4. Quar

4.1. Overview

The planet Quar before the Conjunction was a troubled place. The Pirian Empire had recently conquered the kingdom of Ruthana, and was expected to turn its attention eastwards towards its ancient enemy, the theocracy of Veris; meanwhile, the dread kingdom of Hraud Opalace was forced to end its centuries-long isolation after attacks by its neighbour Aget'te. Hordes of ravokak were reaving the civilised lands, and even the Eskadri had appeared mildly concerned.

4.2. Quari History

-5208 Dragoth-Yar splits Greldzan from Ruthana; end of the Mage Wars. (Times before this are considered extremely uncertain.)

-4875 First reliable record of Channelling use.

-1054 Council of Mages founded.

0 Pirian Empire founded.

127 Pirian conquest of Ostvern begins.

138 Pirian conquest of Ostvern complete.

165 Kingdom of Ruthana established.

268 Pirian conquest of Vastrek begins.

272 Pirian conquest of Vastrek complete.

275 City of Calevarget founded.

449 Harwis Vangold crosses Vangold's Gap and returns safely.

450 First settlement of Grey Plain, at Hell's Gate.

550 First colonisation of Greldzan.

586 Hell's Gate colony declares independence.

598 Hell's Gate colony wins war of independence.

665 Pirian Empire conquers Ruthana.

677 The Conjunction.

697 The present day.

4.3. Astrography

The planet Quar has five moons; it also orbits a gas giant with other moons of its own. The various cultures have different names for these celestial bodies:

Body Pirian Opalatic Veretic Aget'tic Ruthanan Archipelago Eskadri Eilin Ravokak
Gas giant Opliaran Rad Mhari Ermund Ayundavri Fästewulf Katapedidon Heimson Teneil Navok
Inner moon Ireor Dwarust Ferdiumari Varkhan Steorra Dyadmatsu Montucat Rai'lianai Thazand
  Hlaidh Areelazal Derstach Anaseach Hrim Rundika Istdevog Mercuten Gandash
  Seftri Afdrake Axacilis Uhanihar Abhryng Kuochinn Ostath Pethai'lith Nagak
  Ationek Hlathgrod Mirdroser Morféa Gelmir Ezenay Izaorthum Hakalai Zazgaragok
  Barance Uskaram Sativ Hastrauí Ferärc Sisjima Fafenses Giraiel Zandash
  Arlys Kirkelec Spriais Naddair Nirme Awoch Cepthun Skau Karielyss Gavoldarash
  Emduria Thaman Maz Ulig Nenáth Ylasteinn Ashangriot Licnihil Thereta Zgaravok
  Corimmen Malidar Peretum Arashmás Hrossth Eyashi Soltvinger Dralthaiel Zandarak
  Dorpiet Engaram Patense Kambaíniel Hryng Assia Kernssoltin Skarein Ragoranok
  Sudriada Dreladon Esreyn Atorani Varta Masindir Taoisect Vymisoth Thanagash
  Kelsaute Theas Otine Crantzvi Ayundha Yfangäd Godieni Panthudian Kareloris Nagashaga
  Allion Eleryn Aromilla Trakinda Sacuthied Hakokeshi Hundwohl Kelinai'li Zaranand
Quar Quar Anada Arcuta Avalliloch Spariah Hiw Menorukua Vendrykunkur Eil'hach Crazgaragash
  Samdrac Odrin Isbarast Alaneaigh Frettan Muraibad Freical Peresenai Nagoldark
Outer moon Morhaft Tircur Illaetri Haretgar Swylc Abyeshima Eratquart Perelothieli Thazgarok

The moons of Quar themselves are known as:

Body Pirian Opalatic Veretic Aget'tic Ruthanan Archipelago Eskadri Eilin Ravokak
Inner moon Unenses Indiris Etri Halix Arsúnbir Strithfilde Inubokuo Lindetion Megelisth Zgashash
  Tepeiji Theatan Tisulac Gadhala Sceamu Kawamai Thevit Melinnoth Thanazara
  Aharius Iclavesse Iferdi Gulaidh Woruld Shelibia Ort Ythe Giranenalth Garagand
  Tsareli Cealslace Friach Bháin Dubino Cynestund Kurado Archpyrrh Alataldyss Thandak
Outer moon Lehatsu Ostexexis Ribesall Usakas Thrasir Galnato Zeweissean Ver'nalth Thagokara

For convenience, only the Pirian names will be used hereafter.

4.3.1. Opliaran

This subJovian gas giant orbits at 1 AU from the stellar primary and subtends an angle of 0.125° in the Quari sky - while this is smaller than the sun or the moons, it is still a perceptible disc.

4.3.1.1. Moons of Opliaran

Name Period/days hh:mm:ss Orbital radius, miles
Ireor 0 15:30:11 108,093
Hlaidh 0 17:24:21 116,766
Seftri 0 21:25:31 134,113
Ationek 1 06:15:20 168,806
Barance 2 02:42:45 238,192
Arlys 4 04:57:57 376,965
Emduria 9 14:59:34 654,512
Corimmen 24 04:20:47 1,209,604
Dorpiet 64 05:19:41 2,319,788
Sudriada 175 20:09:35 4,540,156
Kelsaute 489 04:54:57 8,980,893
Allion 1,372 04:59:31 17,862,367
Quar 3,865 00:00:00 35,625,315
Samdrac 10,908 23:57:23 71,151,210
Morhaft 30,822 23:26:08 142,203,000

4.3.2. Quar, the planet

Quar is larger and less dense than Terra, massing 2.28 x 1021 kg and with an equatorial diameter of 10,100 miles. Surface gravity is identical to Terra's.

4.3.2.1. Moons of Quar

All the moons are aligned once every 354,780 days (a little over 971 years).

Name Period/days Orbital radius, miles
Unenses 20.0 228,063
Tepeiji 24.3 259,680
Aharius 36.5 340,588
Tsareli 40.5 365,037
Lehatsu 45.0 391,600

4.4. Gods and worship

Quari religions are, by their nature, very different from those of Terra. There has never been debate on Quar over whether the gods exist: they grant miracles to their worshippers. Arguing about the attributes of a god tends to lose its point if the high priest can simply ask him. Argument has tended rather to centre on the primacy of one god, or pantheon, over another.

The gods of Quar have arisen from humans' personification of the manifestations of elemental power. Thus the gods actually need worshippers to remain "alive". However, they do not normally take an interest in human affairs beyond those of their clergy, who will be supported or punished according to their actions.

The gods draw power from their worshippers - literally. The unused, disorganised power that non-spell-users generate simply by living: this is the power that sustains the gods, and is the same power that they pass out to their servants.

There is one unfortunate corollary to this: those trained in the ways of magic do not provide power to the gods. They are, to say the least, not welcomed by the churches of Quar. (Priests using god-given magical powers are, of course, an exception.) Spell users who wish to renounce their powers are eagerly sought by the churches; the stored power is purged in a (very impressive-looking) act of worship. Those who fall into the hands of the churches and are unwilling to renounce their powers have more difficulties, possibly including forcible power purging or execution.

Another corollary is that Quari gods have little incentive to take care of individual worshippers. As long as their numbers are sustained, one peasant is very much like another in terms of the power made available to the god.

