Copper and Bronze the most common and cheapest metals available in the Imperio, so everything from pots, pans, cups, knives, tools, swords, spearheads, armor, etc. can be made out of copper or bronze simply because is it "cheap" and "common" - even if those who can afford it use iron or steel. Weapons and armor are specifically legal to citizens of the Imperio, so anyone who bothers to have a sword or a spear but isn't a soldier or part of the martial world may well have a bronze sword. They work fine, if bent can usually be hammered back into shape (unlike iron & steel) and if really beat up can be recycled by melting and recasting. So cheap bronze arrow head, spear heads, knives, short swords, hammers, maces, etc. are very common. And bronze doesn't rust but only takes on a green patina if unpolished. So sailors often have bronze weapons to avoid rust. Bronze also "takes" enchantment a bit better than iron or steel.
High Bronze, or Gujan Bronze, is really tin and copper like regular bronze but with some other special ingredients to the alloy, but is favorable in comparison to steel or iron and much better than regular bronze. It holds it edge better and longer than bronze and even some iron and steel, also unlike regular bronze rarely takes on a green patina even if fairly old. Some warriors and martial types favor Gujan Bronze over steel - and usually start long annoying debates about the virtues and flaws of one metal over the other. The main undisputed advantage to Gujan bronze is that it "takes" enchantment much better than steel or iron.
Bronze Iron and Steel are used in all types of metal armor, Gujan Bronze being rather rarer in armor than with weapons. Leather and stiff boiled leather are also common as armor or fitted with metal. The "ideal" Legionary armor is a banded plate (lorica segmentata) but the most common Legion armor is various grades and styles of chain-mail. Iron and steel are preferred but if bronze may be used instead even if inferior in result and quality. Legionary helmets should be a simple metal cap/pot hopefully with nose, cheek and neck plates to increase protection. Helmets are often just a pot with a nose guard and a pointed top, or some times with a a goggle like eye protection. Another approach is a flat top (with interior padding) and a band of metal around the head, sometimes with a nose protector or even a detachable face grill. "Kettle" helms are also popular for militia or regular troops, a pot helm with a wide metal brim. An armor we don't know so well but which is common in the Imperio is Linothorax laminated linen armor. This is many thin layers of linen glued and lacquered together to form a stiff but flexible armor, lighter than metal armor, and which does not rust. And like Gujan Bronze, it "takes" enchantment very well compare to metal or even leather armors. Linothorax refers in part to the shape/coverage of the armor which is almost always in the shape of a sort of cuirass plate that wraps around the chest on one side and laces/ties up on the other, with shoulder bands that tie from back to front, and with a fringe/skirt of stiff strips to give some protection to the upper thighs. Thus, the armor is light and fairly maneuverable even if it doesn't protect the arms or legs. The factors make it the armor of choice for the Lampioneers, as well as the most common armor owned by 'civilians' who are not soldiers, of the martial world, etc.
Firearms are known though we would saw they are rather primitive. The most common is the fire lance or "Pafilo" - essentially a spear with a tube attached that can make a single shot of fire smoke and buckshot at an opponent but is still somewhat useful as a somewhat inferior spear after firing. This is popular among Lampioneers, Legionary skirmishers, and caravan guards as the blast can frighten off many a monster or bandit who isn't necessarily than injured by them. They are also a common mass quantity stockpile for city militia in emergencies since they aren't very difficult to use. Beyond this there are wheel lock pistols, shotgun/blunderbuss' and arquebus. Generally these are the province of aristocrats showing off, or specialists who for some reason favor an expensive and sometimes unreliable weapon since both moisture and magic can cause serious problems for fire arms. The only regular and official force to use firearms much are the Lampioneers and even among them they are uncommon except for the Pafilo. Grenades of a primitive type are not rare but not common, as are rockets and flares of various sorts and sizes.
That's about it on that subject.For now at least.
~ ~ ~ ~ ~ ~ MLI ^ ^ ^ ^ ^ . .
My Fantasy Trip Campaign using Melee and Wizard
Monday, June 17, 2019
City of Black Dragon Bay, more . . .
The City of Black Dragon Bay
The city is located on the shore of the Marnia sea, between the river mouth of the Nan River and the Flint Rock Ridges. Just southeast of the city is the Stone Fu Dog Bridge, a large stone bridge with low sections on either shore connected by a stone arch in the center section, the name comes from the stone fu dog sculptures that are said to guard the bridge two on either side. Just across the bridge is a small Garrison Post for the Legion attached to the city, meant to hold the bridge if it is ever contested by Grazil raiders or Murk monsters. Across the river is mostly forest for perhaps ninety miles with a few Tulou and other fortified settlements along the Eastway Coast Road. To the south are farms along the river all the way to Old Nan Ferry City, some with associated Tulou and others with smaller fortified settlements or even a few fortified farm houses. West of the city is the Flint Rock Ridge with a gate leading out to the 'city orchards' worked by city dwellers and also sporting fields for horse races, ball games, duels and martial expositions etc. Kobold Cut is a path for the Westway Coast Road leading to West Redoubt City and the Great western Wall, it was made by the local kobold clans for the Imperial Legions to march west. The Old Kobold Town is located in caverns and tunnels south on the ridge of Kobold Cut, though these days most traffic into and out of Kobold Town is through tunnels coming out in the city along the Wharf. Just a bit south of the Old Kobold Town is the Old Tulou where the first settlers in the area lived and where the labor to build the city initially came from (along with Legionaries of course.) West of the Kobold Cut is a Lampioneer Tower and wild lands not much settled or developed yet, a good source for herbs and a good place to hunt game. In the mouth of the river are a couple low sandy islands with a few scraggly but tough bushes and trees, this is where the local restaurants get their turtles and crabs. Many people also fish on the river or west along the shore beyond the ridge either to supplement their income or for pleasure. Hunting east of the river is considered more challenging and even dangerous because there are known to be several small Murk hollows either permanently in the area or slowly shifting about. The lands to the west also have such Mirks but within 10 or twenty miles of the city they aren't a problem like it is east of the city.
