin g th e table s o n its erstwhil e masters. Rumor s suggest tha t Mytrex u wil l no t b e conten t wit h a n hon orabl e wa r o f heroe s against heroes; it plan s t o smas h Ghonat h a n d Oard o an d Duxet , lootin g the m an d humiliatin g the m a s the y humiliate d Mytrexu . The Choinxeian League Nin e citie s o n Choinxei a compris e th e Choinxeia n League . Nominall y the y ar e equals, bu t an y Can i know s tha t th e duk e o f Vheshram e wield s the Leagu e a s a fence r wield s a rapier. Th e Leagu e wa s forme d in yea r 4102 , whe n knights fro m Barenc y i n Denthei a settle d o n Starstrammoc k Islan d i n Vresham e Men e a n d bega n harvestin g th e feathers o f the mist-gulls themselves. Duk e Nastrotho n coul d hav e mounte d th e expensiv e forc e nec essar y t o evic t the m herself. Instead , sh e campaigne d amon g he r neighbors an d conjure d u p som e loyalt y t o Choinxei a itself. Th e League's unite d force s evicte d the Dentheian s wit h littl e bloo d shed . Suc h a too l a s th e Leagu e wa s to o temptin g t o leav e sittin g idl e f o r long . B y th e tim e Duk e Nastrotho n die d i n 4183 , th e Leagu e w a s collectin g tribut e fro m the entir e lengt h o f th e transChoinxeia n teleport chain . Unde r he r over-brav e successo r Marthengo , th e Leagu e tried t o tak e Oora h Thrassen . Th e Ooris h wizard s hire d eigh t tribe s o f Gormoro r hillsme n from th e wrinkle d heights o f Braxeia , and sen t th e Leaguers hom e bleed i n g an d dying . If no t for his perceive d suppor t b y the ancien t wizar d Glikkonen , Duk e Martheng o migh t hav e lost contro l o f t h e League . Bu t th e Leagu e wa s demoralized , and gav e u p o n expansion . Sinc e then , th e Leagu e ha s bee n the targe t o f tw o doze n smalle r adversaries, eage r t o bit e off bits o f th e ric h bu t weakene d alliance . Fo r the past fifteen years, Marthengo's suc cesso r Conturg e ha s bee n playin g the League's enemie s against eac h other, wit h moderat e success. ... INDIVIDUALS Som e peopl e comman d a grea t dea l o f respec t o r power , eve n i n Ketheria . Mos t ofte n powerfu l peopl e ge t their powe r fro m their position : Azina c Vomvar d personall y is nothing , bu t Azina c Vomvar d th e leade r o f Hous e Vomvar d ma y ye t contro l thre e branche s o f cities, an d whoeve r follow s hi m wil l inheri t mos t o f his power . Bu t som e peopl e ear n their powe r entirel y fro m themselves. Man y o f the survivin g first-generation Z i R i still liv e i n Ketheria . The y hav e don e a thousan d deeds, and the y wal k wit h t h e weigh t o f history . Nobod y younger , n o matte r ho w power ful, coul d replac e on e o f them . Othe r wizard s o f grea t reputa tio n ofte n liv e i n Ketheria , an d wizard s tryin g t o buil d their sta t u s ofte n mov e there . Ther e ar e othe r avenue s tha n wizardr y t o powe r an d influenc e i n Ketheria . Scholars, jurists, authors, athletes, an d s o o n ca n exer t varyin g degree s o f influence . Glikkonen Glikkone n is on e o f th e survivin g first generatio n Z i Ri , an d man y peopl e cal l zir th e greatest wizar d o n th e Worl d Tree . Zi r earl y deed s ar e many , an d hav e grow n t o th e statu s o f legend : zir victorie s i n th e variou s cyarr wars o n Choinxei a an d elsewhere , z ir constructio n o f th e Porta l o f Drahm s an d zir dealin g wit h thos e wh o cam e throug h it, zir be t wit h Ira z Varuun . Zi r intellectua l accomplishments ar e worth y a s well : th e first tw o spells z i e invente d (Bounc y Vigo r an d Thic k Distanc e Armor ) ar e still i n everyda y use , an d an y advance d textboo k i n magi c theor y wil l mentio n zir thre e o r fou r times. Z i e calls Choinxei a zir home , keepin g th e oat h zi e swor e i n zir bravad o whe n zi e hear d th e cyarr declar e tha t all prime s wh o se t foo t o n Choinxei a woul d die . Zir mai n hom e is i n ruined Drchmaer , a lon g twiste d maz e o f cave s connectin g th e burie d mansion s i n th e nobles' quarter. Whe n th e moo d take s zir, zi e als o dwells i n a tall amber-walle d towe r i n Querly , a pleasan t cottag e outsid e Palair, o r a spar e bedroo m i n th e duca l palac e in Vheshram e wit h zir grandchil d Hezimikkinen . Glikkone n doe s zir best t o avoi d politics. Zi e ha s take n zir tur n a s duk e - Cyarrgone , i n th e sixt h centur y - an d know s quit e
wel l tha t zir man y competencie s d o no t includ e eithe r rulershi p o r administration . Onc e i n a while , som e caus e o r othe r wil l excit e zir. Zi e ha s use d zir nam e an d zir substantia l formn e i n t h e campaig n t o clos e th e unsaf e teleport gates, i n a movemen t opposin g a traditio n o f Herethro y slaver y tha t ha d starte d grow i n g i n th e secon d millennium , i n anothe r movemen t ensurin g tha t ble e woul d no t hav e equa l rights t o primes. Generall y zi e play s he r ag e an d powe r down , talkin g wit h peopl e a s a n equal , b u t occasionall y somethin g unpredictabl e wil l ange r zir an d mov e zir t o sho w zir tru e force . A n argumen t wit h a sous-che f ove r th e seasonin g o f mil k sou p onc e inspire d zir t o destro y th e mano r hous e o f a coun t o f Drchmaer . N o w an d then , peopl e us e Glikkonen . Whe n th e Choinxeia n Leagu e wa s bein g formed , Duk e Nastrotho n ha d Hezimikkine n invit e Glikkone n t o sta y a whil e wit h zir. Glikkone n barel y notice d th e turmoi l o f th e Leagu e bein g formed , bu t ever y duk e o n Choinxei a include d th e wizar d i n their calculation s o f power . Seve n years ago , a n enterprisin g Orre n girl name d Teepers talke d Glikkone n int o lendin g he r th e Sceptr e o f Rage , wit h whic h sh e avenge d he r uncle's murde r a s