

                        Foerlin's Tome of the Realms

                     (transcribed from memory by Locke)

                      

                         Written by Herb Gilliland

                     

This is a work of fiction, and is for use with Tyselorrd and The Isles,

specifically.  It is geared to familiarize the player with the world of

Tyselorrd.   Please note, all ascii representations were created in

the squinched 50-line mode, where characters are contained in square boxes

rather than in rectangular regions.  For proper aspect when viewing, use

50 line mode.



Copyright (c) 1994-1995, Herb Gilliland.  All rights reserved.



-----------------------[    Table of Contents    ]-------------------------



 - Introduction                        - Part 3:  Political Overview

 - Part 1:  Geographical Atlas               The Tiktui Empire

       Corse, The                            Fiefdoms

       Grand Ocean                            Haedar

       Mudak Island                           Rygor

       Rygor Isle                             Kthana

         Landforms                     - Part 4:  Economical Report

          Andraius Mountains                 Economic Overview

          Blood Lake                         Guild Breakdown

          Broken Coast, The                    Caravan Group

          Cape Red                             Consortium, The

          Crystal River                        Dwarven Merchants Guild

          Eastern Plains                       Zozzo

          Gemrider River                       Zylots, The

          Kltara                             Trading

         Cities                                Goods List

          Cape Red (Port of)                   Components

          Kess                                  Other Goods

           Bazaar, The Great                   Industries

           Rygor Castle                - Part 5:  Magick

           Coranos Lycaeum                 Gem Magick

          Keveg                            True Magick

          The Lighthouse               - Part 6:  Chronology (History)

          Vesper                           Ancient

         Places of interest                  Scribed Texts

          Southern Forest                      The Yellowed Scrolls

          Ruins of Wound Spire                 The Magickal Tapestry

       Serpantine Isle, The                Recent

         Landforms                           The First Circle

          Serpant Mountains                  The Second Circle

          Shadow Peak                        The Third Circle

         Cities                            Timeline

          Bristol                      - Part 7:  Cultural Study

          Keep Kthana                      Council, The

          Lovers' Nest                     Council of Elders

       Soedar Isle                         Freemen

         Cities                            Guildsmen

          Kreighaad                        Nobility

       Tyselorrd (Mainland)                Peasants

         Newcost Bay                       Reclusives

         Cities                            Tradesmen

          Kyrinn                       - Part 8:  Legends and Lore

           Athenaeum                   - Afterword

          Nostol                       - Version History

       Watervoid                       - Suggested Texts

       Zalufin

         Cities

          Toshan Kori

 - Part 2:  Glossary of the Realms

       Peoples

         Human Races

          Human

          Dwarf

          Giant

         Elven Races

          Dakonenne

          Thilonenne

          Trioskenne

         Unique Races

          Buckawn

          Drev

       Faces

         Tradesmen

          Foerlin

          Githryn

          Ketra

         Merchants

          Aidrus

          Gaerbryn

          Luri, Fochan

         Lords, Overlords and Kings

          Kthana, Lord Luke

          Melinthra, Lady

          Rygor, King Coranos

          Tiktui, Imperator

         Religious Figures

       Terms

         Vernacular

         Languages

         Basic

          Calendar System







--------------------------[    Introduction     ]--------------------------



        From the Author



        This text is written solely for the purpose of outline and explaining

    the different aspects of the Tyselorrd game, specifically the parts of

    the world which are important to playing on The Isles MUD.  The ideas

    contained herein are solely owned by the author, Herb Gilliland.  He

    reserves the right to modify, omit or remove any of this at any time.

        Foerlin's Tome of the Realms is written in the first person in order

    to make it entertaining as well as informative.  Foerlin's persona is

    defined in the 'From Foerlin' section of this introduction.



        From Foerlin



        It was upon the last day of my boyhood that I decided to set myself

    out and visit the world, scribing its details into my battered testemony

    of travels.  A leatherbound manual and a ink-and-quill pen were my only

    supplies as I unhitched my father's mount from the stables, bid goodbye

    to my mother, and set off on our short dirt drive for Keveg, a mile

    walk later I had found my way into the town.

        This Tome of the Realms is an organized version of my journal's

    account.  I have compiled this information for all of my adult life,

    and am proud to be able to offer this information to you, dear reader.

    It describes, in detail, almost everything I have encountered during

    my exploration of my homeland, the Southern Isles of Jharl.  Economic,

    editorial and factual accounts are contained herein, and, to my

    knowledge, are the complete truth as I know it.  Please excuse any

    errors on my part; any errors are my ignorance entirely.

        For convenience, I have alphabetized whenever possible.



----------------[    Part 1:  Geographical Atlas    ]----------------------

                     

        Throughout my travels, it was necessary to transcribe or

    fold and log maps of the areas in which I travelled.  Because I did

    not travel to every location described here, some areas lack maps,

    or I have chosen to omit a poor representation of the location.

    Any cartography should be considered rough, not exact, and I urge

    you to visit my shop whenever you find yourself in Keveg.  I sell

    a myriad of useful Atlases and maps, of many denominations and

    scales.  You are welcome to browse or buy, depending on the size

    of your coinpurse.



       \__    _           Southern End of the ___________/\          /

          \_ / \              Continent of __/             \         )

            "  (        .-_._  Tyselorrd  /     Newcost     \      _/

                \      /     \__     ___./        Bay        )    /

                 \_    \        \  A/                       /    /

                   \   /         `./                       /  G  ) 

                    `-'                                    \     |

                                                            \    |

                                                            / __.'

                             ___.                           \/

      Watervoid           .-'   "\        Grand Ocean

                          |     B/

                          /1    /

                          \     \

     -Islands-             \    /                    -Cities/Castles-

 1 - Rygor Isle             \C /                  A - Kyrinn

 2 - Soedar                  \/  /\               B - Kess

 3 - Mudak                       \/      /\       C - Cape Red

 4 - Zalufin         /\__       _        \//\     D - Kreighaad

 5 - Serpantine Isle \2 D\     / \   _____ \/     E - Toshan Kori

 6 - The Corse       / _/"    /5 /  /3___/        F - Keep Kthana

                     \/  __   \  \  \/            G - Nostol

                        /4 \  /F /    The Southern    

          Toshan Sea    \ E/  \_/        Isles

                        / /               of

                       / /               Jharl

                       \/           

                                    

                         ___    

                        / 6/

                        \_/            NOTE: Many smaller islands exist,

                                             but are not detailed here.





- [The Corse]



        The Corse is the southernmost island in the Jharl archipelago.

    It is on the fringe of subarctic climes, and very inhospitable.

    There are no known settlements on The Corse.  Likewise, no one

    has ever settled here for very long.  Legends of the island's

    inhabitants, however, are widely known.  It is believed by many

    that The Corse is the Isle of the Dead, where all persons lost

    at sea may find themselves haunting.  I myself have never visit

    the island.  I encourage you to read the Legends and Lore section

    for more specific information.

 

- [Grand Ocean]



        East of the Southern Isles of Jharl and south of the lukewarm

    waters of the Newcost Bay lies the Grand Ocean, an expanse of

    choppy, foggy saltwater.  The Grand Ocean is a vast, landless

    body of water that has never been traversed.  It is the belief

    of many a scholar that there is a land on the other side of the

    world, across the Grand Ocean, which is exactly opposite to that

    of Tyselorrd.  I was once aboard a fisherman's sloop when we

    drifted out from shore and were caught in a dangerous storm.  The

    high winds blew us further away from the safety of land, until

    we were a day's travel from any point.  By the stars, we were able

    to guide our ship back to safety, but it was during this time

    I first began to understand the reasons why no one had ever

    traversed this vast ocean.  With no known goals, one could drift

    aimlessly until short of supplies and lack of fresh water killed

    a man.  It would take a great feat of strength, or insanity, to

    ever cross this ocean and visit the other side of the world.

        Aside from the awe-inspiring size of this ocean, the Grand

    Ocean has plentiful supplies of fish near land areas, and thus

    is a breadbasket for the fishing industry.



- [Mudak Island]



        Mudak Island is an uninhabited island that may have once been

    but a sandbar.  Over time, however, this island has grown in size

    and could support a few structures, but the sandy soil of the

    isle is harsh and difficult to cultivate.  During the thaw, the

    ocean levels rise slightly, causing heavy flooding on the island,

    turning many areas to quicksand.  Once when I took to the seas

    to apprentice navigation, the captain of the vessel stopped here

    for repairs.  Not much vegatation grows on the sandy beaches of

    Mudak, but what does is fruitbearing and lush.  Perhaps some

    generations in the future may be able to cultivate the indigenous

    crops that flourish here: and nowhere else.  I tried to transplant

    one of the gulgafruit bushes from Mudak to the sandy shores of

    the Serpantine Isle, but my work was to no avail.  Such a rare

    delicacy is that of gulgafruit pie.

