Culture

culture

Culture in Adylheim is varied due to the independence of its fiefdoms and the different races living within. However, since they were not once all independent, common fundamentals remain, such as methods of currency and timekeeping. Despite that, each race and fiefdom are home to things that are uniquely their own, and the borderlands outside of Adylheim are another story entirely.

Calendar of Adylheim

calendar

The calendar of Adylheim consists of 12 months to every year. Each month takes up a total of 35 days. There are 5 weeks to every month and thus 7 days to the week. There are also four seasons; winter, spring, summer and autumn. Finally, timekeeping in Adylheim is also split into eras. Eras are a much more subtle concept than a year or a season and are not determined by anything as simple as the passing of time. Eras are often guided by the hands of prophecy, with each era taking on one of the five elements. Eras have no specific length but end when the spirit which gives it power has been exhausted.

The Days

Spirit’s Day - Spirit’s Day is generally a good day to do anything involving emotions and proposals. Feuds and all manner of similar endeavours should be started on this day.

Earth’s Day - Earth’s Day is a good day to harvest and gather things which grow in the earth. Building and constructing should also be started on this day.

Fire’s Day - Fire’s Day is a good day to forge and to create new things out of old. Craftsmen are known to favour this day above all others. It is also a good day to rid oneself of old things and start anew.

Air’s Day - Air’s Day is a good day to go hunting. Rain and thunder on Air’s Day is generally considered to be an omen of good things to come. Air’s Day is also a good day to pursue one’s dreams.

Water’s Day - Water’s Day is the day for fishing and diving. The treasures of the sea are said to yield more easily on Water’s Day. For those worshipping Erina, this day is sacred above the others.

Gods' Day - On this day, asking favours of the gods is especially easy. Religious errands and quests should be started on this day, it is a good day for sacrifices and prayer. Prophetic visions are often received on this day.

Children’s Day - This day is a good time to have children, anything dealing with fertility should be started on this day. It is also a day for looking ahead and laying plans.

The months

Primus - This month is characterised by silence, solemn festivals and fasts. Doing anything loud is generally discouraged. Winter.

Eirwinus - During this month scholarly activity is at a peak. As the month is sanctified by Eirwin the practice of learning things is important. Winter.

Akaril - This is the month where the world starts returning to life. For those worshipping Akar and others this month is filled with festivals and feasts greeting the coming of life. Spring.

Tirellus - Tirell blesses this month and the feasts that take place during it are marked by song and poetry. The big poetry competitions take place during this month, fame and fortune riding on whose poems will be the best. Spring.

Luxorus - This month is dedicated to Luxor. Festivals honouring great leaders are usually set in this month. Spring.

Adiennus - With the goddess of mysteries and doors blessing this month, it is often marked on calendars by the outline of a door. Adiennus is marked by private festivals where outsiders are not allowed to know the rites involved. Summer.

Theriumnus - With the blessing of Therium, this month is marked by jousts and competitions of strength and battle skills. It is considered a good time to do battle. Summer.

Maadrthil - This month is considered dangerous by many. Deep pits and caves are usually avoided during this month when Maadrth is said to be particularly active. Summer.

Gaernus - Harvesting is what this month is all about. The majority of the important harvests are done this month. Harvest festivals and feasts where the wealth of the harvest is consumed are common. Autumn.

Elronus - This month holds the market as its sign. Elron looks favourably on his followers and more business is done this month than during any two others. It is considered a good month to be generous towards ones neighbours and improvised parties and festivals are common. Autumn.

Maius - As winter looms and the land dies, this month is dedicated to Maia. Rites to honour ancestors and remember dead relatives are usually held in this month. Many who cling to life will perish before this month is over. Autumn.

Il’unnus - With this month dedicated to the goddess of dreams, people gather around and listen to stories and legends. Prophetic visions and dreams mark this month more than any other. Winter.

