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Foerlin's Tome of the Realms (transcribed from memory by Locke) Dedicated to Chris Cool Copyright (c) 1994-1995,1998 Herb Gilliland. All rights reserved. |
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From the Author
This text is written solely for the purpose of outline and explaining the different aspects of the Tyselorrd game, specifically the parts of the world which are important to playing on The Isles MUD. The ideas contained herein are solely owned by the author, Herb Gilliland. He reserves the right to modify, omit or remove any of this at any time. Foerlin's Tome of the Realms is written in the first person in order to make it entertaining as well as informative.
It was upon the last day of my boyhood that I decided to set myself out and visit the world, scribing its details into my battered testemony of travels. A leatherbound manual and a ink-and-quill pen were my only supplies as I unhitched my father's mount from the stables, bid goodbye to my mother, and set off on our short dirt drive for Keveg, a mile walk later I had found my way into the town. This Tome of the Realms is an organized version of my journal's account. I have compiled this information for all of my adult life, and am proud to be able to offer this information to you, dear reader.
It describes, in detail, almost everything I have encountered during my exploration of my homeland, the Southern Isles of Jharl. Economic, editorial and factual accounts are contained herein, and, to my knowledge, are the complete truth as I know it. Please excuse any errors on my part; any errors are my ignorance entirely. For convenience, I have alphabetized whenever possible.
Return to the table of contents.
Throughout my travels, it was necessary to transcribe or fold and log maps of the areas in which I travelled. Because I did not travel to every location described here, some areas lack maps, or I have chosen to omit a poor representation of the location. Any cartography should be considered rough, not exact, and I urge you to visit my shop whenever you find yourself in Keveg. I sell a myriad of useful Atlases and maps, of many denominations and scales. You are welcome to browse or buy, depending on the size of your coinpurse.
East of the Southern Isles of Jharl and south of the lukewarm waters of the Newcost Bay lies the Grand Ocean, an expanse of choppy, foggy saltwater. The Grand Ocean is a vast, landless body of water that has never been traversed. It is the belief of many a scholar that there is a land on the other side of the world, across the Grand Ocean, which is exactly opposite to that of Tyselorrd. I was once aboard a fisherman's sloop when we drifted out from shore and were caught in a dangerous storm. The high winds blew us further away from the safety of land, until we were a day's travel from any point. By the stars, we were able to guide our ship back to safety, but it was during this time I first began to understand the reasons why no one had ever traversed this vast ocean. With no known goals, one could drift aimlessly until short of supplies and lack of fresh water killed a man. It would take a great feat of strength, or insanity, to ever cross this ocean and visit the other side of the world. Aside from the awe-inspiring size of this ocean, the Grand Ocean has plentiful supplies of fish near land areas, and thus is a breadbasket for the fishing industry.
Places of Interest on Rygor Isle
Rygor Isle is the largest and most populated island of the Southern Isles of Jharl. It is at the northern tip of the island chain. The peoples of Rygor Isle are varied and spread from its most northern beaches to its most southern cape.
Andraius Mountains
The Andraius Mountains drag a swath across the center of Rygor Isle, driving a rift between the two halves of the Island. The mountains are easily bypassed through the northern grasslands, however both the Kralan Pass and Travellers Pass have been found to make traveling more direct. A few stray mountains can be found to the southwest of the main chain. Formerly called the Little Andraius, they are now considered to be part of the main mountain range.
Ottenraud: The Blood Lake
The northern Andraius Mountains contain high deposits of iron, and for this reason they are mined frequently. Mountain streams, tapped for use in mining, fill with iron dust. The iron dust soon rusts, turning the water a deep red. This red color is seen most brilliantly in the waters of Blood Lake. Many religions have risen and fallen by the shores of this freshwater lake.
The Broken Coast
A craggy, broken coastline follows the northwestern side of the island, creating a treacherous landscape unfit for ocean faring vessels. The shore leads quickly from dangerous seas to blistering hotlands, as the dry scrublands and western deserts fade east into the endless western plains of Rygor Isle. The fishless expanse of the Watervoid lies west, a forboding addition to this dead land. The Broken Coast is home to many crumbling ruins of the previous settlers of Rygor Isle.
Cape Red
The southern tip of Rygor Isle forms a wide cape and breakwater, creating a natural port for ships. Inland from the cape is a forest and river. The cape's waters are rich in both saltwater and freshwater sea life, and provide the second largest amount of fish and seafood for the islands, seconded only to the Grand Ocean.