Glikkone n intended , b u t als o sh e terrorize d th e roll'gainst coants o f Barenc y an d escape d wit h hal f a millio n lozen s - carefull y returnin g th e Sceptr e t o Glikkone n a s sh e mad e he r getaway . Glikkone n steadfastl y refuse s t o acknowledg e tha t anyon e coul d possibl y manipulat e zir o r tak e advantag e o f zir. The Wild and Scaly Llezcaryg T h e Wil d and Scal y Llezcaryg , lik e Glikkonen , is ofte n calle d t h e greatest wizar d o n th e Worl d Tree . Llezcary g wa s amon g t h e first Z i R i bo m o n th e Worl d Tree , scarcel y younge r tha n Glikkonen . Zi r accomplishment s ar e mor e intellectua l tha n Glikkonen's: zi e wa s a studen t o f Shaliun , an d contribute d somewha t t o th e inventio n o f patter n magi c an d a grea t dea l t o bot h spellweavin g an d enchantment , an d zi e mad e th e first modern-styl e cit y wall . Zi e spen t most o f zir tim e i n magica l academies, movin g ever y decad e o r tw o t o kee p zir poin t o f vie w fresh . F o r mos t o f zir life , zi e wa s know n an d respecte d a s a scholar: worth y o f honor , t o b e sure , bu t nothin g approachin g Glikkone n o r th e othe r martia l wizard s o f th e earl y times. I n Slemniscu s Academ y i n Valinia , o n Hybreia , i n yea r 3883 , zi e too k a Herethro y studen t name d Treese t a s a lover. Valini a was , a t that time , havin g a borde r disput e wit h Caumaa t ove r a stan d o f coppe r trees. Th e tw o citie s agree d t o a duel-war , an d i n a fit o f cleverness Valini a invite d Treese t t o b e on e o f th e duelists. Treese t wa s thrilled . Llezcary g wa s worried . Z i e sa w Valinia's plan , tha t zi e shoul d voluntee r t o b e on e o f th e duelists zirself an d thereb y carr y t h e day , an d zi e rejecte d it. Instea d zi e worke d frantically , usin g tec h nique s o f enchantmen t tha t fe w wizard s ca n achiev e an d fewe r dare , t o mak e Treese t a lanc e an d greave s o f considerabl e potency , t o protec t he r an d giv e he r th e victory . Llezcaryg's enchantments wer e mor e dev astatin g tha n zi e ha d intended . Th e lanc e destroye d muc h o f th e neutra l cit y o f Dumanaat , wher e th e duel-wa r wa s bein g fought , a n d onl y Treeset , protecte d b y th e greaves, an d Llezcary g zirself survived . Th e coupl e fle d th e destructio n an d th e ange r o f thre e city-states. Llezcary g wa s thereafter ranke d amon g th e most poten t o f wizards, capabl e o f mor e destructio n b y mistak e than mos t coul d d o o n purpose . Llezcary g the n buil t a floatin g palac e o f glass: Gawsoc h Gawsond , whic h is t o sa y "Beautifu l Refuge" . Zi e live s i n th e middl e air betwee n Choinxei a an d Braxeia , o r sets Gawsoch x Gawson d driftin g elsewher e o n th e tre e o n a whim , bu t neve r returnin g t o Dumanaat . Gawsoc h Gawson d is a t time s a magi c a l academ y itself, fo r Llezcary g still wants t o hav e students an d youn g mind s aroun d a t all times. Llezcary g is fiercely carefu l o f z ir involvemen t i n outsid e affairs. Zi e insists o n bein g involve d o n th e sid e o f good , a s zi e reckon s good , t o pa y th e worl d bac k f or th e destructio n o f Dumanaat . Lik e a god , zi e interfere s fre quently , bu t delicately , helpin g peopl e whos e cause s mee t zir mora l standards: givin g refug e t o th e chil d princ e o f Querl y whos e thron e ha s bee n usurpe d an d teachin g hi m powerfu l spells t o hel p hi m retak e his throne , bu t n o othe r help . Conffodie besc Guizon Conffodi e bes c Guizo n is a professo r a t Dalindar k Academ y i n Barckx . A Rassime l woma n i n he r hundreds, sh e is frail bu t still a formidabl e personality . Dalindar k is a leadin g universit y i n Ketheria , in n o smal l part becaus e leaders sen d their childre n there , an d whe n th e childre n graduat e the y ofte n becom e leaders, Bes c Guizo n teache s a hug e first-year cours e i n lega l ethics, nav igatin g th e murk y region s betwee n idealis m and necessity . Sh e generall y mixe s five parts o f realit y t o on e o f honor, recom mendin g tha t leaders d o wha t the y must d o first, an d reconcil e it wit h their conscience s afterward s - bu t neve r t o forge t th e rec onciliation . Sh e teache s buddin g politician s to b e a s ruthless a s necessary , bu t n o mor e so . Th e childre n o f duke s an d guildsmasters an d all liste n t o he r word s an d pla n th e cours e o f their lives. The y fight t o ge t in t o he r senio r classes, and i n their first essa y the y explai n wha t the y di d t o ge t i n an d explor e its ramifications. H e r earlie r students hav e grow n up , an d gon e o n t o becom e powerfu l people : Duches s Amalthis o f Kraunst , Duk e Conturg e o f Vheshrame , an d th e leaders o f Vomvar d an d Caerldl u hav e all take n bes c Guizon's senio r classes. Al l hav e invite d he r t o their domain s for week-lon g symposia , a t time s whe n the y felt the y neede d he r advice . An d bes c Guizo n is generou s wit h he r advice , urgin g Conturg e t o oppos e his enemie s strongly , Amalthis t o b e kinde r t o he r borde r villages, an d s o on . Bes c Guizo n ha s n o authorit y beyon d he r classroom , an d n o magi c beyon d th e everyday , bu t thos e wit h authorit y an d magi c listen t o he r ver y wel l indeed . B y th e measure s o f influenc e an d live s touche d b y he r deeds, sh e is th e most powerfu l perso n o n Choinxei a today . H e r fello w facult y member s ar e generall y jealou s o f he r suc cess. Th e Healers' Guild , knightl y orders, religiou s sects, an d othe r highl y mora l peopl e ofte n d o no t approv e o f he r teachings, b u t bein g highl y mora l peopl e the y ar e no t likel y t o d o anythin g wicke d t o her.
