TEXT: The City-Guide
  to
  Talislanta
  Texts from Colin CHAPMAN - Lay-out from Rafaël “Fianosther” VERBIESE
  based on the Talislanta RPG from STEPHEN MICHAEL SECHI
  —
  This unofficial supplement is a free contribution to the Tal-Fans Mailing-list.
  www.talislanta.com
  
  Phantas : A view of Cabal Magicus, the last of Sky-Cities.
  - 2 -
  The City Guide of Talislanta
  Summary
  The City Guide summary
  1. Aamadh (Aaman) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03
  2. Altan, the maze-city of the Ariane (Tamaranth) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  3. Cabal Magicus, the last of the sky-cities (Phantas) . . . . . . . . . . . . . . . . . . . . . . . . . 15
  4. Caprica (Thaecia) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  5. Cymril (The Kingdom of Cymril) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  6. Dhar (Tamaranth) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  7. Durne (The Kingdom of Durne). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  8. Gao, the rogue city (Gao-Din) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  9. Oceanus, the floating city (The Azure Ocean). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  10. Rhin (L’Haan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  11. Shattra (Arim) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  12. Tor (The Kingdom of Taz) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  13. Vashay (The Kingdom of Vardune) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  14. Zanth (Zandu) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
  15. Jacinth (The Quan Empire). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
  16. Kragan (Imria). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  TALISLANTA RPG is a copyright of Stephen Michael Sechi (SMS) and SHOOTING IRON. All the texts and pictures
  reproduced herein are with the express permission of Colin Chapman, the author and SMS. The present book is a
  free contribution to the game made by Rafaël “Fianosther” Verbiese to support a wonderful game ! Thanks SMS and
  thanks Colin ! All rights reserved to SMS, Colin Chapman and Shooting Iron.
  © 2003
  
  - 3 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  A Visitor's Guide 
  to Aamahd
  The Populace
  As of the 1st of Ardan, precisely 69,364 inhabitants dwell
  within Aamahd, for detailed records of the population are
  kept, and updated constantly with each new birth and
  death. Aamahd is an unwelcoming city, for although it tra-
  des with the Farad, Arimites, and Djaffir, it prefers to
  conduct such dealings outside its own borders, the better
  to avoid contaminating its populace by contact with infi-
  dels (i.e. anyone who is not a worshipper of Aa). Needless
  to say, foreign visitors are heavily policed and monitored,
  and segregated from the populace for the most part.
  History
  Following over four centuries of savage conflict between
  the Orthodoxists and Paradoxists during the Cult Wars, a
  truce was finally called after the bloody sea battle that
  would see the Phaedran Gulf renamed the Sea of Sorrow. 
  In 512 N.A. the rival factions that had ruined the Phaedran
  Empire, agreed to divide the nation in two, forming Aaman
  and Zandu. Work was begun on the Great Barrier Wall, as
  black stone was mined and hauled from the Onyx
  Mountains, with the aid of the Arimites. 
  In 519 N.A. the Great Barrier Wall was completed, neatly
  bisecting Phaedra, and running through the center of the
  one-time capitol, Badijan. The Aamanian half of Badijan
  became the focus of strenuous rebuilding atop the existing
  sewers, and the Holy City of Aamahd was the result.
  Witches Work Through Idle Hands
  The Orthodoxist cult firmly believe it is important that
  every adult Aamanian has some work to occupy themsel-
  ves and provide a distraction from sinful thoughts (for
  such thoughts lead to actions according to the Omnival).
  As a result, all unemployed Aamanian adults are given
  work to perform, such as whitewashing buildings, scrub-
  bing temples, sweeping pavements, and in return receive
  lodgings and a square meal every day. This also means
  that Aaman is totally free of beggars, has very little in the
  way of conventional crime, and is remarkably clean.
  Visions of Aamahd
  A View from Afar
  A patchwork of rolling farmland surrounds the stern white
  walls of a large city. Stark against the surrounding fields,
  the great walls encompass stout, uniformly block-like
  structures, each rigidly organized and positioned. White
  clad pilgrims scatter across the city's black causeway, as
  wagons bearing produce trundle to and fro.
  At the Gates
  Worn slabs of ebony stone form the aged Phaedran cause-
  way that leads to the imposing city walls, entering through
  a forbidding gatehouse of perfectly square construction.
  Two 20-foot rectangular gates of studded black iron, each
  bearing half of a vast embossed eye, stand closed within the
  gatehouse. Several units of Aamanian soldiers stand before
  the gates, vigorously checking all that enter or leave, only
  opening the gates to those that pass their scrutiny.
  The City Streets
  Arrow-straight roads of gray slate criss-cross the city bet-
  ween monotonous whitewashed buildings roofed with dull
  slate. A 10-foot pillar of white stone is set at every corner,
  topped with a carved Eye of Aa. Shaven-headed Aamanians
  solemnly and slowly walk the streets, clad in shapeless
  white garments, women walking behind their men. All is
  surprisingly quiet, and interactions are brief and formal.
  The Walls Have Eyes
  The All-Seeing Eye icons that are found everywhere
  throughout Aamahd (including those inside residential
  blocks), also serve a purpose beyond mere decoration:
  They constantly remind Aamanians that Aa is always
  watching, and more importantly that the Monitors
  might be as well, for an untold number of the icons are
  actually viewing devices of one kind or the other.
  Aamahd at Night
  The ghostly white streets of Aamahd are eerily silent at
  night, deserted save for the patrols of cult guards.
  I.Aamahd
  "I would sooner contract an incurable case of pubic lice than spend even a minute in the sanctimonious confines of Aamahd!"
  - Amor, Bodorian Maestro.
  
  - 4 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  Curfew
  Curfew is enforced throughout all of Aaman's settle-
  ments, and only those on sanctioned cult business (or
  assigned to patrol the city) are permitted to wander the
  streets between sunsdown and sunsrise. This further
  controls the populace, and drastically reduces levels of
  crime.
  The Typical Dwelling
  An Exterior View
  An uninspiring rectangular block, indistinguishable from its
  neighbors, stands near the road, 100-foot square, and 40-
  foot tall. Square windows gaze out of the white walls at
  routine intervals, and the slightly sloping roof is clad with
  gray Arimite slate. Three identical plain wooden doors per-
  mit entry on the ground, while an unrailed staircase zig-
  zags up each side, permitting entry to the upper dwellings.
  The Interior
  The wooden door opens into a spartan white interior with
  a 10-foot high ceiling. There is no ornamentation save for
  the cult-approved icons displayed proudly on the sills of
  the apartment's three windows. The floor and walls are
  bare cold stone, and illumination is provided by crude iron
  candleholders in each wall. The 30-foot square apartment
  is split into nine equal-sized, square rooms.
  • The Male Communal Room
  The main entrance opens into this room; one of the only
  three with a window. It is bare, except for a fireplace and
  handful of utilitarian wooden stools.
  • The Female Communal Room
  This room is identical to the Male Communal Room, save
  that the stools it contains are notably lower.
  • The Shrine
  Centermost of the apartment's nine rooms, the shrine bears
  a central pillar running from floor to ceiling, carved repea-
  tedly with Aa's symbol.
  • The Male Parent's Bedroom
  A simple wooden cot with white linen sheets, wooden
  stool, and wooden wardrobe are all that distinguishes this
  room from the others.
  • The Female Parent's Bedroom
  Identical to the Male Parent's Bedroom, except that the
  mattress is placed on the floor rather than a cot.
  • The Male Children's Bedroom
  Identical to the Male Parent's Bedroom, but with several
  smaller, lower cots.
  • The Female Children's Bedroom
  Identical to the Female Parent's Bedroom, but with several
  smaller mattresses.
  • The Bathing Room
  Central to this room is a crude black-iron bathtub, wooden
  table bearing rough white linen towels and astringents, a
  wooden dressing screen, and a toilet of stone.
  • The Kitchen
  A black iron stove dominates this room, and iron utensils
  are hung on wall hooks. A wooden larder contains a cask
  of water, a batch of dried wafers, a sack of provender
  roots, and some tough salted durge meat.
  Tax, Rent, and Waste Disposal
  Tax within Aaman is high, although it is actually ter-
  med "Cult Donations", with all citizens paying a blan-
  ket 80% tax. Conversely, rent costs are low, with each
  individual paying a mere 1 s.p. per week for lodging
  (monies that again go directly into the cult's coffers, for
  they own all the property in Aaman). The same sewer
  that services Zanth (see p. 75) also runs beneath
  Aamahd.
  Gender Segregation
  Although Aamanian society is male-dominated - and
  women are not permitted to join the cult proper, with
  the exception of the Hospitaller Nuns - women are not
  treated as inferiors. However, gender segregation is
  practiced extensively, ostensibly to reduce carnal temp-
  tation on both sides. This is also why women are not
  permitted to enter the male-dominated clergy. No dis-
  traction from "oneness with Aa" is permitted. Women
  may, however, work in any common profession,
  although they always wear gloves, veils, and heavy,
  concealing white clothing when working in public.
  Places of authority
  Tower of the Hierophant
  Looming over every structure in Aamahd, this square
  monolith bristles with black-iron spikes, and towers 250-
  foot in the air, capped by a huge Eye of Aa. Windows stud
  the tower at regular intervals, each shaped like an All-
  Seeing Eye. A wall covered with spikes and barbs encircles
  its grounds, enchanted Eye icons peering out in every
  direction from atop it.
  
  - 5 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  Heart of the Tower
  The Hierophant's Tower serves many cult-purposes,
  beyond its function as residence of the Orthodoxist
  Cult's leader. The top two levels serve as his personal
  dwelling, while several levels under that accommodate
  the vault of the Omnival, his bodyguards, attendants,
  and advisors respectively. The lower levels are devoted
  to a vast scriptorium and library, vaults containing
  precious (and dangerous) artifacts and treasures, and
  finally, his servant's and palace guard's quarters.
  The Hierophant
  Stern, wrathful, and vital, Omnus I, Hierophant of
  Aaman, is a powerful and intimidating giant of a
  man. Following his harsh directives, Aaman is making
  greater efforts to convert or cleanse infidels, and guard
  against the hated Paradoxists of Zandu.
  Towers of the Monitors
  These square, freestanding, 50-foot alabaster towers are
  each topped with a single large Eye of Aa, and serve as the
  abodes of Aamahd's Monitors. Each Monitor holds the
  position of prelate in his assigned district, and oversees the
  administration of aalms and caste levels for those citizens
  in his purview, as well as controlling those measures to
  monitor the citizenry.
  Halls of Penance
  Windowless, and ominous, this block-like structure squats
  amid its surroundings, standing a mere one-story high,
  with a vast Eye of Aa depicted in relief on each wall. Thick
  iron doors bear Eye icons, a multitude of locks, and spike-
  like studs. The single visible level contains the records of
  all of Aamahd's citizens and visitors, as well as those aus-
  tere rooms that serve for the interview and indoctrination
  of new converts. 
  Many lower levels descend beneath the cold earth, and are
  filled with the sterile cells, and torture chambers, used to
  hold and "enlighten" the more intractable heathens and
  sinners.
  Cleansing Fire of Aa
  Newly depilated converts and individuals accused of
  impropriety are absolved of their sins in the Halls of
  Penance. The methods employed vary greatly, and
  include dunking (in deep wells), flogging, and beating
  with wooden staves. Those sinners of a more recalci-
  trant nature face more prolonged forms of absolution,
  and the Inquisitors assigned to the Halls of Penance are
  quite creative, particularly as regards the extraction of
  confessions from tight-lipped infidels and heretics.
  Cult Law
  Aamanian law is extremely harsh, and although regu-
  lar crime is all but non-existent, crimes against the
  Orthodoxist cult (real or perceived) are more common.
  These include failure to show proper respect and defe-
  rence to superiors, failure to show reverence worthy of
  Aa, and vulgar displays of public emotion. Punishment
  typically involves a brief visit to the Halls of Penance.
  Severe crimes of any variety, such as rape, violence,
  blasphemy, lewdity, and dancing, are punished by pro-
  tracted torture and execution.
  Keep of the Unredeemed
  Surrounded by a sturdy white wall topped with iron-spikes
  and inward-looking watchtowers, the Keep of the
  Unredeemed serves as Aamahd's slave and concentration
  camp. Two barracks serve to house the slave-masters and
  guards, while spiked iron grates in the grounds lead down
  into three levels of dismal and unlit cells.
  Deep Secrets
  The life of an Aamanian slave is a short and wretched
  one; forced to toil mercilessly, kept barely alive with
  scraps, roughly shaved and scoured with astringents,
  and flogged for any perceived weakness or sin.
  Unredeemed sinners, unlucky infidels, and purchased
  slaves make up the bulk of the unfortunates, but, contra-
  ry to the Orthodoxy's claims, the slave pits do hold dozens
  of Gnomekin, enslaved for their mining skills.
  Military bases
  Mace of Aa Monastery
  Brutal and utilitarian, this large citadel of ivory stone is the
  sequestered monastery and seminary of Aamahd's Warrior-
  Priest contingent.
  Fist of Aa Monastery
  This huge crenellated fortress of bleached stone is the bar-
  racks and training ground of the Aamahd's sizeable soldie-
  ry, and is simple and severe in construction.
  Vengeance of Aa Monastery
  This small sturdy hall adjacent to the Mace of Aa Monastery
  (see above) serves as the base of operations and abode of
  Aamahd's Witch Hunter contingent, each of whom receives
  martial training in the Mace of Aa Monastery, and Invocation
  training in the Gaze of Aa Monastery (see p. 6).
  
  - 6 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  The Gatehouse Fortress
  Surrounding the city's fearsome iron gates is a stout alabas-
  ter fortress that flanks and tops it. An interior portcullis is
  only lowered during troubled times. Two units of 20 sol-
  diers, each lead by a warrior-priest, police all individuals
  wishing to enter or leave the city, while another two units
  are stationed in the fortress at all times.
  The Great Barrier Wall
  60-foot high and 30-foot thick, this awe-inspiring black
  structure looms above the city and stretches beyond, vani-
  shing into the distance, running from the border of Arim to
  the Sea of Sorrow.
  Towers of Aa's Watchfulness
  Located every 1,000-foot along the Great Barrier Wall (clo-
  ser in the city of Aamahd itself), these stark and angular
  towers of alabaster stand 70-foot high, each manned by a
  unit of 10 soldiers and 5 crossbowmen who have a bar-
  racks in the tower. They keep constant watch on the bor-
  der with Zandu in shifts. A magical All-Seeing Eye orb in
  each tower is used to communicate directly with the
  Monitors in the event of an enemy assault.
  Educational institutions
  Halls of Faith
  This extensive pillared hall is filled with rows of pews, and
  carved all over with Orthodoxist symbology inlaid with tra-
  ceries of black enamel. Cult members gather here with
  their peers to meditate, discuss doctrine, and learn of the
  latest decrees of the Hierophant. Archimages are on hand
  to assist the faithful in committing to memory cherished
  phrases from the Omnival.
  Gaze of Aa Monastery
  This small walled complex of temple-like white halls and
  residential blocks serves as Aamahd's Archimage monastery,
  wherein aspiring clergy undergo their long and harsh tute-
  lage in both ritual, doctrine, and invocation. Once a poten-
  tial acolyte has entered these walls, they will not be permit-
  ted to leave them again until they either fail or leave as fully
  trained Archimages. Those Archimages who are unable to
  find a position in a temple or other cult-run establishment,
  are expected to travel and spread the creed of Aa.
  Fist of Aa Monastery
  (see Military Bases)
  Mace of Aa Monastery
  (see Military Bases)
  Vengeance of Aa Monastery
  (see Military Bases)
  Benevolence of Aa Monastery
  (see Miscellaneous)
  Museums & libraries
  Hall of Aa's Memory
  Amongst the most ostentatious of Aamahd's constructions,
  this museum is roofed with a pyramid of white slate, its
  levels supported by white marble pillars, and interior walls
  graced with friezes depicting notable events in cult histo-
  ry. Orderly rows of glass cabinets display the bones and
  garments of great martyrs, weapons used by great cult
  heroes to slay heretics, early icons, and so forth. The top
  floor of the museum serves as a small monastery for
  Aamahd's Reliquarians. Admission costs 5 silver pieces.
  Places of worship
  Temples to Aa
  Lower caste citizens are expected to attend whichever
  temple serves their local area, and at masses, proximi-
  ty to the altar is regulated strictly according to caste.
  However, those of Aspirant caste or higher are permit-
  ted to attend whichever temple they wish, and as a
  result, the temples vie with each other to attract higher
  caste citizens, and the greater donations they bring.
  Temple of Ascension unto Aa
  This ivory-colored temple is built precisely 200-foot squa-
  re, and 100-foot in height. Square stone pillars support the
  pyramidal roof of white slate, and tall rectangular windows
  provide light from without. Regular iron braziers light the
  interior of the great empty hall that forms the center of
  worship, at the end of which is a white marble altar over-
  looked by a large silver Eye of Aa. The impassive
  Archimage, Aagar, and his retinue of underpriests, acolytes,
  and devotees, maintain quarters behind the main hall.
  Temple of Omnificent Aa
  100-foot square, and 100-foot in height, the Temple of
  
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  The City Guide of Talislanta
  Chapter I :Aamahd
  Omnificent Aa is a study in perfection, with every white
  block made to the exact same dimensions, every perfectly
  square window, the exact same size, and mirrored on each
  wall. With four identical doors leading in from each exte-
  rior wall, the main hall is supported by four pillars, and a
  square altar stands in the middle, an eye of Aa on each
  face. The resident Archimage, Aaqa, is known for his soo-
  thing, almost seductive speeches, and great success in win-
  ning converts.
  Temple of Aa's Omnipotence
  Unique among Aamahd's temples, the Temple of Aa's
  Omnipotence has no walls, the roof being supported ins-
  tead by two perfect rows of square columns. The local
  Aamanians attend here without fail, irrespective of wea-
  ther, prepared to endure all for their faith in Aa. The pain-
  fully thin Archimage, Aahaus, cries the need for control,
  abstinence, and sacrifice in the name of Aa.
  Temple of All-Knowing Aa
  Raised on a square dias of ten steps, this temple is
  Aamahd's smallest, being a mere 50-foot square, and 50-
  foot high. Ten doorways lead into the white marble inter-
  ior supported by ten square pillars. A simple podium
  stands at the end of the hall, over-looked by a silver Eye
  of Aa. Archimage Aapren leads the local faithful in repeti-
  tive mantras of cult slogans.
  Temple of Aa's Omnipresence
  This temple is simple, austere, and severe, with no deco-
  ration except for the single large "Eye of Aa" carved on its
  altar. The charismatic Archimage, Aazron, makes his stir-
  ring sermons here, emphasizing that Aaman must root out
  its own sins before it can concentrate on the infidel.
  Temple of All-Seeing Aa
  Every available foot of space in this temple has been deco-
  rated with a recurring "Eye of Aa" motif, making it appear
  slightly unnerving. The eyes gaze out, unblinking, from
  every wall, pillar, floor, and ceiling. Even the altar itself is
  carved to resemble a single great eye. Archimage Aaval
  raves with paranoia, his rants about constant vigilance dra-
  wing many of Aamahd's more fanatical worshippers.
  Temple of Aa's Omniscience
  Unadorned but for a single vast "Eye of Aa" on the interior
  of each of the temple's four walls, the Temple of Aa's
  Omniscience is notable in the fact that it lacks an altar. The
  studious Archimage, Aadan, stalks amid the worshippers at
  his temple, confronting them personally, and whispering
  Aa's creed in their ears.
  Temple of All-Mighty Aa
  Stern and bold in construction, the Temple of All-Mighty
  Aa stands alone, modeled after the fortress-like Mace of Aa
  Monastery (see p. 5). Its interior decorated with friezes
  depicting Aamanian warriors slaying infidels, the militant
  Archimage, Aacas, exhorts the faithful to crusade against
  the infidel.
  Majestic Cathedral of Aa
  Resembling a titanic temple, the Majestic Cathedral of Aa
  serves as the temple of Aamahd's high caste members on
  those holy days of especial significance, and services here
  are given by the Hierophant himself. The huge main hall
  contains a raised dais surrounded by a solid silver altar over
  which a great silver Eye of Aa levitates, inlaid with ebony
  and ivory, and bearing a crystal iris that glows with fierce
  white fire. The many pillars of white marble are inlaid with
  black enamel iconography, and an enchantment serves to
  project the speaker's voice throughout the hall.
  Markets & Bazaars
  Square of the Devoted
  This square expanse of white paving serves as the public
  square, and it is here that outside traders may set up their
  stalls under the strict scrutiny of cult auditors who ensure
  that all produce meets cult regulations, and all costs are
  regulated. Several stone platforms and a deep well stand at
  the center of the square.
  A Vicious Example
  The stone platforms at the center of Aamahd's Square
  of the Devoted are used exclusively for public execu-
  tions. Even the nearby well is used for public executions
  by drowning. Aamanian citizens watching such
  "events" are expected to stand in orderly lines, and
  watch without motion, sound, or joy, only briefly clap-
  ping at the end of the execution.
  Traders, artisans
  & merchants
  Bounty of Aa, Pilgrimage Supply
  Located adjacent to the Pilgrim's Rest hostel (see p. 8), this
  immense stone warehouse - owned and administrated by
  the cult - offers all the cult-approved items that an indivi-
  
  - 8 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  dual undertaking a pilgrimage or crusade could possibly
  desire: travelers' raiment, maps, wagons, burden beasts,
  rations, Orthodoxist icons, weapons, armor, slave bearers,
  etc. Costs are x2 standard. A trio of Archimages supervises
  the operation.
  Mercantiler's District
  This area is filled with row upon row of small, identical
  white-washed stores, each differentiated solely by the
  wrought iron sign that is displayed above the door. Many
  goods and services are available here, such as limners (sel-
  ling white lacquers), alchemists (astringents, bleaches, and
  depilatory elixirs), clothiers (cult vestments only), tanners,
  millers, blacksmiths, masons, carpenters, potters, and so
  forth. None dare sell their wares unless the designs and
  materials have been approved by the cult, and all prices
  must be set by the cult.
  Skin Complaints
  Due to the widespread use of astringents to whiten the
  skin, and the occasional allergic reaction to depilatory
  elixir, skin complaints in Aaman are actually quite
  common, and the cult makes a tidy profit out of selling
  skin salves and unguents.
  Inns, taverns & restaurants
  Pilgrim's Rest
  This cult hostel has been converted from two adjacent resi-
  dent blocks, with the space that would have run between
  them, now featuring a basic stone stable. Each room bears
  a crude wooden cot, small table, and a large Eye of Aa car-
  ved in the ceiling. Costs for both food and board are
  somewhat above average.
  Infidel's Rest
  Walled off from the rest of the city, and heavily patrolled
  and monitored, this uninspiring complex contains a
  converted residential block, stable, and courtyard. Any
  non-Orthodoxists that wish to board in Aamahd are only
  permitted to stay at this cult-run establishment. All of
  Aamahd's laws apply here, and its drafty rooms, poor sta-
  bling, and monotonous comestibles are available at infla-
  ted prices (x3 standard).
  Transportation
  Docks
  Orderly, clean, and well-maintained, stout wooden piers,
  and frameworks of block and tackle provide docking for
  up to a dozen vessels in Aamahd's dock. Aamanian milita-
  ry ships, and traders, primarily native, arrive and depart
  from this point, carrying slaves, articles of iron, and other
  cargo, which they trade internally, and with the merchants
  of Faradun, Arim, and Imria. The dock is reached via a
  straight man-made waterway that leads inland from the Sea
  of Sorrow, and enters the city through a great iron-gated
  archway in the south wall.
  Aaman Canal
  This 60-foot wide man-made waterway connects Aamahd's
  dock to the Sea of Sorrow, allowing vessels to sail inland
  to dock at the capital.
  Miscellaneous
  Cemetery of Aa's Effulgence
  Resembling nothing so much as a mammoth block of
  white marble, 100-foot high, this mausoleum bears no win-
  dows or adornment of any kind, save for the open arches
  that regularly pierce its base, each topped with an Eye of
  Aa. The interior is filled with level upon level of shelves,
  each bearing the iron or silver placards that bear the
  names, castes, and aalm-totals of each of Aamahd's dead.
  Higher caste and rank guarantees that the individual's pla-
  card is located on a higher level. Recognized martyrs,
  including those who died during the Cult Wars, are com-
  memorated on the top level.
  Benevolence of Aa Monastery
  Surrounded by a stout wall, this complex contains a large
  two-story vaulted hall topped with a steep roof of gray
  slate, and two smaller residential blocks, all with tall rec-
  tangular windows. The main vaulted hall contains four
  large hospital wards of curtained cots, and the offices of
  the Hospitaller Nuns who run this cult-provided medical
  establishment. The two smaller residential blocks serve as
  the accommodation for those of the Hospitaller Order, and
  the grounds are strictly patrolled.
  Hall of Purity
  This large and dull square structure is painted in blinding
  white, and permeates a strong astringent odor. Gender-
  segregated levels feature innumerable black-iron bathing
  tubs of depilatory elixir and astringent, as well as rack
  
  - 9 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  upon rack of harsh towels, and rows of changing screens.
  All of Aamahd's residents are expected to avail themselves
  of this free cult-provided service, at the first sign of any
  hair growth anywhere on their bodies.
  Uses of Hair
  The hair that Aamahd regularly accumulates is used to
  stuff mattresses and pillows, or packed into blocks and
  used as fuel.
  Naked Equs
  Interestingly, those equs used in Aaman regularly have
  both their manes and tails shorn of hair, much to their
  chagrin.
  Hall of Aa's Mercy
  This dour orphanage is a converted residential block, with
  each of the two lower floors housing a single large dormi-
  tory of cots (one dormitory for each gender), and the top
  floor consisting of the residences and offices of those few
  Hospitaller Nuns who run the orphanage. Constant ser-
  mons and lectures, reinforced by harsh treatment, serve to
  control and indoctrinate the unfortunate children. Despite
  this harsh treatment, the orphans are clothed, sheltered,
  and well fed, many eventually moving into positions
  within the Orthodoxist cult itself.
  Toll Gates
  Supported on either side by solid black pillars of gargan-
  tuan proportion, three unadorned and monumental gates
  of copper, 30-foot in height, directly link Aamahd and
  Zanth through the Great Barrier Wall's only opening. Each
  gate is operated and overlooked by a gatehouse located
  within the great flanking pillars. Standing directly above
  the central of the three gates is a small stone platform: the
  site of the annual Clash of Champions.
  Clash of Champions Platform
  The annual Clash of Champions takes place on this large
  stone platform that stands directly over the central tollga-
  te of The Great Barrier Wall. The stone platform is 20-foot
  in diameter, perfectly level, and has no safety barrier.
  Incautious combatants can be forced off the edge to
  plummet to injury or death. It is considered a particular
  coup to cause a vanquished foe to fall amongst their own
  supporters.
  Selecting the Chosen of Aa
  Aamahd's champion for the Clash of Champions, is
  rigorously selected from the ranks of the nation's mili-
  tary, with the best warriors in each barracks clashing
  on a regular basis throughout the year, until one indi-
  vidual is recognized as their greatest. A successful
  champion can expect to earn upwards of 200 aalms,
  along with the requisite increase in rank. As a result,
  the competition can be fierce.
  Stadia of Aa's Chosen
  This white stadia is 100-foot square, with numerous rows
  of stone steps, providing seating for spectators at the
  annual Clash of Champions. Order of seating is arranged
  according to rank and aalm-levels; with higher ranks get-
  ting seating closer to the Platform. Only those of Aspirant
  caste or higher are afforded space in the stadia. Hawkers
  selling cult-approved paraphernalia stand at regular inter-
  vals amid the stands. It goes unused throughout the rest of
  the year.
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise), or encounters:
  Aamalak - Wrathful Archimage
  Heavy-framed and portly, Aamalak is an imposing figure,
  and his deep sonorous voice is inspiring. His fiery sermons
  at the Temple of All-Mighty Aa are extremely popular, and
  his hatred of infidels knows no bounds.
  Aaskir - Rapturous Flagellant
  Aaskir is visiting Aamahd as part of a pilgrimage, and finds
  the experience driving him into a frenzy of divine rapture.
  His heavy white robe is tattered and frayed, his bare feet
  are dirty, his eyes are wild, and he long ago branded an
  Eye of Aa into his forehead.
  Aamostro - Curious Reliquarian and Curator
  The mild-mannered Aamostro is an aged Reliquarian, and
  serves as curator of the Hall of Aa's Memory. Despite his
  growing infirmity, he often strikes out in search of artifacts,
  and his overly-curious nature may well spell the end of his
  career (and life), for rivals would be swift to accuse him of
  dabbling in the forbidden.
  Aakrid - Bullying Servant at the Infidel's Rest
  The sniveling little Aamanian known as Aakrid, is a mem-
  ber of the serving staff at the Infidel's Rest. He delights in
  threatening foreign infidels far more powerful than he is,
  and has been known to frame or blackmail those that dis-
  please him.
  Aatril - Honorable Warrior-Priest
  Powerful, charismatic, and handsome, Aatril is a dedicated
  and honorable warrior, who commands loyalty in all those
  he commands. However, his sense of honor is so deep that
  should he be called to choose between duty and honor, it
  is likely that honor might well prevail.
  
  - 10 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  Aandan - Paranoid Monitor
  Aandan is gripped by paranoia, despite his vaunted posi-
  tion, for he harbors deep feelings of lust that wrack him
  with guilt, and he fears one of his fellow Monitors might
  well discover his inner turmoil. Even more fearful to him
  is the fact that he might lose control some day. Because of
  his overriding fear, he performs his monitoring duties with
  zeal almost unmatched by his peers.
  Aamon - Regretful Inquisitor
  Aamon has served as a professional, skilled, and dedicated
  Inquisitor for the past two decades, but derives no pleasu-
  re from his craft. As of late, he has begun to experience
  pangs of regret over his chosen profession, and nightma-
  res are starting to plague his sleep. Unbeknownst to him,
  his more callous colleagues are beginning to suspect that
  he lacks the required dedication to Aa.
  Aash - Sly Witch Hunter
  Friendly, open, relaxed: All are terms that any but the most
  astute might use to describe Aash, but such traits are mere-
  ly a charade and lure, for few Aamanians are so calcula-
  ting, ruthless, cruel, and utterly relentless. Pity the witch or
  sinner that falls into Aash's clutches.
  Aamsha - Hospitaller Nun Acolyte
  Stern, aloof, and painfully thin, the young Aamsha is cur-
  rently undergoing her medical training in the Hall of Aa's
  Mercy. Despite her willingness to serve Aa, she is indiffe-
  rent to the suffering of others, and she finds the more
  concerned approach displayed by other Hospitaller Nuns
  to be most displeasing.
  Aamelia - Heterodoxist Conspirator
  Aamelia is the young daughter of a low caste slater, but
  was recently recruited as part of a Heterodoxist cell, and
  her association with the Heterodoxists has opened her
  eyes to the injustices of her people. She is now patiently,
  and painstakingly, looking for other potential recruits.
  Aamog - Brutish Slave Master
  Peeling skin bleached white with astringents, the muscular
  and thuggish Aamog squints and leers at his charges, and
  demands that they recognize his superior intellect and
  attractiveness. He particularly hates Gnomekin, and finds
  their friendly manner and faith in Terra to be more than
  enough reason for him to flog them ceaselessly.
  Aasara - Bitter Trader
  A regular trader at the Square of the Devoted, Aasara spent
  much of her early life as an orphan, after her parents were
  killed on a pilgrimage, by unknown "infidels". Instilled
  with a hatred of outsiders, Aasara loves nothing better than
  to take foreigners for all they're worth, before subtly
  coaxing them into saying or doing something blasphe-
  mous, then informing the nearest Warrior-Priest.
  
  - 11 -
  The City Guide of Talislanta
  Chapter II :Altan
  A Visitor's Guide to Altan
  The Populace
  The maze-like wonder known as Altan houses all but a
  small handful of the 1,000 Ariane that inhabit Talislanta,
  with only the Druas ("Seekers") extant elsewhere. Secluded
  and isolated, both by geography and the Ariane's reclusive
  nature, Altan sees few visitors, and only the Gryph clans
  with whom the Ariane trade, regularly bear witness to this
  miraculous city.
  History
  Even the earliest records in Talislanta mention the existen-
  ce of the Maze-City, as do many ancient myths from across
  the continent. Altan was seemingly crafted over many cen-
  turies from a single mound of violet stone, and continues
  to be slowly modified to this day. As for timescales and
  dates of construction, the Ariane view time as abstract, so
  measurements of time mean little to them. It is said that the
  complete history of the Ariane people is recorded in the
  Tamar of Ages (see below). Someday, perhaps, the Ariane
  will consent to explain the origins of their people. Until
  that time, Talislantan scholars will continue to speculate
  upon what may have transpired in the long-forgotten past.
  Visitors
  Unaccompanied visitors may stay no more than seven
  nights, and while in the city they are forbidden to hunt,
  staying in a Druas' vacant home. Visitors who arrive
  with a Druas may stay as long as the Druas does, and
  share his or her home. The Ariane evince little interest
  in outsiders, except for the news they might bear. New
  arrivals are given a brief explanation of the various
  restrictions they face, and where to find food and rink,
  but are then left to their own devices.
  Visions of Altan
  A View from Afar
  A resplendent vista of snow-capped violet mountains,
  blanketed with a swath of emerald trees, reaches for the
  sky, tops wreathed in a sea of cloud. Nestled amid swee-
  ping forest in a valley surrounded on three sides by the
  towering mounts, is a disk of purple stone, carved to
  resemble an intricate maze.
  At the Gates
  Sylvan forest of ancient, majestic trees gives way to a nar-
  row trail twisting down the valley. A perfectly smooth wall
  of amethyst stone stands 35-foot in height, seeming to
  meld with the ground at its base. A single, small elegant
  archway beckons inward.
  Altan's Defenses
  Ariane mounted on silvermanes, and armed with
  blunt maces, bows, and blunt arrows, patrol the trail
  leading to Altan, and drive off or report the presence of
  any hostile entities, with the aid of Gryph aerial patrols
  and scouts. Although the entrances that lead into Altan
  contain no gates, hostile or malicious persons trying to
  enter the Maze-City will find that the archways dwind-
  le and disappear before them.
  Spinifax
  The Ariane collect the soft flax of the thistledown, and
  use it to weave spinifax: one of the most luxurious
  fabrics on the continent. Spinifax is brilliant white in
  color, as soft as baby Erd's shag, as light as silk, and as
  durable as soft leather. The Ariane wear it undyed,
  weaving their tunics, breeches, cloaks and boots out of
  it. What excess they produce is given to the Gryph clans
  to trade or use as they see fit, in exchange for news of
  the outside world.
  The City Streets
  Broad paths of purple stone twist and turn sharply bet-
  ween violet walls scattered with irregular archways and
  windows, and festooned with flowering vines bearing suc-
  culent fruits, and luminous scented blooms. Crystal clear
  streams meander along and across paths and under walls,
  terminating in fountains and pools, as paths end in walls
  or open onto glades of flowers, trees and grass.
  Altan at Night
  At night, the luminous blossoms of hanging lantern plants
  emit a soft luminescence, bathing the Maze-City in their
  "Altan is the only place in Talislanta where silence has a sound".
  - Keeawk, Gryph Clan Warrior.
  II.Altan
  
  - 12 -
  The City Guide of Talislanta
  Chapter II :Altan
  violet glow. Life continues at the same sedate pace, though
  a deeper calm settles over the labyrinth.
  At One with Nature
  Many inoffensive and non-predatory animals and avir
  fly and roam in and around Altan, including the
  streets of the city itself. Even the small herd of silverma-
  nes that serve as mounts for the Ariane have free roam
  of the environs. The Ariane are fully aware that some
  Equs can speak, and are some of the only people Equs
  ever feel inclined to converse with.
  The Typical Dwelling
  All Ariane dwelling rooms are shaped and decorated uni-
  quely, with shapes reminiscent of the interior of a spiral
  shell, pyramid, faceted walls, and many other bizarre and
  unusual forms. However, the following describes what one
  might expect to find within the very walls of the maze
  itself.
  An Exterior View
  A smooth oval archway stands open in the violet wall, bor-
  dered by flowering vines in every color of the spectrum. A
  little further along the wall are two open windows, one
  round, set half-way up the wall, and the other, pear-sha-
  ped, set near the top.
  The Hallway
  Inside the archway, a curving hallway branches off left and
  right, following the ley of the wall, ascending in a spiral to
  the left and opening into a room on the right. Flowering
  vines on the interior walls feature delicate hanging blooms
  that glow softly.
  A Typical Room
  The spherical shape of the room lends it an organic, almost
  womb-like feel, and the warm light filtering through the
  two odd-shaped windows lends it a soft lilac incandescen-
  ce. Vines grow up one side of the room and across the cei-
  ling, covering it with a cloak of green leaves and colorful
  flowers, while a small stream trickles across the floor, ente-
  ring under one wall and exiting under the other. The vines
  near the floor seem to grow, twist and merge together, for-
  ming several low platforms of living vegetation, used as
  seating or tables as desired. 
  Tall, slender, organic-looking sculptures of abstract form,
  crafted from polished wood and stone intertwine bizarrely
  in the corner. A latticework of tiny windows in the
  ceiling/roof dapples the room in a patchwork of light.
  Simplicity in All Things
  The Ariane do not have separate rooms for such things
  as bathing, eating, sleeping, or resting, nor do their
  rooms feature such things as doors, locks, traps or
  wards, such is their great respect for each other. Instead,
  each Ariane has a single room of their own within the
  walls of the maze, in which they rest, sleep, or meditate
  as they see fit. They bathe in the large pools located in
  the city's glades, and do not cook their food; simply
  plucking ripe fruits from the city's walls when hungry
  and drinking from its many stream when thirsty.
  Places of authority
  The Tamar of Ages
  This great standing stone looms 140-foot high, and is 70-
  foot in diameter, formed from the same single violet stone
  as the city itself, its base surrounded by a dozen smooth
  boulders upon which any may sit.
  The Tamar of Ages
  The obelisk known as the Tamar of Ages actually is a
  vast and ancient tamar that has served as a repository
  for the experiences of the Ariane people for many cen-
  turies. It serves as the meeting place of the "Elders" of
  Ariane society (those Ariane who have experienced
  seven or more previous incarnations, regardless of
  their current mortal age), and it is from here that
  important decisions affecting the populace are discus-
  sed, meditated upon, and relayed. However, while the
  Tamar of Ages holds the combined experiences of cen-
  turies, it is seldom "read" by any member of the popu-
  lace who is seeking the answers to a question, least of
  all the Elders. The Ariane firmly believe that the only
  true wisdom is that which the individual discovers for
  themselves.
  Ironwood Grove
  In a quiet corner of the maze, surrounded by solid lilac
  walls, is a small copse of ironwood trees atop a small
  grass-covered mound. Each tree has been grown to form a
  living cage of ironwood, shaded by its leafy boughs above,
  with vines of fruit growing within the cells themselves.
  Ironwood Bars
  Those few individuals who commit crimes within Altan
  (always visitors, as the Ariane do not commit crimes),
  and who are not banished immediately, are secured in
  an ironwood cell until the Elders decide what to do 
  
  - 13 -
  The City Guide of Talislanta
  Chapter II :Altan
  with them. The ironwood cells interfere with magic,
  making them effective prisons for troublesome spellcas-
  ters, as well as more mundane entities. While the abs-
  tract concept of time that the Ariane hold tends to add
  to the duration any malcontent may spend imprisoned,
  the ironwood trees themselves provide enough fruit
  and water to keep the prisoner alive indefinitely.
  Wards
  Located in the wall just inside each of Altan's entrances is
  a large oval room equipped with several mattress-sized
  platforms of vegetation, and a table topped with stone jars
  bearing herbal unguents, poultices, and lotions. A highly
  skilled Ariane healer dwells in a room nearby, ever ready
  to administer aid to any patrol that returns with extensive
  injuries they haven't been able to treat themselves (a rare
  event).
  Parks
  The Meadow
  A large circular meadow stands at the heart of the city, car-
  peted by soft moss and grass. Small copses of trees provi-
  de cool shade over smooth lavender boulders surrounded
  by wildflowers in a cornucopia of colors. Brooks sparkle
  in the sunslight, and a great obelisk of mauve stone (see
  the Tamar of Ages) stands alone at the center.
  Glades of Tranquility
  These large, open pockets of quietude are located throu-
  ghout the city, holding trees, boulders, pliant grass verges,
  and silvery pools, bedecked in wild growing garlands.
  Bubbling fountains pour forth a wellspring of cool, crystal-
  clear mineral waters that are said to soothe, relax, and heal.
  Grotto of Darkness
  The walls of the maze seem to crowd together here, gra-
  dually forming a tunnel that leads into a dark grotto. Here,
  in complete darkness, the sensation of touch is explored,
  for the walls of the grotto are sculpted in many varying tex-
  tures, shapes, and forms.
  Grotto of Light
  The walls of this grotto resemble the cut and polished
  facets of a gemstone, and amplify the ambient light, which
  reflects in a prismatic spray off the pool at its center.
  Miscellaneous
  The Aether Gate
  Standing in a small, secluded grotto, this artifact resembles
  a simple archway of polished purple stone, grown over
  with vines. When approached by anyone intending to walk
  through the archway, the gate bursts into life, the opening
  filling with a silvery haze. The Ariane are able to use this
  gate to access any dimension they desire, but rarely use it,
  and are loathe to let outsiders do so.
  Sample NPCs
  The following NPCs may be used as player contacts or
  encounters (Note: the Ariane do not possess names, and as
  such, none are listed):
  The Aged Druas
  The Druas men called "Shadowmoon", has wandered the
  continent of Talislanta for many, many decades, and wit-
  nessed many marvels. Despite his advanced physical age,
  he is still considered "young", having only experienced
  four previous lives. He has retired from his travels, and
  now spends his time instructing new Druas.
  The Wood Crafter
  Slender and willowy, this young male Ariane often wan-
  ders the forests around Altan, gathering fallen limbs and
  branches of ivory-colored Whitewood. From this pale tim-
  ber he crafts staves, and sculptures, of rare beauty, follo-
  wing what he calls "the whim of the wood". He often
  accompanies his partner, the Healer, as she gathers herbs.
  The Ancient Child
  Having experienced twelve prior incarnations, this female
  Ariane is considered wise and venerable, despite having
  the physical age of a young child. Her eyes are deep with
  wisdom, and many pay heed to her thoughts.
  The Healer
  Although all Ariane possess some prowess with healing,
  either using Mysticism or herbalism, this young-looking
  female Ariane has made the study of the healing arts a spe-
  cialty throughout her seven incarnations. She is devoted to
  the Wood Crafter, and they have been together through
  three incarnations.
  The Bowyer/Fletcher
  This middle-aged female Ariane creates slender and grace-
  ful bows and arrows from Whitewood given to her by the
  Wood Crafter. She acquires spinifax string from the Weaver,
  and asks passing avir to donate a feather or two for the
  flights of her arrows.
  
