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Northwestern Lýthia

Venârivè
Venârivè i

Venârivè
By Jeremy Baker
& N. Robin Crossby

Contributions From
Eric Anderson, Anders Bersten, Roy Denton, Edward Dewe, Rob Duff,
Jan Schulze Elshoff, Andy Gibson, Ilkka Leskelä, Juha Makkonen,
Leif Midtdal, Peter Moller, Jonathan Nicholas, Alun Rees, Matt Roegner,
Robert Schmunk, Ken Snellings, Neil Thompson, and R. Airiq Williams

Edited by
Dan och

Art and Heraldry by


Ganbat Badamkhand, Marc Grunert,
Juha Makkonen, and Robert Schmunk

Cartography by
Jeremy Baker (based on maps by N. Robin Crossby)

Many Thanks to
Ken Snellings, R. Airiq Williams,
Jan Schulze Elshoff, and Robert Schmunk
for inspiration

Copyright © 2010 Keléstia Productions Ltd. All rights reserved.


Hârn™ is a trademark of Arien Crossby and Keléstia Productions Ltd.
The purchaser of this electronic document is entitled to make two (2) printed copies for personal use.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


ii Venârivè
Dates

N otes
Pronunciation and Accents
Unless otherwise indicated, all year numbers are
given in the Tuzyn Reckoning (tr) or Before Tuzyn
Reckoning (bt). This system was originally devised by
the Melderyni astronomer Tuzyn during the second
century TR, and is now the most widespread dating
Accents are included in the body of the text only for system across the region. The current date is the 1st
key locations and where the pronunciation of a word of Nuzyael tr720.
would otherwise be particularly unclear (for example
where a circumflex accent is not followed by an r, or Cross References
where the final ‘e’ should be sounded). The various Words and phrases in Small Caps are references to
lists in the Appendices, however, include full details of material found elsewhere in this publication, e.g. ‘See
accents to guide pronunciation. Folklore’.
Because of the variety of languages and dialects References in Italic Small Caps indicate the titles of
across the region, not to mention the lack of regularised other publications, e.g., ‘See Kingdom of Chélemby ’.
spellings in differing scripts, the accents provided, and
the rules below, can only ever provide an ‘average’ or Arms and Badges
approximate pronunciation. A number of heraldic arms and badges are provided
The acute accent (e.g. á) indicates primary stress on throughout the text of this document:
the syllable. A grave accent (e.g. è) indicates secondary
Arms of Télkôr Gáred alríd Stálen of Stalfôrè, Tríerzòn................ 27
stress. Arms of Málnîr Ánfla alrí Daséndis of Dumâla, Shôrkýnè........... 31
A circumflex accent (e.g. â) indicates the vowel Badge of the Karéjian League...................................................... 37
should be pronounced as if it were followed by an r. This Arms of Vâtanal Âris alrí Úlfesen of Govýna................................ 46
Badge of the Mercantylers’ Guild................................................ 52
accent may replace the accent indicating primary or Badge of the Shipwrights’ Guild.................................................. 58
secondary stress. If such an accented vowel is explicitly Arms of Têrenis Hrósta eldá Thôrvaldsen of Gôris....................... 59
followed by an r, it should be read either as a ‘double r’ Arms of Málnîr Ârren alrí Thâbel of Nyan, Emélrenè................... 70
and rolled slightly, or indicates a compound word, Badge of the Guild of Arcane Lore............................................... 93
Arms of Vâtanal Bjan alrí Hârgelsen of Séldenbàal..................... 98
where the previous ending r has been lost. Sometimes Arms of Tánal Ósidar alrí Dâgen of Íbanvaal.............................. 99
it should be rolled even if there is no following r. Arms of Tánal Lýgen alrí Klabésel of Járenmark......................... 99
An å sounds like the vowel in the English word law; Arms of Málnîr Decláen alrí Caldéth of Minârsas, Káldôr.......... 112
Arms of Akâr Tûren alríd Kolâr of Târkáin................................. 124
ø is pronounced like the vowel in the English word
Arms of Ârtáran Vîrliamydes IV eldá Ûrvaèn of Ázeryàn............ 128
boat, but more rounded. Arms of Artêrenis Mûragyn eldá Fôrames of Lánkor.................. 131
A y, when used as a vowel, sounds like the vowel in Arms of Târan Ôvris alrí Hargáal of Menêma............................ 156
the English word beet. Arms of Érzan al Pirádal, Tríerzòn Principal King of Arms......... 177
Arms of Hemâren khu Chólaram, Herald of the Radiant Sun.... 178
The dh digraph represents the voiced dental fricative Badge of the Church of Ágrik..................................................... 179
edh, the consonant at the beginning of the English Badge of the Church of Haléa.................................................... 179
word them. The th digraph is the unvoiced dental Badge of the Church of Ilvîr....................................................... 180
fricative thorn, and is pronounced as at the start of the Badge of the Church of Laráni................................................... 180
Badge of the Church of Môrgath................................................ 181
English word thin. Badge of the Church of Navéh................................................... 181
Badge of the Church of Peóni.................................................... 182
Badge of clan Hlanéndès........................................................... 186
Badge of clan Pélanby al Chel.................................................. 186
Badge of clan Ekàtriása............................................................ 186
Badge of clan Armôrian............................................................. 186

Royalty Free Images


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

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


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

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


iv Venârivè
Maps and Illustrations 105 Northern Lands. Baker.
107 Great Alt. Grunert.
Front Karéjian Larún. Badamkhand. 108 Hwæthârwyn. Grunert.
iv Venârivè Geography. Schmunk. 113 Gulf of Edêr. Baker.
1 Kèthîran Globe. Schmunk. 115 Shôrka Lord. Grunert.
4 Venârivè c.bt2000. Baker. Shôrkýnè, Emélrenè, Palíthanè & Tríerzòn. Baker.
5 Migrations Period c.bt1600-680. Baker 117 Dhéria-Ísvan. Badamkhand.
7 Venârivè tr1. Baker. 119 Pálithàner Soldier and Peónian. Grunert.
8 The Azéri Wars c.tr1-tr194. Baker. 121 Tríerzi Noblewoman. Grunert.
9 Venârivè tr474. Baker. 122 Tríerzi Soldier (Western Army). Grunert.
20 Languages and Dialects of Venârivè tr720. Baker. 129 Àzeryáni Marshal (Gáredis). Grunert.
21 Reksýni Horselord. Grunert. 133 Ûmélrian Merchant. Grunert.
23 Gârgún and Kúzhai. Grunert. 135 Karéjian Woman. Grunert.
25 Visitors to Livélis, Karéjia. Grunert. 137 Bésha Nomad Woman. Grunert.
26 Àzeryáni Bureaucrat. Grunert. 139 Dalkéshi Outcaste Beggar. Grunert.
28 Priest of Zârath. Grunert. 140 Dalkéshi Páshetu. Grunert.
33 Shôrka Knight and Quârph Tribesman. Grunert. 141 Mafáni Courtesan. Grunert.
34 Emélan Lady. Grunert. 143 Shénti Oligarch. Grunert.
36 Royal Forester. Badamkhand. 146 Býrian General of the Holy Crusade. Badamkhand.
38 Vîrliamydes IV, 50th Emperor of Ázeryàn. Grunert. 148 Hérei Tribesman. Badamkhand.
44 Lánkori Legionary. Grunert. 153 Isýni Merchant and Númec Trader. Badamkhand.
51 Peasant Worker. Grunert. 155 Dálani Tribesman. Badamkhand.
78 Karéjian Scholar. Grunert. 157 Víthan Legionary. Grunert.
82 Haléan Funeral Service. Grunert. 160 Faláni Elder. Badamkhand.
89 Víthan Àgríkan Priest. Grunert. 163 St Ambráthas of Alámirè. Grunert.
90 Dalkéshi Navéhan. Grunert. 165 Hácherian Priestess of the Angel Hanéa. Grunert.
95 Shèk-Pvâr. Makkonen. 167 Akélnos al Vêgasun - Àzeryáni Sculptor, Makkonen.
97 Major Regions of Venârivè. Baker. 204 Venârivè Trade Goods and Routes. Baker.
100 Ivínian Husgâran. Makkonen. 214 Venârivè Tides and Ocean Currents. Baker
102 Chéler Karúnè. Makkonen. 222 Venârivè Climate and Prevailing Winds, Baker.
103 Huriséan Prince. Grunert. 222 Venârivè Precipitation Levels. Baker.
Back Venârivè Map. Baker.
Venârivè Geography

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 1
Tonatris Mountains, which protect Azeryan from the

I
northern plains peoples.
The mouth of the Venârian Sea lies in the west.
ntroduction Beyond, are the Gulf of Eder and the mighty Haonic
Venârivè is the vast region of northwest Lýthia, Ocean. South of the Venar mouth lie the desert islands
the largest continent on the world of Kèthîra. Here, of Hepeker. The isle of Hepeker itself is the world’s
for thousands of years, great peoples, cultures, and largest island, and its central regions are amongst the
nations have met, clashed, traded, and developed. The driest. Along the coasts of Hepeker are more fertile
climate and geography, history and cultures, daily life lands, such as Dalanya, whose mountains attract more
and customs, societies and governments, legal sys- rainfall. The treacherous waters of the Elanas separate
tems and economies, military and religious practices Hepeker from Thonia and northern Anzelôria.
form a mosaic so diverse as to baffle all but the most
diligent scholar. The Northern Lands
Underlying it all, however, are myths, legends, and North of the Tonatris Mountains lie the wide plains
beliefs that have sufficient in common to suggest a regions of Quârphor and Reksyna. Further north are the
shared metaphysical background. dark forests and frozen tundra of Altor. The mighty river
This publication presents an overview of the peoples Tîrga cuts across this vast region from east to west,
and places of Venârivè. It includes maps and eventually flowing into the Gulf of Shôrkýnè.
illustrations, as well extensive appendices North of the gulf is Hârbáal, and beyond
and an index of all the locations noted Hârbáal are the mountainous islands
on the accompanying map. and fractious kingdoms of Ivinia.
Beyond the sea of Ivae and the
Extent of Venârivè Gulf of Eder, are the Hârnic isles.
Venârivè lies around the Hârn itself is the world’s second
Venârian Sea and can be largest island. It is a misty,
defined as the area of Lýthia mountainous place with a
between 60˚ north and reputation for odd folk and
the Equator, and between strange creatures. The isle of
45˚ west and 45˚ east. Melderyn, second largest of
The name derives from the the Hârnic archipelago, has
Venârian Sea and the sea of an ominous reputation; it is
Ivae. called the Wizards’ Isle.
The regions south of the Gulf
The Venârian Lands of Shôrkýnè and west of Azeryan
The Venârian Sea separates include a number of mountain
northwest Lýthia from northern ranges (including the Nadami and Jeri-
Anzelôria and the great isles of Hepeker. nalian ranges), but also the fertile valleys
In the east, the many islands of Karejia form a of the Benâmo, the Degela and the Gaden riv-
geographical as well as a cultural bridge to the Lýthian ers. Here lie the feudal kingdoms of Trierzon, Shôrkýnè,
near east. Palíthanè and Emélrenè. The latter is the closest part of
To the north-east lies the mountainous region the mainland to the Hârn; it has a reputation almost as
of Ûmélria, and beyond, the Ketârh plateau, the dubious as that of the Wizards’ Isle.
continent’s arid heart. To the southeast is the great
Beshakan desert. The Namardhez and Mafanilar Fire in the Ground
mountains divide the desert from the Gulf of Mafan. The presence of the soft Azeryan plate in the
The Târga river valley is the Dalken heartland, but centre of the region makes Venârivè one of the most
that empire also has extensive lands along the coast of seismically and volcanically active regions on Kèthîra.
the Venârian Sea. Subduction around the Azeryan plate has thrown up
Along the southern shore are the northern reaches volcanically unstable mountain ranges, including
of the subcontinent of Anzelôria, including Pechalar, the Tonatris range north of Azeryan and the Ûmélria
Tuvara, Thonia and Byria. Byria is a mountainous region, where three tectonic plates meet. Four great
region that projects north into the Venârian Sea. Across fault-lines radiate from the Azeryan plate, and a fifth
the sea from Byria is the great peninsula of Azeryan, crosses the western Ivinian and sea of Ítikîr region. The
with its hardwood forests, deserts, mountains and entire eastern Venârian basin is prone to earthquakes,
arable lands. In northern Azeryan are the monumental as are Thonia and western Ivinia.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


2 Venârivè
Each grid of Venârivè is identified by a four-letter
Climate code. These enable accurate referencing of regional
The region of Venârivè includes virtually all maps. The regional maps covered by Venârivè are:
climatic zones, from the subpolar forests and tundra
to equatorial rainforests. Between the extremes are ITKE – the Sea of Ítikîr, west of Ivínia
more moderate zones of temperate to subtropical HARN – the islands of Hârn
climates. Maritime climates are moderated by the great EDWN – the gulf of Edêr (Edêrwyn)
oceanic currents, especially the north Haonic current
KLUA – Kôrlúa and northwestern Hèpekéria
which brings the warm waters of tropical Kámerand
to northwest Lýthia. See page 222 for a map of the FLNA – Falânia or southwestern Hèpekéria
climate zones of Venârivè. FLNS – the sea south of Falânia

Natural Vegetation IVAE – the region of Ivínia


Vegetation ranges from arctic and alpine tundra SHKN – the region of Shôrkýnè
to vast needleleaf forests, temperate deciduous TRZN – the region of Tríerzòn
forests and woodlands, evergreen hardwood forests MNMA – Menêma and northeast Hèpekéria
and woodlands, prairie and steppe grasslands, semi-
deserts and hot, dry deserts. The deserts of Beshakan ELNS – the Elánas and southeast Hèpekéria
form a major barrier between Venârivè and the Lýthian THNA – Thónia
middle and far east. ALTR – Áltôr
Winds and Precipitation QPHR – Quârphor
The prevailing winds in the region above 30˚ north AZNN – northern Ázeryàn
are westerly, although there are local and intermittent AZNS – southern Ázeryàn
northerlies in the interiors. Below 30˚ north, easterlies
BYRI – Býria
prevail, although there are significant, intermittent
offshore winds blowing north from Anzelôria. The TVRA – Tuvâra
eastern Venârian Sea (Karejia) and the Gulf of Mafan MNGW – western Mengóla
are subject to summer cyclones (monsoons/storms). RKSY – Reksýna
See page 222 for a map of the precipitation levels of
Venârivè. GTHM – Góthmîr and western Ûmélria
KRJA – Karéjia
Venârivè Map DALK – Dalkésh
The map that accompanies this module covers the
† PECH – Péchalâr and the north Shéntu region
whole region of Venârivè. The region is 1,500 leagues
north to south. At the equator the region of Venârivè RKSE – eastern Reksýna
is 2,250 leagues across; at 60˚ north it is only 1,125 UMLR – eastern Ûmélria
leagues across.
HCHR – Hácherdad
The grid on the Venârivè map identifies the major
regions of Venârivè. Each grid is 375 leagues by 250 BESH – Béshakan
leagues (or 1,500 kilometres by 1,000 kilometres; CHOG – Chogôro and western Mafán
approximately 932 miles by 621 miles).
See A ppendix XVIII for further details of the Venârivè
map, including a list of all the layers available.

† One Venârian league is equivalent to approximately 4 km


or approximately 2.48 miles.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 3
A long period of chaos and darkness followed.

H
These ‘lost years’ were ‘an age of dragons, noisome
trolls, and fell beasts, that defy description and harm
istory the eye’. Legendary realms with fantastic names
There are a variety of systems for counting the years are said to have risen and fallen. The most famous,
in Venârivè. These are discussed in detail in Daily Life. Nandar-Tem was a ‘realm of great power, where wise
This section follows the most widely used system, the beings valued art and learning above the skills of war
Tuzyn Reckoning. Tuzyn Reckoning uses the foundation and politics; a land of philosophers and adepts of the
of the Kingdom of Melderyn as its starting point. All ennobling arts’. This land is said to have sunk beneath
dates after that point are identified by tr; all dates prior the waves in a great cataclysm. It was during this period
are identified as Before Tuzyn or bt. The current date in that many of the non-human peoples of Kèthîra came
this system is tr720. to prominence. The Sinái of Hârn apparently arrived
Most historians of Venârivè divide the history of the around 10,000 years ago, and dwelt on Hârn with their
region into a number of eras and periods. The simplest god, Siem. Siem apparently departed 3,000 years later
divisions are the ‘eras’: for the Blessed Realm; most of the Sinái left with him.
Ælder / Heroic Era – before bt1300 It was also during this time that the Kúzhai emerged to
Ancient / Classical Era – bt1300 to bt300 found their various realms – initially Merdain, Erdar, and
Larhakul in central Lýthia; later Kiraz and Azadmere on
Middle Era – bt300 to tr500
Hârn; and finally Kondasgel and Harhakeim in Ivinia.
Modern Era – tr500 to present (tr720)
Towards the end of this period, a number of human
A more detailed division is by ‘periods’, which
civilisations began to emerge. These include the great
overlap:
Empire of Mafan and in the far east beyond Venârivè,
Legendary Period – pre bt3000 the Ch’misa Empire. The Empire of Mafan coalesced
Megalith Period – bt3000 to bt1600 around the semi-mythical city of Narmar, in the northern
Migrations Period – bt1600 to bt680 Gulf of Mafan, but spread all round the Gulf, including
Foundations Period – bt680 to tr1 establishing colonies and settlements on the Chogori
Early States Period – tr1 to tr300 and Shentu coasts by at least bt3300. On the island
Imperial Period – tr200 to tr500 of Hepeker, this period sees the earliest emergence of
Viking Period – tr250 to tr550 Numec culture, with rock art in the Durqudani region
Modern Kingdoms Period – tr500 to present telling the earliest myths dating from around bt5000.

See Folk of Venârivè for a list of notable personalities Megalith Period (bt3000 to bt1600)
from the history Venârivè. From around bt3000, it appears that Venârivè saw
the spread of agrarian cultures in a number of regions,
Legendary Period (pre bt3000) often characterised by the building of major earthworks
Historians, even those with access to the archives and megaliths (hence scholars’ name for this period).
of the Church of Save-K’nor at Berema, know very The most important of these were in the Târga River
little about the time before bt3000. Legend tells of an valley, on the islands of the Venârian Sea and in the
‘Earthmaster’ empire flourishing across Lýthia 15,000 far west of Venârivè. The Târga River culture appears
to 20,000 years ago. Their powers are said to have to have been strongly influenced by the Empire of
been miraculous: they could travel vast distances at a Mafan to the east, including by the spread of irrigation
thought, control the weather and dominate the minds technology. In turn it appears to have influenced the
of lesser beings. These stories are so fanciful that the Venic Island culture, which spread from the eastern
very existence of the Earthmasters would be dismissed Venârian shore across the islands of the Venârian Sea.
if it were not for the sites and artefacts they left; Around bt3000, Jarind peoples reached the western
scattered across the world are their ruins, daunting, shores of Lýthia, and from around bt2700 a henge
ominous places where one can feel the age of the culture began to emerge on the island of Melderyn. This
weary stones. The island of Hârn appears to have been culture spread widely, although not all Jarind peoples
a particularly strong centre of Earthmaster activity; appear to have adopted it. Many enigmatic stone and
major Earthmaster sites on the island are Anisha, earthwork henge monuments can still be found across
Pesino, Elkall-Anuz and Telumar. western Venârivè. The henge culture appear to have
These Ancients appear to have vanished 150 been associated with the development of agriculture,
centuries ago. No one knows why, where they went, or and a higher level of social stratification.
whether they might return. Some claim they never left,
but faded into the background or withdrew to places of
mystery such as the Wizards’ Isle, Melderyn.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


4 Venârivè
In the Târga River region, a number of realms inscriptions on stelæ erected across the region. Around
evolved during this period, most notably the ‘kingdom’ bt2100, peoples of the Venic island culture (possibly
of Nalhaan, which emerged in the upper Târga valley escaping over-population) settled on the coast of
around bt2900, and slowly spread to the Târga mouth Zerhanor, now called the Azeryan Peninsula. Here
by bt2300. The development of this culture appears they came into contact with the Jarind Zeran people,
to have been associated with the development of with whom they traded. Significant cultural exchange
‘quanats’, enabling long distance irrigation. Scholars also appears to have occurred, as there is the gradual
believe that the ruins of Nalhathar (now in the Beshakan development of a distinct Azeri group on the peninsula.
Desert) were central to this realm, suggesting that the It is possible that there were a number of other Venic
course of the Târga River has shifted considerably in settlements further afield, including contact with the
the intervening centuries. The very ancient Neri script henge culture to the west, and with the early peoples
of Anzelôria (ancestor of modern Neramic) is thought of Hepekeria. A number of stelæ of early Hepeka using
to have evolved within this culture. the Tianta script appear to date from this period.
The unification of the Târga River valley appears to The henge culture itself apparently underwent a
have led to a cultural flourishing known to scholars as significant transformation around bt1900, as evidenced
the Golden Empire, marked by a range of megalithic by a shift in the form of monuments to a more linear
structures, which however appears to have lasted only form, with more extensive use of causeways, long
a few short centuries before collapsing into a range of barrows and the like, and a consequential reduction
states. Some suggest a major catastrophe (possibly cli- in the prevalence of megalithic sites. Numec culture
matic) led to the end of this earliest Venârian ‘empire’. apparently went through a series of transitions, as
Further west, the Venic Island culture continued to evidenced by changes in the style of rock art across the
flourish throughout this period, developing at least island of Hepeker.
two of its own scripts (Alanta and Tianta), found on

Kuzjêra
Venârivè
Co-dominium c.BT2000
of Hârn Vón peoples

Phâric
Hârgi Áltwè peoples
peoples
Yârhlè
peoples Tonát
Émhlè Ûmenýa Êrdar
peoples Ârgónic peoples
peoples
Zónawè
peoples
Yârhin Zerán
culture peoples
Vénic Shâpékash
peoples

Dálani
peoples
Agénzi culture
Býsha
peoples

Hepéka
peoples Hálena K’áfar
peoples peoples
Empire
Târgan culture of
Western
Eastern
Panhaónic
Mafán
Panhaónic Central peoples
peoples
Panhaónic
peoples

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 5
The peoples pushed westward by the Ketari were
Migrations Period (bt1600 to bt680) collectively referred to as the Phari. They were pushed
The hitherto steady phase of cultural evolution was into Quârphor, northern Zerhanor, and Lankor, and
sharply interrupted by an extended period of massive reached the region known as Lowalys (now called
migratory dislocation. Around bt1750 the Ketari of Shôrkýnè) around bt1650. They crushed many Jarind
central Lýthia began producing iron (possibly learned tribes, prompting the formation of a number of Jarind
from the Kúzhai of the central plateau). Coupled with confederations – the most prominent of these were the
their ancestral command of horse-riding, this provided Shatrah, Shona, Lythwys and Emelan confederations.
them with greater mobility and military superiority These managed to slow the advance of the Phari, who,
over their neighbours, who were subsequently pushed in turn, formed their own inter-tribal alliances. The
south, east, and west. These series of migrations had first of these emerged in the region then known as
a devastating effect. The ancient Empire of Mafan fell, Tochema, now called Palíthanè.
and the Venic Island culture went into decline. (Much Other Jarind sought to escape by migrating them-
later the great Ch’misan Empire of the far east also fell selves. A people now known as the Yarili migrated
to Ketari nomads). to Ivinia in this period. They were followed later by a
To the south, the states of the Târga River valley were Pharic people known as the Ivini, ancestors of today’s
subject first to raids and then more serious attacks by Ivinians. Others escaped to small islands in the Gulf of
the Mafaketa nomads. First to fall was the state of Gor- Eder, leading to such short-lived realms as that on the
angul. The kingdom of Quaandehn formed an alliance Wynedhrhin islands, the kingdom of Wynedor.
with the nomads and conquered a number of other
states, but around bt1430 the rulers of this realm were
betrayed and destroyed. Chaos ensued along the river
region.

Yaríli
Migrations Period
Yârhin Álti
c.BT1600-680
migrations Rekâri
Ivíni Phâric Ketâric
migrations migrations
Járin Yârynè Soquâr
Uphâri
Wynérhin Uquâr

Tochémi Ménak
Atáni Wars Gónati
Màfakéta
c.BT900-680
Fall of Empire
of Mafán
Kóshéta
Hôrzili BT1550

Vénic Dark Age


c.BT1500-1100

Bàkésha
Fall of Târga
River Kingdoms
BT1430

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


6 Venârivè
Human migration to Hârn
Even larger groups of Jarind sought to migrate to
Foundations Period (bt680 to tr1)
From bt680 or so it appears there was a time of
the main island of Hârn. The island had long been a
consolidation and reformation following the dislocation
forbidden land for the Jarind, but the social dislocation
of the migrations period. The Pharic and Jarind
caused by the invasions broke many ancient taboos.
peoples across the region evolved new societies that
Those who migrated to the south of Hârn apparently
blended aspects of both traditions, and developed new
did so with the agreement of the Sinái and Kúzhai; pos-
innovations in response to demographic growth and
sibly this arrangement was brokered by the inhabitants
cultural exchange.
of Melderyn. Others migrated to the northern regions
of Hârn; for many of these people the rationale was In bt670, the Kingdom of Emélrenè was founded;
religiously inspired – they claimed to have been ‘called’ some say prompted by the end of the Co-dominium
to the island by the god Ilvir, who is said to dwell on the on Hârn. Emélrenè had been a stronghold of Jarind
island itself. resistance to Pharic incursion for centuries; it is said
that the first walls were built at Berema in bt1388. The
To regulate the settlement of humans on the
region ‘between the Es’ has remained essentially closed
island, the Co-dominium of the Sinái and Kúzhai
to outsiders since this period; from the foundation of
became more formalised, with the creation of a unified
the kingdom, Emélrenè appears to have begun to take
monarchy. The Sináin lord Daelda became the first
a more active interest in the regions around it.
King of Hârn for both humans and elder folk in bt1286.
During this period a number of important churches
For around four hundred years this arrangement
were founded. The many deities of Kèthîra had been
appears to have worked; but from around bt900 the
worshipped, of course, long before; but it was during
Pharic peoples sought to follow the Jarind to Hârn.
this period that organisation and structure in worship
Many of these raids were launched from Tochema
began to emerge, in response to both social change
(modern Palíthanè). Raids soon turned into invasion,
and other religions becoming more organised. The
when the Pharic confederations discovered the relative
Church of Naveh emerged around bt750; that of Peoni
emptiness of Hârn. In bt734, King Daelda sought
around bt600; that of Larani around bt370; that of
to resolve the issue by ceding southeast Hârn to the
Morgath around bt250; and that of Sarajin by bt150.
invaders; sadly this only provided a base for further
Agrikanism had been in existence since around bt1500;
incursions.
but in bt100 a more formalised church emerged.
The climax of this period came in bt683 with the Battle
The Emelan kingdom created a model of ‘sacral
of Sorrows. While the forces of the Co-dominium won
kingship’ which was adopted (over time) by other nearby
the battle, King Daelda and many of his allies fell. His
peoples. The growth of the influence of the worship
successor Aranath decided to abdicate as King of Hârn
of Larani and Agrik both spurred this development.
in bt680, dissolving the Co-dominium and withdrawing
Further east, other models of kingship were inherited
the few remaining Sinái to the forest of Shâva to rule
from the ancient Târga River culture and the Mafani,
a much diminished Kingdom of Evael. The rest of the
while the Azeri peoples exhibited a bewildering variety
island was now open to human colonisation, which
of forms of governance, from secular warlords to
rapidly occurred in subsequent centuries.
theocratic priest-kings.
This period saw the re-emergence of a number of
civilisations and cultures from the ‘dark years’ following
  the social and cultural dislocation of the migration era.
In the Târga River valley numerous petty states rose
and fell from bt1400-bt1200. There was a brief revival
under the Chuaanagurlla, but this kingdom collapsed
under what inscriptions call the Argollur Uprising in
bt970. Eventually this led to unification of the Arganaal
Kingdoms’ Confederation, which lasted until around
bt450.
Another early revival were the Karuia city-states of
the Venârian Sea. Some of these were established by
bt1000; but their strongest period was from around
bt700. The Karuia established colonies and trading
posts across a wide area, influencing much of the
Venârian Sea and beyond even to Hepekeria. A related
group who came to be known as the Azeryani emerged

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 7
from the descendants of the Venic island settlers on the legendary Empire of Mafan; although the reality of this
great peninsula of Zerhanor. is dubious. The Târgan Empire was a caste-based,
From around bt600 the Jarind sea-town culture slave-keeping, highly centralised polity with theocratic
developed around the Gulf of Shôrkýnè. Towns such as overtones and a profound disdain for foreigners. These
Lyth, Dinibor, Calamisa, Trepura and Shatrah traded all attitudes were manifested by frequent, and remarkably
across the northwest, from Ivinia to Emélrenè and even brutal, punitive expeditions into surrounding lands. A
Hepekeria. Across Zonara and around the coast of the quarter of the population of the empire consisted of
Venârian Sea trading centres for the tribal hinterland foreign slaves.
emerged, influenced by both the Karuia and the Jarind Around bt500 a populous people known as the
sea-towns. Sorki began to migrate into Lowalys (which came to be
This period not only saw a flowering of trade, but known as Shôrkýnè following their conquest). By bt400
also of literature and the arts in this region. The scholars they had reached the coast of Alagon, and southern
of Berema developed a new script known as Lakise, Sorki tribes had pushed south into what is now north-
which enabled easier writing on parchment than the ern Trierzon. This invasion did not, however, appear to
older and more angular Khruni. have resulted in the level of dislocation caused by the
Far to the east, beyond Venârivè, the Diramoan earlier migration period; some say that the missionary
Empire emerged from the ashes of the Ch’misan efforts of the Laranian and Peonian churches were key
empire; later the eastern Empires of Shoju, Jankor and in this respect.
Melûria were formed. The development of these distant Another significant event was the fall of the Târ-
lands had an impact on Venârivè, principally by stimu- gan Empire in tr7. Besha and Pechalari nomads, in
lating trade across Lýthia. alliance with other ‘oppressed’ peoples of the region,
In bt277 a new power emerged on the southern conquered the empire and slaughtered almost all of
coast of the Venârian Sea – the Târgan Empire. This the ruling castes.
empire claimed to be a re-foundation of the semi-

Venârivè
TR1
Ivínian
petty-states Áltic tribes Áltic tribes

Jára

Rekâri tribes
Járind Rekâri tribes
Ázadmêre
Járin Kiráz Káldic Sea-towns
tribes states & tribes Quârphic tribes
Eváel
Quârphic tribes
Úlmerian-
Lakôri Quârphic
states
Heléni tribes
Phâric
tribes
tribes
Sôrki tribes Quârphic tribes
Mèlderýn
Emélrenè Ûmen
Tonátri tribes Erázi
Émhlè tribes
Valéni tribes
Thánemi Tríeri
tribes Ménakras
states Gónatris
Zerán tribes Ûmen
tribes
Zonâran states tribes
states

Azéri Ûmen Ánil


states tribes Ketâri

Kàruía
states
Bight
States
Kéronwyth
Elbýthi
Kôrlic tribes Hácherian
Lýanwyr Dálani states
tribes tribes
Bésha
tribes
Búqdin Namârdim
Númec Elbýthi
tribes tribes
tribes tribes
Kázeria

Býrios
Bésha
tribes
Nárelis

Colonies
Târgan Empire
Parnásalos
Kúlavylan Bulántiva
Rhârdýan
Anêrlis

Falánian Súasè
Kóneda
Nánis
Bésha
tribes Elánasi Hérei tribes
Nýverkalin Telánua
Khinavûr Aýana

Principality of
tribes tribes Tuvâran
Tuvâran
Banáli
Mokôra
Théra

tribes
Pârvanna
tribes Pèchalâri
tribes Pèchalâri
Lánae

Tuvâran tribes
tribes Tuvâran
Thónian Mafáni States
tribes
tribes Pèchalâri
tribes

Neshái
tribes

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


8 Venârivè
The Foundations Period was a dark age for much In another example of over-mighty wizardry, the
of the island of Hârn. While the Sinái and Kúzhai apocalyptic War of the Princes engulfed Mafan from
sheltered in their forest and mountain fortresses, there tr117 to 129. This civil war between the ancient wizard-
was ongoing warfare and confusion across the island. prince rulers of Mokora dragged in most surrounding
Tribal groupings predominated. Only on the island realms. The climatic Battle of Onira saw the deaths
of Melderyn did ‘civilisation’ remain, and even here it of the last surviving contenders – the Sun-Bright and
was dislocated. From around bt650 to 400, Melderyn Harmonic Princes – and led to the formation of the
underwent what is known as the Eldritch period. It is League of Boliâfra in tr131.
said that the island was ‘ruled by wizards who openly The two centuries following tr1 were a long period of
displayed their power and held the common folk in conflict in the peninsula of Zerhanor/Azeryan known as
awe and fear.’ A number of small realms emerged from the Azeri Wars, fuelled by ethnic, political and religious
this period, and by bt228 five of these formed a loose tensions amongst the Azeri petty-states and warlords
alliance – a time known as the Five Kingdoms Period. and their Zeran and Pharic neighbours.
This ended in tr1 with the foundation of the Kingdom Notable incidents included the martyrdom of the
of Melderyn. A century or so later, this date was used by Varanian warlord St Varenas at Meokara (later Meokolis)
the scholar Tuzyn as the starting date for his calendar, in tr62, and the destruction of the great temple of Save-
which now bears his name. K’nor at Sharas in tr94, which caused the removal of
the Save-K’noran pontificate to Berema in tr96.
Early States Period (tr1 to tr300) Meanwhile, conflict between the Dalken and Karuia
The period after the foundation of the Kingdom intensified. In tr162 the Empire of Dalkesh conquered
of Melderyn saw the establishment of a considerable and sacked the ancient city-state of Livelis, destroying
number of small states across all of Venârivè. Petty the ancient Chantry of Damokra el Abdera. Dalkesh
states emerged in Thanema and Zonara (now southern went on to control much of eastern Karuia until the
Trierzon), on the Azeryan peninsula, in southern Hâr- Karuian Rebellion of tr178-180 liberated the region
báal, in Ivinia, and on the island of Hârn. It appears that from the ‘Dalken Yoke’. After the ‘restful peace’,
these states emerged both as a result of local factors Dalkesh concentrated its efforts on the Bythiran river
(a gradual aggregation of local power), supported by region, eventually recapturing Pelona and Gilech by
broader trends such as the influence of other cultures tr248.
and states, and the continuing influence of organised
religious groups. Steady growth in inter-regional trade
also fostered the emergence of centres of power and
influence, which drove further state formation.
As trade and elite status grew, so did greater
hierarchy in social organisation. Tribal social structures
r

Sea
Un

of
Ton Ménkris
á

gave way to more formalised arrangements, initially in


ains tris
Mount Mo
tris unta
Toná ins
TR111-121

tributary relations between tribes and rulers, eventually


la

Amés

De

in yet more formalised ‘feudal’ relationships.


Éna
ras
TR183-185 Ménkren
cBT75 TR139-143 Mountains

Along the Târga River, a number of kingdoms arose TR20-30 TR157



ne
rè os

X
Aré TR83-88

from the ashes of the Târgan Empire. The Kingdom


Ta

Védos
igó

TR178 TR72-76
s

Mnts Éna
X Nà
ras

X
TR179-

of the Dalken was founded in tr16, and by tr47 had X


liâ
TR11 tris 181
TR59-62
M TR75-76
X
o
TR187 unt TR88-89
ain M

conquered most of the valley, establishing the Empire


s

TR102-
la

éd

s as
Vális X 104
Ish

X
TR16
éna

X
Mnts
Ib

of Dalkesh. The Dalken went on to conquer the coastal


TR163
nis

TR97-99
X Én
a
TR75-76 ras X
TR165-
167 Bay of

regions and minor Karuia states of the south-eastern


Skôraz

X
TR71-75
Gulf of Ómris
TR88-90

Venârian Sea over the next century, beginning with the X Sá


TR110-
TR82-83

sa 112 G
lan TR80-86 ôsu

ancient scholarly city of Zerula in tr93, and eventually


TR84-85
X
las
M TR182-
ou TR132
nt 184
ain Sh
s ûro

conquering the city-states of Chenosolis, Galamonia


s
TR188
Síe
Ázeryàn sa
n TR92-94

and Belonu.
Drylands
TR101-103
Ála
sôr

TR83

On Hârn, the Empire of Lothrim emerged in tr100.


n on

X
of

For twenty years this realm, created by a renegade


its

TR33-37
ra
St

wizard-lord from Melderyn, dominated central Hârn. X TR37

His rule brought about the destruction of the Kúzhan


realm of Kiraz and the unleashing of the Gârgún, but he
TR80-82

was himself destroyed. In the wake of his fall a number


of states were founded in eastern Hârn; Chybisa (in
tr160) and Kaldor (in tr188) are two still in existence. The Azeri Wars (cTR1-TR194)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 9
By tr242 the empire had conquered or absorbed
Imperial Period (tr200 to tr500) all of the Azeryan Peninsula, and a few short decades
In tr194, a group of north-central Azeri states later all of the Venârian Sea lay within its orbit. In the
formed the Kingdom of the Azeri, a confederation last years of the third century, the Azeryan Empire
designed to combat the growing power of a group of secured control of the eastern seaboard of the Venârian
coastal Azeri / Karuia states. There had been ongoing Sea and turned its attention westward towards Zonara
conflict between the various small states of the great and Thanema. By tr303, it had conquered this entire
peninsula of Azeryan / Zerhanor for over two centuries, region, wiping from history many small states. Only the
with the Azeri states increasingly pushing back their ancient kingdom of Emélrenè was able to bring a halt
Zeran rivals. But in the late second century a coalition to the Empire of Azeryan’s westward expansion with the
of coastal cities, led by the Republic of Skoraz, formed Peace of Berema in tr303.
a strong block that threatened their inland neighbours. In the wake of conquest, the Azeryani moved to
From tr194 to tr221, the Kingdom of the Azeri integrate the many peoples and cultures they had
developed a new form of military unit, the legion, and encompassed into their political and economic system.
combined their forces under a military leader†. Based Through a process of incorporating local elites into the
on this military and political innovation, the inland Azeri imperial system, and planting colonies of Azeri across
allies overcame the richer coastal states, and in tr221, the region, they built political and economic bonds that
established the Empire of Azeryan. This empire was strengthened the empire.
to become the most powerful single entity in all of the The fourth century saw an explosion of economic
history of Venârivè. activity. In tr321 the Empire of Azeryan granted an
empire-wide charter to a Karejian institution, the
† Initially this leader was an elected year king, but Mangai of the Guilds. The Mangai evolved from the
eventually became a permanent emperor ostensibly respon- ancient civic government of the Karuia city-states,
sible to the senate of the leaders of the various constituent which was also strong amongst the Azeri. The
states of the confederation.

Venârivè
Jâra
Ivínian TR474
States
Quârph Rekâri
Járind
Coráni
states
Empire
Mèlderýn
Shôrka
Emélrenè Tríerzi

Empire of Ázeryàn
Hácherian
principalities

Hèpekérian
Confederation
Empire of
Dalkésh

Býrian
Governate Mafáni
States

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


10 Venârivè
Merchant Associations of Azeryan had played a key role The first loss was its colonial province of Byria.
in financing the growth of the empire, and in alliance The province of Byria was officially declared in tr443,
with the Mangai of Karejia, they sought and obtained but it was not long afterwards that the colony began
an empire-wide semi-monopoly on the oversight of to exhibit considerable independence. Factional
trade. Through the sponsorship of the Mangai, Azeri infighting severely weakened the imperium around this
and Karejian traders and explorers ranged far and wide time; there were nine emperors from tr441 to tr462.
beyond the empire’s borders, establishing a network This appears to have allowed Byria to declared formal
that has extended farther than and outlasted the reach independence in tr462. It is believed that Emperor
of the empire that created it. Zarkalendis I (tr462-475) allowed this to stand because
By the mid fifth century, Azeryan had conquered the he owed his accession to his relative, Arkalenda, first
northern and eastern coastal regions of Hepekeria and independent governor of Byria.
founded the colony of Byrios on the southern shores of Further blows were to fall. From tr457, the western
the Venârian Sea. provinces of Thanema and Zonara were ravaged by
The rapid growth of the Empire of Azeryan inevitably incursions of Trierzi barbarians. Despite attempts
brought it into direct conflict with the region’s other to ‘manage’ these invaders by settling them in lands
great imperial power, the Empire of Dalkesh. Thus depopulated by the Yellow Plague, by tr480 there
began the Century War. The war lasted from tr292 was considerable unrest in the western provinces.
to tr398, and occurred in three broad phases. In the This broke out into full-scale revolt in tr484. Emperor
first phase, Azeryan captured much of the eastern Mithrynas V sought to address the growing demands
Venârian seaboard, but Dalkesh pushed back through for greater regional autonomy by the creation of the
a daring desert war, capturing Livelis in tr303 after a Western Protectorate in tr487. Unfortunately his
long siege, only to lose it to the Azeryani three years successor, the infamous Barendanis IV (known as ‘the
later. The second phase was fought largely at sea, and Mad’) eventually undermined this solution, and by
conflict moved back and forth for four decades. Finally, tr492 the Trierzi War of Independence had begun.
the last half-century saw the long, grinding defeat of The final years of this period saw a resurgent Dalkesh
Dalkesh as she was pushed back from her northern under the Emperor Khorlus I (‘the Magnificent’), first
coastal possessions. The Azeryani southward advance of a new dynasty. He conquered the upper reaches of
was only halted in tr398 at the Battle of Aninis Hills. the Târga River, and invaded the Mafani coastal states,
Many other peoples and states in the region laying siege to Mokora. He retired having extracted
naturally sought to emulate the success of the Azeri. A trade concessions from the Mafani.
particularly interesting example was the Corani Empire
on the island of Hârn. Beginning as a confederation Viking Period (tr250 to tr550)
of Corani tribal peoples, this state came to dominate Meanwhile, elsewhere in Venârivè, events unfolded
most of western Hârn by tr380. In that year its ruler that were to have equally wide-ranging impact. From
Malian took the title emperor, clearly in imitation of the the early third century, Ivinians began to raid and then
Azeri imperium. conquer areas to the south, principally in the region
The Azeryani empire influenced the societies known as Hârbáal. This process took decades; but
around it in many other ways – socially, economically, slowly these invaders came to dominate this area.
and culturally. For example, many realms outside the Initially they made use of fast oar-powered raiding
empire adopted the Imperial style of architecture that vessels; later the addition of sails enabled them to raid
evolved in the late fourth and early fifth century, even further afield.
in regions where the open colonnades and interior From Hârbáal they turned their attention to their
gardens of this style might otherwise have been greatest competitors; the Jarind sea-towns. This
inappropriate. Similarly, Azeryani styles of dress, music, struggle was titanic; and the Ivinians were not always
and performing arts were imitated in places far beyond victorious. But the Ivinians’ new longships over time
the empire’s borders. became more of a match for the Jarind vessels: one
At its height, however, the Empire of Azeryan began by one these ancient trading states were picked off and
to come under strains that would eventually cause it fell to the northerners. The last great Jarind realm on
to fragment. Over the second half of the fifth century the Hârbáaler mainland, Lythwys (Lyth), fell in tr322,
it would lose nearly half its conquests. The causes of but others, such as Dinibor, Calamisa, Shatrah, and
decline were complex, but included: over-extended Trepura survived until the late fifth and early sixth
reach, corruption, internal dissent, and social change, century. The development of the dragonship around
including the breakdown of the ancient consensus tr450 appears to have been instrumental in these final

between its matriarchal and patriarchal noble clans. victories.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 11
The removal or weakening of the Jarind sea-towns
opened up opportunities even further south for the
Ivinians. At the same time that the Trierzi began to
harass the Azeryani on land, the Ivinians began to raid
the empire’s western lands from the sea.

Modern Kingdoms Period (tr500-)


At the turn of the sixth century, the Empire of
Azeryan was under considerable strain. It was losing
the war with the Trierzi, and unable to hold back the
Ivinian raiders. And although it managed to defeat
the Dalken emperor-hero Khorlus the Magnificent (in
tr496), this came at great cost. In tr502, the empire
was powerless to respond as Taralandis al Ubaron (aka
Torichane) declared himself King of Trierzon, a realm
encompassing all of the western provinces.
Shortly after the foundation of Trierzon, the Trierzi killing a third of the population – including the Emperor
invaded the northern lands of their cousins, the Shorka, of Azeryan and wiping out the ruling house of Trierzon.
seeking to expand their new-found power. The occupa- A new Trierzi royal house was founded by Tarkosen al
tion from tr508 to tr518 was, however, something of Artain, the husband of the sole surviving royal princess.
a misadventure, and eventually the Trierzi were forced He took the throne following her death with the regnal
to retreat, leaving behind a more united set of Shorka name of Taralandis II.
petty-states. In the wake of the Red Death, Azeryan lost control of
One of the key reasons for the withdrawal was the its last Hepekerian holding, Arlanto, in tr560. Despite
invasion in tr513 of the western region of Trierzon this, the thirty-year reign of Emperor Zarkalendis III
by a disparate group of Ivinians led by Bjan Ledrin. (tr559-589) stabilised the empire for a time, after the
The Ivinians took advantage of both the Trierzi seven-year regency of Arzanbaredis, who continued to
preoccupation with Shôrkýnè and local dissention led advise the new emperor for the first decade of his rule.
by the Count of Athamas. By the end of tr518 ancient The Red Death had particularly serious consequences
Thanema had fallen, and a year later the Kingdom of on Hârn, where a combination of the disease and an
Palíthanè was proclaimed. inappropriately harsh response to unrest and religious
The period from tr518 to 536 saw the first phase of discontent (including the martyrdom of the Morgathan
the unification of Shôrkýnè; at the end of this period prophet Balsha in tr558) led to the Balshan Jihad.
most of western Shôrkýnè was a united kingdom, fac- This culminated in the fall of the Corani Empire in
ing the Kingdom of Ensel to the east. tr565. A period of chaos was followed by the rise of the
Meanwhile, the Empire of Azeryan continued to lose heretical Morgathan Theocracy of Tekhos, which ruled
territories. Ivinian mercenaries seized control of the western Hârn with a hand of terror for two decades
island province of Menêma in tr523; the lack of imperial from tr568. The strongly Laranian kingdom of Kanday
response led to the collapse of the province of Dalanya arose in southwest Hârn in the wake of the Theocracy,
a year later. Within a decade the northern region of as did the Thardic Republic.
Kymaria (Xeria) had also declared independence. In Shôrkýnè, the Red Death led to the breakdown of
Internal politics within the empire prevented a decisive social order and the opportunistic invasion of the Plain
response. of Karetan by the Trierzi in tr560 only made matters
The conflict in Shôrkýnè took a number of twists, worse. Shorkyni failure in the First Karetan War led
most significantly involving the intervention of a group to the deposition of King Raleth in tr566 (a pattern
of Hârbáalers led by clan Pelanby. Initially this group repeated with King Bursin in tr596). This began a
invaded the western reaches of the fledging kingdom process of the assertion of the rights and powers of the
of Shôrkýnè, taking the region known as Alagon but Shôrka nobility over the crown that eventually lead to
the invaders soon reached an accommodation with the establishment of the Shôrkýnì Parliament in tr672.
the Shorka king, and together brought the Kingdom Following their successes in the Karetan War, the
of Ensel to heel. Trierzi turned their attention to Azeryani Beronium, in
It was soon after these events that a great disaster a conflict known as the Second Trierzon-Azeryan War
struck almost all of Venârivè. Beginning in tr553, and (tr572-575). King Mirgael II was able to push his forces
continuing until tr561, the terrible disease known as as far as the Zonan River, but was unable to take Berónè
the Red Death swept across the region, in some places or Gorium. Mirgael’s successes against Azeryan were

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


12 Venârivè
marred, however, by the Southern Rebellion late in his
reign. Led by the Duke of Korun, Dasyn al Orinwal,
this local conflict erupted into a full-scale rebellion in
tr597, and was not fully pacified until tr598.
Meanwhile in Palíthanè, the period known as the
Troubles ran from tr589 to 593 during the reign of King
Bjan II (‘the Bad’). Further trouble arose a generation
later when conflict between two royal princes erupted
into a civil war known as the War of the Princes (tr653-
655), which led to the first regency of Queen-Regent
Larena.
Warfare was increasingly prevalent amongst the
states of Hârbáal during the early seventh century. The
aggressive kingdom of Geltheim played a leading role death of the Azeryani emperor Heremzator V and the
in these conflicts, conquering Sowidh in tr598 and Reksyni conquest of Gothmir.
Yelaben in tr633. It unsuccessfully sought to take the The crushing defeat of the Azeryani, including the
Kingdom of Ánvâl in the Ánvâller War (tr620-621). loss of a ruling emperor and several imperial legions,
Another notable event was the Battle of Tarkain, where prompted an unprecedented massive rebellion by the
two Hârbáaler fleets fought off the islands of Tarkain in Karejian and Ûmélrian provinces, which broke away in
tr605. tr657, supported by the Empire of Dalkesh. The Fourth

Religious tensions in northeastern Trierzon came to Azeryan-Dalkesh War or the Great Karejian War lasted
a head with the Laranian Tobran Inquisition (tr616- until tr663. It claimed the life of yet another Azeryani
620), causing the flight and death of many accused of emperor, Azenbaredan I, in tr659.
Agrikan worship. The longer-term effect, however, was Following the completion of the Shurâma in the
a lessening of the respect for the Laranian Holy Office same year, Azeryan moved into a largely defensive
among more moderate Laranians. position, abandoning Gothmir to the Reksyni (tr660)
On Hârn the ongoing confusion following the fall and further restricting the active role of the emperor.
of the Theocracy of Tekhos enabled the conquest of Modern Azeryani emperors rarely even leave the
western regions by the Kuboran leader Arlun in tr629. imperial palace.
This led to the foundation of the Kingdom of Rethem Out of this conflict developed the two great city-state
in tr635, with repercussions that have continued to the leagues of the Venârian Sea; first the Ûmélrian League
present day. of the northeast (tr657) and later the Karejian League
Meanwhile, the growth of bulk trade in the Gulf of (tr676). They have worked to maintain their independ-
Shôrkýnè from around tr620 led to the development ence by maintaining a balance between the Azeryani,
of the Shôrkýnè dak in Eilyria around tr650. The on the one hand, and the Dalkeshi and Reksyni on
Kingdom of Chelemby rapidly adopted this vessel after the other. Both have emerged as major economic and
the first Hârbáaler invasion of tr675. political powers, especially Karejia.
The Third Trierzon-Azeryan War (tr643-646) was a The late seventh century saw a new artistic movement
disaster for the Trierzi, resulting in the deaths of two develop in Azeryan, in response to the crisis of that
kings, one of whom ruled for only two months. The century. The Restorative movement in art, architecture,
new King Polcharin ended the war and married the and music expressed longing for the early years of the
Menêman princess Amyva al Seranis. Queen Amyva empire and focused on a reassertion of old themes. In
was to play a dominant role as the ‘Iron Queen’ of the current decade the fashion has tended towards a
Trierzi politics for many decades to come. more bold and confident style, incorporating new ideas
The Trierzi obtained respite from Azeryani attacks and techniques as the empire begins to rebuild.
principally because of the rise of the Reksyni To the north, the process of the unification of
Confederation, which was formalised around tr645 by Hârbáal took place from tr661 to tr673, ending
Khan (Khela) Gothan Rashena. The newly coordinated with the marriage of Lirel Ledensen to Tralis Elendy.
Reksyni began serious incursions into Azeryani The unification was followed by a failed invasion of
territory around tr647. A prophesy of disaster led to Chelemby in tr674, which precipitated the Hârbáaler
the beginning of the construction of the Shurâma by Civil War (tr675-679). Hârbáal again attempted to
Emperor Markoranelis II in tr649. conquer Chelemby in tr683, but again was defeated
Unfortunately Markoranelis’s successors were lulled by the much smaller realm.
into a false sense of security, leading to the disaster
of the Battle of Hambarkas (tr655), which saw the

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 13
Northern Hârn began to experience attacks and con- One recent conflict, the Tamanias Campaign of
quest by Ivinians from tr652. Over the next thirty years tr712-714, saw the Trierzi Duke of Stalfore invade the
the independent Jarin principalities fell to the invaders, Tamanias march of Palíthanè. This led to the current
leading to the proclamation of the Kingdom of Orbaal siege of Waleden in Stalfore county, Trierzon.
in tr686. The Jarin Rebellion from tr701-703 revealed Further north, the Ivinian kingdom of Ibanvaal
that the Jarin populace was not as passive as some invaded the neighbouring Kingdom of Menglana in
believed, and tensions continue. The Orbaalers sought tr718, crossing the Kejelrian Mountains in a daring
to extent their conquest further south, beginning with and unexpected attack on Froyby. This war continues;
the Rape of Thay in tr705. These attacks were brought other Ivinian realms may intervene to prevent the fall of
to a sudden halt by the Cape Renda Disaster in tr707 Menglana.
when an entire Ivinian fleet was destroyed in a freak
storm. Current Situation
On the Lýthian mainland, the Senedalo War (tr664- Azeryan is still the most powerful realm in Venârivè,
668) between Trierzon and Palíthanè brought down but it is considerably less dominant than two and a
the ruling house of the Trierzi county of Senedalo, and half centuries ago. Its power has been blunted by the
culminated in the famous Siege of Alsinon. The war rise of Trierzon, the most powerful feudal state in the
was only ended by the Bishop’s Truce in tr668. The region, and by the force of the impact of the Reksyni
victorious Pálithàner king Koris died in a freak jousting Confederation.
accident only a few years later, resulting in the second The decline of the Azeryan Empire led to the rise of
regency of Queen-Regent Larena (tr672-679). many other smaller states and leagues of states, most
The Fourth Azeryan-Trierzon War (tr668-670) saw importantly the Karejian League and the Ûmélrian
Trierzon recapture much of the territory it had lost in League. Both of these leagues seek to maintain their
the disastrous Third War. independence, improve their trading opportunities, and
Continued weakness in Azeryan (including four balance the power of Azeryan, Dalkesh, and various
emperors from tr672 to 673) contributed to the Lankor tribal groupings, including the Reksyni and Besha.
secession in tr676. The empire has never accepted To the south, Dalkesh has undergone a period of
the lost of this key northern holding, with three vicious recovery over the last century. It is now flexing its power
wars fought over the subsequent years: the First War in the direction of both Hacherdad and Mafan.
(tr676-679); the Second War (tr685-690; and the The Empire of Byria has, if anything, grown more
Third War (tr709-714). Lankor only just retained its militantly matriarchal as time has gone on. There is
independence. growing tension between Byria and the resurgent
The period following the Fourth Azeryan-Trierzon Dalkesh.
War saw the rise of the Karejian League. Together with The various regions of Hepekeria are now a jumble of
continuing Arlantan piracy (which first began in the small states and tribal groups. The Numec Hepekerian
Reaver Years from tr648), this constrained opportuni- Confederation continues to exist, but it is not a unifying
ties for Trierzi trade. Trierzi merchants began to seek force.
new ways of reaching the key trade routes of the east. To the west, the last two centuries have seen the
This led to development of the karúnè around tr690. rise of feudal and royal states; Trierzon, Shôrkýnè, and
This new caravel ship design has rapidly spread to Palíthanè are the dominant examples, all in conflict.
Chelemby, Emélrenè and Palíthanè; it is likely that the In the northwest, the Ivinians are in a further phase
network of Cheler trading-posts and alliances has con- of state-building and consolidation. The super-realms
tributed to this rapid transfer. of Hârbáal, Seldenbaal, and Ibanvaal are poised for
expansion and conflict. The Cheler continue to develop
the breadth of their trading interests, and build alliances
with realms such as Emélrenè.
On the great plains, the Quarph are beginning to
move towards statehood, as are the Alti. Both are
influenced by the Ivinians, the Shôrka, and the Azeri.
The Reksyni Confederation is less united than it was
seventy years ago, although it is still very much a force
to be reckoned with.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


14 Venârivè
c. bt2300 Kingdom of Nálhaan extends to Târga mouth;

C
creation of ‘Golden Empire’
c. bt2100 fall of ‘Golden Empire’ (Târga River valley);

hronology Vénic settlement on mainland Zêrhanor


c. bt1900 linear henge culture begins
c. bt1750 Ketâri militarism enabled by iron-working tech-
nology
Ælder Era c. bt1700 Phâric peoples driven west by Ketâri
c. bt20000 Earthmasters arrive on Kèthîra. c. bt1650 Uphâri reach eastern Lówalys (Shôrkýnè)
c. bt15000 Earthmasters depart (‘lost years’ begin) c. bt1600 foundation of Emélan tribal confederation;
c. bt10000 Siém and Sinái settle on Hârn Járind (Yârynè) people colonise Hârbáal and
bt7190 Kúzhai present on Kèthîra; Chel
foundation of Kúzhan city of Mêrdáin c. bt1550 Empire of Mafán falls to Màfakéta nomads
bt7060 Kúzhan city of Êrdar founded in eastern bt1532 Pólfwys (Bôrin) founded by Járind (Hârbáal)
Ûmélria c. bt1500 Ilpýlen delivers the word of Ágrik;
bt7025 Kúzhan city of Lârhakul founded in Ketârh beginning of Vénic Dark Age;
c. bt7000 Siém departs Hârn with many Sinái; foundation of Shátrah as a Yârhin refuge;
Kúzhan city of Kiráz founded on Hârn Hôrzili Járind settle on Kôrlic islands (Hépeker)
bt6894 Kúzhan city of Ázadmêre founded on Hârn c. bt1470 fall of the Kingdom of Gôrangúl, Târga River
bt6870 Chostôren emerge at Dínibôr (Chel) c. bt1450 Quáandehn / Màfakéta alliance, conquests
bt6700 Kúzhan city of Kóndasgel founded in Ivínia c. bt1430 Great Betrayal of the Quáandehn; conquest of
c. bt5300 civilisation in Mafán Târga River valley by Màfakéta nomads
c. bt5000 Járind people descend from sacred caves in the c. bt1400 Yaríli migrate to Iváe
Mountains of the Moon (Ûmélria); bt1388 first walls of Beréma constructed
approximate date of first Númec Rock Art in the c. bt1350 foundation of Trepûra (now Loála, Shôrkýnè)
Dùrqúdani region of Hèpekéria bt1340 Uphâri defeated by Eméla in Álagon;
c. bt4290 city of Narmâr and Empire of Mafán founded closing of Emélrenè
c. bt4000 Yârhin (Járind) settled in Quârphor and Lánkor bt1307 Uphâri defeat Shóna Alliance, take Plain of
bt3728 Kúzhan city of Hârhakeim founded in Ivínia Káretan
c. bt3700 Second Númec Rock Art period begins
c. bt3500 Járind Zéran migrate to Zêrhanor (Ázeryàn) Classic Era
c. bt3500 Járind Émhlè migrate through Lánkor c. bt1300 Járin migrate to Hârn;
c. bt3300 foundation of colony of Mokôra, Mafán peak of oceanic henge culture, including sites
c. bt3200 Járind Yârhlè migrate to Huriséa of Gehódhivys, Dínibôr, Témian, and Calamísa;
c. bt3100 Járind Émhlè reach Zonâr (Tríerzòn); Tochén Phâri invade Lánkor
Târga River culture first emerges bt1286 Co-dominium on Hârn under King Daélda
c. bt3000 Járind Émhlè reach western shore of Lýthia; bt1198 first Phâric (Atáni) confederation founded in
Járind Zónawè migrate to Zonâr (to bt2400); Tochéma (Palíthanè)
colonisation of Chògôrana coast by Mafáni bt1180 Tochémi-Emélan Wars (to bt900)
c. bt2900 henge culture in west Shôrkýnè; c. bt1170 Kingdom of Chúaanagûrlla, Târga River valley
Kingdom of Nálhaan (Upper Târga River valley); bt1120 ‘foundation’ of Livélis, start date of Kàruía
colonisation of Shénti coast by Mafáni calendar
c. bt2800 Vénic Island culture (Azéri) c. bt1100 Principality of Mokôra is leading Mafáni state;
c. bt2700 henge culture on Mèlderýn; approximate end of Númec Rock Art period;
Third Númec Rock Art period begins foundation of ‘kingdom’ of Wynédor (Edêrwyn)
c. bt1050 foundation of Tîrkhadhy (Tîrgólis);
approximate date of the foundation of the
Church of Sávè-K’nôr by Eilár al Íronoth
c. bt1000 rise of Kàruía city-states in Venârian Sea;
Yaríli settlement widespread across Iváe;
Phâric people (Ivíni) reach Hârbáal, conflict with
Járind begins
bt973 Gehódhivys (Kôresten Anúz, Hârbáal) destroyed
by a ‘sea dragon’
c. bt970 Árgollûr Uprising, fall of Chúaanagûrlla.
c. bt950 Járind hill-forts on Chel and in Hârbáal
c. bt946 birth of Damókra al Abdêra, near Dúrien
bt922 foundation of Lýthwys (Lyth, Hârbáal) by Lýthyr
the Great
c. bt910 unification of Árganaal kingdoms (Târga River)
bt904 Tarl al Barún begins to lecture at Íshranor
bt903 foundation of Damókra’s chantry, Livélis

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Venârivè 15
c. bt900 Ivíni begin migrating to Iváe;
Phâric peoples (Atáni) begin raids on Hârn;
beginning of the Atáni Wars (to bt683)
c. bt895 Damókra devises the Kàruía Calendar
bt873 death of Damókra al Abdêra, Livélis
c. bt830 Chélni tribal confederation invades Hârn
c. bt800 Hôrzili Járind vanish from Kôrlic islands;
Soquâr Phâri come to dominate in southern
Quârphor
bt750 Church of Navéh founded
bt734 southeast Hârn ceded to Atáni
c. bt700 height of Járind hill-fort culture (Hârbáal, etc.)
bt688 Mage-King of Lánkor (to bt665)
bt683 Battle of Sorrows on Hârn; fall of King Daélda
bt680 Great Abdication, end of Hârnic Co-dominium
bt675 civil war in Lýthwys (Hârbáal)
bt670 foundation of Kingdom of Emélrenè
c. bt650 beginning of the Eldritch period of Mèlderýn
c. bt620 foundation of Vúldenâr by Shôro the Tall tr1 Kingdom of Mèlderýn founded;
c. bt600 Church of Peóni founded; Rekâri tribes push into northeast Quârphor
Kàruían states develop on coast of Býrios; tr1-194 Azéri Wars; conflict on the Àzeryáni Peninsula
Hodíri tribal confederation settles on Hârn; tr7 Târgan Empire conquered by Bésha/Pèchalâri;
Rekâri tribes begin to pressure Soquâr, leading Târgan genocide
to eventual split of Sôrki and Quâr tr10 Taugári Cult established on Hèpekéria
c. bt590 fall of ‘kingdom’ of Wynédor (Edêrwyn) tr12 Isýnen refounded by Hepénolian traders
c. bt580 Ivíni defeated by Jâren Cêrethys, Bâjel (Ivínia) Council of Eleven established on Mèlderýn
c. bt550 Quârphic Phâri begin to migrate west tr16 (official) foundation of Empire of Dalkésh
c. bt500 last of Ivinian migrations to Ivínia tr47 Dálken conquest of lower valley kingdoms
bt481 Yârhlè-Sôrki battle of Kótrùn tr62 martyrdom of St Várenas, Ázeryàn
c. bt480 Sôrki ravage Huriséa and Lówalys (Shôrkýnè); tr65 foundation of first Kingdom of Lánkor
Tîrkhadhy destroyed tr75-76 Réshan conquest of southern Ménakra
bt469 federation of Shátrah and Trepûra defeat Sôrki tr79 Dalkésh-Chogôro War (to 85)
c. bt450 height of Járind sea-town Culture; tr82-108 Second Emélan-Táneri war (Thánema)
break-up of Árganaal Kingdoms Confederation tr89 formation of League of Sérianàpi (Mafán)
(Târga River valley) tr93 Dálken conquest of coastal regions (to 147)
bt437 ‘Time of Troubles’ in Emélrenè (to bt433) tr94 destruction of Sávè-K’nôran great temple at
bt424 martyrdom of Peónian St. Hârbraén (Shôrkýnè) Sháras by forces of Îrkárgai (Ázeryàn)
c. bt400 Sôrki (Shôrka) tribes reach Álagon; tr96 Sávè-K’nôran Pontificate removed to Beréma
Tríeri (Tríerzi) in north Zonâra (Tríerzòn); tr97 foundation of town of Silgôra (Hèpekéria);
Ivínians dominate Iváe; destruction of city of Îrkárgai (Ázeryàn)
end of Eldritch period of Mèlderýn (Hârn) tr100 Lóthôr – tyranny of Lóthrim begins on Hârn
c. bt380 Táneri conquer significant areas of Thánema; tr106 town of Fûhreling founded in Ivínia
conflict involving Emélrenè (to c. bt250) c. tr110 gârgún appear on Hârn
c. bt370 Church of Laráni founded tr117 War of the Princes (Mokôra, Mafán, to 129);
c. bt358 Dálani states on Kôrlic islands (Hèpekéria) destruction of much of Kázeria (Hèpekéria)
c. bt350 Thánemi culture in Palíthanè tr120 Lóthrim sacks Kúzhan city of Kiráz;
c. bt330 first Hácherian states formed Battle of Sírion; fall of Lóthôr
c. bt300 Isýnen (Hèpekéria) founded by Kàruían traders; tr128 town of Tashál founded on Hârn
rise of Târgan Cults (Pyârvir, Târga, Áranu, tr129 Battle of Onîra, Mafán; end of Principality of
Orgûrl) Mokôra
tr130 Túzyn Reckoning (calendar) devised
‘Middle’ Era tr131 formation of League of Boliâfra (Mafán)
bt277 foundation of Târgan Empire (Dalkésh) tr143-147 Dálken conquest of Bélonu and Gýlecha
bt270 ‘Time of Darkness’ in Emélrenè (to bt264) tr144 unification of Grand Principality of Hácherdad
c. bt250 Isýnen (Hèpekéria) sacked by Númec c. tr150 Thánemi and Zonâran states established;
bt250 Church of Môrgath founded (Ázeryàn) Ivínians begin raiding Hârbáal
c. bt230 foundation of Kázeria (Xêria, Hèpekéria) tr157 Dálken-Kàruían War and Occupation (to 180)
bt228 Five Kingdoms period on Mèlderýn tr160 Kingdom of Chybísa founded (Hârn)
bt150 Church of Sárajìn founded (Ivínia) tr162 conquest and sack of Livélis by Dalkésh;
bt140 Târgan colonies on coast of Býrios (to c. tr1) destruction of the chantry of Damókra al
bt47 ‘Black Wind’ destroys Yelástrys (Jéltrè), Hârbáal Abdêra

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


16 Venârivè
tr180 Kàruían Rebellion against Dalkésh tr293 Peónian pontificate established, Zonâra
tr187 end of First (Lékha) Dynasty of Dalkésh tr294 greatest extent of Ázeryàn in the east
tr188 Kingdom of Káldôr proclaimed (Hârn) tr297 Àzeryáni conquest of Zonâra (to 303)
tr190 creation of the Republic of Skôraz (Ázeryàn) tr298 Siege of Livélis by Dalkésh (to 303)
tr194 Kingdom of the Azéri founded; c. tr300 Gôrémzator al Ûrvaèn establishes the primacy
Azéri-Skôraz War (to 221) of Lysâra within the Azéri Àgríkan church
c. tr200 Ivínians begin to settle in Hârbáal; tr301 Côranan / Coráni Kingdom founded (Hârn)
Quârphic resurgence pushes back Rekâri tribes tr303 Ázeryàn signs Beréma Accord with Emélrenè;
tr201 reign of Bashwâr I the Terrible (Dalkésh, to 227) fall of Livélis to Dalkésh
tr202 First Númec Confederation established (to 270) tr305 foundation of Kingdom of Géltheim, Hârbáal
tr205 foundation of Union of Chawúnik (Árlanto, to tr306 recapture of Livélis by Ázeryàn
242) tr307 conciliation of Xêradyn, Hârbáal;
c. tr210 travels of Lánukros al Hroánes to eastern Lýthia Sea War between Dalkésh and Ázeryàn (to
(to c. 240) 310);
tr215 Kingdom of Séldenbàal founded (Ivínia) reconstruction of Livélis, including the building
tr221 declaration of the Empire of Ázeryàn of the Xêriates Wall and the Larúnda (to 320)
tr222 Azéri Empire War (to 235) led by famous Àzeryáni architect Órcharan al
tr224 Dálken reconquest of Pélona Lanádes
tr227 Laránian pontificate established, Zonâra tr312 foundation of Neólis by Azéri traders (Hârbáal)
tr234 Azéri Central Peninsula War (to 239) tr313 destruction of Vúldenâr by Ivínians (Chel)
tr239 Azéri Alám campaigns (to 242) tr315 Àzeryáni treaty of protection with Menêma
tr241 reign of Patrám the Abhorrent of Dalkésh tr321 Empire of Ázeryàn grants charter to the Mángai
tr242 Ázeryàn Empire completes conquest of Ázeryàn tr322 fall of Lýthwys (Lyth) to Ivínians (Hârbáal)
Peninsula; tr325 Hlárakor’s expedition to Shôrkýnè
Dínibôr, Témian and Calamísa defeat tr327 foundation of Principality of Génjes (Mafán)
Ivínian raiders; tr337 Àzeryáni conquest of Lánkor;
collapse of union of Chawúnik (Árlanto) Sea Battle of Rykál (Dalkésh-Ázeryàn);
tr243 foundation of the Mángai in Karéjia; combined forces of Dínibôr, Calamísa, and
Azéri southern Inkârium campaign (to 249) Shátrah destroy Ivínian raiding fleet
tr248 Gílech falls to Dalkésh; tr340 Àzeryáni Great Plains campaign (conquest of
Kôrlimator al Gârynas dedicates the first southern Quârphor; to tr344)
Àgríkan Imperial Octennial Games (Ukhíla) at tr344 Kingdom of Menglána founded (Ivínia)
Lysâra tr348 foundation of Beldîra, Huriséa (Mángai project)
tr250 Ázeryàn conquest of Karéjian islands (to 263) tr350 Azéri establish fortifications along Tîrga River,
tr257 Azéri northern Inkârium campaign (to 264) including at Ékenon
tr264 First Ázeryàn-Dalkésh War (to 270) tr351 ill-fated expedition of Àzeryáni explorer and
tr270 Church of Haléa founded (Karéjia); trader Nókralis al Hrâzen to northern Quârphor
First Númec Confederation splinters tr360 Azéri Erazýn campaign (to 368)
tr273 Azéri conquest of Ûmélria (to 290) tr362 Kàldôric civil war (Hârn, to 377)
tr277 destruction of Témian by Ivínian raiders tr363 capture of Ífanè, foundation of Ávastran
tr284 First Azéri Kálin Campaign (to 286) (Hârbáal)
tr292 Second Dalkésh-Ázeryàn War (to 399) tr374 foundation of Árlanto trading post (Hèpekéria)
– Century War tr380 Malian declares the Coráni Empire (Hârn)
tr382 foundation of Íbanvaal (Ivínia)
tr388 city of Mêrethos (Golótha) founded (Hârn)
tr390 foundation of Kingdom of Lútra (Mafán)
tr396 Àzeryáni conquest of Chenósolis (Dalkésh)
tr398 Battle of Anínis Hills; Àzeryáni advance halted
tr401 foundation of Xêrium (Hèpekéria)
tr410 compilation of Codex Mithrýnas, basis of
Àzeryáni law, begins
tr417 Kymárian campaign (Árlanto, to 421)
tr420 Xêrian Pentarchy convened (Hèpekéria)
tr421 Court of Pentacles established within the Coráni
Empire on Hârn;
foundation of Àzeryáni province of Kymária
tr428 Kúzhan cities in Ivínia seal their gates to Ivínians
tr433 Azéri Xêrian Shore campaign (Hèpekéria)
tr434 Union of Delúma (Mafán)
tr435 Býrios colony of Ínri founded by Ázeryàn;
annexation of Menêma by Ázeryàn;
foundation of Kingdom of Ámvâr (Mafán)

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Venârivè 17
tr443 Àzeryáni province of Býria established
tr446 annexation of Xêrium by Ázeryàn Modern Era
tr447 Àzeryáni Ámsas II legion disappears in tr502 Kingdom of Tríerzòn founded;
Hèpekérian desert Isenósian heresy (Árlanto, Hèpekéria)
tr448 re-formation of Númec Hèpekérian tr507 destruction of Shátrah and Trepûra (Shôrkýnè)

Confederation tr508 Tríerzòn begins conquest of Shôrkýnè

tr450 Víshanelas al Áshrankeles, ruler of Lysâra, tr509 collapse of Àzeryáni province of Kálin

acknowledged as Amànasûrif (pontiff) of the tr510 Nèfriakóna Rebellion (Mafán, to 517);

Àgríkan church Quârphic civil war (to c.550)


tr455 Àzeryáni found city of Vítho, Dalánya tr512 Ánvâller Civil War (Hârbáal) (to 515);

tr457 first Tríerzi incursions into Zonâra and Thánema Enârla Tothánko is head chef for Àzeryáni
tr461 Chélemby founded as a wintering camp Emperor Vîrliamydes II (to 519), leads to evolu-
tr462 Býria declares independence from Ázeryàn; tion of imperial style of cuisine
Àzeryáni ‘Bay of Dusts’ campaign; tr513 Ivínians invade Thánema (Palíthanè)

‘Time of Knives’ (Gérnak) in Dalkésh; tr515 Ivínians seize Târkáin;

Dálken diaspora defection of Count of Áthamas (Palíthanè)


tr470 Dalkésh-Mafáni War (to 479) tr517 Génjes-Boliâfra War (Mafán, to 521)

tr472 Quârph-Lédenheim wars (to 483) tr516 First Ázeryàn-Tríerzòn War (Lánkor, to 518)

tr474 Ázeryàn completes conquest of Dalánya; tr518 Tríerzi withdrawal from Shôrkýnè;

Chifâr-Nèfriakóna War (Mafán, to 486) ‘First’ Shôrkýnè civil war (to 536)
tr477 siege of Mokôra (Mafán, to 479) tr519 foundation of Kingdom of Palíthanè

tr479 Peace of Mokôra (Mafán) tr521 great flood of Thârda (Hârn)

tr480 Býrian civil war (to 486) tr522 annexation of Principality of Gwéfyn to Palíthanè

tr482 alliance between Silgôra and Bothísa tr523 Ivínians seize control of Menêma;

(Hèpekéria) Tûragelsen’s War (Huriséa, to 524)


tr484 revolt by Tríerzi and Zonâra against Àzeryáni tr524 collapse of Àzeryáni Dalánya (Hèpekéria);

rule Vítho declares independence (Hèpekéria);


tr486 Third Dalkésh-Ázeryàn War (to 496); Huriséans drive Járenmarkers from Beldîra
conquest of Nèfriakóna by Chifâr (Mafán) tr526 Conclave of Arcane Lore, Beréma, established

tr487 creation of Western Protectorate of Ázeryàn tr527 Batána campaign (Tríerzòn-Palíthanè, to 529)

(Zonâra and Thánema) tr533 First Génjes-Fárifal War (Mafán, to 536)

tr488 Ázeryàn suppresses Tríerzi revolt tr535 Xêrium (Hèpekéria) secedes from Ázeryàn.

tr492 Western Protectorate of Ázeryàn secedes; tr536 Kingdom of Shôrkýnè proclaimed;

War of Tríerzi Secession (to 502) Megrán attack fractures power of Ivínian
tr493 Court of Pentacles of Hârn joins the Mángai; Lýtheim
Great Abomination of Býria tr537 ‘Second’ Shôrkýnè civil war (to 542)

tr494 conquest of Jénias by Boliâfra (Mafán) tr539 Bjan Pélanby’s invasion of Álagon

tr496 destruction of Dínibôr by Ivínians; tr540 Peace of Tûresgal, Pélanby-Býrelsen alliance

Battle of Bythîra River, Dálken emperor tr542 Treaty of Anûrn; formalisation of Shôrkýnè

Khôrlus I the Great killed tr551 foundation of Quârphic principality of Sêrkeva

tr498 Ivínians seize Gôris; tr553 Red Death reaches Dalkésh / Venârivè

destruction of Calamísa by Ivínians (ends 561)


tr499 declaration of the Holy Empire of Býria tr554 Red Death reaches Hèpekéria
tr555 Red Death strikes Meókolis, Ázeryàn, and
sweeps through Tríerzòn (to 559)
tr557 Red Death in Shôrkýnè (to 559);
end of Ubâron Dynasty in Tríerzòn; accession of
Taralándis II al Ârtáin
tr558 martyrdom of the Prophet Bálsha;
Bálshan Jihad on Hârn (to 565);
Red Death reaches Chélemby
tr559 Red Death reaches Hârn (to 561)
tr560 First Káretan War (Shôrkýnè-Tríerzòn, to 567);
Árlanto declares independence from Ázeryàn
c. tr560 flourishing of Náthelite mode of religious art
within Laránianism (to c.590)
tr563 Second Génjes-Fárifal War (Mafán, to 572)
tr565 fall of Coráni Empire (Hârn)
tr568 Theocracy of Tekhós (Hârn, to 588)
tr566 deposition of King Ráleth of Shôrkýnè
tr569 formalisation of the Falânian Federation

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


18 Venârivè
tr572 Second Tríerzòn-Ázeryàn War (Berónium, to tr658 Ûmélrian League makes peace with Reksýni;
575); Gáldiv Rebellion (Lánkor, to 661)
Agony of Aléath and Aléathian Odyssey (Hârn) tr659 Ázeryàn complete Shurâma;
tr580 first city walls of Chélemby completed Dálken reconquest of Hepénolis, Àzeryáni
tr588 foundation of Quârphic principality of Ékenon emperor Ázenbâredan I is killed during the
tr589 foundation of Kingdom of Kandáy (Hârn); invasion of Hepénolis; the Azéri are thrown into
‘troubles’ in Palíthanè (to 593) disarray
tr596 deposition of King Bûrsin of Shôrkýnè; tr660 Ázeryàn abandons Góthmîr to Reksýni;
Southern Rebellion (Tríerzòn, to 598) Second Tîrgólan War (to 662)
tr598 conquest of Sówidh by Géltheim (Hârbáal); tr661 Íbanvaaler subversion of Lýtheim complete;
Sáliom secedes from Gávrios (Hârbáal); unification wars of Hârbáal (to 673)
Kingdom of Kôrlúa declared (Hèpekéria) tr663 Sea Battle of Quârmil (Ázeryàn-Dalkésh)
tr601 Pôrna River massacre, thousands of Rekâri tr664 Karéjian League formed
tribes folk slaughtered by Quârph tr664 Sènedâlo War (Palíthanè-Tríerzòn, to 668)
tr603 Revelation of Réka-Sýna by Prophet Gósan; tr668 Fourth Tríerzòn-Ázeryàn War (Berónium, to
Vâdrin Hârdin of Génja (Hârbáal) said to have 670);
reached Kámerand Siege of Álsinon / ‘Bishop’s Truce’ (Palíthanè)
tr605 Battle of Târkáin, Hârbáaler fleets clash at tr672 Salt War, Hârn (Thârda-Káldôr, to 673);
Târkáin first meeting of Shôrkýnì parliament (Quârelin)
tr610 Vâdrin al Hârdin said to have sailed to the Gulf tr673 unification of great-kingdom of Hârbáal
of Mafán round the southern tip of Anzelôria tr674 first Hârbáaler invasion of Chélemby;
tr612 Lókemheim civil war (Ivínia) proclamation of Thârdic Republic, Hârn
tr616 Laránian Tóbran Inquisition (Tríerzòn, to 620) tr675 Hârbáaler civil war (to 679);
tr619 Second Káretan War (Shôrkýnè-Tríerzòn, to Treasure War, Hârn (Káldôr-Chybísa, to 687)
628); tr676 Lánkor secedes from Ázeryàn;
foundation of Quârphic principality of Vâben First Lánkor-Ázeryàn War (to 679)
tr620 Ánvâller War, Hârbáal (Géltheim-Ánvâl, to 621) c. tr680 invention of Karéjian dragon fire by Sôralis al
tr622 Dýsor splits from Charinátrè (Hèpekéria) Dúnkas at Nárolis
tr629 Arlún the Barbarian invades Réthem (Hârn) tr682 Ézar’s War, Hârn (Réthem-Kandáy, to 697)
tr630 Génjes conquest of Fárifal (Mafán); tr683 second Hârbáaler invasion of Chélemby
death of Reksýni Prophet Gósan at hands of tr685 Second Lánkor-Ázeryàn War (to 690);
Quârphic raiders Ámvâr alliance with Pèchalâri tribes (Mafán)
tr632 foundation of Quârphic-Ivínian town of Órlet tr686 Kingdom of Orbáal proclaimed (Hârn);
tr633 Géltheim conquers Yelâben (Hârbáal) reputed slaying of the ‘last dragon of Shôrkýnè’
tr635 foundation of Kingdom of Réthem (Hârn); by Gántas al Éstries
unification of Reksýni Confederation; tr690 alliance between Chélemby and Emélrenè;
Reksýni-Quârphic War (to 645) Ámvâr conquest of Jýna (Mafán)
tr642 Xêriades the Syrénè oversees construction of c. tr690 development of karúnè in Tríerzòn
the lighthouses of Xêrium harbour tr695 Berónium conflict (Tríerzòn-Ázeryàn, to 696)
tr643 Third Tríerzòn-Ázeryàn War (Lánkor/Berónium, tr699 Dalkéshi incursions on Tuvâra begin
to 646) tr701 Járin Rebellion, Orbáal, Hârn (to 703)
tr645 destruction of Quârphic principality of Sêrkeva tr705 Rape of Thay (Hârn)
c. tr645 development of Shôrka dak tr706 Aúlumon Protectorate established by Lánkor
tr646 foundation of first Falânian colony in Thónia tr707 Cape Rénda Disaster (Hârn)
tr647 Reksýni incursions into Ázeryàn Empire tr709 Third Lánkor-Ázeryàn War (to 714)
tr648 Reaver Years (to 672); Arlántan pirates tr711 Ámvâr conquest of west Lútra (Mafán)
ravage Xêrium and southwest Venârian Sea tr712 Kusémè War, western Hârn (Thârda-Kandáy);
tr649 Ázeryàn begins construction of Shurâma, with Tàmánias Campaign (Palíthanè-Tríerzòn,
advice from Xêriades the Syrénè to 714)
tr652 Ivínians begin conquest of Jâra (to 676); tr714 Laránian Solôri Crusade begins (Hârn)
unification of Greater Séldenbàal tr717 Tiké conflict, Lánkor-Tríerzòn border (to 718)
tr653 Kâris Rebellion (Palíthanè, to 655) tr718 fall of Fróyby, Menglána, to Íbanvaal (Ivínia);
tr654 Járenmark–Séldenbàal alliance, Ivínia Inkârium campaign (Ázeryàn-Reksýni in
tr655 Battle of Hambârkas, death of Àzeryáni Góthmîr)
Emperor Herémzator V; tr719 Móspen incident, fighting on the
Reksýni overrun much of Góthmîr Plain of Káretan;
tr657 Great Secession: Karéjian provinces rebel; Paragon River Conflict (Ázeryàn-Tríerzòn)
Fourth Dalkésh-Ázeryàn War (to 662); (ongoing);
Third Káretan War (Shôrkýnè-Tríerzòn, to 658); Siege of Wáleden (ongoing)
Ûmélrian League founded

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 19
It is possible that the Umeni language of the tribal

C
people of Ûmélria is an ancient Jarind tongue.

ulture and Language Phari


The Phari are a very broad cultural and linguistic
Venârivè is a region where many cultural and
group, said to have originated in north-central Lýthia.
linguistic groups have developed and interacted,
Their migrations westward around tr1700 caused
forming a complex tapestry of social organisation,
significant cultural disruption, and led to the formation
realms and peoples.
of new social and cultural groupings. The Ivinians and
The major human cultural and linguistic groups of
the Trierzi have had wide-ranging impact on the history
Venârivè are:
of Venârivè.
• Jarind, including the Jarin, Emela, Yarili, and Alti,
Quarphic is the language of the Quarph, the people
as well as Hârnians;
of Quârphor, distantly related to the Shorka and Trierzi.
• Pharic, including the Ivinians and their colonies, The Quarph have a variety of lifestyles, from nomadic
Quarph, Shorka, and Trierzi; to settled agrarian societies. There are four distinct
• Azeri, including the Azeryani, Karejians, dialects of Quarphic: western, southern, eastern and
Ûmélrians, Elbythians, and Byrians; northern.
• Ketari, including the Ketaric and Besha nomads, Hurisean is the language and culture of the settled
the Hacherim, and the Dalken; people of the western part of Quârphor known as
• Mafani, including the Chogori and Shenti; Hurisea, influenced by many surrounding cultures.
• Anzelôrians, including the Pechalari, Tuvarans, Ivinian is possibly the most wide-spread language
and Thonians; of Venârivè. The Ivinians developed their culture in the
• Hepekerians, including the Korlic, Dalani, far north on the island of Ivae, but have since spread
Dalazeri, and Numec peoples. colonies across many areas of Venârivè.
In addition there are a number of non-human spe- Hârbáaler and Cheler are two languages closely
cies and cultures, and a several religious languages. All related to Ivinian, spoken in lands settled or conquered
of these are written in a range of different scripts. by Ivinians to the south. Both have assimilated
significant elements of other languages.
Cultural and Linguistic Groups Pálithàner is a relatively young language developed
Jarind from Ivinian, and spoken in coastal regions of the
The Jarind are believed to have originated in the Ivinian colony-kingdom of Palíthanè.
area now known as Ûmélria, and were the first known Shorka is the name of a group of dialects spoken in
people to reach the western shores of Lýthia, around the Kingdom of Shôrkýnè. It is related to both Quarph
tr3000. They dominated the regions now known as and Trierzi, but has been significantly influenced by
Shôrkýnè and Trierzon for over a millennia. Jarind local Jarind tongues. Dialects include Qualren (the
peoples also reached Ivinia and Hepekeria. ‘official’ dialect), Melodan, Pelodan, Loalan, Fedin,
Emela is the most ‘pure’ of the Jarind languages, and Kolaren, Sabes, Enseler, Nistalen, and Jandi.
is spoken principally by the inhabitants of Emélrenè, as Trierzi is the language of the region once known as
well as the Émhlè peoples of western Venârivè. Thanema and Zonara, now dominated by the Kingdom
Jarin is the language of the Jarind people of Hârn. of Trierzon. It is also spoken in much of Palíthanè. Its
It is spoken by tribal peoples and by the oppressed many dialects can be mutually unintelligible; they
majority of the region of Orbaal. Jarin was much include Liguno-Athaman, Senedar, Stalfi, Melsa-faldon,
influenced by its interaction with the elder folk of Hârn. Alonadi, Areshymen, Cherykan, Zanori, and Tengalin.
Yarili is the language of the tribal Jarind people
of Hârbáal and Ivinia. There are subtle differences
between the peoples of the two regions; in Hârbáal. Trade Ivínian (or Kántâl) is the ‘lingua franca’
they are called Yarla. of trade across northwest Venârivè. Like Chéler
Altic is the language of the Alti, the Jarind people of and Hârbáaler (to which it is closely related), it is
the far northern regions of Lýthia. Their culture is now a polyglot dialect, which has adopted many terms
much influenced by the Ivinians. and words from other languages, and is kept unified
Hârnians are a mixed people, whose complex social by the mobility of traders and seamen. Almost all
and cultural history includes influences from the Jarind sailors and traders in the region, irrespective of their
and Phari. ‘Civilised’ Hârnians speak a range of mutually own language and culture, have some facility with
comprehensible dialects, but the island’s many tribal this language.
groups speak dialects of varying intelligibility.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


20 Venârivè
Azeri which were once part of the empire include: Lankori
The Azeri peoples are as diverse as the Phari. (in Lankor), Terazin (in eastern Trierzon), Gorik (in
Scholars claim to be able to trace their ancestry back Goris), Kolvisar (in Menêma), and Dalazeri (in Vitho and
to the Venic Island culture which began on the eastern Xerium).
Venârian shore. Karejian is the language of most of the islands of
The Azeryani have had a major impact on Venârivè the Venârian Sea and some areas of the eastern coast.
through the spread of their culture associated with the It is the direct descendant of Karuia, the language of
Empire of Azeryan. They evolved principally on the the Karuia people who were dominant traders across
eastern regions of the Azeryan Peninsula, and came the region until the rise of Azeryan.
to dominate much of the region. While somewhat in Urmech is a language related to both Azeryani and
decline in recent centuries, theirs is one of the most Karejian, with local influences. It is spoken in inland
vibrant cultures of the region. The Azeryani speak regions of Ûmélria.
two languages: Low Azeryani (Nâsik Azéri), which Elbythian is a language spoke in the inland regions
is highly differentiated by region, and High Azeryani of the eastern Venârian coast. It is related to Karejian,
(Zâkimladal), which is a highly uniform language of the with significant influence from Besha, Hacherian, and
upper classes, and of the government and bureaucracy. Azeryani.
Dialects of Nâsik Azéri spoken within the Empire of Byrian is the language of the Empire of Byria on the
Azeryan include: western, northern, central, southern, northern Anzelôrian coast. It is a mixture of Azeryani,
prime, eastern, and island. Dialects spoken in regions Karuia, Târgan, and northern Tuvaran.

Languages and
Yaríli
Kúzhan

Dialects
Ivínian
Áltic Eastern

Orbáaler Western

of Venârivè
Mengólan
Northern
Hârbáaler Western
Járin &
Kúzhan

Huriséan

TR720
Yârla
Hârnic Chéler
Quârphic
Sinái Pelódan Loálan
Kolâren
Southern
Eastern
Reksýni
Uméni
Nístalen

Melódan Jándi

Shôrka
Énseler
Quálren Lánkori
Fédin Tonátri

Eméla
Sábes
Stálfi

Sénedâr
Mélsa-fáldon
Northern Ûrméch
Tríerzi
Ligúno-Áthaman

Pálithàner Western
Eastern
Alonádi
Uméni

Àzeryáni
Areshýmen

Tengálin
Terâzin Ketâri
Prime
Cherýkan Zánori

Central
Târkáiner
Ánil Ketâri
Southern
Karéjian
Kôrlic Kôlvisar
Dálani Namârdim
Hácherian
Dálazeri Island
Górik

BúqdinDálazeri
Elbýthian
Númer
Bésha

Elánasi
Dálken
Hérei Býrian
Laker
Faláni Northern
West
Thónian Eastern Pèchalâri
Western
Tuvâran Chogôri
Inner Mountain
Mafáni
Southern
Southern Neshái
Shénti

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 21
Ketari
The Ketaric peoples of central Lýthia have had a
major impact on surrounding peoples, despite their
relatively lower levels of cultural development. As the
first people to domesticate the horse, they inflicted
defeats on a number of ‘civilisations’ millennia ago, and
continue to threaten agrarian cultures to this day. Most
Ketari have a nomadic lifestyle, although significant
exceptions exist.
The Reksyni dominate the northern plains of
Venârivè, having pushed the Quarph westward and
inflicting a crushing defeat on the Empire of Azeryan
in the middle of last century. They are a powerful
confederation of tribes, but nowhere near as unified as
they were at their height.
The Ketari are the dominant people of the central
Lýthian plateau, and have had an enormous influence
on the history of Lýthia, east and west, including the
destruction of the empires of Mafan and Ch’misa. The
westernmost branch of this horse people are the Anil
Ketari (West Ketari), who live on the plains east of the
Ûmélrian and Hakharlis mountains.
The Besha nomads control the Beshakan Desert,
and have also had a significant influence in Venârian
history from time to time. Together with the Pechalari
and other tribal groups, they were responsible for the
destruction of the Târgan Empire over seven centuries
ago. Today they are relatively disunited and provide
mercenary forces for the civilised realms around the
desert, including both Dalkesh and Hacherdad.
The Namardim dwell in the Namardhez and
Mafanilar mountains. They are ethnically and culturally
mixed, speaking a language related to that of the
Besha, but influenced by ancient Mafash.
Hacherian is the language of the Hacherim, a people
related to the Besha, who settled in the Hakharlis
Mountains many centuries ago.
Dalken is the language of the Empire of Dalkesh.
While related to Besha, it has been significantly
influenced by Pechalari and by Târgan, the language of
the Târgan Empire. The Dalkeshi are of mixed Besha,
Pechalari, Târgan, and even Karuian ancestry, but
paradoxically have developed notions of racial ‘purity’
similar to those of the ancient Târgans – despite those
very traits having led to the Târgan Genocide of tr7.

Reksýni Horselord

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22 Venârivè
Mafani Korlic is the language of the people of northern
The Mafani are a diverse cultural group who can Hepekeria. It evolved from Numer, heavily influenced
trace their ancestry and culture back to the almost near successively by Dalani, Karuia, Azeri and finally Ivinian.
legendary Empire of Mafan. Dalani is the language of the people of the Dalanya
Mafani is spoken all around the Gulf of Mafan. Despite Mountains; related to Numer but also to the ancient
their cultural diversity, the Mafani have maintained a Jarind tongue of the people of that region.
relatively high level of linguistic consistency due to high Falani is the language of the southern peoples
levels of literacy and vibrant trade networks. Over the of Hepekeria. It is closely related to Numer, but with
last century there has been something of a revival in significant influence from Thonian tongues.
Mafani culture, after almost uncounted years of gradual As noted previously, Buqdin is considered by
decline. some to be an Anzelôrian language, but clearly also
Shenti is the Mafani language of the eastern coast influenced from Numer and other sources.
of Anzelôria, a mixture of Mafani and local Anzelôrian Other peoples
languages.
The Mengolans are the westernmost of the Reshenic
Anzelôrian peoples. Only a relatively small number of these people
The Anzelôrian language group is relatively diverse. live within Venârivè. They speak Mengolan, which has
It has two large sub-groups – the northern Panhaonic been affected by Reksyni to the south.
group and the southern Wernai group.
Chogori is the language of the people of Chogoro. It
is an Anzelôrian language much influenced by Mafani. Elder Folk and Non-Humans
The Chogori are much under cultural pressure from a Humans are not the only intelligent, cultured beings
resurgent Mafani and migrating Pechalari. of Venârivè and Kèthîra, although they are by far the
Pechalari is the language of Pechalar, a tribal people most populous and dominate most regions.
who have in recent centuries been pushed southwards Sinái
by the expansion of Dalkesh. A small number of Scholars consider the ‘elven’ folk to be the most
Pechalar have begun to form petty-states in response. ancient of all of Kèthîra. The best known are the Sinái
Tuvaran peoples are a broad group, with several of Hârn. Legends tell of a time when the Sinái ruled all
distinct dialects known as eastern, southern, western, of Hârn, by they are now largely confined to the forest
and Elanasi. Northern Tuvaran is largely extinct, but of Shâva. Their language is known as Sináin, and
had an important impact on the development of they have their own script, Selenian, which may have
Byrian. Some scholars also consider the language of influenced the development of Lakise.
the Buqdin of Xeria to be related to Tuvaran, but this is Legends also tell of other kinds of ‘elves’, including
disputed. the Sidhé (‘high elves’), the Morsinái (‘dark elves’), the
Neshai is a central Anzelôrian language, which is Hwæthârwyn (‘snow elves’) of Altor, and finally the
spoken by only a few tribes who live north enough to Naêri (‘southern elves’) of Anzelôria.
consider being part of Venârivè.
Thonian is the broad language group of the Kúzhai
westernmost Anzelôrians, who live in the varied region The Kúzhai, or ‘dwarves’, are known to dwell on
defined largely by the Thonian Alps. This has created Hârn, but legends also tell of seven tribes and seven
several ‘dialects’ which are in fact largely separate kingdoms, believed to be located in Ivinia and central
language groups: Herei, Laker, mountain, inner, Lýthia. It is said the ancient Kúzhan city of Merdain was
southern, northern, west. influential in the rise of the Narmar River culture.
The Kúzhan language appears to be relatively
Hepekerian undifferentiated. The Kúzhai apparently invented the
The island continent of Hepeker is home to a diverse Khruni script, from which Runic has evolved.
set of language groups and influences. The dominant
group is that of the central desert nomads, but other Chostôri
language groups have made their mark. There are other tales of ‘deep-dwarves’ or Chostôri,
Numer is the language of the Numec people of said to be a darker, less cultured group of beings.
central Hepekeria. While not the most numerous Some say that the Chostôri and Kúzhai were at war
people of the region, they are culturally dominant for generations before the Age of Men. The Chostôri
and influential, controlling cross-regional trade and apparently have their own tongue, but use a script
exercising military supremacy. similar to Khruni.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 23
Gârgún Centaurin
The Gârgún of Hârn can scarcely be classified as The Centaurin are the horse-folk of the great central
elder folk, since they only appeared on Kèthîra around plains of Lýthia. They are not numerous, but do live in
tr100, apparently brought to this world by the mage groups of up to thirty individuals. Some appear to have
Lothrim. Their unique biology strongly suggests they developed agricultural techniques. They tend to speak
are not originally from Kèthîra. the languages of those around them. The Reksyni
There are five sub-species of gârgún: Gargu Arak consider them sacred.
(small or streaked), Hyeka (common or brown), Khanu
Nâblúgi
(great or black), Kyani (white), and Viasal (red).
The Nâblúgi are the ‘small-folk’ said to live in the
Ílmè Luíndè and Ûmélrian mountains and valleys. Whether
The Ílmè or ‘mere dragons’ dwell in a few isolated, they are related to the Kúzhai, or indeed whether they
mainly swampy locations not favoured by humans. They are anything other than humans of short stature, is
are a secretive folk, with strong gender differentiation. open to debate.
Stories of the Ílmè indicate they can be found on Hârn,
Ándanùji
Ivínia, Quârphor and other locations such as Thonia.
The Ándanùji or ‘mountain-folk’ of the Thonian Alps
Nâdi are strange, extremely tall beings said to live in high
The Nâdi, also known as the Mizúni, are the indig- towers, to have unearthly calls, and to be fickle in their
enous inhabitants of the Nadami Mountains, which dealings with men.
are named for them. Few in this region have ever met
them; they trade only with a select few humans whom
they trust. They speak their own tongue, which they do
not share. Legends of the land of the ‘dog-men’ are
widespread across Venârivè. Most peasants ‘know’ that
they exist, and that they live ‘a long way away’.

Gârgún and
Kúzhai

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24 Venârivè
Molkûra, as well as Neramic. It is thus a highly complex
Scripts script, with a variety of registers and forms, and with
Most of the people of Venârivè cannot read or write, both angular and cursive options.
even in their own tongue. Those that can are usually
in specialist positions such as traders, heralds, clerics, Hekori
scholars, and government officials. Hekori is the script of the Hepekerians, derived from
A range of scripts are used across the region; many Tianta, but much evolved. It is used principally by the
are used to write more than one language. Numec and Falani.

Selenian Shenya
The script of the Sinái, or elves, invented millennia The modern script of the Reksyni, Shenya appar-
ago. Highly cursive, it is best suited to a quill pen or ently evolved from the ancient script of the Ketari,
paint brush. Sheni. Both Shenya and Sheni are generally painted
on fabrics with brushes, and are thus highly cursive.
Lakise
The script of western Venârivè, it is principally used See A ppendix VI for a list of the languages and scripts
in the feudal kingdoms, but increasingly spreading to used by different cultures across Venârivè.
other regions. It was apparently invented on Melderyn
around bt600, and is related to Selenian.
Numerals
Khruni Almost all Venârian scripts have symbols for num-
The angular script of the Kúzhai, it is best suited for bers. While originally different cultures used different
carving on wood or stone. counting systems, most now make use of the decimal
system, first developed in ancient Mafan and retained
Runic by the Karuia and Karejians. The Mangai have been
Runic originated in northern Venârivè, and is used by strong supporters of the spread of decimal counting.
the Ivinians and others of the north. A simplified form
of Khruni (although Ivinians believe that they invented
it), it is widespread across Venârivè due to the influence Religious Languages
of Ivinians on trade.
Some religious groups make use of their own lan-
Milanta guages. Most of these are otherwise ‘dead’ ancient
A cursive script of the Karuian traders, Milanta is an languages preserved in liturgical form, but some are
evolution of the ancient Alanta and Tianta scripts. It is apparently unique.
now only used by a small number of scholars in Karejia. Ormauk is the secret language of the Morgathan
church, apparently divinely inspired. It has its own
Ayaran unique script, Nuvesarl.
The script of the Azeri, Karejians, Elbythians, The Agrikan church, in addition to using Azeryani,
Ûmélrians, and Byrians. It is relatively angular in form, has a secret ‘temple-tongue’ known as Surikal.
and evolved from the Zerin script of the ancient Zeran
Finally, the Ilviran church makes use of a language
and Azeri settlers on the Azeryan peninsula.
known as Ivashi. This is apparently the language
Neramic spoken by the god Ilvir and his servants and creatures,
The script of Dalkesh and the Beshakan, Neramic the Ivashu.
was used by the Târgan Empire, and evolved from the
ancient Anzelôrian script known as Neri, but adopted
elements from Sheni and Kono. It has both angular
and cursive elements and forms.
Kono
The very ancient script of the Mafani Empire, Kono
was very angular, and was well suited for carving in
stone and wood. Some argue it is related to Khruni,
but other scholars consider this to be far-fetched.
Tankono
The script of the Mafani peoples, Tankono evolved
from the very ancient Kono script of the Empire
of Mafan, with influences from the Miluan script of

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Venârivè 25

Visitors to Livélis,
Karéjia

Reskýni Woman / Trader Ivínian Mercenary Mafáni Man

Hârnic Merchant Númec Woman

Dálken Trader Àzeryáni Woman Tríerzi Woman

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26 Venârivè
Civic/oligarchic

S ocieties and
Social Organisation
Government
Many city-states are merchant dominated; leadership
is defined by wealth, not necessarily in terms of land
ownership. Land ownership can be quite variable,
including ‘public ownership’ by the state or city, as well
as ‘private’ ownership by both clans and individuals.
Broadly, the societies and governments of Venârivè These tend to be smaller states.
can be classified as tribal, tributary, feudal / royal, civic /
oligarchic, or imperial. Imperial
Imperial societies tend to be centralist, but can
Tribal incorporate elements of many other societies, as they
There are many tribal societies in existence in the will have evolved from them.
region, including many Quarph, the Yarili, the Reksyni,
and the desert nomads of Beshakan and Hepekeria.
These societies are often nomadic or pastoral.
Tribal societies are generally organised around clans
of a common ancestry and culture. Tribal leadership
may take a wide variety of forms, but usually involves
a chieftain of some sort, often advised by a council
of elders. From time to time ‘high chiefs’ may unite
groups of tribes, but this is generally dependent on the
personal capabilities of the individual, and often does
not last. Land ownership or use rights are generally
communal; the tribe will generally allocate resources
amongst its member clans.
Tributary
Tributary societies can be seen as an extension of
tribal ones. Clans still form the basic unit, but there
is generally a ruling clan or group of clans; there is
greater hierarchy within the society. These societies
will generally be settled and a mix of agrarian and
pastoralist. The most prevalent example of this type of
society is that of the Ivinians and their colonies.
Land ownership usually lies with individual clans,
but they acknowledge the power and authority of
greater clans, and pay tribute to them. Relationships
between minor clans and greater clans and their
respective leaders tend to be more formal, often
involving the swearing of oaths. Subsidiary clans often
owe military and other service to greater clans, but
have considerable local autonomy.
Feudal / royal
Feudal realms are quite prevalent across Venârivè.
Feudal realms tend to be very hierarchical; in many
cases all of the land is technically owned by the
sovereign, who delegates control of portions of land
(fiefs) to their vassals, most of whom repeat the process
(known as subinfeudation) until the land is parcelled
out to individual farming clans or even households.

Àzeryáni
Bureaucrat

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Venârivè 27
Imperial and city-state nobility (patricians)
Social Class Imperial and city-state societies often (but do not
Each society will have its own unique social classes.
always) incorporate the concept of nobility. The Empire
The following is a broad typology:
of Azeryan, for example, has both major and minor
• noble or patrician; noble houses. While these societies include nobles,
• warriors; their rulers tend to make use of appointed persons to
• priests, shamen, or wizards; a much greater extent than feudal realms. Governors
• craftsmen and other specialists; (elgar) predominate in these states.
• commoners or freemen; There are generally no (legally) hereditary titles in
• the unfree, including serfs, thralls, and slaves. Imperial or city-states; but this does not mean that
marks of social distinction are not present or clear.
See HMG Player Edition – Pregame for further Other societies
information on playing different social classes.
Tribal and tributary states, such as those of the
Noble/Patrician Ivinians can be relatively egalitarian, although there are
important exceptions (the Numec are a good case in
Almost all of the societies of northwest Lýthia
point).
have a ruling class, often defined by their ownership
and control of land. The nobility are generally a tiny Heraldry: the mark of status
percentage of the population – as small as one percent. Many societies across Venârivè make use of
Feudal nobility formalised means of identifying the social status of
individuals and groups, particularly noble clans. This
The feudal realms of Venârivè tend to have a number
system of signs and marks is known as heraldry. There
of gradations of nobility. The highest class will be the
are clear rules about which marks may be used and
royalty; often restricted to a single clan. These societies
how, and colleges of heralds are the registries of these
recognise the following general types of nobility:
arms at key centres across the region. See Appendix IV
• royalty – kings and sovereign princes;
for a list of the Colleges of Heraldry.
• dukes – the greatest magnates, with vast hold-
ings, many of whom rival kings;
• counts or earls – major landholders, generally
directly from rulers;
• barons – generic term for holders of castles and
keeps;
• manor lords – holders of individual manorial
estates or villas.
In general, dukes, counts, and barons are con-
sidered kular (major nobility), while manor lords are
tekula (minor nobility). See Appendix III for the transla-
tion of these terms in a selection of the languages of
Venârivè.
In feudal societies, nobles are automatically
assumed to be superior to common folk, and the legal
system protects the privileges of rank. Their exclu-
sive privileges include the right to bear heraldic arms,
carry chivalric weapons, ride warhorses, organise mili-
tary forces, and build and hold fortifications. Short of
rebellion or treason, there are few crimes that can be
committed by a noble. Should a commoner be rude or
even fail to display proper deference to a noble, they
can expect swift punishment. In many realms it is not
a crime for a noble to maim or slay a commoner for
cause, although the victim’s family may have a tenuous
Arms of Télkôr Gáred alríd Stálen
claim to compensation.
of Stalfôrè, Tríerzòn

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28 Venârivè
Warriors
Almost all societies across the region recognise a
special class or role for warriors, even if only for an elite
group within a wider role for all adult males (or females,
in the case of Byria).
Knights
Knights (malshi) are semi-noble warriors; the con-
cept exists across feudal and imperial societies. While
knighthood is not technically a mark of noble status,
in most societies across Venârivè, malshi are closely
associated with nobility.
Legionaires
Imperial realms often make use of a special status
for professional troops. The legion emerged as a
specific form of military and social organisation in the
early Azeryani imperial period, and has since become a
model across the region.
Husgaranen (House carls)
House carls are the semi-noble warriors of Ivinian
societies. They have a status roughly equivalent to that
of knights in feudal and imperial societies, although, as
with many aspects of Ivinian society, their status is less
formalised.
Braves and warrior ‘societies’
Tribal societies have their own particular mechanisms
for recognising elite warriors. Whether other societies
recognise these individuals as having a particular status
is highly variable.

Priests, Shamans, and Wizards


Almost all societies and cultures across Venârivè
have special roles for those who intercede with the
gods or other mysterious forces of the universe beyond
the comprehension of ordinary folk. In some cases
these functions are performed by specific castes or
clans, in other cases by individuals selected specifically
for these tasks.
Clergy
The most common of these are the clergy of the
various religions and faiths across Venârivè. Organised
religions have a wide variety of means of selecting the
members of their hierarchies.
The more organised religions (Laranians, Peonians,
Agrikans, Save-K’norans, Haleans, Morgathans, and
Navehans) have complex, region-spanning hierarchies,
sometimes with sub-divisions of clerical orders, militant
orders, and even controlling significant amounts of
land and wealth.
Other religions, including those of the Ilvirans,
Sarajinians, Kelanans, Zarathans, and Siemists, as well
Priest of
as almost all tribal belief systems, are less organised,
Zârath
and lack these structures and formal hierarchies.

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Venârivè 29
Holy-folk and mystics Merchants
Tribal societies tend not to make a clear distinction Merchants, while often originating as craftsmen and
between the gods and other mysteries. They often guildsmen, have in some societies across the region
identify individuals who stand apart and act on behalf transcended their original social status to a new, inter-
of their community with the worlds of magic, mystery, mediate status. In plutocratic or oligarchic states (par-
the gods and the dead. Ivinian society delegates these ticularly city-states), these individuals and clans often
tasks to specific clans. assume the leadership role of the nobility into which
they may (over time) evolve.
Shamans
Shamans are a particular class of holy or mystical Noble Servants
individuals with the ability to traverse into the ‘spirit A number of roles exist in societies across Venârivè
realm’ which is inhabited by benign and malignant for individuals (and clans) who serve the needs of the
spirits of varying power. They interact with the spirits noble class, but who are not themselves considered
who dwell there, drawing knowledge and power from noble. Examples variously include scribes, weapon-
them. crafters, and heralds.