The city is not exactly a square wall but fairly close, with part of the ridge being included inside the city walls on the western side of the city. There is a Quay on the shore outside the wall, but this is more of an inspection point or fishing base, the port proper being in "Channel" and the "Pool" cut out and deepened and lined with stone bricks by the kobolds and the Legionaries back when the city was built. Facing the Channel and the Pool on the western side is a section of the ridge cut back and worked by kobolds into a straight flat surface penetrated by warehouses and tunnels, which make good cool storage places for various trade goods passing through the port. On top of the ridge but inside the walls is the wealthy area of the city. This is where the Wizards Guild and the Mechanicians Guild have their Guildhouses, The City Council Hall is also here. the wide road/park above the warehouses of "the Wharf" is the Promenade where the wealthy stroll and strive to be seen, and where various temples are located. One gets to the upper section of town by a wide sloped entry way in the southwest part of the city, which has the Sea Inn for sailors and merchants at its base which also marks the beginning of the warehouses that make up the Wharf. There is a smallish wester gate to allow access to the orchards and sporting fields. Also notable on the northwest corner of the city wall is Chang's Towering Pagoda, a sort of multi-level small shopping and entertainment/eatery mall for the upscale types, with good views of the city the sea and the wilder lands.
Between the Channel & Pool and the main north south street of the city are the shipyards, a covered and an open market as well as meny residences and guest houses of sailors and fishermen and the shops and chandleries that serve them. The main street runs from the Main triple gate more or less north to the Quay Gate. Immediately after entering the city there are farmers and hunters residences and agriculture and butcher shops on the left while scholars, skilled craftsmen and merchants live on the right with the south east corner of the city wall holding the Black Dragon Legion camp (though it is a 'permanent' camp.) The open air Market is next on the left with the pool and it's ships nehind it while the Tribunal is on the right containing both the usual city Magistrates offices and the Prefectural Offices. Behind the Tribunal are residences of retired soldiers and officers and more farmers and fishermen along the city wall. Continuing down the main street the shipyards are next on the left followed by the Covered Market, with the Civic Temple and the oldest sections on town on the right with the tower of the Martial Temple facing the farmers and fishermen residences that are served by the small East Gate. Next on the right of the main road is the large Opera Hall complex with mixed residences and small shops behind it and the poorest folk living along the wall. The Opera Hall like those found in all cities of the Imperio holds civic and religious rituals, high and low theatrical plays, acrobatic shows, martial displays, and more as needed, and also has several restaurants, tea shops, taverns, bakeries, craftshops relating to the opera as well as apartments for the various actors entertainers, stage crew, craftsmen -- a virtual city in itself, with several below ground levels as well. There is even a water filled grotto for the resident Octopi actors and acrobats.
The gates are manned, as is traditional, by Lampioneers who are also in charge of lighting public lamps and firefighting when needed (assisted by the Tribunal Constables). Tribunal constables patrol the city day and night when not serving in the Tribunal that usual meets for hearings three times a day. Legionaries are much in evidence training outside the city walls and in the lands within a days march from the city camp. A third the legion is usually serving on the Great Wall to the west, a third has garrison type duties in the area, and a third are new recruits training locally. The Legion often transfers out trained recruits to other legions and trains more batches of recruits. Street vendors with all sorts of wares and food are common, usually using a single wheel cart. The Beggars Guild manages the poor of the city to a degree and crime is mostly controlled by the Crab Shell Triad. Both have been operating a long time and make a point of never going to far to harm or destabilize the city, which is after all the source of their business. The Lang family was once more dominant here but now is mostly focused on their warehouse and the local "#1 Inn" but their is still a minor family member on the City Council of 17. The Prefect's Agents and Special Constable work out of the city but are not noticed much as many operate incognito or appear more as travelers since they are continually going about the Prefecture.
Notable People:
Officials and Leaders - (not necessarily in order of importance or status)
The Prefect: Lu'shan Pol
The Magistrate: Fang Li
The General of Black Dragon Legion: Chao Di
The Senior Guildmaster of the Wizard's Guild: Tang Mak
The Chief Engineer of the Mechanician's Guild: Wing Sam
The Senior Academician of the Scholar's Guild: Han Sun
Thorsz' Sergeant Major of the Mercenary Guild: Garl Ansakar
The Admiral of Seafarers Guild: Djang Ho
The Steward of the Food Merchants Guild: Wu Cao
The High Alchemist of the Chymist's Guild: Shao Lo
The Chief Surgeon of the Physickers Guild: Sheng Li
The Master of the Leather Workers Guild: Dunk Arne
The Captain of the Fisherman's Guild: Zhao Dan
The Port Master: Lin Poul
The Chief Boss of the Flint Ridge Kobolds: Cavon o'Karklen
The Speaker of the Goblin Merchants League: Shing Zow'an
The Master Shipwright: Shan Tam
The Senior Bookholder of the Opera: Vanx Mat
The Bishop of the Sovereign Way: Pol ("the Ropemaker")
The Patriarch of the Mystic Way: Kang Kankad
The Senior Scholar of the Civic Way: Wang Li
Criminals and Ne'er-Do-Wells -
Mountain Master of the Crab Shell Triad: (Leader) name unknown to most
White Paper Fan of the Crab Shell Triad: (Administrator) name unknown to most
The Red Pole of the Crab Shell Triad: (Enforcer) name unknown to most
The King of the Beggars: ???
The Eldest of the Brotherhood of Chandlers and Sailors:???
The Patriarch of the Old Quarter: Petro Jon
The Mystic of Back Alleys: Jing Tai
The Martial Champion of the Cave of the Black Dragon:
Rich or Skilled Persons -
Shipping Magnate: Wang Chee
The Opera's Octopus-man Villain: Ma-Gao
Excellent Smith & Weaponeer: Angus Smithson (Applaki)
The City's Alleged Best Wizard: Li Feng
Best Food Cartman and Gossip: Gong Li
Best Street Musician (Concertina): Xan Sam
Best Teamster: Jak of Cliff Gate a.k.a. Jak of Burdens
Grand Chef of the Opera Restaurant: Nam Val
Notable Adventurers -
The Nine Tailed Scorpion: Dan Sho
Twin Axe Tom: Tom of West March (Applaki)
Mad Olly (local born):
Fuller (Grazilean):
The city is located on the shore of the Marnia sea, between the river mouth of the Nan River and the Flint Rock Ridges. Just southeast of the city is the Stone Fu Dog Bridge, a large stone bridge with low sections on either shore connected by a stone arch in the center section, the name comes from the stone fu dog sculptures that are said to guard the bridge two on either side. Just across the bridge is a small Garrison Post for the Legion attached to the city, meant to hold the bridge if it is ever contested by Grazil raiders or Murk monsters. Across the river is mostly forest for perhaps ninety miles with a few Tulou and other fortified settlements along the Eastway Coast Road. To the south are farms along the river all the way to Old Nan Ferry City, some with associated Tulou and others with smaller fortified settlements or even a few fortified farm houses. West of the city is the Flint Rock Ridge with a gate leading out to the 'city orchards' worked by city dwellers and also sporting fields for horse races, ball games, duels and martial expositions etc. Kobold Cut is a path for the Westway Coast Road leading to West Redoubt City and the Great western Wall, it was made by the local kobold clans for the Imperial Legions to march west. The Old Kobold Town is located in caverns and tunnels south on the ridge of Kobold Cut, though these days most traffic into and out of Kobold Town is through tunnels coming out in the city along the Wharf. Just a bit south of the Old Kobold Town is the Old Tulou where the first settlers in the area lived and where the labor to build the city initially came from (along with Legionaries of course.) West of the Kobold Cut is a Lampioneer Tower and wild lands not much settled or developed yet, a good source for herbs and a good place to hunt game. In the mouth of the river are a couple low sandy islands with a few scraggly but tough bushes and trees, this is where the local restaurants get their turtles and crabs. Many people also fish on the river or west along the shore beyond the ridge either to supplement their income or for pleasure. Hunting east of the river is considered more challenging and even dangerous because there are known to be several small Murk hollows either permanently in the area or slowly shifting about. The lands to the west also have such Mirks but within 10 or twenty miles of the city they aren't a problem like it is east of the city.