  - 14 -
  The City Guide of Talislanta
  Chapter I :Aamahd
  The Silent One
  This Ariane of indeterminable age has spent the last deca-
  de in near constant meditation in a single glade, only occa-
  sionally pausing to eat a fruit or sup from the brook near-
  by. His eyes are always distant and filled with sorrow. He
  has only ever uttered a single word: "Atlantis".
  The Weaver
  Truly ancient in aspect, this female Ariane has been wea-
  ving spinifax for most of her considerable lifespan.
  Although extremely skilled, her vision is starting to fade,
  and her fingers beginning to slow, and she knows that the
  time of her next, and second, incarnation, is fast approa-
  ching.
  The Mason
  Stout and short for an Ariane, this adult male has an uncan-
  ny knack for locating loose amethyst stones of just the right
  size and shape for any given purpose. He gives small peb-
  bles to the Bowyer to tip her arrows, and receives
  Whitewood mace handles from the Wood Crafter to which
  he attaches the purple stone heads. Following the dictates
  of the elementals that inhabit the stones he collects, he
  painstakingly fashions stone utensils or sculptures that
  please the inhabiting entity.
  The Gardener
  A mere teenager experiencing her first incarnation, this
  Ariane wanders the city, gently persuading the plants to
  grow in attractive patterns, to bloom, and produce fruit.
  She performs her task with obvious delight.
  The Guard
  Preparing to take up the mantle of Druas, this youthful
  male Ariane is a member of one of Altan's patrols.
  Gregarious by Ariane standards, he enjoys patrolling the
  valley with his comrades, and excitable silvermane compa-
  nion, Silverstream.
  The City Sculptor
  Calm, placid, and ultimately patient, this female Ariane
  continues the process of gently sculpting the Maze-City,
  communing with the elementals of the purple stone and
  coaxing them to change over decades, with the aid of the
  elementals of wind and rain.
  Keeawk - Gryph Clan Warrior
  Keeawk is a proud hunter and scout of her people, and
  often visits Altan to ask for useful herbs and excess spini-
  fax, which she takes to her clan. In exchange, she tells the
  Ariane of all her keen eyes have witnessed, and the news
  of events in and around her native realm.
  Windswift - Silvermane Stallion
  Leader of the herd that inhabits Altan, Windswift is proud
  of his position and family, and enjoys sharing tales of his
  "adventures" with those individuals he deigns to talk to.
  
  - 15 -
  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  A Visitor's Guide
  to Cabal Magicus
  The Populace
  Once a fabulous symbol of magical prowess from a hal-
  cyon era, Cabal Magicus is slowly falling into ruination,
  and with it the hopes, dreams, and pride of the Phantasians
  who dwell there. Originally home to over 30,000 citizens,
  the population of the sky-city has dwindled over time to a
  mere 14,000, as fewer resources has meant fewer births,
  and increasing numbers of Phantasians are forced abroad
  to earn enough money to live and maintain the failing
  structure. Cabal Magicus has few visitors, due to the
  obvious requirement of aerial transport, and as a result,
  only Farad negotiators, and Cymrilian diplomats and scho-
  lars visit the sky-city with any regularity.
  History
  According to the detailed records kept by the Phantasians'
  ancestors, the Elandar, Cabal Magicus was constructed 248
  years before the dawn of the New Age. During the chaos
  of the Great Disaster, the sky-city Elande lost altitude, and
  began to descend rapidly. In a panic, the Elandar fled
  south in their windships, but were attacked by the Baratus
  fleet, and all but one of their vessels destroyed, along with
  many of their greatest minds, and artifacts. 
  The sole surviving ship reached the isle of Phantas, and
  there constructed Cabal Magicus, using what little they had
  left in the way of knowledge and resources. Sadly, when
  those survivors died out, most of their knowledge died
  with them. Now named after the isle over which they
  hover, the Phantasians, descendants of the Elandar, strug-
  gle to keep the sky-city aloft.
  Visions of Cabal Magicus
  A View from Afar
  A fortress of towers hangs suspended in the firmament,
  shimmering like a silver mirror in the reflected light of the
  twin suns. It seems to skim on the wisps of clouds, four
  fragile lines connecting it to the tiny speck of greenery far
  below amid an ocean of blue. Several windships glide
  about the structure like delicate butterflies.
  On Approach
  Gargantuan silver chains connect the colossal argent disk
  that forms the base of this mile-wide city, to the chalk-clif-
  fed isle far below. Elegant multi-tiered and domed towers
  cluster the top of the disk, interconnected with graceful
  sheltered walkways, colors of alabaster, chrome, and gold.
  A deceptively slender tower looms ahead, bearing a winds-
  hip platform and dock.
  The Streets of Cabal Magicus
  All of the sky-city's streets, parks, etc. are actually loca-
  ted indoors, as the city is effectively a vast, self-contai-
  ned arcology. No one sets foot outside, on the founda-
  tion disk itself, except when essential repairs need to be
  made.
  Ghost City
  Given the sky-city's reduced population, a large num-
  ber of apartments are unoccupied or derelict, and
  streets that were once a bustle of activity see little traf-
  fic, making the city feel somewhat empty and deserted.
  Farad overtures to convert the largely empty sky-city
  into a resort for wealthy foreigners, have been met with
  disgust and prideful scorn.
  The City Interior
  Wide promenades of gold-veined marble are flanked by
  twin rows of small, intricately carved pillars, each sur-
  mounted by an exquisite statuette bearing a glow globe.
  Here and there, darker areas of passage draw attention to
  missing or damaged globes. A great vaulted tunnel of stai-
  ned glass covers the promenade, casting multi-hued light
  from the sides and above. 
  The air tastes sterile, and certain areas are chilly where
  heating mechanisms have ceased to function. Hovering
  benches stand at regular intervals, though many show
  signs of wear. Levitational disks are used to gain rapid
  access to upper or lower floors in the arcology, though
  some have lost their enchantment, forcing lengthy detours.
  "Cabal Magicus is a shining example of how mighty the Archaens once were, and how far their descendants have fallen."
  - Callistro, Callidian Cryptomancer.
  III.Cabal Magicus
  
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  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  Cabal Magicus at Night
  The great silver sky-city stands above a slowly roiling sea
  of cloud, the sky a blanket of darkness, dusted with stars.
  The disk and towers glitter in the moonslight, scattered
  with the pinpricks of light from windows all over, and sur-
  rounded by the mournful howl of the wind.
  The Typical Dwelling
  An Exterior View
  A 20-story tower of silver and ivory tapers up from the
  great silver disk, studded with windows, many of which
  are dark and unlit. A rounded dome of gold caps the
  construct, a huge ornate skylight at its center. A golden
  disk-shaped landing platform thrusts from the tower
  beneath the observation dome, permitting up to two
  windships to dock.
  The Tower Interior
  The core of the tower consists of a great hollow shaft, at
  the base of which is a hydroponic garden. Light shines
  down from the huge latticework skylight far above. Each
  story features a ring-shaped balcony that overlooks the
  open shaft, and two circular doors that lead to that level's
  two apartments. Two pairs of levitational disks, each set
  within an etched crystal tube, stand on either side of the
  central vault, permitting access to any level. All too often,
  one or two or these disks are inoperative.
  The Apartment
  A circular doorway dilates open, surmounted by a flicke-
  ring, aged glow globe. The apartment is shaped like a half-
  ring, and separated into two separate rooms.
  • The Recreational Room
  Occupying two-thirds of the available space, this room is a
  combined lounge and bedroom, featuring a full-length
  window through which the endless sky may be viewed.
  Glow globes are set into the walls themselves at regular
  intervals, and books line a curving shelf of rich hardwood
  that runs under the window. Several well-padded chairs
  hang on twisted chains from the ceiling, and a chipped
  levitating disk of polished marble serves as a table that can
  be easily raised, lowered, or moved. A twisting crystal cabi-
  net, lit from within, stands to one side, once bearing exo-
  tic intoxicants, but now holding only the cheapest of
  wines. Threadbare silks cover the worn-looking oval mat-
  tress in the corner, shelves beneath it providing room for
  clothes and belongings. A single door leads into the
  bathroom.
  Citizenship
  Citizenship is only open to those of pure Phantasian
  descent, and even foreigners who might have been
  born and raised in the sky-city, will never be acknow-
  ledged as citizens.
  The Highest Nobility
  Although all Phantasians consider themselves elite, ten
  families are actually regarded as nobility among the
  Phantasians. These families, each descended from the
  members of the cabal that once governed the Elandar,
  are as follows: Bandaric, Tellorian, Dachantes,
  Shardrose, Weirthorn, Mordredir, Kassilmar, Raemir,
  Xavios, Sirdrake.
  Tax
  All citizens of Cabal Magicus pay a blanket tax of 50%
  on all their earnings, the proceeds of which are used to
  pay for the upkeep, maintenance, governance, and
  protection of the sky city, and free daily nutritive elixirs
  that each Phantasian is entitled to.
  Public and Private Ownership
  Approximately 70% of the properties in Cabal Magicus
  are publicly owned. The rest is owned by those
  Phantasians who are members of the city's ten most
  prominent families, the only individuals that are per-
  mitted to actually purchase and own property in Cabal
  Magicus. Needless to say, even these families no longer
  possess the financial power necessary to purchase more
  property.
  Essence Abuse
  Although the sales of Dream Essence are falling, becau-
  se few can afford such a costly luxury, the abuse of the
  substance is becoming increasingly common among
  the jaded and depressed Phantasians.
  Lucid Dreaming
  Many Phantasians, especially those involved in the
  dream trade, learn to control the content of their
  dreams, as this skill allows them to tailor dreams
  somewhat for the distillation process, as well as
  enabling them to better make use of Dream Essence.
  • The Bathroom
  This small room features mirrored walls and ceiling, and
  contains a bath, toilet, and shower cubicle of marbled ala-
  baster, all supplied with water from the arcology's waste
  recycling and vaporization plant.
  
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  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  The Fade of Opulence
  As the fortunes of the Phantasians have diminished,
  they have found that they can no longer afford the
  extravagance to which they were once accustomed.
  Costly imported foodstuffs have given way to a near
  total reliance on hydroponics, so many of the once
  beautiful tower gardens have now been converted to
  the growth of foodstuffs, such as provender. Some poo-
  rer Phantasians have even had to start drinking the ste-
  rile water that the arcology recycles.
  Places of authority
  Cabal Gatherum
  Located in the resplendent stained glass dome that caps
  Cabal Magicus' most ornate tower, this elegant circular hall
  contains a large circular table of colored marble, inlaid
  with a mosaic of Talislanta, and surrounded by deep vel-
  vet levitating chairs. It is in this hall that the members of
  the Phantasian Cabal, the sky-city's ruling body of the fore-
  most seven magicians, convene to discuss matters concer-
  ning the city. Meetings are traditionally held every High
  Day, and are always presided over by the Magister, the
  elected head of the Cabal.
  The Magister
  The current Magister of Cabal Magicus is the
  Astromancer Excelsior, Tarashades, a descendent of the
  great Laslovian, and a powerful magician in his own
  right. Although the Phantasian Cabal is actually divided
  on the issue of permitting the Farad to set up a resort on
  the sky-city, Tarashades is staunchly against the idea.
  Incarceration Vault
  Serving as the city's gaol, this collection of cells in the city's
  foundation, features enchanted sourceless lighting, and
  "open" doors that keep malcontents in by means of walls of
  magical force, dispelled and reinitiated by means of the
  guards' ancestral wands. Magic-inhibiting glyphs are carved
  over every surface, including the ceiling and floor, effecti-
  vely prohibiting the use of any spells or magical items.
  Dream Stealing
  According to Phantasian law, it is forbidden for any
  individual to distil the dreams of another without their
  prior consent, and those that break this restriction are
  regarded as dishonest and shiftless individuals. Those
  that knowingly distil and sell the illegal essence of
  nightmares, are subject to incarceration, and stiff fines
  and punishments.
  Military bases
  Wind Tower
  Towering above all the other structures in Cabal Magicus,
  this austere tower is the Guardian order's duty barracks
  and headquarters, the Guardian Excelsior, Quaesatori, resi-
  ding therein, and overseeing all Guardian duties. The top
  of the tower is a mirrored dome, containing many enchan-
  ted viewing devices and telescopics, permitting the
  Guardians inside to observe the skies for hundreds of miles
  around.
  Guardian Towers
  Evenly spaced about the sky-city's perimeter, these small
  and unobtrusive towers serve as defense posts for the city's
  force of Guardians. The polished silver domes that top
  each of these towers, are actually one-way mirrors cove-
  ring observation telescopes, and a powerful incendiary
  sphere hurler. In case of attack, each dome's cap unfurls
  like the petals of a flower, allowing the incendiary sphere
  hurler to be used on invading forces. Unfortunately, the
  petal mechanism is none too reliable, and the antique
  sphere hurlers have been known to malfunction.
  The Guardians
  Membership in the Guardians, Cabal Magicus' tradi-
  tional military force, is largely hereditary, with former
  Guardians training their most promising grandchild,
  before retiring when the potential new Guardian is
  ready to assume the role. The cherished antique armor
  and sword is handed down through the generations,
  and only slightly modified for fit each time. Given the
  diminished population in Cabal Magicus, it has beco-
  me necessary for some Guardians to break with tradi-
  tion, and accept apprentices from outside their family,
  although many are reluctant to do so.
  Military Docks
  Located around the base of the foundation disk itself, great
  silver iris portals lead into the city's military windship
  docks, which occupy an entire level of the disk, and inclu-
  de a huge, round, windship repair facility.
  A Proud Fleet...
  Once the pride of the skyways, Cabal Magicus' fleet of
  windships has fallen into a sorry state of repair, many
  vessels grounded, and the majority rendered obsolete
  by the superior arcanology of Cymril. A mere 19 winds-
  hips of war now patrol the skies around the city, plated 
  
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  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  with magical quicksilver, and armed with rams and
  incendiary sphere hurlers, but markedly slow and lum-
  bering when compared with Cymril's fine vessels.
  Besides it mediocre military fleet, Cabal Magicus also
  hosts perhaps 25 merchant windships, of which no
  more than 20 are operational at any given time, and
  around 50 operational windskiffs and windriggers,
  several of which are used by repair crews operating on
  the outside of the sky city itself.
  Observation Gondola
  Operated by a winch mechanism that allows it to be lowe-
  red up to 150-foot below the base of the foundation disk
  itself, the observation gondola is spherical in shape, plated
  with the same magical quicksilver as the disk itself.
  Numerous round windows cover the gondola, and several
  powerful telescopes are affixed to technomantic armatures
  inside. Four Guardians take regular shifts watching the sur-
  rounding skies for any signs of trouble. In case of attack,
  the gondola is raised within the belly of the foundation.
  Museums & libraries
  Libram Gathered
  Occupying an entire small tower near the center of Cabal
  Magicus, the Libram Gathered is one of Talislanta's most
  valuable, if not particularly useful, libraries. Each of its
  multiple levels if filled with row upon row of ring-shaped
  shelves bearing dusty antique tomes. Unfortunately, the
  bulk of the collection is composed of the lofty and arro-
  gant observations of the Elande, concerning other cultures,
  races, and lifeforms, although there are obscure texts on
  windship arcanology, the creation of sky-cities, the arts of
  Dream Essence distillation, and copies of Laslovian's
  "Compendium of Dreams". The rarest archives are stored
  in a basement vault, and may only be viewed with permis-
  sion of the Antiquarian Excelsior; a crotchety old woman
  called Filistrae, who is also a long-standing member of the
  Phantasian Cabal.
  Vault Arcane
  Formed from a spiral of levels inside a gilt tower, the Vault
  Arcane is Cabal Magicus' museum - an adjunct of the Libram
  Gathered, also governed by the Antiquarian Excelsior. Much
  like a residential tower, the center of the Vault Arcane is a sin-
  gle hollow leading from floor to skylight, around which the
  museum's various levels, ascend. The hollow itself is filled
  with enchanted models of windship designs through the ages,
  flying and circling continuously. The railed ascending levels
  display cases of preserved flora and fauna, and sundry ancient
  artifacts and memorabilia.
  Apprenticeships
  Phantasians teach their own children, but uphold the
  time-honored Elande tradition of training by apprenti-
  ceship. Those seeking to study a trade or skill with a
  master, must approach the potential tutor as a suppli-
  cant, and attempt to prove themselves and win favor.
  Needless to say, this can be a very time and patience-
  consuming process.
  Pride Before a Fall...
  Descended as they are from the magically elite
  Elandar, the Phantasians have long considered them-
  selves intellectually, culturally, and magically superior,
  adopting a somewhat arrogant and snobbish outlook
  and bearing. The vast majority regard common and
  menial tasks and professions as beneath them, and
  have traditionally hired foreigners to perform all such
  duties. During their wealthier days, this arrangement
  worked well for the Phantasians, but times have chan-
  ged, even if the Phantasians themselves haven't. Few
  Phantasians can afford to employ outsiders anymore,
  and most of the foreigners that once worked in the city
  have long since left for greener pastures. Sadly, few
  Phantasians will swallow their pride in order to per-
  form the onerous or menial chores that kept Cabal
  Magicus clean, tidy, and well-maintained, exaspera-
  ting the sky-city's current plight.
  Traders, artisans
  & merchants
  Closing Shop
  Cabal Magicus once boasted many shops and artisans,
  selling all manner of wondrous goods, but given their
  current sorry state of affairs, all but a handful of the
  primarily foreign-run outlets have long since ceased
  trading, leaving many shops empty and disused.
  The Glory of Flight
  Located on what was once one of Cabal Magicus' busiest
  promenades, this small semi-circular store now seems
  worn with time, and dust. The magically illuminated win-
  dows display flying scale models of various windships, and
  the interior is a small workshop, wherein a tired old
  Cymrilian makes enchanted toy windships, that no one can
  afford to buy anymore. Only the mysterious donations
  from an unknown benefactor prevent him from ruin.
  Ward Forge
  This ancient establishment has served the sky-city since
  time immemorial, created enchanted and decorative wea-
  
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  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  pons and armor for the Guardians, as well as for export.
  Once highly regarded and honored, its fortunes have seen
  been steady dwindling, as even foreign markets seem
  unprepared to pay the high costs the ancestral Phantasian
  arcane-smiths demand.
  Fral's Wholesale Comestibles
  Run by a slick and lecherous Farad, Fral's is perhaps the only
  trade outlet in Cabal Magicus that actually makes a steady
  profit. Established in the empty halls of what was once a small
  complex selling garments of high fashion, Fral's stocks foods-
  tuffs from across the continent, purchased in bulk, and sold
  with absolutely no frills or presentation. As loathe as many
  Phantasians are to shop in such a common establishment, the
  sheer monotony of their elixir diet, combined with their dimi-
  nishing purchasing power, means that increasing numbers
  buy food from Fral's, albeit with obvious discomfort.
  Parks
  Hub Plaza
  Standing at the very heart of the sky-city's surface, Hub
  Plaza is a vast park of grass verges, crystal clear streams,
  groves of crafted whitewood, sorcerer trees, and willo-
  wood, standing around rock gardens of crystal filled with
  scented moss and blossoms. A monumental dome of
  etched crystal covers the entirety, and semicircular benches
  of variegated wood provide ample seating. Once a popular
  relaxation and meeting spot, painstakingly landscaped and
  tended, the park has begun to grow wild as few individuals
  can afford the time or money required to maintain it.
  Hydroponic Gardens
  Located at the center of each habitation tower, these large
  circular gardens through which paths of etched tiles twist,
  were once full of rare blooms, exotic trees, and verges of
  grass. These beautiful plants have now been replaced with
  monotonous rows of provender plant, and the occasional
  grove of fruit trees, such as red hairy blum fruit. These
  plants are harvested, pasted, and blended in the Nutrition
  Facility (see pp. XX) to form the bland nutritive elixirs that
  most Phantasians now consume.
  Inns, taverns & restaurants
  The Decanter
  Formed from a single small dome of crystal that seems to
  flow like animate water, The Decanter contains a central
  circular bar, and many tables and comfortable seats, each
  standing on small artificial islets of clear glass, set atop
  ponds of water containing exotic fish. The Decanter is the
  sole tavern and restaurant of any great esteem still opera-
  ting in Cabal Magicus, and its exclusive clientele is compo-
  sed of those few Phantasians that are still wealthy enough
  to dine there.
  The Golden Batranc
  Roundly avoided by all but a handful of Phantasians, the
  Golden Batranc is a simple tavern of cut marble, and soli-
  dified cloudstuff, frequented by those foreigners who still
  work in the sky-city, such as the Yassan. The food is basic,
  but wholesome, and the alcohol served is average, but the
  atmosphere is relaxed and trouble free.
  Transportation
  Public Wind-docks
  Every residential tower in Cabal Magicus features an inter-
  nal, or external wind-dock, large enough for up to two
  windships, and a handful of riggers and skiffs. Sadly, few
  Phantasians can afford to repair and operate wind vessels
  any longer, and as a result, many docks are unused, or lit-
  tered with derelict vessels.
  Miscellaneous
  The Foundation Disk
  Actually a concave disk, flat-side up, the foundation of
  Cabal Magicus is hollow, formed from solidified cloudstuff
  plated with magical quicksilver 9-foot thick, rendering it
  virtually impregnable. The interior of the foundation
  contains a huge spherical chamber at its heart, containing
  the Arcanomantic Gyroscope (see p. 20); a level containing
  the now largely disused military wind-dock and repair faci-
  lity; the city's great levitationals; huge storage vats; the
  waste recycling and vaporization plant; and the nutrition
  facility. Gangways of solidified cloudstuff, and levitational
  disks, riddle the foundation's infrastructure.
  The Chains
  Four awesome chains of silver adamant anchor Cabal
  Magicus to the tropical isle of Phantas far below, and pre-
  vent it from drifting. Each link is a stunning 25-foot in
  length, and weighs several tons. Monolithic wind-powered
  winch mechanisms permit the sky-city to ascend or des-
  cend the chains at a rate of one foot per second, between
  
  - 20 -
  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  altitudes of 500 and 2,000 feet. The chains are deeply roo-
  ted into the bedrock of Phantas, and ground the entire
  structure, providing protection from electrical storms.
  Arcanomantic Gyroscope
  Right at the gravitational center of the sky-city's founda-
  tion, this titanic spherical vault holds an intricate and arca-
  ne gyroscope of staggering proportions. Spinning on a
  constant basis, emitting bursts of magical energy, this stun-
  ning amalgam of magical and technomantic prowess, ser-
  ves to keep Cabal Magicus on an even and steady level,
  irrespective of any storm effects. 
  A dedicated team of Yassan engineers, led by a Phantasian
  magician, has been employed to keep the device in wor-
  king order, following two nearly catastrophic breakdowns.
  Stabilizing Fins
  These gargantuan quicksilver-plated fins are set regularly
  about the circumference of Cabal Magicus, and usually sit
  flush with the sky-city's foundation. In particularly strong
  winds, one or more are winched out, and adjusted to the
  prevailing winds, helping to maintain the structure's stabi-
  lity, along with the Arcanomantic Gyroscope.
  Windship Production Facility
  This short, broad tower is topped with an intricate frame-
  work of lift platforms, each large enough for a full-sized
  windship, and contains several large warehouses designed
  for the production and assembly of wind vessels. Given the
  Phantasians' collapse of fortunes, no new wind vessels
  have been constructed here since 592 N.A., and the facili-
  ty has been shut down and abandoned as a result.
  Wind Funnels
  Located all over Cabal Magicus, these large enchanted
  mechanisms are employed to harness the natural power of
  the winds, which the Phantasians capture and fashion into
  storm crystals. These crystals are then utilized to power the
  sky-city's Arcanomantic Gyroscope, and levitationals.
  Water vapor derived from this process is condensed and
  stored in the city's reservoirs (see right column).
  Waste Recycling Plant
  Located in the foundation disk, this facility resembles
  nothing so much as the experiment of a colossal alchemist,
  vast and twisting glass tubes carrying bubbling wastes into
  massive tarnished vats of copper and glass. 
  Here, the organic wastes of the sky-city are treated, provi-
  ding the gasses that heat the city, distilling the water used
  for hydroponics and common plumbing, and providing a
  useful fertilizer for the city's hydroponic gardens. Water is
  also provided by wind funnels (see left column). Nearby,
  an enchanted furnace serves to recycle scrap metals, and
  glass is also melted down and reused.
  Centuries of Waste
  Although Cabal Magicus manages to recycle most of its
  waste, there is always some waste that can't be recy-
  cled, be it hazardous alchemicals, simple trash, etc.
  Said wastes are simply dumped via windship on the isle
  of Phantas far below, and have served to further muta-
  te and harm the unfortunate fauna, and flora, of the
  tropical isle. While the offspring of many Elande-crea-
  ted abominations continue to inhabit the isle, others
  are still being created through this casual disregard.
  Nutrition Facility
  Consisting of a number of large antique vats, the sky-city's
  foodstuffs are gathered and taken here, blended into the
  bland nutritive elixirs that all Phantasians consume when
  unable to afford anything else. One glass phial of elixir
  (just enough sustenance to live on) is provided to each citi-
  zen, per day, free of charge.
  Storage Vats and Reservoirs
  Directly connected to the Nutrition Facility and Waste
  Recycling Plant, these massive amberglass vats are used to
  store Cabal Magicus' water and nutritive elixir reserves.
  Sample NPCs
  The following NPCs can be used as player contacts,
  encounters, or rivals (friendly or otherwise):
  Sirr of the House Kalavas - Farad Negotiator
  The saturnine Sirr is one of several competing Farad nego-
  tiators attempting to convince the Phantasians to grant them
  permit to set up a resort on Cabal Magicus. Although she is
  finding the Phantasians more resistant than anticipated, Sirr
  is nothing if not patient, persistent, and persuasive.
  Sharcanthus - Cymrilian Scholar
  Every inch the bumbling scholar, the unkempt Sharcanthus
  is among Cymril's Lyceum Arcanum's most adept resear-
  chers. Despite crumpled and unfashionable puce robes,
  and a shock of unruly green hair, he manages to mumble
  and muddle his way through life, and has currently been
  sent to Cabal Magicus to conduct research on windship
  design, with the aid of the Antiquarian Excelsior.
  
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  The City Guide of Talislanta
  Chapter III :Cabal Magicus
  Mio - Yassan Engineer
  Among the small number of skilled Yassan employed on
  Cabal Magicus, Mio is one of the crew assigned to main-
  tain the Arcanomantic Gyroscope, and performs her job
  with diligence, and skill commensurate with the high
  wages she demands. She has a wicked sense of humor out
  of all character for a Yassan.
  Xashill - Phantasian Astromancer
  The pragmatic Xashill is very down-to-earth for a
  Phantasian, and is not afraid to get his hands dirty repai-
  ring a ship's levitationals or wind funnel. His robes are
  often worn and dirty, but he carries his tools everywhere,
  and is always willing to muck in and lend a hand.
  Raishata - Phantasian Guardian
  With a long goatee, but no moustache, the experienced
  Guardian, Raishata, certainly makes an impression.
  Antique armor polished to perfection, he demands a great
  deal of less experienced, lower-ranking Guardians, and is
  disgusted by the recent moves to apprentice from outside
  the families.
  Imoricos - Phantasian Dream Merchant
  The sleepy-eyed Imoricus is one of Cabal Magicus' most
  successful Dream Merchants, and has several wealthy
  clients in Hadjistan and Zanth. Unfortunately, his profits
  would be higher, were he not addicted to Dream Essence
  himself.
  Khatelyna - Famed Phantasian Model
  Perhaps the most famous of Phantasians, Khatelyna has
  made her name and fortune by modeling clothes and
  makeovers for such famed individuals as Darual the
  Morphosite, Serazzio of Cymril, and Finesse in Zanth.
  Standing at 7'3" in height, with long slender legs, and an
  elegant natural beauty, she is almost constantly courted
  and dated by wealthy and influential men from across the
  continent.
  Tik - Ferran Vagrant
  Having discovered that stowing away aboard windships
  was a rapid way to travel the continent, the opportunistic
  Tik found herself on Cabal Magicus, and set about explo-
  ring and exploiting the largely deserted sky-city, cunningly
  avoiding the notice of the Phantasians. She now departs
  and returns, stowed away on various windships, and has
  considered bringing some family members along for a
  "holiday".
  
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  The City Guide of Talislanta
  Chapter IV :Caprica
  A Visitor's Guide to Caprica
  The Populace
  With a population that usually hovers around 300, Caprica
  is merely a large Thaecian settlement (few of which exceed
  100 members). The settlement sees a small, constant trick-
  le of traders and tourists from Cabal Magicus, Gao, Cymril,
  Zandu, and the isle of Eros, but can swell to as much as
  quadruple on each annual Festival of the Bizarre.
  History
  The residents of Caprica, and the rest of Thaecia for that
  matter, have never kept detailed historical records, nor
  have they enough interest in anything beyond the here and
  now, to investigate their past. For all they care, Thaecia
  may have existed since time immemorial, or since yester-
  day, although it is most likely they established themselves
  sometime after the Great Disaster. 
  Thiasian legend states that both they, and the Thaecians,
  were created by the Enchantress of the Shoals, "sometime,
  long ago", and that sketchy legend serves the Thaecians
  satisfactorily, given their lack of interest in such matters.
  Visions of Caprica
  A View from Afar
  Azure waves roll gently over a beach of burnished sands.
  A sea of green grass overlooks a shallow, glittering lagoon
  fed by a tremendous waterfall cascading over rocks. The
  dark mouths of caves yawn open over the beach, topped
  with a copse of swaying trees. 
  Atop the bank of grass, innumerable pavilions billow gent-
  ly in the warm, sea breezes: panoply of color amid fields
  of scented flowers.
  The Island Interior
  Inland Thaecia is blanketed by copses of trees, elegant
  pools and meadows, and smaller settlements.
  The City Streets
  Soft, lush grass carpets the ground that winds sinuously
  amid the colorful pavilions. The soft breeze sweetly and
  delicately scented by the flowers of rose, lilac, azure,
  amber, and lemon that proliferate everywhere.
  Caprica at Night
  The gathering of pavilions glow softly in many brilliant
  shades, lit from within, their walls billowing gently in the
  warm sea breeze. Graceful residents move amid the settle-
  ment, and the gentle lapping of the waves serves to lull
  and soothe.
  Magical Defenses
  Although far from being a martial race, and possessing
  no combative skills whatsoever, the Thaecians are far
  from defenseless, as the Imrians found to their discom-
  fort. Thaecians can be remarkably single-minded in
  defense of their right to live a relaxed and carefree life,
  and their natural aptitude for, and widespread use of
  magic and enchantment, provide them with ample
  means of defending themselves. They prefer less aggres-
  sive magics, instead using magical entrapment, illu-
  sions, subtle commands, etc. to defeat invaders, rather
  than actively injuring them.
  The Typical Dwelling
  An Exterior View
  The light of the twin suns glows diffusely through the
  translucent fabric of an elaborate pavilion of amethyst gos-
  samer. The fabric stretches lazily over a sweeping frame-
  work of braided ropes attached to four central poles, sha-
  ping the gossamer into an enclosed, roofed semi-circle. A
  triangle of fabric is fastened back, providing entry.
  The Interior
  Four slender central poles of polished, intricately carved
  wood, support braided ropes of gold gossamer that form the
  tent's framework. The suns' light bathes everything in a lilac
  halo through the amethyst gossamer of the lightly undula-
  "Having visited Caprica, one can begin to truly appreciate the meaning of 'Paradise', and ultimately, just how quickly it beco-
  mes dull and unexciting".
  - Red Rymora, Gao Captain.
  IV.Caprica
  
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  The City Guide of Talislanta
  Chapter IV :Caprica
  ting walls and ceiling. Pliant grass still carpets the floor, and
  a large, thin, circular mattress of gossamer filled with down
  occupies the center, covered with small, many-hued gossa-
  mer pillows. Hanging from the ceiling is an intricate net fil-
  led with a dozen small Thaecian orbs, each a different color,
  and enchanted to glow at night, providing a rainbow of illu-
  mination. An open pouch lies next to the mattress, a scatte-
  ring of artist's materials and tools spilling from it.
  Shifting Streets
  The Thaecians often move their pavilions at whim, and
  all their belongings and furnishings are easily packed
  and moved. This seemingly random relocation occurs
  as they move their pavilions closer to their current love
  interest, and also serves to ensure that the grass upon
  which they camp does not suffer or die due to prolon-
  ged lack of exposure to the suns. However, this does
  mean that the layout and "streets" of each settlement
  change with astounding regularity, and individuals
  often move between the various communities. Only
  during the Festival of the Bizarre are the various pavi-
  lions positioned with any thought, forming a rough cir-
  cle with a large open space at the center.
  An Eclectic Education
  Thaecians have no formal schooling, as they find any
  such routines and strictures painfully dull and uninte-
  resting. Instead, each young Thaecian learns whatever
  their parents, and the other adults of the community,
  are prepared to teach them, as and when they can,
  and feel like it. As a result, Thaecian education is quite
  sporadic, and many years pass before the youngster
  has any appreciable skills, save for seduction and the
  magical arts, both of which are favored and enjoyable
  pastimes.
  Traders, artisans
  & merchants
  All Thaecians practice at least one art or craft, and there are
  no trade stalls or stores to be found anywhere. In addition,
  the constant changing locations of the inhabitants' many
  pavilions means that an individual's location cannot be ren-
  dered on a map (as it rapidly becomes incorrect). For these
  reasons, examples of the various artisans and craftsmen
  found in Caprica are located in the NPC section (see p. 24).
  Thaecian Trade and Produce
  As communes, Thaecian settlements do not use curren-
  cy among themselves, or indulge in such "civilized pur-
  suits" as taxation. Instead, they each barter what arts,
  crafts, magics, and services they produce among each 
  other as they see fit. Foreign merchants who desire
  Thaecian produce must deal with each Thaecian on an
  individual basis. Gossamer, Thaecian orbs, Thaecian
  nectar, vivid inks, rare fragrances, and certain alche-
  mical ingredients and mixtures are all available at 50%
  or less of their value elsewhere, with greater discounts
  given to those merchants who barter (especially interes-
  ting luxury goods) rather than use coinage.
  Transportation
  Windship Dock
  Towering over the gathered pavilions of the Thaecian
  populace, Caprica's windship dock is considered something
  of necessary evil, permitting traders and tourists from
  Cymril, and Phantas to dock, but detracting from the natu-
  ral beauty of the surroundings. Some 60-foot in height,
  attempts have been made to make it more attractive, inclu-
  ding extensive carving of the wood used in its construction,
  and the cultivation of flowering garlands in and around it.
  (Sidebar) Thaecian Windriggers
  The Thaecians of Caprica actually own two archaic
  windriggers, purchased from an old Phantasian,
  though they are slow and unmaneuverable. Only a
  handful of Thaecians know how to pilot them, and
  these individuals are given the onorous task of visiting
  the nearby isle of Nearwan on a daily basis, to check
  on those incarcerated there. The upside is that these
  Thaecians often make lazy airborne sight-seeing tours
  over Thaecia and the surrounding waters, much to the
  delight of friends and admirers.
  (Sidebar) Seaborne Visitors
  Seaborne visitors are expected to weigh anchor offsho-
  re, and make their way to own way to shore, typically
  via rowboat, as the Thaecians refuse to ruin their
  attractive shoreline by building a docking facility.
  Miscellaneous
  Sapphire Shallows
  This large, shallow pool is filled with warm waters abun-
  dant with colorful fish and freshwater rainbow corals, and
  a bed of rainbow lotus undulates on the fresh-waters
  beneath the Cascading Veil (see p. 24). Scattered, smooth
  boulders, veined with sparkling colored quartz provide
  opportune seating for those Thaecians who enjoy paddling.
  