Wizards and witches Unique Individuals


Attitudes to the manipulation of powerful forces out- Many societies in Venârivè have developed social
side the ken of normal folk vary across Venârivè, but roles for ‘unique’ individuals who do not otherwise fit
those capable of such feats are generally feared, and within the ordinary social order. Examples include the
often shunned. skalds and shield-maidens of Ivinian society, the bard or
kerin of Jarind society; and the fool of feudal societies.
It is for this reason that the Order of the Shek-Pvar is
a dominant force across the region, providing protec- Commoners and Freemen
tion but also regulation to these individuals. In a few
‘Freedom’ is a relative term in Venârivè. Even so,
realms, wizards are purported to play a leading role, in
there is often a class of persons who are considered to
others they are almost universally considered untrust- form the ‘common’ or ‘main’ layer of society.
worthy. Ivinians are particularly fearful of these folk.
The proportion of the population considered free
varies considerably across the region. Most individuals
Craftsmen and Specialists in tribal or tributary societies will be at least nominally
Craftsmen free. In feudal societies, as few as one tenth of the
Almost all societies in Venârivè, except the most population may be considered free. Imperial and
economically desperate, have specialist individuals plutocratic societies tend to fall somewhere in between.
who devote their efforts to the production of particular
goods (or services). The acquisition of the specialist Unfree
skills required to perform these functions takes place There are a variety of levels of ‘unfreedom’ across
in a variety of ways, often through apprenticeship the region, including gradations of restriction within
to another skilled individual over a period of time. A societies. See HMG Player Edition – Pregame for
very few societies have evolved formal education and information on playing Unfree Characters.
teaching systems which complement this informal Slaves
learning process. Slaves are persons wholly owned (as chattels) by
Guilds a clan, household, or individual. They generally have
Over time, craftsmen in many societies across the few rights; their owners usually have the power of life
region have found it beneficial to organise themselves and death over them, and can exploit their labour and
into associations of similarly skilled clans or individuals. bodies as they wish. This is not, however, universal.
Some ‘slaves’ are respected and powerful individuals,
Venârivè has a highly developed system of guilds
who can own property with their master’s permission.
which provide training, protection, and regulation for
Slavery is most common in imperial and plutocratic
the more skilled, specialist and profitable activities.
societies.
These are collectively known as the Mangai, and their
economic and social power is considerable. Organised Serfs
on a local, regional, and even international scale, Serfs are that class of individuals not owned by a
the guilds have internal hierarchies of apprentices, person, but tied to a particular piece of land and owing
journeymen, masters, and syndics who manage their obligations to the owner of that land. There are gen-
affairs and establish regulations and relations with the erally customary and legal restrictions on their move-
relevant government. ment and actions, but also on how they can be treated

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


30 Venârivè
(or mistreaded). Serfdom is most common in feudal members for antisocial behaviour. They generally have
societies, and in those societies, serfs will often make the right to approve marriages and to expel members
up the bulk of the population. from the clan for cause. Although most clanheads try
to be fair in their judgements, being a close relative to
Thralls/bondsmen one may be crucial.
Thralls and bondsmen fall somewhere in between
slaves and serfs. They are generally tied to a Family and household
particular clan or household, but they also are usually The relative importance of the nuclear and extended
acknowledged to have rights, and often live in family or family varies across Venârivè. In many of the feudal
even household groups. Certain classes of bondsmen realms, households are predominantly made up of
(including the famous military thralls of both Ivinian nuclear families. In the Ivinian and tribal areas, many
and Dalken societies) have very high status, above that families within the same clan may live together, and
of many ‘free’ individuals. Thraldom is most common fosterage / shared child-rearing can be the norm.
in tribal and tributary societies. The key economic and social unit of almost all
societies across Venârivè is the household. This may
Caste be a single individual, a nuclear family, or an extended
While most of the societies of northwest Lýthia family. It also includes any dependants, such as
are not differentiated by caste, it does play an impor- household servants, slaves, or thralls and specialists
tant role in Dalkesh, Mafan, and among the Numec. within the control and employ of the leader of the
Dalkeshi and Chogori-Mafani caste structures are household.
relatively rigid, with only minimal social mobility. The
ancient Azeri developed a variant form of ‘caste’ known Gender roles
as ‘estates’, but these are much more permeable than The societies of Venârivè have varying levels of
Dalkeshi or Mafani forms. differentiation of gender roles; from the (generally)
Caste-based societies exhibit lower levels of social quite restrictive roles ascribed to women by the
mobility, in that an individual’s or clan’s social role Ivinians, many other Pharic peoples, and the Numec,
and indeed occupation are more tightly prescribed. A to the greater gender equity amongst the Jarind and
person’s clan will be focussed on a particular occupa- the Karejians. The Azeri, Dalken, Anzelôrians, and
tion, economic activity, or social role, and movement Mafani all fall somewhere in between.
between these will be restricted. Sexuality and reproduction
The pantheistic nature of the societies of Venârivè
Family, Household, and Clan means that there is no one dominant form of sexual
Family, household, and clan are central social insti- morality. While most people appear to conform to
tutions in almost all of northwest Lýthia. The Jarind, heterosexual norms, there is quite a level of fluidity and
Pharic, and Azeri peoples all place great importance diversity in sexual behaviour. Homosexuality is generally
on one’s clan, although Azeri concepts vary from those not favoured, but in some societies (particularly
common amongst the Jarind and Phari. For most of Karejia, Hacherdad, Dalkesh and Mafan) carries little
the tribal peoples of Venârivè, clan is equally important. stigma. Female sexuality is acknowledged in various
In Dalkesh and Mafan, one’s clan defines one’s caste, forms; the existence of female gods, including Halea,
which is a central social and cultural institution. means female sexuality is well acknowledged. While it
See HMG Player Edition – Character Generation: is expected that reproduction will occur within wedlock,
Birth & Family for details of generating a character’s bastardy generally carries little social consequence,
family. except where inheritance is concerned (and even then
Centrality of Clan it can be overcome).
The ‘clan’ is an important, even central, socio-politi- Marriage
cal institution in most of the region of Venârivè. In feu- Marriage between individuals is a key social
dal realms, it is the clan that holds land; this is similar institution. Lineage within clans is often a crucial factor
in Ivinian regions. in the selection of leadership. There is considerable
Clans will often be made up of a number of families variation across Venârivè regarding the issue of
and households. Clans vary in size and status, ranging whether a woman joins the clan of her husband, even
from powerful extended clans with hundreds of mem- in predominantly patriarchal societies. It is sometimes
bers to small nuclear families. All clans have a recog- the case that a man will join the clan of his wife if she is
nised leader (clanhead), who has significant authority from a more powerful clan. In this manner, clans work
over clan affairs and members. Clanheads have the to maintain their social status.
right to arbitrate disputes among kin, and punish clan

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Venârivè 31
Children deceased often has at least one vote, exercised by his
Children’s membership of a clan or caste will spouse or heir. Of course, some clans are no more
generally be determined by birth. In patriarchal than nuclear families, in which case the spouse, eldest
societies, children will belong to their father’s clan; in son, or daughter, will inherit by default.
matriarchal ones to their mother’s. In some societies, The succession council may seem to be a formality;
particularly those in Tuvara and Thonia, a child’s clan one of the clanhead’s children is almost always
may be determined by sun-sign, gender, or divination. elected, most often the eldest. In some clans and
cultures, women are excluded or have little influence.
Adoption Nevertheless, succession councils can and do select
Given the importance of the clan across the region, the most competent clan member over direct or
adoption is a very important social institution, not only obvious candidates. Declared candidates are often
for children but also for adults. Adoption is a means of allowed to plead their case before the council, and
social advancement, particularly in highly caste-based sometimes the council elects a clan member who did
societies. In some cultures, freed slaves are adopted not put themselves forward.
into their owner’s clan and can eventually rise to While unofficial interference by outsiders is not
considerable status. Adoption is thus a safety valve on uncommon, clans are generally permitted to select their
otherwise hidebound social institutions. own leaders by any method they deem appropriate.
The elderly Disputes which cannot be solved internally may be
Most clans consider the care of their elders to be a decided by the judicial system.
core responsibility. In most societies across Venârivè, Where the clan has feudal rights to lands or property,
those who have attained advanced age are considered the new clanhead may have to overcome the objections
venerable and worthy of support in their dotage. of their liege before they can take possession. When an
Their collective knowledge and experience is valued, heir does take possession, homage must be done to
and even in senility their contribution to the clan is the liege, usually in a ceremony before witnesses. The
acknowledged. ritual usually involves the gift of earth and the swearing
of fealty.
Inheritance
Across Venârivè collective ownership by the clan of
most important property, particularly land, is the norm.
Individuals and households generally have ownership
of personal items and chattels. Decisions on the
inheritance of land are generally tied to decisions about
leadership and control of the clan. Partible inheritance
(amongst individuals and households) is possible, but
not encouraged.
Succession
The means by which a person becomes a clanhead
varies across the cultures of Venârivè, but some form of
collective decision-making and selection from among
eligible candidates is widespread. Often clans will also
have a council made up of leading adult members; it
is often the role of this council to select or confirm the
clanhead. When acting in this capacity the clan council
is known as a succession council. In some cultures
the clan council has little ongoing role, but in others
it governs the affairs of the clan in concert with the
clanhead.
When the leader of a clan dies or is removed from
office, a succession council of clan adults (some-
times just the men) is convened. Details of the cus-
tom vary from clan to clan and region to region. The
clan generally gathers for the occasion, first to mourn
the dead, then to elect a new clanhead. The succes-
sion council make take into consideration the wishes Arms of Málnîr Ánfla alrí Daséndis
of the departed, expressed in a will or testament. The of Dumâla, Shôrkýnè

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32 Venârivè
for local government and defence. Such grants are
Structure of Governments inheritable, although the monarch may revoke them
There are many forms of government in the polities for treason or rebellion. To aid them govern and meet
across Venârivè, but the most common are: tribal their obligations to the crown, greater nobles grant
or tributary; feudal; manorial; royal; urban; civic or portions of their fiefs to lesser nobles, a process known
oligarchic; and imperial. as subinfeudation.
Tribal or Tributary Government Feudal obligations
When a noble accepts a fief he owes fealty to and
Chieftains becomes a vassal of the person (liege) who bestowed
Tribal and tributary government tends to be focussed it. A vassal is expected to give absolute loyalty to his
around the person of the chief of the tribe (usually a liege.
group of clans). Some chieftains obtain their place by
There is an infinite variety of arrangements in the
inheritance, but just as often they are selected from
contract between lord and vassal (many are unique),
amongst the leading adults of the tribe or clan, based
but some generalities may be made concerning their
on their abilities and skills.
mutual obligations. All feudal lords are responsible for
Councils of elders the administration of justice within their own fiefs. They
The chief may be advised by a council of elders, are also obliged to protect their law-abiding tenants
leading warriors, shamans, priests or even craftsmen. from outside interference. In return for providing basic
Sometimes the council will play a role in selecting the security, a liege is entitled to some specified military
Chieftain, but in other societies, the council may be and/or feudal service (or payment in lieu, known as
largely constituted by the supporters and allies of the scutage). They also have the right to collect various
Chief. traditional taxes, including merchet (marriage tax),
heriot (death tax), and aids (incidental levies) to finance
High chiefs, overkings or khans various expenses, from the knighting of their eldest
In more complex tribal and tributary societies, son, the dowry of their eldest daughter, and to ransom
there may be a hierarchy of chieftains, with sub-chiefs their person from enemies. The crown may also levy
acknowledging the overlordship of high chiefs. Such special aids, such as to finance a war or build a castle.
individuals are known variously as ‘over-kings’, ‘high-
kings’, or ‘khans’, depending on the culture. Sovereigns
In such societies, sub-chiefs or even ‘sub-kings’ and The key to both royal and feudal government is
their clans and tribes will pay tribute to those higher the concept of a sovereign; a person from whom law
up the hierarchy, hence the term ‘tributary’. In such and authority flow. Kings and queens are sometimes
societies, the internal sovereignty of the sub-tribe or endowed with a sacral basis to their authority. It seems
clan is generally retained as long as they provide the that this concept of royalty was derived from the elder
required tribute. folk.
Tenants-in-chief
Tributary and Feudal Governments Sovereigns will almost always rule with the support
The distinction between tributary and feudal societies of a key group of major supporters or vassals, known
is one of degree. In feudal societies, the king generally variously as ‘great magnates’ or ‘lords of the realm’.
claims ownership of all land, whereas in tributary Collectively they are tenants-in-chief in line with the
societies wealth is either not assessed in terms of land feudal concept that all persons within a royal kingdom
ownership, or sub-clans, tribes, or kingdoms retain owe fealty to the sovereign and obtain their land tenure
‘ownership’ of their lands. Conceptually, at least, in a and judicial rights from the crown.
tributary government power flows upwards to the high
chief or king, whereas in a feudal state power is granted Feudal nobility
from the centre downwards. In practice, however, the The distinction between noble and commoner the
distinctions can be fine and both are held together by is significant in feudal societies. The exclusive rights
a combination of oaths, payment, mutual obligations, and privileges of the nobility include the right to bear
force, and common interest. heraldic arms and chivalric weapons, ride warhorses,
organise military forces, build and hold fortifications,
Feudal Government and dispense justice at feudal courts. Any commoner
Feudalism is a one of the most common forms who trespasses on these rights can expect swift and
of government and social organisation in Venârivè. harsh punishment. The ranks of the feudal nobility
All land is owned by the sovereign (king or queen), recognised across Venârivè include:
who then grants fiefs to trusted magnates to provide

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Venârivè 33
Duke † Knighthood
The greatest magnates of all are the dukes, who hold Knighthood is not a feudal title per se. All barons and
lands directly from the crown, and often hold fiefs that earls, and even the king, are knights. In theory, anyone
are larger than smaller kingdoms. Only the largest feudal may be knighted, most often for exemplary military
realms have such powerful individuals. service to the crown. Knighthood is nonhereditary, but
most knights are born to the station. The training for
Count or earl † knighthood (apprentice knights are called squires) is
This is often the highest feudal noble (where dukes undertaken when the young son of a knight is invited to
are not present). A count or earl’s seat will usually be a foster at the household of another knight. Youngsters
castle, and he (typically) will owe the king military service begin training at 12, learning knightly virtues, skill at
of a hundred or more knights, varying with the size of arms, heraldry, and horsemanship. If all goes well, the
his holding. Roughly 80 percent of a county or earldom squire can expect to be knighted around the age of 21.
will be subinfeuded to vassal barons or knights. The rest
will be held directly by the count or earl, managed by
Knights bachelor
appointed constables or bailiffs. The number of knights in most feudal realms far
exceeds the number that can be granted fiefs. While
Baron † some knights will inherit or marry into land, most
‘Baron’ is a generic term for any major landholding are landless knights bachelor. A few will realise their
noble with lower status than an earl. A barony usually burning ambition of obtaining a fief, but most spend
contains a castle or keep, and from ten to thirty estates or their lives as retainers of great nobles, within the ranks
manors. Regardless of the size of the barony, a few estates of fighting orders, or (gods forbid) adventuring.
or manors will be held directly by the baron, managed by
his bailiffs, but most will be held
by vassal knights. Some barons
will be vassals of an earl; some
will be tenants-in-chief, holding
land directly from the crown.

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

Shôrka Knight and


† See A ppendix III – Titles of Venârivè for the local Quârph Tribesman
translation of these terms in various languages across Venârivè.

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34 Venârivè
Manorial Government smiths, who may also farm some acreage. Freeholders
The power of the feudal nobility is ultimately vested have the right to come and go as they please, grow
in the control of land. Agriculture accounts for 80 per- whatever crops they please, and appeal their lord’s
cent of most economic activity across Venârivè, and justice to the king’s law courts (at the hundred or shire
employs 80-90 percent of its population. Feudal lords moots). Naturally, ignoring the wishes of the lord may
control most of the productive land. be unwise, for it may lead to expulsion (or worse). In
some instances, a serf can have greater security in land
The basic economic unit of rural life in most feudal
tenure than a freeholder.
realms is the manor or rural estate. The average size of
such an estate can vary considerably across Venârivè
from around 1,600 acres in the west to around 6,000
acres in Trierzon.
A manorial fief is held either by a manorial lord
who owes fealty and military service to a baron, count,
or earl for the grant of the land, or is held directly by
some greater noble who will appoint a loyal relative or
retainer to manage the estate for them. Some man-
ors are held by religious orders, most notably by those
associated with the churches of Larani, Agrik, or even
Peoni. Some manors or estates around chartered free
towns are held by those towns or wealthy commoners,
who usually have such estates managed by appointed
bailiffs.
Manorial tenants
The notion of private property is somewhat alien in
a feudal society. The vast majority of the subjects of
feudal realms are the tenants of some feudal lord. The
contracts between the lord of a manor and his tenants
can have endless permutations of military service,
agricultural service, other labour services, scutage
(payment in lieu of military service), rent (payment
in lieu of agricultural or labour service), and crop or
product shares. The exact mix varies with the customs
of the locality, region, personalities involved, and
current circumstances.
Serfs
Sometimes called unfree tenants, serfs make up
70-90 percent of the rural population of feudal realms.
They possess few legal rights, but are not slaves. While
they are bound to the land and the lord of that land,
and may not marry without the lord’s permission, serfs
cannot be deprived of their land without just cause
and are entitled to their lord’s protection and justice.
Serfdom is a contract between lord and tenant; each
is honour bound to the other. The amount of land held
by serfs varies.
Freeholders
Freeholders are simply individuals who hold land
on which no serf-like obligations are due, a distinction
that is often not clear-cut. Freeholders rarely own the
land they work, instead paying rent or crop shares for
its use, a process known as ‘farming’ the land (hence
the common name for these folk – ‘farmers’). Some
freeholders are rural guildsmen such as millers or metal Emélan Lady

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Venârivè 35
Royal Government Office holders of the exchequer can include:
Although feudalism implies decentralisation of royal • exchequer royal
government, few kings rely entirely on feudal magnates • treasurer royal
to provide government of the realm. For one thing, • governor of the royal mint
the conduct of foreign affairs is (officially) an exclusive • collector general
royal privilege. Moreover, with regard to domestic
affairs, feudal nobles tend to place their own interests
above those of the crown. To aid them to govern, many The constabulary
feudal monarchs have created a royal bureaucracy and The lord constable is the chief military officer of
divided their realms into a system of royal shires. the realm. Some kingdoms call this position the lord
warden, lord high sheriff, or lord marshal. He or she
The royal bureaucracy is generally constable of the royal seat and oversees
In a typical royal government there are four basic all other royal constables, sheriffs of the realm, and so
departments: chamber, chancery, exchequer, and forth. His department more than any other interacts
constabulary. The monarch appoints the officers with the other three, financial matters being referred to
in charge of each department, and this is often an the exchequer, judicial matters to the chancery, political
exercise in nepotism. There is a great deal of bribery matters to the chamber. In the king’s absence, this
and intrigue to obtain positions in the royal service, powerful individual may function, in effect, as ‘deputy
even though there is little tenure. When someone loses king’.
favour, his appointees (mostly relatives and allies) may Officers of the constabulary can include:
also be purged. The appeal of such a job is really the • lord constable / high sheriff / marshal
exercise of power and prestige. • sheriffs of the realm
The chamber • foresters royal
Run by the royal chamberlain, this department is • generals of royal armies
responsible for the day-to-day operations of the royal • admirals of royal navy
household. The chamberlain wields immense power
due to his or her overall familiarity with royal affairs,
and his ability to manage access to the monarch.
Office holders of the chamber can include:
• lord chamberlain
• clerk of the chamber
• seneschal of the chamber
• lord master herald
• royal fool or jester

The chancery
The lord chancellor is responsible for the general
government and judiciary of the kingdom as a whole.
He or she presides over the chancery court, which is
the highest court in the land below the king’s court.
Office holders of the chancery can include:
• lord chancellor
• lord privy seal
• lord advocate
• inquisitor general

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

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36 Venârivè
Royal shires Royal forests
Many (but not all) feudal realms across Venârivè In many feudal realms, some hundreds are
are divided into judicial provinces called shires, which designated ‘royal forests’, which are administered
are further subdivided into hundreds. By design, the under forest law and theoretically reserved to the crown
boundaries of shires and hundreds often cut across the for hunting. ‘Forest’ is a legal term that has nothing to
holdings of great nobles, which can create interesting do with trees (although most such areas are wooded).
judicial problems. The chief royal officer of a shire is Forest law prohibits any activity harmful to most wildlife
called a sheriff (shire-reeve); that of a hundred is usually and is unpopular with those who live under it. Poaching
called the bailiff of the hundred. is probably the most common crime in feudal realms.
It is particularly dangerous in royal forests, policed
Sheriffs by royal foresters who are apt to be harsh in their
Appointed by the crown, sheriffs are responsible judgements. A first offender might be beaten or fined.
for administering royal justice and collecting all royal A repeat offender may be branded, mutilated, or
revenues within their shires. The sheriff presides at summarily hanged.
the royal courts (usually open only to freemen) held
in the shire moots at regular intervals, and may initiate
prosecutions of those who offend the king’s law. Most
shires are farmed by the crown; annual taxes and other
revenues in the shire are estimated by the exchequer
and paid by the sheriff in advance. He may then collect
all royal revenues for himself, and he is always vigilant
because he may keep any ‘profit’ for himself. Sheriffs
command a royal castle or keep, and keep a standing
force to support them. In terms of power and influence,
sheriffs are the equals of earls or even dukes, except
the office and its privileges are not hereditary. It is not
unusual for such offices to be held by major nobles.

Royal
Forester

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Venârivè 37
Urban Government Civic and Oligarchic Government
Offices in towns are often filled by guildsmen, while In some cases, urban government can itself form
military offices go to men of military experience. the core or basis of the state. Such polities are often
There are a wide variety of offices in the towns referred to as city-states.
across Venârivè, but most towns have officials covering There are numerous variations on the form of civic
the following functions: government, including how the city relates to the rural
areas around it.
Aldermen or legates
A custodian or expounder of law and a member of Oligarchic
the town court, an alderman must be invested in their The most common form of such government is an
office by the ruler of the town (or their representative), oligarchy – rule by a collection of the most powerful
but the office can be hereditary. Many towns have clans. These clans may consider themselves noble or
twelve aldermen or legates, all prominent guildsmen, aristocratic, may be leading merchant clans, or both.
often members of the Litigants’ Guild.
Elected
Mayor A rarer form of civic government is an elected
Generally only free towns have mayors, but all others council, with or without an executive leader. Where
have some official who is responsible for administering such elected councils exist, the franchise is generally
civil and financial affairs. Mayors are often appointed by limited by wealth and power, and often by other factors
the aldermen, sometimes from a shortlist of candidates such as class, gender, and ethnicity.
proposed by the ruler. This official will run a reasonable Such states are occasionally referred to as republics,
bureaucracy, including tax assessors and collectors. and their executive leaders as archons or autarchs.
Warden Leagues
The warden is the officer commanding the city An extension of the civic or city-state form of
garrison and responsible for maintaining civic law and government is the creation of leagues of such states,
order. A major expense of any city will be its military which provide for mutual protection, trade advantage,
budget. In free towns the warden is appointed by the and collective action on major public works (such as
mayor; in feudal or imperial towns by a representative roads).
of the ruler, usually the constable of the citadel. There has been a tendency towards such leagues in
Harbourmaster the last several centuries: the first such arose in Mafan in
the wake of the War of the Princes, but they also played
The officer in charge of the port (if any) is known
a key role in the formation of the Empire of Azeryan.
as the harbourmaster, and is usually appointed by the
The Karejian, Ûmélrian, and Boliafran Leagues are the
mayor. He or she is either a retired member of the
prime examples of such polities at the present time.
Pilots’ Guild or a political appointee who hires a master
pilot as an assistant. The duties of a harbourmaster
include supervising port maintenance, providing
pilotage services, and collecting maritime taxes such
as pilotage, wharfage and vessel registration fees.
Harbourmasters have several assistants in larger ports.
Bondmaster
The bondmaster is responsible for the administration
of the city bonding house and the collection of hawking
taxes and import duties. Appointed by the mayor, the
bondmaster is usually a member of an important guild
and will often have assistants. Guards will be provided
by the warden. Badge of the Karéjian League

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38 Venârivè
Imperial Government Military government
The imperial form of government is seen by many Another important distinction of many imperial states
(principally those ruling such states) as the apogee is the status and form of the military establishment,
of state formation. ‘Empires’ are often a mixture which often are a professional standing army.
of feudal and civic models, and generally exist to In contrast to feudal realms, in imperial states
enable the governance of a substantial region, often there is often a clear distinction between civil and
encompassing disparate cultures and peoples. military authority. Complexity and size tend to dictate
a professional military with its own separate lines
Emperors of authority and accountability. Feudal levies led by
At the peak of almost all imperial systems is a nobles are replaced by imperial armies of standing
central ruler, an emperor or empress. This individual forces, often conscripted for long periods of time. The
differs from a king or queen principally because there legion is the ultimate expression of this form of military
is often a greater separation between the state and organisation.
the emperor. While it can be a moot point, imperial
rulers are often not seen as the embodiment of the
sovereignty of the state; often more abstract concepts
are in play. In some cases the emperor is ostensibly
elected or selected by leading magnates or a council.
Imperial household
In many imperial states, the ruler is selected from
an imperial house. This is similar to a royal clan, but
often with wider participation in the selection process
for the ruler. The imperial household is often very large,
with its own internal hierarchies and complex social
regulations, all designed to insulate and accentuate the
image of the power of the ruling clan, even if the ruler’s
actual power is often actually carefully circumscribed.
Senate or council of state
Many imperial states have an imperial council or
senate composed of the great and the good. Methods
of selection vary, from hereditary rights to appoint-
ments and elections.
Imperial bureaucracy
Given their size, almost all imperial states require
a comparatively complex administrative framework,
certainly more complex and formalised than the
practice in monarchies, where central government is
little more than an extension of the royal household.
Provincial government
Most imperial states are subdivided into provinces
and generally further into districts. Rather than the
devolved authority inherent in a feudal system, imperial
provincial systems are (conceptually at least) centrally
controlled and accountable. Of course the practical
differences between feudal and imperial systems can be
overstated; provincial governors are often enormously
powerful. The key difference is that, in theory, they hold
office for a fixed term and are subject to oversight by Vîrliamydes IV
the imperial system – be it their peers, the emperor or 50th Emperor of Ázeryàn
both.

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Venârivè 39
• guild or Mangai law

L aw
Sources of Law
• imperial law
• treaties and international law
Tribal law
Tribal law tends to be based on custom and practice,
Law, or how societies expect their members to developed and built upon by the judicial decisions of
behave and the means by which those expectations chiefs, elders, or even special ‘law-makers’. An example
are enforced, has a variety of sources. Across Venârivè, of such a law-maker class are the Trehaen of Jarind
including custom and practice, judicial decisions, cultures.
contracts and oaths, and (less frequently) legislation Vendetta law
and codes of law. Vendetta law is based on the principle that most
Custom and practice crimes are private matters between clans and families.
Custom and practice is the most common source If a person is killed or injured, it is the duty of his or
of law across Venârivè. In societies with relatively low her kindred (both paternal and maternal clans) to take
literacy, this is often the only way to set expectations vengeance or exact ‘wergild’ compensation. The power
of behaviour. Such forms of law will operate in most of the clan, and the fear of its retribution, is the principal
rural areas, enforced by the ‘common knowledge’ of force for the maintenance of social order.
those living in the area. Customary rights and practices The wergild of a person varies according to the status
will be jealously guarded, particularly in the absence of of the victim and the degree of injury. Often, elaborate
other forms of law. standards have evolved to determine a victim’s worth.
Although negotiable, this is never less than the value
Judicial decisions of the person’s labour for a year, more often three, six,
Law can also be built up over time by the collected or ten times this amount. Sometimes the perpetrator
decisions and wisdom of judges or courts. In most is made to replace the victim by become a thrall to the
regions, custom and practice will work in tandem with injured family, but cash or kind is the more common
judicial decisions; for the majority of people of Venârivè, form of compensation. The entire family of the
the local manorial or district courts will adjudicate upon accused are liable unless they disassociate themselves
matters of local custom. by casting him or her out. This is the origin of the terms
Contracts, oaths, and bonds ‘outlaw’ and ‘in-law’.
Individuals and groups can come to agreements Vendetta law can lead to long-lasting feuds between
about expectations and obligations, and formalise clans, particularly when the victim’s clan is too wrathful
these either through written contracts, oaths, and/or to accept wergild. Feuds may be progressed by means
bonds of allegiance. fair and foul, and can last generations.

Legislation and codes Feudal law


In rare cases in the history of Venârivè, powerful Feudal societies align the control of land with legal
rulers or states have attempted to codify the laws of jurisdiction. A feudal overlord is not only a landlord but
their realm, either through recording existing laws in also has legal rights over his tenants or vassals. A lord’s
a code, or even more radically, legislating to reform powers, however general, are constrained by custom
law and custom. The Codex Mithrynas, the basis of and practice; while a manor lord may sit in judgement
Azeryani law, is the most famous of these, but there at a moot, his decisions must comply with accepted
have been other such attempts. norms if there is not to be unrest amongst his tenants.
Also, in quite a number of regions, practice will dictate
Types of Law that the manor lord act upon the advice of his leading
There are a variety of types of law and legal system vassals when passing judgement.
across Venârivè. These include: Feudal legal systems tend to be based on upon
• tribal law distinctions between status: most importantly between
• vendetta law noble and commoner, and between free and the
unfree. In most feudal states, the unfree only have
• feudal law
access to feudal legal structures, such as the manorial
• royal law
court, whilst free commoners and nobles have access
• religious law to other legal institutions.
• civic or town law

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40 Venârivè
Royal law Civic or town law
In many (but not all) feudal realms, the feudal legal Town law is often quite different from other legal sys-
structures are overlaid by a system of royal justice. tems, including those operating in surrounding rural
Kings and queens have progressively extended their areas, and is sufficiently complex to support a guild of
power to arbitrate between their vassals beyond ten- litigants. Towns are inhabited mainly by freemen; royal,
ants-in-chief to encompass many others, often includ- imperial, or civic justice is available to most citizens.
ing all free commoners. Freetowns tend to regard the right to operate their
A system of royal courts is often in place as part own courts, free from the interference of a local lord or
of the system of royal hundreds and shires, enabling external authority, as a treasured prerogative. Freetown
free persons and nobles to obtain legal redress other­ charters give their courts a place in the judicial hierarchy
wise unavailable through ordinary feudal structures. of a realm (in feudal realms, they are equal to shire
The highest court in the land is often the actual royal courts). Appeal from such courts is directly to a royal or
court of the Crown, composed of the greatest nobility imperial court. Feudal or imperial towns are considered
of the realm advising the sovereign. In a small number part of the shires or provinces in which they lie; appeals
of states, such courts have evolved into parliaments are made first to the shire moot or provincial court.
which not only have judicial but legislative functions, As centres of trade and sometimes scholarship,
and with whose agreement the sovereign must rule there is a somewhat greater dependence on written
(Shôrkýnè is the most prominent example). statute and precedents in town or civic law. Financial
Some states have a particular class of crimes transactions are much more common, and civic penal
‘against the Crown’, rather than against other persons, codes may view economic or civil crimes as dimly as
known as felonies. The penalties for such crimes are crimes of violence. The importance of a suit is often a
often relatively harsh, and subject to the sole jurisdic- matter of how much (and whose) money is involved.
tion of the royal courts. Most cases are settled informally. The parties to a
Forest law is another particular form of law which dispute make an appointment for adjudication and the
exists in some kingdoms. This is a set of rules which case is argued before a single civic official. The finan-
generally apply to areas not subinfeuded by the Crown, cial interests of the participants often lend themselves
controlling how resources in those areas may be used. to the rapid execution of justice. The civic official will
Forest law generally prevents hunting, timber harvest, pass judgement, and levy and collect fines with dis-
and other activities without explicit permission from patch. Appeals may be made to a town court of assem-
royal authorities, such as royal foresters or the sover- bled aldermen or legates. Important or complex cases
eign themselves. will usually go directly to the town court. Civic officials
The more centralist monarchies have increasingly may issue writs and warrants, but in a corrupt town it is
begun to see greater use of royal writs which grant the usually cheaper to seek a writ elsewhere.
right to bring suit on a number of innovative causes.
Guild or Mangai law
Such writs are issued by royal judicial officers, often
The guilds of Venârivè, known collectively as the
for a fee.
Mangai have particular legal privileges which are
Religious law enforced both within realms and also generally between
In some realms in Venârivè, certain recognised them. The history and operation of the guild system of
churches are granted limited authority over their own Venârivè is covered in the Guilds section.
adherents and sometimes over certain aspects of The privileges of the Mangai guilds restrict the pro-
social behaviour. The extent of such authority is highly duction or delivery of key products and services to
variable from realm to realm and church to church. In members of the relevant guild. Each guild is internally
relatively theocratic realms (such as Trierzon), churches self-regulating, and collectively enforces their respec-
such as the Laranian church have responsibility for tive guild privileges. Because of the international reach
guarding against heresy and the worship of proscribed of the Mangai, the rules of the guilds are effectively a
faiths (for example, Agrikanism, Morgathanism, and form of international law across Venârivè.
Navehanism). In more polytheistic realms, the legal
jurisdiction of a given church is generally limited to
Imperial law
quite specific areas (such as witchcraft), and even here Imperial law tends to be based around a code of
it is often contested. rules promulgated by the central authorities. There is
often a relatively hierarchical structure of courts and
Because most of the churches of Venârivè exist
judicial officers, which will usually parallel the district
across national boundaries, their rules and tenets can
and provincial structures of the state. If there is a ruling
act as a form of international law or regulation. Clerics
or advisory senate, then this will usually be the highest
of various faiths have been known to intercede in dis-
court in the empire.
putes between realms.
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Venârivè 41
Treaties and international law their appearance at the next court session. Some crim-
Finally, there is a growing body of law and norms inals are apprehended by the citizenry, seized off the
about how realms and states ought to interact (more streets, possibly by a mob exercising the ‘custom’ of
often than not honoured in the breach). Some nations, hue and cry, and brought to an officer for arrest.
such as Melderyn, Emélrenè, and Chelemby, have for- Bounties
mal treaties of alliance which stipulate how they will In some cases, officials set a bounty upon wanted
come to each other’s aid, and return fugitives from jus- individuals. Any person who can bring the wanted per-
tice to the other’s jurisdiction. son to court will be paid the stipulated reward.
The Guild of Heralds has a particular role in inter-
national law, negotiating truces and peace treaties. As Torture
noted above, both the churches and the Mangai have a In some jurisdictions torture is considered a legiti-
growing role in international law. mate means to extract evidence from reluctant wit-
nesses. In many jurisdictions the evidence of a slave is
Trials and Enforcement considered worthless unless extracted by torture.
There are a variety of means by which these laws are
adjudged to have been breached, and by which com- Penalties
pliance with them is enforced across Venârivè. Fines
Informal mediation or judgement The most frequent penalty in almost all jurisdictions
Most trials are conducted through informal media- is a fine. The fine payable will vary depending upon the
tion or judgement by a tribal leader, local noble, or offi- severity of the offence. An inability to pay will usually
cial (or a group of such), who listens to the arguments result in a more serious penalty being imposed.
and renders a verdict, but other forms of trial exist. Fines may be payable to the court, or to the victim
(or the victim’s family), or both.
The sworn inquest
The sworn inquest is generally used in more formal Imprisonment or pillory
court systems, such as royal courts, temple courts, or In most jurisdictions, imprisonment is rare except
imperial courts. A freeman, for instance, may demand for short periods (a few days or weeks), since the costs
a sworn inquest by obtaining a royal writ. The basic of keeping a person imprisoned over longer periods is
form is for the presiding officer to appoint a sworn jury too high. More common is imprisonment in the pillory
which will hear evidence and give a verdict. Witnesses or ‘stocks’, where a person is exposed to public ridicule
may be called and obliged to testify under oath. or even injury.
Trial by ordeal Flogging or beating
Historically a common procedure, trial by ordeal is Some jurisdictions and crimes lead to (ostensibly)
now restricted principally to religious or temple courts. non-permanent corporal punishments, principally flog-
There are a variety of methods, for each religion has gings or beatings.
its own traditions. A common Laranian ordeal is trial
Mutilation
by water. The accused is dropped into consecrated
In harsher jurisdictions, any number of crimes can
water, and if he or she sinks they are deemed innocent
lead to mutilation, which can take a wide range of
and are rescued. The equivalent Agrikan ordeal is for
gruesome forms. Disfigurement, branding, or ‘mark-
the accused to grasp a burning rod. If their hand heals
ing’ is common, while amputation of a hand is also
cleanly after a month, they are innocent; if it becomes
widespread.
infected, they are guilty. The essence of the ordeal is a
belief in divine judgement. Enslavement
Trial by combat Where slavery is practiced, persons may be sen-
tenced to be sold as a slave, or sent to public slave
Where vendetta law prevails, and even in some more
institutions, such as galleys, mines, or estates.
developed legal systems, the accused can sometimes
claim the right to meet the plaintiff in fair combat. In Outlawry or exile
feudal societies this privilege is restricted to the nobility, In most cases, outlawry or exile are preferred to
and in some realms even this right is restricted. imprisonment. Banishment can be for a period of time,
Warrants and arrests or permanent. An exiled or outlawed person’s life is
technically forfeit if they are found within the area from
The presiding officer of a legal court has the right to
which they have been outlawed.
issue warrants within his or her jurisdiction. Warrants
may command the arrest of the accused, or demand

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42 Venârivè
An ostensibly less serious punishment (quite com-
mon in some tribal societies) is the practice of ostra- Crimes and Punishments
cism, where an individual is formally disgraced, either There is considerable variation as to what is consid-
permanently or for a period of time. The effect of ostra- ered a crime, and the punishments associated with it
cism can be as serious as exile, as the individual is usu- across Venârivè. The following is simply a guide to the
ally cut off from normal means of support and making kinds of offences and their punishments.
a living in their community. State crimes
Pamesani Crimes against the sovereign or rulers of a realm or
In those jurisdictions where the worship of Agrik state. All are ‘felonies’ where this concept exists:
is legal, convicted criminals may be sentenced to the • Sedition: Fomenting rebellion, insurrection, or
Pamesani arena. Miscreants can be sent to the are- otherwise undermining the authority of the state.
nas for virtually any crime, although this punishment Penalties: banishment or death.
tends to be reserved for serious or repeat offenders. • Espionage: Providing secret information to an
The duration of punishment can range from a single enemy of the state. Penalty: death.
combat for minor crimes to a life sentence (effectively • Rebellion: Organised revolt against the state.
a death sentence) for more serious crimes. Penalties: loss of property or title, banishment,
or death.
Death penalty
• Regicide / Assassination: The killing (or
The death penalty is meted out for a variety of
attempted killing) of the sovereign or rulers of a
offences, and the manner of execution varies greatly
state. Penalty: death (usually after torture).
from region to region. Beheading is generally reserved
• Treason: Conspiring against the state in the aid
for nobility, whilst hanging is the most widespread
of a foreign ruler or state. Penalties: banishment
means of dispatching common folk. In Azeryan and
or death.
several other regions, impalement is a common and
painful form of execution. Other forms of judicial kill- Privilege crimes
ing include burning, boiling alive, starvation (immure- Crimes concerning the abuse or usurping of some
ment), drowning, and stoning. kind of privilege, obligation, or right. An offence against
In some regions, the bodies of executed criminals social order.
are put on public display, often in gibbets hung where • Breach of Privileges of Rank: Bearing heraldic
they set an example to potential miscreants. arms without lawful right, disrespect of a per-
son of noble rank / higher caste or of a lawfully
appointed official. Penalties: flogging, imprison-
ment, branding, death (for serious or repeat
offenders).
• Abuse of Trust: Abuse of office or position,
including graft, embezzlement, accepting bribes,
dereliction of duty, and so forth. Penalties: loss
of office, title, and property, imprisonment, ban-
ishment, or death.
• Oath-breaking: Breaking a duly given oath,
including an oath of fealty. Penalties: fines, loss
of office, title, and property, ostracism, banish-
ment.
• Obstruction of Justice: hindering an officer or
noble in the performance of their duties. Penal-
ties: pillory, fines, imprisonment, death.
Temple crimes
Legally recognised churches within a jurisdiction
have the right to hold temple courts and judge a vari-
ety of religious crimes. Secular consent is generally
required for executions.
• Breach of Temple Privilege: Impersonation of
a priest/cleric, usurping temple rights. Penalties:
flogging, death (burning, impalement etc).

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Venârivè 43
• Desecration of Church Property: Theft or dam- Economic crimes
age of the property or relics of a lawfully rec- Secular crimes that cause economic harm. These
ognised church. Penalties: flogging, branding, are generally not felonies unless state or royal privilege
death. is involved.
• Blasphemy: Lack of respect for a lawfully recog- • Breach of Guild Privilege: Usurping the lawful
nised deity. Penalties: scolding, pillory, mutilation rights of a guild or guild member, violating a guild
(removal of tongue). monopoly. Penalties: confiscation of property,
• Heresy: Contradicting, denying, or disputing fine, restitution, flogging, banishment.
official church doctrine. Only practised in soci- • Petty Larceny: Theft of minor items. Penalties:
eties where a particular church has superior pillory, restitution, flogging, branding, imprison-
power. Penalties: mutilation, death (by burning, ment.
impalement, etc.). • Grand Larceny: Theft of major / valuable items,
• Witchcraft: Conjuring or consorting with or from person of higher status. Penalties: flog-
demons, disposing of souls, casting inimical ging, restitution (enslavement), branding, mutila-
spells, etc. Only enforced in some jurisdictions. tion, hanging.
Penalties: flogging, death (by burning or drown- • Horse Theft: Theft of a horse or other valuable
ing). or high-status animal. Penalties: flogging, restitu-
• Unlawful Religious Practices: Worshipping a tion, hanging.
proscribed religion. Penalties: flogging, banish- • Poaching: Theft of game from noble/royal land.
ment, death. Penalties: restitution, fines, flogging, branding,
Social crimes banishment, hanging.
Crimes of violence against other persons. As a gen- • Forgery/Fraud: Forging documents or coinage,
eral rule, only commoners will suffer the more severe possession of the same, etc. Penalties: fine, resti-
penalties. The liability of nobles or those of higher caste tution, imprisonment, death.
harming those of lower rank will usually be limited to • Hoarding: Withholding food in a time of crisis/
restitution in the form of cash or kind, if that. famine. Penalties: fines, flogging, banishment,
• Abduction: Detention of a person against their pillory (could easily lead to death through the
will without lawful cause. Penalties: restitution, actions of the mob).
fine, imprisonment. • Tax Evasion: A felony. Avoiding payment of any
• Battery: Common assault causing injury. Penal- lawful toll or tax. Penalties: restitution, fine, pillory,
ties: restitution, pillory, flogging. flogging, death (in serious cases).
• Manslaughter: Accidental killing. Penalties: res- • Smuggling: Generally a felony; possessing, sell-
titution, fine, imprisonment, enslavement. ing, or transporting any proscribed or contraband
• Murder: The killing of a person without due goods. Penalties: fine, imprisonment, death.
cause or provocation. Penalties: restitution, fine, • Piracy, Highway Robbery: Generally a felony.
enslavement, death. Penalties: fine, imprisonment, death.
• Cannibalism: The eating (or in some places
skinning) of a human body. Penalties: death (by
starvation or burning).
• Obscene Practices: Engaging in prohibited
sexual practices, including illegal prostitution,
public sexual activity, etc. Penalties: pillory, fines,
imprisonment, death (by stoning).
• Rape/Adultery: Sexual assault, or sexual rela-
tions with a married person. Penalties: flogging,
restitution, castration, death (by stoning).
• Libel/Slander: False accusation, malicious gos-
sip, etc. Penalties: scolding, restitution, flogging,
mutilation (removal of tongue).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


44 Venârivè
Legion

M ilitary and Warfare


The organisation of the military is a crucial aspect
True legions only exist in the largest states (such
as Azeryan and Dalkesh). The ideal legion consists
of four cohorts with various supplementary and
reserve units attached to the legion headquarters.
of most societies across Venârivè, for conflict between
peoples, regions, and rulers is endemic. Army
The designation of a large formation; feudal states
Military Ranks and Units often use this term without the intermediary legion
Similar rank names throughout Venârivè is attrib- unit.
uted to the fact that the region was subject to the per- Cavalry organisation
vasive military influence of the Azeryan Empire. While Cavalry tends to be deployed in smaller units, rarely
there are local terms for many ranks, the Azeri terms more than squadron or centad strength, and massed
are most commonly used. only for battle. Mounted units can, after all, redeploy
more rapidly than foot. There are exceptions. The Plain
Enlisted Ranks Officers
of Karetan on the Shôrkýnè-Trierzon border usually
Molak – Private Chalasir – Cavalryman has large bodies of cavalry roaming about, as may Tri-
Arkalin – Lance Corporal Kephiri – Cavalry commander erzon’s other borders from time to time.
Melbrin – Corporal Hulhurin – Lieutenant Imperial cavalry tends to be light. Azeryan, for exam-
Molarin – Sergeant Hethrin – Captain
ple, has traditionally relied on its infantry and used cav-
alry mainly in supporting roles (scouts and skirmish-
Armolarin – Sergeant Major Kurlin – Major
ers). This may be largely due to a lack of good (feudal)
Berheth – Colonel cavalry. The Azeryani sometimes hire foreign knights to
Tharin – General serve in special forces, and in recent years has devel-
Garedis – Marshal
oped its own specialist cavalry forces.

Military Units
Manus (hand)
Smallest unit in regular use, composed of four pri-
vates and one non-commissioned officer (NCO),
the manus is the basic ‘camping unit’, and in
theory should have sufficient skills and equipment
to survive independently.
Decad (squadron)
Two mani; ten men. The most senior NCO com-
mands. A cavalry decad is called a squadron, com-
manded by the most senior kephiri.
Company
Four infantry mani; twenty men. Most senior NCO
commands. There are no cavalry companies.
Centad
Ideally five companies; 100 men. Commanded by
a hethrin. A cavalry centad is five squadrons, thus
fifty men, but this is a rare and large cavalry forma-
tion.
Cohort
Between two and six centads; ideally two centads
of light foot, one of medium foot, and one of light
foot bowmen, plus auxiliary units; approximately
500 men. Commanded by a berheth. This is the Lánkori
principal large-scale military unit across most of Legionary
Venârivè.

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Venârivè 45
In many other regions, however, the practice is less
Models of Military Organisation exact. Smaller feudal kingdoms, such as Kaldor and
Rethem on Hârn, leave such matters to the individual
Azeri Model contracts between liege and vassal. In consequence,
Much of Western Lýthia looks to imperial Azeryan for the average Hârnic manor only has to send a knight,
how the military should be organised. The Azeri model sometimes accompanied by a yeoman.
has been applied with varying degrees of success.
However, there are a variety of factors which deter-
Some feudal states do little more than give their mili-
mine the composition of an average spear. One is the
tary units names such as manus, centad, and cohort
matter of home defence. If the manor is threatened,
and their officers imperial ranks. Within the general
its lord may decide to leave his yeomen at home to
nomenclature, feudal units display such variety that an
protect it. Prestige also plays a key role; the number
Azeri officer might find the whole idea laughable.
of troops each knight or noble brings to the levy mus-
However, it is also the case that Azeryani imperial ter reflects their social status. In addition, command of
organisation borrows from feudal models. Several larger units is a matter of one’s social position, martial
infantry units, including the manus, are of feudal origin. ability, and the size of force he commands personally.
Almost all cavalry organisation seems to have origi-
nated in the feudal northwest or on the great plains, Archers
rather than around the Venârian Sea. Consequently, it Most feudal forces make use of shortbows, because
is reasonable to characterise Lýthian military organisa- they are require comparatively less skill. Some feudal
tion as being largely feudal rather than imperial and to forces even make use of crossbows, but this weapon
credit the Azeryani as simply creating the most regular is considered unchivalrous by many, particularly Lara-
expression of that organisation. nians.
The various nations across the region employ dif- Longbowmen are relatively rare outside of Shôrkýnè
ferent aspects of the Azeri model. Only Emélrenè and and Emélrenè. They are traditionally members of the
(rarely) Shôrkýnè have ever fielded longbow cohorts; yeomanry, either feudal levies (yeomen hold their land
Azeryan hardly ever fields large cavalry units, while Tri- in exchange for military service) or the sons of yeomen.
erzon frequently does. In other words, the model has Shorkyni longbowmen are, in large part, responsible
universal appeal, but admits numerous regional differ- for the fact that Shôrkýnè has not been conquered by
ences. Trierzon. The Emela also use the longbow effectively;
some of them serve with the Shorkyni.
Feudal Model Career fiefholders
The feudal model is centred around the notion of
Some feudal landholders serve all year round, leav-
feudal military service. Each year, a feudal fiefholder is
ing the governing of their estates to trusted retainers.
required to present himself and the troops required to
Such career soldiers are relatively common. Instead of
perform this service. Much of this time is spent training,
serving for a few months a year, they take a few months
not so much in individual military skills but in unit tac-
off a year. It is customary to pay such individuals sup-
tics and discipline. The average member of the feudal
port all year round, but wages may be token or non-
levy might be expected to serve two or three months a
existent. They do, after all, have fiefs on which to draw.
year (at his own expense). Unless there is a war, much
Such officers often enjoy higher rank than those who
of this time will be spend integrating him into his liege–
serve part-time.
lord’s army.
Career fiefholders may also maintain a small band of
Spears or lances men at their lord’s expense. Again, these men will usu-
When joining the feudal levy to perform his service, ally be of higher quality than the average feudal muster.
a feudal lord will generally bring a few of his own vas-
sals to serve with him. Collectively, a manor lord and
Mercenaries
his vassals are termed a spear or a lance. Quite a number of feudal realms and lords supple-
ment their military capability with mercenaries hired
In Trierzon and Shôrkýnè, the composition of a spear
using income from their own lands, or with payments
is mandated by law. Substitutions may be made, but
in lieu of feudal service, known as scutage.
the amount of service owed by each manor or estate is:
In general, mercenaries have a poor reputation,
• Trierzon: 1 heavy horse knight, 1 medium horse
being considered unchivalrous and fickle. But for many
knight, 2 mounted squires, 2 medium foot, 2
rulers and feudal lords, they are indispensable.
light foot, and 2 archers.
• Shôrkýnè: 1 mounted knight, 1 mounted squire,
1 longbowman, 1 medium foot, 1 other foot.

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46 Venârivè
Ivinian Model will come from those houses. Officers are professional
The Ivinians developed their own approach to mili- soldiers; they are well trained and usually highly skilled.
tary organisation, which is based around the clan. A Conscription is the basis of the Dalken military. All
clan’s political influence is based on their ability to exert towns and estates must supply a given number of con-
influence on other clans, usually through force of arms. scripts each year, who can be from any occupational
Indeed a clan’s very survival depends on their ability to caste.
protect themselves from other clans. The Dalken military is built around provincial
Each thran or vathran-holding clan will have a core legions. There are two types of legions, ‘heavy’ or bat-
of professional soldiers called husgaranen. These elite tle legions and ‘light’ or auxiliary legions. Heavy legions
warriors are well equipped and form the core of the have around 2,500 troops, and are built around a core
clan‘s military. Whilst foot soldiers are the norm, the of heavy infantry supported by lighter troops. They
use of horses is slowly becoming more common; for also have some medium horse and light horse. Light
example a quarter of Hârbáaler husgaranen are trained legions have around 1,500 troops, comprised of light
in mounted combat. The nature of Ivinian clans are infantry and supported by some light horse. Generally
such that most able-bodied men, perhaps a quarter of heavy legions are primarily used for military activities,
the population, are trained to arms; they far exceed the while light legions usually fill policing duties. Often light
normal quality of a local militia. The remaining popula- legions are stationed with one or more heavy legions.
tion are not an ineffective fighting force, but are gener- Mafani states also tend to have legions of some sort,
ally committed to defence of the thranaal. but there is considerable variability in how they are
Ivinians maintain their military capability through composed, organised, equipped, and commanded in
raiding or, in the larger states, through mercenary activ- battle.
ity (particularly Hârbáaleren in Lankor and Azeryan).
Martial games such as wrestling are common pass Tribal Warfare
times. Valhakars of greatclans can (theoretically) field There is considerable variation in the organisation
impressive armies, although the economic impact and of tribal groups and nations when it comes to military
the volatile nature of Ivinian politics make this a rare matters. Arrangements can vary from highly local-
event. ised and informal to ritualistic and hierarchical. While
Most Ivinian colonies have tended to move away in most tribal societies warfare is a part-time activity,
from this model by adopting elements from indigenous some tribal societies (the Reksyni and Numec in partic-
military practices, in many cases towards feudal mili- ular) have castes and social classes almost exclusively
tary organisation. devoted to warfare, or the leadership of warbands.
Powerful Ivinian clans may own a special kind of
military thrall clan, containing a high proportion of
adoptees with impressive warrior skills. These ‘retainer-
clans’ exist as standing armies for their lords. They are
skilled in the arts of warfare and fanatically loyal to the
warrior code, Ljarl.

Dalkeshi and Mafani Model


Dalkesh has a formidable military reputation emerg-
ing from the destruction of the Târgan Empire. The
Dalken military has been heavily influenced by the
Mafani Empire with emphasis on heavy infantry and
marines. The Dalken and Mafani militaries are now very
similar, although there are subtle cultural differences.
The Dalken military is the most experienced in fight-
ing major wars including against Chogoro, the Karuian
city-states, the Mafani states, and four wars against the
Azeryan empire. This has given the Dalkeshi Empire a
very strong military tradition.
The Dalken military is headed by officers from the
military caste. There is strict delineation between offic-
ers and conscripted men. There is a strong association
between most units of the military and particular noble Arms of Vâtanal Ârlis alrí
houses; most of the officers and generals of those units Úlfesen of Govýna

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Venârivè 47
Naval warfare Navies of the Gulf of Shôrkýnè
There are various models of naval organisation
across Venârivè, broadly paralleling the land-based
modes of organisation. Great-Kingdom of Harbaal
Anval: 2 dragonships, 9 longships
Feudal Naval Model (and 10 daks‡)
Standing naval forces are rare in feudal kingdoms. Avastran: 3 dragonships, 14 longships
Feudal naval practices most likely have evolved from (and 11 daks)
those of the Jarind sea-towns. The navies of Chelemby, Elgosia: 1 dragonship, 6 longships (and 2 daks)
Shôrkýnè, Emélrenè, Trierzon, Melderyn, and Palíthanè Gatenlund: 1 dragonship, 5 longships
all use various incarnations of the feudal naval model. (and 2 daks)
Feudal navies rely on part-time conscripted or char- Gavrios: 1 dragonship, 10 longships
tered merchant vessels with a small standing navy. (and 8 daks)
Often trading towns will maintain a portion of their Geltheim: 1 dragonship, 8 longships
trading fleet on standby to react when required and ful- (and 4 daks)
fil their naval obligations. Ketania: 9 longships (river capable) (and 4
Being primarily merchant vessels, these ships are daks)
bigger, beamier vessels with considerable cargo space. Ledenheim: 3 dragonships, 12 longships
However, these higher ships provide a distinct advan- (and 10 daks)
tage in boarding actions as well as excellent, stable
Lytheim: 1 dragonship, 7 longships (and 3
missile platforms for archers.
daks)
Ivinian Naval Model Padona: 1 dragonship, 8 longships (and 8 daks)
Ivinian naval practices are very widespread, being Saliom: 1 dragonship, 6 longships (and 3 daks)
used throughout Ivinia, Hârbáal, Orbaal, and many Tónanby: 1 dragonship, 9 longships
other Ivinian colonies, such as Korlua. (and 5 daks)
Ivinian navies are usually built around a valhakar and ‡ these daks are principally for trading, and
their tributary thrans. Their longships are fast, very sea- are those owned by the great clan; Ketania’s
worthy, and with a shallow draft are able to travel con- are registered outside Harbaal.
siderable distances inland along rivers. Ivinian naval Kingdom of Chelemby
warfare focuses on boarding and amphibious opera- 72 ships in total, 20 ships on standby as part of
tions. For sea battles ships are often lashed together, the mercantile concession. Many of Chelemby’s
providing a de facto land battle. ships are karunes.
The longship design is becoming outdated, largely
due to its considerable manpower requirements (par-
ticularly the larger vessels). However, they are still for- Realms of Hurisea
midable, being able to swiftly transport large numbers Beldira has 7 seagoing ships, 2 of which are on
of warriors considerable distances. Ivinian sailors are standby. A number of other principalities have
well skilled, often engaging in raiding, piracy, and mer- smaller vessels.
cenary activities.
Due to the volatile nature of Ivinian politics, large
Kingdom of Shôrkýnè
fleets are rare, often requiring a particularly strong
Alagon: Eshapel: 5 ships (2 on standby);
leadership. The fleets of Tralis Elendy during the Cheler
Karemus: 7 ships (2 on standby)
invasions (tr674 and tr683) and Alegar I for the raids
on Thay (tr705 and tr707) were exceptional. Avan: none officially, although count has a ship.
All greatclans own one or more warships; some val- Dumala: Turesgal: 3 ships (1 on standby)
hakars may command fleets of six or more. These swift Loala: none officially, although the countess
warships are clinker-built, shallow-draught, low-free- has a ship.
board, open-deck vessels that are powered by both oar Malpynia: Eilyria: 9 ships (2 on standby);
and sail. A warboat is the smallest type. It has a length Sagora: 4 ships (1 on standby)
around 60 feet, and a crew of 24-36. A longship has a Kolârè: Kolârè: 4 ships (1 on standby)
length of perhaps 80 to 90 feet and a crew of 50-60. Aneola: Eslon: 6 ships (1 on standby)
Dragonships may exceed 120 feet in length and have
a crew of 200; these ships are very expensive and rare.

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48 Venârivè
Venârian or Karejian Naval Model
The Venârian or Karejian naval model is heavily Venarian Sea Navies
built on the Karuian seafaring tradition. This has heav- Empire of Azeryan
ily influenced naval practices throughout the Venârian 116 laru (war-galleys): Sanos fleet (30 laru);
Sea, in Azeryan, Dalkesh, Byria, the Ûmélrian League, Quarmil fleet (36 laru); Kilema (6 laru); Hebos
and Goris as well as many of the former Azeri provinces (6 laru); Misonæ (4 laru); Jandîr (4 laru);
such as Xerium and Vitho. Purimal (6 laru); Panis (6 laru); Ómrium (6
These navies are built around permanent fleets of laru); Berone (12 laru). Various other vessels,
swift and powerful war-galleys (laru). Common tactics including raem.
include ramming, archery and boarding. Ramming is
an ancient tactic, today used much less frequently but Umelrian League
it can still be very effective. 36 laru (war-galleys): Lekuria (15 laru); Barath (2
There is a substantial history of large-scale naval laru); Fêgon (5 laru); Parthias (5 laru); Rýdaz
battles in the Venârian Sea, particularly in and around (5 laru); Genôro (4 laru).
the Karejian islands during the many wars between Karejian League
Azeryan and Dalkesh. 167 laru (war-galleys): Livelis (56 laru); Shelon
The Karejian city-states have the most advanced (12 laru); Durien (9 laru); Narolis (18 laru);
war galleys in the region, securing their independence Rykal (7 laru); Helas (7 laru); Ichenyah (6
and protecting the valuable larun trading convoys. It laru); Tazach (4 laru); Phanosia (10 laru);
is rumoured that one or two Karejian city-states use a Horitar (18 laru); Arketh (4 laru); Ajygal (12
secret weapon that breathes fire onto enemy vessels. If laru); Kólomîr (2 laru); Gilech (2 laru ‡). Vari-
true, this would give a considerable tactical advantage ous other vessels, including raem.
but would require significant skill to use effectively; the ‡ Gilech does not have direct access to the
psychological impact would be formidable. sea; its ships are currently based at Pelona, in
The navies of Karejia, Azeryan, and most former Dalkesh.
Azeri provinces, use the Karejian/Karuian rank struc-
ture. Dalkesh uses naval versions of legion ranks. Empire of Dalkesh
122 laru (war-galleys): Nathapura fleet (30 laru);
Anzelôrian and Hepekerian Naval Models Tibelos fleet (12 laru); Galpura fleet (16 laru);
The foremost naval culture of northern Anzelôria are Heponpura fleet (24 laru); Aninis fleet (24
the Arlantans, who have combined Venârian, Ivínian, laru); Resikhar fleet (16 laru). Small number
and local naval practices into a formidable naval power. of additional vessels.
The Reaver pirates of Arlanto are feared all across the
Empire of Býria
southwestern Venârian Sea.
50 laru (war-galleys): First fleet (Inri, Abræ – 12
The Falani have also developed a hybrid naval and
laru); Second fleet (Oranæ – 5 laru); Third
shipping technology, which has enabled them to estab-
fleet (Panas – 9 laru); Fourth fleet (Aneranas,
lish colonies along the western shores of Thonia. They
Banasæ, Vælýn – 9 laru); Fifth fleet (Kinisa,
have adapted Ivínian shipping techniques to local con-
Thera – 6 laru); Sixth fleet (Nara, Konuis – 9
ditions, and are evolving their own versions of Venârian
laru).
shipping.
Principality of Gôris
Mafani Naval Model 24 warships: prince’s fleet – 12 warships; great
The Mafani have an ancient if rather conservative clans – 12 ships.
naval tradition, which includes a mixture of swift-sailed,
ocean-going vessels and larger coast-hugging galleys Kingdom of Arlanto
(although most galleys also have sails). Mafani sailing Approximately 20 ‘royal’ ships and a good
ships are designed to withstand the squalls and mon- number of additional irregular raiders.
soons that blow across the gulf, and to carry trade and Kingdoms of Xerium, Vitho and Menêma
troops across the region. They tend to favour a larger 16-24 royal ships each, a mixture of galleys
number of smaller vessels, rather than a small number and other vessels.
of large ungainly ships.

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Venârivè 49
Although nomadic pastoralism is a major way of

E
life in central Lýthia, transhumant pastoralism is more
prevalent in the mountainous and rough areas of
conomics and Trade Venârivè. These groups will normally move their herds
Across Venârivè, economies range from nomadic between two climatically different regions based on
hunter-gatherers to complex urban trade centres. the seasons: for example pasturing their herds in high
mountain valleys in the summer and low valleys in the
Nomadic and Pastoralist Economies winter. In most cases their homes in the winter pastur-
There are two ancient social and economic systems ing zones will be permanent and those in the summer
that are still actively practised within Venârivè: hunting zones temporary camps. In this case, only the individu-
and gathering, and pastoralism. Although the major- als needed to care for the herds move to the summer
ity of the cultures that practise either of these econo- pastures while the others stay behind and tend small
mies are nomadic, there are others that are considered agricultural plots. There are, however, cultures that
semi-nomadic (pratising transhumance). move everything between the two camps and either live
in temporary settlements or tents at each designated
Hunter-gatherers pasturing site. In almost every case the same pastures
Hunter-gatherer societies are based on the direct are used by a clan/tribal group and encroachment on
procurement of edible plants and animals from the their pastures is seen as a hostile act.
wild, foraging and hunting without significant recourse
to the domestication of either. As a result, this eco- Trade with settled peoples
nomic structure is predominately found on the fringes Whilst in ancient times such economies would have
of the settled and pastoral regions of Venârivè. Bands been self-sufficient, today most hunter-gatherer and
of hunter-gatherers tend to be small, nomadic popula- pastoralist cultures are interdependent and interact
tions that move seasonally to optimise different sources with the agrarian societies upon whose borders they
of food as they become available. A fairly large range is dwell. While both hunter-gatherers and pastoralists can
required for this mode of life. generally obtain the necessities of life themselves, they
To a smaller extent, hunter-gatherers may also live almost always trade with settled peoples for specialist
a transhumant lifestyle, especially if game is plentiful goods, luxuries, and status items.
in one location on a seasonal basis; such as along a For pastoral nomads, the value of most things is
migratory route. For example, a tribal band may have calculated in terms of their herds, which provide them
a base along the migration route of reindeer. Although with food and clothing and the means by which they
this is a rich source of food, for most of the year the can acquire other necessities through bartering with
tribe must send out hunting parties the few months other groups or societies. In most cases they have their
prior to the migration to replenish food supplies before own craftsmen who can provide them with basic cloth-
the next major hunt. In some case the whole band may ing, shelter, transportation, and weapons; however, in
move but in others only the hunting parties may go most cases they will attempt to trade for better made
out to gather game. In the meantime those staying goods or take them as booty during raids or open war-
at the base camp may be practicing a crude form of fare with other groups. In some areas the herds of pas-
agriculture called horticultural gardening. This means toralists are an important source of high-status food
that they manage and gather wild grains and herbs and and produce for settled folk, and the leaders of the
may even grow small plots of the planted grain using pastoralists are reliant on their ability to provide similar
crude agricultural tools. high-status goods to their followers, such as weapons,
armour, jewellery, and the like.
Pastoralist Hunter-gatherers generally have few means of pro-
Pastoral nomads follow a seasonal pattern that may ducing anything but tools from wood, bone, antler,
vary from year to year. Their movement patterns are horn, or ivory. Their clothing is made from skins, hides,
determined by the needs of their herds for water and furs, animal hair, and plant fibres. Most of these peo-
fodder. Nomadic societies do not have permanent set- ples will trade goods which they have best access to,
tlements, but live in tents or other easily constructed such as furs, hides, antlers, horns, and skins, for goods
dwellings year round. Pastoral nomads are usually produced by settled folk, including metalwork, weap-
self-sufficient. They are also some of the most warlike ons, and high-status clothing.
peoples of the region. The need to secure their own
grazing ranges and acquire additional stock and range
from competing groups sometimes fosters a very hos-
tile environment, especially in the more arid regions.

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50 Venârivè
variety of ways: either as arable land, as pasture, or as
Rural Economies managed woodland. The respective areas of land use
Most of the settled regions of Venârivè have two depend mainly upon the size, location, and fertility of
important economic structures in common. The first the fief. Long-established fiefs in better areas tend to
is the more or less universal manorial or villa system of be well-populated and favour a higher percentage of
agrarian organisation, and the second is the even more arable land use. Newer holdings in frontier regions are
universal guild system. Much of Venârivè also shares generally under-populated and these will have higher
common monetary customs. pasture and woods acreages.
• Arable – 20-60% (40% average)
The Manorial or Villa System • Pasture – 20-60% (40% average)
Regardless of their political structure, virtually all • Managed woodland – 10-30% (20% average)
states of western Lýthia practise a form of manorialism.
Land is essentially divided into estates called manors,
villas, knights’ fees, etc., and held by noble families or
governors. Most of the tenants of these fiefs are bound
to the land in one way or another, and nearly all prac-
tise a blend of communal and individual agrarian activi-
ties. The two and three field systems of agriculture has
spread across most regions of Venârivè in the last sev-
eral centuries, pushing up agricultural production and
enabling population growth.
Civilised states are mainly agrarian. About 90 per-
cent of the population is engaged in agricultural and
pastoral activities. While agricultural techniques are
not especially advanced, nearly all districts are self-suf-
ficient in food, so trade in basic foodstuffs is generally
limited to surplus produce for the goods of towns and
semi-urban centres.
As noted, most peasants are bound to the land, and
are not free to depart without leave from their lords.
But there is also a class of rural freemen, who work
land in return for rent or military service. All of these
people are overseen by a noble or patrician class, either
of hereditary aristocrats, imperial functionaries, or a
combination of the two. Agriculture
The mill A manor or estate’s arable land is typically (but
Nearly every manor or rural estate will have a mill. not always) divided into two large fields. These fields
Some are owned by the lord but most are owned by the are usually open (without fences or hedges), but are
freemasters of the powerful Millers’ Guild. The miller divided into strips separated by footpaths. One field will
typically pays an annual licence fee to the lord of the be sown with various crops (depending on location and
estate or manor for the right to operate the mill. Mills climate this may include rye, wheat, barley, oats, beans,
may be water-powered, ox-powered, or wind-powered, peas, rice, or other crops), the other will lie fallow for
depending upon local circumstances. one year in an effort to keep the soil from exhausting
itself. All of the land will be cultivated (either by freehold
Manorial or estate land use tenants, serfs, or inhabitants of the estate), and the
Manorial lords or managers of rural estates may cul- holdings of each clan or family are typically scattered
tivate all the land themselves, hiring agricultural labour throughout the fief in narrow strips. The lord’s land, or
as required. They might also farm out all of the land to demesne (where such exists), will consist of enclosed
freehold tenants in return for cash-rents or crop shares. fruit orchards and lush meadowlands, plus numerous
Most, however, chose a blend of these two extremes, small strips dispersed among the lands of his tenants.
dividing their fief into (roughly) one-third demesne The land held by each peasant family will usually
(lord’s land) and two-thirds tenancy, utilising the obli- be divided between the two fields (planted and fallow).
gations of serfdom to provide the labour required to till So if a family has thirty acres, they can plant only fif-
their demesne. teen in one year. Since the average crop yield is about
The land of each manor estate will be put to use in a ten bushels per acre, and each person requires around

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Venârivè 51
twenty bushels of grain a year for the barest survival, an diet and hunting is generally the sole prerogative of
individual needs four acres to feed him or herself, half the estate or manor lord. Poachers are likely to receive
under cultivation and half fallow. harsh treatment, especially trespassers from outside
Ploughing, sowing and weeding are generally tasks the estate. Tenants may have certain rights within the
performed by each individual family on their own land, woodland, including collecting dropwood and the graz-
but harvesting is a communal affair. All able-bodied vil- ing of their pigs, but must usually pay an annual fee for
lagers work to clear the fields, then produce is divided this right.
among them according to land held and labour pro-
Plantations
vided. Harvesting usually begins early in autumn/
Larger imperial states, including Azeryan and
Agrazhar and takes two to four weeks to complete;
Dalkesh, have a modified form of manorial estate in
three men can reap and bind one acre a day.
which there is considerably greater centralisation of
The weather is critical, of course. Crops must be left
agricultural activity, often carried out by slaves rather
to mature and this can be delayed if the summer is
than semi-free or free farmers. These estates tend to
particularly wet (or dry). When ready to harvest, speed
be larger than the manorial model, and often produce
is crucial. One good heavy rain could knock the ripe
goods of greater consistency and for trade or sale
crops to the ground, where they would sprout or be
rather than local consumption.
destroyed, and the bulk of the harvest would be lost.
Husbandry Other Forms of Agrarian Economies
Open and common pasture is maintained for graz- Whilst the manorial or estate system is widespread,
ing sheep, oxen, horses, and goats; some is owned by it is not universal. The traditional Ivinian rural settle-
the lord, some by the tenants. The best pasture (10 to ment is dominated by a single clan, with a number
30 percent) will be enclosed and reserved as meadow- of specialist subclans and tenant or unfree clans. In
land where winter fodder (hay) is harvested. The fallow general, Ivinian rural land is organised as individual
fields are also used for grazing animals, partly to keep plots, rather than being organised in common fields.
the weeds down, but mainly to manure the resting soils. Given the lower fertility of Ivinian lands, most rural set-
Animals are not generally raised to be eaten, mainly tlements supplement their food sources with fishing,
because it takes roughly eight pounds of feed to pro- whaling, sealing, and other hunting activities.
duce one pound of animal protein. Hogs, which can
thrive on food scraps and forage in the woodland, are a
key exception. Sheep are raised primarily for wool, cat-
tle as beasts of burden and for milk, and chickens for
eggs. When too old to work animals are slaughtered
for meat and hides.
Most villagers keep chickens, and all but the poor-
est are likely to have at least one cow and several pigs.
Oxen are kept as plough animals by the richer peasants
and rented to others as needed. Horses are a luxury
which are generally kept only by the lord for riding.
Compared to oxen, horses are not as hardy and require
two or three times the winter fodder.
Livestock populations tend to reach their peak in the
summer as a result of spring births. Because the villag-
ers cannot generally afford to provide winter feed for all
the animals born, surplus flocks and herds are driven
to be sold/bartered at the nearest market soon after the
harvest is completed. Wealthy peasants may slaughter
an animal or two, and smoke, dry, or salt the meat for
future consumption.
Woodland
The remainder of the estate or fief will be woodland
and this may be extensive in recently settled estates.
Even though this area is likely to include streams, bogs
and other ‘wasteland’, woodland is among the most
Peasant Worker
prized land. Game forms a major part of the nobility’s

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52 Venârivè
Market Size Table
Markets and Urban Centres
Towns and cities are essentially defensible markets, Size Population range General type
where the countryside trades its agricultural surplus for Mk 1 10-1,000 Keeps, forts,
the civilised artefacts of the town. The relationship is thrans
symbiotic; each has its own monopoly, but the country- Mk 2 100-1,500 Mostly keeps and
side could exist without towns while the converse is not castles
true. Larger towns are also regional centres of trade, Mk 3 200-6,000 Mostly castles,
and trade specialist goods with other urban centres. small towns
Town-dwellers are generally freemen. They are Mk 4 600-15,000 Medium towns,
divided into two main classes. The urban poor are large castles
those who have abandoned the countryside to seek
Mk 5 4,000-24,000 Towns
their wealth in major centres. They form a labour pool
which is exploited by wealthy, established townsmen. Mk 6 6,000-30,000 Large towns,
small cities
The other main class is comprised of guildsmen. See
Guilds (page 60) for details of the guild system of Mk 7 20,000+ Cities
Venârivè. Mk 8 30,000+ Major cities
In addition to towns, there are a range of ‘intermedi- Mk 9 50,000+ Largest cities
ate’ urban settlements, such as forts, keeps, and cas-
tles that have the attributes of both large rural settle- Other factors:
ments and small towns.
Isolated –1
Markets Restricted access –1
The heart of the town is the marketplace, the place High taxes –1
where money and goods are exchanged more or less
Competing centres –1
freely. It is illegal to sell anything within five leagues
of most towns/markets except within its marketplace. Large hinterland +1
Impromptu highway sales within these zones are Religious centre +1
prohibited by law; the minimum penalty is generally Regional trade centre +1
confiscation of goods. Trade route +1
The marketplace itself is usually administered by the Major trade route +2
Mangai, who rent space for a penny or two a day. Ven-
dors can sell from their own carts, tents or stalls, or
rent them from tentmakers or woodcrafters.
Local guildsmen have an advantage in the town
economy. For one thing, the aldermen and mayors of
most towns are local guildsmen. For another, they are
the only ones permitted to freely sell their goods within
the town. Goods imported into a city are subject to the
payment of hawking taxes and, if they are covered by
a local guild monopoly, must be offered first to local
guildsmen handling such wares to be marked up and
resold.
Market size
The relative size of markets in terms of volume and
activity can be rated on a scale of one to nine, with Mk 1
being a very minor market, Mk 5 an average market,
and Mk 9 a very major market. Size does not depend
only on the population of the settlement, although this
is a major factor. Some ports and towns have small Badge of the
populations but large hinterlands, while others are Mercantylers’ Guild
regional trade centres.

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Venârivè 53
Coinage of Venârivè
Money and Income
Farthing (f) Usually ¼ dram; ¼ penny
Coinage 90% silver
The prevailing unit of currency in much of Venârivè Bit (t) Iron bit (tagul) 1 farthing equivalent
is the silver penny, which is abbreviated by the affix ‘d’ Halfpenny (h) Usually ½ dram; ½ penny
as in 12d (twelve pence). A penny weighs one dram 90% silver
(one sixteenth of an ounce). Silver pennies vary in sil- Penny (d) Usually 1 dram; 4 farthings
ver content, hence, in ‘real’ value, but in practice they 90% silver
are fairly interchangeable. Pennies may be cut into two Shekel (k) Currency of Dalkesh 16 tagul; 4 penny
parts (halfpenny or ha’penny) or four parts (farthings). and Mafan (sekhlu) equivalent
Thus, there are two farthings in a ha’penny and two Shilling (s) Rarely produced as 12 pennies
ha’pennies in a penny. Many pennies have crosses a coin
marked on the reverse to facilitate the division. Certain Crown (c) Some mixed silver / 5 shillings or 60d
monetary conventions are also prevalent. A shilling (s) gold coins
is 12d, and a pound (£) is 240d, although shilling or Marks (m) Currency of Dalkesh 40 shekels;
pound coins are rare in the northwest. and Mafan (marku) (160d equivalent)
Dalkesh, Mafan and parts of Hepekeria have a Pounds (£) Common unit of 20 shillings or 240d
slightly variant coinage system. The basic coin is the account across
‘bit’ (tagul), minted from iron, and equivalent in value region
to the farthing. The silver ‘shekel’ (sekhlu) is worth Oren (O) ‘Golden’ – equivalent 2 marks or 320d
around 4d, while the gold/silver ‘mark’ (marku) is worth to 1 ounce of gold
40 shekels (160d). Much like a penny, a shekel can be Imperial (I) Principally an Azery- 5 pounds or 1,200d
cut into four pieces, each worth 1d. ani unit of account
Gold coins are relatively rare, but are widely accepted. Talent (T) Major unit of taxation 12 imperials, 60
The most well-known gold coin is the one-ounce Oren or account pounds, 90 marks
of Karejia. Also prized in the west are the gold Kúzhan
Bullion
Crowns minted by the Kúzhai of Hârn, which have a
Trade may also be conducted in bullion. A pound
value of 320d. More common ‘crown’ coins, such as
of pure silver is worth 256d and a pound of pure gold
those minted by Chélemby, are a mixture of gold and
is worth 5,120d. This ratio (1:20) generally holds
silver, and generally worth 60d.
throughout Lýthia.
The Azeryani ‘imperial’ and the more widely utilised
Most rare metals are refined by jewellers. Some
‘talent’ are units of taxation and account; they apply
states require that coins be minted in government
only in the largest economies. A talent is a huge for-
mints by bonded jewellers, but minting contracts are
tune – 14,400d, or nearly three pounds of pure gold
sometimes issued to freemaster jewellers.
bullion.
Precious Metals
Silver dram 1 dram of pure silver worth 1d
Gold dram 1 dram of pure gold worth 20d
Silver ounce 1 ounce of pure silver worth 16d
Gold ounce 1 ounce of pure gold worth 320d
Silver mark 1 mark of pure silver worth 160d
Gold mark 1 mark of pure gold worth 3,200d
Silver bar 1 pound (256 drams) worth 256d
of pure silver
Gold bar 1 pound (256 drams) worth 5,120d
of pure gold

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54 Venârivè
Promissory notes A freemaster will have variable income, possibly
Where large sums are involved, usurer’s notes are even a loss, since they must provide their own room
commonly exchanged. Any freemaster mercantyler and board, supplies, tools, etc. and may have employ-
may issue such a note which is, essentially, a prom- ees and rent to pay. A freemaster’s income can be cal-
ise to pay an individual, or the ‘bearer’, a stated sum. culated as follows:
Usurer’s notes are, essentially, a form of paper money.
In theory, anyone can write a promissory note, but in Net income = (10-2d6) x ½ of bonded master rate
most cases only established mercantylers (usurers)
or stable governments have reputations sufficient to Unguilded wages are for ‘experienced help’. Begin-
have their notes accepted in lieu of silver or gold (real ners, particularly in the higher paid occupations,
money). Notes cashed other than with an issuing usu- receive 50-80 percent of the indicated rates.
rer are usually discounted by 5 to 50 percent depend-
ing on the distance to, and creditworthiness of, the
Variations in income
issuing party. Incomes are based on working twenty-four days per
month; the average number of days worked per month,
Usury after various holidays are deducted. The incomes
The Mercantylers’ Guild rigidly enforces its monop- shown are averages for the year; in reality, summer
oly on usury, the changing and lending of money for wages are higher and winter wages are lower due to
profit (interest). Some mercantylers specialise in this the number of hours that can be worked in any given
activity. Interest rates for loans are generally high, and day (dawn to dusk hours are the norm for most work).
compounded monthly. For secured loans, the normal If desired, adjust wages as follows:
rate of interest is 1-2 percent per month. Unsecured
Spring 100% of average wages
loans to finance trade are another matter. These range
from 5 percent per month for local trade loans, to 10 Summer 120% of average wages
percent per month for caravan trade and 20 percent Autumn 100% of average wages
per month for sea trade. Such are the comparative Winter 80% of average wages
risks of land/sea travel and the profits expected from
trade.
When provided, room and board perks tend to
Foreign exchange increase with the status of the employee. A cost of 30
Usurers are also involved in buying and selling for- percent of wage rate is appropriate, minimum cost of
eign coinage. The discounts average around 10-20 1d per day.
percent. For example 100d Melderyni might be
Military Incomes
exchanged for 80-90d in Chelemby. There is consider-
Military wages apply to mercenaries and profes-
able distortion with coins from some realms (which are
sional soldiers only. Food and maintenance is an addi-
notoriously debased), and they may be discounted by
tional cost to the employer. If serving due to fealty obli-
as much as 50 percent in other areas.
gations, food and maintenance are not provided (the
Incomes vassal must provide this themselves). Generally, after
two months of service, wages, food, and maintenance
Appendix XIII lists the average ordinary incomes for
might be provided, but more often is accrued for future
guilded, unguilded, and military occupations across
payment. (This can often mean no payment, particu-
Venârivè.
larly for the defeated.)
Guilded incomes are those for bonded masters;
Military wages are usually paid quarterly but have
room and board may also be provided. The employer
been listed as monthly for comparison to other
would bear the additional cost of providing materials
incomes. Considering the danger, military wages are
and supplies, but tools are generally owned by the mas-
low, but there are other perks such as booty, not to
ter. A highly skilled master, such as a mason-architect
mention glory and social advancement. Traditionally,
in charge of a large state building project or an exqui-
any soldier of any rank may keep two-thirds of the booty
site sword craftsman, could earn fees up to six times
taken; one-third is given to their immediate superior,
the rate shown, but such incomes are rare indeed.
who similarly passes on one-third to their superior, and
Apprentices, in most cases, receive only room and
so on. Thus the commander of a large army can earn a
board, possibly a small pittance for wages (10 per-
considerable sum from booty taken in war.
cent) towards the end of training. Journeymen receives
30-60 percent of the rate shown, plus room and board.

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Venârivè 55
Taxes
Trade and Trade Routes Traders are subject to payment of various taxes to
Most trade is in luxuries, although some regions
town and city authorities. The tax rates vary, and those
require additional food. Only these offer sufficient profit
for towns and centres mentioned in this publication are
to compensate for the risks involved in long-haul trade.
listed in the Appendix XIV.
Western Lýthia eagerly seeks eastern luxury goods,
such as silk, spices, lacquers, gemstones, etc. These Hawking Tax (Hwk)
are brought by overland caravan to ports in the eastern A tax payable to the bondmaster on all goods brought
Venârian Sea, then shipped by sea to points through- into a settlement to be sold, including raw materials for
out the west, such as Cherafir and Chelemby. They are further processing, but generally excluding foodstuffs.
then purchased by mercantylers who sell the goods The tax is usually a percentage of a consignment’s
throughout the region. value, but since the bondmaster tends to rely on
See Appendix XIV for a list of the principal trade ‘declared values’, assessments are generally low unless
goods of the regions of Venârivè. the trader neglects the appropriate bribes.

Role of mercantyler or merchant Bonding Tax (Bnd)


Mercantylers are involved in the buying and selling The trader can delay payment of the hawking tax
of goods for profit, or as agents for such transactions. until he has found a buyer by placing his goods in bond,
Enforcing a monopoly over all trading activity is impos- that is, storing them in the local authority’s bonding
sible, but the occupation is guilded. Guilded mer- house. Goods temporarily brought into a settlement,
cantylers try to deal exclusively with each other, giving but destined to be exported, must be placed in bond.
them a de facto stranglehold on much trading activ- This service incurs payment of a bonding/storage
ity. All major towns in feudal, plutocratic and imperial fee, always a small percentage of the declared value,
regions have a mercantylers’ hall for guilded members payable in advance with a minimum of a one month
only. Non-guild members can participate in this private fee.
market only by hiring a mercantyler as a broker, paying
a commission of 10-20 percent.
Overland Trade and Transport
If the alternative of water borne transport is available,
Prices land transport is generally only used for local traffic and
The selling price of goods must cover not only their trade.
buying price, but also levies of tariffs and tolls, trans-
Tracks, trails, roads and bridges
port costs, and the risk of shipwrecks, storms, pirates,
Most land transport is restricted to tracks and trails.
and brigands.
Tracks are commonly used routes of local travel, often
The price of various luxury and other goods can be
between agricultural centres and local markets. They
found in Appendix XII: Venârivè Price List. These are the
are usually only fit for foot or animal traffic. Trails
‘retail’ prices at the indicated sources.
are found outside settled regions, and are usually
not maintained. They are secure only when regularly
patrolled (an uncommon event).
Wholesale Prices A minority of regions have paved or well-maintained
Mercantylers do not pay the ‘retail’ prices set roads, and bridges over rivers (other rivers are crossed
out in Appendix XII. A mercantyler would buy items by fords). Minor roads are little better than tracks, but
for as little as 10 percent of these prices, and sell can support carts. Major roads are well constructed
them for roughly 50 percent of the indicated price. with ditches and some metalling. They are generally
That is, a beaver pelt is listed as 20d. This would maintained by central authorities, and support both
be the selling price for a dressed pelt from the indi- cart and wagon traffic. The largest roads, known as
cated source (hideworker). A mercantyler in the imperial roads, are paved with stone and only exist
fur trade would purchase such a pelt from a trap- where there is a powerful central authority responsi-
per for as little as 2d and sell it to a hideworker for ble for their maintenance. The Azeryani and Dalkeshi
10d, who cures and dresses the hide and sells it for roads are key examples.
20d. Some goods from eastern and southern Lýthia Bridges are either of stone or timber construction.
change hands many times and sell in Venârivè for up Stone bridges are most common on major or imperial
to 100 times their original cost. roads or near affluent settlements; timber bridges
are found in more remote regions. Bridges require
maintenance, and they are also difficult to avoid. For
this reason, local authorities often charge a toll at a
bridge.

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56 Venârivè
Human cartage Caravan masters
In some areas, humans are the major form of The major caravans are operated by specialist
cartage of goods. This is often the case within cities, members of the Mercantylers’ Guild known as caravan
and in wilderness areas where pack animals are hard to masters. It is not illegal for any mercantyler to organ-
obtain, or the terrain works against them. ise his own caravan, but the organisational complexity
A human porter can generally carry around 60lbs involved has led to the prevailing custom. Most caravan
over a sustained period. A porter will generally cost masters are individuals (often ex-military officers) who
around 1d per day, and require approximately 5lbs of have demonstrated some skill at getting the job done.
food and 5lbs of water a day. Several have become dominant because of the special
relationship they have developed with guild members
Animal Cartage and tribesmen along their route.
Many goods are transported on the local beast of Caravan masters organise all aspects of a caravan
burden, which will most usually be donkeys, mules, and its journey. They are responsible for hiring team-
oxen or camels (in dry areas). sters and guards, deciding who may join a caravan,
The average donkey can carry around 220lbs, the and establishing departure dates, camp sites, defence
average horse slightly less at around 200lbs. Mules measures, etc. They have the power to abandon goods
generally carry around 250lbs, while oxen sometimes (and their owners) if they deem their presence hazard-
carry over 300lbs. Camels can generally carry over ous to the caravan. Most caravan masters employ one
300lbs. or two assistants and the most competent of these may
Such pack animals generally move two watches a eventually rise to manage their own caravan.
day (eight hours), but require an hour of rest, grazing,
and watering between watches. Caravan fees
Horses, donkeys, and mules require about 15lbs Mercantylers pay a fee to be included in a caravan.
of fodder and 80lbs (8 gallons) of water a day. Oxen These fees assume that the mercantyler provides his or
require 35lbs of fodder and 100lbs of water; while cam- her own transportation, food, etc. Some caravan mas-
els can subsist on 10lbs of food and 70lbs of water per ters own carts, wagons and pack animals which they
day. Camels can subsist for some days without these will lease for double or triple fees, but this includes the
requirements, but must be fed and watered well after- fee to join the caravan. Most masters will allow individu-
wards. als who are not mercantylers to join a caravan at double
the normal fee, perhaps for free if the traveller agrees to
Carts, wagons and sleds ‘work his passage’ with mercenary assistance.
Any two-wheeled cargo or passenger vehicle is a Fees for caravans are calculated on a charge for
cart, which is generally more effective on rough trails. each ten leagues of travel:
They are usually pulled by oxen, but sometimes by • Wagon – 10d
other pack animals. • Cart – 6d
A four-wheeled vehicle is a wagon, which generally • Horse, Camel, Donkey, etc. – 2d
requires a good road and is drawn by at least two oxen
• Person afoot – 1d
or horses. Under snow and ice conditions, as prevail
in the far north, goods are sometimes transported by River Trade
sled, drawn by any number of pack animals, includ-
Rivers are the lifeblood of most trade and transport
ing dogs. A cart can carry around 2,500lbs, a larger
across Venârivè, although generally for local trade.
wagon around 8,000lbs. A sled may transport around
Three forms of boat provide the main forms of
2,000lbs.
transport on rivers:
Caravans • Pinda – a small deckless boat, with oars; single
Nearly all land trade is transported via caravans, mast, square or venyn rigged; 12-21 ft.
organised expeditions of mercantylers journeying from Pindas are generic, and found all across the
one settlement to another. Long-established routes region.
are often patrolled by various interested parties, seek- • Talbar – a shallow draft trading vessel for rivers
ing to encourage such traffic. Waystations are built at or coastal waters. They are both oar and sail
strategic points to provide guides and horses and to powered, and can be square or venyn rigged.
furnish wagon repair. The taxes and tolls charged at 24-42 ft. Talbars are generic and are found all
such facilities can be a lucrative source of revenue for across the region.
their owners. • River galley – a shallow oared vessel; may or
may not have a venyn rigged sail; 24-42 ft.
Found in the south and east of Venârivè.

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Venârivè 57
In some regions, Pilots’ Guild rules require a pilot on sels may be owned by such men, but most belong to
all vessels 30ft in length and over, a key reason river- wealthy mercantylers, nobles or patricians (many of
boats in those regions are fractionally shorter than 30ft. whom have never been to sea), and, especially in the
The load capacity of a river-boat is roughly equal Venârian Sea, by trading syndicates.
to the square of its length (in feet) multiplied by 50lbs. Maritime trade in western Lýthia is highly competi-
Thus a common river-boat of about 30ft in length can tive, although it does tend to be dominated by colo-
carry around 45,000lbs (22.5 tons†). nial Ivinians in the north and by the Karejians in the
Venârian Sea.
Maritime trade
With few exceptions, overland routes are very bad,
Mercantile trade practices
and wheeled transport is slow and crude. Land trade is There are a wide variety of mercantile trade prac-
the preserve of a few hardy mercantylers; most com- tices used across the region of Venârivè. One of the
mercial movement of goods is by water. most common across the whole region is for a vessel
to hire a bonded mercantyler to handle trading activi-
Maritime Vessels ties. This person is known as a supercargo. Sometimes,
Some of the more common types of seagoing vessel particular in Azeryani areas, patronage will operate as a
in Venârivè include: means of financing trade. More complex arrangements
• Nivik – a one-masted, square-rigged vessel; include the Larun contract and the Comarera (‘com-
clinker built; no deck; 24-60 ft. Found in the panion’) agreement.
west and north.
Market and port facilities
• Vaserskab – the traditional Ivinian longship
A ppendix XV includes information on the facilities
design; 60-102 ft. Found only in the far north.
available in the major markets and ports of Venârivè.
• Dak – a one-masted, square-rigged, decked The following information is available:
vessel; 48 – 84 ft. Found in the Gulf of Shôrkýnè
• Market information: Mk – Market Size; Hwk –
and the north.
Hawking Fee; Bnd – Bonding Fee per month
• Skara – older version of the dak, the Shôrka (see above).
‘coaster’.
• Shipwright information: Size – the number of
• Karune – a revolutionary new design; carvel permanent employees, including bonded free-
construction; deck; 69-96 ft. Found in the west masters, journeymen, and apprentices; ML – the
and north. ‘mastery level’ or quality of the services provided
• Venar – a one-masted, carvel-straked, venyn- (higher is better); CF – cost factor, compared to
rigged vessel; 24-60 ft. Found in the Venârian an ‘average’ of 1.00. (The information in table is
Sea and the Gulf of Mafan. for the ‘public’ shipyard of the port; some ports
• Raem – a two-masted, carvel-straked, twin- also have ‘state’ or ‘official’ shipyards – examples
steering vessel; decked; 48-84 ft. Found in the of these are indicated with §).
Venârian Sea. • Guild information: P – size of the Pilots’ Guild
• Laru – a war galley; ram; large venyn sail; facilities: S – ‘small’ (1-4 rooms), M – ‘medium’
60-150 ft. Found in the Venârian Sea. (5-9 rooms), L – ‘large’ (10+ rooms); S – size
• Laru-mar – a merchant galley; 2-3 masts; venyn of Seamans’ Guild facilities: S – ‘small’ (6-12
rigged; 60-150 ft. Found in the Venârian Sea. bunks), M – ‘medium’ (13-24 bunks), L – ‘large’
• D’hoa – trading vessels of the Falani. (25-48) bunks.
• Manah – merchant vessel of the Gulf of Mafan. • Port fees: Pil – standard piloting fee for entering
• Lama – coastal galley of the Gulf of Mafan. and leaving the port; Wfg – price to moor at the
Most maritime trade is conducted by independent dock per foot per day; Reg – price to register a
merchants, voyaging here and there as cargo oppor- vessel at this port, per foot per year.
tunities dictate. The vessels involved range from the • Cargo Loading/Unloading: TW – average
open decked nivik with ten to twenty tuns of burthen to number of tuns of cargo that may be loaded or
karunes able to carry over 300 tuns. unloaded per watch; CT – cost per tun to load
Smaller vessels are often owned by their captains, or unload cargo.
who are likely to be individuals with successful mari- • Tide information: TF – Tide Factor, used to
time backgrounds as pilots or seamen. Larger ves- determined the time of high and low tide. See
A ppendix XVI for details. NT means ‘no tide’, and
† See Weights and Measures (page 69) for details relates to river and lake ports without significant
of the distinction between ‘tons’ (a measure of weight) and tides.
‘tuns’ (a measure of volume).

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58 Venârivè
Major trade routes Gulf of Mafan
The Venârivè map identifies the major and minor Trade around the Gulf of Mafan (only partially shown
trade routes and key products produced in each region. on the Venârivè map) is dictated by the seasonal
changes in the winds of the monsoon. The Mafani are
Eastern trade routes the dominant traders of the region, but they are divided
Trade between eastern and western Lýthia is hin- amongst many realms and principalities. Still, trade
dered by the great Ketârh plateau and deserts, as well binds the Gulf together, and has enabled the Mafani to
as by the fierce Ketari nomads. There are four trade survive centuries after the fall of their ancient empire.
routes that connect Venârivè with eastern Lýthia; the The key centre of Mafani trade in the northwest is
first three are the most prominent: Mokora, but the cities of Kolanorako, Deluma, and
• Hacherdad–Ketârh Route – crosses the Ketârh Serianapi are also important trade centres, amongst
plateau, bringing opiates, lacquer, perfumes, others. The maritime trade route between Mokora and
silk, tea, ceramics, jewellery, spices, slaves, Idepan to the east is one of the busiest in all of Lýthia.
gems, and other goods from the East to
Hacherdad and on to Livelis. Anzelôrian routes
• Hacherdad–Beshakan–Mafan Route – this Trade from Venârivè south is relatively uncompli-
route crosses the Beshakan Desert from cated compared to east-west trade. Some of the key
Hacherdad to Mafan. Hacherdad has good routes are:
relations with many Besha tribes. This route • Dalkesh–Anzelôria Route (Natha Trail) – the
carries spices, tea, indigo, ivory, lacquer, great trade route south from Dalkesh connects
nard, perfumes, pearls, camphor, silks, sugar, to the Shentu region, but also continues on
ceramics, jewellery, slaves and gems from the to central Anzelôria, via trade cities such as
East. Sogôranélè.
• Dalkesh–Mafan Route – the third major route • Tuvaran Routes – there are a number of trade
connects Mafan to Dalkesh and follows the routes across Tuvara that also bring goods north
Târga River to Natha and beyond. It carries a to Venârivè.
similar set of goods as the Hacherdad-Beshakan • West Anzelôrian Routes – finally, the Falani
route. of southern Hepekeria and eastern Thonia are
• Yluma–Ketârh Route – connects Jankor and extending their trading reach along the western
northern Diramoa with Reksyna, Quârphor, coast of Anzelôria. Increasingly Trierzi and other
Ivinia, and Ûmélria. A risky route, but growing northern merchants are seeking ways to avoid
in importance following the rise of the Reksyni. the Karejian stranglehold on trade by following
Brings furs, gems, silks, alum, perfumes, slaves, the same routes.
tea, opium, and weapons from the East.

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

However, at optimum conditions of wind and


tide, a merchant ship averages 10 leagues per
watch, a warship averages 15 leagues per watch
under sail and 10 leagues per watch under oar. Badge of the
Shipwrights Guild

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Venârivè 59
Larun of Karejia Trade of the north
The Karejians (descendants of the Karuia), domi- The trade of the northern regions is dominated by
nate trade around the Venârian Sea and thus within the the Ivinians and their descendants and colonies. The
heart of Venârivè. Karejian merchants have minimised key centres of this trade are the city-states of Chelemby
the risk of piracy with convoys of fast, well-armed mer- and Beldira and smaller centres such as Tarkain. The
chant galleys called larun. The majority of larun origi- coastal towns of Shôrkýnè, Emélrenè, Palíthanè, and
nate in Livelis, the major port and city of the Karejian Trierzon are also very important trade centres.
League. They are named after their principal destina- Chelemby’s influence is far greater than her size
tion, such as the larun of Hebos, the larun of Janora or would suggest, bolstered by both her excellent sea-
the larun of Cherafir. Larun make one or two voyages faring and her network of trading posts (kantehusen)
a year. See A ppendix VIII: K arejian L arun for a list of all across the region.
the major larun. The major Cheler trade routes are:
The larun of Hebos is the largest and richest. About • North – trade with Ivinia, Hârbáal, and Altor.
sixteen galleys, escorted by at least two war galleys, • East – trade up the Tîrga River to Beldira,
depart Livelis in the late spring carrying a fortune of Hurisea, Quârphor, and Reksyna.
luxury eastern goods for the Azeryani Empire. The • South – trade with Shôrkýnè, both as a market
larun’s arrival at Hebos is occasion for a major local for northern goods and a source of food.
festival. The larun of Cherafir, usually two or three gal- • Southwest – trade with Emélrenè, Hârn,
leys in size, arrives at Melderyn in mid Peonu, eagerly Palíthanè, Hepekeria, and Venârian Sea, with a
anticipated by local mercantylers. focus on luxury goods.

Arms of Têrenis Hrósta eldá


Thôrvaldsen of Gôris

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60 Venârivè
ment (which will usually also require a charter for a fair

G
from the national or regional government). The Mangai
more than recoups its costs by charging for vending
uilds rights. Each guild is represented in its local chapter of
Virtually all significant commercial and professional the Mangai, usually by guildmasters, syndics, freemas-
activities are within the control of powerful international ters, and/or bonded masters. This assembly generally
guilds whose monopoly is protected by law. Collectively elects an executive council. Different chapters have
the association of guilds is known as the Mangai. various modes of operation, but most are democratic.

History of the Mangai Relationship of Mangai to local authorities


The Mangai system has been successful
The Mangai as it is currently constituted originated
because it is generally profitable for both local
in Karejia in the third century TR. It evolved from
and regional authorities. It also enables the local
ancient Karuia trade associations. Similar organisa-
nobility or patricians to profit from trade without
tions were also powerful within Azeri society, where they
involving themselves directly in this ‘dirty’ activity.
were known as merchant associations. The merchant
Local guild members pay membership fees to the local
associations of north-central Azeryan were key in the
Mangai, half of which is paid to the local authorities
rise of the Azeryani Empire.
of the settlement. A further percentage is paid to the
The first meeting of the Karejian Mangai took place
national or regional Mangai organisation; and a portion
in tr243, at Livelis. Following its conquest of Kare-
of this is paid to the national or regional authorities.
jia the Azeryan Empire (and its merchant association
backers) came to recognise the Mangai as an impor- Enforcement of Mangai monopolies
tant economic instrument, granting it an empire-wide Guilds seek to enforce discipline on their own mem-
charter in tr321. Azeri traders subsequently spread the bers, and cooperate with each other to enforce their
concept far and wide; it reached the northlands via the respective monopolies. Guilded members will gener-
settlement of Beldira (tr348) and many other locations ally only trade or work with other guildsmen, effectively
in the fourth century. During the fifth century, while the shutting the non-guilded out of the trade and exchange
Azeryan Empire was at its height, the Mangai estab- system.
lished formal relations with the trading clans of Dalkesh Where a non-guild member persists in seeking to
and merchant guilds of Mafan, Anzelôria, and even the offer services or goods covered by the guild monopoly
far east. The Mangai was even recognised across Hârn the guilds can usually rely on the local authorities to
in tr493. take action. Such unguilded activity threatens their
The Mangai survived the contraction of the Azeryan income from guild membership fees.
Empire from the early sixth century onwards by devel-
oping strong cooperative relationships with local rul- Ivinians and the Mangai
ers, and offering them the same profit-sharing arrange- Most traditional Ivinian realms are not covered by
ments that had led to the original Imperial Charter. As the Mangai monopoly, but Ivinian traders generally
states such as Trierzon, Palíthanè, and Shôrkýnè came have to deal with Mangai mercantylers when they trade
into being, the guilds negotiated charters with the new outside of Ivinia. The Mangai is making inroads into
rulers, often supported by extensive payments and the north, most importantly in Chelemby, the greatest
financial support for the new realms. Ivinian trading state. In most southern Ivinian colonies
(such as Palíthanè and Tarkain), the Mangai is fully
Operation of the Mangai chartered and its monopolies are enforced.
The Mangai is the association of guilds. Grand chap-
ters exist in almost all western Lýthian states. Dalkesh Ranks of Guild Membership
has its own caste/clan-based guild system, but recog- Apprenticeship
nises and works with the Mangai systems of Karejia and The privilege of apprenticeship is usually granted to
Mafan, while Ivinian trading clans are increasingly inter- the eldest child of an existing master. The guild also
acting with the Mangai, particularly in locations such as allows additional grants of apprenticeship, usually to
Chelemby. the younger children, or to those who are able to pay.
The Mangai’s principal function is to regulate guilds, If the eldest child does not want to enter his father’s
settle disputes between them, and make recommen- guild, a transfer of apprentices between guilds may be
dations to governments concerning guild rights and arranged. This can be complicated by considerations
privileges. In most regions the Mangai has the exclu- of status – which varies from one guild to another. Most
sive right to organise and administer local fairs, appro- children tend to follow in their parent’s footsteps.
priate fees being paid to whomever holds the settle-

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Venârivè 61
Rarely does an apprentice serve under his own father, Guildmasters
since it is believed that fathers are unwilling to admin- All masters are voting members of their local guild
ister appropriate discipline. The master an apprentice chapters, and will elect from among themselves a
serves under may even be in another settlement. The guildmaster. These officers are responsible for what-
treatment received by apprentices varies; frequent ever administration the chapter requires. Except in very
beatings and long hours of menial labour are normal. wealthy guilds, which choose to pay their officers a sti-
Apprenticeship generally lasts from five to seven years, pend, the guildmaster will continue to operate his fran-
depending on the guild. Apprentices receive only room chise. The guildmaster represents his guild in the local
and board, although some get pocket money from chapter of the Mangai, and in any regional conventions
generous masters. the guild may hold.
Journeymen Syndics
Rules governing promotion from apprentice to jour- Where a local chapter has many guildmasters, they
neyman vary from one guild to another, and sometimes elect additional officers called syndics. Some guilds
from one settlement to another. The candidate may call their guildmasters by this name.
have to pass practical or theoretical examination(s)
administered by a board of syndics or the vouching
of his master may suffice. Professional guilds gener-
ally have the most difficult criteria. Some masters deny
advancement to their apprentices to retain the cheap
labour, but this is unethical, and the guild may step in
if the practice is followed for too long. Some guilds do
not have the rank of journeyman.
Journeymen are entitled to room and board and a
small wage. They are generally expected to travel from
one settlement to another, serving masters of their own
guilds, who are the only persons permitted by law to
hire them. After a prescribed period, usually three to
five years, the journeyman may apply to any board of
syndics for a franchise. Most often he will return home
to work for his father whose franchise he can expect to
inherit through death or retirement.
Those who do not have franchises that they will
inherit, may obtain new franchises, but these sparse
and very expensive – ranging from two to ten times a
master’s annual income plus the customary bribes.
Masters
Nearly all guilds require that an examination be
passed before granting the rank of master. There are The Guilds
two kinds of master within most guilds: bonded and The following guilds are generally established
free. A free master is one who holds a franchise, a throughout Venârivè:
licence to own and operate a business in a particular Apothecaries’ Guild
location. A bonded master is one who works, under
Apothecaries have a monopoly on the gathering,
contract, for a wealthy person or institution. All masters
preparation, and sale of herbs and medicines for profit.
pays dues equal to 10 percent of their income to their
Most freemasters operate shops where they purchase
local guild. A master with no contract and no franchise
herbs, etc. from itinerant journeymen and other pro-
is called simply a ‘master’.
fessional gatherers for resale to the general public as
Masters may obtain loans or grants from the guild to potions and remedies or to physicians (who, tech-
help establish new franchises, or salvage old ones, but nically, are not allowed to prepare their own) and to
most of the time, free enterprise is the rule. If a master members of the guild of arcane lore. Herb prices range
suffers hardship and the guild is well off, it may loan or from 3d to 60d per ounce depending on rarity.
grant assistance to him, or his survivors.
Guild of Arcane Lore
A loose association of scholars whose studies involve
esoteric knowledge. Some arcanists practise magic,

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62 Venârivè
some are students in obscure but mundane fields. The ter embalmer to do the work. Embalmers are skilled
distinction is often blurred. See The A rcane (page 91) in prevalent local arts and customs and can make
for further details of this guild. whatever arrangements are needed. Most simple folk
are quietly dropped into unmarked graves; embalmers
Chandlers’ Guild mainly serve the middle class.
Chandlers have a monopoly on the production and
sale (for profit) of candles, lamps, etc. A chandler may Glassworkers’ Guild
also operate a kind of general store where the goods The Guild of Glassworkers have a monopoly on the
of other guilded and unguilded craftsmen are sold on manufacture and sale of products made of glass. Since
consignment or for a commission. Chandlers generally the manufacturing processes are secret, glassworkers
charge 10-30 percent more than would the craftsman are sometimes presumed to use magic. The elven
himself, but, for the wealthy, they offer the advantage of glassworkers of Hârn are most skilled. Glass windows
‘one-stop’ shopping. are too expensive for most people, but glassworkers
also produce pottery, and art objects in addition to
Charcoalers’ Guild plain and stained glass windows.
Charcoalers have a monopoly on the production
and sale of charcoal and, in most towns, coal and College of Harpers
firewood. Their main customers are metalsmiths and The harpers have a monopoly on arts relating to the
weaponcrafters. production and sale of musical instruments. Almost all
journeymen and masters are accomplished musicians
Clothiers’ Guild able to earn good livings as minstrels, bards, or skalds.
The clothiers are one of the largest guilds. Most of Nearly all instruments in Venârivè are crafted by mem-
the population makes its own clothing, but the wealthy bers of the guild. The most common instruments are
middle class and nobility count a clothier’s products the pipes, harp, flute, drum, horn, and lute.
among their status symbols. A master clothier knows
the arts of the tailor, glover, draper, and haberdasher, College of Heralds
although some masters specialise. A typical clothier’s The College of Heralds is closely associated with the
establishment employs dozens of journeymen, appren- nobility or patrician classes which it principally serves
tices and, sometimes, bonded masters. Some nobles and which supplies many of its members. Heraldry (or
have bonded master clothiers in their employ. armory) is one of the few professions which are not
deemed beneath the dignity of a gentleperson. All
Guild of Courtesans young nobles are, in fact, required to learn the rudi-
Members of the Guild of Courtesans should not ments of the herald’s art between the ages of 10 and
be thought of as prostitutes. They offer a wide range 13, and heralds are employed to do the teaching. Most
of services from their franchises, which bear elegant heralds are bonded to landholding nobles where they
names such as the ‘Perfumed World of Floating Pleas- keep family records, heraldic arms, genealogies, and
ure’ or the ‘Golden Heaven of the Seven Joys’. The the like. Heralds also play an important role as ambas-
guild acquires most of its apprentices through brokers sadors skilled in etiquette, diplomacy, and the forms
from their impoverished fathers; this may be deemed of warfare. In this role they are afforded a high degree
a better fate than they might otherwise enjoy. After two of neutrality. When battle is to be joined, heralds from
to four years of training in the erotic and entertainment both sides meet to exchange formalities and arrange
arts, the girl may be sold outside the guild or become the time the battle is to start and end, the treatment
‘bonded’ and allowed to entertain clients. If she is dili- of prisoners, and to conduct any last-minute negotia-
gent and popular, she may pay off her contract. A free tions.
courtesan may open her own franchise, but most con-
Opposing heralds may be personal friends who
tinue to work where they were trained, for a share of
watch the battle together from some safe vantage. The
the house’s proceeds, and may inherit the house itself
institutions in which heralds receive advanced train-
when the mistress retires. Many courtesans have their
ing are called colleges, which are vital repositories for
contracts bought out (with their consent) by men who
genealogical records. The grounds of the colleges are
wish to marry them. The guild is most prevalent in
inviolate by law – even kings and emperors are forbid-
Azeryan and Karejia, but there are houses scattered in
den unless invited. Throughout western Lýthia, only
other regions.
nobles, fighting orders, and legions receive grants of
Embalmers’ Guild arms, and only the colleges can make such grants.
Embalmers monopolise the preparation for remu- See Appendix IV for a list of the Colleges of Heralds
neration of corpses for burial. Some temples and noble of Venârivè.
clans bury their own dead, but they may employ a mas-

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Venârivè 63
Hideworkers’ Guild Locksmiths’ Guild
The Hideworkers’ Guild has a monopoly on the The locksmiths’ monopoly includes the manufac-
curing and working of animal hides for profit. A mas- ture, sale, installation, and repair of keys, locks, and
ter’s establishment may be a tannery (located on the other small mechanisms. Locksmiths also make lock-
downwind outskirts of a settlement) and/or a workshop boxes and are hired by masons building secret doors,
where cured hides are worked into leather goods. A etc., which are much in vogue with the nobility.
tannery buys hides from anyone, although its principal
sources are local manors and mercantylers. Leather-
Masons’ Guild
crafting which involves horses is a monopoly of the The Masons’ Guild is one of the most respected and
Ostlers’ Guild and leather armour is made by weapon- powerful. A master mason is a competent architect,
crafters. Some hideworkers specialise in the art of the stonecutter, engineer, and builder. Virtually all fortifica-
shoemaker, although a master is skilled in all branches tions are built by masons, and most towns require that
of hideworking. masons supervise and maintain all construction within
its walls. Some freemasters operate quarries. Bonded
Innkeepers’ Guild masters are retained by nobles to maintain major
Innkeepers have a monopoly on the operation of keeps and castles. In regions with good highways and
inns and taverns, and on the manufacture and sale bridges, the authorities employ a mason to maintain
of alcoholic beverages. Most inns brew their own beer this infrastructure.
(they do not travel well). Food, wine, and spirits are
generally bought. Many inns have adjoining ostlers who
are bonded to the innkeeper or operate free franchises
in partnership.
Jewellers’ Guild
A master jeweller is also an expert silversmith, gold-
smiths, and engraver, but his shop may specialise in
one of these arts. Jewellers also make seals and signets
or strike coins, depending on local law.
Lexigraphers’ Guild
Lexigraphers monopolise the manufacture and sale
of vellum, parchment, scrolls, inks, quills, etc. Paper is
rarely seen in Venârivè. A master lexigrapher purchases
lambskin for parchment and animal hides for vellum
from tanneries. Some also sell maps and manuscripts.
While lexigraphers do not have a monopoly on the writ-
ten word, many scribes have associate memberships
in the guild.
The Lia-Kavair
The ‘thieves’ guild’ is not officially recognised any-
where in the region. It nevertheless controls activities Mercantylers’ Guild
such as purse-cutting, burglary, protection rackets, and The mercantylers’ monopoly is difficult to define and
smuggling. The Lia-Kavair receives tacit support from enforce, but the guild is very wealthy. Mercantylers con-
many powerful groups because it tends to keep crime trol inter-settlement trade, and are involved in virtually
under control and provides skilled assassins when all such transactions either as buyers and sellers or as
called upon. intermediaries. No guildsman sells his product outside
For more information, see A ppendix I. his own settlement without involving a mercantyler.
Guild of Litigants Each major settlement has a trading hall where only
The Guild of Litigants do not have a monopoly on mercantylers may operate. Non-mercantylers can par-
litigation, but they do tend to have more expertise. ticipate in this ‘hidden’ market only by hiring a master
A litigant’s function is to represent clients in matters mercantyler agent or factor.
pertaining to real estate transactions and contract law. The Mercantylers’ Guild has a monopoly on usury,
They can also appear in matters of criminal and civil the loaning of money for interest. Any master has this
liability. A litigant’s main custom is with the middle right, but most usury is done by specialists from fixed
classes. locations. Interest is compounded monthly and rates

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64 Venârivè
range from 3 to 50 percent per month. The nobility Most mining operations are fairly small, but some
and patricians generally enjoy better rates. have hundreds of employees and consume vast quan-
Mercantyler-usurers are also moneychangers, typi- tities of fuel. Prospectors sometimes go missing at the
cally for a 20 percent commission, but do not have hands of landowners who wish to avoid the opening of
a monopoly on this activity. Mercantylers, especially a mine on their properties.
usurers, also issue promissory notes which are used in The most important minerals are gold, silver, iron,
large transactions. lead, tin, copper, and salt. The Miner’s Guild also gen-
erally covers the extraction of clays essential for the
Guild of Metalsmiths work of potters; quarrying, however, is the domain of
The Metalsmiths’ Guild has a monopoly on all metal­
masons. Smelting and refining is, where possible, done
craft except weaponcrafting, and finework reserved
on site to minimise transportation costs.
for the Jewellers’ Guild. A master metalsmith may be
bonded to a noble household, or operate an urban Ostlers’ Guild
franchise, but most are ‘village smiths’. Metalsmiths Sometimes called the liverymans’ guild, the ostlers
produce a range of goods and tools from iron, steel, have a monopoly over the breeding, care and sale of
copper, brass, bronze, pewter, etc. horses (and donkeys, camels, and elephants where
relevant) for profit. A master ostler is an expert far-
Guild of Millers and Millwrights
rier, equine veterinarian, stablemaster, and tackmaker.
The millers and millwrights have a monopoly on the
Some specialise in one aspect of the craft, but most
ownership and operation of mills and milling. Local
operate livery stables in conjunction with inns. Many
lords occasionally try to usurp the millers’ rights by
nobles find a bonded master ostler indispensable.
building their own mills, but masons will not construct
Freemaster ostlers are also found wherever horses are
them and millers refuse to operate them.
raced. Each major settlement has a fenced ostlers’
Most mills are used only for grinding grain and vir- common where ostlers graze the horses in their care.
tually all manors/villages have at least one mill. Most Individual ostlers may also own their own pastures.
are water-powered, but wind and muscle power drive While ostlers shoe horses, they usually purchase the
about 15 percent of all mills. Mills are generally owned raw materials for such shoes from metalsmiths.
by the guild and awarded as franchises to freemaster
millers, who pay 20 percent (rather than the standard Perfumers’ Guild
10 percent) dues. Each mill pays a tax of (usually) 240d The Perfumers’ Guild has a monopoly on the manu-
per year to the local fiefholder or landlord. Most mills facture and sale of soap, perfume, incense etc. Some
have some crop land attached. temples and private households make their own, but
A freemaster miller generally retains 5-15 percent they cannot sell. The guild is secretive about its arts,
of the grain he grinds, most of which he sells to mer- which are unknown to most of the population.
cantylers. Millers are also millwrights – engineers famil-
Society of Physicians
iar with large machinery. Some major nobles employ
The Society of Physicians is loosely organised with
bonded master millers to run and maintain heavy
a wide variation in expertise among its masters. Some
machinery such as derricks, drawbridges, etc.
are incompetent but cheap, some are skilled and
Miners’ Guild expensive. A master can take on apprentices without
By virtue of its monopoly on mining and smelt- consulting his guild and little effort is made to main-
ing, the Miners’ Guild is one of the wealthiest in west- tain standards, although a physician who kills too many
ern Lýthia. The guild itself owns some mines, but people will have difficulties. There are no journeymen,
most are owned by the state. In most regions, min- nor are there bonded masters in any real sense. Phy-
eral rights are held by the Crown, but in others (nota- sicians may operate as freemasters or under contract
bly Shôrkýnè and non-feudal states such as Hârbáal) to an employer as they deem appropriate. It is widely
they belong to local rulers such as malnir or sub-king. believed that physicians dabble in magic, psionics, or
Where the guild operates, freemaster miners have both – some do.
the right to prospect anywhere except on church
land, orchards, gardens, and highways. They can also
Pilots’ Guild
generally cut timber without the consent of the local While a vessel’s captain chooses her destination, it is
landholder. They also have the right to hold their own the pilot who navigates, decides how much sail to use,
courts of law, the right to protect their employees and, calculates positions, and lays courses. All sea-going
in many cases, freedom from taxation and military vessels over 30 feet in length, except for locally regis-
service. In most regions, an unfree peasant who flees tered fishing vessels, must carry master pilots. Masters
to a mine and is employed there for two years becomes have discretion with regard to taking on apprentices.
a freeman. Miners are well paid. Most apprentices are former seamen who have dem-

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 65
onstrated aptitude. Apprenticeship generally takes nine
years, the longest of any guild. There are no journey-
men.
Potters’ Guild
The Potters’ Guild has a monopoly on the produc-
tion and sale of ceramic goods. Potters generally buy
clay and other materials from miners to produce pots,
vases, urns, jars, cups, plates, and other artefacts; but
sometimes they have access to their own sources of
raw materials.
Salters’ Guild
Salt is the principal agent for food preservation. The
guild has a monopoly on its sale. A master salter usu-
ally owns a shop or stall in a town, or sometimes travels journeymen who will never lead their own troupes.
between minor settlements, selling bulk salt and, often, There are some twenty-seven dramatic themes which
a variety of pickled and salted goods. Salt is mined by are constantly being reworked by practitioners of the
the Miners’ Guild and generally transported by mer- ‘classical’ school. Traditional forms tend to be stylised;
cantylers who can sell it only to salters. puppetry and mime are common. Even new plays tend
to be conservative, and rarely political, since perfor-
Seamans’ Guild
mances may be monitored.
Persons hiring ship’s crew generally do so from the
Seamans’ Guild. The ranks of the guild are deckboy Timberwrights’ Guild
(DB), ordinary seaman (OS) and able bodied seaman Timber rights are held by landowners, who are free
(AB). to cut timber for their own or their vassals’ use, but
only timberwrights may sell for profit. A master negoti-
Shipwrights’ Guild
ates a licence from the landowner for stumpage fees
The Shipwrights’ Guild has a monopoly on the con-
averaging 10-30 percent of selling price – it is a serious
struction of ships and boats and on several related
offence to cut trees without a licence. Some timber-
arts. A master is a respected individual, fully qualified
wrights cut in wilderness areas, but this may not be
in the arts of vessel design and construction, and able
cheaper due to transportation and security costs. Tim-
to make sails and rope. Although the guild does not
berwrights mainly supply woodcrafters, masons, char-
have a monopoly on rope-making, shipwrights make
coalers, and shipwrights (miners can cut their own, but
the best. Metal fittings are often subcontracted in whole
often employ bonded master timberwrights). Since a
or part to freemaster metalsmiths, or made by bonded
timberwright deals mainly with other guildsmen, his
metalsmiths in the shipwright’s employ.
operation is usually a warehouse outside the ‘high rent’
Tentmakers’ Guild district.
The tentmakers’ monopoly is on the production of Weaponcrafters’ Guild
tents and awnings, pavilions and stall covers for street
Weaponcrafters monopolise the design, manufac-
vendors. Their basic product is canvas, which they
ture and sale of weapons and armour, although peas-
weave from flax and sell to shipwrights, mercantylers,
ants may make bows and arrows, etc. Most masters
and chandlers. Some tentmakers make sails and deck
sell to the general public, or are bonded to noble
tents for ships, but shipwrights generally prefer to do
households. Military units often hire bonded masters.
this work themselves.
Weapon and armour prices are high, due to the exper-
Guild of Thespians tise required to make them and because the nobility
A small, exotic and somewhat eccentric guild which requires that prices be inflated to stop the lower classes
takes in and trains actors and other performing artists from obtaining good weapons. Certain types of weapon
who are not members of the Harpers’ College. Harpers are ‘chivalric’ and may not be used by common folk.
often travel with thespian troupes. The typical master Woodcrafters’ Guild
is a playwright, actor, impresario, juggler, and acrobat
A master woodcrafter is a cooper, joiner, cabinet-
with his own touring troupe capable of staging elabo-
maker, wainwright, and carpenter and can produce a
rate, varied performances, but many specialise – some
vast array of goods, including furniture, transportation,
in religious or educational arts. Most troupes play to
ladders, and tools. Woodcrafters are often involved in
noble households for negotiated fees, or in the street
construction projects under masons, and where stone
for thrown coins. Most thespians are apprentices and
is not involved, they may actually supervise building.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


66 Venârivè
The current year in these ‘ancient’ systems is:

D aily Life
Calendars and Timekeeping
Narmar calendar
Berema ‘old’ calendar
Sharas calendar
na5010

be2322

sh1770

Sináin long reckoning Yai 37, Lan 114


Tuzyn Reckoning was devised in tr130 by Tuzyn of
Melderyn, astrologer to the Melderyni king Erebir III, Kúzhai reckoning (Zhurul) zu7910

but was backdated to the founding of that kingdom.