       

- [Rygor Isle]

                                            __

                   ____.-------.___________/  \__

                 .'gggggggggggggggggg       HH   \

          .--.__/ggggggggggggggggggg  HHHHHHHHHH / 

          |ggggggggggggg         ggg HHHHHHHHHHH \___

 The      |gggggggggggg /\mm/\ /\     HHHHHHHHHHH   /

 Broken __|gggggggggg    m/\mm\__      HHHHHHHHHH  /

 Coast_ \gggggggggg        mm/\  >----_________A  /

     /.\/gggggggg         m/\m  /   1     ====a\_/    -Legend-

     \....ggggg          /\m/\ / /\m      | ,,, \

      \.....gg            mmm_/ mmm       | ,,, /   A Rygor Castle

      /......    ,,,,,,,  /\m\)2/\m       | ,,,/    a Town of Kess

     /.......    ,,,,,,,  mmmmmmmm  Kltara|   /     B Port of Cape Red

     \......     ,,,,,,, /\m/\/\m         |  /      C Keveg

      \.....     ,,,,D===================== /       D Vesper

       \...      ,,,,|,,/\mm6               \       E The Lighthouse

       /...          |   m/\                 \

      /...           |   m3mm                 )

      \....          |    m/\                /      1 Crystal River

       \...   ,,,,,  |   mmmmm    Eastern    \      2 Blood Lake

        \..   ,,,,,  |  m/\mmmm     Plains    )     3 Andraius Mountains

         \..  ,,,,,  |  mmmmmmmm             /      4 Gemrider River

          \.  ,,C======== mm/\mm            /       5 Kralan Pass

           \. ,,,,,  |/\x  mmmm            /        6 Travellers Pass

            \ ,,,,, m|5xxx  mmmm          /

 Watervoid   \     /\|xxxx   /\m         /

              \ /\mm\|xxx     mmm       /           ,  farmlands

               \ xxx/|xXXx   mm/\m     /            .  desert/drylands

                \ x4\==xXXx     mm/\  /            =|  roads

                 \ x/x|XXXxx     mmmm/            \-_  river/coastline

                  \ \x|XXXxx       m/               x  light forest

                   \ \|XXXXx       /  Grand         X  dense forest

                    \/|xxxxx      /     Ocean      /\  predominant mountains

                     \Bxxx xx    /   __/\           m  peidmont or hills

                      \ x   xx  /    \_E/           g  grasslands (savanna)

                       `.__   .'                    H  cliffs/plateau

                           \_/

                        Cape Red



        Rygor Isle is the largest and most populated island of the

    Southern Isles of Jharl.  It is at the northern tip of the island

    chain.  The peoples of Rygor Isle are varied and spread from its

    most northern beaches to its most southern cape.

        

 ---- Landforms

     

   -- Andraius Mountains

   

        The Andraius Mountains drag a swath across the center of

        Rygor Isle, driving a rift between the two halves of the Island.

        The mountains are easily bypassed through the northern grasslands,

        however both the Kralan Pass and Travellers Pass have been found

        to make traveling more direct.  A few stray mountains can be

        found to the southwest of the main chain.  Formerly called the 

        Little Andraius, they are now considered to be part of the main

        mountain range.

   

   -- Blood Lake

   

        The northern Andraius Mountains contain high deposits of iron,

        and for this reason they are mined frequently.  Mountain streams,

        tapped for use in mining, fill with iron dust.  The iron dust

        soon rusts, turning the water a deep red.  This red color is

        seen most brilliantly in the waters of Blood Lake.  Many religions

        have risen and fallen by the shores of this freshwater lake.       

 

   -- The Broken Coast

   

        A craggy, broken coastline follows the northwestern side of the

        island, creating a treacherous landscape unfit for ocean faring

        vessels.  The shore leads quickly from dangerous seas to blistering

        hotlands, as the dry scrublands and western deserts fade east

        into the endless western plains of Rygor Isle.  The fishless

        expanse of the Watervoid lies west, a forboding addition to this

        dead land.



   -- Cape Red

   

        The southern tip of Rygor Isle forms a wide cape and breakwater,

        creating a natural port for ships.  Inland from the cape is

        a forest and river.  The cape's waters are rich in both saltwater

        and freshwater sea life, and provide the second largest amount

        of fish and seafood for the islands, seconded only to the Grand

        Ocean.

        

   -- Crystal River

   

        A bed of spongerock creates a natural falls only a few thousand

        yards from Blood Lake.  This waterfall serves as a natural filter,

        removing the reddish rust hue from the waters and creating the

        crystal clear water of the Crystal River.  The sight of the red

        falls flowing over the spongerock and splashing, clear, into

        the pool below is an awe-inspiring site.  One can't help feel

        a bit of magic in the area.  It is the legends of the place that

        pass from lips to ear in this area, local recluses always spend

        time spinning yarns to travellers.  Flowing first north from 

        Blood lake, then east, the Crystal River empties into the 

        Grand Ocean, spilling thousands of freshwater fish into the small

        delta at the shoreline. 

        

   -- Eastern Plains

   

        A dry, uncultivated spacious area lies south of the Crystal River

        and east of the Andraius Mountains.  This area, known only as

        the Eastern Plains, is dotted with small camps and settlements.

        The fading lines of old roads, falling now into ruin, crisscross

        the landscape here.  It is legend that says once a great king

        ruled here.  But now only a few crumbling structures remain.        



   -- Gemrider River

     

        A fast-flowing fish-infested waterway flows south from the Andraius

        and emties into the Watervoid just northwest of Cape Red.  The

        Gemrider River is the largest gem mine and geode site in all of

        the Isles, containing far more precious stones than any other

        river.  Even though the Gemrider River may not contain the largest

        number of precious stones, the Gemmaster's Guild in Kyrinn prefers

        Gemrider stones to others due to their unequaled perfection and

        relatively large number of usable specimens.

        

   -- Kltara

   

        Kltara is the name given to the foothills, piedmonts and plains

        just south of the northeastern cliffs, before the land becomes

        harsh and barren.  Kltara is rich in vegetation and wildlife,

        Kltara sports a rather large number of game.



        It is of note that Kltara has become the name for all of the

        land over which King Rygor sovreigns.



 ---- Cities

 

   -- Port of Cape Red

   

        The Port of Cape Red, or the Port for short, is the second

        largest city in all of the Isles.  My travels to the Port have

        been many.  The Port is a rich place, populated by many nobles

        and rich merchant guilds.  It is here that the Dwarven Merchant

        Guild is most predominant, controlling a large profit share

        of the market.  The Port is known for its wide trading and

        exotic flare.  While Kess has The Great Bazaar to promote

        trading, the Port has no such pleasantry.  The Port is the main

        shipping location.  Daily, the Port is filled with foriegn

        travellers, journeymen, traders and diplomats, making this

        city a multicultural location.  More languages are spoken here

        than there are streets, it may seem, but in the end most of the

        Port's inhabitants speak the universal language of trade.  The

        Port is a fairly rich city, seconded only in its universities

        to Kess.  The Port is also a big place for caravans to drop

        off or pick up trading material to take to Kess or ship to

        the mainland.  When your in the Port, make sure to keep a pouch

        full of money and a dagger at your waste.  My adventures in this

        city are numerous, and most of them involve some sort of danger,

        so I urge newcomers to be on guard at all times.

   

   -- Kess

   

        Kess is the capital of Kltara and Rygor Isle, and very well may

        be the capital of the entire archipelago.  It is the largest

        and most diverse city, containing great schools of knowledge,

        the largest number of independant craftsman, and many unique

        local attractions.  Kess is built around the Crystal River

        which flows through the heart of the city.  The city is split

        into two main sections.  The first is the South Bank, where

        most of the merchandom, artistry and cultural experiences lie.

        The South Bank is seperated into a number of districts, far

        too numerous and volatile to mention.  The second is the North

        Bank, where political, government and education facilities lie.

        It is the North Bank which contains Rygor Castle, the Coranos

        Lycaeum and many other government facilities.  The North Bank

        is seperated into two main districts: the High Court, containing

        mostly government buildings (perched on a hill) and the Riverside

        District, containing the Lycaeum and other university sites.

        Outside the city walls, Kess sports a small crop of rye, barley,

        oats and wheat.  A local establishment, the Hovelcove, has some

        of the best fresh-baked bread I have ever tasted.

        

    - The Great Bazaar

    

        The huge Kess Plaza near the South Gate houses a year-round

        festival called the Great Bazaar.  The Bazaar is both a sale

        and an extravagant party.  An amphitheater has been constructed

        in the western center of the Plaza, allowing the stage to be

        used for performances.  On the outskirts of the Plaza are

        numberous tents, wagons and buildings, many perminant, which

        house the outlets for all the major merchant houses.  It is here

        that one can buy, first hand, many finished goods, raw materials,

        or sell components, spices or otherwise.  "If you can't find it

        at the Great Bazaar," I have heard many times, "It doesn't exist."

        

    - Rygor Castle

     

        The modest King built himself a heavily fortified and open

        castle on a gnoll on the North Bank.  The Castle is rather

        large and well built, containing many meeting houses and

        government buildings.  It is here that one may ask to be

        granted audience with the King himself.  

        

    - Coranos Lycaeum



        This structure is the second largest library in the known world,

        second only to the Athenaeum in Kyrinn.  Many tomes are contained

        within these walls.  I am proud to be able to say, with truth,

        that it also contains many detailed and expensive maps which I,

        Foerlin, have been so kind to donate.  It is said the Lycaeum's

        basement contains the only remaining entrance to the catacombs

        of Kess.  Whether this rumor is true, I would not be able to say.

        Needlessly, my short time as assistant librarian in the facility

        gave me access to certain areas which were not of public access.

        In all my investigative efforts, I was never able to uncover

        any secret passage that may lead to an entrance or crawlspace.    

    

   -- Keveg

   

        Ah, Keveg, my hometown.  A quaint little hamlet northwest of

        the Port of Cape Red, Keveg is where I keep shop and spend

        my old age resting blissfully in the land of my birth.  Keveg

        is a village surrounded by vineyards; it has the most sweet

        and tart wines on the isle.  Of note, Keveg has a fair number

        of craftsman who are happy to take on an apprentice now and 

        again.  I myself have taught many the lessons of navigation

        and cartography.

    

   -- The Lighthouse



        For nine generations, there has always been a fisherman and his

        family tending the lighthouse southeast of the isle.  The current

        owners and caretakers sell their fish to passing ships.  Though

        fishselling on their small rocky crag is hardly enough to keep

        them, they have been declared tax-free by Coranos Rygor.  Without

        taxes, with a bountiful supply of fish, and with a constant

        supplie of fuel from the Port's holding stock, the Lighthouse

        attendants live an honest and fair life.  They welcome travellers

        with open arms and are happy to rent out their spare lodging

        whenever necessary.   