Kaerbrok: The Crystal River
A bed of spongerock creates a natural falls only a few thousand yards from Blood Lake. This waterfall serves as a natural filter, removing the reddish rust hue from the waters and creating the crystal clear water of the Crystal River. The sight of the red falls flowing over the spongerock and splashing, clear, into the pool below is an awe-inspiring site. One can't help feel a bit of magic in the area. It is the legends of the place that pass from lips to ear in this area, local recluses always spend time spinning yarns to travellers. Flowing first north from Blood lake, then east, the Crystal River empties into the Grand Ocean, spilling thousands of freshwater fish into the small delta at the shoreline.
Kltara: The Southern Plains
A fertile, spacious area lies south of the Crystal River and east of the Andraius Mountains. This area, known as Kltara or the Southern Plains, is dotted with small farms and settlements. The fading lines of old roads, falling now into ruin, crisscross the landscape here. It is legend that says once an ancient king ruled here, but now only a few crumbling structures remain. Kltara is also the home to many farmers, centered around the farming town of Ostinbrun in the southern plains.
Kynbrok: Gemrider River
A fast-flowing fish-infested waterway flows south from the Andraius and emties into the Watervoid just southeast of Cape Red. The Gemrider River is the largest gem mine and geode site in all of the Isles, containing far more precious stones than any other river on the island. Even though the Gemrider River may not contain the largest number of precious stones, the Gemmaster's Guild in Kyrinn prefers Gemrider stones to others due to their unequaled perfection and relatively large number of usable specimens.
Port of Cape Red
The Port of Cape Red, or the Port for short, is the second largest city in all of the Isles. My travels to the Port have been many. The Port is a fast place, populated by many rich merchant guilds. The Port is known for its wide trading and exotic flare. While Kess has The Great Bazaar to promote trading, the Port has no such pleasantry. The Port itself is the main shipping location of the region. Daily, the Port is filled with foriegn travellers, journeymen, traders and diplomats, making this city a multicultural location. More languages are spoken here than there are streets, it may seem, but in the end most of the Port's inhabitants speak the universal language of trade. The Port is also a big place for caravans to drop off or pick up trading material to take to Kess or ship to the mainland. When your in the Port, make sure to keep a pouch full of money and a dagger at your waste. My adventures in this city are numerous, and most of them involve some sort of danger, so I urge newcomers to be on guard at all times.
Kess
Kess is the capital of Kltara and Rygor Isle, and very well may be the capital of the entire archipelago. It is the largest and most diverse city, containing great schools of knowledge, the largest number of independant craftsman, and many unique local attractions. Kess is built around the Crystal River which flows through the heart of the city. The city is split into two main sections. The first is the South Bank, where most of the merchandom, artistry and cultural experiences lie. The South Bank is seperated into a number of districts, far too numerous and volatile to mention. The second is the North Bank, where political, government and education facilities lie. It is the North Bank which contains Rygor Castle, the Coranos Lycaeum and many other government facilities. The North Bank is seperated into two main districts: the High Court, containing mostly government buildings and the Riverside District, containing the Lycaeum and other university sites.
A small trading district called Vledhazbrun butts up against the southern walls of the city, providing raw material and crop trading for local farmers and miners situated around Kess.
The huge Kess Plaza near the South Gate houses a year-round festival called the Great Bazaar. The Bazaar is both a sale and an extravagant party. An amphitheater has been constructed in the western center of the Plaza, allowing the stage to be used for performances. On the outskirts of the Plaza are numberous tents, wagons and buildings, many perminant, which house the outlets for all the major merchant houses. It is here that one can buy, first hand, many finished goods, raw materials, or sell components, spices or otherwise. If you can't find it at the Great Bazaar, it probably doesn't exist.
Udbrun
Directly south of Kess lies a town called Udbrun, populated mainly by innskeeps and bartends. It is a seedy village with one of the best breweries in all of the lands.
The Lighthouse
For nine generations, there has always been a fisherman and his family tending the lighthouse southeast of the isle. The current owners and caretakers sell their fish to passing ships. Though fishselling on their small rocky crag is hardly enough to keep them, they have been declared tax-free by Coranos Rygor. Without taxes, with a bountiful supply of fish, and with a constant supplie of fuel from the Port's holding stock, the Lighthouse attendants live an honest and fair life. They welcome travellers with open arms and are happy to rent out their spare lodging whenever necessary.
Southern Forest
The southern forest surrounding the road which leads to the Port of Cape Red is filled with independant, reclusive and secretive villages.