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  The City Guide of Talislanta
  Chapter IV :Caprica
  Thaecian Cuisine
  Thaecian nectar forms the mainstay of the Thaecian
  diet, distilled from the rainbow lotus, which grows com-
  monly in the numerous fresh-water pools across the isle.
  This exhilarating drink is high in sugar-content and
  provides the Thaecians with plenty of energy with which
  to pursue their various hobbies. In addition, the
  Thaecians eat the petals of certain flowers and herbs, a
  few varieties of seaweed, and the occasional fish (mari-
  nated in nectar) they catch using stationary baskets in
  the Sapphire Shallows. They do not hunt (a task they
  consider far too strenuous and vulgar).
  Cascading Veil
  This 60-foot waterfall of clear, freshwater, cascades gently
  over glittering rocks into the Sapphire Shallows. Many
  Thaecians gather their drinking water at the falls, or come
  to bathe, wash, or enjoy themselves in the warm, bubbling
  waters. A small cave is located behind the waterfall itself,
  leading via a carved stairway to the Caverns of Final
  Slumber (see below).
  Caverns of Final Slumber
  This dark network of caves is lit throughout by the dim
  light of Thaecian orbs in numerous carved wall brackets,
  the light glittering off numerous veins of quartz in the rock.
  Opening in the cave mouths over-looking the main beach,
  and the cave entrance behind the Cascading Veil, it is in
  these vaulted caverns that the dead of Caprica are interred
  in glass sarcophagi.
  The Vanishings
  The bodies of some of the interred dead have started to
  vanish recently, and the Thaecians are just becoming
  aware of this fact. Unknown to them, a pair of Ghasts
  were accidentally summoned when a spellcasting went
  awry, and now inhabit the vast cavern complex, stea-
  ling and eating the freshest cadavers. In addition, seve-
  ral community members who others assumed merely
  departed for one of the other settlements, have fallen
  prey to these ghastly residents. It may not be very long
  until the Thaecians notice that the unannounced
  departures are becoming entirely too regular.
  Dancers' Grove
  This ring-shaped copse of elegant trees stands atop the
  caverns that overlook the beach. According to local myth,
  the trees are actually the ensorcelled forms of a circle of
  arrogant dancers that irritated the Enchantress of the
  Shoals, who transformed them into trees for their temerity.
  It is said that the trees dance when there is no-one looking.
  For their part, the Thaecians enjoy the trees as a place of
  shade, and often hang their freshly-dyed gossamer on the
  boughs to dry.
  Crime, Punishment, and Nearwan
  Although crime of any kind is extremely rare in
  Caprica, it is regarded with abject horror and abhor-
  rence when it does occur. Those accused of crimes are
  tried by popular vote, and those found guilty are taken
  via windrigger, to the nearby isle of Nearwan, where
  they are imprisoned in a dome-like web of perdurable
  force, 100-foot in diameter, created by the joint efforts
  of three of Caprica's most powerful spellcasters.
  Minor offenses are punished by such incarceration for
  a period determined by popular vote, while those found
  guilty of such heinous acts as rape or violence, are
  imprisoned indefinitely. Imprisoned criminals may
  grow their own food within their segment of the tropi-
  cal, but the Thaecians take no other hand in their fate,
  save the daily windrigger patrol to ensure all are still
  imprisoned, or to release those who are deemed to have
  served their time.
  Sample NPCs
  The following NPCs are useful as player contacts, encoun-
  ters, and rivals (friendly or otherwise):
  Threnya - Thaecian Carver and Musician
  As graceful as a willow, Threnya is a wood carver of sur-
  passing talent, and her exceptionally detailed pavilion
  poles and flutes are extremely popular. Her nimble fingers
  and delicate lips can draw forth the sweetest melody from
  a flute. She dwells in a bright glaucous pavilion.
  Thaelo - Thaecian Enchantress
  Thaelo is a skilled Enchantress, but she has earned greater
  renown for her skills as an engraver. The Thaecian orbs
  she produces are often desired more for their delicate
  engraving than their magical effects. Her pavilion is florid
  carmine in color.
  Thomeyo - Thaecian Dye Maker
  Considered the most adept dye maker in Caprica,
  Thomeyo mixes dyes of rare brilliance from the petals of
  flowers and powdered corals, which are in demand both
  in Caprica and abroad. His pavilion is dyed a marbled mix-
  ture of plum and cobalt, stippled with gold.
  Thas - Thiasian Performer
  Thas is one of Caprica's most exuberant inhabitants, having
  elected to leave his troupe and stay in Caprica until such a
  time as he gets bored. An accomplished troubadour and
  
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  The City Guide of Talislanta
  Chapter IV :Caprica
  lover, these factors, combined with his exotic appearance,
  have made him popular in the local community. He shares
  a tent with his current lover.
  Thaeia - Thaecian Child
  Thaeia is wide-eyed, innocent and sincere, investigating
  everything with rapt curiosity. She will confide in any cha-
  racter that she likes, telling them that she has a hidden
  "treasure horde" (actually her collection of beautiful sea-
  shells), making them solemnly swear "not to tell". She lives
  in a saffron pavilion with her older sister, Thallia.
  Thallia - Thaecian Adolescent Romantic
  Increasingly distracted by her growing physical aware-
  ness, Thallia harbors romantic dreams about the dashing
  Gao swashbucklers, and while she dearly loves and cares
  for Thaeia, she is likely to develop a desperate, heart-
  breaking crush on any character she regards as handsome
  and dashing.
  Theris - Thaecian Gossamer Weaver
  Theris produces gossamer of astounding quality and dura-
  bility that many windship captains, both Cymrilian and
  Phantasian, are prepared to pay far in excess of normal
  costs for. However, Theris is capricious and stubborn, refu-
  sing to accept commissions, working at his own, infuriatin-
  gly leisurely pace, and selling to whomever he likes on a
  whim, regardless of the higher prices others might offer.
  He dwells is a pavilion of lily-white gossamer.
  Thirion - Thaecian Alchemist
  The affable and slightly eccentric Thirion produces nume-
  rous philters, potions and balms from local ingredients,
  and is constantly experimenting with new (often bizarre)
  mixtures which he tests on volunteers from among
  Caprica's most jaded and bored members. He refuses to
  create in bulk, but does sell substantial quantities of fra-
  grances that ensure pleasant, restful dreams, potent aphro-
  disiacs, perfumes, and birth-control unguents. His pavilion
  is a deep orange in color.
  
  - 26 -
  The City Guide of Talislanta
  Chapter V :Cymril
  A Visitor's Guide to Cymril
  The Populace
  Approximately 49,000 people inhabit this great metropolis
  on a permanent basis, though the number can swell by
  several thousand due to the massive influx of foreign tra-
  ders, diplomats, travelers and refugees.
  Beings from around the entire continent may be found in
  this cosmopolitan hub, engaged in business, trade, or sim-
  ply sightseeing. While the vast majority of the stable popu-
  lace is Cymrilian, there is a substantial minority group of
  Thralls, Aeriad, Gnomekin, Muses, Kasmirans, and
  Sindarans who live and work in Cymril. Mixed with a heal-
  thy dose of foreigners from beyond the confederation, this
  makes Cymril and its inhabitants among the most open-
  minded and accepting on the continent.
  History
  The Phandre, magicians exiled from the city-state of
  Phaedra in 148 n.a., during the Cult Wars, established the
  free state of Cymril, settling where the city itself now stands.
  After 300 years of settlement, Cymril was prospering as a
  city-state, and the Seven Roads (actually six, the seventh
  being the section of the Underground Highway that links
  Cymril with Durne) were finally constructed in 451 n.a.
  Ruled during much of its history by the arch-conservative
  Tanasians, Cymril's only permitted colors, both in construc-
  tion and apparel, were green and yellow, and laws were
  stifling. As corruption became apparent among the
  Tanasians, the populace elected the liberal Azradamus as
  Wizard-King in 601 n.a. Seeking to reassert their influence
  in 603 n.a. a trio of the Tanasian's most powerful magicians
  attempted to instigate a coup, failing when the Lyceum
  Arcanum came out in support of Azradamus (the Lyceum's
  one-time Chief Administrator). The Lyceum's secret archi-
  ves were opened, bringing to light many age-old scandals
  regarding the Tanasians. A popular uprising, supported by
  the Wizard-King, swept the Tanasians and their supporters
  from power, imprisoning many, and forcing others to flee
  to foreign lands. Of the three Tanasian magicians who led
  the attempted coup, Nymande was convicted of treason,
  placed in stasis and imprisoned in an impermeable orb,
  Ebonarde fled to parts unknown, and Naryx of the Gloved
  Hand disappeared.
  Since the Tanasians were ousted, many of the old traditions
  and proscriptions have fallen out of vogue. The obsession
  with the color green has given way to an avid appreciation
  of multichromaticism, and Cymril has been rapidly rebuilt
  to embrace this fact. Unfortunately, while Cymril is enjoying
  something of a rebirth, many of the exiled Tanasians conti-
  nue to plot against the liberal Azradamus and his suppor-
  ters, and sporadic Tanasian terrorism provides a threat
  against which Cymril is most vigilant.
  Visions of Cymril
  A View from Afar
  A great hexagon of variegated crystal, Cymril is set amid
  sweeping hills of grass. Many elaborate spires, archways,
  promenades and domes of iridescent glass fill the area
  encompassed by the city's mighty walls. The surrounding
  land is a patchwork of picturesque farms, vineyards and
  country estates, gradually falling away to woodland and
  forest. Six roads connect Cymril to the other kingdoms,
  bustling with trade and travelers from across the continent
  as a windship takes flight, bound for locations unknown.
  At The Gates
  Vast twin gates tower 30-foot above the broad road, forged
  from single pieces of black iron. Impressive walls of pitted
  yellow-green porphyry extend to the distance, 50-foot high
  and half as thick. Figures move atop this massive barrier,
  manning heavy ballista emplacements, or standing ready to
  dump toxic alchemicals on foolish invaders.
  The City Streets
  The streets are vibrant with activity, the inhabitants a riot
  of color and fashions. Ornate equs-drawn carriages, trans-
  port those that need to cover large distances, or those that
  find walking tedious. Many-hued hexagonal slabs of stone
  interlock to provide walkways bordering a central street of
  dirt, while a myriad of skyways, balconies, overlapping ter-
  races, and bridges of crystal twist amid the towers above.
  Every hue and shade of color can be seen on tower, inn,
  archway or habitation, a chaotic clutter surrounding side
  streets and the arrow-straight track that heads towards the
  heart of the city.
  V.Cymril
  “Cymril is open, diverse, and enamored of arcane lore. It is damned of course.”
  - Aaslan, Aamanian Witch-Hunter.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  Cymril at Night
  Cymril's crystalline architecture glows with the light from
  within, diffuse radiance softly displaying all the colors of
  the rainbow. Like a majestic, but abstract, stained glass
  window when viewed from afar, Cymril is a bustle of acti-
  vity even at night, as those who can afford to do so, make
  their way amid the city's innumerable nightspots.
  People in Glass Houses...
  Since Cymril is made largely of crystal, throwing stones
  and other objects is illegal within city limits.
  No Slaves
  Slavery is prohibited in Cymril, and largely considered
  abhorrent. Any slaves taken into Cymril must be freed
  from any constraints, magical or mundane, immedia-
  tely, or the slaver will face a hefty fine (upwards of 500
  g.l.), a period of several days detainment, and the loss
  of the slave if discovered (a strong possibility in
  Cymril). Even without slaves, those members of races
  infamous for their slavery, such as Imrians, may find
  themselves the subjects of prejudice concealed beneath
  a polite veneer.
  Watch Your Spell-Casting.
  Visiting spell-casters would do best to understand the
  magical laws of Cymril. While low-key and frivolous
  spellcasting is acceptable, and even encouraged (to
  make life easier, provide entertainment, etc.), the unre-
  gistered use of offensive spells, the Dark Arts (such as
  Demonology, Diabolism, etc.), and any unpermitted or
  unregistered summonings are strictly prohibited.
  Permission should always be sought at the Lyceum
  Arcanum and done through official channels.
  Furthermore, necromancers must get a license to prac-
  tice from the Lyceum Arcanum (a procedure that costs
  500 g.l., and requires an extensive and rigorous inter-
  view process during which the individual must state
  clear and good reasons why they should be granted the
  license, and what they intend to do with it). Magical
  crimes are regarded as among the most heinous, and
  are punished severely. Only the most extenuating of cir-
  cumstances are acceptable, and then, only if no other
  option was adequate. Those who seriously break these
  laws can easily find themselves banished to a none-too-
  pleasant dimension. Despite these strict prohibitions,
  Cymril has no specialized procedure for detecting
  unauthorized magic use, relying instead on investiga-
  tion, witnesses, etc. as it does with all other crimes.
  No Farad
  Farad are banned from the city altogether, after alle-
  gedly selling Cymrilian windship arcanology to the
  Rajan nation. Farad found within the nation have all
  their property confiscated and are banished.
  Durnian Crystal
  Cymril no longer imports its crystal from the Sea of
  Glass following its severing of trade ties with Faradun.
  Instead, it now relies on Durne to provide its supplies of
  crystal.
  The Typical Dwelling
  An Exterior View
  A broad circular tower of multichromatic opaque crystal
  reaches for the sky, studded with circular windows. It
  adjoins a broader spiral tower of clashing colors with trian-
  gular windows, and an elevated walkway of almost trans-
  parent crystal winds its way around them both. An ornate-
  ly carved double archway opens into the tower of apart-
  ments.
  The Tower Interior
  The first floor is a shaded circular garden, with flowers and
  a small artificial pond enclosed by colored marble tiles. A
  central staircase spirals upwards.
  The Apartment
  The doorway opens into a circular apartment some 30-foot
  in diameter, separated into four equal rooms with 7-foot
  high ceilings. A circular crystal window opens into each
  room, draped with colorful silks. The walls are heated,
  providing a comfortable temperature all year round, and
  several scintilla stand in elaborate holders, providing ade-
  quate illumination.
  Security
  Keys are the standard method of entry in to such apart-
  ments; although wealthier inhabitants invest in
  Kasmiran locks (often trapped), and pay to have magi-
  cal wards emplaced.
  • The Living Room
  A curving lounger of padded land-lizard leather is covered
  with scatter cushions. A low table of polished and colored
  crystal occupies the center of the room, flanked by several
  soft, high-backed armchairs. The floor is composed of opa-
  que crystal, covered with one or two woven rugs.
  • The Bathroom
  A carved crystal bathtub occupies this room, filling with
  warm water on command, using alchemical heating agents
  from a small reservoir at its base, and drawing moisture
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  from the air outside the tower. A crystal toilet stands to one
  side, using alchemical sprays to break down wastes, remo-
  ve unsavory odors, and clean the posterior.
  • The Kitchen
  An alchemically-fuelled crystal stove stands against the
  wall, flanked by cupboards of opaque crystal carved direct-
  ly into the walls of the tower itself. A coolbox of crystal
  stands to the side, containing foods flash-frozen with a
  cheap Blue Havoc derivative. A simple moisture condenser
  provides all the inhabitant's water.
  • Bedroom
  A semicircular feather bed follows with carved crystal posts
  and scatter-cushions occupies half of the room. A crystal
  wardrobe carved into the tower itself features a full-length
  mirror. A small make-up table stands to one side.
  While this represents the typical abode of the average citi-
  zen or couple, you can expect such apartments to feature
  numerous personal touches and affectations that reflect the
  aesthetic interests and occupations of the inhabitants.
  Families get larger apartments with one or two extra
  bedrooms. Wealthier individuals, most notably wizards,
  add many esoteric decorations and ornaments, shelves of
  books, and bizarre artifacts, typically composed of rarer
  and more expensive materials.
  Waste Disposal and Civil Repair
  Due to the fact that very few apartments are actually
  owned by the inhabitants (95% are rented from the
  Cymrilian government), the city council provides waste
  disposal services; collecting the used alchemical contai-
  ners every week (leaving a clean container), and
  taking them to the Sanitation Center (see p. 36) where
  they are emptied into a warded entrance to the Void,
  cleansed, and refilled. Any incidental damage to ren-
  ted buildings or apartments is repaired at no charge by
  the council repair services. However, in such cases
  where a resident or outsider is responsible for damage,
  they are expected to pay all costs themselves.
  Rent Costs
  The above apartment costs 6 g.l. per week, with a mini-
  mum 3 month contract. The cheapest rented accom-
  modation is a dormitory of crystal bunks, with only
  basic heating, a wash-basin, locker, shared toilet, and
  a basic meal once per day, costing a mere 6 s.p. per
  week, with a minimum 1 month contract. This is
  usually the accommodation used by unskilled laborers.
  The most expensive apartments can cost up to 60 g.l.
  per week, and feature enchanted utilities.
  Tax
  Cymril collects extensive tax revenues, enabling them
  to keep the city clean, provide their repair and sanita-
  tion services, maintain their institutions, field and
  train their troops, watchmen and windships, etc. Tax is 
  based on the individual's or company's average month-
  ly earnings, and is collected every month by skilled
  Kasmirans (accompanied by Thrall guards).
  Earnings per month % Tax:
  • up to 15 g.l. 10%
  • up to 30 g.l. 15%
  • up to 60 g.l. 20%
  • up to 120 g.l. 25%
  • up to 240 g.l. 30%
  • up to 480 g.l. 35%
  • beyond 480 g.l. 40%
  Places of authority
  City Jail
  One of the city's few stone buildings, this squat, unador-
  ned building is a block, two-stories high, containing no
  windows, and a mere 48 holding cells. Each cell contains
  two sturdy cots and little else, and a full eight of the cells
  feature extensive counter-magic glyphs, wards and force-
  barriers to accommodate spellcasters. The cells are well
  guarded, but primarily serve to hold unruly citizens over-
  night while they cool off and sober up.
  Punishment
  Punishment is Cymril mainly consists of service to the
  public or fines. Minor offenses may be consequenced
  by days or weeks of street sweeping, shining the surfa-
  ce of government buildings, and so on. More serious
  offenses may end in a tour of duty in a Wilderlands
  outpost, working on a repair crew on the Seven Roads,
  or swabbing the decks of a windship. For crimes
  against the state, exile (sometimes to nefarious dimen-
  sions) is the most common. Cymril has no penitentia-
  ries and no death penalty.
  Consulate
  This large, austere, two-story structure of marbled turquoi-
  se crystal is luxuriously appointed with quarters and offi-
  ces for ambassadors from each of the Seven Kingdoms,
  and also boasts separate facilities for visiting dignitaries
  and their entourages, including private grounds of tree-
  shaded promenades and grassy glades. Security is extreme-
  ly strict.
  The Ambassadors
  The current Seven Kingdoms ambassadors are:
  • Lylythe (Astar) - A female Muse who is seldom, if
  ever, present.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  • Corolian (Cymril) - A grizzled and well-traveled
  merchant-mage, who has been ambassador for
  nearly 25 years
  • Eo Deo (Durne) - A modest but experienced crysta-
  lomancer who always finds time for others in her
  busy schedule.
  • Shassir il Muran (Kasmir) - A young female traps-
  mage, widely regarded as cunning and shrewish.
  • Dal Marrad (Sindar) - A female alchemist, collector
  of alchemical apparatus, and highly respected triva-
  rian player.
  • Tar (Taz) - A veteran Thrall war-medic (in)famous
  for his rudimentary sense of humor.
  • Ki-Kya (Vardune) - A Green Aeriad, and senior
  member of the Great Council of Vardune with 40
  years experience.
  Council of Kings
  This building serves as the forum for the monthly meeting
  of the Seven Kingdom's various rulers, and consists of a
  white seven-sided hall, surrounded by seven adjoining
  accommodation buildings. Each of the seven adjoining
  structures is the color of the nation whose king and entou-
  rage it houses, and is tailored to appeal to members of that
  specific culture. The current ruler of Cymril is Azradamus,
  a powerful magician who is purported to be 200 years old
  due to a regular ingestion of seven secret essences.
  The Halls of Justice
  This simple seven-sided building of opaque indigo crystal
  is two-stories high. The lower floor consists of seven courts
  that deal with civil and criminal cases. The upper floor is a
  single large court, presided over by seven judges (one
  from each kingdom) that handle disputes arising between
  the member nations.
  Hall of Records
  This tall, spiral tower complex of dark polychromatic crys-
  tal consists of 8-stories of offices, housing Cymril's civil ser-
  vants and records, including tax collectors, assessors, litiga-
  tors, and all records pertaining to tariffs, trade duties, real
  estate holdings, legal registrations, and so on.
  Palace of the Wizard King
  This palace is composed of a 250-foot high central building,
  with delicately carved arches, surmounted with slender and
  elegant towers, and surrounded by seven adjoining smaller
  buildings, each of which is surmounted by seven spires.
  Canopied terraces lead into the surrounding grounds, and
  scalloped balconies adorn every window. The entire pala-
  ce looks as if it has been hewn from a single huge piece of
  emerald crystal, carved with delicate filigree, and lightly
  marbled. The grounds feature many fountains, statues and
  footpaths, the entirety of which is surrounded by a great
  wall, massive wrought-iron gate, and extensive patrols by
  veteran swordsmages in ceremonial armor.
  Military bases
  The Citadel
  This 50-foot high single-tower fortress of green stone
  adjoins directly to the SE wall's sentinel tower. Full bar-
  racks, training grounds and stabling facilities are located at
  its base, providing facilities for over two thousand Thrall,
  Blue Aeriad and Cymrilian mercenaries. It also serves as
  the headquarters for the City Watch. Two walls, forming
  triangular grounds, enclose the entire complex.
  Sentinel Towers
  These three-story round towers, each 50-foot high, are
  constructed of the same stone as the city's outer walls.
  Each houses a pair of Arimite fire-thrower siege weapons,
  20 artillerists, and 30 thrall heavy cavalry, who often patrol
  the outlying roads. Mangonel lizards are stabled in under-
  ground bunkers at the tower's base.
  Watch Stations
  Each of Cymril's six sectors has one of these two-story out-
  posts, housing that sector's Watch contingent. The stout
  towers are constructed of thick, dark opaque crystal, and
  provide offices for the Watch captains and investigators.
  Law Enforcement
  The City Watch is a well-trained and professional body,
  with a good reputation for handling trouble in an
  expedient manner. The Watch Commander (who is
  also the City Legion's Commander) resides in the
  Citadel, but has little to do with the routine of law
  enforcement. Each Station is governed by a single
  Watch Captain who reports directly to the Watch
  Commander. Each Watch Captain commands 12
  Sergeants, each of whom leads a squad of five men.
  There are always four patrols on duty at any one time
  in each sector. The Watch is comprised of Thralls and
  Cymrilian Swordsmages, although each Station also
  employs the services of three Sindaran investigators.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  Educational institutions
  College of Law
  Located adjacent to the Halls of Justice (see p. 29) the
  College of Law resembles a scaled down version its neigh-
  bor, standing a mere one story high, and is only half the
  length and width. It serves as a university and guildhouse
  for arbitrators and legislators, many of which are available
  for hire at costs of 50 g.l. per day or more. A mere 40 stu-
  dents are enrolled here each year for a legal course that
  takes two years, and costs 400 g.l.
  Lyceum Arcanum
  This famed institution consists entirely of verdant crystal
  and stands 40-foot high, with a clashing array of pillars
  around its circumference. Two great iron portals allow
  entrance, although they are extensively warded and guar-
  ded. Talislanta's premier institute of arcane studies, the
  Lyceum Arcanum contains numerous classrooms and labo-
  ratories, workshops, archives and vaults, as well as lectu-
  rer accommodation. Three upper levels house the accom-
  modation, classrooms and lecture halls, while two subter-
  ranean levels house laboratories and vaults. The Lyceum
  offers classes in every known magical field except for
  Diabolism or Demonology Invocations, as well as classes
  on esoteric lore, and performs research and experimenta-
  tion at the behest of Cymril's government. Tuition costs
  500 g.l. per septemester (seven weeks), or 50 g.l. for
  Cymrilian citizens. Entrance requirements are strict.
  Museums & libraries
  Museum of Antiquities
  This structure of jade crystal stands 36-foot high and is one
  of the oldest in the city. Vast carved pillars surround the enti-
  re building, and large double doors permit entrance. The
  interior consists of three-levels containing exhibition halls
  filled with countless cases displaying antique artifacts, many
  of which date back to the Forgotten Age, including items
  from the ancient civilizations of Elande, Pompados, Sharna,
  Phandril, Xambria and Quaran. Needless to say, all the exhi-
  bits are heavily warded and extensively guarded. Several
  subterranean levels house artifacts that are being repaired,
  identified, or are too fragile or dangerous to display.
  The Library of Cymril
  An adjunct of the Lyceum Arcanum, this 60-foot high, 60-
  foot diameter circular tower of lime crystal consists of nine
  floors, three of which are located below ground. Each level
  is reached by a central spiral staircase, and lined with row
  upon row of high shelves, with thousands of tablets,
  scrolls, and books, covering nearly every conceivable sub-
  ject. While all the items are extensively catalogued, it can
  still take many days to track down a specific tome.
  Dangerous tomes are kept in a warded vault, and permis-
  sion must be given by the Lyceum Arcanum to access
  them. Research materials may not be removed from the
  library without special permission.
  A Continuing Search
  Younger members of the Lyceum Arcanum have been
  searching the library and museum for numerous years
  for "Macrathri's Lewd and Erotic Tales", "Seh'chi's Tools
  of Exquisite Pleasure", and "Kohlyn's Sexual Congress"
  with no success.
  Places of worship
  Praise Be
  There are few places of worship in Cymril, a city of non-
  religious bent. Aside from the impressive Cathedral of
  the Magister, which can house an impressive 777 wor-
  shippers, only the Repose of the Ten Thousand sees a
  steady stream of "enlightened" individuals.
  Cathedral of the Magister
  Soft colored lights glow within the green crystal walls of
  this imposing temple. Standing 35-foot in height, and built
  like a seven-pointed star, each point is a hall of pews spa-
  ced evenly around a large central hall containing a circular
  rostrum and pulpit. Carved runes of magical significance
  adorn every surface.
  Repose of the Ten Thousand
  See DENS OF INIQUITY (see p. 35)
  Terra's Grotto
  A gentle slope of rich, dark soil descends into a womb-like
  cavern. A scattering of natural crystals glow in the shade,
  providing warm illumination. A small sinuous tunnel links
  this cavern to the Gnomekin Market (see p. 31).
  The Righteous Tower of Aa
  A small fortress-like tower of bleached white stone topped
  with a great carved eye. Harsh angles predominate, and
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  the interior is spartan, save for a large unblinking eye car-
  ved into the wall opposite the entrance.
  Sectarian Conflict
  City Watch patrols are heavy and frequent around the
  Repose of the Ten Thousand and The Righteous Tower
  of Aa, as trouble often erupts when intoxicated Zandir
  decide to "stab a finger in Aa's eye" by vandalizing the
  Aamanian temple.
  Markets & bazaars
  The Bazaar
  The Bazaar is a huge open-air market frequented by tra-
  ders from all over the Seven Kingdoms and beyond, and is
  open from sun-up to sundown every day of the year. Stalls
  bearing every conceivable product (and more than a few
  that aren't) can be found here. Haggling is lively, and many
  citizens spend at least a few hours here every week pur-
  chasing various groceries and knick-knacks. Watch patrols
  are commonplace around the market, but it still pays to be
  wary of the inevitable pickpockets and charlatans.
  The Magical Fair
  The Bazaar also serves as the site of Cymril's annual
  Magical Fair: a two week long pageant starting on the
  1st of Phandir, celebrating the founding of the free
  kingdom of Cymril.
  Cymrilian Produce
  Magical items and the materials to make them are
  cheaper in Cymril. Plant and animal ingredients are
  up to 20% less than in other areas; gemstones used in
  alchemy are sometimes 5-10% less. Potions, powders
  and elixirs can, with haggling, be brought down 10%
  or more. Many magical items that would be available
  nowhere else on the continent will be available in
  Cymril, althouh prices remain stable due to demand.
  Magical trinkets are always available at fair prices.
  Many narcotics are legal in Cymril but heavily taxed.
  Prices will be 20% to 30% more: the more severe the
  drug the higher the tax. Any glass item will be up to
  30% less than elsewhere. Due to a high variety in
  demand, any one garment in Cymril may cost signifi-
  cantly more or less depending on how fashionable the
  item is or recently was. Although yesterday's fashions
  are cheap, they might get one ridiculed.
  Gnomekin Market
  Located directly under the Bazaar (see above), the
  Gnomekin Market is a large cavern complex, lit with
  numerous glowing crystals, and dealing exclusively in
  Gnomekin produce. Vast tunnels lead off along the
  Underground Highway. Prices here are always fair. As
  such, it is considered offensive to try and haggle with the
  Gnomekin merchants. A single small tunnel connects
  directly with Terra's Grotto (see p. 30).
  Traders, artisans
  & merchants
  Amberglass Bounty
  An adjunct of the Lyceum Arcanum, this unadorned, ware-
  house-like structure of vibrant orange crystal deals in all
  sorts of magical and alchemical supplies, which it purcha-
  ses in bulk. Animal, vegetable and mineral ingredients
  abound, as do common magical and alchemical mixtures,
  parchments, writing paraphernalia, alchemical apparatu-
  ses, and various crystal containers. Prices remain average
  despite the bulk purchasing, due to high demand.
  Blade Haven Armory
  This shop features a sign consisting of two swords, welded
  together on an iron shield. This shop and forge deals in
  weapons and armor of all varieties, and is run by a Thrall
  Smith, and Cymrilian Swordsmage. Common weapons and
  armor of good quality are plentiful. Items can be forged of
  black, red or blue iron. In addition, items can be decora-
  ted with scrollwork, filigree or enamel for a reasonable fee
  (50% plus of the item's value, depending on detail, size,
  and materials involved).
  Cartographica
  Located right next to the wind-docks, Cartographica is the
  best archive of maps on the continent. Hundreds of maps
  are piled on row upon row of dusty shelves in no discer-
  nable order. The owner is a Sindaran with a passion for
  maps and has been dealing in them for decades.
  Gears and Mechanisms
  This shop is composed of blue rutilated crystal, and a small
  clockwork automaton above the door, proclaims "Gears
  and Mechanisms!" every 30 seconds in a tinny voice. This
  workshop contains an automated forge run by a pair of
  Yassan technomancers, and numerous mechanical marvels
  are proudly displayed, including clockwork children's toys,
  useful tools and gadgets, and even basic prosthetic limbs.
  Costs are high, and custom pieces can be made on demand
  given sufficient notice.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  The Hookah
  This small, hole-in-the-wall shop features a large hookah
  above the doorway, which billows scented, colored fumes
  on a continuous basis. It specializes in selling soft recrea-
  tional drugs - the most popular of which is Draiva's
  Dreamy Smoking Tobacco (see sidebar) - and alchemical
  enhancements such as pigment or glitter powder.
  Draiva's Dreamy Smoking Tobacco
  This tobacco, used in pipes, is famous for changing
  color and making shapes reflecting the smoker's state of
  mind. Students at the Arcanum are famous for getting
  together and trying to outdo each other making mental
  smoke sculptures. 1 g.l. per ounce.
  Kolmirana's
  This small, turquoise crystal pawnshop specializes in magi-
  cal items and trinkets. Kolmirana is an obese female
  Cyrmilian with silver skin, turquoise eyes and long gold
  hair, usually dressed in bejewelled satin robes. It is rumo-
  red that she is a fence, and the head of a city-wide under-
  world ring.
  Lock and Key
  This stout windowless structure of thick, opaque purple
  crystal, features a massive iron padlock set above a sturdy
  iron door which is literally riddled with keyholes. Housed
  within sturdy, locked and trapped display cases are nume-
  rous fiendish traps and locks, all for sale. In addition, keys,
  traps and locks can be made to order by the Kasmiran
  owner, who also offers a lock-opening service for those
  individuals who lose their keys (25 g.l.).
  Metamorphosis
  This salon consists of a small, faintly glowing twisted, two-
  story tower of marbled black crystal. Run by the famed
  Darual the Morphosite (who constantly alters his entire
  appearance and even gender, in bizarre ways), this esta-
  blishment employs the latest magical enhancements to
  change skin and hair color, mold facial features, lacquer
  and shape hair, disguise gender and age, etc. It is current-
  ly in vogue to allow Darual to "do his own thing" with a
  makeover, and the results are often astounding. Wealthy
  clients from Cymril, Hadjistan and Zandu make frequent
  visits. Costs range from 100 - 1,000 g.l.
  Mortar and Pestle
  This reputable establishment offers powders, potions and
  other alchemical mixtures of good quality at reasonable
  rates, and also offers to analyze unknown mixtures at a cost
  of 10 g.l. The exterior of the shop has been coated with a
  glittering umber alchemical, and the interior is draped with
  orange silk, as appeals to the Sindaran proprietor.
  Myrmidian's Messages
  This establishment is one of many that provides a messa-
  ging service unique to Cymril. A message written on origa-
  mi parchment (see sidebar) is placed within a magical
  sphere, the size of two fists, and then told a name and
  address within Cymril. The ball will roll to that address,
  and then repeat the name of the person in a high-pitched
  voice until someone acknowledges they are that person.
  The service costs 3 g.l. per message, plus the cost of origa-
  mi parchment if necessary.
  Origami Parchment
  Cymrilians are fond of this enchanted parchment,
  which folds up into the shapes of animals or items after
  a message is written on it. Traditionally used with
  Message Balls. Cost: 1 g.l. per page.
  Serazzio's
  This slender, tapering three-story tower is composed of
  rose crystal, shot through with swirls of various colors. It is
  the best tailoring facility in the Seven Kingdoms, dealing in
  all manner of exotic costumes, both antique and modern,
  and will custom-make clothing to order. Every cloth
  known across the continent can be found here.
  Sigil
  Sigil is a curiosity shop of the highest order, its ramshack-
  le shelves literally brimming with odd knick-knacks, stran-
  ge paraphernalia, and weird artifacts. It is widely rumored
  that nearly anything can be found here if someone spends
  enough time digging through the uncatalogued mess, from
  Khazad sarcophagi to old stuffed dolls, from pickled body
  parts to magical artifacts of unusual power or unknown
  purpose. Sigils are carved in bas-relief on every available
  surface, both inside and out.
  Tazian Tattoos
  This small parlor displays a hanging sign of a colorful
  thrall, and features boards displaying innumerable artistic
  designs, any of which can be tattooed. While an aged thrall
  does work here, the parlor's best tattoo artist is a female
  Sarista, whose works are said to be truly breathtaking and
  vivid. Prices range from 1 g.l. for a small, simple, mono-
  chrome tattoo, to several hundred g.l. for large, vivid,
  colorful tattoos that use magical pigments.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  Wilderlands Expeditionary
  This immense warehouse and stable complex offers
  mounts, dray beasts, wagons, and equipment such as
  ropes, tents, foul-weather clothing, and even small skiffs,
  at reasonable prices for average to good quality.
  Parks
  A Stroll in the Park
  Cymril's many parks are favored places of relaxation
  on fine days, and are especially popular among home-
  sick ex-patriots. Needless to say, they are also popular
  with courting couples... and individuals of a voyeuris-
  tic nature.
  Cymril Park
  Green crystal tile paths weave amid a rainbow of colors -
  the flowers, bushes and trees perfectly sculpted from multi-
  hued glass. An inspiring statue occupies the center of the
  park, cut from emerald glass, celebrating Pharos, the first
  Wizard King of Cymril.
  Durne Park
  Shadowed cavern mouths lead into a network of grottoes
  and tunnels. Clusters of mushrooms glow with soft purple
  phosphorescence, reflecting in the sweeping gardens of
  amber crystal formations. A life-size statute of warm amber
  depicts Sabo Orabio, the Gnome-King who lead his peo-
  ple to victory over the Darkling hordes of Urag.
  Astar Park
  Lush fields of grass cloaked with rainbow-hued wildflo-
  wers border a crystal-clear pond, recreating Lake Zephyr
  on a smaller scale. Copses of supple willow line the banks,
  dipping their leaves into the waters. A statue of a beauti-
  ful, but long forgotten, male Muse stands in the middle of
  the pond, carved from lavender-blue stone and entwined
  with flowers.
  (Sidebar) Mystery Muse
  While the Muses have forgotten who the statue in Astar
  Park represents, records in the Library of Cymril clear-
  ly state that the statue is of Twysk: a great artisan
  renowned for his fine harpwood lutes. His works are
  eagerly sought by musicians everywhere, fetching vast
  sums when they appear for sale.
  Kasmir Park
  A windowless stone tower stands surrounded by undula-
  ting dunes of golden sand. Stout and strong, it contains the
  great gold statue of Abn Kadan, the wealthiest merchant in
  Kasmiran history. Few have ever seen it, for it is under lock
  and key, warded by devious trap mechanisms. The key is
  held by the senior Kasmiran councillor.
  Hollow Eyes
  It is widely rumored that a daring thief has already
  defeated Kasmir Park's Tower defenses, and that the
  audacious criminal removed the statue's golden eyes,
  some 10 years ago. The Kasmirans vehemently deny
  these scurrilous rumors.
  Sindar Park
  Dusty paths wind sinuously between 15-foot high mesas
  and rugged spires of sandstone and basalt. A 14-foot sta-
  tue of dark basalt represents Nadir Salu, master collector
  and inventor of Trivarian.
  Taz Park
  A tall, thick wall of clear toughened glass surrounds Taz
  Park, serving to prevent any of the dangerous fauna from
  escaping into the city. A single entrance with a double gate
  of iron is warded to prevent unintelligent beasts passing it,
  and guarded by a pair of veteran Thralls. At the heart of
  this miniature jungle is a lacquered iron statue of Mace,
  legendary Thrall commander and hero of the Beast Wars.
  Dangerous Game
  Given Taz Park's dangerous flora and fauna, it is
  widely avoided by all but the brave and foolhardy, and
  as such only Thralls frequent it with any regularity.
  However, a small group of jaded thrill-seekers have also
  been known to frequent the park, although a number
  have never returned.
  Vardune Park
  Greenery is in abundance across terraced gardens, and
  grassy embankments smothered in flowers. Copses of trees
  form shaded archways over the elevated walkways of
  woven vines that connect above the central garden. A huge
  viridia tree stands there in perpetual bloom, carefully ten-
  ded over centuries to resemble the great Botanomancer,
  Viridian.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  Inns, taverns & restaurants
  Victual Violence
  Cymril's various inns, taverns and restaurants are said
  to be among the most diverse on the continent,
  although the risk of attack by a magically animated
  meal is vastly overstated.
  The Eyrie
  As tall as a four-story building, this inn is actually a single
  large hall of sky-blue crystal, the interior of which features
  numerous hanging hammocks, platforms, tables, and ele-
  vated walkways of woven living vines, at various levels.
  Catering exclusively to Aeriad, the cuisine, décor and com-
  munal accommodation seldom appeal to other visitors.
  Four-Winds Tavern
  Located adjacent to the wind-docks, the Four-Winds tavern
  and inn is actually the converted shell of an old windship,
  complete with a mast sporting a billowing sail of silver silk.
  The lower-hold has been converted into a large, well-
  appointed bar, the upper hold into a number of small,
  moderately furnished rooms, and the upper deck is used
  as a terrace. The clientele is composed almost entirely of
  dockworkers and windship crews.
  The Greatsword
  A blunt greatsword hangs from chains above the double
  doors that enter this spartan, militaristic tavern and inn that
  caters to professional warriors of all sorts, especially Thralls.
  The décor is tough and utilitarian, the food is hearty, and
  the drink is strong. Ample stable facilities are provided, and
  the rooms are comfortable, if sparsely furnished.
  The Iridescent Pentacle
  This five-sided inn and tavern is constructed from blocks
  of enchanted crystal that shimmer with every color imagi-
  nable. Catering primarily to magicians and other spellcas-
  ters, this establishment features large glyph-covered pillars
  that prohibit all but minor spells. Private booths, a large
  common room, and rooftop terrace provide substantial
  seating, and the accommodation, service, food and drink
  are first-class in all regards.
  The Nook
  Located in the Gnomekin Market (see p. 31), the Nook is
  a subterranean tavern and inn, furnished in true Gnomekin
  style. Rough-hewn caves lined with spongy moss and lit
  with softly-glowing crystals serve as accommodation, and
  a large central cavern serves as a common room and bar,
  providing Gnomekin fare. While crafted at larger than
  Gnomekin dimensions, most humans find it slightly cram-
  ped, although the prices are fair.
  The Shifting Sands
  This sprawling tent complex serves as an inn and tavern
  catering primarily to travelers from the desert kingdoms of
  Kasmir, Djaffa and Carantheum. Rooms feature scatter cus-
  hions of fine silks, and exotic dancers form the entertain-
  ment. Mocha is the drink of choice, and honeyed dates are
  a speciality. Hot tubs are provided for a modest fee, and
  there is extensive stabling for mounts, wagons and drays.
  The Pacific Pavilion 
  for Conjecture and Conviviality
  Commonly known as the Sindar Pavilion, this inn and
  tavern is frequented by scholars, antiquarians and curio-
  dealers of all varieties, including Sindarans. A large com-
  plex of wooden platforms, and an intricate framework of
  wooden poles, support orange and sienna colored cloth
  walls of alchemically treated fabrics. Furnishings are of
  smoothly polished woods, and the cuisine and entertain-
  ment (including trivarian) are decidedly Sindaran.
  The Wretched Urthrax
  This dimly lit tavern is filled with the haze of smoke, and
  stench of cheap beer. By far the most dangerous establish-
  ment in Cymril, it is frequented by ne'er-do-wells of every
  stripe, from hard-bitten mercenaries, to thieves and other
  assorted riff-raff. Needless to say, the City Watch take a
  keen interest in the patrons, although only the desperate
  take any interest in the cuisine.
  Dens of iniquity
  Amorosa
  A lavish, almost palatial structure, Amorosa is decorated
  with many tasteful erotic friezes carved into its walls, both
  inside and out. The furnishings and rooms are on the deca-
  dent side of opulent, and this establishment offers all man-
  ner of erotic diversions for males and females of many
  races, albeit at near extortionate prices.
  Amorosa or the Temple...
  Prostitution is only permitted in sanctioned brothels,
  such as Amorosa, and the Repose of the Ten Thousand.
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  Chances
  This subdued establishment is easily overlooked, save for
  the large, glowing crystal pentadrille piece that hangs
  above the doorway. The interior of this casino is tastefully
  decorated, and security is strict. Various sums are wagered
  on games of pentadrille, quatrillion, trivarian, and zodar,
  with in-house spellcasters and observers ensuring that any
  cheating, magical or otherwise, is minimized.
  Chicanery
  A radiant magical hologram floats in the air above the twin,
  carved circular portals of this emporium, proclaiming
  "Chicanery". This establishment offers the experience of
  superbly crafted illusory realities of whatever the client
  desires, from highly unlikely sexual encounters, to virtual
  battlegrounds, or travel through bizarre or non-existent
  landscapes. Prices range from 50 g.l., to well in excess of
  10,000 g.l. depending on complexity and duration.
  Eidolon
  This unremarkable building bears no signs or decoration,
  and the stout door remains closed at all times. A private
  club providing a comfortable, social atmosphere for its
  members, Eidolon offers numerous drugs to its clientele,
  although it deals primarily in euphorica. Only those who
  are on the registered list of members are allowed entrance,
  and security, both in the form of traps, guards, and magi-
  cal wards, is excessive. Membership is by invite only.
  Alchemical High
  Most drugs are legal in Cymril, but heavily taxed and
  the most dangerous drugs, such as k'tallah, are still ille-
  gal. Magically tailored drugs, made locally and sold
  without taxation, are a problem for the City Watch.
  Magique
  The most popular of Cymril's nightspots, Magique is a
  large, six-story club, topped with a spiral-carved dome.
  Carved all over with intricate runes, the hues of color
  within the club's walls shift continuously. The clientele are
  generally 
  young, 
  affluent 
  and 
  fashion-conscious.
  Numerous musicians of various nationalities provide enter-
  tainment throughout the building, accompanied by illuso-
  ry light shows. Scattered tables and seats surround each
  story's dance floor, and intoxicants of all varieties, from
  alcohol to mild drugs, are available at the bars. Admission
  is 10 g.l. and any trouble is swiftly dealt with by the vete-
  ran Thrall bouncers.
  Repose of the Ten Thousand
  This building consists of a cluster of narrow towers, each
  linked to the other and topped with a pointed dome.
  Innumerable life-size figures of Zandu's Ten Thousand
  saints are carved in bas-relief on the outside walls. This
  temple offers the "enlightenments of Zandir Paradoxy", pri-
  marily in the form of excessive intoxicants, sexual dallian-
  ces, spicy food, dance, and musical entertainment.
  Zephyr
  A large lilac dome covers this nympharium, the interior of
  which is a sylvan glade, complete with trees, pools, and
  flower-covered carpets of grass. While the dome is opaque
  from the exterior, the roof is completely clear from the
  interior. Visitors are immersed in Muse culture, engaging in
  various sensual pursuits with the male and female Muses,
  enjoying telempathic projection shows, musical performan-
  ces, and partaking of the subtle and delicate Muse cuisine.
  Admittance costs 30 g.l.
  Transportation
  Wind-Docks
  The government-controlled wind-docks consist of four
  large construction and repair warehouses, a seven-story
  office tower of opaque green, and the wind-dock itself: a
  250-foot high tower of rutilated rainbow crystal. The wind-
  dock sprouts branch-like docking platforms at regular
  intervals throughout its height and circumference, lending
  it the appearance of a bizarre tree when numerous winds-
  hips and windriggers are docked. Six large magical disks at
  the heart of the tower serve to raise and lower cargo, crew
  and passengers as they arrive or disembark.
  Government Control
  The Wind-Docks were originally owned by the Four
  Winds Trade and Travel Company, but they were
  brought out by the Cymrilian government following the
  Farad-Rajan incident. The Cymrilian government has
  assumed control of all windship production and
  docking facilities, thereby maintaining tighter control
  over the arcanology and its secrets.
  Windship Travel
  Cymril's windships are the quickest, but most expensive
  way to traverse the continent. Common port-of-call
  include Zanth, Dracarta, Hadj, Hadran, Danuvia,
  Nankar, Vashay, Tor and Kasmir. Less frequent trips
  include Aamahd, Al Ashad, Tarun and Caprica; most
  other places will require a chartered ship to go to.
  Cymrilian windships never go to some places for
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  varying reasons. These include mountainous Arim; the
  weather of L'Haan is too severe; the airspace of the
  Kang Empire beyond Hadran is forbidden and Rajan
  is a hostile nation. Traveling on a windship is a rough
  experience. Quarters are cramped, food is poor, the
  weather is often harsh, and sickness is common; much
  like a seagoing vessel. Attacks from aerial creatures
  such as wind demons and ravengers and the occasio-
  nal bout of aberrant weather also pose a danger.
  Ruby Lightning Coaches
  Cymril's most famous coach company, Ruby Lightning
  Coaches are recognizable by their luxuriant decor.
  Rich, colorful hardwoods are beautifully carved in the
  likeness of nymphs, and embellished with artful paints,
  and the interior of each equs-drawn coach is covered
  with lush, crimson velvet. They have several dozen coa-
  ches running at all times of the day and night, waiting
  at all of Cymril's major nightspots and tourist attrac-
  tions. A single journey to any location in Cymril, costs
  5 s.p. per person, and each coach can accommodate 4
  passengers. The company is run by a committee of
  coach drivers, and a few equs representatives.
  Miscellaneous
  Arcanum Society
  This simple and austere three-story pyramid in classic eme-
  rald houses the Arcanum Society: a private club that inclu-
  des many lecturers at the Lyceum Arcanum, as well as
  esteemed wizards and archimages of various nations and
  nationalities. Admission and membership are by invite and
  majority vote only, following a strict interview process. The
  club is open to either gender, and maintains a comfortable
  common room, superb observatory, and excellent library
  of magical writings.
  Cymril Mausoleum
  This 250-foot edifice of glaucous crystal is the final resting-
  place of many Cymrilians. Those who can afford it are
  encased in glass, and displayed in one of the mausoleum's
  many cubicles. This costs at least 2,000 g.l. ranging up to
  20,000 g.l. depending on the quality, color, and opacity of
  the crystal used. The majority of Cymril's deceased are
  thrown into the Void at the Sanitation Center following a
  brief ceremony.
  Sanitation Center
  This large oval building of opaque white crystal houses the
  city's waste disposal and cleansing services. A large central
  hall contains a heavily warded portal to the Void through
  which all Cymril's waste produce and garbage is disposed.
  In addition, numerous secluded funerary rooms are located
  adjacent to this, performing the necessary rites for Cymril's
  departed, before the body is lowered into the Void.
  Tazian Arena
  This enclosed 50-foot diameter arena of crimson crystal
  features three tiers of benches, and can hold several hun-
  dred spectators. The weapons used are blunted or padded,
  reducing the chance of mortal injuries by a significant
  degree. Bouts are fought every evening, and admission is
  1 g.l. Wagering is brisk.
  The Vault
  This windowless stone tower serves as a moneylender's
  and bank, run by several Kasmiran associates. Security is
  perhaps the strictest in all of Cymril, with many hidden
  traps, spy-tubes, and numerous iron doors. Foreign curren-
  cy can be exchanged here for a 10% surcharge, and loans
  can be applied for with a minimum 30% interest rate. In
  addition, money and valuables can be deposited for safe-
  keeping for a fee of 5% per month.
  Sample NPCs
  The following NPCs can be used as player contacts,
  encounters, or rivals (friendly or otherwise):
  Casselle - Acolyte of the Magister
  Casselle is fashionable and gregarious; she is also a devo-
  ted acolyte of the Magister (Cymril's concept of the
  Creator). A skilled magician, she affects a white and
  damask marbled semblance.
  Abo Enabia - Daughter of Terra and Inn Keep
  Priestess of Terra's Grotto (see p. 30), proprietor of The
  Nook (see p. 34), and mother of 12, this beautiful, middle-
  aged Gnomekin always has time for those in need, regard-
  less of race or creed.
  Dragonnade - Rogue Cymrilian Pyromancer
  Affecting a vaguely reptilian appearance, with green scales,
  red eyes, and red hair shaped into a crest, Dragonnade is
  also a thief and professional assassin, specializing in arson.
  He is by turns hot-tempered and cold-blooded.
  Siddig Fadeel - Sindaran Watch Investigator
  This agreeable Watch Investigator also creates healing
  elixirs in his spare time, and collects medical parapherna-
  lia. He secretly admires those criminals audacious enough
  to try and outwit him.
  Aaslan - Aamanian Witch-Hunter
  Dour, mysterious and imposing, Aaslan is in charge of
  