TREVERRE: A TYPICA L CITY Treverr e is a representativ e Worl d Tre e city. It's a n estab lished bu t no t terribl y importan t cit y i n Ketheria . Treverr e is a goo d settin g fo r ordinar y Worl d Tre e campaigns. It's typica l enoug h o f prim e civilizatio n for th e genera l descriptio n t o apply, an d activ e enoug h for most peopl e t o find somethin g o f interest. Location Treverr e is o n Dentheia , on e o f the nin e branche s o f Ketheri a at th e to p o f th e Worl d Tree . Treverr e itself is sevent y mile s awa y fro m th e mai n trunk : no t quit e adjacen t t o it, bu t clos e enoug h s o th e shado w covers th e whol e cit y for five day s o f darkene d skie s an d indirec t ligh t eac h month . T h e terrai n aroun d Treverr e is mountainous, grea t wrinkle s i n [he world-bar k a mil e an d a hal f fro m to p t o base . Denthei a sprouts a n od d spuriou s slante d twi g fro m th e to p o f on e moun tain; it is calle d Cacodril l Twig , an d peopl e d o no t g o there . Th e valley s ar e fille d wit h dee p col d lakes. Ther e ar e fe w eas y roads. Treverr e Cit y is o n th e bank s o f Lak e Laicrane , th e longest o f th e lakes. Th e sap-scente d Tumbrayn e Rive r flow s throug h th e mountains , goin g uphil l almost a s ofte n a s down hill, an d passe s throug h Lak e Laicran e o n its wa y to its destin y as a waterfal l nea r Ovirucci . Treverr e Mene , th e whol e o f th e lan d o f th e city-state , sprawls alon g the mountainou s rollwar d sid e o f th e branch , an d barel y reache s t o th e flatte r roll'gainst side . Treverr e controls th e less valuabl e lands; he r riche r neighbors rule fertil e plain s an d shallow, slo w rivers. Treverr e nominall y controls th e Verticals o n the rollwar d sid e o f th e branch ; i n practice , littl e attentio n is paid t o anythin g bu t seriou s threats. T h e mor e fertil e mountainside s i n Treverr e ar e mainl y use d t o gro w th e swee t spice s chissowar y an d ciascun , an d th e kathia - leave s whic h bre w a n aromati c stimulatin g beverage . Th e rest of th e populate d mountainside s ar e use d b y herders. A goo d part o f th e Men e is uninhabitabl e b y anyon e bu t Sleeth . Indeed , the thre e twiste d peak s o f th e Alicome s hav e neve r bee n ade quatel y explored , thoug h no t for wan t o f trying . Government T h e governmen t o f Treverr e starts, o f course , wit h th e Duk e - currentl y Duk e Adcomini e Brae . He , an d his ancestors befor e him, own s a grea t dea l o f Treverr e Mene , includin g th e lan d o f Treverr e itself, th e cit y walls, an d man y othe r things. H e ha s a variet y o f forma l powers: h e mus t approv e an y buildin g don e i n the cit y (an d ca n deman d tha t an y buildin g b e destroye d withi n thre e days, a powe r whic h onl y on e duk e ha s eve r exercised) ; h e can dissolv e th e Legeria t an d Civilita t an d call for ne w election s after it ha s bee n i n sessio n for thre e years (h e mus t d o it a t th e e nd o f th e fifth year) , an d s o on . Th e stronge r duke s hav e mor e or less rule d th e city, b y carefu l politica l us e o f their power s an d wealth . Adcomini e ha s becom e capriciou s an d crank y i n his old age ; th e littl e forc e h e exerts is largel y destructive . T h e Legeria t is th e counci l tha t make s laws, an d th e highest court i n th e city. It consists o f seve n people , wh o ar e electe d ever y thre e t o five years. Tw o o f th e legeriators are noble s cho sen b y their fello w nobles. Thre e others ar e electe d b y th e guilds: on e b y th e smith s an d hostellers; on e b y th e greate r mer chants (spice-traders, perfumers, an d certai n others) ; th e thir d by all the othe r guild s together. Th e last tw o legeriators ar e electe d popularly . If yo u are a nobl e an d a guil d membe r (a s som e mino r noble s are), yo u ge t t o vot e fo r three legeriators. T h e Civilitat is the mos t prominen t publi c official. Th e civilita t is i n charg e o f mos t civi c matters: beautificatio n o f th e city , publi c education , collectio n o f taxes, promotio n o f trade , organ izatio n o f parade s an d publi c celebrations, an d s o on . Th e civilita t is assiste d o r encumbere d b y a gaggl e o f officials (som e appointed , som e hereditary , an d a fe w professional). Civilita ts a r e customaril y Orren , thoug h onc e i n a whil e othe r specie s ar e elected . Th e curren t civilita t is Judori e Wenne , a ver y popu l a r Orre n woma n o f boundless energ y an d considerabl e creativity . T h e civilitat, lik e th e legeriat , is electe d ever y thre e t o five years; a t som e tim e afte r th e third year, th e duk e wil l dismiss th e civilita t an d cal l for th e electio n o f the nex t on e withi n tw o weeks. T h e Guar d is fairl y important , a s i n mos t cities. Th e captai n o f th e guar d is Stin e Seanna , a dou r an d sever e Rassime l noble man . Th e cit y guar d doe s man y things. I n roug h orde r o f importance , it (1 ) keep s monsters an d othe r undesirable s ou t o f Treverre ; (2 ) keep s the la w an d th e peac e insid e Treverre ; (3 ) defend s Treverr e Men e against monsters, an d (4 ) keep s th e la w a n d peac e i n Treverr e Mene . (2 ) an d (3 ) sometime s trad e places, especiall y if monster s mak e the road s t o Treverr e to o dangerou s fo r trade . T h e duke , the legeriat , th e civilitat, an d th e captai n o f th e guar d are eac h th e suprem e authorit y i n their ow n area . The y c a n influenc e eac h othe r i n variou s way s - e.g., the civilita t con trols th e treasury an d pay s th e guar d - bu t the y hav e n o authority ove r eac h other. Matters tha t d o no t naturall y fall i n on e official's influenc e ar e subjects o f politica l fighting . Demographics Treverr e is a respectabl y larg e city-state : som e sixt y thousan d people . It is polyspecific : abou t 10,00 0 Cani , 15,00 0 Rassimel , 15,00 0 Orren , 10,00 0 Herethro y i n th e cit y an d anothe r 10,00 0 outside , plu s tw o hundre d Khtsoyis. Th e city-stat e include s abou t tw o hundre d Gormoror , mayb e a hundre d Sleeth , an d a handfu l ofZiRi . Ther e ar e fort y majo r nobl e families: sixtee n Cani , te n Orren , nin e Rassimel , five Herethroy . Abou t hal f o f the m trac e their lineag e t o the foundin g o f Treverre , o r eve n earlie r a s nobilit y o f Barency . Th e Monvesta t famil y is the newes t nobl e family ; Mem e Monvesta t wa s grante d the titl e b y popular , ducal , an d legeriati c acclai m fo r a thirty-year caree r o f heroic s includin g severa l victorie s fo r Treverre . She n Ur u Hsen , th e Z i R i wizar d w h o ha s live d i n th e cit y sinc e it wa s founded , is usuall y count e d a s nobl e a s well . Nobilit y is hereditar y bu t limited : on e pers o n i n eac h famil y ma y hol d th e highe r titl e o f "count" . Th e count's immediat e famil y gets a fair amoun t o f status; othe r relative s ge t littl e o r none . Som e tw o hundre d an d twent y othe r citizen s ar e mino r nobles, esquires. Mino r nobilit y is no t hereditary . Ther e are severa l avenue s t o mino r nobility . Ex-civilitats an d th e half-doze n mos t senio r guar d officers are automaticall y give n their esquireship , a s are the head s o f the hostellers' , healers' , and perfumers' guilds. Anyon e ma y purchas e a n esquireshi p fo r tw o hundre d a n d twent y thousan d lozens; ever y decad e o r two , someon e is extravagan t enoug h t o d o so . Th e legeria t ma y elevat e on e pers o n eac h year, an d occasionall y choose s someon e wh o isn't a legeriator. Th e duk e ma y elevat e thre e peopl e a year, an d almost