Tyselorrd
Tyselorrd, also known by many as the Land of the Tyrants, is a vast continent spliced by fuedal fiefdoms and tribal rivalries. Over six hundred seperate groups can be found on the surface of this land mass, and as many as fifty beneath its surface. Tyselorrd is the largest land mass in all of the known world. I have traveled only to Kyrinn on business, and my knowledge of the continent is limited only to a few rough maps I bought in the Kyrinn cartographer's office. The stock of ancient maps in the Athenaeum gave me a good idea of the geographic lay of the land, but the constantly shifting political bounds are usually never mapped correctly. Tyselorrd is covered with mostly wetlands of low vegetation; much of the soil is volcanic ash, and, while fertile, the constant eruption of volcanoes usually blankets the land in new layers of ash and rock every three months. Outside of this large lava swath that cuts its way across the mainland are a plethora of rivers and lakes, usually surrounded by small groves of trees or thick vegetation. In the north the volcanos are not as massive but remain active, keeping the area free of ice to a large degree. It is here that many call home, due to the warm weather and fertile, non-desctructive soil. On the coastlines, the population is the greatest. The father away you get from the Volcano Rift Valley, the more hospitable the land becomes. The most exotic trees and shrubs grow along this area, providing food for the towns and mountainous terrain good for hunting, gathering and war. War is probably the most abundant raw material on the Mainland, there are always one or two factions declaring war on another few. The Isles benefits from their relative peace, while the Land of the Tyrants is in constant conflict with itself. The constantly overcast skies of the Rift Valley seem fitting of the history of this continent.
Newcost Bay
A lukewarm bay laying on a continental shelf, the Newcost Bay is a wide area of shallow reefs and treacherous rocky outcroppings. Many small piers have been constructed along its wide C-shaped banks. I've docked at many, which are usually untended and decrepit. There are ruins along the shore here, of towns and villages, castles and great buildings, buildings of which I have never seen the like. I encourage you to read the historical and legendary data I have included in this tome to further your knowledge of these structures.
Kyrinn
Capital of the known world, as it has been called, but more officially capital of Tyselorrd, Kyrinn is now the site for two of the world's most famous groups. The Tiktui imperial seat has been recently moved to Kyrinn, joining the Gemmaster's Guild in this ancient city. I regret I have not seen much of the city except the four walls of the Gemmaster's Guild and the wonderful Athenaeum.
Watervoid
The Watervoid, at least the portion Watervoid along the Broken Coast of Rygor Isle, is a poisonous, rough, landless sea of fishless waters. The salt content of the water is extremely high, and the lack of fish in the waters is attributed to this. Near areas where the Watervoid mingles with other waters (such as river outlets or the Grand Ocean) fish are able to survive in diluted water. The Watervoid is even more treacherous to traverse than the Grand Ocean due to its lack of fish, making sailors rely on cured meats and salted fish on deck; food which may eventually go bad or run low. No one has ever successfully crossed this ocean.
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Lords, Overlords and Kings
Among the government officials of the Isles, and of Tyselorrd, there are some of note whose names you may encounter in your travels.
Lord Luke Kthana
A man of honor, Lord Kthana is a true and just ruler who lives by his word instead of his sword. He has set up a republic system similar to Rygor, and agrees with his old friend Coranos Rygor on many things. A long-standing unwritten alliance has formed between the kingdom of Kltara and that of the Serpantine Isle. Kthana is devoted first to his people and second to his wife, the lovely Lady Melinthra.
Lady Melinthra
Truly a lady beyond her times. Her love for Kthana is true, but her beauty and intelligence woo the hearts of most men that meet her. She runs the Serpantine Guard at Keep Kthana and is a master swordswoman. And, aside from her humble beginnings, she is one of the most noble and respectible women in the known world.
King Coranos Rygor
A king who has been called 'King of the People' by his loyal subjects, King Coranos Rygor is the decendant of a long line of just and fair rulers. His father, Itonus Rygor, and his mother, Miyath Rygor, were both well respected and loved by their subjects. Unlike his father, however, Coranos is trying to give the people more power in government operations. He has created a council system which is a partial effect on his rulings. There is a court system which relies on the council to make all decisions. Coranos has been called a gift from god by the farmers of the land, but nobles don't like him as much due to his love for his peoples. I have visited with King Rygor many times, and I must say I do enjoy his company immensely. He is one of the few leaders in this world that deserve the respect and admiration associated with his position.