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  The City Guide of Talislanta
  Chapter V :Cymril
  security at The Righteous Tower of Aa (see p. 30). He has
  a somewhat sinister and nefarious reputation among
  Cymril's citizenry.
  Davallia - Muse Entertainer
  This lilac-winged and beautiful, if absent-minded, Muse
  works in the Zephyr nympharium, and is guarded by a
  wood whisp named Migg who fancies himself a great war-
  rior, and states he is "a giant among wood whisps!"
  Talis - Lecturer at the Lyceum Arcanum
  Talis is Department Head of Natural Magical Studies at the
  Lyceum, and is approaching 40 years of age. He affects a
  semblance reminiscent of earth, with grass-like hair. He is
  often found meditating in any of Cymril's parks.
  Ka-Ree - Blue Aeriad Scout
  Ka-Ree is a young, highly-strung member of Cymril's
  legion. She is often reprimanded for leaping off public
  buildings, and spends her off-hours in The Eyrie (see p.
  34). She fights with a dart-thrower in each hand.
  Tempestus - Veteran Marine
  Tempestus is a veteran Swordsmage and aeromancer, more
  at home aboard a windship than on the ground. This gruff
  and friendly marine has ashen hair, silver skin, a sword that
  glows like lightning, and clothes that roil with dark clouds.
  The Awesome Axe - Thrall Gladiator
  This heavily scarred, peg-legged Thrall is the current cham-
  pion of the Tazian Arena (see p. 36). A specialist in Tazian
  combat and wrestling, he was forced to leave the military
  when he lost his left leg below the knee.
  Azi al Din - Kasmir Trapsmage and aspiring burgler
  This young, highly adept Kasmir runs the highly successful
  Lock & Key establishment (see p. 32). Sociable and excita-
  ble for a member of her culture, she has romantic dreams
  about becoming a notorious burglar.
  Jaelistian - Hellacious Cymrilian Student
  Jaelistian (Jael to his friends) is a student at the Lyceum,
  studying wizardry with a strong emphasis on illusion-craft.
  He is also a notorious practical joker and rogue. His appea-
  rance is angelic, with gold skin, sapphire eyes, glowing
  white hair and robes.
  Savrille - Pharesian Peddlar
  Savrille is approaching his fiftieth year of life, and has seen
  more of Talislanta than most could hope to see in a lifeti-
  me. World-weary and wise, he is semi-retired, often spen-
  ding his evenings spinning tales in various taverns.
  Maralico - Associate of the Arcanum Society
  One of the Society's youngest members, Maralico is the
  daughter of a Cymrilian Swordsmage and Zandir Duelist.
  Born and raised in Cymril, this softly-spoken Aeromancer is
  one of the continent's acknowledged experts on avian fauna.
  
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  The City Guide of Talislanta
  Chapter VI :Dhar
  A Visitor's Guide to Dhar
  The Populace
  Dhar is the greatest of the Gryph communities, containing
  90 communal eyries, with a total populace of 700 residents.
  Although any civilized visitor would consider Dhar little
  more than a large village, it is of great significance to the
  Gryph people, for it is home to the Great Council Eyrie, the
  solemn lodge where all the clan chieftains meet to discuss
  matters that are of importance to the Gryphs as a whole.
  Few outsiders ever visit Dhar, save for the occasional
  Ariane Druas or Orgovian trader, and in truth the Gryphs
  prefer to be left in solitude.
  History
  The Great Council Eyrie was established in the harsh winter
  of 121 N.A. following a bloody and protracted skirmish with
  a sizeable force of Ur raiders. Recognizing the need for grea-
  ter cooperation, should the Ur ever attack en masse, the
  chieftains of each clan hammered out the agreement that led
  to the formation of the Great Council Eyrie, and greater
  unity among the Gryph clans. One other notable event in
  Dhar's history occurred in 245 N.A. The Gryphs, suffering
  from a plague of gange, were cured by the Ariane, and
  vowed to remain always the protectors of the Ariane race.
  Dealing with the Ground Dwellers
  The Gryphs use the hides, horns, and bones of their prey
  to form many of their tools, and weapons, and trade
  these commodities and materials with other clans, and
  certain Orgovian bands. In addition, the Orgovians
  often trade for large quantities of fallen span oak tim-
  ber, giving the Gryphs metal tools and weapons in
  return. The Ariane that visit provide the Gryphs with
  healing salves and philters, though the Gryphs are
  expected to provide them with the necessary herbs.
  Visions of Dhar
  Note: As Dhar is effectively obscured from above and
  around by a dense canopy of leaves, it can only be viewed
  from the ground beneath it.
  On Approach
  Centuries of life's natural cycle have left the forest floor
  covered with a deep rich loam, and many bushes and ferns
  bask in the few pools of sunslight that penetrate the dense
  emerald canopy far above. Mosses and lichens cling to
  boulders embedded in the rich soil. The trunks of span oak
  trees form broad pillars of rich hardwood everywhere, and
  many fallen branches litter the ground, forming an intrica-
  te, multi-layered maze of moss-encrusted wood. Large
  vines seem to twist and twine around everything in sight.
  High up above, many vast nests seem woven amid the
  broad boughs.
  Dhar at Night
  Dhar is plunged into shadowy darkness with the coming
  of night, the dense canopy permitting little light to filter
  down, save for the occasional shaft of moonlight.
  The Typical Dwelling
  An Exterior View
  A large nest-like construct, 20-foot in diameter, nestles
  close to the broad trunk of the tree, formed from densely
  packed vines and branches, woven around the very limbs
  of the tree itself. A dome of verdant leaves forms a roof
  over the eyrie, rusting lightly in the wind.
  Dhar's Clans
  Unlike other Gryph settlements, each of which is home
  to a single clan, Dhar is home to two clans: The Kree
  and the Eechah. Both clans live on amicable terms,
  and are roughly equal in power and influence, their
  dwellings intermingled throughout the settlement.
  However, clan members remain fiercely proud of their
  own clan heritage and history, even though the history
  of both clans has become intertwined considerably.
  The Eyrie Interior
  Little light penetrates the inside of the large woven nest,
  leaving it dim. There are no adornments, and no furni-
  shings, the barely cured hides of wild beasts that line the
  “The Gryphs have barely elevated their lifestyle above that of the common avir, as the construction of Dhar demonstrates, and
  you expect me to regard them as anything more than “noble savages”?”
  - Jharpur, incredulous Cymrilian Naturalist.
  VI.Dhar
  
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  The City Guide of Talislanta
  Chapter VI :Dhar
  nest serving as the only comfort, providing warmth, and
  keeping out chills. A single thick skin is secured just insi-
  de the entrance, easily fastened to ward against cold winds
  and rain.
  Places of authority
  Great Council Eyrie
  Majestic amid the fingers of Creator's Talons (see right
  column), this eyrie is three times larger than any other, and
  almost spherical in shape, making it seem as if the
  Creator's talons are clutching a large egg made from skill-
  fully woven vines and leaves. It is here that the chieftains
  of all the Gryph clans come to meet each year, during the
  first week of Jhang, and discuss decisions that impact the
  Gryphs as a people.
  Military bases
  Watch Perches
  Cunningly camouflaged about Dhar's perimeter, these sim-
  ple wooden platforms serve as observation and resting
  posts for those Gryphs patrolling the surrounding forest.
  Educational institutions
  Market Eyrie
  (see next paragraph).
  Markets & bazaars
  Market Eyrie
  Supported by the interlocking branches of trees, and a
  woven platform of vines, the Market Eyrie is a large, oval,
  hall-like construct supported between and around a clus-
  ter of three span oaks. This empty structure provides an
  area for clan members and outsiders wishing to meet or
  barter (rope ladders are provided for ground-dwellers). In
  addition, the local fledgelings are gathered here each High
  Day, where they are taught the oral history of their people
  and tribe by the Elders of the settlement.
  Miscellaneous
  Creator's Talons
  Standing deep at the heart of the forest, and center of Dhar,
  this most ancient of span oaks stands, greatly resembling a
  five-fingered hand thrust skywards, its palm parallel to the
  ground, and its five mighty limbs forming fingers that curve
  out and upwards, grasping the egg-shaped form of the
  Great Council Eyrie (see left column). Smaller branches
  grow off in all directions, forming a canopy of leaves that
  does little to hide the shape of the tree.
  A Terrible Punishment
  Those rare few Gryphs who transgress against tribal
  laws, or act in a cowardly, unnecessarily cruel, or dis-
  honorable manner, are imprisoned in a stout wooden
  cage, hung low over the forest, at the center of the set-
  tlement, there to consider their folly for a few days or
  weeks. Repeat offenders, and those that commit such
  atrocities as murder, are slain out of hand, and their
  bodies thrown to the ground.
  Final Roost
  Outside the settlement, a single slender span oak towers
  above those that surround it, and the vegetation at its base
  is thick and deep, to the point of impenetrability. The stark
  white of many bones cover the dark soil beneath it, and
  almost obscured by the canopy of leaves, woven funerary
  bowers can just be seen laid atop the tallest branches.
  Sample NPCs
  The following NPCs can be used as player contacts,
  encounters, or even the inspiration for a player character
  concept.
  Ka Chakk - Grizzled Gryph Kree Chieftain
  Active despite his advancing age, Ka Chakk has seen many
  hunts, as his many scars attest. An aggressive and curmud-
  geonly member of the Great Eyrie Council, he brooks no
  foolishness.
  Kra Chi Chi - Shy Fledgling Gryph
  Still slightly ungainly, but maturing rapidly, Kra Chi Chi is
  actually quite shy and cautious, traits only matched by his
  insatiable curiosity. His parents hope that his un-Gryphlike
  behavior is merely a phase, and are unaware that Kra Chi
  Chi is considering following Spiral Walker in her travels.
  
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  The City Guide of Talislanta
  Chapter VI :Dhar
  Skree Ak - Aggressive Gryph Chick
  Skree Ak is barely a two years out of her egg, and still
  bears patchy tufts of pink down amid her growing pale
  orange plumage. She is still unable to fly, and her walking
  attempts are almost comical, but she is quite fearless, and
  constantly hungry.
  Keerawk - Solitary Gryph Sentinel
  With visual acuity astounding even for a Gryph, Keerawk
  often finds herself assigned to patrol Dhar's bounds on a
  vigil for intruders and dangerous predators. She performs
  such duties with pride and relish, and in truth, prefers her
  own company.
  Ee Rakk - Gryph Weaponer
  Ee Rakk is a skilled weaponer, his nest marked as a crafts-
  man's by the window it bears. Although he trades for the
  forged iron duar and bolts heads provided by the Oj
  Orgovians, it is his skill that crafts the sturdy, perfectly
  straight, and surprisingly light poles to which the heads are
  attached, and the well-balanced crossbows that fire the
  bolts. Those considering crossing this stoic Gryph, should
  best consider his skill with his weapons, first.
  Chee Ah - Gryph Healer
  Sight dulled by advanced age, and feathers pale and pat-
  chy, Chee Ah is not long for this world. No longer a capa-
  ble hunter, her claws are dulled, but her usefulness conti-
  nues, for she has learnt the basic arts of healing and her-
  balism from the Ariane, and aids her fellow Gryphs when
  possible.
  Orgon - Oj Orgovian Caravan Master
  Orgon and his caravan make bi-monthly visits to Dhar, tra-
  ding quantities of forged iron bolt-heads and duar-heads,
  in exchange for quantities of fallen span oak timber, bolts
  of spinifax, animal hides, and a few Gryph craft items.
  While he is certainly irascible and churlish, he holds a great
  deal of respect for his winged customers.
  "Spiral Walker" - Experienced Ariane Druas
  Named after the peculiar gnarled and twisted whitewood
  stave she bears, as well as her cryptic mannerisms, Spiral
  Walker is both aged in terms of physical life and incarna-
  tions. Her weather-beaten features always bear a faraway
  look, and her right leg is slightly lamed. She visits Dhar at
  least once every two years.
  
  - 41 -
  The City Guide of Talislanta
  Chapter VII :Durne
  A Visitor's Guide to Durne
  The Populace
  Durne is home to the entire Gnomekin populace, with the
  exception of those serving in the Seven Kingdom's milita-
  ry and a few ex-patriots. With a population of 263,000 cal-
  ling it home, the Subterranean City of Durne is a vast,
  multi-layered warren of tunnels unnavigable by any save
  the Gnomekin themselves.
  History
  According to Gnomekin mythology, they have lived in the
  Subterranean City since Archaeus was formed, as the tun-
  nel network was their first gift from Terra, following their
  birth as a race. Of the noteworthy events in Durne's histo-
  ry, perhaps the most notable was the One Day War of 67
  n.a. when the Darkling hordes of Urag, fleeing the Ur
  clans, attempted to invade the Subterranean City, only to
  be soundly beaten and routed within a day of engagement.
  Visions of Durne
  As Durne is a sprawling network of tunnels and caves
  some 200-foot underground, it cannot be viewed in
  any conventional sense, nor can it be seen in its enti-
  rety. It must be viewed one location at a time.
  The thousands of nooks inhabited by the Gnomekin
  extend up to a mile around, below, and even above
  Terra's Womb: a huge cavern at the heart of the city
  (see p. 43), creating an indecipherable maze, intercon-
  nected by tunnels. No map is provided here due to the
  3D topography of the subterranean city. Instead,
  important and typical sites are detailed, along with a
  description of their location comparative to each other.
  The Typical Dwelling
  As the typical Gnomekin family usually exceeds 10 mem-
  bers, they share what living space they have available in a
  very communal, open way. As a result, there is little of the
  desire for privacy or sense of shame over such things as
  nakedness that typifies other cultures.
  An Exterior View
  Phosphorescent fungi cling to the tunnel walls in irregular
  patches, glowing wanly. A warm, inviting amber glow fills
  the end of the tunnel.
  The Nook Interior
  The tunnels that lead to Gnomekin nooks open directly
  into the Heart Room (see below). Nooks have no doors,
  though some families hang rugs of woven moss over their
  entrances. There is no typical number of rooms in a single
  nook, though there is never more than one Heart Room.
  Usually there is one bedroom for every three family mem-
  bers. Rooms might lie adjacent to, above, or below each
  other, but all connect directly to the Heart Room.
  • The Heart Room
  This 20-foot diameter, 5-foot high cave is the nook's com-
  munal room. Several beautifully sculpted clusters of crystal
  placed at the center of the cave give off a rich amber glow.
  A soft, thick carpet of moss covers the entire floor.
  Stalagmites of various sizes have been sliced off just above
  the floor, providing seats and tables.
  • Bedroom
  Thick moss covers the floor of this small cave, lit by a sin-
  gle cluster of fungi growing in a recessed alcove. Several
  shallow recesses in the floor are lined with extra thick
  moss, providing comfortable bedding.
  • Larder
  Unlit and bare, stone shelves are piled high in this tiny
  cave, displaying mushrooms, tubers, roots, fish and lichens.
  A crystal tub in the corner contains fermenting mushroom
  ale, and a small natural spring provides fresh water.
  Fresh Finger Food
  Gnomekin seldom cook their food, preferring to eat it
  fresh and raw "as Terra intended". They serve delicious
  mixtures of fungi, fresh fish and sliced tubers, seaso-
  ned with powdered lichen, and served on the large,
  plate-like caps of edible mushrooms (which are also
  eaten). They do not use cutlery.
  • Toilet and Washroom
  This tiny bare cave contains two covered crystal tubs. One is
  used as a toilet, while the other contains fresh water for wash-
  ing with. Towels of woven moss are used to scrub and dry.
  VII.Durne
  “They live in caves and subsist on raw mushrooms and roots? How disgustingly primitive! Small wonder the little savages are
  so stunted.”
  - Her Bountiful Magnificence, Hasse-Jalour, Hadjin Diplomat.
  
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  The City Guide of Talislanta
  Chapter VII :Durne
  Never Waste Waste
  Gnomekin take their full toilet tubs to their local mush-
  room or tuber farms, where the accumulated wastes
  are used as fertilizer.
  Tax, Wage and Rent?
  Gnomekin do not pay taxes, nor do they engage in
  common trade with each other. All members of the
  community give freely of what goods and services they
  can provide. By working selflessly together everyone is
  provided for. No Gnomekin receives a wage, and only
  those who trade with the surface dwellers accept or use
  coinage. Likewise, they would consider it an insult to
  Terra to charge each other for what She has provided
  all. They do not pay for accommodation, and the enti-
  re community helps to carve a new nook if such is nee-
  ded. The "Wealth" any given Gnomekin character starts
  with consists of those saleable pieces they have accu-
  mulated themselves, and such "useful gifts" given to
  them by well wishers when they depart.
  Places of authority
  Servitor's Nook
  Located at the end of a small, unremarkable tunnel
  connected to Terra's Womb (see p. 43) is Servitor's Nook:
  the dwelling of the King and Queen of Durne. It is no dif-
  ferent than any other nook, such is the humble nature of
  Durne's rulers.
  There are no guards at Servitor's Nook, as no Gnomekin
  would even consider bothering the King and Queen unless
  the need was dire. However, any nearby Protectors (and
  there is always a unit in Terra's Womb) will prevent non-
  Gnomekin from disturbing the King and Queen unescor-
  ted and without an extremely important reason.
  Servants not Rulers
  Servitor's Nook is so named because the King and
  Queen of Durne firmly believe they are but servants of
  Terra and Her people. The current King is Taro Orabio,
  a middle-aged, veteran Protector who lost his right arm
  during a skirmish with Satada. His wife, Queen Geo
  Orabio is a canny Crystalomancer who spent 30 years
  trading at Cymril. They live in Servitor's Nook with
  their 19 children.
  Open Arms Nook
  Up another small tunnel adjacent to Servitor's Nook (see
  above) is a nook specially enlarged and furnished to house
  visiting dignitaries. Fitted with a carved wooden door, and
  civilized furnishings such as carpets and beds, it is almost
  ostentatious. Despite this attempt to make visiting VIPs com-
  fortable, it is still a rare event that any choose to visit Durne.
  Cave-Cells
  Located at the center of a maze of tunnels down near The
  Deep Waters (see p. 43) are 10 small cave-cells. Each bare
  cave contains nothing but a layer of moss, and can hold
  two human-sized prisoners comfortably. Extremely thick
  stalactites and stalagmites form interlocking bars of stone. A
  large boulder wedged into place forms the door for each
  cell. Guards are posted when a criminal is incarcerated.
  Military bases
  Tunnelrock
  The only normally visible sign of the Subterranean City,
  Tunnelrock is a 150-foot spur of rock on the surface of
  Durne. Riddled with small, Gnomekin-sized tunnels and
  passageways, it leads by tunnel directly to the city itself
  which is located some 50 miles to the southwest. Several
  veteran units guard Tunnelrock at all times, and many of
  the passageways are extensively trapped.
  Sentinel Posts
  Located in strategic positions throughout the city and sur-
  rounding tunnels are Sentinel Posts. Stone platforms are
  carved into the tunnel walls at various levels and padded
  with moss. A unit of six Protectors maintains vigil from
  these vantage points, aided by a Crystalomancer at the
  most dangerous posts.
  Tactics and Defenses
  A trained tunnel-runner is located at every Sentinel
  Post, and is dispatched at the first sign of serious dan-
  ger, speeding off along tunnels to warn neighboring
  Sentinel Posts and nooks. These runners form a vital
  communication network for Durne's defenses.
  Gnomekin Protectors are masters of guerilla-style com-
  bat, using hit-and-fade tactics to harry and pick off
  invading forces, as well as creating tunnel-traps and
  caving-in unimportant tunnels, crushing opponents
  and sealing off entrances. They are also extremely fier-
  ce and doughty fighters in face-to-face combat.
  
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  The City Guide of Talislanta
  Chapter VII :Durne
  Places of worship
  Terra's Womb
  This enormous cavern, 70-foot high and 300-foot in diame-
  ter, sits at the very center of the Subterranean City. The
  cavern walls glisten with veins of precious metals, gemsto-
  nes and crystals. Huge stalactites and stalagmites form a
  veritable forest of stone. A waterfall thunders down from
  the ceiling into a 30-foot diameter pool in the center of the
  cavern, surrounded by thick banks of moss and incandes-
  cent fungi.
  Terra's Womb
  Terra's Womb is held with great reverence by the
  Gnomekin. While they hold impromptu prayers to Her
  in any Crystal Grotto, they gather at Terra's Womb on
  the 30th of Drome to celebrate the Anniversary of the
  One Day War, and raise their voices in song.
  Crystal Grottoes
  These small natural caverns of varying size are found
  throughout Durne. Each glows softly with the rainbow
  light of hundreds of natural crystal formations, many of
  which are sculpted into delicate or fantastic shapes. Local
  Gnomekin often come to these Grottoes to contemplate
  life or sing to Terra.
  Back to the Womb
  When a Gnomekin dies she is buried in a Crystal Grotto
  where her friends and relatives gather to sing. A crystal
  cluster is then planted in the soil above the body, where
  it grows, tended and sculpted for many generations.
  Crystal Theft
  While no Gnomekin would dream of despoiling Terra's
  Womb or any of the Crystal Grottoes, the same cannot
  be said of outsiders. Anyone found attempting to steal
  any crystals or gemstones from such sites is immediate-
  ly imprisoned in a cave-cell (see p. 42), soon to be
  expelled.
  Parks
  Grotto Parks
  Laced with numerous small streams, pools and tiny water-
  falls, Grotto Parks are used as places of rest and play by
  local Gnomekin, and dozens can be found throughout the
  city. Floors and thick banks of moss provide soft footing,
  and copses of large luminescent fungi - some as large as
  trees - make wonderful playgrounds.
  Education and History
  Gnomekin do not keep written records, nor do they
  have schools or universities. They posses a rich oral tra-
  dition instead, telling and retelling old tales and events
  for enjoyment and relaxation. When a young
  Gnomekin wishes to pursue a career of craft, they
  apprentice themselves to a member of that profession.
  Only the Protectors and Tunnel-Runners receive trai-
  ning as a group taught by a single tutor.
  Miscellaneous
  Farms
  Farms are found throughout Durne, and usually take the
  form of vast, wide caverns. Fields of whitecap mushrooms
  are planted and harvested here, while others grow various
  crops of edible tubers, all fertilized by the city's waste.
  Numerous other farms have been dedicated to the growth
  and cultivation of crystals of various hues and colors, the
  majority of which are exported to Cymril.
  The Deep Waters
  The largest cavern in the Subterranean City, the Deep
  Waters is fully a mile in diameter, and 100-foot in height,
  located at Durne's lowest level. Occupying most of the
  cavern is a fathomless, shadowy lake of cold freshwater. In
  the shallows are numerous hatcheries where the
  Gnomekin raise edible fish and mollusks.
  Dangerous Calm
  Despite The Deep Water's calm surface, it is home to
  many dangerous predators. Octomorphs and Renders
  both inhabit its cold depths, and sometimes rise to the
  surface, attempting to raid the hatcheries. For this rea-
  son, the Gnomekin fish-farmers are armed and several
  units of Protectors patrol the lake's banks.
  Sample NPCs
  The following NPCs can be used as player contacts, relati-
  ves or possible encounters.
  Beo Omono - Protector Instructor
  Beo is regarded as friendly and humble, even among
  
  - 44 -
  The City Guide of Talislanta
  Chapter VII :Durne
  Gnomekin. A Protector of advancing years, his mane is
  starting to gray, but his eyes and wits remain keen. He is
  a well-loved Instructor.
  Omi Domino - Child-like Crystalomancer's Apprentice
  Playful in the extreme, Omi is still a child at heart, exube-
  rant, wide-eyed and innocent, with far too much energy.
  She is just learning to harness magic and finds the sensa-
  tion rather giddying.
  Mono Nomino - Concerned Tunnel-Runner
  Despite his important and dangerous profession, Mono is
  concerned for any Gnomekin who would want to leave
  the security of Durne. His brother, Abi, was killed while
  adventuring.
  Bimi Monobo - Mushroom Farmer
  Bimi has been mushroom farming for most of her life, and
  takes delight in producing some of the most aromatic
  mushrooms, such as purple puffballs. Although modest,
  she takes quiet pride in the fact that her skills feed Terra's
  people.
  Oolo Bibino - Daughter of Terra
  Compassionate and understanding, the gray-haired Oolo
  has been alive for longer than any Gnomekin can remem-
  ber. She has acted as midwife for many hundreds of
  Gnomekin births.
  Neo Molo - Crystalsmith
  Neo is regarded as blessed by Terra, for his skill at crafting
  crystal, while making it look as if the crystal grew into
  whatever tool he is making, is exceptional. He is scrupu-
  lously honest and fair, and does not charge any more than
  normal, even though his goods are of superior quality.
  Gomo Babino - Armorer
  Notably overweight for a Gnomekin, Gomo isn't the shar-
  pest tool in the box, but he is skilled, exuberant, friendly,
  and irrepressible. Crafting scale armor using the metallic
  scales of the Render, he always has a slight fishy aroma,
  even though he tries to keep as clean as possible.
  Puk - Darkling Daredevil
  Puk has an adventurous streak, and enjoys sneaking into
  Durne to steal pretty baubles. He even plays practical jokes
  on stationed Protectors, such as covering the hilts of their
  blades with sticky resin.
  
  - 45 -
  The City Guide of Talislanta
  Chapter VIII :The Rogue-City of Gao
  A Visitor's Guide to Gao
  The Populace
  The Rogue City of Gao is a lively and colorful place, the
  city's population of approximately 4,000 inhabitants for-
  med from an eclectic and motley array of swashbucklers,
  criminals, scoundrels, renegades, and free slaves. While
  the majority (60%) are of obvious Phaedran descent to
  some degree (with the same copper skin and black hair as
  their Aamanian and Zandir cousins), they rub shoulders
  peacefully with renegade Mangar, free Batreans, escaped
  Thiasians, and such exotics as Sawila, in addition to a smat-
  tering of others. Cross-cultural marriages and relationships
  are also commonplace, producing numerous Gao of mixed
  or indeterminate heritage.
  History
  In 112 N.A., during the Cult Wars that toppled the
  Phaedran Empire, dissidents were incarcerated on the iso-
  lated penal colony of Gao-Din, a gaol from which it was
  rumored, there was no escape save death. Life in the colo-
  ny was brutal and unforgiving, but salvation came in 133
  N.A. when the forces maintaining the prison were with-
  drawn, abandoning the site and those incarcerated there,
  to fend for themselves or die. With this unexpected free-
  dom, the inmates rapidly banned together to survive, and
  began exploiting the surrounding jungle, slowly establi-
  shing a safe-haven among the walls of their former prison.
  The Rogue City of Gao was born. Gradually salvaging the
  shell of a partially-sunk and abandoned Phaedran slave
  vessel, the Gao set themselves on their first tentative steps
  along the road of piracy that would become their liveli-
  hood. Perhaps the greatest show of Gao solidarity occur-
  red in 267 N.A. when the Imrians attempted to sack Gao,
  only to be beaten by the island's defenses, swarmed with
  aqua demons, and subjected to a coordinated sea rogue
  attack when they tried to retreat. Few Imrians made it
  home that fateful day.
  The Unchained Heart
  All Gao vessels bear a flag called the Unchained Heart,
  which consists of a stylized red heart surrounded by
  broken chains, symbolizing the liberty of the original
  Gao, and the freedom and passion with which they live
  their lives. Each vessel has its own unique variation on 
  the theme. These flags are hoisted when the Gao make
  ready to attack, and give the target vessel chance to sur-
  render (as well as ensuring they know their attackers
  are Gao). Unknown to all but the Gao themselves, these
  flags are also displayed as the Gao return home and
  sail into dock, as the aqua demons that live around the
  isle will not molest a Gao vessel (see sidebar, p. 47).
  Visions of Gao
  A View from Afar
  Rising from the crashing azure waves is a small island of
  white beaches, with a single narrow inlet amid tall, trea-
  cherous rock outcrops of limestone. A thick, green mantle
  of mist-wreathed jungle swathes the isle. Visible above the
  bank of green are the limestone walls of the Rogue City
  itself, set atop a high plateau that thrusts up from the sur-
  rounding jungle.
  At the Gates
  Heavy walls of rough limestone, each 20-foot high, bear a
  large gate of heavy, ironbound timbers featuring a small,
  iron, sliding panel at eye-level. A stout lookout tower of
  stone and lashed timbers overlooks the gate, walls, jungle
  and ocean below, from just inside the gate itself. Cruder,
  makeshift walls, each a mere 12-foot high, are visible only
  a short walk away, adjoined to the original walls.
  The City Streets
  Streets of dirt weave amid a jostle of diverse huts and halls
  laid in no discernible pattern. Crafted from limestone, jun-
  gle timbers and salvaged driftwood, with roofs of thatched
  jungle vines and leaves, some are plain, while others have
  carved timbers, and painted walls. The buildings show the
  influence of varied cultures, including walls painted with
  Batrean pigments, wooden roofs with carved Mandalan
  eaves, and wooden beams carved to resemble Phaedran
  pillars. Children holding sticks play-fence gleefully amid
  the streets, while on-looking sailors laugh.
  Gao at Night
  Gao's nighttime streets are a riot of merriment, as sea-
  rogue crews spill out from the crowded inns into the
  VIII.Gao
  “I don't care if the fiend smiled and bowed most dramatically when he plundered my ship! A well-mannered pirate is still a
  pirate, you gibbering idiot!”
  - Mar, Enraged Zann Sea Captain.
  
  - 46 -
  The City Guide of Talislanta
  Chapter VIII :The Rogue-City of Gao
  streets, and the city's many hearth fires lend the place a
  welcoming feel.
  The Typical Dwelling
  The following hut is typical of that inhabited by the single,
  average sea rogue. Captains tend to live a lot more opulently.
  An Exterior View
  A simple hut of chipped limestone is topped with a roof of
  thatched jungle leaves and vines, intricately interwoven to
  form a simple Thiasian pattern, its walls painted with natu-
  ral Batrean colors in the abstract style currently favored in
  Cymril. A door of roughly polished wood stands inside a
  wooden doorframe carved with delicate images, and there
  is a single, wooden-shuttered window.
  The Dwelling Interior
  The hut consists of a single room. A hammock of fine lea-
  ther hangs across one corner, attached to rough iron hooks
  in the limestone walls, a locked wooden seachest on the
  floor beneath it. Several old crates and barrels are being
  used as seating and a table, while a large open casket
  holds a mess of colorful clothing. Decorating another cor-
  ner is a beautiful ship's figurehead of polished wood and
  enamels. A Sawila windchime of painted seashells hangs
  inside the doorway. The discarded top of a wooden barrel
  sits in the corner, covering a small, crudely dug hole that
  leads to the old penal colony's sewage outlet system.
  A Life of Romance
  Sweeping and romantic love affairs are quite rampant
  among the libertine and hot-blooded Go, and only a
  minority ever actually settle down for life, or share a
  dwelling for any length of time. Eve those who enter
  long-term relationships (often polygamous) seldom
  share a home, preferring instead to retire to whichever
  of their abodes they feel like, as and when they want to.
  Places of authority
  Throne of Thieves
  Originally the prison warden's dwelling, this two-story
  house is formed from smooth limestone blocks, with a roof
  of Arimite slate, a solid carved door, and windows clad
  with brass cross-hatching. The original rooms remain
  intact, including a large bedroom, bathroom, lounge,
  study, kitchen, and dinner hall, but the contents are radi-
  cally different. Home to the current King or Queen of
  Thieves, all of the rooms are lavishly over-decorated with
  stolen booty. The monarch uses the large dinner hall to
  hold meetings with the local sea captains.
  King of Thieves
  The current King of Thieves is the infamous, irrepressi-
  ble, and charismatic sea-rogue known as Orianos.
  Now retired after losing an arm and a leg to a vora-
  cious sea dragon, Orianos has gladly settled into his
  role governing his beloved city, and is the most popular
  Monarch of Thieves to date.
  The "Guest" House
  This large, solidly built limestone hut contains sixteen
  rooms - each partitioned with stone - and no windows.
  The door is of solid iron, and features a handful of sturdy
  locks. The "Guest" house is actually used to contain those
  individuals whom the Gao hope to ransom, as well as the
  occasional Gao awaiting his fate at Sea Demon Point (see
  below). Each room contains a simple wooden cot and
  chair, and prisoners are fed and treated with respect.
  Ransoms are blindfolded when they arrive, depart, and
  whenever they are taken anywhere, to prevent them gai-
  ning knowledge of Gao.
  No Visitors
  Outsiders are strictly forbidden from entering Gao
  unless they are to be ransomed, or have been invited to
  join the community. Those joining the community
  undergo intense interviews and magical scrutiny to
  ascertain their true loyalties and intentions: a long pro-
  cess during which the candidate is kept blindfolded.
  Gao is very insular, close-knit and secretive. Any pros-
  pective member who fails the tests is denied entrance
  and dropped off at the nearest center of civilization;
  anyone found to be a spy or threat is immediately fed
  to the aqua demons.
  Aqua Demon Point
  A long narrow path known as Deadman's Walk leads from
  the city proper to the edge of the isle, ending atop a small,
  high plateau of limestone that overlooks the ocean below.
  Those felons who break Gao's laws in a severe way are led
  here by procession. Upon arrival, a small gong is sounded
  alerting the aqua demons in the waters below that a meal
  is forthcoming. When the waters boil and churn with the
  excited thrashings of the aqua demons, the unfortunate
  individual is thrown over the edge.
  