   -- Vesper

   

        Vesper is a medium sized farming village along the road which leads

        from Kess to the Port of Cape Red.  Vesper has the largest crop

        yield in the archipelago.  Vesper's citizenry sell their food

        surplus to both the merchant houses and the Great Bazaar every

        year, aside from their own independant markets in the town.  My

        visits to Vesper have always been memorable; the food their is

        among the most excellent and hearty in the land.

    

 ---- Places of interest

 

   -- Southern Forest

   

        The southern forest surrounding the road which leads to the

        Port of Cape Red is the legendary home of the Drev and Buckawn.

        It is filled with independant, reclusive and secretive villages,

        usually small, and is a favored place for Thilonenne middle-age

        purging efforts.



   -- Ruins of Wound Spire



        The Wound Spire is a crumbling structure which can be seen from

        certain locations in the Andraius Mountains.  The Spire itself

        was some sort of religious place, and is along one of the slopes

        of the Andraius mountains.  I myself have never visited this

        forboding place, but I have heard stories of some of the more

        gruesome happenings that have occured here.   



   -- Dakonenne City, Triev

   

        Beneath the northeastern plateau is Treiv, the Dakonenne capital.

        Dakonenne are an ignorant bunch of xenophobic elves, and should

        not be approached unless with cautionary measures taken.  I don't

        have a very strong liking toward them, but I don't really hate

        any Dakons either.  I just don't know them, and they don't seem

        to want to know me.

   

- [The Serpantine Isle]

                           _______.----._

                        .-".......m/\m   `.      -Legend-

                       /........m/\mm   g C)

                      /.....  m/\mm   gg  /     A  Keep Kthana

                     /....    m/\m 1 gg  /      B  Bristol

                    (... __/B  m/\mggg  /       C  Lovers' Nest

                    \.._/      mm/\mgg (_

                     \/ \     m/\mmxxg   `.     1  Serpant Mountains

                     /  /    /\mmxxxxgg    \    2  Shadow Peak

                    /A  \   mm/\xXXxg /\2   )     

                   /   _/  m/\mxXXXxgg     /    g  grasslands (savanna)

                  /       /\mxxXXxxggg  _.'     x  light forest

                 /      /\mxxxxx.------'        X  dense forest

                (_________.-----'               m  peidmont or hills

                                               /\  predominant mountains

                                              \-_  river/coastline





        The Serpantine Isle was only recently inhabited.  When Luke Kthana

    decided to use this island for refuge, many others followed.  Today,

    the isle is one of the more populated islands.  



 ---- Landforms



   -- Serpant Mountains



        A snaking range of high, sharp peaks shapes its spinal sinusoidal

        way through the middle of the island.  On the western edge is

        dry scrublands.  To the east is lush forest and the fog-enshrouded

        Shadow Peak.



   -- Shadow Peak

   

        Shadow Peak is a mysterous volcanic mountain.  A blanket of

        half-fog half-steam covers the base of the mountain and keeps the

        forests and swamps their shrouded from view.  This base land is

        treacherous and acts as a moat of sorts for those who wish to

        traverse the volcano and climb to its peak.  It is speculated

        by scholars and bards alike that great riches, powerful gems

        and deadly creatures live within the rim of the searing magma

        crater.



 ---- Cities



   -- Bristol

    

        Bristol is a large farming village, feeding most of the populous

        of the Serpantine Isle.  Bristol contains a large estate owned

        by Lord Luke Kthana, and many of the citizens of Bristol that

        aren't farmers are actually Kthana's servants and army.



   -- Keep Kthana

    

        A small village and keep at the mouth of the nameless river

        which flows between bristol and the sea, Keep Kthana is

        in a strategically sound location perched atop a high cliff.

        The villagers are all servants of the castle, and have their

        right place in flocking to the castle should a seige occur.



   -- Lovers' Nest

   

        Originally a small estate for Kthana and his Queen, the

        Lovers' Nest has grown to the size of a small city.  Catering

        to exotic foriegn travellers seeking refuge here.  The Lovers'

        Nest is designed to accomodate both single visitors and couples,

        specializing in romantic hiatus.



- [Soedar Isle]



        Claimed by fair skinned, fair haired nomadic dwarves several

        centuries ago, Soedar continues to be the site of dwarven

        settlements today.  Because I am not of dwarven decent, I have

        never been able to visit this island and its peoples.  Only

        from rumor and common knowledge have I been able to learn

        anything at all.



 ---- Kreighaad

 

        The foremost dwarven city in the Isle, and stronghold, Kreighaad

        is supposedly an invulnerable fortress.  Perhaps more out of

        respect than factual evidence, the Kreighaad fort has never been

        reported to have been successfully breached in all the records

        of Kyrinn's Athenaeum.



- [Tyselorrd (Mainland)]



        Tyselorrd, also known by many as the Land of the Tyrants, is

        a vast continent spliced by fuedal fiefdoms and tribal

        rivalries.  Over six hundred seperate groups can be found on

        the surface of this land mass, and as many as fifty beneath

        its surface.  Known to scholars as the Infestation of the

        Civilized World, Tyselorrd is the largest known land mass in

        all of the known world.  I have traveled only to Kyrinn on

        business, and my knowledge of the continent is limited only to

        a few rough maps I bought in the Kyrinn cartographer's office.

        The stock of ancient maps in the Athenaeum gave me a good idea

        of the geographic lay of the land, but the constantly shifting

        political bounds are usually never mapped correctly.  Tyselorrd

        is covered with mostly wetlands of low vegetation; much of the

        soil is volcanic ash, and, while fertile, the constant eruption

        of volcanoes usually blankets the land in new layers of ash and

        rock every three months.  Outside of this large lava swath that

        cuts its way across the mainland are a plethora of rivers and

        lakes, usually surrounded by small groves of trees or thick

        vegetation.  In the north the volcanos are not as massive but

        remain active, keeping the area free of ice to a large degree.

        It is here that many call home, due to the warm weather and

        fertile, non-desctructive soil.  On the coastlines, the population

        is the greatest.  The father away you get from the Volcano Rift

        Valley, the more hospitable the land becomes.  The most exotic

        trees and shrubs grow along this area, providing food for the

        towns and mountainous terrain good for hunting, gathering and

        war.  War is probably the most abundant raw material on the

        Mainland, there are always one or two factions declaring war on

        another few.  The Isles benifit from their relative peace, while

        the Land of the Tyrants is in constant conflict with itself.

        Dark magicians, vile knights and evil warmongers seem to populate

        the land more than calm, civilized folk.  The constantly overcast

        skies of the Rift Valley seem to fortell the dark future of the

        peoples of this continent.



 ---- Newcost Bay

 

        A lukewarm bay laying on a continental shelf, the Newcost Bay

        is a wide area of shallow reefs and treacherous rocky outcroppings.

        Many small piers have been constructed along its wide C-shaped

        banks.  I've docked at many, which are usually untended and

        decrepit.  There are ruins along the shore here, of towns and

        villages, castles and great buildings, buildings of which I have

        never seen the like.  I encourage you to read the historical

        and legendary data I have included in this tome to further your

        knowledge of these structures.



 ---- Cities



   -- Kyrinn

   

        Capital of the known world, as it has been called, but more

        officially capital of Tyselorrd, Kyrinn is now the site for

        two of the world's most famous groups.  The Tiktui imperial 

        seat has been recently moved to Kyrinn, joining the Gemmaster's

        Guild in this ancient city.  I regret I have not seen much of

        the city except the four walls of the Gemmaster's Guild and

        the wonderful Athenaeum.



    - Athenaeum

    

        The Athenaeum in Kyrinn is the largest library in the known

        world, containing works as ancient as the first circle and as

        recent as this tome itself.  This is the most complete library

        to date.



   -- Nostol

   

        A city-state ruled by King Haedar the Fourth.  Nostol is a

        city filled with warmongers and cutthroat political ambitionists.

        Its qualms, however, spread very little outside the reach of

        the city-state.  At one time, before the rise of Tiktui, Nostol

        ruled Kyrinn and all of Tyselorrd, before it was crushed and

        contained to its home peninsula.



- [Watervoid]

 

        The Watervoid, at least the Watervoid along the Broken Coast

        of Rygor Isle, is a poisonous, rough, landless sea of fishless

        waters.  The salt content of the water is extremely high, 

        and the lack of fish in the waters is attributed to this.  Near

        areas where the Watervoid mingles with other waters (such as

        river outlets or the Grand Ocean) fish are able to thrive in

        diluted water.  The Watervoid is even more treacherous to

        traverse than the Grand Ocean due to its lack of fish, making

        sailors rely on cured meats and salted fish on deck; food

        which may eventually go bad or run low.  No one has ever

        successfully crossed this ocean.



- [Zalufin]



        Zalufin is the home to the noble Trioskenne elves.  It is a

        rich mountainous island of hills and valleys, covered mainly

        in a thick forest of conifers.  This is the only island that

        the exotic kio sap can be found, a sweet and tart alcohol-like

        narcotic.  



 ---- Cities



   -- Toshan Kori



        The exotic city of Toshan Kori is home to the Trioskenne.  These

        elves spend their days and nights civilizing each other, and

        the task seems to be one of sheer delight to each of them.  It

        is a magickal place, and also a place which I have travelled

        only once.  The city is a most brilliant white color, with the

        buildings repainted and whitewashed every few months to keep

        the "civilized" sheen of the town.  The spires are constantly

        increasing in height as Trioskenne nobles and dignitaries try

        to out-build one another.