Over the last 600 years, almost all states across west- It is known that the Berema ‘old’ calendar began the
ern Venârivè have adopted this calendar, but other year on 1 Nuzyael, but the starting month for the other
states far away from Melderyn (e.g., Azeryan) use their ancient calendars is less clear. The Sináin long reckon-
own year reckonings. ing also begins on 1 Nuzyael, but the Kúzhai reckoning
Tuzyn dates are reckoned from the founding of begins on 1 Ilvin.
Melderyn. Dates prior to the year 1 are prefixed or Months of the year
affixed by bt (Before Tuzyn Reckoning); dates since The Kèthîran year is almost exactly 360 days, and
the foundation of Melderyn are indicated by tr (Tuzyn the revolutionary period of its only moon is almost
Reckoning). A date with no prefix/affix is presumed to exactly 30 days. Furthermore, when Tuzyn first estab-
be tr. The year begins with the vernal equinox (approxi- lished his year count, the vernal equinox (in the north-
mately). ern hemisphere) occurred on a full moon, and since
The Azeryan Empire and most areas to the east then the full moon has only slipped by a few hours.
make use of their own year counts, as do the Sinái and Because of this combination virtually every society
Kúzhai. The Azeryani count begins with the foundation on the planet which maintains a calendar uses a lunar
of Meokolis (tr194). Some Karejians, despite having calendar with twelve months of thirty days each. Where
once been part of the Azeryani empire, still use a much Tuzyn Reckoning is used to maintain the year count,
older Karuia calendar devised by Damokra al Abdera the vernal equinox is also the first day of the year.
of Livelis; its commencement date is bt1120. The
Dalkeshi and Byrian imperial year counts are based on Names of months
the regnal year of their respective rulers. The names for many of the twelve months are
The current year in these systems is: similar across Venârivè.
Tuzyn Reckoning tr720
Hârnic / Ivinian, Shorka / Azeryani / Dalken /
Karuia calendar ka1840 Emelan etc. Trierzi Karejian Mafani

Azeryani imperial az527 1 Nuzyael Nustjel Nuzil Nutoi Mufat

Dalkeshi imperial Sharpen II 23 2 Peonu Pvonu Peonil Eonoi Târgat


Byrian imperial Iluria IV Alonas 12 3 Kelen Saraju Kelenil Kelenoi Kalat
4 Nolus Nolu Nolus Gamadoi Nalut
All three of the main calendars begin the year on
1 Nuzyael. The Dalken and Byrian calendars begin on 5 Larane Laranu Larynil Varanoi Aranut
the day of the accession of the sovereign. 6 Agrazhar Agritzu Agritsil Agrikhoi Aranit
Ancient calendars 7 Azura Ozutjel Azurus Ozumtoi Zarat
There are a number of other calendars no longer in 8 Halane Jalanu Halanil Halenoi Alneat
extensive use, such as the Narmar calendar of ancient
Mafan, the Berema calendar of Emélrenè, and the 9 Savor Savru Savoril Sovnoroi Shavat
Sharas calendar of southern Azeryan. Very few outside 10 Ilvin Ilavu Esenus Kastoi Parvat
of the Sinái or Kúzhai know or understand their calen-
11 Navek Navru Navil Navotoi Navet
dar systems, known as the ‘long reckoning’† and the
‘deep reckoning’‡ respectively. 12 Morgat Morgel Morkil Morkaltoi Orgut

In most regions, months 1-3 are spring, 4-6 are


summer, 7-9 are autumn, and 10-12 are winter.
† The Sináin long reckoning begins at bt8274. Each
Yai is 240 years long, while a Lan is 1 year.
‡ The Kúzhai deep reckoning begins at bt7190,
apparently the foundation date of Merdain.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 67
Timekeeping Timekeeping Devices
Time is a figment of mind, a construct. Oh, yes,
things move, things change, things age, and things Candle clocks
die while new things are brought into existence con- The most frequently used timekeeping device in
stantly... But what we call ‘time’ is in truth merely a Venârivè, candle clocks consist of one or more candles
vast combination of these further conditions. In the of a specific size and weight. The burning time of such
whole of Keléstia there is in fact no such thing as the a specific candle (from ignition to meltdown) is known
time it takes one from one’s house to one’s apple tree by the users, and the candle’s measurement is chosen
– there is only the speed one needs to move at to pick so that it accords with the respective requirements of
an apple from the tree before it decays or before it the clock’s application.
falls to the ground and is eaten by worms. A single candle is mostly used to measure a specific
Genin, Mage of Melderyn event or activity (such as the duration of a watch period,
or the length of a prayer/devotion), while multiple
Time of the day candles are used for longer and/or more complex
The most important element of time measurement timekeeping needs, e.g. tracking the progression of
for all human folk everywhere in Venârivè is the passage a day in individual stages (hours, watches, etc.). The
of a day, cornered by the rising and setting of the sun candles are lit either successively or simultaneously;
(Nolomar). As in most parts of Kèthîra, the sun’s stages the latter either as a back-up (if candles marking a
on this journey over the firmament are used to further specific stage should go out) or when using candles of
differentiate the day into dawn, morning, midday, after- different sizes (and different burning times) which are lit
noon, evening, and dusk. Finally, the night is the dark all at one point for the entire day.
time of the sun’s absence between days.
The burning time of individual candles can be further
The great majority of Venârian people (and crea- divided by applying a measure to the candle’s body.
tures in general) limit their activity to the hours of natu- This is done either by placing an even and long piece
ral light between dawn and dusk and go to sleep with or of wood, metal, or other firm material with a measure
shortly after sunset, to rise again with the first morning carved into it next to the candle or by applying a meas-
light. ure to the candle itself. In the latter case, the measure
Units of time can consist of lines carved into the wax or of pieces of
This simple concept of time, based on the position heat-resistant material, such as coins or nails, which
of the sun and the light it spends, is fully sufficient for are inserted into the wax in regular distances. These
most of human activity in Venârivè. However, some pieces will fall out once the candle has burnt down to a
professions and occupations, including the military specific height, and sometimes tin pots or similar hol-
and clerical orders, have need of smaller measures of low metal objects are put below the candle so that the
the passing of time. Many in the military divide the day falling marker will create a noise audible at a distance.
into six four hour watches; religious orders and schol- Candle clocks are also particularly useful at
ars go even further and divide the day into twenty-four nighttime, underground, or within buildings lacking
hours. windows or similar openings. In such situations or
A very few specialist scholars and arcanists, and locations, where sunlight or a view at the sun itself is
specialist practitioners of esoteric forms of military unavailable, they are necessary to keep track even of
art and meditation have devised further divisions of the fundamental stages of the day.
time, known as minutes and breaths. A minute is an Candle clocks are equally common all over Venârivè.
academic construct, said to be 1/60th of an hour, or Hourglasses
1/1440th of a day.
Hourglasses are translucent glass containers in the
For practical purposes, measuring such small units shape of two equally sized bulbs connected by a thin
of time is extremely difficult, but the concept of ‘short’ tube. The container is often framed in wood or metal
and ‘long’ breaths has some greater utility. There are and is filled with fine sand. The time it takes all of the
said to be six ‘long’ breaths and twelve ‘short’ breaths sand to flow from one container to the other when
in a minute; one long breath is a common measure of the hourglass is brought into a vertical position is the
combat interaction in military theory. standard timekeeping unit for this device. This unit can
be of any length, from a minute to an entire day. Meas-
ures consisting of lines and/or numbers are sometimes
applied to the bulbs of larger hourglasses, marking
smaller units of time based on the sand remaining in
the upper bulb or on the sand flown into the lower bulb.
The measuring marks are usually either carved into the

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


68 Venârivè
frame or are drawn onto the bulbs with ink. Some very Water clocks
rare specimens from Sináin masters are said to contain Water clocks are mainly used in the lands surround-
coloured marks ‘within the glass’. ing the eastern Venârian Sea and in the Mafáni states.
Being made of glass, hourglasses are only manu- They are also popular in modern-day Azeri cities and
factured in a handful of Venârian regions, notably in with the Azeri aristocracy.
the Sináin kingdom of Evael on the island of Hârn and Invention of the water clock
in Shôrkýnè. Just like glass itself, hourglasses are sur- First appearing in the Empire of Dalkesh, water
rounded with ideas of mystery, secrecy, and magic. clocks are believed by many scholars to have been
The Sinái master glassworkers of Evael trade nearly invented by the legendary and mysterious Ketaric
their entire hourglass production with human (and engineer Na’Araza (‘the Inspired’). In truth, however,
some Kúzhai) merchants and nobles, given that few of the wandering inventor designed a very sophisticated
the immortal elven folk are actually interested in time- version based on much older technical principles.
keeping. Examples of such ancient clocks (which are, however,
Sundials not still functional) can be found in several ruins of
Sundials can tell the time of day (divided into any ancient religious sites between the Imonis Bay and the
number of stages) using the shadow thrown by Nolo- Amowa Bay (especially in and around Livelis), as well
mar’s light when it touches an object. Accordingly, sun- as in the Gulf of Mafan, some of them possibly dating
dials only work during the light hours of day and when back thousands of years.
the sky is not heavily clouded. Na’Araza’s water clock, called the Ah’Riha-Asha,
Sundials consist of two basic elements: a dial face was constructed over a period of five years, from
and a gnomon. The dial face is a roughly semi-circular tr160 to 165. It was built as a gift for the semi-leg-

measure on a flat surface, applied in the form of carv- endary Emperor Kereshna the Glorious and Everliving.
ings, drawings, or attached objects like stones or metal Na’Araza worked alone on the apparatus, which was
pins. The gnomon (the ‘shadow-thrower’) is a metal or kept hidden in a concealed chamber of the emperor’s
wooden stick attached to the surface at the centre of palace. Scholars and arcanists have speculated regard-
the measure’s diameter. Depending on the type of sun- ing the involvement of Jmôrvi magic in the construc-
dial, the gnomon creates either a 90° or a smaller angle tion process, some going as far as to claim the clock
with the surface. imprisoned an Orivax, an elemental being connected
There are three major types of sundials found to the principle of Jmôrvi. The inventor himself strongly
throughout Venârivè. The horizontal sundial has a dial denied such claims and instead referred to himself as
face level with the ground and a gnomon tilted in a a craftsman applying the power of the human mind
specific degree. The equatorial sundial has a dial face and handiwork. The Ah’Riha-Asha was so large and so
applied to a surface plate which is tilted in a specific detailed that it took into account several astronomical
degree and a gnomon that creates a 90° angle with the and astrological aspects. It was also said to produce
surface. The analemmatic sundial has a dial face level melodic tunes and even reflected images at certain
with the ground and has a gnomon at 90°; it is how- times.
ever not fixed to a particular point but has to be placed During a fire at the imperial palace in Manquideh in
according to the respective time of the year. tr671, the wondrous clock mysteriously disappeared.

The fact that either the gnomon or the surface plate Common belief is that it was not destroyed by the
has to be tilted or rather that the gnomon has to be flames but rather stolen; Azeri agents, priests of the
moved is based on the fact that the planet Kèthîra’s churches of Save-K’nor or Naveh, the Lia-Kavair, or
axis is tilted itself, so that Nolomar’s apparent move- even Na’Araza himself (who also disappeared mysteri-
ment through the sky changes (slightly) every day. ously five centuries earlier) are variously blamed.
Sundials of all three types can be found in differ- Types of water clock
ent sizes and aesthetic/artistic variations all throughout Water clocks come in two forms: clocks where water
Venârivè. is used to measure the passage of time, and mechani-
cal clocks that are powered by water.

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Venârivè 69
In the first type of water clock, the basic mechanism
consists of water constantly dripping from a small hole Weights and Measures
in a container which has been calibrated to take a given Linear
period of time. In more complex mechanisms, the 12 inches = 1 foot
water may be captured in additional containers of vari- 3 feet = 1 yard
ous sizes, to measure the passing of smaller or larger
220 yards = 1 furlong
increments of time.
20 furlongs = 1 league
These clocks generally only require relatively small
(1 league = appoximately 4 km / 2.5 miles)
amounts of water, and are usually carefully designed
and placed to prevent or take account of any evapora- Area
tion or loss of water. 4,900 sq. yards = 1 acre
Some rare and sophisticated designs operate by the 30 acres = 1 yardland / virgate
water running into or through a clockwork construction 120 acres = 1 hide
whose elements respond to specific amounts of water 4,000 acres = 1 Estate
based on weight and/or pressure. Dials and hands
attached to the clockwork indicate the passage of time. Weight
The Ah’Riha-Asha created by Na’Araza was of this type. 16 drams = 1 ounce
Water powered clocks, by contrast, operate in as 16 ounces = 1 pound
similar manner to a watermill, but instead of mill- 100 pounds = 1 hundredweight
stones, the flow of water powers the clockwork. Such 2,000 pounds = 1 ton
clocks require a river or stream with a steady flow, that
powers a water wheel, either directly or through a lever. Liquid Volume
Clocks of this type are generally usually larger and 20 fluid ounces = 1 pint
more robust, if less sophisticated, than water clocks 2 pints = 1 quart
that use water as the means of measurement. They 4 quarts = 1 gallon
can generally only be used to mark longer increments 50 gallons = 1 hogshead
of time, such as hours. These kinds of clocks are most
common in the cities of Pelona and Anesha, as well as
Dry Volume
in some other areas along the Bythîra River. 16 ‘dry pints’ = 1 peck
4 pecks = 1 bushel
Mechanical clocks 8 bushels = 1 quarter
Mechanical clocks which are not powered by water 4 quarters = 1 tun (burthen)
are almost completely unknown across Venârivè.
Tales have spread amongst certain scholars and Note: 1 bushel of grain is approximately 60lb. Thus
arcanists that an unnamed Kúzhan explorer returned 1 tun (burthen) of grain is approximately 1,920lb or
from travels on the Lýthian mainland with a box- slightly less than 1 ton, and treated as equivalent for
shaped timekeeping device that contained many small most purposes.
metal gears within it and several dials on the outside. It
Time
apparently needed to be wound with a key-like object,
12 ‘short breaths’ or 6 ‘long breaths’ = 1 minute†
but was capable of keeping remarkably accurate time.
This explorer is reputed to have gifted the mysterious 60 minutes = 1 hour
device to the Kúzhan king of Azadmere, Hazmadul III, 4 hours = 1 watch
in tr712. The Kúzhai have not encouraged investiga- 24 hours = 6 watches = 1 day
tions into this topic. 30 days = 1 month
12 months = 1 year
100 years = 1 century
(240 years = 1 Yai)

† Only arcanists, scholars, and specialists make use of


these measures. Common folk find the measurement of an
hour difficult enough.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


70 Venârivè
Lifestyles Castle Life
An important segment of the communities of
Tribal and Nomadic Life Venârivè live in neither manors nor cities, but in castles,
The lifestyles of tribal and nomadic peoples across keeps, or fortresses and their associated settlements.
Venârivè varies considerably, depending to a great This includes not only the noble and patrician rulers,
extent upon the climate and topography of the region. but also their servants and other retainers, and the sur-
The northern Altor and Tuvara, for example, have quite rounding rural communities. In many ways these com-
divergent ways of living, dictated both by their environ- munities are semi-urban; with a mixture of both rural
ment and cultural development. and urban characteristics.
Tribal societies tend to be less specialised than sed- An important variant in imperial states are often mili-
entary ones (although there are exceptions – the highly tary or state forts, inhabited by professional forces and
stratified society of the Numec is a case in point). In administrators responsible for regional or provincial
most cases, people will be skilled generalists, although administration.
there are often some strict divisions of labour, usually Castles, keeps, and forts are key military and
on gender lines. governance establishments, providing importance
defensive capabilities and enabling the control of a
Rural Life and Manorial Villages region and its population. For this reason they often
A typical rural estate or manorial fief contains a cen- exist deep within a realm, as well as at border regions.
tral manorhouse or villa for the lord, and one or more
villages for the rural clans and families. It may also have
a mill and other facilities. Depending on local custom
and circumstances, these dwellings and buildings may
be clustered together centrally, or spread across the
fief in sub-groups. The more dangerous or peripheral a
region, the greater likelihood of centralised clustering.
The villa or manorhouse
The lord’s home is usually a fortified stronghold of
wood or stone, essentially a miniature keep with a pali-
sade enclosing several outbuildings such as stables,
cookhouses, guardhouses, and so forth. When pos-
sible and deemed necessary, the house is situated on
a natural or artificial hill, and may be surrounded by a
ditch, moat, or earthworks.
Peasant cottages
Each tenant family will have a cottage and a small
adjacent garden plot. The style and size of peasant
cottages varies across Venârivè and the wealth of the
clan and family. Most, however, are 800-1200 square
feet with walls of wattle and daub and with thatched
roofs. While most peasants will seek to avoid displays
of wealth and prosperity, focussing on livestock and
acreage, some more wealthy freeholders do have more
substantial and comfortable dwellings.
Most peasant cottages consist of two rooms: a large
living room and a smaller attached byre or stable. The
living room has a straw-covered, dirt-packed floor,
heated by a fire in a stone hearth. The attached byre
may contain livestock and a variety of agricultural tools:
spades, hoes, axes, and the like. Most stables also have
a loft for storing a variety of grains and other foods in
wicker baskets.
Arms of Málnîr Ârren alrí Thâbel
of Nyan, Emélrenè

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Venârivè 71
Urban Life Urban planning
City lots change hands without reference to zoning
Townsfolk bylaws, although town government will occasionally
Town life is more sophisticated, specialised, and step in to forbid construction in inappropriate loca-
volatile than life in the countryside. tions. City authorities will usually act quickly to prevent
On the rural estate or manor, everyone has his or her the enclosure or obstruction of thoroughfares, espe-
place, high or low, governed in accordance with local cially major streets. They will also likely impose restric-
custom or feudal tradition, and almost all activity cen- tions on where markets can take place. All urban gov-
tres around the seasonal nature of agriculture. ernments have almost unlimited expropriation powers.
Townsfolk on the other hand are freemen, and their
social and legal obligations seem less. Their duties may
be limited to the payment of some rents or taxes, per-
haps to military service in the militia in times of war. But
while townsfolk are not required to work on the land,
no one guarantees them food or shelter. Their freedom
from service is paid for by lack of security. Unemploy-
ment and starvation come hand in hand, and in time of
famine, it is the urban poor who starve first.
Urban geography
Most towns are roughly circular. Streets tend to
radiate from several key points, notably the market
and citadel, but they may well detour around vanished
ponds or trees. Many streets existed before town walls
were built, but new construction will take account of
the planned location of city gates, and gradually make
the city appear more planned.
Street names are rarely posted, as they tend to be a
matter of oral rather than written tradition and change
from time to time. Houses are not numbered. There
is no official post office; mail is carried privately, at
considerable expense. Few can read anyway.
Crime is rampant in most cities. Street illumination
is rare, so towns are generally dark at night. Policing,
such as it exists, is typically in the hands of notoriously
corrupt and incompetent city garrisons. The open
carrying of weapons is discouraged by most civic
authorities.
Urban Buildings
The quality of urban construction tends to be some-
what higher than the countryside, but there is wide
variation from town to town. Sewers are rare, although
some larger, better-planned cities have complex sewer-
age systems. In most towns waste is either collected by
‘gong farmers’ or emptied into open drains.
Government buildings and temples tend to be build
of stone on a lavish scale. However, most townspeople
live in two- or three-storey slums of wooden construc-
tion in which overcrowding is the norm. Guildsmen can
usually afford better accommodation, and the homes
of a few wealthy guildsmen may be quite luxurious.

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72 Venârivè
Drinks
Food and Drink The lack of a constant supply of safe potable water
The peoples of Venârivè eat and drink a wide variety
is a constant problem. Across Venârivè this problem
of staples and luxuries, but the local diet can be rela-
is solved by drinking alcohol. In the north, this usually
tively restricted.†
means beer or ale, making barley a valued crop. In the
central and southern regions the staple is wine, often
Key Types of Food and Drink watered.
Grain
Meat
Grains are ubiquitous and the principal item in the
Most of the religions of Venârivè do not have any
diet of almost all Venârians. Grain was first cultivated in
significant dietary requirements, though some more
northern Mafan some 6,000 years ago. Grain cultiva-
extreme branches of Peonianism recommend a veg-
tion techniques spread across the continent over the
etarian diet and some Agrikans factions aim for a
next few millennia.
wholly carnivorous diet. Consequently, any and all flesh
Grain availability varies across the region. Rice
is eaten, especially cattle, goats, horses, sheep and
is most common in the southeastern, sub-tropical
swine. Cattle provide milk, cream, butter, and cheese
regions, wheat is grown around the Venârian Sea and
and are only slain when they are unproductive. Goats
as far north as Hârn, and the more hardy rye, oats and
and sheep provide wool in addition to their milk prod-
barley are more common in the north. For most folk
ucts. Horses, as beasts of burden for the nobility, are
bread, pasta, and rice are the staples. A failure of the
eaten, like the others, once their useful life is over. Only
grain crop anywhere on Venârivè would quickly lead to
swine are reared mainly for their flesh.
famine in the local area.
Several species of bird are also domesticated. Most
Vegetables common are chickens, geese, and ducks. The birds
There are a wide variety of vegetables cultivated are prized for their eggs and are killed only when they
across Venârivè. The onion is a staple of most peasant stop laying. Fowl are a prized delicacy and an expensive
meals and, along with broad beans, lentils, and barley, and rarely eaten meat.
is a common ingredient in pottage and stews. Many Of course many other creatures are hunted and
other vegetables are available across the region. Beets, killed for their meat. Anything from songbirds to pheas-
cabbage, carrots, leeks, lettuce, mushrooms (though ants and swans, from dormice and rabbits to deer and
not actually a vegetable they are regarded as such even bears are eaten. In some parts of Venârivè hunting
by most folk), parsnips, peas, radishes, shallots, and is a privilege available only to certain (usually upper)
turnips are all widely available. classes of citizens.
Fruit
The only common citrus fruit is the lemon, available
in the southeast and as far north as Azeryan. Oranges
(and more recently bananas) have been introduced
from farther east, but are common only in Dalkesh,
Byria, Hacherdad and parts of Hepkeria. They are
becoming an important export crop in those regions.
Across most of Venârivè staple fruits are apples, cher-
ries, pears, plums and quince; in the warmer regions
apricots, dates, figs, peaches and pomegranates are
also common. The grape is common across the region
but rarely eaten as wine production is a much more
important use. The most common, and most widely
exported fruit across the region, is the olive. Olive oil
is a common, cheap, and widely used cooking and fla-
vouring aid around the Venârian Sea. Further afield it
becomes valuable and exotic.

† Some plants common elsewhere, such as the


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

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Venârivè 73
Fish Mafan
Venârivè surrounds a sea, has major oceans to In this region rice and wheat are the most common
the east and southwest, contains several large lakes, grains. Wheat flour is cooked into flatbread similar to
and has many major rivers. Fish are an important those in Dalkesh. Dairy products are ubiquitous and
part of the diet for at least half of the population. All most meats and vegetables are cooked by frying in
coastal peoples are familiar with a wide variety of fish, clarified butter. A vast array of spices, many unheard of
crustaceans, and shellfish. Cod, eel, haddock, herring, in the northwest, are available to locals and most meals
mackerel, plaice, salmon, sardine, and sturgeon are all are well spiced. Lentils are also a staple. A range of
common in the waters around Venârivè. Common river tropical fruits such as bananas, mangoes, and oranges
fish include trout, salmon and pike. are commonly eaten.
Any fish caught, regardless of species, is likely to be
Hepekeria
eaten by the hungry residents of Venârivè. Swordfish,
The staple foods are dates, flat wheat breads, barley,
shark and dolphin are commonly caught in the Venârian
rice, and yogurt. There is often little variety in this diet.
Sea. Lamprey are a delicacy in many parts of northern
Lamb, chicken, goat, and camel are the most com-
Venârivè. Mussels, crab, and lobster are common along
mon meats. In coastal areas, fish is an important sup-
all coasts but are rarely found far inland.
plement to the diet. Salt is relatively common.
Regional Variations Styles of Cuisine
Hunter-gatherers across the region eat a wide vari-
Most people across Venârivè are happy to eat what
ety of foodstuffs. Meat is hunted from sources such as
they can get and are used to, but the wealthy, pow-
birds, seals, rabbits, deer, antelope, and wild goats and
erful, and adventurous may follow trends in styles
pigs (boar), depending on the region. Nuts, wild grains,
of food, such as the ‘imperial style’ popular with the
vegetables, and fruits, are gathered together with luxu-
upper classes across the Empire of Azeryan. This style
ries such as honey.
combines elements of traditional Azeri cooking with
Nomadic pastoralists (such as the Reksyni) will gen-
spices, products and techniques from across the var-
erally eat more meat than other peoples, but supple-
ied regions which have at one time formed part of the
ment this with vegetables and grains either gathered,
empire.
harvested, or traded.
The north and west
In the feudal north and west, grain agriculture is
dominant, and thus bread is the staple food. This is
supplemented by dairy products, vegetables, and for
most individuals a small amount of protein from meat
or fish. Beer and wine are popular drinks, as are spirits.
Salt is a key spice. Common fruits are apples, pears,
plums, cherries, and grapes.
The Ivinian kingdoms rely much more heavily on
fish. Wheat bread is uncommon in the far north.
Venârian Sea
Around the Venârian Sea, olives, fish, and grains pre-
dominate. While bread remains a staple, many vegeta-
bles remain in season longer than in the north. A wider
variety of fruit can be found, with figs, dates, peaches,
and apricots supplementing the northern fruits.
Dalkesh
In Dalkesh the staples are grain and rice. The local
diet of Dalkesh is dominated by unleavened flatbread
combined with olive oil and beans. Fish and goat are
the major sources of meat, while nuts, fruits and veg-
etables, provide variety. Wines made from various fruits
are popular, although thin ale is the most common
drink.

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74 Venârivè
Clothing Material Manufacturing
Most materials are manufactured locally. Felt is
Felting, spinning, weaving, and dyeing are ancient
made, yarns spun, and cloth woven close to the source
and well-established industries across Venârivè. Mate-
of the fibres. In some cases higher quality cotton, linen
rial manufacture is usually done locally to meet local
and woollen cloth are traded over some distance. Silk
needs, but over the last few centuries there has been
cloth and thread are imported into Venârivè from the
considerable growth in textile manufacture for trade.
lands of the Far East.
There is a considerable variation in clothing styles
Felt is the oldest form of fabric. It is manufactured
and materials across Venârivè, but some facts apply
by matting, condensing, and pressing wool fibres
across the entire area. Pockets, buttons, and button-
together.
holes are unknown. If fastenings are required, then
belts, laces, toggles, pins, and brooches are used. Across most of Venârivè fibres are spun into yarn or
Small items are tied to a belt, tucked inside clothing thread as a cottage industry. The yarn is then woven
or stored in bags or pouches which may then be tied locally, often in the same settlement.
to a belt. Plain weaving, where warp and weft threads form a
simple criss-cross pattern, is the most common form
Materials of weaving and is used across Venârivè.
Most clothing is made from textiles, material woven Twill weave, where two or more warp threads cross
from natural fibres. This is not, however, universal and one or more weft thread, is common in the north. This
in the north eastern area among the semi-nomadic method is used to create thick and warm cloth. It also
tribes of Altor, Quârphor, and Reksyna weaving is less produces pleasing twill patterns. Most outer clothing
common. A significant amount of clothing in this area from Ivinia, Hârn, and around the Gulf of Shôrkýnè is
is made from felt. made this way, though linen undergarments are usually
There are two sources for fibres: animals and plants. plain woven.
The available animal fibres are wool, from sheep or The more complex satin weave produces lighter
goats, and silk, whose origin remains a mystery to cloth and is more common in the south, especially
most residents of Venârivè, the majority of whom can- around the Shentu Sea and the Gulf of Mafan.
not afford the material anyway. Felt is invariably made
from wool. Colours
There are several plant-based fibres available. Dyes of various hues are widely available and almost
Grass, rush, and hemp are used in rope-making but all woven clothing is dyed. Madder, woad, walnut, oak,
these coarse fibres are rarely used for clothing. Cotton broom, chamomile and weld are the most common
and flax (linen) are the two most common plant-fibre dye plants, and reds, yellows, greens, and blues are
clothing materials, with linen being more common in common colours.
the north and west and cotton more common in the In some cultures certain colours (usually the most
south and east, as well in northern Hepekeria. Straw expensive dyes) are reserved for certain social group.
is also widely grown, though only used for homemade This is especially true in the Empire of Azeryan, where
peasant hats. colour defines both estate and grade. In Azeryan a
Materials common in the north, such as woollen stranger wearing the wrong colour for his estate and
and linen cloth are rare (and usually unnecessary) in grade can find himself subject to considerable preju-
the south. Materials common in the southeast, such as dice. Depending upon the colours worn, they may even
cotton textiles, are rare and exotic in the northwest. Silk be arrested.
is rare almost everywhere, but is slightly more common Across Venârivè, deep ‘royal’ blue and purple dyes
in the south east and northeast, which is closer to the are the most expensive. Yellows, greens, and dull reds
source. Silk is a much prized material everywhere. tend to be the cheapest, except for rare, vibrant, dyes
The only practical alternatives to textiles are furs such as saffron and bright red dyes such as ‘dragon’s
and leather. Furs are most common in the north. They blood’.
become a a high status object in the south, further form Dyeing may be done whole cloth, where a long
their source. Leather is ubiquitous across Venârivè. length of undyed yarn is woven and then dyed, or by
Leather is used mostly for footwear, belts, straps, and skein, where a length of yarn is dyed before weaving.
armour, not for everyday clothing. The latter method, obviously, allows multicoloured pat-
Finally, the feathers of birds are used in some cases, terns to be woven into the cloth.
either as in-fill padding for warmth or protection (in the
north), or more generally as decoration.

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Venârivè 75
Items of Clothing down to the mid-calf or ankle. Long trailing dresses
For simplicity, items of clothing can be defined are popular only with the aristocracy, who don’t have
according to a number of basic categories. to clean the mud from the hems. Leather shoes and
boots are common.
The most common item of clothing is the tunic or
dress. In its most basic form this is a tube for the body Quârphor and Altor
stitched to two tubes for the arms. By simply altering In western and settled areas of Quârphor tunics,
the length of the tubes and/or flaring them, the tunic dresses, and braies are made from wool, while across
can be anything from a hip-length, short-sleeved shirt the rest of the region thick felt is much more common.
to a full-length dress or robe with dangling sleeves. Quarph clothing is always colourfully and ornately
Tunics in one shape or form are worn by most resi- embroidered. In Altor tunics, dresses, and braies are
dents of Venârivè, often in multiple layers by northern- usually made from thick felt, often supplemented by
ers. Most tunics and dresses are put on over the head leather at the cuffs and collar. Clothing is often dec-
and laced at the neck. orated with feathers, beads, and embroidery. These
Braies (or trousers) are tubes to cover the legs, clothes are supplemented by the garash, a form of
stitched together at the top to cover the abdomen. greatcoat made from sealskin, or sometimes bearskin.
They are usually held up by a belt or cord tied around
the waist, though sometimes they are laced at the front
Reksyna
or side. Sometimes the belt or cord passes through a Tunics, robes, and braies are made from thick felt
roll or loops at the waistband, often it is simply tied over or wool. Clothes are dyed using whatever natural plant
the cloth. Braies are regarded across most of Venârivè dyes are available locally: usually dark reds, greens,
as an item of clothing for males, though in many areas blues, and black. The left sleeve of Reksyni tunics have
of the northwest it is not uncommon for active women braids of horsehair stitched to them, one braid from
to wear braies and for men in sedentary occupations to every horse the wearer owns.
wear ankle-length robes. All Reksyni wear the reksyn, a thin, long scarf loosely
Hose (or leggings) are stitched tubes (sometimes woven from fine cotton thread and horsehair. One foot
with a tailored foot piece) which reach from foot or wide and at least eight feet long, the reksyn is worn by
ankle to knee or thigh. They may be tied in place both men and women, though in a completely different
fashion. For the men it is a scarf/turban. The women
(above or below the knee), fastened to a belt, or bound
use it to tie their hair (which is never cut) into between
in place by a long strip of cloth. In the north, most
three and nine bunches. Methods of wearing the reksyn
women and many men wear hose below their robes/
vary hugely across the region
dresses, especially in winter.
Reksyni women all wear braies under their robes,
Skirts, a cloth cone tied around the waist, are rare.
which are slit-sided for ease of riding. Reksyni nobles
They are usually only worn by women in the area
make extensive use of highly coloured silks for ‘sur-
around Ivinia and the Sea of Ivae, Hârbáal, and the Gulf
coats’ and long banners, which mark out their clan and
of Shôrkýnè.
status.
In some parts of the south tailored garments are
considered unnecessary and clothing consists simply Azeryan
of one or more long rectangles of cloth wrapped and Female clothing is similar to that in the northwest,
pinned or tied around the body. Wrapped cloth gar- though materials tend to be lighter and, usually, looser
ments are prevalent along the Shentu Sea Coast and fitting. Sleeves are often elbow length and many tunics
around the Gulf of Mafan. are sleeveless. Shoes and boots become less com-
mon, replaced by sandals. Most Azeri males, especially
Fashions the upper classes, bare their legs, wearing knee or
Fashions vary widely across Venârivè. Outlandish thigh length tunics over a loincloth. Azeri traditional-
clothing will immediately mark out a stranger to the ists regard braies as an indication that the wearer is a
locals. barbarian from the northern or eastern lands. Military
classes wear sandals or leather boots.
Northwestern Venârivè
From Hârn south and east to Trierzon, tunics, Venârian Sea and Karejia
dresses, braies, and hose are common. Garments In the Venârian Sea islands (including Goris and the
are usually tight fitting (other than the lower half of Dalkeshi islands) and mainland Karejia the traditional
dresses), or bound closely to the body (in order to bet- clothing of both sexes is baggy braies laced both at the
ter retain heat). This is especially true in the Ivinian hips and either just below the knee, or at the ankle. This
states. Male tunics always cover the upper thigh and traditional fashion has been replaced, in many places,
are usually knee length. Female dresses always reach by more modern styles, although smaller islands and

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76 Venârivè
the Chuch of Halea are more traditional. The local than loin cloths or skirts, occasionally supplemented
cloth is light, gauzy, and semi-transparent cotton, usu- by cloaks. These items will often be woven from local
ally dyed in vibrant primary colours. This cloth is much fibres, bird feathers, or made from animal hides. Foot-
sought after as undergarments by northerners. The wear is uncommon. Highland Thonians and Tuvarans
chest is traditionally covered by the chorys, a short rely on more animal hides and even furs.
embroidered waistcoat laced or pinned at the front. The Pechalari have adopted a mixture of clothing
The traditional chorys is often sleeveless, but may have styles from both the Mafani and Dalken peoples. Both
baggy sleeves gathered and laced at the wrist. Current sexes wear baggy braies and a sharmoni cloth wrap-
fashion among noble women favours more open, flow- ping on the upper body.
ing styles. Footwear varies considerably, and anklets
and toe-rings are common when footwear is not worn. Byria
Byrian clothing is a mix of the Azeri and Karejian
Ûmélria styles. Byrian men wear loincloths and tunics. The
Coastal Ûmélrian fashions were once indistinguish- tunics are sleevless or short sleeved and hang down
able from those of their Karejian neighbours, but in to the knee or mid-thigh. This is a legal requirement,
recent years have diverged. Inland, on the slopes of the to ensure that the male is not carrying a concealed
Erazynis, Yaleryne, Pathen, and Ûmélrian mountains weapon. The womenfolk have much more choice.
braies are made of soft, warm mohair, not cotton, and Sleeveless tunics similar to those worn by the men
the chôrys is worn over a sleeved mohair tunic. Men’s are common among the working classes. The guilds-
tunics usually cover the torso only; women’s tunics women and ruling classes favour Karejian-style braies
are knee or calf length and worn over the braies. In and the chôrys.
the mountains, sandals are replaced by sturdy leather
boots. Hepekeria
On Hepekeria and some adjacent islands ankle-
Dalkesh, Hacherdad, and Beshakan length, loose-fitting, light-coloured hooded robes
The men of Dalkesh and Hacherdad wear short, are ubiquitous. Myriad regional and tribal variations
usually sleeveless, hip-length tunics over cotton braies. abound, and coastal regions tend to favour the styles
The braies are usually loose and baggy from waist to of their ancestors. The Numec weave with camel and
knees and bound tightly from calves to ankles. The goat fibres. All non-slave Numec men wear a hebr, a
women of this region also wear loose and baggy braies, long strip of cloth worn turban-like over the head and
bound or tied tight at the hips and around the ankles. face, leaving only a tiny strip around the eyes. Women
Their tunics are laced tightly and are even shorter than are flamboyant in their dress and ornamentation.
the men’s, baring the midriff. Many folk go barefoot; if Leather sandals are worn to protect feet from the hot
feet are shod, it is with sandals. In Beshakan this cloth- ground.
ing is supplemented by the tarash, a type of hooded
poncho. Headwear
There is more variety in headwear across Venârivè
Chogoro and Mafan than there is with any other item of clothing. In many
In these areas tailoring is much less common, areas hats define class, occupation, and even marital
though many consider this fact to be offset by the fine
status. Across much of Venârivè it can be assumed that
quality of the weaving. In some areas upper body cloth-
married women will have their hair bound or covered,
ing is uncommon. Where it is worn it consists simply
and unmarried women will not. This is not, however,
of the sha-monai, a cloth strip pulled across the chest,
universally true: it does not apply in Reksyna or in the
crossing over on the back, and passing over the shoul-
south and east where women rarely cover their heads.
ders to be tucked in at the front. The lower body is
In Hepekeria it is considered improper for any woman
covered by the sha-d’hri and/or the sha-dhura. The
to show her hair.
former is a simple loincloth, the latter is a very long
strip of cloth which is wrapped (sometimes tucked into Housing and Architecture
a belt) to form a garment which may, in effect, be sari
Shelter and forms of constructions vary quite dra-
or sampot. The fashion varies from region to region
matically across Venârivè. Nomadic peoples in warmer
and locals can identify neighbours by the way they wear
regions tend to make use of tents of textile or hide that
and tie their sha-dhura or sha-d’hri.
are light and easily transportable, whereas nomads in
Northern Anzelôria cooler climes move between semi-permanent struc-
The peoples of northern Anzelôria wear clothing tures that include stone and turf walls and roofs.
made of a variety of materials. In lowland Thonia and People in temperate regions where timber is plenti-
Tuvara locals wear comparatively little. Rarely more ful tend to build most structures, particularly peasant

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Venârivè 77
homes, of wood, or a mixture of wooden framing with The former Empire of Azeryan region
plaster and fibre walls (wattle and daub) for insulation Azeryani-Karejian architecture has several distinct
and warmth. Roofs are often thatched with specially styles and periods. Azeryani and Karejian architecture
grown materials. differ significantly. The ‘classical’ Karuian style tends
More substantial buildings, such as manor houses, towards relatively open colonnades with central court-
are generally constructed of stone, often bound yards; Azeryani villas tend to be more segmented and
together with mortar. Townhouses in cities are con- generally give greater importance to defensibility. Mod-
structed of a variety of materials, sometimes of wood, ern Karejian styles are numerous, varying markedly
sometimes of stone, depending on local materials. from island to island. Most of these styles are notable
Major buildings, such as temples, civic buildings, town for the value placed on exterior decoration and display
walls, and the like will usually be constructed of cut of wealth. Roofs are almost always tiled.
stone, which may be transported some distance from Dalkesh
quarries, almost always by water.
Dalken buildings are generally constructed either
In some regions, where stone or wood is scarce, a of stone, clay, or baked mud bricks. Timber is used
good proportion of buildings are constructed of mud for structural support of floors and roofs. Many build-
or clay bricks, either sun-dried or kiln-baked. ings feature a central courtyard open to the sky, which
Better military fortifications such as keeps and is surrounded by areas for work, storage, and living.
castles, are usually constructed of stone, but some Dalkeshi buildings tend to be relatively plain, at least
simpler or temporary structures may be of wood or on the exterior, with any display of wealth hidden from
packed earth. public view.
Most roads are simply packed earth, but in some Ancient Târgan architecture tended towards the
regions, notably within the former boundaries of the monolithic, most notably the Manquideh Ziggurat and
Empire of Azeryan, crushed rock and even fitted stone other similar structures. The ruins of Nalhathar are a
or cobbles create a surface which is passable in all particularly notable example of stone monolithic con-
weather. struction.

Architectural Styles Chogoro and Mafan


Elaborately carved stone and wooden structures
The architecture of a region is affected principally by
are the hallmarks of Mafani culture all across the gulf.
climate but also by cultural tradition.
Chogori styles are somewhat more sedate, but the
Ivinian Mafani cultural influence is pronounced.
Ivinian longhouses are of local materials. Stone or Elsewhere
timber is used for wall construction, sometimes a tim-
Other regions tend to draw on aspects of these
ber frame is in-filled with wattle and daub. Roofs are major trends. For example, Hacherdad exhibits a mix-
made from turf, plank, thatch, or timber shingle, with ture of Dalken and Azeryani-Karejian styles.
bark used for weatherproofing. Thrans, vathrans, and
high towns are usually fortified by a mixture of earth
ramparts and timber palisades. Floors are usually
packed earth, though important and public buildings
may have stone flags or timber floorboards.
The feudal northwest
The architecture of the western feudal realms
is a mixture of Jarind and Pharic cultural heritage,
including Emelan and Jarind sea-town architecture.
The majority of buildings, almost all peasant homes,
are rectangular cruck-framed timber structures with
wattle-and-daub walls. Stone is used for important
buildings and fortifications. Roofing materials vary
with local availability. Thatch is common, though tile
and slate roofs predominate in some areas. Thatch
is avoided on most important buildings: tile, slate, or
lead-covered timber is used. Floors are usually packed
earth, though important and public buildings are likely
to have stone flags or timber floorboards.

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78 Venârivè
Literacy and numeracy
Education and Literacy The levels of literacy in the population varies consid-
For most people in Venârivè, education is provided
erably across Venârivè, although in almost all regions
by the family or clan. The skills required for the ‘family’
the percentage able to read, write or do both is small.
occupation will be passed down from generation to
Literacy levels vary considerably across Venârivè, but
generation, as will other key skills of housekeeping,
they are almost always low. The urban areas of Karejia,
cooking, and so forth.
Azeryan, and the Kingdom of Emélrenè are the most
The apprenticeship and journeyman system of the
literate. Karejian city-states will often run schools for
Mangai guilds is the most wide-ranging form of educa-
their citizens. The Mafani and Hacherians also place a
tion in Venârivè. Each guild will provide training in the
high value on literacy, and wealthy individuals will often
skills required by its membership, but generally this is
establish schools for the poor as a mark of their status
provided informally by observation and practice rather
and power.
than through formal instruction.
Interestingly, numeracy is often more common than
Nobles and those of higher status are generally pro-
formal literacy, as the ability to count and add is impor-
vided with a wider education, sometimes including lit-
tant for many occupations, even if writing is not.
eracy, but more generally in skill at arms, estate and
household management, and the refined arts of music
and so forth.
Karéjian Scholar
There are a variety of unguilded
tutors and scribes who occasion-
ally provide educational services to
those who can afford it; but in gen-
eral few receive a formal education
that provides access to literacy.
The various organised churches
provide education in both church
ritual and liturgy, often necessitating
education in the church tongue
and script. The churches of Save-
K’nor, Larani, Peoni place the
greatest emphasis on scholarship.
The Church of Save-K’nor will
sometimes provide education to
the children of the elite, but only if
this is in the interests of the church.
The Church of Peoni will sometimes
instruct bright youngsters from
poor backgrounds.
The Guild of Arcane Lore is
the pre-eminent secular educa-
tional institution. Its services are
restricted, mostly by high cost.
Some regions and states provide
a limited form of ‘public’ education
for sections of their citizenry; some
of the states of Karejia and some of
the cities of Azeryan are exemplars
in this respect.

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Venârivè 79
seeks to restore these to common usage. In contrast
Art and Music the Renewalist movement argues for a bold style that
breaks with the past and charts a fresh approach for a
Art new age. Both are driven by recent trends for rejuvena-
Artistic endeavours play an important role in the lives tion in Azeri society, but have taken two quite divergent
and cultures of the peoples of Venârivè. The modes of responses to this.
artistic expression range from tattooing and scarifica-
tion on bodies, to weaving and tapestry on cloth, to Music
painting on walls, wood, and canvas, and to sculpture Music is perhaps the most ubiquitous form of artistic
in wood or stone. expression across Venârivè, and one of the most var-
The variety of artistic expression across the region, ied. The many communities and cultures of the region
both in form and style, is beyond the scope of this pub- have developed unique musical traditions, although
lication. These forms range from ‘conceptual’ artistic there have been notable examples of cross-cultural
forms, such as story-telling and literature, including exchange.
poetry, through painting, embroidery, and weaving, to
the most substantial forms of sculpture. In between are Jarind
the decorative arts associated with jewellery and other Jarind music is notable for its focus on song, which
precious goods. makes heavy use of meter and rhyme, with frequent
Artistic expression is influenced by culture and tech- melodic repetition. The Jarind make frequent use of
nique, but the individual talents and style of the artist acapella music, especially in the recitation of epic
can be equally important. There have, however, been a poetry. Hârnic Jarin music is quite staid and repetitive
number of noticeable movements or trends in artistic with a limited octave and range. Common instruments
form across the millennia and years. are the flute, whistle, bagpipe, harp, and percussion
The ancient Venic, Mafani, and Târga River valley (cymbals, rattles and drums). Tribal Yarili music of
cultures all seem to have had their own distinctive styles Ivinia and Hârbáal is almost entirely vocal; they practice
and forms of art; all seem to have gone through a range a particular chanting style know as lok.
of periodic changes over the years which scholars can Emelan music is much more fluid and expansive,
often use to date works of art. Of course, the tendency often moving within two octaves, and is characterised
for humans to seek to replicate or return to ancient by a broad instrumental tradition. The Free Emela
forms can and does complicate this considerably. have their own distinctive styles. One particular tradi-
Sometimes these styles or forms of art can be traced tion which survives from the sea-towns’ period are their
back to a particular individual (such as the Nathelite shanties, which have become a common musical tradi-
movement of the mid-sixth century in Laránian religious tion among sailors of all nationalities.
art), but many are broader movements responding to Pharic
wider social developments. Pharic music tends to be lyrical and poetic. Meter is
A notable example of these trends are two move- typically complex but there is less emphasis on rhyme.
ments in recent Azeryani artistic expression, known Instrumentals are long and often accompanied by spe-
as the ‘Restorative’ and ‘Renewal’ movements. The cific dances. Common instruments include the flute,
Restorative movement is a harking back to the great guitar, lute, harp, horn, and percussion. Due to the
forms and styles of the height of the empire, and wide geographical distribution of the Pharic peoples,
there is a wide diversity of styles. Two examples are:
Ivinian tradition
Drawing significantly upon ancient Jarind tradition,
Ivinian music emphasises rhyme and song much more
than other Pharic traditions. Group singing is the norm.
The recitation of poetic sagas is often interspersed with
song.
Troubadour tradition
This tradition began in Trierzon, amongst the nobility,
but quickly spread to all classes. ‘Noble’ styles include
lyrical songs centred on morality themes regarding
social station, courtly love, and chivalry. Performances
are usually solo, but can use small ensembles of
musicians. ‘Peasant’ styles feature songs that are mostly
humorous, satirical, or vulgar. Performers of both styles

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80 Venârivè
tend to move from place to place earning a livelihood. ments, and high-pitched ululating by female singers,
The tradition is well travelled and can be found but there are many local variations.
throughout the Venârian region with subtle differences
between countries. It is especially strong in Shôrkýnè
Numec
and Lankor. In the tr680s a system of musical notation Numec musical traditions are mainly vocal.
was created centred around a twelve-string lute, which Recitations from the Kelazaydi are chanted daily, at
has led to a distinct composing tradition. sunrise, sundown, and high noon, and particularly
devout Numec can sing the entire holy book. During
Azeri travel, the tribe sings call-and-response refrains that are
Azeri music is significantly instrumental, with strong accompanied by the susurration of bells tied around
emphasis on percussion and horns, supported by their camels. This igwen’iya (camel-rhythm) also
choral music where the human voice is used as an pervades the music of the Rawun, solitary minstrels
accompanying instrument. However, Azeri musical who forsake tribe and clan to travel the subcontinent as
forms have been widely influenced by many other lore keepers and entertainers. Other than bells, Numec
cultures, and there are many regional variations. instruments include animal hide drums, whistles of
Common instruments include the flute, eight-string various sorts and the kiriit, a type of bagpipe.
lute, horns, sackbut, and percussion instruments,
Reksyni
especially bowl-shaped drums.
Reksyni music is highly spiritual. Music is not
Karejian considered art but rather a means of communicating
Karejians maintain a strong choral tradition, backed with the gods. All Reksyni sing; it is an integral part of
by an equally strong instrumental tradition. Common daily life. Instrumentation and styles of song are highly
instruments include the flute, pandur (a three-stringed segregated by gender, as are most other aspects of
lute that was the ancestor of most Venârian strings), Reksyni life.
bells, bukkehorn (ram’s horn), and frame drums. Male instruments include the ketaqueju (horse-
The Karuian ancestors of the Karejians were fiddle, a one- or two-stringed fiddle with a long neck
enthusiastic adoptees of the Jarind shanty tradition, attached to a small resonator). It is designed to be
and have added their own touches to it. played on horseback with a horsehair bow and is used
to accompany singing.
Dalken The married female instrument is known as a
Dalken music is built upon styles modes which synateleju (‘earth-speaker’, a hollow tube of wood with
dictate the scale, common phrases, and key notes of flared ends in which the performer uses the mouth
a performance. Each mode carries with it an emotion, and voice to mimic natural sounds, utter prayers, etc.).
location or other association; for example, there is a Unmarried females use the sesakaju (ankle-bells and
mode used entirely by the Imperial Court. Virtuosity clappers, used in fertility rituals, dances, and in the
is highly prized. All performances feature a lengthy marriage ceremony which concludes with the removal
improvisational bridge between compositions. Rhythm of the instrument by the husband).
is never part of a mode, being considered ‘beneath’ true
There are gender-neutral instruments, such as the
musicians – apprentices will be relegated to this role.
arateleju (‘wind-speaker’, a hollowed piece of bone or
Hacherian music has much in common with Dalken
wood attached to a rope that is swung vigorously over
forms, but is also influenced by Karejian traditions.
the head, producing a droning noise).
Mafani Liturgical
Mafani music is mostly instrumental and atonal to
There are also distinct traditions of music
most Venârian ears. It is performed by ensembles rather
within the major churches and religions, which exhibit
than individuals. Court traditions are highly formalised,
some similarities across the region.
with exacting dances to accompany the music. Music
The Laranian and Peonian churches both
is considered an essential part of court life, and is an
make heavy use of tonal polyphonic chanting, with
important measure of a noble or oligarch’s breed-
regional variations in style. Save-K’norans practice an
ing and class. Common instruments include the flute
atonal style based on obtuse theory and mathematics,
(bamboo or reed), xylophone, metallophone, percus-
while Agrikan music tends to feature dramatic changes
sion, and plucked zither (the famous mafajahor).
in tempo and volume, with significant use of percus-
Anzelôrian sion. Agrikan music is sung exclusively in Surikal.
There are many different musical forms across the
wide expanse of northern Anzelôria. Some common
themes include the heavy use of percussion instru-

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Venârivè 81
Hunting
Entertainment and Sport One form of sport practised by many of the nobility
Although most people of Venârivè work hard to
and patrician classes across the region is hunting. In
make a living, many seek to enjoy life beyond work. As
some realms, the ruling classes will go to considerable
the famous Azeryani saying goes, ‘all work and no play
expense and effort to ensure the quality of hunting
makes Tabos a dull boy’.
experience available, including planting or maintaining
Perhaps the most common form of entertainment significant forests, with heavy penalties for poaching.
are games of chance, often linked to gambling. ‘Dice’
Certain animals are considered suitable for such
is a very common game across many cultures. Board
‘noble’ hunting, including deer, foxes, and more dan-
games, such as ‘geese and drakes’ or similar are also
gerous beasts such as boars and great cats. Other
common and popular.
animals such as dogs, horses, and birds of prey are
Many children will play a variety of team sports, often trained specifically for such hunts, again at great
and some are even continued by adults. Such games expense.
often involve balls, which may be thrown, kicked, or
In these societies, hunting is clearly a key social activ-
hit. Some common variations include getting a ball or
ity, binding together the ruling classes, and is as impor-
object into a net or across a line.
tant as feasts and gifts. It is a quintessential example of
Another common form of entertainment are races, conspicuous consumption as a mark of status.
either on foot, on a mount, or even on or in water in
some areas. Rowing races are particularly common in
the Karejian islands.
Events in which the a whole community can par-
ticipate are popular with commoners and rulers alike.
Festivals, either of a religious nature, or for other pur-
poses (harvest and the like) are almost universal, often
accompanied by feasts, dance, music and games.
While the motivation of pilgrimage is ostensibly
purely religious, many people take the opportunity of
such activity as a way of seeing wondrous places and
leavening the monotony of their lives. Certainly some
of the locations of great pilgrimage appear to be some-
what like ‘permanent fairs’.
Martial sports and games are another important
social and quasi-military activity. These range from
militia events, which may include training but also
socialising, to much more formal events such as tour-
naments, jousts, and gladiatorial games.
Tournaments are generally associated with feudal
realms, and provide the opportunity for the display
of prowess at arms by nobility, but also by others in
events such as archery competitions and the melee.
The greatest tourneys are themselves significant festi-
vals and major social and political events.
Across many regions that have been influenced by
Azeryan, gladiatorial games are a significant form of
social entertainment as well as judicial punishment.
Dalkesh actually has its own form of such events, which
it claims are more refined.Whether this is the case is
highly debatable.

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82 Venârivè
Death and Funeral Practices
Ilvîran Funeral Practices
Death and Dying Of the major religions of Venârivè, the Ilvîrans
It is generally accepted throughout the human cul- are unsurprisingly the least conformist. Most
tures of Venârivè that people have immortal souls that believe in a dual soul, one remaining with the
live on after the body has died. Most also accept the dead body and the other travelling to Aráka-
notion that the soul travels to an ‘afterworld’ (usually Kalái (believed to exist both on Kèthîra and
Yashain) to live in service and communion with a god. Yàsháin at the same time) to serve Ilvîr. Others
Funeral rites have evolved for the various religions for believe in reincarnation, as one strives to
the dual purposes of bringing some closure for those become closer and closer to Ilvîr’s ideals.
left behind and, more importantly, to aid the travelling
spirit through its potentially dangerous journey. The
afterworld is generally regarded as the domain not of Memorials of Ancestors
a single deity, but several, and woe be to the damned Many peoples of Venârivè, particularly the Karejians,
who are captured by an opposing force. Azeri, and the Dalkeshi, place considerable importance
upon the memorialisation of their ancestors.
Funeral Practices Perpetuating the memory of one’s ancestors remains
While the basic understanding of what happens after alive is an important clan duty in many cultures. Some
death is shared across Venârivè, funeral customs vary cultures, such as the Jarind and Ivinians, remember
considerably from one religion and culture to the next. ancestors in tales and sagas, as well as burial sites. The
Practices include internment, mummification, crema- Karejians and Azeri have a long-established practice
tion, cannibalism, burial-at-sea, and simple abandon- of erecting stelae or plaques which commemorate
ment. Agrikans, for example, prefer cremation above the deeds of the departed. In Karejia even the poor
all else, while Laranians find the practice abhorrent and will attempt to arrange for a short history of a dead
prefer internment, preferably within the crypts of a tem- person to be inscribed on a pottery tablet and kept in
ple or upon the battlefield on which they died. the city archives. Dalken memorials tend towards the
Even within a religion, practices vary monumental, particularly for those of higher caste.
by region and culture. In Ivinia the dead
are often buried with items thought to
be useful to them in the afterlife. The
ancient Jarind were particular devoted
to internment in burial mounds or crypts;
their burial monuments dot the region.
Azeri burial practices are highly variable
by region and religion, but most Dalken,
for instance, consider burial in a crypt or
stone to be almost essential, regardless of
religion. Dalken followers of Aranik prefer
to be cremated and then interred in stone
jars. Karejians tend to provide their dead
with offerings of a more temporary nature,
including food, spices, perfumes, and
incense.

Karéjian Haléan
Funeral Ceremony

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Venârivè 83
for good food and beer. Those who spend time with the

F
wanderer often find that their lives are greatly enriched
after he has moved on, in ways they only come to
olklore and Legends appreciate years later.

Creation Myths Beliefs about ‘Foreign’ Lands


There are a number of myths about the creation of A common trope across the region is tales of the
the universe (Keléstia) and of the world (Kèthîra) that strange behaviour of foreign folk – or even folk from
are common across Venârivè. the next village. Most people of Venârivè have little
Most peoples speak of the ‘elder gods’ that existed knowledge of how people outside their direct experi-
‘before the universe had shape’. These beings are ence live, and this provides fertile ground for many tall
thought to have been forces and powers beyond even tales, some of which, however, may harbour a kernel
the vaguest ken of humanity. It is believed that these of truth.
awesome powers warred with each other, creating Most Lýthians view the island of Hârn with consider-
other creatures and beings to fight on their behalf. able suspicion, as a place of dangerous beasts, unfath-
These first wars are known as the Natal Wars, as they omable elder folk, and mysterious wizards. The repu-
ostensibly gave rise to the elder folk, humanity, and the tation of Melderyn as the ‘Wizards’ Isle’ is particularly
lesser gods. strong – but few would be able to describe exactly what
It is these ‘lesser gods’ that are today recognised as it was about the island realm that underpins its reputa-
deities and worshipped across Venârivè; at some point tion – save that it is generally known that those who
the elder gods withdrew from direct action, and left the attack the kingdom come to a bad end. The story of
field to their successors. There are numerous tales of the Cape Renda disaster is probably the most tangible
the ongoing conflict between the lesser gods, including tale told around the fires of Ivinia and Hârbáal.
the conflict between Larani and Agrik, the interventions Ivinians and Harbaalers themselves are regarded by
of Peoni, the discovery of the Bukrai by Morgath, the many as violent and bloodthirsty pirates, rapists, and
squabbles between Naveh and Halea, the creation of stealers of women.
the children of Agrik and later the Ivashu by Ilvir, and Most folk outside the Empire of Azeryan con-
many more. sider the place to be a land of fabulous riches led by
Eventually, following the destruction and downfall an all-powerful emperor with a harem of thousands.
of many gods (most famously the sea god Eder), the The common folk of the feudal realms of Trierzon,
lesser gods agreed to be bound by a Concordat. The Palíthanè, and Hârn generally think of Azeryan as a hot-
rules of the Concordat were written in terms unknow- bed of Agrikan zealotry, but most people living within
able by men, and kept by the Sage of Heaven, Save- the empire would find this perception perplexing. They
K’nor. would say, rather, that it is the peculiar Laranian domi-
Most cultures and religions of Venârivè maintain that nance in those realms that is bizarre.
while these myths can tell men much about the ways Everyone, of course, agrees that the Dalkeshi sac-
of the gods, their true nature and actions are funda- rifice children to their strange gods, while even the
mentally unknowable. Myths help people to approach Dalkeshi agree that the Karejians and the Mafani are
understanding, but the human mind can never truly effete wastrels with little concern for honour and any-
grasp the vastness of the plans of the gods. thing other than the finer things in life. And so on it
goes.
Popular Myths and Folklore
Many myths and stories are repeated in varying
forms across the region of Venârivè. They tell of the
great deeds of heroes, of fair maidens in distress,
of star-crossed lovers, and of younger sons rising to
become great leaders.
One tale that seems to have a local variant in most
regions is that of Raeld the Red, a sharp-witted fellow
who is often up to mischief, but usually manages to do
good in spite of himself. Another is the tale of the lost
warrior or knight, who must forever travel Kelestia to
redeem his honour. Or the tale of the rotund (but not
at all fat) auburn-haired bard who wanders from place
to place across the world, telling tall tales in exchange

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84 Venârivè
Most feared, but hardly ever seen (indeed, they are
Elder folk often considered mere legend) are the great dragon
There are many tales of elder folk across Venârivè beasts – of sea, land, air, mere, and mountain. True
(and beyond). Many confused tales exist of a race (or dragons are said to be massive creatures, large enough
races) known as the Earthmasters, said to have dwelt to destroy a castle, but smaller wyverns are equally
on Kèthîra in ancient times and then mysteriously van- fearsome.
ished, leaving enigmatic structures across the world. Beyond these, tales tell of sprites, elementals, spir-
What or who these beings were is lost in the mists of its, ghosts, and demons of various sorts and kinds.
time; few scholars have even the faintest idea. Each region seems to have its own form of demon or
Later the god Siem apparently led the Sinái (or spirit, from the V’hir sacred to Agrik or the Gytesha
elves) and then the Kúzhai (or dwarves) to Kèthîra, demons of Naveh.
and even dwelt with the Sinái on Hârn for a time. Here Lastly, are strange creatures said to exist only on
they dwelt in relative harmony for millennia, until the the bizarre island of Hârn: the Ivashu, or children of
coming of men, and even for a time afterwards. Fol- the god Ilvir, which come in countless strange forms;
lowing the Battle of Sorrows in bt680, the elder folk of and the gârgún or foulspawn, small furry creatures that
Hârn largely withdrew from interaction with humans, live in tribes of hundreds and, if the tales are true, are
although the people of Hârn are aware of the existence hatched from eggs. These are yet another reason no
of the dwarves of Azadmere and the elves of Evael. sane Lýthian ventures to Hârn, except perhaps to cap-
There are tales of elven and dwarven folk in many ture such creatures for the Pamesani arena.
regions of Venârivè, but it is now common knowledge See Hârnmaster Gold: Bestiary for more details of
amongst scholars that such beings live only on Hârn; the beasts and creatures of Kèthîra.
common folk are not so sure. The Ivinians talk of both
‘dark’ and ‘light’ elves, and some say they still dwell in
the wilds far from men. The Alti of the north speak of
the snow elves that tread so lightly upon the snow they
leave no footprints. Even the Mafani tell tales of the
ancient ‘half-men’ who shared their lore and wisdom
with the founders of the Empire of Mafan, but who van-
ished ages ago.
In other places, stories abound of other elder races
or non-human peoples. These include the centaurin or
horse people of the northern plains, the ‘little people’ of
the hills and dales, the dryads of the forests and woods,
and even the ‘great men’ of the Thonian Mountains.
There are many wild places across Venârivè, and who
knows what beings dwell there.

Creatures of the Wild and Deeps


Many creatures live in the wilds other than strange
races of beings. All across Venârivè there are still many
regions where only a few humans live or travel. In these
wilds are said to live many beasts and creatures of
renown and legend.
Most folk know of the beasts of forest, mountain,
and plains – bears, boars, wild cattle and horses, and
great cats. Added to these are creatures feared every-
where, such as wolves and snakes of various kinds.
Yet these creatures are considered commonplace
when compared to some other dwellers in wild places.
There are tales of beasts of mixed natures – gryphons,
harpies, and so forth. The yelgri, for example, are a
semi-intelligent species much feared in mountainous
regions.

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Venârivè 85
Azeri and Karejian

R eligion
Religion plays an important part in the lives of the
The Azeri (and Karejian) pantheon is very similar to
that of the west Venârian, with some key differences.
In the Concordance of the Gods, six major gods are
recognised:
peoples of Venârivè. Most inhabitants of the region are • Agrik: god of power, fire, authority, and war.
polytheistic, recognising a variety of gods and demi- • Eoni (aka Peoni): goddess of agriculture and
gods. Some of these are common across the region, healing.
while others are unique to given regions. • Varani (aka Larani): goddess of honour, civilisa-
tion, and the sea.
Pantheons of Venârivè • Save-K’nor: god of knowledge and puzzles.
West Venârian (Hârnic) • Morgath: god of unlife and undeath.
The majority of the peoples of western Venârivè • Halea: goddess of wealth, trade, pleasure.
(including Hârn, Shôrkýnè, Emélrenè, Palíthanè and
Tríerzòn) share a common view of the nature and In addition, a range of smaller ‘cults’ and religions
relationships between the gods, as set out in the are recognised, but not given official status by the
Libram of the Pantheon (a Hârnic document of the Imperium:
early second century). The gods in that document are • Kelenos (aka Kelana): an Anzelôrian god of war,
identified as: honour, and earthquakes; some scholars see
• Agrik: god of power, violence, pestilence, and Kelenos as a southern aspect of Sarajin.
war. In sharp conflict with Larani. • Zarath: an ancient Mafani god, worshipped by
• Halea: goddess of wealth and pleasure. small numbers across the region. A god of illu-
• Ilvir: god of strange creatures (the Ivashu), and sions, dream, and mysteries.
said to actually dwell on the island of Hârn. • Ilvir: small numbers of worshippers.
• Larani: goddess of chivalry, the Lady of Pala- • Sarajin: worshipped mainly be descendants of
dins. northerners and mercenaries.
• Morgath: master of the undead. • Naveh: god of the outcasts; worshipped by
• Naveh: god of thieves and assassins. those in the lower castes and on the edge of
• Peoni: goddess of agriculture, healing and vir- society.
tue.
• Sarajin: Ivinian / northern lord of war and hon- Azeri and Karejian perspectives
our, and the sea. The Azeri and Karejians have their own views of the
• Save-K’nor: god of knowledge, tricks, and jest. nature of some of the gods, and the proper attitude
• Siem: god of dreams, mysteries, and non- towards them. Both cultures tend to be considerably
human races. more polytheistic in their worship than those of western
Venârivè. Azeri and Karejians tend to visit and making
The Hârnic Peculiarity offering to more than one temple. The idea of devotion
to a particular god is seen as something best left to the
It has been noted by quite a number of scholars
clergy
across Venârivè that the island of Hârn has a tendency
towards religious extremism. The Karejians and the Azeri perceive Larani as much
more focussed on order, cities, and trade than she is
The most well known historical examples are the
viewed in western Venârivè. The Karejians also asso-
Balshan Jihad and the Theocracy of Tekhos, but the
ciate her with the (Venârian) Sea, to the extent that
particularly virulent strain of Agrikanism prevalent in
her name in Karejian and many dialects of Azeryani is
western Hârn matched by the equally strident Laranian
Varani.
faith of the island continue to this day. Finally, the fact
that it is claimed that two gods have or may have lived Both Karejians and Azeri also tend to venerate the
on the island means that this island has a truly peculiar ‘local spirit’ of their island, region, or city. Most Kare-
religious climate. jian and not a few Azeri cities have a temple devoted to
this spirit.

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86 Venârivè
Ivinian Dalken
Traditional Ivinians worship only Sarajin and his The Dalkeshi have their own view of the nature of
associates or demi-gods (particularly Njehu, Usnarl, the gods, and have their own names for them, which
and Jarlak, the Elkyri, and the Avalir). They consider are described in the Book of Life and Death. A particu-
almost all other gods to be unworthy of worship. This lar feature of Dalken theology is its highly polytheistic
is, however, a view much in retreat as the Ivinians have nature. While all the churches of Dalkesh promote the
come into greater contact with other cultures. importance of their own faith and deity, they generally
The collective mythology of the Ivinians is described recognise the role and function of other religions and
in the Sagas of Bjari Threehand. Major clans will have deities to a greater extent than is commonly the case in
their own sagas which link them to the Sarajinian other parts of Venârivè. Thus while the Dalken Church
mythos; such clans will often have client religious clans of Aranik is hostile to the Church of Aranu, it recog-
who tend their tales. There are also several ‘religious’ nises the theological duality between their respective
realms within Ivinia, including Eldeskaal and Lokis, in deities.
which the Sarajinian faith plays a key and central role. This duality is key theological concept, with the fol-
lowing deities and dualities are recognised by Dalken
Altic theologians:
The people of Altor traditionally worship a pantheon
• Aranik (Agrik) / Aranu (Larani): Attack / Defence
of six gods, with worship of Sarajin becoming more
• Naveh / Alneha (Halea): Discipline / Leisure
prominent and integrated with traditional worship with
increasing Ivinian influence. The six traditional gods • Târga (Peoni) / Orgurl (Morgath): Life / Death
are: • Zarath (possibly Siem) / Shavkan (Save-K’nor):
• Maadtera: outcast creator of souls (possibly Ilvir) Mystery / Knowledge
• Syra: mother of all (possibly Peoni) • Kelana (possibly Sarajin) / Pyarvir (possibly
Ilvir): Strength, Honesty / Weakness, Corruption
• Juoksa: defender of home and children (Larani)
• Arak: god of fire and summer (Agrik) Hacherian Angels and Devils
• Manna: lord of dreams and mysteries (Siem) The Hacherim only recognise two rather vague gods
• Rouhtta: bringer of disease and death (Morgath) – the Great God (Nalma) and the Great Devil (Ovrash).
The Tales of the World describes the Altic cosmol- Other divine beings are perceived as servants of this
ogy. The Tales are not a written text, but an oral tradi- duality – angels (nalmarim) and devils (ovrarim),
tion maintained by Alti holy men and loremasters. respectively. Hacherim both venerate and propitiate
these beings in equal measure – ‘maintaining the bal-
Quarphic ance’ is critical.
The Quarph have traditionally worshipped a hierar- Major angels include:
chy of spirits which varies from tribe to tribe and region • Varana: angel of civilisation and honour (Larani)
to region, but headed overall by two chief spirits, male
• Hanea: angel of beauty, art, and pleasure
and female, respectively associated with the sun and
(apparently Halea)
the moon, and known in Quarphic as Anulome and
• Elbana: angel of harvest and mercy (Peoni)
Diyel.
• Shabkan: angel of knowledge, tricks (possibly
Compared to many tribal religions, the Quarph have
Save-K’nor)
relatively organised temples and rituals, particularly
amongst the more settled Quarphic peoples. There • Sarab: angel of dreams, wisdom (possibly Siem)
are rumours of a dark cult devoted to a demonic spirit Major devils include:
known as Kurazla within elements of the Quarphic
• Abranik: devil of war, and fire (Agrik)
community.
• Navash: devil of silence, subterfuge (Naveh)
Besha • Borgul: devil of undeath, darkness (Morgath)
The Besha nomads of the Beshakan Desert worship • Korlur: devil of war, earthquakes (Kelana)
only a small sub set of those deities recognised by other • Barkir: devil of corruption, infertility (possibly
peoples. Their principle deities are Aranik (Agrik) and Ilvir)
Naveh. Aranik is dominant, while Naveh is venerated Hacherim religious organisation is quite localised.
by specialist sub-cults. Women also venerate Tasha Their church and cults recognise connections with for-
(Peoni), keeper of the hearths. eign faiths, but tend to consider those churches to be
In common with many tribal cultures, the Besha misguided. Despite this, the Hacherim are generally
also venerate their ancestors, and the many spirits of religiously tolerant.
the local region.

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Venârivè 87
Mafani Numec / Hepekerian
The peoples and states influenced by the ancient The Numec of Hepekeria have their own particular
Empire of Mafan in central Lýthia worship a range of pantheon of gods, described in the Kelazaydi or Book
gods. Some are recognisable to those from further of the Family of Azay:
west, but others seem unique or so variant from how • Azay: ruler, sun god (outsiders say he is Agrik;
they are viewed in the west that it is unclear if they are, the Numec consider this a blasphemous insult)
in fact, the same god. The Namadyyah or Great Tales • Peyah: elder sister of Azay, Keeper of the Hearth
of Narmar are the Mafani holy texts, which describe the (possibly Peoni)
following gods: • Targit: Brother Moon, Dreamer, elder brother of
• Nama: goddess of fertility, countryside, healing Azay (possibly Siem)
(possibly Peoni) • Inhed: Craftsman, Maker, younger brother of
• Arama: goddess of the monsoon, cities, trade, Azay (possibly Ilvir)
justice, the sea (Larani or possibly Halea) • Larah: wife of Azay, from ‘over the waters’; asso-
• Ehlam: god of fortune, luck, pleasure (possibly a ciated with cities and urban life (possibly Larani)
male aspect of Halea) • Aseq: Counsellor, Mouth of Azay, eldest son of
• Zarath: god of mystery (possibly Siem) Azay, solitary wanderer (possibly Save-K’nor)
• Shavkan: god of knowledge (Save-K’nor) • Imut: Harvester of the Faithful, younger son of
• Raranik: god of fire, volcanoes, war (Agrik) Azay (some consider this to be Naveh, although
• Orgasan: god of undeath (Morgath) this debated)
• Navah: neuter god of secrets, discipline (Naveh) • Halah: goddess of pleasure, tamed by marriage
to Imut (possibly Halea)
In addition, some of the Anzelôrian gods are rec- • Rajin: Violent Wind of the Desert
ognised and worshipped in some places; for example, (possibly Sarajin)
Kelana is known in the Shenti regions. • Iswid: exiled god, Stealer of Souls
(possibly Morgath)
North Anzelôrian The closest the Numec have to a priesthood of Azay
There are a number of major gods commonly wor- are the taqfan, solitary mystics devoted to the gods.
shiped across northern Anzelôria, some of which are Both the Korlic and Falani peoples worship aspects
described in the Antezan Song-Cycles. There are also of the pantheon of Azay, as well as practising ancestor
many local gods and deities: worship. The Falani combine this with aspects of the
• Kelana: god of strength, honesty, man Anzelôrian pantheon.
• Tuva / Thona:: earth, agriculture, woman
(possibly (Peoni)
• Tevel: god of the wild, forests, jungle, animal Reksyni Pantheon
(possibly Ilvir or Siem) The Reksyni have their own pantheon, related to
• Parva: magic, transmutation, change (possibly that of the Ketari, described in the Chants of the Sky
Siem, Ilvir, or Save-K’nor) Lords, as revealed by the Prophet Gosan:
• Porgor: god of death, stealer of souls (possibly • Reka: Father-Sky (possibly Sarajin)
Morgath or Naveh) • Syna: Mother-Earth (possibly Peoni)
• Ashanga: goddess of rivers, daughters, craft • Ketan: Brother-Horse (possibly Ilvir or Siem)
(possibly Larani) • Umay: Sister-River (possibly Larani)
• Kosheng: earthquakes, fire, destruction • Arak: Brother-Wind (possibly Agrik)
(possibly Agrik) • Sesay: Sister-Song (possibly Halea)
• Jakar: Brother/Sister-Trickster (possibly Save-
There is considerable variability in how these gods K’nor or Naveh)
and goddess are perceived across northern Anzelôria.
There are very few examples of organised religions in
The Reksyni are a highly religious people; their lead-
the region, and even fewer of a priesthood that extends
ers have both secular and religious roles. There are
beyond the bounds of a tribe or clan.
also gender-specific religious functions related to each
god or goddess. There is no specialised priesthood,
but individuals with particular religious knowledge and
capability are recognised and known as prophets.

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88 Venârivè
Minor and Local Gods Some Demi-Gods
In addition to these major deities, there are a signifi-
cant number of other minor and local gods and higher Althar – The nine Judges of the High Archive,
beings worshipped by peoples across Venârivè (and servants of Save-K’nor, including Althea, the
beyond). Truthsayer, custodian of the Uhla.
These fall into three board groups: Askogen – Known as the Eyes of Kelenos, this
• demi-gods and saints – servants of the major demi-human son and hunting companion of
deities the god may manifest as a falcon.
• tribal deities and religions Dekejis – Black, neuter demonic cat servant of
• lost gods and deities. Naveh.
Klyss the Necromancer – Môrgath’s chief
Demi-Gods and Saints demonic servant; Lord of the Gulmôrvrin.
Demi-god is a broad term used to describe the higher Krasula – The Hunter of Sleep, a Gytevsha
beings who are servants of the major gods.  Some of (demonic servant) of Naveh; appears as small
these servants are described by more specific terms, male child with one eye pale blue, the other
such as angel and demon. dark black.
Saints are a particular group of beings, usually Maermal – Lord of Labour, a massive bronze ox
humans who have given extraordinary service to their and leading servant of Peoni / Eoni.
deity and who have been rewarded (it is believed) by Mendiz – Larani’s greatest servant, constable of
ascension to service on Yashain. The Laranian and Dòlithôr, who appears as a crimson winged
Peonian churches are the religions that most often lion.
recognise this practice, but the Sarajinian and Kelanan Njehu – Lord of the Whales, Sarajinian lord of
faiths also recognise great warriors and special groups tempests.
including the Elkyri and Avalir. Pameshlu – Agrik’s chief lieutenant.
Paridya - The shape-changing Collector of
Tribal Religions and Shamans Souls who serves Kelena/Kelenos; she may
Many tribal groups have their own unique set of manifest in human or leopard form.
beliefs, some of which are recognisably linked to the Sereniel – Judge of Stones, Siemist demi-god
sets of pantheons outlined above. of the Kúzhai.
A particular practice of many tribal religions is the Seven Hand-Maidens – Servants of Halea,
fusion of religious and magical practices through a including Elomia, Princess of Enterprise.
tribal shaman. Civilised peoples consider such min-
Sudelrhyn the Bearer of Loam – Ilvîran demi-
gling a sure sign of barbarism.
god; his role and activities are as unclear as
Lost Gods those of his patron.
Finally, legends and tales recognise some deities who Sugata – Prophet and Ascended One of the god
are no longer worshipped or venerated, but whose past Zarath.
and perhaps current existence is acknowledged.  They Sweldre – Prince of Stars, Siemist demi-god of
are known as the lost gods, those who were struck down the Sinái.
during the Natal Wars. Perhaps the most well-known of Tirrala – Handmaiden of Renewal, servant of
these is the god Eder, said to be trapped beneath the Peoni / Eoni, and patron of healers.
Gulf of Eder (the Ederwyn) and thus responsible for the Usnarl – Lord of Bears, Sarajinian protector of
appalling weather of that region. the weak, and the forests and wilds.
V’hir – Agrikan demons; eight orders.

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Venârivè 89
Churches
Many of the major deities have organised churches
operating across the region of Venârivè. The churches of
Larani (Varani), Peoni (Eoni), and Save-K’nor (Shavkan)
are the most widespread and structured. Agrikans and
Morgathans are proscribed in many western realms,
but hold high status in Azeryan and Dalkesh. Naveh’s
church is almost universally covert, except in Dalkesh.
Sarajin is principally worshipped by Ivinians; Kelenos
has Anzelôrian tribal roots, but was briefly popular in
the Azeryan Empire. Ilvir, Siem and Zarath’s churches
are minority religions, and are relatively unstructured.
Church Hierarchies
The organisation of the churches of Venârivè varies
greatly, but there are some similar ranks and customs.
All churches are divided into clergy and laity. The
former are the priests and priestesses, who organise
and administer the temples and devote their lives to
the service of the deity. The laity are simply the adher-
ents of the religion; they will have access to fewer of
the mysteries and will be unable to advance beyond a
certain point.
Indoctrination into the mysteries of a religion is
simultaneous with the accrual of additional responsi-
bilities and power. Most Venârian churches conceive
of their hierarchies as ‘circles’. Theoretically anyone
may be initiated into the rituals of the next circle, but
in practice such knowledge is jealously guarded. Few
laymen advance beyond the second circle.

Circle Offices
– Lay members
I Junior Acolyte, Orderial Brother/Sister
II Deacon, Mendicant, Senior Acolyte
III Temple Priest, Orderial Grandmaster
IV High Priest, Bishop
V Archbishop, Senior Bishop
VI Primate, Cardinal
VII Pontiff, Prophet (as appropriate)

Víthan Àgríkan Priest

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90 Venârivè
Pontificates Clerical orders
Several of the churches have pontificates or cen- Most religious orders are clerical in that they have a
tral authorities for the whole of Venârivè (and in some religious mission or purpose. In the Laranian and Agri-
cases all of Lýthia): kan churches these are ostensibly established for a par-
• Larani – Tengela, Trierzon ticular theological purpose, but just as often their real
• Peoni – Perna, Trierzon purpose is to arrange for the ownership and control of
• Save-K’nor – Berema, Emélrenè church lands and estates.
• Agrik – Lysara, Azeryan
• Morgath – Meokolis, Azeryan Military orders
• Halea – Helas, Karejia The churches of Agrik and Larani both also have
militant or fighting orders which are almost universally
• Zarath – Idepan, Mafan
sponsored by superior clerical orders. They provide
• Naveh – Manquideh, Dalkesh
a means of organising the ‘holy warriors’ which form
a key part of these faiths. In both cases, these orders
The churches of Sarajin, Ilvir, Siem, Kelana, and have evolved over the last few centuries into formidable
most other religions do not have a central pontificate. military enterprises.
Primacies
The more structured churches organise Venârivè
(and sometimes the rest of Lýthia) into primacies. Most
primacies relate to political boundaries, but in outlying
regions (such as Hârn), one primacy may cover several
realms. Conversely, some churches delineate several
primacies within large polities such as the Empire of
Azeryan.
Dalkéshi Navéhan
Bishoprics
The churches of Larani and Agrik have a
hierarchy of bishops beneath the primacies;
most other churches do not.
Temple Priests
The foundation of most churches is the
temple priest. Usually there is a head priest
with overall responsibility, and a number
of others with various duties and areas of
responsibility.
Religious Orders
Some churches organise some or all of
their activities through religious orders in
addition to their mainstream hierarchy. The
Laranian and Agrikan churches have the
most complex arrangements with a multiplic-
ity of orders. Other churches have only one
or two orders across the whole region – most
notably the churches of Halea, Morgath, and
Peoni. The ‘church’ of Ilvir is actually little
more than a collection of such orders, with
almost nothing in the way of mainstream
hierarchy, while the Church of Sarajin is
focussed on a clan-based priesthood.

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Venârivè 91
Those possessing psionic talents are often them-

T
selves unaware of this fact and commonly have little
or no control over them. A fortunate few are located
he Arcane by those knowledgeable in such things and are able to
The practice of magic is an ancient art. The Earth- learn a suitable degree of control
masters had knowledge of arcane lore long before their The abilities themselves are quite varied and include
enigmatic disappearance nearly 16,000 years ago. The such powers as telepathy, clairvoyance, and levitation.
elder folk (including the Sinái and Kúzhai) were magic- Some abilities are more common than others, with
users millennia ago. Even human knowledge of magic some seemingly unique.
is extremely ancient; it appears some humans were
engaged in the arcane arts millennia ago. Divination
The existence of such forces is almost universally Astrology, runemastery, tarotry, and other forms of
accepted. Even so, most of humanity has never actu- divination are practised throughout Venârivè. These
ally (knowingly) witnessed first-hand an occurrence of sciences are taken seriously and few doubt that accu-
magic. rate predictions are possible. Of the various forms of
A part of the Mangai structure of Venârivè, the Guild divination, astrology is the most highly regarded in
of Arcane Lore specialises in the study of things arcane much of Venârivè, with runemastery taking that posi-
and esoteric. While not limited to supernatural phe- tion in Ivinian cultures. It is common for a royal house-
nomenon, magic is a major focus of the guild, and they hold to employ a court astrologer.
are regarded by the general public as magical experts.
Shamanism
Wizardry Shamanism defies easy classification as it sits some-
Magic comes in many forms, but wizardry is what is what astride the religious/magical divide. The shaman
most often thought of when the term is used. The cen- utilises power and knowledge received/taken from the
tral tenet of wizardly magic on Kèthîra is called Pvarism. ethereal spirit realms. The effects tend to be themed
Pvarism means elementalism, and it is this worldview along natural lines.
that is most commonly accepted by the practitioners The practice is more common among the nomadic
of magic. and less ‘civilised’ peoples of Venârivè, but it is not
Throughout Venârivè a secret subset of the Guild of strictly limited to them.
Arcane Lore, the Shek-Pvar, regulate the use of spell- While the energies employed by shamans are simi-
casting. They police their own members and use their lar in many respects to those wielded by the wizards of
considerable power to keep the mysteries of magic the Shek-Pvar, wizards and shamans tend to view each
from the common people. See below for further details other with suspicion and mistrust.
of both the guild and the Shek-Pvar.

Alchemy
Alchemy is perhaps the most ubiquitous form of
magic in Venârivè. From the pvarist viewpoint, it is the
practice of manipulating the Elemental energies within
substances in order to create a desired effect. From a
practical point of view, it is mixing, crushing, heating,
and preparing ingredients to some purpose.
While the grand effects of the master alchemists
might be viewed with alarm and suspicion, a medicine
purchased from a local apothecary is rarely thought of
as magical in nature.

Mental Talents
Extraordinary mental talents, sometimes referred to
as psionics, are manifest in very few human beings.
When they are present in an individual it is common for
them to be overlooked or misunderstood.
Divine blessing, demonic curse, witchcraft, and luck
have all at one time or another been attributed to indi-
viduals with psionic talent.

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92 Venârivè
by definition, religious acts, and to engage in them is
Magic and Society considered a breach of temple priviledge (where such
The necessity of keeping certain types of knowledge practices are permited by legal churches), or is consid-
secret from the majority of the population is established ered to be witchcraft.
by the Libram of the Pantheon and many of the other Magic itself is not illegal in most regions. However,
religious tomes, such as the Dalkeshi Book of Life and the definition of witchcraft also includes the casting of
Death and the Kelazaydi of the Numec. All state that inimical spells. One who believes himself harmed by
the unbridled spread of knowledge once came near to malicious magic may charge his alleged tormentor.
destroying Keléstia. Among educated persons, knowl- Such charges are hard to prove. One of the purposes
edge is regarded as the ultimate power, and the right of the Guild of Arcane Lore is to defend members from
to have knowledge is something that must be earned. unwarranted legal action.
The concept of ‘worthiness to know’ is central to many
schools of thought across Venârivè (and indeed Lýthia). The Guild of Arcane Lore
It is commonly felt that if one person risks their life in The Guild of Arcane Lore is a loose association of
the pursuit of knowledge, or invests hours of research scholars whose study and practice involve esoteric
time, it is improper for someone else to be freely given knowledge. Some study magical phenomena and
such knowledge. This has led to an attitude among some practice magic, but many are only students
scholars whereby knowledge is treated as a commod- in obscure but mundane fields. The differences are
ity. It may be bought, sold, or bartered, but it is seldom sometimes unclear.
gifted. It should be noted that the information given on the
structure of arcane chantries applies almost equally to
Magic and Religion institutions of mundane lore. Western Lýthian univer-
There is a clear difference between magic and reli- sities are generally organised along similar lines, the
gion. A miracle is a religious event brought about by a principal difference being the subjects of study.
god, demon, or demi-god, with or without the request
of a lesser agent (a priest). Miracles are not performed Origins and Development
by men; they come from the gods. Little or no skill No universal history of the Guild of Arcane Lore has
is needed to obtain divine intervention. Magic, on the ever been kept. Arcanists are individualists. While many
other hand, is caused by the manipulation of non- loremasters have kept private journals, few have even
sentient forces by a skilled practitioner and requires no attempted to compile a record of the guild.
divine participation.
Sorcerers, astrologers, runemasters, and their vari-
This distinction is very important. It is exceedingly ous colleges have been delving into their obscure fields
improper to refer to a miracle as a spell, or vice versa. since prehistoric times. Many chantries predate the for-
The Guild of Arcane Lore is concerned with magic, but mation of the guild, and many arcanists existed before
has nothing to do with religion, which is the preroga- anyone though of chantries.
tive of the churches. While there are individuals (such
The organisation of the guild was an evolution rather
as shamans) who may pass off their spells as miracles,
than a specific event. The fifth century TR saw guilds
such frauds are generally held in contempt, if not vig-
throughout Lýthia gradually brought into a joint associ-
orously persecuted. Theology is a proper subject of
ation known as the Mangai. In some regions the forma-
study for members of the Guild of Arcane Lore, and
tion of the Guild of Arcane Lore had already occurred;
for mundane scholars as well, but the ability to perform
in other regions the establishment of the Mangai was
miracles is not regarded as a sign of learning or skill.
the impetus needed to bring it about. Legislation per-
Psionic talents are not generally considered to be taining to the Mangai offered legal recognition of guild
examples of divine intervention, although there are rights and privileges. Arcanists, often the subject of
a few clergy who consider them god-given. Since it outside interference, quickly perceived the advantage
requires skill, usually acquired through years of prac- of communal security.
tice, to properly employ native psionic talents, they are
In tr526, a conclave of arcanists was convened in
generally regarded as being within the sphere of arcane
Berema at the behest of the Shek-Pvar of Hârn and
lore. Possession of a usable or reliable talent may be
Emélrenè who had been reasonably well organised
the easiest criterion for entry into the guild.
since the first century BT. The conclave wrote the guild
charter, and it was quietly approved by the Mangai and
Legal Constraints various Lýthian governments within three decades. It
An important distinction between magic and religion
took somewhat longer to convince all the independent
is legality. In many regions, it is illegal to conjure or
chantries to join an organisation based at Berema, but
consort with demons or ‘dispose of souls’. These are,
the charter threatened no-one’s autonomy and allowed

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Venârivè 93
for the formation of regional divisions. The most sig- Guild ranks
nificant of these is the eastern region of Lýthia, which The following ranks identify a scholar’s abilities
is headquartered at Kotyn in Molkûra. within his or her field:
There is relatively little contact between east and • Mavar – apprentice (2-9 years study)
west. The two major divisions meet separately, although • Satia mavar – senior apprentice
each sends delegates to the other’s conclaves. Within (3-5 years study)
the guild, there is a movement to re-establish overall • Shenâva – journeyman / junior master
headquarters at or near Hacherdad, which is far closer (5+ years study)
to the geographical centre of the continent, but few
• Viran – master
arcanists see much point to such a move.
Honorary awards are sometimes made for politi-
Central Organs of the Guild cal reasons, and it is sometimes possible to purchase
or otherwise obtain one without meeting the normal
The guild maintains a central administration at the
requirements. The status of ranks also varies by region.
chantry in Berema. Here are registered all recognised
In some places, a satia mavar is a highly respected
chantries and secret orders. The Berema chantry is
scholar. In others, he is regarded as a ‘mere student’.
the site of the Berema Conclave. Each chantry and
registered order may send a delegate to the conclave, The subject of study is usually appended to the rank;
although many do not bother. Conclaves convene on a master of alchemy, for example, would be referred to
the 6th of Agrazhar every six years, and generally last as a viran of alchemy.
six days. The next is scheduled for tr724. See Hârnmaster Gold: Shek-Pvar for further details
The conclave elects a new grand guildmaster (and of the organisation and ranks of the Shek-Pvar and the
deputy) to take charge of central administration, but Guild of Arcane Lore.
the conclave is as much a social gathering. The few Promotion and credentials
important decisions that are reached are made behind When a teacher deems that one of his or her stu-
the scenes. The most important function of the con- dents is learned enough, they may promote them to
clave is to allow masters to exchange notes. Many of the next rank. They may not grant degrees higher than
the arcanists who come from all over Lýthia, with or their own.
without delegate status, are there to consult with their A teacher who is a permanent resident of a chantry,
peers rather than to conduct guild business. however, forfeits the right to grant awards. Instead they
submit a petition for advancement to the chantry coun-
Organisation of the Guild cil. In some cases the teacher’s affirmation that the stu-
The charter of the Guild of Arcane Lore is designed dent is ready will suffice; in other cases the student may
to establish legal and customary rights for its members. be examined to test his or her competence. If the peti-
Qualification for membership is discretionary, and var- tion is rejected, most chantries will entertain another
ies greatly from one region to another. Structure is a application after a specified waiting period, usually two
matter of local custom and expedience. years. Some chantries limit the number of petitions
Chapters or chantries that may be submitted on a student’s behalf.
The basic organisational unit of the guild is the Ranks are only as good as the authority granting
chapter or chantry. The presence of a chantry in a town them. Chantries generally have the highest stand-
may be unknown to virtually the entire population. Most ards, but some independent scholars command great
chantries are located outside population centres, in respect.
pastoral or wilderness settings where the cost of prop- When a chantry grants advancement, the recipient
erty is low and there are few distractions. See Appendix is given a document identifying him or her with the
II for a list of all the major chantries of Venârivè, of the issuing chantry, and declaring their status. A fee is usu-
Guild of Arcane Lore and of the convocations of the ally charged for this service. These credentials are pre-
Shek-Pvar. sented at a ceremony before the assembled chantry. A
scholar who is granted a rank by a chantry is thence-
forth deemed to be a member of that chantry.

Badge of the Guild of


Arcane Lore

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94 Venârivè
Fees for arcane education chantries the residents elect council members; in oth-
The fees charged for an arcane education vary ers it is a self-appointing body. All council members
greatly, according to what the market will bear. Bet- must be of at least shenava rank.
ter teachers may charge 10 to 300 percent more than Most councils meet monthly, quarterly, or yearly.
average, but the following costs of education are typi- Many council meetings are extraordinary, called to fill
cal for independent teachers: a vacant office or deal with a crisis. In most chantries,
any council member may call a meeting if they per-
ceive a need.
Teacher Fees
Satia mavar 1¾d / day or 42d per month Officers
A chantry council has the right to delegate authority,
Shenâva 3½d / day or 84d per month
which is generally exercised in proportion to the size of
Viran 7d / day or 168d per month the chantry. The council may define powers and ten-
ure, set fees, create and abolish offices, and appoint or
Chantry or superior teacher: add 10-300% dismiss any person to fill these offices.
Advancement ceremony and diploma: 36-240d
Seneschal
Room and board at chantry: 60-120d/month
Most councils will appoint some kind of manager,
usually called a seneschal, chaptermaster, or guildmas-
ter. They may be a scribe, a former teacher, a litigant,
Chantry Organisation or have a background in any of a dozen fields. What-
A chantry is a community of scholars who have ever their title, they are the chief administrative officer
banded together for reasons of mutual security and of the chantry. They are generally subject to dismissal
communal economy. A chantry also serves as a social at the whim of the council if they do not perform.
club, meeting place, and hostel for transient mem-
bers. The member’s lounge is permitted to serve food Other officers
and refreshments, and is often the scene of numerous The size of the administrative staff of a chantry var-
(usually quiet) conversations. ies with population. Most have housekeeping staff,
A chantry has two kinds of members: residents although many require the students to cook and clean.
and members at large. Anyone receiving a degree of A few wealthy chantries have dozens of staff members,
advancement from a chantry automatically becomes a including litigants to liaise with the outside world, mer-
member at large of that chantry. A member at large has cenaries to protect the premises, physicians, chaplains,
few tangible obligations to their chantry. Most return and so forth.
periodically to visit and make donations, but there is no
Dues and funding
way to enforce this duty.
The charters of most chantries have guidelines for
Resident masters are shenava and virana whose
fund raising which vary widely in their provisions, from
principal home is the chantry building. Residents usu-
voluntary donations to a set percentage of residents’
ally teach, and pay their rents by allowing a chantry a
income. Most chantries take half of tuition income.
percentage of their tuition income. Some residents are
The other major source of income is endowments from
wealthy and simply pay rent. Large chantries are the
wealthy outsiders, usually sought in exchange for edu-
exception rather than the rule – most have less than a
cating their children.
dozen resident masters and fewer than thirty students.
Most residents are unmarried, sometimes celibate, Chantry compound
and dwell in the chantry because it provides an eco- The typical chantry includes quarters and sanc-
nomical environment conducive to study and allows tums for resident masters, chambers and dormitories
the pooling of resources and the exchange of ideas. for transients and students, a kitchen, and a great hall
The staff provide for the members’ needs, reminding or lounge. There is often accommodation for a guard
them to eat and sleep, and provide them with a tenu- detachment and servants’ quarters. Most chantries
ous link to the outside world. have archives or vaults containing both individual and
The supreme authority in a chantry is the chantry communal property. The facilities are limited by the
council, known variously as the board of governors, wealth of the chantry and its resident members, and
board of syndics, the chapter council or any of a dozen the imagination of the seneschal and staff.
other titles. In a small chantry (which includes most),
all resident members may be on the chantry council.
In a large institution, this is rarely the case; councils
seldom have more than six or seven members. In some

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Venârivè 95
Secret Societies Amongst the largest of the secret orders is the Order
A large number of secret societies exist within the of the Gentle White Hand, headquartered in the Cherafir
Guild of Arcane Lore. These are semi-formal asso- chantry on Melderyn. Comprised of masters of various
ciations of individuals with specific objectives, or who disciplines, its purpose is to ensure the maintenance of
share a common school of thought. A society with at the interests of the guild, including the enforcement of
least six members, or four virana, may be registered the Laws of the Shek-Pvar (see below).
with the central guild. There is no limit to the number A similar organisation exists in the Venârian Sea
of societies to which a member may belong, although region, the Order of the Oleander Petal, which is
some require that their members belong to no other based at Hacherdad, at the ‘grey’ chantry in that city.
group. The nearby Order of the Reluctant, based at Natha in
Dalkesh, continues the tradition of control over magi-
cal power established by the Dalken emperor Bashwar
III, the Reluctant. Finally, the Order of the Silent Way,
based in Mokora, guards against a return of the mage-
princes that nearly destroyed the region.

Shèk-Pvâr Researching
Arcane Lore

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96 Venârivè
The Shek-Pvar Shek-Pvar Chantries
Each convocation has its own chantries where
The Shek-Pvar (Sorcerers’ Guild) is a secretive
members may study, learn, and practise magic in rela-
branch of the Guild of Arcane Lore. Sometimes referred
tive security. Each chantry is governed by a Council of
to as secret societies, each of the six convocations of
Mages, but is administered by a seneschal, perhaps a
the Shek-Pvar is a separate discipline and maintains
Shenava, but often not a mage at all. The seneschal’s
its own chantries. Members may reside in or study in
staff consists of apprentices, those who wish to be
chantries of arcane lore, especially where chantries of
apprentices, and perhaps a few servants who lack the
their own convocations are not available.
superstitious fear to avoid the place. See Appendix II for
The Shek-Pvar are, in fact, much older than the
a list of all the major Chantries of the convocations of
Guild of Arcane Lore, and the various societies and
the Shek-Pvar.
chantries of the Shek-Pvar have come to use the guild
as the ‘public face’ on their activities. Laws of the Shek-Pvar
The following laws were composed in the period
Pvarism around tr100, when a number of incidents involving
The Shek-Pvar subscribe to a doctrine called Pvar-
Shek-Pvar (most notably Lothrim the Foulspawner,
ism. This doctrine perceives and describes Keléstia
but also Eliadh al Tawus ‘the Assassin’, and several
(everything that exists) in terms of six key elemen-
Dalken sorcerer-emperors) led to the guild seeking
tal principles: air, fire, metal, earth, water and spirit.
greater control of its members for the protection of all.
Because manipulation of these elements imposed
By the mid-third century these laws were being tightly
unique demands upon the mind and body, six schools
enforced across all of Venârivè.
of arcane lore evolved, each stressing one of the ele-
I. Bring not the scorn of the Kvikir (ordinary folk)
ments. The earliest schools seem to date from around
upon thy brothers, nor make with thyne art a place for
bt1500.
thyself above them.
The first Pvarists believed that everything was lit-
II. Spread not thy lore, even among thy brothers,
erally composed of one or more of the six basic ele-
without sanction of thy peers.
ments. This simplistic belief evolved over the centu-
ries and most Shek-Pvar now view the six elements as III. Keep sacred and free from harm, thy house of
mental templates which enable the mind to grasp and lore (chantry).
manipulate complex arcane forces. For example, when IV. Succour not a renegade of the art, but strike
referring to earth, Fyvrian Shek-Pvar now mean far him down with thy power, else summon brothers to
more than the dirt beneath people’s feet; they include thyne aid.
all natural cycles of birth and growth, death and decay. V. Make tithe to thy house (chantry) a portion of
The convocations of Pvarism are: thyne arcane treasure to thy brothers’ benefit.
Lyahvi – Air; Light, Illusion, Etherealness; Red.
Peleahn – Fire; Heat, Action, Dryness; Orange. It is the duty of all members of the Shek-Pvar to
Jmorvi – Metal; Metals, Minerals, Artifice; Yellow. enforce the laws, but generally special societies, such
as the Order of the Gentle White Hand and the Order
Fyvria – Earth; Birth, Growth, Death, Decay; Green.
of the Oleander Petal, will initiate action.
Odivshe – Water; Cold, Darkness, Moisture; Blue.
Savorya – Spirit; Knowledge, Mind, Psionic; Violet.
Neutral – All convocations combined; Grey.

For more details on the mechanics of Pvaric magic,


see Hârnmaster Gold: Shek-Pvar.

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Venârivè 97

R egions and Realms


Venârivè can be broadly divided into the following
areas:
• Ivinia and the Sea of Ivae • the Venârian Sea and its eastern coasts, includ-
• Hârbáal and the Gulf of Shôrkýnè ing the Karejian islands and Hacherdad
• The northern lands of Hurisea, Quârphor, Altor, • Ketârh and the Beshakan Desert
and Reksyna • Dalkesh
• the island of Hârn and the Gulf of Ederwyn • Chogoro and Mafan
• the Shôrkýnè and Trierzon regions, including • Northern Anzelôria, including Byria, Pechalar,
the kingdoms of Shôrkýnè, Emélrenè, Palíthanè, Tuvara, Arlanto, and Thonia
and Trierzon • Hepekeria, including the Korlic Coast, Dalanya,
• Azeryan and surrounding regions, including Xeria, and Falânia.
Lankor and Gothmir
• Ûmélria, including the Ûmélrian Mountains

Major Regions
Ivínia Áltôr
Hârn of Venârivè
HârbáalQuârphor Reksýna
Shôrkýnè
Ûmélria
Edêrwyn Tríerzòn Góthmîr Ketârh
Ázeryàn
Karéjia Hácherdad
Hèpekéria Venârian sea
Béshakan
Býria Dalkésh
Thónia Mafán
Chogôro
Anzelôria

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98 Venârivè
Almost all members of society, thrall or freeman,
Ivinia and the Sea of Ivae belong to a clan. Members of a clan are expected to
Ivinia is the northwestern fringe of Lýthia, dominated help each other when in need or under threat. The clan
by Ivae, a large island with several mountain ranges is responsible for the care and security of orphans, the
and many fjords and rivers. The Chazarian and Pergen young, the old, and the sick. The clanhead is termed
seas separate Ivae from the mainland. To the northeast the valhakar. He is assisted in clan government by the
is the island of Evolyn. Hutheng is a volcanic island to thrangaad, a council of all males possessing three or
the northwest in the Sea of Elkyri, while the Rogna and more wives.
Tâvu islands lie in the Sea of Ivae to the southwest. To Ivinians are amongst the most patriarchal of all
the north of Ivae is the circumpolar Sea of Ítikîr. societies of Venârivè. Despite this the particular
The Megeleburin range dominates the northwest- institution of shield-maidens provides some women
ern regions of Ivae. The Kejelrian Mountains divide the with special status. Ivinians also practise their own form
island southwest to northeast, while the Elegrin and of slavery: thraldom.
Purna mountains are in northern Kuzjera. Ivinian is the common language of the region, but
There are several ancient Earthmaster sites in Ivinia, the Kúzhai speak their own tongue (Kúzhan), as do the
including Maruchom on the islands of Lokis, Korko- Yarili. The culture of the Ivinians derives much from
rum by Lake Ujim, and Xyryam high in the Kejelrian ancient Kúzhan and Yarili practices; although modern
Mountains. Ivinians are unlikely to acknowledge this.
Ivinian Society Religion
The worship of Sarajin is almost universal amongst
History and government the Ivinians. There are, however, small numbers of
Ivinia is the homeland of the Ivinians, who have worshippers of other gods; there has been a tendency
planted colonies as far away as Hepekeria and the towards greater religious diversity over the last century.
Venârian Sea. The Ivinians have been the dominant Agrik and Larani are the most popular foreign gods,
culture of the region for centuries, but have been while Peoni is acknowledged by some. Ivinians are gen-
heavily influenced by the previous inhabitants, the erally religiously tolerant, and very pragmatic in their
Kúzhai and Yarili. religious beliefs.
There are fourteen human kingdoms in Ivinia, The Kúzhai of Ivinia venerate Siem, and in particular
although five are very small and another five constitute the demi-god Sereniel. Yarili beliefs encompass a
the great-kingdom of Seldenbaal. Ibanvaal is the mixture of Sarajinian and other worship, including of
most aggressively expansive of the Ivinian realms, Siem and Ilvir.
albeit checked by an alliance between Seldenbaal and
Jarenmark. As a consequence Ibanvaal has turned Military
westwards in search of unfettered access to the sea, The Ivinians are a martial people. Most men and a
and invaded Menglana in tr718. good many women are trained at arms, and most clans
Ivinia is also home to the small Kúzhan kingdom of can raise several warriors. Powerful clans will have a
Kuzjera, and groups of tribal Yarili. standing force of warriors known as husgaran (house-
carls). Leading clans will also have a warboat or even a
Patterns of settlement longship/dragonship.
Most of the good land in Ivinia is held by eighty-three
greatclans organised into clan domains (thranaal), each
of which contains a central thran, vathran, or town. The
tributary relationships of these holdings form the king-
doms and great-kingdoms of the region.
Society, culture and language
While their clan is central to the lives of all the peoples
of Venârivè, this is especially so for the Ivinians. The clan
is the focus of virtually all economic and social activity,
underpinned by vendetta law, a system of honour (the
Ljarl), and shared religious beliefs. The concept of clan
is broad, and includes not only kinsmen by birth but
also others who join the clan by adoption or marriage.

Arms of Vâtanal Bjan alrí


Hârgelsen of Séldenbàal

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Venârivè 99
Realms of Ivinia Kingdom of Menglana
Ruler: King Hlanakar III Stahler
Great-Kingdom of Seldenbaal
Foundation: tr344
Ruler: Great-King Bjan Hargelsen
Government Type: Tributary Monarchy
Foundation: tr106, tr652 (great-kingdom)
Population: 107,000
Government Type: Tributary Great-kingdom
Kingdom of the north and west; currently at war with
Population: 245,000
Ibanvaal. In tr718 the thran of Froyby fell to Ibanvaal.
Seldenbaal is a confederation of five kingdoms. The Menglana faces internal friction as well as an immanent
great-king is elected from amongst the five kings. The external threat.
kingdoms and their respective rulers are:
Menglana’s largest settlement is Vulenheim (4,500;
• Seldenbaal – King Varaal II Ulandasen Mk 4). Its ruling clan’s vathran is Pelyn (940; Mk 2).
• Balisheim – King Stavaar Dangeld
• Lokemheim – King Bjan Hargelsen Great-Kingdom of Govyna
(also great-king of Seldenbaal) Ruler: Great-King Arlis Ulfesen
• Gilbenmark – King Harlmaar Ivyrsen Foundation: tr310; tr652 (great-kingdom)
• Gelemar – King Jarag II Gelem Government Type: Tributary Great-kingdom
The major settlements of Seldenbaal are Fûhreling Population: 103,000
(9,800; Mk 6) in Seldenbaal, Beleka (5,200; Mk 5) in The constituent kingdoms of Govyna include:
Balisheim, and Suteling (1,100; Mk 4) in Lokemheim. • Gildaar – King Parlak Gilsen (Gildin)
• Pergenmark – King Matti Pelsen (Lotenheim)
Kingdom of Ibanvaal
Govyna also has colonies extending around the
Ruler: King Osidar Dagen
Pergen Sea and into Altor. The leading settlement of
Foundation: tr382
Govyna is Rosby (900; Mk 5).
Government Type: Tributary Monarchy
Population: 158,000 Kingdom of Jarenmark
The second most populous kingdom of Ivinia is Ruler: King Lygen Klabesel
currently ruled by clan Dagen of Dâgenborg. Ibanvaal Foundation: bt580; re-founded tr290.
may be the most autocratic, and is certainly the most Government Type: Tributary Monarchy
aggressive, kingdom in the region. King Osidar toler- Population: 52,000
ates no opposition from tributary clans and maintains a Jarenmark is a large kingdom with growing main-
firm hold on revenues gleaned from his domain, partic- land holdings, including colonies in Altor and Huri-
ularly the towns of Harling and Pelby. Ibanvaal is pres- sea. Its key settlement is Jarehm (7,400; Mk 5) on the
ently engaged in a war with the Kingdom of Menglana island of Bajel.
to the west. Jarenmarkers revere their ancient hero Jaren
Ibanvaal’s major settlements are Pelby (5,900; Cerethys, a Yarili chieftain who united the island of
Mk 5), Harling (3,700; Mk 5), and Dâgenborg (1,900; Bajel against invading Ivini in bt580. Despite this, mod-
Mk 2). ern Jarenmarkers are not largely different from other
Ivinians.

Arms of Tánal Ósidar alrí Arms of Tánal Lýgen alrí


Dâgen of Íbanvaal. Klabésel of Járenmark..