Quari theology is unrelated to creation myth. The first worship of a god is an historical event, occurring in -4875; it is likely that some surviving eilin are older than that. Thus Quari deities can make no claim to have created the world; the usual thesis is that the structure of the world was changed so greatly by the Mage Wars that it is meaningless to speak of a time before this.

Eilin do not worship gods in the same way as the human inhabitants of Quar. Rather, their priests appear to gain power directly from the spirits of great Eil Haussen archmages. Whether these beings are in fact dead is not entirely clear.

4.5. Geology, Flora and Fauna

4.5.1. Geology

Many of the same minerals found on Terra are found on Quar, although the corundum gems (rubies, sapphires and emeralds) are unknown. Quar does have its own unique minerals, however.

4.5.1.1. Bloodstone

This amber-like material is deep blood-red, formed from petrified tree resin with an admixture of gold; occasionally, larger pieces may have insects embedded, usually coated with gold. The stones are normally cabochon-cut and polished.

4.5.1.2. Crand

This fairly soft, yellow-green mineral is translucent with internal swirling patterns. It forms icosahedral crystals, which are usually polished but not cut. It is found only in the Ravok lands.

4.5.1.3. Isaspar

This clear semi-precious stone is notable for its very high index of refraction (around 4). It forms highly spathic rhomboid crystals. It is also found in a smoky form.

4.5.1.4. Laighant

This semi-precious stone diffracts light very effectively, producing a riot of coloured beams even in its rough state; cut and polished, the effect can be dazzling. (Expert gem cutters have occasionally managed to produce simple pictures from the reflected beams.) However, the stone is considered unlucky in Aget'te and Hraud Opalace, where a gift of one would be considered extremely insulting; it has the implication of inconstancy or dishonest dealing.

4.5.1.5. Relict

Found only on the Grey Plain, these hard black stones show shimmering edge effects in good light, appearing with a green (lowest quality), blue or purple (highest quality) nimbus. The stones are normally cabochon-cut and polished, and have a well-deserved reputation as magical foci, though some claim they distort spells cast through them. Fragments of a single stone have an affinity for one another, and are often used in seeking charms for items thought likely to be lost.

4.5.1.6. Soral

These fairly hard, quartzlike stones contain an amethyst-purple star at the centre of each nodule. When the stone reaches or exceeds human body temperature, it "flushes", becoming deep purple with a white central star. The stones are usually cut in a pointed-prism shape, though larger specimens may be brilliant cut. Sorals are found on the south coast of Piri and in northern Aget'te.

4.5.2. Flora

4.5.2.1. Asersal

This symbiotic combination of plant and fungus has an unusual means of spreading its seeds. Leaves bearing ripe seed pods become sticky, and are torn loose by the hides of passing animals. The fungal component infects the animal, driving it to madness and, eventually, death; the animal's corpse then feeds the fungus and the newly-germinating plant. In appearance, Asersal bushes are purple and fairly small, with white patches on the leaves; sticky leaves have globular seed casings attached. If the fungal component is removed, the seeds may be eaten safely, though they are not particularly pleasant-tasting or nutritious.

4.5.2.2. Bural

This is a common food plant, similar to the potato and other root crops. Its taste is bland in the extreme, but it forms a main constituent of many people's diet; it will grow almost anywhere, and tolerates extreme weather conditions. It is somewhat toxic raw, and should be boiled or otherwise cooked before being eaten.

4.5.2.3. Creeth

This dark, temperate hardwood is extremely strong and resilient. When polished, it appears to have internal water-patterns similar to the finer Japanese swords. It is used for ornamental weapons, shields, and carving, though it is notoriously difficult to learn its ways.

4.5.2.4. Haehag

Although technically a plant, this green-brown seaweed shows some animal-like characteristics. Its long strands wave in currents, enticing small fish towards the central bole - which then snaps shut, allowing for digestion. The strands can also entangle larger fish or incautious swimmers.

4.5.2.5. Iliarillin

The leaves of this swamp-growing plant have medicinal use as an antiseptic; however, it is better known for its bright blue berries' hallucinogenic properties.

4.5.2.6. Skilf

This black, balsa-like tropical softwood has high tensile but low compressive strength; it is used in composite constructions and occasionally for carving.

4.5.2.7. Talvar

This grass crop has blades that are triangular in cross-section. Unlike Terran grasses, its carbohydrate energy stores are digestible by humans, making it useful as an emergency food source. However, its energy density is low and it provides few other nutrients.

4.5.2.8. Verdon

This light, temperate hardwood is very resilient and fairly strong. These factors, and its light weight, make it good shipbuilding timber.

4.5.3. Fauna

Most Quari animal life (including dragons) is six-limbed. Birds typically have a large rear pair of wings, a smaller forward pair, and two legs; claws may be present at the joints on the wing's leading edge. Fish have forefins in a Y-shape, and aft fins in an inverted Y.

4.5.3.1. Allion

This large (6' or more wingspan), predatory bird is considered symbolic of nobility by the Pirians. Its silver feathers are highly reflective and popular as personal ornaments, though very hard to obtain.

4.5.3.2. Arien

This carrion bird is often familiarly known by terrans as a "raven"; it has sharp claws at the leading edge wing joints. The feet are also clawed. The arien is notorious for its feathers, which are a light-deadening black; its name in Eyliri Vos can be literally translated as "animated dark thing".

4.5.3.3. Balion

This large, dark grey bird is a nocturnal hunter, feeding on incautious small mammals and fish.

4.5.3.4. Bedral

This small, rainbow-coloured freshwater fish is a major food source for Quar's water-dwelling predators. It is agile and moderately intelligent. Terran fishermen consider it one of the harder challenges Quar has to offer.

4.5.3.5. Chir

This small bird eats grain and insects; farmers consider it useful, as it does less damage to grain crops than the insects it consumes. In appearance, it is small, brown and unremarkable. It tends only to fly when necessary.

4.5.3.6. Ciar

Used by Quari locals in the rôle of horses, these agile herbivores are naturally timid and not particularly intelligent. They can carry slightly more than horses of the same size, and are only slowly exhausted if ridden double, although this is still not practical for long or rapid journeys.

4.5.3.7. Eninelek

Filling the niche of rats in the Quari ecosystem, these small omnivores are found wherever humans have travelled. Coarse, bristling black fur covers a powerfully-muscled body; six claws and a vicious bite ensure that the eninelek is not often preyed-on.

4.5.3.8. Ephin

The ephin is a medium-sized carnivore, growing to perhaps two feet in rare cases. They are domesticable, and prey on enineleki, making them valued pets, especially aboard ships. They are sensitive to magic, and will often gather round active spellcasters. However, they remain independent, and cannot generally be trained to obey commands.

4.5.3.9. Iblin

This blue-grey wading bird is found mainly in tidal estuaries. It subsists on fish and the occasional bottom-dweller.

4.5.3.10. Kyp

This small, dryland-dwelling herbivorous rodent is considered a pest by farmers, but is highly intelligent and can be trained to obey quite complex spoken commands. It comes in all colours from black shading through brown into pure white.