Languages of Adylheim

languages

High Aramic

The most spoken language in the Mainlands is Aramic. The language is usually divided into two dialects, Vulgar or Low Aramic and High Aramic. Both are mutually understandable but High Aramic uses a more intricate system of clauses and genders than Low Aramic. High Aramic is usually spoken by nobles and is the primary written language of the courts of the Mainlands.

Low Aramic

Low Aramic is the most common dialect and it has a number of different names. Some call it Vulgar Aramic, others Low Aramic, and some even call it Tradespeak, or simply Trade. It is spoken by most inhabitants of the Mainlands and is frequently used as a language for traders. Almost all business taking place in the Mainlands uses Low Aramic. Speaking the language in certain circles may be frowned upon due to its common nature.

Elvish

Spoken by the elvish tribes roaming Adylheim this tongue, while rarely spoken in polite company, is usually known to those trafficking in elven lore and doing business with them. As most elves also have at least a passing knowledge of Trade though, it is usually not considered very important. Elvish is known for being a language that has as many different words for "disguise" as elvish and for often connecting up several words to form new, more elaborate concepts, on the spot if need be.

The Alphabet of the Magi

Wizards don't have a tongue to themselves, per se, though they often converse in otherwise dead tongues to keep the uninitiated from understanding their conversations. They do make use of their own alphabet, however, in which they write their Prime Words. This alphabet bears little resemblance to any of the other alphabets and symbols in it are said to be more based around the purpose of the word than its phonetic content.

Ghoul

The tongue of ghouls is little heard or known, its is only ever spoken amongst ghouls. Those few who have heard it report it to be almost like hearing a singing whisper. Although a very rare tongue and one without any written counterpart some necromancers have been known to learn it to better communicate with ghouls.

Drakken

The language passed down to Dragonkin by the Dragons, Drakken is a language filled with hissing and growls. It makes excellent use of the agile tongue of the Dragonkin, and it is extremely rare for anyone outside of the Dragonkin to know Drakken. It carries huge religious significance to them as it is the language they use to communicate with the Dragons.

Sidaen

Sidaen is the language of the Ursidaen. It is mostly used among their race only, since it is the only language which can be spoken in both the form of man and bear.

Ogran

Ogran is a language that is easy to pick up, as its sentence structure and use of tenses and clauses remains very basic. It is rarely known by anyone other than those who trade with the Ogres, as knowledge of it is highly frowned upon.

Social Classes of Adylheim

social class

Adylheim has no equality principle, there is nothing saying that all are born equal or that everyone has equal rights. Rights are handed out on a basis of status in society; a noble killing a freeman will be dealt with differently than a freeman killing a noble. The women of Adylheim are usually treated as equal to, but different from the men. While most options are theoretically open to them, women are rarely found in jobs which require brawn such as blacksmithing. Though there are all female military corps, they are usually the exception, not the rule. Women still enjoy a great deal of freedom and are not so much restrained from entering these roles as one might expect.

Classes in Society

The Rulers: Rulers are those people placed at the top of society. Their might and their rights depend on the exact fiefdom.

The Aristocracy: The aristocracy are often divided into two groups; the sword nobles and the sceptre nobles. The sword nobles became nobles mainly through military service and fighting and are often found serving in armies and groups of similar function. Sceptre nobles are descendants of functionaries and rich noblemen who have bought their nobility either through lengthy servitude as officials or simply with money in times of need.

The Priests: Priests are those who have chosen the path of the gods. They are often on par with the lower aristocracy in power though it depends on several factors.

The Officials: Officials come in a range of capacities and powers, though they usually answer directly to the ruler or a noble. While officials are occasionally noble, they are usually not. Some have been known to gain titles through their work as officials.

The Magi: Magi are set apart from the rest of the world. They usually live in separate enclaves, commonly towers, and rarely mix with those outside of them. As such their communities are often insular and unaware of outside occurrences. Of course, it would be a mistake to think that magi are ignorant; some take great pains to keep apprised of the world outside their enclaves, but few keep their attention on it. Outside of their enclaves, magi are often found in courts alongside hedgemages. They are often vital in keeping communications going across fiefdoms.