----------------[    Part 2:  Glossary of the Realms    ]------------------



- [Peoples]



      This section describes the different races on the Isles, not in the

      world as a whole.  There are approximately fifteen other races

      planet-wide, not all are known to me.  In your travels in The Isles,

      these are probably the only sentient members of society that you

      will ever meet.  Orcs, ogres and other creatures are considered

      animals or half-men, and are not listed in this index.  A good friend

      of mine, Locke, has offered to write this section for me from a more

      objective standpoint. 



 ---- Human Races



      Human races all share the same makeup of the root race, the human

      being.  It is through magick or nature that certain humans are born

      normal, while others are larger or smaller in size.  Human races

      populate the isles far more than any other race, and human races are

      the most diverse and varied of all the races. 



   -- Human



          The human is the most basic, average of all the races.  They 

      are also the most populated amongst the islands.  Humans all have a

      unique curiosity which many of the other races lack, and humans can 

      range from a short, lythe elflike creature, to a large, muscular 

      swordsman.  Humans and dwarves are the only races which are not 

      native to the islands.



      Physical traits:

      Varied (use your humanity to hewn your character).

      Age gracefully, living between 100 and 150 years.



      How to roleplay this race:

      This race has the most freedom and diversity, since it is not as 

      bound to itself as the other races are known to be.  Use your own

      experiences at being human to shape your character, or the 

      experiences of others.  You're best at being human, so your 

      character should be well developed.



      Human, being the most diverse of races, can be pretty much any type

      of class or occupation.



      Humans are limited to a knowledge of roughly 50 skills in their 

      lifetime.

      Humans gain no bonuses to their initial statistics.

      Humans suffer no penalties to their initial statistics.



   -- Dwarf



          Dwarves are stout, short, stocky humans with a keen eye for 

      certain less mystical aspects of the world.  Dwarves are incredibly 

      practical creatures.  They stand a trifle over half the size of an 

      average human, and are very muscular.  Dwarves are as diverse as 

      humans, aside from their limiting height and slightly less 

      metaphysical understandings. They are extremely brazen individuals, 

      possessing an in-born ability of infravision.



      Physical traits:

      Short, stocky and muscular.

      Possessing thick beards and long hair of red, brown, grey, white or

      blond denominations.

      Eyes can range from violet to orange to green, and all colors in 

      between, save red and white (for obvious reasons).

      Age gracefully, living between 100 and 150 years.



      How to roleplay this race:

      Dwarves are, in part, human.  Aside from their slightly different

      skills and their height difference, dwarves retain most all of their

      human features.  They can participate in many activities a human 

      would.  It is their differing personality which greatly seperates 

      the two closely related races.



      A dwarf would most likely be anything from a weaponsmith to a 

      merchant. Several dwarven merchant guilds have joined the 

      Consortium, and are quite effective in the markets of fine 

      hand-crafted items.  Dwarves are very good with pragmatic 

      situations, preferring to stay away from magical practices.  Dwarves 

      were highly competative with the Tinkergnomes in this region,

      and now have formed their own Dwarven Merchant's Guild.



      Dwarves are closely related to humans, and are not at all related to

      Drev or Buckawn.



      Dwarves are limited to a knowledge of 40 skills in their lifetime.

      Dwarves gain bonuses to strength and constitution.

      Dwarves suffer penalties to dexterity, intelligence and wisdom.



   -- Giant

   

          Giants are the product of gemmaster engineering.  Certain 

      gemmasters have been able to affect the womb of a human mother into

      birthing a child of giant proportions.  Giants are the product of 

      this engineering.  Part of the main problem with Giants is their 

      ineptitude at exact tasks such as spellcasting, gemmastering and 

      tasks which require stealth or precision.  Their deep voices and 

      overwelming demeanor make them charismatically ineffective.



      Physical traits:

      Really, really tall humans (like three-four meters).

      Age gracefully, living between 100 and 125 years.



      How to roleplay this race:

      Giants tend to be hired hands.  They are good for hard labor, and are

      even better as men of arms.  Their lack of dexterity is made up for

      with their ability to wield a weapon to a proper degree, and to do

      enough damage in order to slay said opponent.  Giants, however, do have

      a bit of trouble finding proper attire, as most shops do not taylor

      to their size.



      A giant in the current age would become a bouncer for a local

      establishment or a hired guard.  Giants lack stealth and magical

      ability, and would not make good apprentices in these fields.  Giants

      are extremely good fighters, weaponsmasters and specialist, and for

      this reason they are valued above all other races for armies.



      Giants are descendant from humans through magical manipulation by

      gemmasters.



      Giants are limited to a knowledge of 25 skills in their lifetime.

      Giants gain bonuses to strength and constitution.

      Giants suffer penalties to wisdom and dexterity.



 ---- Elven Races



          There are three elven races, presumably from decendant from

      either one of the existing elven races or from a now-extinct master

      race.  The Dakonenne, Thilonenne and Trioskenne have evolved to now

      be totally different creatures in their personality and tendancies.

      Elves, if you count each of the three races populations together,

      are the second most abundant race in the populous. 



   -- Dakonenne 



          The Dakonenne are a race of xenophobic subterrainean humanoids

      which have no desire to participate in the society of other races.

      They dislike other races so inherently that they feign ignoranace 

      to their existance on many occaisions; otherwise they are warmongers

      and fight and pillage until their threat is abated.  Given the 

      choice, however, Dakonenne will not go out of their way to cause

      trouble, unless their territory or their people are threatened.  Due

      to their underground lifestyle, Dakon possess the inate ability of

      infravision, sensing heat as well as light.



      Physical traits:

      White, grey or black hair.

      Dark skin, nearly pitch black.

      Thier eyes lack iris coloration, and are spheres of pure white.

      With a lean and stocky build, usually they possess facial hair.

      Age slowly, living 250 to 300 years underground, 250-275 above.



      How to roleplay this race:

      Dakonenne are xenophobes, yet they do not possess a language unique

      to their underground lifestyle.  Dakonenne dispise disturbance, and

      are quickly moved to cold, unceasing violence when provoked.  

      Dakonenne fight amongst themselves nearly as often as with other

      races, but are silent creatures, usually never arguing.  Dakonenne

      have been compared to vipers, snakes which hiss and banter, then 

      sting with deadly poison.



      Dakonenne have a diverse subculture, based around the element of 

      Water, the major fuel of their underground mills.  Dakonenne are

      wonderful swordcrafters, mediocre gemmasters, and a large percentage

      of the Dakon population remain mushroom farmers.  In recent times,

      Dakonenne have  been known to form plunder-groups to raid the

      surrounding countryside for food to feed their hungry populous.



      Dakonenne are closely related to Trioskenne and Thilonenne, and can

      be referred to as either 'Dakonenne', a formal and widely-accepted

      plural or singular noun, or as 'Dakon', singular, or 'Dakos', plural,

      both being informal and rarely used.



      Dakonenne are limited to a knowledge of 55 skills in their lifetime.

      Dakonenne gain bonuses to strength, intelligence and wisdom.

      Dakonenne suffer penalties to dexterity and constitution.



   -- Thilonenne



          Thilonenne are civilied forest-dwelling creatures.  They stand

      slightly shorter than a human, and are of a lighter build.  

      Thilonenne possess a greater dexterity in their musculature, but 

      tend to be feeble and easily hurt.  Thilonenne are highly religous

      and very close to the element of Earth.  Thilonenne circles of 

      thought extend from the gemmaster's guild in Kess to the wild forests

      of southern Kltara. The Thilonenne are born with certain detection

      abilities, especially that of detection of hidden creatures.



      Physical traits:

      Dark coloration of skin, usually tan or dark peach.

      Eyes are usually brown or golden, similar to that of a feline.

      Lithe build.

      Thilonenne relish extravagant bodypainting.

      Age gracefully, living between 100 and 150 years.



      How to roleplay this race:

      Compared to other related races, Thilonenne tend to be more free-

      spirited and reclusive, preferring their tribes to towns and cities.

      Many refuse to use metal or edged weapons, preferring bows and

      cudgels.  In addition, a thilon is known to purge himself of

      impurities at a late age, and turn itself completely to nature,

      going without supplies for weeks on end.



      Thilonenne will usually become rangers, hunters, Earth mystics or

      Earthen gemmasters.  While they have no qualms with Kltarian society,

      they prefer a wild and unregulated "natural" lifestyle.



      Thilonenne are closely related to Trioskenne and Dakonenne.  They

      can be referred to as 'Thilonenne', a formal plural or singular

      noun, as 'Thilos', a plural informal noun, or as 'Thilon(s)', an

      informal and rarely used noun which can be singular or plural.



      Thilos are limited to a knowledge of roughly 50 skills in their

      lifetime.

      Thilos gain bonuses in intelligence and dexterity.

      Thilos suffer penalties in strength and constitution.



   -- Trioskenne



      In high society, no other race is more respected than the Trioskenne.

      Trioskenne are masters of politics, social conquest and conspiracy.

      They live on the upper threshold of society, in rich company.

      Trioskenne are not the strongest of races, but possess powerful minds

      and quick reflexes.  Trioskenne are not thrifty merchants, but high

      society schemers, tending to enjoy the company of quality and luxury.

      Trioskenne are slightly shorter than the average human.



      Physical traits:

      Fair skin, near white.

      Dark, whimisical eyes of green or violet.

      Long, unkempt blond or silver hair.

      Lithe build, fair features.

      Age gracefully, living between 200 and 250 years.



      How to roleplay this race:

      Trioskenne form three or four circles of power in each city, to which

      most  elong.  Each circle is basically a seperate private conspiracy.

      Those Triosk which choose independance are usually freelancers.

      Trioskenne are known for their suicidal tendencies when forced to

      succumb to poverty, after long periods of abject denial.



      Trioskenne will usually become Merchants, though they prefer not to 

      involved with actual sales.  Trioskenne like wealth and enjoy ordering

      others around.  With due course, they are great thinkers, but have

      tremendous egos.  Rarely do they flaunt themselves to those who are

      of a lesser stature to them, preferring to brown-nose with those of

      a higher position.