4.5.3.11. Oniathæ

This sleek, golden freshwater fish is the terror of Quar's temperate rivers. Roughly a third of its length is jaw, with most of the rest devoted to powerful swimming and snapping muscles. Mature onithæ are about two feet long, though specimens up to twelve feet have been reported in estuaries.

4.5.3.12. Quarewing

This herbivorous bird is typical of Quari avian life, possessing two legs, a large rear pair of wings, and a smaller forward pair. They are a major food source for wilderness travellers, since they breed fast; they are also farmed in some areas.

4.5.3.13. Rock Hornet

This anemone-like creature dwells in tidal pools in warmer climates. It can grow to over six feet in diameter, and its many tentacles are generally twice as long as the body is wide. Its poison produces muscular convulsions, but is rarely fatal to something the size of a human - assuming the target can breathe underwater.

4.5.3.14. Sparkbee

This potentially dangerous insect resembles a bee, but is slightly larger, growing to as much as 3cm in length. Sparkbees produce electricity, apparently by static buildup during flight; they discharge this periodically, giving rise to corona effects which look particularly impressive in the early evening. However, the main rôle of the electrical charge is in self-defence; while a single sparkbee shock is no danger to a human, they tend to swarm in large numbers, and have been known to kill if threatened.

4.5.3.15. Vallehrin

This high-flying grey-brown bird is one of Quar's most ærobatic fliers. Its hunting swoops are graceful and deceptively slow-looking; when not hunting, it often tumbles and plays in the upper air.

4.6. Geography

The map only shows large cities. Except in northern Greldzan and on the Grey Plain, many towns and smaller villages should be assumed.

4.6.1. Ruthana

Kingdom, founded 165, capital at Hreodan (summer court held at Rind). The King has absolute power. Invaded by Piri in 665-666, and easily conquered due to its lack of a standing army. As a vassal state, little has changed; the King is subject to the Emperor, but the Emperor doesn't interfere a great deal. The present king is Ranlaestan.

Just outside Nytgeasund is the Black Tower, home of the Magus; he is the present head of the Council of Mages, and certainly one of the most powerful mages on the planet.

Succession is through the female line; the oldest female child is the heir. If there are no female children, the family tree is searched for other females.

4.6.1.1. Ruthanan Gods and Worship

Ruthanan worship pre-Conquest was primarily animistic in nature. The Pirian theology has to a large extent displaced this.

4.6.1.2. Ruthanan Currency

Before the conquest, Ruthana had its own coinage; although Imperial currency is legally valid, many of the Ruthanan coins remain in circulation, especially towards the north of the country. In Greldzan, Imperial coinage is virtually unknown. Pre-Imperial Ruthanan coins are quite rare, and worth up to twice their face value to collectors.

The unit of currency is the Geitäth, worth $8 in absolute terms; this is subdivided into 400 Afodr.

The coins are named after animals; the reverse of each coin carries a picture of the animal and its name (in Ynmescrin), as well as its value. The obverse carries the seal of the High King of Ruthana and the year of minting (Ruthanan calendar); coins minted since 665 carry the Imperial seal as well, and the year in the Imperial calendar. The rim is unpatterned.

Book value Value Metal Coin
$0.02 1 Afod Iron Kip
$0.10 5 Afodr Tin Eninelek
$0.40 20 Afodr Tin Cat
$1.60 80 Afodr Bronze Dog
$8 400 Afodr, 1 G Bronze Pig
$16 2 Geitäth Bronze Cow
$80 10 Geitäth Copper Ciar
$400 50 Geitäth Silver Unicorn
$2,000 250 Geitäth Gold Dragon

(The Dragon also exists in silver; this bulky and inconvenient coin is used primarily for the public giving of rewards. Special editions may be struck when the quantity to be given is sufficiently large, usually more than 1,000. These are often of great value to collectors.)

4.6.2. Greldzan

Sparse human settlement, only on southern coast. Colonisation began 550. That section is a Ruthanan colony. The rest is wilderness. The island was split from Ruthana in -5208 by Dragoth-Yar, for reasons of his own.

4.6.3. Archipelago states

Independent islands, trading links between them. Many local cultural variants. First settlement unknown.

The Archipelago uses an entirely non-written language; tallies and barter form the basis of commerce.

4.6.3.1. Gods and Worship of the Archipelago

The Archipelago follows, in the main, a form of ancestor-worship coupled with animism.

4.6.4. Grey Plain

Sand and sky are both dull grey. It takes you half an hour to find the horizon, and then you wonder why you bothered. The dust is grey, gritty and all-pervasive. The human settlements are sealed (utilising magically-powered hydroponics, and similar aids). Among the dust can be found the stones known as "relicts"; when cut and polished, these are extremely valuable as ornamentation as well as having a well-deserved reputation as magical foci, and are thus highly valued. First settled 450 from Ruthana. Declared independence 586, effectively won it 598. The Pit is roughly under the 'a' of 'malice'.

4.6.4.1. Hell's Gate Colony

The people of Hell's Gate tend to fall into two categories: the pioneers and the short-timers. The short-timers tend to be there to take advantage of the massive amounts of wealth that can be gained by a gem-maker. However, their mortality rate is high and they tend not to stay more than a few months.

Those that do are usually the pioneers. Although extended habitation outside the settlements is not possible, a few hardy souls have set up permanently on the continent. Most of them would be tremendously rich were they to return to civilisation, but are quite happy on the Plain.

The three settlements also contain those who cater for the gem-makers when they return after extended trips into the desert.

Biological equivalents of many "technological" items are under development here. Although progress so far is very limited, one major achievement has been the hydroponic system in use in all three settlements; the air inside is kept fresh and free of dust, while the inhabitants' wastes are recycled to feed the plants.

4.6.5. Pirian Empire, Ostvern and Vastrek

Founded 0. Conquered Ostvern in 127-138, and Vastrek in 268-272.

Combines Greek modes of thought with Roman engineering talent.

Succession in general is strictly by primogeniture, regardless of sex.

Large standing army, also acts as police force, very efficient and usually polite.

4.6.5.1. Imperial Gods and Worship

There is a "proactive" and a "reactive" god for each field. The difference is primarily one of philosophy; the "reactive" churches suggest that the world is as it is for a reason, and while self-defence is resonable, going out and causing trouble for others is not. The "proactive" churches hold that some ends can justify some means, and they must be weighed against each other to find an appropriate course of action. More extreme sects may have a reputation for using unpleasant means (such as the "Evil" lists). There is not an exact division of duties between proactive and reactive gods; one could not say, for example, that Stes'ha is Goddess of Life and Buræa is Goddess of Death. Both Stes'ha and Buræa would allow their clerics to cast Resurrection in certain circumstances.