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100 Venârivè
Kingdom of Beshea Kingdom of Kuzjera
Ruler: King Hadur Hibjar Ruler: King Inkanar Zynahul
Foundation: tr267 Foundation: bt6,700
Government Type: Petty Monarchy Government Type: Tributary/Feudal Monarchy
Population: 4,400 Population: 4,600 (including 600 humans)
Small independent kingdom between Seldenbaal The Kúzhan kingdom of Kuzjera has two cities, Kon-
and Ibanvaal. It has survived by playing its two larger dasgel (3,100) and Harhakeim (1,500), connected by
neighbours off against each other. It is a haven for ban- underground tunnels.
dits and political refugees.
Yarili Tribes of Ivinia
Kingdom of Eldeskaal Population: 24,000
Ruler: King Paal Beldesa Government Type: Tribal
Foundation: c. tr235 Nomadic Yarili tribes are scattered across the island,
Government Type: Petty Monarchy living in clans of ten to sixty members. They trade furs
Population: 6,000 and other goods with the Ivinians, and some also have
Eldeskaal is a small religious kingdom in northern connections with the Kúzhai and Centaurin.
Ivinia. Its major settlement is Molima (432; Mk 2), the Centaurin of Ivinia
location of the annual three-day religious festival on
Population: 1,200
nearby Mount Ilbengaad. The head of clan Beldesa is
Government Type: Tribal
the closest that the Sarajinian religion has to a pontiff,
but the clan has never made any attempt to claim Northern centaurin have a fine, dense fur on their
dominance of the church, or to codify doctrine. upper (human) torsos. The Ivinian centaurin are
extremely shy, and live only in the wildest northern
Kingdom of Lokis regions where few humans are ever seen; their only
Ruler: King Kalgis Thoryn interaction is with the few Yarili in this area.
Foundation: tr316
Government Type: Petty Monarchy
Population: 1,400
This small religious kingdom in the western Sea of
Elkyri is the location of the Oracle of Lokis, famous
across Ivinia and the north. The castle of Lokis (380;
Mk 1), is the kingdom’s only major settlement.
Kingdom of Rogna
Ruler: King Haakis Turensyn
Foundation: tr480 (independence)
Government Type: Tributary Monarchy
Population: 22,000
Rogna is a small kingdom on the Elkyri islands,
once part of Menglana. Its major settlement is Coselin
(1,200; Mk 2).
Kingdom of Tâvu
Ruler: King Odrin Aalden
Foundation: tr638
Government Type: Petty-Monarchy
Population: 1,200
Tâvu’s wealth is based on little other than piracy; it
is essentially a raiding base. The pirates of Tâvu are
notorious and much feared across the region.

Ivínian
Husgâran

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Venârivè 101
There are five major towns in Hârbáal, with one
Hârbáal and the Gulf of Shôrkýnè other settlement (Enpedon) close to being a town:
Hârbáal lies on the mainland of Lýthia south of • Ifane (14,300; Mk 6) in Avastran. Ifane is also the
Ivae, and is defined by the Hârbáal Alps that separate seat of the great-king.
it from the lands to the east. Off the coast in the Gulf of • Genja (9,200; Mk 4) in Gavrios.
Hârbáal are a number of islands. To the south lies the
• Leden (8,000; Mk 4) in Ledenheim.
Gulf of Shôrkýnè, with several significant islands, the
• Varkenheim (6,000; Mk 5) in Ánvâl.
largest of which is Chel.
• Kereon (4,300; Mk 4) in Ketania.
The great-kingdom of Hârbáal dominates this
region. The islands of Chel and Techel are part of the • Enpedon (1,200; Mk 4) in Padona.
independent constitutional monarchy of Chelemby.
Techel has an ancient Earthmaster site (Dinibor). There are a total of 831 freeholds spread across the
Deep in the Hârbáal Alps is Hlejis, an Earthmaster 12 kingdoms and 34 thranaals.
site inhabited by gârgún from Hârn. Society, culture and language
The languages spoken in Hârbáal are Hârbáaler, Hârbáal’s culture is a mix of Ivinian and native Yârla
a dialect of Ivinian, Cheler, a related language with and Alti practices, beliefs, and norms. Its social struc-
its own idiom, and Yârla, the language of the native tures and legal system are largely based on Ivinian
Jarind people. Some Quarphic is spoken in eastern norms, but influenced by Jarind and increasingly by
Ledenheim. feudal practices.
Great-Kingdom of Hârbáal Religion
Ruler: Great-King Tralis Elendy Most Hârbáalers worship Sarajin, but a not
Foundation: tr673 insignificant number are devotees of Agrik. There is
Government Type: Tributary great-kingdom growing influence by the churches of Larani and Halea,
Population: 625,000 while the Peonians have reasonable influence in rural
areas. Hârbáalers are religiously tolerant; no religion
Hârbáal is a confederation of twelve kingdoms.
is proscribed, although the worship of Morgath and
It became a unified realm less than fifty years ago,
Naveh are unofficially suppressed.
following a campaign of conquest by clan Elendy
which began in response to Ivinian interference in The Yârla tribes have their own beliefs. These
Lytheim, a small kingdom in central Harbaal. Prior to typically combine worship of an aspect of Peoni with
this the various Hârbáaler kingdoms were regularly at elements of Sarajinian worship. Some tribes also retain
war with one another and with nearby states in Ivinia the worship of gods which may be Ilvir or Siem.
and Shorkyne. Military
The sub-kingdoms of Hârbáal and their rulers are: Each great clan maintains a force of husgaran
• Ánvâl – King Holeni III Varken (house-carls). There are approximately 12,000
• Avastran – King Lerden Elendy (son of the great- husgaran across the great-kingdom; approximately a
king) quarter will be trained in mounted combat. Hârbáal is
• Elgosia and Glidwaal – King Bakara Gos slowly adopting the military techniques of the feudal
• Ketania – King Ibra Paraden realms to the south.
• Gatenlund – King Liad Gathsen Apart from these professional soliders, around
• Gavrios – King Oljia Marensen a tenth of Hârbáaler clansmen – around 60,000
• Geltheim – King Kaivi Geltsen individuals – are skilled at arms. Local militias swell this
• Ledenheim – King Kolvis Ledensen military capability to over 100,000, although most of
this is localised.
• Lytheim – King Kanden Rustel
Each subordinate kingdom owes the great-king a
• Padona – King Sandal Pelanby
certain number of troops and longboats. In total the
• Saliom – King Bjar Stahlin
national muster is around 16,000 medium and light
• Tonanby – King Astrilan Guiline foot, with 280 longships. Local disputes and feuds are,
Patterns of settlement however, likely to mean that such a formidable force
The twelve kingdoms are further subdivided into will never be assembled in one place.
thirty-four thranaals, each controlled by a great clan.
Each thranaal has a major settlement, either a town,
keep, castle, or vathran. Each thranaal is composed
of a number of freeholds (valaren), held by freeclans
(valari).

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102 Venârivè
Kingdom of Chelemby posts (kantehusen) all across Venârivè. See Appendix
Ruler: King Sirnen Aemon VII: Cheler K antehusen for a list of these outposts.
Foundation: tr461 Religion
Government Type: Constitutional Monarchy As with most peoples influenced by Ivinian culture,
Population: 49,000 the Cheler are generally religiously tolerant. Sarajinian-
ism is widespread, but Larani, Agrik, and Halea have
History and government significant numbers of followers.
Chelemby is a constitutional monarchy, founded in
tr461 by a syndicate of clans. It is ruled by a king and Military
fifty-seven noble clans. Chelemby relies on the effectiveness of its clan-
Chelemby is under constant threat from its based militias, supplemented by a small but highly
much larger neighbour, Hârbáal, which has twice skilled standing army. The standing army includes six
unsuccessfully attempted conquest. The Cheler have hundred royal guardsmen, and two hundred garrison
maintained their independence principally through troops. The total theoretical maximum forces are 2,500
outstanding seamanship; they are amongst the best front-line troops, and an additional 9,800 militia – but
shipwrights in the world. They have more recently it is unlikely this number could actually be assembled.
strengthened their position through an alliance with the Of the first line troops, eight hundred are
formidable realm of Emélrenè. incorporated into the standing forces, nine hundred
are husgaran (house-carls), and another eight hundred
Patterns of settlement or so serve on naval or merchant vessels.
The kingdom’s largest settlement, Chelemby City
Chelemby’s real defence lies in its navy. The
(22,000; Mk 7), is the largest urban settlement in the
kingdom has one of the most advanced shipping fleets
north. Its two other important settlements are Evanekin
in the world, and works hard to maintain her edge over
and Koladis, which are semi-urban.
Hârbáal. Since tr675, shipbuilding has been a national
The island is divided into three districts (antanalari), monopoly, and shipping innovation has been pushed
and 104 estates (nalari). hard, leading to the rapid adoption of the dak and the
Society, culture and language karune. The state’s mercantile concessions ensure
The Cheler culture has much in common with that of the maintenance of a standing fleet of twenty of these
Hârbáal, but with cosmopolitan influences from across vessels, but Chelemby has a wider fleet of seventy-
Venârivè. The Cheler live by trade; they have trade out- two vessels which could be pressed into service in an
emergency.

Chéler
Karúnè

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Venârivè 103
Other Hurisean Principalities
The Northern Lands Government Types: Principalities and Colonies
Stretching eastward from Hârbáal lie the regions
Population: 83,500 (251 small-holdings)
of Hurisea, Quârphor, Altor and Reksyna. These are
broad plains and forest lands, crossed with rivers and The other major Hurisean hatalen and their rulers
lightly inhabited. are:
• Antol (pop. 17,000) – Prince Kastin Daldranos
• Chêgen (pop. 8,500) – Governor Raldrin Tabin
Hurisea (Western Quârphor) • Dechen (pop. 7,000) – Prince Tory Urpath
Hurisea is the western part of Quârphor. It is a land • Ekedon (pop. 6,500) – Prince Misen Felganes
of rivers and marshes. The mighty Tîrga River flows • Fîgend (pop. 1,300) – Governor Alses Pelstrom
through this area to the Gulf of Shôrkýnè. The Cheb • Helgen (pop. 16,500) – Governor Peln Ledensen
Mountains separate Hurisea from Quârphor, while the • Jondes (pop. 10,230) – Prince Yarus II Parasal
Tilame Mountains separate the region from Shôrkýnè. • Ogened (pop. 6,500) – Governor Hastin Gavar-
Many small principalities (hatalen) dot this region; ines
eleven major and more than fifty smaller ones. • Ponel (pop. 7,300) – Prince Suren II Ponelsen
Hurisean is a language related to Quarphic, but • Unten (pop. 1,600) – Governor Binen Pelstrom
influenced by Shorka, Hârbáaler, and Ivinian.
Two of these principalities are held by Shorkyni mag-
Realms of Hurisea nates from clans Tabin and Gavarines; one is control-
Hurisea is a complex mosaic of independent and led by the Hârbáaler clan Ledensen, and another two
semi-independent states. by the Jarenmarker clan Pelstrom.
There are 490 small-holdings in Hurisea, each
with an average of 3,000 to 5,000 acres of cropland Independent Hatalen
and pasture centred on one or more forts, manors or Government Type: Independent Principalities
small thrans. About a quarter of the small-holdings Population: 46,200 (143 small-holdings)
are independent, although alliances among them are There are a further fifty-four independent
common and many clans have several small-holds. principalities in Hurisea, each of which encompass at
Many powers, domestic and foreign, are striving for most four small-holdings.
hegemony in Hurisea, but each is most concerned with
preventing others from achieving it. The native states
are, for the most part, independent-minded, jealous of
their borders, suspicious of outsiders, adept at forming
secret alliances, and almost equally adept at breaking
them. Hurisean politics is a complex game, with high
stakes.
Beldira
Ruler: Autarch Mirda Elofen
Foundation: tr348
Government Type: Tributary Oligarchy
Population: 47,500 (96 small-holdings)
Beldira is the most powerful of the Hurisean
principalities. The town of Beldira (15,500; Mk 5), the
largest in all of Quârphor and a major trade centre,
was founded by a group of Azeryani merchants and
Hurisean clans with the support of the Mangai. It is
located on a group of islands on the Tîrga River, near
the confluence with the Densey River.
The principality is ruled by an oligarchy of five trad-
ing clans: Elofen, Handar, Tralani, Bisel, and Jondy.
The heads of these clans elect a tarnis (autarch) every
seven years.
Huriséan
Prince

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104 Venârivè
Kvarfent receives tribute from a number of smaller
Quârphor settlements and rural landholders, and is allied with a
Quârphor is a broad region of wooded and grassy range of Quarphic tribes.
plains watered by several great rivers, including the
Tîrga, Orly, Bavena and Akena. At its centre lie the Orlet
Chuar Highlands. Several centuries ago, the Quarph Ruler: Autarch Bulora Sakenki
lived further east, but they have been pushed ever west- Foundation: tr632
wards by the Reksyni. Government Type: Tributary Oligarchy
Quârphor is divided into tribal ranges and small Population: 56,000
states. Prominent Quarph settlements include Kvar- The independent trading town of Orlet (8,600;
fent, Orlet, Vâben, Tavhon (the principal settlement of Mk 5) lies at the confluence of the Orly and Bavena
Aulumon), and Ekenon. rivers. It has a significant Ivinian population, but is still
Quarphic, the dominant language of the region, has principally a Quarphic entity. Orlet’s people speak the
at least four distinct dialect-groups: western, southern, northern dialect of Quarphic. The town is ruled by
northern and eastern. Ivinian is also spoken in many an oligarchy of the leading clans, a small majority of
settlements. whom are of Quarphic background; they elect a tarnis
Religion in Quârphor is complex. Tribal Quarph tend (autarch) for a three-year term.
to worship a hierarchy of spirits, many of which take
Vâben
animal form when visiting the mortal world. Over all
Ruler: Prince Ivarchek Baveshi
of these preside two chief spirits, male and female,
respectively associated with the sun and the moon and Foundation: tr619
called Anulome and Diyel. Government Type: Tributary Principality
Temples to Anulome and Diyel are scattered across Population: 48,000
the villages and towns of Quârphor. Each of these tem- Vâben (5,700; Mk 4) lies on the upper reaches of
ples has a male and female priest who commune with the Bavena River, east of the Chuar Highlands. Its
the spirits and divine their responses. More often than population is still largely Quarph, although there are the
not, these priests are married to each other, as Anu- usual Ivinian immigrants. Vâben trades with Amlacht
lome is wed to Diyel. Most are small, but those at Orlet, and the Reksyni to the east. The Vabeners speak the
Vâben and Ekenon are well known and influential. A northern dialect of Quarphic. The hatal (prince) of
major temple also exists in the Chuar Highlands, which Vâben oversees a loose tributary confederation in the
can claim a measure of precedence. surrounding region. There is growing tension with
Other religions are making increasing inroads, how- Orlet.
ever. Sarajinian worship is increasingly influential in Aulumon (Protectorate)
settled locations, brought by the Ivinian settlers, and Ruler: Prince Aleksi Rovanesh
both the Agrikan and Laranian churches have growing
Foundation: tr706
numbers of adherents. There are even small numbers
Government Type: Tributary Protectorate
of Halean, Ilviran, and Save-K’noran worshippers.
Population: 27,000
Realms of Quârphor A client-state of the Grand Principality of Lankor,
There are several Quarphic states to the east of Huri- located near the confluence of the Galdiv and Tîrga
sea. Those with significant urban populations include: rivers. Its principal settlement Tavhon (2,300; Mk 3) is
located northwest of the confluence of the Galdiv and
Kvarfent Aulom rivers, for which the principality is named. The
Ruler: Prince Varlek Posaren Quarphic of this region speak the western dialect.
Foundation: tr572 Aulumon was created in tr706 following a series of
Government Type: Tributary Principality battles with Quarphic tribes from tr703-705. Lankor
Population: 6,000 provides substantial financial support to its prince so
The town of Kvarfent (2,100; Mk 4) is considerably that he can hire mercenaries to protect the principality
more important than its population might suggest. from tribesmen and other hostile states, including
It is the most significant settlement on the Tîrga Ekenon and Kvarfent.
between Beldira and Ekenon, and its location near
the confluence of the Tirga and Orly rivers gives it
some influence over Orlet. The inhabitants of this
region speak the western dialect of Quarphic, barely
distinguishable from Hurisean. The hatal (prince) of

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Venârivè 105
Ekenon Minor Quarphic States
Ruler: Prince Saskae Kenovaki Government Type: Tributary
Foundation: tr588 Population: 130,000
Government Type: Tributary Principality The remaining twenty or so small Quarphic states
Population: 62,000 are scattered across the vast region. They are fiercely
Ekenon (7,300; Mk 5) is located on the upper independent and in conflict with each other for trade
Tîrga River, northeast of Lankor. Trade passes through and other advantage.
Ekenon from Azeryan, Lankor, and Reksyna, and One of these states is centred around a emerging
onwards to Beldira. Ekenon is the most important cen- trading town at the confluence of the Porna and Ulga
tre of the speakers of the southern dialect of Quarphic, rivers just beyond the reach of the Reksyni, the settle-
and the most powerful Quarphic state in the region. ment of Govagor (1,300; Mk 3). The Reksyni Northern
The town is sited on the location of an old Azeryani Wind-Lord has considered conquering Govagor.
frontier fort, abandoned after the fall of the province of
Quarphic Tribes
Kalin in tr509.
Government Type: Tribal
Prince (Hatal) Saskae’s principal concerns are what
Population: 520,000
he sees as Lankori expansionism through the establish-
ment of Aulumon, and the ever-present concern of fur- In addition to the various Quarphic states, there are
ther conflict with the western Reksyni from their base a large number of Quarphic peoples who live a semi-
at Sulyris. nomadic tribal lifestyle.
These include the isolated remaining groups of
eastern Quarph, who live in the Gonek and Erazynis
mountains.

Northern Lands:
Quârphor, Áltôr,
and Reksýna

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106 Venârivè
Traditionally, families who live near each other join
Altor together to form a community, called a siida. Often
Altor is a wild land to the east of Ivinia, stretching the centre of the siida’s range is the winter village or
along the northern limits of the continent of Lýthia. marketplace where a temple is built. Each siida has its
The great rivers of Altor rise in Reksyna: the Ulga, own pastureland, hunting ranges, and fishing waters.
the Quora, and the Munuma. The mountain ranges These communal siida resources are shared and allo-
of Altor begin the west with the Wuben Mountains of cated among the member families. The siida is not a
mainland Ivinia, and move east with the Volyn, Awalor, permanent arrangement; from time to time families
and Ekáalwè ranges which separate Altor from Ivinia may shift from one siida to another.
and Quârphor. The Muyarh Mountains separate east- Each siida assumes mutual, communal responsibility
ern Altor from Mengolan tribal regions. in many matters, such as the payment for damages
The area is home to the Alti (Alts), a Jarind folk, and done by the reindeer of a siida to the fields of another.
is becoming an important trade area, subject to coloni- Each year, the families in a siida meet to discuss
sation by Ivinians and others. Most Alti dwell in fishing common problems and choose community leaders.
and farming villages, but many are nomadic herders, In every siida meeting, each family has a spokesman.
while quite a few have settled in trading settlements. This meeting selects a community elder to deal with
The major settlements of Altor are Amlacht, at the all matters concerning the siida as a whole, such as
mouth of the Ulga, and Lybath, at the mouth of the the migration routes and trials for various crimes.
Munuma. These meetings also choose a spokesman (who may
Altic is the primary language of the region, with west- or may not be the community elder) for occasional
ern and eastern dialect groups; but Ivinian is increas- regional meetings where all the siida of the district are
ingly spoken, and the impact of Quarphic and Reksyni represented.
is growing. The siida of Great Alts, the most traditional in
Altic society structure, are usually composed of two to six families.
Amongst the Great Alts, the leader of the siida is gener-
The Alts are divided into four main regional and
ally the man who has the largest herd of reindeer and
cultural groups: Water Alts, Forest Alts, Valley Alts, and
has the most experience.
Great Alts. The major difference between them is the
basis of their subsistence economies and lifestyles, Alts also form fishing and hunting co-operatives.
but with increasing trends towards settlement, the In hunting big game, such as bear, the Alts cooperate
differences between these cultural groups are slowly extensively. Poorer members of fishing companies are
becoming less pronounced. able to provide a living for themselves by using the
fishing equipment of the more wealthy members in
Water Alts depend on fishing along the coasts and
exchange for part of their catch.
in the many rivers and lakes. They follow a seasonal
migratory pattern, spending the winter near fjords and There is no clear-cut social class among the Alts,
migrating in the spring and fall to rivers, where fish are but social distinctions do exist. The wealthier Valley Alts
plentiful. consider themselves socially above Water and Forest
Alts. In general, these groups respect the Great Alts for
Forest Alts depend on hunting and trapping supple-
their traditionalism, but the high regard is not returned.
mented with some fishing in rivers and lakes. They are
partly nomadic, migrating according to the seasons, Religion
but remain within heavily forested areas. The people of Altor traditionally worship a pantheon
Valley Alts are settled. Farming and cattle breeding of six gods, with worship of Sarajin becoming more
are their main economic activities, supplemented by prominent with the increasing Ivinian influence.
forestry, fishing, and reindeer breeding. Valley Alts The small number of scholars who have studied the
have the most interaction with neighbouring cultures, religions of the Alts suggest their ‘old gods’ (known
and have been heavily influenced by Jarind, Yarili and, as the Kuelrhyn) may date from a time when the Alti
more recently, Ivinian culture. Valley Alts are generally lived much further south and were in contact with other
considered the least traditional. Jarind folk.
Great Alts are primarily reindeer herders who also
practice hunting, trapping, and occasional fishing in
rivers and lakes. They are partly nomadic, living near
various pastures during the summer and clustering
together in large winter villages. Great Alts have the
least interaction with other cultures, and are consid-
ered the most traditional in their customs.

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Venârivè 107
Altic Realms and Tribes Lybath
Ruler: Prince (Tâlan) Okela Yalbaan
Amlacht
Foundation: tr637
Ruler: Speaker (Kárin) Anelt Ulomu
Government Type: Tributary
Foundation: tr487
Population: 22,000 (town and surrounding villages)
Government Type: Oligarchic / Tributary
Lybath town (2,700; Mk 3) is one of the most iso-
Population: 27,600 (town and surrounding villages)
lated locations on Lýthia, on the continent’s northern
Amlacht (6,900; Mk 5) is the largest urban centre in coast at the mouth of the Munuma River (beyond Lake
Altor. It lies just upriver from the mouth of the Ulga, and Unan).
southwest of the Altin Mountains.
Lybath is a much younger settlement than Amlacht,
The town was founded by Valley Alts in the late fifth and was founded by Ivinian hunters and traders seeking
century TR, but remained a small village until around a base for the walrus ivory hunt on Menarv Island.
tr640, when an influx of Ivinian settlers substantially
Despite this, Lybath has grown principally as an Altic
boosted its population. settlement, and Ivinians today are only around on fifth
The first Ivinians established friendly relations with of the population.
the local Alts, and used the settlement mainly as a base Lybath’s wealth is based on trade flowing down the
for long-distance trading and raiding inland. Over time, Munuma River from Mengola and the East, as well as
these first settlers brought family and married locally, on several unique local products, such as medicinal
eventually establishing a permanent Ivinian colony. The lichens from the Muyarh Mountains, rare furs, and even
town is still roughly evenly divided between Ivinians and rare glasswares from the semi-legendary snow elves.
Alts, but there are good relations between the two, and
The town is ruled by an Altic prince, advised by
many clans are of mixed descent. A local pidgin of Altic
leading clans.
and Ivinian has developed in the town, and is spreading
around the region.
The town is ruled by a council of leading clans,
approximately half of Ivinian and half of Altic descent.
Each year the council elects a speaker, who convenes
council meetings. The community operates under a
dual legal system, with differing customs and practices
operating for each ethnic and cultural group. The
increasing number of ‘mixed’ clans and individuals is
placing some strain on this system, and some argue
for a unification of local laws.
Significant amounts of trade pass through Amlacht
from Reksyna and Quârphor, bound for Ivinia, as well
as some local products. Ivinian trading ships ply the
Bay of Senvir, and both Ivinian and Altic boats trade
up the Porna and Ulga rivers to Nanrenyka, Prelýnè,
Horoka, and beyond to Azeryan and Ûmélria.

‘Great’ Alt

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108 Venârivè
Altic tribes and individuals who have long-standing ancestral links
Government Type: Tribal to the Hwæthârwyn. These Altic clans go to great
Population: 412,500 lengths to preserve their special relationship, and will
The vast majority of the Alti live a nomadic life never reveal to outsiders how the snow folk may be
spread out across the vast northern forest lands, hunt- contacted.
ing, trapping, and herding large reindeer herds. The snow elves are most famous for their ‘ice
Approximately two-fifths of the tribal population are glass’, a unique form of glassware which appears as
Great Alts (around 165,000), with the rest being roughly if it has been carved from a block of ice. Reputedly,
evenly split amongst the Water, Valley, and Forest Alts vessels made from this precious material will keep their
(around 80,000 each). The population of Valley Alts is contents chilled. Ivinians suspect that the real source of
the fastest growing, but they occupy only a relatively these rare goods is the Far East.
small area, whereas the Great Alts have huge ranges.
As noted above, there are two major linguistic
groups amongst the Alti. The western tribes live in the
northern Harbaaler and Wuben mountains, and are
mostly Forest and Water Alts, the later being particularly
prevalent around Lake Awaa.
The eastern region is where most of the Valley,
Water and Great Alts live. The ranges of the Great Alts
dominate in the northern tundra and mountain regions,
while the Water Alts dominate around the central lakes
of Omalu, Au, and Unan.

Altic Centaurin
Government Type: Tribal
Population: 4,700
The centaurin of Altor might be considered by
some to be a separate species, but they are simply well
adapted to their cold northern climate, having thicker
fur and wearing more clothing than other centaurin.
They are as secretive as any other centaurin, but
their relations with most Alti is good, although they
tell tales of the ‘old friends’, the people before the Alti,
known as the Von, now long since vanished.
The Altic centaurin are unusual in that they eat
much more meat than others of their kind; they also
manage large herds of reindeer, following their migra-
tions across the frozen north. It is believed that the Alti
learnt how to domesticate the reindeer from the north-
ern centaurin.

Hwæthârwyn
Government Type: Tribal
Population: approximately 6,200
The enigmatic snow elves of the far northern
reaches of Lýthia are almost never seen by humans.
The Hwæthârwyn are nomadic and tribal in their life-
style, although they do maintain numerous ‘fast-holds’
across the region. They have semi-permanent settle-
ments ranging from the Altin to the Muyarh Mountains.
The snow elves are considered legendary by many,
especially Ivinians to whom they will hardly ever reveal
themselves. Their contact and trade with humans is
generally restricted to a select number of Altic clans Hwæthârwyn

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Venârivè 109
pally warriors and herders. Women have certain unique
Reksyna religious roles which men cannot fulfil and control
To the east of Quârphor stretch plains broken only many crafts. Trade and diplomacy are also principally
by the Reksyna Highlands and rivers such as the Porna, female occupations.
the Ulga, and the Munuma. The Gonek and Gonek The major sub-groups of the Reksyni, their aneke,
Loas mountains separate Reksyna from Gothmir. and their principal settlements are:
The Reksyna Confederation ostensibly controls • Eastern Wind – Sumata rykhu Norukha,
this region, but its unity is not assured. Instead tribal Yluma (3,400; Mk 3)
groups control various areas, and semi-autonomous • Northern Wind – Odhatan rykhu Hosura,
settlements survive between them. The major Nanrenyka (5,000; Mk 3)
settlements of Reksyna are Sulyris, on the Akena River,
• Southern Wind – Navan rykhu Rashena,
Nanrenyka, on the Porna River, Prelýnè and Horoka,
Horoka (9,800; Mk 4)
on the Ulga River, and Yluma and Zentires, on the
• Western Wind – Goshyn rykhu Nalyvis,
Munuma River.
Sulyris (3,300; Mk 3)
The last of these settlements is within the western
ranges of the Mengolan tribal groups, who form a quite
distinct cultural and linguistic group from the Reksyni. While the Reksyni struggle to maintain the unity they
experienced under their founding khela, they still seek
Reksyni is the dominant spoken language across
to ‘cleanse the earth’ so that the Sky Winds may blow
this region, but Quarphic, Ivinian, and Mengolan are
freely. Should the resurgence of Azeryan threaten them,
also spoken. Ivinian is becoming the language of com-
the Azeri would no doubt once more feel their wrath.
mon exchange.

Reksyni Confederation Reksyni Centaurin


Government Type: Tribal
Ruler: Khela Garka rykhu Rakhanis
Population: 7,200
Foundation: c. tr635
Scattered across the vast plains of Reksyna are
Government Type: Tribal Confederation
approximately 120 tribal groupings of centaurin, each
Population: 1,172,000
with between 50 and 80 members. The centaurin of
The Reksyni Confederation is a vast pan-tribal Reksyna are relatively numerous, principally because
grouping of the Reksyni peoples. In the mid-seventh the Reksyn regard them as sacred, making offerings
century this confederation nearly brought the of goods and food whenever they come across them.
mighty Empire of Azeryan to its knees, forcing the
abandonment of the rich province of Inkarium and the Mengolans (of Venârivè)
construction of the massive Shurâma. Government Type: Tribal
The Reksyni are still a powerful people, but the Population: 128,000 (in Venârivè)
unity of the confederation is under threat. The lord of
Only a small number of Mengolan tribal groups
the sky (khela) still ostensibly rules all Reksyni, but in
live within the region of Venârivè; most of their cous-
practice the regional wind-lords (aneke) hold much of
ins live further east. They do have one urban centre in
the power. The khela controls the region around the
the region, Zentires (5,200; Mk 3), which has a mixed
town of Prelýnè (6,200; Mk 5); the other four towns in
population of Mengolans, Alti, Reksyni, and even a few
the region are under the authority of the aneke. Reksyni
Ivinians.
leaders have both secular and religious roles; there is no
official separate priesthood, although individuals with
significant religious prestige are known as ‘prophets’.
The Reksyni are a semi-nomadic horse people, who
measure their wealth principally in horses and cattle,
although song and religious fervour are also highly
regarded. The Reksyni warhorse is one of the most
powerful on all of Lýthia. The Reksyni fight mounted
with lance, bow, and sabre, and use a variety of weights
of armour depending on the circumstances. The
consider themselves to be the lords of the earth and
sky.
Reksyni society exhibits a high degree of gender-
role differentiation with women and men having unique
areas of authority and specialisation. Men are princi-

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110 Venârivè
Hârn and the Gulf of Eder Realms of Hârn
Hârn, known to many as the Misty Isle, is a large Kingdom of Melderyn
island to the west of Venârivè. It has four mountain Ruler: King Chunel alri Toron
ranges: the Rayesha in the west, the Felsha in the Foundation: tr1
centre, the Jahl in the north, and the Sorkin in the east. Government Type: Feudal Monarchy
The Anadel highlands divide the central Kald River Population: 160,000
basin from the southeastern regions. In the west the
Melderyn is the oldest kingdom on Hârn, and its
great Thard River drains the large central Lake Benath.
most powerful. Centred on the island of the same
In addition to the main island, there are many name, but with significant holdings on the mainland,
smaller islands, including Melderyn, Anfla, and the Afa- Melderyn was formed in tr1 by the unification of five
rezir islands. previously allied realms.
Hârn has a diversity of realms and tribal groups. Its The region has an ancient heritage, dating back
key eastern kingdoms are Melderyn and Kaldor, with millennia. It appears that the area was a major cultural
the small kingdom of Chybisa. In the west are the centre for the early Jarind people, and many henge
kingdoms of Kanday and Rethem, and the Republic monuments can still be found on the island.
of Tharda, while in the north is the Ivinian kingdom
Melderyn has a reputation as the ‘Wizards’ Isle’, and
of Orbaal. In addition there are the Sináin kingdom of
is Hârn’s greatest centre of learning and arcane lore.
Evael and the Kúzhan kingdom of Azadmere.
The kingdom is closely associated with the mainland
Hârn is the location of many unusual and unique realm of Emélrenè, which has a similar reputation.
sites, including:
Melderyn’s largest city is Cherafir (7,000; Mk 6). All
• Kiraz: Kúzhan ruin and earthmaster site in trade from Lythia bound for the kingdom must pass
northwestern Hârn through this port, located on Melderyn Island. Thay
• Pesino: an Earthmaster site in the Shâva Forest (4,200; Mk 4) is the kingdom’s largest town on the
• Araka-Kalai: holy site near Lake Benath mainland of Hârn, located at the start of the Genin Trail
• Elkall-Anuz: an Earthmaster site near the which leads into central Hârn.
Felsha Mountains There are 879 manors in the kingdom, on its islands
• Anisha: an Earthmaster site in the Felsha and the Hârnic mainland.
Mountains.
• Tesien: an Earthmaster site and ruin in western
Kingdom of Kaldor
Kanday Ruler: King Miginath alri Elendsa
• Telumar: an Earthmaster site in the Anadel Foundation: tr188
highlands Government Type: Feudal Monarchy
• Bejist: an ancient ruin on the Setha heath Population: 105,000
• Ridow: an Earthmaster site on an island off A land-locked realm in eastern Hârn, Kaldor is a rel-
Hârn atively strong feudal kingdom, which has nevertheless
• Gelimo: a henge site on Melderyn island suffered several rebellions and periods of internal strife
over its history.
• Gedan: a ruin and Earthmaster site in Orbaal
Its largest city, Tashal (11,000; Mk 5), is a significant
trade centre, lying on the cross roads of the Genin Trail,
There are numerous tribal groups on the islands,
the Salt Route, the Fur Road, and the Silver Way.
including: the Adaenum, the Anoa, the Bujoc, the
There are 604 manors in the kingdom, in the valleys
Chelni, the Chymak, the Equani, the Gozyda, the
of the Kald River and its tributaries.
Hodiri, the Kabloqui, the Kamaki, the Kubora, the
Pagaelin, the Solori, the Taelda, the Tulwyn, the Urdu, Kingdom of Chybisa
and the Ymodi. Ruler: King Verlid VII alri Geledoth
The principal languages of Hârn are Hârnic, spo- Foundation: tr160
ken by the settled folk and a good number of the tribal Government Type: Feudal Monarchy
groups; Jarin, spoken by other tribal groups and the Population: 8,000
Jarin people of Orbaal; Orbaaler, the Ivinian dialect
Chybisa is a tiny feudal state claimed by both
of the northerners; Kúzhan and Sináin, spoken in the
Kaldor and Melderyn, and overshadowed by the Hodiri
non-human realms.
horsefolk to the south and the Pagaelin to the north
and west. Despite twice falling under foreign control,
this small state is currently independent, but must
remain ever vigilant.

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Venârivè 111
Chybisa has no major urban centres. The king- Kingdom of Kanday
dom’s only settlement of note is the royal castle-town Ruler: King Andasin IV alri Kand
of Burzyn (520; Mk 3). Foundation: tr589
Republic of Tharda Government Type: Feudal Monarchy
Ruler: Republican Senate Population: 96,000
Foundation: tr674 Arising from the ashes of the Morgathan Theocracy
Government Type: Republican Oligarchy of Tekhos, the Kingdom of Kanday is the most strongly
Population: 104,000 Laranian realm on the island of Hârn. This puts it in
Western Hârn was once the location of the Corani sharp conflict with Rethem and, to a lesser extent, the
Empire, which fell to the Balshan Jihad in tr565. The Republic of Tharda.
Thardic Republic is the latest ‘successor’ state to this The kingdom’s largest town, Aleath (5,800; Mk 4),
empire, although much reduced in power. lies on Hârn’s southern coast. Kanday is somewhat
The Corani Empire drew inspiration from the isolated, and exports mainly low-value commodities.
much more powerful Empire of Azeryan, and the The kingdom is allied with Melderyn.
Thardic Republic maintains a number of institutions The kingdom is a feudal realm with 475 rural man-
which have an Azeryani pedigree, including the ruling ors, held by various noble lords and religious orders.
Senate (Senatas) of patrician clans. The Thardans, like Kingdom of Orbaal
the Corani before them, follow the Azeri practice of Ruler: King Alegar II alri Tarreskeld
patronage (see Empire of A zeryan below). Foundation: tr686
The old imperial capital of Coranan (12,000; Mk 5) Government Type: Tributary Monarchy
is still Hârn’s largest city, although trade is somewhat
Population: 73,000
constrained due to Tharda’s poor relations with her
Until the mid-seventh century TR, this region was
two neighbours. The republic’s second town, Shiran
known as Jara, and was a patchwork of minor Jarin
(3,900; Mk 3), was the capital of the Theocracy of
principalities. From tr654 to tr676, these disunited
Tekhos from tr565 to 588.
holdings fell one by one to invading adventurers from
There are 517 rural estates in the republic. Tharda is
Ivinia and Hârbáal. By tr686, clan Tarreskeld had
not a feudal realm, so these are owned by patrician clans
asserted dominion over the whole region.
and by its legions. The legions are a further remnant of
Orbaal remains a fragile tributary state with a small
the Corani Empire, and are strongly modelled on the
minority of Ivinian ancestry, ruling over a subdued
Azeryani institutions of the same name.
majority of Jarin descent. A major Jarin rebellion took
The republic is the most religiously tolerant of all
place early this century, but was brutally suppressed.
the regions of Hârn; virtually all major faiths known to
The kingdom has no major urban settlements. King
Hârnians are worshipped and permitted.
Alegar rules from his castle at Geldeheim (600; Mk 3).
Kingdom of Rethem There are 197 rural settlements (thrans and Jarin
Ruler: King Chafin III alri Araku villages).
Foundation: tr635 Kingdom of Evael
Government Type: Feudal Monarchy Ruler: King Aranath alri Halirien
Population: 95,000 Foundation: bt680
Far western Hârn has a reputation for religious Government Type: Semi-feudal Monarchy
extremism, something the Kingdom of Rethem does
Population: 5,500
its best to live up to. Founded by a Kuboran warlord,
Evael is all that remains of the ancient Sináin (elven)
it is now dominated by a principally Agrikan nobility,
kingdom that once had overlordship of all of Hârn. It
although the kingdom’s major city, Golotha (6,200;
has been ruled since its foundation by King Aranath,
Mk 4), is controlled by the Church of Morgath.
from his seat at Elshavel (800; Mk 1). The inhabitants
There is significant ongoing tension between
of the kingdom are mostly Sinái, but there are small
Rethem and its neighbours, Kanday, Tharda and the
numbers of Sidhé and Jarin, most of whom live at the
Kuboran tribes of Peran.
port of Ulfshafen (400; Mk 2).
There are 407 rural manors in this feudal kingdom;
Most of the kingdom is taken up by the Shâva Forest,
a good number are held by Agrikan fighting orders.
although it includes two off-shore islands. Few dare to
visit the realm without explicit permission.

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112 Venârivè
Kingdom of Azadmere • Kath (1,500) – tribal descendants of the Pharic
Ruler: King Hazmadul III alri Tarazakh peoples who also settled in the Kald River basin,
Foundation: bt6894 they are a people in decline
Government Type: Feudal Monarchy • Pagaelin (17,550) – living in southern Kaldor,
Population: 11,000 and on the Setha Heath; the most serious bar-
rier to the expansion of Kaldor
Azadmere is the last remaining kingdom of the
Kúzhai on Hârn (the kingdom of Kiraz was destroyed • Tulwyn (10,740) – strong warrior tribes of the
in tr120). Located high in the Sorkin Mountains, region between Kaldor and Tharda; have pre-
around Lake Arain, it is dominated by the city of vented Corani and more latterly Thardan expan-
Azadmere (5,000; Mk 4), where most of the Kúzhai sion to the east
live. Approximately 6,200 Jarin live within the kingdom, Mixed / Other Tribes
mostly on the realm’s 64 manors and villages. • Kamaki (2,000) – inhabitants of the small island
of Kamace, to the west of the Anfla, who appear
Hârnic Tribes to have mixed Jarind / Hepekerian ancestry
Government Type: Tribal • Solori (2,500) – once powerful members of the
Population: 133,500 Atani confederation that invaded southeastern
Most of the tribal peoples of the island of Hârn are Hârn, they are now a much weakened people;
descendants of ancient Jarind settlers, but a good currently the object of the Solora Crusade by
number are the descendants of the Atani invaders who elements of the Laranian fighting order of the
refused the lure of ‘civilisation’. These tribes and their Lady of Paladins
approximate populations are:
Jarind Tribes Gârgún Tribes of Hârn
Government Type: Tribal
• Adaenum (6,000) – dwell on the Anfla islands to
the west of Kanday Population: 41,550
• Anoa (4,500) – dwell in northern Nuthela There are thought to be thirty-two gârgún tribes on
Hârn. Gârgún are virtually unique to the island, having
• Bujoc (4,500) – dwell in the Anadel highlands
appeared during the Empire of Lothrim in the early
• Chymak (2,000) – maritime fisher folk south of
second century TR but now living all over the island.
the Setha heat
Most gârgún are relatively settled, but some tribes
• Equani (7,400) – fierce northern people of
are nomadic. Even settled tribes suffer from ‘swarming’
Equeth
and occasionally have to relocate due to depletion of
• Kabloqui (800) – a degenerate people south of hunting resources.
the Rayesha Mountains
• Kubora (19,500) – the people of Peran, organ-
ised into twenty-six tribes; fiercely independent,
but related to the Equani and Urdu; were briefly
united by Arlun the Barbarian, who went on to
become the first king of Rethem
• Taelda (10,250) – dwell in southern Nuthela and
northeastern Kaldor
• Urdu (10,220) – related to both the Equani and
Kubora, and said to have followed the same
demi-god to Hârn
• Ymodi (1,840) – living west of the Jahl Moun-
tains, these people were once related to the
Taelda
Pharic Tribes
• Chelni (3,200) – distantly related to the Hodiri,
these horse-folk live north of the Shâva Forest
• Gozyda (4,000) – a disunited tribe in southern
Tharda/eastern Kanday
• Hodiri (25,000) – most populous of Hârn’s tribal
peoples, the Hodiri use their horsemanship to Arms of Málnîr Decláen alrí Caldéth
dominate the relatively open lands of Horadir of Minârsas, Káldôr

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Venârivè 113
Gulf of Eder Northeastern Islands
To most inhabitants of Venârivè, the Gulf of Eder The northeastern island group includes the Âshlóas,
(the Ederwyn) is a vast oceanic region known for its Bâzel, Ketesyn, and Sangen island groups. The Âshlóas
wild and tempestuous seas, to be avoided at all costs. include Eagle island, location of the Hirinsyn, a large-
This region is certainly prone to unpredictable weather scale piece of landscape art of stones embedded in a
patterns, rough seas, and storms, which according hillside. The Bâzel islands are littered with abandoned
to legend result from the struggles of the bound God ruins and ports, as is the largest of the Ketesyn islands,
Eder. Vaketesyn. This ruin is known as Ridoren.
But it is more than a rough open sea. There are The Sangen islands are part of the territory of the
clusters of islands strung across the vast gulf, which Kingdom of Emélrenè, which maintains the naval base
at various times have nurtured a range of small and of Tarenshure on the easternmost island of Enshuren.
unique civilisations, including by the oceanic henge This island is also the location of the ancient henge site
culture in ancient times. Today, however, the islands of Tarsyni, apparently still used by the Emelan crown.
are mostly uninhabited. Southern Islands
Northwestern Islands The southern island groups are considerably more
The Wynedhrhin islands are the westernmost of the isolated than the others, and include the Histeic and
Ederwyn islands, and the location of the lost kingdom Hazen islands.
of Wynedor. To the northeast are the Yarenaren islands,
where several henge sites can be found.
To the southeast are the Goren and Taves islands.
Both have fresh water, game, and standing stones.

Âshlóas
islands
Yârenáren
islands

Bâzel
islands
Wynédhrhin
islands
Sángen
Gôren islands
islands Kétesyn
Táves
islands islands

Gulf of Edêr (Edêrwyn)

Hísteic
islands

Hâzen
islands

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114 Venârivè
The king of Shôrkýnè rules within the bounds of
Shôrkýnè and Trierzon power set by the Shôrkýnì parliament which meets
This large region is dominated by high mountain at Quarelin. Every esuaren (barony) carries with it a
ranges and fertile river valleys, and is home to four vote within the parliament. No faction dominates the
feudal kingdoms: Shôrkýnè, Emélrenè, Palíthanè and parliament, although the king can usually rely on the
Trierzon. support of the malnir (counts) of Falimae and Sabinia.
The Jerinalian and Nadami mountains form the
spine of this region, separating north from south and Patterns of Settlement
east from west. There are twenty-four malniren (or counties) in
The islands and small principality of Tarkain lie off Shôrkýnè. Fourteen of these are part of the five
the coast of Trierzon. telkoren (or duchies). There are 235 (esuaren) baronies
and 4,671 naloren (manors), spread amongst these
counties.
Kingdom of Shôrkýnè The major duchies and counties of Shôrkýnè are:
Ruler: King Gerlens alri Dalame • the duchy of Ensel, with the towns of Enselet
Foundation: tr536 (16,900; Mk 6), Harbraen (6,800; Mk 5), and
Government Type: Semi-feudal Monarchy Jandor (5,800; Mk 5); 918 naloren; population
of 382,900.
Population: 1,962,870 (plus 45,700 others)
• the duchy of Alagon, with the towns of Eshapel
The region and kingdom known as Shôrkýnè lies
(18,800; Mk 6) and Karemus (8,500; Mk 5); 778
along the southern shore of the Gulf of Shôrkýnè, north
naloren; population of 306,700.
of the Jerinalian and Nadami mountains. The Benâmo
and the Quantérè are the great rivers of Shôrkýnè. • the duchy of Vadone, with the towns of
The Benâmo rises in the Nadami Mountains in Lankor, Feshimes (5,400; Mk 5), Logines (4,700;
and drains nearly two thirds of the region. The Tilame Mk 5), and Vadone (1,600; Mk 2); 542 naloren;
Mountains separate Shôrkýnè from Hurisea. population of 228,400.
The Earthmaster site of Imeruva is located in Loala. • the duchy of Tharia, with the towns of Quarelin
(20,900; Mk 5) (the royal seat), and Montevel
History and Government (6,400; Mk 6); 470 naloren; population of
Shôrkýnè is a feudal kingdom with a relatively weak 212,200.
throne, and several powerful regional magnates. The • the duchy of Kolârè; with the port town of
kingdom is held together as a military convenience to Kolârè (5,300; Mk 4); 188 naloren; population
counter external threats from Trierzon and Quârphor. of 90,000.
Shôrkýnè came into being following the establishment • the county of Shaplane; with the town of
of the Kingdom of Trierzon, when Trierzi armies moved Antíomè (7,300; Mk 4), on the Benâmo River;
into the area in an attempt to established a hegemony 269 naloren; population of 122,100.
over the Shorkyni peoples. Although the Trierzi con- • the county of Sabinia, with the town of Sabin
quered and held Shôrkýnè for a decade, invasion by (9,600; Mk 5); 220 naloren; population of
Ivinians in Palíthanè forced them to withdraw in tr518. 96,400.
The present kingdom was founded in tr536, after sev- • the county of Aneola, with the town of Eslon
eral years of strife. (11,000; Mk 5), and the castle of Tirgolis (630;
The king of Shôrkýnè is only first amongst equals. Mk 4); 183 naloren; population of 71,000.
His real power comes from his role as duke of Tharia. • the county of Malpynia; with the towns of
The other dukes and counts of the kingdom are all rel- Eilyria (21,700; Mk 7) and Sagora (11,300;
atively independent. The most powerful are the dukes Mk 5); 147 naloren; population of 63,600.
of Alagon (Rumath alri Pelanby) and Ensel (Kordus alri
• the county of Dumala; with the town of
Tabin). The duchesses Estir alri Medaro of Vadone and
Turesgal (13,200; Mk 5); 124 naloren;
Siren alri Bideles of Kolârè are the two most powerful
population of 52,000.
women in the kingdom.
• the county of Netela (held by the Laranian
The duchies of Alagon and Ensel are virtually
archbishop of Shôrkýnè), with the town of
independent realms. The rivalry between their two ruling
Netela (3,600; Mk 4); 60 naloren; population of
clans goes back to the foundation of the kingdom,
26,200.
when the Hârbáaler clan of Pelanby invaded and took
Alagon, as part of an agreement with the kingdom of The counties of Avan (175 naloren, 60,000
Ensel, but then changed sides and helped the king of population), Loala (152 naloren, 71,000 population),
Shôrkýnè incorporate Ensel into the Shôrkýnè. Pilatha (149 naloren, 64,900 population), and Falimae
(172 naloren, 63,000 population) have no major towns.

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Venârivè 115
Society, Culture, and Language Military
The principal language of Shôrkýnè is Shorka, with Each Shôrkýnì nalor (manor lord) owes his esuar
several dialect groups, including Melodan, Pelodan, (baron) the feudal military service of one ‘spear’ – a
Loalan, Qualren, Fedin, Kolaren, Sabes, Enseler, mounted knight, squire, and three footmen. The king
Nistalen, Jandi. Émhlè is spoken in the mountains. receives one quarter of all the service owed.
In addition, Shôrkýnè maintains a standing army
Religion
along the Trierzon border of four well-trained and well
While the churches of Larani and Peoni are the
equipped cohorts. They are supported by the surpris-
leading religions in Shôrkýnè, they do not have the
ingly efficient militia of Falimae county.
strength that they have in Trierzon or Emélrenè. Despite
The royal navy is maintained by seven major ports,
the efforts of the Laranians, the Agrikan church is not
and the obligations total a fleet of thirty-seven vessels.
proscribed; largely due to its moderate behaviour. It has
managed to attract a small number of the kingdom’s The Shorkyni forces are kept well-honed by ongoing
nobility and warrior class, notably in Alagon. Sarajin, conflict with the Trierzi, with Quarphic raiders, and
Save-K’nor, Halea, and Ilvir all have small followings; ongoing internal squabbles between nobles.
Sarajinianism is still strong in Alagon. The churches of
Morgath and Naveh are proscribed.

Shôrka Lord

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116 Venârivè
• Maxir (8,200; Mk 5), a river town in Algram shire
Kingdom of Emélrenè (234 manors, 112,900 total population)
Ruler: Queen Yolanda alri Edhelen • Raleth (7,300; Mk 4), a river town in Fandalon
Foundation: bt670 shire (138 manors, 70,000 total population)
Government Type: Feudal Monarchy • Aregan (7,000; Mk 4), in Ulama shire (125
Population: 638,680 (incl. 32,700 Free Emela) manors, 61,200 total population)
The land between the Es rivers, home of the Emela, • Malad (6,400; Mk 4), in Malad shire (167
Emélrenè is the westernmost point of the Lýthian manors, 79,600 total population)
mainland. Its eastern border is defined by the Jerina- • Deserid (6,200; Mk 4), in Quandas shire (107
lian Mountains. There are many unique sites within manors, 54,900 total population). The coastal
the kingdom, including Xertu, an Earthmaster site, castle of Maris (1,170; Mk 4) is a key trade port.
Hedegu, a major chantry, and Abrelyn, a mystical cita- The Jerinala March has no towns, but has a castle
del in the Jerinalian Mountains. and nineteen manors. There are 32,700 free Emela
History and Government living within the kingdom.
Emélrenè is the last great Jarind kingdom. It is one There are also 89 semi-urban settlements (castles
of Venârivè’s oldest human realms, tracing its origins and keeps), and 1,195 manors in the kingdom.
back to the formation of the Emelan tribal confedera- Society, Culture, and Language
tion in bt1600. The present kingdom was founded in The Kingdom of Emélrenè is a single unitary feudal
bt670.
realm, which as been in existence for centuries. In addi-
In common with its neighbour Melderyn, Emélrenè tion to the settled folk of the kingdom, the Émhlè range
has a reputation as a mysterious realm able to wield across the region.
power far greater than its size would otherwise suggest. There are quite sharp social distinctions between
It was the only land other than Dalkesh able to halt the individuals and clans of relatively pure Emelan ancestry
advance of the Empire of Azeryan. and others. The Emela dominate the nobility and the
Emélrenè is a feudal society, largely divided along upper classes of urban society; the descendants of
ethnic lines. The Emela make up the ruling classes, foreigners, criminals and outcasts make up the servile
urban dwellers, and most of the freeholding commoners. classes and the urban poor.
Serfs are largely descendants of foreigners, refugees, Emela is spoken all across the kingdom, with sur-
criminals and outcasts. prisingly little regional variation. The nobility and the
The Emela continue the unique practice of free Emela also speak an arcane form of the language
occasionally taking up free Emela or Émhlè status. known as Émhlè.
This quasi-religious practice involves taking up a semi-
nomadic lifestyle, living according to ancient custom Arcane Societies
and lore. This practice is mediated and overseen by Emélrenè, and Berema in particular, is home to a
the ancient Émhlè tribal structures, of which the great disproportionate number of scholars and arcanists,
noble clans form a part. including members of the Guild of Arcane Lore, and
The Dheria-Isvan, a reclusive individual based in the a number of societies associated with that institution.
citadel of Abrelyn high in the Jerinalian Mountains, is Berema is the location of some of the most important
both the spiritual leader of all Emela, and the temporal chantries of arcane lore and of the Shek-Pvar on all
leader of the Émhlè. The Crown of Emélrenè sets aside of Lýthia. These societies have a pervasive impact all
land for the use of the Émhlè, principally in the Jerinalia across Emelan society. The libraries and scholariums
March, but also in other shires (particularly in areas of of Berema are legendary.
ancient significance). In addition to these urban locations, there are
also important rural and mountain retreats devoted
Patterns of Settlement to mystical and arcane study. The semi-mystical and
The urban centres of Emélrenè, in addition to being religious retreats of the Émhlè high in the Jerinalian
important trading emporia, are ancient sites and host Mountains, Abrelyn and Kwanys, are said to house
significant chantries of arcane lore. The freetowns and centuries old archives and lore, and to be locations of
shires of Emélrenè are: spiritual and academic study and contemplation.
• Berema (21,000; Mk 7), royal port city on the The Earthmaster site of Xertu, near Berema, is
southern Es River, in Berema shire (191 manors, apparently a place of great power, but access to it is
102,800 total population) strictly controlled by the Emelans.
• Âlwin (17,000; Mk 5), a port city on the Gulf of
Modan, in Âlwina shire (214 manors, 116,500
total population)

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Venârivè 117
Religion
The churches of Larani, Peoni, and Save-K’nor are
all major powers in Emélrenè. The pontificate of Save-
K’nor is located at Ishranor, near Berema, and the litur-
gies of both the Laranian and Peonian churches are
Emelan. All of these churches hold significant lands in
the kingdom.
The Church of Larani has four clerical orders based
in Emélrenè: the Order of the Silver Crown, the Order
of the Sisters of Our Lady of Providence (all-female),
the Order of Her Holy Justice, and the Order of the
Wonders of Tirithor (which focuses on spreading
Laranianism in the northern lands). The most important
militant order in the kingdom is the Order of the Lion
Banner, sponsored by the Silver Crown.
The religious role of the Dheria-Isvan is less
obvious, but no less influential because of this. There
are numerous ancient and mystical shrines across
the kingdom, particularly in the Jerinalian Mountains,
tended by the free Emela and the servants of the
Dheria-Isvan.
There are reasonable numbers of Halean worshipers
in the cities, and quite a number of Ilviran devotees in
both urban and rural locations. The worship of Agrik,
Morgath, and Naveh are proscribed.
Military
Emélrenè has not been at war with another realm for
many generations, but she maintains an active military
capability. Tournaments and other military activities,
such as archery competitions, are held frequently.
In addition, the Free Emela maintain their traditional
readiness to serve.
The Emelan feudal muster is a magnificent display.
Few knights and nobles fail to attend, as it is a key
social as well as military event.
In addition to mounted knights, Emelans are famous
for their yeomen longbow archers. The free Emela
contribute several more cohorts of archers, rangers,
and scouts, including light horse.
The royal navy is also important, and patrols the
seas around the kingdom.
A strong watch is kept on all the borders, and on
all the passes over the Jerinalian Mountains. No other
nation or army has ever successfully breached the
kingdom’s defences.

Dhéria-Ísvan

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118 Venârivè
Patterns of Settlement
Kingdom of Palíthanè Palíthanè has 10 towns of note, with a total popula-
Ruler: King Harulda alri Ledrin
tion of 94,000. They and the shires they are located in
Foundation: tr519 are:
Government Type: Feudal Monarchy • Parahal (13,000; Mk 6), royal port city, in
Population: 949,000 (plus 42,650 others) Norimar shire (494 naloren, 186,000 total
The kingdom of Palíthanè occupies the ancient population)
region of Thanema, defined by the Jerinalian Mountains • Mengovik (12,000; Mk 6), port city on the Gulf
in the north and the Luíndè Mountains in the east. Its of Batana, in Gavas shire (295 naloren, 104,000
major rivers are the Ypena and the Gaden (which forms total population)
part of its northern border with Trierzon). The Gulf of • Kirisone (12,000; Mk 4) and Sandris (6,000;
Batana separates southern Palíthanè from Trierzon. Mk 3), towns in Athamas shire (299 naloren,
History and Government 122,000 total population)
Palíthanè was formed as the result of the invasion of • Leshones (11,000; Mk 5), on the Ypena River, in
Thanema, then part of western Trierzon in tr513. The Luindar shire (231 naloren, 86,000 population)
Ivinians made rapid gains, but the key event was the • Galishenes (11,000; Mk 5), on the Gaden River,
decision of the count of Athamas to switch sides and Tamanias shire (240 naloren, 93,000 population)
support the invaders rather than the hated Trierzi. The • Degau (9,000; Mk 4), port town on the Gulf of
kingdom was proclaimed in tr519, and the realm grew Batana, in Batana shire (277 naloren, 100,000
yet again in tr522, when the Principality of Gwefyn was total population)
annexed due to pressure from Trierzon. • Antivel (8,000; Mk 5), on the Ypena River and
Palíthanè has fought several wars with Trierzon over Cabra (6,000; Mk 4), port town in Liguno shire
the two centuries since it was founded, including the (362 naloren, 122,000 total population)
Batana Campaign of tr527-529, the Sènedâlo War • Harigol (6,000; Mk 4), port town on the south
of tr664-668 (which included the infamous Siege of coast, in Skagia shire (390 naloren, 137
Alsinon), and more recently the Tamanias Conflict population)
(tr712-714). Pálithàner forces are currently besieging There are 113 baronies (esuarden) in Palíthanè,
the Trierzi town of Waleden in revenge for the losses held by both barons (esuaren) and by more powerful
incurred in that conflict. magnates. There are 2,588 manors (naloren) across
Palíthanè has also experienced several periods of the kingdom.
internal conflict, including a time in the sixth century Palithane is also home to over 42,000 other folk living
known as the ‘Troubles’ during the reign of King Bjan within the kingdom, mostly free Emela, over whom the
II (the Bad), and the ‘War of the Princes’, a civil war Pálithàners have very little influence or control.
between two claimants for the throne in the mid-
seventh century. Society, Culture, and Language
In addition to the royal house (who are also earls Palíthanè has two strong cultural heritages, although
of Parahal), there are nine other great magnates in over time there is a tendency towards a new, shared,
Palíthanè. Three of these are Ivinian earls (valnar); the ‘Pálithàner’ culture. The coastal regions (Norimar,
remainder Thaneman counts (malnir). There is also a Gavas, Skagia and Batana) are dominated by the
minor principality (Gwefyn) annexed to the kingdom. ‘invading’ Ivinians, whilst inland regions, particularly
The count palatine (armalnir) of Athamas, Rydal alrí in Liguno, Luindar, and Athamas, are strongholds of
Karisen, is extremely powerful; his county is virtually a Thaneman culture. Tamanias and parts of Luindar
country within a country. have strong Emelan influences, but much of Tamanias
is contested between Trierzi and Thanemans.
Palíthanè’s two cultures speak two languages:
Pálithàner, a dialect of Ivinian, and several dialects of
Trierzi, the most prevalent of which is Liguno-Athaman.
Other dialects, some in danger of extinction, including
Palganin, East Luinden, Tamanian, and Galishen.

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Venârivè 119
Religion Military
Palíthanè is religiously tolerant, at least officially, Palíthanè organises its feudal levy into two musters
and certainly in comparison to its neighbours. This – the northern muster, which assembles each year in
tolerance stems from the policy of the first king of Tamanias, and the southern muster which assembles
Palíthanè, Bjan alri Ledrin, whose supporters included in Batana.
prominent Sarajinians, Laranians, and Agrikans. In addition the kingdom maintains a number of
In practice, however, the Church of Larani has standing forces, including the Royal Guard, Royal
been growing in power and influence in the kingdom Marines, a national army of two full cohorts, and several
since its founding two centuries ago. The king of mercenary cohorts.
Palíthanè is officially Laranian, although he continues Finally, there are three militant orders of knights: the
to uphold the terms of the ‘Oath of Bjan’. There are Laranian Defenders of the Crimson Tower, the minor
now comparatively few noble clans that still hold to the Agrikan Smoke of Heaven, and the secular Knights of
Sarajinian faith, many having converted to Laranianism. Kirisone (sponsored by the Count Palatine of Athamas)
While Agrikanism is not formally proscribed in any The forces of the kingdom of Palíthanè are currently
part of Palíthanè, its practice is confined to southern engaged in a siege of the Trierzi town of Waleden, a
coastal areas. The worship of Morgath and Naveh are revenge attack sparked by the Tamanias Conflict
proscribed except for certain clearly defined enclaves in several years ago.
Parahal and Harigol.
There are small numbers of Haleans in the main
towns, particularly Leshones, and a surprisingly large
number of Ilvirans in rural areas. The Peonian church,
however, can claim the largest number of worshippers
of all, even if most are peasants.

Pálithàner Soldier and Peónian


at Seige of Wáleden

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120 Venârivè
History and Government
Kingdom of Trierzon Trierzon was in ancient times known as Zonara. It
Ruler: King Mirgael IV alrid Artain
was a patchwork of petty kingdoms and states with a
Foundation: tr502 variety of ethnic backgrounds. The region was, how-
Government Type: Feudal Monarchy ever, a stronghold of Laranian and Peonian worship,
Population: 7,285,500 (plus 31,700 others) with the pontificates for both faiths based in the region.
The Empire of Azeryan conquered most of Zonara
The most powerful feudal realm of Venârivè, Trierzon
from tr297 to 303, and ruled the area for nearly two
can be divided into four broad regions: the Gaden River
centuries. Many Azeri settled in the region, and many
valley and the Plain of Karetan, the middle Degela River
locals adopted Azeryani cultural traits.
valley, Zonaraloas and the Cheryka peninsula, and the
The Trierzi ethnic group, who lived both within and
Korgin Mountains and peninsula.
beyond the borders of the empire, became increasingly
The Jerinalian Mountains touch western Trierzon; the
powerful over this period. Many Trierzi resettled within
Nadami Mountains separate Trierzon from Shôrkýnè.
Zonara in the early fifth century, and later pushed for
The Plain of Karetan is the saddle between the Staf
greater autonomy as the empire faced increasing
River of Trierzon and the Quantérè River of Shôrkýnè. In
difficulties elsewhere. The experiment known as the
the southwest the Luíndè Mountains separate Trierzon
Western Protectorate lasted from tr487 to 492, but
and Palíthanè; in the southeast the Korgin Mountains
following its collapse, the whole region erupted in
form the border with Azeryan.
rebellion, culminating in the foundation of the kingdom
The upper Gaden River valley is the location of the of Trierzon in tr502.
duchy of Stalfôrè, one of the most powerful in the king-
Trierzon today is ruled by House Artain, who hold the
dom. The towns of Engaritánè, Waleden, and Ilbris are
central duchies of Ubai and Mankonia. House Artain
all within Stalfôrè. Nearby Vegusa is the chief city of
is the second royal dynasty of Trierzon, established by
the county of Sènedâlo, whose ruler also has lands in
the widower of Queen Uliana, whose death in tr557 in
Shôrkýnè.
the midst of the Red Death, brought an end to House
Other towns on the Gaden River include Beledar, Ubaron. Every Artain ruler since has been a descendent
Malagos and Tain in central Trierzon. The capital of of Uliana.
Ubarian lies on the Degela River, ten leagues from its
King Mirgael IV inherited the throne when aged
meeting with the Gaden, and near to the holy city of
thirteen, but did not assume full power until he turned
Perna. Towns upstream on the Degela River include
twenty in tr703. His uncle Chenaganis was the formal
Falorens, Melesuma, and Darimur, while the town of
regent, but his grandmother, Amyva, known as the
Quâlnda lies on the trail to Mizuna. In the Korgin Moun-
Iron Queen, was then the true power in Ubarian. The
tains east of Perna is the mysterious site of Darabed.
current queen, the king’s second wife, is the sister of
The lower Degela region features the towns of the duke of Melesuma, Viden al Museloes. The sixteen-
Mankon, Malmen, Janora, Kanoga, Rindiro and Habala. year-old crown prince Chenlad was born to an Emélan
The Boden River flows past Gelâmo, near Vedin, and noblewoman of house Panir, the earls of Modan. The
out at Darlon. The Ilas River flows past the religious king has seven legitimate children and at least as many
centre of Areshomes and out to the sea near the towns bastards scattered around the kingdom.
of Rizuma and Chedilo.
Trierzon has a total of nine duchies (telkordan) and
The southwestern Cheryka region includes the forty-four counties (malnirdan). The two royal duchies
towns of Murshel, Parebir, and Kirgaras, which are all of Ubai and Mankonia includes nine malnirdan. The
in the duchy of Trabant. The western coast of Trierzon, other seven telkordan include seventeen counties; thus
on the Gulf of Batana, features the towns of Mepara, there are eighteen malnirdan held directly from the
Astirel, and Darshen. crown.
To the east, on the southern Korgin peninsula, is the For administrative purposes, Trierzon is also divided
Laranian holy city of Tengela as well as the towns of into eight royal districts (indard), each of which covers
Megrain, Rigeros, Dovarium and Chenas. Finally, the several counties. There are royal officials from each of
town of Tashones is located on an island near the hotly the various branches of the royal government for each
contested border with Azeryan. indard, including royal assessors and governors of
High in the Nadami Mountains is the ‘city’ of Mizuna regional mints. There are, however, no ‘sheriffs’ as in
(3,200), capital of the Nâdi, and said to be an Earth- other realms.
master site. In the far southwest at Ekaldarin stands Centrally, Trierzon is governed by the king, advised
a mysterious Earthmaster dome and flanking Jarind by the great court (the sovereign with all his direct
standing stones. The elusive Chyrekan unicorn is vassals) and the privy council.
sometimes seen here.

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Venârivè 121
Trierzi nobility
Trierzon has many powerful nobles and factions.
Preeminent among them is Gared al Stalen, duke
(telkor) of Stalfôrè, who seeks to extend his power at
the expense of Palíthanè, Shôrkýnè, or both. He was
responsible for the Tamanias Conflict (tr712-714) and
is now attempting to lift the seige of Waleden.
The influence of Tolven al Hesaro, telkor of Melesuma,
has waxed greatly following the marriage of his sister to
King Mirgael. But as stable as his power base appears,
there remain lingering tensions a century after Tobran’s
Inquisition erupted at the heart of his holdings.
The telkor of Trabant, Gorin al Charanes, is a major
player in the realm’s southwest, where he controls
strong naval interests. He and the kingdom’s naval
forces face challenges from the ships of Palíthanè,
Tarkain and Azeryan. More subtle in his influence within
this region is Tamwys al Keshare, the Save-K’noran
malnir of Areshomes.
The southern counties of Halmo, Enala, Manas,
Korun, and Ilaska are known as the ‘fractious south’.
Much blood was shed here during Dasyn’s Rebellion in
tr599, and despite the best efforts of the king’s men to
keep the peace, feuds continue among several of the
region’s noble houses. This region is also threatened
by a recent outbreak of the Sea Plague, which many
fear will strengthen as the weather warms in the new
year.
Borigan al Feldo, malnir of Anfaldon, faces ongoing
difficulties in the northeast, including longstanding
local feuds and border skirmishes between his Laranian
subjects and Lankori Agrikans. His clan has only held
the malnird since tr700, following the extinction of its
previous holders.
The county of Sènedâlo presents a unique legal
situation, the title of its count being in abeyance. There
the able dowager-countess Estir al Medaro governs until
she and King Mirgael can reach mutual agreement on
which of her daughters shall inherit the fief. The matter
is greatly complicated by Estir’s personal holding of the
Shôrkýnì telkord of Vadone and by her daughters’ lack
of ability.

Tríerzi Noblewoman

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122 Venârivè
Patterns of Settlement Religion
Trierzon’s fifty-seven towns have a total population Taralandis I was a devout Laranian, as were many of
of around 685,000. Thirty-three have a population of the Trierzi and Zonaran lords who supported him. The
10,000 or more; eleven have 15,000 or more inhabitants. actions of the Agrikan fanatic, Nysal al Berlona, the last
There are 821 other semi-urban settlements (castles governor of the Western Protectorate, had undermined
and keeps), and 8,559 estates or manors (nalrordan) Azeri traditions of religious tolerance, and Taralandis
in the kingdom. relied heavily upon the support of the Laranian church
The Trierzi manor (nalrord) is based on the Azeryani during the rebellion and establishment of the new
naldra, and is much larger than in other feudal states realm. Today the church is extremely powerful in
(up to 7,000 acres). Most are organised into groups of Trierzi society. It holds a great deal of land across the
ten to twelve which are overseen by a baron (esar), and kingdom, and its local clerical and military orders are
collectively form a barony (esard), which is generally powerful.
contiguous. The term ‘esard’ derives from the Azeryani The Laranian pontificate is located at Tengela. Its
word for ‘district’ (esari). pontiff is also a secular leader in the kingdom, holding
the malnird of Tengela. The balance which the present
Society, Culture, and Language pontiff (sebrath) must maintain between his role as
Trierzi feudalism draws heavily from the realm’s leader of the Laranian church and his political status
Azeryani imperial roots. The kingdom’s founder, within Trierzon is complicated by his origins. Sebrath
Tôrichánè al Ubaron, who took the regnal name Allyn is Azeryani by birth; he was formerly archbishop
Taralandis, was of mixed blood. He claimed descent of Beronium.
from the ancient Ubari tribal leadership in his paternal
This tension strengthens the role of the Laranian
line, but his maternal grandfather was an Azeryani
primate of Trierzon. However, the present primate,
general and he himself became commander of the
Galmyn al Argones, is a frail, elderly man whose death
empire’s V Sakat legion. Following his victory over the
many expect to happen soon. Political maneuvering
empire, he reorganised the four Azeryani provinces into
amongst his potential successors has been constant
fiefs (telkordan and malnirdan) which he granted to his
for several years in anticipation.
various supporters. They in turn granted fiefs to their
In addition to the Church of Larani, the churches
supporters and retainers. Thus the foundations of the
of Peoni and Save-K’nor are powers in Trierzon. The
current structure of government were layed.
Peonian pontificate is located at the Aureate Temple
The new realm drew heavily upon idealised models of
in Perna and its regional primacy is at Gelâmo, while
rule embodied in ancient Trierzi tradition and Laranian
Areshomes is a major centre of Save-K’noran worship.
doctrine, as well as borrowing from Emelan models.
Both churches are influential with the ruling classes
But the basic elements of Azeri government were
of Trierzon, but the real strength of the Peonians is
adapted rather than swept away; most existing estates
amongst the rural classes.
and districts were retained and simply converted to
Halea has a good number of followers in urban
manors and baronies.
areas, mainly in the southern regions, and there are
Taralandis I abolished slavery in Trierzon, but
pockets of Ilviran worship, principally in rural areas and
maintained and expanded rural serfdom, again
in the west. Worship of Sararajin is tolerated in Ivinian
drawing on ancient Trierzi and Laranian concepts. The
trader enclaves in the ports, but worship of the similar
majority of the rural population of Trierzon is unfree,
Kelenos is suppressed. Most other gods are unknown
bound to the nalrord where they were born. Trierzon
or actively proscribed: the worship of Morgath, Agrik,
does, however, also have significant rural and urban
and Naveh is punishable by death.
free commoner classes.
Trierzon is a very large region, and its people have
a wide range of ethnic backgrounds: Trierzi, Zonaran,
Azeri, and other groups. As a result, the language
of the realm, Trierzi, is more a collection of related
dialects than a single tongue. While speakers of
neighbouring dialects can easily understand each
other, speakers from opposite ends of the realm may
have difficulty communicating. The major dialects
are Liguno-Athaman, Senedar, Stalfi, Melsa-faldon,
Alonadi, Areshymen, Cherykan, Zanori, and Tengalin.
In addition, a mixed Azeri-Trierzi tongue, Terazin, is
spoken in eastern areas.

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Venârivè 123
Military
While Trierzon is a feudal realm, the fact that it is
surrounded by enemies has led to the development
of relatively sophisticated standing forces which
complement the annual levies. There are three standing
armies:
• The Eastern Army, stationed on the Korgin
peninsula to defend against Azeryan, organised
into two groups: the First Eastern Army of three
ordinary cohorts and a marine cohort and the
Second Eastern Army of four cohorts. The first
army is entirely garrisoned in Magalia, while the
second army is scattered, guarding the passes
of the Korgin Mountains and the northeastern
approach through Lankor.
• The Northern Army of four cohorts stationed in
northern Stalfôrè to watch over the Karetan plain
and the Shorkyni military.
• The Western Army of three and a half cohorts
stationed in Sènedâlo and Palama to watch over
the upper Gaden River and Palíthanè.
Additionally, the royal guard, known as the Ermine
Cloak of Ubarian, is an elite force commanded by the
lord constable.
The Trierzi levy is based on a ‘lance’ of one heavy
horse knight, one medium horse knight, two mounted
squires, two medium foot, two light foot, and two
archers per nalrord.
Several Laranian militant orders contribute to
the military capability of the realm, most notably the
orders of Janasyn’s Shield, the Spear of Celmin, and
the Sword of Gadena.
The naval forces of the realm are organised into
two admiralties, one in the east at Omegen and one
in the west at Murshel. Each major port is required to
maintain a number of ships on standby and provide
other ships when required.
Trierzon’s forces are all either currently, or recently
have been, engaged in conflict with her neighbours.
The Western Army is seeking to relieve the siege
of Waleden, while forces in the east seem certain to
clash with Azeryani forces in response to the recent
loss of Trierzi holdings on the Pagon River. Elements
of the Northern Army regularly engage in skirmishes
with Shôrkýnì forces on the Plain of Karetan, and
although war was averted following last year’s incident
at Mospen, the region remains uneasy.

Tríerzi Soldier (Western Army)

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124 Venârivè
Principality of Tarkain Azeryan and Related Regions
Ruler: Prince Turen alrid Kolar
The largest peninsula of Venârivè, Azeryan thrusts
Foundation: tr515 (current principality) south into the Venârian Sea immediately below the
Government Type: Tributary Principality Tonatris Mountains. Apart from the Drylands, Azeryan
Population: 26,000 is a relatively fertile land, if somewhat dryer than lands
Tarkain is a small independent principality off the to the west. To the north lies the ‘rebel province’ of
Cherykan peninsula. Its major town is also named Lankor, and to the east the ‘blighted land’ of Gothmir
Tarkain (10,300; Mk 6). and the Sea of Menkris.
The ruling clan, Kolar, have alliances with the rulers of
Menêma, Palíthanè, and Korlua, and play off Palíthanè,
Trierzon, and Azeryan to maintain their independence. Tonatri Tribes
Tarkain survives on trade; its location and neutral status Government Type: Tribal
mean it is a crossroads for merchants from Hepekeria, Population: approx 39,000
the Venârian Sea, Trierzon, Palíthanè, Emélrenè, and In isolated valleys high in the Tonatris Mountains
regions further north. live the Tonatri, a people who claim to pre-date the
Tarkain has a mixed Trierzi, Azeri, and Ivinian culture; various Jarind, Pharic, and Azeri peoples who have
Tarkainer is a dialect of Ivinian with heavy influence dominated the region over the ages. They speak their
from those languages. own language, and keep a low profile.

Principality of Goris
Ruler: Prince Hrosta elda Thorvaldsen
Foundation: tr498
Government Type: Tributary Principality
Population: 90,000
Goris is an independent principality and former Azeri
naval base which was conquered by Ivinians in the late
fifth century. Its principal town is Goris (16,000; Mk 6).
The Ivinian culture is a relatively light layer over the
pre-existing Azeryani and Karuian cultural mix; indeed,
two centuries after the conquest, the ruling class are
highly Azeryanised.
The ‘Ivinian’ upper class (actually descendants of the
Ivinian conquerors with mixed ethnicity) comprise one
fifth of the population. They maintain a strong focus
on their superior military capability and aggressively
defend their independence from their much larger
neighbours. There are approximately fourteen cohorts
in arms, as well as local militia. The upper class is
essentially a military/noble ruling caste: a quarter of
the upper classes are of professional military standard.
The great clans maintain a strong naval fleet of around
twenty-four ships.
The 74,000 rural inhabitants of the island live in 87
estates owned by 21 great clans; 23 are held by the
prince’s clan.
Arms of Akâr Tûren alríd The local language is Gorik, a dialect of low Azeryani,
Kolâr of Târkáin with heavy Ivinian influence.

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Venârivè 125
as well as Hebos, Azeryan’s greatest port at the mouth
Empire of Azeryan of the Enaras River. Upriver is the city of Gedalpria
Ruler: Emperor Virliamydes IV elda Urvaen in northern Îlis province; to the west is Miremal on
Foundation: tr221 the lower Ibranis River in the province of Nâliat. This
Government Type: Imperium province is a rich source of gold (found in the Nàliâtris
Population: 17,747,000 Mountains), which continues to support the power of
The Empire of Azeryan is now largely restricted the empire.
to the Azeryan peninsula, but it once dominated the To the east is the province of Ramien, separated
whole of the Venârian Sea. The empire has the largest from Azen by the Medas River, on which its capital
population of any realm in the region, and continues to Reshâna lies. In southern Ramien is Kilema, a port
organise its territory into provinces. city and the terminus of the great Shurâma wall, which
separates Azeryan proper from Gothmir. North along
Provinces and Regions the Shurâma is Falagosin, a great military city in
The westernmost province is Beronium, which Ménkrè province on the Ishenas River.
borders Trierzon, and has been the subject on ongoing
The Menkren Mountains and the Ames River
conflict. Its capital is Berónè, and its second city is
separate Ménkrè from the province of Ashon to the
Lorimae; Gorium is also an important city. Helen
north. The town of Feslium lies on the Ames, while the
province lies to the east, with its capital of Omrium; it
provincial capital of Porosua lies on the shore of the
is separated from Valenæ province by the Ranere River,
inland sea of Menkris.
on which is located the provincial capital of Kesara.
Further south in the same province, at the mouth of Gothmir
the Valas River, lies the town of Valen. To the east of Azeryan lies Gothmir – the ‘Blight’.
The province of Tonatra lies to the east, with its capi- Once a fertile, prosperous region known as Inkarium,
tal, Duma, on Azeryan’s greatest river, the Enaras. This Gothmir was ravaged by the Reksyni last century and is
river flows to the imperial capital, Meokolis (195,000; now only lightly inhabited. Some areas are under Azeri
Mk 9), a sprawling metropolis in Azen province, and the control, and the empire has plans to retake others.
largest city of Venârivè. To the north are the provinces Gothmir Loas is the area with most Azeryani
of Læma and Thonaru, with their respective capitals habitation. Iesua, a well-defended town at the mouth
of Lymm and Choam, the latter on the banks of the of the Ishenas River, is a key settlement, as is Gotha,
Taigos River. The ancestral city of the Azen, Azaras, lies a port town at the mouth of the Ornaldas River. The
at the confluence of the Taigos and the Areos rivers. Arkara Mountains and related highlands provide the
Central Azeryan is a mountainous region; the protection that enables these settlements to survive.
province of Vedora is surrounded by three ranges: the Gothmir Gares is still largely under Reksyni control,
Vedo, the Valis and the Nàliâtris mountains. Its capital, but the Azeryani would like to push them back beyond
Kirgan, is located on the Ibranis River. Further south the Hemenas River, which bisects the region, and
is the town of Lotra in Lotmir province, on a tributary drains the Sea of Menkris.
of the Ibranis. Finally, Shomiro, the capital of Sasala To the north lies the district of Kalinelari, separated
province, lies at the headwaters of the Shuros River. from Ashon province by the Undor River. Kalinelari is all
The Azeryan Drylands to the southwest, beyond the that remains of the once-massive Kalin province which
Sasalan Mountains, are divided into two provinces: lay north of the Tonatris Mountains.
Alam Gares and Alam Loas. The Agrikan holy city of The Gonek Mountains separate Kalinelari and
Lysara is the capital of the northern province, lying Gothmir Gares from the Reksyna plains, but do little to
at the headwaters of the Alasor River, which flows out prevent the movement of the Reksyni. To the east, the
to sea at the port of Panis. The southern province’s Charam and Erazynis mountains, and the Echârnos
capital is the great slave port of Purimal. River, mark the edge of Azeryan, separating it from
The southeastern coast of Azeryan begins with the Ûmélria.
province of Ontonas, whose capital is Enaleth on the
Siesan River. This river rises in the Sasalan Mountains, Azeri Islands
and passes by the second city of the province of Azeryan once controlled all of the islands of the
Kantreda, Shonjiris. This province’s capital city, Ailet, Venârian Sea; but now holds onto only a few in the
lies further northeast, on the Shuros River. Kantreda is northeastern region. These are the islands of Sanos
known for its citrus fruits and olive groves. province, with a military harbour town of the same
Olives are also a staple of the provinces to the north, name, and of Indaral province, with the harbour town
Misonæ, Îlis, and Skoraz. This highly urbanised region of Quarmil.
includes the cities of Jandir, Urden, Misona, Mohm,

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126 Venârivè
Government Military provinces and districts
Azeryan is a relatively centralist state, compared The five military provinces and three ‘special’, stand-
to her neighbours. The key components of the alone, military districts have a single garedis appointed
government of the empire include: by the emperor. As for the civil provinces, the process
Imperial house of appointment for these officials is highly political.
Since its founding in tr221, the empire has been District governors
ruled by a single great house, the house of Urvaen. Each of the 148 districts (esari) is governed by
Over time the imperial household has become an garrison commander (amtal), appointed by the
increasingly ceremonial and ritualised. Imperial garedis. In civilian provinces, the amtal governs jointly
succession technically is open to any person within with a district legate (tamel), appointed by the vanelgar.
three generations of direct descent from an emperor. Imperial bureaucracy
Imperial senate Nearly 12,000 bureaucrats run the empire and its
The imperial senate (senatas) is the body that 23 elganum and 148 esari. The bureaucracy is a major
formally confirms and then advises the emperor. There political force in its own right.
are 296 senators, who are appointed for life, ostensibly Mangai
to represent the provinces and districts of the empire. The Mangai has an imperial charter granting it
Membership is by imperial nomination; a two-thirds governance and oversight of trade and mercantile
vote can technically override this. activities. This charter was granted in tr321; the Mangai
Great houses has jealously guarded its rights ever since.
There are currently around 127 ‘great houses’ (kula
ar) in Azeryan, which provide the majority of the senior
leadership of the empire. They dominate the senate
Patterns of settlement
and the imperial bureaucracy, fill most of the major Urban centres play a key role in Azeryani society. The
governorships and military posts, and influence much ancient Azeri lived in city-states, and the city is central
of the empire’s mercantile trade. Most of the kula ar to the organisation of Azeri life, even if most people
control a large number of estates (naldra), as well as live in rural settlements. Even rural folk will identify with
often having a major castle (garmun). their nearest major city, as much as with their local
rural settlement or estate.
Minor houses
Towns and Cities
There are numerous clans of minor nobility of local
origin and power (kula dal). These houses control There are 133 towns and 35 cities in Azeryan.
at least one naldra, and are usually in a client-patron Nineteen cities have formal charters to operate their
relationship with one of the kula ar (or, more unusually, own civic government. Lysara, for example, is governed
with the imperial household directly). by the Agrikan pontiff. The remaining sixteen imperial
cities (including Meokolis) are governed by the vanelgar
Imperial legions
of the province in which they are located. See Appendix
There are currently forty-two imperial legions. X for a list of the major cities of Azeryan.
Each legion is headed by a general (tharin); a group
Most towns are governed by a tamel (district legate);
of legions will be commanded by a marshal or army
with an amtal (garrison commander) providing military
commander (garedis).
forces.
Provincial governors
Villas
There are currently twenty-three imperial provinces
The 14,119 naldra (rural estates or villas) of Azeryan
(elganum), eighteen civil and five military. There are
are owned and controlled by a variety of institutions. A
also three separate military districts. See A ppendix X for
great number are owned by the kula ar and the imperial
a list of the provinces of Azeryan and their respective
household; or by minor nobility. In addition, a good
populations.
number are owned by the legions; while others are
Civil provinces owned by the chartered cities. Some are even owned by
The eighteen civil provinces are governed by a pro- guilds of the Mangai and trading corporations. Finally
vincial governor (vanelgar) appointed by the emperor a number are owned by religious or other associations
on the advice of the senate, and a garedis, ostensibly or orders.
appointed directly by the emperor. In practice these
individuals are appointed through complex interactions
between the senate, the bureaucracy, noble houses,
and the legions.

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Venârivè 127
Azeryani Social Organisation Barosti (military) estate
The Azeryani are a socially stratified society with a This barosti estate has the following grades:
hierarchy of ‘grades’ within broader ‘estates’. While • garedis tar – imperial marshal (Grade III)
these social rules can be very important, the Azeryani • garedis – marshal,
tend to have even greater respect for de facto political tharin – general (Grade IV)
and economic power. The ‘rules of grade’ are most • berheth – colonel,
rigidly enforced in Meokolis and other great cities, kurlin – major (Grade V)
and in more traditional clans. In the border provinces, • hethrin – captain,
matters of class can be allowed to lapse due to the hulhurin – lieutenant (Grade VI)
influence of uncultured foreigners. • armolarin – sergeant major,
There are four estates and twelve grades. molarin – sergant (Grade VII)
Membership in the noble estate is determined primarily • melbrin – corporal,
by birth, but the emperor may elevate individuals to arkalin – lance corporal (Grade VIII)
various grades within their estate. Membership in the • molak – private (Grade IX)
kula (noble houses) is by birth, without reference to the
imperium.
Anaserai (clerical) estate
There is a certain amount of mobility between
The anaseri estate has the following grades:
grades and estates. Individuals might belong to more
• primate, head of clerical order (Grade III)
than one estate, and even to different grades in each
estate. In addition to their grade and estate of birth, • shema, donat, gershel, mabashai – imperial
Azeryani may hold various offices and such offices may councillors (Grade III)
grant elevations in grade. A freemaster of the toata • senators – non-kula ar members (Grade III)
(artisan estate) might be employed as a senior civil • archbishop, governing councillor, vanelgar –
servant, or serve as a military or naval officer, which provincial governor (Grade IV)
might eventually result in a shift of estate and grade. • bishop, abbot/abbess, chancellor, elgar –
lesser governor (Grade V)
The Estates • ordained priest, viran of lore, senior
The four estates are of Azeri society are: bureaucrat (Grade VI)
• pakranali – noble (patrician); • junior cleric, general bureaucrat (Grade VII)
entry by birth, favour and politics • lay official, junior bureaucrat (Grade VIII)
Colours: purple (imperial) / blue (others) • acolyte, trainee bureaucrat (Grade IX)
• barosti – military (equestrian);
entry and progression by merit and politics Toata (artisan / worker) estate
Colours: red, black, gold The toata estate has the following grades:
• anaserai – clerical / scholarly; • Mangai national master (Grade III)
entry and progression by merit and politics • Mangai national syndic (Grade IV)
Colours: white (and religions’ colours), • national guildmaster (Grade V)
orange, yellow • guild national syndic (Grade VI)
• toata – peasant / worker / artisan; • free master / bonded master (Grade VII)
entry by birth, progression generally by merit • journeyman (Grade VIII)
and some politics
• apprentice (Grade IX)
Colours: green (higher grades),
• nasiran – unguilded worker / farmer (Grade X)
brown / grey (lower grades)
• villanis – bonded peasant (Grade XI)
Pakranali (noble) estate • gervak – unclean worker / slave (Grade XII)
The pakranali estate has the following grades:
A large majority of citizens are members of the toata
• artaran – emperor (Grade I)
estate, and most of them are nasiran, villanis, or gervak.
• trakali – royalty; the imperial house and
associated sublines and clans (Grade II)
• kula ar – great nobles; with their own houses
and vast estates; most of the members of the
Senatas (Grade III)
• kula dal – minor nobles, holding villas and rural
estates (Grade IV)

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128 Venârivè
Right to Bear Arms Language
The pakranali are permitted to bear all types of The peoples of the empire speak a variety of dialects
weapons, but usually disdain to do so. Barosti bear of what is known as Nâsik Azéri or Low Azeryani.
weapons as authorised by their military rank and role. Dialects spoken within the empire include: western,
All others (anaserai and toata) are strictly limited to northern, central, southern, prime, eastern, and island.
‘common weapons’. Other dialects spoken outside the empire’s current
border, but not yet considered separate languages
Slavery include: Lankori, Terazin, Gorik, Kolvisar, and Dalazeri.
Azeri slavery is a considerably variable status, derived In addition, better educated and upper class individuals
from the status of their immediate owner or master. speak Zâkimladal or High Azeryani, a complex
Slaves owned by high-status individuals are treated as language which shares a common ancestry but has
extensions of their owner, usually being accorded sta- retained much of the ancient Azeri inflection.
tus equivalent to two grades lower than their owner.
Thus the emperor’s chief slave has a status equivalent Religion
to a major noble when acting on the emperor’s behalf. Azeryan is the most polytheistic state in all of Lýthia.
However, all slaves are technically subject to the whims It is said (by others) that the Azeri will worship whatever
of their masters, and can be sold, punished, or even suits their purposes at any given moment.
killed by their masters at will. All the major deities of Lýthia are worshiped in
Many Azeri slaves are low-status rural estate workers Azeryan, even in diverse aspects and by competing
or engaged in menial tasks, ‘owned’ by other slaves on cults. The Azeri are highly syncretic in their beliefs; they
behalf of their ultimate master. will adopt and adapt religious practices from many
cultures, and over the history of the empire, they have
Patronage (gorentas) and Alliance (armiros) been in contact with many different peoples.
‘Patronage’ (gorentas), the social and economic
sponsorship of individuals and clans by more powerful
clans and individuals, is a key social factor in Azeri
society. Sponsorship of this sort is not uncommon in
societies across Venârivè, but the Azeri have developed
this form of social interaction to its greatest extent. Very
little gets done in Azeri society without the involvement
of the system of patronage. A person’s ability to obtain
work, education, property, entry to a military career,
and even a suitable spouse are all significantly reliant
upon the network of relations between patrons and
clients, and between patrons.
‘Alliance’ (armiros) is the counterpart to patronage.
It is the web of alliances between patrons, upon which
their clients rely for access to goods, services, and
social status.
Some scholars see the roots of Trierzi feudalism in
the Azeri system of patronage; the Trierzi, of course,
scoff at such notions.
Matriarchies and Patriarchies
Historically, Azeri society exhibited both strong
matriarchal and patriarchal elements. Early Azeri
societies and states were either matriarchal, patriarchal,
or more or less mixed in social organisation.
The imperial period, however, saw the relative
decline of the matriarchal noble houses and elements
within society. By the late fifth century Azeryani society
was high patriarchal. More recently there has been a
resurgence of matriarchal norms, but matters are
not anything like they were as they were before the
Imperium. Arms of Ârtáran Vîrliamydes
IV eldá Ûrvaèn of Ázeryàn

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Venârivè 129
The six major organised religions of Azeryan are the
Agrikan, Varanian (Laranian), Halean, Save-K’noran,
Morgathan, and Eonian (Peonian) churches.
The imperium gives official recognition to all of
these faiths, and provides them with certain privileges.
The emperor will make offerings or sacrifices to all of
these gods on the relevant holy days.
In addition, there are cults that worship Kelenos,
Zarath, Ilvir, Sarajin, and Naveh. These faiths do not
have official status, but they are not persecuted or
proscribed. Navehans are viewed with suspicion,
but since they tend to operate covertly in any case,
the imperium can maintain its neutrality on religious
matters.
Military
Azeryan is famous for its legions, of which there are
currently forty-two. Each is named for a precious stone
or metal, and is additionally numbered based on the
order in which it was founded – thus, VII Sakat, one of
the legions based in Beronium province. The legions
are colloquially referred to as the ‘emperor’s jewels’.
The ‘jewel names’ of legions currently in use include:
Amsas (Pearl), Barikor (Amber), Derapor (Peridot),
Elnos (Diamond), Firasor (Turquoise), Mazivor (Lapis
Lazuli), Mirador (Sapphire), Noremos (Garnet), Oitop
(Moonstone), Sakat (Ruby), Sanrutar (Emerald),
Tadasor (Topaz), and Yatsim (Jade). The elite Gold and
Silver legions are based in central Azen province.
A full-strength Azeryani legion has approximately
2,500 personnel, including support staff and auxiliaries.
Most are infantry, but Azeryan is making increasing use
of light horse. Seventeen legions are stationed on the
Shurâma, Azeryan’s great defence against the Reksyni.
In addition to the legions, there are several specialist
forces, including the Imperial Guard, which since
tr660 has been composed of heavy horse and act as
the vanguard of the imperial forces. The emperor’s
personal guard is now the Ivinian Guard. There are also
another fifteen cohorts of mercenaries.
The Imperial Navy is much reduced from its peak,
but still maintains over a hundred warships. It has two
key bases at Sanos and Quarmil.
Finally, the great houses (kula ar) maintain their
own forces. These number around 75,000, but are
mostly deployed locally.

Àzeryáni Marshal
(Gáredis)

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130 Venârivè
Following further Pharic migrations and the rise
Grand Principality of Lankor and fall of various petty kingdoms, a second unified
Ruler: Grand Prince Muragyn elda Forames kingdom called Lankor was created in bt52 by the
Foundation: tr676 Heleni chieftain Ordomyn. This new realm was
Government Type: Oligarchic Principality regularly troubled by rebellion, but as the worship of
Population: 504,000 settled (plus 28,000 others) Larani spread into Lankor from the south, order held
for longer and longer periods.
Lankor lies between the Tonatris and Nadami Unfortunately for the Lankori, imperial Azeryan was
mountain ranges. The heart of the country is a wide then forming on the far side of the Tonatris Mountains.
valley centered on the capital of Lankorium and In tr337, imperial legions struck at Lankor from the
includes the uppermost reaches of the Degela River. south and east. Already weakened by a brief civil war,
The Degela arises near Mount Degel in the Tonatris the armies of the sainted Queen Aramyna were quickly
range and flows west before turning south just after trapped and overrun at Lengharim, which the Azeryani
Lankorium. Downstream, this valley narrows and in renamed Lankorium.
some places the settled land is less than ten leagues Although Azeryan’s adjacent Zonaran provinces rose
wide. Below Degolis, the Degela exits Lankor and in rebellion at the end of the 400s, there was little sign
enters Trierzon. of this conflict in imperial Lankor. More concern was
North of Lankorium is the Gap of Lankor, a wide focused on Quarphic attacks in the north, where the
passage which provides the only open route between legions were kept busy for decades. There was little or
the wilderness of Quarphor and the realms to the south. no Lankori dissatisfaction with Azeryani rule until the
This geography has shaped the history of Lankor. Just early 600s, when what began as Tobran’s Inquisition
north of the Gap lies Dalbadir, Lankor’s second most in Trierzon provoked a period of turmoil in southern
prominent town, along the banks of the Galdiv River, Lankor known as Tobran’s War. Militant religious orders
whose waters join with the Aulom and flow northwest came into conflict with the legions and long-standing
into the mighty Tirga. feuds commenced.
Lankor’s position between the Tonatris and Nadami The first major Lankori attempt to throw off the
ranges places it atop a major tectonic fault. Earthquakes imperial yoke occurred in tr658, when the III Endamor
are common, although they are usually minor. The last legion mutinied and the Azeryani governor was
significant tremor was the Great Earthquake of tr697, assassinated. Although this insurrection was put down,
which caused great damage in southern Lankor and reprisals only caused unrest to swell. In tr676 the
also in the Trierzi county of Anfaldon. military governor Rodisar elda Fedares and the Cabal
The Earthmaster structure known as Iljanes, the of Seventeen, a group of oligarchs and self-proclaimed
‘Three Towers’, stands just outside Lankorium. Another princes, declared Lankori independence. After three
named Divcheran is located in the foothills of the years, internal dissent was crushed and interference by
Nadami, south of the road leading to the Benami Pass outside Azeryani forces had eased.
and eastern Shorkyne.  On the edge of the Melwy Hills Azeryan did not easily acquiesce to this turn of
in northeast Lankor, a trading post called Hesteram is events, and it has twice attempted to reclaim Lankor.
frequented by the centaurin who reside in those hills The most recent effort, beginning in tr709, almost
and in the Quarphori wilderness. succeeded. Half of Lankor was again under Azeryani
rule by tr712. The remainder might have followed had
History it not been for ‘Giyarim’s ride’, a daring cavalry raid into
The Émhlè Jarind people who subsequently settled Azeryan itself that sowed chaos in the imperial rear.
far to the west passed through the Gap of Lankor This war ended in tr714 with a Lankori victory at the
several millennia ago. The only remaining signs of the Battle of Degel Pass.
petty states they created are the burial mounds that Lankor is today a realm at relative peace but with
mark where they sometimes battled. Two millennia all eyes watching for hostile activity by its neighbours.
later, the great Pharic migration first reached Lankor. There has been conflict with Trierzi forces over the
After several centuries, a unified Pharic kingdom arose southwestern border, and skirmishes continue to occur
around the great bend in the Degela River. Called there as Laranian and Agrikan fighting orders attack
Lenghare, it was established about bt675 by the mage- each other’s holdings. In the north, there is intermittent
king Mardos al Lengha and survived his death twenty concern that the Quarphic tribes may raid settlements
years later (supposedly at the hands of six mages who on the Galdiv River. But always, there is fear that the
came from faraway lands). But following a slow decline, legions of Azeryan could at any time cross over the
there was little of Lenghare left to conquer when Sorka Tonatris passes to reclaim the ‘rebellious province’.
tribes crossed the Gap two centuries later.

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Venârivè 131
Shorkyne, located to the northwest of Lankor, is common. Kelenans are usually able to remain neutral
its only neighbour that seems interested principally in in these affairs, but not always.
peace and trade. The Duke of Ensel, in particular, is Brought to the region by imperial soldiers, the
seeking stronger links with Lankor. worship of Kelenos in Lankor is more extensive than
anywhere else north of the Venarian Sea. Lankori
Government
Kelanans venerate a number of demi-gods unknown
Lankor is governed by a grand prince (arterenis),
to their co-worshippers in Hepekeria and further south.
the supposed ‘first amongst equals’ of the lords of
Halea, Save-K’nor and Sarajin have a small number
the realm who make up the Terenbaril (Council of
of adherents, the last of these primarily among
Princes). In addition to the twenty-three princes who
mercenaries hired from Harbaal and Ivinia. Both
head Lankor’s great clans, the council also includes
Morgathan and Navehan worship are proscribed,
the three tharinem (generals) of the legions and the
but little effort is made to persecute the adherents of
primates of the churches of Eoni, Agrik, Varani and
Naveh. It is an aphorism in Lankorium that ‘any prince
Kelenos.
can find the Navehans when he needs them’.
The Terenbaril is a weak body as its members
Many Quarph peasants honour the tribal gods
infrequently reach agreement on the matters that they
Anulome and Diyel, and there are many temples to this
debate. With the backing of the three legions, the
duo in northern Lankor.
grand prince is usually able to accomplish what he
wants in secular affairs. The power of the legions will Military
remain strong in Lankor until the threat of re-conquest The military forces of Lankor are critical to its survival,
by Azeryan dissipates. as it struggles to maintain its independence from
Nevertheless, the leaders of the kulim-ar (great Azeryan. The most important are the three Endamor
houses) are exceedingly jealous of their prerogatives. (Onyx) legions, the same bodies which formerly held
They have been described as being among the Lankor for Azeryan. The I Endamor legion is based at
world’s most avaricious and devious lords, even when the town of Endamor, near Lankorium. The IV Endamor
the stakes are small. When subtlety and gold do not has its headquarters at Degolis in the south, and the VII
suffice, they can call upon other resources, including Endamor at Dalbadir.
small mercenary armies and Navehan assassins. The The legions are supported by a range of auxiliaries,
attempt in tr683 by the second grand prince, Marit several mercenary cohorts (including quite a number
elda Fedares, to make himself king of Lankor ended from Hârbáal), and when necessity requires, by the
when he was killed by a crossbow bolt in his own throne private forces of the princes and the religious fighting
room two months after his ‘coronation’. The assassin orders.
was never seen nor caught.
Patterns of Settlement
Lankor’s major towns are Lankorium (18,000;
Mk 5) and Dalbadir (6,000; Mk 4). There are 20 other
minor towns or semi-urban castle-towns in the region.
Culture and Language
The most common language spoken is Lankori,
a creole which combines a legionary dialect of
low Azeryani with Old Lankori, the Pharic tongue
spoken  before Lankor was conquered by the empire.
Many of the elite take great pride in their fluency in High
Azeryani and some may refuse to speak anything else.
A Quarphic dialect is also widely spoken north of the
Gap of Lankor. Emela may be heard along the fringes
of the Nadami mountains where those tribesmen may
be encountered.
Religion
While the vast majority of the populace worship
Eoni, the ruling classes are split relatively evenly
between Agrik, Varani/Larani and Kelenos. Sectarian
clashes between Agrikan and Varanian adherents are Arms of Artêrenis Mûragyn
eldá Fôrames of Lánkor

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132 Venârivè
unwilling to become drawn into potential conflict with
Ûmélria Dalkesh; they certainly have more immediate problems
Ûmélria is a mountainous region to the northeast of with the Reksyni and the Anil Ketari.
the Venârian Sea, separated from the Reksyna plains The Ûmélrian city-states trade extensively throughout
by the Erazynis and Yaleryne mountains, and from the northeastern Venârian Sea. Their primary trading
the Ketârh plateau by the Ûmélrian Mountains. Other partners are Azeryan, the many Reksyni and Anil
mountain ranges include the interior Pathen range and Ketari tribes, and the various city-states of the Karejian
coastal Churen range. League. It is not uncommon for occasional Ûmélrian
merchant galleys to join a Karejian larun for regional
trade (albeit for higher fees); almost without exception
Ûmélrian League they will join the larger larun originating from Livelis
Ruler: Legates of the League and destined for the larger regional markets.
Foundation: tr657 The current first legate of the league (who convenes
Government Type: Oligarchic League meetings of the representatives of the members states)
Population: 2,909,000 is Gamenal el Menalros.
History and Government Patterns of Settlement
The Ûmélrian League is an alliance of city-states that The city-states of the League are:
was founded in tr657 from the turmoil surrounding the • Lekuria (34,000; Mk 8), 3 other towns, 565 rural
Great Karejian War. Azeryani provinces along the north- estates, total population 460,000.
eastern shores of the Venârian Sea found themselves • Fêgon (15,000; Mk 5), 5 other towns, 934 rural
left to fend for themselves while Azeryan, Dalkesh, and estates, total population 616,000.
the Karejian rebel islands descended into a three-way • Gêlon (12,000; Mk 4), 5 other towns, 799 rural
war. These cities declared independence from Azeryan estates, total population 527,000.
and created the Ûmélrian League as a defensive alli-
• Parthias (17,000; Mk 5), 4 other towns, 478 rural
ance against the Reksyni who were driving the Azeryani
estates, total population 380,000.
legions from Gothmir.
• Rydaz (14,000; Mk 4), 5 other towns, 859 rural
Lekuria, the leading member of the Ûmélrian
estates, total population 566,000.
League, is located at the mouth of the mighty Umala
• Genoro (16,000; Mk 5), 2 other towns, 229 rural
River. This great river rises to the northeast and flows
estates, total population 208,000.
past the city of Fêgon. The highland city of Gêlon
lies near the headwaters of the Gema River, which • Barath (14,000; Mk 4), 1 other town, 113 rural
flows south to Rydaz, and on to Genoro at its mouth. estates, total population 131,000.
Between them is the Geama mountain range. Across • Ekyne (2,100; Mk 3), 28 rural estates, total popu-
from Genoro lies the city-state of Barath, in the shadow lation 21,000.
of the Rakan and Erazynis mountains. North of this is Culture and Language
Ekyne, a minor League member situated on the edge The coastal regions of Ûmélria have a strong
of the Reksyna plains. To the east, on the Karnos River Karuian heritage and speak primarily Karejian, whilst
beyond the Pathen Mountains, is the city of Parthias, the inland regions have Umeni heritage and speak
bordering the Karejian League (at the Imonecha River) predominately Urmech. Both groups have many subtle
and the mountainous tribal lands of the Umeni, the Azeryani influences. Anil Ketari is spoken in the upper
region’s indigenous people. Umala valley.
In tr658 the Ûmélrian League concluded a tentative
peace with the Reksyni (possibly because the Reksyni Religion
were not interested in anything more than the grass- Ûmélrians, like the Azeryani, are highly polytheistic.
lands). Lekuria became an open city where the Reksyni The six major religions of Azeryan are also strong in
could visit freely and trade for civilised goods. Whilst Ûmélria. As a result of the local Umeni heritage, Eoni
Ûmélria has prospered from Reksyni trade, the League is relatively popular. Ilvir, a minor god in Azeryan, has a
still views the Reksyni as a significant threat. strong following in Ûmélria.
The Karejian League has on several occasions Military
made overtures to some or all the members of the The Ûmélrian legions grew from the city militias
Ûmélrian League to merge with Karejia. Other than the that were formed when the garrison Azeryani legions
‘defection’ of Ichenyah, which left the Ûmélrian League left in tr657. Although ‘light’ legions, they are well-
in tr712 and later joined the Karejian League in tr714, trained and well-equipped. Nevertheless, the security
all overtures have been rebuffed. Ûmélrians may be of the Ûmélrian League depends on a truce with

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Venârivè 133
the neighbouring Reksyni tribes. Indeed, it is widely Umeni Tribes
suggested that the League exists at the convenience of Government Type: Tribal
the tribes, a fact few Ûmélrians would privately dispute.
Population: 98,000
The Ûmélrian League navy is more formidable,
The wilderness areas of Ûmélria are inhabited by
although small compared with the naval might of
the Umeni tribal peoples. The language of the Umeni
Azeryan, Dalkesh, or the Karejian League. The light
appears to have some similarities to that of the Jarind
and fast Ûmélrian war galleys aggressively patrol the
tongues spoken much further west. Why this should be
relatively narrow span of sea claimed by the league. By
so is not clear to scholars.
focusing their forces, the Ûmélrians have the ability to
Deep in the wilderness of the Yaleryne Mountains
defend their seas against all but the most determined
is the Earthmaster site of Yaélarhondè, sacred to the
attack (which is very unlikely given the volatile political
Umeni.
nature of the Venârian Sea).
Nâblúgi
Government Type: Tribal
Population: 24,000
There are tales of small folk who dwell in remote
valleys of Ûmélria. Local Umeni tribes refer to these
people as the Nâblúgi. Interestingly, this is the same
term used to describe the small folk of the Luíndè
Mountains.

Kingdom of Erdar
Ruler: King Kaluma Hardamuz
Foundation: bt7,060
Government Type: Tributary Monarchy
Population: 9,200
The hidden Kúzhan kingdom of Erdar lies at the
westernmost edge of the Ketârh plateau, in the eastern
Ûmélrian Mountains, near the headwaters of the Umala
River. The city of Erdar is both a Kúzhan settlement and
an ancient Earthmaster site.
Its location is unknown to virtually all who live in
the region. It is believed that the Nâblúgi (if they exist)
know of its location, and can lead the foolhardy there
for a very high price. There are, however, many tales of
those who have sought after the gold of the Kúzhai but
have never returned.

Ûmélrian League and Êrdar


Unknown to all but a select few of its leaders,
the Ûmélrian League has successfully estab-
lished relations with the hidden city of Êrdar.
Relations are tentative, but the League has
offered the Kúzhai access to trade without need-
ing to reveal themselves to the wider world. The
rumours regarding the intermediary status of the
Nâblúgi appear to be correct – the League has
Ûmélrian mainly dealt with the Kúzhan city via these folk.
Merchant

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134 Venârivè
While the Dalkeshi played a key role in enabling the
Venârian Sea and Eastern Coast Karejians to obtain their independence from Azeryan,
The Venârian Sea is the heart of Venârivè. It is dotted most Karejians are as wary of the Dalkeshi as they are
with what are now known as the Karejian islands, most of the Azeryani – historically both these empires have
of which are members of the Karejian League. A good been a threat to Karejian independence.
number of cities on the eastern coast of the sea are Each member of the league remains an independ-
also members of this League. ent entity, with local sovereignty. The members of the
League continue to compete with each other commer-
Karejian League cially and otherwise. Most members are oligarchies,
Ruler: Legates of the League (meeting at Livelis) but there are other forms of government; Helas, for
Foundation: tr664 instance, is a Halean theocracy.
Government Type: Oligarchic League Each member state sends legates to the Great
Population: 6,467,000 Forum, usually held four times a year at Livelis, where
Livelis is the leading city of the Karejian League, and matters of common concern (defence, trade policy,
is the busiest port of all Venârivè. It lies on the Lyvel and so forth) are discussed. The length of these meet-
peninsula, which it shares with the city-state of Shelon, ings varies depending on the amount and nature of
an important religious centre. The Earthmaster site of business to be discussed. Each year a speaker of the
Leios lies on the peninsula. forum is elected; the current speaker is Domanka el
To the west of the Lyvel peninsula lie the islands of Chelarach.
Narolis, a major naval power. The infamous ‘Karejian Most members of the league maintain embassies at
Fire’ was developed by a citizen of Narolis. Further west Livelis for the accommodation of their legates; and will
is the port-city of Rykal, called by some the ‘Joyous have at least one legate present at all times in case an
Haven’, where it is said no human vice cannot be met. To emergency meeting of the Great Forum is required.
the north are the islands and cities of Horitar, Phanosia,
and Arketh. Horitar is one of the larger Karejian islands, Patterns of Settlement
and is home to the Morgathan primacy for Karejia. The city-state members of the League are:
Phanosia is known for its high quality, well-regulated, • Livelis (80,000; Mk 9), League capital, 245 rural
slave market, and the Phanosian reputation for honest estates, total population 375,000.
dealings is widely regarded. Close to the Azeri islands • Shelon (31,000; Mk 7), 1 other town, 253 rural
lies the Halean holy city-state of Helas, while farther to estates, total population 340,000.
the north are the island of Tazach (famous for its purple • Durien (24,000; Mk 6), 6 other towns, 821 rural
dye) and the coastal state of Ichenyah. estates, total population 804,000.
The other members of the league are located in the • Narolis (28,000; Mk 7), 3 other towns, 327 rural
eastern Venârian coastal region. They include Ajygal, estates, total population 443,000.
whose ruling city lies at the mouth of the Kharal River, • Rykal (27,000; Mk 6), 3 other towns, 352 rural
and is known as a centre of learning. Upstream is the estates, total population 467,000.
city of Kolomir, capital of an interior member of the • Helas (29,000; Mk 7), religious centre, 119 rural
League, a source of much lumber for the shipyards of estates, total population 170,000.
Karejia. To the south, beyond the Kôliántres Mountains, • Ichenyah (21,000; Mk 6), 2 other towns, 262
lies Durien, the ‘breadbasket’ of the league. Further rural estates, total population 305,000.
south, beyond the Dunia Mountains, is the last member • Tazach (13,000; Mk 5), 71 rural estates, total
of the league, Gilech. This town is located on the population 103,000.
Bythira River, and is shielded from the Beshakan desert • Phanosia (33,000; Mk 8), 4 other towns, 336
by the Gilenis Mountains. Despite its membership of rural estates, total population 448,000.
the league, Gilech has strong links with Dalkesh, to the
• Horitar (30,000; Mk 6), 4 other towns, 396 rural
extent that Dalken troops are even stationed there.
estates, total population 537,000.
History and Government • Arketh (17,000; Mk 4), 84 rural estates, total
An association of city-states formed late last century population 118,000.
after breaking away from Azeryan, the Karejian League • Ajygal (22,000; Mk 6), 5 other towns, 530 rural
includes a variety of island and mainland states. It was estates, total population 647,000.
formed in tr664, seven years after the Great Secession • Kolomir (17,000; Mk 5), 4 other towns, 447 rural
and at the conclusion of the Fourth Dalkesh-Azeryan estates, total population 540,000.
War (in tr662). • Gilech (19,000; Mk 5), 5 other towns, 529 rural
estates, total population 693,000.

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Venârivè 135
Society, Culture, and Language Most cohorts are a mixture of full-time legionaries
Karejians have retained the mixed matriarchal / and reservists who serve at different times of the year.
patriarchal structures of early Azeri culture. Some In addition, the noble houses of Karejia also have
member of the League are more matriarchal (Helas, military forces, and each city and town can raise militia.
Ichenyah, Ajygal, and Shelon, in particular), while
others are more patriarchal (Horitar, Narolis, and Rykal,
for example). Others, including Livelis, lack a strong
gender-bias.
The population of most members of the League
speak Karejian, but some of the people of the western
islands speak an ‘island’ dialect of low Azeryani, while
the people of Kolomir and Gilech speak Elbythian.
Religion
Karejians, like the Azeryani, take a highly polytheistic
view of religious matters. The six major religions of
Azeryan are also strong in Karejia; although the worship
of Morgath is considerably less popular than on the
mainland. Halea is, conversely, much more popular;
one of the members of the League is the theocracy of
Helas, and seat of the Halean pontiff.
Apart from the clergy of each religion, most Karejians
tend to venerate a number of gods, participating in a
range of religious festivals and observances, making
donations to multiple gods and faiths, and generally
ensuring they ‘cover their bases’.
In addition, Karejians venerate the spirit of their island
or region, and the city-state or regional government will
organise annual festivals in honour of the city and the
ancestors who have come before.
As a result, the average Karejians spends a great
deal of time engaged in religious or spiritual festivals.
This no doubt contributes to their reputation across
the region as hedonists of the first order.
Military
Karejia’s military strength is substantially naval,
although this is backed by strong elements of marines,
as well as land-based cohorts or legions.
The members of the league presently have a fleet of
126 war galleys or laru (see Naval Warfare for details).
There are also many other less specialised vessels such
as raem, which can have military application if neces-
sary.
The legions of the Karejian states are less regular
than those of the Azeryani, more often organised into
cohorts than full legions. The number of cohorts per
league member ranges from three (Tazach) to twenty-
two (Durien); Livelis has twelve cohorts of around 400
soldiers each.