neve r does. SOCIOECONOMIC CLASSES If the y thin k abou t it a t all, th e citizen s o f Treverr e divid e themselve s int o abou t five classes, whic h w e call "upper" , "upper-middle" , "middle" , "lower" , an d "bottom" . Membershi p in th e classe s is vague : a mixtur e o f ancestry , reputation , wealth , a n d style . Countess Shelvid a is clearl y uppe r class; nobod y eve r question s that. Silverfis h Dance r is no t s o clear. Sh e is a n extremel y wealth y master-smith , an d bough t a n esquireshi p o n a whim , bu t sh e live s in th e working-class lakesid e neighbor hoo d sh e gre w u p in , an d is no t invite d t o an y o f Countess Shelvida's parties, an d alway s wears a leathe r smith's apro n - made , thes e days, o f enchante d chimeron t leathe r importe d from th e distan t branc h Juneia . Abou t si x hundre d peopl e (abou t sixt y families) i n th e cit y ar e upper-class: most o f th e nobles; th e senio r merchants an d guilds-members, th e wizards, certai n criminals. Wealt h bring s a goo d helpin g o f powe r i n this mercantil e city . It als o bring s a surprisin g numbe r o f civi c duties. Th e wealth y ow n th e best home s i n Treverre : th e mansion s o f th e ol d nobilit y ar e clustere d nex t t o the duca l palac e i n th e cente r o f th e city ; mor e recentl y wealth y familie s hav e preferre d large r house s i n th e Oinett e distric t betwee n th e Generou s Triangl e an d th e lake . (Nobod y woul d liv e outsid e th e cit y walls, give n th e choice , least o f all th e wealthy. ) The y hav e man y servants an d bonds - folk, an d all th e luxurie s the y want . Man y noble s liv e their live s in a whir l o f glitterin g hig h societ y - th e Orre n countess Shelvid a Canne s is currentl y i n th e ascendant . Som e nobl e familie s - th e Wille n an d Ruperco n -hav e no t pre serve d their famil y fortune s ver y well , an d ea t grue l an d col d brea d i n their gran d ancestra l halls wit h tapestrie s o f debt . The y a r e usuall y considere d t o b e upper-class despit e thes e matters - b u t it trieir situatio n doe s no t improv e soon , tneir statu s wil l tall dramatically . Abou t thre e thousan d peopl e i n th e cit y ar e uppe r middl e class: guil d member s an d othe r expert craftsfolk , lesse r mer chants, guar d officers, a fe w adventurers wh o hav e settle d i n Treverre , othe r highl y skillfu l people , an d som e less skillfu l peo p l e wh o wer e onc e wealthy . The y liv e in goo d homes : upper - middl e Can i hav e substantia l longhouse s wit h lawns, upper - middl e Rassime l hav e larg e apartments wit h lots o f spac e for their hobbies, an d s o on . Thes e peopl e ea t well ; the y ar e th e mos t regula r patron s a t Treverre's arra y o f fine restaurants. The y ca n affor d t o travel aroun d Ketheria , usuall y mixin g guil d o r cla n business wit h their vacations. Thei r childre n ar e wel l educated : academic s throug h hig h school , followe d b y university, magica l academy , upper-class guil d (e.g., Healers' Guild) , o r othe r trainin g ensurin g tha t th e childre n wil l sta y well-off. The y usuall y hav e a servan t o r bondsfol k o r two . Mos t o f th e citizen s ar e middle-class: comfortabl e bu t no t rich : semiskille d an d unskille d laborers, farmers, an d s o on . The y liv e i n smal l houses, o r larg e house s split amon g tw o o r thre e families. The y ca n affor d goo d foo d (mea t ever y day , for Cani) , decen t place s t o live , a suit o f nic e clothe s t o wea r t o parties, a f e w books , a n occasiona l vacatio n t o a neighborin g city, a hall for their child's wedding . If the y hav e a fe w goo d years, the y migh t b e abl e t o sen d a chil d t o hig h schoo l o r ge t a goo d apprenticeship . Th e middl e class i n Treverr e ca n handl e a ba d yea r o r two , bu t if the y hav e a fe w ba d years, everyon e i n th e famil y wil l suffer. Abou t seve n thousan d peopl e in th e cit y ar e lowe r class. Thei r job s ar e generall y unskilled , unpleasant , an d uncertain : day - laborers, prostitutes 7 ' , unskille d workers wh o chang e job s frequently , thieve s an d swindlers o f foreigners, stree t vendors, an d s o on . Thei r home s ten d t o b e small , an d perhap s no t wel l suite d for their species: a Can i famil y migh t b e split amon g thre e apartments i n separat e buildings, o r a half-doze n Rassime l an d Orre n migh t tr y t o liv e togethe r i n a run-dow n longhouse . The y don' t g o hungry , excep t i n ba d times, bu t a lower-class Herethro y famil y migh t ea t nothin g bu t plu e an d simpl e tarriss y for a week , o r a n Orre n migh t spen d his evening s fishing i n th e lak e t o b e sur e o f havin g enough . Thei r vacation s ten d t o com e whe n the y canno t ge t work . Thei r childre n ar e haphazardl y edu cated , a s mone y an d opportunit y permit . Thei r luxurie s ten d to b e smal l o r cheap . Ther e ar e tw o group s a t th e botto m o f society : thos e wh o wor k at vil e professions, an d thos e wh o ar e no t fre e people . Th e mai n vil e profession s i n Treverr e ar e stealin g fro m Treverr e citizens, begging , an d sellin g cley . Stealin g from foreigners is a semi - respectabl e lowe r class profession , bu t stealin g fro m citizen s is n o t acceptable , an d onl y th e lowest o f th e lo w wil l d o it: onl y a handfu l a t an y give n time . Beggin g is morall y shocking : no t onl y is th e begga r unabl e o r unwillin g t o d o anythin g usefu l - a n d eve n a completel y paralyze d perso n ca n b e a professiona l mag e - bu t (fo r mos t species) th e beggar's famil y mus t b e shattere d a s well . Th e concep t disturb s mos t people ; beggars an d othe r stree t peopl e ar e generall y kicke d ou t o f Treverre , a penal t y whic h is ofte n littl e mor e tha n a deat h sentence . Cley-sellin g 1 1 Lower-class prostitution carries no moral stigma. It's considered just another grungy, undignified, uncertain, badly-paid way to make a living. Higher-class prostitutes make -more money and have better working conditions, but it's still not a wonderful job.