The city is not exactly a square wall but fairly close, with part of the ridge being included inside the city walls on the western side of the city. There is a Quay on the shore outside the wall, but this is more of an inspection point or fishing base, the port proper being in "Channel" and the "Pool" cut out and deepened and lined with stone bricks by the kobolds and the Legionaries back when the city was built. Facing the Channel and the Pool on the western side is a section of the ridge cut back and worked by kobolds into a straight flat surface penetrated by warehouses and tunnels, which make good cool storage places for various trade goods passing through the port. On top of the ridge but inside the walls is the wealthy area of the city. This is where the Wizards Guild and the Mechanicians Guild have their Guildhouses, The City Council Hall is also here. the wide road/park above the warehouses of "the Wharf" is the Promenade where the wealthy stroll and strive to be seen, and where various temples are located. One gets to the upper section of town by a wide sloped entry way in the southwest part of the city, which has the Sea Inn for sailors and merchants at its base which also marks the beginning of the warehouses that make up the Wharf. There is a smallish wester gate to allow access to the orchards and sporting fields. Also notable on the northwest corner of the city wall is Chang's Towering Pagoda, a sort of multi-level small shopping and entertainment/eatery mall for the upscale types, with good views of the city the sea and the wilder lands.
Between the Channel & Pool and the main north south street of the city are the shipyards, a covered and an open market as well as meny residences and guest houses of sailors and fishermen and the shops and chandleries that serve them. The main street runs from the Main triple gate more or less north to the Quay Gate. Immediately after entering the city there are farmers and hunters residences and agriculture and butcher shops on the left while scholars, skilled craftsmen and merchants live on the right with the south east corner of the city wall holding the Black Dragon Legion camp (though it is a 'permanent' camp.) The open air Market is next on the left with the pool and it's ships nehind it while the Tribunal is on the right containing both the usual city Magistrates offices and the Prefectural Offices. Behind the Tribunal are residences of retired soldiers and officers and more farmers and fishermen along the city wall. Continuing down the main street the shipyards are next on the left followed by the Covered Market, with the Civic Temple and the oldest sections on town on the right with the tower of the Martial Temple facing the farmers and fishermen residences that are served by the small East Gate. Next on the right of the main road is the large Opera Hall complex with mixed residences and small shops behind it and the poorest folk living along the wall. The Opera Hall like those found in all cities of the Imperio holds civic and religious rituals, high and low theatrical plays, acrobatic shows, martial displays, and more as needed, and also has several restaurants, tea shops, taverns, bakeries, craftshops relating to the opera as well as apartments for the various actors entertainers, stage crew, craftsmen -- a virtual city in itself, with several below ground levels as well. There is even a water filled grotto for the resident Octopi actors and acrobats.
The gates are manned, as is traditional, by Lampioneers who are also in charge of lighting public lamps and firefighting when needed (assisted by the Tribunal Constables). Tribunal constables patrol the city day and night when not serving in the Tribunal that usual meets for hearings three times a day. Legionaries are much in evidence training outside the city walls and in the lands within a days march from the city camp. A third the legion is usually serving on the Great Wall to the west, a third has garrison type duties in the area, and a third are new recruits training locally. The Legion often transfers out trained recruits to other legions and trains more batches of recruits. Street vendors with all sorts of wares and food are common, usually using a single wheel cart. The Beggars Guild manages the poor of the city to a degree and crime is mostly controlled by the Crab Shell Triad. Both have been operating a long time and make a point of never going to far to harm or destabilize the city, which is after all the source of their business. The Lang family was once more dominant here but now is mostly focused on their warehouse and the local "#1 Inn" but their is still a minor family member on the City Council of 17. The Prefect's Agents and Special Constable work out of the city but are not noticed much as many operate incognito or appear more as travelers since they are continually going about the Prefecture.
Notable People:
Officials and Leaders - (not necessarily in order of importance or status)
The Prefect: Lu'shan Pol
The Magistrate: Fang Li
The General of Black Dragon Legion: Chao Di
The Senior Guildmaster of the Wizard's Guild: Tang Mak
The Chief Engineer of the Mechanician's Guild: Wing Sam
The Senior Academician of the Scholar's Guild: Han Sun
Thorsz' Sergeant Major of the Mercenary Guild: Garl Ansakar
The Admiral of Seafarers Guild: Djang Ho
The Steward of the Food Merchants Guild: Wu Cao
The High Alchemist of the Chymist's Guild: Shao Lo
The Chief Surgeon of the Physickers Guild: Sheng Li
The Master of the Leather Workers Guild: Dunk Arne
The Captain of the Fisherman's Guild: Zhao Dan
The Port Master: Lin Poul
The Chief Boss of the Flint Ridge Kobolds: Cavon o'Karklen
The Speaker of the Goblin Merchants League: Shing Zow'an
The Master Shipwright: Shan Tam
The Senior Bookholder of the Opera: Vanx Mat
The Bishop of the Sovereign Way: Pol ("the Ropemaker")
The Patriarch of the Mystic Way: Kang Kankad
The Senior Scholar of the Civic Way: Wang Li
Criminals and Ne'er-Do-Wells -
Mountain Master of the Crab Shell Triad: (Leader) name unknown to most
White Paper Fan of the Crab Shell Triad: (Administrator) name unknown to most
The Red Pole of the Crab Shell Triad: (Enforcer) name unknown to most
The King of the Beggars: ???
The Eldest of the Brotherhood of Chandlers and Sailors:???