      Trioskenne are closely related to Thilonenne and Dakonenne.

      Trioskenne can be referred to as 'Trioskenne', a formal noun which

      can take on the meaning of plural or singular according to context,

      or as 'Triosk', an informal singular or plural noun also according

      to context.



      Triosk are limited to a knowledge of roughly 60 skills in their

      lifetime. 

      Triosk gain bonuses to wisdom, intelligence and dexterity.

      Triosk suffer penalties to strength and constitution.



 ---- Unique Races



          These races are completely unique unto themselves, and are not

      related to any other race.  They live in their own community, or

      are starting to integrate into regular society, and are not decendant

      within themselves or from any other living race.  The races listed

      here are not related unto each other.



   -- Buckawn



          Buckawn are a race of forest brownies that have joined ordinary

      society. They are nearly double the size of a normal brownie, nearly

      the same height as a dwarf.  Buckawn are extremely fast, almost to

      a mystical degree, and are extremely wise.



      Physical traits:

      Whitish hair, no exceptions save blond and near-white yellow.

      Males usually possess mustaches.

      Dark skin, tanned.

      Eyes are usually brown or blue, rarely green or otherwise.



      How to roleplay this race;

      Buckawn are esoteric, but not highly secretive, and feel as though

      they are more crafty than the other races.  Most integrated buckawn

      are interested in stealing from society rather than contributing to

      it.  They are freeloaders, usually lazy, and heavy drinkers.  They

      enjoy music, living in the forest, and collecting expensive and 

      extravagant gems.



      Buckawn are not overly interested in religion or magic, and tend to

      focus themselves on acts of stealth.  They have formed at least one

      underground thieving guild, and their interests usually end at

      monetary gain.



      Buckawn are unique, and are not closely related to any other race.



      Buckawn are limited to a knowledge of 50 skills in their lifetime.

      Buckawn gain bonuses to wisdom and dexterity.

      Buckawn suffer penalties to strength and constitution.



   -- Drev

   

          The Drev race is a primitive subculture that has only recently

      begun to integrate into society.  The Drev are highly religous,

      showing the traits of being crude but wise, daft at times, but

      remaining somewhat intelligent, fairly weak in strength but strong

      in character.  Drev are exceptionally loyal, and fairly competant

      as fighters.  Drev enjoy helping others to be pleased with them,

      they enjoy praise, and are a bit naive about the ways of the world.



      Physical traits:

      Short with orange or tan skinned.

      Large bodies, small heads, they are substantially smaller than

      dwarves.

      A profuse amount of body hair, almost like fur, usually brown.

      Age quickly, living between 75 and 100 years.



      How to roleplay this race:

      Drev are, when very young, mentally underdeveloped.  They educate

      themselves at a later age, starting when they are twenty, due to

      the slow process of mental development.  Drev are little kids for

      nearly a fourth of their lives.  Before their mental skills begin

      to develop, however, Drev are extremely naive and easily fooled.

      At age 20 they begin to become cultured and begin to understand

      more complex topics.



      For the first 20 years of a Drev's life, their childhood is usually

      spent farming in the forests.  Drev's favor treehouses to ground-level

      homes, but prefer any residence to none.  They enjoy being personal

      assistants, loyal subjects (to their kings and leaders), and good

      companions.  They enjoy adventuring with others, preferable adventures

      which take them to exciting new lands and on wild dangerous voyages.  

      Drev dislike fighting, but are good hunters nonetheless.



      Drev are unique, not being closely related to any particular race.



      Drev are limited to a knowledge of 30 skills in their lifetime.

      Drev gain bonuses to strength and wisdom.

      Drev suffer penalties to dexterity and constitution.



- [Faces]



      This section describes the different people of the realms who have

      attained a sort of fame or fortune which is known throughout the

      Isles or on the mainland.  I have met or been in the presense of

      each of these people, so I have a fair degree of understanding of

      their affairs.

      

Author's Note:  Some of these are roles played by players of The Isles.

                If you wish to play a role that is currently not being

                played, please contact an admin.



 ---- Tradesmen

 

      Notable tradesmen are those who are the forebearers of their chosen

      field.



   -- Foerlin

   

      Who can one know better than oneself?  I've travelled a great deal

      and have collected or created a multitude of maps and traveling

      aids which I sell at my shop in Keveg, on Rygor Isle.  I've been

      in the trade for a great length of time, and I welcome you to stop

      by, buy a map or two, and say hello.  I keep copies of my Tome on

      hand at all times.



   -- Githryn



      Githryn is the head of the Gemmaster's council in Kyrinn, and is 

      the foremost gemmaster in the world to date.  I have met with him

      only once during my journey to Kyrinn.  I had an overly large

      assortment of unique gems which I wanted to sell him, and was

      granted audience.  He is a down-to-earth man despite his overwelming

      disposition and high authority whereever one may travel.  He has

      a modest tower in which he does most of his studies, and is always

      kind and hospitable toward travellers.  Quite a strange combination

      for being a mainlander for so long.  One would suspect he would

      have long ago resigned to bloodshed that is so the custom on

      Tyselorrd.   



   -- Ketra

   

      Ketra is the cheif mystic, who resides in a rather primitive

      nomadic tribe.  She teaches True Magick like no other, but finding

      her may be difficult.  She moves from town to town, area to area

      and place to place rather often.  If you do happen to find her

      at some point, mention that I sent you, and she'll give you a good

      meal and lodging.  Just don't be surprised when you wake up one

      morning to find that your tent is the only one left.



 ---- Merchants



      Many great merchants have arisen in recent years.  This is truly

      the Trader's Age.  The Consortium and the Dwarven Merchant's Guild,

      being the largest, have attained a great amount of fame throughout

      the known world.      



   -- Aidrus

   

      Aidrus the dwarven merchant is a good man to know if you ever

      travel to the Port of Cape Red.  Aside from his extravagantly

      constructed palace and his sometimes vile dealings with other

      merchants, Aidrus is a man of great respect and adoration. If he

      finds merit within a person, he will offer his fortune if not

      his life for such an individual.  Aidrus is appointed the new

      guildmaster of the Dwarven Merchant's Guild.



   -- Gaerbryn

   

      Gaerbryn is a merchantwoman of the Consortium who runs all foriegn

      and exotic stores.  She is truly a sight to behold.  Aside from

      her surpassing beauty and razor-sharp wit, she is a wonderful person

      to get to know.  She has a fondness for minstrels, and will show

      her greatest hospitality to them.  She keeps an inn in Cape Red

      aside from her merchant business, and her twin sister Taylin runs

      the establishment.  If you do happen to meet with Gaerbryn on

      unfriendly terms, however, I wouldn't stay in the Forged Sword

      without an armed escort and a death wish.



   -- Fochan Luri

   

      Among the more cutthroat businessmen of the Consortium, Fochan Luri

      owns and runs the Consortium with an iron hand.  My brief visit

      to his abode was not wholly unpleasant, but the man is truly as

      ingenius as he is infamous.  But, one must admit, House Luri's

      stores are always filled to the brim with the most quality and

      highest quantity of supplies, should one decide on a shopping spree

      in Cape Red.



 ---- Lords, Overlords and Kings

 

      Among the government officials of the Isles, and of Tyselorrd, there

      are some of note whose names you may encounter in your travels.



   -- Lord Luke Kthana

   

      A man of honor, Lord Kthana is a true and just ruler who lives by

      his word instead of his sword.  He has set up a republic system

      similar to Rygor, and agrees with his old friend Coranos Rygor

      on many things.  A long-standing unwritten alliance has formed

      between the kingdom of Kltara and that of the Serpantine Isle.

      Kthana is devoted first to his people and second to his wife,

      the lovely Lady Melinthra.



   -- Lady Melinthra

   

      Truly a lady beyond her times.  Her love for Kthana is true, but

      her beauty and intelligence woo the hearts of most men that meet

      her.  She runs the Serpantine Guard at Keep Kthana and is a master

      swordswoman. And, aside from her humble beginnings, she is one of the

      most noble and respectible women in the known world.   



   -- King Coranos Rygor

   

      A king who has been called 'King of the People' by his loyal subjects,

      King Coranos Rygor is the decendant of a long line of just and fair

      rulers.  His father, Itonus Rygor, and his mother, Miyath Rygor,

      were both well respected and loved by their subjects.  Unlike his

      father, however, Coranos is trying to give the people more power

      in government operations.  He has created a council system which

      is a partial effect on his rulings.  There is a court system which

      relies on the council to make all decisions.  Coranos has been called

      a gift from god by the farmers of the land, but nobles don't like

      him as much due to his love for his peoples.  I have visited with

      King Rygor many times, and I must say I do enjoy his company

      immensely.  He is one of the few leaders in this world that deserve

      the respect and admiration associated with his position.

   

   -- Imperator Tiktui



      As a mapmaker, it has never been my place to meet Her Most Highest,

      the Imperator.  Not that I would want to.  Tiktui has been forever

      in my mind's eye as a ruler who is up to no good.  Even though she

      has united most of Tyselorrd, her methods have not been peaceful,

      and the half-peace she has created on the mainland is not that

      of completeness and superiority.  She has moved her Imperial Seat

      to Kyrinn, a once lively city of knowledge, now cast as a city

      of careful words and unspoken ideas.  She is a dwarf, haughty,

      dangerous, whimsical.  Her repose is of careless evil and a vile

      demeanor.  I've never met the creature, only seen her, but I have

      nothing good to say for this bane of peace.   



 ---- Religious Figures



      Due to the secretive nature of most religions, and my lack of faith,

      I have little to say on these matters.  Nonetheless, there are many

      famous religious figures, gods, and living gods which one may find

      more about on your travels or in your studies.