4.6.5.1.1. Phocis

Reactive god of fire and water

4.6.5.1.2. Æsthas

Reactive god of earth and air

4.6.5.1.3. Thentas

Reactive god of war

4.6.5.1.4. Lhara

Reactive goddess of love

4.6.5.1.5. Stes'ha

Reactive goddess of life, death, disease and healing

4.6.5.1.6. Trigena

Reactive goddess of magic

4.6.5.1.7. Daspeth

Proactive goddess of fire and water

4.6.5.1.8. Morogar

Proactive god of earth and air

4.6.5.1.9. Araghoun

Proactive god of war

4.6.5.1.10. Drogunar

Proactive god of love

4.6.5.1.11. Buræa

Proactive goddess of life, death, disease and healing

4.6.5.1.12. Chlarana

Proactive goddess of magic

4.6.5.2. Imperial Witchfinders

The Imperial Witchfinders make up the Empire's magical police force. They are all combat magicians of some sort; most (perhaps 80%) of them warrior mages, but other types are not uncommon. Their job is to seek out evil magic and to destroy its practitioners. Certain types of magic-user in Rôlemaster are considered intrinsically evil for this purpose, such as the Macabre, Necromancer and Maleficant, not to mention the Evil Magician, Cleric, Mentalist and Elementalist.

The Witchfinders also liaise with local police forces in crimes involving magic.

In times of war, the Witchfinders provide auxiliary spell-casting troops to the Imperial armies.

A select group of Witchfinders has been exchanged with a number of Kolduni of the Orbital Spetsnaz, and are being trained in modern weaponry while the Kolduni are refining their knowledge of magic.

The Witchfinders' headquarters are in Calevarget, though their troops are present all across the Empire.

Witchfinder training takes four years, and Witchfinders generally serve until retirement; this makes them unsuitable for use as PCs. However, enterprising PCs may join the Witchfinder Auxiliary, which will give them limited immunity from prosecution (and favourable reactions from Imperial law enforcers) in return for an "occasional" requirement for their services.

4.6.5.3. Calevargenet

Calevargenet is effectively ruled by two great merchant families, the Hal'Phane and Hal'Droi. However, the families tend to spend more time fighting each other than governing the city; if they collaborated, they would most probably stifle the city's life.

Members of the great families are trained from early life for their rôles. Many of them become nightblades, sorcerers or warrior mages. Others become traders or accountants.

A few members of both families have rebelled over the years, but the families themselves tend to counteract such things.

More details on these houses are found in the "Nobles" section.

4.6.5.4. Imperial Currency

The unit of currency is the Alit, worth $20 in absolute terms. The Alit is subdivided into 1,000 Alanka. The coins are named after the Empire's social groups.

The obverse of each coin carries the seal of the Empire, and around the edge the words in Itaer Isimin "Struck in the reign of" and the name of the Emperor. The rim of the coin carries a complex interlocking pattern to prevent grinding and clipping. The reverse carries a highly stylised symbol, intended to represent the relevant social class, and the coin's denomination. The coins are minted in the metal appropriate to their value.

The coins are:

Book value Value Coin Symbol
$0.02 1 Alank Debt-slave Two chains
$0.20 10 Alanka Slave One chain
$2 100 Alanka Populus Spade
$20 1,000 Alanka, 1 Alit Citizen Quill pen and sword
$200 10 Aliti Senator Robe
$2,000 100 Aliti Emperor Crown

Fusion Gravitic's client nobles in Ostvern have introduced Terran coinage to a limited extent. All ECU coins are present in small quantities, though notes have not penetrated significantly (due largely to popular resentment). See the Terran money section for details.

4.6.5.5. Pirian Imperial Fleet

4.6.5.6. Government and politics

4.6.5.6.1. Voting

Much voting in the Empire is conducted on the basis of a "2/1 vote". What this means is that one may vote for or against a motion, or abstain. A vote for the motion counts as two points; a vote against counts as minus one. In practice, this means that at least two-thirds of those who vote at all must agree with the motion in order for it to be passed.

4.6.5.6.2. Emperor

The Emperor is at the top of the governmental ladder; the position is hereditary by default, although the Emperor may name anyone as heir. The Emperor has great power, and may only be over-ruled by a 90% majority in the Senate. The current Emperor is Rengarth IV Vandar, who acceded to the throne in 682. The heir to the throne is Zacerin; his brother Zavumen, younger by five minutes, is rumoured to be plotting against him.

4.6.5.6.3. Senate

The Imperial Senate oversees administration of the Empire; it has 500 members, so is incapable of reacting quickly to problems (that's why there's an Emperor!); committees are formed to deal with specific situations.

Factional infighting is common, especially between Senators from Ostvern and Vastrek.

4.6.5.6.4. Nobles
4.6.5.6.4.1. Auris
4.6.5.6.4.2. Deris
4.6.5.6.4.3. Droi

House Droi is strongest in Calevargenet, where it is a major merchant power.

Maximos, Patriarch Hal'Droi

Kerissa Hal'Droi

Kerissa is a comparatively junior member of the Hal'Droi family. She is approximately forty years old. Rumour has it that the ten rings on her fingers represent the ten husbands she has out-lived. She is indubitably an expert with poisons.

4.6.5.6.4.4. Elanuir

There is an historical antagonism between it and House Vandar.

4.6.5.6.4.5. Esti
4.6.5.6.4.6. Iris
4.6.5.6.4.7. Jesti
4.6.5.6.4.8. Mai
4.6.5.6.4.9. Marulinar
4.6.5.6.4.10. Phane

House Phane is strongest in Calevargenet, where it is a major merchant power.

4.6.5.6.4.11. Rendir
4.6.5.6.4.12. Vandar

House Vandar is the current Imperial dynasty. There is an historical antagonism between it and house Elanuir.

4.6.5.6.5. Citizens

Citizens are not subject to any control on their actions, as long as they do not affect other citizens. If they do, the others' consent must be obtained. Only citizens may own slaves; many choose not to do so.

A highly simplified system of populus law has evolved to protect popules from actions by citizens; witnessed contracts are enforced, property may not be taken without consent, crimes against the body or soul (murder, injury, rape, soulrape) are prohibited.

4.6.5.6.6. Popules

Popules may be made citizens, on a 2/1 vote by current citizens. This may only be done in major towns, where the populus must have lived for at least three years. Foreigners have populus status by default, though this can be changed. Popules are fully subject to the law of the Empire.

4.6.5.6.7. Slaves

Slaves have a maximum indenture of ten years, after which they are given a basic stake and made popules. Any person may sell him/herself into slavery; all personal debts are obliterated, but the indenture is automatically ten years in this case. All creditors have the option to purchase the debtor as a slave, with the chief creditor gaining first refusal.

Only citizens may own slaves. Children of slaves have populus status.

Slaves are, for the most part, well-treated; by law they must be given certain minimum standards of food, accommodation, working conditions and medical care.

4.6.5.7. Life in the Empire

4.6.5.7.1. Healing

The Phærus Guild (the Lay Healers) maintains offices in all major towns and cities; while they charge for their services, local nobles often make arrangements to pay for all treatment.

4.6.5.7.2. Police

The Imperial Army has corps dedicated to act as the local police force; this ensures smooth liaison in case of emergency, though it can lead to under-policing in times of war. The Witchfinders often work with the police, although they are technically independent. Witchfinders will use all means at their disposal to determine true facts in a case, specifically including Commune-type spells.

4.6.5.7.3. Law

The Pirian legal system is founded upon the Three Great Codes of the First Pirian Empire. Roughly, these deal with Individual Rights (Civil Code), Order and Duty (Criminal Code), and the Emperor's Interests (Imperial Code).