The Patriarch of the Old Quarter: Petro Jon
The Mystic of Back Alleys: Jing Tai
The Martial Champion of the Cave of the Black Dragon:
Rich or Skilled Persons -
Shipping Magnate: Wang Chee
The Opera's Octopus-man Villain: Ma-Gao
Excellent Smith & Weaponeer: Angus Smithson (Applaki)
The City's Alleged Best Wizard: Li Feng
Best Food Cartman and Gossip: Gong Li
Best Street Musician (Concertina): Xan Sam
Best Teamster: Jak of Cliff Gate a.k.a. Jak of Burdens
Grand Chef of the Opera Restaurant: Nam Val
Notable Adventurers -
The Nine Tailed Scorpion: Dan Sho
Twin Axe Tom: Tom of West March (Applaki)
Mad Olly (local born):
Fuller (Grazilean):
Some Orientation , , ,
The City of Black Dragon Bay is the the Prefectural city for Linxi (Descend West) Province, the Suwu family is strong here though their main holdings are much farther east. The other cities in the Prefecture are: West redoubt City to the west, a military city on the western Great Wall facing the Grazil barbarians; Brocade City to the southeast, dominated the cloth industry of the western part of the Imperio (the Kai family founded this city and still dominates the textile industry here despite being overtaken by competitors bask east); and Turtle Beach City father east on the coast, known for turtle meat jerky exports and turtle shells used in crafts.
To the east is Heguang (River Expanse) Province, with the closest city being Bronze Bell City south of Turtle Beach, known for the best Bell Manufacturing in the Imperio.
To the south is Guajing (Frontier Bramble) Province with the Greenblack Sea on one side and the Escarpment and the Applaki Verge on the other and the Lowland Clans to the south. Old Nan Ferry City is south along the river from Black Dragon Bay, but the actual ferry has moved south and east. It is known for exporting roasted and salted nuts and for fine musical instruments due to the fine treewood in the forests (the Shaw Family is strong here, though their ancestral home is farther east near the capitol). South of that is Thorny Rose City, the Prefectural City of the province, known for it's rose bushes unsurprisingly but also for its pottery and wooden utensils. South and west of that along the shore of the Greenblack Sea is Tranquil Waves City. Up the river from Old Nan Ferry and east of the Thorny Rose City is Cliff Gate City, located in a valley cutting the Escarpment and leading up to the Applaki lands. Cliff gate is known for Applaki imports and the fact that one of the two main branches of the Li family relocated here 77 years ago.
To the east is Heguang (River Expanse) Province, with the closest city being Bronze Bell City south of Turtle Beach, known for the best Bell Manufacturing in the Imperio.
To the south is Guajing (Frontier Bramble) Province with the Greenblack Sea on one side and the Escarpment and the Applaki Verge on the other and the Lowland Clans to the south. Old Nan Ferry City is south along the river from Black Dragon Bay, but the actual ferry has moved south and east. It is known for exporting roasted and salted nuts and for fine musical instruments due to the fine treewood in the forests (the Shaw Family is strong here, though their ancestral home is farther east near the capitol). South of that is Thorny Rose City, the Prefectural City of the province, known for it's rose bushes unsurprisingly but also for its pottery and wooden utensils. South and west of that along the shore of the Greenblack Sea is Tranquil Waves City. Up the river from Old Nan Ferry and east of the Thorny Rose City is Cliff Gate City, located in a valley cutting the Escarpment and leading up to the Applaki lands. Cliff gate is known for Applaki imports and the fact that one of the two main branches of the Li family relocated here 77 years ago.
Sunday, June 16, 2019
The Aristocracy of the Imperio
The 23 Great Families are the aristocracy of the Imperio. From them the Imperial Electors choose a new Emperor when the old one dies, and they form the backbone of leadership among the military and bureaucracy, those public exams allow for any citizen to attempt to join the governmental ranks. While some occasionally style themselves by titles such a "Duke" or Warden of the ..." etc. these are not official titles, though is they manage to stick for a century or so they are unofficially recognized. The original 23 families were simple wealthy and/or talented families that aided in the formation of the Imperio, now three centuries later they see themselves as a proven aristocracy, but are not yet an hereditary nobility. While not usually as organized as the Imperial Electors, each family has it's own means of selecting it's leader and heirs, and direct heredity is rarely the case, with merit or at least politicking the main force behind choosing a leader of a family. Wealth is still more an effective of leadership than a cause of aristocracy, many of the wealthiest merchants or families in the Empire are not among the 23. Partly this is because even the 23 must pass imperial bureaucratic exams or military exams to join the governmental ranks, and partly because whether due to War, the Murk, or other dangers, the 23 have a much higher death rate than the average wealthy merchant family (and even they have a higher death rate if they actually travel as opposed to manage their trading). There are also many examples of individuals or whole branches of the 23 families that are as or more incompetent or dissolute as the worst of the common or merchants classes both. Several notable cases of children of Emperors and military or bureaucratic leaders being disasters when selected merely for family have minimized open corruption, nepotism and blatant incompetence. Also the 23 families are not permanently fixed, every 33 years the Imperial Electors may nominate up to three candidate families to either be added to removed from the total list, by selection of the Emperor from these nominations. So far, the total number has been kept at 23, either because of tradition or superstition depending on who you ask, but even the earliest tradition says this method may be used to expand or contract the number of families. So far the system has been used to prune under-performing or allegedly dangerous families on several occasions in the Imperio's history. Those families pruned have so far not experience a political resurgence, but at least two have retained or reacquired wealth and influence outside the 23. Those added to the 23 have not always excelled but perhaps due to the fear of the consequences of serious failure have never been kicked out again.
Some of the best known of the 23 Great Families are:
The Lang: Known for the 1st Emperor and several more (including the previous Emperor) and as a wealthy family connected to various Inns and Trading concerns went not serving in the bureaucracy or military.
The Fu: Known for siring wizards and heroes both as well as a couple Emperors, their power outside the government is in the Alchemists Guild and the Wizards Guild.
The Suwu: Known for siring naval heroes and admirals and being connected with much of the seafaring merchants, shipbuilders and chandleries. Also allegely related to Suwu Kong the 'Immortal' Monkey King.
The Kai: Known for one Emperor and their skills as mechanicians, artisans, artists etc. Naturally they are connected to the Mechanicians Guild.
The Jao: Allegedly descended from the Immortals 'Elder Jao' and 'The Maiden," they were involved in the formation of the Lampioneers and have many connections to traders and sea captains, and are also credited with inventing the paddle wheel boats.
The Egg: Allegedly descended from the Immortal 'Egg the Doctor' and so connected with apothecaries, chemists, herbalists and to a lesser degree than the Fu known for wizards, especially the mysterious Egg Shen.
The Chang: Known mostly as soldiers and warriors. Said to have invented the Fire Lance, their armories are still said to make the best firelances and other firearms.