Karéjian
Woman

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136 Venârivè
Grand Principality of Hacherdad Society, Culture, and Language
Ruler: Grand Prince Hemoar alkhu Karloresh The Hacherim speak Hacherian, a dialect of the lan-
Foundation: tr144 guage spoken by the Besha nomads of the Beshakan,
Government Type: Oligarchic Principality but much influenced by Elbythian and Karejian.
Population: 1,792,000 The Hacherim are generally quite cosmopolitan –
The Grand Principality of Hacherdad is centred particularly those living in Hacherdad city. They are in
around the city-state of same name, but includes a contact with traders from the East, and a good number
total of seven principalities. These are nestled at the of them have travelled there themselves.
southern end of the Hakharlis Mountains. Both the Hacherim exhibit a relatively high degree of gender
Harkhalis and the smaller Sheluna range have active equity (particularly compared to that of women in
volcanoes. Besha nomadic society), but women do not generally
play as prominent a role as they do in some Karejian
History and Government states.
The Hacherim claim to have inhabited the southern
Hakharlis mountain region for thousands of years. It Arcane Lore and Wizardry
is possible they were a Ketari people influenced by the The Hacherim are known as a mysterious folk, not
Venic island culture and the Empire of Mafan to the only for their cosmopolitan ways, but their utilisation of
east. There were a group of independent principalities arcane arts, astrology, and divination.
in the region which came into conflict with the Târgan The Hacherdad Chantry of Mysteries (24 masters;
Empire and later the Empire of Dalkesh. The Dalken quality 3) is unique. It is a complex of residences
conquests along the coasts and as far as Gilech and chantries that covers the spectrum of Shek-
appear to have prompted the formation of the Grand Pvar magic, located in one of the older districts of
Principality in tr144 (at which time there were seven Hacherdad. It operates under a charter direct from
princes). the Council of Princes, and is largely autonomous.
The exact number of Shek-Pvar in residence varies
Princes of Hacherdad considerably. The charter of the chantry requires it to
• Grand Prince Hemoar alkhu Karloresh, Hacherul assist in safeguarding the city in the event of attack.
• Prince Bonrathim alkhu Amuram, Kuladith
• Prince Vonrenan alkhu Emachen, Balshel
Religion
Although Hacherian religious beliefs exhibit strong
• Prince Shoenlarad alkhu Cholaram, Morchad
similarities to both Dalken and Karejian beliefs,
• Prince Enaloshal alkhu Armalun, Ocharim
Hacherians almost uniquely worship a vague Great
• Princess Galamada alkhu Rumosir, Echrum God (Nalma), who is opposed by an equally powerful
• Princess Buronala alkhu Marsharesh, Marshum Great Devil (Ovrash). Each of the gods of other peoples
• Prince Gonelgalbes alkhu Karlorarkin, Shelum is perceived as either an angel (Nalmari) or a devil
Patterns of Settlement (Ovrari) of these twin gods.
The towns, estates, and population of each princi- Military
pality are: Hacherdad has a powerful military capability dating
• Hacherul: Hacherdad (49,000; Mk 8). 419 back to the period of conflict with the early Empire of
estates. Total population 628,000. Dalkesh. These forces include the Grand Prince’s Guard
• Shelum: Loresara (9,300; Mk 4). 138 estates. (300 heavy horse, 600 medium foot), six Hacherian
Total population 180,000. legions (each with around 2,000 men), the princely
• Marshum: Marshara (12,500; Mk 5). 152 levies (a total of around 9,000 semi-feudal troops), and
estates. Total population 197,000. both Besha and Anil Ketari mercenary forces.
• Morchad: Nurshera (8,600; Mk 4). 144 estates. In addition, the Grand Prince has established
Total population 138,000. alliances with several Besha tribes, largely in response
• Balshel: Emachedar (6,700; Mk 5). 111 estates. to the threat from Dalkesh.
Total population 147,000. Finally, the Hacherim have expended considerable
• Echrum: Karelar (9,100; Mk 4). 162 estates. resources in the last decade or so on constructing and
Total population 162,000. strengthening fortifications on their borders and across
• Ocharim: Ochara (11,700; Mk 4); Porlomur the principalities. Some 126 castles and keeps dot
(5,200; Mk 3). 192 estates. Total population the landscape across the region, providing significant
250,000. ‘defence in depth’ against a potential Dalken incursion.
• Kuladith: Kuladhur (3,700; Mk 3). 100 estates.
Total population 90,000.

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Venârivè 137
Namardim
Ketârh and the Beshakan Desert Government Type: Tribal
The great Ketârh Plateau lies to the east of the
Population: 48,000 (within Venârivè)
Venârivè, but the western-most Ketaric people, the
Anil Ketari, live in the shadow of the Ûmélrian and The Namardim are a tribal people who dwell in the
Hakharlis mountains. Further east lie the Namardhez Namardhez Mountains between the Beshakan and
and Mafanilar mountains which separate this region Mafan. They are related to both the Besha and to other
from Mafan and together create the rain-shadow that peoples who pre-dated their arrival in the region.
forms the Beshakan Desert.
The mountains are inhabited by the Namardim
while the Besha nomads dominate the desert. The
Beshakan is crossed by two trade routes, the use of
which varies depending on the season and the attitude
of the Besha. These two nomadic peoples speak their
own tongues, which are related to Ketaric.
Anil Ketari
Government Type: Tribal
Population: 212,000
The Anil (or western) Ketari are the westernmost
branch of the powerful Ketari peoples, who dominate
central Lýthia.
Like their relatives to the east, the Anil Ketari are
largely a nomadic horse people. They live on the
grasslands to the east of the Ûmélrian and Hakharlis
mountains. There are a few permanent settlements of
these peoples across the region, but they mostly rely
on trade with the Hacherim and Ûmélrians or upon
raiding caravans for ‘civilised’ goods.
Approximately 26,000 High Ketari have ranges which
are within Venârivè; conflict between these groups and
the Anil Ketari is not infrequent.
Besha
Government Type: Tribal
Population: 540,000
The Besha are the people of the Beshakan Desert.
Distantly related to the Ketari, and descended from the
Mafaketa nomads who long ago conquered the Empire
of Mafan, the Besha are a proud and formidable people
who are able to survive and even flourish in the harsh
environment of the Beshakan.
The Besha are feared by the Dalkeshi, despite
the fact that the ruling classes of the Dalken empire
are descended from those Besha who wiped out the
Târgan Empire in tr7.
As well as tending their herds of Beshakan camels,
and hunting the desert oryx, the Besha derive significant
wealth from raiding Dalkesh and demanding tribute
from caravans that traverse the desert.

Bésha Nomad
woman

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138 Venârivè
• Provincial officials – provincial governors,
Empire of Dalkesh district governors, state agricultural estate
Ruler: Emperor Sharpen II alkhu Nanda managers
Foundation: tr16 (official date) • Imperial military – noble houses of the military
Government Type: Imperium caste are associated with particular units or
Population: 8,736,800 elements of the Dalken military; the officers and
The Empire of Dalkesh is centred around the Târga generals of those units are generally drawn from
River and the coasts of the Venârian Sea. The Târga that noble house.
rises in the Chògôrana Mountains, and is fed by several • Religious orders – the religious orders are
rivers on its journey to the sea, including the Nhuvala, associated with particular religious noble
Khalama, and Elcha. Its western regions are mountain- houses; although there is not a one-to-one
ous, with the Sobranah and Garbrash mountains cre- correspondence.
ating a drylands region near the northwestern coast. • Merchant houses – the merchant or trading
To the west the Eshigur and Chelan rivers flow from houses have become increasingly important in
Pechalar into Dalken territory. recent centuries. They not only deal in foreign
History and Government trade, but are increasingly used as ambassadors.
The Empire of Dalkesh is ostensibly one of the most Administrative organisation
unitary states in all of Lýthia; in reality it is a seething Dalkesh is (at least on papyrus) highly centralised
hotbed of internal factions and conflict. Unlike the and hierarchical. Technically all land is owned by the
imperial house of Azeryan, the emperors of Dalkesh state, although long-term leases (of 100 years or more)
are active rulers. But the fact that they are active can be traded. Approximately one third of all land is
participants in the political life of the state exposes them controlled directly for the emperor by imperial and
to the risks and tribulations of political fortune. While provincial officials; the rest is controlled by the noble
emperors are de jure absolute rulers, the extensive use houses and religious orders.
of political assassination, and the faction-riddled nature Dalkesh is organised into seventeen provinces, which
of Dalkeshi politics means that in fact, successful (and are further sub-divided into one hundred districts. In
long-lived) emperors must take great care to balance the inner provinces, each district has a central town; in
the various political forces within their realm. the outer provinces there are sets of senior and junior
The factions are composed of various elements of districts – only the senior district has a town.
the noble houses, the central imperial bureaucracy, The rural sector is organised into 6,120 harushem
the imperial military forces, the provincial and district or rural estates. These are linked administratively to the
administrations (including the state agricultural estates), towns and districts.
the trading castes and families, and, very importantly,
the numerous religious orders and factions. Patterns of Settlement
Religion and politics are never far apart in Dalkesh. Dalkesh is a highly populous realm, with many
Most religions play an active role in affairs of state, urban centres and settlements, including:
either for their own ends, or simply as a means of self- • Pelona (16,000; Mk 5), main city in the province
preservation. Factionalism is endemic: various orders of Resikhar (754 harushem, 905,000 people)
ostensibly within the same church can end up working • Anesha (9,000; Mk 4), capital of the province of
against each other as part of different coalitions. Some Adesh (294 harushem, 265,000 people)
of the major political groups in Dalkesh include: • Chenosolis (22,000; Mk 6), coastal port in
• Imperial house – the emperor is ostensibly the province of Aninis (609 harushem, 792,000
absolute ruler of Dalkesh, with the power of life people)
and death over all Dalkeshi. In practice, he or • Hepenolis (29,000; Mk 7), island city in the
she must rule with care, in order to to stay alive. province of Heponpura (421 harushem, 421,000
• Noble houses – essentially composed of the people)
families from the military and religious castes. • Galamonia (33,000; Mk 6), coastal city at the
There are currently seventy-seven noble houses; mouth of the Gara River in Galpura province
forty-nine are of the military caste, twenty-eight (346 harushem, 519,000 people)
are religious houses. • Zerula (20,000; Mk 6), port city at the mouth of
• Imperial officials – imperial officials are almost the Kathamas River in province of Tibelos (239
exclusively drawn from the noble houses; harushem, 383,000 people)
principally from the religious and to some extent
military castes.

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Venârivè 139
• Natha (67,000; Mk 8), large city at the mouth of • Occupational – Numerous castes focus
the Târga River, in province of Nathapura on particular crafts or activities. There are
(326 harushem, 652,000 people) several farmer castes covering various rural
• Manquideh (107,000; Mk 9), the imperial occupations, some relatively high status.
capital, and Dharkal (12,000; Mk 4), the • Out-caste – those without caste are the lowest
provincial capital of Dehar province (404 of the low, lower even than the slaves owned by
harushem, 807,000 people) higher castes.
• Besharkhed (11,000; Mk 3), leading town in Foreigners are technically out-caste, but tend to be
Donolash province (125 harushem, 121,000 sponsored or adopted by the clan and caste they deal
people) with. Slaves are ‘attached’ to the caste of their owner.
• Anramusha (19,000; Mk 4), capital of Khalik
Language
province (330 harushem, 660,000 people)
Dalken is the language of the empire, but Besha,
• Onrisha (27,000; Mk 5), a city in the province of
Pechalari, Elbythian, Karejian, and even Tuvaran are
Onripura (412 harushem, 823,000 people)
also spoken within its borders.
• Abnalhar (4,300; Mk 2), a town in province of
Nalhaman (89 harushem, 93,000 people) Religion
• Kadhan (14,500; Mk 4), the capital of Nagran Dalkeshi are a highly religious; they are also intro-
province (511 harushem, 919,000 people) verted and xenophobic. As a result, Dalkesh has its
• Karela (12,000; Mk 6), provincial capital, and own particular brand of religious theology and mythol-
Ashengar (10,500; Mk 5), an important trading ogy. As early as tr100 Dalken theologians began to
town near the upper reaches of the Târga, both compile the Book of Life and Death which describes
in Khanesh province (464 harushem, 660,000 the particular mythos of Dalkesh, the Dalkeshi view of
people) the creation of the world, and the particular roles of the
• Amarla (6,000; Mk 3), leading town of Akamar gods in this. There are some commonalities with the
province (187 harushem, 168,000 people) tales and myths of other cultures of Venârivè, but there
• Hashela (7,500; Mk 4) and Peshet (6,500; are many elements unique to Dalkesh.
Mk 4), in Khedan province (378 harushem,
340,000 people)
• Shalarem (8,000; Mk 3) and Gorluk (4,500;
Mk 3), in Sobrash province (231 harushem,
208,800 people) Dalkéshi
Dalkesh is an old land, with many ruins and sites out-caste
from ancient civilisations. The ziggurat of Manquideh beggar
and the ruins of Nalhathar are leading examples.
Dalken Castes
Dalkesh is a caste-based society. Most of the occu-
pations and social roles are filled by families from par-
ticular castes. Social mobility is minimal, and princi-
pally obtained through adoption or marriage into a new
caste. The principal orders of castes are:
• Military – Together with the religious caste,
the military caste dominate the imperial offices
and the military. Most noble houses are of the
military caste.
• Religious – The religious castes dominate the
hierarchies of most of Dalkeshi religion. A good
number of noble houses and many imperial
officials and bureaucrats are from this caste.
• Merchant – Trade, both domestic and foreign,
is handled by certain merchant clans. There is a
taint of ‘uncleanliness’ which prevents members
of this caste, even if very wealthy, attaining the
highest posts.

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140 Venârivè
A particular feature of Dalken theology is its highly Military
polytheistic nature. While all the churches of Dalkesh The Empire of Dalkesh has a well-developed
promote the importance of their own faith and deity, military, which have been considerably strengthened
they generally recognise the role and function of over the last half-century since the most recent war
other religions and deities to a greater extent than with Azeryan.
is commonly the case in other parts of Venârivè. The Dalken army consists of thirty legions: twenty-
Thus while the Dalken Church of Aranik is hostile to four heavy and six light. Each heavy legion has 2,500
the Church of Aranu, it recognises the theological troops, a mixture of heavy infantry supported by
duality between their respective deities. This duality is lighter troops and some medium horse. Light legions
another common concept, with the following dualities comprise 1,500 light infantry, with light horse support.
recognised by Dalken theologians: The legions are named for the regions from which
• Aranik / Aranu – attack / defence they are levied, but they are stationed mostly on the
• Naveh / Alneha – discipline / leisure borders of the empire. The largest concentration is
• Târga / Orgurl – life / death in Adesh province and many are actually stationed in
• Zarath / Shavkan – mystery / knowledge Gilech.
• Kelana / Pyarvir – strength and honesty / There are six Dalken fleets, each named for the
weakness and corruption province which supports it: Nathapura, Tibelos,
Galpura, Heponpura, Aninis, and Resikhar. There are
around 122 ships.
Each legion and fleet is linked to one or more military
noble houses, who provide the officer class of that unit.
Dalkesh has several other specialist military forces,
such as the River Guards and Imperial Guards. There
are even a small number of foreign mercenary forces,
despite the strong xenophobia of the Dalkeshi.
Dalken military forces are currently heavily
concentrated on their northeastern borders, where they
menace the Hacherim, but recently disturbing reports
have come to hand regarding the movements of the
Byrians. The emperor and his generals are weighing
their options.

Dalkéshi Heavy Cohort


Commander (Páshetu)

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Venârivè 141
League of Boliâfra
Chogoro and Mafan Ruler: Archon Ochorgamana arjah Farnomunalech
The mountainous coastal regions of northwestern
Foundation: tr131
Mafan, Chogoro and eastern Shentu Sea are a
patchwork of states, many of which can trace their Government Type: Oligarchic League
cultural heritage back to the semi-mythical Empire of Population: 1,305,300
Mafan (which fell to northern nomads c. bt1550). The League of Boliâfra is centred on the ancient
Most of the states in the region have mixed cultures, Mafani city of Mokora, which was the centre of the
combining descendants of the ancient Mafani with Principality of Mokora until tr129. Following the War
local peoples, including the Chogori, Pechalari, and of the Princes, Boliâfra was formed from the union of
Shenti. Despite the centuries that have past since the the states of Mokora, Bolara, Afror, and Chifar (which
end of the empire, the Mafani have tended to retain subsequently seceded).
their language and culture, aided by their vast cultural Boliâfra has a mixed Mafani / Chogori culture, with
tradition and economic wealth. both languages spoken.
The descendants of regional princes and nobles of Mokora (72,000; Mk 9), which lies at the mouth of
the Empire of Mafan have formed the ruling classes of the Onira River, is easily the largest city on the western
the region, but over time there has been a tendency coast of the Gulf of Mafan, and is a major nexus of
for wealthy merchant clans to rise to power. This has trade between eastern and western Lýthia.
seen the formation of several oligarchic leagues and The inland town of Jenario (17,500; Mk 6) lies
republics across the region, although principalities and on the Anifra River, and is the first major settlement
kingdoms also continue to flourish. reached from Dalkesh.
Mafani imperial culture was relatively caste-based, Eight other urban centres make Boliâfra one of the
and this continues to underpin the social order of these most urbanised regions on Lýthia.
states and realms, with important variations.

Mafani States
The region of Mafan extends around the Gulf of
Mafan. Only the northwestern portion lies within
Venârivè, and even this area is largely cut off by the
Namardhez and Mafanilar mountains.
The two major rivers of this region are the Onira
and the Anifra. The area near the Anifra River mouth is
volcanically active.
League of Chifar
Ruler: Archon Khoalman arjah Ranamenar
Foundation: tr220
Government Type: Oligarchic League
Population: 746,300
Chifar is an oligarchic league, centred around the
city of the same name, which lies on the Fani River.
The Earthmaster site of Chiara lies in the hills north of
Chifar.
Of all the states of northwestern Mafan, the League
of Chifar most closely resembles the culture of the
ancient Mafani. The current state was formed in tr220
when it seceded from the League of Boliâfra. Chifar
conquered the neighbouring Mafani state of Nefria-
kona in tr486.
The two largest towns of the league are the cities
of Chifar (27,000; Mk 6) and Nefrikor (14,000; Mk 4).
There are six other urban centres of note.

Mafáni
Courtesan

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142 Venârivè
Chogori States Kingdom of Lutra
Chogoro is largely defined by the Chògôrana Ruler: King Enorkorman arjah Lehmalen
Mountains, which capture the monsoons of the Gulf Foundation: tr390
of Mafan and are the source of most of the rivers of Government Type: Feudal Monarchy
Pechalar and Dalkesh. The eastern Chògôrana range Population: 460,100
contains a number of active volcanoes and geothermal Lutra is principally a Chogori kingdom, with a
fields. minority of Mafani citizens. It was founded in tr390,
A group of islands off the coast form the heart of the and grew rapidly in the fifth century, before being halted
Mafani/Chogori realm of Genjes. Its capital is Jangelor, by the Union of Deluma. Despite this earlier conflict,
but its largest city, Kolanorako, is on the mainland at Lutra and Deluma are now allied against the growing
the mouth of the Senolako River. To the west of Genjes power of Amvar.
are the mixed Chogori/Mafani realms of Lutra (with its Lutra’s principal towns are Elumælen (16,500;
capital at Elumælen) and Deluma (with its capital of Mk 5) in the west and Molumoria (12,700; Mk 4) in the
the same name, and its second city of Sulorekamele east. There are three other towns of significance.
to the east).
Both are threatened by the growing Pechalari/ Kingdom of Amvar
Chogori realm of Amvar, which has expanded east from Ruler: King Prahnmaroka arjah Amvremakas
its capital, Amvarelar, to encompass the city of Jányalè. Foundation: tr367 (kingdom: tr435)
Government Type: Feudal Monarchy
Kingdom of Genjes Population: 811,300
Ruler: King Hajhamelan arjah Algaranjes
A kingdom of mixed Pechalari, Chogori and Mafani
Foundation: tr327 (kingdom tr630) culture; Amvar was founded as a minor principality
Government Type: Feudal Monarchy in tr367, following the break-up of the League of
Population: 889,600 Fraymasar. It has had a chequered history, and was
A kingdom of mixed Mafani/Chogori culture, Genjes nearly destroyed in tr634. In tr685, however, the current
first emerged in tr327 when the Algaranjes princes royal house allied with a number of Pechalari tribes and
united the Gangel islands. A relatively militaristic in the last several decades as swept eastwards along
state, they warred with both Boliâfra and Farifal on the the coast, conquering the ancient city realm of Jyna in
mainland, eventually conquering Farifal and declaring tr690 and the western portion of Lutra in tr711.
a kingdom in tr630. The highland town of Amvarelar (13,600; Mk 4)
The king’s palace remains in the city of Jangelor is still the royal seat of the kingdom, but it is dwarfed
(28,000; Mk 6), on the largest of the Gangel islands, by the town of Jányalè (25,400; Mk 6), the previous
but the kingdom’s largest city is Kolanorako (52,000; capital of Jyna. There are four other important towns,
Mk 7), on the mainland. There are four other towns of but two of these were severely ravaged in the conquest
note. of west Lutra.
Republic of Deluma The worship of both Kelana and Raranik are strong
Rulers: Autarchi Nojhalen Enerasam and Aunolane amongst the ruling classes of Amvar. Jányalè was
Fonashamane a strong centre of Araman worship, but most of the
followers of this church have been driven underground
Foundation: tr434
following the Amvari conquest.
Government Type: Oligarchic Republic
Amvar’s forces continue to pressure the western
Population: 487,900
regions of Lutra; raids and cross-border attacks are
The Republic of Deluma was formed in tr434 by frequent events.
the Union of Deluma, which brought together several
coastal Mafani city-states in a defensive league against
the Kingdom of Lutra. The republic has a mixed
Chogori/Mafani culture and a complex system of
government (with elected joint-rulers). The eastern and
western regions of Deluma are not contiguous; the
republic is held together by the sea, trade, and its navy.
The Republic’s two major towns are Deluma
(25,000; Mk 6) and Sulorekamele (18,400; Mk 4), with
two other significant urban centres.

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Venârivè 143
Religion
Shentu Region The rulers of Serianapi are largely adherents of the
The Shentu region lies along the western coast of
various faiths of the Mafani pantheon. Nama, Arama,
the Sea of Shentu. Only the northern portion of the
Ehlam, and Shavkan are particularly strong.
Shenti state of Serianapi lies within the bounds of
Rural people also tend to venerate their ancestors as
Venârivè. Its leading city, Sérianè, sits at the mouth of
well as Anzelôrian gods, such as Kelana, Parva, Tevel,
the Shunanti River, south of the border with the realm
and Kosheng.
of Amvar. Its second city, Suntosheláshè, lies on the
Sea of Shentu. There are even rumours that some of the clans
descended from Târgan refugees maintain their ancient
League of Serianapi rituals, but most publicly scoff at such suggestions.
Ruler: Archon Sungonon arjah Shemashe Military
Foundation: tr89 Serianapi has a powerful navy which is its main
Government Type: Oligarchic League protection against the expansionist Amvari to the north.
Population: 990,300 She also has a reasonably efficient infantry, backed by
fearsome war-elephant cavalry.
History and Government
Serianapi is a powerful oligarchic league of mixed
Shenti/Mafani culture. It was established in tr89 when
the city-state of Sérianè defeated the League of Sunto.
Several of the ruling clans of the league claim descent
from refugees from the Târgan Empire.
Serianapi has good relations with the
Antezian Empire, the dominant polity of
the Anzelôrian interior. She is also seen as a
protective force against Amvar by a number of
smaller Mafani states to the south.
Patterns of Settlement
The leagues major towns are Sérianè
(34,000; Mk 7) and Suntosheláshè (17,900;
Mk 5). There are four other important urban
centres, with a total of around 47,000 inhabit-
ants.
The territory of the league extends a short
distance to the south beyond the Venârivè
region; most of the population lives along the
coastline.
Society, Culture, and Language
Serianapi is the cultural hub of the Shentu
region, a cultural mixture of Anzelôrian and
Mafani peoples. Other external influences have
also played a role; such as an influx of refugees
after the fall of the Târgan Empire centuries
ago.
Shenti is classified as a Mafani language,
but has strong influences from both Wernai
Anzelôrian tongues.

Shénti
Oligarch

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144 Venârivè
Northern Anzelôria Tuvara
West of Pechalar, Tuvara is a broad stretch of
The northern regions of Anzelôria can be considered
highlands and mountains. The Haeah Mountains
part of Venârivè, particularly the coastal regions of the
divides western Tuvara, with the Byrios Mountains
Venârian Sea. This broad area encompasses Pechalar,
forming the northern point.
Tuvara, Byria, and Thonia.
The mighty rivers of Tuvara flow southeast into the
Pechalar Haonic Ocean. The greatest of these are the Ula and
The broad savannah and bush-forest region between the Nogane, both of which rise in the Byrios Mountains.
the Chògôrana Mountains and Dalkesh, crossed The Henua, however, flows north from the Haeah
with rivers and dotted with hills, is inhabited by fierce Mountains into Bana Bay.
Pechalari tribes. To the southwest, in the foothills of the This area is inhabited by the Tuvaran tribes, who
Sharshane Mountains and beside the Sogo River, lies speak dialects that can be loosely grouped into eastern,
the city of Sogôranélè. This cosmopolitan city-state is southern, and western. A small number of Tuvarans live
home to a range of cultures: Pechalari, Neshai, Shenti, within the bounds of Dalkesh, even as far north as the
and Mafani, and lies on the Natha trail from Dalkesh. Garbrash Mountains.
To the south of Tuvara are regions inhabited by
Pechalari Tribes the Neshai-speaking peoples of central Anzelôria.
Government Type: Tribal A number of people speaking languages related to
Population: 458,000 Tuvaran can be found in northern Thonia.
The Pechalari people live in the region south of
Dalkesh and north of the Chògôrana Mountains. There Tuvaran Tribes (Tuvara)
are many tribal groups making up the nation of the Government Type: Tribal
Pechalari; most are organised into confederations of Population: 689,000
tribes, some with high chieftains. The eastern Tuvara (population 301,000) are
Most Pechalari live in small villages, and subsist on increasingly under pressure from both the Dalkeshi
a mixture of pastoralism, basic agriculture and hunting and the Byrians. In recent decades the ancient meeting
on the plains. A small number of settlements of larger place of Chékhralè (1,900; Mk 3) has begun to evolve
size are emerging. A leading example is Achemga into a semi-urban settlement, and its rulers have started
(2,300; Mk 3), the tribal gathering place of the Achema organising resistance to the invaders.
tribal confederation. Over the last several decades The western Tuvara (population 268,000) live in
settlement has grown in size and influence. Increasing the valleys of the Ula and Nogane rivers in the Haeah
numbers of Chogori, Mafani, and other traders are Mountains and in the Henua valley. Like theireEastern
locating themselves here, on the Natha trail between cousins they are under pressure from the Byrians,
Chògôrana, Anzelôria, and Dalkesh. As this town has but have not yet begun to put up serious organised
grown, so has the influence of the Achema tribes within resistance. Their only significant urban settlement is
the Pechalari. H’anvúchè (2,400; Mk 4), at the mouth of the Henua
River.
Sogôranélè City The southern Tuvara (population 120,000)
Ruler: Archon Onhech Granemone are shielded from outside pressure, but they are
Foundation: tr17 increasingly forming pan-tribal alliances. Their proto-
Government Type: City-State urban settlement of Órovâshè (3,700; Mk 4) is growing
Population: 28,000 rapidly on the back of trade with the Zhelorian states to
Sogôranélè (13,700; Mk 5) is an independent city- the south, the Falânian colonies to the west, and the
state to west of the Sharshane Mountains, near the Neshai of the interior.
headwaters of the Sogo River. It is one of the most
important urban centres of inland north-eastern
Neshai Tribes
Anzelôria, sitting on trade routes that connect Anzelôria, Government Type: Tribal
Mafan, Dalkesh and Byria. It has a population of diverse Population: 86,000 (in Venârivè)
ancestry including Mafani, Târgan, Shenti as well as Only a small number of Neshai tribes range far
many Pechalari locals., enough north to be considered living within Venârivè.
They are part of a large language group which includes
the peoples of the Zhelorian states on the western
coast of Anzelôria, and the remains of the once much
greater Antezan Empire in central Anzelôria.

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Venârivè 145
southern outpost town on Nogane River, both
Empire of Byria in Insulana province (211 estates, 229,500
Ruler: Holy Empress Iluria IV alda Alonas population)
Foundation: tr499 (Holy Empire) • Banasæ (6,700; Mk 3) and Vælyn (7,200;
Government Type: Semi-feudal Imperium / Mk 4), towns on Bana Bay, in Bamen and Norva
Theocracy provinces respectively (112 and 124 estates,
Population: 3,368,000 109,500 and 129,000 population).
A region jutting north into the Venârian Sea, Byria • Noranel (12,000; Mk 4), a town on Elona River
is substantially defined by the Byrios Mountains that and Onas (7,900; Mk 3), an outpost town on
separate it from Tuvara. The Inrima and Ayena ranges Ula River; both in Elonas province (347 estates,
are two northwestern spurs of the Byrios range, which 357,000 population)
complete the region’s separation from the rest of • Kinisa (11,000; Mk 5), a coastal town in Kinis
northern Anzelôria. province (218 estates, 264,000 population)
The coast north of these ranges is also relatively • Thera (10,100; Mk 4), a coastal town in Ayen
hilly, and split by several major rivers, including the province (215 estates, 235,200 population)
Dariana, Elona, Sunas, and Inriana rivers. Flowing • Nara (6,500; Mk 4), an island town in Naran
south from the Byrios range, the Lasela, Ula, and the province (113 estates, 112,800 population)
Nogane rivers now form the southern reaches of the • Konuis (7,000; Mk 4), a coastal town, and Elana
Empire of Byria. (4,400; Mk 3), an outpost town on Lasela River,
History and Government both in the province of Laselana (153 estates,
Byria is a powerful agrarian empire on the southern 133,500 population)
shore of the Venârian Sea. A quasi-feudal matriarchal There are thus a total of 2,873 rural or manorial
realm, the empire is a Varanian (Laranian) religious estates across Byria, held by various noble clans and
theocracy, engaged in an ongoing holy war. The religious orders. In addition to these eighteen major
organisation of the realm marries feudal and imperial towns there are a further twenty-nine small urban
principles. settlements.
Byria is ruled by an appointed empress who heads Society, Culture, and Language
an imperial council of the major landholding clans. Only women have political power; males are given
All land is held by several hundred noble clans – the no voice in important matters and are not permitted
greatest of which form the ruling council. The empress to bear arms. In extreme cases, men are kept only as
holds the Sceptre of Sovereignty on behalf of the illiterate, uneducated slaves, used for labouring in the
goddess Varani. fields, and for other purposes at need. The prohibition
Patterns of Settlement against men in leadership and military roles has led to
Byria’s key towns and provinces are: the emergence of significant cadres of eunuch advisers
• Inri (22,000; Mk 6), main trade port at the and military forces. This provides an avenue for the
mouth of the Inriana River, and Abræ (7,000; advancement of talented individuals and increases
Mk 4), a military harbour town on an island to the number of available troops, while maintaining firm
the northeast of Byria, both in Inrithas province matriarchal and theocratic control.
(291 estates, 387,500 population) A key and unique aspect of Byrian society is the
• Dariam (32,000; Mk 5), the holy imperial Alkenale, the ‘women’s warrior school’, whereby
capital, and Panas (9,600; Mk 4), a town at the young women of the nobility, and selected others
mouth of Dariana River, both in Daria province who demonstrate aptitude, are raised in a communal
(312 estates, 486,000 population) setting as leaders and warriors of the goddess. The
Alkenale ensures that there is a sufficient supply of
• Sunalæ (12,300; Mk 3), a town on Sunas River,
highly trained warriors for the female-only legions
in Kantranas province (338 estates, 408,000
and internal security forces. The communal social
population)
institution also enables leading females to engage in
• Oranæ (7,600; Mk 3), a coastal town in province
governorship and warfare without the responsibilities
of Moralas (147 estates, 163,200 population)
of child-rearing, which is largely handled communally
• Aneranas (9,000; Mk 3), a coastal town in on their behalf.
province of Armala (292 estates, 325,800
The majority of the empire’s inhabitants speak
population).
Byrian, a language related to Azeryani, but there are
• Sulonar (9,600; Mk 4), a town on the upper still a number of speakers of Tuvaran.
Dariana River, and Belathera (8,500; Mk 3), a

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146 Venârivè
Religion Byria has extensive internal security forces as well,
The dominant religion is the state matriarchal cult including estate security, town security, legion and
of Varani. Byria is essentially a Varanian theocracy – the militant order castles, and the feared members of the
Varanian primate of Byria is the empress. There is close clerical Order of Vigilance, with their Inspectors and a
integration between the religious and political hierarchy. massive internal and external spy network. The Order
The governors of each province are Archbishops; cities of Justice’s Adjudicators focus on criminal activities
are ruled by bishop-governors. Major noble houses and public prosecutions. The Moderators of the Order
(members of the ruling council) sponsor clerical and of the Holy Mission oversee theocratic purity amongst
fighting orders dedicated to fostering the Crusade, all orders.
including the orders of the Holy Mission, of War, of The Byrian Holy Crusade is currently preparing for its
Justice, of Freedom, of Truth and of Vigilance. most aggressive and ambitious advance yet – a move
Byrian Varanianism has several unique features, on both land and sea directed against its large and
including its own liturgical language (Byrian), its its powerful neighbour to the east, the Empire of Dalkesh.
own internal theocratic / political hierarchy, and its own Such a clash will likely have widespread consequences
moderately-variant theology, focussing on the matriar- for the balance of power in the region.
chal aspects of Larani/Varani and on the Holy Crusade.
The Byrian church has a special relationship with
Laranian pontificate in Tengela. While it acknowledges
the pontificate, it asserts its own unique authority and
place in the world. Tengela has exerted considerable
effort to ensure that the Byrians remain ‘within the
fold’, despite obvious difficulties.
Apart from the Eonians, all other faiths are regarded
with suspicion or explicitly prohibited. There are active
proscriptions on the worship of Agrik, Morgath, Naveh,
Kelana, Sarajin, and even Pyarvir. The worship of Save-
K’nor and Zarath are tolerated, but kept under close
watch. The leading clerics of both religions are women
or eunuchs. The worship of Halea is also tolerated, but
only in the coastal cities, and also only under close
supervision.
The only church with an element of freedom is that
of Eoni, but the Eonian hierarchy is dominated by
that of the Varanian church. While both the male and
female orders exist, the Irreproachable Order is very
weak and the Varanian authorities hold the Balm of Joy
responsible for the actions of their male colleagues.
Military
All female members of the landholding clans are
trained to arms from birth. This female warrior class is
renowned for its martial prowess. The empire is jealous
of its borders and maintains a strong navy and legions.
These legions are currently engaged in extending the
power of the empire southwards into Tuvaran lands,
claiming new territory and ‘freeing’ Tuvaran women
from the oppression of Kelana.
The main forces of the empire are its fourteen
legions, one for each province plus an ‘empress’ legion.
Each comprises around 2,500 troops and auxiliaries.
In addition there is a navy of six fleets, comprising
around fifty ships. Furthermore the great noble houses
have around 7,500 troops, and the six militant fighting
orders of the Byrian Church of Varani can field around
Býrian General of
9,000 troops.
the Holy Crusade

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Venârivè 147
the Elanas to most Venârian shipping. This buccaneer
Thonia tradition still survives, and Arlanto has been known to
Thonia is a diverse region of northwestern Anzelôria, harbour pirates who prey on the shipping of the south-
separated from Hepekeria by the Elanas straights. It western Venârian Sea. Arlanto is also infamous as the
boasts Lýthia’s highest mountains, the Thonian Alps, primary source of Thonian slaves, unfortunate victims
and several other great ranges. Its rivers, lakes, and of the constant internecine conflict among the Laker
rainforests are lush and foreboding. tribes.
The Thonian Alps run along the southern edge of
the region, separating the interior regions from the Patterns of Settlement
coastal rainforest lands. The western Alps are not only The major urban centre in the kingdom is Arlanto
high but volcanic. The high central region, known as city (11,000; Mk 5), and there are three other towns of
the Ulanian Massif, is another great division. Running note:
to the northeast are the volcanic Kymean Mountains, • Uvika (6,500; Mk 3)
which form the spine of the region and kingdom of • Magadika (8,000; Mk 4)
Arlanto. • Falmkusi (3,500; Mk 3)
Thonia’s great river is the Mashanga, which flows There are 297 rural settlements or estates spread
northwest from the Alps and through the interior region across the kingdom.
out into the Haonic Ocean. The Loronga River flows
north form the Ulanian massif, feeding the freshwater
Society, Culture, and Language
Lake Ulele, before flowing out into the Elanas. To the Despite a long colonial legacy, Arlanto is less Azeri
northwest is the ‘lake-land’ region, which includes the than the eastern Hepekerian states. Herei culture and
massive Lake Kyme. language proved resilient to outside influence, and
within two generations regained its primacy over Azeri.
Thonia’s people are highly diverse, both culturally
and linguistically. Several major language groups Religion
exist: southern, mountain, interior, west, northern, and Arlanto is the birthplace of Kelenosian worship
Laker. The native Herei people of Arlanto also speak in Venârivè. Worship of other pantheons is tolerated
a related language. The Elanasi people of western among foreigners, but native Arlantans are expected
Arlanto actually speak a language related to the extinct to honour Kelenos above all other deities. Priesthood
‘northern’ Tuvaran. is a state monopoly dedicated to preserving the divine
Finally, along the western and southern rainforest monarchy.
coastal regions, the Falani of southern Hepekeria are
increasingly planting colonies and settlements. Military
The prevailing Kelenosian faith ensures that Arlanto
Kingdom of Arlanto never lacks strong, eager fighters. Nearly every native
Ruler: King (Kehla) Salhiarabu Tathakyendi male over the age of 14 can wield a weapon and routinely
Foundation: tr560 engages in some form of mock warfare or militia
training. The Azeryani legion is one cultural legacy that
Government Type: Semi-feudal Monarchy
did stick in Arlanto, and the armies are organized in
Population: 326,000
this manner. In addition to permanent, professional
History and Government legions, each province fields a militia ‘volunteer’ legion.
Once the sole domain of Herei and Elanasi tribes, This gives Arlanto a large and surprisingly skilled army.
the region of Arlanto was colonized by Târgan seafar- On the waves, Arlanto draws on its pirate allies to
ers in bt89. Though this colony did not survive, it was provide some measure of protection. The current
powerful enough to galvanize the Herei into forming ruler understands the fickle nature of this defence, and
dozens of petty states of their own to compete against spends a sizable portion of his privy purse equipping a
it. The arrival of Azeryani traders was barely noticed, private fleet that stays close to port.
but the annihilation of their outpost would bring rapid Arlanto wages ongoing and inconclusive conflicts
change to the region. The Kymarian Campaign lasted with both Xerium and Byria to the north and east. Of
from tr417-421 and brought Arlanto into the imperial late the Byrian navy has appeared to be less of a threat,
fold, where it remained for nearly 140 years as a per- and Arlanto may take advantage.
ceived backwater.
In tr560 an independent state was born, its king
anointed as the chosen vessel of Kelenos. In tr643 the
‘Revelation of the Waves’ turned Arlanto’s eyes to the
sea, beginning decades of piracy and effectively closing

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148 Venârivè
Herei Tribes (Arlanto) Elanasi Tribes (Arlanto)
Government Type: Tribal Government Type: Tribal
Population: 27,000 Population: 56,000
Of Thonian origin, the Herei crossed the Kymean A tribal nation of Tuvaran origin that inhabit the
Mountains millennia ago and established themselves in drylands to the west of the Kymean Mountains and
the rolling hills and grasslands between the peaks and north of Lake Kyme, the Elanasi are split between two
the ocean. Most Herei tribes have long been absorbed groups: ‘wet’ and ‘dry’.
into the everyday fabric of Arlanto; the remaining ‘free’ Wet tribes ply the waters of the Elanas and the lakes,
Herei tribes are now confined to the rough lands in the catching fish and harvesting the spectacular corals of
north of the country. the southern beds. They are also active participants in
The Herei continue the traditions of their ancestors, the Lake Kyme trade, and have been known to attack
following their herds of horned cattle and sheep ships that pass through the straits whose name they
between summer and winter settlements, participating share.
in day-long ritualized combat between clans, and Dry tribes are transhumance pastoralists, following
honouring both their forebears and their god Kelenos their herds from the lowlands to the mountain
with epic recitation of sacred warsongs. The civilized pastures. Trade between the two groups is frequent
state grants them a fair degree of autonomy, with the and peaceful. Though their region is claimed by the
understanding that the tribes act as a buffer on the kingdom of Arlanto, the Elanasi are free to act without
northern border. In reality, the severity of the currents restriction or impediment as long as they restrict their
and ruggedness of the coast are the greatest deterrent activities to the western side of the mountains and keep
to an invading force. the kingdom supplied with slaves.

Hérei
Tribesman

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Venârivè 149
Thonian Tribes (Thonia) Ándanùji
Government Type: Tribal Government Type: Unknown
Population: 287,300 Population: 6,000
Thonia is a mountainous, rugged region with high Many of the peoples of central Thonia tell tales of the
peaks separating lush jungle valleys, and with rivers ‘Tall’ or ‘Mountain’ folk who live in the higher reaches of
that are prone to flash flooding as they tumble down the Thonian Alps and the Ulanian Massif. These stories
from the Thonian Alps. vary, but there are some common elements:
This terrain has lead to considerable linguistic and • these beings are generally referred to as the
cultural diversity amongst the Thonian people, who Ándanùji
are often isolated. Most clans and tribes are small and • they are universally described as extremely tall
localised, and population density is low. and strong
The northern Thonians, who number around • they are variously described as horned or
32,000 individuals, live along the shores of the Elanas, tusked, with small eyes and ears, but none-the-
where vast mangrove swamps dominate the coast, less as graceful and lithe
with woodland tropical scrub further inland. They herd • some say they are protected by fur, but most say
goats and fish the mangroves. they wear great fur coats
The west Thonians, with a population of around • they are said to possess preternatural senses
22,000, live along the lower reaches of the Mashanga and to wield unmatched magics
River; they harvest a range of nuts and trade these with • they are said to sing strange ululating songs that
the Falani colony of Nuwadhimash. echo from mountain top to mountain top
The largest group of Thonians, and the most • some say they live in towers of peerless height
warlike, are the Laker Thonians (around 92,000), who with many winding stairs ‘that pierce the clouds
live around the many lakes of north-eastern Thonia, and stab the moon’
including lakes Ulele and Kyme. Inter-tribal warfare • they are said by most to be fickle in their dealing
fuels the slave trade with Arlanto to the northeast. with men
Somewhat isolated from the other Thonians, and • most say that it seems extremely difficult to tell
each other, are the southern trbies (76,000), who live in one from another
narrow valleys and beside the rushing rivers that crash
down the steep slopes of the Thonian Alps. In recent
The mountain Thonians speak of these beings
decades their isolation has been increasingly breached
with both fear and awe. Those travelling in the high
by contact with the Falani, who have established a
mountains take care to leave gifts of considerable value
number of colonies along the southern coastline.
in plain sight at traditional places. Whether by bandits
Even more isolated are the inner Thonians, who live or the Ándanùji, these gifts are almost always taken.
along the upper reaches of the Mashanga River, and
number around 38,300. Even other Thonians consider
these to be a strange people, who have highly variant
social structures and practices.
Lastly, the small number of mountain Thonians
(around 27,000) live in the upland regions of the
Ulanian Massif. They eke out a precarious living in this
windswept landscape, trading wild animals, birds, and
tall tales with their lowland neighbours. One such tale
is of the ‘place of the beasts’, Arasa-Sadis, where many
strange and wondrous creatures are found.

Ahnagu
Almost no humans have ever visited the
Ándanùji ‘city’ of Ahnagu (1,300), located high
in the central Thonian Alps. Any who have know
never to tell what they have seen.

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150 Venârivè
The Durqudani (or Udan Massif) is the central high-
Hepekeria land region that rises in the centre of the great desert.
Hepeker is a large island to the northwest of The Udan (population 75,000) has a range centred
Anzelôria, which helps to create the Venârian Sea. It around this great highland. The Earthmaster site of
can be divided into several sub-regions: Ulaia lies at the massif’s northern end. Nearby, the
• central Hepeker, a desert region dominated by Taugari cultists dwell in a small permanent settlement
the Hepekerian confederacy of the Numec known as Pyateq (300; Mk 2). Only the Numec are
• the northern coast of the Korlic states generally permitted to visit Pyateq.
• Dalanya, separated from the central region by The Earthmaster site of Xmien lies near the western­
the Dalanyan Mountains (northern and southern most point of the island of Hepeker, Tagha’imdhal, in
ranges) the range of the Iwil (population 94,000). A further
• Xeria, a rough and broken land to the east 20,400 semi-settled Numec associated with the Iwil live
• Falânia, the southern coastal region in the Dúrqa Âwrím highlands, where saffron and teh
(used to produce an infused drink) are cultivated.
Hepekerian Confederation To the southeast lie a number of salt-lakes (chotts),
Ruler: Leaders of the sub-nations within the range of the Naj’er sub-nation (population
Foundation: tr448 49,000). The largest of these is Chott Djerid, a large
Government Type: Tribal Confederation seasonal salt-lake. To the southwest lies the Chott
Population: 510,900 Drajebel, which is near the Drawerg hills. Other chotts in
Central Hepeker is a great desert. The Numec the region are the Melmadz, Mazdat, and the Mazgefft.
control this region, and have formed the Hepekerian Another important feature in this area are the Meldhur
Confederation to maintain this control. They are Mountains which mark the easternmost region of the
organised into five sub-nations: Udan, Naj’er, Lawâta, Naj’er range.
Iwil, and ‘Air. The Numec shun the ‘civilised’ coastal Society, Culture, and Language
regions, and consider themselves the nobility of All Numec speak their own language, Numer,
Hepekeria. although there are sub-nation idioms and variations.
History and Government Each Numec sub-nation has a number of tribes and
The current Hepekerian Confederation was founded clans or extended families (kel). A kel is broader than
in tr448, in response to Azeryani incursions. An earlier those related by blood; it includes vassals, specialists
confederation was established in tr202, but splintered and slaves.
in tr270. Underpinning Numec culture is the Hepekerian
The confederacy’s main focus is external; it does camel, the ‘ship of the desert’, which sustains the
little to prevent conflict between the five sub-nations. nomadic life of the high-caste Numec.
There are, however, regular meetings of the leaders of Castes
the five nations at Pyateq to discuss policy with respect Numec society is strictly divided by caste. Within a
to trade and foreigners. given kel there are clearly delineated roles. The more
Leadership within the Confederation is a fluid con- traditional the tribe (roughly analogous with its proxim-
cept; and changes rapidly. The current leadership ity to the central desert) the most strict the caste lines.
within the sub-nations is: Aqtim – the noble warrior caste (‘awli). Aqtim
• Azrim ‘awil Iwegeq – Udan sit atop the Numec caste structure. Menial labour is
• Ektri ‘awil Taruqit – Lawâta shunned wherever possible. Men spend their time
• Keldas ‘awil Imzurhi – Iwil riding and maintaining their camels, raiding (or
• Ilerhep ‘awil Xiremt – ‘Air guarding) caravans, and training in arms. Women
• Ghelil ‘awil Tuleqmas – Naj’er prepare decorative unguents, raise young children and
maintain order in the camp. Aqtim are the minority of
Patterns of Settlement the kel, usually no more than 15 percent of the total
The ‘Air (population 75,000) oversee the quasi- population. Each kel has a leader (nabad).
Numec realm of Azuwirat (population 95,500) in the
Aqli – the vassal caste (‘aq). On the aqli (male and
shadow of the Dalanya Loas Mountains, the principal
female) fall the tasks of daily life: loading and unloading
town of which is Azurahel (1,700; Mk 3).
camels, cooking, weaving, etc. Though few Aqli match
The Durqa Jaida highlands separate the range of the prowess of their Aqtim overlords in skill at arms,
the Lawâta (population 102,200) from the northern they are still far superior to a feudal levy and generally
Korlic coast. Their range extends north to the region equal to a typical legionnaire. The bulk of a kel will be
of Tiaret (in Dysor), east to the foothills of the Dalanya of this caste, often 45 to 60 percent.
Gares, and west to the cross-Hepekerian trail.
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Venârivè 151
Aqhed – the slave caste (‘abd). Most aqhedi are Zawan are technically caste-less. However, they have
sedentary, dwelling permanently in small huts near been known to pledge themselves to be the chroniclers
oases, and practicing simple agriculture or other of a particular tribe or kel, which naturally lends them
resource extraction for the benefit of the tribe when a particular bias. Zawan select their numbers from
they pass through. Some accompany the kel on their among the people, an honour for the one chosen as
extended wanderings as camp followers. They comprise well as their kel.
roughly 25 to 40 percent of a kel. Many aqhed lack There exist in secret locations of each sub-nation a
a proper family name, instead using the kel’s name Zawan stronghold, where some of their number trained
with the prefix ‘abd, which means ‘protected by’. Each in script will record the tales, and keep them in huge
tribe has a unique method of identifying aqhed. Some archives. Zawan are said to be the children of Targit,
brand the forearm, cheek or hand, yet others tattoo and follow in his lonely (but important) path. Many
or stipulate that aqhed wear certain clothes, or are Zawan wear bells upon their clothing and tackle, and
prohibited from wearing certain items. the soft rhythm of bells swaying on camel back forms
Inadan – the craft caste (‘amal). Inadan specialize in the basis for a number of their songs and recitations.
producing the material goods of Numec society, from
simple to artistic wares. Most often they are involved
Religion
in refining, metalsmithing, weaving and hideworking, The Numec worship a unified pantheon of gods
with smaller groups focussing on jewelcraft or who are seen as part of the kel of their chief god, Azay.
weaponcrafting. Most Inadan live in semi-permanent See Religion for a list of the members of the Numec
settlements, and although their sedentary lifestyle pantheon.
diminishes them in the eyes of the nomadic castes, The stories of Azay are kept by the Zawan – and
both recognise their interdependence. Inadan are are recorded in the Kelazaydi (Book of the Family of
protected as non-combatants in the ongoing inter- Azay). Central to this work are a set of credo that have
tribal conflict that pervades Numec life. been ingrained into Numec culture, known as the Six
Zawan – the bard caste. Zawan are educated in the Stones: honour, obedience, purity, self-reliance, charity
tales, songs, stories, and oral traditions of the Numec. and tradition. A common saying is: ‘Construct your
Accomplished singers, and blessed with nearly limitless tents upon a foundation of six stones, and though the
memories, they accompany themselves with drums or evils of the world surround your kel all will be free from
a simple stringed instrument when reciting. Zawan are harm.’ The Kelazaydi is based on an oral tradition,
true solitary nomads. They spend the better part of and it is an act of great devotion to memorize the
their life wandering the continent of Hepekeria (usually passages it contains.
focusing on a particular area or tribe) bearing news and Just as essential to Numec religious life are the
acting as ambassadors. They are welcome at any tent taqfan – the closest the Numec come to having priests.
at any time, and are entitled to the greatest generosity Taqfan are solitary mystics and ascetics who forswear
possible. It is a great honour to be mentioned by a tribe and kel to devote themselves to Azay, often living in
Zawan as being a good host. Likewise, it is a terrible caves and other isolated locales. Many taqfan become
shame to be slighted in word by one of this caste. As living saints; proximity to their body (alive or dead) or
with the Inadan, it is forbidden to draw steel upon or possessions can impart a blessing to the holder.
harm a Zawan, but given their solitary existence, this Military
custom has been broken often. Few Zawan are foolish The Numec are amongst the greatest individual
enough to travel unarmed. warriors of Venârivè. The Aqtim caste does little other
than fight each other, supported by their Aqli vassals.
Possessing an intimate knowledge of their land and
excelling in cavalry tactics, the Numec have proven
themselves practically impossible to stop when they
The Taugari Cult unify. Aqtim will not wield missile weapons, preferring
to use blade and lance; Aqli have no such compulsions.
A secretive brotherhood of the Inadan caste.
Basically a specialized group of sword smiths
and iron forgers, their practices are shrouded in
mystery and mysticism. The cult was founded
in tr10 by a Târgan refugee, who passed on the
metallurgic secrets of his people, including the
use of the wind forge.

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152 Venârivè
Korlic Coast and Realms Patterns of Settlement
The northern coast of Hepeker is known as the Korlua’s largest settlement is Hegovnis (11,000;
Korlic coast, after the Korlic peoples who live there. Mk 4), its capital and principal port. The other major
settlements are Kerang (9,500; Mk 3), Lyanral (4,400;
The Durqa Jaida (highlands) separate the northern
Mk 3), and Kuta (850; Mk 3) (on the mainland). There
Korlic coast from the central desert region. The Durqa
are a total of 276 rural estates across the kingdom;
Âwrím (highlands) on the northwestern coast are
65 of these are largely Ivinian settlements, while the
known for the production of saffron (awrim).
remaining 211 have mostly Korlic rulers and popula-
Two rivers flow from the Jaida highlands into the
tions.
northern sea, the Isyn and the Charin. At the mouth
of the first is the city of Isynen, which is the only major Society, Culture, and Language
urban settlement on the northern coast. It forms a city- Korluan society is fairly stratified between the Ivinian
state which survives because it is the northern terminus rulers and the Korlic common folk, even after two
of the great trade route which leads to Falânia and the centuries of interaction. Political power and wealth
town of Silgora. remains concentrated amongst the Ivinian elite, who
Three other Korlic states are strung along the north- comprise about one fifth of the population. The past
ern coast, each with a small central town of the same two decades have seen a growing push for greater
name: Charinatre, Dysor, and Gemena. The population political influence amongst the leading members
of all these is principally Korlic, but there are Ivinian, of the Korlic population. Largely due to the Ivinian
Azeri, and Numec influences. presence, the Korlic language has adopted some
Also on the northwestern coast lies the Ivinian-Korlic Ivinian characteristics and loan-words, particularly in
kingdom of Korlua. Centred on the island of Kerabor, the areas of trade and shipping.
the kingdom also has holdings on mainland Hepeker.
Religion
Its principal settlement is the town of Hegovnis, but
Ivinian Korluans remain stubbornly loyal to
there are also Kerang on southern Kerabor, and Kuta
their Sarajinian faith, although schisms between
on the northern coast.
traditionalists and reform elements do exist. Korlic
Kingdom of Korlua Korluans are surprisingly tolerant, while nominally
worshipping the same Hepekan pantheon as the
Ruler: King Kvuro alri Thurmsen
Numec, there are numerous regional cults and
Foundation: tr598
practices. The spiritual centre for all Korlic Korluans
Government Type: Tributary Monarchy lies on the island of Keswun, where there are a number
Population: 240,000 of ancient ruins and isolated communities of mystics.
Korlua is a mixed Ivinian-Korlic state to the north-
west of Hepeker. Military
The Korlic people were never known for their military
History and Government prowess, preferring instead to use diplomacy. This trait
The Kingdom of Korlua grew from the Kingdom of may have condemned them to the fringes of regional
Hegovnis (founded in tr538), and has come to control power and history, but has ensured their survival
all the Korlic islands and part on the northern Hepeke- amidst their Ivinian overlords. Korlua protects itself with
rian coast. The constituent realms within the ‘overking- a modest fleet of ageing ships, though few can match
dom’ are: the ferocity of the Ivinian crews in ship-to-ship battle.
• Kingdom of Hegovnis – clan Thurmsen On land, the kingdom relies mostly on Ivinian huscarls
• Principality of Kerang – clan Kjaltsen supplemented by local militia for defence.
• Principality of Ganteas – clan Svelen
• Kingdom of Korlahit – clan Jenbalsen
• Kingdom of Andata – clan Jeltstrom

Korlua has been a cultural crossroads for centuries,


providing homes for waves of Jarind peoples (including
the Horzili and peoples related to the Dalani), isolated
groups of Hepekan tribes, Karuia traders and more,
coalescing into a unique cultural group known as
the Korlic people. Around tr1 this nascent group
established trading centres with the Numec along the
coasts, then began moving eastwards to Isynen and
beyond.

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Venârivè 153
Isynen Autarchy Cultural influences include ancient Numec outcasts,
Ruler: Autarch Tirun ‘aqli Monran, Dalani, Zonaran, and Karuian traders and migrants,
heading the Council of Isynen Azeryani conquerors, and most recently Ivinian raider
and settlers. The Korlic people are thus a complex
Foundation: tr12 (current incarnation)
cultural admixture, who have continued to adapt and
Government Type: Oligarchy
evolve over time.
Population: 157,000
Religion
History and Government The Isyni approach to religion is practical and liberal
The town of Isynen was established around bt300, rather than dogmatic. They acknowledge the existence
but sacked by the Numec around bt250. Hepenolian of multiple gods, goddesses, spirits, and demons, but
traders re-founded the town in tr12, and paid tribute prefer not to revere any one entity above all others.
to the Numec to ensure its survival. The merchants of
Aspects of the Numec faith are the traditional
Isynen allied with the Numec to oppose the Azeryani
religion of the area, and the Tower of Azay at Isynen is
in tr448, and were able to remain independent even
famous across the region. Of all the foreign churches,
though the Azeryani conquered most of the rest of
the temple of Save-K’nor is the most influential, holding
northern Hepekeria.
possibly the single largest collection of texts in the
The town and surrounding area are governed by Hekori script. The Church of Halea is also prominent,
a council of merchant clans, who pay very significant and the Church of Larani is seeking to expand its
sums to the Numec to ensure the continued existence influence.
of their town.
Military
Patterns of Settlement Isynen relies principally on payments to the Numec
Isynen (14,000; Mk 6) is the largest urban for its security, but also upon the mercenary company-
settlement on the northern Korlic coast of Hepekeria. cum-fighting order known as the Order of the Argent
The city has an open plan with no encircling wall. Most Charger. The latter’s key function is internal security
large buildings have stout, high walls with narrow or and defence against possible attacks from Charinatre
no windows enclosing a central courtyard. Structures or Korlua.
are usually multi-storied (stables and storage on the
ground level, living quarters above) and designed to be
defensible by a minimum of people.
The town’s influence extends along the coast and
inland, across a region which includes 207 rural Isýni Merchant
estates. The town lies at the mouth of and Númec Trader
the Isyn River, where the Charis bridge
provides the only crossing point. It rests
at the mouth of the Gulf of Isynen, a fine
sheltered bay offering some relief from
the persistent northeasterly winds that
buffet northern Hepekeria.
The only other settlement of note in
the region is Dyulaqi (900; Mk 3), a set-
tlement in the Durqa Jaida highlands
on the Silgora trail.
Society, Culture, and Language
Isynen is the principal cultural centre
of the Korlic people, who are the non-
Numec inhabitants of the northern
Hepekerian coast. Korlic identity is a
relatively modern concept, the name
being coined during the Azeryani
conquest c. tr472. Although rooted in
Numec culture, the Korlic people have
increasingly forged their own identity.

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154 Venârivè
Kingdom of Charinatre Kingdom of Dysor
Ruler: King Gamman ‘aqli Hilreshan Ruler: King Dytra ‘aqli Tynral
Foundation: tr524 (current kingdom) Foundation: tr622
Government Type: Semi-feudal Monarchy Government Type: Semi-feudal Monarchy
Population: 110,000 Population: 97,000
History and Government History and Government
Founded in tr309 as a trading post by Isyni Dysor is the smallest of the Korlic states. It split from
merchants and adopted as forward outpost by the Charinatre in tr622 after an Azeryani clan toppled the
Azeryani invaders of the Korlic Plain in tr475, Charinatre throne. Strained relations and frequent border clashes
has a bloody and tumultuous history with three ruling have been the norm ever since.
dynasties since the return of independence in tr524.
Originally the realm included the city of Dysor, which
Patterns of Settlement
broke away in tr622 during one of numerous internal The kingdom has two major settlements. Dysor
upheavals. The current ruler, of Azeryani descent, town (2,500; Mk 3) is the capital settlement, which has
considers Dysor a renegade province, but lacks the a strong, naturally defensible harbour. Tinmal (1,300;
power to enforce his claim. Mk 3) is a surprisingly prosperous trading outpost on
the fringe of the desert which has grown up over the
Patterns of Settlement years and is beginning to draw some traffic away from
Charinatre town (3,000; Mk 3) lies on the banks of Isynen.
the Charin River. It marked the westernmost point of There are 134 rural settlements, most of which
the Azeryani Empire, and has a large monument in the occupy a strip of land along the coast. Over 70 percent
town centre commemorating that fact. of the population live within a few leagues of the ocean,
The coastal town of Zûwar (1,900; Mk 2) has twice where the climate is milder, rainfall more frequent, and
been the kingdom’s capital since the Azeryani over- life less precarious. Numec tribesmen from the Lawâta
throw. There 150 rural estates in the kingdom. The sub-nation frequently cross from the true desert into
economy of Charinatre is heavily dependent on cotton, Dysor following ancient patterns of semi-nomadic
imported from the east several centuries ago. travel.
Society, Culture, and Language Society, Culture, and Language
Charinatre is a study in contrasts. The coastal The coastal population is dominantly Korlic, though
regions are strongly Korlic, while the inland valleys a few Ivinian clans call the kingdom home. Inland,
along the trade routes retain many Azeryani cultural Numec culture dominates. The Lawâta sub-nation
elements. South of the Charin, Numec culture rules, controls the Tiaret region, but tribes from the ‘Air also
the Durqa Jaida being home to many of the kel of the travel through the realm’s southern borders.
Lawâta sub-nation. Coasts and valleys all speak the
Korlic tongue, with subtle dialect variations.
Religion
Like their Isyni neighbours, religion has little impact
Religion on daily Dysori life. Most people stick to the religion of
Ethnicity and religion are intrinsically entwined, their ancestors: coastal Korlic to the Azeri pantheon,
with each significant group adhering to their ancestral inland Numec to Azay. Only the worship of Naveh is
pantheon. This religious diversity does not contribute proscribed.
to the fractured status of the kingdom, however, as
Azeryani-descended Laranians and Agrikans put aside
Military
their differences when faced with a Korlic or Numec Dysor relies heavily on mercenaries for its security.
foe. Ivinian clans provide their naval strength; three Numec
tribes routinely patrol the border with Charinatre. The
Military fact that these tribes are embroiled in a generations-
Charinatre fields a small permanent army charged long feud with other Numec tribes on the other side
with protecting the trade route that winds through of the border is something Dysor’s rulers play to their
the country. Companies of horsemen patrol between advantage.
garrisons of infantry, providing an early warning
system against Numec incursion. Much of the state’s
surplus is spent bribing the Lawâta into quiescence or
encouraging them to raid into Dysor.

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Venârivè 155
Kingdom of Gemena units of slingers, and the king has sought support from
Ruler: King Ezerakhil alri Tyrahzi the Numec Awarhba who winter in the mountains (and
who used to be the rulers of Azurahel), to little effect.
Foundation: tr701
Government Type: Semi-feudal Monarchy Dalani Tribes
Population: 121,000 Government Type: Tribal
Gemena is a poor kingdom that lies between Population: 51,000
the Korlic states of Dysor and Menêma. Most of the
While most Dalani people live under the
kingdom is rough, arid mountainous terrain; nearly all
governance of one of the realms in the region (including
the population dwells on the coast.
Gemena, Menêma, and Vitho), a significant number
History and Government still live in tribal groups outside the practical control
Gemena was the first region to fall to the Azeryani of these states. The Dalani are renowned across the
Korlic March of tr474, and was part of the Azeri region as excellent slingers and light skirmish infantry;
Province of Dalanæ. When Menêma fell in tr523, many are used as mercenaries or in tributary service of
Gemena declared independence the following year. surrounding states.
This fledgling kingdom survived seven years, then The Dalani are the apparently indigenous
encouraged the city of Hudid to rebel. Menêma swiftly people of the northwestern Dalanyan Mountains and
crushed this so-called Dalani Rebellion, then turned its the offshore islands, including Menêma. They have
ire on Gemena, sacking the town and folding the region been heavily influenced by the Azeri and Ivinians, but
into their kingdom. A schism between factions within appear to be an ancient cultural fusion of Jarind and
Menêma gave Gemena another chance. Ezerakhil of Numec peoples.
clan Tyrahzi supported the current Menêman king in The Dalani are known for their reverence of
the conflict, and was rewarded with recognition of his trees. Each tribal Dalani clan has a particular tree on
region’s independence. its traditional lands which it holds sacred. Others in
the region refer to these trees as ‘witchtrees’. A unique
Patterns of Settlement group among the tribal Dalani, known as ‘treespeakers’
There is only one major settlement in the kingdom, claim to be able to communicate with the spirits of the
the town of Gemena (2,500; Mk 3). Founded as a sacred trees.
watering station for ships, this town has suffered
The Dalani language is largely in decline; it is
from repeated invasion, attack, and depredation
spoken in only a few isolated places. Most Dalani speak
from Azeryani, Ivinian, Menêman, and Trierzi alike. In
Korlic, Kolvisar, or Dalazeri.
addition, there are 194 rural estates scattered across
the kingdom.
Society, Culture, and Language
Despite being under the Menêman yoke for 150
years, Gemena’s culture is thoroughly Korlic. Their
dialect is less influenced by Ivinian, and Dalazeri is
the preferred language of the elite. The Dalani have a
strong foothold in the mountains, and some Numec
spend winters in the Dalanyan foothills.
Religion
Gemena’s aristocracy is firmly aligned with the
Halean church. The state is free of the Agrikan-
Laranian conflict that plagues Menêma, mostly due to
local indifference to both religions. Worship of Morgath
and Naveh are proscribed, Sarajinian worshipers are
distrusted. The Dalani adhere to their traditional faith,
and there are isolated communities of Ilvirans in the
mountains.
Military
Gemena maintains its independence at the whim
of the king of Menêma. King Ezerakhil understands
this, and is trying to develop his military resources to
resist invasion. Some Dalani have agreed to provide Dálani Tribesman

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156 Venârivè
There are, in addition, a total of 384 rural estates
Dalanya across the kingdom.
Dalanya is separated from the central desert region
by the Dalanya Gares and Dalanya Loas mountains. Society, Culture, and Language
The island of Menêma lies off the northern coast Menêma is a cosmopolitan blend of Azeri, Ivinian,
of Dalanya, separated by the Dalanyan Bight. Its key and Dalani cultures, with ancient influences from Zon-
town is Kolvis. The Kingdom of Menêma’s holdings aran and Karuian cultures. The Ivinian conquerors did
on mainland Hepeker include Hudhavn at the mouth little to displace the dominant Azeri culture, and have
of the Hudid River, Ymeshem at the mouth of the been largely assimilated into it. The Dalani occupy the
Xem River, Ilmasa at the headwaters of the Xem, and rough interior of Menêma island, and the mountains of
Bylrama at the mouth of the Bylras River. the mainland.
To the south of Menêma lies the highly Azeryanised The people of Menêma speak a mixture of tongues:
kingdom of Vitho. The town of Vitho lies at the mouth Kolvisar and Dalazeri (dialects of Azeryani), Dalani, Kor-
of the Xmara River. Other key towns include Bijana at lic, and Ivinian.
the mouth of the Chelif River, and Garas and Medes on Religion
the Bay of Dusts. Like many Venârian states, Menêma’s religious land-
scape is dominated by Agrikan and Laranian conflict.
Kingdom of Menêma The ruling elite have remained aloof or used the ten-
Ruler: King Ovris alri Hargaal sion to their advantage, although there does appear
Foundation: tr523 to be a cultural shift favouring Laranianism. A few Ivin-
Government Type: Tributary Monarchy ian clans keep their Sarajinian faith, while Haleanism is
Population: 295,000 widespread in the coastal cities. The worship of Mor-
Ivinian mercenaries seized control of Menêma (then gath and Naveh is proscribed.
the Azeryani province of Menemæ) in tr523, after a pro-
tracted civil and religious conflict known as the Dogma Military
Wars. This act sparked the wave of Dalanyan and Korlic Menêma is conscious that the defence of the realm
secessions that occurred in the following decades. depends on a strong navy. They have developed an
elaborate early detection system that warns of incom-
History and Government ing shipping, and disperse their vessels to numerous
The ruling Hargaal clan have proven to be canny ports to prevent them being bottled up. Ground forces
strategists and accomplished Machiavellians. Deftly favour the feudal model, although there are vestiges of
playing the indigenous factions off one another, they the Azeryani legions. Menêma is unusual for fielding
guided Menêma on a steady policy of expansion onto standing companies of slingers – the local Dalani – in
the Dalanyan coast and even to the edge of the desert. both ground and naval forces.
Menêman blood flows in the kings of Trierzon (the
famed Iron Queen was a Menêman princess), yet rela-
tions between the two kingdoms are formal and dis-
tant.
Nearby neighbour Vitho is more hostile, Menêma’s
capture of Jelendial island in tr675, and of the province
of Bylrama four years later have the two nations at
perpetual loggerheads, with frequent border clashes.
Recently, internal schisms within the Hargaal clan, the
revolt of Gemena, and the ascendancy of Azeryan have
slowed Menêman growth.
Patterns of Settlement
Kolvis (13,000; Mk 5) is one of the largest and
most cosmopolitan cities of Hepekeria, with a diverse
social and cultural makeup. The other major towns of
Menêma, all on the mainland, are:
• Hudhavn (5,700; Mk 3)
• Ymeshem (5,900; Mk 4)
• Ilmasa (4,700; Mk 3)
• Bylrama (6,500; Mk 3) Arms of Târan Ôvris alrí
Hargáal of Menêma

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Venârivè 157
Kingdom of Vitho Military
Ruler: King (Taran) Nadrametian IV elda Justani Vitho’s legions mirror the Azeryani model,
Foundation: tr524 though they are significantly smaller. By the time of
Government Type: Semi-feudal Monarchy independence, many of the officers of the Firasor II
Population: 341,000 legion were from families that had lived in the region
for generations, and most remained and provided the
History and Government core of the current forces. A third of the legions are
Vitho is Hepekeria’s largest city, designed and built light horse auxiliaries (500 soldiers plus supporters)
by engineers from the Firasor II legion to be the capitol that secure the eastern provinces of Garas and Medes
of the Azeryani province of Dalanæ. The city was raised from Numec raiders. The rest are infantry (1,000
from marshes of the Xmara River, and is graced with soldiers plus supporters), most of which guard the
numerous canals and sluices to refresh the waters and northern border with Menêma.
prevent stagnation. The King’s Guard is a company of medium horse
Vitho’s break from the empire followed soon after the and two companies of infantry. The Vithan navy is no
Ivinian seizure of Menêma. The secession was led by a match for Menêma’s, something King Nadrametian
union of eight noble clans, but decades of internecine has done little to address. Some suspect a secret
bloodshed eventually left one clan triumphant: the treaty may be in effect with another major naval power.
Justani.
The kingdom has poor relations with Menêma,
which conquered its northwestern province of Bylrama
four years ago. Conflict is ongoing.
Patterns of Settlement
In addition to the city of Vitho (27,000; Mk 6), the
kingdom has three other urban centres:
• Bijana (8,000; Mk 4)
• Garas (5,500; Mk 4)
• Medes (5,500; Mk 4)

There are a total of 268 rural estates in the kingdom,


mostly around the coastal regions.
Society, Culture, and Language
Despite independence from the empire and adop-
tion of its own monarchy, Vitho continues to model its
society on Azeri lines. Vitho has retained a modified
estate system which recognizes the following classes:
• Kulira (nobles)
• Baroshi (military, soldiers)
• Anesiri (scholars/bureaucrats/priests)
• Toata (freemen)
• Nasiri (bonded workers)
• Gervi (slaves)

Vitho’s daily tongue is Dalazeri. Most nobles and


educated people also speak Zâkimladal, albeit in an
old-fashioned manner.
Religion
Vitho is the location of the Agrikan Apalankhi
(primacy) for northern Hepekeria. Vitho is generally
religiously tolerant, honouring the six main faiths of
the Azeri pantheon. Followers of Sarajin, specifically,
Ivinians, are mistrusted, as are followers of most non-
Azeri faiths. The only proscribed religion is that of Víthan
Naveh. Legionary

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158 Venârivè
Religion
Xeria Xerian society adheres to the Azeryani tradition of
The Garamant mountains separate eastern Xerium
tolerance; no religion is proscribed. Among the Synod,
from the salt-lakes and central desert region. The
Halea is the most common faith, although two of the
major town of the region is Xerium, at the mouth of
synodic clans are Agrikan religious orders. The local
the Qalba. Other towns are Zarides, at the mouth of
Morgathan temple is popular among the common folk.
the Afif River, and Gurot, at the head of Sekler Bay. The
Representatives of all other major Venârian religions
island towns of Syrénè and Tyrich are also important.
can be found within the walls of Xerium city.
Two major cultural groups live in this region: the
Buqdin, a group of Thonian ancestry, and the Xeria, Military
descendants of Azeri and Karuia colonists. Xerium’s professional army is modelled on the
Azeryani legion, though the troops are organised at the
Kingdom of Xerium cohort level. Each estate is required by law to provide
Ruler: King Xerdamides elda Garekemil fiscal support for three mani of troops, plus one of
Foundation: tr535 marines. Xerian forces are almost exclusively infantry,
Government Type: Constitutional Monarchy as the terrain is not conducive to cavalry. The focus on
Population: 329,000 infantry keeps costs low, but the state still struggles to
field its full-strength army of twelve cohorts. Synodic
History and Government clans also field their own troops. Some of them rival
The current kingdom was established in tr535 when the best of Venârivè; most are little more than gangs of
independence was declared from Azeryan (Xerium had mercenary thugs.
been part of the province of Kymaria, which included
Arlanto). The king of Xerium rules within the bounds
established by the Synod of Wisdom, an oligarchic Buqdin Tribes
council of the trade syndics of the realm. At one time Government Type: Tribal
Xerium stretched from the Bay of Dusts down through Population: 57,000
to the southern tip of the Elanas, but the Reaver Years The Buqdin are people of semi-nomadic tribes-
(see Arlanto) forced the abandonment of nearly all men that inhabit the mountainous region of south-east
settlements south of Tyrich island. Hepekeria. Their name means ‘of the Strong’. They are
Patterns of Settlement ethnically similar to the Elanasi of Thonia, though they
The major urban settlements of Xerium are: arrived on the Hepekerian continent c.bt1000, and
• Xerium (20,500; Mk 6) eventually populated the entire south-east from Xeria
• Gurot (7,500; Mk 3) to the Chottlands.
• Syrénè (5,500; Mk 4) The Buqdin are divided into eighteen tribes that
range over the entire region. Within these tribes are
• Tyrich (4,300; Mk 3)
numerous clans; greater clans dominate the tribe,
• Zarides (2,100; Mk 3)
lesser clans are expected to obey. Their original
There are 361 rural estates of the Azeri style in the numbers were greater, but population pressure from
kingdom, located mainly in the central and northern the city-state of Xerium and the arrival of the Naj’er sub-
regions – around the Qalba River and its tributaries. nation have encroached upon their traditional range.
Society, Culture, and Language The Buqdin are totem and ancestor worshippers with a
Xerian society is stratified, and based on Azeri highly ritualised daily life.
culture with significant influence from Karejia. At the
top of the pyramid are the Synod, which control over 90
percent of the land and wealth in the kingdom. Xeria’s
substantial export crops and centralised plantation
agriculture relies on a semi-slave class called debt-
farmers; slavery is also widespread.
The Xeria speak a dialect of Dalazeri, as well as
Zâkimladal (High Azeryani). Xerian Zâkimladal is
remarkably true to the empire’s, although a trifle
outdated. Even synodic clans which originate from
outside Xeria learn this tongue to effectively navigate
the region’s politics.

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Venârivè 159
Falânia Tribal Falani
The southern region of Falânia is controlled by the In addition to the settled population, there are
Falânian Federation, an alliance of city-states including about 133,000 Falani who are more loosely linked to
Bothisa, Silgora, and Thubeliz. the Federation. The tribal Falani are semi-nomadic,
The Falani speak their own language and dialects and their settlements are numerous. There are
related to Numer, but influenced by Thonian. The approximately two hundred tribes, which are further
Falani are increasingly establishing colonies and build- sub-divided into clans, spread across numerous
ing alliances with settlements along the western and settlements.
southern coast of Thonia, which is greatly expanding Each year a great convocation is held at one of the
their reach. three main cities of the federation, which representa-
tives of the tribal Falani attend. This convocation is a
major trading and political event. The urban members
Falânian Federation provide gifts and accommodation for the visiting tribal
Ruler: Elders of the League representatives, thus cementing their allegiance to the
Foundation: tr569 wider federation.
Government Type: Oligarchic League
Population: 417,000 (not including colonies)
Society, Culture, and Language
Falani culture is a Thonian / Numec admixture
History and Government seasoned with other influences. Bothisa, for example,
The federation has evolved slowly. Beginning as an was influenced by Dalkeshi castaways, and evinces
alliance between Silgora and Bothisa, it encompasses a strong caste-based society. The Silgorans, owing
the whole region: three major city states, four other to their proximity to the Numec, are perceived as
smaller towns, numerous rural settlements, and traditionalist and somewhat reactionary. Thubeliz
approximately two hundred tribal groups. is surprisingly open, with a vibrant entrepreneurial
Federation politics are bewildering and energy, expansive vision, and is incredibly adaptive.
incomprehensible to outsiders, a mixture of local, But regardless of locality, all Falani value protocol and
regional, clan, and city-state alliances and connections. diplomacy. Visitors describe Falânia as a ‘society of
The federation has no central ruler. Instead, considerable manners’ wherein all social roles are clearly defined.
emphasis is placed upon building and maintaining
Religion
consensus and harmony among its members, and in
The Falani mythos views daily life as a cosmic
relations with the Numec of the interior.
battle between Azahi (Azay; Order) and Kelanai
Despite this complexity, the federation’s structure
(Kelana; Chaos). Society’s role is to broker unity and
allows for considerable independence of action by
harmony between the two. Within Bothisa, Naveh fills
its constituents. In the few occasions when external
a third-party role of the enforcer of balance, though
threats have presented themselves, the members have
this is a local cult. Ancestor worship within clans is
combined to tackle the enemy with fearsome speed
also important. Families use these divine relatives to
and efficiency.
intercede on any number of issues.
Patterns of Settlement Military
There are around 284,000 individuals living in set-
Falânia has no permanent standing army. Each
tlements associated with the Falânian Federation, of
city-state fields its own professional force (essentially a
which 38,000 live in urban settlements:
large city-guard) and noble and tribal clans can muster
• Bothisa (10,000; Mk 5), a city on the Draa River. a sizable levy, but the federation lacks any centralised
• Silgora (8,000; Mk 4), a town near the central commander, except in rare times of external crisis.
desert. When this occurs, the most suitable head of one of the
• Thubeliz (9,000; Mk 5), a city on the Tasaret city-guards is appointed marshal for a strictly limited
River, near the Nâzawerg hills. term to rapidly deal with the issue.
• Tasugez (3,500; Mk 4), a town at the mouth of Each of the coastal city-states also has a
Tasaret River. comparatively well developed navy; but these ships are
• Fagomu (2,100; Mk 3), in the Drawerg foothills. usually used for both trade and defence. Most require
• Moranjaz (3,000; Mk 3). each ship registered at its port to be ‘on standby’ for a
• Wuzadhim (2,500; Mk 3). period of the year, and to answer a summons to defend
Surrounding these cities and towns are 865 vilages the city if required.
and other rural settlements.

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160 Venârivè
Falânian Colonies
Government Type: Colonies
Population: 21,000 (6,800 urban)
From the middle of the last century, the various
coastal city-states of Falânia have begun to establish
colonies along the western and southern coast of
Thonia, both to trade with local Thonians, and to act
as way-stations for trade routes to southern Anzelôria.
Most are small, but are growing rapidly with a steady
influx of settlers seeking new opportunities. The slave
trade is a major activity of almost all of these colonies,
generally in co-operation with local Thonian tribes who
raid other Thonians further inland, or up and down the
coast.
Founded from tr646 to tr709, the following are the
Falânian colonies on the western coast of Thonia:
• Nuwadhimash (1,100; Mk 3), at the mouth
of the Mashanga River; founded in tr646 by
Thubeli colonists.
• Koulikokoro – the dual colonies of Kouliko
(2,100; Mk 4), founded in tr651, and Koro
(1,000; Mk 3), founded in tr672.
• Gambay (900; Mk 2), first founded tr663,
destroyed by local tribes in tr665, and
subsequently re-founded in tr678. Subsidies are
now paid to the local Thonian tribes.
• Sikassu (800; Mk 3), the newest colony,
founded in tr709.
• Mbayali (900; Mk 3), a colony at the mouth of
Mbay River, founded in tr685.

Faláni
Elder

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Venârivè 161
Bârendánis II eldá Ûrvaèn – seventh emperor of

F
Ázeryàn (r. tr285-303). Authorised the conquest of
Zonâra and Thánema.
olk of Venârivè Bârendánis IV eldá Ûrvaèn, the Mad – 28th
Many individuals have played an important role in Àzeryáni Emperor (r. tr488-497).
shaping the history and culture of Venârivè. This section Bârýn al Albârra – Hârnic Járin warrior who lived in
provides a list of some of these key personalities. northern Hârn in the first century bt.
This includes political leaders and warriors, religious Bashwâr I alkhú Badûran, the Terrible – emperor
leaders, philosophers, scholars and arcanists, as of Dalkésh (r. tr201-227). Ruled with a reign of terror,
well as other notable individuals. Also included are openly displayed magical forces.
current rulers of the realms of Venârivè, and finally Bashwâr III alkhú Badûran, the Reluctant –
contemporary religious leaders. emperor of Dalkésh (r. tr241-257). A great sage-
scholar selected to restore order following the reign of
Historical Figures his relative Patrám. Instituted controls over the open
The following historical figures are listed in practice of magical powers.
alphabetical order by first name (as the clan name of Bâzanthar alrí Kálrador – last Kúzhan king of Kiráz,
some is not known). d. c.tr120. Also known as ‘Duzhamin’.
Bjan al Lédrin – founder of the Kingdom of
Political Leaders and Warriors Palíthanè (tr519-534).
Áglir alrí Nordáka (of Télen) – sixth and last autarch
Bjan al Pélanby – first Duke of Álagon (tr540;
of the Thârdic League (r. tr668-674).
d.tr551).
Áhzrdin alrí Târazàkh – first king of Ázadmêre,
Chadîr – legendary Ivínian warrior, destroyed
leader of the Tházhain Kúzhai. Founded Ázadmêre in
Kóladhârè c. bt400.
bt6894.
Chélebin III alrí Eléndsa – queen of Káldôr (r.
Amýva al Sêranis las Ârtáin – the ‘Iron Queen’ of
tr651-669). Sponsored rise of chivalry and tourna-
Tríerzòn. Born a niece of the king of Menêma in tr629,
ments.
she married King Polchárin of Tríerzòn in tr646. She
Corthîr – first king of the Coráni (r. tr301-318).
survived the death of her husband, and his brother’s
fractious reign, and married a second Tríerzi king, Daélda alrí Hálirien – king of Hârn c. bt7000-bt683.
Hárengaris II, and was the power behind this throne for Dákarion al Émhlèn – first high chieftain (émh-
the rest of his rule and beyond. lègâr) of the Émhlè Confederation – c. bt1600.
Andásin I alrí Kand – first king of Kandáy (r. tr589- Dásyn alrí Cháranès – first télkôr (duke) of Trabánt.
627). Clan Cháranès were a prominent merchant clan whose
Áranath alrí Hálirien – king of Hârn bt683-680; support for the Tríerzi crown was instrumental in their
King of Eváel bt680-present. victory against the Azéri; nobility and the duchy were
their reward. Dásyn played a key role in securing the
Ârkalánses – first ‘year king’ of the confederation of
Mángai charter in Tríerzòn.
the Azéri (r.tr194, and tr199). From Mîremal.
Dásyn alrí Órinwal – duke of Korún in southern
Árkalenda el Ûrvaèn – Àzeryáni general (tr431-
Tríerzòn; led Southern Rebellion (tr597-598).
443), first governor of province of Býria (tr443-tr462),
first ‘independent’ governor of Býria (tr462-467). Dávidh alrí Aémon – first king of Chélemby (r.
tr663-670).
Arlún, the Barbarian – first king of Réthem. Unified
the Kùbôra tr625. Invaded Réthem tr629. Conquered Édan I alrí Býrelsen – founder of the Kingdom of
it over next six years and ruled from tr635-656. Shôrkýnè (r. tr536-548).
Arósta, the Conqueror – fifth king of the Coráni Elúnæ arjah Lachôrga – first king of Lútra (r.tr390-
(r. tr366-38). 427). The town of Elúmælèn is named for him.
Ârren VI alrí Vásinir – king and ‘emperor’ of the Érebîr Great-King – first king of united Mèlderýn (r.
tr1-51).
imperium of Emélrenè (r. as king tr297-303; as
emperor tr303-354). Gîyarim el Vélas – thârin of the VII Éndâmor legion,
Bádhroth I alrí Edhélen – king of Emélrenè; sometimes called the ‘Saviour of Lánkor’. In tr713 he
also last emperor of the imperium of Emélrenè (r. as led ‘Gîyarim’s ride’, a cavalry raid into northern Azeryan
emperor tr464-491; as king tr491-493). that averted the empire’s attempt to reconquer the lost
province.
Báhelnama arjah Algâranjes – first King of Génjes
(r.tr630-637) after the conquest of mainland Fárifal. Gôrganen – lord and founder of Réshana (tr77).
Góshalema arjah Ánamalin – first archon of the
League of Chifâr, Mafán (r.tr220-225).

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162 Venârivè
Góthan rykhú Rashéna – khéla (Lord of the Sky) of Mavráma I alkhú Lékha – first king / emperor
the Reksýni Confederation (r. tr635-669). of Dalkésh (r. tr16-39). Ruled as king, but was
Hâgined al Târreskeld – first king of Orbáal posthumously ‘upgraded’ to an emperor.
(r. tr686-692). Médak – last emperor of the Coráni Empire (r.
Halârkan I alkhú Nánda – emperor of Dalkésh tr555-tr565).
(r. tr602-616). First of the Nánda Dynasty (9th Dynasty). Médrik alrí Tânè – first king of Káldôr (r. Sêrelind
Harakâr I al Fûhrel – first king of Séldenbàal tr178-187; r. Káldôr tr188-192).
(r. tr106-115). Méjenes, the Great – emperor of the Coráni Empire
Harmonic Prince – wizard-prince of Mokôra (r. 114- (r. tr443-465). Conquered Aléathia and Perán.
129). Killed at climatic Battle of Onîra. Mirgaél II alríd Ârtáin – sixth ruler of Tríerzòn
Hástin al Tûrageldsen – Járenmarker adventurer (r. tr570-602). Successfully led Tríerzi to victory in
who sought to conquer Huriséa (tr523-524). Defeated Second Tríerzi-Àzeryáni War, but had to suppress the
at Battle of Chávar’s Crossing. Southern Rebellion.
Hemáchan alkhú Kârloresh – first grand prince of Mithrýnas III eldá Ûrvaèn, the Lawgiver – 16th
Hácherdad of clan Kârloresh (r. tr468-487). Àzeryáni emperor (r. tr402-441). Responsible for the
Herémdànis el Hârenkalos – gáredis (legion Mithrýnas Codex.
marshal) of Ázeryàn. Led Eastern Kymárian Campaign Môrdovanes eldá Ûrvaèn, the Great – first Àzeryáni
(tr417-421); appointed first military governor of emperor (r. tr221-251).
Kymária Lóas (tr421-429). Múrakos el Vîden – Àzeryáni general who con-
Hvan al Lédensen – founder of Léden, Lédenheim quered Lánkor (tr337).
tr 412. Mûrki alrí Dâgen – first king of Íbanvaal from clan
Ílde al Lédrin las Kárisen – of Palíthanè. ‘Sister’ of Dâgen (r. tr558-572).
King Bjan, wife of the count of Áthamas, queen-regent Narílje alrí Klabésel – first king of Járenmark
for her brother’s son for four years (reg. tr534-538). (r. tr290-322).
Jánjagâr arjah Algâranjes – first prince of unified Nâthwic alrí Alâga – first king of Elórinar (r. tr155-
Génjes (r. tr327-340). 190).
Jâren Cêrethys – Yaríli leader, Iváe c. bt580. Nêradas of Shîrán – first autarch of the Thârdic
Kéreshna I alkhú Lékha, the Glorious, the League (r. tr636-643).
Everliving – emperor of Dalkésh (r. tr128-166). Nýsal el Bêrlona – second governor of the Western
Longest reigning emperor, renowned for his fostering Protectorate (tr489); Assassinated.
of the sciences, magical arts and literature. Ósharana arjah Enérasa – first autarch of the
Khôrlus I alkhú Khôralen, the Magnificent – Republic of Delúma (r.tr434-438); instituted the dual
emperor of Dalkésh (r. tr465-496). Conquered upper autarchy, and ruled as western autarch tr438-442.
Târga River, laid siege to Mokôra; but defeated by Pánchanâr arjah Nârfrénash – last prince of Nèfri-
Àzeryáni in tr496. akóna (r.tr471-486); defeated by the League of Chifâr.
Koénel alrí Ulandásen – first great-king of Sélden- Pârchánako arjah Amvrémâkas – king of Ámvâr
bàal (r. tr652-679). (r. tr680-707). His alliance with Pèchalâri tribes ena-
Kôris alrí Lédrin – king of Palíthanè (r. tr658-672). bled him to conquer Jýna and western Lútra.
Heroic victor over the Tríerzi in the Sènedâlo War, killed Patrám alkhú Badûran, the Abhorrent – emperor of
in a jousting accident. Dalkésh (r. tr241). Instituted public human sacrifice. A
Lárena al Lédrin – of Palíthanè. Twice queen-regent; devotee of Orgûrl (Môrgath). Assassinated.
first tr655-658; second tr672-679. Pethrás alrí Vásinir – king of Emélrenè (r. bt259-
Lýthyr the Great – legendary Járind lord, founder of 223). First of the Vásinir Dynasty.
Lýthwys (Lyth) in bt922. Ráleth alrí Býrelsen – third king of Shôrkýnè
Máchalana arjah Ólifandamâr – first (and female) (r. tr558-566). Deposed by Shôrkýnì barons.
archon of the league of Boliâfra (r. tr131-141). Rôdisar eldá Fédares – first grand-prince of Lánkor
Málian – first emperor of the Coráni Empire (r. tr676-681)
(r.  tr380-394). Founder of the cities of Shîrán and Sagílus el Kêrlinat – first governor of the Western
Mêrethos (Golótha). Protectorate (tr487-488). Recalled by Bârendánis IV in
Maradýn – a Járin gelféin (chieftain) of the Hârnic tr488.
Plain of Towers cultures, c. bt1000. Saúrach – emperor of the Coráni Empire (r. tr485-
Mârdos al Lénghâ – mage-king of Lánkor (r. bt688- 491), Àgríkan religious fanatic. Issued Unification Writ
665). and was assassinated in tr491.

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Venârivè 163
Shánrama alkhú Háchalaram – first grand-prince Tórocharen alríd Ârtáin – ninth ruler of Tríerzòn;
(Karkúlar) of the Hácherdad (r. tr144-169). ruled only two months; killed at Battle of Elédiro
Shóbald alrí Shôsel – first king of Chybísa (r.  tr160- (tr646).
183). A Mèlderýni knight. Trâlis alrí Élendy – first great-king of Hârbáal
Shôro the Tall – legendary founder of Vúldenâr, (r. tr673-present).
Chel island (bt623). Tredâroth alrí Émhlèn – first king of Emélrenè (r. as
Sósanguti arjah Shumallýn – first Archon of the Émhlègâr bt678-670; as King bt670-629).
League of Sérianàpi (r.tr89-107). Tûrsi alrí Thûrmsen, the Navigator – king of Kôrlúa
Sun-Bright Prince – wizard-prince of Mokôra (r.615-629). First recorded successful navigation
(r. 92-129). Killed at Battle of Onîra. around the western Hèpekérian coast to Falânia in
Taralándis II alríd Ârtáin (aka Târkosen) – fifth tr607.

ruler of Tríerzòn, first of House Ârtáin (r. tr557-570). Ûrvaènadis – founder of the Ûrvaèn Dynasty,
Tathakýendi ‘Spearfinder’ – first king of Árlanto Ázeryàn. ‘King’ of the Azéri for three terms (tr202-203;
(r. tr560-589). Found the ‘Spear of Kelénos’, leading tr204-208; tr214-218).

most Hérei tribes to consider him semi-divine. Vânalmakis – seventh ‘Year King’ of the Confedera-
Témis alrí Tâbin – last king of Énsel; first Duke of tion of the Azéri (r. tr200). From Gedálpria. Supported
Énsel (d.tr551). Ûrvaènadis and despite his Àgríkan faith, promoted
Torástra alrí Eléndsa – king of Káldôr (and Chybísa) religious tolerance.
(r. tr669-693). Vârniel alrí Andrána – fourth king of Shôrkýnè
Tôrichánè, aka Taralándis I alríd Ubâron, his (r. tr566-581). First to be elected by Shôrkýnì barons.
regnal name – first king of Tríerzòn (r.  tr502-518). Born Véshrama I alkhú Badûran – emperor of Dalkésh
tr451. Began his career as a commander of the V (r. tr187-201). First of the Badûran Dynasty.
Sârkát Legion from tr481, fighting with Tríerzi raiders.

St. Ambráthas
of Alámirè
(in the Náthelite Style)

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164 Venârivè
Vúlen I alrí Pélyn – first king of Menglána (tr344- piling the Saga (named after him) that defines much of
369). the theology of the religion of Sárajìn c. bt150.
Wíffrè al Émhlèn, the Scholar – high chieftain St. Celmín – Laránian warrior-saint c. tr50. Of Tríeri
(émhlègâr) of the Émhlè Confederation. Legend says ethnicity, Celmín is said to have been raised on his
he constructed the walls of Beréma in bt1388. death to become one of the Knights of Tîrith because
Xuáka alrí Méstil – fifth and last king of Aléathia of his exceptional valour and virtue. Mt Celmínor in the
(r. tr429-453). western Nadámi Mountains is named for him.
Yvénsis alrí Kárisen – count of Áthamas (r. tr511- Cerdáin II – pontiff of the Laránian Church.
530). Instrumental in the successful creation of Amended the Guardian Decree to recognise and
Palíthanè, by switching allegiance to the invading formalise militant orders in tr542.
Ivínians. St. Chárydara – renowned Býrian teacher and
Zárkalendis eldá Ûrvaèn – 26th Àzeryáni emperor archivist. Burned together with her books by Àgríkan
(r. tr462-475). Came to the throne with the help of his terrorists (d. tr484).
sister, Árkalenda. Chéka the Wanderer – mendicant Ilvîran priest,
who recorded his pilgrimage to Aráka-Kalái c. bt72.
Religious Figures St. Chídis the Dutiful – ancient Zonâran saint of
‘Aérlathos’ – four prophets of the Church of Peóni. the Laránian church (d. bt220).
c. bt600. Two men and two women, who came together Daémar – first disciple of Eilár; founder of the order
from north, south, east, and west to Pêrna, Zonâra. of the Shéa-al-Aécôr (centred at the temple of Íshranor,
There they were ritually married by St. Alamárel. Beréma, Emélrenè).
St. Alamárel – first ‘pontiff’ of the Peónian church Djârni alrí Beldésa – founder (tr235) of Molíma,
(bt594). A formalised hápalanate (pontificate) was not, centre of Ivínian religious Kingdom of Éldeskaal,
however, established until tr293. beneath Mount Ilbengáad.
St. Alârkana – first empress-primate of Býria Eilár al Íronoth – prophet of the Church of Sávè-
(r. tr499-514). Launched the Holy Crusade. K’nôr (bt1075-1046). Had a vision of the church’s
St. Ambráthas of Alámirè – ‘founder’ of the mission in bt1050, after 9 years in self-imposed exile in
Laránian Church, apparently c. bt370, although the Àzeryáni Drylands.
Ambráthas may actually have lived earlier. St. Egénis – third pontiff of the Laránian church –
St. Âramýna (aka. Âramýna al Édosta) – last established Ethelánca – tr268.
queen of Heléni Lánkor (r. tr336-337). Recognised as St. Esúnon of Gadéna – Laránian warrior-saint
a Laránian saint. c. tr50. Played leading role in the conversion of the
Arín – second disciple of Eilár, founder of the Order Séneda and Galishén tribes.
of the Rydequélyn (centred at a temple at Ájygàl, on Fárdir al Ténil – Laránian knight; of Shôrkýnì origin.
the eastern Venârian seaboard). Believed to have later A missionary to Hârn c. bt50. Owner of ‘Protector’,
spread Sávè-K’nôrism to Tríerzòn and to be buried at better known as the Spear of Shattered Sorrow.
Àreshómes. Gôrémzator el Ûrvaèn – Àgríkan ruler (r. tr287-
St. Árkalenda – great Àzeryáni general. Founder 313) who established Lysâra’s dominance over church
of Ínri, first governor of Býria, declared independence within the Empire of Azeryan. Cousin of Emperor
tr462. Only Býrian ‘great saint’ to die peacefully. Bârendánis II.
Aságran the Ghoul – ruler of Dyrísa, Kandáy, dur- Gósan Réka-ul-Sýna – founding prophet of the
ing the Theocracy of Tekhós. ‘Reksýni’ religion, the faith that unified the Rekâri tribes
Asáranes – Sávè-K’nôran Pontif who died at the into one of the most fearsome forces of Venârivè.
sack of the Great Temple of Sháras by the forces of St. Hârbraén – Peónian martyr (d. bt424).
Îrkárgai (d. tr94). Hârkor alrí Thôryn (tr290-350) – founder (tr316)
Áslynn al Jáksyn – Ilvîran priest successfully of the Sárajìnian ‘holy’ kingdom of Lókis.
refounded the Order of the Ochre Womb and the pil- Horâhnam al Tekhós – ruler of the Theocracy of
grimage site of Ochrýnn at Aráka-Kalái in tr361. Tekhós (tr568-588).
St. Ásodan the Generous – early Azéri Varánian, Ilpýlen – prophet of Ágrik c. bt1500.
who fought and died in the Azéri Wars (d.28). St. Irúla – Tríerzi maiden who lived c. tr100. Legend
Aurélia – first pontiff of the Haléan Church (tr340- tells of her chaste love and mourning for a lost warrior;
388). Founds Helás in tr372. Issued the Temenésa her tears turned to diamonds and opals, and she per-
Decree (restricting priesthood to women) in tr384. formed many healing miracles.
Bálsha – prophet of Môrgath, Hârn (tr520-558). St. Jálanè, ‘the Martyr-Saint’ – murdered Gover-
Bjâri Threehand – skald (bard) responsible for com- nor of independent Býria (d. tr493).

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Venârivè 165
St. Janásyn – second pontiff of the Laránian St. Safránsi of the Sheaf – Peónian martyr who
Church – issued Guardian Decree establishing Tem- died c. bt500; boiled alive by Àgríkan fanatics.
ple Warriors. St. Saraláen – defender of the Býrian Eónians.
Kémlar the Guide – a prophet who led the Kùbôra Killed in southern lands by Kelánan rebels seeking to
of Hârn from eastern Hârn to their current home in halt spread of plantations (d. tr512).
Perán, possibly c. bt1200. Sínan khu Hazâr – prophet of the Church of Navéh.
Kêremydes el Shonâràen – Àgríkan ruler (r.tr386- c. bt750.
401); a.k.a. ‘The Bane of Heresy’. Sought to ensure Súgata – first drammha (pontiff) of the Church of
that the church was not tied too strongly to the fate of Zârath, c. bt1350.
the Empire of Ázeryàn. Tathágatha – prophet of Zârath, c. bt1400.
Kesér el Béria – male charismatic religious figure Taurin Halfhand – one of the ‘fifteen prophets’
in early Haléan church. Declared heretic by pontiff Navéh, present at the Battle of Sorrows bt683.
Aurélia. Dies of wasting disease c. tr384.
Kíthrond – third disciple of Eilár; founder of the
Order of the Hýn-Aelôr (originally centred at the tem-
ple at Sháras, Ázeryàn; later at Meókolis).
Kôrliamator el Gârynas – Àgríkan ruler of Lysâra
(r. tr243-256) who established the doctrine of linking
the Church of Ágrik with the expansion of the Empire
of Ázeryàn.
Lekéthan – founder of Church of Môrgath in
central Ázeryàn (near the ruins of Îrkárgai), c. bt250.
Explored the ancient tomb at Ûrbrath, and with twelve
other survivors founded the church.
Leonârkis el Bûrgendin – Àgríkan pontiff (r.  tr485-
506) who established firm control of the church over
the island of Hârn.
St. Lýnhil the Pure – Azéri Varánian noble of west-
ern Ázeryàn; died for unrequited love in Zonâra c.bt90.
Mámaka el Târgenak – Àgríkan ruler (r.  tr325-338)
who promoted Lysâra’s expanded control beyond the
Empire’s borders. Of Menêman origin, and possibly
named for the legendary ‘Master of Steel’.
St. Mârkálena – martyred in first Býrian Civil War;
was known for her focus on ‘justice’ (d. tr481).
Merodýnè the Pale – founder of the Church of
Haléa (tr270). Born tr249 in Karéjia. Dies in tr340,
aged 91.
Móralin the Wanderer – successor to the prophet
Ilpýlen, and author of the Balefire Chronicles. Estab-
lished Lysâra as a key centre of Àgríkan worship and
power.
Môrkagir – Môrgathan leader of the forces of
Îrkárgai (fl. tr92-97).
Ormánoam – early leader of the Ilvîran church on
Hârn, c. bt1300.
St. Ôrthas the Defender – knight-commander
of the Laránian Knights of Tirith. He was apparently
Emélan, and lived in the fourth century bt.
St. Poréngàel of the Mountains – Laránian saint
whom lore says converted Stálâr, the first Stálfi télkôr,
to Laránianism c. bt125.
Hácherian Priestess of
St. Perelýnè of Tengéla – first pontiff of the the Angel Hanéa
Laránian church (tr227).

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166 Venârivè
Tóbran al Mígelâdis – Laránian bishop of Melesúma, Na’Araza – fl. c. tr150-167. Ketâric traveller,
responsible for the Tóbran Inquisition (tr616-620). engineer, and inventor of the Ah’Riha-Asha (‘Water-
St. Várenas – Azéri Varánian warrior-saint and Breath Device of Time’), the famous water clock of
martyr b.tr33, d. tr62. the Dalken emperors. He disappeared mysteriously
Víshanelas al Áshrankeles – first fully acknowl- in tr167. His clock itself disappeared in unusual
edge pontiff (amànasûrif) of the Àgríkan church. Ruled circumstances in tr671.
Lysâra tr443-464. Pýmel al Teslísa – tr594-666, Chybísa / Mèlderýn.
Zârwyn – mythical prophet of the Kúzhai who led Earthmaster researcher. Re-discovered Télumâr.
the dwarves to Hârn, presumably from Midgaad. Pytâma Rylátha – bt60-tr7. Târgan Empire. Jmôrvi
weapon-crafter; personal weaponcrafter to the Târgan
Philosophers, Scholars, and Arcanists emperor.
Aéric al Rhéged – c. tr86-tr143; bard and arcanist Sêlest al Tubîr – fl. tr386-389. Founded chantry of
on island of Chel. Empiricist researcher, archaeologist arcane lore at Aléath, Hârn. Married crown prince Élos
Aliúnè al Vâra – tr237-294; arcanist, councillor of al Méstil of Aléathia.
Málagos, adviser to the Peónian pontiff (tr276-288, Shâris el Abdêra – bt898-835. Grand-daughter
tr292-294). of Damókra; arcanist. Born in Livélis, lived in Arkéth,
Alúmos el Pâsen – c. tr239-c. tr296. Vintner, Phanósia (as a slave), and Nárolis.
arcanist of Shomîro, Ázeryàn. Sîirik – died tr109, Silgôra, Hèpekéria. Founder
Árlenkalas el Kúlrathes – Àzeryáni historian, author of the Jmôrvi Chantry at Silgôra (tr97). Possibly of
of the Historium Azéria (tr479), which covered the rise Dálken/Bésha origin, possibly involved in the Târgan
of the Empire of Ázeryàn. Genocide (tr7) or the early years of the Dálken king-
Barási al Kýnvallwyn – born c. bt780; arcanist of dom. Engineering and mineralogy.
Mèlderýn. Notable for his work on ‘barási’ points. Sôralis el Dúankas – alchemist and inventor of
Chésmè al Álion – born c. tr75, Mèlderýn. Karéjian ‘Dragon Fire’ at Nárolis c. tr680. Knowledge
Accompanied Lóthrim to Elkâl-Anúz in tr96. Returned of the production and use of ‘Dragon Fire’ is tightly
to Mèlderýn tr150. Still living near Chérafîr. controlled, is apparently complex, and it is thus only
Damókra el Abdêra – c. bt946-873. Kàruía arcanist, deployed on some ships of Nárolis, Livélis and Phanó-
alchemist, astronomer, mathematician, philosopher. sia. Rumour has it that mishandling of this substance
Founder of Livélis chantry of arcane lore. has resulted in over 30 deaths.
Éliadh al Táwus – tr42-92. Born near Kélapyn Tâlin al Kesél, Defender of Kirisónè – born c. tr78
Anúz in Mérila (now Káldôr). His inappropriate actions in Thánema (Palíthanè). Last seen c. tr126.
were instrumental in the codification of the Code of the Tarl al Barún – c. bt936-873. Born near Âlwin,
Shèk-Pvâr. Emélrenè. Alchemist, arcanist, Sávè-K’nôran lecturer
Elkâl al Môrezýn – tr363-tr421, Mèlderýn. (at Íshranor).
Philosopher, astrologer, Jmôrvi mage. Investigator of Thêris al Álbyon – tr264-305. Arcanist, weapon-
the Earthmasters. Died of wasting disease. crafter of Gôrium. Disappeared in search of the Kúzhai
Génin – great mage who flourished in the sixth city of Êrdar.
century tr. Author of On Learning the Art; creator of Tódwhyr, the ‘Hand of Ûrodalach’ – fl c.bt1400.
the Génin Deck. Organised the Aléathian Odyssey. Emélan mage linked to Gelímo on Mèlderýn.
Herzánoras el Maróganas – Àzeryáni historian, Túzyn of Mèlderýn – creator of the Túzyn Reckon-
author of the Chronicles of the Azéri (tr277). Largely ing, now used as a common calendar in many regions
responsible for popularising the Túzyn Reckoning of Venârivè. Member of the Mèlderýni Council of Eleven.
amongst Àzeryáni scholars. Úlmeràllawn al Mallóch – born c. bt1087. Semi-
Kemdálwyn al Mânawýdan – born bt669 in legendary Odívshè mage. Said to have created the
Mèlderýn. Discovered the ‘gates’ of Kemdál. Úlmer River by calling forth a spring of fresh water from
Lóthrim (Foulspawner) – f. tr83-tr120. Youngest the Ánadel hills. Founded a chantry that was destroyed
ever mage to attain rank of vîrán (tr83), admitted to in the Atáni wars.
highest councils of the orders (tr92). Established a col- Uséla el Ántyop – c. tr615 to c. tr665. Born in
ony of arcanists at Elkâl-Anúz in tr100. This developed Inkârium, Ázeryàn. Foretold the Reksýni invasion. Taken
into a short-lived but powerful ‘empire’. captive by the Reksýni when Halkénelis fell; but made
Nála al Uróh – b.tr69 in Mèlderýn, disappeared her way to Baráth and then Lekûria c. tr654. May have
tr138 at Tashál. Author of the Libram of the Pantheon, been involved in the formation of the Ûmélrian League.
compiled whilst he was at Elkâl-Anúz and completed Migrated to Zerúla after the Fourth Ázeryàn-Dalkésh
in Mèlderýn. War.

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Venârivè 167
Wôrkol al Holdása – tr501-555. Born in Côranan, Other Notable Individuals
studied at Chérafîr. Became court astrologer and later Akélnos el Vêgasun – leading proponent of the
imperial chancellor to Shôrka the Terrible, Coráni Àzeryáni ‘Restorative’ movement in the arts; principally
emperor. a sculptor and architect.
Xêriades, the Syrénè – b.tr620, d.tr659. Inventor, Álmos al Daváles – famous Tríerzi mason of the
architect, engineer. Born on island of Syrénè, Xêrium. sixth century; responsible for overseeing a number of
Educated at Sàvôryan Chantry at Xêrium. His most impressive Laránian temples across Tríerzòn, and a
famed designs and constructions are the harbour leading exponent of the ‘Tríerzi Style’ of construction.
lighthouses of Xêrium (c. tr642), the wharf winches at
Búrgin al Índarios – shipwright of Mûrshel, Tríerzòn.
various Venârian ports, and his work on the Shurâma
Inventor of the Karúnè (c. tr690), a new vessel com-
(tr649-659).
bining elements of the Shôrka Dak and the Venârian
Zhâtran Kálgi – tr370-tr434; of Mafán and Býria. Raém.
Born on the slopes of Mount Ágpar on the volcanic
Enârla el Tothánko – a former slave from Árlanto,
island of Patân in the Gulf of Mafán. Established a
who rose to become head chef for the Àzeryáni
sanctum on a volcanic isle off the coast of Býria.
emperor c. tr512-519. She was a leading force in the
Zýna al Médren – tr557-614. Lédenheim. Studied emergence of the ‘Imperial’ style of cuisine.
at Ífanè. Queen of Lédenheim from tr595.