4.6.5.7.3.1. Civil Code

The Code outlines the rights an individual has against another private individual or, in some of the more enlightened parts of Quar, against the State when acting as an individual (for instance, as the employer of an individual). The Code is not enforced by any state authority, but any individual whose rights have been infringed may bring an action against the infringer in the Imperial Courts of Public Harmony (ICPH). The loser of an action is liable for the expenses incurred by the ICPH, but not any other legal charges incurred by the winner. This may be due to the lamentably low status of professional lawyers in the Pirian Empire, where they are regarded as a disreputable trade similar to pawn-brokers. A successful claim under the Civil Code normally results in an order to pay monetary damages as compensation, but in exceptional cases the ICPH may find that the infringement constitues a Crime Against Public Harmony, and order the culprit punished as in the Criminal Code.

The ICPH are not uniform in composition. In the more civilised areas of the Empire, a court composed of three professional judges, often drawn from the nobility, hear cases, and determine appeals from the regional courts. The regional courts consist of a single judge, often from the minor nobility or just an ordinary citizen, who travels around a 'circuit', and calls on the local populace, or military officials, to provide assistance in deciding cases.

The Civil Code is organised into six sections, but over the years the ICPH have deduced a number of 'pervasive principles' which should be borne in mind when considering any section. (i) The greater the honour, the greater the proof. This makes it very difficult for a person of low status to succeed in an action against a person of greater status. (ii) Harmony is higher than the Code. The ICPH are to interpret the Code in whatever way will provide the best settlement for the community, rather than simply implement the strict legal rights of an individual in a way which will cause strife or continued rancour. (iii) Simplicity leads to harmony. Possibly the reason why the ICPH does not favour professional lawyers.

Section One deals with rights to property, both land and goods. Legal title to land is very complicated, and can result in substantial family estates becoming effectively immobile - belonging to the family as a whole rather than any leading figure. It is also very technical, and the number of frauds involving land is very great - source of the saying "From Dirt Comes Fool's Gold".

Section Two deals with inheritance. Inheritance is generally confined in the case of land to lawful descendants (ie. descendants within a recognised marriage), but in case of goods, may go to anyone. In strict law, any will left by the testator is no more than guidance to a ICPH appointed official, who divides the estate harmoniously, after taking 10% for the Emperor and settling all debts. In practice, the ICPH official will tend to follow any fully proved will very closely. The bulk of this section guarantees particular members of the family certain gifts, and renders other gifts invalid. It should be noted that, under the Code, there is an irrebuttable presumption that a person is dead three hundred years after his birth date or first appearance in legal records, even if he is able to testify in court that he is still alive. While intended partly to prevent undead amassing large portions of the Pirian empire, it could, in theory, be employed against powerful mages and eilin, but neither group has yet fallen prey to its provisions.

Section Three deals with employment. Employment agreements in the Empire are very flexible, but can be very harsh - the strongest type of contract can constitute a limited period form of slavery. The Code provides very detailed terms for almost every sort of contract - for instance, the terms for Grade 3 Unskilled Farm Labourer (Three Month Contract, Summer) include menus for a typical week, amount of fire wood to be allowed, reasons for which a day's leave must be granted, range of permissable salaries, and reasons for giving notice. The most famous part of this section is cl. 176, which effectively allows a Pirian native to assume certain conditions have been offered by a non-Pirian speaker in any offer of employment. A number of bold, but poorly advised, Terran travellers have hired a servant for three months rather than to help them down the street with their luggage. It should also be noted that this section provides for a harsh form of 'bankruptcy', whereby the bankrupt sells himself into slavery for ten years and clears all his debts.

Section Four deals with peddlars and merchants. This section covers issues ranging from the condition required of foodstuffs, and the maximum mesh of nets, to formation of large trading and manufacturing concerns. A recent subsection has been introduced to deal with companies formed to do business on Terra. Failure to meet the standards of the Code in one's profession is considered extremely shameful, and suicides are not unknown.

Section Five deals with other agreements between private individuals, and has been used in the past to enforce arrangements between adventurers concerning division of spoils. It contains a 'catch-all' clause allowing the ICPH to waive an agreement between parties if, on the whole, it would be unharmonous to allow it to stand. Fusion Gravitic has lost a number of very important cases because of this clause.

Section Six protects the 'personal harmony' of private individuals: providing legal rules concerning neighbours' conducts to one another, nuisance, loud noises, defamation and the like. It should be noted that cl. 265 provides startlingly wide environmental protection where a land owner is able to prove an interest in the general environment. The Fusion Gravitic Petrochemical Spill Case, decided in their favour by a local ICHR, does not seem explicable by Pirian jurisprudence.

4.6.5.7.3.2. Criminal Code

This Code can be enforced by individuals who have been wronged, as in the Civil Code, but is more often enforced by Harmonisers before the Imperial Court of Correction (ICC). The Harmonisers combine the roles of police officers, detective officers, and prosecutors. Every officer in the standing army is a Harmoniser, who can call on his command as necessary - leading to very effective law enforcement in the Empire. A defendant is left to defend himself, although a professional lawyer may be hired to plead in mitigation after guilt has been proven. The punishments are generally quite severe, ranging from fines based on income, through corporal punishment and periods of imprisonment, to death in a number of different forms for quite minor crimes. Death is accompanied by ritualised precautions against magical restoration.

The ICCs are organised in all the market towns and cities of the Empire. Offenders from the surrounding countryside are brought into town for trial. All ICCs are of equal status, but the most difficult or controversial trials are generally held in Calevarget, Piri or Varnass. The ICC is presided over by a single judge - often the same judge who determines civil cases - who determines the law. The actual facts in the case are determined by a jury of eleven citizens and popules, selected from the tax rolls for the area at random.

Once again, the sections of the Code have received a judicial gloss, the most important provisions of which are: (i) No punishment without guilt. A reasonable mistake, or desparate circumstances, will often excuse the defendant from punishment. (ii) No punishment without harm. A theft of a tiny amount from a rich person, for instance, will not constitute theft unless the thief encourages further thefts by "boastful and proud living". This interpretation is currently being questioned by some ICC judges. (iii) No harm without a punishment. This is to discourage overly 'technical' interpretations of the law. (iv) The Code loves the Empire. In practice, this means it is easy for foreigners to be prosecuted under the Code, and hard for them to prosecute natives. Popules also find it difficult to enforce the Code against citizens.

Section One provides for punishment of magical crimes, including soul-rape (non-consensual mind influencing magic), forcible transmogrification, forcible transportation, and a number of particular spell orientated offences. The bulk of this section provides for extensive procedural safeguards to ensure a fair trial and adequate punishment of magical offenders, and a number of interpretation sections which apply the rest of the Code very well to magical methodology. A recent amendment to this section has provided for punishment for teaching or disseminating certain magical doctrines without a licence from the Empire. This clause is used to suppress/persecute certain schools of magical knowledge, in particular, necromancy.

Section Two provides for punishment for offences against the person, ranging from 'rude and provoking words spoken to induce choler' (cl. 87), through assault, maiming and rape of a man or a woman, to murder. The usual punishment for the latter two crimes is execution.