The Li: Known as scholars and philosophers as well as artists. Known for the Li Apothecary shops.
The Shao: Known for mathematicians, book keepers, accountants, and bureaucrats. Also known for the Shao Surveyors and Architects.
The Shaw: Known as adventures and entertainers oddly enough, said to have invented or imported the concertina instrument, also known for the Shaw Mercenary Legion and Training Academy. The Shaw Travelling Operas are also well known throughout the Imperio, especially their Grand Paddle Wheel Opera House.
The Ruan: Known as bankers and money lenders when not serving in the bureaucracy or military.
The other 12 are less well known (and I'm leaving room for myself as GM).
Some of the best known of the 23 Great Families are:
The Lang: Known for the 1st Emperor and several more (including the previous Emperor) and as a wealthy family connected to various Inns and Trading concerns went not serving in the bureaucracy or military.
The Fu: Known for siring wizards and heroes both as well as a couple Emperors, their power outside the government is in the Alchemists Guild and the Wizards Guild.
The Suwu: Known for siring naval heroes and admirals and being connected with much of the seafaring merchants, shipbuilders and chandleries. Also allegely related to Suwu Kong the 'Immortal' Monkey King.
The Kai: Known for one Emperor and their skills as mechanicians, artisans, artists etc. Naturally they are connected to the Mechanicians Guild.
The Jao: Allegedly descended from the Immortals 'Elder Jao' and 'The Maiden," they were involved in the formation of the Lampioneers and have many connections to traders and sea captains, and are also credited with inventing the paddle wheel boats.
The Egg: Allegedly descended from the Immortal 'Egg the Doctor' and so connected with apothecaries, chemists, herbalists and to a lesser degree than the Fu known for wizards, especially the mysterious Egg Shen.
The Chang: Known mostly as soldiers and warriors. Said to have invented the Fire Lance, their armories are still said to make the best firelances and other firearms.
The Li: Known as scholars and philosophers as well as artists. Known for the Li Apothecary shops.
The Shao: Known for mathematicians, book keepers, accountants, and bureaucrats. Also known for the Shao Surveyors and Architects.
The Shaw: Known as adventures and entertainers oddly enough, said to have invented or imported the concertina instrument, also known for the Shaw Mercenary Legion and Training Academy. The Shaw Travelling Operas are also well known throughout the Imperio, especially their Grand Paddle Wheel Opera House.
The Ruan: Known as bankers and money lenders when not serving in the bureaucracy or military.
The other 12 are less well known (and I'm leaving room for myself as GM).
The Mirk
What holds the Imperio together? In part it is the slow pressure and occasional threat of the Mirk. The Mirk is a natural magical threat that most often takes the form of a green yellow mist, most often collecting in old caves, swamps, dark forests, narrow mountain valleys etc. Sometimes it moves or appears, hence the Mirkwinds or a Mirkstorm. The danger is the Mirk seems to magically create monsters, sometimes from twisted versions of things it has encountered like a toad with fang, poison , and the coloring of a toadstool mushroom, sometimes just creatures of nightmare that seem to have little relation to normal creatures and little long term place in the natural environment, but they are most often violent and hungry. This is why the Imperio is very urbanized into walled cities and walled tulou towns.If the Mirk spawns large monsters or a herd of devil bison, the walls keep them away from most citizens and an army detachment eliminates the threat. Lesser threats are identified or located by either the Lampioneers who patrols the imperial roads and light lamp posts in the cties and man watch towers to warn walled enclaves of dangers or by Constables, mercenaries, or hired adventurers dispatched by the local Magistrate or Provincial Prefect. Thus, the IMperio is by a fair margin safer for an average citizen than alot of places in the world.
Other regions have other responses to the problem. Grazil to the west has fortified steadings and walled towns and villages protected by nobles and warrior bands.The Applaki Verge simpler seems a bit tougher than most peoples, relying on wandering heroes, stalwart farmers able to pick up a weapon at a moments notice, and less agreeably to their neighbors, by taking a live and let live approach to any Mirk creature that isn't an immediate threat - up to and including bribes or even hiring a Mirk monster to keep others of it's kind at bay. The Applaki also rely more on magic and religion to ward of the Mirk, Grazil and the IMperio distrust this because the Mirk seems attracted to wizards and may even corrupt wizards in subtle ways. The Empire of the Horse Clans stays mobile and has roving bands of warriors who see the Mirk as a challenge ensuring their mettle is always tested. Thorsz' Empire consisting of island settlements is somewhat less at peril because Sea Mirks see to trouble undersea life rather more that the surface or areas near the sea. This is suggested as one reason why the Octopi Men have not conquered a land empire and why they are rather paranoid and cowardly by the standards of land dwellers.
It is a matter of some debate whether "normal" monstrous creatures like Orcs or Dragons began as creations of the Mirk or like humans and elves and dwarves they came from someplace else via portals. While definitive evidence is elusive, the general consensus is that a Mirkwind will not mutate an existing creature, but may create a twisted or violent copy of one. The Mirk is attracted to magic and wizards, and may corrupt them in subtle ways, but does not actually mutate them - rather the wizards are tempted into dangerous magics and infernal pacts that mutate and alter them. Thus, most peoples would rather rely on a hero to drive off the Mirk than a wizard.
Seeing or encountering a relatively mild Mirk incident falls into the vague category of neither common nor uncommon. Most cities or Tolou in the Imperio encounter a minor monster or see a wind plaguing someplace nearby a couple times a year. Travelers and rural settlements are much more likely to encounter dangerous monsters several times a year. Wild areas, caverns, mountains etc. are said to face dangers nearly on a weekly basis if not daily. The worst spots are Mirks that seem fixed to an area, the Imperio has had some success locating, putting under observation, sending professionals to cull the monster population until the seemingly fixed Mirk fades or moves. Places like the Applaki Verge and Grazil just ignore and avoid these places, or on rare circumstances send a wizard to 'blast' the are by soem means and remove the problem. One of the dangers of sea travel is never knowing if you happen to be travelling over an underwater Mirk. This is also why lakes and rivers are sometimes suspected of being the source of dangers from the Mirk, since in deep waters a Mirk may lurk unseen.
Most civilizations and even barbarians manage to survive and even to a degree thrive despite the Mirk by various means, but the pressure and threat are always there.