Akélnos el Vêgasun
Àzeryáni Sculptor

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168 Venârivè
Firmýna al Náthel – Laránian abbess of Sontúmes, and executed in tr683, he supposedly had a vast treas-
in Kógamìn, Tríerzòn, in the years after the Red Death. ure hoard, which has never been discovered.
Best known for her artistic endeavours, which spawned Mochâd el Haléndaros – leading syndic of the
the ‘Náthelite’ mode of religious painting. Gedálprian Merchant Association (c. tr190-210);
Gáleroth – Sináin harper and poet. Known c. bt1000 instrumental in the establishment of the Kingdom of
to tr309; after which he apparently departed. the Azéri.
Gántras alrí Éstries – a mercenary-adventurer Nâris al Eldýsen – shipwright of Eilýria, Shôrkýnè.
reputed to have slain the ‘last dragon in Shôrkýnè’ in Leading inventor and proponent of the rudder, a key
tr686. Now in his 60s, he lives on manor near Lach- element of the Shôrka dak (c. tr645).
erýn that he received as a reward for his actions from Nókralis el Hrâzen – Àzeryáni explorer and trader
the Dukes of Énsel, clan Tâbin. who led a major but ill-fated expedition into northern
Gârkhis el Vólnakar – Àzeryáni merchant who led Quârphor tr351-352, following the establishment of
the negotiations for the establishment of the Imperial the province of Kálin in tr344.
Charter of the Mángai in tr321. Órcharan el Lanádes – gifted Àzeryáni architect,
Geránth el Hyéndi – Àzeryáni merchant/explorer; responsible for reconstruction of Livélis c. tr307-320,
founded Xêrium (tr401). Killed in a raid in tr420. particularly the Xêriates Wall.
Héros el Nálamenes – key leader in the establish- Rólin and Târyn al Melésen – two Mèlderýni mer-
ment of the Karéjian Mangai (tr243). chants who immigrated to Aléath in tr552, and were
Hlárakor el Téldranèsen – Àzeryáni explorer of subsequently instrumental in organising the Aléathian
Shôrkýnè (c. tr325). Odyssey and the foundation of Thay.
Hlégos el Phánoras – Kàruían crime-lord who Sálman, ‘the Sináin’ (aka ‘the Elf’) – Àzeryáni
assisted with the eradication of the Navéhan presence brigand leader of the fifth century TR. ‘Founder’ of the
in the city of Livélis following the Kàruían Liberation of Lìa-Kaváir.
tr180. Shéran el Kólchra – famed Kàruían poet of Livé-
Hrázadâr – Kúzhai; last royal mason of Kiráz, known lis who lived c. bt900; wrote many classic plays and
only by his clan name, d. c.tr120. Clan Hrázadâr were the Lay of Léios, the heroic tale of the ancient Kàruía
amongst the greatest masons in Lýthian history. people.
Ilíon – Sináin explorer and poet who explored Tôrachen al Tómandris – famous lutist, singer and
Hârbáal, Áltôr and Huriséa c. bt6000. composer of Tríerzòn, a leading player in the popu-
Íriel al Háskew – grandmaster ostler of eastern larisation of the ‘noble’ style of the troubadour tradi-
Hârn, and a famous breeder of horses who combines tion c. tr660. Sponsored by Amýva, the Iron Queen of
the best elements of breeds from Quârphor, Hácher- Tríerzòn.
dad and other regions. Vâdrin al Hârdin – Hârbáaler explorer, from Génja
Kalóska el Menáchas – merchant whose ships were in the Kingdom of Gávrios. Alleged to have reached
the lifeline of Livélis during that city’s siege by Dalkésh Kámerand in tr603, and the Gulf of Mafán in tr610.
(tr298-303). Killed over a game of dice in tr615, at Génja.
Káseras el Kârasono – leading proponent of the Wénelynè – Sináin adventurer and explorer who
Àzeryáni ‘Renewal’ movement in the arts; a poet, travelled extensively around the coasts of Lýthia
painter and song-writer. Strongly critical of Akélnos al c.bt2600. Author of the Lay of Lýthia.
Vêgasun’s approach.
Kasp al Haus – a mysterious individual who
‘appeared’ near Gelímo on Mèlderýn in tr582, disap-
peared three years later, and apparently re-appeared
briefly ninety-three years later.
Kélos el Saphénes – a poet, philosopher, and
mathematician of Livélis c. tr550. His work led to a
revival of Karéjian nationalism and was a contributing
factor in the Great Secession from Ázeryàn (tr657).
Lánukros el Hroánes – Kàruían merchant-adven-
turer of the early third century tr who spent consider-
able time in eastern Lýthia. Author of a series of books
on his travels.
Mérren of the Valley – a bandit leader in the Ulmêr-
ien valley of Hârn between tr669 and 683. Captured

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Venârivè 169
Reksýni Confederation.
Current Leaders of Venârivè Gerléns alrí Daláme - king (târpel) of Shôrkýnè.
Contemporary Rulers Ghelíl ‘awli Tuléqmas - chief (nábad) of Naj’er
Númec.
Álegar II alrí Târreskeld - king (tánal) of Orbáal.
Gonélgalbes alkhú Kârlorarkin - prince of (karkúl)
Aléksi alrí Róvanesh - prince (hatál) of Aúlumon.
Shélum.
Alsés al Pélstrom - governor (élgâr) of Fîgend.
Górin alríd Cháranès – duke (télkôr) of Trabánt,
Andásin IV alrí Kand - king (tel) of Kandáy.
Tríerzòn.
Ánelt alrí Ulómu - speaker (kárin) of Amlácht.
Góshyn rykhú Nályvis - wind-lord (ánekè) of West-
Áranath alrí Hálirien - king (tarpélanor) of Eváel. ern Reksýni Wind.
Ârlis alrí Úlfesen - great-king (vâtanal) of Govýna. Háakis alrí Tûrensyn - king (tánal) of Rógna.
Astrílan alrí Guílinè - sub-king (tánal) of Tónanby. Hadûr alrí Hibjâr - king (tánal) of Beshéa.
Aúnolanè arjah Fónashamanè - autarch of Hájhamelan arjah Algâranjes - king of Génjes.
Delúma.
Hârlmaar alrí Ivýrsen - sub-king (tánal) of Gílben-
Azrím ‘awli Íwegeq - chief (nábad) of Údan mark.
Númec.
Harúlda alrí Lédrin - king (târpel) of Palíthanè.
Bakâra alrí Gos - sub-king (tánal) of Elgósia and
Hástin al Gavârinès - governor (élgâr) of Ogéned.
Glidwáal.
Házmadùl III alrí Târazàkh - king of Ázadmêre.
Bínen al Pélstrom - governor of Únten.
Hemôar alkhú Kârloresh - grand-prince (karkúlar)
Bjan alrí Hârgelsen – great-king (vâtanal) of
of Hácherdad and prince (karkúl) of Hácherùl.
Séldenbàal; sub-king of Lókemheim.
Hlanakâr III alrí Stáhler - king (tánal) of Menglána.
Bjâr alrí Stáhlin - sub-king (tánal) of Sáliom.
Holéni III alrí Vârken - sub-king (tánal) of Ánvâl.
Bónrathim alkhú Amûram - prince (karkúl) of
Hrósta alrí Thôrvaldsen - prince (têreni) of Gôris.
Kûladith.
Íbra alrí Paráden - sub-king (tánal) of Ketánia.
Bulôra alrí Sákenki - autarch (târnis) of Orlét.
Ilérhep ‘awli Xíremt - chief (nábad) of ‘Air Númec.
Bûronála alkhú Mârsharesh - princess (karkúla) of
Mârshum. Ilúria IV eldá Alónas – empress (ârtára-lírathè) of
Býria.
Cháfin III alrí Âraku - king (tel) of Réthem.
Ivárchek alrí Bavéshi - prince (hatál) of Vâben.
Chunél alrí Tôron - king (tel) of Mèlderýn.
Járag II alrí Gélem - sub-king (tánal) of Gélemâr.
Danýla alrí Shénorès – duchess (télkôra) of
Zhôren, Tríerzòn. Kálgis alrí Thôryn - king (tánal) of Lókis.
Dómanka al Chélarach – speaker of the forum of Kaívi alrí Géltsen - sub-king (tánal) of Géltheim.
the Karéjian League. Kalúma alrí Hârdamuz - king of Êrdar.
Dýtra ‘aqli Týnral - king of Dýsor. Kánden alrí Rústel - sub-king (tánal) of Lýtheim.
Éktri ‘awli Tarúqit - chief (nábad) of Lawâta Kástin alrí Daldrános - prince (hatál) of Ántol.
Númec. Kéldas ‘awli Imzúrhi - chief (nábad) of Íwil
Elders of the League of Falânian Federation. Númec.
Ènalóshal alkhú Ârmalun - prince (karkúl) of Khôalman jah Ránamenâr - archon of Chifâr.
Ócharim. Kôlvis alrí Lédensen - sub-king (tánal) of Léden-
Enorkôrman arjah Lehmálèn - king of Lútra. heim.
Éstir alrí Medâro – duchess (télkôra) of Vádone, Kôrdus alrí Tâbin – duke (télkôr) of Énsel,
Shôrkýnè; also countess of Sènedâlo in Tríerzòn. Shôrkýnè.
Ezêrakhil alrí Tyráhzi - king of Geména. Kvúro alrí Thûrmsen - king (tánal) of Kôrlúa.
Gálamada alkhú Rumosír - princess (karkúla) of Lêrden al Élendy - sub-king (tánal) of Ávastran,
Échrum. son of Trâlis Élendy, and heir apparent to the great-
Gâlos alríd Urtáken – duke (télkôr) of Fâldin, kingdom of Hârbáal.
Tríerzòn. Liád alrí Gáthsen - sub-king (tánal) of Gátenlund.
Gámenal al Menálros – First Legate of the Ûmél- Lýgen alrí Klabésel - king (tánal) of Járenmark.
rian League. Mátti alrí Pélsen - sub-king (tánal) of Pêrgenmark.
Gámman ‘aqli Hilréshan - king of Charinátrè. Míginath alrí Eléndsa - king (tel) of Káldôr.
Gáred alríd Stálen – duke (télkôr) of Stalfôrè, Mîrda alrí Elófen – autarch (târnisa) of Beldîra.
Tríerzòn. Mirgaél alríd Ârtáin - king (târpel) of Tríerzòn.
Gârka rykhú Rakhánis - Lord of the Sky (khéla) of Mísen alrí Felgánès - prince (hatál) of Ékedon.

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170 Venârivè
Mûragyn eldá Fôrames - grand prince (artêrenis) Vîden alríd Muséloès – duke (télkôr) of Kógamìn,
of Lánkor. Tríerzòn.
Múrak alríd Argélies – duke (télkôr) of Ágelos, Vîrliamydes IV eldá Ûrvaèn - emperor (ârtáran) of
Tríerzòn. Ázeryàn.
Nádrametian IV alrí Jústani - king of Vítho. Vónrenan alkhú Emachén - prince (karkúl) of
Návan rykhú Rashéna - wind-lord (ánekè) of Bálshel.
Southern Reskýni Wind. Xêrdamides eldá Gârekemil - king of Xêrium.
Nójhalen arjah Enérasam - autarch of Delúma. Yárus II alrí Parásal - prince (hatál) of Jóndes.
Ochôrgamana arjah Fárnomunalech - archon of Yolánda alrí Edhélen - queen (téla) of Emélrenè.
Boliâfra.
Ódhatan rykhú Hosûra - wind-lord (ánekè) of
Northern Reksýni Wind. Contemporary Religious Leaders
Ókela alrí Yalbáan – prince (tâlan) of Lýbath. Àgríkan pontiff (amànasûrif) - Azadiámadlys el
Oljía alrí Mârensen - sub-king (tánal) of Gávrios. Vârlenic, Lysâra, Ázeryàn.
Onhèch jah Gránemonè - archon of Sogôranélè. Leading Azáyan táqfani: Ghádid (‘the most
Ósidar alrí Dâgen - king (tánal) of Íbanvaal. sacred’) in the Dùrqúdani highlands; Zébtahr of
Ôvris alrí Hargáal - king of Menêma. the ‘Air; ‘Ab-Erq of the Naj’er.
Páal alrí Beldésa - king (tánal) of Éldeskaal. Haléan pontiff (hilénea) - Daleníka el
Pârlak alrí Gilsen - sub-king (tánal) of Gildáar. Sálaphentis, Helás, Karejia.
Peln al Lédensen - governor (élgâr) of Hélgen.
Leading Ilvîran clerics - Liástefan al Trýthè,
Práhnmâroka arjah Amvrémâkas - king of Ámvâr. high priest of the Order of Sudélrhynn the Bearer
Ráldrin al Tâbin - governor (élgâr) of Chêgen. of Loam, Lériel, Hârn; Aláda al Emélyn, high
Rúmath alrí Pélanby – duke (télkôr) of Álagon, priestess of the Order of the High Deep, Kwánys,
Shôrkýnè. Emélrenè.
Salhíarabu Tathakýendi - king (kéhla) of Árlanto.
Leading Kelénosian clerics - Salhíarabu
Sandál alrí Pélanby - sub-king (tánal) of Pádona. Tathakýendi, priest-king (kéhla) of Árlanto;
Sáskae alrí Kénovaki - prince (hatál) of Ékenon. Pávenam khu Ârmashalik, high priest of
Senate of Thârda. Anramúsha Temple, Dalkésh; Ónmarin el
Shárpen II alkhú Nánda - emperor (shén-shâr) of Depátris, high priest of Lankôrium Temple, Lánkor.
Dalkésh. Laránian pontiff (sebráth) - Allýn al Kamálrith,
Shoenlârad alkhú Chólaram - prince (karkúl) of Tengéla, Tríerzòn; Laránian primate (lîrrath) of
Môrchad. Tríerzòn - Gálmyn al Árgonès.
Síren alrí Bidélès – duchess (télkôra) of Kolârè,
Môrgathian pontiff - The Vynkhádur, Meókolis,
Shôrkýnè.
Ázeryàn.
Sîrnen alrí Aémon - king (tánal) of Chélemby.
Staváar alrí Dángeld - sub-king (tánal) of Navéhan pontiff (nagára) - Khôralam khú
Balísheim. Navgúlhen, Mánquideh, Dalkésh.
Súmata rykhú Nórukha - wind-lord (ánekè) of Peónian pontiff (hápalan) - Vialle al Aradil, Pêrna,
Eastern Reksýni Wind. Tríerzòn.
Súngonon arjah Shémashè - archon of Sérianàpi. Leading Reksýni religious leaders: Khéla (Lord of
Súren II alrí Pónelsen - prince (hatál) of Pónel. the Sky) Gârka rykhú Rakhánis; Prophet Argún
Tirún ‘aqli Mónran - autarch of Isýnen. khu Nêra.
Tólven alríd Hesâro – duke (télkôr) of Melesúma, Sávè-K’nôran pontiff (rión íshar) - Lúcan al
Tríerzòn Târkhust, Beréma, Emélrenè; Sávè-K’nôran
Tory alrí Ûrpath - prince (hatál) of Déchen. primate (deór íshar) of Tríerzòn - Sálnon al
Trâlis alrí Élendy - great-king (vâtanal) of Hârbáal. Pélansen.
Tûren alrí Kolâr - prince (akâr) of Târkáin. Leading Siémist clerics - Áranath, king of Eváel,
Vâraal II alrí Ulandásen - sub-king (tánal) of Hârn; Dhéria-Ísvan, Emélan high priestess,
Séldenbàal. Ábrelyn, Emélrenè.
Vârlek alrí Pósaren - prince (hatál) of Kvârfent. Zârathan pontiff (drámmah) - Náelma jah
Vêrlid VII alrí Géledoth - king (tel) of Chybísa. Káshelem, Khárman, near Ídepan, eastern Mafán.

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Venârivè 171
Kaváir provides some benefits in addition to the obvi-

A
ous drawbacks; Lìa-Kaváir factions have been known
to protect the poor, enforce limits on crime and kill very
ppendix I: Lìa-Kaváir annoying people (for a price).
Although better known as the ‘Thieves Guild’, the The Lìa-Kaváir tends to be an urban organisation,
Lìa-Kaváir only superficially resemble the commer- and its chapters are generally confined to the larger
cial guilds of Venârivè. The confusion arises primarily townships of Venârivè. Rural brigands are seldom offi-
because the internal slang of the Lìa-Kaváir uses many cial ‘guild’ members, but may have connections with
terms that are associated with the guilds of the Mángai. the closest chapter. In some cities there are criminal
There is no parallel for the apprentice training system activities that the local Lìa-Kaváir is either uninterested
of commercial guilds. Little is known of the Lìa-Kaváir in (generally because they are too risky or unprofitable)
by outsiders, although there is considerable unfounded or too weak to exercise control of. In fact, the difference
speculation. Many folk believe the Lìa-Kaváir is a uni- between Lìa-Kaváir and unguilded thieves is very indis-
fied organisation. This is a myth propagated by the tinct, and is usually only of importance to the miscre-
guild. In fact, they tend to operate as independent ants themselves.
gangs, communications between various chapters are The local boss of a Lìa-Kaváir chapter is either called
often poor, and rivalry is common. the ‘patron’, ‘father’ or (most often) ‘guildmaster’ with
his chief lieutenants known as ‘masters’ or ‘sons’ and
History the remaining thieves known as apprentices, journey-
The name Lìa-Kaváir is derived from the Azeryani men or ‘brothers and sisters’.
words which translate as ‘Our Family Together’. The In larger settlements there is a strong tendency for
first known use of this phrase was by the brigand Lìa-Kaváir chapters to divide into two or more groups,
leader Sálman ‘the Sináin’ (known as ‘the Elf’ for his separated either by territorial or vocational considera-
remarkable stealth), who operated in north-western tions. Such divisions are often the result of amicable
Ázeryàn during the fifth century tr. At the height of his business decisions, but are sometimes caused by
career, Sálman was one of the most powerful forces internal feuds, when factions violently contest control
in the region and his agents were located in several of local crime.
dozen settlements, gathering information, undertak- In most cities, the guildmaster functions as a ‘boss
ing independent operations, and paying tribute to Sál- of the bosses’, arbitrating or otherwise resolving dis-
man. When he died, the power struggle for control of putes between factions, developing political connec-
his semi-covert empire drove many of his lieutenants tions, and receiving a rake-off from the Masters in con-
and their followers into exile. Since they were better trol of their own factions. The guildmaster also acts as
organised and more efficient than existing criminals a clearing house for major crime, and is usually the
in their new homes, they tended to take over control liaison between Lìa-Kaváir chapters in a different set-
of illicit activities there. The organisational model has tlement should the need for co-operation arise. The
remained basically the same ever since. guildmaster (who often appears to be a respectable
Many exploits of the Lìa-Kaváir are subject of popu- guildmember) generally has a territory of his own in
lar folklore and some incidents have acquired virtually addition to the above activities. Although the authorities
mythological status. may well be aware of the guildmaster’s real vocation, in
most jurisdictions he or she is viewed as restraining the
Organisation more extreme forms of crime.
The Lìa-Kaváir is a loose, international, covert Most Guildmasters operate a ‘guildhall’ that houses
network of various criminal ‘organisations’ spread his or her journeymen who act as a sort of private army
throughout Venârivè and beyond. In most large towns, to enforce his or her authority and settle disputes. The
the Lìa-Kaváir is an association of factions that share term guildhall refers only to the premises maintained
or compete for ‘control’ of neighbourhoods and/or by the guildmaster; the smaller factions generally have
various illicit activities such as burglary, purse cutting, their own headquarters, usually known as ‘safe-houses’.
prostitution, drugs, smuggling, protection and other The guildmaster maintains his or her authority
rackets, illegal gambling and, in some regions, assas- by intimidation, and quite often by family descent.
sination. Often, the Lìa-Kaváir is a principal conduit for Many Lìa-Kaváir chapters are traditionally dominated
the transmittal of intra-national political information by a single clan, and control tends to be hereditary,
(including state secrets). although this is not always the case. It is not unknown
In the worst situations, the Lìa-Kaváir are engaged in for a Guildmaster to be deposed by violence, although
constant gang wars and the streets are hazardous even this is very difficult due to the power at their disposal.
during the day. The other extreme is where the Lìa-

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172 Venârivè
The Lìa-Kaváir seldom intervene to free or defend Present Situation
a captured member. The primary rule is ‘never get The Lìa-Kaváir are common across most regions
caught’. Troublesome criminals will either disappear or of Venârivè, particularly where there are large concen-
be betrayed to the authorities. trations of urban areas such as Ázeryàn, Dalkésh and
Karéjia. In many ways they are the most ‘international’
Activities of guilds, even having extended their reach into Ivin-
Most chapters of the Lìa-Kaváir engage in activities ian regions, where they provides a kind of ‘clan’ for the
such as purse-cutting, protection, extortion, burglary, clanless urban poor, in exchange for reasonable remu-
smuggling, and murder. neration. Lìa-Kaváir factions keep crime at ‘manage-
Not all the activities of the Lìa-Kaváir are illegitimate able’ levels and can even provide assassins for Ivinian
at first glance. Gambling is not illegal, but crooked dice leaders willing to briefly forget the Ljârl.
and ‘fixed’ events are. Prostitution is generally not ille-
gal, but kidnapping girls and forcing them into the sex
trade is illegal. Buying dangerous or addictive drugs for
personal use on the advice of a physician is not illegal,
but selling the same drugs for recreational purposes
may be. Fighting is not illegal (unless it ‘disturbs the
peace’), but organising fatal altercations for the pur-
pose of gambling, is illegal. In some places, cruelty to
animals is illegal, although what constitutes ‘cruelty to
animals’ is vague.
The following are examples of illegal activities; but
this list of rackets is far from comprehensive. Various
factions have operatives who specialise in ‘floating’
activities (rackets which move from place to place in
order to avoid detection).
Smuggling is a major activity, focussed on avoiding
bonding and hawking fees. In addition trafficking in ille-
gal substances (principally banned drugs) and stolen or
‘monopoly-breaking’ goods is also important.
Thievery includes purse-cutting, pilfering, and bur-
glary. This varies from opportunistic pilfering up to sys-
tematic and organised raiding of warehouses (some-
times at the behest of merchants).
Thuggery and extortion includes violent robbery,
protection, kidnapping, and extorting ‘protection’
money from (generally) non-guilded businesses.
Information brokerage is any activity involving the
collection and passing of secrets. This kind of activ-
ity goes on all the time at all levels of society, but the
Lìa-Kaváir has a nice slice of the pie. Most information
collectors are prostitutes, courtesans or merchants,
but beggars and scavengers can collect a surprising
amount of information as they move about a town.
Murder and assassination are, perhaps surprisingly,
less common as areas of activity. Most Lìa-Kaváir fac-
tions draw the line at outright murder, but a number of
the more ruthless types sometimes make exceptions.

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Venârivè 173

A ppendix II: Chantries of Venârivè


The following list includes only those major chantries Xêrium, Hèpekéria, ★★★, 8 masters
which ordinarily have eight or more masters; there Zerúla, Dalkésh, ★★★★, 8 masters
are approximately fifty other smaller chantries across
Venârivè (both of the Guild of Arcane Lore and of the Odívshè Chantries
convocations of the Shèk-Pvâr). The number of stars Beréma, Emélrenè, ★★★★, 10 masters
gives an indication of the quality and importance of the Chýrefal, Mèlderýn, ★★★★, 12 masters
Chantry. Gôris, Venârian Sea, ★★★, 16 masters
Jârehm, Ivínia, ★★, 8 masters
Arcane Lore Chantries Pòrosúa, Ázeryàn, ★★, 8 masters
Aléath, Kandáy ★★★, 8 masters
Pèleáhn Chantries
Beréma, Emélrenè, ★★★★★, 16 masters
Beréma, Emélrenè, ★★★★, 8 masters
Amlácht, Áltôr, ★★, 12 masters
Chérafîr, Mèlderýn, ★★★, 8 masters
Àreshómes, Tríerzòn, ★★★, 14 masters
Lysâra, Ázeryàn, ★★★★, 12 masters
Arkéth, Karéjia, ★★★★, 8 masters
Shóstim, Réthem, ★★★, 8 masters
Chérafîr, Mèlderýn, ★★★★★, 12 masters
Thúbeliz, Falânia, ★★★, 8 masters
Côranan, Thârda, ★★, 12 masters
Zerúla, Dalkésh, ★★★★★, 8 masters
Ekýnè, Reksýna, ★★★, 8 masters
Fûhreling, Ivínia, ★★★★, 8 masters Jmôrvi Chantries
Ífanè, Hârbáal, ★★★, 8 masters Beléka, Ivínia, ★★, 8 masters
Ínri, Býria, ★★★, 12 masters Beréma, Emélrenè, ★★★, 10 masters
Isýnen, Hèpekéria, ★★★, 24 masters Berónè, Ázeryàn, ★★★, 18 masters
Kâremus, Shôrkýnè, ★★★, 12 masters Glenóth, Mèlderýn, ★★★★, 12 masters
Kesâra, Ázeryàn, ★★★, 12 masters Gwàéryn, Hârn, ★★★, 12 masters
Lankôrium, Lánkor, ★★★★, 20 masters Mokôra, Chogôro, ★★★★, 8 masters
Livélis, Karéjia, ★★★, 24 masters Phanósia, Karéjia, ★★★, 12 masters
Meókolis, Ázeryàn, ★★★, 48 masters Silgôra, Falânia, ★★★★★, 10 masters
Mokôra, Chogôro, ★★★★, 12 masters Fývrian Chantries
Nátha, Dalkésh, ★★★, 20 masters Beréma, Emélrenè, ★★★★, 8 masters
Púrimal, Ázeryàn, ★★★, 18 masters Dáriam, Býria, ★★★, 10 masters
Silgôra, Falânia, ★★★, 10 masters Féslium, Ázeryàn, ★★★, 12 masters
Ubárian, Tríerzòn, ★★, 20 masters Gelímo, Mèlderýn, ★★★★, 8 masters
Vítho, Dalánya, ★★★, 8 masters Kólomîr, Karéjia, ★★, 8 masters
Orlét, Quârphor, ★★★, 10 masters
Shèk-Pvâr Chantries
‘Grey’ or ‘Special’ Chantries
Lyáhvi Chantries Hácherdad, ★★★, 24 masters
Árlanto, Thónia, ★★, 8 masters Hedégu, Emélrenè, ★★★★★, 30 masters
Beréma, Emélrenè, ★★★★, 16 masters
Lekûria, Ûmélria, ★★★★★, 12 masters
The chantries at Hedégu and Hácherdad are special
Mánquideh, Dalkésh, ★★★★, 8 masters cases. They are actually complexes of residences and
Núrisel, Mèlderýn, ★★★, 10 masters chantries that cover the spectrum of Shèk-Pvâr magic.
Reshâna, Ázeryàn, ★★★, 12 masters They are virtually administered as separate countries,
Tengéla, Tríerzòn, ★★★, 8 masters and their populations are difficult to assess. There are
a few other such chantries here and there; most are
Sàvôryan Chantries smaller and more anonymous.
Beréma, Emélrenè, ★★★★, 20 masters
Chérafîr, Mèlderýn, ★★★★★, 16 masters
Helás, Karéjia, ★★★, 16 masters
Meókolis, Ázeryàn, ★★★, 24 masters

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174 Venârivè
Chantries by Region Karéjia / Ûmélria / Hácherdad
Arkéth (Arcane Lore, ★★★★, 8 masters)
Ivínia / Hârbáal Gôris (Odívshè, ★★★, 16 masters)
Beléka (Jmôrvi, ★★, 8 masters) Hácherdad (Grey, ★★★, 24 masters)
Fûhreling (Arcane Lore, ★★★★, 8 masters) Helás (Sàvôryan, ★★★, 16 masters)
Ífanè (Arcane Lore, ★★★, 8 masters) Kólomîr (Fývrian, ★★, 8 masters)
Jârehm (Odívshè, ★★, 8 masters) Lekûria (Lyáhvi, ★★★★★, 12 masters)
Livélis (Arcane Lore, ★★★★, 24 masters)
Áltôr / Quârphor / Reksýna
Phanósia (Jmôrvi, ★★★, 12 masters)
Amlácht (Arcane Lore, ★★, 12 masters)
Ekýnè (Arcane Lore, ★★★, 8 masters) Dalkésh
Orlét (Fývrian, ★★★, 10 masters) Mánquideh (Lyáhvi, ★★★★, 8 masters)
Nátha (Arcane Lore, ★★★, 20 masters)
Hârn
Zerúla (Sàvôryan, ★★★★, 8 masters)
Aléath (Arcane Lore, ★★★, 8 masters)
Zerúla (Pèleáhn, ★★★★★, 8 masters)
Chérafîr (Arcane Lore, ★★★★★, 12 masters)
Chérafîr (Sàvôryan, ★★★★★, 16 masters) Mafán
Chérafîr (Pèleáhn, ★★★, 8 masters) Mokôra (Arcane Lore, ★★★★, 12 masters)
Chýrefal (Odívshè, ★★★★, 12 masters) Mokôra (Jmôrvi, ★★★★, 8 masters)
Côranan (Arcane Lore, ★★, 12 masters) Býria / Anzelôria
Gelímo (Fývrian, ★★★★, 8 masters) Árlanto (Lyáhvi, ★★, 8 masters)
Glenóth (Jmôrvi, ★★★★, 12 masters) Dáriam (Fývrian, ★★★, 10 masters)
Gwàéryn (Jmôrvi, ★★★, 12 masters) Ínri (Arcane Lore, ★★★, 12 masters)
Núrisel (Lyáhvi, ★★★, 10 masters)
Shóstim (Pèleáhn, ★★★, 8 masters) Hèpekéria
Isýnen (Arcane Lore, ★★★, 24 masters)
Emélrenè Silgôra (Arcane Lore, ★★★, 10 masters)
Beréma (Lyáhvi, ★★★★, 16 masters) Silgôra (Jmôrvi, ★★★★★, 10 masters)
Beréma (Sàvôryan, ★★★★, 20 masters) Thúbeliz (Pèleáhn, ★★★, 8 masters)
Beréma (Odívshè, ★★★★, 10 masters) Vítho (Arcane Lore, ★★★, 8 masters)
Beréma (Pèleáhn, ★★★★, 8 masters) Xêrium (Sàvôryan, ★★★, 8 masters)
Beréma (Jmôrvi, ★★★, 10 masters)
Beréma (Fývrian, ★★★★, 8 masters)
Hedégu (Grey, ★★★★★, 30 masters) As noted, these are only the major chantries
Palíthanè / Shôrkýnè with eight or more ‘permanent’ masters. There are
Kâremus (Arcane Lore, ★★★, 12 masters) approximately fifty smaller chantries across the region,
as well as a number of ‘secret’ chantries not identified
Tríerzòn here.
Àreshómes (Arcane Lore, ★★★, 14 masters)
Tengéla (Lyáhvi, ★★★, 8 masters)
Ubárian (Arcane Lore, ★★, 20 masters)
Ázeryàn / Lánkor
Berónè (Jmôrvi, ★★★, 18 masters)
Féslium (Fývria, ★★★, 12 masters)
Kesâra (Arcane Lore, ★★★, 12 masters)
Lankôrium (Arcane Lore, ★★★★, 20 masters)
Lysâra (Pèleáhn, ★★★★, 12 masters)
Meókolis (Arcane Lore, ★★★, 48 masters)
Meókolis (Sàvôryan, ★★★, 24 masters)
Pòrosúa (Odívshè, ★★, 8 masters)
Púrimal (Arcane Lore, ★★★, 18 masters)
Reshâna (Lyáhvi, ★★★, 12 masters)

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Venârivè 175

A ppendix III: Titles of Venârivè


English Sináin Eméla, Ivínian, Shôrka, Pálithàner Tríerzi Àzeryáni Dálken
Hârnic Hârbáaler Quârphic Târkáiner
Forms and Structures of Government
Over-kingdom / n/a Vâtelor Vatánalaâr n/a n/a n/a Ârtárenor Shâr-sâran
Empire
Senate n/a Vádona (Vádona) n/a n/a n/a Senátas Ámanat
Kingdom Tarpélanôrate Târpan Tánalaâr Târpelèn Târpelèn Târpeld Târtaren Shârgan
High Council Dórathanè Díthdona Vástrad, Díthoren Díthoren Díthornad Donátas Vhârenada
Válârstrad
Republic n/a Gwêrinlyth Téstradaar Téstrath Târkad (Târkad) Áskenas Khosúsa
Principality Târvelîr Târvenôr Akáal Hátalen Târvenôr Hátalen Têrenden Shârsenad
Duchy n/a Téldôr n/a Telkôren Télkôrd Télkôrd n/a Énârshan
County / n/a Malnîren (Válnaârd) Malnîren Málnîrd / Málnîrd n/a Vósharen
Earldom Válnaârd
Barony n/a Ésuârd (Thranáal) Èsuâren Ésuârd Ésârd n/a Úshamen
Manor / n/a Neálu Nalârd, Náloren Nalôrd Nalrôrd Náldra Harúshem
Villa Valârd
Castle / Tîrith Caêr Khirát, Kîkè Caêr Caêr Gir Gârmún Púshet
Keep
Province Dôrien Élganôr Élganaar Élgarèn Élgarèn (Elgânúm) Elgânúm Vhârshem
Shire n/a Îrdiúla Anúen n/a Îrdiúla Indârd n/a n/a
Hundred / n/a Trevèdiúla Trádran Tianuen Tianuen Tianârid Ésâri Niáshem
District
Titles of Status
Emperor / n/a Ârtél, Ârtéla n/a n/a n/a n/a Ârtáran Shén-Shâr
Empress
Over-king n/a Vâtel Vâtanal n/a n/a n/a n/a n/a
King Tarpélanor Tel Tánal, Kónda Târpel Târpel Târpel Târan Shârsh
Queen Tarpélanora Téla Tánala, Kônè Târpela Târpela Târpela Târena Shârshama
Prince Târvenu Târvenu Akâr Hatál Târvel, Akâr Hatál Têreni Shârsen
Princess Târvè Târvè Akâra Hátala Târvela, Hátala Têrenia Shârsana
Akâra
Royalty Âriéni Talâr, Târen Vâlen, Kóna Hátali Vâkula Târkúla Trakáli Shârshemi
Major Nobility Tarâca Kúla, Kúlâr Âdel, Valâri Kúla Kúla Kúla Kúla Âr Gâréna
Minor Nobility Ârca Tékula Téâdel Tékula Tékula Tékula Kúla Dal Úshéna
Major Noble Tarâca Ârkúla Vâredel Ârkúla Ârkúla Ârkúla Kúlarai Gâréni
Minor Noble Ârca Altékula Rédel Altékula Altékula Altékula Kúladali Úshéni
Duke n/a Télkôr n/a Télkôr Télkôr Télkôr n/a Énâr
Duchess n/a Telkôra n/a Telkôra Telkôra Telkôra n/a Énâra
Count / n/a Málnîr (Válnâr) Málnîr Málnîr / Málnîr n/a Váshâr
Earl Válnâr
Countess n/a Màlnîra n/a Màlnîra Màlnîra Màlnîra n/a Váshâra
Baron n/a Esúru n/a Ésuâr Ésuâr Ésâr n/a Úshâr
Baroness n/a Esúrua n/a Èsuâra Èsuâra Ésâra n/a Úshâra
Manor Lord n/a Neál Nálhakâr Nalôr Nalôr Nalrôr Náldran Dézil

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176 Venârivè
English Sináin Eméla, Ivínian, Shôrka, Pálithàner Tríerzi Àzeryáni Dálken
Hârnic Hârbáaler Quârphic Târkáiner
Manor Lady n/a Neála Nálhaya Nalôra Nalôra Nalrôra Náldrena Dézala
Clanhead Ándol Alrí, Kâridh- Válhakâr Alrí Alríd(a) Alríd(a) Édan Dhéran
Vádhen
Lesser Clanhead n/a Altavè Trevhakâr, Altíren Altíren Altíren Dálèdan Niádheran
Élhakâr
Belonging to clan al al al al al al el khu
Head of clan alrí alrí alrí alrí alrí / alríd alríd eldá alkhú

Titles of Office
Autarch / Archon n/a Târenis Târnis Târnis Târnis (Târken) Ákena Khosúl
Senator n/a Vádonan (Vádonan) n/a n/a n/a Senáti Ámanati
Councillor / Táthè Donâthè Thrángaanar Donâthè Donâthè Donátè Donát Oshém
Minister
Chancellor Trédro Ôron Kánzeler Ôron Ôron Ôron Shéma Héshma
Exchequer n/a Téngreth Péngaanar Téngreth Téngreth Téngerad Gêrshel Nórvanet
Chamberlain Màlanýn Mâlbin Kâmeraùr Mâlbin Mâlbin Mâlberan Mabáshai Máphanet
Sheriff n/a Îrdiúlor n/a n/a Îrdiúlon (Îrdiúlon) n/a n/a
Mayor n/a Ánadhran Stádtrân Ándranis Ándranis Ándranis Berúnis n/a
Alderman n/a Ánadhan Købstadar Kónstelar Kónstelar Donâran Donâran n/a
Governor (Major) Dórâr Élgâr Élgâr Élgâr Élgâr Vánelgâr Vánelgâr Vhárian
Governor (Minor) Dóratè Élgâr Trevélgâr Élgâr Élgâr Élgâr Élgâr Niára
Constable Antîrith Élgâr Khiráta Élgâr Élgâr Élgâr / Gârgamis Púshten
Gîranor
Military Titles
Marshal n/a Gàyésha Bakhîr Gáredis Gáredis Gáredis Gáredis Gôrkú
General n/a Thârin Thârin Thârin Thârin Thârin Thârin Shâ-páshet
Cohort Cmnd / n/a Béroth Béroth Béroth Béroth Béroth Bérheth Páshetu
Colonel
Major n/a Kûrlin Kûrlin Kûrlin Kûrlin Kûrlin Kûrlin Nârgan
Captain Héstath Héthrin Héthrin Héthrin Héthrin Héthrin Héthrin Arvásh
Lieutenant n/a Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Hùlhûrin Rekôrva
Cavalry Cmnd n/a Képhiri Képhiri Képha Képhiri Képha Képha Sôrlenat
Cavalryman n/a Chálasîr Chálasîr Chálasîr Chálasîr Chálasîr Chálasîr Ârshana
Knight Máel Málshi Ûrider Mélen Mélen Mélen Médan Úshanas
Huscarl n/a Tîrmytha Húsgaran n/a Húsgaren n/a n/a n/a
Sergeant Major n/a Téldain Àrmólarin Àrmólarin Àrmólarin Àrmólarin Àrmólarin Ganâr
Sergeant n/a Hìntéldain Mólarin Mólarin Mólarin Mólarin Mólarin Shu-ganâr
Corporal n/a Anéldar Mélbrin Mélbrin Mélbrin Mélbrin Mélbrin Nârdan
Lance Corporal n/a Néldar Akálin Akálin Akálin Akálin Akálin Shu-nârdan
Private n/a Melâr Mólak Mólak Mólak Mólak Mólak Gûret

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Venârivè 177

A ppendix IV: Colleges of Heraldry


Most colleges are organised into loose associa- Hârbáal: Phoenix College of Arms, Ífanè.
tions, with a central college holding archives for the (Phoenix King of Arms).
other members – this college is listed first in the groups
Íbanvaal: (proposed) Blue Axe Lodge, Pélby.
below. The title of the chief herald of each college is
(Íbanvaal King of Arms).
also noted.

Orb Colleges Chaplet Colleges


Mèlderýn: Enclave of the Golden Orb, Chérafîr. Shôrkýnè: Chaplet Palace of Arms, Quârelin.
(Sunrise King of Arms). (Chaplet Principal King of Arms).
There are a number of secondary kings of arms
Emélrenè: Enclave of the Silver Orb, Beréma.
across Shôrkýnè.
(Emélrenè Herald).
Shares archival duties with Chérafîr. Huriséa: Great River Place of Arms, Beldîra.
(Great River Herald)
Ázadmêre: White Mountain Lodge, Ázadmêre.
This is not a fully independent college, but
(White Mountain King of Arms).
rather a semi-autonomous branch of the Chap-
Chybísa: Tower of the Unicorn, Bûrzýn. let Palace of Arms. There are moves to establish
(Unicorn Herald). it as the head college for Quârphor; but there is
only limited support from the independent her-
Eváel: Silver Harp Palace of Arms, Élshavel. alds scattered across that region.
(Silver Harp King of Arms).
Lánkor: Tower of the Emerald Tome, Lankôrium.
Káldôr: Enclave of the Holy Oak, Tashál. (Emerald Herald).
(Acorn King of Arms).
Kandáy: Violet Mantle Palace of Arms, Aléath. Seven Quills College
(Violet Mantle King of Arms). Tríerzòn: Palace of the Seven Quills, Ubárian.
(Tríerzòn Principal King of Arms).
Palíthanè: Palace of the Golden Treasure, Párahal.
There are several secondary kings of arms
(Fleury King of Arms).
across Tríerzòn.
Réthem: Manse of the Sanguine Saltire, Golótha.
(Sanguine Saltire Herald).
Thârda: Palace of Gules, Côranan.
(Herald of the Red Dome).
Chélemby: (proposed) Blue Tower College of
Arms, Chélemby.
(Azure Herald).

Dragon Colleges
Ivínia: Dragon Lodge, Fûhreling.†
(Dragon Herald).
Orbáal: Grey Whale College of Arms, Géldehèim.
(Orbáal Herald).

† The Dragon College of Fûhreling and all the other Arms of Érzan al Pirádal,
‘Ivínian’ colleges currently make use of the Enclave of the Tríerzòn Principal King of Arms
Golden Orb at Mèlderýn but are likely to officially form their
own association at such time as a college in Íbanvaal is
established and the Hârbáaler herald becomes independent
of the king’s court.

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178 Venârivè
Sable Mare Colleges Peacock Colleges
Isýnen: Enclave of the Sable Mare, Isýnen Boliâfra and Chifâr: Peacock Tower College of
(Sable Mare King of Arms). Arms, Mokôra. (Peacock Herald).
Covers Isýnen, Charinátrè, Dýsor, Geména and
Génjes: Enclave of the Silver Pearl, Jángelôr.
the Hèpekérian Confederation.
(Herald of the Lustrous Sheen).
Menêma: Sea Serpent Lodge, Kôlvis.
Lútra and Delúma: Enclave of the Exquisite Gar-
(Sea Serpent Herald).
net, Elúmælèn. (Almandine Herald)
Covers Menêma, Târkáin and Kôrlúa.
Ámvâr: Red Dragon College of Arms, Ámvârelâr.
Vítho: Enclave of the Marble Dome, Vítho
(Red Dragon Herald).
(Chalcedony Herald).
Sérianè: Enclave of the Blue Chrysanthemum,
Xêrium: Enclave of the Five Pentacles, Xêrium
Sérianè. (Blue Chrysanthemum Herald).
(Syndic Herald).
Árlanto: Warsong Palace of Arms, Árlanto Isolated Heralds
(Warsong Herald).
In addition there are a number of isolated heralds
Falânia: Purpure Crescent Palace of Arms, Bothísa operating alone or in small groups in other areas where
(Indigo Herald) heraldry is only loosely practiced. Examples include the
‘Northern Forest Herald’ at Vâben and the ‘High Plains
Herald’ at Ékenon, both in Quârphor.
Álachài Colleges
Ázeryàn: Álachài Palace of Arms, Meókolis.
(Álachài Principal King of Arms).
There are several provincial kings of arms across
Ázeryàn.
Býria: Holy Palace of the Queen of Arms, Dáriam.
(Herald of the Red Lady).

Oar Colleges
Karéjian League: Enclave of the Hundred Oars,
Livélis. (Galley Herald).
Ûmélrian League: Enclave of Triple Spear, Lekûria.
(Trident Herald).
Hácherdad: Enclave of the Radiant Sun,
Hácherdad. (Herald of the Radiant Sun).
Gôris: Lodge of Rock of the Sea, Gôris.
(Undine Herald).
This college is a not fully independent college,
but rather an affiliate of the Enclave of the
Hundred Oars.

Ziggurat Colleges
Inland Dalkésh: Ziggurat College of Arms,
Arms of Hemâren khu Chólaram,
Mánquideh. (Quáandeh Herald).
Herald of the Radiant Sun,
Coastal Dalkésh: Green Seas College of Arms, Hácherdad
Hepénolis. (Green Seas Herald).

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Venârivè 179

A ppendix V: Religious Organisation


Church of Ágrik Church of Éhlam
Pontificate (Amànasûrif) - Lysâra, Ázeryàn. Pontiff (Éhaman) - Mokôra, Mafán.
High Curcûno (Eight senior cardinals) - Lysâra. Several clerical orders.
Low Curcûno (All eighty-eight cardinals) - Lysâra. Primacies (Náhlem) in Venârivè:
Numerous clerical and fighting orders. • Primacy of Chogôro - Kolanôrako, Génjes.
Primacies (Apalânkh), each with several bishops • Primacy of Shéntu - Sérianè, Sérianàpi.
(Kemélras) in Venârivè: (There are several other primacies in eastern Mafán).
• Primacy of Ivínia (also covers Áltôr) - Fûhreling.
• Primacy of Hârbáal and Huriséa - Ífanè.
• Primacy of Hârn - Golótha.
• Primacy of Shôrkýnè (also covers Chélemby and
Emélrenè) - Kâremus.
• Primacy of Palíthanè (also covers western
Tríerzòn) - Hárigol.
• Primacy of Northern Hèpekéria - Vítho.
• Primacy of Southern Hèpekéria - Xêrium.
• Primacy of Karéjia - Narólis.
• Primacy of Ûmélria - Fêgon.
Church of Haléa
Pontificate (Hilénea) - Helás, Karéjia.
• Primacy of Lánkor - Lankôrium.
Tevól-Hilén (Council of Fragrant Gold) - 49 members.
• Primacy of Quârphor / Kálin - Ékenon. One clerical order - Order of the Silken Voice.
• Primacy of Northern Ázeryàn - Meókolis. Primacies (Salára):
• Primacy of Western Ázeryàn (also covers eastern • Primacy of Ivínia and Hârbáal - Fûhreling.
Tríerzòn) - Berónè. • Primacy of Hârn - Shîràn.
• Primacy of Eastern Ázeryàn - Gedálpria. • Primacy of Shôrkýnè (covering Chélemby & Huriséa)
• Primacy of Dalkésh (Church of Áranik) - Gálamonìa. - Eilýria.
• Primacy of West Mafán (Church of Ráranik) - • Primacy of Emélrenè - Âlwin.
Jenârio, League of Boliâfra. • Primacy of Palíthanè - Leshónes.
• Primacy of Chogôro (Church of Ráranik) - Jángelôr, • Primacy of Tríerzòn - Janôra.
Génjes.
• Primacy of Hèpekéria - Vítho.
• Primacy of Western Ázeryàn - Ómrium.
• Primacy of Northern Ázeryàn - Meókolis.
• Primacy of Southern Ázeryàn - Hébos.
• Primacy of Lánkor and Quârphor - Lankôrium.
• Primate of Karéjia and Býria - Rykál.
• Primate of Ûmélria - Lekûria.
• Primate of Dalkésh (Church of Álneha) - Hépenolis.

Holy Men of Azáy


The Númec god Azáy and his associated pantheon has
no organised church, but holy men known as táqfan
provide spiritual guidance. A number of táqfan are
recognised as ‘leading’ clerics:
• Ghádid (‘the most sacred’) is the leading táqfan
of Hèpekéria. He dwells in a lonesome cave
somewhere in the Dùrqúdani, where he drinks
sand and eats air.
• Zébtahr, a prophet among the ‘Air nation.
• ‘Ab-Erq, a táqfan of the Naj’er nation.

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180 Venârivè
Church of Ilvîr Church of Laráni / Varáni
No official pontificate or primacies. Pontificate (Sebráth) - Tengéla, Trierzon.
Numerous clerical orders. The Tîrnatha (20 members).
Some leading clerics: Holy Office (Ethelánca)
• High Priest of the Order of Sudélrhynn the Numerous clerical and fighting orders.
Bearer of Loam - Lériel, Hârn. Primacies (Lîrrath), most including a number of arch-
• High Priest of the Order of the Ochre Womb - bishoprics (Sêrekela) and bishoprics (Rekéla):
Aráka-Kalái, Hârn. • Primacy of Ivínia - Jârehm.
• High Priest of the Order of Chuchláen Wheel- • Primacy of Hârbáal - Ífanè (vacant).
wright - Gedân, Hârn. • Primacy of Chélemby - Chélemby city.
• High Priestess of the Order of the High Deep, • Primacy of Hârn - Thay.
Kwánys, Emélrenè. • Primacy of Shôrkýnè - Netéla.
• High Priest of the Order of Sundered Claw, • Primacy of Emélrenè - Beréma.
Beréma, Emélrenè. • Primacy of Palíthanè - Párahal.
• High Priest of the Order of the Eldest Ones, • Primacy of Tríerzòn - Ubárian.
Emélrenè. • Primacy of Hèpekéria - Hegóvnis, Korlúa.
• High Priest of the Order of the Deepest Brood, • Primacy of Menêma - Kôlvis.
Kirisónè, Palíthanè. • Primacy of Vítho - Vítho.
• High Priestess of the Order of the Tower over the • Primacy of Xêrium - Xêrium.
Waters, Chélemby. • Primacy of Lánkor & Quârphor
• High Priests of the Serpent Brotherhood, (Church of Varáni) - Lankôrium.
Chélemby. • Primacy of northern Ázeryàn
• High Priest of the Order of the Withered Hand, (Church of Varáni) - Féslium.
Rýdaz, Ûmélria. • Primacy of central Ázeryàn
(Church of Varáni) - Mîremal.
The Sêrekela of Meókolis is very powerful and
to some extent overshadows the Primate.
• Primacy of western Ázeryàn
(Church of Varáni) - Kesâra.
• Primacy of southern Ázeryàn
(Church of Varáni) - Ailét.
• Empress-Primate of Býria
(Imperial Church of Holy Býria) - Dáriam.
• Primacy of Karéjia (Church of Varáni) - Shélon.
• Primacy of Ûmélria (Church of Varáni) - Genôro.
Church of Kelénos / Kelána • Primacy of Dalkésh (Church of Áranu) - Nátha.
No official pontificate or primacies; few clerical orders. • Primacy of West Mafán (Church of Árama) -
Leading clerics in Venârivè: Elúmælèn.
• Priest-King of Kelána, Árlanto.
• High Priest of Kelána, Anramúsha, Dalkésh.
• High Priest of Kelána, Suntosheláshè, Shéntu.
• High Priest of Kelénos, Phanósia, Karéjia.
• High Priest of Kelénos, Shonjîris, Ázeryàn.
• High Priest of Kelénos, Lankôrium, Lánkor.

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Venârivè 181
Church of Môrgath Church of Navéh
Pontificate (The Vynkhádur) - Meókolis, Ázeryàn. ‘Unofficial’ Pontificate (Nagára) - Mánquideh, Dalkésh.
Tôrkena-Mátan (Holy Office/Inquisitors). Be’ara-Túlna (Holy Office).
Single clerical order - Lords of Chaos. A number of unofficial sects.
13 Primacies (Gúrima) in Venârivè: Primacies (Shúganal) in Venârivè:
• Primacy of Ivínia, Áltôr and northern Hârbáal - • Primacy of Ivínia and the Frozen North - Pélby.
“Gúrim-Khídar-Úgik-Iváris” - Fûhreling. (covers Ivínia, Áltôr and the Hârbáaler king-
(covers the Hârbáaler kingdoms of Gávrios, doms of Gávrios, Elgósia, Sáliom, Pádona,
Elgósia, Sáliom, Pádona, Ketánia, Gátenlund). Ketánia, Gátenlund, Lýtheim, and Ávastran).
• Primacy of southern Hârbáal, Chélemby and • Primacy of Hârn - Côranan, Thârda.
Huriséa - “Gúrim-Khídar-Úgik-Hârbâr” - Vârkenheim, • Primacy of the Gulf of Shôrkýnè - Eilýria.
Ánvâl. (covers Shôrkýnè, Chélemby, Huriséa, and the
(covers the Hârbáaler kingdoms of Lýtheim, Hârbáaler kingdoms of Tónanby, Géltheim,
Ávastran, Tónanby, Géltheim, Ánvâl and Léden- Ánvâl, and Lédenheim).
heim, as well as Chélemby and Huriséa). • Primacy of the Great Plains - Ékenon, Quârphor.
• Primacy of Hârn - “Gúrim-Khídar-Úgik-Hârn” - • Primacy of Jerinália - Leshónes, Palíthanè.
Golótha. (covers Emélrenè, Palíthanè, and the upper
• Primacy of Shôrkýnè, Emélrenè, Palíthanè and Gadén River region of Tríerzòn).
northern Tríerzòn - “Gúrim-Khídar-Úgik-Zonârgar” - • Primacy of Zonâra - Janôra, Tríerzòn.
Párahal, Palíthanè. (covers central and southern Tríerzòn).
• Primacy of Zonâra - “Gúrim-Khídar-Úgik-Zonârlor” - • Primacy of northern Hèpekéria - Vítho.
Janôra, Tríerzòn (covert). • Primacy of southern Hèpekéria - Bothísa.
• Primacy of Hèpekéria - “Gúrim-Khídar-Úgik-Hepéka” • Primacy of northwest Ázeryàn - Dúma.
- Vítho. • Primacy of southeast Ázeryàn - Púrimal.
• Primacy of Karéjia and Ûmélria - “Gúrim-Khídar- • Primacy of Lánkor and NE Tríerzòn - Lankôrium.
Úgik-Karúza” - Hóritar (has previously been located at • Primacy of Góthmîr and Ûmélria - Lekûria.
Livélis). • Primacy of Karéjia - Gílech.
• Primacy of Lánkor and Quârphor - “Gúrim-Khídar- • Primacy of Dalkésh and Anzelôria - Nátha.
Úgik-Tóntar” - Lankôrium. • Pimacy of western Mafán (Church of Naváh) -
• Primacy of northern Ázeryàn - “Gúrim-Khídar-Úgik- Mokôra.
Réshakârgik” - Reshâna.
• Primacy of central Ázeryàn - “Gúrim-Khídar-Úgik-
Îrkárgai” - Énjârlen (has previously been located in Îrkár-
gai).
• Primacy of southern Ázeryàn - “Gúrim-Khídar-Úgik-
Azáyen” - Púrimal.
• Primacy of Dalkésh (Church of Orgûrl) - “Gúrim-
Khídar-Úgik-Orgûrl” - Mánquideh.
• Primacy of Mafán and Anzelôria (Church of
Orgásan) - “Gúrim-Khídar-Úgik-Orgásan” - Delúma.

Church of Nálma-Ovrásh (Hácherdad)


The Hácherian church is a dualist entity, devoted to the
Twin Gods of Nálma and Ovrásh, and their ‘Angels’
(Nálmarim) and ‘Devils’ (Ovrárim). Each Angel and
Devil has its own cult within the wider church.

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182 Venârivè
Church of Peóni / Eóni Church of Sárajìn
Pontificate (Hápalan) - Pêrna, Tríerzòn. No official pontificate or primacies.
Pelclúnia (16 Cardinals). No ‘official’ clerical orders, but a number of cults.
Dual Male/Female clerical orders. • Head of clan Beldésa - Molíma, Éldeskaal.
Primacies (Mepéleh), most with a number bishoprics • High Priestess of the Cult of Elkýri - Kýriheim,
(Suláplyn) in Venârivè: Lókis.
• Primacy of Hârbáal and Ivínia - Lyth.
(The church has only one temple in Ivínia, in
Jârehm, and is considering a possible Primacy Church of Sávè-K’nôr
in Huriséa / Western Quârphor). Pontificate (Rión Íshar) - Beréma, Emélrenè.
• Primacy of Hârn - Thay. Three clerical orders:
• Primacy of Shôrkýnè (and Chélemby) - Hârbraén. • Order of Hýn-Aelôri - headquarters at Meókolis.
• Primacy of Emélrenè - Âlwin. • Order of Rydequélyn - headquarters at Ájygàl.
• Primacy of Palíthanè - Sándris. • Order of Shéa-al-Aécôr - headquarters at
• Primacy of Tríerzòn (Zonâra) - Gelâmo. Íshranor, Emélrenè.
• Primacy of Hèpekéria - Ílmasa, Menêma. Primacies (Deór Íshar) in Venârivè:
• Primacy of Thónia (Church of Eóni) - Árlanto. • Primacy of the Far North - Fûhreling.
• Primacy of Lánkor and Quârphor • Primacy of Shôrkýnè and Huriséa - Quârelin.
(Church of Eóni) - Lankôrium. • Primacy of Hârn - Chérafîr, Mèlderýn.
• Primacy of northern Ázeryàn • Primacy of Emélrenè and Palíthanè - Leshónes.
(Church of Eóni) - Meókolis
• Primacy of Tríerzòn - Àreshómes.
• Primacy of southern Ázeryàn
• Primacy of Lánkor and Quârphor - Lankôrium.
(Church of Eóni) - Ailét.
• Primacy of Hèpekéria - Vítho.
• Primacy of Karéjia (Church of Eóni) - Shélon.
• Primacy of Northern Ázeryàn - Meókolis.
• Primacy of Ûmélria (Church of Eóni) - Pârthias.
• Primacy of Southern Ázeryàn - Sháras.
• Primacy of Býria (Church of Eóni) - Nôranel.
• Primacy of Ûmélria - Lekûria.
• Primacy of Dalkésh (Church of Târga) - Târnavúlh
• Primacy of Karéjia - Livélis.
temple, near to Mánquideh.
• Primacy of Býria and Anzelôria - Ínri.
• Primacy of Chogôro and Mafán (Church of Nâma):
Delúma. • Primacy of Dalkésh (Church of Shávkan) - Zerúla.
• Primacy of Western Mafan and Chogôro (Church
of Shávkan) - Mokôra.
• Primacy of Shéntu (Church of Shávkan) - Sérianè.

Church of Síem
No official pontificate or primacies.
Few clerical orders.
Leading clerics:
• Dhéria-Ísvan, Emélan High Priestess - Ábrelyn.
Leaders and Prophets of Réka & Sýna • King of Eváel - Élshavel.
The secular leaders of the Reksýni also have religious • High Priest of Ázadmêre - Ázadmêre.
roles. In addition, a number of other individuals
with particularly strong religious knowledge and
capabilities are recognised as ‘prophets’: Church of Zârath
Pontificate (Drámmah) - Khárman, near Ídepan, Mafán.
• Khéla (Lord of the Sky) - Prelýnè.
Several clerical orders and philosophical groups.
• Anéke Aún (Eastern Wind) - Ylúma.
Primacies (Lammhás) in Venârivè:
• Anéke Rán (Northern Wind) - Nànrenýka.
• Primacy of Western Mafán - Chifâr.
• Anéke Kôr (Southern Wind) - Horóka.
• Primacy of Chogôro - Sulôrèkámele.
• Anéke Súa (Western Wind) - Sùlýris.
• Primacy of Shéntu - Suntosheláshè.
• Prophet Argún khu Nêra (‘inheritor’ of the man-
• Primacy of Dalkésh - Zerúla.
tle of Prophet Gósan, founder of the Reksýni
faith).

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Venârivè 183

A ppendix VI: Languages and Scripts


As noted in Culture and L anguages, a wide variety of Tríerzi – modern language of Tríerzòn; has many
languages and dialects are in use across Venârivè, and dialects, including Ligúno-Áthaman, Sénedar,
an equally wide range of scripts are used to write them. Stálfi, Mélsa-fáldon, Alonádi, Areshýmen,
Cherýkan, Zánori, and Tengálin. Lakíse script.
Elder Ivíni – old language of Ivínia. Khrúni script.
Sináin – language of Elves, written in Selénian. Ivínian – modern language of Ivínians. Runic script.
Kúzhan – language of Dwarves, Khrúni script. Orbáaler – dialect of Ivínian spoken in Orbáal,
Hârn. Runic and Lakíse script.
Járind Hârbáaler – modern language of Hârbáalers, con-
Járind – ancient language group of Járind people. sidered by some a dialect of Ivínian.
Émhlè – ancient language of the Eméla, written in Runic and Lakíse script.
Khrúni. Chéler – modern language of the inhabitants
Eméla – middle and modern language of the of Chélemby; viewed by some as a dialect of
Eméla, written in Khrúni and Lakíse. Hârbáaler with a considerable number of foreign
Zónawè – ancient language of the Járind of terms. Runic and Lakíse script.
Zonâra; Khrúni script. ‘Trade Ivínian’ – (Kántâl) the lingua-franca of trade
Zonâran – middle language of Zonâra; Zérin in much of northwestern Venârivè; very similar to
script. Chéler, but with an even greater number of for-
Old Járin – middle language of the Járin of Hârn. eign terms and idioms. Runic and Lakíse scripts.
Járin – modern language of the Járin of Hârn. Pálithàner – modern language of Palíthanè. Runic
There are a number of dialects spoken by the and Lakíse scripts.
tribal Járind peoples of Hârn.
Yaríli – modern language of the Yaríli of Iváe. Azéri
Yârla – modern language of the Yârla of Hârbáal. Azéri – ancient language group of the Azéri peo-
Old Áltic – middle language of the Áltwè. ples. Written in both Alánta and Tiánta scripts.
Áltic – modern language of the Álti; there are a Àzeryáni – language of Azéri settlers of Ázeryàn.
number of regional dialects, broadly grouped as Zérin script.
Western and Eastern. Runic script. Zâkimladal (High Àzeryáni) – modern language of
Uméni – modern language of the tribal Uméni of high-class Àzeryáni. Ayâran Script.
Ûmélria; influenced by Azéri, Quâr and Kétar. Nâsik Azéri (Low Àzeryáni) – modern language
Hârnic – language of Hârn; there are a number of lower-class / common Àzeryáni. Ayâran and
of regional, local and tribal dialects. Runic and Lakíse scripts. There are several recognised
Lakíse scripts. dialects within the Empire including: Prime,
Central, Northern, Western, Southern, Island and
Phâric Eastern.
Phâri – ancient language group of the Phâric In addition, there are several dialects of low
peoples. Àzeryáni spoken outside the Empire, principally:
Quâr – ancient language of the Quâr. Lánkori, Terâzin, Górik, Kôlvisar, Dálazeri.
Quârphic – modern language of Quârphor; Vénic – ancient language of Vénic island culture.
dialects include Huriséan, Western, Northern, Written in both Alánta and Tiánta scripts.
Southern and Eastern. Runic script. Kàruía – language of Kàruía islands culture.
Shôrki – old language of the Sôrki. Khrúni script. Written in both Milánta and Zérin scripts.
Shôrka – modern language of Shôrkýnè; dialects Karéjian – language of Karéjia; uses the Ayâran
include Melódan, Pelódan, Loálan, Quálren, and Lakíse scripts.
Stálfi, Fédin, Kolâren, Sábes, Énseler, Jándi and Ûrméch – language of Ûmélria; influenced by
Nístalen. Lakíse script. Uméni. Ayâran script.
Old Tríerzi – middle language of the Tríerzi. Elbýthian – language of eastern Venârian. Ayâran
Tháneman – middle language of the Thánemi. and Nerámic scripts.

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184 Venârivè
Býrian – language of Býria. Ayâran and Lakíse dialects grouped as Mountain, Laker, Inner,
scripts. Northern, Western, and Southern.
Hérei – Thónian language of the indigenous
Ketâric people of Árlanto.
Kétar – original language of the people of the Elánasi – a Tuvâran language, spoken in western
central plateau. Árlanto.
Màfakéta – language of Ketâric nomads who Búqdin – a Thónian language of Hèpekéria.
conquered Mafáni empire. Shéni script.
Old Ketâri – middle language of central Ketârh. Númec
Ketâri – modern language of Ketâri nomads. Hepéka – ancient language group of Hèpekéria.
Ánil Ketâri – language of western Ketâri. Tiánta script.
Reksýni – modern language of Reksýna. Shénya Old Númec – middle language of the Númec.
script. Hekôri script.
Bésha – language of Béshakan nomads. Nerámic Númer – modern language of Númec. Hekôri
script. script.
Hácherian – language of the Hácherim. Nerámic Kôrlic – modern language of the Kôrlic peoples,
script. descended from old Númec, but heavily
Namârdi – language of the Namârdim. Nerámic influenced by Azéri, Ivínian and Kàruía. Hekôri,
script. Runic and Ayâran scripts.
Dálken – language of Dalkésh. Nerámic script. Dálani – the mixed Járind/Númec language of the
tribal people of Dalánya.
Mafáni Faláni – modern language of the Faláni, descended
Old Mafáni – ancient language of the Empire of from old Númec. Hekôri script.
Mafáni. Kóno script.
Mafâsh – middle language of the Mafáni. Tankóno
and Nerámic scripts. Lakíse Numerals
Mafáni – modern language of the Mafáni. Tankóno
script.
Shénti – modern language of the eastern coast of
Anzelôria, a mixture of Anzelôrian and Mafáni.
0 0
Tankóno script.

Modern Mafáni is influenced by Mólken, the


1 1
language of Molkûra. The script of Molkûra (Milúan)
also influenced Kóno, and together with influence from 2 2
3
Nerámic, this led to the development of Tankóno.

Anzelôrian 3
Anzéla – ancient language group of Anzelôria. Néri
script.
Panhaónic – northern Anzelôrian language group.
4 4
Nerámic script.
Târgan – extinct language of the Târga River valley; 5 5
6
replaced by Dálken. Nerámic script.
Neshái – modern language of the Neshái tribes.
Chogôri – modern language of Chogôro. Tankóno
6
script.
Pèchalâri – modern language of Pèchalâri.
Nerámic script.
7 7
Tuvâran – modern language group of Tuvârans;
includes numerous sub-languages and dialects 8 8
9 9
grouped as Eastern, Southern and Western.
Thónian – modern language group of Thónians;
includes a number of sub-languages and

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 185

A ppendix VII: Chéler Kántehusen


Approximately 5,000 Chéler tia-nalári clan members Palíthanè / Târkáin
live in the 136 kántehusen or trading stations that the • Párahal (5: Aémon, Armôrian, Beldésen,
leading clans operate around Venârivè. Ethiásen, Hásketh; + a Hlanéndès Bank branch)
• Méngovik (4: Ánsenby, Dârelby, Pâserin,
Ivínia Pélanby)
• Fûhreling (3: Aémon, Târkenby, Wésen)
• (Degáu – Pélanby have contacts)
• Pélby (2: Nôordsen, Silkán)
• Târkáin (3: Pâserin, Silkán, Târkenby;
• Vúlenheim (1: Hásketh) + a Hlanéndès Bank)
• Beléka (2: Bjándsen, Ráldensen)
• Jârehm (4: Ánsenby, Jâagensen, Jâren, Tríerzòn
Lérdensen) • Janôra (4: Hásketh, Silkán, Wésen, Yvârnis;
• Súteling (2: Jâren, Tirdáan) + a Hlanéndès Bank branch)
• Kirgáras (1: Pâserin)
Hârbáal / Huriséa • Chedílo (2: Jâagensen, Zârion)
• Génja (4: Jâagensen, Lérdensen, Târkenby, • Dârlon (2: Jáager, Wésen)
Wésen) • Megráin (1: Kevârin)
• Gósheim (1: Yâalsen) • Chenás (2: Wentélsen, Zârion)
• Kéreon (1: Ánsenby) • Mûrshel (2: Wésen, Târkenby)
• (Énpedon – Pélanby have contacts) • Pélina (1: Yvârnis)
• Ífanè (5: Aémon, Banága, Ethiásen, Jâren,
Pâserin) Hèpekéria
• Gúlinheim (2: Lérdensen, Ráldensen) • Hegóvnis (Kôrlúa) (3: Aábel, Beldésen, Silkán)
• Gelt (1: Pâserin) • Isýnen (3: Armôrian, Ekàtriása, Jáager)
• Vârkenheim (3: Bjándsen, Nôordsen, Pasûra) • Kôlvis (Menêma) (4: Banága, Hásketh, Pélanby,
• Xêradyn (1: Pasûra) Udésen)
• Léden (4: Aémon, Ekàtriása, Lérdensen, • Vítho (3: Jâagensen, Nôordsen, Wésen)
Ráldensen) • Xêrium (2: Ánsenby, Bredýn)
• Beldîra (5: Aémon, Armôrian, Ekàtriása, Silkán,
Wésen) Karéjia / Býria
• Gôris (5: Bredýn, Elbrâth, Hásketh, Târkenby,
Shôrkýnè Wésen)
• Èshapél (5: Aémon, Ethiásen, Láagen, Riélsè, • Phanósia (1: Bredýn; + a Hlanéndès Bank
Wésen) (Pélanby have contacts) branch)
• Kâremus (4: Aémon, Hásketh, Pâserin, Târk- • Livélis (a Hlanéndès Bank branch)
enby) (Pélanby have contacts) • Ínri (1: Ekàtriása)
• Tûresgal (1: Pasûra)
• Eilýria (4: Ekàtriása, Pâserin, Redâro) Ázeryàn
• Quârelin (1: Redâro) • Ómrium (1: Silkán)
• Éslon (4: Aémon, Frýdsen, Nôordsen, Pasûra) • Púrimal (2: Armôrian, Pâserin)
• Tîrgólis (2: Aémon, Pélanby) • Jándîr (1: Armôrian)
• Hébos (1: Bredýn)
Hârn • Sános (3: Banága, Ekàtriása, Silkán ;
• Chérafîr (2: Aémon, Yvârnis) + a Hlanéndès Bank branch)
• Bûrzýn (1: Jâren)
• Ázadmêre (1: Jâren) Hlanéndès Bank branches: The Hlanéndès Bank
has branches in seven locations in addition
Emélrenè
to Chélemby. While these are not technically
• Beréma (5: Aémon, Pélanby, Ekàtriása,
Ethiásen, Jâren; + a Hlanéndès Bank branch) kántehusen, because they are operated by local
• Âlwin (3: Hýzel, Wentélsen, Zârion) branches of the Hlanéndès clan, small numbers of
• Cháronès (1: Hýzel) Chéler clan members live at these locations.
• Malád (3: Wentélsen, Yvârnis, Zârion) Pélanby contacts: In addition to their kántehusen,
• Ráleth (1: Pasûra) clan Pélanby have strong local contacts in a
number of locations.

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186 Venârivè
Kántehusen by Chéler Clan
Aábel – Hegóvnis (Kôrlúa). Kevârin – Megráin.
Aémon – Beréma, Párahal, Chérafîr, Èshapél, Kâre- Láagen – Èshapél.
mus, Eilýria, Tîrgólis, Beldîra, Léden, Ífanè, and Lérdensen – Léden, Gúlinheim, Génja, Jârehm.
Fûhreling. Nôordsen – Pélby, Vârkenheim, Éslon, Vítho.
Ánsenby – Jârehm, Kéreon, Méngovik, Xêrium Pâserin – Ífanè, Gelt, Kâremus, Eilýria, Méngovik,
Armôrian – Beldîra, Párahal, Isýnen, Púrimal, Jándîr Târkáin, Kirgáras, Púrimal.
Banága – Ífanè, Kôlvis (Menêma), Sános. Pasûra – Xêradyn, Vârkenheim, Éslon, Tûresgal,
Beldésen – Párahal, Hegóvnis (Kôrlúa). Ráleth.
Bjándsen – Beléka, Vârkenheim. Pélanby – Beréma, Tîrgólis, Méngovik, Kôlvis
Bredýn – Gôris, Hébos, Phanósia, Xêrium. (Menêma); clan Pélanby also have ‘contacts’ in
Énpedon, Kâremus, Èshapél and Degáu).
Dârelby – Méngovik.
Ráldensen – Beléka, Gúlinheim, Léden.
Ekàtriása – Beldîra, Léden, Eilýria, Beréma, Isýnen,
Sános, Ínri. Redâro – Eilýria, Quârelin.
Elbrâth – Gôris. Riélsè – Èshapél.
Ethiásen – Ífanè, Èshapél, Beréma, Párahal. Silkán – Pélby, Beldîra, Hegóvnis (Kôrlúa), Târkáin,
Janôra, Ómrium, Sános
Frýdsen – Éslon.
Târkenby – Fûhreling, Génja, Kâremus, Târkáin, Mûr-
Hásketh – Vúlenheim, Kâremus, Párahal, Kôlvis
shel, Gôris
(Menêma), Janôra, Gôris.
Tirdáan – Súteling.
Hlanéndès – do not have ‘kántehusen’ per se, but
have branches of their ‘bank’ at Beréma, Párahal, Udésen – Kôlvis (Menêma).
Târkáin, Janôra, Sános, Phanósia, and Livélis. Wentélsen – Âlwin, Malád, Chenás.
Hýzel – Cháronès, Âlwin. Wésen – Fûhreling, Génja, Beldîra, Èshapél, Mûrshel,
Jâagensen – Jârehm, Génja, Vítho, Chedílo. Dârlon, Janôra, Gôris, Vítho.
Jáager – Isýnen, Dârlon. Yâalsen – Gósheim.
Jâren – Ázadmêre, Bûrzýn, Jârehm, Súteling, Ífanè, Yvârnis – Chérafîr, Malád, Pélina, Janôra.
Beréma. Zârion – Âlwin, Malád, Chedílo, Chenás.

Badge of clan Hlanéndès Badge of clan Ekàtriása

Badge of clan Pélanby al Chel Badge of clan Armôrian

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 187

A ppendix VIII: Karéjian Larún


Ájygàl / Kólomîr Larún
Name / Destination
Larún of Jándîr
Galleys
8
Escorts
3
The larún of Karéjia are of considerable economic Larún of Chedílo 3 1
importance across Venârivè. Each is named for its final Larún of Âlwin 3 1
destination, and has a number of larú-mar (merchant Larún of Chérafîr 3 1
galleys) and escorting larú (war galleys). These figures
Totals 17 6
are average numbers of galleys; actual numbers vary
from year to year.
Livélis Larún Nárolis Larún
Name / Destination Galleys Escorts Name / Destination Galleys Escorts
Larún of Hébos 16 3 Larún of Chenósolis 4 1
Larún of Misóna 8 3 Larún of Gálamonìa 6 3
Larún of Ailét 8 3 Larún of Lysâra 4 3
Larún of Púrimal 8 2 Totals 14 9
Larún of Berónè 6 2
Larún of Nátha 12 4 Phanósia Larún
Larún of Árlanto 3 1 Name / Destination Galleys Escorts
Larún of Vítho 3 1 Larún of Kiléma 8 3
Larún of Rigêros 6 2 Larún of Ómrium 6 2
Larún of Janôra 12 3 Totals 14 5
Larún of Méngovik 6 2
Larún of Beréma 6 2 Helás Larún
Totals 94 28 Name / Destination Galleys Escorts
Larún of Ínri 6 2
Hóritar Larún Larún of Rindîro 6 2

Name / Destination Galleys Escorts Totals 12 4

Larún of Sános 8 3
Larún of Mûrshel 6 2 Ìchényah Larún
Larún of Gôris 6 3 Name / Destination Galleys Escorts
Larún of Xêrium 6 2 Larún of Hábala / 6 1
Totals 23 9 Dârlon
Larún of Isýnen 6 2
Shélon Larún Totals 12 3

Name / Destination Galleys Escorts


Larún of Ûrden 6 2 Rykál Larún
Larún of Kôlvis 3 1 Name / Destination Galleys Escorts
Larún of Párahal 4 2 Larún of Kanóga 4 1
Larún of Èshapél 3 1 Larún of Tashónès 3 2
Totals 16 6 Totals 7 3

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


188 Venârivè
Fâldin 2 towns (22,500 urban pop) 267,000 pop

A
(Urtáken) 4 castles and 38 keeps 306 manors
Dárimûr (14,500; Mk 4) 156,500 pop

IX: Tríerzi
Fâldin
ppendix 2 castles and 20 keeps
Béledâr (8,000; Mk 4)
180 manors
110,500 pop
Báldemè
Duchies and Counties Zhôren
2 castles and 18 keeps
3 towns (21,500 urban pop)
180 manors
264,000 pop
(Shénorès) 5 castles and 22 keeps 317 manors
Duchy & Cities, Towns, Population & Megráin (12,000; Mk 5)
192,500 pop
Counties Castles and Keeps Nalrôrdam Zhôren Jorésa (5,000; Mk 4)
229 manors
Ubái and 11 cities and towns 3 castles and 17 keeps
1,271,500 pop Ástirel (4,500; Mk 3) 71,500 pop
Mankonia (190,000 urban population) Hedámes
1,409 manors 2 castles and 5 keeps 88 manors
(Ârtáin) 28 castles and 101 keeps
Ubárian (47,000; Mk 7) 159,000 pop Kogámin 3 towns (28,000 urban pop) 254,500 pop
Ubái (Muséloès) 8 castles and 19 keeps 295 manors
4 castles and 14 keeps 141 manors
Kanóga (14,000; Mk 6) 135,000 pop
Mánkon (20,000; Mk 5) Kogámin
3 castles and 13 keeps 156 manors
Tain (24,000; Mk 5) 334,000 pop Gébrond (9,000; Mk 4)
Mankónia 119,500 pop
Málmen (11,000; Mk 4) 371 manors Magália Kôrsumis (5,000; Mk 3)
3 castles and 23 keeps 139 manors
5 castles and 6 keeps
Pêrna (11,000; Mk 6) 173,500 pop
Pêrna
3 castles and 19 keeps 209 manors County Cities, Towns, Population &
Janôra (32,000; Mk 8) 80,500 pop (Holder) Castles and Keeps Nalrôrdam
Janôra
1 castle and 4 keeps 64 manors
Sènedâlo Vegúsa (19,000; Mk 5) 332,500 pop
Hábala (13,000; Mk 6) 182,500 pop
Latíma (Medâro) 3 castles and 27 keeps 416 manors
3 castles and 19 keeps 219 manors
Nadámia Quâlnda (14,000; Mk 4) 303,500 pop
Rizúma (11,500; Mk 4) 212,000 pop
Korún (Pórius) 3 castles and 40 keeps 368 manors
6 castles and 15 keeps 264 manors
Dârshen (9,500; Mk 5) 84,500 pop Àreshómes Àreshómes (16,500; Mk 5) 293,000 pop
Paláma (Keshârè) 2 castles and 31 keeps 360 manors
5 castles and 6 keeps 96 manors
Tashónès (6,000; Mk 5) 23,000 pop Anfáldon Fálorens (16,000; Mk 5) 269,500 pop
Tashónès (Féldo) 2 castles and 48 keeps 320 manors
1 castle and 1 keep 22 manors
Magrís (5,000; Mk 4) 22,500 pop Peltáne Vershémè (14,000; Mk 4) 217,500 pop
Omégen
2 castles 23 manors (Ásomanès) 1 castle and 18 keeps 270 manors
Stalfôrè 4 towns (44,000 urban pop) 615,000 pop Devái Halesómè (11,000; Mk 2) 208,500 pop
(Stálen) 8 castles and 48 keeps 756 manors (Elásomès) 1 castle and 25 keeps 254 manors
Engaritánè (12,000; Mk 6) Pélina (9,000; Mk 4)
220,500 pop Iláska 207,000 pop
Stalfôrè Wáleden (7,000; Mk 5) Gréda (8,000; Mk 4)
262 manors (Lonálès) 246 manors
3 castles and 21 keeps 4 castles and 20 keeps
Ílbris (12,000; Mk 4) 280,500 pop Gelâmo Gelâmo (12,000; Mk 6) 178,000 pop
Ílbra
2 castles and 17 keeps 363 manors (Parámio) 3 castles and 19 keeps 214 manors
Dârlon (13,000; Mk 5) 114,000 pop Mánas Chedílo (7,500; Mk 4) 178,000 pop
Enála
3 castles and 10 keeps 131 manors (Yepáner) 7 castles and 12 keeps 224 manors
Trabánt 5 towns (63,000 urban pop) 610,500 pop
Málagos Málagos (13,500; Mk 4) 156,500 pop
(Cháranès) 13 castles and 57 keeps 707 manors
Mûrshel (21,000; Mk 6) (Árgonès) 3 castles and 17 keeps 183 manors
284,500 pop Rigêros (12,000; Mk 6)
Trabánt Párebîr (15,000; Mk 5) Dòválin 148,000 pop
322 manors Dovârium (8,000; Mk 5)
6 castles and 25 keeps (Veranéas) 169 manors
Kirgáras (10,000; Mk 5) 4 castles and 9 keeps
145,500 pop Bodíma Ánegon (9,000; Mk 5) 147,500 pop
Chímas Héldin (5,000; Mk 4)
167 manors (Ulános) 4 castles and 12 keeps 181 manors
6 castles and 12 keeps
Védin (12,000; Mk 4) 180,500 pop Ríndi Rindîro (11,000; Mk 6) 139,000 pop
Védin
1 castle and 20 keeps 218 manors (Tomándris) 2 castles and 16 keeps 164 manors
Melesúma 3 towns (38,000 urban pop) 434,500 pop Tengéla Tengéla (16,000; Mk 6)
(Hesâro) 9 castles and 57 keeps 497 manors 137,500 pop
(Abbot of Chenás (6,000; Mk 4)
Melesúma (22,000; Mk 5) 241,000 pop 150 manors
Melesúma Tengéla) 2 castles and 12 keeps
4 castles and 36 keeps 271 manors Tamála Mepâra (6,500; Mk 4) 109,500 pop
Ojárion (8,000; Mk 3) 73,000 pop
Àmesúma (Rolándo) 3 castles and 10 keeps 134 manors
1 castle and 9 keeps 82 manors
Neshéles (8,000; Mk 4) 120,500 pop Hálmo Hôraga (6,000; Mk 4) 97,000 pop
Bomédus (Borúnis) 2 castles and 8 keeps 119 manors
4 castles and 12 keeps 144 manors
Ágelos 3 towns (31,000 urban pop) 303,500 pop Elédiro (9,000; Mk 4)
Faléo 87,000 pop
(Argélies) 6 castles and 27 keeps 355 manors Febáris (8,000; Mk 4)
Penétha (8,000; Mk 4) 158,500 pop (Melàfúnio) 92 manors
Ágelos 3 castles and 4 keeps
3 castles and 15 keeps 196 manors Képrel (11,000; Mk 5)
Gárlan (13,000; Mk 6) Ilóna 55,500 pop
145,000 pop Lírgun (4,000; Mk 3)
Jaléda Jaléda (10,000; Mk 5) (Nenâro) 53 manors
159 manors 2 castles and 2 keeps
3 castles and 12 keeps

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 189

A ppendix X: Àzeryáni Provinces


As at tr720, the Empire of Ázeryàn has eighteen Military Provinces
civilian provinces, five military provinces, and three mil-
itary march districts, with a total of 148 districts. Province Cities and Towns Population
Berónè (30,000; Mk 7)
Civilian Provinces Berónium Lórimæ (15,000; Mk 6) 510,000
(4 districts) Gôrium (11,000; Mk 4) 603 villas
Province Cities and Towns Population Kéthano (12,000; Mk 5)
Meókolis (195,000; Mk 9) Lysâra (37,000; Mk 7),
Ázen 1,360,000 Alám Garés 370,000
Ázaras (17,000; Mk 5) Pánis (11,000; Mk 4)
(10 districts) 1,170 villas (3 districts) 416 villas
10 other towns (53,000) Ázahuris (8,000; Mk 4)
Thonâru Chóam (31,000; Mk 7) 1,130,000
Púrimal (33,000; Mk 8)
(13 districts) 13 other towns (76,000) 1,003 villas Alám Lóas 320,000
Ágôrat (8,000; Mk 4)
Gedálpria (24,000; Mk 6) (3 districts) 376 villas
Îlis 1,270,000 Báshôr (7,000; Mk 4)
Mohm (19,000; Mk 5)
(11 districts) 915 villas Ìndâral Quârmil (21,000; Mk 6) 550,000
11 other towns (108,000)
Nâliat Mîremal (27,000; Mk 6) 1,110,000 (4 districts) 4 other towns (40,000) 593 villas
(10 districts) 11 other towns (101,000) 940 villas Sános Sános (27,000; Mk 6) 390,000
Læma Lymm (23,000; Mk 6) 1,100,000 (3 districts) 2 other towns (20,000) 394 villas
(8 districts) 10 other towns (98,000) 740 villas
Tonátra Dúma (17,000; Mk 5) 810,000
(8 districts) 7 other towns (65,000) 590 villas
Helén Ómrium (21,000; Mk 6) 680,000 Military March Districts
(6 districts) 6 other towns (65,000) 530 villas
Kesâra (16,500; Mk 5) District Towns Population
Válenæ 520,000
Válen (14,000; Mk 4) Iésua (5,500; Mk 4) 105,000
(4 districts) 350 villas Góthmîr Lóas
3 other towns (30,500) Gótha (4,500; Mk 3) 145 villas
Vedóra Kîrgan (18,000; Mk 5) 750,000 25,000
(6 districts) 6 other towns (50,000) 568 villas Góthmîr Garés –
38 villas
Lótmîr Lótra (22,000; Mk 6) 780,000 10,000
(5 districts) 4 other towns (38,000) 521 villas Kàlinelâri –
34 villas
Shomîro (26,000; Mk 6)
Sásala 870,000
Énjârlen (14,000; Mk 4)
(6 districts) 549 villas
6 other towns (56,000)
Ailét (28,500; Mk 7)
Urban Settlements of Ázeryàn
Kántreda Shonjîris (16,400; Mk 5) 1,170,000 • 19 Chartered Cities: Ázaras, Chóam, Gedálpria,
(9 districts) Sháras (15,000; Mk 4) 787 villas
Mîremal, Lymm, Kesâra, Lótra, Shomîro,
6 other towns (57,100)
Pòrosúa (22,000; Mk 6) Énjârlen, Ailét, Sháras, Féslium, Hébos, Misóna,
Áshon 907,000 Jándîr, Énaleth, Lórimæ, Lysâra, and Púrimal.
Féslium (21,000; Mk 6)
(8 districts) 715 villas
8 other towns (55,000) • 16 Imperial Cities: Meókolis, Mohm, Dúma,
Ménkrè Falagósin (16,000; Mk 5) 430,000 Ómrium, Válen, Kîrgan, Shonjîris, Pòrosúa,
(4 districts) 3 other towns (27,000) 355 villas Falagósin, Reshâna, Kiléma, Ûrden, Ónen,
Reshâna (16,000; Mk 4)
Rámien 730,000 Berónè, Quârmil, and Sános.
Kiléma (22,000; Mk 6)
(6 districts)
4 other towns (28,000)
481 villas • 133 provincial towns: including Gôrium,
Skôraz Hébos (37,000; Mk 8) 830,000 Kéthano, Pánis, Ázahuris, Ágôrat, Báshôr, Iésua,
(6 districts) 5 other towns (54,000) 550 villas and Gótha.
Misóna (27,000;Mk 7)
Mísonæ Jándîr (21,000;Mk 6) 500,000
(5 districts) Ûrden (14,000; Mk 5) 467 villas
4 other towns (43,000)
Énaleth (15,000; Mk 5)
Ontónas 520,000
Ónen (12,000; Mk 4)
(3 districts) 289 villas
2 other towns (11,000)

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190 Venârivè
Notable Àzeryáni Cities and Towns
Ailét (28,500; Mk 7), chartered city, Kántreda province.
Ágôrat (8,000; Mk 4), provincial town, Alám Lóas province.
Ázaras (17,000; Mk 5), chartered city, Ázen province.
Ázahuris (8,000; Mk 4), provincial town, Alám Garés province.
Báshôr (7,000; Mk 4), provincial town, Alám Lóas province.
Berónè (30,000; Mk 7), imperial city, Berónium province.
Chóam (31,000: Mk 7), chartered city, Thonâru province.
Dúma (17,000; Mk 5), imperial city, Tonátra province.
Énaleth (15,000; Mk 5), chartered city, Ontónas province.
Énjârlen (14,000; Mk 4), chartered city, Sásala province.
Falagósin (16,000; Mk 5), imperial city, Ménkrè province.
Féslium (21,000; Mk 6), chartered city, Áshon province.
Gedálpria (24,000; Mk 6), chartered city, Îlis province.
Gôrium (11,000; Mk 4), provincial town, Berónium province.
Gótha (4,500; Mk 3), provincial town, Góthmîr Lóas district.
Hébos (37,000; Mk 8), chartered city, Skôraz province.
Iésua (5,500; Mk 4), provincial town, Góthmîr Lóas district.
Jándîr (21,000; Mk 6), chartered city, Mísonæ province.
Kéthano (12,000; Mk 5), provincial town, Berónium province.
Kesâra (16,500; Mk 5), chartered city, Válenæ province.
Kiléma (22,000; Mk 6), imperial city, Rámien province.
Kîrgan (18,000; Mk 5), imperial city, Vedóra province.
Lórimæ (15,000; Mk 6), chartered city, Berónium province.
Lótra (22,000; Mk 6), chartered city, Lótmîr province.
Lymm (23,000; Mk 6), chartered city, Læma province.
Lysâra (37,000; Mk 7), chartered city, Alám Garés province.
Meókolis (195,000; Mk 9), imperial city, Ázen province.
Mîremal (27,000; Mk 6), chartered city, Nâliat province.
Misóna (27,000; Mk 7), chartered city, Mísonæ province.
Mohm (19,000; Mk 5), imperial city, Îlis province.
Ómrium (21,000; Mk 6), imperial city, Helén province.
Ónen (12,000; Mk 4), imperial city, Ontónas province.
Pánis (11,000; Mk 4), provincial town, Alám Garés province.
Pòrosúa (22,000; Mk 6), imperial city, Áshon province.
Púrimal (33,000; Mk 8), chartered city, Alám Lóas province.
Quârmil (21,000; Mk 6), imperial city, Ìndâral province.
Reshâna (16,000; Mk 4), imperial city, Rámien province.
Sános (27,000; Mk 6), imperial city, Sános province.
Sháras (15,000; Mk 4), chartered city, Kántreda province.
Shomîro (26,000; Mk 6), chartered city, Sásala province.
Shonjîris (16,400; Mk 5), imperial city, Kántreda province.
Ûrden (14,000; Mk 5), imperial city, Mísonæ province.
Válen (14,000; Mk 4), imperial city, Válenæ province.

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Venârivè 191

A
Emperor Reign TR AZ
Hâralelmates I (7 months) Tr461-462 az268-269

ppendix XI: Regnal Lists Zárkalendis I


Mithrýndas V
tr462-475 az269-282

tr475-488 az282-295

Regnal lists are used in a number of realms as a Bârendánis V, the Mad tr488-497 az295-304

means of dating key events, legislation and (in some Vîrliamydes II tr497-519 az304-326
cases) as the principal calendar. Mârkoranelis I tr519-532 az326-339

Hâralelmates II tr532-537 az339-344

Ármenalkàlis I
Emperors of Ázeryàn tr537-553 az344-360

Zárkalendis II tr553-555 az360-362


Since the foundation of the Empire of Ázeryàn in
tr221, the empire has been ruled by fifty emperors. Hélârkelsenis (22 days) tr555 az362

All have been of the Ûrvaèn dynasty, although the line Regency of Árzanbâredis tr555-562 az362-369
of decent within this now large clan is not infrequently Zárkalendis III tr562-589 az369-396
indirect and contested. Gârkenlaros tr589-597 az396-404
The first emperor (Môrdovanes the Great), was
Herémzator IV tr597-613 az404-420
appointed as a ‘Quadrennial King’ of the Kingdom
of the Azéri in tr219, but was acclaimed ‘emperor’ Vîrliamydes III tr613-622 az420-429

by the legions in tr221 (az28), following the defeat of Gârlindas II (6 months) tr622-623 az429-430
the Republic of Skôraz. Môrdovanes was the son of Hârkanlas tr623-626 az430-433
Ûrvaènadis, the ‘Year-King’ re-elected several times by Mârkoranelis II tr626-651 az433-458
the confederation of the Azéri; the ruling clan’s name
Shónyârdas II tr651-653 az458-460
derives from that of Ûrvaènadis.
Herémzator V † tr653-655 az460-462

Ázenbâredan I † tr655-659 az462-466


Emperor Reign TR AZ
Ármenalkàlis II tr659-672 az466-479
Môrdovanes the Great tr221-251 az28-58
Yârélirmas (3 months) tr672 az479
Mithrýnas I tr251-263 az58-70
Marelmýthes (8 months) tr672-673 az479-480
Gârlindas I tr263-271 az70-78
Ázenbâredan II tr673-687 az480-494
Bârendánis I tr271-274 az78-81
Ármenalkàlis II tr687-709 az494-516
Imákràtys (7 months) tr274-275 az81-82
Vîrliamydes IV tr709 – az 516 –
Herémzator I tr275-285 az82-92

Bârendánis II tr285-303 az92-110 † – died in battle, with the Reksýni and Dalkéshi respectively. Many
Shónyârdas I tr303-307 az110-114 other emperors have died ‘untimely’ deaths, but only two have fallen
on the field of battle. Modern emperors rarely even leave the Imperial
Xériates I tr307-329 az114-136
Palace, although the current emperor is seeking to change this.
Bârendánis III tr329-335 az136-142

Herémzator II tr335-351 az142-158 Àzeryáni emperors are appointed from within the
Mithrýnas II tr351-375 az158-182 Imperial House. Any individual within three generations
Xériates II tr375-387 az182-194
of descent from an emperor is technically eligible for
Herémzator III
nomination; however, in practice, no woman has ever
tr387-396 az194-203
been appointed, and there is a preference for sons or
Vîrliamydes I tr396-402 az203-209
grandsons of successful emperors. Most emperors
Mithrýnas III, the Lawgiver tr402-441 az209-248 have, as a result of this system, succeeded as adults.
Mithrýnas IV tr441-446 az248-253 Only once, when there was a stalemate between
Bârendánis IV tr446-448 az253-255
factions, was Zárkalendis III appointed as a minor, with
Xériates III (9 months) his uncle Árzanbâredis as regent.
tr448 az255

Árkôranales
Today there are 454 officially recognised members of
tr448-453 az255-260
the Imperial House of Ûrvaèn, all technically eligible to
Zéranaloris (14 months) tr453-454 az260-261 succeed the current emperor. Vîrliamydes IV, however,
Kôralenames I tr454-456 az261-263 is a vigorous ruler of 38, who was the previous ruler’s
Máselnardis tr456-461 az263-268 second son, and already has five children of his own.
Kôralenames II (6 weeks) tr461 az268

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


192 Venârivè
Emperors of Dalkésh Dynasty / Emperor Reign TR Length
Unlike Ázeryàn, the Empire of Dalkésh has several Kharésham tr385-386 9 months
dynasties – nine, in fact, including the current (Nánda) Sekhâram I tr386-396 11 years
dynasty. While the first ruler to use the title ‘emperor’ Sekhâram II tr396-399 3 years
was Dersâra II, the foundation of the empire is reckoned
from the accession of Mavráma I. 5th Dynasty: Sháalamen (tr399-464)
Shúkola I tr399-407 8 years
Hânagan tr407-411 4 years
Dynasty / Emperor Reign TR Length
Shúkola II tr411-413 2 years
1st Dynasty: Lékha (tr16-87)
Mavráma I Áshlamati (f) tr413-459 46 years
tr16-39 23 years
Dersâra I Shúkola III tr459-462 3 years
tr39-43 6 years
Dersâra II Gârlimash tr462 5 months §
tr43-69 26 years
Kenávata Núgamal tr462-463 4 months §
tr69-74 5 years
Mavráma II, the Magister Sholúmæ (f) tr462-464 15 months §
tr74-89 15 years
Mavráma III tr89-96 7 years Interregnum tr464-465 19 months §
Rádiman I tr96-105 9 years 6th Dynasty: Khôralen (tr465-503)
Rádiman II tr105-109 4 years Khôrlus I, the Magnificent † tr465-496 31 years
Sadkédina (f), the Radiant tr109-125 16 years Khôrlus II tr496-503 7 years
Khatikârna tr125-128 3 years 7th Dynasty: Nhelána (tr503-538)
Kéreshna I, the Glorious, tr128-166 38 years Dhârlan I tr503-516 13 years
the Everliving Gôrlasim tr516-521 8 years
Mavráma IV, the Virtuous tr167 2 months Kârlam tr521-524 3 years
Kéreshna I, the Scholar tr167-187 20 years Dhârlan II tr524-538 14 years
2nd Dynasty: Báduran (tr187-275) 8th Dynasty: Shûralen (tr538-602)
Véshrama I tr187-201 14 years Khôrlus III tr538-559 21 years
Bashwâr I, the Terrible tr201-227 26 years Khôrlus IV tr559-566 7 years
Bashwâr II, the Dreamer tr227-230 3 years Hémalan I tr566-583 17 years
Véshrama II, the Destroyer tr230-241 11 years Sharmârlan I tr583-589 4 years
Patrám, the Abhorrent tr241 7 months Hémalan II tr589-595 6 years
Bashwâr III, the Reluctant tr241-257 16 years Shamârlan II tr595-599 4 years
Véshrama III, the Indolent tr257-269 12 years Khôrlus V tr599 3 months
Véshrama IV, the Uncertain tr269-271 2 years Khôrlus VI tr599-602 3 years
regency for tr271-275 4 years 9th Dynasty: Nánda (tr602 – )
Veshrama V, the Unhappy
Halârkan I tr602-616 14 years
3rd Dynasty: Cháhan (tr275-345)
Halârkan II tr616-627 11 years
Yagéndar tr275-292 17 years
Unálash I tr627-654 27 years
Kulandâra I tr292-293 11 months
Shárpen I tr654-669 14 years
Kulandâra II tr293-306 13 years
Halârkan III tr669-684 18 years
Utáman tr306-324 18 years
Unálash II tr684-697 13 years
Kulavándra I tr324-344 20 years
Shárpen II tr697 – present 23+ years
Aréndalan tr344-345 7 months
Kulavándra II tr345 2 months § – the period tr462-464 is known as the Gérnak or the ‘Time of
4th Dynasty: Rána (tr345-399) Knives’, a period of major social and political instability, including
overlapping rulers. This period is listed as such in the official
Índam I tr345-363 18 years Regnal List.
Índam II tr363-367 4 years † – Khôrlus I is the only Dálken emperor recorded as having been
Dérvati (f) killed in battle; but many others have suffered ‘untimely’ deaths.
tr367-374 7 years
Índam III tr374-385 11 years

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Venârivè 193
Rulers of Emélrenè Ruler Reign TR Length
The realm of Emélrenè has been in existence in one King Géldar II, the Lame tr232-239 7 years
form or another for centuries. The legendary founder King Ârren V, the Seer tr239-297 58 years
of the confederation of the Émhlè was Dákarion, who
King / Emperor Ârren VI tr297-354 57 years
apparently lived c. bt1600. The kingdom was formally
established in bt670. From tr298 to tr491 Emélrenè Empress Nolóra, the Great tr354-379 25 years
was an ‘imperium’ with an emperor or empress. In Emperor Pethrás II, the Sick tr379 3 months
tr491 the kingdom was re-established. Emperor Ârren VII, the Fair tr379-398 19 years
Over this period there have been three dynasties, Emperor Torádh, the Builder tr398-462 64 years
although the first ‘dynasty’ (the Émhlèn) actually had
Empress Heitéia II, the Last tr462-464 2 years
rulers from several noble clans. From King Pethrás I
Edhélen Dynasty (tr464-present)
onwards, however, rulers came from a royal clan – first
clan Vásinir, then later clan Edhélen. Emperor / King Badhróth I tr464-493 29 years
King Pethrás III, the Brave † tr493-501 8 years
Ruler Reign TR Length
King Jévas I, the Sailor tr501-538 37 years
Émhlèn ‘Dynasty’ (bt670-259)
King Mélkas, the Sad tr538-542 4 years
King Tredâroth I, the Swift bt670-629 41 years
King Badhróth II, the Noble tr542-576 34 years
King Zerthás I, the Bold bt629-610 19 years
King Párelan, the Unlucky tr576-578 2 years
King Bluthrás I, the Tall bt610-586 24 years
King Pethrás IV, the Troubled tr578-610 32 years
King Bluthrás II, the Pious bt586-584 2 years
King Jévas II, the Huntsman tr610-629 19 years
King Zerthás II, the Wise bt584-539 45 years
King Pethrás V, the Steadfast tr629-675 46 years
King Bluthrás III, the Sage bt539-508 31 years
King Bádhroth III tr675-684 9 years
King Wíffrè I, the Quiet bt508-484 24 years
Queen Yólanda tr684-present 36+ years
King Wíffrè II, the Short bt484-442 42 years
King Wíffrè III, the Bear † bt422-437 5 years
‘Time of Troubles’ bt437-433 4 years
Kings of Tríerzòn
Tríerzòn was established as a kingdom in tr502, and
1st Regency of Dhéria-Ísvan bt433-400 33 years
has been ruled by two royal clans in that time – House
King Tredâroth II, the Pale † bt400-380 20 years Ubâron and House Ârtáin. Several rulers of Tríerzòn
King Tredâroth III, the Grey bt380-354 26 years have adopted regnal names upon their accession.
King Dákarion I, the Mage bt354-302 52 years Ruler Reign TR Length
King Wíffrè IV, the Dark bt302-270 32 years House Ubâron
‘Time of Darkness’ bt270-264 6 years King Taralándis I, the Great tr502-518 16 years
2nd Regency of Dhéria-Ísvan bt264-259 5 years King Mîrgael I tr518-529 11 years
Vásinir Dynasty (bt259-tr464) King Chenaládis tr529-557 28 years
King Pethrás I, the True bt259-223 36 years Queen Uliána tr557 5 months
King Dákarion II, the Noble bt223-195 28 years House Ârtáin
Queen Kalénath, the Red bt195-170 25 years King Taralándis II, Re-uniter tr557-570 13 years
King Trêdaroth IV bt170-156 14 years King Mîrgael II tr570-602 32 years
King Etodás I, the Wild bt156-119 37 years King Haréngàris I, the Mystic tr602-617 15 years
King Ârren I, the Golden bt119-81 38 years King Mîrgael III † tr617-646 29 years
King Géldar I bt81-22 59 years King Torocháren † tr646 2 months
Regency of Jaléna bt22-10 12 years King Polchárin, the Dark Twin tr646-652 6 years
King Etodás II, the Young bt10-tr70 80 years King Soreláin, the Black Twin tr652-658 6 years
King Madâroth, the Forceful tr70-81 11 years King Haréngàris II tr658-686 28 years
Queen Heitéia I, the Valiant † tr81-108 27 years King Chenláden, the Pious tr686-696 10 years
King Ârren II, the Just tr108-113 5 years Regency of Chenagánis tr696-703 7 years
King Ârren III, the Younger tr113-188 75 years King Mîrgael IV tr703-present 17+ years
King Dákarion III tr188-204 16 years
King Ârren IV tr204-232 28 years † – killed in battle.