is exclusivel y a lowest-class trade in Treverre , sociall y equiva len t t o th e mos t degradin g form s o f prostitutio n terrestrially . Betwee n carters wh o nee d cle y t o ge t throug h th e teleport chai n a n d students (an d faculty ) wh o nee d cle y for their studies, there's a soli d undergroun d marke t fo r cle y i n Treverre ; som e fifty peopl e suppor t themselve s a t it a t an y give n time . Abou t five hundre d peopl e ar e bondsfolk : slave s o r long-ter m indenture d servants, wh o d o no t hav e th e lega l righ t t o leav e their jobs . Mos t o f thes e peopl e hav e sol d themselve s for a fixed ter m (twelv e years is common ) a s a last resort t o pa y for debts. Th e rest ar e convicte d felons. A t abou t fifty slave s pe r year, Treverr e doe s no t hav e a bi g enoug h trad e i n bondsfol k t o support eve n on e professiona l slav e trader. Mos t indenture s ar e don e through brokers (e.g., somebody's friend's nephe w wh o know s his guildmaste r is looking) , just lik e employmen t o f free servants. Slav e statu s is considere d t o b e undignifie d for primes. Th e mai n savin g grac e o f bondshi p i n Treverr e is tha t th e job s ar e petty . Bondsfol k generall y d o househol d duties, rathe r tha n th e thing s whic h brin g i n money ; their owners hav e less incentiv e t o exploi t the m tha n i n othe r slaveholdin g societies. Certai n abuse s rarel y occur: th e childre n o f bondsfol k ar e free , an d indenture d servants canno t b e sol d ou t o f Treverre . Still, i n la w a n d custom , slave s ar e beate n for offense s tha t woul d ge t a hire d servan t fired, an d enslave d felon s ar e treated quit e harsh ly an d hav e littl e lega l recourse . Ethica l peopl e find th e syste m disturbing , bu t no t heinous. Slaver y is gentle r i n Ketheri a tha n i n man y othe r places, bu t it is bette r t o b e free. Economy Trade : Treverr e is th e Ketheria n en d o f th e Trans-Denthei a teleport chain . I n th e Avenu e o f Pea r Trees, ther e is a hug e arc h o f black-and-whit e stripe d wood , adorne d wit h spike s an d antlers an d prods. Walkin g throug h th e arc h an d feedin g it a cley' 2 wil l brin g yo u t o a simila r gat e i n Monthane , th e cit y past Kraunst outward . Walkin g i n th e sam e directio n throug h tha t gat e wil l brin g yo u t o Lyette , the n t o Umrento , an d s o on . Ther e ar e thirt y gate s i n all, wit h th e last on e i n Hastrumviend a som e fifteen hundre d mile s ou t i n Dentheia . Actually , Treverr e isn't th e last sto p o n th e chain ; Barenc y is. T h e Barenc y gat e is considere d bot h "noisy " an d "porous " b y t h e mages . Tha t is, whe n it is used , it produce s a grea t thun derou s belc h o f sensation , audibl e fo r lon g distance s outsid e th e Worl d Tree's univers e althoug h no t easil y perceive d fro m inside , an d thu s capabl e o f attractin g attentio n o f dangerou s offworl d creatures. Furthermore , th e natura l ward s whic h kee p offworl d creature s off th e Worl d Tre e ar e unusuall y wea k nea r t h e Barenc y gate . Thes e flaw s wer e discovere d whe n th e Barenc y gat e wa s built , an d th e gat e ha s onl y bee n use d eigh t time s sinc e then . Nothin g ba d ha s happene d .. . yet . Good s brough t t o Treverr e b y teleport gat e en d u p o n barge s o n th e Tumbrayn e t o Ovirucc i (cheape r an d slower) , o r i n sky - barge s goin g toward s Ovirucc i o r Barency , o r sometime s trad e caravans. Production : Treverr e produce s expensiv e spice s an d som e high-qualit y kathia , an d chea p low-grad e woole n cloth , sol d locally . '-The driver of a cart must spend seven cley for the whole cart; each person in the cart must spend a clev for himself Scholarship : Ther e ar e tw o smal l magica l academie s in Treverre , whic h hat e eac h othe r bitterly . Hellestew , th e olde r academy , is a nam e tha t carrie s a fair amoun t o f weigh t in mag ica l circle s throughou t Ketheria . Th e Academ y o f th e Gloriou s S u n provide s bette r training , bu t no t nearl y a s muc h reputation . TAXES Foreig n merchants wh o brin g their good s throug h Treverr e Men e mus t pa y a tax , usuall y from 0.1 % t o 2.5 % o f th e valu e o f their good s a s determine d b y som e standar d Treverr e tables. That's fairl y hig h (2- 3 time s th e rate s o f th e neighborin g coun tries), an d th e merchants constantl y grumbl e abou t it. Merchants w h o sell their good s i n Treverr e ge t abou t 2/ 3 o f their ta x bac k - if they'v e kep t all th e right documents, whic h is sometime s ver y har d t o do . Treverre's expor t t a x fo r na ti v e merchan ts is muc h lower, abou t 1/6 o f th e ta x foreig n merchants woul d pa y t o shi p throug h Treverre . Th e ne t effec t o f this is tha t th e foreig n mer chants usuall y ente r partnership s wit h Treverr e merchants, cuttin g their taxe s i n hal f an d givin g th e Treverr e merchants a nic e littl e profit for just doin g a bit o f bureaucracy . Treverr e mer chants lov e this. Impor t taxe s o n certai n good s bein g sol d i n th e cit y ar e high : grain s (10%) , som e exhilaratin g elixirs (a t least 100% , an d a fe w a r e a t 20,000%) , gemstone s (50%) , meta l weaponr y (50%) . Smugglin g o f these item s is quit e common , an d whe n it is caugh t it is punishabl e b y a substantia l fine. Adventurers shoul d not e tha t the y pa y th e sam e taxe s for larg e treasures brough t i n fro m outside . Mor e annoying, the y ow e 1 0 % o n thing s foun d o n duca l lands. FOOD Foo d is expensiv e i n Treverre ; excep t for th e bank s o f Lak e Laicran e an d a fe w valleys, ther e isn't muc h goo d farmland . Treverr e Men e produce s plent y o f mea t an d cheese , adequat e amounts o f green s an d fruits, an d ver y littl e grai n o r othe r majo r vegetabl e crops. Man y staple s mus t b e importe d fro m Barency , Kraunst , Ovirucci , o r further. Kraunst an d Ovirucc i hav e bee n raisin g their price s o n grain s - doublin g the m ove r the last thre e years. Ther e ar e fe w distinctivel y Treverr e dishes. I n th e spring , farmers an d restaurants mak e kisscandy venison, simmere d i n sweet - spic y chissowar y sap . Foreigners bog g l e whe n native s drin k milk o'quits, mil k wit h salt , choppe d ho t peppers a n d a liv e snail . Inne r Dentheia n cookin g ha s its ow n specialties, a s char-