The Merchants: Rich merchants form an influential and upwardly mobile social class. Though they are usually bundled in with freemen in legislation, they usually have more of an influence and often become minor sceptre nobles.

The Craftsmen: Those who specialize in crafts and skills are classed as craftsmen. In city legislation they are often given certain advantages over others. Craftsmen are usually only found in cities and towns.

Freemen: Freemen are free men, usually used as a name for the bottom rung on the social ladder. They are often poor and perform the menial functions in day to day society. Freemen can also be serfs or indentured servants who are free only in name.

Slaves: Those owned by others, slaves are usually protected by law, their actions the responsibility of their owners. While they often perform the most menial of jobs, they can also be quite privileged.

The Griffin Riders of der Whurlitz

The der Whurlitz Griffin riders are a tightly knit band of raiders that reside in the middle-eastern region of the Ribs. Their fortress is named Anthelcraig and is nearly impossible to approach except through the air. The Riders are bonded through blood, affection for their griffins, and a common goal of exacting revenge upon Nevros for their traitorous to the Empire—of which the Riders are the only surviving remnant. They are comprised solely of humans and are somewhat inbred, if not for the northern barbarians whom they trade and intermarry with. The Griffin Riders reside outside of Nevros within a highly fortified portion of the Ribs called Anthelcraig. As the griffin flies they are only one hundred twenty-five kilometers outside of the Nevros capital of Alden.

The Griffin Riders are never referred to as such, but either as “der Whurlitz’ Raiders” or “the Griffin Raiders”. They are spoken of with trepidation by all except those under the direct protection of a garrison or fortress. While they aren't considered evil, they are considered to be quite a nuisance.

Organization

Edgar der Whurlitz: is the current leader of the Riders, and bears the title of Duke der Whurlitz. In the event of his death his son Eustace will then bear the title of duke, and all the leadership of the riders.

Captain: A captain is the direct superior of two lieutenants, and a flight of twenty riders. Captains are charged not only with leadership over their riders but with the wellbeing of man and beast. It is a prerequisite that a captain must possess the bloodline of a healer, the high magic tie to life that renders them able to heal whilst abroad. There are only four captains.

Lieutenant: A lieutenant is part of a flight and leads nine other riders as a part of his wing. He is directly responsible for their performance as well as their orderliness. There are only eight lieutenants.

Rider: A rider is an avowed member of the Riders, and has responsibility over their griffin and its training. Both rider and griffin are trained from youth as a trainee, and are inseparable; it is deemed impossible for a grown man and griffin to acclimate to one another. A rider is expected to take no less than one pupil from the trainees to mentor—raising a griffin being a full time job. There are only seventy-two riders.

Trainee: A trainee is a rider in training. They are always younger than eighteen years old. Both young boys and girls are accepted into the ranks, however female riders make up the minority. A trainee is responsible for their griffin and its training. There are a potentially unlimited number of trainees, limited only by the availability of young griffins.

Disavowed: It is a true disgrace to be disavowed. However, sometimes it is necessary, and the disavowed do provide useful services. But how else would they be accepted back into normal society without being disavowed by the Riders? Disavowed are usually spies and scouts, tasked with finding the richest most vulnerable targets. They also are commonly used to sell stolen goods for which the Riders have no use, and for purchasing essentials that cannot be easily obtained in a raid. Disavowed are never counted, but still welcome within the fortress. The disavowed are permitted to keep their griffin, as it would respond to no other.

Racial Populations

The Riders are solely human, with unidentifiable tribal backgrounds mixed in. They have intermingled with the northern barbarians to a point, but are mostly their own clan.

Riders are a more compact lot with lesser heights and weights than most humans. Their average height is only five foot four (1.63m) and their weight averages between one hundred forty pounds (63kg) down to one hundred twenty pounds (54kg). Their hair is almost always a shade of brown, which fades to gray or silver around the age of thirty; the more common, yet rare, hair colors would be black and red. Eye colors have all variations of color normal to humans. And all Riders possess a certain subconscious air of superiority about them.