  - 47 -
  The City Guide of Talislanta
  Chapter VIII :The Rogue-City of Gao
  Military bases
  Defense Stations
  Located around the great walls of Gao's harbor (see p. 48)
  and the inlet channel, the defense stations feature a diver-
  se array of weapons, ranging from captured ballista, sim-
  ple catapults that fire barrels of burning pitch, archery
  emplacements, and ready-made rockslides.
  Hidden Defenses
  Aside from Gao's obvious defense stations and fleet of
  ships, it also has hidden defenses that are possibly even
  more dangerous to potential invaders. Firstly, the inlet
  is only accessible by a hazardous route between towers
  of rock, and submerged rocks make it dangerous for
  anyone who doesn't know the safe route of passage.
  Worst of all, however, are the aqua demons who infest
  the waters around Gao, and who will swarm any ship
  that doesn't display the Unchained Heart flag (see side-
  bar, p. 45).
  Watch Towers
  Among the only constructs remaining of the original penal
  colony, these well-built stone platforms are located inside
  and along the perimeter of the colony's original wall.
  Topped with wooden frameworks and roofs, each provi-
  des a clear view of the entire island and the waters
  beyond.
  Educational institutions
  Training Ship
  Actually the ancient hulk of a grounded and secured ves-
  sel, the training ship serves as a school for young sea
  rogues, where they are instructed in the arts of sailing,
  navigating, traversing rigging, furling and unfurling sails,
  and fighting aboard ship, by volunteers from among those
  sea rogues now too old or crippled to go to sea as part of
  a buccaneer crew. All other education is taught by the
  child's parents, although those seeking skills and tuition
  their parents can't provide, will often try and seek a willing
  tutor to whom they can apprentice themselves.
  Markets & bazaars
  The Square
  Little more than an area of open ground at the center of
  Gao, the Square serves as a meeting place where citizens
  can barter any such plunder, goods, or services as they see
  fit. The Square is busiest whenever a ship returns with plun-
  der, which its crew trades here after paying the monarch.
  Public Law
  All trials are public affairs held in the Square, with the
  current monarch acting as overall judge. Any witnes-
  ses and accused are allowed to make a statement. The
  monarch then passes judgement based upon the ove-
  rall reactions and opinions of the viewing community.
  Gao has no individuals responsible for law enforce-
  ment. Instead, members of the community are expected
  to (and nearly always do) report any criminal activity,
  and, with the monarch's aid, gather locals to help
  apprehend the accused felon.
  Traders, artisans 
  & merchants
  Damara's
  Dwelling in a small hut with a flat stone roof, Damara is a
  superb seamstress and tailor, able to adjust existing clo-
  thing with ease, stitch stunning embroidery, or create flam-
  boyant new garments out of whatever rags, old apparel, or
  scraps of cloth she can find. The daughter of a renegade
  Arimite and a Phaedran Gao, she has a wiry build, dark
  eyes, black hair, angular features, and dark copper skin.
  While she appears unarmed, she is unnervingly adept at
  throwing her sewing needles.
  Flint's
  The mason nicknamed "Flint" inhabits this large hut of
  intricately carved stone. Of mixed Cymrilian/Phaedran
  parentage, Flint has brown skin, dark green hair, hazel
  eyes, and an oiled goatee. He is also an accomplished geo-
  mancer: a magical field that proves immeasurably useful as
  an aid to his masonry skills.
  Orimar's Forge
  Enclosed by walls of woven vines stretched over a woo-
  den framework, this basic forge is operated by Orimar, a
  powerfully built Zandir blacksmith with savagely cropped
  hair, and a big smile. Although taciturn when working, he
  is incredibly gregarious when relaxing, and enjoys a good
  bout of arm-wrestling. While he can create iron items of
  good quality, his main talent is in repairing existing items.
  
  - 48 -
  The City Guide of Talislanta
  Chapter VIII :The Rogue-City of Gao
  Quamaro's
  With precisely cut wooden walls, door, and roof, sparingly,
  but elegantly carved, this large hut stands out as an exam-
  ple of fine carpentry, created by its inhabitant, Quamaro, a
  Phaedran Gao and carpenter who lives here with Treenya,
  a decorative wood carver whose skills complement his own.
  Quamaro makes a variety of wooden goods from old crates,
  barrels, driftwood, and the occasional piece of new timber,
  and is also skilled at making natural glues and resins. His
  work is durable and well made, but would appear monoto-
  nously boring if not for Treenya's artistic hand.
  Shael's
  This thatched hut is decorated with garlands of dyed and
  woven vines and leaves, and painted with a swirl of greens
  and blues. Shael, an escaped Batrean paramour dwells
  here, trading her considerable talents as a maker of natu-
  ral dyes and paints, as well as a painter both of walls and
  people. She is nearly always plagued by suitors seeking
  her favor.
  Inns, taverns & restaurants
  Gambling
  Although Gao doesn't have an establishment dedicated
  to gambling, nearly all Sea Rogues enjoy a few games
  of chance when they relax around the table of an inn.
  The Capering Zaratan
  Formed from the converted shell of Gao's original guard's
  mess, the Capering Zaratan is a long, vaulted hall of cut
  limestone blocks and mortar over a framework of stout
  beams. A great fireplace occupies most of the wall at one
  end of the hall, and there are numerous kegs, barrels, and
  crates for patrons to sit upon. A large open firepit is loca-
  ted at the other end of the hall, usually cooking a spit-
  roast. It is the favored hangout of Jalisha and her crew (see
  NPCs, p. 49).
  The Ode
  The Ode, Gao's finest eatery, is respected for producing
  some of the tastiest and most inventive dishes in Gao,
  giving them such colorful appellations as, "Screaming
  Skalanx Seafood Sausages", etc. Aamatla, the chief chef (a
  defrocked Aamanian priest) is one of Gao's most tempera-
  mental citizens, and is obsessed with spicy food.
  Friendly Rivalry
  Although the myriad members of Gao's populace get
  along with a minimum of friction, friendly rivalry is
  often intense between many of the sea captains (and
  their crews). However, aside from the occasional good-
  natured brawl or contest, they strive to outdo each
  other by reaping the richest spoils and boasting of their
  greatest feats of derring-do (usually with no small
  amount of "embellishment").
  Dens of iniquity
  Madame Malkin's
  This long, broad limestone hall is topped with a roof of old
  wooden planks carved with lewd comments in Thaecian,
  but is otherwise unadorned. Despite its dull exterior, it is a
  combined tavern and brothel beloved of Gao's single sai-
  lors. The interior walls are painted with erotic, but tasteful,
  imagery and the entire hall is decorated with elaborate
  plunder. Half of the building comprises of a small stage,
  bar, tables and chairs, while the other half contains a dozen
  curtained booths where patrons may indulge themselves
  with a member of the establishment's female or male "ser-
  vice staff".
  "Madame" Malkin
  One of Gao's most eccentric and popular personages,
  "Madame" Malkin is actually a male Thaecian trans-
  vestite, fond of the most elaborate dresses and makeup
  he can muster. His outrageous wit and humor is the
  stuff of legends.
  Transportation
  Docks and Harbor
  The natural harbor, features enough wooden docking plat-
  forms for 30 large, ocean-going vessels (although just as
  many vessels can anchor within the waters of the dock
  itself). The harbor is surrounded by a vast wall of limesto-
  ne, some 60-foot in height, 20-foot thick, and topped with
  numerous defense stations (see p. 47). A winding path,
  wide enough for a single cart, leads up from the harbor to
  the gates of the rogue city itself.
  
  - 49 -
  The City Guide of Talislanta
  Chapter VIII :The Rogue-City of Gao
  The Gao Fleet
  Despite its small population, Gao can boast an impres-
  sive fleet of vessels, including 9 Zandir men o' war, 7
  zandir tradesmen, 11 Aamanian frigates, 22
  Aamanian merchantmen, one Mangar carrack (taken
  from a crew that decided to ignore the boundary agree-
  ment), and even one Sun-ra-san dragon barque, found
  adrift with only one crew member (See Sur-Ram below).
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise), or encounters:
  Red Rymora - Gao Sea Captain
  Rymora is a Gao of obvious Phaedran descent, and refuses
  to wear any color except scarlet. Among Gao's most profi-
  cient swashbucklers, Rymora is handsome, charming,
  debonair, and entirely too easily swayed by a pretty face.
  He commands a Zandir man o' war called the "Scarlet
  Shaitan", and all of his crewmembers wear at least one arti-
  cle of red clothing. His rivalry with Jalisha is lively.
  Jalisha - Batrean Sea Captain
  Famed captain of the dragon barque, "Riven Scale", the
  stunning Jalisha is Gao born and bred. So renowned is her
  beauty that some Zandir captains have surrendered their
  vessels on sight of her ship, merely to catch a glimpse of
  her. However, she remains cool to all romantic advances,
  having found her soul-mate and lover in the female Sawila,
  Marakiyu.
  Sur-Ram - Sun-ra-san First Mate
  First mate on the "Riven Scale", Sur-Ram was the only Sun-
  ra-san found on the dragon barque when it was found
  adrift by Jalisha. Delirious for many days, he was nursed
  back to health by Marakiyu (Jalisha's lover) and claims to
  have no memory of events before he was rescued. Out of
  gratitude to Jalisha and Marakiyu he now serves as first
  mate on the very ship he was found on.
  Marakiyu - Sawila Healer and Songsmith
  Marakiyu was rescued from Imrian slavers by Jalisha early
  in the latter's career, and the two fell in love at first sight.
  Marakiyu now stays in Gao-Din where she is admired for
  her skill as a healer and singer.
  Old Man Kaww - The City Idiot
  Kaww has been around as long as anyone in the Rogue
  City can remember, clad in scrappy rags and hides. He
  often leers and cackles at passersby, giggling to himself
  and muttering about "the sunken treasure of Simbar".
  Mangral - Renegade Mangar Boat-Builder
  Scarred, tattooed and sinewy, Mangral has mustaches that
  are so long that he tucks them into his waist-sash.
  Cantankerous but good natured, he is an expert at repai-
  ring damage to any sea vessel, and his skills are greatly
  admired. He turned his back on his native culture, stating
  that "he never really fit in".
  Fillisturm the Chaotic - Sorcerer Supreme
  Known for his eccentric, but flamboyant mannerisms,
  Fillisturm is a Phaedran Gao sea rogue and magician of
  considerable talent, and peculiar magics. Recognized by
  the multi-hued patchwork cloak he always wears,
  Fillisturm is a valued member of Red Rymora's crew.
  Paelistro - Pint-sized Swashbuckler
  Although merely five years of age, Paelistro is as reckless,
  daring, and flamboyant as any adult sea rogue, and fancies
  himself a great swordsman, unbeaten in his stick duels with
  the other Gao children. With a swagger that would put any
  bravo to shame, this disheveled and fearless ragamuffin will
  give anyone who annoys him to swift whack across the shins.
  
  IX.Oceanus
  “No monument quite so perfectly demonstrates the Archaen will to survive, adaptability, and occasional lunacy, as the floa-
  ting city called Oceanus.”
  - Raishata, Phantasian Guardian.
  - 50 -
  The City Guide of Talislanta
  Chapter IX :Oceanus
  A Visitor's Guide 
  to Oceanus
  The Populace
  The floating city of Oceanus is home to approximately
  3,000 inhabitants, spread fairly evenly among the settle-
  ment's nine clans (see sidebar, right column). Although the
  Oceanians reproduce at a rate only slightly lower than
  most other Archaen-descended cultures, they face daily
  perils, including dangerous water currents, attacks by sea
  dragons and sea scorpions, terrible storms too sudden or
  powerful to dissipate, and predatory attacks while diving.
  As a result, their population growth is surprisingly slow, so
  the settlement only requires a small increase in size each
  year. Despite such hardships, the Oceanians are a hardy
  folk, used to such a harsh life. Although Oceanians have
  very seldom permitted outsiders to live in the floating city,
  Oceanus does see regular trade with Phantasians, Gao,
  Parthenians, Farad, and Zandir merchants, trading goods
  such as fish, urchins, ornate shells, decorative mats, scrims-
  haw, etc. for exotic goods and foodstuffs.
  History
  According to sea nomad legends, they originally took to
  the oceans of Talislanta "while fleeing the wrath of the
  capricious land spirits", a legend civilized scholars believe
  refers to the Great Disaster. In their haste to escape, the
  ancestors of the Oceanians supposedly left an ancient hag
  behind to perish, and the hag, a powerful black witch
  named Jezem, called out to her departing people in anger,
  and placed a murrain upon them, that should they ever set
  foot on the cursed dry land, they would suffer consequen-
  ces of the most dire sort.
  Since that time, no Oceanian has ever tested the curse, and
  indeed, attempting to do so was, and is, forbidden on pain
  of death, forcing the sea nomads ancestors to adapt to their
  watery environment. Originally travelling the waves in
  household clans, the sea nomads quickly learned to survi-
  ve, although many did perish. Taking resources from the
  ocean itself, they eventually grew strong, forming the nine
  clans that today form the floating city. However, the
  Imrians began to predate increasingly on the sea nomads,
  and as strong as each clan was, they needed to be stron-
  ger. Previously never meeting save to trade, each of the
  nine clans forged an alliance in 292 N.A., and after much
  deliberation, bound many of their boats together, forming
  the first foundation of what would eventually grow into the
  floating city of Oceanus.
  The Nine Clans
  Oceanus' nine clans are each named after a natural ele-
  ment, denizen of the deep, or some other aspect of their
  sea-based lives. Interclan rivalry does exist, but is rigo-
  rously constrained to attempts to outdo each other in
  every possible field. The nine clans are: Sea Scorpion, Sea
  Dragon, Zaratan, Tempest, Waves, Aqueor, Aqua
  Demon, Nar-Eel, and Urchin, with each claiming to pos-
  sess certain favorable traits from their chosen symbol.
  Visions of Oceanus
  A View from Afar
  A vast gathering of huts on stilts seems to stand amid the
  undulating azure waves, like a strange mirage set against a
  horizon of limitless sea and sky.
  Sea Wood
  Although Oceanus may seem to be largely composed of
  wood, the "wood" is actually the dried stems (akin in
  size to the trunks of trees) of giant yellow aqueor, a
  great kelp, causing the sea nomads to name the stems,
  "sea wood".
  On Approach
  Squat wooden towers stand around the perimeter of the
  floating city, massive ballista visible within each. Numerous
  colossal masts thrust skyward from between the huts, great
  sails furled against the sea winds, the entirety afloat atop a
  great foundation of woven kelp and wood. A pair of zara-
  tan depart the city with powerful strokes of their flippers,
  Oceanian warriors sat proudly on their huge shells.
  The City Streets
  Woven domed buildings stand on stilts over the plank-like
  walkways criss-crossing the floating foundation of the city.
  The entire settlement undulates gently and continuously
  
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  The City Guide of Talislanta
  Chapter IX :Oceanus
  atop the restless waves, and wooden hatches dot the
  streets here and there, many securely tied. At open hat-
  ches, Oceanians of all ages sit and fish, or dive down into
  the ocean below. The cool air bears the tang of salt.
  Oceanus at Night
  The cool night air gently ruffles the furled sails of the floa-
  ting city, itself a silent silhouette, lit only by the firelights
  visible through windows, and the torches in the city's
  defense towers.
  The Typical Dwelling
  An Exterior View
  A latticework of wood stilts supports an 8-foot tall domed
  hut of woven yellow-brown aqueor, wooden hatches cove-
  ring several small windows, and an arch-shaped door set
  in a frame of carved sea dragon bone is reached by a rope
  ladder leading to the ground.
  Family Life
  Members of the same clan and family build their huts
  in close proximity, often in a ring, the central area of
  which is used for family gatherings.
  An Interior View
  The hut comprises a single room, at the center of which is
  a large ornate shell, secured to the floor with resinous glue,
  holding the timber and ashes of a fire. Woven mats cover
  the timber floor, and a number of baskets line the walls. A
  hammock hangs across one wall.
  Ye Shall Not Pollute the Waters
  Oceanus' wastes are barreled up, and taken by zara-
  tan, far from the floating city, to be dumped on the
  nearest piece of dry land.
  Love and Marriage
  When Oceanians marry, the husband joins his wife's
  clan, but they do not share a hut for any reason, not
  even lovemaking; an activity they perform in the ocean
  waters, "closer to the blessings of the sea spirits". Each
  adult Oceanian has a hut of their own, and children
  are raised in the mother's hut.
  Born to the Waters
  Oceanians are born into the salt waters of the sea, their
  mothers giving birth partially submerged, attended by
  female family members and a clan midwife. The chil-
  dren seem perfectly at home in the water from the
  onset, and rapidly develop swimming skills under the
  tuition of their parents, who often set up partially sub-
  merged, netted areas for the local children to paddle
  and swim in.
  Places of authority
  Sacred Hall
  This 30-foot diameter hut stands atop a large platform at the
  bow of the city-ship, and is not raised up on stilts. The inter-
  ior bears many torches, and is lined with glittering sea dra-
  gon scales. Nine simple wooden thrones, decorated with car-
  ved ivory, and spaced evenly around the circumference of
  the hall, look toward the center. It is in this hall that the chief-
  tains of each clan, the Council of Nine, meet to form a coun-
  cil moot, and discuss matters affecting the city as a whole.
  Respect Your Elders
  Oceanians are taught to respect their elders, and must
  behave in humble fashion when interacting with them.
  Speaking out of turn is considered disrespectful. Even
  chieftains pay elders their due, and the eldest
  Oceanian (known simply as "The Eldest") is always
  permitted to speak first in any situation, and all listen
  to and consider what they have to say.
  Holding Pens
  Partially submerged in the waves, these small but sturdy
  wooden cages are used to hold those miscreants who
  break local law, until such a time as the Council of Nine
  can convene at the Sacred Hall to hold court and try them.
  Radiant Vault
  Constructed of glued and interwoven layers of wood and
  bone, this large domed hut is heavily guarded, and
  contains Oceanus' store of sea dragon scales (Radiants).
  The Oceanian Radiant
  Although the majority of Oceanians use barter, they do
  have a "currency" of sorts, known as a Radiant,
  (actually the shimmering scale of a ancient sea dra-
  gon). All the scales from any sea dragon carcasses, 
  
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  The City Guide of Talislanta
  Chapter IX :Oceanus
  whether killed or salvaged, are considered the property
  of the city itself, and are stored in the Radiant Vault (se
  p. 51). Those working directly for the benefit of the city
  itself (such as the Towermen, and militia), or who
  otherwise do the city a service, are rewarded in
  Radiants, which all Oceanians must accept as pay-
  ment, and then return to the Radiant Vault. As sea
  dragons are relatively rare, let alone ancient sea dra-
  gons, and the scales are only kept in circulation for as
  long as their luster remains, widespread use of this cur-
  rency is impossible.
  Military bases
  Defense Towers
  Scattered around the city's perimeter, these simple tower
  platforms are fortified with planks of wood, and topped
  with large sturdy huts that afford an all-round view. Within
  each hut is a massive ballista of sea dragon bone and horn,
  along with a pile of pitch-soaked javelins that are ignited
  prior to firing, and several huge harpoons for use against
  sea monsters.
  Council of Warriors
  Oceanus is defended by a militia of volunteers from all
  its clans, known as the Council of Warriors. Only those
  adults who have passed their rites of adulthood are per-
  mitted, and only the most exemplary are taught to ope-
  rate the city's ballista and become Towermen.
  Scale of Wage
  Members of Oceanus' Council of Warriors are paid a
  salary of 2 Radiants per week, while Towermen are
  paid a salary of 3 Radiants per week, while members of
  Oceanus' caulking. repair, and construction crews are
  paid 1 Radiant per week.
  Sky Cup
  Located atop Oceanus' tallest, and central mast, this large
  wooden basket and platform can comfortably hold two
  Oceanian adults, and is used as a look-out post by the
  Council of Warriors, for the high vantage points gives an
  unparalleled view of the surrounding ocean.
  Zaratan Pens
  Reinforced by lashed timbers and sea dragon bones, this
  huge aquatic enclosure houses Oceanus' tame zaratan,
  although it does little to keep them in, instead providing
  them a broad area in which they can easily gather. The
  runic inscription their owner carves into the front of their
  shell identifies individual zaratan. Only warriors and hun-
  ters are permitted to own zaratan.
  Places of worship
  Vault of Sea and Sky
  The Vault of Sea and Sky is the home of Oceanus' small
  priesthood, and is constructed to resemble a spiral shell of
  painted wood and bone, topped by a large round platform
  from which the priests survey the sky and sea, and work
  their magics on the local environment.
  Oceanus' Priesthood
  Oceanus' priests, both male and female, revere the spi-
  rits of sky and sea, and serve their people by calming
  storms, providing healing services, spiritual guidance,
  and blessings. Potential acolytes are chosen from the
  populace at the discretion of all the current priests.
  They refuse to accept a salary for the aid they provide
  the floating city, but graciously accept the many dona-
  tions given them by the populace.
  Markets & bazaars
  The Ring
  Located at the bow of the city, this large ring-shaped plat-
  form surrounds the Sacred Hall (see pp. XX), and is used
  by members of all Oceanus' clans for the purpose of trade,
  both between clans, and with outsiders.
  Family Trade
  Members of the same clan do not trade with each other,
  as clan loyalty demands that they share what they
  have.
  Oceanian Goods
  Oceanus produces a staggering variety of goods, consi-
  dering its total reliance on the sea. High quality sepia
  inks are drawn from several varieties of squid; urchins,
  fish, seaweed, and shellfish provide an abundance of
  foodstuffs; sea salt is a plentiful commodity; giant
  pearls, corals, intricate shells, sponges, and the ivory of
  sea dragons and nar-eels all provide beautiful substan-
  ces that can be carved, sculpted, or otherwise worked
  into jewelry, decorative goods, etc. and even glues can
  be made from the boiled secretions of certain mollusks.
  
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  The City Guide of Talislanta
  Chapter IX :Oceanus
  Transportation
  Docks
  Located chaotically around Oceanus' circumference are
  numerous floating wooden platforms of various size, per-
  mitting visiting vessels to dock.
  Miscellaneous
  Masts
  Eight great masts, each 100-foot tall, save for the central
  mast, which is taller due to the sky cup (see pp. XX) at its
  summit, stand atop the floating city, seven forming a ring
  about the central mast. Connected by a network of intricate
  rigging, huge wing-like sails can be deployed, rendering the
  city-ship capable of movement, albeit imprecise and slow.
  Rudder
  Operated by a team of at least ten adult Oceanians, the
  city-ship's rudder is actually the shoulder-blade of an
  ancient sea dragon, found on the ocean's floor when the
  floating city was first being constructed.
  Fish Pens
  Formed of lashed timber enclosures, these submerged
  pens contain many fish by virtue of well-woven netting,
  and provide the floating city was an adequate supply of
  food during harder times.
  Anchors
  Large winches serve to raise and lower the great pieces of
  stone that serve as the floating city's anchors.
  Following the Ways
  Oceanians learn their professions by the time-honored
  method of apprenticeship, though they are only permit-
  ted to apprentice themselves to members of their own
  clan. The majority follow in their parent's footsteps,
  and learn their trade from one or the other parent.
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise), or encounters:
  Ocas - Weaver
  Ocas is weaver of average skill, making his living by caul-
  king any damage to the city ship, as well as weaving bas-
  kets and other goods, repairing huts, and cutting and
  drying aqueor. However, it is when weaving tales that this
  affable and imaginative young Oceanian is in his element.
  Osalia - Accomplished Artist
  Recently wed and pregnant, Osalia is radiant and friendly,
  and attracts great praise for her surpassing skill at carving
  delicate scenes into pearls, her detailed works being avid-
  ly sought by the members of all Oceanus' clans, as well as
  jewelers and collectors from across the continent.
  Oasaro - Aged Priestess
  Weathered with age, Oasaro is one of Oceanus' eldest
  priests, but despite the great respect granted her for her age
  and position, she is modest, almost humble, and has a
  talent for setting even the most rambunctious youth at ease.
  She prefers to spend time among the waves, for she says
  the spirits of the waters ease the aches of her aged bones.
  Osarac - Sea Dragon Clan Chieftain
  Muscular and covered with scars, and tattoos of sea dra-
  gons down his arms, Osarac is an accomplished warrior,
  and stern chieftain. Despite his firm and rigorous demea-
  nor, and upright support of Oceanian law, the lure of the
  mysterious land has always been strong for Osarac, and it
  continues to grow daily.
  Oceanne - Armorer
  Oceanne is highly skilled at crafting armor out of sea dra-
  gon scales, or more unusually, the hide of the echino-
  morph. However, her greatest respect is due her skill at
  creating zaratan shell shields that are not only functional,
  but beautifully finished and polished.
  Oas - Weaponer
  Missing both his legs following an attack by a sea scorpion,
  Oas is bitter that he would never be able to become the
  warrior he always dreamed of being, and has contented
  himself instead by forging some of the best weapons on
  Oceanus. Although crippled, his ability with a flange-bow
  is nothing to be sneered at.
  Osenci - Towerman
  Wiry and astute, Osenci has served as a towerman for the
  last ten years, during which time she was responsible for
  personally slaying an attacking sea dragon with a single
  harpoon. She proudly carries a dagger, carved from a tooth
  of the great beast, at her waist.
  Osacat - Warrior
  Recently accepted as a warrior, the youthful Osacat is
  somewhat brash and foolhardy, eager to prove himself to
  his more experienced comrades, and earn the right to
  claim a zaratan of his own. Everyone thinks he has a lot to
  learn, except Osacat himself.
  Oshea - Water Baby
  Oshea is a mere five years of age, but already find herself
  extremely at home amid the waters of the ocean. Sneaking
  off-board even when told not to, she loves cavorting amid
  the waves, and chasing fish, although her parents worry at
  her lack of caution.
  
  X.Rhin
  “The sight of Rhin's glittering spires will take your breath away, assuming the frigid air doesn't do so first”.
  - Djama al Shen, Djaffir Merchant.
  - 54 -
  The City Guide of Talislanta
  Chapter X :Rhin
  A Visitor's Guide to Rhin
  The Populace
  The Mirin are not a numerous people, and even Rhin, capi-
  tal of L'haan and home to a full 35% of their population,
  only houses 10,000 inhabitants. The inhospitable nature of
  their frigid climate means they receive few visitors, save for
  the al Shen Djaffir, and Oj Orgovian tribes with whom they
  trade, and the occasional Ariane Druas for whom they har-
  bor great respect.
  History
  According to Mirin legend, they were a people that had fallen to
  earth from Borean's embrace, to experience life. Led by the white
  witch Cerene, the Mirin began construction of Rhin and L'Lal in 21
  N.A., following centuries of hardship as nomads in the frozen was-
  tes. With Cerene's guidance, both cities were constructed in a mat-
  ter of years, providing the Mirin with much needed protection, and
  a place to call home. 
  In 163 N.A. a Mirin expeditionary force into Narandu, stum-
  bled across what seemed to be a great tower-like construct,
  leaning precariously, and half covered with ice and snow.
  Chipping their way inside, they came across many strange
  alchemical devices, and tomes of lore containing the secrets
  of adamant. Many dangers beset their return, but those few
  that survived bore extra knowledge of alchemy beyond that
  the Mirin already possessed, and the ability to forge blue
  adamant gave the Mirin a greater edge, although they never
  did find the ice-encased tower again.
  In 176 N.A. a colossal force of Ice Giants attacked L'Haan,
  but armed with adamant and powerful alchemy, the Mirin
  were able to drive the invaders back. In 350 N.A. the Mirin
  came under attack once again, as they repelled an army of
  Harakin in a fierce battle that lasted three days and nights.
  Visions of Rhin
  A View from Afar
  A mighty 25-foot wall of ice encircles the city in the shape
  of an eight-pointed snowflake. The wall merges with the
  landscape like a natural growth. Light sparkles from the icy
  surface of many tapering, elegant towers of ice. Like a field
  of impossibly large stalagmites shaded in blues and whites,
  surrounded by a wall of ice, the city stands on the bank of
  a vast mirror-like expanse of frozen water, elegant ships
  skimming the surface on glittering blades.
  At the Gates
  A huge disk of lustrous blue metal rolls back into a slot
  within the wall, leaving a large circular gateway.
  Stalagmites, each 35-foot tall and carved with narrow win-
  dows stand at either side of the gate, and at regular inter-
  vals around the wall. A fortress-like dock of ice lies on the
  banks of the vast frozen lake nearby.
  The City Streets
  Crisp paths of snow lie between buildings of crystal-like
  ice; each sculpted like a stalagmite of various heights and
  widths, some standing alone, others in elaborate clusters
  connected by enclosed walkways of ice. Each is delicately
  carved to reflect light, shimmering like a diamond. A great
  palatial cluster of slender spires stands in the center of the
  city, towering a full half again the height of its tallest neigh-
  bor. Sculptures of heroic figures, magnificent beasts, and
  abstract design stand here and there as if by whim. The
  inhabitants walk with stately grace, bedecked in blue silks
  and white furs.
  Rhin at Night
  Darkness never truly engulfs Rhin, for the northern night
  sky is cloudless, and afire with stars. The polished ice of
  the city itself glitters and sparkles, and the haunting sound
  of the Soul of Borean (see below) fills the air.
  Fire and Heat
  Fire and heat, including the use of pyromancy, is
  expressly forbidden in any Mirin settlement as it could
  damage the architecture. Visitors are provided with
  ample furs, but are not permitted to create fires to
  warm themselves.
  The Typical Dwelling
  
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  The City Guide of Talislanta
  Chapter X :Rhin
  An Exterior View
  An 80-foot high stalagmite, tapering gradually from a 35-
  foot base is carved with delicate traceries, and many win-
  dows of abstract shape. Willowy needles of ice extend and
  twist from the tower, seemingly for no other purpose than
  decoration. A carved oval doorway stands open at the
  base.
  The Tower Interior
  A staircase of polished ice ascends, while another des-
  cends, each featuring an elegant banister of ice.
  The Apartment
  A cluster of grotto-like rooms forms the apartment, each
  room connected to the other by a doorway covered with
  an elaborately stitched hanging of leather and fur.
  • The Communal Room
  This small room features a low table at its center, carved
  from the ice of the floor. Several thick fur rugs are scatte-
  red around it, providing comfortable seating low to the
  floor. A shelf is carved into the wall, following its curve,
  decorated with books, ivory statuettes and ice decanters. A
  cluster of stalactites hangs from the ceiling, orbs of amber-
  glow frozen into their tips.
  Illumination
  Each Mirin building is designed to reflect and channel
  light through precisely cut ice, providing interior ligh-
  ting beyond that the windows provide. This system is so
  efficient that even starlight and moonlight provide
  more than adequate illumination. Orbs filled with
  amberglow - a luminescent fiery-orange alchemical -
  are trapped in the tips of ceiling stalactites, glowing
  softly during the hours of darkness, and are also used
  as nightlights and torches on those few nights when the
  stars and moons are obscured.
  Doorways
  Rather than the doors common to other cities, the Mirin
  have but a single thick hide on their front entrance that
  is fastened down from the inside.
  • The Bedroom
  An abstract-shaped window of clear ice sheds light into
  this room. A circular plinth of ice some 7-foot in diameter
  and 1-foot in height serves as a bed, its center hollowed
  out and filled with a mattress of soft snow covered with
  stitched furs and several tooled fur and leather blankets.
  Pegs and shelves of delicately carved ice serve to hang and
  bear clothing, and personal possessions.
  Comfort not Heat
  As Mirin do not feel the cold, they do not need blankets.
  They only wrap themselves in fur blankets for reasons
  of comfort. Ice is cursedly hard. The soft snow is reple-
  nished each day.
  • The Bathing Room
  A large oval bath is sunken into the floor, filled with frigid
  water. An entire wall is highly polished acting as a mirror
  in front of which are several elaborate ice-shelves bearing
  cleansing alchemicals, musk perfume, and toiletries. A
  beautifully carved box-like toilet stands in the corner, the
  wastes sliding down a frozen chute into the sewer.
  • Larder and Kitchen
  This small room features a large wardrobe-like feature of
  ice containing frozen joints of meat, freeze-dried lichen,
  and wafers of snow lily bread. Plates and cutlery are
  contained on a wall-rack, along with vials of imported spi-
  ces, and local alchemicals that flash-cook and cool the
  food ready to serve.
  Accommodation Costs
  All Mirin are provided free accommodation, the size of
  which depends on their marital status, and the size of
  their family. When new dwellings are needed, the entire
  community works together to create a new abode in
  record time. All that sets apart a wealthier Mirin's dwelling
  from her neighbor's is the intricacy of any ice carving,
  and greater content of other decorations and materials,
  such as blue-diamond, and works of art. Borean's clergy
  live among the people as ordinary citizens, although their
  dwellings tend to be the most modest of all, especially given
  their refusal to accept money for their services.
  Tax
  Taxes in L'haan are of low levels, the majority of which
  pays for the wages and equipment of the alchemists,
  army and navy. Higher taxes are unnecessary, as the
  community-minded Mirin often perform work for the
  community, even aiding in the upkeep of the local
  parks, and the tutelage of the young. They also keep
  their settlements clean, tidy and pristine. Due to these
  factors, the authorities have no real need to employ
  substantial numbers of civil servants. All Mirin pay a
  blanket tax of 25%, based on their weekly income, and
  they are honest enough that they even declare weeks
  when their earnings have been higher. The local clergy
  collect the taxes every month and take them to the
  Royal Ministry. They do so without armed escort.
  Hospitality
  Mirin hospitality is warm-hearted and welcoming. A
  Mirin family temporarily adopts each visitor. However,
  the Mirin will expect the visitor to be polite and courteous,
  as well as regaling them with tales of far-off places.
  
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  The City Guide of Talislanta
  Chapter X :Rhin
  Places of authority
  The Snow Queen's Palace
  Elegant clusters of spires tower up to 120-foot in the air,
  composed of thousands of needle-thin ice splinters.
  Delicate traceries cover every surface, and each spire is flu-
  ted, carved and faceted like a diamond. Sculptures stand in
  recessed alcoves around the entire base of the palace. A
  broad stair sweeps up to a great circular portal of blue ada-
  mant under a balcony supported by carved tapering pillars.
  Seat of Government
  The Snow Queen's Palace houses L'haan's governing
  body of Royal Ministers, along with the Vault of Records,
  the Crystalline Courts of Law, and the mysterious Snow
  Queen herself. Each Royal Minister lives in a well-appoin-
  ted quarter of the palace's lower levels. The Royal
  Ministers act through six sub-ministers each (two in each
  of L'haan's three cities). All the records of births, marria-
  ges and deaths recorded by community clergy, as well as
  trade, tax and military records are collected monthly
  and stored in the Vault of Records beneath the palace.
  The Snow Queen
  Cerene, the leader of the Mirin people since their ear-
  liest history, continues to rule them even now, and is
  much beloved by her people. Even-handed, charisma-
  tic, and enigmatic, Cerene is a radiant beauty of inde-
  terminate age, and surpassing magical prowess.
  The Keeps of Solace
  Housed under the base of each Vigil Tower (see pp. XX)
  are The Keeps of Solace: the city's prison cells. Each Keep
  is a single cell, large enough for one man, secured by bars
  of blue adamant. Each Vigil Tower has but one of these
  cells located beneath their stables. As a result, each city can
  only hold up to 25 criminals at any one time.
  Crime and Punishment
  Crime is literally unknown among the Mirin, with the result
  that the Keeps seldom hold more than one or two malcon-
  tents. Punishments vary according to the severity of a crime.
  If the crime is petty and non-violent, the criminal is forced
  to pay the aggrieved party recompense (usually double what
  they stole), suffers ostracism within the community for a
  short period, and must make pilgrimage to a shrine and
  pray for absolution. If the theft was substantial, or the crimi-
  nal was violent in a brief, non-lethal manner, he is impriso-
  ned in a Keep for a month before undergoing the same
  punishment as for a petty crime. Heinous crimes are
  grounds for immediate exile with nothing but a few supplies.
  Military bases
  The Vigil Towers
  Each Vigil Tower houses two units of 10 tundra scouts who
  alternate shifts. It is typical for four scouts from each unit
  to patrol outside the city walls in pairs, while the other six
  remain on constant alert. As a result, the city has 32 pairs
  of tundra scouts out on patrol, 96 scouts on active alert,
  and 160 scouts off-duty at any one time. The first floor of
  each Vigil Tower is a well-equipped snow-mane stable,
  and also contains four war-sleds. In the ground beneath
  each Vigil Tower is a Keep of Solace (see next column).
  Warrior Soul
  Many members of the Mirin military forces have a
  strong sense of friendship and devotion to each other,
  often Melding to intensify these bonds. All tundra
  scouts are trained in the barracks-complex at L'lal,
  and the vast majority have seen action against the fre-
  quent Ice Giant incursions.
  Educational institutions
  The Cold Forge
  Eight large halls of opaque ice radiate from a central hub
  that contains a lecture hall in which Rhin's alchemists are
  trained. Each of the eight halls consists of two levels: one
  above ground, and one subterranean. The upper level of
  each hall contains eight alchemical laboratories, while the
  lower level of each contains four blue adamant forges.
  The Chosen Few
  Alchemists are a decided minority in L'Haan, with Mir
  only housing 50, L'Lal, 150, and Rhin, 300. Only 30
  new alchemy students are accepted for training in
  each Rhin every year. Training is free, but only the best
  applicants are selected after numerous tests of intellect
  and character: such is the responsibility of keeping blue
  adamant's forging process a secret.
  Museums & libraries
  Vault of the Wind-Borne
  This vaulted subterranean hall of ice contains life-size ice
  
  - 57 -
  The City Guide of Talislanta
  Chapter X :Rhin
  sculptures of L'haan's greatest heroes, and is entered via a
  sweeping staircase that lies at the base of the Soul of
  Borean above (see below). The finest warriors, artisans,
  alchemists are artists are represented here in a long hall,
  back-lit with glowing alchemicals. They serve as an inspi-
  ration to those that visit them, as well as a record of
  L'haan's history and development.
  Places of worship
  The Soul of Borean
  This monument is a huge cluster of ice needles, ranging in
  size from a mere 3-foot to 50-foot in height, each delicate-
  ly carved and pierced with holes. When the north wind
  blows through the monument the pipes whistle with a
  sound so haunting and beautiful it has moved many to
  tears. This reminds the Mirin that Borean is always near.
  Markets & bazaars
  The Frigid Heart
  Occupying an expanse in front of the Snow Queen's
  Palace is the Frigid Heart: an open area of snow at the cen-
  ter of which is the Soul of Borean. Mirin gather at the
  Frigid Heart every day to trade for whatever goods and ser-
  vices they need. Located deep within the ice beneath the
  Frigid Heart is the Vault of the Wind-Borne (see pp. XX),
  the entrance to which is at the base of the Soul of Borean.
  Common Goods
  Any item made of carved ice, including furnishings,
  musical instruments, etc. can be purchased for a mere
  25% of the cost of a similar good elsewhere. Needless to
  say, such goods melt outside L'haan or Narandu. Minor
  and beneficial alchemicals are also cheap: 30%-50% of
  their standard value. Hazardous alchemicals are strict-
  ly prohibited without a Royal Ministry permit. Blue dia-
  monds only cost 50% of their normal value. Blue ada-
  mant is heavily restricted, only used for mining, ship-
  building, and the crafting of tools and weapons.
  Merchants who wish to trade for it must approach the
  Royal Ministry, and should expect to pay high costs for
  the few dozen ingots they "might" be offered.
  Merchants, artisans 
  & traders
  The Merchant's Guild
  Situated on the perimeter of the Frigid Heart (see left
  column), this structure resembles three residences melded
  together in a ring. Members of Rhin's small Merchant's
  Guild work here, and are responsible for all trade with out-
  siders, especially the restricted availability of adamant.
  Parks
  The Boundary Promenade
  This park of crisp white snow encircles the Snow Queen's
  Palace (see p. 56) like an ivory band, covered by soaring
  archways of ice. Twinkling sculptures line the pathways, and
  delicate snow lilies grow on banks of snow. Tended ponds
  feature layers of glass-like ice under which fish swim lazily.
  SnowFall Park
  A huge dome of ice some 50-foot high covers this park, cut
  to resemble the facets of a diamond. Polished mirror-like
  ponds reflect the sky, and tables and benches are carved
  from the ground itself. Intricate frames, chutes and tunnels
  of ice provide hours of enjoyment for the city's young.
  Recreational establishments
  The Melding Halls
  These large circular halls of ornately carved ice feature
  many friezes carved in bas-relief both inside and out. A sin-
  gle circular portal is covered with a thick layer of furs and
  leather, but is never secured, leaving the hall open at all
  times. Inside are countless low tables and fur rugs for sea-
  ting. The Melding Hall is the heart of the surrounding com-
  munity: the children spend 4 hours here each day atten-
  ding classes run by local clergy and sages. Marriage and
  funerary services are also conducted in the local Melding
  Hall, as are the rare criminal trials and hearings.
  Community Spirit
  The Mirin do not have bars, inns, taverns or restaurants.
  Instead, they often gather during the evening at their local
  Melding Hall, along with family, friends and other commu-
  nity members. Everyone brings along as much food and
  drink as they can afford. This is then combined and made
  available to all in attendance. Entertainment takes the form
  of conversation, storytelling, performances of music or song,
  and games of L'Mhir, a game of strategy using carved
  miniatures of ice on a circular, multi-tiered board.
  
