Professional Documents
Culture Documents
Venarive 102
Venarive 102
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
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
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
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.
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.
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
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
Bàkésha
Fall of Târga
River Kingdoms
BT1430
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
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
Sea
Un
of
Ton Ménkris
á
Amés
gé
De
X
Aré TR83-88
Védos
igó
TR178 TR72-76
s
Mnts Éna
X Nà
ras
X
TR179-
TR102-
la
éd
Vá
s as
Vális X 104
Ish
X
TR16
éna
X
Mnts
Ib
TR163
nis
TR97-99
X Én
a
TR75-76 ras X
TR165-
167 Bay of
X
TR71-75
Gulf of Ómris
TR88-90
sa 112 G
lan TR80-86 ôsu
and Belonu.
Drylands
TR101-103
Ála
sôr
TR83
X
of
TR33-37
ra
St
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
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
C
creation of ‘Golden Empire’
c. bt2100 fall of ‘Golden Empire’ (Târga River valley);
tr450 Víshanelas al Áshrankeles, ruler of Lysâra, tr509 collapse of Àzeryáni province of Kálin
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)
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
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;
tr487 creation of Western Protectorate of Ázeryàn tr527 Batána campaign (Tríerzòn-Palíthanè, to 529)
tr488 Ázeryàn suppresses Tríerzi revolt tr535 Xêrium (Hèpekéria) secedes from Ázeryàn.
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
Battle of Bythîra River, Dálken emperor tr542 Treaty of Anûrn; formalisation of Shôrkýnè
tr498 Ivínians seize Gôris; tr553 Red Death reaches Dalkésh / Venârivè
C
people of Ûmélria is an ancient Jarind tongue.
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
Reksýni Horselord
Gârgún and
Kúzhai
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
Visitors to Livélis,
Karéjia
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
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.
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.
Royal
Forester
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.
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.
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.
Ship Movement
Movement at sea depends on wind, weather,
tides, type of vessel, and familiarity with water
ways, amongst other factors.
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.
D aily Life
Calendars and Timekeeping
Narmar calendar
Berema ‘old’ calendar
Sharas calendar
na5010
be2322
sh1770
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.
Karéjian Haléan
Funeral Ceremony
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.
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.
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)
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.
Shèk-Pvâr Researching
Arcane Lore
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
Ivínian
Husgâran
Chéler
Karúnè
Northern Lands:
Quârphor, Áltôr,
and Reksýna
‘Great’ Alt
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
Âshlóas
islands
Yârenáren
islands
Bâzel
islands
Wynédhrhin
islands
Sángen
Gôren islands
islands Kétesyn
Táves
islands islands
Hísteic
islands
Hâzen
islands
Shôrka Lord
Dhéria-Ísvan
Tríerzi Noblewoman
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.
Àzeryáni Marshal
(Gáredis)
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.
Karéjian
Woman
Bésha Nomad
woman
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
Shénti
Oligarch
Hérei
Tribesman
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.
Faláni
Elder
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).
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)
Akélnos el Vêgasun
Àzeryáni Sculptor
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-
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
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.
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).
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).
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
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
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
A
Emperor Reign TR AZ
Hâralelmates I (7 months) Tr461-462 az268-269
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
Ármenalkàlis I
Emperors of Ázeryàn tr537-553 az344-360
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
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
A
Educational
Heraldic admission 320d / test 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
Surgery, major 180d-240d + Physician Property tax, bus. 6%+ of value / year Town
Commission 10% / sale real estate Litigant Toll – sheep, goat ¼d Landlord
Courtesan, Great 1000d + / evening Courtesan Ship Charter 12d / tun / 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
Long Cowl (1.35lb) 10d-32d+ Hideworker Great Helm (5.4lb) 260d-290d+ Weaponcrafter
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
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
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
+8 +9 +10 +0
+7
+4 +1 +2 +4
+11 +3
+6
+10 +0
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
Reshâna
+0
Leshónes Ómrium
+3
Ázaras
+5 Gelâmo
Berónè Meókolis Tázach Genôro
+1
Rýdaz
Méngovik Janôra
Kîrgan
+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
+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
+11
+0 +0
Thúbeliz
+8 Bothísa
Árlanto +11 Dáriam
Zerúla
+5 Nátha
Chifâr
Mánquideh
Kárela
Anram
+3
úsha
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
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.
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.
Wind Direction
and Force
Weather Change
Die-Type
Ù Overcast, Dry
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+
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.
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
Gá
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
ntérè Yalerýnè
lan
Qua
r
ns
dô
Kamáce
Sea Gó
Gá
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
dá
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
Rá
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
Vá
as un
Hísteic tain
s Vális s
Ish
islands
Íla
éna
Mnts
Ib
rá
s
ni
rno
s
Winds
Kâ
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
Sí
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
Bý
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
Chott
Great Western Erg Melmádz
Venârian Sea
Dù
Chott Chott
rqúd
Mázdat Mázgefft
Béshakan
ba
Chott
if
ál
ani
Áf
Q
Djêrid
Gâ
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
Sú
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
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
nó
ian ga
la
nè
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
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
Sénvir ns
Kéj
Lak
Lake ns
alu
Áu untai
Volýn Áltôr Mú
yârh
Mo
an
Chazârian Mountains
Ún
Sea
ke
La
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
yé island
Pôrn
Ra
Lake Benáth Akén
a
ld
Ka
d
Reks
iv
âr Tîrga ýna
ld
Th m
lan
Gulf of
Andûrien Mo
ad
untai
el
ns
Ánfla
island
Hôradir
ntérè Yalerýnè
lan
Qua
r
ns
dô
Kamáce
Sea Gó
Gá
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
dá
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
Rá
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
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
Vá
as un
Hísteic tain
s Vális s
Ish
islands
Íla
éna
Mnts
Ib
rá
s
ni
rno
s
Kâ
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
Sí
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
Bý
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
Chott
Great Western Erg Melmádz
Venârian Sea
Dù
Chott Chott
rqúd
Mázdat Mázgefft
Béshakan
ba
Chott
if
ál
ani
Áf
Q
Djêrid
Gâ
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
Sú
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
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
nó
ian ga
la
nè
Alps
ko
ea
s
Alp
n
n
nia
ó
Th
Shârshanè
Mountains
Bay of Sérianu
Shu
Shéntu Sea
go nán
Só ti
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.
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