acteristi c o f Barenc y o r Ovimcc i a s Treverre , bu t unusua l in Inihithr e o r Lenkasia . A typica l city-dwelle r wil l start th e da y wit h a mea l o f simpl e food : Orre n migh t hav e col d fish fro m th e nigh t before , Rassime l ar e likel y t o hav e brea d an d drie d fruit, a n d s o on . Mos t adults wil l accompan y it wit h kathia , an d fini s h breakfast wit h a morris awake: a spoonfu l o f crea m an d ho t peppers. Mos t peopl e ea t a singl e midda y meal . Restaurants d o a bris k business i n clouvaines, S-shape d bread s stuffe d wit h soft cheese , grille d mushrooms , a fe w scrap s o f meat , an d a change abl e fourt h ingredien t whic h ca n b e anythin g fro m choppe d almond s t o ra w fish. Peopl e eatin g a t hom e ar e mor e likel y to hav e a sou p mad e fro m powdere d drie d lake-fis h an d seasona l ingredients, likel y accompanie d b y a plat e o f pickle d berrie s a n d insects. Mage s i n Treverr e traditionall y hav e a flickertide, a smal l mea l a t midaftemoon . Thes e day s it is littl e mor e tha n a fe w savor y pastrie s o r salte d nuts an d a cu p o f kathi a a t their guild hal l o r club . Man y importan t guild-matters ar e decide d a t flick ertide ; if you'r e a sorcerer, mak e sur e you'r e there . Dinne r is eate n i n earl y evenin g - o r late r for thos e wh o indulge d heavil y a t flickertide . On e o f th e grea t dishe s is th e dascine: a five-layer casserol e o f shellfis h an d vea l pate , baco n a n d lenti l pate , artichok e hearts, dascin e cheese , an d mushroo m pate . (Herethro y enjo y a vegetaria n "gree n dascine " wit h a bott o m laye r o f carrots an d leeks, an d n o bacon. ) Makin g a prop e r dascin e take s a goo d da y an d a half, thre e o r fou r hours o f whic h mus t b e spen t i n th e kitchen . It is mos t ofte n eate n in restaurants. Doin g it righ t is on e test o f a grea t chef. Mor e commo n an d less dignifie d is diffywobble: a heavy , slightl y swee t grai n puddin g wit h honeye d caterpillars, usuall y serve d wit h crea m an d scramble d egg s a s a mai n dis h a t din nertime . It is commonl y a children's dis h (o r eate n b y a famil y wit h children) ; adults migh t choos e cobbles and drapes, boile d turnip-potatoe s an d lon g thi n sausage s wit h a bee r sauce . T h e commo n beverage s includ e kathia , appl e wine s (a s com ple x a s an y terrestria l grap e wines) , hos h beers (likel y t o b e serve d wit h a sho t o f ginger y syrup , o r a dos e o f bitte r spices), a n d infusion s o f wildflowers. Laws Treverr e ha s a stron g lega l system , b y Worl d Tre e standards. Ther e is an actua l writte n law-code , listin g certai n thing s a s bein g definitel y illega l an d certai n others a s definitel y legal . A grea t man y things (includin g murder ) are no t covere d i n th e code , an d ar e left t o discretion . Mentado r is no t illega l pe r se , thoug h man y use s o f it are . Th e cod e sometime s give s ver y detaile d table s o f penaltie s an d sometime s just say s "punishabl e b y fines" o r "punishabl e b y th e Captai n o f th e Guard" , depend i n g largel y o n ho w man y Rassime l an d ho w man y Orre n wer e i n th e legeria t th e yea r th e la w wa s made . Ther e ar e eleve n Pleasan t Courts, whic h handl e mos t case s whic h wil l no t hav e penaltie s (an d ar e usuall y outsid e o f th e l a w code) : terrestrially , the y woul d b e mor e lik e mediators. The y handl e disagreements whic h th e principals canno t resolv e themselves. If you r neighbors ar e settin g off fireworks a t mid nigh t ever y nigh t an d yo u wan t the m t o stop , g o t o a Pleasan t Court . If yo u wan t t o collec t damages , you'l l hav e t o g o t o a Dangerou s Court . Th e seve n Dangerou s Courts handl e mos t case s whic h wil l hav e penaltie s - crimina l case s an d matters o f evil intent. Th e judg e i n th e Dangerou s Cour t migh t punis h anyon e o r everyon e involve d i n th e case . If you'v e take n you r neighbo r t o Dangerou s Cour t demandin g paymen t fo r lost slee p ove r thos e fireworks, an d it is discovere d i n th e disputation s tha t y o u kee p a vile-smellin g compos t hea p nex t t o you r neighbor's property , th e judg e migh t hav e eac h o f yo u pa y th e othe r - or, sinc e thos e woul d cance l eac h othe r out , sh e migh t hav e bot h o f y o u flogge d instead . Abov e th e Dangerou s Courts is th e Legeriat . If yo u don' t lik e t h e Dangerou s Court's decision , yo u ca n as k t o appea l it. Th e legeriators wil l tak e a loo k a t it; if an y tw o thin k yo u hav e som e merit , the whol e legeria t wil l decid e it. Th e legeria t tend s t o b e viciou s an d politica l abou t court cases. Commo n penaltie s include : fines (usuall y 10 % t o 50 % o f you r property , no t a fla t fee ; whe n familie s ar e involved , this gets messy) ; floggin g (usuall y public , wit h audienc e siz e proportion al t o the importanc e o f th e case); exile ; publi c humiliatio n i n variou s forms; servitude . If convicte d criminals flee , th e crim inal's famil y o r associate s ar e usuall y punishe d instead . Treverre's lega l syste m ca n ge t quit e barbari c an d unfair, espe ciall y whe n th e cit y feels itself t o hav e bee n endangere d o r insulted . LEGAL FEUDS O n th e whole , citizen s ar e expecte d t o behav e civill y t o eac h other. Sometime s the y don't . Ther e ar e law s allowin g fo r lega l feuds, i n whic h citizen s ca n d o things t o eac h othe r that are ordinaril y illegal. Feud s usuall y involv e a fe w peopl e o n eac h side : families, businesses, factions. On e part y usuall y declare s th e feud . Th e cit y give s th e othe r part y forma l notic e o f th e feu d (o r m a y rejec t th e feu d for certai n tricky reasons) . Th e feu d starts a fe w day s o r week s afte r it is declared . Usuall y th e declare r o f t h e feu d pay s a substantia l fe e t o th e city ; sometimes, a judg e will rul e tha t th e targe t o f th e feu d wa s tryin