Imperator Tiktui
As a mapmaker, it has never been my place to meet Her Most Highest, the Imperator. Not that I would want to. Tiktui has been forever in my mind's eye as a ruler who is up to no good. Even though she has united most of Tyselorrd, her methods have not been peaceful, and the half-peace she has created on the mainland is not that of completeness and superiority. She has moved her Imperial Seat to Kyrinn, a once lively city of knowledge, now cast as a city of careful words and unspoken ideas. She is haughty, dangerous, and whimsical. Her repose is of careless evil and a vile demeanor. I've never met the creature, only seen her, but I have nothing good to say for this bane of peace.
The Tiktui Empire
The vile temptress, Tiktui, gained control of a massive force of barbaric, loyal and strong followers. They reaped the countryside for a long time, pillaging, raping, conquering. Then, still under the command of Tiktui, they changed their methods. Instead of shattering the land, they sought to unite it. After years of conquest, Imperator Tiktui now controls a large majority of land on Tyselorrd. She has a massive naval fleet of warships, thousands of soldiers, and her own Ungol Guard. She has assassinated many kings, destroyed many cities and overthrown many governments in her long road to control. Recently, she has moved her Imperial Seat to Kyrinn, the capital of the known world. She exercises military control over her subjects. Her rule is that of an iron hand. Her steadfast and oppressive techniques create an absolute control over her people. Ungol guardsman are constantly involved in incidents with the citizens of her empire. Stories are told far and wide of the death-filled dungeons and prisons. She is a great contrast to the fair and just rule of the kings and lords of the Isles.
Fiefdoms of Tyselorrd and The Isles
Aside from the empire, many fiefdoms divide the land. There are so many tribes, peoples and governments that one could not list them in such a general index as this tome, but I will list the most frequently encountered that pertain to your journeys in and about the Southern Isles of Jharl.
Rygor
The Sovreign realm of King Rygor, known as Kltara, has been ruled since the founding of its capital, Kess, four-hundred and odd years ago. Original, the island was populated by a few, sparce, independant villages living harsh lives off the lands. The people of Rygor Isle are justly ruled under the tenth King to bear the name Rygor, Coranos Rygor. His many-times-great grandfather Ikthius Rygor fled to the island with his supporters to avoid the oppressive, dangerous life in Kyrinn. Once an aid to the gemmaster's guild, Ikthius desired to create a kingdom where the people had adequate access to libraries and various educational institutions. Here, Rygor desired a peaceful coexistance of government and the people, and in doing so he decided that a bond of trust was the mandate of his sovreignty. In order to empower the people, a Council of Elders involving the most prominent and wise minds was created to insure equal representation throughout the people. This form of government exists in no other place in the known world. The noble class are merely the wealthy, but all citizens have access to the knowledge stored in the various institutes throughout the kingdom.
Agriculture
A good portion of Kltara is farm folk. In the west, at my home town of Keveg, the type of farming is the growing and cultivation of grapes for wine making. In the east, farmers grow a variety of food crops to feed the people of The Isles. Aside from mill workers and shipping industries, farming is a very prominent career.
Trading
Trade is the main form of high capital in the Isles. It is the economy of bartering which is the most successful form of monetary gain. Trading resources is a tiresome job, but one of great travel and great rewards. The danger of the road, the excitement of the deal and the conditions by which your coinage has been sought are what makes a merchant what he is.
Industries
Basic industries in the realm are the professions practiced by guilds, independant craftsmen and conglomerates. The following is a loose compilation of possible occupations one could encounter in your travels. By far this is not a complete list. For those not familiar with all the terms mentioned, I've included a brief summary of each profession.
Arts
The artists of the realms range widely. Painters using ox hair brushes and sap-oil paints, sculpters ranging from red clay to marble and obsidian, and bards playing instrument from asterflute to zither. Not to mention the novelists and, ahem, other writers of our realm.
Craftsman
The craftsmen of the realm create quality handmade goods used in everyday life. From furniture to shoes, the craftsman of the lands are important to everyone.
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The oldests texts in the land have always included the use of gems for mastering. Scholars and gemmasters have puzzled over the years in the secret of why certain gems are bestowed with mystical powers while others are not. In the traditional sense, all gems at one time had power, but through the use of eager young magicians, the mana dwindled from the land and less and less gems were produced. It is theorized that someday, no gems will hold value other than their luster and crystaline perfection.
- [The Council]
- [Council of Elders]
- [Freemen]
- [Guildsmen]
- [Nobility]
- [Peasants]
- [Reclusives]
- [Tradesmen]
Return to the table of contents.
Return to the table of contents.