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194 Venârivè
Kings of Palíthanè Kings of Árlanto
Palíthanè was formally established as a kingdom The Holy Kingdom of Árlanto was founded in tr560.
in tr519, and has been ruled by descendants of Bjan All the sovereigns have been from House Tathakýendi,
Lédrin since that date. ruling as sacred kings of Kelénos. Dates in Árlanto
are recorded using regnal years; the current year is
Salhíarabu 37.
Ruler Reign TR Length
King Bjan I tr519-534 15 years
Queen-Regent Ílde Ruler Reign TR Length
tr534-538 4 years
King Tathakýendi ‘Spearfinder’ tr560-589 29 years
King Agáren tr538-574 36 years
King Wasásifalma ‘the Huntsman’ tr589-595 6 years
King Harúlda I, the Just tr574-589 15 years
King Kavúifalma ‘the Ageless’ tr595-632 37 years
King Bjan II, the Bad † tr589-593 4 years
King Salhídimu ‘the Pious’ tr632-643 11 years
King Harúlda II tr593-621 28 years
King Warúkiziwa ‘the Windborne’ tr643-664 21 years
King Rútal tr621-631 10 years
King Jámbaziwa ‘the Reaver’ tr664-671 7 years
King Mâros tr631-644 13 years
King Hâl, Blood-Hand † Recency of the Mate tr671-683 12 years
tr644-655 11 years
King Salhíarabu ‘the Sage’ tr683-present 37 years
Queen-Regent Lárena tr655-658 3 years
King Kôris, the Bold † tr658-672 14 years
Queen-Regent Lárena tr672-679 7 years
Empress-Primates of Býria
King Kârl, the Cautious tr679-716 37 years The Holy Varánian Empire of Býria was proclaimed
King Harúlda III tr716-present 4+ years in tr499, following the Býrian Civil War (tr480-486)
and the Great Abomination of tr493. Ever since it has
been ruled by empress-primates elected by the great
Kings of Shôrkýnè matriarchal land-holding clans. As with Dalkésh and
Shôrkýnè was founded in tr536 by Edán of Árlanto, dates in Býria are recorded using regnal years;
Malpýnia, who conquered much of the central Shôrka the current year is Ilúria II Alónas 12.
lands by tr530, and Álagon by tr536. After negotiating
a settlement with Bjan Pelanby, their combined forces
Ruler Reign TR Length
forced the Kingdom of Énsel to submit in tr542. The
Alârkana I, the Great tr499-512 13 years
kingdom has remained fractious, and the barons and
great nobles have twice deposed their king, selecting a Séranala I Ínranos tr512-527 15 years
new ruling house. Jánalè I Aváneka tr527-538 11 years
Ilúria I Hínean tr538-544 6 years
Ruler Reign TR Length Orália I Kosôria tr544-551 7 years
House Býrelsen Mârkálenda I Ghanésta tr551-578 27 years
King Édan I tr536-548 12 years Ilúria II Aváneka tr578-586 8 years
King Édan II tr548-559 11 years Alârkana II Ovéntaris tr586-599 13 years
King Ráleth tr559-566 7 years Jánalè II Vornúsa tr599-613 14 years
House Andrána Láenla I Párenos tr613-622 9 years
King Vârinel tr566-581 15 years Mârkálena II Aváneka tr622-632 10 years
King Bûrsin tr581-596 15 years Ilúria III Kosánæ tr632-641 9 years
House Daláme Séranala II Párenos tr641-657 16 years
King Haráges tr596-610 14 years Alârkana III Hosánus tr657-678 21 years
King Táris I tr610-689 79 years Lýrana I Hínean tr678-692 14 years
King Táris II tr689-690 1 year Vólenkara I Aváneka tr692-708 16 years
King Gerléns tr690- 30+ years Ilúria IV Alónas tr708-present 12+ years

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Venârivè 195

A
Educational
Heraldic admission 320d / test Herald

ppendix XII: Venârivè Heraldic college 72d / month Herald

Price List
Satía education 1¾d+ / day Chantry
Shenâva education 3½d+ / day Chantry
The following is a list of ‘average’ prices for goods Vîrán education 7d+ / day Chantry
and services across Venârivè. There are obviously sig-
Diploma award 36d+ Chantry
nificant local and regional variations, and variations in
the quality and price charged by individual merchants. Room and Board 90d / month Chantry
All prices are given in pennies (d). Mercantile
Brokerage Fee 5% per item Mángai

SERVICES PRICE SOURCE Currency exchange 10-20% of value Mercantyler

Hospitality Loan, local, trade 5% / month Mercantyler

Meal ½d-1½d Inn/Tavern Loan, overland trade 10% / month Mercantyler

Meal, deluxe 3d+ Inn/Tavern Loan, sea-trade 20% / month Mercantyler

Accommodation 1d-6d/night Inn Loan, secured 1% / month Mercantyler

Suite 12d+/night Inn Market stall 1d / day Mángai

Rent 1-3p% of value / mth Landlord Taxes and Tolls

Ostlers’ Services Anchorage 1d+ / 5ft / day Harbourmaster

Fodder ½d+/day Ostler Bonding Fee 1% / month Bondmaster

Grooming ¼d-¾d+/day Ostler Dues, guild 10% of income Guild

Shoeing 2d/shoe Ostler Dues, miller 20% of income Guild

Stabling 1d-2d/day Ostler Hawking Fee 10% of value Bondmaster

Tack Repair 3½d-6d/day Ostler Heriot 100% value / holding Liege

Vet. Services 5d-9d/day Ostler Merchet 5% value / holding Liege

Medial Services Mill Licence 240d / year Landlord

First Aid 2d-3d + Physician Milling (flour) 10% of goods Miller

Surgery, minor 30d-36d + Physician Pilotage 32d+ Harbourmaster

Surgery, major 180d-240d + Physician Property tax, bus. 6%+ of value / year Town

Funeral Services Property tax, res. 8% of value / year Town

Embalming 160d-200d + Embalmer Registry, ship 50d+ / foot / year Harbourmaster

Coffin 8d-16d Woodcrafter Scutage 20% of fief value Liege

Legal Services Wharfage 1d+ / foot / day Harbourmaster

Contract 12d-48d+ Litigant Toll – camel, ox ½d Landlord

Court appearance 12d-24d+ / day Litigant Toll – cart ¼d Landlord

Deed 18d-36d+ Litigant Toll – horse 1d Landlord

Will 24d-48d+ Litigant Toll – person, afoot ¼d Landlord

Commission 10% / sale real estate Litigant Toll – sheep, goat ¼d Landlord

Registry, Heraldic 5,000d + Herald Toll – wagon 1d Landlord

Registry, Bastard 120d Herald Transport Services

Entertainment Cabin berth 1d-2d / league Shipowner

Courtesan 12d-24d+ / evening Courtesan Steerage berth ¼d-½d / league Shipowner

Courtesan, Great 1000d + / evening Courtesan Ship Charter 12d / tun / day Shipowner

Prostitute 1d-3d+ / evening Prostitute Cabin meals 2d-3d / day Shipowner

Music composed 12d-36d+/ piece Harper Steerage meals 1d-1½d / day Shipowner

Music performed 3d-12d+ / event Harper Freight, land 20d / 5 leagues / tun Mercantyler

Pàmesáni arena ½d–12d / seat Arena Freight, sea 4d / 5 leagues/ tun Mercantyler

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196 Venârivè
Loading/offloading 1d-2d / tun Alongshoremen Beans ¼d-½d/lb Market
Porter 1d / day Porter Beans (bulk) (60lbs) 4-6d/bushel Market
Caravan fee – afoot 2d / 5 leagues Mercantyler Berries ½d-1d/lb* Market
Caravan fee – cart 6d / 5 leagues Mercantyler Cabbage ¼d-¾d/lb Market
Caravan fee – horse 4d / 5 leagues Mercantyler Cherries ¼d-¾d+/lb* Market
Caravan fee – wagon 12d / 5 leagues Mercantyler Honey 12d/gallon Market
FOOD AND DRINK PRICE SOURCE Lentils ¼d-¾d/lb Market
Drink Olives 1d-8d+/lb Market
Ale/Beer ¼d-½d/Tankard Inn/Tavern Pears ¼d-¾d/lb* Market
Ale (bulk) 72d+/Hogshead Inn/Tavern Peas ¼d-½d/lb Market
Brandy 4d+/Goblet Inn/Tavern Peas (bulk) (60lbs) 4d-6d/bushel Market
Brandy (bulk) 1800d+Hogshead Inn/Tavern Plums ½d-1d/lb* Market
Cider ¼d-½d/Tankard Inn/Tavern Vetches (60lbs) 3d-5d/bushel Market
Cider (bulk) 70d+/Hogshead Inn/Tavern Hay (15lbs) ½d-1d/bushel Market
Mead ¼d-¾d/Tankard Inn/Tavern Fruit (Dried) +50-100% Market
Mead (bulk) 140d+/Hogshead Inn/Tavern Meat and Poultry
Wine ¾d+/Goblet Inn/Tavern Beef ½d-1d+/lb Market
Wine (bulk) 2-400d+/Hogshead Inn/Tavern Chicken ½d-1d/lb Market
Bakery Duck ½d-1d/lb Market
Bread (Barley) (1lb) ¼d-½d / loaf Miller Goat ½d-1d/lb Market
Bread (Rye) (1lb) ¼d-½d / loaf Miller Goose ¾d-1½d/lb Market
Bread (Wheat) (1lb) ½d-¾d / loaf Miller Ham/Bacon/Pork ¾d-1½d/lb Market
Oatcakes (1.2lb) ¼d-½d / dozen Miller Horsemeat ¼d- ¾d/lb Market
Buns (0.6lb) ½d / dozen Miller Lamb 1¼ d-2+d/lb Market
Scones (0.9lb) ½d-¾d / dozen Miller Mutton ½d-1d/lb Market
Oatmeal ¼d-½d / lb Miller Rabbit ½d-1d/lb Market
Flour (Barley) ¼d-½d / lb Miller Swan ¾d-1½ d/lb Market
Flour (Rye) ¼d-½d / lb Miller Veal 1¼d-2+d/lb Market
Flour (Wheat) ½d-¾d / lb Miller Venison 1½d-2d+/lb Market
Oats (32lbs) 3d-6d/bushel Market Meat (Salted) +50-100% Salter
Barley (48lbs) 4d-7d/bushel Market Meat (Smoked) +50-100% Market
Rye (56lbs) 4-12d/bushel Market Seafood
Wheat (60lbs) 6d-12d/bushel Market Cod ¾d-1¼d/lb Fishmonger
Dairy Crab ¾d-1¼d+/lb Fishmonger
Butter ¾d-1d/lb Market Eels ½d-1d/lb Fishmonger
Buttermilk 2d/gallon* Market Fish (Dried) +50-100% Fishmonger
Cheese 1d-2d/lb Market Fish (Salted) +50-100% Salter
Cream 3½ d-7d/gallon* Market Fish (Smoked) +50-100% Fishmonger
Curds ¼d-½ d/lb* Market Herring ¼d-¾d/lb Fishmonger
Whey 1d/gallon* Market Mackerel ¼d-½d/lb Fishmonger
Eggs 1¾d-2¼d/dozen Market Oysters ½d-¾d/lb Fishmonger
Milk, cow 1½d-3d/gallon* Market Pike ¾d-1¼d/lb Fishmonger
Milk, goat 1d-2d/gallon* Market Salmon 1¾d-2¼d/lb Fishmonger
Milk, sheep 1d-2d/gallon* Market Seaweed, dolce 4d-6d/lb Fishmonger
Produce Sturgeon 1¼d-1¾d+/lb Fishmonger
Apples ¼d-½d/lb* Market Trout 1-1½d/lb Fishmonger

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Venârivè 197
Cooking Oils and Liquids HOUSEWARES PRICE SOURCE
Cooking Oil 2d-3d+/gl Chandler Furnishings
Grease ½d-1d/lb Chandler Bed 48d-72d+ Woodcrafter
Lard ¾d-1¼d/lb Market Blanket (3.5lb) 8d-12d+ Clothier
Vinegar ½d-1d/qt Market Cabinet 144d+ Woodcrafter
LIVESTOCK PRICE SOURCE Chair 6d-24d+ Woodcrafter
Food Table 30-48d+ Woodcrafter
Calf (Live) 50d-70d+ Market Trunk 9d-30d+ Woodcrafter
Capon (Live) 1½d-2½d+ Market Kitchenware
Chicken (Live) 1d-2d+ Market Bottle, Glass (0.6lb) 6d+ Glassworker
Cow (Live) 110d-150d+ Market Bowl (0.8lb) 2d+ Potter
Duck (Live) 1½d-2½d+ Market Cauldron (12-40lb) 8d-12d+ Metalcrafter
Goat (Live) 12d-18d+ Market Cup (0.6lb) 1d+ Potter
Lamb (Live) 5d-12d+ Market Flagon (0.7lb) 3d+ Potter
Pigeon (Live) ¼d-½d+ Market Goblet (pewter) (0.7lb) 2d-6d+ Metalcrafter
Pig (Live) 24d-48d+ Market Knife (kitchen) (0.9lb) 4d-8d+ Metalcrafter
Sheep (Live) 8d-24d+ Market Pan (copper) (2-8lb) 6d-18d+ Metalcrafter
Swan/Goose (Live) 8d-16d+ Market Plate (pottery) (0.9lb) 1d+ Potter
Work Plate (tin) (0.3lb) 2d+ Metalcrafter
Bear, trained 300d+ Trainer Plate (pewter) (0.5b) 4d-8d+ Metalcrafter
Dog, hound 16d-24d+ Breeder Tankard (pewter) (0.8lb) 3½d-5d+ Metalcrafter
Dog, sheepdog 12d-24d+ Breeder Light and Heat
Dog, sled 24d-36d+ Breeder Candles (tallow) 2d-3d+/lb Chandler
Dog, wolfhound 8d-16d+ Breeder Candles (beeswax) 18d-24d+/lb Chandler
Dog, trained 24d-36d+ Trainer Charcoal (20lbs) ¼d-1½d+/bl Charcoaler
Donkey 120d+ Ostler Coal (60lbs) 4d-6d+/bl Charcoaler
Falcon, trained 100d+ Falconer Firewood (100lbs) 2d+/hw Charcoaler
Carthorse 150d+ Ostler Lantern 12d+ Chandler
Plough horse 200d+ Ostler Lamp Oil 12d+/gl Chandler
Riding Horse 300d+ Ostler Tinderbox 6d+ Chandler
Warhorse 540d+ Ostler Whale Oil 20d+/gl Whaler
Warhorse, Reksýni 1,200d+ Reksýni Wax, candle 1d+ / lb Chandler
Mule/Jenny 180d+ Ostler Cleaning
Ox/Cow 72d-144d+ Market Broom 1d+ Thatcher
Camel 144d+ Ostler Brush, hair 3d+ Chandler
Elephant 1,500d+ Market Comb (horn) 2d+ Chandler
Reindeer 72d-144d+ Market Razor 3d-7d Metalcrafter
Monkey 50d-150d+ Hunter Soap 1d+/oz Perfumer
Songbirds 30d-100d+ Breeder Sponges 12d-45d+/each Apothecary
Peacocks 100d-200d+ Breeder EQUIPMENT PRICE SOURCE
Slaves General
Slave, labourer 240d+ Slaver Chain ½d-1¾d/foot Metalcrafter
Slave, skilled 300d+ Slaver Crowbar 6d-12d Metalcrafter
Slave, pleasure 300d+ Slaver Fetters 6d-8d Metalcrafter
Slave, gladiator 480d+ Slaver Grapple (5lb) 6d-18d Metalcrafter
Grindstone 9d-18d/each Mason

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198 Venârivè
Keys (0.1lb) 2d+ Locksmith Astrolabe (9lb) 300d+ Pilot
Ladder (8’) 4d-8d Woodcrafter Boat 4d per (length in ft)² † Shipwright
Paint 20d+/gallon Chandler Compass (0.6lb) 1,000d+ Pilot
Padlock 12d+ Locksmith Cross-staff (1lb) 200d+ Pilot
Pipe, smoking (0.2lb) 2d+ Potter Cross-staff, fancy 1,500d+ Pilot
Rope 3d+/fathom Shipwright Harpoon 40d Metalcrafter
Scales/Balance (4lb) 72d+ Jeweller Mast 4d-8d / foot Shipwright
Spikes/Nails ½d-2d/lb Metalcrafter Net 50d-70d/fathom Shipwright
Wedge 1d Metalcrafter Oar 4d-12d Shipwright
Coverings Quadrant 75d+ Pilot
Awnings 18d+ Tentmaker Ship, Dak (48-84ft) 7d per (length in ft)² † Shipwright
Stall, Canvas 24d+ Tentmaker Ship, Longship (60-120ft) 6d per (length in ft)² † Shipwright
Tent 3d / square foot Tentmaker Ship, Karúnè (60 to 96ft) 8d per (length in ft)² † Shipwright
Tent, Pavilion 200d+ Tentmaker Ship, Larú (60 to 150ft) 5d per (length in ft)² † Shipwright
Tent, 2-person 24d-28d Tentmaker Ship, Larú-mar (60-120ft) 6d per (length in ft)² † Shipwright
Containers Ship, Nívik (24 to 60ft) 5d per (length in ft)² † Shipwright
Backpack (2.5lb) 10d-12d Hideworker Ship, Pínda (12 to 21ft) 3d per (length in ft)² † Shipwright
Bag (leather) (1.2lb) 5d-8d+ Hideworker Ship, Raém (48 to 84ft) 5d per (length in ft)² † Shipwright
Bag (canvas) (0.9lb) 3d-5d+ Tentmaker Ship, Tálbar (24 to 42ft) 4d per (length in ft)² † Shipwright
Barrel (hogshead) 15d Woodcrafter Ship, Venâr (24 to 60ft) 4d per (length in ft)² † Shipwright
Basket, wicker (0.4lb) 2d+ Thatcher Ship spares (gen) 100d Shipwright
Bucket (1.7lb) 3d-6d Woodcrafter Tar 9d / gallon Chandler
Lockbox (2.6lb) 12d+ Locksmith Transport Equipment
Sack (buckram) (0.7lb) 1d Tentmaker Axle 5d-7d Metalcrafter
Sack (linen) (0.5lb) ½d-¾d Tentmaker Bridle 9d-18d Ostler
Urn (5 Gallon) (8lb) 12d+ Potter Cart (2-Wheel) 60d-96d Woodcrafter
Vase (1.2lb) 4d+ Potter Collar (Horse) 16d-24d Ostler
Wineskin (0.6lb) 8d-12d Hideworker Hârness (Horse) 16d-24d Ostler
Farm Tools Hârness (ox) 12d-24d Hideworker
Axe, wood (4.7lb) 12d Metalcrafter Horse Cloth 9d-18d Ostler
Branding Iron (2lb) 16d-24d Metalcrafter Horse Comb 2d-6d Ostler
Hammer (1.5lb) 5d-10d Metalcrafter Horseshoe 1d-1½d Metalcrafter
Hatchet (2lb) 4d-9d Metalcrafter Ox Yoke 2-5d Woodcrafter
Hoe (3.2lb) 2d-5d Metalcrafter Palanquin 100d+ Woodcrafter
Flail (grain) (2.6lb) ½d-1¾d Metalcrafter Saddle (20-30lb) 60d-100d Ostler
Pick (4.6lb) 7d-12d Metalcrafter Skis, wood (14lb) 36d-48d / pair Woodcrafter
Pitchfork (3.3lb) 5d-8d Metalcrafter Sled 72d-96d Woodcrafter
Plough 36d-60d Woodcrafter Snowshoes (5.3lb) 30d-40d / pair Woodcrafter
Ploughshare 6d-12d Metalcrafter Spurs (1lb) 18d+ Metalcrafter
Scythe (5lb) 18d-30d Metalcrafter Wagon (4-Wheel) 220d+ Woodcrafter
Sickle (2.3lb) 8d-16d Metalcrafter Wheel 12d-24d Woodcrafter
Spade (2lb) 6d-10d Metalcrafter Wheel (iron rim) 24d-36d Woodcrafter
Wheelbarrow 8d-14d Woodcrafter MATERIALS PRICE SOURCE
Whip 9d-16d Hideworker Metals
Shipping Equipment Brass (alloy) 3d+/lb Metalcrafter
Anchor 12d+ or 1d per tun Shipwright Bronze (alloy) 4d+/lb Metalcrafter

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Venârivè 199
Copper 2d+/lb Miner Poor Townhouse ¾d / ft2 Mason
Gold 5120d/lb Miner Mid Townhouse 1½d / ft2 Mason
Iron, bloom (impure) ¼d-1d+/lb Miner Good Townhouse 2½d / ft2 Mason
Iron, billet (workable) 1d-1½d+/lb Metalcrafter Best Townhouse 3½d / ft2 Mason
Steel, billet 1½d-2½d+/lb Metalcrafter House, suburban 50% (outside walls) Mason
Lead ¼d+/lb Miner Land, slum district ¾d / ft2 Landowner
Pewter (alloy) 3d+/lb Metalcrafter Land, poor district 1½d / ft2 Landowner
Silver 256d/lb Miner Land, avg district 3d / ft2 Landowner
Steel (refined) 1d+/lb Metalcrafter Land, good district 5d / ft2 Landowner
Tin 1¾d+/lb Miner Land, best district 7d / ft2 Landowner
Hardstone and Bone Land, suburban 50% (outside walls) Landowner
Building Stone ½d+ / 8cf Mason WEAPONS PRICE SOURCE
Fine Stone 1d+ / 8cf Mason Arrowheads 5d-7d/doz. Fletcher
Limestone 3d+ / 8cf Mason Arrows 12d-18d/dozen Fletcher
Marble 12d+ / 8cf Mason Axe (Work) (2-7lb) 9d-16d+ Metalcrafter
Millstone 200d-300d+/ea Mason Axe (Battle) (5-7lb) 96d+ Weaponcrafter

Animal Bone 1d-3d+/lb Hideworker Axe (Hand) (3-5lb) 60d+ Weaponcrafter

Whalebone 6d-10d+/lb Whaler Axe (Throwing) (2-3lb) 36d+ Weaponcrafter

Wood Ball and Chain (3-6lb) 60d+ Weaponcrafter

Ash 10d-14d+ / 10cf Timberwright Bastard Sword (5-7lb) 180d+ Weaponcrafter

Birch 3d-5d+ / 10cf Timberwright Battle Sword (8-12lb) 228d+ Weaponcrafter

Cedar 6d-12d+ / 10cf Timberwright Blowgun (1lb) 12d+ Woodcrafter


Elm 8d-12d+ / 10cf Timberwright Bow (Composite) 72d+ Ketâri
Fir 10d-14d+ / 10cf Timberwright Bow (Heart) 96d+ Sinái
Larch 4d-8d+ / 10cf Timberwright Bow (Longbow) 48d+ Fletcher
Maple 12d-16d+ / 10cf Timberwright Bow (Shortbow) 42d+ Fletcher
Oak 16d-24d+ / 10cf Timberwright Broad Sword (3-5lb) 120d+ Weaponcrafter

Pine 6d-10d+ / 10cf Timberwright Club (4-7lb) 12d+ Woodcrafter


Spruce 4d-8d+ / 10cf Timberwright Crossbow (5-6lb) 56d+ Weaponcrafter

Construction Dagger (1lb) 18d+ Weaponcrafter

Castle, large 2,500,000d + Mason Estoc (3-5lb) 120d+ Weaponcrafter

Castle, small 250,000d + Mason Glaive (7-9lb) 48d+ Weaponcrafter

Keep, large 500,000d + Mason Falcastra (7-9lb) 42d Metalcrafter


Keep, small 50,000d + Mason Falchion (3-5lb) 108d+ Weaponcrafter

Manorhouse, large 15,000d + Mason Fighting Claw 12d+ Weaponcrafter

Manorhouse, small 1,500d+ Mason Ísagâra (spiked whip) 20d+ Weaponcrafter

Mill, large 2,000d + Mason Javelin (3-5lb) 30d+ Weaponcrafter

Mill, small 960d + Mason Kéltan (1lb) 36d+ Weaponcrafter

House and Garden 9,600d+ Mason Knife (1lb) 6d+ Weaponcrafter

Townhouse, best 6,800d+ Mason Lance (6-10lb) 108d+ Weaponcrafter

Townhouse, avg 2,800d + Mason Longknife (Sináin) (1lb) 96d+ Sinái


Townhouse, poor 1,400d + Mason Mace (3-5lb) 70d+ Weaponcrafter

House, slum/hovel 720d + Mason Maul (8-12lb) 24d+ Weaponcrafter

Cottage, rural 300d + Villagers Mang (3-5lb) 110d+ Gârgún


Demolition ¼d / ft2 Mason Mankar (2-3lb) 84d+ Gârgún
Slum House ¼d+ / ft2 Mason Morningstar (5-8lb) 36d+ Weaponcrafter

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200 Venârivè
Nachakas (1lb) 12d+ Weaponcrafter Hauberk (short) (22lb) 290d-440d+ Weaponcrafter

Net, weighted 48d+ Weaponcrafter Hauberk (long) (25lb) 400d-480d+ Weaponcrafter

Pike (10-14lb) 90d+ Weaponcrafter Leggings (15lb) 250d-300d+ Weaponcrafter

Poleaxe (7-9lb) 48d+ Weaponcrafter Shirt (17.2lb) 280d-312d+ Weaponcrafter

Quiver 3d-6d+ Hideworker Scale / Lamellar


Scabbard 36d-56d Hideworker Cowl (short) (3.6lb) 56d-72d+ Weaponcrafter

Shôrkána (2-3lb) 48d+ Weaponcrafter Cowl (long) (5.4lb) 84d-104d+ Weaponcrafter

Short Sword (2-3lb) 84d+ Weaponcrafter Gauntlets (3lb) 45d-60d+ Weaponcrafter

Sling 6d+ Hideworker Habergeon (26lb) 420d-460d+ Weaponcrafter

Spear (4-6lb) 48d+ Weaponcrafter Hauberk (short) (34lb) 560d-620d+ Weaponcrafter

Staff (3-6lb) 24d+ Woodcrafter Hauberk (long) (36lb) 590d-680d+ Weaponcrafter

Staff-sling 12d+ Woodcrafter Leggings (17lb) 280d-320d+ Weaponcrafter

Tabûri (1lb) 20d+ Weaponcrafter Mail


Trident (6-7lb) 66d+ Weaponcrafter Cowl (short) (3lb) 80d-120d+ Weaponcrafter

Warflail (5-7lb) 54d+ Weaponcrafter Cowl (long) (4.5lb) 100d-140d+ Weaponcrafter

Warhammer (4-6lb) 82d+ Weaponcrafter Habergeon (21.5lb) 640d-680d+ Weaponcrafter

Whip 12d+ Hideworker Hauberk (short) (28lb) 840d-880d+ Weaponcrafter

ARMOUR PRICE SOURCE Hauberk (long) (30lb) 960d-1020d+ Weaponcrafter

Quilt Leggings (18lb) 540d-680d+ Weaponcrafter

Cowl/Coif (1.3lb) 24d-48d+ Clothier Mittens (2.5lb) 56d-80d+ Weaponcrafter

Shirt (6.6lb) 120d-170d+ Clothier Plate


Gambeson (11.4lb) 240d-280d+ Clothier Ailettes (1.8lb) 80d-120d+ Weaponcrafter

Leggings (12lb) 150d-190d+ Clothier Backplate (7.2lb) 180d-220d+ Weaponcrafter

Leather Breastplate (7.2lb) 180d-220d+ Weaponcrafter

Hat/Cap (0.6lb) 6d-24d+ Hideworker Cuirass (15lb) 320d-390d+ Weaponcrafter

Cowl/Coif (0.9lb) 8d-30d+ Hideworker Coudes (1.2lb) 40d-60d+ Weaponcrafter

Long Cowl (1.35lb) 10d-32d+ Hideworker Great Helm (5.4lb) 260d-290d+ Weaponcrafter

Vest (4.05lb) 48d-72d+ Hideworker Greaves (7.2lb) 240d-260d+ Weaponcrafter

Tunic (7.65lb) 96d-120d+ Hideworker Halfhelm (2.4lb) 80d-120d+ Weaponcrafter

Leggings (5.4lb) 64d-96d+ Hideworker Kneecops (1.8lb) 80d-90d+ Weaponcrafter

Gauntlets (0.7lb) 8d-18d+ Hideworker Rerebraces (3.6lb) 140d-160d+ Weaponcrafter

Kûrbúl 3/4 Helm (4.5lb) 170d-180d+ Weaponcrafter

Ailettes (0.5lb) 16d-24d+ Weaponcrafter Vambraces (3lb) 120d-130d+ Weaponcrafter

Backplate (2.2lb) 56d-72d+ Weaponcrafter Shields


Breastplate (4.3lb) 56d-72d+ Weaponcrafter Boss-gore 12d+ Weaponcrafter

Coudes (0.4lb) 6d-12d+ Weaponcrafter Buckler (2-3lb) 18d+ Weaponcrafter

Greaves (2.2lb) 40d-60d+ Weaponcrafter Kite (7-9lb) 64d+ Weaponcrafter

Halfhelm (0.7lb) 12d-24d+ Weaponcrafter Knight (5-7lb) 60d+ Weaponcrafter

Kneecops (0.5lb) 12d-16d+ Weaponcrafter Round (5-7lb) 36d+ Weaponcrafter

Rerebraces (1lb) 24d-36d+ Weaponcrafter Tower (8-10lb) 84d+ Weaponcrafter

Vambraces (1lb) 18d-28d+ Weaponcrafter CLOTH AND HIDE PRICE SOURCE


Ring Bearskin 120d+ Trapper
Cowl (short) (2.4lb) 36d-56d+ Weaponcrafter Beaver pelt 30d+ Trapper
Cowl (long) (3.6lb) 60d-72d+ Weaponcrafter Calfskin 9d-18d+ Hideworker
Gauntlets (2lb) 24d-32d+ Weaponcrafter Deerskin 6d-12d+ Hideworker
Halfhelm (1.6lb) 24d-32d+ Weaponcrafter Ermine/Sable pelt 30d-60d+ Trapper

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Venârivè 201
Exotic Hide 120d+ Hideworker LUXURY GOODS PRICE SOURCE
Goatskin 4d-8d+ Hideworker Musical
Horse Hide 6d-12d+ Hideworker Bells, small 1d+/ item Metalcrafter
Lambskin 2d-6d+ Hideworker Bells, temple 200d+/ item Metalcrafter
Otter pelt 24d-36d+ Trapper Drum (4.2lb) 24d-48d+/ item Harper
Oxhide 12d-36d+ Hideworker Flute (0.6lb) 12d-24d+/ item Harper
Pigskin 4-6d+ Hideworker Harp (4.5lb) 300d+/ item Harper
Rabbitskin ½d-1½d+ Hideworker Horn, hunting (1.2) 20d+/ item Hideworker
Reindeer hide 16d-24d+ Hideworker Horn, musical (2.1) 72d+/ item Harper
Seal pelt 24d-36d+ Hunter Lyre (3.5lb) 120d+/ item Harper
Sheep hide 3d-6d+ Hideworker Pipes (0.8lb) 60d+/ item Harper
Weasel 16d-24d+ Trapper Vessels etc
Buckram 8d-12d+/Yard Clothier Glassware, standard 12d+ / item Glassworker
Canvas 2½d+/sq.yd. Shipwright Glassware, rare 120d+/ item Glassworker
Cotton 10d-16d+/ Yard Clothier Glass, stained 12d+ / sq ft Glassworker
Dálken Cotton 24d-36d+ / Yard Clothier Glass, window 2d+ / sq ft Glassworker
Lace 40d-50d+/ Yard Clothier Ceramics, standard 12d+/ item Potter
Linen 3d-5d+/ Yard Clothier Ceramics, rare 120d+ / item Potter
Emélrenè Linen 24d-30d+/ Yard Clothier Devices
Russet 36d-42d+/ Yard Clothier Hour-glass (0.3lb) 150d+ / item Glassworker
Serge 5d-7d+/ Yard Clothier Lenses (0.1lb) 100-200d+ / item Glassworker
Silk, standard 60d-72d+/ Yard Clothier Spectacles § 300d+ / item Glassworker
Silk, high grade 120d+/ Yard Clothier Sundial 50d+ / item Metalworker
Wool (Raw) 3d-5d+ / lb Market Water clock § 720d+ / item Jeweller
Worsted 50d-70d+/ Yard Clothier Mechanical clock § 3,200d+ / item Jeweller
CLOTHING PRICE SOURCE Precious Goods
Belt (leather) (0.5lb) 8d-12d+ Hideworker Amber, bulk 12d-36d+ / lb Miner
Boots (2-3lb) 48d-72d+ Hideworker Horn, narwhal 60d+ / lb Whaler
Braies (3-4lb) 12d-120d+ Clothier Elephant Ivory 20-75d+ / lb Hunter
Cloak (2-8lb) 48d-900d+ Clothier Walrus Ivory 10-40d+ / lb Hunter
Leather hood (1lb) 24d-100d+ Hideworker Jade 100-200d+ / oz Miner
Gloves (0.5lb) 6d-110d+ Clothier Dyes and Pigments
Gown (dress) (3.5lb) 24d-450d+ Clothier “Dragon’s Blood” 170d+ / oz Clothier
Hat (0.5lb) 4d-80d+ Clothier Indigo 40d+ / oz Clothier
Hood (0.5lb) 4d-80d+ Clothier Saffron 160d+ / oz Apothecary
Hose (2lb) 8d-150d+ Clothier Tázach Purple 200d+ / oz Clothier
Purse (buckram) (0.3lb) 3d-6d+ Clothier Drugs (per dose) (approximate price)
Purse (silk) (0.1lb) 60d+ Clothier Álanal 6d – hallucinogen Apothecary
Robe (4lb) 40d-750d+ Clothier Árva 120d strength potion Apothecary
Sandals (0.5lb) 7d-12d+ Hideworker Bérelik 30d – anaesthetic Apothecary
Surcoat (Plain) (3lb) 20d-360d+ Clothier Dóshenkana 15d – poison Apothecary
Shoes (leather) (1lb) 18d-24d+ Hideworker Elpréquir 12d – aphrodisiac Apothecary
Tunic (3lb) 24d-450d+ Clothier Fánosel 30d – narcotic Apothecary
Vest/Shirt (2.5lb) 40d-170d+ Clothier Flethâranè 20d – hallucinogen Apothecary
Gáethipa 60d – poison Apothecary
Habsúlara 6d – stimulant Apothecary

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202 Venârivè
Hreyóchor 30d – fertility drug Apothecary Ink (black) 2d-4d+/ fl oz Lexigrapher
Joldráiven 150d horse stimulant Apothecary Ink (blue) 4d+/ fl oz Lexigrapher
Kârgelè 150d – healing Apothecary Ink (brown) 5d+/ fl oz Lexigrapher
Laváryctia 30d – soporific Apothecary Ink (green) 4d+/ fl oz Lexigrapher
Léortèvald 8d – poison Apothecary Ink (red) 6d+/ fl oz Lexigrapher
Metýsso 40d – invisible ink Apothecary Ink (gold) 14d+ / fl oz Lexigrapher
Olrúi 26d – stimulant Apothecary Inkwell, copper (0.2) 12d+ Metalcrafter
Opiates 100d+ – narcotic Apothecary Inkwell, glass (0.3lb) 30d+ Glassworker
Perigwâr 30d – aphrodisiac Apothecary Map, small 12d+ Cartographer
Quéssel 30d – antibiotic Apothecary Map, medium 120d+ Cartographer
Rasákile 6d – contraceptive Apothecary Map, codex 600d+ Cartographer
Stilrássa 60d – emetic/diuretic Apothecary Parchment 1d-2d+/ sq ft Lexigrapher
Tâsparth 3d – ordeal drug Apothecary Paper 24d+ / sq ft Lexigrapher
Teránya 30d – eye cure Apothecary Papyrus 2d-16d+ / sq ft Lexigrapher
Tirágeyth 15d – narcotic Apothecary Pen, metal 4d-6d+ Lexigrapher
Wýlorafina 30d stimulant/poison Apothecary Quill ½d-2¾d+ Lexigrapher
Yúlpris 600d – antidote Apothecary Scroll 5d-9d+ / 24” Lexigrapher
Herbs 3d-60d+/ oz Apothecary Seal (wax) 30d-48d+ Lexigrapher
Herbs, very rare 120d+/ oz Apothecary Vellum 1½-3d+ / sq ft Lexigrapher
Potion/Medicine x 5 or 3d-60d+/ oz Apothecary
Spices
Alum 16d+ / oz Apothecary * – seasonal; prices and availability vary considerably.
† – these prices don’t include ‘extras’ such as cabins, lockers and
Cinnamon 40d+ / oz Apothecary so forth; these generally cost around 5% more. Furthermore,
Ginger 30d+ / oz Apothecary these are ‘cost prices’ before the shipyard’s markup or profit. The
calculated prices should generally be increased around 25%.
Ginseng 170d+ / oz Apothecary
§ – Generally available in only a few places in Mafán and eastern
Láshu-Powder 180d+ / oz Apothecary Karéjia / Hácherdad.
Nutmeg 50d+ / oz Apothecary
Pepper, Mafani 36d+ / oz Apothecary
Pepper, Molnásian 160d+ / oz Apothecary
Salt ¼d+ / oz Apothecary
Sugar 60d+ / oz Apothecary
Tea 35d+ / oz Apothecary
Perfumes
Ambergris 180d+ / oz Apothecary
Bdellium 40d+ / oz Apothecary
Camphor 50d+ / oz Apothecary
Frankincense 70d+ / oz Apothecary
Incense 8d+/ lb Perfumer
Nard 100d+ / oz Apothecary
Myrrh 150d+ / oz Apothecary
Perfumes 4d+/ oz Perfumer
Cinnamon oil 60d+ / oz Perfumer
Myrtle oil 25d+ / oz Perfumer
Rose oil 20d+ / oz Perfumer
Lexigraphic
Burnishing tool (0.1) 12d+ Metalcrafter

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Venârivè 203

A ppendix XIII: Venârivè Incomes


GUILDED DAY MONTH RANGE UNGUILDED DAY MONTH RANGE
Apothecary 2.50d 60d 48-72d Animal Trainer 3.00d 72d 48-84d
Arcane Lore variable Cartographer 3.50d 84d 60-96d
Chandler 2.25d 54d 48-64d Cook 1.25d 30d 24-64d
Charcoaler 2.25d 54d 36-64d Farmhand 1.00d 24d 12-36d
Clothier 2.50d 60d 54-60d Fisherman 2.00d 48d 36-56d
Courtesan variable Herdsman 1.00d 24d 12-36d
Embalmer 2.00d 48d 36-56d Hunter 2.50d 60d 36-64d
Glassworker 2.75d 66d 60-72d Iceman 2.50d 60d 48-64d
Harper 1.75d 42d 36-42d Jester/Fool 2.00d 48d 36-56d
Herald 3.25d 78d 78-96d Labourer 1.75d 42d 12-48d
Hideworker 2.50d 60d 42-72d Longshoreman 1.75d 42d 18-48d
Innkeeper 2.50d 60d 48-72d Porter 1.75d 42d 18-48d
Jeweller 2.75d 66d 60-84d Prostitute 1.50d 36d 12-42d
Lexigrapher 2.75d 66d 60-72d Ratter 2.50d 60d 36-64d
Lìa-Kaváir variable Sage/Tutor 3.50d 84d 60-96d
Litigant 3.00d 72d 64-96d Scribe 2.75d 66d 60-84d
Locksmith 2.50d 60d 48-72d Servant 1.00d 24d 12-36d
Mason 4.00d 96d 80-144d Shepherd 1.00d 24d 12-36d
Mercantyler variable Skald / Bard 2.50d 60d 36-72d
Metalsmith 3.00d 72d 54-84d Swineherd 1.25d 30d 12-36d
Miller 3.50d 84d 60-96d Swordmaster 5.00d 120d 80-144d
Miner 3.50d 84d 48-96d Teamster 3.00d 72d 36-84d
Ostler 3.25d 78d 60-84d Thatcher 2.25d 54d 24-64d
Perfumer 2.75d 66d 60-72d Toymaker 2.00d 48d 36-48d
Physician 3.00d 72d 72-84d Trapper 2.00d 48d 30-56d
Pilot variable 48-288d+
Potter 2.50d 60d 48-72d MILITARY DAY MONTH RANGE
Salter 2.00d 48d 42-56d Knight/Officer 12.00d 288d 288d-432d
Seaman (AB) 2.00d 48d 30-56d Archer 2.00d 48d 36-64d
Shipwright 3.75d 90d 90-120d Sapper 1.75d 42d 30-48d
Tentmaker 3.00d 72d 36-84d Scout 1.50d 36d 24-42d
Thespian 1.50d 36d 24-48d Man at Arms 1.25d 30d 24-36d
Timberwright 3.25d 78d 48-84d Common Soldier 1.00d 24d 18-30d
Weaponcrafter 4.50d 108d 80-144d
Woodcrafter 2.75d 66d 60-72d

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


204 Venârivè
Variable Incomes
The monthly range indicates the average span Pilots can be paid around 8-12d or more per day,
of incomes across Venârivè; incomes in Ivínia are but most forgo this for a share in the cargo.
lower than in Ázeryàn or Karéjia, for instance.
Military wages are traditionally paid quarterly, but
Courtesans can earn between 10-100d per are listed in daily and monthly terms for compari-
evening, depending upon skill and services sought. son with other incomes. These wages are supple-
mented by booty. Soliders may keep 2/3rds of all
Lìa-Kaváir members’ income is highly variable – booty they collect, passing on 1/3 to the next high-
from 1d a day for beggars to very significant sums est rank, who gives 1/3 to the next highest rank,
for cartel / syndicate lords. and so forth. For the victors, booty is often much
more lucrative than military pay.
Mercantylers earn income from a variety of
sources – usury, money-changing, freight, and
trade.

Venârivè Trade
Furs
Furs Seal Whale Oil
Skins Walrus Ivory

Goods and
Gems

Whale Oil
Seal

Trade Routes
Amber Skins
Gems Jewellery
Iron Glasswares Lichens

Iron
Hides
Pitch
Gems Reindeer
Hides Dogs
Resins
Furs See the Trade Goods
Dried Fish Honey Furs
Syrup
and Trade Routes
Whale Oil
Lead
Honey
Furs
Red Honey
layers of the Venârivè Map
Potash
Wax Wax Resins
Jewellery
Furs Furs Horses, Slaves
Timber Spirits Furs, Gems, Silk, Alum, Perfumes
Metalwork Tin Slaves Dried Meat
Wild Beasts Furs Dogs Slaves, Tea, Opiates, Weapons
Wool Timber Resins Horses
Herring
Salt Leatherwork
Glasswares Wool Hides
Tin Hardwoods Horses
Hides Lead Wool
Wool
Grain
Horses Wool Wine
Glasswares Gems
Gems Roe Horses
Linens Opiates
Brasswares Copper Textiles
Tin Gold Gems
Wine
Books Quicksilver Copper Copper Silver Copper Silver
Spirits Silver Wool Textiles
Hides Spirits Bitumen Iron Grain
Horses Silver Brasswares
Marble Amber
Honey Metalwork Iron
Timber Iron Leatherwork
Ceramics Grain
Gold Jewellery Brimstone Hides
Wine Tázach
Fruit Purple
Iron Gems Iron Gems
Fruit Fruit Grain
Timber
Silver
Olives Dyes
Wine
Olives

Alum Slaves Horses


Myrtle Copper
Citrus Opiates, Lacquer,
Fruits Perfumes, Silk,
Sponges Tea, Ceramics,
Timber
Citrus Fruits Myrtle Nuts Jewellery, Spices,
Coal Gems Gems, Slaves etc
Cotton Fruit
Citrus Fruits Slaves
Grain
Glasswares Salt Borax
Silver Perfumes
Teh Marble Jewellery
Camels Lead
Obsidian
Saffron Sponges Brasswares
Salt Alum Fish Oil
Iron Olives

Wine Camels
Salt Olives Slaves
Alum Iron Salt
Silver Hemp

Borax
Ceramics Opals
Myrtle Salt Gold
Hardwoods Cotton Iron
Metalwork Fruit Hardwoods Fire Salt Spices, Tea,
Qat Indigo Fruit Indigo, Ivory,
Wine Lapis
Coral Lazuli Lacquer, Nard,
Sorghum Grain
Hides Citrus Fruits Perfumes, Pearls,
Iron Camphor, Silks,
Iron Lead Metalwork Incense
Silver Olives Sugar, Ceramics,
Jewellery, Gems
Bitumen Alum
Amber Slaves etc
Slaves Stone Textiles
Copper
Myrrh
Nuts
Birds
Silver Dates
Hides
Slaves Hemp
Hides
Wild Animals Pepper
Slaves
Peacocks
Hardwoods Exotic Hides Dragons’ Blood Textiles
Pearls
Birds Hardwoods
Gems Hardwoods

Elephants
Bdellium

Gems, Hides, Nuts, Spices, Gold, Silver, Ivory Elephants, Ivory, Gold, Slaves Silver, Ivory, Gems

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 205
Hácherdad

A ppendix XIV: Trade Goods


A list of the principal trade goods of the regions of
Venârivè, as well as goods from outside Venârivè and the
Horses, Copper, Salt, Nuts, Perfumes

Hácherdad Trade Route (from the East)


Opiates, Lacquer, Perfumes, Silk, Tea, Ceramics,
Jewellery, Spices, Gems, Slaves, other goods from the
east
principal trade routes by which they reach the region.
Béshakan / Namârdhez
Ivínia Opals, Fire Salt, Salt, Borax, Gems, Hemp,
Furs, Amber, Dried Fish, Whale Oil, Seal Skins, Honey, Béshakan Camels
Hides, Iron, Gems, Jewellery
Dalkésh
Hârbáal and Chélemby Iron, Lead, Copper, Bitumen, Stone, Metalwork,
Fur, Lead, Tin, Timber, Herring Ceramics, Cotton, Grain, Olives, Hardwoods, Slaves
Quârphor and Huriséa Chogôro, Mafán, and Shéntu Regions
Furs, Honey, Wax, Spirits, Timber, Resins, Potash, Gold, Iron, Alum, Bdellium (fragrant resin), Incense,
Hardwoods, Leatherwork, Slaves, Horses, Dogs Myrrh, Dragon’s Blood (red dye), Textiles, Pearls, Pepper,
Áltôr Dates, Hardwoods, Peacocks, Birds
Furs, Reindeer Hides, Gems, Glasswares, Syrup, Resins, Mokôra Trade Route (from the East)
Pitch, Lichens, Dogs Spices, Tea, Indigo, Ivory, Lacquer, Nard, Perfumes,
Reksýna and Mengóla Pearls, Camphor, Silks, Sugar, Ceramics, Jewellery,
Gems, Slaves, other goods from the east
Horses, Hides, Wool, Furs, Dried Meat, Slaves, Red
Honey Shéntu Trade Route (from the South)
Ylúma Trade Route (from the East) Silver, Ivory, Gems
Furs, Gems, Silk, Alum, Perfumes, Slaves, Tea, Opiates, Péchalâr / Tuvâra
Weapons, other goods from the east Hides, Hemp, Slaves, Exotic Hides, Elephants
Hârn Sogôranélè Trade Route (from the South)
Wool, Hides, Whale Oil, Wild Beasts (including Ívashù), Elephants, Ivory, Gold, Slaves
Horses, Tin, Salt, Metalwork, Jewellery, Glasswares

Shôrkýnè Býria
Iron, Silver, Amber, Lapis Lazuli, Fruit, Citrus Fruit, Wine,
Lead, Wine, Copper, Brasswares, Glasswares, Wool, Olives
Grain

Emélrenè Thónia
Hardwoods, Gems, Nuts, Slaves, Birds, Wild Animals
Linens, Tin, Quicksilver, Books

Palíthanè Árlanto
Fruit, Hides, Coral
Timber, Spirits, Hides

Tríerzòn Central Hèpekéria


Salt, Alum, Iron, Borax, Hèpekérian Camels
Silver, Copper, Iron, Bitumen, Honey, Horses, Wine,
Fruit, Spirits Kôrlic Coast
Citrus Fruits, Cotton, Saffron, Teh (drink), Coal
Ázeryàn
Silver, Iron, Copper, Gold, Alum, Timber, Marble, Gems, Dalánya
Brimstone, Metalwork, Brasswares, Leatherwork, Wool, Marble, Lead, Silver, Citrus Fruits
Textiles, Jewellery, Myrtle, Roe, Fish Oil, Wine, Fruit,
Citrus Fruit, Olives, Grain, Slaves Xêria
Wine, Olives, Silver
Lánkor
Gems, Gold Falânia
Hardwoods, Metalwork, Qat (drug), Sorghum, Indigo
Ûmélria
Opiates, Silver, Textiles, Copper, Iron, Grain, Hides, West Anzelôrian Trade Route (from the South)
Amber Gems, Hides, Nuts, Spices, Gold, Silver, Ivory
Karéjia
Sponges, Dyes, Tázach Purple (dye), Gems,
Obsidian, Glasswares, Brasswares, Jewellery, Olives,
Myrtle, Fruit, Grain, Timber, Slaves

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206 Venârivè
List of Trade Goods Metalwork – Ázeryàn, Dalkésh, Falânia, Hârn
Myrrh – Mafán
Alum – Ázeryàn, Central Hèpekéria, Mafán, Ylúma Myrtle – Ázeryàn, Karéjia
Amber – Býria, Ivínia, Ûmélria Nard – Mokôra
Bdellium (fragrant resin) – Shéntu Nuts – Hácherdad, Thónia, West Anzelôria
Birds – Chogôro, Thónia Obsidian – Karéjia
Bitumen – Dalkésh, Tríerzòn Olives – Ázeryàn, Býria, Dalkésh, Karéjia, Xéria
Books – Emélrenè Opals – Béshakan
Borax – Béshakan, Central Hèpekéria Opiates – Hácherdad, Ûmélria, Ylúma
Brasswares – Ázeryàn, Karéjia, Shôrkýnè Peacocks – Chogôro
Brimestone – Ázeryàn Pearls – Chogôro, Mokôra
Camels (Béshakan) – Béshakan Pepper – Chogôro
Camels (Hèpekérian) – Central Hèpekéria Perfumes – Hácherdad, Ylúma
Camphor – Mokôra Pitch – Áltôr
Ceramics – Dalkésh, Hácherdad, Mokôra Potash – Quârphor
Citrus Fruits – Ázeryàn, Býria, Dalánya, Kôrlic Coast Qat (drug) – Falânia
Coal – Kôrlic Coast Quicksilver – Emélrenè
Copper – Ázeryàn, Dalkésh, Hácherdad, Shôrkýnè, Tríerzòn, Reindeer Hides – Áltôr
Ûmélria Resins – Áltôr, Huriséa, Quârphor
Coral – Árlanto Roe – Ázeryàn
Cotton – Dalkésh, Kôrlic Coast Saffron – Kôrlic Coast
Dates – Chogôro Salt – Béshakan, Central Hèpekéria, Hácherdad, Hârn,
Dogs – Áltôr, Quârphor Seal Skins – Ivínia
Dragon’s Blood (red dye) – Chogôro Silk – Hácherdad, Mokôra, Ylúma
Dried Fish – Ivínia Silver – Ázeryàn, Býria, Dalánya, Shéntu, Tríerzòn, Ûmélria,
Dried Meat – Reksýna West Anzelôria, Xéria
Dyes – Karéjia Slaves – Ázeryàn, Dalkésh, Karéjia, Hácherdad, Mokôra,
Elephants – Sogôranélè, Tuvâra Péchalâr, Quârphor, Reksýna, Sogôranélè, Thónia,
Fish Oil – Ázeryàn Ylúma
Fire Salt – Béshakan Sorghum – Falânia
Furs – Áltôr, Ivínia, Hârbáal, Huriséa, Quârphor, Reksýna Spices – Hácherdad, Mokôra, West Anzelôria
Fruit – Árlanto, Ázeryàn, Býria, Karéjia, Tríerzòn Spirits – Huriséa, Palíthanè, Quârphor, Tríerzòn
Gems – Áltôr, Ázeryàn, Béshakan, Hácherdad, Ivínia, Sponges – Karéjia
Karéjia, Lánkor, Mokôra, Shéntu, Thónia, West Stone – Dalkésh
Anzelôria, Ylúma Sugar – Mokôra
Glasswares – Áltôr, Hârn, Karéjia, Shôrkýnè Syrup – Áltôr,
Gold – Ázeryàn, Lánkor, Mafán, Sogôranélè, West Anzelôria Tázach Purple (dye) – Karéjia
Grain – Dalkésh, Karéjia, Shôrkýnè, Ûmélria Tea – Hácherdad, Mokôra, Ylúma
Hardwoods – Chogôro, Dalkésh, Falânia, Quârphor, Thónia Teh (drink) – Kôrlic Coast
Hemp – Namârdhez, Péchalâr Textiles – Ázeryàn, Chogôro, Ûmélria
Herring – Chélemby Timber – Ázeryàn, Hârbáal, Huriséa, Karéjia, Palíthanè,
Hides – Árlanto, Hârn, Ivínia, Palíthanè, Péchalâr, Reksýna, Quârphor
Ûmélria, West Anzelôria Tin – Emélrenè, Hârbáal, Hârn
Hides (Exotic) – Tuvâra Wax – Quârphor
Honey – Huriséa, Ivínia, Quârphor, Tríerzòn Weapons – Ylúma
Honey (Red) – Mengóla Whale Oil – Hârn, Ivínia
Horses – Hácherdad, Hârn, Tríerzòn, Quârphor, Reksýna Wild Beasts – Hârn
Incense – Mafán Wild Animals – Thónia
Indigo – Falânia, Mokôra Wine – Ázeryàn, Býria, Shôrkýnè, Tríerzòn, Xéria
Iron – Ázeryàn, Býria, Central Hèpekéria, Dalkésh, Ivínia, Wool – Ázeryàn, Hârn, Reksýna, Shôrkýnè
Mafán, Tríerzòn, Ûmélria
Ivory – Mokôra, Shéntu, Sogôranélè, West Anzelôria
Jewellery – Ázeryàn, Hácherdad, Hârn, Ivínia, Karéjia,
Mokôra
Lacquer – Hácherdad, Mokôra
Lapis Lazuli – Býria
Lead – Dalánya, Dalkésh, Hârbáal, Shôrkýnè
Leatherwork – Ázeryàn, Quârphor
Lichens – Áltôr
Linens – Emélrenè
Marble – Ázeryàn, Dalánya

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 207

A ppendix XV: Ports and Markets of Venârivè


This appendix includes information about the key ports and markets of Venârivè. The port information is focussed on the
commercial ports; § means there is a major additional ‘state’ or ‘military’ yard - details for these are provided at the end of the table.
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Ivínia
Beléka (Ivae) 5 / 10% / 2% 20 / 100 / 1.40 M/L 22d / 6f / 90d 12 / 5f 51.8N / 9.5W +9
Cóselin (Ivae) 2 / 8% / 1% 10 / 95 / 1.40 S/S 20d / 2f / 100d 6 / 3f 55.6N / 22.4W +4
Dâgenborg (Ivae) 2 / 7% / 1% 8 / 90 / 1.25 S/S 17d / 1d / 48d 8 / 2f 53.5N / 9.2W +11
Fûhreling (Ivae) 6 / 11% / 2% 25 / 85 / 1.40 L/L 25d / 6f / 90d 12 / 3f 51.3N / 7.4W +9
Hârhakeim (Ivae) ‡ 2 / 16% / 8% 4 / 90 / 1.60 -/S 12d / 1d / 24d 6 / 4f 54.9N / 5.9W NT
Hârling (Ivae) 5 / 12% / 2% 15 / 95 / 1.35 M/L 22d / 5f / 100d 12 / 3f 54.5N / 9.5W +11
Jârehm (Ivae) 5 / 10% / 2% 20 / 90 / 1.30 M/L 25d / 5f / 110d 12 / 3f 51.9N / 4.9W +9
Kóndasgel (Ivae) ‡ 4 / 16% / 8% 6 / 100 / 1.80 -/S 16d / 1d / 30d 8 / 4f 54.6N / 5.6W NT
Lókis (Ivae) 1 / 10% / 3% 8 / 95 / 1.50 S/S 40d / 3d / 200d 6 / 3f 54.2N / 15.6W +6
Molíma (Ivae) 2 / 8% / 2% 3 / 90 / 1.10 -/S 12d / 1d / 20d 4 / 2f 57.2N / 9.5W NT
Pélby (Ivae) 5 / 12% / 2% 24 / 95 / 1.45 M/L 20d / 5f / 90d 12 / 5f 53.8N / 9.9W +11
Pélyn (Ivae) 2 / 7% / 3% 10 / 95 / 1.40 -/- 12d / 1d / 50d 6 / 3f 54.9N / 13.8W +7
Rósby (Ivae) 5 / 9% / 2% 14 / 100 / 1.30 M/M 20d / 3f / 85d 12 / 3f 53.5N / 3.1W +10
Súteling (Ivae) 4 / 9% / 1% 12 / 100 / 1.30 S/M 20d / 3f / 80d 8 / 1d 50.3N / 9.0W +8
Vúlenheim (Ivae) 4 / 7% / 2% 24 / 115 / 1.45 S/M 12d / 1d / 60d 12 / 1d 54.5N / 13.0W +7
Hârbáal
Énpedon (shkn) 4 / 10% / 2% 10 / 90 / 1.25 S/M 20d / 1d / 75d 10 / 3f 47.9N / 9.2W +8
Gelt (shkn) 2 / 8% / 1% 6 / 80 / 1.20 -/S 20d / 1d / 55d 10 / 2f 45.0N / 11.7W +10
Génja (shkn) 4 / 12% / 1% 12 / 90 / 1.25 M/L 21d / 5f / 60d 14 / 3f 49.0N / 7.9W +8
Gósheim (shkn) 2 / 8% / 1% 4 / 90 / 1.35 -/S 20d / 3f / 75d 6 / 2f 49.6N / 7.9W +8
Gúlinheim (shkn) 3 / 10% / 1% 6 / 85 / 1.30 S/S 15d / 3f / 55d 8 / 2f 46.7N / 11.9W +8
Ífanè (shkn) 6 / 11% / 2% 32 / 95 / 1.35 L/L 25d / 5f / 81d 16 / 3f 47.3N / 11.4W +8
Kéreon (shkn) 4 / 10% / 1% 8 / 90 / 1.20 -/S 21d / 1d / 45d 12 / 2f 47.9N / 8.7W +9
Léden (shkn) 4 / 10% / 2% 20 / 90 / 1.30 S/M 20d / 1d / 70d 10 / 2f 44.9N / 9.5W +10
Lyth (shkn) 2 / 7% / 1% 8 / 90 / 1.30 -/S 15d / 3f / 45d 10 / 2f 47.7N / 10.9W +8
Vârkenheim (shkn) 5 / 11% / 2% 24 / 85 / 1.20 M/L 22d / 1d / 74d 12 / 2f 44.6N / 10.6W +10
Zýna (shkn) 2 / 6% / 1% 2 / 70 / 1.20 -/S 14d / 2f / 42d 6 / 2f 45.6N / 9.7W NT
Chélemby
Chélemby (shkn) § 7 / 9% / 2% § 22 / 90 / 1.30 L/L 25d / 7f / 75d 16 / 3f 44.4N / 12.2W +10
Evánekin (shkn) § 5 / 7% / 1% § 6 / 95 / 1.30 M/L 20d / 4f / 65d 10 / 2f 44.3N / 12.0W +10
Kolâdis (shkn) 3 / 8% / 1% 8 / 90 / 1.25 S/S 15d / 4f / 55d 8 / 2f 44.4N / 15.5W +10
Huriséa
Ántol (shkn) 3 / 10% / 1% 4 / 70 / 1.20 -/- 15d / 2f / 50d 8 / 3f 45.9N / 2.4W NT
Beldîra (shkn) 5 / 12% / 2% 6 / 80 / 1.30 M/M 25d / 3f / 65d 12 / 1d 45.9N / 4.7W NT
Déchen (shkn) 3 / 8% / 1% 5 / 70 / 1.20 -/- 16d / 3f / 45d 6 / 3f 45.7N / 3.2W NT
Ékedon (shkn) 3 / 9% / 1% 3 / 75 / 1.20 -/- 16d / 2f / 65d 8 / 2f 46.0N / 4.0W NT
Fîgend (shkn) 2 / 7% / 1% -/-/- -/- -/-/- 6 /3f 47.2N / 5.4W NT
Hélgen (shkn) 1 / 5% / 1% -/-/- -/- 10d / 1f / 25d 6 / 2f 46.4N / 4.4W NT
Ogéned (shkn) 1 / 6% / 1% 2 / 75 / 1.20 -/- -/-/- 6 / 3f 45.0N / 5.0W NT
Pónel (shkn) 3 / 8% / 1% 2 / 70 /1.20 -/S 15d / 3f / 60d 6 / 2f 45.8N / 3.8W NT
Únten (shkn) 1 / 5% / 1% -/-/- -/- 10d / 2f / 25d 6 / 2f 47.8N / 4.1W NT
Quârphor and Áltôr
Kvârfent (shkn) 4 / 9% / 2% 6 / 80 / 1.00 S/S 16d / 3f / 50d 10 / 2f 45.8N / 0.6W NT
Orlét (qphr) 4 / 8% / 2% 10 / 80 / 1.00 S/S 17d / 3f / 48d 11 / 2f 48.3N / 4.3E NT
Vâben (qphr) 4 / 8% / 1% 11 / 80 / 0.95 -/- 16d / 3f / 52d 8 / 2f 47.0N / 9.2E NT
Távhon (qphr) 3 / 7%/ 1% -/-/- -/- -/-/- 6 / 2f 44.3N / 3.1E NT

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208 Venârivè
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Ékenon (qphr) 5 / 9% / 2% 12 / 85 / 1.00 S/S 17d / 2f / 50d 12 / 2f 45.0N / 8.7E NT
Govágor (qphr) 3 / 6% / 1% 5 / 75 / 1.00 -/- 12d / 2f / 30d 8 / 2f 48.4N / 19.4E NT
Amlácht (altr) 5 / 9% / 3% 13 / 85 / 1.20 M/M 20d / 4f / 50d 12 / 2f 51.0N / 19.1E +5
Lýbath (mngw) 3 / 8% / 1% 5 / 90 / 1.00 S/S 16d / 2f / 35d 8 / 2f 53.8N / 38.0E NT
Reksýna
Nànrenýka (qphr) 3 / 8% / 1% 6 / 80 / 1.05 S/S 12d / 4f / 45d 10 / 2f 46.4N / 19.6E NT
Sùlýris (qphr) 3 / 7% / 1% 4 / 75 / 0.95 -/S 10d / 3f / 45d 6 / 2f 44.7N / 16.0E NT
Prelýnè (rksy) 5 / 8% / 1% 8 / 80 / 1.00 S/S 14d / 3f / 42d 8 / 2f 47.0N / 24.3E NT
Zentîres (rksy) 3 / 7% / 1% 4 / 80 / 1.00 -/S 12d / 3f / 40d 6 / 2f 48.4N / 32.7E NT
Ylúma (rksy) 3 / 9% / 2% 4 / 75 / 1.10 -/S 12d / 2f / 45d 6 / 2f 46.5N / 42.7E NT
Horóka (rksy) 4 / 7% / 1% 8 / 85 / 1.05 S/S 13d / 3f / 46d 8 / 2f 42.0N / 32.6E NT
Hârn
Aléath (Hârn) 3 / 10% / 2% 14 / 105 / 1.50 M/M 35d / 1d / 50d 10 / 5f 42.3N / 32.9W +3
Ázadmêre (Hârn) 4 / 10% / 3% 10 / 90 / 1.25 S/S 10d / - / 20d 6 / 4f 46.8N / 25.1W NT
Bûrzýn (Hârn) 3 / 12% / 3% 3 / 65 / 1.25 S/S 12d / 3f / 20d 6 / 1d 43.4N / 24.7W NT
Chérafîr (Hârn) 6 / 15% / 3% 8 / 75 / 1.35 L/L 50d / 2d / 100d 14 / 6f 40.5N / 20.9W +1
Côranan (Hârn) 4 / 9% / 2% 14 / 65 / 1.30 M/L 25d / 2f / 30d 10 / 5f 43.6N / 33.4W NT
Élshavel (Hârn) 1 / 25% / 7% 9 / 115 / 2.00 S/- 400d / 9d / * 6 / 3f 43.7N / 28.2W NT
Géldehèim (Hârn) 3 / 9% / 2% 9 / 120 / 1.50 -/S variable / 50d 12 / 1d 48.7N / 33.3W +4
Golótha (Hârn) 4 / 5% / 1% 3 / 90 / 1.50 L/L 40d / 1d / 40d 12 / 3f 43.9N / 35.0W +4
Shîrán (Hârn) 3 /10% / 2% 5 / 70 / 1.30 S/S 30d / 2f / 25d 10 / 1d 44.4N / 32.0W NT
Tashál (Hârn) 5 / 10% / 2% 3 / 80 / 1.30 -/- 15d / 3f / 25d 8 / 3f 45.4N / 27.4W NT
Thay (Hârn) 4 / 11% / 9% 10 / 80 / 1.35 M/M 45d / 1d / 70d 14 / 5f 43.4N / 23.0W +1
Úlfshafen (Hârn) 2 / 20% / 10% 9 / 115 / 1.75 S/M 100d / 4d / * 8 / 3f 43.8N / 26.7W +3
Emélrenè
Âlwin (trzn) 5 / 10% / 1% 16 / 90 / 1.40 S/M 24d / 1d / 75d 14 / 3f 38.6N / 17.3W +1
Áregan (trzn) 4 / 10% / 1% 6 / 80 / 1.30 S/S 21d / 5f / 72d 14 / 3f 37.8N / 17.4W NT
Beréma (trzn) § 7 / 12% / 2% § 18 / 85 / 1.45 M/L 24d / 6f / 84d 16 / 1d 37.7N / 16.4W NT
Déserid (trzn) 4 / 10% / 1% 5 / 75 / 1.25 -/S 20d / 1d / 50d 10 / 3f 40.4N / 16.1W +1
Malád (trzn) 4 / 10% / 1% 16 / 95 / 1.50 S/M 24d / 1d / 75d 14 / 2f 38.0N / 18.4W +0
Máris (trzn) 4 / 8% / 1% 9 / 90 / 1.45 S/S 18d / 5f / 75d 8 / 2f 39.8N / 18.7W +0
Máxîr (trzn) 4 / 10% / 2% 4 / 75 / 1.30 S/S 15d / 6f / 60d 12 / 2f 39.7N / 17.6W NT
Ráleth (trzn) 4 / 9% / 1% 8 / 75 / 1.30 S/S 15d / 1d / 48d 10 / 2f 39.3N / 16.6W NT
Palíthanè
Ántivel (trzn) 5 / 10% / 1% 12 / 75 / 1.35 S/M 21d / 1d / 54d 8 / 3f 35.2N / 14.9W NT
Cábra (trzn) 4 / 10% / 2% 14 / 95 / 1.30 S/M 21d / 5f / 66d 12 / 3f 35.7N / 16.0W +0
Degáu (trzn) 4 / 10% / 1% 12 / 85 / 1.40 S/M 21d / 5f / 60d 12 / 3f 34.3N / 12.7W +0
Galishénes (trzn) 5 / 10% / 1% 6 / 90 / 1.30 S/S 12d / 6f / 42d 14 / 2f 37.5N / 11.7W NT
Hárigol (trzn) 4 / 10% / 2% 13 / 80 / 1.35 S/M 21d / 1d / 60d 12 / 2f 34.7N / 13.8W +1
Kirisónè (trzn) 4 / 10% / 2% 6 / 75 / 1.30 S/S 18d / 5f / 66d 12 / 2f 36.7N / 13.3W NT
Leshónes (trzn) 5 / 10% / 2% 12 / 80 / 1.30 S/M 21d / 6f / 51d 14 / 3f 35.3N / 14.5W NT
Méngovik (trzn) 6 / 11% / 2% 33 / 85 / 1.45 M/L 24d / 1d / 84d 16 / 6f 34.5N / 14.7W +1
Párahal (trzn) 6 / 10% / 2% 30 / 90 / 1.45 M/L 24d / 1d / 84d 16 / 6f 36.2N / 16.5W +0
Sándris (trzn) 3 / 9% / 1% 6 / 80 / 1.35 S/S 15d / 5f / 51d 12 / 3f 35.7N / 14.4W NT
Shôrkýnè
Antiómè (shkn) 4 / 10% / 1% 8 / 70 / 1.30 S/M 20d / 6f / 80d 14 / 5f 40.8N / 6.4W NT
Eilýria (shkn) 7 / 11% / 2% 20 / 90 / 1.35 L/L 22d / 5f / 80d 16 / 1d 41.5N / 9.6W +11
Énselet (shkn) 6 / 12% / 2% 8 / 70 / 1.25 S/S 21d / 1d / 60d 12 / 3f 41.3N / 5.3W NT
Èshapél (shkn) 6 / 12% / 2% 12 / 90 / 1.25 L/L 22d / 6f / 90d 16 / 3f 40.7N / 16.1W +0
Éslon (shkn) 5 / 10% / 1% 11 / 85 / 1.25 M/M 24d / 1d / 80d 12 / 3f 43.0N / 7.1W +10
Feshímes (shkn) 5 / 11% / 2% 8 / 75 / 1.20 S/M 18d / 3f / 65d 10 / 2f 40.8N / 8.5W NT
Hârbraén (shkn) 5 / 10% / 2% 6 / 80 / 1.25 S/M 20d / 2f / 50d 8 / 5f 41.9N / 3.4W NT
Jándôr (shkn) 5 / 11% / 2% 6 / 85 / 1.25 S/S 16d / 6f / 40d 14 / 3f 40.8N / 1.8W NT
Kâremus (shkn) 5 / 11% / 2% 15 / 80 / 1.25 L/L 20d / 2d / 50d 14 / 3f 42.1N / 15.6W +11

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 209
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Kolârè (shkn) 4 / 11% / 1% 12 / 75 / 1.25 S/S 20d / 1d / 50d 10 / 3f 42.1N / 15.6W +11
Logínes (trzn) 3 / 10% / 1% 5 / 80 / 1.25 -/- 15d / 6f / 30d 14 / 2f 39.7N / 7.4W NT
Móntevel (trzn) 6 / 11% / 1% -/-/- -/- -/-/- -/- 39.7N / 10.9W -
Netéla (shkn) 4 / 10% / 1% 7 / 75 / 1.25 -/S 20d / 3f / 70d 10 / 3f 41.6N / 13.0W NT
Quârelin (shkn) 5 / 10% / 1% 6 / 75 / 1.25 S/M 22d / 1d / 78d 12 / 3f 40.7N / 11.4W NT
Sâbin (trzn) 3 / 10% / 2% 4 / 70 / 1.25 S/S 21d / 1d / 42d 12 / 3f 39.5N / 5.9W NT
Sagôra (shkn) 5 / 10% / 2% 12 / 85 / 1.25 L/L 20d / 1d / 75d 16 / 1d 41.4N / 10.4W +11
Tîrgólis (shkn) 4 / 10% / 1% 8 / 85 / 1.25 S/M 19d / 1d / 70d 10 / 3f 44.3N / 11.0W NT
Trepûra (shkn) 1 / 10% / 1% 18 / 95 / 1.40 L/M 20d / 2f / 85d 8 / 2f 43.8N / 10.7W +10
Tûresgal (shkn) 5 / 10% / 2% 14 / 90 / 1.25 M/M 22d / 3f / 80d 10 / 3f 42.2N / 13.6W +11
Vádone (shkn) 2 / 6% / 1% 2 / 70 / 1.20 -/- 15d / 3f / 40d 8 / 2f 40.6N / 9.2W NT
Tríerzòn
Àreshómes (trzn) 5 / 12% / 2% 12 / 80 / 1.35 S/M 21d / 5f / 48d 16 / 1d 33.3N / 9.8W NT
Ástirel (trzn) 3 / 10% / 1% 18 / 80 / 1.30 S/S 21d / 1d / 51d 10 / 2f 33.4N / 11.9W +0
Béledâr (trzn) 4 / 10% / 1% 10 / 75 / 1.30 S/S 21d / 1d / 30d 12 / 3f 36.2N / 8.4W NT
Chedílo (trzn) 5 / 10% / 1% 28 / 85 / 1.35 M/L 21d / 6f / 48d 14 / 1d 31.5N / 8.5W +11
Chenás (trzn) 4 / 10% / 1% 12 / 70 / 1.30 S/M 21d / 5f / 51d 12 / 3f 32.5N / 3.9W +0
Dárimûr (trzn) 4 / 10% / 1% 6 / 75 / 1.30 S/S 21d / 5f / 36d 14 / 3f 37.2N / 5.3W NT
Dârlon (trzn) 5 / 10% / 1% 16 / 80 / 1.35 M/M 21d / 6f / 75d 14 / 2f 32.7N / 7.5W +0
Dârshen (trzn) 5 / 10% / 2% 31 / 90 / 1.35 M/L 21d / 5f / 51d 14 / 2f 34.4N / 11.2W +1
Dovârium (trzn) 5 / 10% / 1% 22 / 75 / 1.35 M/L 24d / 5f / 72d 16 / 3f 31.6N / 4.1W +0
Elédiro (trzn) 4 / 10% / 2% 18 / 85 / 1.35 M/M 21d / 6f / 80d 12 / 2f 33.2N / 3.3W +0
Engaritánè (trzn) 5 / 10% / 1% 6 / 75 / 1.25 S/S 21d / 5f / 42d 14 / 2f 38.2N / 10.7W NT
Fálorens (trzn) 5 / 10% / 1% 5 / 70 / 1.30 S/S 21d / 5f / 36d 14 / 2f 37.7N / 2.8W NT
Gárlan (trzn) 6 / 10% / 2% 24 / 85 / 1.30 S/M 21d / 6f / 48d 14 / 3f 34.4N / 6.0W NT
Gébrond (trzn) 4 / 10% / 2% 24 / 80 / 1.35 M/M 21d / 1d / 60d 14 / 2f 34.7N / 3.4W +0
Gelâmo (trzn) 6 / 12% / 1% 21 / 85 / 1.30 M/M 24d / 5f / 66d 14 / 2f 34.6N / 8.4W NT
Hábala (trzn) 6 / 11% / 2% 24 / 85 / 1.35 M/L 24d / 1d / 51d 14 / 2f 33.1N / 7.2W +0
Halesómè (trzn) 2 / 10% / 1% 6 / 70 / 1.30 -/- 18d / 5f / 42d 12 / 3f 35.5N / 9.4W NT
Hôraga (trzn) 4 / 10% / 2% 10 / 70 / 1.30 -/- 21d / 5f / 48d 10 / 2f 32.9N / 8.1W +1
Ílbris (trzn) 4 / 10% / 2% 10 / 80 / 1.30 S/M 21d / 1d / 51d 12 / 2f 37.1N / 8.6W NT
Janôra (trzn) § 8 / 12% / 1% § 41 / 90 / 1.45 L/L 27d / 6f / 66d 16 / 3f 33.8N / 6.1W +1
Kanóga (trzn) 6 / 11% / 2% 32 / 85 / 1.35 M/L 21d / 1d / 60d 14 / 2f 33.4N / 6.3W +1
Képrel (trzn) 5 / 10% / 1% 16 / 85 / 1.30 M/L 21d / 5f / 51d 14 / 2f 30.8N / 5.0W +0
Kirgáras (trzn) 5 / 11% / 2% 16 / 90 / 1.35 M/L 24d / 6f / 72d 16 / 1d 31.0N / 13.2W +10
Kôrsumis (trzn) 3 / 10% / 1% 8 / 70 / 1.30 S/S 21d / 1d / 48d 10 / 3f 33.3N / 3.9W NT
Málagos (trzn) 4 / 10% / 1% 14 / 75 / 1.30 S/S 21d / 6f / 42d 12 / 3f 35.9N / 7.4W NT
Málmen (trzn) 4 / 11% / 2% -/-/- -/- -/-/- -/- 35.0N / 6.6W NT
Mánkon (trzn) 5 / 11% / 2% 18 / 85 / 1.35 S/M 21d / 1d / 51d 16 / 2f 35.0N / 5.6W NT
Megráin (trzn) 5 / 10% / 2% 31 / 95 / 1.30 M/L 24d / 1d / 60d 14 / 3f 31.8N / 5.6W +0
Melesúma (trzn) 5 / 11% / 2% 12 / 80 / 1.30 S/M 21d / 6f / 42d 16 / 3f 37.2N / 2.9W NT
Mepâra (trzn) 4 / 10% / 2% 17 / 85 / 1.35 M/M 21d / 1d / 60d 14 / 3f 32.7N / 13.1W +0
Mûrshel (trzn) 6 / 10% / 1% 28 / 85 / 1.30 M/L 21d / 6f / 51d 16 / 2f 31.3N / 12.1W +11
Neshéles (trzn) 4 / 7% / 1% 13 / 80 / 1.35 S/M 21d / 1d / 72d 6 / 2f 31.8N / 6.3W +0
Ojárion (trzn) 3 / 10% / 1% -/-/- -/- -/-/- -/- 34.6N / 5.1W -
Párebîr (trzn) 5 / 10% / 1% 22 / 80 / 1.30 M/M 21d / 5f / 48d 14 / 3f 31.6N / 5.1W NT
Pélina (trzn) 4 / 10% / 1% 19 / 80 / 1.30 S/M 21d / 1d / 48d 14 / 2f 31.9N / 10.3W +11
Penétha (trzn) 4 / 10% / 2% 7 / 80 / 1.30 S/S 18d / 5f / 42d 12 / 2f 34.2N / 9.8W NT
Pêrna (trzn) 6 / 11% / 2% 16 / 75 / 1.30 S/M 21d / 1d / 42d 14 / 2f 35.9N / 5.4W NT
Quâlnda (trzn) 4 / 10% / 2% 10 / 70 / 1.30 S/S 21d / 1d / 36d 14 / 3f 37.7N / 5.4W NT
Rigêros (trzn) 6 / 10% / 2% 21 / 85 / 1.35 L/L 24d / 6f / 90d 16 / 3f 31.2N / 4.9W +0
Rindîro (trzn) 6 / 12% / 2% 36 / 90 / 1.35 M/L 24d / 5f / 60d 16 / 3f 33.6N / 6.6W +1
Rizúma (trzn) 4 / 10% / 1% 21 / 80 / 1.35 S/M 21d / 1d / 42d 12 / 3f 31.9N / 9.4W +11

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


210 Venârivè
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Tain (trzn) 5 / 10% / 2% 10 / 70 / 1.30 S/M 21d / 1d / 48d 14 / 3f 35.7N / 6.6W NT
Tashónès (trzn) 5 / 11% / 2% 20 / 85 / 1.30 M/L 21d / 6f / 54d 16 / 3f 33.4N / 2.3W +1
Tengéla (trzn) 6 / 10% / 1% 10 / 75 / 1.35 S/M 21d / 6f / 51d 16 / 3f 32.1N / 4.7W NT
Ubárian (trzn) 7 / 13% / 3% 34 / 75 / 1.40 S/M 24d / 6f / 54d 16 / 1d 35.8N / 5.9W NT
Védin (trzn) 4 / 11% / 2% -/-/- -/- -/-/- -/- 34.3N / 8.8W -
Vegúsa (trzn) 5 / 10% / 2% 10 / 70 / 1.25 S/S 21d / 1d / 48d 14 / 2f 37.1N / 9.8W NT
Vershémè (trzn) 4 / 10% / 2% -/-/- -/- -/-/- -/- 35.4N / 7.5W -
Wáleden (trzn) 5 / 10% / 1% 8 / 85 / 1.30 S/S 14d / 5f / 45d 12 / 2f 37.6N / 11.6W NT
Târkain
Târkáin (trzn) 6 / 8% / 1 24 / 95 / 1.45 M/L 21d / 5f / 75d 16 / 2f 31.0N / 16.3W +10
Ázeryàn
Ailét (azns) 7 / 11% / 2% 36 / 90 / 1.45 M/L 24d / 5f / 80d 14 / 3f 28.2N / 11.4E NT
Ágôrat (azns) 4 / 10% / 1% 12 / 85 / 1.25 S/S 21d / 5f / 80d 10 / 2f 24.0N / 5.3E +5
Ázahuris (aznn) 4 / 12% / 2% 9 / 70 / 1.10 S/S 28d / 6f / 85d 8 / 3f 30.5N / 2.8E +3
Ázaras (aznn) 5 / 12% / 2% 12 / 85 / 1.40 M/M 22d / 5f / 80d 14 / 4f 35.2N / 11.4E NT
Báshôr (azns) 4 / 10% / 2% 16 / 90 / 1.30 S/M 22d / 5f / 80d 10 / 3f 22.5N / 7.6E +4
Berónè (trzn) 7 / 12% / 2% 30 / 70 / 1.30 M/L 24d / 5f / 96d 16 / 1d 34.3N / 3.0W +1
Chóam (aznn) 7 / 10% / 2% 16 / 85 / 1.10 S/S 22d / 4f / 65d 12 / 3f 37.6N / 11.8E NT
Dúma (aznn) 5 / 11% / 1% 14 / 90 / 1.40 M/M 23d / 4f / 70d 14 / 3f 37.1N / 5.7E NT
Énaleth (azns) 4 / 8% / 1% 24 / 95 / 1.40 M/M 24d / 5f / 75d 14 / 3f 25.8N / 8.8E NT
Énjârlen (azns) 4 / 9% / 1% 16 / 90 / 1.30 S/S 21d / 5f / 65d 10 / 3f 29.1N / 7.8E NT
Falagósin (aznn) 5 / 9% / 1% 16 / 85 / 1.30 S/M 21d / 5f / 75d 12 / 3f 36.5N / 17.9E NT
Féslium (aznn) 6 / 11% / 2% 18 / 85 / 1.30 S/M 24d / 5f / 80d 10 / 3f 38.0N / 15.0E NT
Gedálpria (aznn) 6 / 12% / 25 24 / 90 / 1.40 L/L 30d / 6f / 85d 12 / 3f 32.6N / 13.0E NT
Gôrium (trzn) 4 / 10% / 1% 8 / 75 / 1.25 S/S 21d / 5f / 84d 10 / 3f 35.4N / 2.6W NT
Gótha (gthm) 3 / 8% / 1% 9 / 70 / 1.10 S/S 16d / 4f / 40d 8 / 3f 32.2N / 23.7E +10
Hébos (aznn) 8 / 12% / 2% 110 / 95 / 1.50 L/L 32d / 8f / 100d 20 / 4f 31.3N / 14.7E +7
Iésua (aznn) 4 / 8% / 1% 12 / 80 / 1.20 S/S 22d / 4f / 65d 10 / 3f 32.2N / 17.6E +8
Jándîr (azns) 6 / 13% / 2% 68 / 100 / 1.50 L/L 30d / 6f / 90d 14 / 3f 28.0N / 14.0E +6
Kesâra (aznn) 5 / 10% / 1% 10 / 80 / 1.25 M/M 22d / 5f / 70d 12 / 3f 36.6N / 0.9E NT
Kéthano (trzn) 5 / 11% / 2% 18 / 80 / 1.35 M/L 24d / 5f / 90d 14 / 3f 34.7N / 1.6W +1
Kiléma (aznn) § 6 / 14% / 2% § 70 / 95 / 1.50 L/L 28d / 6f / 90d 16 / 3f 32.7N / 16.0E +9
Kîrgan (aznn) 5 / 10% / 1% 8 / 75 / 1.20 S/M 21d / 5f / 60d 10 / 2f 33.8N / 7.3E NT
Lórimæ (trzn) 6 / 11% / 2% 12 / 85 / 1.30 S/M 21d / 5f / 80d 14 / 3f 34.1N / 2.5W +1
Lótra (aznn) 6 / 11% / 2% 16 / 80 / 1.20 S/M 24d / 5f / 75d 10 / 3f 31.7N / 7.1E NT
Lymm (aznn) 6 / 10% / 2% 12 / 80 / 1.10 S/M 22d / 5f / 80d 10 / 3f 36.4N / 9.3E NT
Lysâra (azns) 7 / 14% / 2% 20 / 90 / 1.40 S/S 24d / 8f / 80d 14 / 4f 27.4N / 3.3E NT
Meókolis (aznn) 9 / 12% / 2% 48 / 90 / 1.40 L/L 25d / 8f / 80d 20 / 3f 34.5N / 11.1E NT
Mîremal (aznn) 6 / 12% / 2% 42 / 95 / 1.25 M/L 24d / 5f / 80d 12 / 3f 32.2N / 11.1E NT
Misóna (azns) 7 / 12% / 2% 66 / 100 / 1.50 L/L 32d / 8f / 100d 18 / 4f 29.5N / 14.9E +7
Mohm (azns) 5 / 11% / 1% 10 / 80 / 1.25 M/M 24d / 5f / 72d 12 / 3f 29.7N / 12.5E NT
Ómrium (aznn) 6 / 12% / 2% 72 / 95 / 1.45 L/L 28d / 6f / 90d 16 / 3f 35.3N / 0.1E +2
Ónen (azns) 4 / 9% / 1% 14 / 85 / 1.15 S/S 24d / 5f / 72d 10 / 3f 24.7N / 10.0E +4
Pánis (azns) 4 / 10% / 2% 24 / 90 / 1.30 M/M 30d / 6f / 85d 14 / 4f 26.2N / 3.4E +5
Pòrosúa (aznn) 6 / 12% / 2% 24 / 90 / 1.45 L/L 26d / 5f / 80d 14 / 3f 39.7N / 16.2E NT
Púrimal (azns) 8 / 12% / 2% 50 / 90 / 1.40 L/L 30d / 6f / 90d 18 / 4f 23.2N / 6.7E +4
Quârmil (azns) § 6 / 14% / 2% § 55 / 95 / 1.50 L/L 30d / 6f / 85d 16 / 3f 21.3N / 11.3E +3
Reshâna (aznn) 4 / 10% / 2% 18 / 85 / 1.30 S/S 22d / 5f / 80d 8 / 3f 35.5N / 14.6E NT
Sános (azns) § 6 / 14% / 2% § 45 / 100 / 1.50 L/L 30d / 6f / 85d 16 / 3f 24.3N / 13.4E +4
Sháras (azns) 4 / 9% / 1% 20 / 95 / 1.40 M/M 24d / 6f / 72d 12 / 3f 27.8N / 12.2E +6
Shomîro (aznn) 6 / 12% / 2% 24 / 80 / 1.20 M/M 24d / 6f / 72d 12 / 3f 30.1N / 9.9E NT
Shonjîris (azns) 5 / 12% / 2% 12 / 90 / 1.30 M/M 24d / 6f / 72d 14 / 3f 27.3N / 8.8E NT
Ûrden (azns) 5 / 9% / 1% 24 / 95 / 1.40 L/L 28d / 6f / 85d 16 / 4f 28.9N / 14.4E NT
Válen (aznn) 4 / 10% / 2% 18 / 85 / 1.10 S/S 21d / 5f / 65d 10 / 2f 32.6N / 1.6E +3

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 211
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Gôris
Gôris (azns) 6 / 8% / 1% 42 / 100 / 1.35 L/L 22d / 4f / 65d 16 / 3f 21.0N / 5.1E +5
Lánkor
Lankôrium (qphr) 5 / 10% / 1% 18 / 90 / 1.35 S/M 24d / 6f / 64d 10 / 4f 40.8N / 0.9E NT
Dálbadîr (qphr) 4 / 10% / 2% 10 / 85 / 1.25 -/S 18d / 4f / 45d 8 / 4f 42.1N / 2.0E NT
Ûmélria
Baráth (gthm) 4 / 10% / 2% 14 / 85 / 1.30 S/M 20d / 5f / 55d 10 / 3f 36.7N / 28.9E +0
Ekýnè (rksy) 3 / 10% / 1% -/-/- S/- 12d / 3f / 40d 8 / 2f 41.2N / 34.9E NT
Fêgon (gthm) 5 / 11% / 2% 16 / 80 / 1.30 S/L 21d / 5f / 60d 12 / 3f 38.5N / 34.4E NT
Gêlon (gthm) 4 / 10% / 1% 4 / 80 / 1.10 S/S 16d / 4f / 40d 11 / 3f 36.5N / 33.4E NT
Genôro (gthm) 5 / 10% / 2% 20 / 75 / 1.30 M/L 22d / 5f / 65d 14 / 3f 34.6N / 29.3E +0
Lekûria (gthm) § 8 / 12% / 2% § 60 / 95 / 1.45 L/L 30d / 6f / 80d 18 / 4f 37.5N / 31.8E +2
Pârthias (gthm) 5 / 11% / 2% 16 / 85 / 1.35 S/L 22d / 5f / 65d 12 / 3f 33.5N / 34.3E NT
Rýdaz (gthm) 4 / 10% / 2% 32 / 80 / 1.30 S/M 20d / 5f / 55d 11 / 3f 34.3N / 31.2E NT
Êrdar (Umlr) ‡ 5 / 12% / 4% -/-/- -/- -/-/- -/- 38.0N / 44.5E NT
Karéjia
Ájygàl (krja) 6 / 10% / 2% 70 / 85 / 1.30 L/L 23d / 5f / 65d 14 / 3f 26.4N / 29.4E +2
Arkéth (krja) 4 / 10% / 2% 18 / 90 / 1.30 M/L 20d / 4f / 55d 12 / 3f 29.8N / 20.2E +8
Dúrien (krja) 6 / 11% / 2% 24 / 85 / 1.25 L/L 23d / 5f / 65d 15 / 3f 21.9N / 29.3E NT
Tázach (gthm) 5 / 10% / 2% 16 / 90 / 1.30 L/L 21d / 5f / 65d 14 / 3f 34.7N / 26.3E +11
Gílech (krja) 5 / 12% / 3% 12 / 85 / 1.40 M/M 22d / 6f / 65d 14 / 3f 20.3N / 30.5E NT
Helás (azns) 7 / 11% / 2% 45 / 95 / 1.45 L/L 24d / 5f / 75d 16 / 3f 26.3N / 26.7E +6
Hóritar (krja) 6 / 11% / 2% 95 / 80 / 1.35 L/L 23d / 6f / 70d 14 / 3f 23.7N / 21.3E +4
Ìchényah (gthm) 6 / 11% / 2% 34 / 90 / 1.40 L/L 23d / 5f / 65d 15 / 3f 26.7N / 28.7E +0
Kólomîr (krja) 5 / 10% / 2% 12 / 85 / 1.30 M/M 21d / 5f / 60d 14 / 3f 27.2N / 32.3E NT
Livélis (krja) § 9 / 12% / 2% § 95 / 95 / 1.50 L/L 30d / 6f / 85d 24 / 4f 23.3N / 26.7E +3
Nárolis (krja) § 7 / 12% / 2% § 60 / 95 / 1.35 L/L 23d / 6f / 80d 14 / 3f 21.6N / 21.6E +4
Phanósia (krja) 8 / 12% / 2% 65 / 90 / 1.45 L/L 27d / 6f / 65d 18 / 4f 27.0N / 18.7E +6
Rykál (krja) 6 / 11% / 2% 32 / 97 / 1.50 L/L 23d / 5f / 65d 14 / 3f 21.4N / 17.9E +3
Shélon (krja) 7 / 11% / 2% 60 / 95 / 1.45 L/L 24d / 5f / 80d 16 / 3f 22.6N / 24.6E +4
Hácherdad
Hácherdad (hach) 8 / 12% / 2% 12 / 90 / 1.30 S/M 25d / 7f / 78d 16 / 3f 21.9N / 33.9E NT
Kûladhur (krja) 3 / 6% / 1% -/-/- -/- -/-/- -/- 27.8N / 33.9E -
Ochâra (hach) 4 / 7% / 1% 8 / 85 / 1.20 -/S 21d / 5f / 65d 8 / 2f 26.2N / 33.8E NT
Pôrlomur (hach) 3 / 5% / 1% -/-/- -/- -/-/- -/- 25.6N / 34.2E -
Karelâr (hach) 4 / 5% / 1% -/-/- -/- -/-/- -/- 24.2N / 35.0E -
Èmachédâr (hach) 5 / 5% / 1% -/-/- -/- -/-/- -/- 25.4N / 36.8E -
Nûrshera (hach) 4 / 5% / 1% -/-/- -/- -/-/- -/- 24.6N / 38.1E -
Mârshara (hach) 5 / 6% / 1% -/-/- -/- -/-/- -/- 23.7N / 36.6E -
Loresâra (hach) 4 / 5% / 1% -/-/- -/- -/-/- -/- 23.1N / 35.4E -
Dalkésh
Ábnalhâr (dalk) 2 / 8% / 2% -/-/- -/- -/-/- -/- 11.6N / 28.0E -
Amârla (pech) 3 / 7% / 2% 14 / 75 / 1.30 -/S 14d / 3f / 40d 8 / 2f 8.3N / 29.2E NT
Anésha (dalk) 4 / 8% / 2% 12 / 80 / 1.30 S/M 16d / 4f / 40d 12 / 3f 18.6N / 27.3E NT
Anramúsha (dalk) 4 / 7% / 2% 18 / 85 / 1.35 S/S 18d / 4f / 45d 10 / 3f 10.6N / 24.1E NT
Áshengar (chog) 5 / 10% / 2% 24 / 95 / 1.40 M/L 24d / 5f / 60d 18 / 4f 7.3N / 34.2E NT
Béshârkhed (dalk) 3 / 7% / 2% -/-/- -/- -/-/- -/- 12.9N / 24.7E -
Chenósolis (dalk) § 6 / 12% / 2% § 34 / 100 / 1.40 L/L 24d / 6f / 64d 16 / 4f 15.1N / 23.5E +5
Dhârkal (dalk) 4 / 7% / 2% 16 / 85 / 1.10 S/S 16d / 4f / 40d 10 / 3f 11.4N / 23.9E NT
Gálamonìa (dalk) 6 / 11% / 2% 36 / 95 / 1.25 M/L 22d / 5f / 65d 16 / 4f 14.3N / 17.4E +2
Gôrluk (tvra) 3 / 8% / 2% 8 / 80 / 1.15 S/S 16d / 4f / 40d 7 / 2f 7.4N / 14.7E +4
Háshela (pech) 4 / 7% / 2% 10 / 80 / 1.05 -/M 14d / 3f / 40d 10 / 3f 9.7N / 23.3E NT
Hepénolis (dalk) § 7 / 12% / 2% § 42 / 95 / 1.40 L/L 25d / 7f / 75d 20 / 4f 17.6N / 16.3E +2

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212 Venârivè
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Kádhan (dalk) 4 / 9% / 2% 22 / 95 / 1.30 S/M 16d / 6f / 45d 10 / 3f 10.4N / 23.4E NT
Kárela (besh) 6 / 12% / 2% 24 / 98 / 1.35 S/M 18d / 6f / 50d 16 / 4f 11.3N / 31.5E NT
Mánquideh (dalk) 9 / 12% / 2% 45 / 105 / 1.40 L/L 25d / 7f / 75d 28 / 4f 11.5N / 25.3E NT
Nátha (dalk) § 8 / 12% / 2% § 95 / 95 / 1.40 L/L 24d / 5f / 75d 24 / 4f 11.6N / 22.1E +5
Onrísha (dalk) 5 / 10% / 2% 28 / 85 / 1.35 S/M 18d / 6f / 50d 14 / 3f 10.5N / 27.2E NT
Pélona (dalk) 5 / 10% / 2% 44 / 85 / 1.40 M/L 22d / 5f / 65d 14 / 3f 17.4N / 24.6E +5
Péshet (pech) 4 / 7% / 2% 12 / 75 / 1.05 -/S 14d / 3f / 40d 10 / 2f 7.6N / 22.2E NT
Shalârem (dalk) 3 / 7% / 2% 10 / 85 / 1.10 S/S 16d / 6f / 45d 7 / 2f 10.8N / 16.9E +3
Zerúla (dalk) § 6 / 10% / 2% § 36 / 95 / 1.35 L/L 50d / 8f / 50d 14 / 4f 12.4N / 19.8E +4
Mafán and Chogôro
Ámvârelâr (pech) 4 / 11% / 2% 14 / 70 / 1.15 S/M 18d / 6f / 50d 10 / 3f 2.9N / 25.3E NT
Chifâr (besh) 6 / 12% / 1% 56 / 90 / 1.40 L/L 30d / 6f / 85d 16 / 4f 12.6N / 44.3E +1
Delúma (chog) 6 / 12% / 1% 70 / 95 / 1.45 L/L 32d / 8f / 100d 24 / 4f 1.0N / 33.4E +3
Elúmælèn (chog) 5 / 11% / 1% 48 / 85 / 1.35 M/L 24d / 6f / 72d 16 / 3f 3.0N / 34.1E +3
Jányalè (pech) 6 / 11% / 2% 24 / 85 / 1.40 M/L 28d / 6f / 85d 16 / 2f 2.7N / 29.0E +4
Jángelôr (chog) 6 / 12% / 1% 85 / 100 / 1.50 L/L 28d / 8f / 80d 24 / 4f 2.0N / 42.6E +1
Jenârio (chog) 6 / 12% / 2% 24 / 90 / 1.40 S/L 24d / 6f / 64d 24 / 4f 7.3N / 39.7E NT
Kolanôrako (chog) 7 / 14% / 2% 85 / 97 / 1.40 L/L 30d / 8f / 85d 24 / 4f 3.3N / 38.9E +2
Mokôra (chog) 9 / 12% / 1% 160 / 110 / 1.50 L/L 32d / 8f / 110d 30 / 4f 9.7N / 43.7E +0
Sérianè (pech) 7 / 12% / 1% 100 / 110 / 1.50 L/L 30d / 8f / 85d 30 / 4f 1.0N / 26.3E +5
Sulôrèkámele (chog) 4 / 11% / 1% 95 / 95 / 1.40 L/L 30d / 8f / 85d 24 / 4f 2.2N / 37.3E +2
Suntosheláshè (pech) 5 / 12% / 1% 56 / 90 / 1.40 M/L 28d / 6f / 85d 18 / 4f 0.3N / 28.3E +4
Péchalâr and Tuvâra
Achémga (pech) 3 / 5% / - 5 / 65 / 1.05 -/- n/a 6 / 2f 5.3N / 21.4E NT
Sogôranélè (pech) 5 / 12% / 2% 14 / 75 / 1.10 S/S 16d / 6f / 45d 8 / 3f 1.5N / 19.5E NT
Chékhralè (tvra) 3 / 6% / - 8 / 70 / 1.10 -/- n/a 6 / 2f 4.9N / 13.5E NT
H’anvúchè (thna) 4 / 8% / 1% 12 / 75 / 1.20 -/M 16d / 4f / 35d 8 / 2f 8.4N / 1.5W +11
Órovâshè (tvra) 4 / 9% / 1% 18 / 80 / 1.20 S/S 18d / 6f / 45d 10 / 3f 1.8N / 4.4E +4
Býria
Ábræ (byri) ‡ 4 / 15% / 3% 18 / 95 / 1.40 M/L ‡ 24d / 6f / 80d 10 / 3f 17.9N / 9.2E +2
Anêranas (byri) ‡ 3 / 14% / 3% 24 / 90 / 1.35 L/L ‡ 24d / 6f / 80d 8 / 3f 11.8N / 2.6E +11
Bánasæ (byri) ‡ 3 / 15% / 3% 18 / 85 / 1.30 S/L ‡ 24d / 6f / 80d 9 / 3f 10.6N / 0.8E +10
Bélathera (tvra) ‡ 3 / 12% / 2% 6 / 75 / 1.10 S/S ‡ 18d / 6f / 50d 6 / 2f 5.9N / 3.6E NT
Dáriam (byri) ‡ 6 / 12% / 2% 34 / 95 / 1.50 L/L ‡ 18d / 6f / 50d 18 / 3f 11.7N / 5.5E NT
Élana (tvra) ‡ 3 / 12% / 2% 6 / 85 / 1.35 S/S ‡ 18d / 6f / 50d 6 / 3f 8.2N / 9.5E NT
Ínri (byri) 6 / 12% / 2% 48 / 95 / 1.50 L/L 30d / 8f / 100d 20 / 4f 13.4N / 8.8E +1
Kinísa (byri) ‡ 5 / 14% / 3% 24 / 90 / 1.40 M/M ‡ 24d / 6f / 80d 14 / 3f 11.2N / 10.4E +1
Kónuis (byri) ‡ 4 / 14% / 3% 18 / 80 / 1.40 S/M ‡ 24d / 6f / 80d 12 / 3f 10.2N / 12.6E +2
Nâra (byri) ‡ 4 / 14% / 3% 28 / 100 / 1.50 L/L ‡ 24d / 6f / 80d 12 / 3f 12.0N / 13.7E +2
Nôranel (byri) ‡ 4 / 15% / 3% 8 / 75 / 1.10 -/M ‡ 18d / 6f / 50d 8 / 3f 11.2N / 6.1E NT
Ónas (tvra) ‡ 3 / 14% / 3% 6 / 80 / 1.15 S/S ‡ 18d / 6f / 50d 6 / 2f 7.3N / 7.2E NT
Óranæ (byri) ‡ 3 / 15% / 3% 12 / 90 / 1.25 S/M ‡ 24d / 6f / 80d 10 / 3f 14.2N / 10.4E +0
Pánas (byri) § ‡ 4 / 14% / 3% § 44 / 90 / 1.40 L/L ‡ 24d / 6f / 80d 16 / 4f 12.6N / 5.4E +11
Súlonâr (byri) ‡ 4 / 10% / 2% 12 / 80 / 1.40 S/S ‡ 18d / 6f / 50d 8 / 3f 10.1N / 3.7E NT
Súnalæ (byri) ‡ 3 / 10% / 3% 9 / 75 / 1.35 S/S ‡ 18d / 6f / 50d 8 / 3f 12.5N / 7.8E NT
Théra (byri) ‡ 4 / 14% / 3% 18 / 90 / 1.40 S/M ‡ 24d / 6f / 80d 10 / 3f 10.5N / 11.5E +1
Vælýn (tvra) ‡ 4 / 12% / 2% 22 / 85 / 1.25 S/M ‡ 24d / 6f / 80d 10 / 3f 8.9N / 1.7E +11
Árlanto
Árlanto (elns) 5 / 10% / 1% 36 / 95 / 1.30 L/L 20d / 4f / 55d 16 / 3f 11.9N / 1.5W +9
Falmkúsi (elns) 5 / 8% / 1% 24 / 85 / 1.20 M/M 18d / 4f / 45d 12 / 2f 10.1N / 2.1W +11
Mágadika (elns) 4 / 8% / 1% 24 / 95 / 1.25 M/M 16d / 4f / 40d 12 / 2f 12.8N / 1.1W +9
Úvika (elns) 3 / 5% / 1% 6 / 80 /1.10 -/S 12d / 3f / 40d 8 / 2f 11.4N / 1.9W NT

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Venârivè 213
Market / Port Market Shipwright Guilds Port Fees Cargo Tide
(Regional Map) Mk / Hwk / Bnd Size / ML / CF P/S Pil / Wfg / Reg TW / CT Lat / Long Factor
Númec
Azúrahel (mnma) 3 / 5% / 1% -/-/- -/- -/-/- -/- 23.1N / 8.8W -
Pyáteq (flna) 2 / 10% / 2% -/-/- -/- -/-/- -/- 18.8N / 19.6W -
Kôrlic coast
Charinátrè (klua) 3 / 5% / 1% 4 / 80 / 1.20 -/S 14d / 3f / 40d 8 / 2f 23.5N / 18.9W NT
Dýulaqi (klua) 3 / 6% / 1% -/-/- -/- -/-/- -/- 23.0N / 29.9W -
Dýsor (klua) 3 / 5% / 1% 9 / 75 / 1.20 -/S 15d / 4f / 44d 10 / 3f 25.0N / 16.7W +10
Geména (mnma) 3 / 5% / 1% 10 / 80 / 1.25 S/S 12d / 6f / 35d 12 / 3f 25.5N / 13.7W +10
Hegóvnis (klua) 4 / 6% / 1% 16 / 90 / 1.30 L/L 16d / 6f / 45d 12 / 3f 25.5N / 26.6W +8
Isýnen (klua) 6 / 6% / 2% 18 / 85 / 1.30 L/L 20d / 8f / 45d 18 / 3f 24.4N / 19.7W +9
Kérang (klua) 3 / 4% / 1% 8 / 90 / 1.35 S/M 14d / 4f / 40d 8 / 3f 23.7N / 26.7W +8
Kúta (klua) 3 / 6% / 1% 6 / 80 / 1.20 -/M 12d / 6f / 35d 8 / 3f 23.4N / 24.3W +8
Lýanral (klua) 3 / 5% / 1% 8 / 85 / 1.25 S/M 14d / 4f / 45d 6 / 3f 23.1N / 28.5W +7
Tínmal (mnma) 3 / 4% / 1% -/-/- -/- -/-/- -/- 24.3N / 15.4W -
Zûwar (klua) 2 / 5% / 1% 8 / 75 / 1.00 S/S 15d / 4f / 40d 8 / 3f 24.9N / 17.6W +9
Menêma
Býlrama (mnma) 3 / 6% / 1% 14 / 85 / 1.30 S/M 21d / 5f / 54d 8 / 3f 23.6N / 7.3W +9
Hûdhavn (mnma) 3 / 6% / 1% 12 / 90 / 1.30 S/M 22d / 5f / 65d 12 / 4f 25.5N / 11.5W +9
Ílmasa (mnma) 3 / 6% / 1% 8 / 80 / 1.10 -/S 16d / 4f / 35d 6 / 3f 23.7N / 8.6W NT
Kôlvis (mnma) 5 / 9% / 2% 48 / 95 / 1.35 L/L 24d / 6f / 70d 18 / 4f 25.9N / 8.1W +10
Yméshem (mnma) 4 / 7% / 1% 21 / 90 / 1.30 M/L 22d / 4f / 65d 12 / 4f 24.8N / 9.9W +9
Vítho
Bijâna (mnma) 4 / 10% / 1% 8 / 85 / 1.30 -/M 21d / 5f / 80d 10 / 3f 23.3N / 7.3W +8
Garás (mnma) 4 / 10% / 1% 12 / 90 / 1.35 M/L 22d / 5f / 65d 12 / 3f 21.4N / 5.7W +8
Médes (mnma) 4 / 10% / 1% 16 / 95 / 1.40 L/L 22d / 6f / 65d 12 / 3f 20.8N / 6.8W +9
Vítho (mnma) § 6 / 12% / 2% § 36 / 90 / 1.40 L/L 24d / 6f / 70d 16 / 4f 22.4N / 3.7W +7
Xêrium
Gûrot (elns) 3 / 7% / 1% 6 / 80 / 1.15 S/S 18d / 6f / 50d 10 / 3f 17.9N / 2.4W +8
Syrénè (elns) 4 / 9% / 1% 18 / 95 / 1.35 M/L 23d / 6f / 70d 14 / 4f 18.4N / 0.3W +7
Týrich (elns) 3 / 8% / 1% 12 / 90 / 1.25 M/M 21d / 5f / 65d 12 / 3f 18.1N / 0.5W +7
Xêrium (elns) 6 / 12% / 2% 48 / 90 / 1.30 L/L 25d / 8f / 80d 16 / 3f 17.8N / 1.7W +8
Zárides (elns) 3 / 9% / 1% 6 / 85 / 1.20 S/M 16d / 6f / 45d 9 / 3f 18.3N / 3.7W +8
Falânia
Bothísa (elns) 5 / 12% / 2% 22 / 85 / 1.35 L/L 22d / 5f / 80d 16 / 3f 12.1N / 13.6W +10
Fagómu (elns) 3 / 10% / 1% 12 / 80 / 1.25 S/M 18d / 4f / 50d 8 / 3f 13.8N / 12.1W +11
Môranjaz (flna) 3 / 9% / 1% 18 / 85 / 1.25 S/L 16d / 4f / 45d 10 / 3f 12.0N / 18.2W +9
Silgôra (flna) 4 / 9% / 2% -/-/- -/- -/-/- -/- 14.2N / 17.9W -
Tásugez (flna) 4 / 10% / 2% 24 / 90 / 1.35 L/L 22d / 5f / 65d 16 / 3f 12.5N / 21.0W +9
Thúbeliz (flna) 5 / 11% / 1% 12 / 85 / 1.25 S/M 18d / 4f / 45d 10 / 3f 13.4N / 22.4W NT
Wúzadhim (flna) 3 / 9% / 1% -/-/- -/- -/-/- -/- 13.6N / 19.7W -
Gambáy (thna) 2 / 8% / 1% 6 / 80 / 1.10 S/S 16d / 4f / 42d 8 / 2f 2.5N / 11.6W +2
Koúliko (thna) 4 / 8% / 1% 14 / 80 / 1.15 S/M 18d / 4f / 50d 10 / 3f 4.7N / 13.7W +0
Kôro (thna) 3 / 8% / 1% 8 / 75 / 1.05 -/S 16d / 4f / 50d 8 / 2f 4.7N / 12.4W +0
Mbáyali (thna) 3 / 7% / 1% 9 / 80 / 1.20 S/S 16d / 4f / 35d 8 / 2f 0.5N / 7.6W +2
Nuwadhímash (thna) 3 / 7% / 1% 10 / 85 / 1.20 S/S 16d / 4f / 35d 8 / 2f 7.7N / 12.9W +11
Sikássu (thna) 3 / 6% / 1% 7 / 80 / 1.15 S/S 14d / 4f / 30d 6 / 2f 1.3N / 8.7W +1

‡ - market or port where access and thus trade, pilotage, registry


and so forth are restricted.
§ - port where there is a secondary (state or naval) shipyard.
* - registry only by special approval.

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214 Venârivè
Market:
Mk - Market Size (1 to 9).
§ Major State or Military Shipyards
Hwk - Hawking Fee; % value of goods sold.
Chélemby Syndicate Yard - 36 shipwrights, ML 100, CF 1.30
Bnd - Bonding Fee; % value of goods held per month.
Evánekin Admiralty - 12 shipwrights, ML 110, CF 1.30
Shipwright:
Size - Number of permanent employees of the shipyard. Beréma Royal Docks - 24 shipwrights, ML 110, CF 1.60
ML - Mastery Level for work done at the shipyard.
Janôra Royal Arsenal - 42 shipwrights, ML 95, CF 1.50
CF - Cost Factor.

Guilds: Kiléma Imperial Yard - 60 shipwrights, ML 100, CF 1.50


P - Pilot’s Guildhall: Quârmil Imperial Yard - 75 shipwrights, ML 100, CF 1.50
S - 1-4 rooms; M - 5-9 rooms; L - 10+ rooms. Sános Imperial Yard - 90 shipwrights, ML 110, CF 1.50
S - Seaman’s Guildhall
S - 6-12 bunks; M - 13-24 bunks; L - 25-48+ bunks. Gôris Royal Dock - 30 shipwrights, ML 110, CF 1.40
Lekûria League Yard - 50 shipwrights, ML 100, CF 1.50
Port Fees:
Pil - Piloting Fee - payable upon entering and leaving port. Livélis Larunda - 375 shipwrights, ML 100, CF 1.60
Wfg - Wharfage - charge to moor at a dock per foot per day. Nárolis Naval Yard - 180 shipwrights, ML 95, CF 1.50
Anchorage fee is 20% of wharfage.
Reg - Registry - cost to register at the port per foot per year. Chenósolis Imperial Yard - 60 shipwrights, ML 110, CF 1.40
Hepénolis Imperial Yard - 60 shipwrights, ML 105, CF 1.40
Cargo:
Nátha Imperial Yard - 75 shipwrights, ML 100, CF 1.40
TW - Tuns per Watch that can be loaded / unloaded.
Zerúla Imperial Yard - 24 shipwrights, ML 100, CF 1.40
CT - Cost to load per Tun (ie 2000 lb or 100 cubic feet).

Tide Factor: Pánas Býrian Imperial Yard - 48 shipywights, ML 110, CF 1.50


+0 to +11 - number of hours added to the Tide Table.
NT = No Tide (river or lake). Vítho Royal Yard - 36 shipwrights, ML 95, CF 1.40
- = no port.

+8 +9 +10 +0
+7
+4 +1 +2 +4
+11 +3
+6
+10 +0

Venârivè Tide Factors and


+4 +11
+7 Hârhakeim
+2

Ocean Currents
Vúlenheim
Hârling

+11
Pélby
Kóndasgel
+11
Rósby
+3 Lýbath

+4 +5 +10 +10
+3 +4
+3 Jârehm

+6
+8
Fûhreling
+9 +5
Amlácht
See the Tides and
+2 +7
Génja
Orlét Zentîres
Ocean Currents
+8
+4 Ázadmêre
+8
+9
Ífanè

Beldîra
Vâben

Nànrenýka
Prelýnè

Ylúma
layers of the Venârivè Map
Tashál

+10 Chélemby
Vârkenheim Léden
Ékenon
Sùlýris

Golótha
Côranan
Élshavel
+1 +11
Thay

Aléath
+0 +10 Éslon

Tûresgal

+11 Eilýria
Énselet
Hârbraén Dálbadîr
Horóka

+2
Ekýnè
Èshapél Quârelin Lankôrium
Chérafîr

Sâbin Pòrosúa

+4 +3 +1
+1 Âlwin
Engaritánè Fêgon (Êrdar)

+2
Féslium
Beréma
Galishénes
+1 Kirisónè
Vegúsa Ílbris Dárimûr
Melesúma
Kesâra
Dúma
Chóam

Falagósin +1
Lekûria

Gêlon
Baráth

+0 Párahal Ubárian Lymm

Reshâna

+0
Leshónes Ómrium

+3
Ázaras
+5 Gelâmo
Berónè Meókolis Tázach Genôro

+1
Rýdaz
Méngovik Janôra
Kîrgan

+11 +0 Àreshómes +1 Pârthias

Dârlon Gedálpria Kiléma

+0 Válen Mîremal

+2
Tengéla

+9
Iésua
Gótha

+10
Párebîr Lótra Ìchényah

+11
Chedílo

+6
Mûrshel
Rigêros
+9
Hébos

+1 +3
+11 +0
Shomîro
Mohm Arkéth +8 +0
Misóna

+8 +7 +1
+3
Ûrden

+10 Ailét Jándîr

+6
+10 +7
+8
Lysâra
Phanósia

+9 +4
Shonjîris
+6 +5 +2
Kólomîr

+9
+7 Kôlvis
+4 +3
Ájygàl

Hegóvnis
+5 Énaleth

+5 +5
Helás

+8
Isýnen Sános

+7 +5 +4
Hóritar
Livélis
Púrimal
+4 +4 Shélon

+5 +5
+4
Vítho
Hácherdad

+6
Nárolis
Dúrien
Gôris
Quârmil Rykál

+9 +4 Gílech

+8 +7 +5 +3
+4
+3
Xêrium
+2
Hepénolis Pélona

+8 +1 +5
+0 +2 Chenósolis

+9 +4
+10 +11
Gálamonìa

Silgôra +10 +1 Ínri

+11
+0 +0
Thúbeliz

+8 Bothísa
Árlanto +11 Dáriam
Zerúla
+5 Nátha
Chifâr

Mánquideh
Kárela

Anram

+3
úsha

+11 +11 Onrísha


Kádhan

Mokôra +0
+4
+9
+7 +10
Jenârio

+11 +1

Kolanôrako
Elúmælèn

+0 +2 Ámvârelâr Jányalè
+3 +2 Jángelôr

Sogôranélè +5 +4 Sulôrèkámele

+1 Delúma

+4
Sérianè

+2 +2 +3 Suntosheláshè
+4 +3 +2

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Venârivè 215

A ppendix XVI: Tide Tables


Base Tide Table for Venârivè
Day Low High Low High Low
1 - 0:24 6:37 12:49 19:02
2 - 1:14 7:26 13:39 19:51
3 - 2:04 8:16 14:26 20:41
4 - 2:53 9:06 15:18 21:31
5 - 3:43 9:55 16:08 22:20
6 - 4:33 10:45 16:57 23:10
7 - 5:22 11:35 17:47 -
8 0:00 6:12 12:24 18:37 -
9 0:49 7:02 13:14 19:26 -
10 1:39 7:51 14:04 20:16 -
11 2:28 8:41 14:53 21:06 -
12 3:18 9:31 15:43 21:55 -
13 4:08 10:20 16:33 22:45 -
14 4:57 11:10 17:22 23:35 -
15 5:47 12:00 18:12 - -
16 - 0:24 6:37 12:49 19:02
17 - 1:14 7:26 13:39 19:51
18 - 2:04 8:16 14:26 20:41
19 - 2:53 9:06 15:18 21:31
20 - 3:43 9:55 16:08 22:20
21 - 4:33 10:45 16:57 23:10
22 - 5:22 11:35 17:47 -
23 0:00 6:12 12:24 18:37 -
24 0:49 7:02 13:14 19:26 -
25 1:39 7:51 14:04 20:16 -
26 2:28 8:41 14:53 21:06 -
27 3:18 9:31 15:43 21:55 -
28 4:08 10:20 16:33 22:45 -
29 4:57 11:10 17:22 23:35 -
30 5:47 12:00 18:12 - -

This table provides the ‘base’ high and low tide times for each day of each month for locations within 45 degrees
east and west of the Kèthîran Prime Meridian, which runs near Omrium. Thus it covers all of Venârivè.
Many ports and locations in Venârivè will have high and low tide times which are later than those set out here, due
to local geological or hydrographic effects. Use the ‘Tide Factor’ from the Ports and Markets Table to adjust these
times by +1 to +11 hours. The Venarive Tables spreadsheet enables Gamemasters to make these adjustments easily.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


216 Venârivè

Venârivè Base Tide Table By Watch and Height


High Tide Low Tide

Morning Evening Morning Evening


Day Watch Time Lvl% Watch Time Lvl% Watch Time Lvl% Watch Time Lvl%
1 6/8 0:24 99.6 4/1 12:49 98.5 2/5 6:37 0.9 5/6 19:02 2.4
2 1/2 1:14 96.6 4/3 13:39 94.1 2/6 7:26 4.6 5/7 19:51 7.3
3 1/4 2:04 91.1 4/4 14:28 87.8 2/8 8:16 10.5 6/1 20:41 14.0
4 1/5 2:53 84.2 4/6 15:18 80.6 3/2 9:06 17.6 6/3 21:31 21.1
5 1/7 3:43 77.2 4/8 16:06 74.0 3/3 9:55 24.5 6/4 22:20 27.5
6 2/1 4:33 71.2 5/1 16:57 69.1 3/5 10:45 29.9 6/6 23:10 31.8
7 2/2 5:22 67.5 5/3 17:47 66.8 3/7 11:35 32.9 - - -
8 2/4 6:12 66.8 5/5 18:37 67.5 6/8 0:00 33.3 3/8 12:24 32.9
9 2/6 7:02 69.1 5/6 19:26 71.2 1/1 0:49 31.8 4/2 13:14 29.9
10 2/7 7:51 74.0 5/8 20:16 77.2 1/3 1:39 27.5 4/4 14:04 24.5
11 3/1 8:41 80.6 6/2 21:06 84.2 1/4 2:28 21.1 4/5 14:53 17.6
12 3/3 9:31 87.8 6/3 21:55 91.1 1/4 3:18 14.0 4/7 15:43 10.5
13 3/4 10:20 94.1 6/5 22:45 96.6 1/6 4:08 7.3 5/1 16:33 4.6
14 3/6 11:10 98.5 6/7 23:35 99.6 2/1 4:57 2.4 5/2 17:22 0.9
15 3/8 12:00 100 - - - 2/3 5:47 0.1 5/4 18:12 0.1
16 6/8 0:24 99.6 4/1 12:49 98.5 2/5 6:37 0.9 5/6 19:02 2.4
17 1/2 1:14 96.6 4/3 13:39 94.1 2/6 7:26 4.6 5/7 19:51 7.3
18 1/4 2:04 91.1 4/4 14:28 87.8 2/8 8:16 10.5 6/1 20:41 14.0
19 1/5 2:53 84.6 4/6 15:18 80.6 3/2 9:06 17.6 6/3 21:31 21.1
20 1/7 3:43 77.2 4/8 16:06 74.0 3/3 9:55 24.5 6/4 22:20 27.5
21 2/1 4:33 71.2 5/1 16:57 69.1 3/5 10:45 29.9 6/6 23:10 31.8
22 2/2 5:22 67.5 5/3 17:47 66.8 3/7 11:35 32.9 - - -
23 2/4 6:12 66.8 5/5 18:37 67.5 6/8 0:00 33.3 3/8 12:24 32.9
24 2/6 7:02 69.1 5/6 19:26 71.2 1/1 0:49 31.8 4/2 13:14 29.9
25 2/7 7:51 74.0 5/8 20:16 77.2 1/3 1:39 27.5 4/4 14:04 24.5
26 3/1 8:41 80.6 6/2 21:06 84.2 1/4 2:28 21.1 4/5 14:53 17.6
27 3/3 9:31 87.8 6/3 21:55 91.1 1/4 3:18 14.0 4/7 15:43 10.5
28 3/6 10:20 94.1 6/5 22:45 96.6 1/6 4:08 7.3 5/1 16:33 4.6
29 3/7 11:10 98.5 6/7 23:35 99.6 2/1 4:57 2.4 5/2 17:22 0.9
30 3/8 12:00 100 - - - 2/3 5:47 0.1 5/4 18:12 0.1

This table shows high and low tides by watch each day, as well as size of high and low tides on each of those days.
Lvl% refers the percentage of the highest or ‘spring’ high-tide marks. Tidal levels will vary from ‘spring’ to ‘neap’
or lowest tides. ‘Spring’ tides will occur on the 15th and 30th of each month, while ‘neap’ tides will occur on the 7th
and 22nd of each month.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 217

A ppendix XVII: Weather


Weather is complicated to simulate accurately. Over Approaches to determining the weather
an area as large as that covered by Venârivè there are
There are several approaches to determining the
far too many climate zones and local weather pat-
appropriate weather.
terns to sum up in any reasonable number of charts or
lookup tables. Gamemaster determines the weather
We have, however, provided base weather charts for The Gamemaster is the final arbiter of the weather at
the major climate zones, and some exemplar ‘location- any particular location or time. The Gamemaster may
specific’ weather charts. We plan to provide more such chose to use the tools provided here, in part or as a
charts for important locations, and include them in whole, but may simply determine the weather required
future publications. by plot or story. If the story requires that it rains, then
it should rain.
Gamemasters can also make use of the precipipation
layers on the Venârivè map in determining weather
results in this manner.
Use the base weather charts
The base weather charts provide a reasonable
approximation of the weather conditions across the
broad climate zones. They are, of course, imperfect,
as they do not (by themselves) take account of local
conditions. But as a guide to Gamemaster decision
making, they are certainly useful.
Use a location-specific weather chart
We have included four examples of location-specific
weather charts in this publication - one for Ázadmêre,
one for Énselet in Shôrkýnè, one for the region around
Isýnen on the northern coast of Hèpekéria, and one for
the city of Ubárian in Tríerzòn.
Future publications will include additional location
specific charts, and we will make others available for
download.
Develop a location-specific weather chart
Finally, we also plan to provide Gamemasters with
the tools to develop their own ‘location-specific’ charts,
using a range of optional rules. This will be available as
a download from Kelestia.com.