Other regions have other responses to the problem. Grazil to the west has fortified steadings and walled towns and villages protected by nobles and warrior bands.The Applaki Verge simpler seems a bit tougher than most peoples, relying on wandering heroes, stalwart farmers able to pick up a weapon at a moments notice, and less agreeably to their neighbors, by taking a live and let live approach to any Mirk creature that isn't an immediate threat - up to and including bribes or even hiring a Mirk monster to keep others of it's kind at bay. The Applaki also rely more on magic and religion to ward of the Mirk, Grazil and the IMperio distrust this because the Mirk seems attracted to wizards and may even corrupt wizards in subtle ways. The Empire of the Horse Clans stays mobile and has roving bands of warriors who see the Mirk as a challenge ensuring their mettle is always tested. Thorsz' Empire consisting of island settlements is somewhat less at peril because Sea Mirks see to trouble undersea life rather more that the surface or areas near the sea. This is suggested as one reason why the Octopi Men have not conquered a land empire and why they are rather paranoid and cowardly by the standards of land dwellers.
It is a matter of some debate whether "normal" monstrous creatures like Orcs or Dragons began as creations of the Mirk or like humans and elves and dwarves they came from someplace else via portals. While definitive evidence is elusive, the general consensus is that a Mirkwind will not mutate an existing creature, but may create a twisted or violent copy of one. The Mirk is attracted to magic and wizards, and may corrupt them in subtle ways, but does not actually mutate them - rather the wizards are tempted into dangerous magics and infernal pacts that mutate and alter them. Thus, most peoples would rather rely on a hero to drive off the Mirk than a wizard.
Seeing or encountering a relatively mild Mirk incident falls into the vague category of neither common nor uncommon. Most cities or Tolou in the Imperio encounter a minor monster or see a wind plaguing someplace nearby a couple times a year. Travelers and rural settlements are much more likely to encounter dangerous monsters several times a year. Wild areas, caverns, mountains etc. are said to face dangers nearly on a weekly basis if not daily. The worst spots are Mirks that seem fixed to an area, the Imperio has had some success locating, putting under observation, sending professionals to cull the monster population until the seemingly fixed Mirk fades or moves. Places like the Applaki Verge and Grazil just ignore and avoid these places, or on rare circumstances send a wizard to 'blast' the are by soem means and remove the problem. One of the dangers of sea travel is never knowing if you happen to be travelling over an underwater Mirk. This is also why lakes and rivers are sometimes suspected of being the source of dangers from the Mirk, since in deep waters a Mirk may lurk unseen.
Most civilizations and even barbarians manage to survive and even to a degree thrive despite the Mirk by various means, but the pressure and threat are always there.
Monday, June 3, 2019
City of Black Dragon Bay
Rough map of "The City of Black Dragon Bay" . . . those Imperio guys like long city names unfortunately.
The actual map covers a bit of the surrounding area too, but I couldn't get the lighting right for a decent picture.
Anyway, hoping to game tomorrow.
The actual map covers a bit of the surrounding area too, but I couldn't get the lighting right for a decent picture.
Anyway, hoping to game tomorrow.
Thursday, April 25, 2019
My Ardonirane . . .
Ardonirane - the capital city of Thorsz' Empire:
Originally a competitor to the Marbordo Longo Imperio two centuries ago, the Empire of the Thorsz Carn family consistently lost ground and a hundred years ago one branch of heirs settled on the previously uninhabited and presumed to be uninhabitable island of Nokobli amid the Great Reef north of the Imperio's shores, while the other branch of the family fought a losing battle against the Imperio. The island was mabe inhabitable with the aid of sorcerously mutated plants and the help of several tribes of Kobolds who expanded the natural caves on the island into the largest fungi farming enterprise in the known world. Today Dhallak m'Thorsz Carn arguably has more personal and direct influence than the MLI's Emperor, both in Thorsz'z Empire, the Imperio, and many places beyond. This is due to his dominating the market on mercenaries and producing a regular crop of heroes (and providing a steady flow of corpses to mulch the fungi farms from the failed mercenary recruits). His Death Test is world famous as a proving ground for versatile small teams of warriors. While the Imperio Legions might best him in set battles, survivors of the Death Test dominate in small actions, mercenaries, caravan guards, and as adventuring heroes. Thorsz Carn takes his pick of the best survivors for his own troops and "official" mercenaries, but unable to employ all those who try over the years, his Death Test Badge has become a symbol of warrior quality and a de facto mercenaries guild both inside and beyond the Imperio.
The island of Nokobli is a black and gray granite rock with white gravel and even areas of loose yellow sulpher, once inhabited only by a variety of monsters: the deadly flightless birds Diatryma, Stone Beetles Lizards, Giant Spiders, Stomemason Bugs, Sea and Land Crabs, a variety of slimes, and innumerable birds. Thorsz' sorcerers have added Rockvine Cherries, Rockvine Pistachios, Thorsz Ruffage (a grass like plant that lines well like pits dug and planted near settlements), and a broad range of Kobold Fungi. Birds, fish, crab, scallops make up the meat portion of thediet of Thorsz' citizens making up for the sameness of the cherries, pistachios and ruffage. But it is the endless variety of mushrooms and other fungi that lend spice and distinctive flavor to Nokobli food. Still, normal human food from the Imperio will always sell well when brought to Thorsz' ports.
Thorsz' settlements are limited to Ardonirane and four other ports spread out across Nokobli and Westrock (the small island west of Nokobli). All farming occurs within a day's walk of settlements of in the many tunnels and caverns carved by Kobolds or Stonemason Bugs. The Stonemason Bug tiles are a major exports as well as dried mushroom rations (though of course the mercenary trade is the most lucrative of all exports). Many Thorszians are also excellent fishermen and sailors, even braving the Great Ocean to trade in distant lands. Nokobli and Ardonirane in particular are also traditional places of refuge for misfits and malcontents from the Imperio. Thorsz is much less concerned with bureaucracy than the Imperio (with the exception of his mercenaries), and will often welcome even pirates and rebels as long as they cause no trouble for Thjorsz and do no operate directly from his territory. For it's part the Imperio finds Thorsz' small Empire and his mercenaries useful in various way and is lenient since it is clear Dhallak m'Thorsz Carn has no interest in actually running or conquering an empire and much prefers his current situation. Since he has access to longevity potions he is likely to remain ruler in his islands for some time.
The city of Ardonirane sits on a rocky promontory and face a small bay to the east. On the western shore beside the city is town of the fishermen with a few small simple docks mad from driftwood. On the eastern shoe lies the city docks with a royal shipyard and slipway (that also will build commercial or private ships for a fee). Next are the merchant docks (made of stone like the city dock and royal slipway). Finally, at the far end of the port are a private shipbuilder and the Guard Dock next to it. The north end is guarded by the Port Tower, which has a large magical light to guide ships to port at night. The Guard Dock has a small tower and a narrow wall to keep out most of the islands' predators. Also in the port areas are a couple warehouses, many temporary tents covering cargo being processed in or out, and the Reef Runner Inn (which serves mainly sailors and marines trying to avoid the higher prices inside the city walls or whom have transgressed Thorsz' Guards and are not allowed inside the city walls.