Languages

High Aramic is the common language of the people, and by and large almost everyone can read and write. Skill levels at this may be differing depending upon station, of course, but the written histories of the clan are freely available to read at any time.

Lower Aramic is the language used for trade, and all riders who leave must be adequately fluent in this Tradespeak so as to get the point across.

Common Terms

Code of Ethics

  1. Respect thy leaders and thy peers, do not fight your clan.
  2. Obey the leader assigned to thee.
  3. Neither take, nor kill, prisoners.
  4. Treat the personage of thy victims with respect.
  5. Harm not the unarmed.

Tactics

The Riders are skilled bowmen who utilize a short bow at altitudes of fifty to one thousand feet. They drill both from the backs of their griffins and from the ground. This is their predominant weapon as a clan. In close fighting on the ground the griffin is trained to be an absolute menace. Ripping with beak and talons, the griffin is often more deadly than even the archer on its back.

The Riders are in no shape to lay siege to anywhere, or to take high amounts of losses. While the losses would do little enough to their stronghold, they would enter long periods of hardship in being incapable of raiding adequately. As such their tactics involve hit-and-run and ambushes. Because Nevros is paranoid and highly fortified, the most common prey are traders, merchants, and caravans. Anything that looks large enough or well guarded enough usually is would be attacked.

The most common tactic is to shoot any archers from a safe height, then descend and in a second fly over shoot whomever is armed while the griffin lands and begins to attack its prey. The entire time the rider would be shooting targets around his griffin with impunity.

Magic

The Riders have a secondary bloodline that they accidentally acquired from the nearby barbarians through intermarriage. This bloodline is the high magic gift of life, primarily the ability to heal or in some instances to kill as well. Due to the interbreeding of the Riders and the tribes, the gift of healing is very nearly universal. Those without the gift cannot qualify as a captain, but may serve in any other capacity. The Raiders have all but forgotten all other forms of magic but this ability to heal. Low magic, or other high magic abilities, are very rare within their ranks.

Anthelcraig

anthelcraig

Summary: Anthelcraig is located in a bowl back in the Ribs above the snowline. The entire bowl is a city that houses some three hundred men and women excluding the fighting ranks. Around the bowl are walls twenty feet (6.66m) high and ten feet (3.33m) thick. All gates are made of wood covered with iron.

Society: Society is tightly knit and loyal to family and clan ties to the extreme. There is no real aristocracy besides the hereditary leadership of der Whurlitz, and any child within the city can attempt to become a trainee. If accepted there is nothing preventing them from becoming as high ranking as a captain, the highest rank. To prevent inbreeding, the Raiders periodically trade with, or raid, the barbarian tribes to the north and frequently take young women and widows with them on the return.

Culture: It has become important to track the bloodlines of the griffins over the centuries, to breed them as one does prize horses. And indeed, to the Riders they are the horse of the sky. Most of the people involved with the breeding and hatching process keep written records of the eggs and their parentage; some records reach back over one hundred fifty years for a single bloodline.

Fire's Day the 10th of Akaril is viewed as an unlucky day and no raid is ever sent during it. The 10th of Akaril being, historically, the day of their single greatest lost against the Naga centuries ago. However this has stretched to become that every Fire's Day the 10th is unlucky, and therefore any raid on the 10th is viewed as both unlucky and highly risky.

The Riders possess a custom that dictates that no unmarried, or widowed, woman should wear their hair below their shoulders. The custom goes so far as to require the hair to be cut to that length if widowed.

Clothes: Because they cannot just raid and strip clothes off people in hopes they'd fit, the Riders frequently must buy clothes from their own people. Almost all people have two pair of linen undergarments and one set of leather trousers and a leather jacket. Because the leather alone isn't enough insulation, the fur is frequently kept on the leather when tanned. The shorter length furs are worn on the inside, and the longer length on the outside. But hides are valuable, and so a single suit of leathers may cost as much as seven silver.