It is entirely up to each Gamemaster and gaming


group which approach they take to determining
the weather in Venârivè. We hope we have provided
sufficient options to meet the needs of all groups.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


218 Venârivè
Climate Zones Subtropical
A Gamesmaster can use the descriptions below The Subtropical climate zone generally occurs
to determine the weather for each of the six principal between 15 and 35 degrees of latitude. Prevailing
climate zones across Venârivè as shown on the maps northwesterly winds shift and strengthen to moist
on page 222, which also indicate precipitation levels. south westerlies at the end of the autumn making
A base weather chart is also provided for each of these winters mild but rainy. They shift again to weaker south
climate zones. Finally, Gamesmasters can also make easterlies in the spring before north easterly winds
some assumptions about the climate zone if they know herald hot and dry summers. Regions with this climate
the predominant vegetation type for an area. include southern Tríerzòn, southwestern Ázeryàn,
northern and eastern Hèpekéria, Karéjia, coastal Býria,
Subpolar and the eastern Venârian. The predominant vegetation
The Subpolar climate zone generally occurs at is evergreen hardwood and scrub except where rain
latitudes from 50 to 60 degrees. The predominant shadowing produces a much drier habitat such as the
vegetation in this climate zone is needleleaf forests and Àzeryáni Drylands.
the prevailing wind direction is southwesterly, shifting to
northerly in winter. The subpolar zone is characterized Tropical (Dry)
by cold winters and a short, cool summer. Regions The Dry Tropical climate zone generally occurs
with this climate include northeastern Ivínia, Áltôr, and between 5 and 25 degrees of latitude. Prevailing winds
northern Mengóla. are northeasterlies except in winter when they shift to
northerlies. Where they are dry in winter and wet in
Cool Temperate summer the predominant vegetation is a savannah of
The Cool Temperate climate zone is one of the most grass with clumps of trees and brush. Relatively stable
varied usually occupying regions between latitudes weather is disturbed by occasional violent tropical
35 and 55 degrees. Though the prevailing winds are storms during the summer and autumn. Regions
southwesterly, they often shift. They carry warm moist with this climate include Tuvâra, Péchalâr, Falânia and
air that frequently makes coastal regions cloudy with northern Thónia.
cool damp summers and mild wet winters. Cool Where the winds are dry all year round due to the
temperate coastal regions of Venârivè include Hârn, geography of a region there is very little precipitation.
southwestern Ivínia, Hârbáal, Huriséa, and Shôrkýnè Warm winters and extremely hot summers produce
where the predominant vegetation is deciduous sand deserts or drylands of hardy cactus and scrub.
forests, with occasional temperate rain forests. Further Regions with this climate include the Hèpekérian
inland the winters are cold and summers are hot, with interior and the Béshakan desert.
less precipitation. Regions with this climate include
Quârphor, parts of Reksýna, as well as northern Tropical (Wet)
Tríerzòn and eastern Ûmélria. These are characterised The Wet Tropical climate zone generally occurs
by deciduous forests. between 0 and 10 degrees of latitude. The regions
Finally, where a mountain range separates a region accessible from Venârivè have prevailing northwesterly
from the moist south westerlies of the cold temperate winds but seasonal variation and geography can
zone there is very much less rain. This is broadly true produce pronounced wet and dry seasons as when
of the remaining parts of Reksýna and of Ketârh where the winds shift to southwesterlies in summer. The
the climate and dry winds favour large expanses of predominant vegetation is dense rain forest such as
grass with small stands of scrub and bushes. cover much of Mafán, Chogôro, and southern Thónia.
Warm Temperate
The Warm Temperate climate zone generally Variation in Prevailing Wind Direction
occurs between 25 and 40 degrees of latitude and is
dominated by moist southwesterly winds. Occasional While the overall prevailing wind directions for
storms introduce significant variation in wind direction each climate zone are given here, local wind
during summer when they tend to be southerly. Winters, conditions can and do vary. The most significant
by contrast, are much calmer and mild with occasion of these are indicated on the Venârivè map, and
freezes compared to hot and humid summers. This included on the map on page 222.
climate characterises Emélrenè, Palíthanè, central
Tríerzòn, northern Ázeryàn, and Ûmélria western where Future location-specific weather charts will
the predominant vegetation is deciduous forests with adjust for these local wind conditions; but Gam-
some tropical evergreens. emasters should feel free to make their own
adjustments.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 219
Overview of the Weather Charts Cloud and Precipitation Symbols
Each weather chart takes the form of four, seasonal, The following are the types of cloud cover and
columns, each of twenty boxes. In each box is a set of precipitation indicated on the weather charts:
symbols that describe the weather for a single watch of
Symbol Cloud and Precipitation Type
four hours; see Units of Time (page 67). Each box on
the weather chart has the following symbols:
Cloud Cover
Õ Clear, Dry

Temperature and Precipitation × Cloudy, Dry


Cold (Cool)
N 1-3 Û d4 Ø Cloudy, Showers

Wind Direction
and Force
Weather Change
Die-Type
Ù Overcast, Dry

Ú Overcast, Snow / Hail Showers

Temperature (Day and Night)


j Overcast, Continuous Snow

The weather charts indicate the temperature for


each watch. The first temperature indicated applies
Û Overcast, Showers

during the day, the second (in parentheses), at night:


thus, Warm (Cool).
Ý Overcast, Continuous Rain

The temperatures indicated are subjective but ‘feel ß Foggy or Misty (Windforce 0 only)
like’ the following temperature ranges:
• Sweltering (Swlt) – 35 °C (95 °F) or more;
Ü Cloudy, Thunderstorm

dangerous without shade and water. Clear - means less than 25% cloud cover
• Hot (Hot) – 26 to 35 °C (79 to 95°F). Cloudy - means between 25% and 75% cloud cover
• Warm (Warm) – 16 to 25 °C (61 to 77°F). Overcast - means more than 75% cloud cover
• Cool (Cool) – 10 to 15 °C (50 to 59°F).
• Cold (Cold) – 1 to 10 °C (34 to 50°F);
unpleasant, warm coverings required. Weather Change Die-Type
• Freezing (Frzg) – 0°C (32°F) or less; Each watch (4 hour period), the box used may
dangerous if individuals are unprotected. change according to a die roll, and will tend, on
average, to cycle around the chart.
Each box in the weather chart indicates the die-type
Wind Direction and Windforce which should be rolled to determine if there is to be
The letter (NW, N, NE, SE, S, and SW) indicates a change in the weather from watch to watch. The
the main direction from which the wind blows during possible die-types are:
the watch. The direction relates to the hex-edge. Each
entry provides a range for windforce: 0‑2, 1-3, or 2-4. d4 four-sided die

d6 six-sided die
Windforce Interpretation Table
d8 eight-sided die
Force Effect Km / hr
0 Calm / Leaves rustle 0-8 d10 ten-sided die
Light Breeze d12 twelve-sided die
1 Moderate Small branches 8-24
Breeze move
2 Strong Large branches 24-48
Wind move
3 Gale Branches break 48-88
off trees
4 Storm Trees uprooted 88+

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


220 Venârivè
Variable Precipitation (optional)
Base Weather Charts Precipitation is generally considered to be rain, by
One base chart is given in the following pages
default, but differing temperature ranges may give a
for each of several climate zones. This represents a
chance for different results:
location in the selected climate zone at a low elevation
without rain shadow or slope. They are not adjusted for Cool 10% chance of hail in cool temperate,
elevation or local shifts in prevailing winds. spring or fall
Using the Base Weather Charts Cold Rain (20%), sleet (40%), hail (10%), or
snow (30%)
For a weather report when the previous watch’s
weather is unknown the Gamemaster can roll 1d20 and Freezing Snow (50%), sleet (30%), or
place a marker on the chart for the appropriate zone hail / ice fall (20%)
and season in the numbered box indicated by the roll.
Alternatively they can begin with the grey box which
indicates the ‘most likely starting point’ for weather Chance of Showers (Optional)
where the situation in the preceding watch isn’t known. Continuous precipitation (rain or snow) is constant
As noted above, each box on the weather charts through the watch, but rain or snow showers can
indicates the die-type that should be rolled to determine optionally start on a roll of 1 or 2 on a d6 and stop on
weather changes. Once the box for the first watch is a roll of 5 or 6.
identified the Gamemaster rolls the die-type indicated The Gamemaster can roll every 15 minutes to every
to test if the weather changes, and in what direction, hour, as it suits them, but the interval chosen should
up or down the table. The weather change table below be consistent to avoid weather that appears entirely
shows how the die roll is interpreted: unpredictable to players.

Weather Change Table


Roll Weather Changes Venârivè Map Precipitation Levels (Optional)
The Venârivè map includes layers (one using colours,
1 Move up 1 box
the other overlay symbols) which provide indicative
2 Move down 2 boxes data on precipitation levels across the region, which
3-4 Move down 1 boxes can be used to interpret the weather in a given location:
5+ No Change (same box) Colour Symbols
< 10 inches p.a.
This means that higher die-types will tend to result 10-20 inches p.a.
in more stable weather; lower die-types indicate a pro- 20-40 inches p.a.
pensity for more rapid changes in weather from watch 40-80 inches p.a.
to watch.
80+ inches p.a
If the marker moves off the chart, re-enter at the
other end. If the climate zone or season changes, switch
columns or charts without shifting the box number. Gamemasters should feel free to adjust the
precipitation generated from the base weather charts
Interpreting Weather Chart Results to ensure a better fit with the indicated precipitation
Gamemasters can interpret weather generated by levels on the map.
either base or location-specific charts, and add detail A more detailed system for ensuring better fit with
as described below. indicated precipitation levels will be provided in the full
weather system, for those Gamemasters who wish to
Actual Windforce use it.
Actual windforce in across the ranges indicated
on the weather charts (0-2, 1-3, and 2-4) can be
determined roling 1d10 on the following table :
Range Roll 1d10
0-2 roll 1-4 = 0 roll 5-8 = 1 roll 9-10 = 2
1-3 roll 1-5 = 1 roll 6-8 = 2 roll 9-10 = 3
2-4 roll 1-6 = 2 roll 7-9 = 3 roll 10 = 4

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 221
Example Location-Specific Charts
The following example location-specific weather Additional location-specific weather charts will be
charts are included following the base weather charts. made available by Keléstia Productions, and the forth-
coming optional rules will enable Gamemasters to
Chélemby City, Gulf of Shôrkýnè develop their own. This will be available as a download
Chélemby city, on the island of Chel in the Gulf of from Kelestia.com.
Shôrkýnè, is in the Cool Temperate climate zone. It is at
sea-level, and has no significant rain shadow or slope.
It thus uses the unadjusted ‘Cool Temperate’ base
weather chart.

Ázadmêre, Hârn
Ázadmêre is the kingdom and city of the Kúzhai
on Hârn, located in the Sôrkin Mountains. It is in the
Cool Temperate climate zone, at a high elevation. The
prevailing winds are from the southwest. The city of
Ázadmêre is in a rain shadow caused by the Sôrkin
Mountains and the lands of Káldôr from the southeast,
south, southwest, and northwest, more rain makes it
over the Sôrkins form the north and northeast.
A location-specific weather chart is provided for
Ázadmêre.

Énselet, Shôrkýnè
Énselet is the main town of the duchy of Énsel, in
eastern Shôrkýnè. The town lies on the banks of the
Benâmo River; to the north are the Chaléo Hills, to
the south, southeast and southwest are the Nadámia
Mountains. Énselet is in the Cool Temperate climate
zone, and the prevailing winds in this part of Shôrkýnè
are northwesterly, off the Gulf of Shôrkýnè.
A location-specific weather chart is provided for
Énselet.

Isýnen, Hèpekéria
Isýnen city, on the northern coast of Hèpekéria, is
in the Subtropical climate zone. The prevailing wind
direction is northeasterly (NE), with a winter shift to
northwesterlies (NW). It is at sea-level, and is in a rain
shadow from the southeast, south and southwest.
A location-specific weather chart is provided for
Isýnen.

Ubárian, Tríerzòn
Ubárian city, in central Tríerzòn, is in the Warm Tem-
perate climate zone. The prevailing wind direction is
southwesterly (SW). It is a normal elevation, and is
rain shadowed from the southwest (SW), southeast
(SE), northwest (NW), north (N), and northeast (NE). It
receives more precipitation from the south (S).
A location-specific weather chart is provided for
Ubárian.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


222 Venârivè
Venârivè Climate Zones
Sea of Ítikîr Bórnheim
island
Sea of Ítikîr
Hútheng
island Évolyn
island

in n
North Pêrgen Sea

nta uri
and Prevailing Winds

s
ou b
Ménârv

M él
eg
island

nts
Bay of Ménârv
Sea of Elkýri
nts

M
aM

n
gri
rn

nts

Éle
Pû Áltin

M
rian
Bay of Mou
ntai

el
Sénvir ns

Kéj

Lak
South Pêrgen Sea

e Óm
Lake ns

alu
Áu untai
Volýn Áltôr Mú
yârh
Mo

an
Chazârian Mountains

Ún
Sea

ke
La
Wúben Mountains Awalôr
Mountains Subpolar
Lake Awáa è
Ekáalwè Úalw
Lake
Mountains
Island of Hârn Sea of Iváe
Afárezir
islands
ál
Ja
hl
Mou
ntai
ns

Nuthéla
Gulf of Hârbáal

Cheb
Mnts
Ôr
ly
Ch
uâr Báv
ena
Qu
ôra
Múnuma
Cool Temperate
of Tîrp F High
Sea
M élsh Sô
rkin lan

y
Equéth nts a

nsé
Mnt ps ds
ns l Al

De
ntai
s rbáa

Warm Temperate
ou Hâ
Perán
sh
aM Kéron Tîrga
Quârphor Reksýna

a
yé island

Pôrn
Ra
Lake Benáth Akén
a
ld
Ka

d
Reks

iv
âr Tîrga ýna

ld
Tílame Aúlo Úlga High


Th m
Mnts lan
Hélegat ds

Subtropical
Gulf of Shôrkýnè
Sétha island
Gulf of Chákro Gó
nek
Án

Gulf of
Andûrien Mo
ad

untai
el

ns
Ánfla
island
Hôradir

Quándas Bay Benâmo


i

ntérè Yalerýnè
lan

Qua

r
ns


Kamáce
Sea Gó

ntai Mountains

Un
island Es nek
el

of

Tropical (Dry)
ou Lóas
Ém

nM Ménkris Mo
ália Toná untai
Mèlderýn
Je
rin ntains tris ns
island Mou Mo Eraz
Âshlóas ns átris untai
islands
Plain of ntai Ton ns
ýnis
Yârenáren
Mou Mo
untai
islands Gulf of Módan
Káretan mi ns

a
Amés ala

él
Na s

Deg
Bâzel hâ
rno Ûm
islands Ec
Wynédhrhin ns
tai
islands Énara un
St

n Mo

Tropical (Wet)
Es Ménkren
af

Sángen s Rá
ka
Gôren islands Mountains
Ga
islands
Táves Kétesyn dén Hémenas
islands islands

ns
ai

Ûmélrian

nt
ne s

Pâthen
ou
rè éo
Ar
âram Mountains

M
Ýpe

Luíndè
Ch ntains

a
Ta
Mountains

m
na

Védos

éa
igó
Mou
ains

G
s

Mountai
Mnts Énara

a
nt

Gém
Gulf of Edêr (Edêrwyn)
Nàl
an
ou
éla

iâtr
Zón
M

is
Deg

ns
M Gulf of Chûren
gi

Prevailing
ou
Kôr

nt
Bóden

ains M Ch
Mo ûren

s
la
éd
Gulf of Batána


as un
Hísteic tain
s Vális s

Ish
islands
Íla

éna
Mnts

Ib

s
ni

rno
s
Winds


Én Órnaldas
Mouths of aras Bay of ra
K’srin Skôraz
Ar ká ns
Hâzen ntai Ímonec
ha
islands Gulf of Ómris Mou

Seasonal
Sás
alan Gô
sul Ímonis
as
M Bay
ou
nt
ains Sh
ûros

Winds

Ázeryàn es
an
Drylands
al
Khâr
Ála
sôr

Melêrma island
Atéisames
Menêma H
islands
island
ak
hâr

on
Sán
lis
Da M
ou

of
Kérabor
did lány nta

ts
island Dal Hû an

ai
án Bigh in

Str
ya s
Gar t Bálgsôraz Lývel
island
és Xem Peninsula
Mou
Tíaret ntai Dal ns
Kôrlahit ns án untai
n Chârin Mo
ya ntres
island Isý
s

Lóa Kôliá
lra

Jàída

sM if

Nam
Dúrqa ou
Chél
nt

âr
ains

dh
âra
Xm

ez
Shéluna

Mou
Mountains
Keswún

nt
island Âw rím

ains
Dúrqa Dûnia
Mountains

Hépeker Great Eastern Erg Bay of


Gílenis
Mountains
Súcat
Dusts îra
yth
island
B

Chott
Great Western Erg Melmádz

Venârian Sea

Chott Chott
rqúd

Mázdat Mázgefft

Béshakan
ba
Chott
if

ál
ani

Áf

Q
Djêrid

Mo

Desert
ram ns
untai
ànt

Tágha’imdhal Meldhúr

tains
Chott

Moun
Drajébel
g
wer

ìlâr
Drâ

Mafan
Ámowa
erg Bay
Nâzaw
ains

Tá a
saret âr
Ìnr

G
âa

Fán

nas
ían
Dr

i
Mount

Elá

na Gârbrash

The
s
èan

Káthamas

Mountains
Inríma
Kým

rga
a

Mountains
rían

Eló
na Tâ
Da

Lake
Kýmè Sóbranah
Aýena
ns Mountains Mountains
Bána Mountai Pádila Él Onîra
ch
Bay Býrios Bay a
Kh
álam
Nh
a úv
ala
Lake Jénia
ua

r
Úlelè
Hén

Lásela gû Mountains
hi
Ès

Thónia Péchalâr Gulf of



ro
ng

Áni
a

fra
ns
Ha

Ulánian
Mountai
Úl
a
Háeah
Mafán
Massif

Tuvâra
ón

Che
lán
ic

Mashánga
Oc

Th Chògôrana Mountains

Se
ón Nó


ian ga

la

Alps

ko
ea

s
Alp
n

n
ia
ón
Th

Shârshanè
Mountains
Bay of Sérianu
Shu

Shéntu Sea
go nán
Só ti

Sea of Ítikîr
Hútheng
island Évolyn
island
Bórnheim
island
Sea of Ítikîr
Venârivè Precipitation Levels
in n

North Pêrgen Sea


nta uri
s
ou b

Ménârv
M él
eg

island
M

nts

Bay of Ménârv
Sea of Elkýri
nts
M

aM
n
gri

rn
nts

Éle

Pû Áltin
M
rian

< 10 inches p.a.


Bay of Mou
ntai
el

Sénvir ns
Kéj

Lak

South Pêrgen Sea


e Óm

Lake ns
alu

Áu untai
Volýn Áltôr Mú
yârh
Mo
an

Chazârian Mountains
Ún

Sea
ke
La

Wúben Mountains Awalôr


Mountains
10-20 inches p.a.
Lake Awáa è
Ekáalwè Úalw
Lake
Mountains
Island of Hârn Sea of Iváe
Afárezir
islands
ál
Ja
hl
Mou
ntai
ns

Nuthéla
Gulf of Hârbáal

Cheb
Mnts
Ôr
ly
Ch ena
Qu
ôra
Múnuma
20-40 inches p.a.
of Tîrp
uâr Báv
F Sô High
M élsh
Sea
rkin lan
y

Equéth nts a
nsé

Mnt ps ds
ns l Al
De

rbáa

40-80 inches p.a.


s
ntai Hâ
ou
Perán
sh
aM Kéron Tîrga
Quârphor Reksýna
a

yé island
Pôrn

Ra
Lake Benáth Akén
a
ld
Ka

d
Reks
iv

âr Tîrga ýna
ld

Tílame Aúlo Úlga High


Th m
lan

80+ inches p.a


Hélegat Mnts ds
Gulf of Shôrkýnè
Sétha island
Gulf of Chákro Gó
nek
Án

Gulf of
Andûrien Mo
ad

untai
el

ns
Ánfla
island
Hôradir

Quándas Bay Benâmo


i

ntérè Yalerýnè
lan

Qua
r

ns

Kamáce
Sea Gó

ntai Mountains
Un

island Es nek
el

ou of Lóas
Ém

nM Ménkris Mo
ália Toná untai
Mèlderýn
Je
rin ntains tris ns
Âshlóas island
ns s Mou Mo
untai Eraz
islands
Plain of ntai Tonátri ns
ýnis
Yârenáren
Mou Mo
untai
islands Gulf of Módan
Káretan mi ns

a

Amés ala
él

Na s
Deg

Bâzel hâ
rno Ûm
islands Ec
Wynédhrhin ns
tai
islands Énara un
St

Es Ménkren n Mo
af

Sángen s Rá
ka
Gôren islands Mountains
Ga
islands
Táves Kétesyn dén Hémenas
islands islands
ns
ai


Ûmélrian
nt

ne s
Pâthen
ou

rè éo
Ar
âram Mountains
M
Ýpe

Luíndè
Ch ntains
a
Ta

Mountains
m
na

Védos
éa
igó

Mou
ains

G
s

Mountai

Mnts Énara
a
nt

s
Gém

Gulf of Edêr (Edêrwyn)


Nàl
an
ou
éla

iâtr
Zón
M

is
Deg

ns

M Gulf of Chûren
gi

ou
Kôr

nt
Bóden

ains M Ch
Mo ûren
s
la

éd
Gulf of Batána

as un
Hísteic tain
s Vális s
Ish

islands
Íla
éna

Mnts
Ib

s
ni

rno
s

Én Órnaldas
Mouths of aras Bay of ra
K’srin Skôraz
Ar ká ns
Hâzen ntai Ímonec
ha
islands Gulf of Ómris Mou

Sás
alan Gô
sul Ímonis
as
M Bay
ou
nt
ains Sh
ûros


Ázeryàn es
an
Drylands
al
Khâr
Ála
sôr

Melêrma island
Atéisames
Menêma H
islands
island
ak
hâr
on
Sán

lis
Da M
ou
of

Kérabor
did lány nta
ts

island Dal Hû an
ai

án Bigh in
Str

ya s
Gar t Bálgsôraz Lývel
island
és Xem Peninsula
Mou
Tíaret ntai Dal ns
Kôrlahit ns án untai
es Mo
n Chârin
island Isý ya ntr
s

Lóa Kôliá
lra

Jàída

sM if
Nam

Dúrqa ou
Chél
nt
âr

ains
dh

âra
Xm
ez

Shéluna
Mou

Mountains
Keswún
nt

island Âw rím
ains

Dúrqa Dûnia
Mountains

Hépeker Great Eastern Erg Bay of


Gílenis
Mountains
Súcat
Dusts îra
island th
By

Chott
Great Western Erg Melmádz

Venârian Sea

Chott Chott
rqúd

Mázdat Mázgefft

Béshakan
ba
Chott
if

ál
ani

Áf

Q
Djêrid

Mo

Desert
ram ns
untai
ànt

Tágha’imdhal Meldhúr
tains

Chott
Moun

Drajébel
g
wer
ìlâr

Drâ
Mafan

Ámowa
erg Bay
Nâzaw
ains

Tá a
saret âr
Ìnr

G
âa

Fán

nas
ían
Dr

i
Mount

Elá

na Gârbrash

The
s
èan

Káthamas

Mountains
Inríma
Kým

rga
a

Mountains
rían

Eló
na Tâ
Da

Lake
Kýmè Sóbranah
Aýena
ns Mountains Mountains
Bána Mountai Pádila Él Onîra
ch
Bay Býrios Bay a
Kh
álam
Nh
a úv
ala
Lake Jénia
ua

r
Úlelè
Hén

Lásela gû Mountains
hi
Ès

Thónia Péchalâr Gulf of



ro
ng

Áni
a

fra
ns
Ha

Ulánian
Mountai
Úl
a
Háeah
Mafán
Massif

Tuvâra
ón

Che
lán
ic

Mashánga
Oc

Th Chògôrana Mountains
Se

ón Nó

ian ga
la


Alps
ko
ea

s
Alp
n

n
nia
ó
Th

Shârshanè
Mountains
Bay of Sérianu
Shu

Shéntu Sea
go nán
Só ti

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 223
Subpolar Base Weather Chart for Venârivè
This Subpolar Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no
wind shelter. The prevailing wind direction is assumed to be southwesterly (SW) for all seasons except winter, when
it is assumed to be northerly (N).

Spring Summer Autumn Winter


1
Cold (Frzg)
N 1-3 Ú d4 Cool (Cold)
N 0-2 Õ d8 Cool (Frzg)
N 0-2 × d8 Cold (Frzg)
N 0-2 Ø d10
2
Cool (Cold)
NE 1-3 × d4 Warm (Cool)
NE 0-2 Õ d6 Cool (Cold)
N 0-2 Û d6 Frzg (Frzg)
NW 1-3 Õ d8
3
Warm (Cool)
SE 0-2 Õ d8 Hot (Warm)
SE 0-2 Õ d8 Warm (Cool)
NE 0-2 Ø d4 Frzg (Frzg)
N 2-4 Õ d8
Cool (Cool) Warm (Warm) Hot (Cool) Cold (Frzg)
4
SW 1-3 × d10 S 0-2 Û d8 SE 0-2 Õ d8 NE 1-3 Ø d6
Cold (Cold) Cool (Cool) Warm (Cool) Frzg (Frzg)
5
NW 2-4 Ú d4 SW 0-2 Ø d10 S 0-2 ß d10 SE 0-2 ß d8
Cold (Frzg) Cool (Cool) Warm (Cool) Cold (Frzg)
6
NW 2-4 Ø d4 S 0-2 Õ d10 SW 0-2 Û d10 S 0-2 Ø d4
Cold (Frzg) Cool (Cool) Cool (Cold) Cool (Cold)
7
SW 2-4 Õ d8 SW 1-3 Õ d10 NW 1-3 Õ d8 SW 1-3 Õ d6
Cool (Cold) Warm (Cool) Cool (Cool) Cold (Frzg)
8
SW 1-3 Õ d10 NW 2-4 Û d4 SW 1-3 Ù d10 NW 0-2 Ø d8
Cold (Frzg) Cool (Cool) Cold (Cold) Cold (Frzg)
9
NW 1-3 Õ d8 SW 1-3 × d10 NW 2-4 Ú d4 N 1-3 Ú d8
10 Frzg (Frzg)
N 0-2 ß d8 Warm (Cool)
NW 1-3 Õ d8 Cold (Cold)
NW 1-3 × d8 Cold (Frzg)
NE 1-3 × d8
Cold (Frzg) Warm (Cold) Cold (Frzg) Cold (Frzg)
11
N 1-3 × d6 N 1-3 Ø d4 N 2-4 Õ d4 SE 2-4 Ú d4
Cool (Frzg) Cool (Cold) Cool (Cold) Frzg (Frzg)
12
NE 1-3 Û d4 NE 0-2 Û d4 NE 1-3 × d4 NE 1-3 Õ d8
13
Warm (Cool)
SE 0-2 Ø d6 Warm (Cool)
SE 0-2 Ø d6 Warm (Cool)
SE 0-2 Ø d6 Cold (Frzg)
NE 2-4 j d4
Warm (Cool) Hot (Cool) Cool (Cool) Cold (Frzg)
14
S 0-2 Û d8 S 0-2 × d10 S 1-3 Ø d6 SE 1-3 Ø d4
Warm (Cool) Warm (Warm) Cool (Cold) Cool (Cold)
15
S 0-2 Ø d8 SW 1-3 Û d8 SW 2-4 Û d6 S 1-3 Õ d4
Cool (Cold) Warm (Cool) Cool (Cool) Warm (Cool)
16
SW 0-2 Õ d12 S 0-2 Ø d8 S 1-3 Û d6 SW 2-4 Õ d4
Cool (Cold) Cool (Cool) Warm (Cool) Cool (Cold)
17
SW 2-4 Û d6 SW 2-4 × d8 SW 1-3 Õ d10 S 1-3 Ø d4
Cold (Frzg) Cool (Cool) Cool (Cold) Cool (Cold)
18
SW 2-4 Ø d6 SW 1-3 Õ d10 NW 2-4 Ø d4 SW 2-4 Û d4
Cold (Frzg) Cool (Cold) Cold (Frzg) Cold (Frzg)
19
NW 2-4 Õ d6 SW 1-3 Õ d10 SW 2-4 Ù d8 SW 1-3 Ú d4
20
Cold (Cold)
NW 1-3 × d8 Cold (Cold)
NW 0-2 Ø d8 Frzg (Frzg)
NW 1-3 × d8 Cold (Frzg)
NW 1-3 j d4
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


224 Venârivè
Cool Temperate Base Weather Chart for Venârivè
This Cool Temperate Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and
no wind shelter. The prevailing wind direction is assumed to be southwesterly (SW).

Spring Summer Autumn Winter


Cool (Cool) Cool (Cold)
1
Cold (Cold)
N 1-3 Ú d4 N 0-2 Ø d6 N 0-2 ß d8 Cold (Frzg)
N 0-2 j d4
Warm (Warm) Cool (Cold) Frzg (Frzg)
2
Cool (Cool)
NE 1-3 × d4 NE 0-2 Ø d4 N 0-2 Ø d6 N 1-3 Ù d6
Hot (Cool) Warm (Cool) Cold (Cold)
3
Warm (Cool)
SE 0-2 ß d8 SE 0-2 Õ d8 NE 0-2 ß d6 NE 2-4 Ú d4
Warm (Warm) Hot (Warm) Hot (Cool) Cool (Cold)
4
S 1-3 × d8 S 0-2 Õ d10 SE 0-2 Ø d6 SE 1-3 Ø d4
Cool (Cool) Warm (Warm) Hot (Cool) Warm (Cold)
5
SW 2-4 Û d6 SW 0-2 Ü d8 S 0-2 ß d10 SE 0-2 ß d8
Cold (Cold) Warm (Cool) Warm (Cool) Cool (Cold)
6
NW 2-4 Ú d4 SW 0-2 Ø d8 SW 0-2 Ü d8 S 0-2 Ø d8
Cold (Frzg) Cool (Cool) Cool (Cool) Cool (Cold)
7
SW 1-3 × d10 SW 1-3 Û d8 NW 1-3 Ý d4 SW 1-3 Ý d6
Cool (Cool) Cool (Cool) Cool (Cool) Cold (Cold)
8
SW 1-3 Ø d8 NW 2-4 Û d4 SW 1-3 Û d8 NW 0-2 Ù d10
Cold (Cold) Warm (Cool) Cool (Cold) Cool (Cool)
9
NW 1-3 × d8 SW 1-3 × d10 NW 2-4 Ù d6 SW 1-3 Û d8
Warm (Cool) Cold (Cold) Cold (Cold)
10 Frzg (Frzg)
N 0-2 × d8 NW 1-3 Õ d8 N 1-3 × d6 NW 1-3 Ú d6
Cold (Frzg) Warm (Cool) Cold (Cold) Cold (Cold)
11
N 1-3 Õ d6 N 1-3 Õ d6 NE 2-4 Ú d4 N 2-4 Ù d4
Cool (Frzg) Hot (Cool) Cool (Cold) Frzg (Frzg)
12
NE 1-3 Û d4 NE 0-2 ß d6 SE 1-3 Û d4 NE 2-4 Ú d4
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Frzg)
13
SE 0-2 Û d6 SE 0-2 Û d6 SE 0-2 × d8 SE 1-3 Õ d6
Hot (Warm) Hot (Warm) Cool (Cool) Cool (Cold)
14
S 0-2 ß d10 SE 0-2 × d8 S 1-3 Ý d4 S 1-3 × d8
Warm (Warm) Warm (Warm) Cool (Cool) Cool (Frzg)
15
S 0-2 Ü d6 S 0-2 × d10 SW 2-4 Û d6 S 1-3 Õ d8
Cool (Cold) Warm (Cool) Cool (Cold) Cool (Cold)
16
SW 0-2 Õ d12 SW 1-3 × d10 S 1-3 × d8 SW 2-4 Ø d6
Cool (Cool) Warm (Warm) Warm (Cold) Cold (Frzg)
17
SE 1-3 Ø d4 NW 2-4 Û d4 SW 1-3 Õ d10 NW 1-3 Ú d6
Cool (Cool) Cool (Cool) Cool (Cold) Cold (Cold)
18
SW 2-4 Ý d4 SW 1-3 Û d8 NW 2-4 × d6 SW 2-4 Ú d6
Cold (Cold) Cool (Cool) Cold (Frzg) Cold (Cold)
19
NW 2-4 Ú d4 NW 1-3 Û d6 SW 2-4 Ú d6 SW 1-3 × d10
Cold (Cold) Cool (Cool) Frzg (Frzg) Cold (Cold)
20
NW 1-3 Ú d6 N 0-2 Ù d8 NW 1-3 × d8 NW 1-3 Ø d6
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 225
Warm Temperate Base Weather Chart for Venârivè
This Warm Temperate Base Weather Chart applies in a low altitude location, which has no rain shadow or slope,
and no wind shelter. The prevailing wind direction is assumed to be southwesterly (SW), except in summer when
it is southerly (S).

Spring Summer Autumn Winter


Cool (Cool) Warm (Cool) Cold (Cold)
1
Cool (Cool)
N 1-3 Û d4 NE 0-2 Ø d6 N 0-2 ß d8 N 0-2 Ú d6
Warm (Warm) Warm (Warm) Cold (Cold)
2
Cool (Cool)
NE 1-3 Ø d4 N 0-2 × d6 N 0-2 Ø d6 N 1-3 Ú d4
Hot (Cool) Warm (Cool) Cold (Cold)
3
Warm (Cool)
SE 0-2 ß d8 NE 0-2 Õ d8 NE 0-2 ß d6 NE 2-4 Ú d4
Warm (Warm) Hot (Warm) Hot (Warm) Cool (Cold)
4
S 1-3 × d8 SE 0-2 Õ d10 SE 0-2 ß d8 SE 1-3 Ø d4
Cool (Cool) Warm (Warm) Hot (Warm) Cool (Cold)
5
SW 2-4 Û d6 S 1-3 Û d8 S 0-2 Û d8 SE 0-2 ß d8
Cold (Cold) Warm (Cool) Warm (Warm) Cool (Frzg)
6
NW 2-4 Ù d6 SW 0-2 × d10 SW 0-2 Ü d8 S 0-2 Ø d8
Cool (Cool) Warm (Warm) Warm (Warm) Cool (Cool)
7
SW 1-3 × d10 SE 1-3 Ü d4 NW 1-3 Ù d8 SW 1-3 Ý d6
Cool (Cool) Hot (Hot) Warm (Warm) Cool (Cool)
8
SW 1-3 Ø d8 S 0-2 Ù d12 SW 1-3 Û d8 NW 0-2 Ù d10
Cold (Cold) Warm (Warm) Warm (Cool) Warm (Warm)
9
NW 1-3 Ø d6 SW 0-2 Ø d8 NW 2-4 Ý d4 SW 1-3 Û d8
Hot (Warm) Cool (Cool) Cool (Cool)
10 Cool (Cool)
N 0-2 × d8 NW 1-3 Õ d6 N 1-3 Ù d6 NW 1-3 Ý d4
Cold (Cold) Warm (Cool) Cool (Cool) Cool (Cool)
11
N 1-3 Õ d6 N 0-2 Õ d6 NE 2-4 Û d4 N 2-4 Û d4
Cool (Cold) Hot (Cool) Cool (Cool) Cold (Cold)
12
NE 1-3 × d4 NE 0-2 ß d8 SE 1-3 Û d4 NE 2-4 Ù d4
Warm (Cool) Warm (Warm) Warm (Cool) Cool (Frzg)
13
SE 0-2 ß d8 NE 1-3 Û d4 SE 0-2 × d8 SE 1-3 Õ d6
Hot (Warm) Swlt (Warm) Cool (Cool) Cool (Cold)
14
S 0-2 ß d10 SE 0-2 Õ d10 S 1-3 Ý d4 S 1-3 Ø d6
Warm (Warm) Hot (Hot) Cool (Cool) Cool (Frzg)
15
S 0-2 Ü d6 S 0-2 × d12 SW 2-4 Ù d8 S 1-3 Õ d8
Cool (Cold) Warm (Warm) Warm (Cool) Cool (Cold)
16
SW 0-2 Õ d12 SW 2-4 Ø d4 S 1-3 Ø d6 SW 2-4 Ø d6
Cool (Cool) Warm (Warm) Warm (Cool) Cold (Frzg)
17
SE 1-3 Ø d4 NW 1-3 × d6 SW 1-3 Õ d10 NW 1-3 Ú d6
Cool (Cool) Hot (Warm) Cool (Cold) Cold (Cold)
18
SW 2-4 Ý d4 N 0-2 × d6 NW 2-4 × d6 SW 2-4 Ù d8
Cool (Cool) Cool (Cool) Cool (Cool) Cold (Cold)
19
NW 2-4 Ø d4 NW 0-2 Û d6 SW 2-4 Û d6 SW 1-3 × d10
Cool (Cool) Cool (Cool) Cold (Cold) Cool (Cool)
20
NW 1-3 Û d6 N 0-2 Û d4 NW 1-3 × d8 NW 1-3 Ù d8
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


226 Venârivè
Subtropical Base Weather Chart for Venârivè
This Subtropical Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and no
wind shelter. The prevailing wind direction is assumed to be southeasterly (SE) in spring, northeasterly (NE) in
summer, northwesterly (NW) in autumn, and southwesterly (SW) in winter.

Spring Summer Autumn Winter


Hot (Warm) Warm (Cool) Cool (Cool)
1
Warm (Warm)
NE 0-2 Ù d10 NE 1-3 × d10 NE 0-2 ß d8 N 0-2 Ù d8
Hot (Warm) Warm (Warm) Cool (Cool)
2
Warm (Cool)
N 1-3 Ø d4 NE 1-3 Ø d8 N 0-2 Ø d8 N 1-3 × d6
Swlt (Warm) Warm (Warm) Cool (Cool)
3
Warm (Cool)
NE 0-2 ß d10 NE 1-3 Õ d10 NE 0-2 ß d8 NE 1-3 Û d4
Warm (Cool) Hot (Warm) Hot (Cool) Warm (Cold)
4
SE 0-2 Õ d12 SE 0-2 Õ d10 SE 0-2 ß d6 SE 1-3 Ø d4
Warm (Cool) Hot (Warm) Hot (Warm) Cool (Cool)
5
S 1-3 Õ d8 SE 1-3 Ø d6 S 1-3 Ø d4 SE 0-2 ß d8
Hot (Cool) Warm (Cool) Warm (Cool) Warm (Cool)
6
SW 0-2 Õ d8 S 0-2 × d8 SW 0-2 Ø d8 S 0-2 Ø d8
Cool (Cool) Warm (Warm) Warm (Warm) Cool (Cool)
7
NW 0-2 × d6 SW 0-2 Û d4 NW 1-3 × d10 SW 1-3 Û d8
Warm (Warm) Hot (Hot) Hot (Warm) Warm (Cool)
8
N 0-2 Ø d6 NW 0-2 Û d6 SW 0-2 Ø d8 NW 0-2 Ù d10
Warm (Warm) Hot (Warm) Hot (Warm) Warm (Warm)
9
NW 1-3 × d4 N 1-3 Ø d6 NW 0-2 × d12 SW 2-4 Ý d4
Hot (Warm) Warm (Cool) Cool (Cold)
10 Warm (Cool)
N 0-2 Õ d8 N 1-3 Õ d8 N 0-2 Õ d10 NW 1-3 Ø d6
Warm (Cool) Warm (Cool) Cool (Cool) Cool (Cool)
11
NE 1-3 Õ d8 NE 1-3 Õ d10 N 0-2 × d10 N 2-4 Û d4
Warm (Cool) Hot (Cool) Warm (Cool) Cool (Cool)
12
SE 0-2 × d12 NE 0-2 ß d12 NE 1-3 Ø d4 NE 2-4 Ù d4
Warm (Warm) Hot (Warm) Warm (Cool) Warm (Cool)
13
NE 0-2 Ø d8 NE 2-4 Ü d4 NE 0-2 Õ d8 SE 1-3 Õ d6
Warm (Cool) Hot (Warm) Hot (Warm) Warm (Cool)
14
SE 0-2 ß d12 NE 1-3 Õ d10 SE 0-2 Õ d6 S 1-3 Ø d6
Hot (Warm) Swlt (Hot) Hot (Warm) Warm (Cool)
15
SE 0-2 Ü d8 NE 1-3 Õ d10 SE 2-4 Ü d4 S 1-3 Õ d8
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Cold)
16
S 0-2 Õ d10 SE 2-4 Ø d4 S 1-3 Õ d6 SW 2-4 × d8
Cool (Cool) Warm (Warm) Warm (Cool) Cool (Cool)
17
S 1-3 Ø d6 S 1-3 Ø d4 S 0-2 Õ d8 SW 1-3 Û d8
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Cool)
18
SW 0-2 Õ d8 SW 0-2 Õ d6 SW 0-2 × d10 NW 2-4 Ù d6
Warm (Cool) Warm (Cool) Cool (Cool) Cool (Cool)
19
SW 0-2 Ø d6 NW 0-2 × d8 NW 0-2 Û d10 SW 1-3 × d10
Cool (Cool) Cool (Cool) Cool (Cool) Cool (Cool)
20
NW 0-2 Û d4 N 1-3 Û d6 N 1-3 × d8 NW 1-3 Û d6
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 227
Tropical (Dry) Base Weather Chart for Venârivè
This Tropical (Dry) Base Weather Chart applies in a low altitude location, which has no rain shadow or slope,
and no wind shelter. The prevailing wind direction is assumed to northeasterly (NE), except in winter when it is
northerly (N).

Spring Summer Autumn Winter


Hot (Warm) Hot (Warm) Warm (Warm)
1
Warm (Warm)
NE 1-3 Ù d10 NE 1-3 Ø d8 NE 1-3 Õ d10 NE 0-2 Ù d10
Swlt (Warm) Hot (Hot) Hot (Hot)
2
Hot (Warm)
NE 1-3 Ø d8 NE 1-3 Õ d10 NE 1-3 Ø d8 N 0-2 × d12
Swlt (Warm) Swlt (Warm) Swlt (Warm)
3
Hot (Warm)
NE 0-2 ß d12 NE 1-3 Õ d10 NE 0-2 Õ d12 NE 0-2 Õ d10
Swlt (Warm) Swlt (Warm) Hot (Warm) Warm (Warm)
4
SE 0-2 Õ d10 NE 0-2 Õ d12 SE 0-2 ß d10 SE 0-2 ß d8
Hot (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
5
SE 1-3 Ø d6 SE 1-3 × d8 SE 1-3 Ø d6 S 1-3 Ø d4
Warm (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
6
S 0-2 Û d6 S 0-2 Ø d6 S 0-2 Ø d6 SW 0-2 Õ d8
Hot (Warm) Warm (Warm) Hot (Hot) Hot (Warm)
7
SW 0-2 × d6 SE 0-2 Û d8 SW 0-2 Ù d6 NW 1-3 Ø d6
Hot (Warm) Hot (Hot) Hot (Warm) Hot (Warm)
8
NW 1-3 Õ d6 NE 0-2 × d12 NW 1-3 Ø d4 N 0-2 × d12
Hot (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
9
N 1-3 Ø d6 NE 1-3 Ø d8 N 0-2 Õ d10 NW 0-2 Õ d10
Swlt (Warm) Swlt (Warm) Swlt (Hot)
10 Swlt (Warm)
N 0-2 Õ d10 NE 1-3 Õ d10 N 0-2 Õ d10 N 0-2 × d12
Swlt (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
11
NE 1-3 Õ d10 NE 1-3 Õ d10 NE 1-3 × d10 NE 1-3 Ø d6
Swlt (Warm) Hot (Warm) Warm (Warm) Warm (Warm)
12
NE 0-2 Õ d12 N 0-2 ß d10 NE 1-3 Ø d8 SE 0-2 Ù d8
Swlt (Hot) Swlt (Hot) Swlt (Warm) Swlt (Warm)
13
NE 1-3 × d10 NE 0-2 Ø d10 NE 1-3 Õ d10 NE 0-2 Õ d10
Hot (Warm) Hot (Warm) Swlt (Warm) Hot (Warm)
14
NE 1-3 Ø d8 NE 1-3 Õ d10 NE 1-3 Õ d10 SE 0-2 Ø d6
Hot (Hot) Swlt (Hot) Swelt (Warm) Swlt (Warm)
15
NE 1-3 Ø d8 SE 1-3 Õ d8 NE 1-3 Õ d10 SE 0-2 Õ d8
Swlt (Warm) Swlt (Hot) Swlt (Hot) Swlt (Warm)
16
SE 1-3 Õ d8 SE 1-3 Õ d8 SE 1-3 Õ d8 S 0-2 Õ d6
Swlt (Warm) Swlt (Hot) Swlt (Hot) Hot (Warm)
17
S 1-3 Õ d6 S 1-3 × d6 S 1-3 × d6 S 1-3 × d4
Hot (Hot) Hot (Hot) Hot (Hot) Hot (Hot)
18
SW 2-4 Û d4 SW 2-4 Ü d4 SW 2-4 Ü d4 SW 2-4 Ü d4
Warm (Warm) Warm (Cool) Warm (Cool) Warm (Cool)
19
NW 2-4 Ü d4 NW 2-4 Ø d4 NW 1-3 Ø d4 NW 1-3 × d8
Hot (Warm) Warm (Warm) Warm (Warm) Warm (Warm)
20
N 1-3 Õ d8 N 1-3 Û d6 N 1-3 Û d6 N 0-2 Ø d10
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


228 Venârivè
Tropical (Wet) Base Weather Chart for Venârivè
This Tropical (Wet) Base Weather Chart applies in a low altitude location, which has no rain shadow or slope, and
no wind shelter. The prevailing wind direction is assumed to northwesterly (NW), except in summer, when it is
southwesterly (SW).

Spring Summer Autumn Winter


Hot (Warm) Hot (Warm) Warm (Warm)
1
Warm (Warm)
NE 1-3 Ý d4 NE 0-2 Ý d4 N 1-3 × d8 NE 1-3 Û d4
Swlt (Warm) Hot (Hot) Hot (Hot)
2
Hot (Warm)
N 1-3 Ø d6 N 1-3 Õ d6 NE 1-3 Ø d4 NE 1-3 × d6
Swlt (Warm) Swlt (Warm) Swlt (Warm)
3
Hot (Warm)
NE 0-2 ß d8 NE 1-3 × d4 NE 0-2 ß d8 NE 0-2 Õ d8
Swlt (Warm) Swlt (Warm) Hot (Warm) Warm (Warm)
4
NE 0-2 Ù d8 SE 0-2 Ý d4 NE 0-2 Ý d4 SE 0-2 ß d6
Hot (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
5
SE 1-3 Ø d4 S 1-3 Õ d8 SE 1-3 Ø d4 SE 1-3 Ø d4
Warm (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
6
S 0-2 Õ d8 SW 0-2 Ø d10 S 0-2 Õ d8 S 0-2 Õ d8
Hot (Warm) Warm (Warm) Hot (Hot) Hot (Warm)
7
SW 0-2 Ø d8 NW 0-2 ß d10 SW 0-2 Ø d8 SW 1-3 Õ d8
Hot (Warm) Hot (Hot) Hot (Warm) Hot (Warm)
8
NW 1-3 Û d8 N 0-2 Ø d6 NW 1-3 Û d8 NW 1-3 Ø d8
Hot (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
9
N 1-3 Ø d6 NW 1-3 Û d6 N 0-2 Ø d8 N 0-2 Õ d10
Swlt (Warm) Swlt (Warm) Swlt (Hot)
10 Swlt (Warm)
NE 0-2 Õ d8 N 1-3 Õ d6 NE 0-2 Õ d8 N 0-2 Õ d10
Swlt (Warm) Hot (Warm) Hot (Warm) Hot (Warm)
11
SE 1-3 Õ d4 NE 1-3 Ø d4 SE 1-3 Ø d4 NE 1-3 Õ d6
Swlt (Warm) Hot (Warm) Warm (Warm) Warm (Warm)
12
NE 0-2 Ø d6 SE 0-2 Ø d6 NE 1-3 × d6 NE 1-3 Ø d4
Swlt (Hot) Swlt (Hot) Swlt (Warm) Swlt (Warm)
13
SE 1-3 Ý d4 S 0-2 Û d8 SE 1-3 Ø d4 NE 1-3 Û d4
Hot (Warm) Hot (Warm) Swlt (Warm) Hot (Warm)
14
S 1-3 Ø d4 SE 1-3 Õ d6 SE 1-3 Õ d4 SE 1-3 Ø d4
Hot (Hot) Swlt (Hot) Swlt (Warm) Swlt (Warm)
15
SE 1-3 Õ d4 S 1-3 Ø d6 SE 1-3 Ø d4 NE 1-3 Õ d6
Swlt (Warm) Swlt (Hot) Swlt (Hot) Swlt (Warm)
16
SE 1-3 × d4 S 1-3 Õ d8 S 1-3 Ø d4 SE 1-3 Õ d4
Swlt (Warm) Swlt (Hot) Swlt (Hot) Hot (Warm)
17
S 1-3 Ø d4 SW 1-3 × d10 S 1-3 Û d4 S 1-3 Ø d4
Hot (Hot) Hot (Hot) Hot (Hot) Hot (Hot)
18
SW 2-4 Ü d4 SW 2-4 Ü d4 SW 2-4 Ü d4 SW 2-4 Ü d4
Warm (Warm) Warm (Cool) Warm (Cool) Warm (Cool)
19
NW 2-4 Ý d4 NW 1-3 Ý d4 NW 1-3 Ý d6 NW 1-3 Û d8
Hot (Warm) Warm (Warm) Warm (Warm) Warm (Warm)
20
N 1-3 × d8 N 1-3 Û d4 N 1-3 Û d6 N 1-3 Ø d6
(Gamemasters should feel free to adjust the precipitation derived from this base weather chart, taking into account local conditions.
The precipitation levels indicated on the Venârivè map can provide guidance in these adjustments).
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 229
Location-Specific Weather Chart: Ázadmêre, Hârn
This Location-Specific Weather Chart applies for the city of Ázadmêre in the Sôrkin Mountains on the island of
Hârn. The city is in the Cool Temperate climate zone, is at High elevation, and has significant rain shadow from the
northwest (NW), southwest (SW), south (S), southeast (SE) . It is not rain-shadowed from the north (N) and northeast
(NE). The prevailing wind direction is southwesterly (SW).

Spring Summer Autumn Winter


Cool (Cold) Cool (Frzg) Frzg (Frzg)
1
Cold (Frzg)
N 1-3 Ú d4 N 0-2 Ø d6 N 0-2 ß d8 N 0-2 j d4
Warm (Cool) Cool (Frzg) Frzg (Frzg)
2
Cool (Cold)
NE 1-3 × d4 NE 0-2 Ø d4 N 0-2 Ø d6 N 1-3 Ù d6
Warm (Cool) Warm (Cold) Cold (Frzg)
3
Warm (Cold)
SE 0-2 Õ d8 SE 0-2 Õ d8 NE 0-2 ß d6 NE 2-4 Ú d4
Warm (Cool) Hot (Cool) Warm (Cool) Cool (Frzg)
4
S 1-3 Õ d8 S 0-2 Õ d10 SE 0-2 × d6 SE 1-3 × d4
Cool (Cold) Warm (Cool) Warm (Cool) Cool (Cold)
5
SW 2-4 × d6 SW 0-2 Ü d8 S 0-2 Õ d10 SE 0-2 Õ d8
Cold (Frzg) Warm (Cold) Warm (Cold) Cool (Frzg)
6
NW 2-4 Ú d4 S 0-2 Õ d8 SW 0-2 Ü d8 S 0-2 Õ d8
Frzg (Frzg) Cool (Cold) Cool (Cold) Cool (Frzg)
7
SW 1-3 Õ d10 SW 1-3 × d8 NW 1-3 Û d4 SW 1-3 Ø d6
Cool (Cold) Cool (Cold) Cool (Cold) Cold (Frzg)
8
SW 1-3 Õ d8 NW 2-4 Ø d4 SW 1-3 × d8 NW 0-2 Ù d10
Cold (Frzg) Warm (Cold) Cool (Frzg) Cool (Cold)
9
NW 1-3 × d8 SW 1-3 Õ d10 NW 2-4 × d6 SW 1-3 × d8
Warm (Cold) Cold (Frzg) Cold (Frzg)
10 Frzg (Frzg)
N 0-2 × d8 NW 1-3 Õ d8 N 1-3 × d6 NW 1-3 Ú d6
Frzg (Frzg) Warm (Cold) Cold (Frzg) Cold (Frzg)
11
N 1-3 Õ d6 N 1-3 Õ d6 NE 2-4 Ú d4 N 2-4 Ù d4
Cold (Frzg) Warm (Cool) Cool (Frzg) Frzg (Frzg)
12
NE 1-3 Ú d4 NE 0-2 ß d6 SE 1-3 Ø d4 NE 2-4 Ú d4
Warm (Cold) Hot (Cool) Warm (Cold) Cold (Frzg)
13
SE 0-2 Ø d6 SE 0-2 Ø d6 SE 0-2 Õ d8 SE 1-3 Õ d6
Hot (Cool) Hot (Cool) Cool (Cold) Cool (Frzg)
14
S 0-2 Õ d10 SE 0-2 Õ d8 S 1-3 Ø d4 S 1-3 Õ d8
Warm (Cool) Warm (Cool) Cool (Cold) Cold (Frzg)
15
S 0-2 Ü d6 S 0-2 Õ d10 SW 2-4 × d6 S 1-3 Õ d8
Cool (Frzg) Warm (Cold) Cool (Frzg) Cool (Frzg)
16
SW 0-2 Õ d12 SW 1-3 Õ d10 S 1-3 Õ d8 SW 2-4 Õ d6
Cool (Cold) Warm (Cool) Cool (Cold) Frzg (Frzg)
17
SE 1-3 × d4 NW 2-4 Ø d4 SW 1-3 Õ d10 NW 1-3 Ú d6
Cool (Cold) Cool (Cold) Cool (Frzg) Cold (Frzg)
18
SW 2-4 Ø d4 SW 1-3 × d8 NW 2-4 Õ d6 SW 2-4 Ù d6
Cold (Frzg) Cool (Cold) Frzg (Frzg) Cold (Frzg)
19
NW 2-4 Ú d4 NW 1-3 Ø d6 SW 2-4 Ù d6 SW 1-3 Õ d10
Cold (Frzg) Cool (Cold) Frzg (Frzg) Cold (Frzg)
20
NW 1-3 Ú d6 N 0-2 Ù d8 NW 1-3 × d8 NW 1-3 Ø d6
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


230 Venârivè
Location-Specific Weather Chart: Énselet, Shôrkýne
This Location-Specific Weather Chart applies for the town of Énselet on the Benámo River in Shôrkýnè. The city is
in the Cool Temperate climate zone, at low elevation. It is rainshadowed from the north (N), northeast (NE), southeast
(SE), south (S) and southwest (SW), but not from the northwest (NW). The prevailing wind direction at Énselet is
northwesterly (NW), although in summer it is southwesterly (SW).

Spring Summer Autumn Winter


Cool (Cool) Cool (Cold) Cold (Frzg)
1
Cold (Cold)
N 1-3 Ú d6 N 0-2 × d6 N 0-2 Õ d10 N 0-2 Ú d6
Warm (Warm) Cool (Cold) Frzg (Frzg)
2
Cool (Cool)
NE 1-3 × d6 NE 0-2 Ø d4 N 0-2 × d8 N 1-3 Ù d8
Hot (Cool) Warm (Cool) Cold (Cold)
3
Warm (Cool)
S 1-3 Õ d6 SE 0-2 Õ d8 NE 0-2 ß d8 NE 2-4 Ú d4
Warm (Warm) Hot (Warm) Hot (Cool) Cool (Cold)
4
SE 0-2 Õ d6 S 0-2 Õ d10 SE 0-2 × d4 SE 1-3 × d4
Cool (Cool) Warm (Warm) Hot (Cool) Warm (Cold)
5
SW 2-4 × d4 SW 0-2 Ü d8 S 0-2 Õ d8 SE 0-2 Õ d6
Cold (Cold) Warm (Cool) Warm (Cool) Cool (Cold)
6
NW 2-4 Ù d6 S 0-2 Õ d8 SW 0-2 Ü d6 S 0-2 Õ d6
Cold (Frzg) Cool (Cool) Cool (Cool) Cool (Cold)
7
SW 1-3 Õ d8 SW 1-3 × d8 NW 1-3 Ø d6 SW 1-3 Ø d4
Cool (Cool) Cool (Cool) Cool (Cool) Cold (Cold)
8
SW 1-3 Õ d6 NW 2-4 × d4 SW 1-3 × d6 NW 0-2 × d12
Cold (Cold) Warm (Cool) Cool (Cold) Cool (Cool)
9
NW 1-3 Õ d10 SW 1-3 Õ d10 NW 2-4 Õ d8 SW 1-3 × d6
Warm (Cool) Cold (Cold) Cold (Cold)
10 Frzg (Frzg)
N 0-2 × d10 NW 1-3 Õ d8 N 1-3 × d8 NW 1-3 Ù d8
Cold (Frzg) Warm (Cool) Cold (Cold) Cold (Cold)
11
N 1-3 Õ d8 N 1-3 Õ d6 NE 2-4 Ú d4 N 2-4 Ù d6
Cool (Frzg) Hot (Cool) Cool (Cold) Frzg (Frzg)
12
NE 1-3 Û d4 NE 0-2 ß d6 SE 1-3 Ø d4 NE 2-4 Ú d4
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Frzg)
13
SE 0-2 Ø d4 SE 0-2 Ø d6 SE 0-2 Õ d6 SE 1-3 Õ d4
Hot (Warm) Hot (Warm) Cool (Cool) Cool (Cold)
14
S 0-2 Õ d8 SE 0-2 Õ d8 S 1-3 Ø d4 S 1-3 Õ d6
Warm (Warm) Warm (Warm) Cool (Cool) Cool (Frzg)
15
S 0-2 Ü d4 S 0-2 Õ d10 SW 2-4 × d4 S 1-3 Õ d6
Cool (Cold) Warm (Cool) Cool (Cold) Cool (Cold)
16
SW 0-2 Õ d10 SW 1-3 Õ d10 S 1-3 Õ d6 SW 2-4 Õ d4
Cool (Cool) Warm (Warm) Warm (Cold) Cold (Frzg)
17
SE 1-3 × d4 NW 2-4 × d4 SW 1-3 Õ d8 NW 1-3 Ù d8
Cool (Cool) Cool (Cool) Cool (Cold) Cold (Cold)
18
SW 2-4 Ø d4 SW 1-3 × d8 NW 2-4 Õ d8 SW 2-4 Ù d4
Cold (Cold) Cool (Cool) Cold (Frzg) Cold (Cold)
19
NW 2-4 Ù d6 NW 1-3 × d6 SW 2-4 Ù d4 SW 1-3 Õ d8
Cold (Cold) Cool (Cool) Frzg (Frzg) Cold (Cold)
20
NW 1-3 Ù d8 N 0-2 × d8 NW 1-3 Õ d10 NW 1-3 × d8
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 231
Location-Specific Weather Chart: Isýnen, Northern Hèpekéria
This Location-Specific Weather Chart applies for the city of Isýnen on the northern coast of Hèpkéria. The city is in
the Subtropical climate zone, is at sea-level, and has rain shadow form the south (S), southeast (SE), and southwest
(SW). The prevailing wind direction is northeasterly (NE), with a winter change to northwesterly (NW).

Spring Summer Autumn Winter


Hot (Warm) Warm (Cool) Cool (Cool)
1
Warm (Warm)
NE 0-2 Ù d12 NE 1-3 × d10 NE 0-2 ß d12 N 0-2 Ù d10
Hot (Warm) Warm (Warm) Cool (Cool)
2
Warm (Cool)
N 1-3 Ø d6 NE 1-3 Ø d8 N 0-2 Ø d8 N 1-3 × d8
Swlt (Warm) Warm (Warm) Cool (Cool)
3
Warm (Cool)
NE 0-2 ß d12 NE 1-3 Õ d10 NE 0-2 ß d12 NE 1-3 Û d4
Warm (Cool) Hot (Warm) Hot (Cool) Warm (Cold)
4
SE 0-2 Õ d10 SE 0-2 Õ d10 SE 0-2 Õ d10 SE 1-3 × d4
Warm (Cool) Hot (Warm) Hot (Warm) Cool (Cool)
5
S 1-3 Õ d6 SE 1-3 × d6 S 1-3 Õ d4 SE 0-2 Õ d6
Hot (Cool) Warm (Cool) Warm (Cool) Warm (Cool)
6
SW 0-2 Õ d6 S 0-2 Õ d8 SW 0-2 × d4 S 0-2 Õ d6
Cool (Cool) Warm (Warm) Warm (Warm) Cool (Cool)
7
NW 0-2 × d8 SW 0-2 Ø d4 NW 0-2 × d6 SW 1-3 Ø d6
Warm (Warm) Hot (Hot) Hot (Warm) Warm (Cool)
8
N 0-2 Ø d8 NW 0-2 Û d6 SW 0-2 × d4 NW 0-2 Ù d12
Warm (Warm) Hot (Warm) Hot (Warm) Warm (Warm)
9
NW 0-2 × d6 N 1-3 Ø d6 NW 0-2 × d8 SW 2-4 Û d4
Hot (Warm) Warm (Cool) Cool (Cold)
10 Warm (Cool)
N 0-2 Õ d10 N 1-3 Õ d8 N 0-2 Õ d10 NW 0-2 Ø d8
Warm (Cool) Warm (Cool) Cool (Cool) Cool (Cool)
11
NE 1-3 Õ d10 NE 1-3 Õ d10 N 0-2 × d10 N 2-4 Û d4
Warm (Cool) Hot (Cool) Warm (Cool) Cool (Cool)
12
SE 0-2 Õ d10 NE 0-2 ß d12 NE 1-3 Ø d8 NE 2-4 Ù d4
Warm (Warm) Hot (Warm) Warm (Cool) Warm (Cool)
13
NE 0-2 Ø d10 NE 2-4 Ü d4 NE 0-2 Õ d12 SE 1-3 Õ d4
Warm (Cool) Hot (Warm) Hot (Warm) Warm (Cool)
14
SE 0-2 Õ d10 NE 1-3 Õ d10 SE 0-2 Õ d10 S 1-3 Õ d4
Hot (Warm) Swlt (Hot) Hot (Warm) Warm (Cool)
15
SE 0-2 Ü d6 NE 1-3 Õ d10 SE 2-4 Ü d4 S 1-3 Õ d6
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Cold)
16
S 0-2 Õ d8 SE 2-4 × d4 S 1-3 Õ d6 SW 2-4 Õ d6
Cool (Cool) Warm (Warm) Warm (Cool) Cool (Cool)
17
S 1-3 Õ d4 S 1-3 Õ d4 S 0-2 Õ d8 SW 1-3 Ø d6
Warm (Cool) Hot (Warm) Warm (Cool) Cool (Cool)
18
SW 0-2 Õ d6 SW 0-2 Õ d6 SW 0-2 Õ d6 NW 1-3 Ù d8
Warm (Cool) Warm (Cool) Cool (Cool) Cool (Cool)
19
SW 0-2 × d4 NW 0-2 × d8 NW 0-2 Û d6 SW 1-3 Õ d8
Cool (Cool) Cool (Cool) Cool (Cool) Cool (Cool)
20
NW 0-2 Û d6 N 1-3 Û d6 N 1-3 × d8 NW 0-2 Û d8
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


232 Venârivè
Location-Specific Weather Chart: Ubárian, Central Tríerzòn
This Location-Specific Weather Chart applies for the city of Ubárian, in central Tríerzòn. The city is in the Warm
Temperate climate zone, is at normal elevation, and is rain shadowed from all directions except the south (S). The
prevailing wind direction is southwesterly (SW), but southerly (S) in the summer.

Spring Summer Autumn Winter


Cool (Cool) Warm (Cool) Cold (Cold)
1
Cool (Cool)
N 1-3 × d4 NE 0-2 Õ d6 N 0-2 Õ d8 N 0-2 Ù d6
Warm (Warm) Warm (Warm) Cold (Cold)
2
Cool (Cool)
NE 1-3 Õ d4 N 0-2 Õ d6 N 0-2 Õ d6 N 1-3 Ù d4
Hot (Cool) Warm (Cool) Cold (Cold)
3
Warm (Cool)
SE 0-2 Õ d8 NE 0-2 Õ d8 NE 0-2 Õ d6 NE 2-4 Ù d4
Warm (Warm) Hot (Warm) Hot (Warm) Cool (Cold)
4
S 1-3 × d8 SE 0-2 Õ d10 SE 0-2 Õ d8 SE 1-3 × d4
Cool (Cool) Warm (Warm) Hot (Warm) Cool (Cold)
5
SW 2-4 Ø d6 S 1-3 Û d8 S 0-2 Û d8 SE 0-2 Õ d8
Cold (Cold) Warm (Cool) Warm (Warm) Cool (Frzg)
6
NW 2-4 × d6 SW 0-2 Õ d10 SW 0-2 Ü d8 S 0-2 Ø d8
Cool (Cool) Warm (Warm) Warm (Warm) Cool (Cool)
7
SW 1-3 Õ d10 SE 1-3 Ü d4 NW 1-3 Õ d8 SW 1-3 Û d6
Cool (Cool) Hot (Hot) Warm (Warm) Cool (Cool)
8
SW 1-3 × d8 S 0-2 Ù d12 SW 1-3 Ø d8 NW 0-2 Õ d10
Cold (Cold) Warm (Warm) Warm (Cool) Warm (Warm)
9
NW 1-3 × d6 SW 0-2 × d8 NW 2-4 Ø d4 SW 1-3 Ø d8
Hot (Warm) Cool (Cool) Cool (Cool)
10 Cool (Cool)
N 0-2 Õ d8 NW 1-3 Õ d6 N 1-3 Õ d6 NW 1-3 Ø d4
Cold (Cold) Warm (Cool) Cool (Cool) Cool (Cool)
11
N 1-3 Õ d6 N 0-2 Õ d6 NE 2-4 × d4 N 2-4 × d4
Cool (Cold) Hot (Cool) Cool (Cool) Cool (Cold)
12
NE 1-3 Õ d4 NE 0-2 Õ d8 SE 1-3 Ø d4 NE 2-4 × d4
Warm (Cool) Warm (Warm) Warm (Cool) Cool (Frzg)
13
SE 0-2 Õ d8 NE 1-3 × d4 SE 0-2 Õ d8 SE 1-3 Õ d6
Hot (Warm) Swlt (Warm) Cool (Cool) Cool (Cold)
14
S 0-2 ß d10 SE 0-2 Õ d10 S 1-3 Ý d4 S 1-3 Ø d6
Warm (Warm) Hot (Hot) Cool (Cool) Cool (Frzg)
15
S 0-2 Ü d6 S 0-2 × d12 SW 2-4 × d8 S 1-3 Õ d8
Cool (Cold) Warm (Warm) Warm (Cool) Cool (Cold)
16
SW 0-2 Õ d12 SW 2-4 × d4 S 1-3 Ø d6 SW 2-4 × d6
Cool (Cool) Warm (Warm) Warm (Cool) Cold (Frzg)
17
SE 1-3 × d4 NW 1-3 Õ d6 SW 1-3 Õ d10 NW 1-3 Ù d6
Cool (Cool) Hot (Warm) Cool (Cold) Cold (Cold)
18
SW 2-4 Û d4 N 0-2 Õ d6 NW 2-4 Õ d6 SW 2-4 Ù d8
Cool (Cool) Cool (Cool) Cool (Cool) Cold (Cold)
19
NW 2-4 Õ d4 NW 0-2 × d6 SW 2-4 Ø d6 SW 1-3 × d10
Cool (Cool) Cool (Cool) Cold (Cold) Cool (Cool)
20
NW 1-3 × d6 N 0-2 × d4 NW 1-3 Õ d8 NW 1-3 Õ d8
(The grey box indicates the ‘most likely starting point’ in the table for that season, where the previous watch’s weather is unknown).

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 233

Appendix XVIII: Venârivè Map

The map of Venârivè which accompanies this mod- • Special Sites - sites of special interest, particularly
ule is a multi-layered PDF file. Gamemasters can select but not limited to Earthmaster sites.
which layers they wish to view and / or print. • Trade Goods - labels indicating the major trade
The following layers are included in the Venârivè goods exported from a region.
map, and can be viewed using Adobe Acrobat 7 or • Trade Routes - indicates the major land and sea
later. trade routes across the region, and beyond.
• Routes - shows major roads and trails across the
General Key and Grid layers region.
These layers provide general key information, and
Historical layers
include overlay grid, hex and latitude / longitude data.
These layers show major historical developments.
• Border - provides a border for the map.
It is generally advisable to turn off the ‘Key’ layer and
• Key - provides the ‘general’ key for the map, most of the present day layers when viewing these
including for the vegetation, hills, and mountains layers.
layers.
• Azeryan tr474 - shows the Empire of Azeryan at
• Regional map codes - provides the codes for its greatest extent.
the various regional map areas that make up
• Venarive tr474 - shows the rest of the region at
Venârivè.
the same period.
• Regional grid - indicates the area of each of the
• Àzeryáni Expansion tr194-474 - shows the
regional maps. Each regional grid is 375 by 250
progressive expansion of the Empire of Ázeryàn
leagues (1,500 by 1,000 kilometres).
from tr194 to tr474.
• Sub-regional grid - indicates the 25 by 25 league
• Azeri Wars tr1-190 - shows the major conflicts
(100 by 100 km) square grids that make up the
in the Azeri Wars period.
regional grid.
• Ancient Towns tr1 - shows the ancient towns
• 5 League hex grid - shows the 5 league (20 km)
and settlements in existence in tr1, using their
hex grid for the whole region. These hexes are
old names.
used for navigation and weather generation.
• Venarive tr1 - shows the major realms, tribes
• Major latitude and longitude - shows the major
and cultures in tr1.
lines of latitude and longitude.
• Migration Era - shows Venârivè c. bt1600 to
• Minor latitude and longitude - shows more fine-
bt680.
grained latitude and longitude lines.
• Ancient World - shows Venârivè c. bt2000.
Present-day layers
Topic and Terrain layers
These layers provide information about present-day
These layers provide information about specific
geography, political entities and settlements.
topics from language, through winds, tides and
• Major geography - labels for the major
currents, to terrain type and vegetation.
geographic features of Venârivè.
• Language Labels - shows labels for the
• Rivers and seas - labels for the major rivers and
Languages layer (see below).
seas of Venârivè.
• Tide Factors - shows the tidal lines, gyres and
• Major towns - markers and labels for the major
tide factors for the seas across the region.
towns and cities of the region.
• Precipitation Overlay - provides an ‘overlay’ view
• Regional towns - markers and labels for the
of precipitation, so that it can be used with other
regional towns and localities of the region.
topic layers.
• Realms - labels for the realms, kingdoms, and
• Winds - indicates the prevailing and seasonal
empires of the region.
winds for Venârivè.
• Borders - national borders for the realms,
• Ocean Currents - shows the major ocean
kingdoms, and empires.
currents in the region.
• Provinces - internal provincial and shire borders.
• Volcanoes - shows the key volcanic regions and
• The Shurâma - the massive wall in Ázeryàn, mountains.
which separates it from Góthmîr.

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


234 Venârivè
• Mountains - shows mountainous regions using a Vegetation and Geography
pattern which can be used in overlay.
Geography / Vegetation Type Map Colour
• Hills - shows hilly regions using a pattern which
can be used in overlay. Evergreen Hardwood
• Hills and Mountains - provides a combined layer Steppe / Prairie Grassland
showing both hills and mountains using shaded Savannah / Savannah Woodland
grey. Gamemasters may choose which method Raingreen Forest / Woodland
they prefer to show hills and mountains. Tropical Scrub
• Coasts and Lakes - provides and outline of Semi-Desert
coastlines and lay-shores. Can be used alone or Desert
with other topic layers.
Sub-Tropical Rainforest
• Rivers - shows the major rivers of Venârivè.
• Tectonics - shows the tectonic plate boundaries, Tropical and Equatorial Rainforest
and major areas of tectonic (earthquake) activity. Mixed Woodland
• Languages - shows the areas where major Mixed (Summergreen) Forest
languages and dialects are spoken. Generally
Needleleaf Forest
best used with the ‘Language Labels’ layer (see
above). Alpine
• Climate Zones - shows the major climate zones. Mountains or
Used in weather generation, but also provides Highlands / Hills or
general information about climate.
Water
• Precipitation - shows major areas of precipitation.
Swamp / Marsh
• Vegetation - shows major vegetation types
across the region.
• Seas and Water - provides an under-layer Features
showing seas and water; you will generally only Symbols
want to use this layer with the Vegetation layer. Major Town / City
Turn off this layer to see the rivers without the
Local Town
Vegetation layer.
Special Site (Earthmaster etc)
The Shurâma
Venârivè Map Key Volcano
Climate Zones Undersea Volcano
Zone Map Colour Border
Provincial (Internal) Border
Subpolar
Road
Cool Temperate Trail
Warm Temperate Trade Route
Subtropical
Tropical (Dry) Winds, Currents, Tides, and Tectonics
Tropical (Wet) Symbols
Prevailing Winds
Precipitation Levels
The Venârivè map includes two layers for precipitation Seasonal Winds
levels - one using colours, the other using ‘symbols’ - Ocean Currents
which can be ‘overlaid’ over other layers:
Tide Lines and Factors +2
Level Colour Symbols
< 10 inches p.a. Plate Boundary
10-20 inches p.a. Earthquake Zone
20-40 inches p.a.
40-80 inches p.a.
80+ inches p.a

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 235
Fûhreling, town (Ivínia, Séldenbàal)

A ppendix XIX: Locations Index


An index of all the places and geographical features
Beléka, town (Ivínia, Séldenbàal)
Súteling, vâthran (Ivínia, Séldenbàal)
Pélby, town (Ivínia, Íbanvaal)
Hârling, town (Ivínia, Íbanvaal)
on the Venârivè map. Dâgenborg, castle (Ivínia, Íbanvaal)
Molíma, vâthran (Ivínia, Éldeskaal)
Lýthia
Kóndasgel, city (Ivínia, Kuzjêra)
Lýthia, continent (Kèthîra)
Kóndasgel, earthmaster site (Ivínia, Kuzjêra)
Haónic, ocean (Kèthîra)
Hârhakeim, town (Ivínia, Kuzjêra)
Ítikîr, sea (Ivínia, Áltôr)
Hârhakeim, earthmaster site (Ivínia, Kuzjêra)
Venârivè, region (Lýthia)
Rósby, castle (Ivínia, Govýna)
Ketârh, region (Lýthia)
Jârehm, town (Ivínia, Járenmark)
Anzelôria, sub-continent (Kèthîra)
Marúchom, earthmaster site (Ivínia, Lókis)
Ivínia Xyrýam, earthmaster site (Ivínia)
Ivínia, region (Venârivè) Kôrkorum, earthmaster site (Ivínia)
Elkýri, sea (Ivínia)
Iváe, sea (Ivínia)
Hârbáal and Chélemby
Hârbáal, region (Venârivè)
Chazârian, sea (Ivínia)
Hârbáal, gulf (Hârbáal)
Pêrgen, sea (Ivínia, Áltôr)
Hârbáal, alps (Hârbáal)
Iváe, island (Ivínia)
Chel, island (Hârbáal)
Hútheng, island (Ivínia)
Hârbáal, great-kingdom (Hârbáal)
Tâvu, islands (Ivínia)
Sáliom, sub-kingdom (Hârbáal)
Évolyn, island (Ivínia)
Elgósia and Glidwáal, sub-kingdom (Hârbáal)
Bómheim, island (Ivínia, Áltôr)
Gátenlund, sub-kingdom (Hârbáal)
Megéleburin, mountains (Ivínia)
Gávrios, sub-kingdom (Hârbáal)
Kéjelrian, mountains (Ivínia)
Ketánia, sub-kingdom (Hârbáal)
Élegrin, mountains (Ivínia)
Pádona, sub-kingdom (Hârbáal)
Pûrna, mountains (Ivínia)
Lýtheim, sub-kingdom (Hârbáal)
Wúben, mountains (Ivínia, Áltôr)
Ávastran, sub-kingdom (Hârbáal)
Menglána, kingdom (Ivínia)
Tónanby, sub-kingdom (Hârbáal)
Íbanvaal, kingdom (Ivínia)
Géltheim, sub-kingdom (Hârbáal)
Kuzjêra, kingdom (Ivínia)
Ánvâl, sub-kingdom (Hârbáal)
Séldenbàal, great-kingdom (Ivínia)
Lédenheim, sub-kingdom (Hârbáal)
Séldenbàal, sub-kingdom (Ivínia)
Chélemby, kingdom (Hârbáal)
Balísheim, sub-kingdom (Ivínia)
Gósheim, castle (Hârbáal)
Lókemheim, sub-kingdom (Ivínia)
Génja, town (Hârbáal)
Gílbenmark, sub-kingdom (Ivínia)
Kéreon, town (Hârbáal)
Gélemâr, sub-kingdom (Ivínia)
Énpedon, castle (Hârbáal)
Govýna, great-kingdom (Ivínia)
Ífanè, town (Hârbáal)
Gildáar, sub-kingdom (Ivínia)
Lyth, castle (Hârbáal)
Pêrgenmark, sub-kingdom (Ivínia)
Gúlinheim, town (Hârbáal)
Járenmark, kingdom (Ivínia)
Gelt, castle (Hârbáal)
Éldeskaal, kingdom (Ivínia)
Vârkenheim, town (Hârbáal)
Lókis, kingdom (Ivínia)
Léden, town (Hârbáal)
Rógna, kingdom (Ivínia)
Zýna, town (Hârbáal)
Tâvu, kingdom (Ivínia)
Hléjis, earthmaster site (Hârbáal)
Beshéa, kingdom (Ivínia)
Chélemby, city (Chélemby)
Vúlenheim, town (Ivínia, Menglána)
Evánekin, town (Chélemby)
Pélyn, vâthran (Ivínia, Menglána)
Kolâdis, town (Chélemby)
Lókis, vâthran (Ivínia, Lókis)
Dínibôr, earthmaster site (Chélemby)
Cóselin, castle (Ivínia, Rógna)

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236 Venârivè
Huriséa Akéna, river (Reksýna)
Huriséa, region / principalities (Venârivè) Pôrna, river (Reksýna)
Cheb, mountains (Huriséa) Úlga, river (Reksýna)
Tílame, mountains (Huriséa, Shôrkýnè) Quôra, river (Reksýna, Áltôr)
Denséy, river (Huriséa) Múnuma, river (Reksýna, Mengóla, Áltôr)
Beldîra, city and principality (Huriséa) Reksýna, highlands (Reksýna)
Ántol, principality (Huriséa) Reksýni, confederation (Reksýna)
Chêgen, principality (Huriséa) Ylúma, town (Reksýna)
Déchen, principality (Huriséa) Zentîres, town (Mengóla)
Ékedon, principality (Huriséa) Horóka, town (Reksýna)
Fîgend, principality (Huriséa) Prelýnè, town (Reksýna)
Hélgen, principality (Huriséa) Nànrenýka, town (Reksýna)
Jóndes, principality (Huriséa) Sùlýris, town (Reksýna)
Ogéned, principality (Huriséa) Hârn
Pónel, principality (Huriséa) Hârn, region (Venârivè)
Únten, principality (Huriséa) Hârn, island (Hârn)
Quârphor Ánfla, island (Hârn)
Quârphor, region (Venârivè) Afárezir, islands (Hârn)
Tîrga, river (Huriséa, Quârphor) Kamáce, island (Hârn)
Ôrly, river (Quârphor) Kéron, island (Hârn)
Bávena, river (Quârphor) Mèlderýn, island (Hârn)
Aúlom, river (Quârphor) Tîrpál, sea (Hârn)
Chuâr, highlands (Quârphor) Andûrien, gulf (Hârn)
Orlét, town (Quârphor) Chákro, gulf (Hârn)
Kvârfent, town and principality (Quârphor) Edêr, gulf (Hârn)
Aúlumon, protectorate (Quârphor) Benáth, lake (Hârn)
Távhon, town (Quârphor, Aúlumon) Thârd, river (Hârn)
Vâben, town and principality (Quârphor) Kald, river (Hârn)
Ékenon, town and principality (Quârphor) Rayésha, mountains (Hârn)
Govágor, town (Quârphor) Félsha, mountains (Hârn)
Sôrkin, mountains (Hârn)
Áltôr
Jahl, mountains (Hârn)
Áltôr, region (Venârivè)
Ánadel, highlands (Hârn)
Sénvir, bay (Áltôr)
Sétha, heath (Hârn)
Ménârv, bay (Áltôr)
Ázadmêre, kingdom (Hârn)
Ménârv, island (Áltôr)
Eváel, kingdom (Hârn)
Awáa, lake (Áltôr)
Orbáal, kingdom (Hârn)
Ómalu, lake (Áltôr)
Káldôr, kingdom (Hârn)
Áu, lake (Áltôr)
Chybísa, kingdom (Hârn)
Úalwè, lake (Áltôr)
Mèlderýn, kingdom (Hârn)
Únan, lake (Áltôr)
Thârda, republic (Hârn)
Áltin, mountains (Áltôr)
Kandáy, kingdom (Hârn)
Volýn, mountains (Áltôr)
Réthem, kingdom (Hârn)
Awalôr, mountains (Áltôr)
Ázadmêre, city (Hârn: Ázadmêre)
Ekáalwè, mountains (Áltôr)
Ázadmêre, earthmaster site (Hârn)
Múyârh, mountains (Áltôr)
Élshavel, castle (Hârn: Eváel)
Amlácht, town (Áltôr)
Úlfshafen, castle-port (Hârn: Eváel)
Lýbath, town (Áltôr)
Tashál, city (Hârn: Káldôr)
Reksýna and Mengóla Côranan, city (Hârn: Thârda)
Reksýna, region (Venârivè) Shîrán, town (Hârn: Thârda)
Mengóla, region (Venârivè, Lýthia) Golótha, town (Hârn: Réthem)

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Venârivè 237
Aléath, town (Hârn: Kandáy) Hârbraén, town (Shôrkýnè: Énsel duchy)
Thay, town (Hârn: Mèlderýn) Sâbin, town (Shôrkýnè: Sâbinia county)
Chérafîr, city (Hârn: Mèlderýn) Jándôr, town (Shôrkýnè: Énsel duchy)
Chérafîr, earthmaster site (Hârn) Imêrùva, earthmaster site (Shôrkýnè: Loála)
Bûrzýn, castle (Hârn: Chybísa)
Emélrenè
Géldehèim, castle (Hârn: Orbáal)
Emélrenè, kingdom (Venârivè)
Tésien, earthmaster site (Hârn)
Es, river (Emélrenè)
Kiráz, earthmaster site (Hârn)
Émel Gálani (straights) (Emélrenè)
Aráka-Kalái, special site (Hârn)
Quándas, bay (Emélrenè, Shôrkýnè)
Anísha, earthmaster site (Hârn)
Módan, bay (Emélrenè)
Elkáll-Anùz, earthmaster site (Hârn)
Jerinálian, mountains (Emélrenè, Shôrkýnè)
Bejíst, special site (Hârn)
Déserid, town (Emélrenè: Quándas shire)
Pesíno, earthmaster site (Hârn)
Máris, castle (Emélrenè: Quándas shire)
Télumâr, earthmaster site (Hârn)
Máxîr, town (Emélrenè: Quándas shire)
Gelímo, henge site (Hârn)
Ráleth, town (Emélrenè: Fándàlon shire)
Gedân, earthmaster site (Hârn)
Âlwin, city (Emélrenè: Âlwìna shire)
Rídow, earthmaster site (Hârn)
Malád, town (Emélrenè: Malád shire)
Edêrwyn Áregan, town (Emélrenè: Úlamà shire)
Wynédhrhin, islands (Edêrwyn) Beréma, city (Emélrenè: Beréma shire)
Yârenáren, islands (Edêrwyn) Xêrtu, earthmaster site (Emélrenè)
Gôren, islands (Edêrwyn) Hedégu, special site (Emélrenè: Quándas shire)
Táves, islands (Edêrwyn) Ábrelyn, special site (Emélrenè: Jerinála march)
Hísteic, islands (Edêrwyn) Kwánys, special site (Emélrenè: Jerinála march)
Âshlóas, islands (Edêrwyn)
Palíthanè
Bâzel, islands (Edêrwyn)
Palíthanè, kingdom (Venârivè)
Kétesyn, islands (Edêrwyn)
Batána, gulf (Tríerzòn, Palíthanè)
Sángen, islands (Edêrwyn)
Ýpena, river (Palíthanè)
Shôrkýnè Luíndè, mountains (Palíthanè, Tríerzòn)
Shôrkýnè, region / kingdom (Venârivè) Párahal, city (Palíthanè: Nórimar shire)
Shôrkýnè, gulf (Shôrkýnè, Hârbáal) Sándris, town (Palíthanè: Áthamas shire)
Hélegat, island (Shôrkýnè) Kirisónè, city (Palíthanè: Áthamas shire)
Benâmo, river (Shôrkýnè) Galishénes, city (Palíthanè: Tàmanías shire)
Quantérè, river (Shôrkýnè) Ántivel, town (Palíthanè: Ligúno shire)
Káretan, plain (Shôrkýnè, Tríerzòn) Cábra, town (Palíthanè: Ligúno shire)
Èshapél, city (Shôrkýnè: Álagon duchy) Leshónes, city (Palíthanè: Luíndar shire)
Kâremus, town (Shôrkýnè: Álagon duchy) Méngovik, city (Palíthanè: Gavás shire)
Tûresgal, city (Shôrkýnè: Dumâla county) Hárigol, town (Palíthanè: Skagía shire)
Netéla, town (Shôrkýnè: Netéla county) Degáu, town (Palíthanè: Batána shire)
Sagôra, town (Shôrkýnè: Malpýnia county)
Tríerzòn
Eilýria, city (Shôrkýnè: Malpýnia county)
Tríerzòn, kingdom (Venârivè)
Quârelin, city (Shôrkýnè: Thâria duchy)
Nadámi, mountains (Tríerzòn, Shôrkýnè)
Móntevel, town (Shôrkýnè: Thâria duchy)
Kôrgin, mountains (Tríerzòn, Ázeryàn)
Vádone, town (Shôrkýnè: Vádone duchy)
K’srin, reefs (Tríerzòn)
Logínes, town (Shôrkýnè: Vádone duchy)
Gadén, river (Tríerzòn)
Feshímes, town (Shôrkýnè: Vádone duchy)
Staf, river (Tríerzòn)
Kolârè, town (Shôrkýnè: Kolârè duchy)
Degéla, river (Tríerzòn, Lánkor)
Antiómè, town (Shôrkýnè: Sháplane county)
Degéla, bay (Tríerzòn)
Énselet, city (Shôrkýnè: Énsel duchy)
Bóden, river (Tríerzòn)
Éslon, town (Shôrkýnè: Aneóla county)
Ílas, river (Tríerzòn)
Tîrgólis, castle (Shôrkýnè: Aneóla county)
Dârabed, special site (Tríerzòn)

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238 Venârivè
Ekáldarin, earthmaster / henge site (Tríerzòn) Târkáin
Mizúna, special site (Tríerzòn) Târkáin, island and principality (Venârivè)
Ubárian, city (Tríerzòn: Ubái) Târkáin, town (Târkáin)
Engaritánè, town (Tríerzòn: Stalfôrè)
Ázeryàn
Wáleden, town (Tríerzòn: Stalfôrè)
Ázeryàn, empire (Venârivè)
Vegúsa, city (Tríerzòn: Sènedâlo)
Ázeryàn, peninsula (Venârivè)
Ílbris, town (Tríerzòn: Ílbra)
Ázeryàn, drylands (Ázeryàn)
Béledâr, town (Tríerzòn: Báldemè)
Ómris, gulf (Ázeryàn, Tríerzòn)
Málagos, city (Tríerzòn: Málagos)
Zónan, river (Ázeryàn: Berónium)
Tain, city (Tríerzòn: Mankónia)
Ránerè, river (Ázeryàn: Helén)
Pêrna, town (Tríerzòn: Pêrna)
Válas, river (Ázeryàn: Válenæ)
Dárimûr, town (Tríerzòn: Fâldin)
Álasôr, river (Ázeryàn: Alám Garés)
Quâlnda, town (Tríerzòn: Nadámia)
Síesan, river (Ázeryàn: Sásala; Ontónas)
Melesúma, city (Tríerzòn: Melesúma)
Shûros, river (Ázeryàn: Kántreda)
Fálorens, town (Tríerzòn: Anfáldon)
Gôsulas, river (Ázeryàn: Îlis, Mísonæ)
Málmen, town (Tríerzòn: Mankónia)
Ibránis, river (Ázeryàn: Vedóra, Lótmîr)
Vershémè, town (Tríerzòn: Peltáne)
Énaras, river (Ázeryàn: Tonátra to Skôraz)
Gárlan, town (Tríerzòn: Jaléda)
Skôraz, bay (Ázeryàn)
Mánkon, city (Tríerzòn: Mankónia)
Taigós, river (Ázeryàn: Thonâru)
Ojárion, town (Tríerzòn: Àmesúma)
Médas, river (Ázeryàn: Ázen, Rámien)
Janôra, city (Tríerzòn: Janôra)
Aréos, river (Ázeryàn: Ázen, Thonâru)
Rindîro, town (Tríerzòn: Ríndi)
Amés, river (Ázeryàn: Áshon, Ménkrè)
Kanóga, town (Tríerzòn: Kogámin)
Undôr, river (Ázeryàn: Áshon)
Tengéla, city (Tríerzòn: Tengéla)
Ménkris, sea (Ázeryàn: Góthmîr Garés)
Neshéles, town (Tríerzòn: Bomédus)
Ishénas, river (Ázeryàn: Góthmîr Lóas)
Megráin, city (Tríerzòn: Zhôren)
Órnaldas, river (Ázeryàn: Góthmîr Lóas)
Rigêros, city (Tríerzòn: Dòválin)
Hémenas, river (Ázeryàn: Góthmîr Garés)
Dovârium, town (Tríerzòn: Dòválin)
Echârnos, river (Ázeryàn: Góthmîr Garés)
Képrel, town (Tríerzòn: Ilóna)
Tonátris, mountains (Ázeryàn, Lánkor)
Magrís, town (Tríerzòn: Omégen)
Védos, mountains (Ázeryàn: Vedóra)
Chenás, town (Tríerzòn: Tengéla)
Vális, mountains (Ázeryàn: Válenæ)
Kôrsumis, town (Tríerzòn: Magália)
Nàliâtris, mountains (Ázeryàn: Nâliat)
Elédiro, town (Tríerzòn: Faléo)
Sásalan, mountains (Ázeryàn: Sásala)
Gébrond, town (Tríerzòn: Magália)
Ménkren, mountains (Ázeryàn: Ménkrè)
Tashónès, town (Tríerzòn: Tashónès)
Arkára, mountains (Ázeryàn: Góthmîr Lóas)
Hábala, town (Tríerzòn: Latíma)
Châram, mountains (Ázeryàn: Góthmîr Lóas)
Dârlon, city (Tríerzòn: Enála)
Gónek, mountains (Ázeryàn: Kàlinelâri)
Hôraga, town (Tríerzòn: Hálmo)
Gónek Lóas, mountains (Ázeryàn: Góthmîr)
Halesómè, town (Tríerzòn: Devái)
Berónium, province (Ázeryàn)
Védin, town (Tríerzòn: Védin)
Helén, province (Ázeryàn)
Gelâmo, city (Tríerzòn: Gelâmo)
Válenæ, province (Ázeryàn)
Àreshómes, city (Tríerzòn: Àreshómes)
Tonátra, province (Ázeryàn)
Chedílo, town (Tríerzòn: Mánas)
Vedóra, province (Ázeryàn)
Rizúma, town (Tríerzòn: Korún)
Lótmîr, province (Ázeryàn)
Pélina, town (Tríerzòn: Iláksa)
Alám Garés, province (Ázeryàn)
Mûrshel, city (Tríerzòn: Trabánt)
Alám Lóas, province (Ázeryàn)
Párebîr, town (Tríerzòn: Trabánt)
Ontónas, province (Ázeryàn)
Kirgáras, town (Tríerzòn: Chímas)
Kántreda, province (Ázeryàn)
Mepâra, town (Tríerzòn: Tamála)
Sásala, province (Ázeryàn)
Ástirel, town (Tríerzòn: Hedámes)
Læma, province (Ázeryàn)
Dârshen, town (Tríerzòn: Paláma)
Thonâru, province (Ázeryàn)

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Venârivè 239
Nâliat, province (Ázeryàn) Shurâma, wall (Ázeryàn)
Ázen, province (Ázeryàn) Féslium, city (Ázeryàn: Áshon)
Îlis, province (Ázeryàn) Pòrosúa, city (Ázeryàn: Áshon)
Mísonæ, province (Ázeryàn) Sános, town (Ázeryàn: Sános)
Skôraz, province (Ázeryàn) Quârmil, town (Ázeryàn: Ìndâral)
Rámien, province (Ázeryàn) Iésua, town (Ázeryàn: Góthmîr Lóas)
Ménkrè, province (Ázeryàn) Gótha, town (Ázeryàn: Góthmîr Lóas)
Áshon, province (Ázeryàn) Halkénelis, ruin (Ázeryàn: Góthmîr Garés)
Sános, province (Ázeryàn)
Gôris
Ìndâral, province (Ázeryàn)
Gôris, island and principality (Venârivè)
Kàlinelâri, military district (Ázeryàn)
Gôris, town (Gôris)
Góthmîr Garés, military district (Ázeryàn)
Góthmîr Lóas, military district (Ázeryàn) Lánkor
Berónè, city (Ázeryàn: Berónium) Lánkor, grand principality (Venârivè)
Lórimæ, town (Ázeryàn: Berónium) Gáldiv, river (Lánkor, Quârphor)
Gôrium, town (Ázeryàn: Berónium) Lankôrium, city (Lánkor)
Kéthano, town (Ázeryàn: Berónium) Íljânes / Lankôrium, earthmaster site (Lánkor)
Ómrium, city (Ázeryàn: Helén) Dívcheran, earthmaster site (Lánkor)
Kesâra, city (Ázeryàn: Válenæ) Dálbadîr, town (Lánkor)
Válen, city (Ázeryàn: Válenæ) Ûmélria
Lysâra, city (Ázeryàn: Alám Garés) Ûmélria, region (Venârivè)
Pánis, town (Ázeryàn; Alám Garés) Ûmala, river (Ûmélria)
Ázahuris, town (Ázeryàn: Alám Garés) Géma, river (Ûmélria)
Púrimal, city (Ázeryàn: Alám Lóas) Kârnos, river (Ûmélria)
Ágôrat, town (Ázeryàn: Alám Lóas) Ímonecha, river (Ûmélria, Karéjia)
Báshôr, town (Ázeryàn: Alám Lóas) Chûren, mountains (Ûmélria)
Énaleth, city (Ázeryàn: Ontónas) Erazýnis, mountains (Ûmélria)
Ónen, city (Ázeryàn: Ontónas) Rákan, mountains (Ûmélria)
Ailét, city (Ázeryàn: Kántreda) Géama, mountains (Ûmélria)
Shonjîris, city (Ázeryàn: Kántreda) Páthen, mountains (Ûmélria)
Îrkárgai, ruin (Ázeryàn, Kántreda) Ûmélrian, mountains (Ûmélria)
Sháras, town (Ázeryàn: Kántreda) Yalerýnè, mountains (Ûmélria)
Shomîro, city (Ázeryàn: Sásala) Ûmélrian, league (Ûmélria)
Énjârlen, town (Ázeryàn: Sásala) Lekûria, city-state (Ûmélria)
Lótra, city (Ázeryàn: Lótmîr) Baráth, city-state (Ûmélria)
Kîrgan, city (Ázeryàn: Vedóra) Fêgon, city-state (Ûmélria)
Dúma, city (Ázeryàn: Tonátra) Gêlon, city-state (Ûmélria)
Lymm, city (Ázeryàn: Læma) Genôro, city-state (Ûmélria)
Mîremal, city (Ázeryàn: Nâliat) Rýdaz, city-state (Ûmélria)
Chóam, city (Ázeryàn: Thonâru) Pârthias, city-state (Ûmélria)
Meókolis, city (Ázeryàn: Ázen) Ekýnè, city-state (Ûmélria)
Ázaras, city (Ázeryàn: Ázen) Êrdar, Kúzhan city-state (Ûmélria / Ketârh)
Reshâna, city (Ázeryàn: Rámien) Êrdar, earthmaster site (Ûmélria / Ketârh)
Kiléma, city (Ázeryàn: Rámien) Yaélarhondè, earthmaster site (Ûmélria)
Gedálpria, city (Ázeryàn: Îlis)
Mohm, city (Ázeryàn: Îlis) Karéjia
Jándîr, city (Ázeryàn: Mísonæ) Karéjia, region / league (Venârivè)
Ûrden, city (Ázeryàn: Mísonæ) Venârian, sea (Venârivè)
Misóna, city (Ázeryàn: Mísonæ) Ímonis, bay (Karéjia)
Hébos, city (Ázeryàn: Skôraz) Khâral, river (Karéjia)
Falagósin, city (Ázeryàn: Ménkrè) Lývel, peninsula (Karéjia)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


240 Venârivè
Kôliántres, mountains (Karéjia) Nhúvala, river (Dalkésh: Ákamar; Nágran)
Dûnia, mountains (Karéjia) Gâra, river (Dalkésh: Galpûra)
Gílenis, mountains (Karéjia) Káthamas, river (Dalkésh: Tíbelos)
Livélis, city-state (Karéjia) Èshigûr, river (Dalkésh: Khédan; Sóbrash)
Léios, earthmaster site (Karéjia) Élcha, river (Dalkésh: Khédan)
Shélon, city-state (Karéjia) Chelán, river (Dalkésh, Péchalâr)
Nárolis, city-state (Karéjia) Gârbrash, mountains (Dalkésh)
Rykál, city-state (Karéjia) Sóbranah, mountains (Dalkésh)
Hóritar, city-state (Karéjia) Anínis, province (Dalkésh)
Phanósia, city-state (Karéjia) Donólash, province (Dalkésh)
Helás, city-state (Karéjia) Nálhaman, province (Dalkésh)
Arkéth, city-state (Karéjia) Khánesh, province (Dalkésh)
Tázach, city-state (Karéjia, Ûmélria) Nágran, province (Dalkésh)
Ìchényah, city-state (Karéjia, Ûmélria) Onripúra, province (Dalkésh)
Ájygàl, city-state (Karéjia) Ákamar, province (Dalkésh)
Kólomîr, city-state (Karéjia) Khálik, province (Dalkésh)
Dúrien, city-state (Karéjia) Déhar, province (Dalkésh)
Gílech, city-state (Karéjia) Nàthapúra, province (Dalkésh)
Khédan, province (Dalkésh)
Hácherdad
Tíbelos, province (Dalkésh)
Hácherdad, grand principality (Venârivè)
Résikhar, province (Dalkésh)
Bythîra, river (Hácherdad, Karéjia, Dalkésh)
Ádesh, province (Dalkésh)
Hakhârlis, mountains (Hácherdad)
Hepónpura, province (Dalkésh)
Shéluna, mountains (Hácherdad)
Galpûra, province (Dalkésh)
Hácherùl, principality (Hácherdad)
Sóbrash, province (Dalkésh)
Shélum, principality (Hácherdad)
Pélona, city (Dalkésh: Résikhar)
Mârshum, principality (Hácherdad)
Anésha, town (Dalkésh: Ádesh)
Môrchad, principality (Hácherdad)
Chenósolis, city (Dalkésh: Anínis)
Bálshel, principality (Hácherdad)
Béshârkhed, town (Dalkésh: Donólash)
Échrum, principality (Hácherdad)
Nátha, city (Dalkésh: Nàthapúra)
Ócharim, principality (Hácherdad)
Dhârkal, town (Dalkésh: Déhar)
Kûladith, principality (Hácherdad)
Mánquideh, city (Dalkésh: Déhar)
Hácherdad, city (Hácherdad)
Mánquideh, ziggurat (Dalkésh: Déhar)
Loresâra, town (Hácherdad)
Anramúsha, city (Dalkésh: Khálik)
Mârshara, town (Hácherdad)
Ábnalhâr, town (Dalkésh: Nálhaman)
Nûrshera, town (Hácherdad)
Nálhathâr, ruin (Dalkésh: Nálhaman)
Èmachédâr, town (Hácherdad)
Onrísha, city (Dalkésh: Onripúra)
Karelâr, town (Hácherdad)
Kádhan, city (Dalkésh: Nágran)
Pôrlomur, town (Hácherdad)
Kárela, city (Dalkésh: Khánesh)
Ochâra, town (Hácherdad)
Amârla, town (Dalkésh: Ákamar)
Kûladhur, town (Hácherdad)
Zerúla, city (Dalkésh: Tíbelos)
Béshakan Gálamonìa, city (Dalkésh: Galpûra)
Béshakan, desert (Venârivè) Hepénolis, city (Dalkésh: Hepónpura)
Namârdhez, mountains (Béshakan, Mafán) Shalârem, town (Dalkésh: Sóbrash)
Mafanìlâr, mountains (Béshakan, Mafán) Gôrluk, town (Dalkésh: Sóbrash)
Dalkésh Áshengar, town (Dalkésh: Khánesh)
Dalkésh, empire (Venârivè) Háshela, town (Dalkésh: Khédan)
Târga, river (Dalkésh) Péshet, town (Dalkésh: Khédan)
Ámowa, bay (Dalkésh, Venârian Sea) Mafán
Pádila, bay (Dalkésh, Býria, Venârian Sea) Mafán, region (Venârivè)
Khálama, river (Dalkésh: Khálik) Mafán, gulf (Mafán)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 241
Fáni, river (Mafán) Súnas, river (Býria: Kàntránas)
Onîra, river (Mafán) Ìnríana, river (Býria: Ìnrítha)
Ánifra, river (Mafán) Lásela, river (Býria: Láselàna)
Jénia, mountains (Mafán) Úla, river (Býria, Tuvâra)
Chifâr, league (Mafán) Nóganè, river (Býria, Tuvâra)
Boliâfra, league (Mafán) Býrios, mountains (Býria)
Chifâr, city (Mafán: Chifâr) Aýena, mountains (Býria)
Nèfrikôr, town (Mafán: Chifâr) Inríma, mountains (Býria)
Chiâfra, earthmaster site (Mafán: Chifâr) Dária, province (Býria)
Mokôra, city (Mafán: Boliâfra) Ìnsúlana, province (Býria)
Jenârio, town (Mafán: Boliâfra) Nôrva, province (Býria)
Bámen, province (Býria)
Chogôro
Ârmala, province (Býria)
Chogôro, region (Venârivè)
Kàntránas, province (Býria)
Senólako, river (Chogôro)
Ìnrítha, province (Býria)
Chògôrana, mountains (Chogôro)
Môrálas, province (Býria)
Génjes, kingdom (Chogôro, Mafán)
Kínis, province (Býria)
Delúma, republic (Chogôro)
Aýen, province (Býria)
Lútra, kingdom (Chogôro)
Nâran, province (Býria)
Ámvâr, kingdom (Chogôro)
Láselàna, province (Býria)
Jángelôr, city (Chogôro: Génjes)
Ínri, city (Býria: Ìnrítha)
Kolanôrako, city (Chogôro: Génjes)
Ábræ, town (Býria, Ìnrítha)
Sulôrèkámele, city (Chogôro: Delúma)
Dáriam, city (Býria: Dária)
Delúma, city (Chogôro: Delúma)
Pánas, town (Býria: Dária)
Elúmælèn, city (Chogôro: Lútra)
Súnalæ, town (Býria: Kàntránas)
Jányalè, city (Chogôro: Ámvâr)
Óranæ, town (Býria: Môrálas)
Ámvârelâr, city (Chogôro: Ámvâr)
Anêranas, town (Býria: Ârmala)
Shéntu Súlonâr, town (Býria: Ìnsúlana)
Shéntu, region (Venârivè) Bélathera, town (Býria: Ìnsúlana)
Shéntu, sea (Shénti) Bánasæ, town (Býria: Bámen)
Sérianu, bay (Shénti) Vælýn, town (Býria: Nôrva)
Shunánti, river (Shénti, Chogôro) Nôranel, town (Býria: Elónas)
Sérianàpi, league (Shénti) Ónas, town (Býria: Elónas)
Sérianè, city (Shénti: Sérianàpi) Kinísa, town (Býria: Kínis)
Suntosheláshè, city (Shénti: Sérianàpi) Théra, town (Býria: Aýen)
Péchalâr Nâra, town (Býria: Nâran)
Péchalâr, region (Venârivè) Kónuis, town (Býria: Láselàna)
Sógo, river (Péchalâr) Élana, town (Býria: Láselàna)
Shârshanè, mountains (Péchalâr, Shénti) Thónia
Sogôranélè, city (Péchalâr) Bána, bay (Thónia, Býria)
Achémga, town (Péchalâr) Úlelè, lake (Thónia)
Tuvâra Kýmè, lake (Thónia)
Tuvâra, region (Venârivè) Hénua, river (Thónia, Tuvâra)
Chékhralè, town (Eastern Tuvâra) Lôronga, river (Thónia)
Órovâshè, town (Southern Tuvâra) Mashánga, river (Thónia)
H’anvúchè, town (Western Tuvâra) Háeah, mountains (Thónia, Tuvâra)
Thónian, alps (Thónia)
Býria Ulánian, massif (Thónia)
Býria, empire (Venârivè) Arása-Sádìs, special site (Thónia)
Daríana, river (Býria: Dária) Áhnàgu, Ándanùji city (Thónia)
Elóna, river (Býria: Elónas) Falânian colonies (Thónia)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


242 Venârivè
Nuwadhímash, Falânian colony (Thónia) Dalánya Garés, mountains (Hèpekéria)
Koúlikokôro, Falânian colony (Thónia) Dalánya Lóas, mountains (Hèpekéria)
Gambáy, Falânian colony (Thónia) Gâramànt, mountains (Hèpekéria: Xêria)
Sikássu, Falânian colony (Thónia) Meldhúr, mountains (Hèpekéria)
Mbáyali, Falânian colony (Thónia) Drâwerg, hills (Hèpekéria)
Árlanto, kingdom (Thónia) Nâzawerg, hills (Hèpekéria: Falânia)
Árlanto, city (Thónia: Árlanto) Great Western Erg, desert (Hèpekéria)
Úvika, town (Thónia: Árlanto) Great Eastern Erg, desert (Hèpekéria)
Mágadika, town (Thónia: Árlanto) Kôrlúa, kingdom (Hèpekéria)
Falmkúsi, town (Thónia: Árlanto) Isýnen, realm (Hèpekéria)
Kýmèan, mountains (Thónia: Árlanto) Charinátrè, realm (Hèpekéria)
Dýsor, realm (Hèpekéria)
Hèpekéria
Geména, realm (Hèpekéria)
Hèpekéria, region (Hèpekéria)
Menêma, kingdom (Hèpekéria)
Hépeker, island (Hèpekéria)
Vítho, kingdom (Hèpekéria)
Kôrlic coast, region (Hèpekéria)
Xêrium, kingdom (Hèpekéria)
Menêma, region (Hèpekéria)
Falânian, federation (Hèpekéria)
Dalánya, region (Hèpekéria)
Hèpekérian, confederacy (Hèpekéria)
Xêria, region (Hèpekéria)
Íwil, tribal area (Hèpekéria)
Falânia, region (Hèpekéria)
Údan, tribal area (Hèpekéria)
Dusts, bay (Hèpekéria, Vítho)
Lawâta, tribal area (Hèpekéria)
Elánas, straits (Hèpekéria, Thónia)
Naj’er, tribal area (Hèpekéria)
Dalányan, bight (Hèpekéria: Menêma)
‘Air, tribal area (Hèpekéria)
Menêma, island (Hèpekéria: Menêma)
Azúwirat, tribal area (Hèpekéria)
Melêrma, island (Hèpekéria: Menêma)
Xmíen, earthmaster site (Hèpekéria)
Bálgsôraz, island (Hèpekéria: Menêma)
Úlaia, earthmaster site (Hèpekéria)
Kérabor, island (Hèpekéria: Kôrlúa)
Azúrahel, town (Hèpekéria: Azúwirat)
Kôrlahit, island (Hèpekéria: Kôrlúa)
Pyáteq, cultic site (Hèpekéria)
Atéisames, islands (Hèpekéria: Kôrlúa)
Hegóvnis, town (Hèpekéria: Kôrlúa)
Keswún, island (Hèpekéria: Kôrlúa)
Kérang, town (Hèpekéria: Kôrlúa)
Súcat, island (Hèpekéria: Kôrlúa)
Kúta, town (Hèpekéria: Kôrlúa)
Isýn, river (Hèpekéria: Isýnen)
Lýanral, town (Hèpekéria: Kôrlúa)
Chârin, river (Hèpekéria: Charinátrè)
Isýnen, town (Hèpekéria: Isýnen)
Hûdid, river (Hèpekéria: Menêma)
Dýulaqi, town (Hèpekéria: Isýnen)
Xem, river (Hèpekéria: Menêma)
Charinátrè, town (Hèpekéria: Charinátrè)
Býlras, river (Hèpekéria: Menêma)
Zûwar, town (Hèpekéria: Charinátrè)
Chélif, river (Hèpekéria: Vítho)
Dýsor, town (Hèpekéria: Dýsor)
Xmâra, river (Hèpekéria: Vítho)
Tínmal, town (Hèpekéria: Dýsor)
Áfif, river (Hèpekéria: Xêrium)
Geména, town (Hèpekéria: Geména)
Qálba, river (Hèpekéria: Xêrium)
Kôlvis, town (Hèpekéria: Menêma)
Drâa, river (Hèpekéria: Falânia)
Hûdhavn, town (Hèpekéria: Menêma)
Tásaret, river (Hèpekéria: Falânia)
Yméshem, town (Hèpekéria: Menêma)
Djêrid, chott / dry lake (Hèpekéria)
Ílmasa, town (Hèpekéria: Menêma)
Drajébel, chott / dry lake (Hèpekéria)
Býlrama, town (Hèpekéria: Menêma)
Melmádz, chott / dry lake (Hèpekéria)
Vítho, city (Hèpekéria: Vítho)
Mázdat, chott / dry lake (Hèpekéria)
Bijâna, town (Hèpekéria: Vítho)
Mázgefft, chott / dry lake (Hèpekéria)
Garás, town (Hèpekéria: Vítho)
Dúrqa Âwrím, highlands (Hèpekéria)
Médes, town (Hèpekéria: Vítho)
Tágha’imdhal, point (Hèpekéria)
Xêrium, city (Hèpekéria: Xêrium)
Dúrqa Jàída, highlands (Hèpekéria)
Gûrot, town (Hèpekéria: Xêrium)
Dùrqúdani, highlands (Hèpekéria)
Zárides, town (Hèpekéria: Xêrium)
Tíaret, region (Hèpekéria: Dýsor)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè 243
Týrich, town (Hèpekéria: Xêrium) Dárimes, town (Zonâra / Tríerzòn)
Syrénè, town (Hèpekéria: Xêrium) Melása, town (Zonâra / Tríerzòn)
Bothísa, city (Hèpekéria: Falânia) Yanôrdha, town (Zonâra / Tríerzòn)
Silgôra, town (Hèpekéria: Falânia) Kán’oyga, town (Zonâra / Tríerzòn)
Thúbeliz, city (Hèpekéria: Falânia) Tengélah, town (Zonâra / Tríerzòn)
Tásugez, town (Hèpekéria: Falânia) Mégralyn, town (Zonâra / Tríerzòn)
Fagómu, town (Hèpekéria: Falânia) Dohrállyn, town (Zonâra / Tríerzòn)
Môranjaz, town (Hèpekéria: Falânia) Chýnallyn, town (Zonâra / Tríerzòn)
Wúzadhim, town (Hèpekéria: Falânia) Berýmellyn, town (Zonâra / Berónium: Ázeryàn)
Gôryma, town (Zonâra / Berónium: Ázeryàn)
Ancient Locations Kéthyn, town (Zêrhanor / Berónium: Ázeryàn)
Locations no longer extant or with different names Barýna, town (Zêrhanor / Helén: Ázeryàn)
in TR720: Gârenis, town (Zêrhanor / Válenæ: Ázeryàn)
Lýthwys, town (Hârbáal) Pârunas, town (Zêrhanor / Válenæ: Ázeryàn)
Elifánhwys, town (Hârbáal) Sházharyn, town (Zêrhanor / Alám Garés: Ázeryàn
Aélden, town (Hârbáal) Árgareth, town (Zêrhanor / Alám Lóas: Ázeryàn)
Yèlapénthwys, town (Hârbáal) Shonýris, town (Zêrhanor / Kántreda: Ázeryàn)
Sówys, town (Hârbáal) Îrkárgai, town (Zêrhanor / Kántreda: Ázeryàn)
Gemôrys, town (Hârbáal) Árega, town (Zêrhanor / Vedóra: Ázeryàn)
Gehódhivys, town (Hârbáal) Meókara, town (Zêrhanor / Ázen: Ázeryàn)
Réthwys, hill-fort (Hârbáal) Záranys, town (Zêrhanor / Tonátra: Ázeryàn)
Vúldenâr, town (Chel islands) Lymána, town (Zêrhanor / Læma: Ázeryàn)
Témian, town (Chel islands) Médalan, town (Zêrhanor / Ázen: Ázeryàn)
Calamísa, town (Hélegat island) Gýlecha, town (Býsha / Karéjia)
Éshpanah, town (Lówalys / Shôrkýnè) Búthalur, town (Târga / Dalkésh)
Shátrah, town (Lówalys / Shôrkýnè) Shánegar, town (Târga / Dalkésh)
Elýdh, town (Lówalys / Shôrkýnè) Náthaparanda, town (Târga / Dalkésh)
Sagdh, town (Lówalys / Shôrkýnè) Onâramsha, town (Târga / Dalkésh)
Dáman, town (Lówalys / Shôrkýnè) Nálhathâr, ancient city (Târga / Dalkésh)
Èshapélh, town (Lówalys / Shôrkýnè) Khádhynadra, town (Târga / Dalkésh)
Âlwyn, town (Emélrenè) Pánranegar, town (Târga / Dalkésh)
Maládh, town (Emélrenè) Fráymasâr, town (Chogôro)
Berémah, town (Emélrenè) Pârvanna, Târgan colony (Býrios / Býria)
Týrdyn, town (Thánema / Palíthanè) Nánis, Kàruían colony (Býrios / Býria)
Sándrys, town (Thánema / Palíthanè) Aýana, Kàruían colony (Býrios / Býria)
Kyrisónè, town (Thánema / Palíthanè) Théra, Kàruían colony (Býrios / Býria)
Leshónalys, town (Thánema / Palíthanè) Khinavûr, Târgan colony (Býrios / Býria)
Y’pénelys, town (Thánema / Palíthanè) Kóneda, Kàruían colony (Býrios / Býria)
Cherýsellys, town (Thánema / Palíthanè) Rhârdýan, Târgan colony (Býrios / Býria)
Dâshawhyn, town (Zonâra / Tríerzòn) Nárelis, Kàruían colony (Býrios / Býria)
Pýredhlys, town (Zonâra / Tríerzòn) Parnásalos, Kàruían colony (Býrios / Býria)
Alsýndys, town (Zonâra / Tríerzòn) Bulántiva, Târgan colony (Býrios / Býria)
Àreshýmlys, town (Zonâra / Tríerzòn) Anêrlis, Kàruían colony (Býrios / Býria)
Kolârhuwys, town (Zonâra / Tríerzòn) Nýverkalin, Târgan colony (Býrios / Býria)
Én’darla, town (Zonâra / Tríerzòn) Kúlavylan, Târgan colony (Kýmèa / Árlanto)
Hábalah, town (Zonâra / Tríerzòn) Kázeria, Kàruían colony (Xêria)
Éyllyn, town (Zonâra / Tríerzòn) Bight States, Dálani and Kàruían (Dalánya)
Málakes, town (Zonâra / Tríerzòn) Kéronwyth, Hôrzili colony (Kôrlic islands)
Taýn, town (Zonâra / Tríerzòn) Lýanwyr, Hôrzili colony (Kôrlic islands)
Ubáres, town (Zonâra / Tríerzòn)
Pêrnah, town (Zonâra / Tríerzòn)

Venârivè: Northwestern Lýthia 1.02 Copyright © 2010 Keléstia Productions Ltd


Venârivè
Northwestern Lýthia
Venârivè is the expansive region of northwestern Lýýy´ thia,
where – for thousands of years – peoples, religions, and nations
have developed, traded, and clashed. It includes all the lands
around the Venârian Sea and the regions which lie to the
north and west, including the powerful empires of Ázeryàn
and Dalkésh, the kingdoms of Tríerzòn and Shôrký´ynè, and the
lesser states of Hârn and Iváe.
This publication provides background information on
the diverse cultures, religions, and realms of the region,
complemented by maps and images that illustrate its history,
climate, weather, trade routes, and much more. It also includes
a geopolitical index describing all the places noted on the
accompanying multi-layered map.
This is the essential guide for those looking to fully
understand and explore the world of Hârn.

ISBN 978-0-9735822-9-1
50035 >

9 780973 582291

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