  - 58 -
  The City Guide of Talislanta
  Chapter X :Rhin
  Transportation
  The Ice Docks
  A small 50-foot fortress of ice stands on the bank of the Sea
  of ice, just to the SW of Rhin. As well as serving as the
  docks for all of Rhin's ice vessel traffic, this fortress hosts a
  contingent of four scout units, and also features two large
  shipbuilding halls. Docking facilities are provided for 10
  ice-schooners and 20 ice-skiffs.
  Travel Costs
  Two ice-schooners arrive and depart from Rhin's Ice
  Docks every day at noon; one bound for L'lal and one
  bound for Myr. Each one-way journey takes nearly two
  days (wind permitting), or at least five days for a
  return journey (unless you leave a city on a departing
  schooner as soon as you arrive). The cost is 2 g.l. each
  way, per person. Berth is not provided for mounts.
  Skiff-Racing
  Ice-skiff racing is a popular sport among the Mirin,
  with races held on the second High day of each month.
  Teams eagerly strip down their skiffs for greater speed,
  competing to win trophies of sculpted ice and blue dia-
  mond.
  Sample NPCs
  The following NPC descriptions can be used as player
  contacts, encounters, rivals (friendly or otherwise), or pos-
  sibly even the inspiration for a PC:
  Mirak - Veteran Tundra Scout Unit Leader
  The upper right-hand side of Mirak's face is a mass of scar
  tissue, thanks to an Ice Giant's club, and his missing right
  eye has been replaced with a blue diamond. He has a
  drooping white mustache, casual gait and easy smile.
  L'Tir - Ice Sailor and Skiff-Racing Champion
  Roguish and flirtatious, L'Tir is deadly serious when it
  comes to racing. Lithe and sensuous, she wears form-fitting
  white leathers and has severely cropped hair. Numerous
  trophies adorn her dwelling.
  Mirelsar - Well-known Ice Sculptor
  This slightly portly, wild-haired Mirin is surly and gruff
  while working, but raucous when relaxing. He has done
  work for nearly everyone in the local community, and has
  the peculiar habit of always creating his sculptures in the
  nude, stating that he draws his inspiration from Borean's
  touch.
  L'Kes - Troubadour (and undercover Rasmirin)
  L'Kes is pleasant beyond belief, with deep eyes, a warm
  smile... and utter disdain for the "deluded Mirin fools". She
  is a master of the ice flute.
  Mirol - Huntsman
  Aged, quiet and serene, Mirol knows the tundra like the
  back of his hand. He deeply respects the animals he hunts,
  and enjoys playing with the community's children in
  SnowFall Park.
  L'Mah - Priestess of Borean
  Passionate and outspoken, L'Mah tries to instill a love of
  Borean into everyone she meets. She is often found per-
  ched precariously on top of tall buildings; arms open to
  embrace the North Wind.
  L'Haal - Young Alchemist
  Slightly arrogant, but utterly devoted to L'haan, L'Haal is
  especially talented at creating healing elixirs. She is com-
  pletely hairless due to an alchemical accident, but is beau-
  tiful nonetheless.
  Mirata - Merchant Guildsman
  Mirata has served the Merchant's Guild faithfully for many
  years, and upholds his position with honor, dealing strict-
  ly but fairly with outsiders. His contact with foreigners has
  given him a somewhat larger perspective on life than many
  of his fellow Mirin, and he speaks several languages, inclu-
  ding Talislan, fluently.
  
  - 59 -
  The City Guide of Talislanta
  Chapter XI :Shattra
  A Visitor's Guide 
  to Shattra
  The Populace
  Shattra is Arim's largest mining town and primary trading
  center. Over 20,000 Arimites live in Shattra, although the
  population fluctuates depending upon the availability of
  work and the number of recent fights and assassinations.
  Foreign traders visit the town to collect consignments of
  black iron and transport them along the Axis River to
  Aaman, the Seven Kingdoms, and beyond. The nighttime
  streets of Shattra are usually full of drunken miners spoi-
  ling for a fight, only too willing to draw steel (and blood).
  History
  The sprawling trading town of Shattra was built in 158 N.A.,
  facilitated by Arim's lucrative supply of black iron and wea-
  pons to both factions in Phaedra's Cult Wars. Sited for its
  proximity to its principle customers, as well as the trade
  access the Axis River would provide, Shattra rapidly grew in
  size. It is now the largest, and roughest, of Arim's settlements.
  Visions of Shattra
  A View from Afar
  A pall of filthy smoke hovers over the riverside town.
  Ramshackle stone and wood hovels, iron roofs streaked with
  rust, cluster inside the town's crudely-hewn stone walls. The
  earth in and around the town is charred and barren.
  At the Gates
  A broad road of dirty, rough-cut stone leads up to a rus-
  ting iron gate covered with heavy studs. The air reeks of
  ash. Black dust is kicked up with every footfall.
  The City Interior
  Filthy dirt paths wind between crude stone buildings
  and wooden huts. Small flecks of ash drift through the
  hot, foul air like black snowflakes.
  Shattra at Night
  Shattra's dark and filthy streets are unlit, the closely packed
  buildings casting deep pools of shadow, in which assai-
  lants could easily hide. Individuals abroad at night bear
  open weapons and flickering torches. Sporadic sounds of
  drunkenness and violence pierce the air.
  The Typical Dwelling
  An Exterior View
  A large, single-room hut of rough, ash-blackened stone is
  topped with several layers of rusting, corrugated black
  iron. The door of rough-hewn timbers is bound with thick
  bands of riveted iron; the single window is securely shut-
  tered with sheet iron.
  The Interior
  A stone-lined firepit occupies the center of the hovel, sur-
  rounded by a few greasy furs to serve as seating. A woo-
  den chest contains iron plates and utensils, while a locked
  iron chest holds personal belongings securely. A crude
  wooden cot covered with dirty furs serves as bedding, a
  covered iron bed-pan located beneath it. A guttering torch
  is held in a simple wall-bracket. Two iron buckets are fil-
  led with water, for drinking and cleaning.
  Grim and Grimy
  Arimites seldom bathe, at most splashing a little water
  over themselves each day to remove the worst of the
  grime. Likewise, plates and cutlery are given but a cur-
  sory rinse, while clothing receives a brief scrub every
  few weeks. Surprisingly, male Arimites do shave daily,
  taking care to keep their moustache trimmed, and all
  Arimites take good care of their knives, cleaning, oiling
  and whetting them regularly.
  Costs and Taxes
  Because Arimites construct their own dwellings, they
  do not pay rent. However, all Arimites must pay 1 s.p.
  to the Exarch per week, which is collected by squads of
  well-paid knife-fighters. Those running mines or smel-
  ters must pay 100 g.l. per week. The Exarch does not
  bother with detailed accounts or ledgers. Failure to pay
  a first time will get the unfortunate individual beaten;
  a second failure will result in a public flogging; a third
  failure is terminal.
  XI.Shattra
  “Filthy, unattractive, and downright nasty - and that's just the inhabitants!”
  - Romano, Sarista Gypsy.
  
  - 60 -
  The City Guide of Talislanta
  Chapter XI :Shattra
  Places of authority
  Chief Subaltern's Mansion
  Standing on a small hillock overlooking Shattra, this for-
  tress-like mansion is home to the Chief Subaltern of Shattra
  and his two Assistant Subalterns. The hillock is surrounded
  by many obvious defenses: a ring of sharp iron stakes, a
  deep moat, a high stone wall topped with iron spikes, and
  a secondary interior wall. In addition, all possible entran-
  ces to the mansion itself are heavily locked, trapped and
  warded. Furthermore, the Chief Subaltern employs 40
  foreign mercenaries as his personal bodyguard. Security is
  paranoid, as is the Chief Subaltern, who rarely sets foot
  outside his mansion.
  Toll Station
  This stout stone office stands at the end of the Docks (see
  p. 62) and adjoins the Riverside Tower (see right column).
  River tolls (5 s.p. plus 1 s.p. per crew member) are collec-
  ted here, then transported under heavy guard to the Chief
  Subaltern's mansion at the end of each day.
  Military bases
  Local Barracks
  The local garrison of 100 knife-fighters is stationed here in
  five small, crude stone, iron-roofed barracks that are adja-
  cent to the Riverside Tower (see below). At any one time
  40 knife-fighters are on duty, patrolling the town in pairs,
  standing guard on the Watch Platforms (see below), and
  collecting tolls at the Riverside Tower.
  Loyalty and Foolishness
  The knife-fighters that serve to defend Shattra, enforce
  the laws and carry out the Chief Subaltern's edicts are
  notorious for their ruthless brutality, their willingness
  to accept bribes, and their refusal to move against the
  Revenants.
  Training Camp
  Located on the outskirts of Shattra, this rough wooden bar-
  racks is encircled with a palisade of wood and iron stakes.
  Local recruits for Arim's military are trained and housed
  here prior to their minimum seven year enlistment.
  Riverside Tower
  This stout, three-story tower of stone and iron overlooks
  the Axis River. Each story boasts a ballista that fires har-
  poons of burning pitch at each ship that refuses to stop
  and pay its passage toll.
  Watch Platforms
  These simple, skeletal structures of iron and wood serve as
  lookouts, where pairs of knife-fighters are stationed to
  watch the surrounding hills and roads for signs of danger.
  Markets & bazaars
  Town Square
  This open area of dark earth is empty of permanent struc-
  tures, but for a number of stout pillories (complete with
  chains). It is used as a market place every day, with Arimite
  hunters and farmers arriving to sell their produce. Local
  merchants sell shipments of iron ingots to foreign traders,
  and slavers make their wage in human misery. Beasts of
  burden are traded and sold, and pickpockets make their
  rounds. On some evenings the square is used as an
  impromptu arena, especially if rivals have decided to end
  their feud with a brutal duel.
  Posts and Notices
  Public floggings are always popular in Shattra, but the
  pillories also serve another purpose: they are used as noti-
  ce boards. Typical messages pinned to the pillories inclu-
  de notes from travelers, notes of possible employment,
  and the inevitable notes of hire for the Revenants. No one
  dares remove any of the notices, as those individuals who
  have done so in the past have later been found dead in
  the square, with the notes pinned to their flesh.
  Produce in Shattra
  Black iron ingots, sackcloth, and slaves are all readily
  available in Shattra. As a result, prices for these goods
  are often only half of what they might cost elsewhere;
  effective haggling and bulk purchasing can reduce
  their prices even further..
  Commercial establishments
  Hakuo's
  This stone dwelling is carved all over with runes. It houses
  the caustic and mercenary Hakuo, a middle-aged Arimite
  
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  The City Guide of Talislanta
  Chapter XI :Shattra
  healer and wizard of modest talents. Despite her lack of
  great prowess, her skills are always in demand, such is the
  rarity of magic-using individuals and healers in Shattra.
  The Locksmith
  This small stone hovel is the store of Abdulla, a skilled
  locksmith (and, unbeknownst to the populace, a skilled
  Revenant) who specializes in creating chastity belts to
  ensure the faithfulness of concubines. The attractive
  Abdulla herself is anything but chaste, and several men
  have died vying for her attentions.
  Mining Supplies
  This complex consists of a small forge, two carpenter's
  huts, and two large warehouses. It produces and sells
  mining equipment, including shovels, picks, sledgeham-
  mers, lanterns and rope, as well as ore carts, wagons, and
  even breeds beasts of burden. Costs are average for all but
  bulk purchases.
  Sackcloth Warehouse
  This wooden warehouse is filled with the incessant noise
  of the several dozen sackcloth looms. It is poorly lit and
  stuffy. The wretched slaves are chained to their looms and
  beaten daily to encourage productivity.
  The Tannery
  The tannery consists of a ring of wooden huts surrounding
  a circular yard. It can be easily identified by the powerful
  stench of tannin and other chemicals emanating from the
  tanned skins pegged out to dry. A small stone hovel at the
  front of the yard has been converted into a shop front, sel-
  ling tanned and cured hides, leather belts, knife sheaths
  and accessories, and leather armor, all of average quality.
  Timber Yard
  This large, open yard contains several large woodshops, all
  ankle-deep in sawdust and wood scraps. Several carpen-
  ters operate the yard, producing basic wooden furnishings,
  and repairing damaged boats and ships.
  Yakir's Forge
  One of three forges in Shattra, Yakir's is renowned for the
  quality of its blades, and its custom work to order. Patrons
  who might consider annoying Yakir in any way should also
  note that he is equally renowned for his ability to use his
  knives.
  Inns, taverns & restaurants
  Enter at Your Peril
  Very few Arimite taverns make foreigners feel at all
  welcome. Even foreigners who pay in gold can at best
  expect grudging service - and that only while the gold
  flows freely. Given the surly dislike Arimites have for
  foreigners, and the reputation of standard Arimite fare
  (bitter chakos, oily roast avir, etc.), a visitor's chances
  of leaving a tavern unscathed seem remote.
  Dead Fool's Regret
  This Arimite tavern is typical of the dozens of taverns that
  litter the dirty streets of Shattra. A low, single-story hall of
  stone, it contains a bar, tables and chairs constructed of
  recycled chakos kegs. The atmosphere is usually tense,
  snapping with frequent brawls as drunken miners and
  knife-fighters abandon all caution after several mugs of
  chakos.
  Revenants!
  Revenant dens, including the headquarters of the enti-
  re cult, are secretly located throughout Shattra, with
  concealed entrances in several of the town's inns,
  taverns, and private huts. The Arimite garrison refuses
  to investigate the possible Revenant presence, and those
  few who start such inquiries are never seen alive again.
  The Fortress
  This large inn caters to foreigners, and is easily identified
  by the hanging wooden sign bearing the carved image of
  a crenellated tower. The thick stone walls are topped with
  a dome of hammered black iron, and the windows are
  iron-barred, shuttered slits. Rooms, stabling and food range
  from average to high quality, but prices are high (x2 stan-
  dard).
  The Kra
  This split-level, ring-shaped inn of clay-plastered stone
  caters exclusively to Imrian slavers. It is built into a steep
  incline of the riverbank, and the lower level consists of 18
  small triangular rooms flooded with river water. The upper
  level contains a bar that serves brine and such "delicacies"
  as live worms and slugs. Prices are x3 standard.
  The Vengeful Blade
  This small tavern has a reputation for bloody violence,
  even among the local Arimite populace. Only those
  
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  The City Guide of Talislanta
  Chapter XI :Shattra
  Arimites who believe they are among the best, most
  vicious knife-fighters will so much as set foot inside the
  door. Anyone who can visit the tavern several times- and
  stay alive- is accorded great respect and fear.
  Dens of iniquity
  The Wanton Woman
  This sprawling brothel is built upon the converted remains
  of two adjacent (and rival) inns that were gutted by an
  "accidental" fire. Old timbers have been used to create par-
  titions for 16 simple rooms in each building. The brothel is
  run by Laemira, an aged Batrean (see NPCs section). Prices
  are average, with well-behaved regulars receiving a small
  discount. No socializing is permitted: the patrons merely
  enter, select a prostitute, pay in advance, and retire with
  her to one of the small rooms.
  The Weaker Sex?
  With the Arimite desire for exotic concubines, it is
  hardly surprising that many are discarded or sold
  when their master's fortunes fall. While a lucky few
  escape to a better life, most others remain slaves or turn
  to prostitution. Facing rape, mutilation, and other bru-
  talities at the hands of drunken Arimites, streetwalkers
  often band together, gradually saving enough to set up
  a brothel and hire Revenant protection. Arimites are
  starting to learn the hard way that hurting prostitutes
  can be fatal.
  Transportation
  The Docks
  The sturdy wooden docks that run along the banks of the
  Axis River bustle with activity. Merchants, traders, and pas-
  sengers embark and debark. Stevedores use simple block
  and tackle cranes to load and unload cargo. Squads of four
  veteran knife-fighters board arriving ships and collect tolls.
  Most respectable boat crews prefer to stay onboard their
  boat if staying at Shattra for any length of time.
  Booking Passage
  Travelers can often book passage with the various mer-
  chants and traders who travel the Axis River to and
  from Shattra, although prices (and risks) vary greatly
  depending on the merchant in question.
  Miscellaneous
  The "Cemetery"
  This open area of desolate, unmarked earth is used as a
  convenient place to bury the dead. There are always a
  handful of open graves ready and waiting.
  Iron Refineries and Smelters
  Located adjacent to the Axis River, slightly downstream of
  the main town itself, are a handful of large refinery com-
  plexes, each composed of blackened stone and iron. The
  air is so fouled with ash and smoke here that anyone not
  wearing a gauze over his mouth will choke and cough
  severely. The air blisters with heat. Large chimneys belch
  forth heavy fumes, obscuring the suns and sky. Wastes are
  dumped directly into the waters of the Axis, creating a
  large polluted stretch of river where nothing lives.
  Those Who Vanish
  Given enough monetary incentive, Revenants will
  ensure that a target "disappears" completely, thrown
  into one of the refineries' furnaces, dead or alive...
  The Pit
  Little more than its name suggests, this arena is a 9-foot
  deep pit, its walls lined with rows of sharp iron spikes.
  Vicious gladiatorial fights are held here regularly, and
  attract many spectators and brisk wagering. Fights have
  been known to break out between rival fans.
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (rarely friendly), and encounters:
  Laemira - Batrean Manager of "The Wanton Woman"
  Laemira is an aged Batrean who spent many terrible years
  selling herself on the streets of Shattra. Hideously scarred
  by a vicious knife-fighter, she cares deeply for the prosti-
  tutes under her care, and brutal patrons will find her ven-
  geful, cruel, and terribly creative in the punishments she
  employs the Revenants to deal out.
  Yassa - Arimite Slave Overseer (former Knife-Fighter)
  Foul of temper and foul of mien, this scrawny urthrax of a
  man wears twin bandoliers of knives and carries a barbed
  
  - 63 -
  The City Guide of Talislanta
  Chapter XI :Shattra
  whip. For a modest fee he will watch over a merchant's
  caged slaves, ensuring they don't escape or get stolen. He
  enjoys it when slaves try to escape...
  Hamin - Arimite Revenant
  Hamin is a middle-aged Revenant with many years of cold-
  blooded assassination to his credit. Unfortunately, he has a
  problem: he is starting to develop a conscience, and is fin-
  ding it increasingly difficult to carry out his contracts.
  Should the Revenants realize this, Hamin's lifespan would
  be severely curtailed.
  Arafa - Arimite Refinery Worker
  With skin blistered, burned and cracked from years of toil
  in the local refineries, Arafa is not a pretty sight. Despite
  this, he is actually relaxed and easy-going (for an Arimite)
  and would be more willing than most to help someone in
  need.
  Ammed - Arimite Hunter
  Ammed is a regular at the local market, trading the hides
  of beasts he has slain for grain, vegetables, and other sup-
  plies. Living in the wilds, this rugged, rural Arimite is an
  excellent archer, and despises the city-dwellers.
  Imurg - Brutish Imrian Slaver
  Imurg is a huge brute of an Imrian, with cold, predatory
  eyes, and vastly-oversized, razor-sharp fangs. He likes
  nothing better than displaying the superiority of his race by
  brutally beating someone.
  
  XII.Tor
  “Thrall settlements are strong, practical and ultimately dull. Much like the Thralls themselves.”
  - Orkim, Orgovian Trader.
  - 64 -
  The City Guide of Talislanta
  Chapter XII :Tor
  A Visitor's Guide to Tor
  The Populace
  Home to just over 10,000 Thralls, Tor is the capital of Taz.
  It is largely typical of many Thrall settlements, save for the
  fact that is it several times larger, houses an inn and cita-
  del, and is the seat of the Tazian monarch. It sees a surpri-
  sing amount of traffic, primarily from traders within the
  Seven Kingdoms, but also from outside interests hoping to
  contract Thrall mercenaries and guards.
  History
  According to Thrall tattoos, which detail the events of great
  note in their clans' histories, Tor was founded "when the
  creators abandoned their Warriors in the wake of the Great
  Disaster, and, harried by the Land-Borne, the Warriors
  made their home in the inhospitable swamps, where only
  the brave would set foot". First, and most mighty of the
  Thrall settlements in Taz, Tor was also the first to offer its
  services as a mercenary supplier, and the first to send
  troops to the Borderlands. In 148 n.a., Tor became the
  focus of the Thrall nation, as representatives from Cymril
  and Durne visited the Warrior-King, Ramm, and proposed
  an alliance. Quick to see the strategic benefits in such an
  alliance, Ramm signed the Thrall nation to the confedera-
  tion, and is now honored in the tattoos of all Thralls.
  Trade
  Thrall settlements are largely self-sufficient. Thrall
  Hunters stalk the surrounding jungles, and the jungle
  itself is a source of building materials, medicinal herbs,
  dyes, and the roots used to brew Fire-Ale. The Thralls
  waste nothing, and any excess provisioning is stored
  for emergencies or sold to traders. Using the funds
  generated by this, as well as the substantial monies
  generated by their mercenary work, they purchase
  substantial quantities of black iron, and some grain.
  They have no interest in luxury goods.
  Visions of Tor
  A View from Afar
  Steaming walls of jungle crowd the road. A stout fortress
  of rough stone 20-foot high and covered with vines squats
  in a large clearing. A wide, deep trench filled with wooden
  stakes surrounds it, and square gates of solid black iron
  stand within the walls. The wooden stakes that fill the pit
  around Tor are soaked in pitch, and easily ignited with an
  incendiary arrow, forming a deadly wall of flame.
  At the Gates
  The gates stand 15-foot high with 8-foot thick walls.
  Through the gates is yet another wall the equal of the first,
  complete with a second set of gates. Towers cover the
  outer wall and Thralls patrol the wall tops.
  The City Interior
  A large area of dirt enclosed by the walls is covered with
  innumerable low, long barracks of stone, rough stables
  and foundries. A squat tower serves as a final redoubt.
  Thralls train on several large rectangles of dirt near the cen-
  ter of the settlement.
  Tor at Night
  Lit with flickering torchlight, Tor is plunged into darkness,
  the silence pierced with the cries of nocturnal jungle
  beasts. Even in the depths of the evening, the brooding
  fortress is a hive of activity, as vigilant Thralls patrol the
  walls, and others engage in night-time maneuvers.
  The Typical Dwelling
  An Exterior View
  A long barracks of stone, 8-foot high, is roofed with sheets
  of corrugated iron. A broad door of thick, ironbound wood
  provides an entrance, and the few windows are shuttered,
  illumination provided by torches set in iron wall brackets.
  Barracks Life
  Thrall barracks are mixed gender, including mated
  pairs. Each barrack is home to a single regiment. Thralls
  
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  The City Guide of Talislanta
  Chapter XII :Tor
  have little interest in, and derive no pleasure from
  sexual intercourse, but see mating as honorable in that
  it strengthens and replenishes the tribe's numbers.
  The Barracks Interior
  Four rows of plain cots line the hall on either side of a cen-
  tral walkway, providing bedding for 100 Thralls. A simple
  chest for personal belongings stands at the foot of each
  cot. Torch brackets line the walls.
  • The Bathroom
  Adjoining the main barracks is a bathroom separated with
  a wooden partition. Four large barrels of water, each capa-
  ble of holding four adult Thralls, serve as baths.
  • The Toilet
  A small stone room just outside the barracks has several
  stone-lined holes in the floor, each of which connects to a
  rudimentary sewage system.
  • The Mess
  A large square hall at the end of the barracks contains
  several roasting pits, and numerous cut sections of log to
  serve as seating. Kegs of Fire-Ale are stacked in a corner.
  Thrall Food
  Thralls generally eat meat in preference to other foods.
  They have no culinary skills to speak of, and eat what is
  available without complaint. Their field rations consist
  of dried or salted meat, grains, fish, or whatever else the
  Thrall hunters and requisitioners can obtain. Needless
  to say, such provisions are typically bland and tasteless
  to other races, but thralls, who have next to no tastebuds
  anyway, have no problem eating most foods. Fire-Ale is
  one of the few flavors strong enough to actually appeal
  to them, but they do not drink to excess: it dulls the sen-
  ses, and they never let their guard down completely.
  Costs & Taxes
  Thralls do not pay for their barracks, food, basic equip-
  ment or weaponry. The community is entirely self-sus-
  taining. However, all Thralls employed outside Taz
  tithe 20% of their earnings to the nation itself, without
  complaint.
  Places of authority
  The Citadel
  20-foot high and occupying 10% of the city's interior, the
  citadel is a stone tower fortress and redoubt. The Warrior
  King or Queen is barracked here in the top level of the
  tower. Spartan quarters are also provided for visiting VIPs.
  Subterranean barracks and armories are provided for 3,000
  Thrall warriors, should the outer walls ever be breached,
  and lower levels store the city's excess provisions.
  Commander in Chief
  The current ruler of Taz is the Warrior Queen Axa. A
  veteran of many conflicts, she is a powerful warrior
  and shrewd commander.
  Crime and Punishment
  Thralls instinctively and naturally act in a regimented
  military fashion. The crimes common to other cultures
  are entirely alien to Thralls. At most, a Thrall might
  question an order on tactical grounds. Due to this, there
  is no need for jails or prisons. Any Thrall who questions
  an order incorrectly is simply restricted to barracks for
  a short period, or demoted, according to the ruling of
  the Military Tribunal. Foreigners suspected of crime are
  "imprisoned" in a barrack of the Citadel, under heavy
  Thrall guard, until an Effectuator arrives from Sindar
  to ascertain their guilt or innocence. Those guilty of any
  crime, such as theft, murder, rape, etc, however minor,
  are summarily executed.
  Military bases
  Barracks
  See "Typical Dwelling" (pp. XX)
  Barracks Members
  Each barracks of 100 Thralls consists of 15 units of
  four infantry; four units (two light, two heavy) of 5
  cavalry; 10 scouts (hunters); five war-medics; and one
  captain. Several Thralls do the smithing for their bar-
  racks, while others are detailed to supply duties as nee-
  ded. Each barracks also houses a single Rite-Master
  (although several infantry will be serving apprentices-
  hips under him or her).
  Rite-Masters
  Rite-Masters are aged, veteran Thralls who act as the
  tribe's historians, storytellers, and tattoo-artists. They
  oversee the rites of Naming and Passage, as well as offi-
  cially recognizing each Thrall's accomplishments, and
  ensuring the tribe's tattoos are up-to-date.
  Barracks of the Unnamed
  Identical to the other barracks, these buildings house the
  community's young. Young Thralls are trained by retired
  veterans.
  
  - 66 -
  The City Guide of Talislanta
  Chapter XII :Tor
  Becoming an Adult
  Thrall children are placed in barracks as soon as they are
  weaned. They have no tattoos or names until their 6-year
  period of training is over. Their Rite of Passage involves
  various team and individual events of a martial nature
  intended to demonstrate their prowess to the Rite-Masters.
  They are then presented with garde and a greatsword,
  and tell the assembled onlookers what they wish to be cal-
  led. Over the following few weeks they are inscribed with
  tattoos reflecting their tribe, name and rank.
  Training Fields
  Little more than large areas of dirt, Thralls perform weapon
  drill, training and combat sports on these fields throughout
  the day, every day.
  Thrall Instructors
  Old veterans serve as the young thralls' trainers and
  drill instructors, allowing them to impart their expe-
  rience and wisdom to the youngsters, giving the vete-
  rans a useful task when they retire from the field
  beyond serving as advisors and strategists.
  Sentry Towers
  Each of these slim towers stations four active Thralls at any
  one time. They feature many slots for crossbow fire, chu-
  tes to dump boiling oil on invaders, and a heavy ballista
  emplacement on top.
  Stables
  Simple long halls like the Thrall barracks, these house the
  nearby barracks' mounts, including graymanes, marsh-stri-
  ders, and mangonel lizards.
  Markets & bazaars
  The Square
  The dirt square at the center of Tor serves as a market of
  sorts. It is here that trade goods are loaded and unloaded.
  Arimite merchants trade large quantities of black iron here,
  in exchange for excess provisioning, and Aeriad traders
  from nearby Vashay, sell grain and provender.
  Inns, taverns & restaurants
  En-Garde
  This two-story inn is the only establishment of its kind in
  Tor. Of the same construction style as the Thrall barracks,
  it caters exclusively to non-VIP foreign visitors. It provides
  simple rooms, stabling and a basic bar. Costs are high (x2)
  for anything but roasted meat and Fire-Ale. Thralls do not
  frequent here.
  En-Garde
  A retired Zandir duelist called Zarathas runs En-
  Garde, paying 10% tax to the Thralls. He left Zandu
  following an unfortunate run in with a pair of
  Revenants.
  Traders, artisans 
  & merchants
  Foundries
  Each of these small foundries serves a particular barracks,
  forging their weapons, armor and tankards as need be.
  Weaponry
  Thralls attach no special significance to any individual
  weapon. If one is destroyed, they simply find another.
  Any good weapon will do, and if none is available, they
  improvise. They maintain their weapons and armor in
  top condition, and never decorate or name them.
  Transportation
  Windship Dock
  Constructed of iron-bound timbers, this stout tower stands
  next to the Citadel, and permits up to two windships, or
  four smaller air vessels, to dock.
  Miscellaneous
  Wells
  These simple stone wells provide the settlement's water
  needs.
  
  - 67 -
  The City Guide of Talislanta
  Chapter XII :Tor
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise) or encounters.
  Taka - Ancient Thrall Rite-Master
  This aged, stern individual has outlived many of her kin
  and seems to continue living out of sheer stubbornness.
  Although weakened by age, her mind is still keen,
  although her body is a mass of scars that aches terrible
  when the weather changes.
  Kaz- Thrall Instructor of the Unnamed
  Kaz has a strong reputation for being firm and fair, but
  often seems slightly morose. He survived to retirement
  unscathed, only to lose his left hand when a heavy crate
  fell and crushed it. Slightly embittered by this event, he has
  nonetheless gone on to become a respected instructor, and
  has affixed a wicked mace-head to the stump of his wrist.
  Tir - Taciturn Thrall Light Cavalryman
  A veteran of the Borderland's Legion, Tir is usually with-
  drawn and quiet, far more comfortable in the company of
  his graymane steed than with outsiders. He seldom speaks,
  but his war-cry is chilling when he gallops into battle.
  Rama - Thrall Hunter and Marksman
  As gregarious a Thrall as anyone is likely to meet, Rama's
  skill with a short bow is nothing short of astounding, and
  is celebrated in her tribes tattoos for the time she stood her
  ground before a charging behemoth, and felled it with a
  single arrow. Despite her love of company, she revels in
  the solitude and quiet that are required while out hunting.
  Kash - Inexperienced Thrall War-Medic
  Kash has only recently completed his training and faces the
  world with a little too much eagerness and desire for bat-
  tle. Although experience may temper his outlook, his ins-
  tructors consider him too brash, although they admit that
  his skills are needed.
  Unnamed Thrall
  Only a mere six years of age, this unnamed female Thrall
  is close to reaching full maturity, and absorbs her military
  lessons with all the innate talent and understanding that a
  Thrall is born with. Unadorned with tattoos, she is already
  stronger than most sentients, and her fighting skills would
  already put many non-Thralls to shame. She hopes to join
  the ranks of the heavy cavalry.
  Raz - Thrall Blacksmith
  Mighty, even among the ranks of his Thrall kin, Raz works
  tirelessly, pounding the black iron in his forges, creating
  utilitarian, but well-crafted weapons of war, and suits of
  garde. In battle he wields a great warhammer with appa-
  rent ease, and demonstrates even more appreciation for
  Fire-Ale than do many Thralls.
  Kata - Thrall Artillerist
  Kata mans one of the great ballista that stands in Tor's
  tower, and does so with professional skill. Although she
  recognizes the necessity of her position, she feels more
  comfortable in the thick of melee, and more at peace wiel-
  ding her greatsword than firing great bolts at distant targets.
  Kor - Veteran Thrall Heavy Infantry
  Clad in full garde of red iron, Kor is a veteran of the
  Borderlands, and leader of a unit of heavy infantry.
  Completely silent and calm, even in the heat of battle, Kor
  has the great respect of all those that serve under him, and
  has earned fame as a true exponent of Tazian combat.
  
  XIII.Vashay
  “The sylvan habitation of Vashay is a truly admirable and exemplary demonstration of how an enlightened civilization can
  coexist peacefully with the very forces of nature, without unduly disturbing the local environment and ecological balance,
  and thereby causing the ruination of same, but I would most assuredly refrain from recommending it to those sentients prone
  to uncontrolled perambulation during that unconscious state of rest and recuperation known as “sleep”.”
  - Taj Monas, Sindaran Collector.
  - 68 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  A Visitor's Guide 
  to Vashay
  The Populace
  Capitol of Vardune, and the largest Aeriad settlement,
  Vashay is located in Southwood, and is predominantly
  populated by Green Aeriad as a result. Nearly 150 great viri-
  dia trees make up the foundation of the city, occupied by
  close to 1,200 Green Aeriad, and perhaps 300 Blue Aeriad.
  One of the continent's major agricultural centers, Vashay is
  the source of many food exports throughout the Seven
  Kingdoms and Western Lands, and also serves as a vital
  trade route to and from the Western Lands, via the Bridge
  of Vashay that spans the Axis River. Many travelers pass
  through Vashay, and many of the vessels that traverse the
  Axis River, to and from the Arimite port of Shattra, often
  dock at Vashay for provisions.
  History
  Originally inhabiting the forestlands of what is now
  Aaman, the Aeriad were forcibly annexed in 77 n.a. as the
  Phaedrans consolidated their empire. The Aeriad were for-
  ced to flee eastwards over the Axis River, there to settle in
  what is now the nation of Vardune. Determined to prevent
  such an event occurring again, the Blue and Green Aeriad
  immediately began to establish permanent settlements,
  along with governing bodies, the Blues settling
  Northwood, and the Greens, Southwood. 
  Vashay was established, and grew slowly, the Bridge over
  the Axis River being constructed following the collapse of
  the hated Phaedran Empire in 110 n.a. In 222 n.a. repre-
  sentatives from both Vashay, and the Blue Aeriad settle-
  ment of Valanis, formed treaty and alliance with Cymril,
  Sindar, Kasmir, Astar, Durne, and Tor, thereby forming the
  Seven Kingdoms.
  Slavers not Permitted
  As with all the Seven Kingdom member nations,
  Vashay has a strict non-slavery policy, and will not per-
  mit slave vessels to dock or provision at Vashay or
  Valanis. However, although the Aeriad patrol the Axis
  River in barge forts, they will not attack Imrian or
  Farad slave ships, unless said vessels attempt to moor
  on Vardune soil.
  Visions of Vashay
  A View from Afar
  The glittering waters of the Axis River meander gently
  beneath a huge suspension bridge of worn timbers and art-
  fully woven vines, hanging suspended from four mighty
  viridia trees, each towering above the river and bridge,
  bursting with foliage. Aeriad ply the waterway in barges of
  living viridia, and small, pod-like skiffs. Awesome barge
  forts, their tree-masts topped with lush foliage, patrol this
  watery border of the Aeriad nation. Wagons and travelers
  cross the bridge. The far bank dips to the waters, wooden
  docks lining its edge, a magnificent forest filling the hori-
  zon, a latticework of elevated walkways and dwellings just
  visible among the boughs, flocks of avir skimming the
  canopy.
  On Approach
  The timbers of the bridge are sturdy and broad, worn
  smooth by the passage of countless wheels and feet, and
  the air is filled with the burble of the river below, and the
  gentle cries of avir. The viridia trees supporting the bridge
  bear woven huts, like strange fruits in their branches, sur-
  rounded by many perches from which Blue Aeriad watch
  vigilantly. In the forest beyond, wooden ramps lead up
  from the earth to each great tree, several huts arrayed on
  each, walkways spiraling up around each trunk, and sus-
  pended walkways crossing the canopy like a vast web.
  The City Streets
  Narrow walkways of wood and living tendril ropes swing
  softly in the shade of the canopy overhead, the rich soil
  visibly far below. Wooden platforms secured to the trunks
  of the viridia trees support innumerable domed dwellings,
  as Green and Blue Aeriad walk the bridges, or glide grace-
  fully from place to place.
  
  - 69 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  Vashay at Night
  Moonlight filtering in shafts through the dark canopy,
  Vashay is cast in shadow, the luminous blossoms of lantern
  plants providing points of wan radiance in a spectrum of
  colors, from within and without the many dwellings. Only
  the rustles and cries of nocturnal creatures contrast with
  the relaxing sound of the river.
  Wild Wood
  In keeping with their reverence of nature, the Aeriad
  have taken pains to ensure that those areas of Vashay
  not coverted to the production of crops, maintain a
  natural and balanced ecology. This means that the
  regions of Vardune directly outside the Aeriad settle-
  ments and farms, are actually wild and natural wood-
  land, complete with predators such as exomorphs, dan-
  gerous plants, such as stranglevine, and thornwood, as
  well as more beneficial and rare wild vegetation, such
  as prism plants, willowood, dryad bushes, and prophet
  trees. Needless to say, this can make ground-based tra-
  vel throughout the forests of Vardune a potentially dan-
  gerous proposition, which is why most goods are trans-
  ported up and down Vardune along the Axis River, in
  barges of living viridia.
  The Typical Dwelling
  An Exterior View
  Soaring 100-foot into the air, the viridia tree's tough-barked
  trunk is affixed with wooden platforms at three stages,
  each supporting a simple dome-shaped huts of living
  vines, woven over a trellis, flowering with a rainbow of
  color and delicate fragrance. A sturdy wooden ramp leads
  from the forest floor to the lowest of the huts, while a spi-
  ral stairway, built around the tree's trunk, permits access to
  the upper two dwellings. The uppermost hut is connected
  to its closest neighboring trees by several elevated walk-
  ways. Each hut has a low archway for an entrance, and
  one or two circular openings that serve as windows.
  Gender Differences
  Given the Aeriad lack of gender-based mammalian fea-
  tures, many less informed Talislantans are hard pres-
  sed to determine the sex of any given Aeriad, which can
  lead to embarrassing situations, and serve to infuriate
  the highly-strung Blue Aeriad. Just like the avir to which
  they are related, gender differentiation between Aeriad
  is actually a matter of plumage. As male Aeriad are
  required to impress their potential mates, they have lon-
  ger, more flamboyant, and sweeping headcrests, and
  plumage and a slightly deeper, more glistening hue.
  The Interior
  Decorated solely by garlands of flowers growing on the
  inside of its living walls, the hut would otherwise be sim-
  ply and utilitarian. Four short perches thrust up from the
  floor, providing seating and bedding, while woven pou-
  ches suspended from the ceiling around the walls, hold the
  family's belongings. Gourds of vinesap and water stand in
  one corner, next to a basket of fresh fruit and nuts. A net
  hangs suspended from the ceiling, the scintilla within pro-
  vided adequate light.
  Sleep and Seating
  Like avir, Aeriad prefer to sleep "standing up", gripping
  a branch or pole with their feet. They also prefer to sit
  in such a position, and although they can sit in the
  manner of most humanoids, are less comfortable doing
  so. They also avoid sleeping in a prone position if pos-
  sible, not just for reasons of comfort, but because doing
  so often messes up their plumage, making it impossible
  to glide without grooming first.
  Tax and Rent
  Aeriad do not pay rent, as each family is entitled to
  own one or two viridia trees, and establish dwellings in
  them. Many of the settlement's trees have been owned
  by the same families for generations since Vashay was
  established. A handful of new trees are always grown,
  ready to accept new residents. However, the Aeriad do
  pay taxes, albeit at the incredibly low rate of 20% of
  their produce or wage, given their willingness to provi-
  de what aid they can for the settlement as a whole.
  Waste
  Aeriad bodily waste has reasonable fertilizing proper-
  ties, and so is collected in gourds, which are then
  mixed with the settlement's organic wastes, forming
  large compost heaps that are used to help nourish the
  many crops and vineyards that form the basis of
  Vashay's economy.
  The Evil of Fire
  Given that Vashay is constructed entirely of wood and
  vine, fire of any kind is illegal within the city bounds.
  Only public feasts, where carefully guarded fires are
  used to boil giant water bugs, are permitted. As a result,
  Aeriad rely on many layers of fibrous down to keep
  their homes warm during cold spells, and never cook
  their food. Additionally, this lack of fire use, means
  that they do not have forges, which is why they import
  their metal goods, such as crescent blades.
  