The lower city is surrounded by a wide stone wall (rumored to have small passages within) and two external Gates. The "City Gate" gets the least traffic, serving mainly fishermen and hunters venturing forth into the Nokobli Wilds, their are trails to the two other small cities on the island, but most people and good move by boat between Thorsz' cities. The other 'external' Gate is the Customs Gate or House, where import and export taxes are levied. The Royal Gate to the north of the Lower City leads to the Upper City, and near it is the Royal Hospital placed conveniently next to the deceptively small entrance to the Death Test. Near the southern end of the lower city is the Royal Insula, a large building owned by Thorsz' Carn which provides a selection of practical shops and crafters as well as affordable housing for services the Thorsz feels need to be subsidized for his subjects. Southeast of the Insula in a corner of the city wall is the cramped 'poor town' of small rickety shanties, where more than a few crippled survivors of the Death Test eke out precarious lives. Across from the Customs House is the Ankor Inn (no one is sure if this was a mis-spelling of Anchor or related to the Ankor family of the An ethnic group of the Imperio), a cheap no frills in currently run by a Goblin as an investment for his Goblin Wizard brother. Several warehouse also line the city wall just north of the Customs House for long term cargo storage. Beyond this, facing "Fortune Square," is Lang's #1 Inn, a large establishment featuring both some of the best rooms available in the city as well as many affordable 'closet' rooms for Death Test applicants and merchants wanting good food and nice rooms at the cheapest price. Many residents also rent out rooms to Death Test applicants and merchants or sailors as a side line. The Upper City has narrower but taller walls and is where by royal decree the elite of society must live (great merchants mostly, but also anybody Thorsz thinks might be a threat to his rule and whom he wishes to keep under watch and guard). The Sea Tower is a look out point with both telescopes and scrying balls to search out ships at sea. The Captains Tower houses the leaders of Thorsz's Guard and their administration, while the men live in the Guard Barracks (or underneath it in the dungeons built deep into the rock) just off the Grand Esplanade where Thorsz occasionally gives speeches from the balcony of his Royal Palace. The Royal Courtyard has administrative offices lining the north side, stables and barracks for Thorsz' personal Guard on the west side, and a granary and storehouse on the east side.
People you may have met:
Merek the Seacaptain, a well known veteran sailor and shipmaster of the Marnia who travels the length of the Imperio but seems to like resting and refitting in Ardonirane. Usually stays at the #1 Inn.
Nakan the Waveborn Monk, a follower of the Mystic Way who has taken to the sea to advise, console and heal his fellow seamen, a friend of Merek and often in his employ as a sailor or physicker. Usually stays at the Reef Runner Inn though being partial to liquor he can be found at any inn, bar , or restaurant around Ardonirane.
Half Burnt Tom, an Aplaki ex-patriot, nominally a vet and stable hand, but also in a low key way a wizard. He is good at handling any kind of animal but now well versed in dealing with the riding and walking lizards of Nokobli, as well as the camels used on rare land trips between Thorsz' cities, though he enjoys tending to the few horses in town and has even been called in by Thorsz to treat his horses. He also will treat people who can't afford a physicker, though he freely admits he has better results with animals than people, to which his clients reply he is better than nothing. As part of the retainer the Lang family pays him for working in their and their Inn's stables, he gets free room and board at the #1 Inn. For his part he is happy to have an attic room with a view of the sea where he can read wizardly tomes and novels.
Elihaniku (a.k.a. Shadowhand) - a curious individual of middling years and no obvious occupation who stays at various inns around Ardonirane and seems to be a friend of Merek's even though he is clearly not a sailor. He seems to have some contacts with Thorsz' administrators and is often lunching with them around town.
The Pad, a dubious individual who usually stays at the Reef Runner Inn, apparently because it is cheap and discreet. His name comes from his cat-like manner of not just walking but moving in general. Seems to be an acquaintance of Elihaniku's and Merek's but is mostly a loner, though he can be spotted quietly drinking or eating alone around town at various taverns, restaurants, and inns.
Han Lang, like the Langs of Lang's #1 Inn he is relation of the ubiquitous Lang Clan that is honored to descend from Wu Lang the first Emperor of the Imperio, and which has provided several more Emperors over the centuries. Han is most definitely a citizen of the Imperio, more specifically he is a Lampioneer. What is a Lampioneer doing outside the Imperio? Word has it that he is the officially "unofficial" Lampioneer liaison to Thorsz or a spy or both. He claims to be on an extended vacation though he carries a small ax and a spiked shield in Lampioneer colours that imply that like most Lampioneers he is never completely 'off-duty.'
Originally a competitor to the Marbordo Longo Imperio two centuries ago, the Empire of the Thorsz Carn family consistently lost ground and a hundred years ago one branch of heirs settled on the previously uninhabited and presumed to be uninhabitable island of Nokobli amid the Great Reef north of the Imperio's shores, while the other branch of the family fought a losing battle against the Imperio. The island was mabe inhabitable with the aid of sorcerously mutated plants and the help of several tribes of Kobolds who expanded the natural caves on the island into the largest fungi farming enterprise in the known world. Today Dhallak m'Thorsz Carn arguably has more personal and direct influence than the MLI's Emperor, both in Thorsz'z Empire, the Imperio, and many places beyond. This is due to his dominating the market on mercenaries and producing a regular crop of heroes (and providing a steady flow of corpses to mulch the fungi farms from the failed mercenary recruits). His Death Test is world famous as a proving ground for versatile small teams of warriors. While the Imperio Legions might best him in set battles, survivors of the Death Test dominate in small actions, mercenaries, caravan guards, and as adventuring heroes. Thorsz Carn takes his pick of the best survivors for his own troops and "official" mercenaries, but unable to employ all those who try over the years, his Death Test Badge has become a symbol of warrior quality and a de facto mercenaries guild both inside and beyond the Imperio.
The island of Nokobli is a black and gray granite rock with white gravel and even areas of loose yellow sulpher, once inhabited only by a variety of monsters: the deadly flightless birds Diatryma, Stone Beetles Lizards, Giant Spiders, Stomemason Bugs, Sea and Land Crabs, a variety of slimes, and innumerable birds. Thorsz' sorcerers have added Rockvine Cherries, Rockvine Pistachios, Thorsz Ruffage (a grass like plant that lines well like pits dug and planted near settlements), and a broad range of Kobold Fungi. Birds, fish, crab, scallops make up the meat portion of thediet of Thorsz' citizens making up for the sameness of the cherries, pistachios and ruffage. But it is the endless variety of mushrooms and other fungi that lend spice and distinctive flavor to Nokobli food. Still, normal human food from the Imperio will always sell well when brought to Thorsz' ports.