Section Three provides for punishment of offences against property, principally theft and criminal damages, but also covering a very wide range of frauds. The Pirian empire is wise in the ways of the world, technological empire apart. The usual punishment for theft and fraud is sixfold restitution.

Section Four provides for punishment of offences against public order, ranging from 'disharmonious conduct', through unlawful assembly to riot. It also allows town councils and shire councils to enact 'petit laws' to improve public order, breach of which may be punished with a fine.

Section Five provides for punishment of offences against justice, such as corruptly carrying out any office, interfering with the course of justice, bribing an official, and the like.

4.6.5.7.3.3. Imperial Code

This Code provides for the special rights and obligations of the Emperor and his most important subjects, and, where relevant, supersedes the other Codes. It is not enforced by a separate Court, but rather by the Imperial administration. Thus, ultimately, the Emperor decides what the Code means, but at a regional level this will be devolved to Province Governors (often also substantial landowners in their own rights), Town Captains, or military commanders.

Section One deals with the military operations of the Empire, and includes rules of military discipline, levels of pay, and provisions by which men and materials may be temporarily requesitioned.

Section Two deals with treason to the Empire, and provides a very horrid set of punishments for a very broad set of crimes.

Section Three provides for the special rents and incomes of the Empire, which vary from the sum paid to the ICHR administrator, to fines levied against offenders, strange monsters found within the realm, and taxes. Income tax is not generally lawful, but special taxes may be levied against companies, guilds, and boroughs.

Section Four provides special authority for a range of Imperial bodies, ranging from the Imperial Witchfinders, and the Witchfinder Auxiliary, to the Imperial Guild for the Improvement of Livestock. Obviously, the range of powers bestowed by the clauses differs widely. It is common for all members of an Imperial body to have a right of appeal to the head of their body against any conviction under the Criminal Code.

Section Five provides that the Emperor may alter the Imperial Code by dictat, and the other Codes by Order approved by the Senate. A number of Imperial administrators responsible to the Senate have recently gained legal qualifications from Harvard, Kyoto, Cambridge, and Jo'burg. It is to be hoped that future amendments to the Codes will bring the law more closely into line with Terran standards.

4.6.5.8. Ostvern

Largely being taken over by Fusion Gravitic's client nobles, many of whom have been armed with high-tech slugthrowers. The Empire is forced to tolerate them, but some form of protest is likely to happen soon.

Many colonies of Eilin have lived for centuries in the wild lands to the north of the province, but are now being pressed by the newly-powerful nobles.

4.6.5.9. Vastrek

A client state, renowned for the city of Calevarget (also known as Calevargenet, especially to residents). This city is built entirely of marble (except for the temples, of obsidian). It is designed as an experiment in partial planning: any buildings proposed must be approved by the rules set down when the city was built (in 275-278). These essentially state that the building must be marble and must be approved by a 2/1 vote (see Voting) of citizens and popules.

Resistant to Terran influence; the city itself allows no "gunpowder" (i.e. any explosive) or energy weapons within its gates. High technology is generally frowned upon in Vastrek.

4.6.5.10. Druth's Passage

Nominally under Ruthanan control, it is in practice an independent agglomeration similar to the Archipelago states.

4.6.5.11. Vangold's Gap

The large gap in the western island chain. Named for its "discoverer", who was the first man to cross it successfully and return, in 449.

4.6.6. Citadel of the Mages

That is an accurate position on the map. It is also to scale. The citadel is a 100 mile wide structure of obsidian and diamond, about two miles high. There are no external entrances except on top (breathable atmosphere); mages arrange for teleportation or flight, and others are not welcome. It is used for meetings of the Council of Mages (qv), and for magical research.

4.6.7. Aranadine States

These states, on the border between Ostvern and Veris, have historically been the battlegrounds and sources of plunder of the great empires. Their governments, as a result, tend to be ephemeral and paid for by whichever power last sent an army through the area.

4.6.7.1. Ultensis

Primarily an ally of Veris, Ultensis is a cold and unforgiving land.

4.6.7.2. Cymerog

Cymerog is primarly Pirian in allegiance, but (in common with most of the Aranadines) spends more effort against its neighbours than against Veris.

4.6.7.3. Cinados

4.6.7.4. Dolyn

4.6.7.5. Spria

The "forgotten Aranadine", Spria is heavily forested and does not occupy a particularly strategic position.

4.6.7.6. Anaquil

Anaquil has been less vulnerable to invasion than the other Aranadines by virtue of its location, and as a resuly is somewhat more stable. Its ports are home to many pirates as well as legitimate merchants, but the country is otherwise peaceful. There are many large Dharh communities, which may also be a factor.

4.6.8. Veris

Hierocracy/theocracy; "correct" rather than "nice".

Veris is presently ruled by the Hierarch Anavin; however, Anavin is not generally expected to live for much longer.

4.6.8.1. Veretic Gods and Worship

In spiritual - and, indeed, in temporal - terms, Veris is largely under the control of a single god, the name of which may not be spoken; it is usually referred to as "The God". While the Veretic culture does not deny the existence of other gods - in the face of the available evidence, this would be difficult - it does consider them very much inferior.

4.6.8.2. Veretic Currency

The unit of currency is the Ophyll, worth $20 in absolute terms. The Ophyll is subdivided into 1,000 Uligarin. The coins are named after various weapons.

The obverse of each coin carries the seal of Veris, and the year in which the coin was struck. The rim carries the Veretic words "The God sees all, knows all, and judges all", set against a textured background. The reverse carries a carefully engraved picture representing the weapon for which the coin is named, and the denomination.

The coins are:

Book value Value Metal Symbol
$0.02 1 Uligarn Iron Sling
$0.04 2 Uligarin Iron Club
$0.10 5 Uligarin Tin Quarterstaff
$0.20 10 Uligarin Tin Dagger
$0.40 20 Uligarin Tin Hand Axe
$1 50 Uligarin Bronze Lance
$2 100 Uligarin Bronze Mace
$4 200 Uligarin Bronze Broadsword
$10 500 Uligarin Copper Long bow
$20 1000 Uligarin, 1 Ophyll Copper Crossbow
$40 2 Ophyll Copper Battle Axe
$100 5 Ophyll Silver Halberd
$200 10 Ophyll Silver War hammer
$400 20 Ophyll Silver Morning Star
$1,000 50 Ophyll Gold Composite Bow
$2,000 100 Ophyll Gold Flail

4.6.9. Hraud Opalace

Darkish theocracy, allied to the Pirian Empire.

4.6.9.1. Opalatic Gods and Worship

Compared with the Pirian model, all gods are of the proactive form, and thus might conceivably grant "evil" lists.

The Opalatic pantheon numbers nine, covering most human activities between them. There is no mention of "evil" gods - good and evil are assumed to be natural parts of man's (and god's) nature. While the gods hand down moral and ethical codes, even they cannot keep to them all the time.

There is no specific god of magic; all the gods advocate the use of magic in its proper place, though some naturally make more use of it than others.

Opalatic clergy are trained by apprenticeship; a single cleric will take on one or two apprentices, train them in the rites of his calling, and when they are ready invest them with Channelling power. Renegades and heretics lose their god's power, and thus cannot convince others to follow them.