 

- [Terms]



Author's Note:  When I complete (or decide to omit) languages, this section

                will be expanded or removed.



   -- Vernacular



   -- Languages



   -- Basic Terms

   

    - Calendar System

    

      The Rygorian year is broken into 4 basic climes (winter, summer,

      spring and autumn) and 17 seasons, each consisting of roughly 30

      days.  The year ends during the season of the Freezing Spires and

      begins during the season of the Ice Cougar.  Most seasons are named

      after plants or animals or events of nature, except for the final

      season of the year, the Freezing Spires, which was borrowed from

      the original Tyselorrdian calendar.  A typical Tyselorrdian day

      lasts 24 hours, 11 hours typically occur between dawn and dusk.

      

                                 Winter

                      the Season of the Ice Cougar

                    the Season of the Slumbering Bear

                       the Season of the White Fox

                          the Season of the Thaw

                                 Spring

                         the Season of the Robin

                      the Season of the Crystalfish

                       the Season of the Planting

                                 Summer

                       the Season of the Squirrel

                       the Season of Burning Rock

                               Late Summer

                     the Season of the Changing Oak

                                 Autumn

                       the Season of Chilled Winds

                         the Season of the Frost

                          the Ancient Darkness

                           the Freezing Spires      



   



-----------------[    Part 3:  Political Overview    ]---------------------





- [The Tiktui Empire]



          The dwarven warlady, Tiktui, gained control of a massive force

      of barbaric, loyal and strong followers.  They reaped the countryside

      for a long time, pillaging, raping, conquering.  Then, still under

      the command of Tiktui, they changed their methods.  Instead of

      shattering the land, they sought to unite it.

          After years of conquest, Imperator Tiktui now controls a large

      majority of land on Tyselorrd.  She has a massive naval fleet of

      warships, thousands of soldiers, and her own Ungol Guard.  She

      has assassinated many kings, destroyed many cities and overthrown

      many governments in her long road to control.  Recently, she has

      moved her Imperial Seat to Kyrinn, the capital of the known world.

          She exercises military control over her subjects.  Her rule

      is that of an iron hand.  Her steadfast and oppressive techniques

      create an absolute control over her people.  Ungol guardsman

      are constantly involved in incidents with the citizens of her

      empire.  Stories are told far and wide of the death-filled dungeons

      and prisons.  She is a great contrast to the fair and just rule

      of the kings and lords of the Isles.

          Tiktui's main general, a human named Drinedar, is son of the

      ruler of the neighboring city-state Nostol.  His battles and

      conquests are one of the reasons of Tiktui's powerful reach.

      Her naval admiral is a Trioskenne named Kijev.

          Tiktui has recently employed an earthen gemmaster named Garvin

      who is known for his necromancing and earthen death magick.  Rumors

      abound of Tiktui's interest in creating an army of walking dead,

      but all reports remain unconfirmed.



- [Fiefdoms]

                                        

      Aside from the empire, many fiefdoms divide the land.  There are

      so many tribes, peoples and governments that one could not list

      them in such a general index as this tome, but I will list the most

      frequently encountered that pertain to your journeys in and about

      the Southern Isles of Jharl.



 ---- Haedar



      It was perhaps the first empire that Tyselorrd had ever seen.

      Since the dawn of the First Circle, never before had such a large

      area been united under one rule.  The barbarian warlords from the

      kingdom city-state of Nostol surged outward, screaming battlecries

      and their king's name, King Haedar the First!  Their conquests

      were known far and wide.  They pillaged the landscape, took the

      dungeons of far off castles, freeing the prisoners to fight

      amongst their ranks.  A group of kings drew their generals together,

      and the combined effort thrust the legions of Haedar back to

      Nostol.  Leaving the city in ruin, the barbarians were constrained

      to their dying capital.  In recent times, however, King Haedar the

      Twenty-Third has joined Tiktui and is fighting on her side, hoping

      to win an advantage over the peoples and once again bring glory

      to his country's name.  Nostol's kingdom, however, has yet to

      see results, for Haedar still controls only his city-state and its

      crumbling borders.

      

 ---- Rygor 



      The Sovreign realm of King Rygor, known to its people as Kltara,

      is perhaps the smallest kingdom to boast so many people.  While

      city-states like Nostol and great empires such as that of Tiktui

      contain massive areas of land, Rygor's realm contains almost

      as many people as Tiktui's empire.  It was late in the Second

      Circle that Rygor's grandfather fled to the Isles.  The leaders of

      Kyrinn had ousted the government and were working along with

      the Gemmaster's Council to overthrow what else remained.  Rygor's

      grandfather was involved in a conspiracy to put the Council into

      power without allowing the nobles who were helping them to get

      any rewards.  Rygor's grandfather's plan was discovered.  In a dual

      murder, Rygor's grandfather barely escaped with his life.  He fled in

      a fleet with his supporters to the Southern Isles of Jharl.  The

      islands were largely populated only with non-humans (elves,

      drev and buckawn) and a few dwarven tribes.  Rygor's grandfather 

      settled on the northern coast and soon his kingdom was born.

          When Rygor's father died, his mother became regent until Rygor

      was of age to take the throne.  On his eighteenth birthday, Rygor

      took his father's place in the noble hierarchy of Kess.  Kess,

      a still growing city, had expanded exponentially from the first

      arrival of settlers.  Once the harvests were yeilding surplus,

      trade started.  After this, the Andraius mines were discovered,

      along with the dwarves who had built it, and the population grew.

      The economy, now backed by silver, platinum and gold, boomed.

      By the time Coranos Rygor was to take the throne, Kess was three

      quarters of the way to being the size it is today.  In the last

      twenty-odd years since Coranos Rygor's rise to the throne, Kess

      has been gradually improved by Rygor's constant construction of

      new establishments.  The royal mint, the Lycaeum and several

      other North Bank structures all are the doing of Coranos Rygor

      and his generous attitude toward his people.  The kingdom,

      as well as the city, is flourishing under Coranos's rule.



 ---- Kthana

 

      Kthana's realm, or the Serpantine Isle, was a new order created

      when Luke Kthana was expelled from the Royal Guard of King Rygor,

      the elite warriors of Coranos's father.  Luke Kthana chose to

      start a new settlement in the south, building his keep with his

      inheritance.  His fiance (now wife) Melinthra helped to forge

      his unique order of knights, the Knights of Jharl.  The kingdom

      is now allied with Kltara in all respects, and the two kingdoms

      function together in many respects.



-----------------[    Part 4:  Economical Report    ]----------------------





- [Guild Breakdown]



      There are five guilds which control the major industries and

      trades.  Each is controlled by a seperate organization, though

      certain unlisted groups are partially owned by these five.  Of 

      course new guilds are always being formed and absorbed, but they

      are of little signfigance to these guilds.



 ---- Caravan Group

 

      The Caravan Group is a freeman's trading group.  Many independant

      trading groups have joined the Caravan Group for its added

      protection against the other antagonistic merchant consortiums.

      The Caravan Group sports several storehouses, a private dock in

      the Port of Cape Red and its own private guard.  The Caravan Group

      is run by an electorate council on their estate outside of Keveg,

      and requires dues from its members in the form of a profit

      percentage.

 

 ---- The Consortium

 

      The Consortium is a large merchant's association encompassing all of

      the known world from the most northern city on the mainland down

      to the sparcest islands that lay even more south than the Southern

      Isles of Jharl.  In the last few decades, the Consortium has set

      up an estate at the Port of Cape Red, opening up Rygor Isle to its

      dealings and it ways.  It is a highly competative organization,

      both intro- and extrovertedly.  A class-like heirarchy has been

      developed to keep order within the infrastructure.  

      

          Moddlets are the lowest ranking "officials" above the standard

      base class of merchants. Moddlets pool resources and create small

      "factions" of merchants serving the next higher class, Finnettes. 

      Finnettes, in turn, are large conglomerate heads, usually with

      elaborate homes (not estates) and large numbers of Moddlets working

      beneath them.  Finnettes can appoint Moddlets from the merchant class.

      The next class above Finnettes are Hivots.  Hivots, in turn, deal

      with the vast resources of the local Consortium warehouses, appoint

      and direct Finnettes, and maintain a modium of order and monetary

      organization.  Bawt are the highest local officials, maintaining

      and controlling the order of all the lower classes, and all local

      Consortium members.  Bawt appoint all local classes, including

      additional "partnerships" of Bawts.  Bawts answer only to Consortium

      Ambassadors from the Consortium Headquarters at an unknown location

      somewhere on the mainland.

      

      Local Consortium ranking from lowest to highest power:  Moddlets,

      Finnettes, Hivots, Bawts and Consortium Ambassadors.

      

      The Consortium concern themselves mainly with exporting local items

      and importing exotic foreign items.



 

 ---- Dwarven Merchants Guild

 



          The Dwarven Merchant's Guild was created by a group of dwarven

      foriegn businessmen from Kreighaad.  The dwarves wanted a merchandom

      which would provide a special sort of haven for dwarves who wished

      to transcend their mining and grunt-working heritage.  The Dwarven

      Merchants formed under the direction of the High Dwarf Caedrus of

      West Chireminster (he town over which Vesper has been built).

      Caedrus was a farm owner who had a love for poetry and money, and

      desired to seek out art it in all its forms to surround himself

      with.  Caedrus died in the year 373, and since then the two heirs,

      Kilvek and Tranfad ruled until their double-assassination in the

      year 452.  Since then, Aidrus of Cape Red has been appointed the

      guildmaster.