g t o start it, an d make s the m pa y instead . Bloo d feud s (th e most extrem e degre e o f lega l feud ) allo w th e feuders t o commi t an y crim e against eac h other, s o lon g a s th e rest o f th e cit y isn't hurt ; th e bloo d feu d lasts for a month , starti n g a t daw n on e mont h an d on e da y afte r th e notic e is given . Fu r feud s (th e most mino r an d mos t common ) allo w acts o f vandal i sm an d theft for a perio d o f a yea r an d a day , startin g a wee k afte r th e notice . A t an y give n time , hal f th e nobilit y ar e engage d in fur feud s wit h someone . T h e penaltie s for illega l feuding , o r breakin g th e restriction s o n a lega l feud , ar e quit e harsh . UNUSUAL LAWS Certai n thing s ar e reserve d for th e nobilit y an d their clos e families: wearin g garments wit h crimso n stripes; ownin g jewel ry mad e o f th e aromati c meta l yulexion ; flyin g banners insid e t h e cit y bounds ; ridin g i n palanquin s bom e b y primes; drinkin g mezragay . It is illega l an d punishabl e b y publi c humiliatio n t o sa y o r imply , in public , tha t kathi a is in an y wa y inferio r t o an y othe r beverage . No t just tast e an d aroma , whic h ar e actuall y prett y good . It's illega l t o sa y tha t kathi a is less intoxicatin g tha n whiskey , eve n thoug h kathi a isn't intoxicatin g a t all. Th e mai n u s e o f this la w is t o tric k annoyin g foreigners int o sayin g some thin g illegal . Citizen s an d their friend s brea k this la w freely , bu t a n obnoxiou s foreigne r migh t b e shave d bald , painte d wit h th e praise s o f kathia , an d drive n throug h th e streets.
Neighbors and Foreign Relations Barency , the trunkwar d neighbor , is fairl y friendly , thoug h neithe r cit y wil l admi t it. Treverr e wa s originall y a majo r outpost o f Barency , protectin g th e roads; most o f th e peopl e wh o colonize d Treverr e originall y cam e for m Barency . Th e tw o cities hav e frequentl y bee n allie s o r give n eac h othe r assistanc e in time s o f need . Eac h cit y considers itself greatl y superio r t o the other, an d i n time s o f cal m th e mor e adventurou s fol k o f eac h cit y snea k int o the othe r an d pla y practica l jokes. Recentl y thre e Barenc y Orre n snuc k int o Treverr e an d painte d th e statu e of Tarsu s Brae , th e first duke , a n eye-stranglin g combinatio n o f blues, pinks, oranges, an d a particularl y vil e shad e o f mauve . Kraunst , th e outwar d neighbor , is another matter. Th e town s on th e outwar d flank s o f th e mountain s wer e originall y in Kraunst Mene . Kraunst , an d especiall y its Can i rulers, wer e very displease d whe n Treverr e claime d them . Th e borde r town s hav e change d hand s a doze n time s i n th e last five cen turies; Kraunst currentl y hold s them . Th e popula r opinio n in Treverr e is tha t Kraunst too k the m unfairly , b y settin g fires in Treverr e the nigh t befor e the duel-battl e that decide d the borde r town's ownershi p thre e years ago . Despit e th e politics, Kraunst and Treverr e trad e extensivel y - thoug h citizen s o f on e tow n ar e not alway s saf e i n th e other. Ovirucc i is trunkward-rollward , an d th e Tumbrayn e flow s toward s it. Relationship s betwee n Treverr e an d Ovirucc i ar e uncertain . On e yea r the y ar e friendly , th e nex t antagonistic , base d o n th e mood s o f th e duke s o f th e cities, o r ho w badl y som e merchants go t cheated , o r som e othe r vagar y o f th e day . Features of Interest T h e wa t er-bubble s i n Lak e Laicran e ar e perhap s th e most unusua l physica l featur e o f th e city : seve n bubbles, fro m fifty to eight y fee t i n diameter , walls o f wate r tw o fee t thick , o n th e sid e o f th e lake . The y ar e ver y solid ; fou r o f the m hav e bee n ther e sinc e th e earliest records, an d non e hav e eve r popped . T h e Treverr e Orre n lov e the m dearly , swimmin g u p the m in otte r for m an d divin g fro m th e top . Paixtene's Fis h Restauran t is insid e th e largest bubble . T h e cit y walls ar e wove n from serpents, hissin g an d snap ping . Thei r coils fill mor e tha n ordinar y space ; often creature s w h o teleport throug h th e walls o r fly ove r the m win d u p unhap pily i n th e serpents' coils. T h e Ge n ero u s Tr iangl e is thre e wid e avenue s tha t for m a triangl e si x block s o n a side , i n th e middl e o f town . Th e avenue s are wide , an d line d wit h fruit trees: pears, musk-oranges, con - simmons. Th e cit y tend s th e trees, an d passers-b y ma y pic k an d eat their fruit i n season . Th e tree s ar e th e onl y generou s thin g abou t th e triangle , though : th e streets are line d wit h cafes, bou tiques, perfumeries, bookstores, restaurants, theaters, an d hotels, includin g som e o f th e mos t expensiv e o n Dentheia . Miscellania THE MAGICAL ACADEMIES Ther e ar e tw o magica l academie s i n Treverre : Helleste w Academy , an d th e Academ y o f th e Gloriou s Sun . Originally , ther e wa s just Helleste w Academy , name d i n hono r o f Patha d Hellestew . Ove r the si x centurie s o f its history , Helleste w Academ y ha s earne d a respectabl e reputation . I n 421 0 (fifty years ago), politica l matters i n Helleste w Academ y wen t fro m ba d t o cataclysmic . Two-third s o f th e fac ulty , mainl y the younge r ones, storme d ou t o f th e school , rente d building s across the town , and establishe d a rival school : th e Academ y o f th e Gloriou s Sun . Th e facult y o f th e tw o schools a r e bitte r enemie s - t o th e poin t o f murde r i n th e cit y streets, in 425 1 - an d all th e efforts o f the duk e an d man y civilitats hav e don e nothin g t o cal m th e hatred . Helleste w Academ y is smalle r (si x full-time faculty , hal f a doze n loca l sorcerers wh o sometime s teach , ninet y students o r so). Th e Academ y o f the Gloriou s Su n is large r (twelv e faculty, all full-time , a hundre d an d sixt y students), bu t th e facult y ar e younge r an d less expert . Helleste w Academ y ha s just embarke d o n a n ambitiou s expan sio n project : startin g a Departmen t o f Natura l Philosophy , importin g five youn g professors from Ketheria . They'r e build i n g a ne w buildin g o n th e edg e o f tow n fo r their ne w department : a n eccentri c narro w six-stor y structur e wit h wil d buttresse s carve d wit h scowlin g birds' heads. Th e neighbors ar e nerv ous. RELIGION T h e most influentia l religiou s organizatio n is th e Upstandin g Church : an orthodo x organizatio n devote d t o Relu u an d Kvarse , a n d principle s o f la w an d socia l order. Th e influenc e o f the Upstandin g Churc h ha s waxe d an d wane d ove r the years (it's currentl y medium-strengt h - mayb e 6 % o f th e populatio n - an d declining), bu t it ha s alway s bee n popula r amon g th e Cani . T h e wanderin g Gormoro r prophetess Gulthun g Sinbjotu r show s u p i n Treverr e a fe w time s a year, chantin g he r horribl e vision s o f chao s i n smoot h alliteratin g song s tha t leav e childre n screamin g nightmare s fo r weeks . T H E GUILDS T h e mai n tradesfol k an d crafters o f Treverr e ar e organize d int o guilds, an d th e guild s are quit e powerfu l financially an d politically . Smiths : I n th e earl y days, Treverr e wa s note d for its grea t smithcraft . This hasn' t bee n tru e fo r tw o hundre d years. Treverre's seve n remainin g maste r smith s ar e adequat e bu t no t exceptional . (Th e numbe r is limite d t o seve n b y a loca l guil d la w o f th e last century.) Still th e guil d retain s som e o f the politica l powe r it onc e ha d - mainl y b y stayin g ver y clos e t o the Hostellers. Hostellers : Treverr e is a natura l stopping-plac e for traders, a n d ther e are man y inns, taverns, hotels, an d s o on . Th e Hostellers' guil d include s all o f them , dow n t o th e peopl e wh o tak e a n occasiona l payin g guest i n their spar e bedroom , o r wh o sell sausage s i n carts i n th e Generou s Triangle . That's abou t 7 % o f th e populatio n o f the city ; the Hostellers' Guil d is extremel y powerful . Spice-traders : Th e spice-traders trade i n nativ e spice s an d one s importe d from outwards. Th e guil d an d its masters ar e wealth y - an d constantl y i n nee d o f reliabl e an d stron g peopl e t o guar d its caravans. Perfumers : Th e perfumers d o fairl y wel l here ; there ar e a numbe r o f obscur e mountai n plants whic h mak e goo d perfumes. Treverr e doesn' t hav e enoug h Can i t o mak e perfumin g a s impor tan t a s it is i n som e places. Ther e are eightee n Maste r Perfumers i n Treverre , hal f o f who m produc e mainl y fo r export . Healers : Th e Healers' Guil d is a chapte r o f th e gran d Healers' Guild ; it's no t ver y strong . Th e guildhous e is a smal l buildin g a f e w block s off th e Generou s Triangle . Ther e ar e twenty-tw o
professiona l healers in town , plu s som e othe r guil d members . Weavers : Th e Weavers' Guil d covers th e hundred s o f peopl e w h o mak e th e chea p clot h o f Treverre . It is neithe r powerfu l no r well-respected . S k y Pilots : Th e Sk y Pilots' Guil d extend s throughou t Ketheria . Th e branc h i n Treverr e maintain s a fairl y nic e taver n wit h a doc k fo r skyboats. N o sk y pilots currentl y mak e Treverr e their home , an d th e guil d ha s n o powe r here . Tree-Mages : Th e twenty-tw o professiona l tree-mage s (Herbado r specialists) hav e recentl y bee n organize d int o a transcit y guild , an d raise d their prices. This wa s no t a popula r move . T h e guil d ha s man y enemies. Thieves : Onl y a guil d i n th e mos t mockin g sense : there's n o organization , o r rules, o r dues, o r guildhall , o r sens e o f commu nity, o r muc h else . Ther e ar e certai n citizen s wh o mak e their livin g b y preyin g o n foreig n travelers. S o lon g a s the y kee p their depredation s withi n reasonabl e bounds, an d d o no t molest citizen s o f Treverre , th e cit y guar d ha s bette r thing s t o d o tha n hun t the m wit h an y determination . Th e mor e civic-minde d o f t h e thieve s tak e pain s t o ensur e tha t th e guard s don' t hav e t o d o a n y unnecessar y work , e.g. b y beatin g u p thieve s wh o stea l from Treverr e citizens. Egnoste r Chesewic k considers hersel f th e hea d thief, an d doe s a n adequat e jo b o f keepin g he r portio n o f t h e thieves i n line . Th e othe r two-third s o f the thieves ar e mor e erratic . EDUCATION Ther e ar e schools for youn g childre n (roughly , grade s 1-6); almost all native s hav e attende d on e o f them . Mos t citizen s o f Treverr e ar e literate , if yo u don' t expec t to o much . Peopl e wh o wan t their childre n t o hav e mor e advance d edu catio n - terrestria l hig h schoo l o r beyon d - hav e a fe w choices. Som e childre n ar e sen t t o boardin g schools (Rutelan d Academ y o r Bra e Academ y ar e th e tw o choice s in Treverre). Mor e often , parents find tutors for their childre n fo r a fe w years. Usuall y a doze n o r s o familie s wil l split th e expens e o f a tuto r fo r their children . ARTS AND LETTERS Treverr e ha s a newspape r o f sorts: th e Daily Banner. Fou r larg e page s o f news, notices, advertisements, opinions, carica tures, an d drive l ar e poste d o n th e publi c board s aroun d town , scattere d in th e taverns, delivere d t o th e house s o f th e rich . Th e qualit y o f th e writing , th e reporting , an d eve n th e newsprin t ar e n o t exceptiona l - bu t th e pape r is almost free. Th e pape r ha s a certai n amoun t o f power ; a t least, it ca n destro y reputations. T h e penaltie s for libe l i n Treverr e ar e ver y low. Man y Orre n i n th e cit y enjo y Bratapulco's Whimsical Hour, a weekl y magazin e o f short stories, number - an d letter-puzzles, poetry , an d othe r frivolities. Ther e is a scatte r o f professiona l artists, survivin g b y doin g portraits an d commissione d artwor k fo r the wealth y and nobility. Ther e ar e fou r theaters, on e for eac h o f th e populou s species. Material Culture W e describ e a typica l buildin g i n Treverre , whic h give s some wha t o f a fee l o f livin g i n th e city. THE. FOX IN FLAMES T h e mai n plac e wher e adventurers han g ou t i n Treverr e is a n i n n calle d Th e Fo x I n Flames. Th e Fo x i n Flame s is a typica l i n n (includin g th e quirks: ever y in n ha s quirks), an d typica l o f