4.6.9.1.1. Dalorn

Dalorn is the foremost of the gods, the mighty warrior fighting in a just cause. He influences battle and fighting, and is called upon by everyone from field marshals to street bravoes. His symbols are the longsword and shield; his colours are steel grey and blood red.

Dalorn's physical form is as a warrior clad in plate armour with a blood-red cloak, wielding longsword and shield. Those who look into the raised visor of the helmet see their own faces within.

Dalorn is just and stern, using carefully-applied force to keep order. It is said that he weeps for those he must slay; meteors are known as "Dalorn's Tears", and are held to presage the death in battle of a great noble.

Dalorn's clergy can be of either sex, but must be competent warriors; a cleric whose strength fails, or who cannot fight for some other reason, is expected to kill himself. The structure is hierarchical, with promotion opportunities awarded on the basis of ability - but the candidate must then defeat the current holder of the post in a duel to first blood. Vestment is a half-cloak of blood red, worn over armour. Priests of Dalorn are expected to be celibate outside marriage.

There is no festival dedicated to Dalorn; he is honoured at the festivals of the other gods and during the five day holiday at the end of each year.

4.6.9.1.2. Ylwin

Ylwin is the goddess of learning, the scholar delving into forgotten secrets and new discoveries. She is honoured particularly by researchers, historians and strategists. Her symbols are the magnifying lens and the skval, a complex arrangement of twisted wire; her colour is the cream of fresh-scraped parchment.

Ylwin's physical form is that of a young woman clad in scholar's robes, with waist-length chestnut hair and night-black eyes. Those who look into them can see secrets - but only the strongest of will can hope to live through the experience with their souls intact. ("Go and look in Ylwin's eyes" is the Opalatic equivalent of "stop bothering me with trivial questions".)

Ylwin is beset with curiosity. She is the goddess who tries new magic, "just to see if it will work". She takes life as it comes, and learns from all things.

Clergy of Ylwin can be of either sex, though most are female. They spend their time in research, and are promoted within the hierarchy on this basis. Vestment is a scholar's robe in parchment-cream (rather than the more usual grey).

Ylwin's festival is celebrated at the beginning of Eidonrune, when winter is set in and the days are spent reading and learning. Traditionally, practical jokes are played on family and friends.

4.6.9.1.3. Ilgwai

Ilgwai is the god of wealth in all its forms and of all those who pursue it, from the most respectable merchants to gutter-thieves. His symbols are the scales and the coin; his colours are gold and dark grey.

Ilgwai appears in two forms: a young and wirily-built, dark-haired man, carrying a coil of rope, daggers and lockpicks, or an older man with greying hair and a slight paunch, with a case full of documents. In both forms, he carries a pouch from which he dispenses coins. (Someone spending lavishly may be jokingly said to "have Ilgwai's pouch".)

Ilgwai works hard to gain money, then gives it away freely.

Clergy of Ilgwai can be of either sex. Their vestment is a dark grey robe, with a pair of scales embroidered in gold on the back. They engage in charitable works; it is an open secret that they are not financed entirely from voluntary donations.

Ilgwai's festival is celebrated at the start of Meztel. Thieves steal the best-guarded possessions of the rich, then give them back (just to prove that it could be done); merchants treat their employees to feasts and entertainment.

4.6.9.1.4. Ska Sith

Ska Sith is the god of sorcery, destructive magic and other destructive power; he is honoured by those who wield power, as well as those who hope to escape his wrath. His symbol is the dagger crossed with the lightning bolt; his colour is dead black.

Ska Sith appears as a middle-aged man, garbed entirely in black. His face is shadowed by his robes. He carries a staff that shoots lightning, and a dagger that can slay with a touch. Plant life withers and dies in his path; animals run away, but founder and die of exhaustion within a few yards.

Ska Sith regrets his actions - but someone must have custody of destructive power, and as well his own existence be blighted as that of another. He regrets his continuing difficulties with Antheërais, but somehow never manages to convince her of his good intentions.

Clergy of Ska Sith can be of either sex, but are not allowed to sire or bear children. (This is ensured by a specific magical element of the initiation rites.) Their vestment is a black robe, on which various dull, stain-like markings are visible.

Ska Sith's festival, at the beginning of Raidadain, is a sombre affair, observed mainly by his followers. Plays are put on to portray Ska Sith's good intentions, that somehow always go astray and end in tragedy. This is a popular time of year for lovers' (and other) suicides.

4.6.9.1.5. Elsanje

Elsanje is the goddess of death, necromancy and the undead; she is the guardian of the passage to the next world, and is thus honoured by all who expect to die. Her symbol is the spiral (also the usual symbol of death in Hraud Opalace); her colour is mourning purple.

Elsanje appears as a woman of middle age, with long, pure white hair and a lined face. She carries no tools or weapons, but can strike dead any who displease her. Elsanje is the only Opalatic deity capable of Lifegiving.

Elsanje is not partisan; she oversees death, and that burden is sufficiently heavy that she does not desire the responsibility of further power.

Only women may become clergy of Elsanje, although men may worship as necromancers. The normal vestment is white, lightly stained with purple, though dark purple is worn during burials, resurrections and reanimations. Clergy who serve well can look forward to continued existence after death as an intelligent undead; while such people are not part of the formal temple hierarchy, they tend to wield great influence.

Elsanje dislikes unintelligent undead, and will only sanction their existence for brief periods: they must be destroyed before the energising soul is gone. Failure to do so will, irrevocably, bring down the wrath of the goddess.

The festival of Elsanje is celebrated at the start of Otpelsaney. This is a time to remember those who have died over the past year, and especially those who have returned as undead (who celebrate particularly at this time).

4.6.9.1.6. Antheërais

Antheërais is the goddess of fertility and the family; she is honoured especially by farmers, lovers, and married couples. Her symbol is the wheatsheaf; her colours are gold and green.

Antheërais appears as a full-figured woman, though her age can vary from the first blush of youth to early middle age. Her hair is dark and glossy, and she wears loose homespun robes.

Antheërais celebrates and promotes life in all its forms; she is thus often at odds with Ska Sith. She smiles particularly on young lovers, and is worshipped enthusiastically by them.

Clergy of Antheërais may be of either sex, but most are female. They are encouraged to bear (or sire) as many children as possible. Their vestment is rough homespun.

The festival of Antheërais is celebrated at the beginning of Ruerin, as spring turns into early summer. This is the commonest time of year for marriages.

4.6.9.1.7. Ahrotheevra

Ahrotheevra is the goddess of travel and communications; she is honoured by messengers and those who rely on them, as well as all others who must travel, especially seafarers. Her symbols are the sandal and the ear (usually shown in stylised form); her colours are brown and blue (though some of her more forward-looking clergy have recently added black).

Ahrotheevra appears as a young but care-worn woman, walking along a road with a pack on her back. Her hair is cut short, and she wears nondescript travelling clothes.

Ahrotheevra favours the transmission of knowledge; she is often allied with Ylwin.

Clergy of Ahrotheevra can be of either sex. They have no standard vestment, but usually wear practical travelling gear. They must never stay longer than nine days in the same place.