          There are three different levels of control in the Guild.  The

      highest seat is guildmaster, a single presiding judge who settles

      council desputes, regulates the Guild treasury, and appoints new

      council members and ambassadors.  The next highest, just below

      the guildmaster, are the council members who make up the majority

      of the owners in the Dwarven Merchants Guild.  Council members

      vote for changes in the Guild, are usually owners of businesses

      and such trading facilities.  However, since the DMG is based in

      the Port of Cape Red, Kessian merchants (and those from other

      towns and islands) appoint their own respective councils, but

      report all changes to the headquarters in Cape Red.  The lowest

      rung on the DMG ladder are the journeymen and merchants who work

      for council members and the guildmaster himself.

            

 

 ---- Zozzo

 

 

      The Zozzo are a group of mixed races who wander in a nomadic fashion

      across the isles selling goods they make along the journey, or

      acquire from other towns.  Zozzo is actually just a term meaning

      'wandering traders' . . . however, the largest group of Zozzo,

      from which the term derives, travels an extensive wilderness route

      between all points of civilization on Rygor Isle.  Zozzo members

      are all equal and each gains a position according to their acquired

      skills.  The cabinmaster, or caravan leader, is the only "leader"

      in the group.   Zozzo memberships are predominantly human and

      thilonenne merchants, but any race can be found among Zozzo ranks.

 

 

 ---- The Zylots

 



      The Zylots are trioskenne merchants from Zalufin who sell expensive

      luxury items to the other guilds.  They import artwork, exotic

      lotions and ointments, rare, high quality weapons, jewels, gems

      of extraordinary power, expensive spell components and other

      items of a higher value than the norm.  From vases to gold spheres

      of the most perfect formation, the Zylots are known to deal in

      only the most quality of items.  However, it is rumored the Zylots

      also deal in illegal goods and have extensive underground operations

      in Kess and Cape Red, selling more than just objects but information,

      poisons and other illegal goods.



 

- [Trading]



      Trade is the main form of capital in the Isles.  It is the economy

      of bartering which is the most successful form of monetary gain.

      Trading resources is a tiresome job, but one of great travel and

      great rewards.  The danger of the road, the excitement of the

      deal and the conditions by which your coinage has been sought

      are what makes a merchant what he is.  



 ---- Goods List    

 

      This is a list of goods which one can find in warehouse-type stores

      and supplies.  These goods are mostly foodstuffs, which tend to

      be a main source of income for merchants traveling to and from

      farming villages.  Spices, herbs, foods, jams, corns and sweets

      are items which no one person can do without.

 

   -- Corns

       Barley

       Buckwheat

       Chick peas

       Lentils

       Millet

       Oats

       Rice

       Rye

       Wheat berries      



   -- Flours

       Barley

       Buckwheat

       Rye

       Wheat



   -- Fruits/Vegetables (dried)

       Apples

       Apricots

       Broad beans

       Carrots

       Cherries

       Currants

       Dates

       Elderberries

       Figs

       Green beans

       Green peas

    -  Mushrooms 

        Dakonenne variety

        Dwarven

       Onions

       Peaches

       Pears

       Prunes

       Raisins



   -- Jams, Jellies, etc.

    -  Butters

        apple

        blackberry

        pear

        quince

        rhubarb

        spiced crabapple

    -  Curds

        blackberry

        honey

        lemon

        orange

    -  Fruit cheeses

        apple

        blackberry

        damson plum

        gooseberry

    -  Jams

        apricot and almond

        bramble

        barberry

        elderberry

        gooseberry and elderflower

        greengage plum

        lingonberry

        rose petal

        strawberry

    -  Jellies

        basil

        brambleberry

        crabapple

        lemon

        medlar

        mint

        rosemary

        sage

        wine

    -  Marmalades

        apricot

        ginger

        orange

        peach

        quince

    -  Preserves

        cherry

        raspberry

        strawberry



   -- Meat and Fish

    -  Beef

        corned

        dried

        jerked

        sausage

        smoked

    -  Cod

        salted

        smoked

       Finefish

        canned eggs

        pickled

    -  Herring

        pickled

        salted

    -  Pork

        bacon

        ham

        salted

        sausage

    -  Salmon

        salted

        smoked

       Sardines   



   -- Nuts

       Almonds

       Cashews

       Chestnuts

       Hazelnuts

       Pine nuts

       Pistachios

       Walnuts



   -- Savories

       Beetroot relish

    -  Brandied 

        cherries

        grapes

        mixed

        raspberries

        spiced pears

        spiced plums

        strawberries

    -  Candied

        angelica

        apricots

        carrots

        cherries

        citron

        pears

        honeyed ginger

        lemon rind

        mint

        orange peal            

        sugar-frosted rosemary

    -  Crystallized

        rose petals

        grapes

        violets

        holly leaves

       Chestnuts (in syrup)

       Mustard

    -  Olives 

        green

        black

    -  Pickled

        beets

        cherries

        capers

        cornichons

        eggs

        garlic

        gherkins

        green beans

        mushrooms

        plums

        spiced pears

        sweet onions

        walnuts

    -  Scented water

        jasmine

        lavender

        orange

        rose

    -  Vinegar

        aged

        blackberry

        cider

        dandelion

        malt

        rose petal

        wine

        

   -- Seasonings

       Angelica

       Anise

       Basil

       Bergamot

       Borage

       Calendula

       Caraway

       Chervil

       Chives

       Clary

       Coriander

       Costmary

       Cumin

       Dillweed

       Faggot of sweet herbs

       Fennel seed

       Fenugreek

       Garlic

       Horehound

       Horseradish

       Hyssop

       Juniper

       Laurel

       Lemon balm

       Liquorice root

       Lovage

       Marigold

       Marjoram

       Mint

       Mustard seed

       Oregano

       Parsley

       Poppy seed

       Rose hips

       Rosemary

       Sage

       Salt

    -  Savory 

        winter

        summer

       Sweet cicely

       Tarragon

       Thyme

       Woodruff



   -- Spices

       Canella

       Cardamon

       Cinnamon

       Cloves

       Cubeb

       Galingale

       Ginger

       Mace

       Nutmeg

    -  Pepper

        black

        red

        white

       Saffron

       Turmeric



   -- Sweeteners

    -  Honey

        rose petal

        parsley

        lavander

       Marzipan

       Molasses

       Sorghum

    -  Sugar

        brown

        lavender

        loaf

        lemon

        mace

        orange

        powdered (confectioners)

        raw

        rose

        violet



   -- Oils

       Almond

       Hazelnut

       Herbal

       Olive

       Rapeseed

       Safflower

       Sesame

       Sunflower

       Walnut







 ---- Components (for spells)

 

      

      Should a magician be low on his stock of iron filings or acidic

      supplies, it is easy to discover where one can go to find such

      rarities.  Merchants who deal primarily in spell components and

      true magick supplies are imperative to those who practice such

      arts.  Many of the items on this are so rare that it is doubtful

      one could find the supply at a reasonable cost, and many times

      this is true.  While merchants in this field do not make bulk

      sales, the transactions that are made are costly and always

      seem to end up in the trader's favor.

            

      

   -- Metals

       Brass cylinder

       Bronze, disk

    -  Copper

        square

        wire

    -  Gold

        bell

        caltrops

        chunk

        dust

        needles

        powder

        tissue

        wire

    -  Iron

        chunk

        filings

        powder

        rod

    -  Lead

        ball

        chunk

       Mercury

    -  Mica

        chipped

        ground

    -  Platinum

        chunk

        coin

        die

        mirror

        tissue

        wire

    -  Silver

        pin

        powder

        wire

       Tin square

       Zinc square       



   -- Liquids

       Acid

       Alcohol

       Attar of roses

       Hickory oil

       Ink (black)

       Molasses

    -  Oil

        flammable

        nonflammable

        spiced

        sweet

       Rainwater

       Vinegar

       Water, distilled



   -- Minerals

       Agate

       Alkaline salt

       Alum

    -  Amber

        block

        powder

        rod

       Bitumen

       Blue vitriol

    -  Borax

        paste

        stone

       Bromine salt

    -  Carbon

        amorphous

        graphite

       Chalk

       Charcoal

    -  Clay

        fired spheres

        raw

    -  Coal (anthracite)

        chunk

        dust

    -  Crystal

        bead/marble

        rod

        square

        sphere

       Diamond

       Emerald

       Feldspar chunk

       Flint

    -  Glass

        bead

        cone

        rod

        sheet

        sphere

    -  Granite

        block

        dust

       Gypsum

       Iron pyrite

       Lime powder

       Litharge

    -  Marble (chunk)

        black

        purbeck

    -  Mineral

        spheres

        prisms

       Mortar (powder)

       Nitre

       Nitre, salt

    -  Obsidian

        chunk

        cylinder

        sphere

       Phosphorous

       Pitch

    -  Quartz

        clear rough

        other rough

        powder

       Ruby

    -  Salt

        block

        granular

       Sapphire

       Sand, fine

       Soot

    -  Stalactite

        shards

        tiny

       Sulfer

       Talc

    -  Turquoise

        polished

        unpolished

       Volcanic ash



   -- Animal Products

       Bat fur

       Bat guano

       Beeswax

       Bee wing

       Bladder (balloon)

    -  Bone (bovine)

        powdered

        chunks

       Blood (bovine)

    -  Cocoon

        butterfly

        moth

        wasp

       Coral chunk

       Eelskin

    -  Eggshell

        crushed (powdered)

        shards        

        whole (empty)

       Fat (bovine)

    -  Feather

        chicken tail  

        eagle

        hawk

        owl

        raven

        white

        wing

        vulture tail       

       Firefly (dead)

       Fleece

       Fish scale

       Frog leg

    -  Glowworm

        tails

        whole (dead)

    -  Hair

        ape

        bear

        camel

        draft horse

        child's

        ox

        war horse

       Honeycomb

    -  Insect legs

        centipede

        grasshopper (hind)

        millipede

        spider

    -  Leather

        strips

        thong

       Lime

       Lye

       Milk fat (solid)

    -  Mouse

        whiskers

        whole (dead)