  - 70 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  Places of authority
  The Green Council
  Standing at the center of Vashay, the Green Council resem-
  bles a typical Aeriad dwelling in all respects save size,
  being four times larger. Of the three tiers of abodes on this
  viridia tree, the lowest and uppermost are guard quarters,
  where Blue Aeriad sentinels are stationed to prevent intru-
  sions during council gatherings. The Green Council
  Chamber itself features nine perches set around a table of
  crafted living viridia wood. Southwood's nine Ministers
  meet here to govern development and issues affecting
  Southwood.
  The Green Council
  Each Green Council Minister, a respected and elected
  elder, governs a single of the following aspects of
  Southwood's society: Agriculture, Botanomancy, Law,
  Defense, Finance, Foreign Affairs, Religion, Trade,
  Wildlife.
  Crime and Punishment
  Although crime is quite rare in Aeriad society, it is not
  entirely absent, especially among the highly-strung
  Blue Aeriad. All accused criminals are tried by the
  Minister of Law, in public trial. Aeriad law tends to be
  firm but fair, although there are no established strictu-
  res; the Minister judges each case on an individual
  basis. In villages, malcontents are typically judged by
  the community as a whole. Punishments range from
  paying recompense to the aggrieved party, performing
  duties in the community, or in extreme cases, public
  caging, wing-clipping, or banishment.
  Toll Trees
  The two viridia trees that support the Bridge of Vashay, on
  Vardune's banks, are also toll and sentry stations, each
  sheltering five barrack huts, and numerous perches. 20
  Blue Aeriad guards are stationed at each tree, to collect
  tolls and repel any hostile elements. The toll is 1 s.p. per
  sentient, and 5 s.p. per wagon.
  Military bases
  Ranger Barracks
  Clustered like nuts around the trunks of four viridia trees
  stationed around the perimeter of Vashay, these barracks
  are actually comprised of a pair of huts on each tier of each
  tree, making 24 huts in total, housing a full compliment of
  96 Blue Aeriad Rangers. 32 Rangers are on patrol around
  Vashay's perimeter at any one time.
  River Patrol Barracks
  Built in the boughs of a pair of viridia trees that overlook
  the River Patrol Docks (see pp. XX), these inornate dwel-
  ling huts serve as barracks for the four twelve-strong crews
  of Blue Aeriad Boatmen stationed in Vashay.
  River Patrol Docks
  Located just upriver from Vashay's civilian docks, these
  large, ironwood wooden docks are replete with block and
  tackle winches used to transfer heavy loads. The dock is
  large enough to support Vashay's four barge forts, at least
  one of which is docked at any one time, while the other
  three patrol the Axis River along the edge of Southwood.
  Sentinel Perches
  Concealed at strategic points around Vashay, all of which
  offer clear visibility of paths into Southwood, these perches
  are used as watch points by the settlement's patrolling
  Rangers. Each is equipped with a living drum grown from
  the bark and wood of the tree itself, to be furiously beaten
  at the first sign of any trouble.
  The Aeriad Arsenal
  Beyond the crescent knives, tri-bows, and dart-thro-
  wers that are issued to all Aeriad Rangers, those on
  duty in Vashay and Valanis, are also issued with two
  Morphius Pods, the shells of palm-sized nuts that are
  filled with morphius powder, and sealed. These are
  thrown or slung at interlopers, and break upon impact,
  causing the victim to fall asleep, or at least suffer from
  severe grogginess. Another unusual weapon in the sta-
  tioned arsenal is the Gall-Oak Blossom, which follows
  the same principle of construction as the Morphius
  Blossom, but contains gall-oak dye, which stains those
  it hits, marking them for easy recognition.
  Educational institutions
  Viridian Hall
  Suspended between three viridia trees, Viridian Hall is
  Vashay's botanomantic institution, wherein prospective
  Botanomancers are taught their craft under the wise and
  strict guidance of established elders. Resembling nothing
  so much as a single huge dome dwelling with many doors
  and windows, the dome itself resembles the bud of a sin-
  
  - 71 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  gle great flower, petals just starting to unfurl. This stunning
  creation hangs from three vast interwoven tendrils that
  grow from the base of the great flower and intertwine with
  the trees around it.
  To Study Botanomancy
  As Botanomancers serve Aeriad society, prospective
  students are schooled from of charge. However, the
  entrance requirements are strict, for the Aeriad consi-
  der the possession of this magical knowledge as both a
  great gift and responsibility. Only the most intelligent
  and dedicated candidates are chosen, and only then if
  they are deemed of good character after many grueling
  interviews. A mere 20 new Botanomancers are enlisted
  at Viridian Hall each year, a tiny fraction of the hope-
  fuls that flock here every year.
  Custom Vegetation
  Given their unique talents, many Botanomancers can
  make additional monies through the production of
  unique plant hybrids. Bushes that produce delicious
  fruit year-round, sentinel plants with thorned, whip-
  like tendrils that attack those passing nearby, trees that
  grow in artistic ways, or produce several varieties of
  fruit, etc. are all possibly given skilled use of
  Botanomancy. 
  However, the strictures of Botanomancy require that
  all such custom vegetation created, is actually sterile,
  and may not propagate itself, thereby preventing any
  impact it might have on the local ecology, should it ever
  get free. Of course, this also means that those purcha-
  sing such vegetation cannot simply sell the seeds or cut-
  tings for their own benefit, forcing them to return to the
  Botanomancers, should they require more plants.
  In unusual cases, Botanomancers have been known to
  create custom plants capable of propagation, such as
  those capable of thriving in Sindar's barren soil, but
  these events are extremely rare, requiring an exceptio-
  nal need, and a unanimous vote by the elders of
  Viridian Hall.
  Follow thy Father's Flight
  Aeriad chicks are raised and educated by both parents,
  and their extended family, but when they become fled-
  glings at adolescence, they are expected to choose their
  future profession from one of those practiced by their
  parents. It is considered proper to follow the family's
  traditional profession or professions, and those Aeriad
  who do otherwise are heavily frowned upon, and
  regarded as irresponsible and disrespectful. Only those
  who enter the Viridian Halls are considered exempt
  from this sweeping generalization.
  Museums & libraries
  First Tree
  Standing proud near the heart of Vashay, this solitary viri-
  dia tree stands at the center of a beautifully maintained
  clearing, filled with lush grass. The tree itself far exceeds
  all other viridia in size, having been tended by generations
  of Botanomancers, it limbs gradually coaxed to create a
  serene form. This was the first viridia tree grown in Vashay,
  and the entire history of the settlement is recorded in bark
  runes around its trunk.
  Places of worship
  Trees of Life
  Scattered throughout Vashay, these great temples are loca-
  ted at the very tops of span-oak trees, obscured from
  below by dense foliage. Each is a large empty dome, its
  walls composed of entwined garlands of flowers, its roof
  open to the skies above. Aeriad Creativist ministers hold
  services in these structures, in which the assembled Aeriad
  raise their voices in song towards the sky.
  Markets & bazaars
  Canopy Fair
  This monumental wooden platform is 200-foot in diameter,
  and stands low in the canopy, connected to six surroun-
  ding viridia trees. Winches surround the perimeter, allo-
  wing goods to be lifted or lowered, while wooden ramps
  and rope ladders lead to the ground below. The platform
  often teems with activity during the daylight hours as
  Aeriad merchants and farmers, both from Vashay and the
  surrounding villages, trade their wares with each other, and
  those traders who visit from the Western Lands and
  beyond.
  Aeriad Artisans and Traders
  The Aeriad do not have established shops or stores, ins-
  tead taking their wares to, or doing their shopping at, the
  Canopy Fair. The sole exception to this is the River Supply
  establishment (see pp. XX), run by the Green Council,
  and dealing only in bulk sales and purchases. As few
  Aeriad visit the Canopy Fair more than once a week, it
  seldom overflows, but is always extremely hectic. 
  
  - 72 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  Because there are no Aeriad trade establishments,
  numerous examples of traders, merchants, and crafts-
  men are provided in the NPC section.
  Aeriad Produce
  The Aeriad produce many useful products, ranging
  from vine rope, fibrous down and linen, viridia pod
  roofing and skiffs, various timbers, both mundane and
  exotic, many fruits, nuts, crops, and root vegetables,
  useful herbs and spices, natural inks and dyes, animal
  fodder, flour, decorative or custom-made plants, vine-
  sap, and fruit liqueurs, wines, and cordials. All such
  goods are available in Vashay for a mere 50% of their
  cost elsewhere, and are traded for those products the
  Aeriad do not manufacture themselves, such as metal
  goods, scintilla, magical items, and other curiosities. In
  truth, Vashay is almost totally self-sufficient, so citizens
  live comfortable lives, by their standards.
  Merchants, artisans
  & traders
  River Supply
  Nearly all of Southwood's tax goods are stored in these
  three gargantuan, interconnected timber and vine halls,
  overseen by employees of the Green Council. These
  goods, including great quantities of timber, foodstuffs,
  herbs, viridia pod craft, and much more, are traded in bulk
  with foreign merchants that visit Vashay. The resulting coin
  is used to purchase the iron dart, bolt, and ballista heads,
  and red iron armor, that are used to equip Vardune's
  Rangers and Boatmen, and the crescent blades used by
  practically all Aeriad, as well as pay the nation's military
  force and botanomancers.
  Inns, taverns & restaurants
  River Tavern
  Also part of the Traders' Haven Complex, the River Tavern
  is operated by employees of the Green Council. It caters
  almost exclusively to visiting Aeriad from Northwood, and
  Southwood's surrounding villages. The inn consists of a
  single, large, cylindrical hut that forms a tube around the
  entire trunk of the viridia tree, the interior filled with a spi-
  ral walkway leading to numerous platforms of perches.
  Fresh seeds and vinesap are served here, and prices are
  average, though quality is good.
  River Inn - Aeriad
  Clusters of individual huts literally cover the trunks of these
  two, close-standing viridia trees, each containing a perch.
  and scintilla lighting. These huts are provided for visiting
  Aeriad, as part of the Traders' Haven Complex, and prices
  are low.
  River Inn - Ground-Dwellers
  Located in proximity to the civilian docks, this structure
  resembles a huge log cabin, four-stories tall, its timbers
  beautifully carved and covered with flowering vines. This
  inn offers comfortable rooms for foreign visitors, and is
  part of the Traders' Haven Complex. 
  Wooden cots topped with mattresses and pillows filled
  with fibrous down, along with fine linen sheets, and car-
  ved furniture, occupy each room. Prices are 50% higher
  than usual, but the accommodations are clean, dry, and
  comfortable. Food served in the first floor bar consists of
  garnished, fresh salads, vegetable and herb soups, fruit
  cordials and wines, all of good quality. Meat is not served,
  nor are any dishes cooked.
  Transportation
  Axis Docks
  These basic docks are constructed of tough, ironwood tim-
  bers, and provide docking for up to 20 large vessels or barges.
  Bridge of Vashay
  This large suspension bridge is supported by four viridia
  trees, and is wide enough to permit two wagons to cross
  it simultaneously. It can be easily collapsed, should the
  need ever arise. The two suspension trees on Vashay's
  bank act as toll stations (see p. 70).
  Miscellaneous
  Crops and Orchards
  There picturesque orchards and crop fields form the imme-
  diate surrounds of Vashay, growing provender plant, goa
  nuts, and spice trees. Fruits such as pepper melon, red
  hairy blum fruit, leme, and yim-yam, are found in abun-
  dance, as are viridia tree crops, harvested before they
  reach three years of age. Many of Vashay's Green Aeriad
  make their livelihoods tending these crops and orchards.
  
  - 73 -
  The City Guide of Talislanta
  Chapter XIII :Vashay
  Bower of Final Flight
  Located in the wild forests just beyond Vashay's farmland,
  this lone viridia tree is the final resting place of Vashay's
  dead. The deceased are covered in a shroud of vines, and
  laid to rest amid the branches of this tree, in a short, but
  moving ceremony of song, led by a Green Aeriad Creativist.
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise), or encounters:
  Khi-Chik - Green Aeriad Farmer
  Down-to-earth, forthright, and outspoken, Khi-Chik is a
  farmer, and proud owner of his family's yim-yam orchard.
  Although his plumage is just starting to show the yellow
  tinge of age, he is still hale and hearty, always willing to
  pull his weight, and take pride in his work.
  Skri-Kik - Crippled Blue Aeriad Creativist
  Born with a left arm that was twisted and gnarled like old
  wood, Skri-Kik would never know the joy of gliding, or
  pride of military service that typified his siblings. For many
  Blue Aeriad, that would have been a fate worse than death,
  but Skri-Kik was always calm, always willing to seek the
  good in any situation. To everyone's surprise, the local
  Green Aeriad Creativist, approached Skri-Kik, and took
  him as an apprentice. In the enfolding wings of the
  Creator, Skri-Kik has found his true calling.
  Cree-Kree - Blue Aeriad Boatman
  Cree-Kree is a proud pilot on one of Vashay's mighty barge
  forts, and takes her duties most seriously. Only recently
  assigned this duty, she feels herself drawn to the waters of
  the Axis, as much as the skies in which she can glide, and
  is ever alert for trouble on the waterway.
  Kee-Rik - Green Aeriad Botanomancer
  One of the elders of Viridian Hall, the ancient Kee-Rik is a
  highly skilled Botanomancer, and creates custom vegeta-
  tion for sale to clients throughout the Seven Kingdoms and
  beyond. She willingly gives most of what she makes to the
  Green Council, for the benefit of Vashay, and also serves
  the community as one of its chief historians, recording
  notable events in bark runes on the First Tree.
  Skri-Chak - Green Aeriad Weaponsmith
  Of middling years, Skri-Chak is Vashay's foremost wea-
  ponsmith, and possibly the most famous weaponsmith in
  Vardune. Inventor of the tri-bow, this modest and slender
  Green Aeriad, is known to make dart-throwers, tri-bows,
  and crescent knives of surpassing quality, at prices only
  slightly higher than normal. Recently, his name has attrac-
  ted even more attention, following the unveiling of his
  latest creation: The Repeating Crossbow.
  Ki-Skwawk - Blue Aeriad Ranger
  Ki-Skwawk is thoroughly disgusted with the current state
  of Green Aeriad devolution, and spends a great deal of his
  time taking out his irritation by acting in an aggressive, irri-
  table, and insulting manner. A veteran who served for a
  time in Nankar, he shows open disdain for "dirt-dwellers",
  and abhors the thought that one day his once-proud race
  will be consigned to dwell as they do.
  Chi-Chirrip - Green Aeriad Herbalist and Healer
  Friendly, witty, and vivacious, Chi-Chirrip is an experien-
  ced woodsman, and spends many days wandering the
  wild, untamed forest that surrounds Vashay, gathering rare
  herbs and plant ingredients. Her skills as a herbalist and
  healer are unparalleled, as is her beauty, and many young
  male Aeriad strive for her affection.
  Twit-Twee - Green Aeriad Florist
  Shy and retiring, Twit-Twee is an adolescent Aeriad, but
  already has a firm grasp of her family's hereditary craft of
  flower-arranging. Her artful and attractive arrangements are
  highly sought at the Canopy Fair, and pay equal attention
  to color, texture, appearance, and scent.
  Chik-Chik - Green Aeriad Weaver
  The viridia linen cloth produced by Chik-Chik is fine and
  supple, and he dyes it with a variety of natural ingredients.
  His wife, Kii-Twil, is a skilled mattress and pillow maker,
  and uses many of Chik-Chik's fine linens to create her
  works. They are currently nesting an egg, and expect the
  chick to hatch any day now.
  Kee-Kya - Green Aeriad Horticulturist
  A specialist in the rearing of rare and unusual plants, Kee-
  Kya has a large botanical garden in the orchards surroun-
  ding Vashay. There he tends and rears such unusual plants
  as shrinking violet, morphius blossoms, prism plants, ever-
  blue starfire, purple narcissus, and whisper weed, among
  others. Those seeking such rarities, and their derivative
  substances, often pay him highly at the Canopy Fair.
  Ree-Kwit - Green Aeriad Vinesap Brewer
  Ree-Kwit's family has brewed vinesap for many genera-
  tions, trading kegs of the liquid for the roots of harvested
  viridia, which are then tapped for their sap, and used to
  brew more of the viscous green liquid. The family's secret
  mix of herbs used to flavor their vinesap, is a matter of
  much conjecture among rival brewers, and one fact that
  she has no intention of revealing.
  Yakkir - Arimite Iron Merchant
  Slightly corpulent, with long hair slicked back with grease,
  Yakkir is one of Vashay's main suppliers of black iron, and
  iron goods, and runs a large smelter and foundry in
  Shattra. His hands are bedecked with gaudy gold rings,
  and he always travels with a bodyguard of Thrall mercena-
  ries. He conducts all trade in Vashay personally, not trus-
  ting any underlings to perform such work honestly.
  
  XIV.Zanth
  “Whoever said that, 'with great freedom c-comes great responsibility', had obviously never visited Zanth.”
  - Chik Chik, Green Aeriad Creativist.
  - 74 -
  The City Guide of Talislanta
  Chapter XIV :Zanth
  A Visitor's Guide to Zanth
  The Populace
  Although around 100,000 inhabitants cram the streets of
  Zanth at any one time, the actual population is incredibly
  difficult to ascertain. No official records are kept, and no
  one bothers to even consider the number of Serparians,
  Sarista gypsies, and other transients and unfortunates who
  fill the city's ghettoes or live and die on the streets. As the
  most open and exotic city on the continent, Zanth sees a
  veritable armada of foreign traders and visitors arrive and
  depart, night and day, from around the continent (with the
  obvious exception of Aaman).
  History
  Like Aamahd, Zanth was established on the former Phaedran
  capitol of Badijan, although it retained much more of the ori-
  ginal architecture, including the former Phaedran Sorcerer-
  King's Palace, now the palace of His Illustrious Primacy and
  Grand Potentate, the Sultan of Zandu.
  The most notable recent event in Zanth's history was the
  Great Conflagration of 601 N.A. that engulfed and gutted a
  small district of residences near the city's docks. Allegedly
  started by Heterodoxist revolutionaries, the fire raged out
  of control for six days and nights. Before any reconstruc-
  tion could begin, the city's Serparians quickly inhabited the
  ruined structures. Citing lack of funds and interest in reclai-
  ming the site, Zanth's citizens simply named the area the
  Serparian Slum, and left the Serparians to live there.
  Visions of Zanth
  A View from Afar
  Gentle moors of grass, scattered with banks of vibrant flo-
  wers, small pockets of elegant forest, and wind-worn out-
  crops of black stone, sweep around a great, walled city. The
  tops of elaborate and eclectic towers peer over the stone
  walls, sunlight glinting off their pointed domes of copper
  and brass. Carts, wagons, and a stream of people make their
  way to and from the city's great gates, dwarfed by the gate-
  house towers that stand on either side of the causeway.
  Romantic Crime?
  Burglars and highwaymen have a romantic image in
  Zandu, and the greatest acquire near mythical status
  as folk heroes. While a few certainly promote and affect
  a suave, cool, and dashing image, dressing for effect
  and bearing such nom de plumes as The Nighthawk,
  Silver Saber, or CatDrac, most are simply brutal thugs
  who care less for appearing stylish than they do about
  the unfortunates they violently assault or rob.
  At the Gates
  The ancient Phaedran 60-foot wide causeway, is formed
  from an infinite number of thin black slabs, many cracked
  and worn with use. A gatehouse of ebony stone, built as
  an expansion of the city's 30-foot walls, looms over the
  roadway. Two 20-foot, rectangular gates of brass, elabora-
  tely etched, stand permanently open between the towers.
  The walls thicken slightly as they rise from their 10-foot
  thick base, making them slope outwards.
  The City Streets
  Lanes of dirt teem with a bustle of people in exotic, flam-
  boyant, outrageous or negligible attire; waves of clashing
  colors, assailing the eye. Buildings of every description jos-
  tle for space, plain jet stone contrasting with painted walls,
  carved archways, and glinting domes of copper. Beggars
  dress in colorful scraps, and several children in threadbare
  rags watch the masses appraisingly.
  Zanth at Night
  The streets of Zanth still teem with activity as the veil of
  night descends, inebriated revelers staggering across the
  streets bearing torches and lanterns. Others swagger noisi-
  ly with swords at their hips, while prostitutes croon from
  alleyways, beggars hunker in doorways, and ne'er-do-wells
  go about their nightly endeavors.
  Appease the Beggars
  The Zandir scatter handfuls of copper coins about
  when accosted by Serparians (beggars), both as a sign
  of generosity and to keep from being further harassed.
  Individuals who fail to adhere to this custom, whether
  through ignorance or miserliness, will be subjected to
  
  - 75 -
  The City Guide of Talislanta
  Chapter XIV :Zanth
  public scorn and ridicule; the Zandir are fond of their
  beggars, and expect others to be equally open-minded.
  The Typical Dwelling
  An Exterior View
  A broad, squarish building of worn black stone gradually
  broadens as it rises three-stories to a height of 25-foot
  where it flattens off. Atop the flat roof, two circular towers
  of black stone rise another 20-foot; each topped with a
  pointed copper dome. Stained glass windows dot the main
  building and tower at irregular intervals, some square,
  some arched, some round, others triangular. An oval arch-
  way, fitted with a stout door bound with copper and black
  iron, opens onto the main street. Long, narrow alleyways
  separate the building from its neighbors, littered with gar-
  bage and debris.
  The Interior
  The main entrance opens into a narrow hallway, leading to
  a small stairwell, and lined on either side with several
  apartment doors. Interlocking tiles line the floor, and the
  walls are painted with elaborate scenes illuminated by a
  few torches and a skylight far above.
  The Apartment
  A locked wooden door leads into an 18-foot, square apart-
  ment, separated diagonally into two triangular rooms. Only
  a single, large, oval window opens into the apartment,
  securely locked from the inside.
  • The Main Room
  Lit by the apartment's only window, this room contains an
  untidy bed, an ornate trunk strewn with clothing, a small
  closet, and a tiny, black iron stove in the corner. A sphere
  of amberglow hangs suspended from the ceiling by a
  chain, and an arched doorway leads through to the
  bathroom.
  • The Bathroom
  Constantly lit with the radiance of an amberglow sphere
  hanging from the ceiling, this room contains a simple
  washbasin, bathtub and toilet of black stone, along with a
  wooden cabinet and small mirror.
  Waste Disposal
  The ancient sewage network that serviced ancient
  Badijan runs under both Zanth and Aamahd, serving
  both cities. Infested with urthrax, aramatus, and other
  vermin, it is believed that some individuals use the
  sewers to go back and forth between the cities unseen.
  The Serparians know some of the only routes, and even
  inhabit certain safer and cleaner portions of the sewer.
  However, they will not enter many areas, whispering
  that "things from beyond" lurk in the darkness, and
  that terrible rituals are held there, dedicated to gods of
  fell aspect.
  Rent Costs
  The typical apartment listed above is normal for a sin-
  gle individual or couple, and costs, on average, 4 g.l.
  per month. Wealthier individuals have more elaborate,
  larger, and numerous rooms, and live in the upper sto-
  ries of such apartment blocks, with the wealthiest living
  at the tops of the domed towers. Cheaper apartments
  are available, but decline rapidly in quality as they
  move down the scale, and most common laborers, etc.
  can expect to live in damp, cold, squalid, and cramped
  apartments.
  Tax
  All Zandu's citizens (except the Serparians) are char-
  ged a tax based on "40% of their worth", as assessed by
  an official appraiser. The tax is collected every septe-
  mester by groups of 10 swordsmen and an appraiser
  (who inevitably embezzles). Most of the tax collected is
  used to fund the nation's constant military standby;
  scant little goes towards civil repair or services (other
  than the upkeep of the city's walls).
  Places of authority
  The Oubliette
  Archaic and ominous, this vast cuboid structure of win-
  dowless black rock stands a mere three-stories high, but
  extends seven-stories below ground. Riddled with foul,
  lightless cells, and torture chambers that Aamanian
  Inquisitors would envy, it is claimed that the lowest levels
  were sealed off centuries ago, and that unspeakable acts
  were performed therein. Few criminals incarcerated here
  ever live to see the light of day again.
  Punishment
  Zanth's gaolers and torture-artists are famed for their
  creative cruelty, and few individuals survive their
  ministrations for long. Those poor souls that do are
  often broken body and mind, their gibbering screams
  echoing along the Oubliette's dark corridors. Magicians
  who commit crimes are swiftly executed in public; a
  fate deemed preferable to incarceration.
  
  - 76 -
  The City Guide of Talislanta
  Chapter XIV :Zanth
  Palace of His Illustrious 
  Primacy and Grand Potentate
  Commonly called "The Sultan's Palace", this fabulous struc-
  ture sits in huge circular grounds, and consist of a vast rec-
  tangular building, topped with three magnificent towers,
  and with three great, stepped verandas, supported by twis-
  ted archways in the style of ancient Badijan. The entire
  structure is thinly layered with silver and gold, the grounds
  replete with canopied terraces, fountains, walkways, and
  topiary gardens. The interior boasts lavish aviaries, sola-
  riums, spiral stairways, superior works of art, and luxuriant
  furnishings.
  His Illustrious Primacy and 
  Grand Potentate, the Sultan of Zandu
  The Sultan - it is forbidden to call him by his given
  name - is a man of mercurial moods and capricious
  passions. He is a slender, handsome man in his early
  forties, with a decided predilection for opiates, women,
  and revelry. His health is on the decline, and an entou-
  rage of viziers, astromantic advisors, servitors, and a
  personal corps of elite Certaments always surround him.
  Palace of the Blessed Houri
  Located directly next to the Sultan's Palace, this smaller, but
  similar structure, thinly plated in silver and brass, is set
  within the same grounds, featuring a single veranda, and
  four smaller, slender towers. The Sultan's harem of 4,000
  wives, plus half as many eunuchs, handmaidens, and ser-
  vants dwell here. Around 600 of the Sultan's offspring are
  tended in a nursery therein.
  Ward Towers
  These three-story structures of basic black stone are all
  capped with copper domes, and house a contingent of 20
  swordsmen who ostensibly patrol the surrounding area,
  keeping the peace and enforcing Zandu's (few) laws.
  Law Enforcement and Justice
  Zanth's law enforcement is lackluster, corrupt, and
  inept. The wardens are easy to bribe, and usually have
  "arrangements" with the local criminal element.
  Distinguished by their black attire (uniquely cut,
  embroidered, tailored, etc. for individuality), they
  make infrequent patrols in units of four. Their investi-
  gative abilities are negligible, but they are skilled fen-
  cers. They only make any real attempts to enforce the
  law in the wealthier areas. As a result, mob justice and
  vigilante activity are quite common in Zanth, and the
  private hire of Certaments, and even Revenants, to
  punish transgressors, are frequent occurrences.
  Military bases
  The Chrome Citadel
  This mighty fortress has walls 30-foot in height and 10-foot
  in width, thinly plated with silver chromium. The enclosed
  grounds include a three-story semicircular tower of shining
  silver, housing the commanders of Zandu's complete mili-
  tary, and a dozen black stone barracks and stables for
  Zanth's own military contingent of 1,000 swordsmen and
  graymane cavalry.
  Flamboyant Soldiery
  All members of Zandu's military must have acquired
  certification in swordsmanship from the Palaestra.
  While such documents are easy to forge, their unique,
  flamboyant fighting style is not.
  Zandu's soldiers are allowed to design their own indi-
  vidual uniform, but must display their unit's crest pro-
  minently, usually on a cloak, tunic, or armband. They
  are permitted to question orders, and make suggestions
  to their superior officers. Rank distinctions and awards
  in Zandu's military are amazingly complex, with
  ranks indicated by the number of stars, crescents, and
  crossed blades (in copper, then silver, then gold) on the
  individual's left breast.
  The Gatehouse
  Flanking the city's great brass gates are twin towers of
  black stone, three-stories high; an extension of the city's
  ebony wall containing a secondary portcullis of black iron,
  overlooked by thick hollow walls containing murder holes.
  20 swordsmen guard the entrance and collect tolls, while
  another 20 swordsmen and archers are stationed in each
  tower at all times. A toll of 1 s.p. per individual, beast, and
  cart, is charged on entry and exit (only Zandir are exempt
  from this toll).
  The Great Barrier Wall
  60-foot high and 30-foot thick, this awe-inspiring black
  structure looms above the city and stretches beyond, vani-
  shing into the distance, running from the border of Arim to
  the Sea of Sorrow.
  Towers of Eternal Vigilance
  Located every 1,000-foot along the Great Barrier Wall (clo-
  ser in the city of Zanth itself), these brutal towers of jet
  stand 70-foot high, each manned by a unit of five swords-
  men and five archers who have a barracks in the tower.
  
  - 77 -
  The City Guide of Talislanta
  Chapter XIV :Zanth
  They keep constant watch on the border with Aaman in
  shifts. A magical horn in each tower is to be sounded in
  the event of an enemy attack, and anyone attempting to
  scale the wall from either side will be used as target prac-
  tice. Each tower is unique in shape: round, square, oval,
  triangular, trapezoid, hexagonal, and so on.
  Educational institutions
  Causidian Guildhall
  This triangular hall is painted with abstract designs in every
  shade and hue of blue, and features a great door of cop-
  per inscribed repeatedly with Zandu's laws (such as they
  are). The interior is comfortable, if decidedly functional,
  with numerous small studies, and a single central hall with
  wooden pews and a speaker's rostrum.
  Causidians
  Causidians form a loosely organized guild and social
  club of litigators, diplomats, and scribes. They are reco-
  gnized by their blue attire (although style, shade,
  fabric, and hue vary greatly, from plain sky-blue, to
  marbled indigo, or patchwork blues, etc.). Their servi-
  ces may be obtained for a price of 10 g.l. per day - more
  if the Causidian has garnered even the slightest repu-
  tation. Prospective Causidians must find an existing
  Causidian willing to take them as an apprentice for a
  year. The Causidian is free to negotiate their fee with
  their prospective student as they see fit, so the cost invol-
  ved in obtaining the tuition varies greatly, and might
  also include menial work or sexual favors, instead of,
  or in addition to, any monetary charge.
  Palaestra of the Blade
  The most famed and prestigious school of swordsmanship
  in Zandu, the Palaestra is carved from black stone, with the
  figures of warriors carved in bas-relief on every surface,
  and features numerous small practice halls, and a single
  grand hall capped with a brass dome. 
  Extensive grounds, surrounding the main building, are
  used both for the practice of mounted swordsmanship, and
  combat on open ground. A single, large tower stands in the
  grounds, used for urban fighting practice. Tuition is availa-
  ble for all levels of skill, and costs 200 g.l. per semester
  (half for citizens of Zandu). 
  Zandir who wish to join their military do not have to pay,
  but must enlist for a one-year term of duty immediately fol-
  lowing graduation. Rambunctious fencing students have an
  intense rivalry with the local Wardens.
  Certaments and Dueling
  Duels are perfectly legal in Zandu, but must follow cer-
  tain established protocols. Firstly, a formal challenge
  must be made (thought the exact nature of this varies),
  along with the nature of the duel (to the death, to first
  blood, to surrender). The challenged party then names
  the time and place for the duel (it can be anywhere
  both parties can access, at any time within two days of
  the challenge). Each party is permitted two weapons
  (such as a dagger and saber, or greatsword and
  garde), with magic counting as a single weapon.
  Magical weapons, etc. are permitted: if your opponent
  has them and you do not, that is merely your misfortu-
  ne. Crowds always gather, and wagering can be swift.
  In fact, many Certaments make their living by challen-
  ging people and wagering on the outcome themselves.
  The challenged party may always refuse to duel, but
  must make a public apology to the challenger if they do
  so, and face mockery by any Zandir nearby.
  Paradoxist Seminary
  Crafted in the shape of a broad black tower, topped with
  a single stained-glass window shaped like an eight-pointed
  star, this establishment is Zandu's erstwhile center for the
  study of Paradoxy - in actuality a school for magicians,
  charlatans, and self-styled seers. A large, adjacent dome
  (heavily warded) is used for the practice of magic. Cult
  doctrine is taught, along with wizardry (primarily conjuring
  and illusion), and certain performing and thieving talents.
  However, the curriculum and faculty are so hopelessly
  disorganized that graduates may not have acquired any
  appreciable skills at all. Tuition is 100 g.l. per septemester
  (seven weeks); halved for Zandir citizens.
  Charlatans
  Despite their varied skills, magical talents, and admit-
  ted bafflement with the nature of reality, charlatans
  are taken seriously in Zanth, and are often asked to
  give blessings to new births, provide advice (always in
  the form of a conundrum), and perform wedding cere-
  monies and funerary rites. While they don't charge for
  these services, those asking for their services must make
  a "donation" to the charlatan in accordance with just
  how flamboyant her performance was. Unfortunately,
  some Charlatans are all too eager to exploit their offi-
  cial status, giving false advice (or advice that benefits
  them), and inspiring fear by threatening to curse those
  that displease them. A very rare few have even formed
  highly dubious cults for brief periods. Charlatans are
  recognized by their combination of brocade cloak and
  curl-toed boots, although the style, etc, of these, and all
  their other apparel, varies greatly.
  
  - 78 -
  The City Guide of Talislanta
  Chapter XIV :Zanth
  Museums & libraries
  Immemorium
  Formed by seven completely different towers, each pain-
  ted a color of the rainbow, and interconnected with arched
  walkways, the Immemorium is Zanth's museum. Contained
  within are great works of art, displays of cultural items
  from across the continent, and Paradoxist artifacts from the
  Cult Wars, as well as tomes by such Phaedran luminaries
  as Kabros, Thystram, and Sassan. Admission costs 5 s.p.
  each, and security is paranoid, including skilled guards,
  alarms, and traps, both magical and mundane.
  Places of worship
  Enigma Tabernacle
  Zanth's only "temple", the Tabernacle is a large monument
  of veined quartz from the Crystal Mountains. Standing atop
  a circular plinth of 25 stone steps, the Tabernacle is 150-
  foot in diameter, and 100-foot high, with 500 slender pil-
  lars filling its entire area, topped with a gold-plated dome.
  No services are held here and no clergy are in attendance.
  Zandir come here as the mood takes them, to read the pil-
  lars, each of which is carved with countless unanswered
  questions. The monument is a favorite trysting place
  among lovers.
  Markets & bazaars
  Bizarre Bazaar
  This open area of interlocking black paving is frequented
  by traders from many lands: Gnomekin crystal merchants,
  Aeriad horticulturists, Kasmiran trapmages, Cymrilian
  enchanters, Farad slave mongers, Sarista fortune-tellers and
  street performers, Jaka trappers, Zandir spice traders,
  Arimite ore-dealers, and many others. The stalls, ablaze
  with torchlight, are busy into the night, as are the nume-
  rous pickpockets and con men.
  Produce of Zanth
  Spices, exotic fragrances, narcotic herbs, fine wines,
  opals, and utensils of copper and brass can all be pur-
  chased in Zanth for prices up to 25% less than normal.
  Fine dueling swords can be bought in Zanth as well,
  although discounts are only given on bulk purchases.
  Haggling is lively and flamboyant in Zanth.
  Freedom in Chains
  Despite Zandu's espousal of personal liberty and freedom,
  slavery and slave trading are legal, and regrettably com-
  mon, in Zanth. While few but the wealthiest individuals
  own personal slaves, many unfortunate slaves (due to poor
  luck, circumstance, or criminality) are forced to labor in
  the nation's opal mines. Slavery in a nation whose creed is
  freedom? Yet another paradox say the Zandir.
  Traders, artisans 
  & merchants
  Areola Imbroglio
  This circular shop is painted in a patchwork of clashing
  colors, and surrounded by a dozen identical doors, only
  one of which is real. Dusty and dim, it is cluttered with
  magical paraphernalia, alchemical ingredients, and scatte-
  red copies of Paradoxist literature (including several edi-
  tions of the cult manifesto, the Book of Mysteries). Prices
  for any of the eclectic shop's contents vary greatly.
  Devils' Bane Brass
  Completely covered in interlocking disks of copper and
  brass, this shop produces and sells common utensils of
  copper and brass, including plates, cutlery, tankards, belt
  buckles, lengths of chain, and even basic jewelry, such as
  bangles and torcs. Quality and price are typically low to
  average, but ordered pieces are of good quality, often with
  basic decoration, and are of 1.5 x standard price.
  Essence of Life, Spice Emporium
  This large, unadorned black building contains dozens of
  small, open casks filled to the brim with spices it buys in
  bulk. Entry costs 1 s.p., and customers are given several
  small paper bags (each capable of holding no more than
  0.5lb of spice), and a scoop to select what spices they
  want. The bags are checked on exit, and the customer
  charged. Prices are low (x 0.6 average), but customers are
  watched constantly to ensure there is no theft.
  Finesse
  This small copper dome, ringed by 10 slender minarets, is
  Zanth's finest costumer. Specializing in masks, elaborate
  costumes, and other stylish apparel in the finest of mate-
  rials, it also sells fine fragrances, and employs some of the
  most skilled body painters. Most apparel and fragrances
  are available at x2 standard prices, and made-to-order out-
  fits can cost several times this. Body painting varies in cost
  according to detail and size (20-200 g.l.).
  