Agriculture & Food Supply: Because of the location it is impossible to grow any sort of crops, and so the city is highly dependent upon its raiding. There are a few outlying farms that brave souls have established that supply enough rations to survive the winter, but barely. These farms must be close enough to the fortress to have its protection from Nevros, but far enough away that they are below the snowline.

Wealth: The city as a whole typically exchanges goods in a barter system or uses copper or silver coinage, most the goods being stolen or produced at their location. As such prices are quite low on most things like weapons and food, but the cost of things like clothes are high enough that most only have one set of clothing.

Trade: Trade is virtually impossible, and is only made possible by the disavowed that retain friendliness towards the Riders. The disavowed then become the merchants of the Riders, who resell the stolen goods away from where it was taken for a decent profit. This profit is frequently used to purchase food to supplement what had been raided, and then returned to the stronghold. Common trade goods are: luxurious clothes (which cannot withstand the cold climate), weapons, or anything unused by the Riders.

Common Jobs: Because griffins must be tended there are a large number of grooms that work the stables. Second to those are the griffin breeders, the ones who arrange for and care for griffin eggs until hatching. Thirdly there are then griffin caretakers that take care of the young griffins until a suitable human child reaches the right age at the same time of the griffin. After this comes the tanners and tailors that furnish the warm fur and leather garments of the der Whurlitz.

Other common jobs would be those of smiths, carpenters, masons, cooks, hunters, and even bookkeepers. The bookkeepers largely tend to keeping their written histories of events and their duke, but also keep a tally of spoils and what must be sold.

History

Many do not know when the Griffin Riders were formed, but they remember even to this day. To the shock of many a historian, the riders predate even the conflict with the Naga. The Riders were formed during the reign of the Empire shortly after its campaign against the Ogres.

The der Whurlitz held the northernmost lands in the empire and were constantly roaming yet further north. Emidio der Whurlitz never knew what he was searching for nor if he found it, but the two large eggs he managed to steal from the nest of a griffin left a legacy that survived the many centuries. At first they were just glorified watchdogs. Then a handler decided to try flying on one. But it was only with Emidio’s son Edward did the concept of griffin riding become militarily attractive.

The new Griffin Riders of der Whurlitz fought through the campaign against the ogres with great success. By the end of this campaign they had fully two hundred riders and griffins. They had, by this time, learned the methods of how to rear griffins and how to care for the eggs until they hatched.

Then the Naga came and tried to invade the world. The Riders fought valiantly, and at the same time they worked as a scout corps to perform reconnaissance missions. The Naga quickly realized the threats of these flying eyes and so focused their magics upon the Riders. All of a sudden the Riders went from their swelling ranks down to the survival of only one flight. This flight was under the command of Eckhard der Whurlitz, nephew of Edward. Edward was slain in battle with the Naga, and soon this one flight was fighting for its very survival.

Eckhard der Whurlitz was hailed among his men as a genius for bringing about their survival. But inwardly Eckhard despaired at the situation of his people. He was the only remaining der Whurlitz and therefore his family’s northern lands went to him. With the war over and the empire crumbling he retreated with his troops to his lands and the Riders nursed their wounds. In the smaller skirmishes against the Naga Eckhard lost almost half his lands, only to have them reclaimed by his supposed allies.

After the war with the Naga the Riders remained neutral for many years. Naturally in the peace their numbers grew, though slowly because there were so few griffins remaining. During this time Eckhard became an old man. He had foreseen trouble with his greedy neighbors and had sent his men back into the Ribs to find a place suitable for a fortress. By the time of Eckhard’s death the fortress was completed and inhabited. As unforgiving as the terrain was he had spared no expense in its creation. It was here that the new Riders were born after Eckhard’s death.