Thorsz' settlements are limited to Ardonirane and four other ports spread out across Nokobli and Westrock (the small island west of Nokobli). All farming occurs within a day's walk of settlements of in the many tunnels and caverns carved by Kobolds or Stonemason Bugs. The Stonemason Bug tiles are a major exports as well as dried mushroom rations (though of course the mercenary trade is the most lucrative of all exports). Many Thorszians are also excellent fishermen and sailors, even braving the Great Ocean to trade in distant lands. Nokobli and Ardonirane in particular are also traditional places of refuge for misfits and malcontents from the Imperio. Thorsz is much less concerned with bureaucracy than the Imperio (with the exception of his mercenaries), and will often welcome even pirates and rebels as long as they cause no trouble for Thjorsz and do no operate directly from his territory. For it's part the Imperio finds Thorsz' small Empire and his mercenaries useful in various way and is lenient since it is clear Dhallak m'Thorsz Carn has no interest in actually running or conquering an empire and much prefers his current situation. Since he has access to longevity potions he is likely to remain ruler in his islands for some time.
~~~~~~~
The city of Ardonirane sits on a rocky promontory and face a small bay to the east. On the western shore beside the city is town of the fishermen with a few small simple docks mad from driftwood. On the eastern shoe lies the city docks with a royal shipyard and slipway (that also will build commercial or private ships for a fee). Next are the merchant docks (made of stone like the city dock and royal slipway). Finally, at the far end of the port are a private shipbuilder and the Guard Dock next to it. The north end is guarded by the Port Tower, which has a large magical light to guide ships to port at night. The Guard Dock has a small tower and a narrow wall to keep out most of the islands' predators. Also in the port areas are a couple warehouses, many temporary tents covering cargo being processed in or out, and the Reef Runner Inn (which serves mainly sailors and marines trying to avoid the higher prices inside the city walls or whom have transgressed Thorsz' Guards and are not allowed inside the city walls.
The lower city is surrounded by a wide stone wall (rumored to have small passages within) and two external Gates. The "City Gate" gets the least traffic, serving mainly fishermen and hunters venturing forth into the Nokobli Wilds, their are trails to the two other small cities on the island, but most people and good move by boat between Thorsz' cities. The other 'external' Gate is the Customs Gate or House, where import and export taxes are levied. The Royal Gate to the north of the Lower City leads to the Upper City, and near it is the Royal Hospital placed conveniently next to the deceptively small entrance to the Death Test. Near the southern end of the lower city is the Royal Insula, a large building owned by Thorsz' Carn which provides a selection of practical shops and crafters as well as affordable housing for services the Thorsz feels need to be subsidized for his subjects. Southeast of the Insula in a corner of the city wall is the cramped 'poor town' of small rickety shanties, where more than a few crippled survivors of the Death Test eke out precarious lives. Across from the Customs House is the Ankor Inn (no one is sure if this was a mis-spelling of Anchor or related to the Ankor family of the An ethnic group of the Imperio), a cheap no frills in currently run by a Goblin as an investment for his Goblin Wizard brother. Several warehouse also line the city wall just north of the Customs House for long term cargo storage. Beyond this, facing "Fortune Square," is Lang's #1 Inn, a large establishment featuring both some of the best rooms available in the city as well as many affordable 'closet' rooms for Death Test applicants and merchants wanting good food and nice rooms at the cheapest price. Many residents also rent out rooms to Death Test applicants and merchants or sailors as a side line. The Upper City has narrower but taller walls and is where by royal decree the elite of society must live (great merchants mostly, but also anybody Thorsz thinks might be a threat to his rule and whom he wishes to keep under watch and guard). The Sea Tower is a look out point with both telescopes and scrying balls to search out ships at sea. The Captains Tower houses the leaders of Thorsz's Guard and their administration, while the men live in the Guard Barracks (or underneath it in the dungeons built deep into the rock) just off the Grand Esplanade where Thorsz occasionally gives speeches from the balcony of his Royal Palace. The Royal Courtyard has administrative offices lining the north side, stables and barracks for Thorsz' personal Guard on the west side, and a granary and storehouse on the east side.
~~~~~~
People you may have met:
Merek the Seacaptain, a well known veteran sailor and shipmaster of the Marnia who travels the length of the Imperio but seems to like resting and refitting in Ardonirane. Usually stays at the #1 Inn.
Nakan the Waveborn Monk, a follower of the Mystic Way who has taken to the sea to advise, console and heal his fellow seamen, a friend of Merek and often in his employ as a sailor or physicker. Usually stays at the Reef Runner Inn though being partial to liquor he can be found at any inn, bar , or restaurant around Ardonirane.
Half Burnt Tom, an Aplaki ex-patriot, nominally a vet and stable hand, but also in a low key way a wizard. He is good at handling any kind of animal but now well versed in dealing with the riding and walking lizards of Nokobli, as well as the camels used on rare land trips between Thorsz' cities, though he enjoys tending to the few horses in town and has even been called in by Thorsz to treat his horses. He also will treat people who can't afford a physicker, though he freely admits he has better results with animals than people, to which his clients reply he is better than nothing. As part of the retainer the Lang family pays him for working in their and their Inn's stables, he gets free room and board at the #1 Inn. For his part he is happy to have an attic room with a view of the sea where he can read wizardly tomes and novels.
Elihaniku (a.k.a. Shadowhand) - a curious individual of middling years and no obvious occupation who stays at various inns around Ardonirane and seems to be a friend of Merek's even though he is clearly not a sailor. He seems to have some contacts with Thorsz' administrators and is often lunching with them around town.
The Pad, a dubious individual who usually stays at the Reef Runner Inn, apparently because it is cheap and discreet. His name comes from his cat-like manner of not just walking but moving in general. Seems to be an acquaintance of Elihaniku's and Merek's but is mostly a loner, though he can be spotted quietly drinking or eating alone around town at various taverns, restaurants, and inns.
Han Lang, like the Langs of Lang's #1 Inn he is relation of the ubiquitous Lang Clan that is honored to descend from Wu Lang the first Emperor of the Imperio, and which has provided several more Emperors over the centuries. Han is most definitely a citizen of the Imperio, more specifically he is a Lampioneer. What is a Lampioneer doing outside the Imperio? Word has it that he is the officially "unofficial" Lampioneer liaison to Thorsz or a spy or both. He claims to be on an extended vacation though he carries a small ax and a spiked shield in Lampioneer colours that imply that like most Lampioneers he is never completely 'off-duty.'
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