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  Chapter XIV :Zanth
  Grand Estates
  Consisting of a single opulent office in a wealthier home,
  this establishment is owned by Samarr, a wealthy Zandir
  merchant who sells parcels of land, refurbished manses,
  and abandoned tower keeps. Most of these properties are
  situated along the northern border or ocean coast - not
  exactly preferred locations, though the low prices (5000 to
  50,000 g.l.) are not unappealing.
  Opulence
  Its etched black walls polished to a smooth sheen, this
  shop sells jewelry of remarkable detail and unique design
  from any metal or gemstone. Prices are high (x2), and
  opals a specialty.
  Robalo's
  Scenic vineyards surround the hexagonal gardens of this
  elaborate mansion and distillery; one of the country's most
  respected wineries. Robalo's offers excellent vintage wines
  at reasonable cost. Weekly tours of the vineyards cost 1
  s.p., and are a popular attraction, the free samples contri-
  buting to the general lack of sobriety in this area.
  Second Skin
  Painted in bright emerald and scarlet, this hole-in-the-wall
  shop can only be entered via a dingy side alley. It sells
  furs, hides, and leathers of the best quality from nearly
  every kind of animal on the continent, and also makes sur-
  passing custom clothing and fetish gear from such mate-
  rials (at costs x3 standard). Their lapis lazuli suede boots,
  and serpis leather coats are very popular.
  Zelado's
  Zelado blades are considered the finest on the continent,
  and Zelado iron is always of excellent grade. This small,
  converted apartment block contains a dozen forges, and
  has been run by the Zelado family for many generations
  (the family inhabit the gilt-capped towers above the for-
  ges). Prices are x2 standard (x3 or higher for custom
  work), but the quality is beyond compare.
  Zenith
  This tiny shop is located in the top two floors of a single,
  slender tower that stands 40-foot high, the lower half of
  which contains nothing but an elaborate spiral staircase
  permitting access to the shop above. Lit by several dozen
  colored irregular windows, and topped with a twisting
  copper dome, this shop sells softer drugs and beautifully
  crafted water pipes, hookahs, and pipes at modest prices
  (x 0.8 standard).
  Parks
  The Marvelous Menagerie
  Set atop a vast verge of grass, enclosed by a high iron
  fence, the Menagerie is a combination zoological garden
  and park. Paths of stone form a circuit that passes over a
  dozen enclosures, aviaries, aquariums and cages of intrica-
  te design, wrought in black iron and toughened glass.
  Exotic beasts from around the continent are kept here,
  cared for by Jaka beastmasters. Admission at the gates
  costs 1 s.p. per person.
  Caged Attractions
  By far the most popular enclosure houses an array of
  pitiful, grotesque abominations, some of which are
  intelligent. Cruel Zandir enjoy jeering and mocking the
  poor freaks. Another popular attraction is the exomorph
  enclosure, and some Zandir have been known to spend
  hours trying to catch a glimpse of the elusive beast.
  Inns, taverns & restaurants
  The Caged Skank
  This popular bar is unremarkable, save for the small sphe-
  rical cage that hangs just inside the entrance. The cage is
  inhabited much of the time by a skank called Grinch, who
  enjoys making lewd remarks, and telling tales of dubious
  veracity. His high pitched singing often accompanies the
  inn's musical entertainment. Prices and quality are average,
  but the atmosphere is relaxed and congenial.
  Exquisitorium
  This high-class, members-only restaurant, has numerous
  elegant towers capped in gold, interconnected with delica-
  te, carved arches. The atmosphere and decor are rich, tas-
  teful, and restrained, with Bodorian musicians providing
  musical accompaniment to the meals. Security is strict, as
  is the dress code (only the most expensive and fashionable
  garments are permitted), but many of the city's most
  influential citizens dine here. Costs are astronomic (x10
  standard). How anyone becomes a member is a well-kept
  secret.
  Flashing Blades
  With its name, and the crossed sabers that hang above the
  doorway, it is easy to guess that the clientele of this inn
  comprise of swordsmen and Certaments. Furniture of
  
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  Chapter XIV :Zanth
  colorful hardwoods fills the bar, marred by the strikes of
  many duels. The place has a swaggering atmosphere, full
  of dedicated carousing, tall tales, and hot-tempered duels.
  Prices are 10% above average (to help offset property
  damage costs), quality is fair, and house wines abundant.
  The Greater Sun
  This middle-class tavern features a spherical sign of
  wrought iron and etched crystal, lit from within by a
  constantly burning fire. Quality is good, but prices are 1.5
  x standard. Many of the city's artisans, merchants, magi-
  cians, and Causidians frequent here, dictating that much of
  the inn's gossip centers around current prices, the quality
  of imported materials, etc.
  The Lesser Sun
  Located directly across the street from The Greater Sun
  (see above), this basic, working-class tavern features a
  small spherical sign of wrought iron, lit from within by
  dozens of amberglow spheres. The prices and atmosphere
  are cheap, rude, and cheerful (x0.75 normal), and the cus-
  tomers are mainly lower class-laborers.
  Conflict by Sunslight
  Although the inns of the Greater Sun, and the Lesser
  Sun are owned by the same individual (a wealthy mer-
  chant called Maryb), the rivalry between the two esta-
  blishments (and their customers) is often intense, some-
  times erupting into petty violence and one-upmanship.
  The Lucky Shaitan
  With a sign depicting a Shaitan in ménage a troit with two
  naked women, it should come as no surprise to learn that
  this seedy bar includes a striptease platform and lap-dan-
  cers. However, the dancers are strict professionals, and will
  not involve themselves with patrons. Admittance costs 1 g.l.
  per person, though prices for food and drink are average.
  Manse of the Sublime Mysteries
  This splendid inn and tavern has been converted from an
  old Phaedran mansion of black stone, three-stories high,
  with numerous rooms and bars, decorated with colorful
  and diaphanous curtains, drapes, and velvet furnishings.
  All who enter must wear a mask of one sort or the other,
  adding a certain mystique to the atmosphere. Bodorian
  musicians, thespians, and acrobats, provide jocular enter-
  tainment. Quality is above average, as are the prices (x2
  standard).
  Quicksilver
  This moderate, single-story building of black stone, topped
  with a copper minaret, features an open kitchen behind a
  bar, and dozens of stools, and is open 24 hours a day. It
  specializes in creating quick meals, served in paper bas-
  kets. A single serving of Zash - herby provender fries, with
  a spicy sauce filled with chunks of meat, mushrooms, or
  other vegetables - costs a mere 2 s.p. and is served hot
  within two minutes of ordering.
  Werewood Tavern
  With a wooden sign carved with a disturbing face, a truly
  diverse clientele frequents this inn and tavern: Arimite
  knife-fighters, Jaka manhunters, Zandir charlatans and thie-
  ves, with a few swordsmen thrown in. Fare is reasonable
  in price and quality. The large common room holds
  contests of strength, skill, and magical prowess. Private
  booths are available (1 g.l.) and frequently used by certain
  disreputable types for greater secrecy.
  Dens of iniquity
  Anaais
  This luxurious pleasure palace is run by a Batrean para-
  mour called Aleana (see Tal10, pp. 264). 55-foot in height,
  this trapezium-shaped establishment of delicately carved
  jet stone, contains six stories, and a variety of facilities,
  including an indoor pool, saunas, private jacuzzis, nym-
  phariums, and a rooftop topiary garden enclosed with
  glass. All manner of tasteful, erotic entertainment is featu-
  red, along with the best wines and food, although prices
  are exorbitant (x10 normal).
  Bliss
  This oval building is topped with a ring of six brass-cap-
  ped towers, and painted over every surface with whorls of
  color. Each of its many rooms is filled with silk cushions,
  and any drug is available here at costs only 20% higher
  than normal. The air is an intoxicating haze. Candies and
  spiced wines are offered to inebriated customers, who
  always seem willing to pay the high cost (x 2) for the prof-
  fered comestibles.
  Chaotic Exotica
  Located in a disused and sealed off section of Zanth's
  sewers, this establishment is only accessible via a small,
  nondescript tower above. Frequented only by the most
  jaded citizens, Exotica offers prostitutes and live-sex shows
  featuring (but not limited to) nearly every race, species or
  
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  The City Guide of Talislanta
  Chapter XIV :Zanth
  animal on the continent. Every fetish is catered for, howe-
  ver outrageous or twisted... for a price (x2, rapidly rising
  higher as any requests become more outrageous).
  Admission alone costs 10 g.l.
  Crimes of Copulation
  Although even public sex is legal (and not entirely
  uncommon) in Zanth, the Zandir consider pedophilia
  and necrophilia to be among the worst of crimes.
  Unfortunately, child prostitution is entirely too com-
  mon, as some starving young Serparians are forced to
  sell themselves merely to survive.
  Lavations
  This large, hexagonal building, topped with a wide dome
  of stained glass, contains an array of public and private
  baths, and massage parlors, offering rubs with scented oils
  and tonics, as well as other, more stimulating services.
  Admission costs 1 g.l. A public bath costs 1 g.l; a private
  bath 5 g.l.; a massage, 3 g.l. Other services are arranged
  privately with the desired "masseuse".
  Pandaemonicus
  More commonly called "The Pit", this vile drug den is fre-
  quented by Zanth's most desperate and wretched drug
  addicts, such as heavy users of k'tallah. Located in the
  Serparian slum, it resembles a run-down, derelict tower, its
  dome long stripped of copper. Costs are average, and the
  managers will accept barter (including stolen goods).
  Rumor has it that the establishment is secretly run by a
  high-ranking Monitor in neighboring Aaman.
  Phallus
  This four-story tower is plated completely with brass, and
  topped with a shaped copper dome, which lends the esta-
  blishment a form very suggestive of its nature as a brothel
  featuring male-only prostitutes. Popular with a good num-
  ber of female patrons from Zanth and elsewhere, Phallus
  also has a substantial number of male clients. Only the
  most well-endowed (and skilled) male prostitutes are
  employed here. Costs are 1.5 x standard.
  Risque
  The city's premier casino, this elaborate black stone buil-
  ding is covered with copper filigree, and topped by a
  dozen copper minarets. Several huge halls contain many
  tables and comfortable chairs, and all games of chance are
  offered here. The decor is kitsch, and the attractive male
  and female service staff wear nothing but a flamboyant
  cape of translucent gossamer. Cheating is par for the cour-
  se. Admission costs 5 g.l.
  Transportation
  Docks
  Zanth's docks are a filthy clutter of stout wooden piers, fra-
  meworks of block and tackle, and disused packing crates,
  providing docking for up to a dozen vessels. Zandir free-
  traders arrive and depart from this point, carrying ship-
  ments of spices, copper and brass articles, and fine Zandir
  blades which they trade along the Southern Rim, in
  exchange for goods from the Thaecian Isles, Faradun,
  Cabal Magicus, Oceanus, and Jhangara. The dock is rea-
  ched via a sinuous man-made waterway that leads inland
  from the Sea of Sorrow, and enters the city through a great
  iron-gated archway in the southwestern wall.
  Zandu Canal
  This 60-foot wide man-made waterway connects Zanth's
  dock to the Sea of Sorrow, allowing vessels to sail inland
  to dock at the capital.
  Miscellaneous
  Arena of Victory
  This black circular arena is 100-foot in diameter, with step-
  ped rows of seating surrounding a shallow pit, 20-foot in dia-
  meter. Weekly battles are hosted here; a process of elimina-
  tion deciding who will represent Zanth at the annual Clash
  of Champions. The competition is open to warriors of any
  race, creed or nationality (except Aamanian), and each wee-
  kly victory is worth 1000 g.l. The overall champion is accor-
  ded status commensurate with a prince of the realm by the
  Sultan himself. Seats are available to spectators at costs of 1,
  10, and 100 g.l. (depending on proximity to the center).
  Clash of Champions Platform
  The annual Clash of Champions takes place on this large
  stone platform that stands directly over the central tollgate of
  The Great Barrier Wall. The stone platform is 20-foot in dia-
  meter, perfectly level, and has no safety barrier. Incautious
  combatants can be forced off the edge to plummet to injury
  or death. It is considered a particular coup to cause a van-
  quished foe to fall amongst their own supporters.
  Toll Gates
  Supported on either side by solid black pillars of monoli-
  thic proportion, three unadorned and monumental gates of
  
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  The City Guide of Talislanta
  Chapter XIV :Zanth
  copper, 30-foot in height, directly link Zanth and Aamahd
  through the Great Barrier Wall's only opening. Each gate is
  operated and overlooked by a gatehouse located within
  the great flanking pillars. Standing directly above the cen-
  tral of the three gates is a small stone platform: the site of
  the annual Clash of Champions.
  Great Gates Toll
  The country whose representative wins the annual
  Clash of Champions is awarded proprietorship of the
  wall for one year, including the right to collect toll reve-
  nues through the Toll Gates. By mutual agreement, the
  toll may not exceed 1 g.l. per person, animal, or
  conveyance.
  Sarista Ghetto
  Formerly a public park, this area is enclosed by a crum-
  bling circular wall, the grassy interior segmented by arched
  black walls radiating from a central hub paved with black
  stone. Now taken over by Sarista gypsies, their colorful
  wagons, tents and campfires are scattered throughout the
  area. Many Zandir come here to have their fortunes told,
  buy gypsy charms, or watch them perform. The Sarista
  have affiliated themselves with the Serparians, and pay the
  usual due to the Sultan of Beggars.
  Serparian Slum
  Consisting of the fire-gutted, skeletal remains of 17 buil-
  dings overlooking an open area of barren ground, the
  Serparian Slum is strewn with refuse; crude lean-tos abut-
  ted to the buildings' walls. Zanth's Serparians (beggars) live
  here in abysmal squalor. According to popular belief, the
  Sultan of Beggars dwells at the secret heart of the slum,
  overseeing the allocation of prime begging territory, and
  the running of a citywide network of thugs, thieves, and
  information gatherers.
  Serparians
  Begging is considered an honest, if not estimable, pro-
  fession in Zandu. The Serparians forms a loosely orga-
  nized network of beggars, thieves, pickpockets, and cut-
  throats responsible for most of the petty crime in the
  city. They only have one real rule: "look out for each
  other", and always band together to deal with any
  threats in a swift, and often brutal, manner. Anyone
  seeking information or aid from the Serparians must
  deal with the Sultan of Beggars, the shadowy indivi-
  dual who makes all decisions concerning admission,
  expulsion, and punishment within Serparian ranks,
  and to whom all Serparians pay a 10% due.
  Beggar Breeds
  Serparians are separated into several distinct sub-
  groups:
  • Supplicants (the physically fit)
  • Perjors (who fake physical disabilities)
  • Misfortunates (the truly disabled and maimed)
  • Forsaken (the young urchins)
  Silent Necropolis
  50-foot high, with five levels and an underground crema-
  torium, this huge black structure is shaped like a stretched
  oval, painstakingly etched, carved, and inlaid with copper
  depicting the luminaries of the Ten Thousand. Two vaul-
  ted open arches lead inside. Each level is filled with row
  upon row of black stone shelves bearing brass funerary
  urns; white marble slabs set into the walls inscribed with
  the names of Zanth's dead. The bottom floor is dedicated
  to the untold thousands of Paradoxists who died during
  the Cult Wars.
  Stadia of Champions
  These immense walled 40-foot structures contain 13 steps
  each, built to afford seating to spectators viewing the Clash
  of Champions. The top step is canopied, and reserved for
  individuals of importance and wealth from Zandu and
  beyond, each paying 100 g.l. for the privilege (spyglass
  included). Vendors hawking Zash, alcohol, and spyglasses
  (25 g.l. each) circulate freely during the annual event, as
  do pickpockets. The stadia go unused throughout the rest
  of the year.
  Sample NPCs
  The following NPCs can be used as player contacts, rivals
  (friendly or otherwise), or encounters:
  Captain Zirago Vey - Zandir Sea Captain
  When in port, Captain Vey is one of the more colorful figu-
  res in the dockyard. His brass arm, an enchanted relic of
  ancient origin, is adept at flinging knives and slapping bar-
  maid's bottoms - Zirago says it has a mind of its own. His
  ship, the Fountain of Dust, regularly risks the voyage to the
  Dark Coast, returning with a variety of rare goods.
  Cilia Aquatine - Batrean Paramour and Sultan's Wife
  The Sultan's newest wife and current infatuation, Cilia
  affects an aquatic look, dressing entirely in seashells and
  braided seaweed, and having her green-dyed hair magical-
  ly coifed so that it seems to be moving in a current. The
  Sultan has no idea that Cilia was once an Arimite's para-
  mour, or that Revenant agents are seeking for her.
  
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  The City Guide of Talislanta
  Chapter XIV :Zanth
  The Saffron-Masked Wizard - Zandir Charlatan and
  Burglar
  The identity of the master of ceremonies at the Manse of
  Sublime Mysteries (see pp. XX) remains unknown, though
  speculation matches him with the Sultan of Zandu, several
  well-known mages, or even the Hierophant of Aaman on
  holiday! He is actually Nighthand, a Zandir charlatan who
  leads a number of 'other lives' - including one as a daring
  burglar.
  Argot Trasmaniu - Zandir Oubliette Guard
  Damaged by alchemical exhalations as a youth, the asocial
  Argot has a sinister rasping voice. He enjoys his work, and
  often talks to familiar stones and vermin that squirm under-
  foot. What few understand is that Argot actually can com-
  municate with certain rocks and insects.
  Joyila Orto - Zandir Causidian
  This begemmed and necklaced older Causidian, pudgy
  with the rewards of a successful legal practice, now dedi-
  cates his time to serving the poor at minimal charges - in
  fact, he almost forces himself upon his clients. His obses-
  sion with fairness outweighs his loyalty to those he
  defends, as he has been known to "accidentally" betray
  convicting confidences.
  Ustreya - Famed Zandir Escort
  Although notably overweight, Ustreya is still attractive, and
  has gained fame as one of Zanth's most skilled escorts and
  prostitutes. It is said that she can pleasure a person like no
  other, and given her huge popularity among Zanth's weal-
  thier citizens (both male and female), the rumor might well
  be true; it is certainly acknowledged that her charms are
  abundant. Despite her public profile, Ustreya is a sensitive
  and warm-hearted individual.
  Sarissimi - Sarista Rogue
  This flirtatious and irascible gypsy spends every winter in
  the Zanth ghetto, working with the animals she performs
  with during her summer tour. The highlight of the act is a
  trained urhound, which bounds from the back of one ogri-
  phant to another through a ring of fire. Her mascot is a sar-
  castic ravir named Octar.
  Wyleth - Zandir Charlatan and Dean of Enticement
  A young man of pallid complexion and weak constitution,
  Wyleth is the Paradoxist Seminary's Dean of Enticement. It
  is said that he can, for a price, manipulate the heart of the
  most aloof or remote person. Oddly enough, he is belie-
  ved to live alone in a hilltop manse, and has no known
  romantic entanglements.
  Kar Vlasi - Zandir Swordsman Unit Leader
  Crude and lewd, Kar is entrusted with breaking in troops
  new to the Chrome Citadel. She constantly challenges her
  soldiers to new achievements in order to earn glory: stea-
  ling the pennant of another unit, clandestinely raiding into
  Aamahd, or patrolling the worst sections of Zanth after
  midnight. Her troops gave her the nickname "Old
  Mangonel" in reference to her looks.
  Natromo - Zandir Serparian (Forsaken)
  Although only 13 years of age, Natromo has lived his entire
  life on the streets of Zanth, having been abandoned by a
  mother he never knew. Savvy and mature beyond his years,
  he projects an extremely cynical but artful demeanor, hiding
  the fact that he deeply cares for those Forsaken younger
  than he. A truly skilled pickpocket, he considers himself for-
  tunate that he hasn't had to sell himself to survive.
  Quicksilver - Flamboyant Zandir Highwayman
  Quicksilver is rapidly gaining fame as a highwaymen pos-
  sessed of abundant charm, wit, daring, style, and panache.
  Formerly a Certament, his real name is Kamaris, and he
  cuts an impressive figure in his billowing black velvet
  cape, embroidered white silk shirt, and dashing hood and
  mask. He gets his name from the speed with which he
  wields his saber: a fine black iron blade engraved all over
  with inlay of silver.
  Corissi Deklan - Zandir Certament Protagonist
  Predatory and lithe, with seductive leathers, and a dange-
  rous sensuality few men can resist, Corissi always causes a
  stir. Unfortunately, she makes her living by dueling leche-
  rous fools who make crude advances at her, placing
  wagers on her own victory. All she needs is an excuse to
  make a challenge, and over-amorous Zandir men inevita-
  bly fall right into her hands.
  
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  The City Guide of Talislanta
  Chapter XV :Jacinth
  A Visitor's Guide 
  to Jacinth
  The Populace
  Among the most scenic locations in Talislanta, the beauti-
  ful coastal habitation of Jacinth has been the heart of
  Mandalan culture since time immemorial. Approximately
  . . . . . . . . . . . of the golden-skinned pacifists continue to
  live a calm, sedate life in the city, albeit one under the
  watchful eye of their Kang and Ispasian masters. A seat of
  learning, and center of the arts, Jacinth has become some-
  thing of a resort, as Ispasians invite wealthy and important
  clients and dignitaries to conduct business on the pleasure
  barges anchored in Jacinth's harbor, and enjoy relaxing
  tours of the city itself.
  History
  Mandalan culture has existed essentially unchanged for mil-
  lenia, having weathered and outlived all of the empires that
  have risen and crumbled in the east. Timeless Jacinth has
  also prevailed, and will continue long after the Kang Empire
  has also fallen. 
  Time means little to the infinitely patient Mandalan mindset,
  and their passive approach to life means they have been
  spared much of the anguish and destruction that other peo-
  ple's suffered when conquered. When Sunra vessels arrived
  in Jacinth harbor in 107 N.A., and Kang troops disembarked
  to take over the city under the command of their then Quan
  masters, the Mandalans offered no resistance, and therefore
  suffered little bloodshed.
  Visions of Jacinth
  A View from Afar
  The azure waters of Jacinth harbor sparkle in the sunslight,
  gently lapping against a beach of pristine ivory sands.
  Simple docks of timeworn timbers lead to the settlement
  that overlooks the sands, elegant, multi-tiered pagodas in
  pastel shades, surrounded by sculpted gardens. Huge,
  ostentatious pleasure barges float in the harbor, the waters
  patrolled by Sunra dragon barques, scales glistening.
  On Approach
  Smooth paper, stretched over frames of exotic woods, and
  painted with deft and abstract illustrations, make up the
  tiered pagodas that line the wide sinuous streets. All are set
  about with trees and tended gardens, lending the city a feel
  of tranquility.
  The City Streets
  Delicately carved arches vault over promenades of grass
  and smooth river pebbles, Mandalans passing gracefully
  along them, while others practice meditation or arts in sha-
  ded arbors. Streams of crystal-clear water and colored peb-
  bles line the earthen streets, crossed by slender bridges of
  carved wood. A few Kang patrols swagger along the resti-
  ve streets, harsh colors of crimson and black, while
  Ispasians escort visitors from foreign locales around the
  tranquil setting.
  Jacinth at Night
  The paper pagodas of shadowed Jacinth glow softly with
  the warm orange and pink of illumination from within.
  Paper lanterns are hung from the arches that stretch deli-
  cately over the city's walkways, crystal moths fluttering
  about them, wings catching the light. Soft music fills the
  night air, as do the mournful cries of nocturnal avir.
  The Typical Dwelling
  An Exterior View
  Encircled with tended shade trees, limbs coaxed over time
  to form intricate and subtle patterns, a two-story pagoda
  stands, topped with slender spires of carved wood. A lucid
  pool displays a rainbow of exotic fish swimming lazily
  beneath the simple wooden bridge that spans the waters,
  a cornucopia of flowers and rocks intermixing around the
  perimeter of the pool.
  The delicately etched timbers of the pagoda display a
  variety of soft hues, supporting sliding walls of paper and
  timber painted with scenes of great beauty. A low, curving
  stair of river-worn pebbles leads up to a wooden patio,
  and the main entrance of the pagoda.
  XV.Jacinth
  
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  The City Guide of Talislanta
  Chapter XV :Jacinth
  The Interior
  Given the simple functionality of Mandalan housing,
  nearly all of their rooms are essentially identical, being
  used for rest, work, and artistic endeavors. Only a few
  rooms are notably different as a result of function.
  Thus, the "generic" Mandalan room is described, along
  with the notably different rooms.
  The Interior
  • Generic Room
  Elegantly spartan, this moderately-sized room feels open
  and airy, the floor a mosaic of geometric wooden tiles, lac-
  quered and colored. Sliding paper screens form the inter-
  ior walls and doors, themselves breathtakingly painted
  with natural dyes. Little occupies the room, save for a few
  paper lanterns suspended from the beams of the ceiling,
  providing soft illumination, and the only furnishings are a
  low circular table, surrounded by woven mats, scrolls and
  artistic implements laid atop it. A sculpture of abstract yet
  flowing form stands in one corner. A utilitarian staircase
  leads to the next level of the pagoda.
  Meditation and the Young
  Only young Mandalans, those not yet accomplished at
  the art of meditation, sleep in the prone posture com-
  mon among other humanoids, rolling out long mats to
  serve as bedding. Older and more accomplished
  Mandalans sleep in meditative position, sat atop a
  small padded silk mat.
  • The Bathroom
  Containing several large, barrel-like tubs, each capable of
  comfortably seating one or two people inside, this room
  serves as the bathroom of the pagoda. Each tub has a hol-
  low base into which are placed stones that have been hea-
  ted up with a fire, warming the water placed within.
  Cotton and silk-weave towels permit those just bathed to
  dry themselves, and a small table on the side of each tub
  holds several small vials of scented oils. In a small segre-
  gated room in the corner, a small lacquered box-like toilet
  stands, along with a box of paper wipes.
  Nudity
  Unlike many Talislantan cultures, Mandalans have no
  taboos about nudity, and communal bathing is com-
  monplace and unremarkable.
  • The Kitchen
  With wooden walls, and a sliding panel that opens onto
  the back patio, this simple room features little decoration,
  save for simple carving. Wooden cabinets contain fresh
  and dried herbs, grains and vegetables, while a small stone
  stove is topped with a large clay pot of boiling water. The
  food is served on lacquered wooden plates, and eaten with
  slender wooden tongs.
  Places of authority
  The People's Council
  An unassuming, almost humble, structure located at the
  center of Jacinth's Public Square (see below), this single-
  story pagoda has unadorned walls, and plain, but polished
  timbers. Seven-sided, and consisting of a single room, a
  septagonal table of lacquered wood occupies its center,
  each side surrounded by a seating roll of undyed silk,
  seven paper lanterns hanging from the ceiling.
  The Council
  Given the greater autonomy granted the Mandalans by
  their new Kang masters, they rule themselves largely as
  they have always done, by popular democratic vote,
  seven elected council-members serving to represent the
  interests of the populace, decrees being called out to the
  assembled citizenry when they gather in the surroun-
  ding Public Square. However, any council ruling can
  be overturned by the Governor of Jacinth, the Kang
  Commander in charge of the local garrison. This sel-
  dom happens though, for the Kang have little interest
  in the Mandalan's politics, unless they directly impact
  on the Kang right to rule.
  Military bases
  The Ruby Garrison
  Among Jacinth's only stone structures, this squat, ugly bar-
  racks and military base is made from rough-hewn granite
  covered with a cobweb of ivy. Hastily constructed by the
  Vajra following the original Quan conquest of Jacinth, the
  ostentatiously named Ruby Garrison was never updated or
  embellished, due to lack of interest. In stark contrast to the
  beauty of the surrounding city, this utilitarian, almost for-
  tress-like building is adjacent to Jacinth's dock, and houses
  . . . . . . . . . . . Kang soldiers.
  Accursed Posting
  Being posted to the Ruby Garrison is considered some-
  thing of a curse among the Kang, due to the lack of
  potential conflict, the lack of opportunity to earn khir,
  and the inexplicable rash of mishaps that occur there
  on a regular basis, including the scoffed at tales of sha-
  dows that come to life and are immune to weapons.
  Kang stationed at the Ruby Garrison quickly turn to
  infighting out of frustration and boredom.
  
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  The City Guide of Talislanta
  Chapter XV :Jacinth
  Educational institutions
  Mandalan Tuition
  Mandalan schools teach their pupils a range of sub-
  jects, including the arts, mysticism, meditation, natu-
  ral magic, and mandaquan, although each has a spe-
  ciality for which it is renowned. Little rivalry exists bet-
  ween the various schools, each of which is usually
  attended by the same families and their descendants
  for centuries.
  Such education is free, supported by such donations as
  those attending can afford, and starts at the age of 3.
  Each school is a large, long, comparatively narrow,
  wooden hall surrounded by its own grounds.
  School of Emptiness
  The most spartan and simple of the schools, with large
  grounds containing little but a single tree overlooking a
  small pond and boulder, the School of Emptiness excels at
  the tuition of mysticism and meditation.
  School of Fragrant Blossoms
  Featuring the most beautiful gardens in all of Jacinth, with
  subtle fragrances filling the air, and colorful flowers and
  vines everywhere, around free-standing sculptures, this
  school provides superb tuition in the arts.
  School of Harmony
  Its large grounds merging seamlessly with the surrounding
  landscape, and left to grow naturally, this school stands
  foremost for tuition in the realm of natural magic.
  School of the Willow
  Named for the beautiful willow trees that surround its
  almost moat-like pool, as well as its philosophy of flexibi-
  lity, this school is regarded as providing the best tuition in
  mandaquan.
  Museums & libraries
  Altar of Glorious Salvation
  Gaudy and tasteless, this pagoda-like structure is decorated
  with overly-elaborate carvings and pillars plated with a
  thin layer of gold leaf, its now wild grounds dominated by
  a swathe of statuary depicting "heroic" Quan, thankful
  Mandalans worshipping at their feet. Built at the direction
  of the Empire's former masters, to display their "glorious"
  history, its two large halls are filled with dust-covered
  tapestries, friezes, scrolls of commissioned poetry, and sta-
  tues celebrating the Quan.
  Following the Silent Insurrection, it is now disused, and
  untended, anything or real value stripped away by the
  Kang, and much of the rest defaced to some degree.
  Halls of Jade
  A complex consisting of a single triple-tiered pagoda, sur-
  rounded by seven single-story pagodas, the Halls of Jade
  serve as Jacinth's museum. Decorated in typical Mandalan
  style, its decorative carving and painting depicting historical
  events, it displays innumerable antique sculptures, pain-
  tings, musical instruments, scrolls of poetry, silkcloth wea-
  vings, etc. on simple plinths of carved wood, covered with
  fragile domes of jade so thinly carved as to be translucent.
  Although no Mandalan would ever dream of stealing from
  the museum, it is guarded by a detail of Kang, as the treasu-
  res it contains are considered to be Imperial Property.
  Mandalans, and other Imperial citizens may enter the
  museum for free, but outsiders must pay a entry fee of 10 g.l.,
  and are always accompanied by at least one Kang guard.
  Halls of Stone
  Built of polished river stone veined with sparkling quartz,
  and grown over with flowering vines, the Halls of Stone
  are a ring-shaped complex of connected pagodas around
  a beautiful garden filled with benches that runs inside and
  out. Shelf upon shelf of box-like apertures contain scrolls
  both new, old, and ancient, on many diverse subjects, fill
  the complex, organized according to date, subject and
  author, by the diligent Mandalans that work here. Jacinth's
  primary library, the Halls of Stone stand among the grea-
  test libraries on the continent, and while access is free to
  any Imperial citizen, outsiders must pay an entry fee of 10
  g.l. and will always be accompanied by a Kang guard. The
  scrolls may not be removed from the library complex.
  Markets & bazaars
  Public Square
  Entirely paved with interlocking geometric stones, and sur-
  rounded by shade trees that form a ring of archways, the
  Public Square serves as Jacinth's market and meeting place,
  where locals come to barter their wares, perform their
  latest compositions, and display or sell their creations.
  
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  The City Guide of Talislanta
  Chapter XV :Jacinth
  Busy for the morning hours of most days, the Public
  Square houses the People's Council at its heart.
  Traders, merchants 
  & artisans
  Jacinth contains no stores, for its citizens barter among
  themselves at the Public Square. As a result, examples of
  those Mandalans that might barter goods and services are
  provided in the NPC section.
  Parks
  Groves of Serenity
  Just beyond the city, the beautiful moss gardens, topiary
  mazes, and shaded arbors of the Groves of Serenity are the
  product of untold generations of Mandalan savants, who
  created these patiently-crafted settings for use as places of
  meditation. Until recently little-used due to the Quan pro-
  hibition against mystical meditative practices, the Groves
  now once again serve their intended purpose, following
  the Kang's more permissive rule.
  Parks
  Scattered throughout the Jacinth, the parks are carefully
  tended and arranged by volunteers, making them conduci-
  ve to natural magics. Replete with crystal dendrons, fra-
  grant mosses, crystal clear ponds of exotic fish, a cornuco-
  pia of rainbow-hued blossoms, delicate trees, rock gar-
  dens, and flat-topped boulders that serve as benches, these
  parks are favorite places for Mandalans to meet friends,
  and discuss philosophy.
  Inns, taverns & restaurants
  The Majestic
  A lavishly appointed Quan pleasure barge, the Majestic is
  now an expensive Ispasian-owned hotel and restaurant, ser-
  ving wealthy visitors to the city who do not necessarily have
  business dealings with the lemon-skinned mercantilists.
  Crewed by Sunra mariners, Mandalan servants, and Vajra
  porters, it is usually moored at the docks, but also takes
  short cruises around the bay. Costs are phenomenal, but the
  menu, service, and accommodations are superlative.
  Transportation
  Jacinth Docks
  Little more than several simple wooden gangways of wea-
  thered timber, Jacinth's docks can only permit up to 4 dra-
  gon barques or pleasure barges to dock at any one time,
  and see little use by the Mandalans themselves, being erec-
  ted after their conquest by the Quan.
  Miscellaneous
  Bridges
  Simple, but intricately carved, and slender wooden bridges
  that lead over Jacinth's many streams and pools.
  Sample NPCs
  The following NPCs are useful as player contacts, encoun-
  ters, and rivals (friendly or otherwise):
  • Silkcloth Weaver
  • Antiquarian
  • Philosopher
  • Architect
  • Green Wine Brewer
  • Child
  • Mandaquan Master
  • Poet
  • Musician
  • Ispasian
  • Instrument Maker
  • Carpenter
  • Painter/Calligrapher
  • Sculptor
  • Kang Garrison Captain
  • Farmer
  
  XVI.Kragan
  “The only thing 'superior' about the Imrians is their stench, and the only thing that makes me smile when I think of Kragan
  is its close proximity to an active volcano.”
  - Camaella, Escaped Batrean Paramour.
  - 88 -
  The City Guide of Talislanta
  Chapter XVI :Kragan
  A Visitor's Guide 
  to Kragan
  The Populace
  Although Imria dreams of conquest, the truth of the matter
  is that it is not a populous people. Around 7,000 Imrians
  inhabit the city of Kragan, 3,000 of which are the male
  crews of the several hundred slave coracles that ply the
  seaways. Of the remaining populace, only 540 males
  remain as guards, the rest composed of undeveloped
  "newts" (Imrian young), females, and the elderly. Besides
  the Imrians themselves, around 200 other slaves are kept
  in pens until they are shipped out for sale.
  Visions of Kragan
  A View from Afar
  The calm waters of a vast lagoon reflect the image of the
  hundreds of small brown huts that occupy its center, stan-
  ding at various heights above the water, each on stout stilts
  of wood. A flotilla of leathery boats and lashed to each
  other and several standing posts to one side of the huts. A
  thick wall of green jungle encircles the lagoon, insignifi-
  cant in the shadow of a great volcano venting a pall of
  smoke into the sky.
  The City Interior
  Ladders of twisted vine hang from the mud huts that stand
  above the water, other huts standing partially submerged.
  Imrians swim from building to building as needed, tending
  submerged, net-enclosed pens of large newt-like creatures,
  or drugged kra, while others circle floating cages of mise-
  rable slaves.
  The Typical Dwelling
  An Exterior View
  4 thick wooden poles support the hut, rising from the
  waters below, strengthened by small crossbeams lashed
  with woven vines. A crude square hut, its walls plastered
  with dry mud, squats atop the poles, its base reinforced by
  a platform of reeds, its roof a cone of thatched vines. A sin-
  gle shuttered window is visible, and a woven rope ladder
  leads up from the water to an open doorway.
  The Hut Interior
  The open doorway leads into a single large room, 14-foot
  square, dimly lit, damp, and humid. Latticeworks of reeds
  form the walls themselves, covered outside with a thick
  layer of insulating mud. A slick coating of mucous-like
  slime covers everything, including a mattress and basket of
  woven reeds. Standing above the inside of the doorway is
  a rolled up and tied leather tarpaulin, unrolled to close the
  doorway.
  Crime and Security
  Imrians seldom steal from each other, and therefore
  need little security. This is primarily because the only
  Imrians who have anything worth stealing are the most
  powerful and feared members of the community.
  Rent, Tax, and Civil Repair
  Imrians build their own homes, and must repair them
  themselves. However, they must all pay their King a
  monthly tribute equal to 80% of their earnings; anyo-
  ne even suspected of skimping faces immediate execu-
  tion (usually by being fed alive to the kra).
  Waste Disposal
  Imrians merely dump any bodily wastes into the
  lagoon, relying on time and tide to wash it all away.
  Unfortunately, this means that the waters directly
  around the huts often have a high sewage content.
  Museums & libraries
  Vault of Coral
  Located 30-foot above the lagoon, this large "hut" is 28-foot
  wide, 56-foot long, and completely windowless. Arranged in
  rows on shelves of woven reeds, lit by scintilla, are a hun-
  
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  The City Guide of Talislanta
  Chapter XVI :Kragan
  dred small tablets of pink and white coral, each inscribed
  with writings in a long dead tongue: the tablets which the
  Imrians state as "proof" that they are the fabled First Race.
  Five guards swim around the Vault constantly, only permit-
  ting access to those with the King's express permission.
  No Foreigners
  No foreigners are permitted to enter Kragan, except for
  the captured slaves that are taken there. The Imrians
  do all of their slave-trading in foreign ports, and as a
  result, no foreigner has yet seen the Coral Tablets, lea-
  ding many to regard them as little more than fable,
  and question (with justified conviction) the Imrian's
  abilities to accurately and truthfully translate their
  contents.
  Places of authority
  Brass Mint
  Located adjacent to The Majestic Domain, the Brass Mint is
  a single hall, 50-foot square and 35-foot above the lagoon,
  that encloses 4 forges that produce the brass rings that
  serve as Imrian currency. The brass is purchased from
  Shattra in Arim. 10 Imrian mud soldiers constantly guard
  the Mint.
  The Majestic Domain
  The tallest and largest hut in the city, this vast building
  stands a full 60-foot above the waters of the lagoon, and is
  50-foot wide and 100-foot long. The Imrian King dwells
  here, the building separated into several rooms, including
  a throne room, audience chamber, private bedroom, and
  gallery (of great foreign works, now miserably encrusted
  with grime and slime).
  The Majestic Harem Circle
  Standing 50-foot high, 20 single huts encircle the Majestic
  Domain, each home to one of the King's chosen females
  (considered the most beautiful Imrian females in the city).
  Imrian Females
  Imrian females are regarded as useful only as sexual
  playmates, breeders, weavers, and newt-tenders. They
  may not go onboard a boat, bear a weapon, leave the
  city, or question anything their husband says.
  Bizarrely, they seem content with their lot, all too
  happy to submit themselves to the most eligible males
  (i.e. the most cunning, strong, and cruel), sharing a
  male with a harem of other females. However, they
  have little loyalty, and will readily leave a male who
  gets bested by a rival.
  Harem Circles
  Imrian females who share a mate live in huts that
  encircle the male's, but are always a full level lower.
  The Royal Guard Quarters
  Encircling the Majestic Harem Circle are 40 huts, each 40-
  foot high, that each house a member of the Imrian Guard:
  those powerful trident-wielding warriors who serve as the
  King's bodyguard and captains.
  Imrian Bachelors
  The majority of Imrian males will live and die without
  ever having a mate, because the males outnumber the
  females 3:2, and also because the few successful males
  usually have harems of 3-6 females.
  Military bases
  The Great Barracks
  Each of these 10 barracks is 50-foot square, and stands a
  mere 20-foot above the water, housing rows of reed mat-
  tresses for the 50 mud soldiers that dwell in each.
  Traders, artisans 
  & merchants
  Aramatus Pens
  Heavily penned with 20-foot walls of thick woven reeds,
  this large, partially submerged enclosure farms and grows
  aramatus which it feeds using the bodies of Imrian dead (it
  pays 1 s.p. per body), and the occasional slave who pro-
  ved too much trouble to keep. Aramatus of varying size
  may be purchased here at a price of 1 s.p. per foot of
  length, cumulative.
  Brine Cellars
  Located half submerged, these 2 long, narrow mud halls
  contain several hundred fermenting brine kegs, the oldest
  of which have been fermenting for 50 years. The Cellars
  must provide the Great Barracks with a single keg each
  
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  The City Guide of Talislanta
  Chapter XVI :Kragan
  week (usually their weakest batches), and give the King a
  single keg of vintage (10 year +) brine each week as well.
  Kegs are available for sale to other Imrians, at prices that
  vary from 1 s.p. - 5 g.l. for a single large flask of brine, or
  100 times that for a full keg, depending on age.
  The Great Forges
  With walls blackened by intense heat, these 2 great halls
  stands 35-foot above the lagoon, and each is 50-foot squa-
  re, with 5 forges. Imrian blacksmiths work here to produ-
  ce the unique weapons used by the Imrian military and sla-
  vers. Imrian blacksmiths seldom live for any length of time,
  as the constant heat dries them up, causing them to blister
  and burn rapidly. Despite this, it is considered an honora-
  ble and well-regarded profession, with good pay, and the
  guaranteed favor of many Imrian females. The black iron
  that is used is purchased from Shattra in Arim. Imrian sla-
  vers must purchase their own weapons here; only the mili-
  tary is provided them free.
  Sludge Pits
  Located on the banks of the lagoon, these penned areas of
  squishy mud are operated by a handful of Imrian mer-
  chants, who, for a cost of 5 c.p., will provide a simple sho-
  vel and allow the customer a short amount of time in
  which to dig up their own fresh worms and leeches, consi-
  dered the tastiest in Imria.
  The Tannery
  Consisting of half a dozen large huts standing close toge-
  ther, each 30-foot above the lagoon, the Tannery produces
  high quantities of the Kra leather used for Imrian Guard
  armor (which they have to provide for free), and the huge
  sections of kra leather used to build coracles and sails. The
  tanners who work in these huts also produce basic leather
  goods that may be purchased by the populace (such as
  belts) for high prices (x 2 standard).
  Miscellaneous
  Kra Pens
  Occupying nearly 10% of the lagoon, these huge thick
  pens are used to contain the kra that the Imrians use to
  pull their coracles, and kill for leather. The Kra are fed on
  the corpses of Imrians and slaves, each corpse of which is
  packed with soporific herbs beforehand, thereby keeping
  the Kra sedated and docile.
  Newt Pens
  These small aquatic pens contain dozens of the newt-like
  Imrian young, who are tended little different than fish in a
  fish farm. They are thrown fish and worms several times a
  day, which they fight for among themselves, and inevita-
  bly, it is only the strongest newts that survive the 8 years
  necessary to grow lungs and reach maturity. Upon rea-
  ching maturity, the newts immediately become members of
  the Imrian society, and learn a trade (or not) depending on
  their gender.
  Slave Pens
  Anchored to the bottom of the lagoon by lengths of sturdy
  chain, these 40 small cages of thick reeds are each a mere
  6-foot square, each secured to a raft of logs that keeps it
  afloat. Each cage may house as many as 5-6 slaves, kept
  cramped, uncomfortable and cold, fed little more than raw
  fish, worms, and water. It is little blessing that few slaves
  are kept here for very long before being shipped off for
  sale. Simple iron padlocks are used to lock the pens. Only
  4 Imrians guard the pens at any one time (they see little
  point in posting more. After all, where can an escaped
  slave go, especially as few can swim)?
  Moorg-Wan Slave Pens
  Identical to the standard slave pens (see above), these 10
  small cages each house 2-3 Moorg-wan slaves, but are far
  more heavily guarded, with 1 Imrian guarding every 2
  cages, primarily because the Moorg-wan are strong and
  capable swimmers. However, the Moorg-wan are perma-
  nent slaves, used as labor crews by their Imrian masters
  who treat them even more harshly than the slaves they
  intend to sell.
  
SOURCE: textdata/thevault/Talislanta (d20)/Talislanta The City-Guide to Talislanta.pdf