Edsel der Whurlitz soon found himself at the head of the Riders, and began to focus upon the trade so essential for their survival. The Ribs had no agricultural capability for the six hundred souls in the mountains, and so despite some hunting and foraging trade became all important. When Edsel in turn became old the Principality of Nevros abandoned the empire and declared independence. This new independence permitted them to prey upon the only remaining land of the der Whurlitz, the only arable land they possessed. This wouldn’t have been so bad, if not for the fact that they refused to trade with Edsel—who still was loyal to the Empire.

Infuriated with the insult, Edsel declared the Riders the new arm of the empire and began raiding Nevros for the supplies they needed. No longer was it peaceful trade but rather out and out extortion. Edsel died nine months after this drastic policy came into effect, and rumor had it that he had been mad for years.

The Riders have not changed since then. They still feel the smart of the insults upon their honor, the denial of trade to brothers who sacrificed their lives to drive away the Naga. While today the Empire no longer stands the Rider fortress of Anthelcraig is held as the sole bastion of loyalists to the old empire. Nor can they forget, as most riders are taught to read High Aramic and can read the history of their people at any time they choose. Their blood still runs as hot as when the insult was first received, though the lure of gold is now just as strong as the former.

The Wyrd

wyrd

The wyrd is a feeling of knowing where one should be at a given time. It is a rare phenomenon, rarely occurring among the population of Adylheim. However, the general opinion is that when it does occur it should be heeded. Similar, but not appearing to be related to the wyrd is a phenomenon known as the wyrdlings, wherein a select group of individuals seem to interact more than chance might seem to allow.

The wyrd is known under many names many names: fatestrings, fate, providence, the gitchy, the straining, destiny and several more besides. The wyrd generally the most commonly used name throughout Adylheim. The wyrdlings however, are less commonly mentioned, yet they have still managed to attract several names, foremost among which may be the fated. The less known are such names as the fatelings, the chosen ones, the compatriots and many others more esoteric. A wyrdling is generally taken to mean both the group in which a person might find himself and the group itself, dependent on the specific context.

Extent

Every individual in Adylheim has the potential to get the wyrd. It is not restricted to any race, gender or person. Nevertheless, the wyrd is a rare occurrence. While some may be more sensitive to it than others, the ones who have seen it are rare individuals for the most part.

The wyrd is a subtle thing; it has little connection to telling the future. It is nothing more than a small niggling feeling that one should be at a certain place at a certain time. Once the window of time in which one should be in a place has passed, the feeling will pass. While many believe that not following one’s wyrds may result in some disaster, either through divine displeasure or fate rearranging itself in ways that are unpleasant for the person involved, there is no evidence of this.

Where the wyrd serves to put people on a specific path, the wyrdlings signify a group of individuals who constantly chance upon one another. One might say that one's family and friends are part of their wyrdling, however the phenomenon stretches beyond ties of family and friendship. People who are in the same wyrdling might be strangers, with only chance encounters here and there throughout their lives, yet these encounters will be the ones that shape and guide their lives. The relationship between persons who are in the same wyrdling might not always be amicable; they are just as often adversarial, and one's greatest enemies can often be found among ones wyrdlings.

Effect

The purpose behind the wyrd and the wyrdlings is unknown. Some suggest it is the multiverse arranging itself according to the rules around which it has been created, others say it is the gods manipulating the minds of mortals on their giant playing boards. Most just shrug and accept it for what it is.

The wyrd nonetheless serves to put individuals in the path of things that may cause them great harm, great benefit or perhaps no noticeable change in their lives at all. The encounters they come across when fulfilling their wyrd may seem entirely insignificant or filled with terrible purpose and everything and anything in between. Specifically why a person should be at that place at that time has never been understood by even the most astute of scholars.

Exactly what effect wyrdlings may have upon one another is unknown, nor is it known why these individuals constantly circle each other for these purposes. Sometimes they may guide each other's lives, sometimes they may simply be two ships passing in the night and have no more effect on each other. Sometimes they may enrich the other's lives; sometimes they may destroy it.