       Musk

    -  Ox hoof 

        whole

        powdered

       Pork rind

       Python bile

    -  Rat

        tail

        whisker

        whole (dead)

    -  Seashell

        shards

        whole

       Skunk hair

       Snake skin

       Silkworm eggs

       Snake scale

       Sponge

       Tallow

       Tortoise shell

       Vellum

       Wax (white)

       Wool



   -- Plant Products

       Acorns

    -  Amaryllis

        blossom (dry)

        bulb, common

        bulb, hypoxis

        stalks (dry)

       Apple blossom petal

       Arsenic

       Asafoetida

       Aster seed

    -  Bark

        apple

        ash

        beech

        cherry

        elm

        maple

        oak

        pine

        spruce

        sumac

        walnut

       Burrs

       Camphor resin

       Carrot (dried)

    -  Cassia

        bark

        buds

       Castor beans

       Citric acid

       Cork

       Corn extract (powdered)

       Cotton mesh

       Felt, white

       Fern frond

       Flower

       Foxfire fungus

       Galbanum

    -  Garlic

        clove

        bud

       Ginger

       Ginseng

       Gum arabic

    -  Holly

        berries

        sprig

       Incense (stick)

    -  Leaves

        ash

        oak

        poison ivy

        poison oak

        poison sumac

        raspberry

        rose

        rhubarb

        shamrock

        skunk cabbage

        stinging nettle

        sumac

        yew

       Leeks (ground)

       Legume seeds

       Linen cloth (gold wefted)

    -  Lotus

        flower

        root

       Marigolds (dry crushed)

       Mayz

       Moonseed

    -  Moss

        green

        phosphorescent

    -  Mushroom

        spores

        whole

       Nut shells

       Pillow ticking

    -  Pine

        bark

        cones

        needles

        sprig

        tar

       Peach pits

       Realgar

       Reed stalks

       Resin

    -  Rose

        leaf

        petals

        thorn

    -  Rhubarb

        leaf

        root

       Seaweed (dry)

       Shallot bulb

       Soda ash

       Stargrass

       Tacamahac

       Thistledown

       Thorns

       Tree sap

       Vermilion

       Willow bark

       Wolfsbane

       Wynchwood

       Yam

       Zedoary

       

   -- Aromatics and Spices

       Aloeswood chips

       Ambergris

       Benzoin

       Betony

       Calmus

       Civet

       Emeli

       Frankincense

       Myrrh

       Onycha

       Orchid (dried)

       Patchouli (dry)

       Putchuk

       Rosewater

    -  Sandalwood oil

        red

        white

       Storax



 ---- Other Goods

 



      Basic materials are the lifeblood of the realm.  What good is a 

      tailor without cloth or a blacksmith without iron?  A silversmith's

      teaset is hard to produce without a bar of the purest metal, and

      the Royal Mint could not function without the gold and copper

      trade.  Listed here are furs, cloths and metals found and sold

      throughout the realm.



   

   -- Cloths

       Cotton

       Linen

       Patchcloth

       Satin

       Silk

       Wool

       

   -- Furs

    -  Bear

        black

        brown

        polar

       Beaver

       Ermine

       Ferret

    -  Fox

        grey

        red

        white

       Mink

    -  Rabbit

        brown

        grey

        spotted

        white

       Raccoon

       Weasel



   -- Metals

       Bezaintum

       Brass

       Bronze

       Copper

       Gold

       Iron

       Lead

       Platinum

       Silver

       Tin

       Zanthium

       Zinc



   -- Ores

       Coal

       Marble

       Obsidian

       Sandstone





 ---- Industries

 



      Basic industries in the realm are the professions practiced by

      guilds, independant craftsmen and conglomerates.  The following

      is a loose compilation of possible occupations one could encounter

      in your travels.  By far this is not a complete list.  For those

      not familiar with all the terms mentioned, I've included a brief

      summary of each profession.

      

   -- Arts

       

      The artists of the realms range widely.  Painters using ox hair

      brushes and sap-oil paints, sculpters ranging from red clay

      to marble and obsidian, and bards playing instrument from

      asterflute to zither.  Not to mention the novelists and, ahem,

      other writers of our realm.

      

      Architect (ornamentary, general)

      Actor/Actress (performance group, traveling)

      Minstrel (traveling)

      Novelist (long works)

      Painter (tapestries, murals, pictures, portraits)

      Pagent Wagon Performer (traveling)

      Poet (lyrical, sonnet, ballad, haiku)

      Scribe (magical works, literary works)

      Sculpter (statues, statuettes, building ornamentation)

      Sketcher (portrait, general)

      Soloist (traveling, local)

      

   -- Crafts

   

      The craftsmen of the realm create quality handmade goods used in

      everyday life.  From furniture to shoes, the craftsman of the

      lands are important to everyone.

      

      Armourer (armor crafter)      

      Butcher (meat seller)

      Cobbler (shoemaker)

      Cooper (barrelmaker)

      Grocer (vegetable seller)

      Musicman (instrument crafter)

    - Smithys

       Axesmith (axes)

       Blacksmith (iron items)

       Goldsmith (gold items)

       Silversmith (silver items)

       Swordsmith (swords)

       Weaponsmith (general weapons)

      Tailor (clothes maker)

       

   -- Other

    

      Cleric (elemental priest)

      Farmer

      Furrier (fur trapper)

      Gemmaster (elemental magician)

      Gypsy (carnival vagabonds)

      Hunter

      Magician (student of True Magick)

       Conjurer (magicks of creation)

       Malaclyptic (magicks of nuisance)

       Necromancer (magicks of death)

       Sorcerer (magicks of power and nature)

       Warlock (magicks of combat)

      Mercenary (hired soldier)

      Woodsman (logger, axeman)

      



 

 

-------------------------[    Part 5:  Magick    ]-------------------------





- [Gem Magick]



      The oldests texts in the land have always included the use of gems

      for magick.  Scholars and gemmasters have puzzled over the years

      in the secret of why certain gems are bestowed with mystical powers

      while others are not.  In the traditional sense, all gems at one

      time had power, but through the use of eager young magicians, the

      mana dwindled from the land and less and less gems were produced.

      It is theorized that someday, no gems will hold value other than

      their luster and crystaline perfection.



- [True Magick]



      True magick is a more recently devised magickal art.  True magick

      involves the creation of magickal talismans by the mystical binding

      of certain properties in specialized mixing devices of magickal

      origin.  True Magick is not tied to any certain element, and is

      in cases more powerful, though requires careful preparation and

      expensive spell components.





-----------------[    Part 6:  Chronology (History)    ]-------------------





- [Ancient]



      These ancient texts were once preserved by the Great Monks of the

      Southern Shore, exumed from the ashes of the ruins along the shores

      of Nostol and near the site of present-day Kyrinn.  In fact, the

      city itself was named in memory of the Great Abbot, Kyrrinus.



 ---- Scribed Texts



      These texts were transferred from an older, now lost manuscript.

      They were no doubt copied and recopied over countless generations

      by the Great Monks.  Their teachings are old, and were at one

      point translated from an old tongue current unfound amongst one's

      travels in the world.  One can only guess at what the true meanings

      of the texts can be.



   -- The Yellowed Scrolls

   

      The Yellowed Scrolls are thusly named due to their layout.  Upon

      discovery, it was shown that the Yellowed Scrolls were endless

      reems of paper or papyrus.  Stained only with the tests of time,

      these scrolls were mainly historical and chronological accounts.

      They were found in vaults, deep beneath the Valley of the Ashes,

      near the volcanic rift valley on the mainland. 



            ------------[  The First Scroll  ]------------

            

      Yea one would come that should live and die within my teachings.

      The world is nothing but a stage of countless actors, acting their

      pointless plays upon the deaf ears of the audiences which behold them.

      One must not easily join the ranks of these cutthroats.  They hold

      kingdoms in their power, but yet possess no understandings more or

      less fragile than that of the old ones.  History must go forth to

      find it's own repeating circlets in time.  Time, the jester, finds

      us all the victim of a long, sick practical joke.

          The masters are gathering at the Great City.  They plan for more

      than just a conference this time; they plan for much more.  War is

      in their minds and deceit and murder lie like vipers in their hearts.

      Spiked with angled claws and fangs, they are lying in limbo: waiting.

      Their plans, like cobras, are poised to strike at the neck and suck

      from it the lifeblood of our families, replacing it only with the

      sickly venom which flows from their everlasting hatreds.  Who can

      forget the old ties?  No one seems to remember why they hate the

      ones they hate, but without cause people are labelled and forever

      they wear their masks.  An earthly facade of sharading fools.  Who

      will find the True Light within them?  Hardly but one stops for a

      moment to listen to the birds sing or the moths flutter from flower

      to flower.        

      

            -----------[  The Second Scroll   ]-----------

            

            ------------[  The Final Scroll  ]------------

               

      



   -- The Magickal Tapestry

- [Recent]



      History is divided into three circles, the Lost Circle, the Chosen

      Circle, and the Modern Circle.  I have acquired this delicately

      arranged text through various personal sources, tomes and other

      guidebooks.  I spent much time in research at the Kess Lycaeum in

      order to further improve this compilation.  



 ---- The First Circle:   The Age of Chaos   (Grummet)   [years 1   - 134]

 



 

 ---- The Second Circle:  The Age of New Beginnings      [years 135 - 319]



 



 ---- The Third Circle:   The Age of Tyranny             [years 320 -    ]

 



- [Timeline]







--------------------[    Part 7:  Cultural Study     ]---------------------





- [The Council]

- [Council of Elders]

- [Freemen]

- [Guildsmen]

- [Nobility]

- [Peasants]

- [Reclusives]

- [Tradesmen]







--------------------[    Part 8:  Legends and Lore    ]--------------------







--------------------------[    Afterword    ]------------------------------