Travelling in Adylheim

travelling

In Adylheim there are many different ways to travel, these often depend on the wealth of those travelling but are just as often dependant on what is available. The flat plains of the southern fiefdoms are easier to traverse than the rugged northern fiefdoms, creating a divide between what is used in the south and what is in use in the north. On the whole, the most popular and most widespread way of getting around is to use one's own feet. It's free and available to most of the inhabitants of Adylheim. However, for those who choose an alternate mode of transportation, there are quite a few options available.

On Land

As already mentioned, the principal method of travel in Adylheim is walking. For those who need to move merchandise or people though, carriages and carts are the principal method of travel. Carts are often drawn by oxen though those rich enough to afford carriages usually prefers horses. Some cities, of course, have sedan chairs for transporting those with excess money through the city streets, but these are rarely a suitable alternative for long distance travel.

Horses are in widespread use for transportation, with riders often being used to deliver fast messages. For those who do not have the advantage of depots where they can change horses though, horses are not much faster than walking over long distances. There are many breeds of horses throughout Adylheim, Teslan is home to miniature horses, Arameia is known for its warhorses, with Andragoria and to a lesser extent Nerin known for their fast breeds which are prized among nobility.

There are, of course, several alternatives to horses. Oxen, as already mentioned, are often used to pull carts but are rarely ridden. Mules and donkeys are usually ridden by those who cannot afford to get horses, but can also be used as a way of showing humility by some clerical orders.

In the southern fiefdoms there is an alternative to the horse which is used on a regular basis, the large Draspises are often used to carry large loads, both passengers and cargo. They are large creatures, looking something like a giant turtle, with the shell on their back carved into seats and cargo holds for passengers. A single Draspis has been known to carry as many as 20 passengers. Going by Draspis is substantially slower than travelling by horse, but the ability to move large loads makes up for this.

The Principality of Nevros also train a specific breed of bears into the much feared Warbears which are ridden into battle as crack cavalry. These are very rare however and are rarely seen outside Nevros.

In parts of Arameia and Nerin there is also the fierce Gamu, a large, flightless bird with black and purple feathers. It is known for its lethal kicks, the claws on its feet easily disembowelling its victims, though it will not generally attack humans. Gamu tire easily, unfortunately, and while they are good for quick sprints, they cannot carry riders over long distances. They are occasionally used for military purposes, but their tendency to spook easily.

On Water

There are three primary theatres for sea travel in Adylheim, the northern seas and the Arameian sea, comprising one, with the Andragorian sea making up the second and finally the Maradin and Teslan making up the third. There is, of course, overlap between these three theatres, but each are characterised by producing their own type of ships.

The most prevalent ships in the northern theatre are the Cogs, they are the workhorses of the northern fleets. Various versions of the Cogs do everything from fishing to transporting goods to working as naval vessels. They are typically outfitted with a single mast and usually do not have a crew of more than a few sailors, sometimes needing no more than one. Cogs of War are generally fitted with fore and aft castles to aid in warfare.

If the Cog is the workhorse of the northern theatre, the Holk is the beast of burden. Holks are based on the Cogs, but are generally larger and much more unstable. The Holk's lack of a proper keel requires the use of substantial reinforcements which in turn allows it to surpass the Cog in size. Their primary purpose is hauling large amounts of cargo from one port to another. Some have been outfitted for war in similar fashion to the Lou Chuan's found in the southern theatre, though they remain fairly ineffectual for this purpose due to their general lack of speed when sailing. Holks are rarely found far from a shore and is primarily used along the coast and rivers of Arameia and Starkwater.

The galley was the premier warship of the Arameian Empire, and once the supreme ruler of the seas. Though they may look frail compared to the gargantuan Andragonian floating fortress, a galley’s oars gives it enough speed to make it capable of ramming into a broadside a ship with enough force to easily break lesser vessels in twain. At its zenith, the Imperial Navy reportedly numbered a thousand galleys, the greatest boasting oarsmen and marines numbering well into the hundreds. The decline of the galley came as the result of changing times. As trade with faraway lands increased, more seaworthy ships such as the cog and the junk became more prevalent. And with the collapse of the Arameian Empire, there existed no power capable of providing the huge numbers of oarsmen needed to upkeep a navy comprised solely of galleys.

This is not to say that the galley has become extinct. The galley, not needing to rely on wind for the sake of propulsion, is the preferred vessel in the calm Arameian Sea. Convoys of galleys still exist, though they are no longer as common a sight as they once were. Some old nobles even retain relics of the old navy for the sake of war. There are three types of galleys common today. The fusta is a sleek ship with a shallow draft, sails and perhaps 20-50 rowers; it is favored by corsairs for its high mobility and ability to operate in shallow waters. The common galley, with perhaps a hundred rowers each, are the chosen ships of merchants of the Arameian Sea. However, they are falling out of fashion as the sailing technology advances. The galleass is an intermediate between the galley and a sailing ship. With masts and a forecastle and an aftcastle in addition to its oars, a galleass is capable of operating in the open seas while maintaining the mobility and spontaneous speed of a galley. The galleass is most common in Teslan, as they are straddle the border between the calm Arameian Sea and the fickle Northern Ocean.

In the southern theatre, the shipwrights of Andragoria are the primary builders. It is their Junk which is the primary workhorse. Junks are generally larger than the northern Cogs and often have more than one mast. The hulls of these ships have also been built so that they consist of a series of separate compartments which reinforce the structure of the ship. These are also well suited to the wares which are sold here, as the emphasis is not on bulk goods, but rather on small, luxury items for which small amounts will easily cost as much as the contents of any Cog or Holk. Nerin also produces a few Junks, but these are intended for use on Heaven's Mirror, the lake between Nerin and Andragoria, though these are generally smaller than those made for sea travel.

While the Junk comes in many sizes, the only other type of ship to be built in Andragoria are the massive Lou Chuans. These huge ships are floating fortresses built for no other purpose than war. They are equipped both for boarding and attacking other ships, as well as siege engines for ranged combat. While they are large and impressive ships, they see little use outside Andragoria and Nerin, and are occasionally used in settling disputes on Heaven's Mirror. The major failing of the Lou Chuan is that it lacks stability and is prone to getting out of human control during heavy wind or rough sea. It also has a turn of speed which can best be described as abysmal.

The Hai Hu, also known as the Sea Hawk, is an occasionally seen ship which is built in Nerin, the secrets of its construction a carefully guarded secret. It is primarily used on Heaven's Mirror as a fast fighting vessel. It is characterised by a low, a high stern and wings which stretch out beneath the waterline to keep it from tipping over. They are not well suited to the rougher open seas though.

The final theatre of Adylheim consists primarily of the small Maradin island kingdoms and the Grand Barony of Teslan. Their primary vessels is the small Dhow and the larger Shuwai'i. While Dhows are primarily used for fishing and passage between islands, whereas the Shuwai'i are larger vessels built for longer passages across the open seas. There are many variations of these vessels, though the main variation is just in size.

Many rumours surround the Maradin ships, of secret tricks and shipbuilding techniques. The lanteen sails their ships use have been proven to be less effective on the open seas than the square sails or the junk sails used elsewhere, but despite this Maradin ships are generally faster and safer than any other ship in use. This has generally been credited to the superior skill of Maradin sailors.

Alternate Modes of Transport

One of the few benefits of living in Longmoor is the presence of the Aeshnida farms. Aeshnidae are rarely seen elsewhere, resembling giant dragonflies, these creatures are capable of carrying small riders long distances through the air. They come in several colours. While they are occasionally used for warfare, the necessity of keeping the weight down has meant that their primary use is in scouting and delivering messages. Aeshnida are especially prized for their ability to perform difficult manoeuvres, such as hovering and loops, with ease.

Travelling Spheres and other magical spells are occasionally used for travelling, these remain an oddity though and only the truly wealthy and magi have been known to use this.