Ahrotheevra is honoured especially at the start of Inesti. Anyone setting out on a journey immediately after her festival is expected to have good luck and reach his destination without difficulty.

4.6.9.1.8. Valades

Valades is the god of healing. Disease is considered to be something that happens naturally; but an appeal to Valades may be able to hold it off or cure it. His symbol is three drops of blood, arranged in a triangle; his colours are grey-brown and dark purple-red.

Valades is seen as the solitary healer, working to save his people from disease. He appears as a young man with a lined face, dressed in a grey-brown robe and carrying a scrip.

His clergy may be of either sex, and traditionally keep their heads entirely shaven; their vestment is a grey-brown robe.

Valades' festival is held at the beginning of Anonenloch. This is a time to thank him for the healing that has been given out in the past year, and ask for that which will be needed.

4.6.9.1.9. Siranhroth

Siranhroth is the god of hunting and animals. In the latter aspect, he is the one who keeps the wild places healthy (Antheërais deals with cultivated country). His symbols are the bow and the stag's horns; his colours are brown and blue.

Siranhroth most often appears as a mature man with spear and long bow, though he has also appeared as any of a variety of animals, to challenge the mightiest of hunters.

Siranhroth's clergy learn outdoors skills and usually dwell in the wilderness. Many druids are included in their number.

Siranhroth's festival is held at the start of Adaruion, as autumn turns to winter. As animals start to hibernate, the year's hunting is remembered in fireside stories.

4.6.9.2. Opalatic Navy

4.6.9.3. Opalatic Currency

The unit of currency is the Vel, worth $0.02 in absolute terms. Large sums are denominated in Ionorak, each of which is worth 25,000 Vel ($500).

The obverse of each coin is blank, and on newly-minted coins sufficiently well-polished to be usable as a small mirror. The rim is cross-cut in a pattern which is apparently unique to each coin. The reverse carries the seal of Hraud Opalace, the denomination, and the year in which the coin was struck.

The coins are:

Book value Value Metal
$0.02 1 Vel Iron
$0.24 12 Vel Tin
$1.2 60 Vel Bronze
$6 300 Vel Copper
$20 1000 Vel Copper
$100 5000 Vel Silver
$500 25000 Vel, 1 Ionorak Silver
$2,000 4 Ionorak Gold

4.6.10. Aget'te

Ally of Veris, but primarily temporal/merchant power.

Aget'te is particularly notable for the preferred style of magic in use there: Elemental magic. The current state of development approximates the Opposite Elemental Theory III; however, since other elements are known to exist (as shown by the dragons), research continues apace.

Aget'te is currently ruled by the Empress Avalli.

Aget'tic society is - nominally, at least - centred on the individual warrior. He must concern himself with his honour, living by a very strict personal code; such a little thing as showing disrespect to a member of the opposite sex can lead the warrior to consider himself atradubh, spiritually dead, at which time a glorious death in battle is the only way he can be redeemed. (These atradubhmin are among the most feared of Aget'te's army.) After this, the warrior may be resurrected if his body can be recovered.

However, as one might suspect, the warrior's code was imposed by another group, Aget'te's merchant-noble class. These nobles found themselves in a position to take advantage when external trade became profitable, and quickly crushed their non-merchant rivals; they then had to find a way to keep their warriors ready for battle but not prone to rebellion, and the honour code provided a ready answer.

Aget'tic society encourages polygamy, and a man is expected to marry as many wives as will have him. (Since women often have independent means, the question of support is not particularly relevant.)

4.6.10.1. Aget'tic Gods and Worship

4.6.10.1.1. Darokash

Darokash ("of the fair brows") is the god of the body, he whose domain is the material world. He claims as consorts both Alip Obudra and Shanndarke, though Shanndarke at least disputes this. He is honoured by those whose main aspect is the physical: warriors, merchants, thieves and labourers all pay him homage. He is officially the prime god of Aget'te, though many feel that his consorts might contest the point.

4.6.10.1.2. Alip Obudra

Alip Obudra ("of the fiery hair") is the first consort of Darokash, and the goddess of mind; her domain is the world of intellect and rational thought. She is honoured by those whose main aspect is the mental: sages and most mages. Many of these people feel she is not sufficiently honoured by other elements of society, and are thought to be plotting to give her primacy of worship.

4.6.10.1.3. Shanndarke

Shanndarke ("of the raven tresses") is sometimes considered the second consort of Darokash, though she is more properly regarded as independent of him; she is the goddess of spirit, and her domain is the world of emotion. She is honoured by those whose main aspect is the spiritual: mainly artists, the wilder mages, and those channellers who do not favour another god. However, she is also appealed to for success in endeavours which are driven by emotion, and thus has a darker aspect which is not often discussed. Rumours circulate of blood sacrifices and horrendous rituals to gain favour with the "Dark Lady".

4.6.10.2. Aget'tic Currency

The unit of currency is the Mircha, worth $6 in absolute terms; it is sub-divided into 100 Dhana. Coins are named for the elements.

The obverse of each coin carries the seal of Aget'te and the year in which the coin was struck. The rim is unpatterned, but the reverse carries the denomination, as well as the elemental symbol (in Atakasme).

The coins are:

Book value Value Metal Element
$0.06 1 Dhana Iron Air
$0.12 2 Dhana Tin Cold
$0.60 10 Dhana Tin Light
$1.20 20 Dhana Bronze Vibration
$2.40 40 Dhana Bronze Water
$6 100 Dhana, 1 Mircha Bronze Gravity
$7.50 1.25 Mircha Copper Heat
$15 2.5 Mircha Copper Dark
$30 5 Mircha Copper Inertia
$60 10 Mircha Copper Earth
$150 25 Mircha Silver Electricity
$300 50 Mircha Silver Fire
$600 100 Mircha Silver Ice
$1,800 300 Mircha Gold Wind

4.6.10.3. Aget'tic Fleet

4.6.11. Eskadr

Eskadr is an enigma. Magic is a part of daily life, yet its languages contain no word for it. (The usual way of translating "he can cast magic" is literally "he exists".) It is the only country in which eilin have chosen to participate in government to any significant extent, and this may go some way towards explaining its strangeness.

Ruled by Ikadu Höff Magus.

4.6.11.1. Eskadri Gods and Worship

4.6.11.2. Eskadri Currency

The unit of currency is the Duer, worth $2.88 in absolute terms; it is sub-divided into 144 Usythe.

The obverse of each coin carries the seal of Eskadr and the year-name (but not cycle number) in which the coin was struck. The rim is unpatterned, but the reverse carries the denomination symbol, which is in a variant of normal Stadulic script.

The coins are:

Book value Value Metal
$0.02 1 Usythe Iron
$0.24 12 Usythe Tin
$0.48 24 Usythe Tin
$1.44 72 Usythe Bronze
$2.88 144 Usythe, 1 Duer Bronze
$5.76 2 Duer Bronze
$17.28 6 Duer Copper
$34.56 12 Duer Copper
$69.12 24 Duer Silver
$138.24 48 Duer Silver
$414.72 144 Duer, 1 Höffwal Silver
$829.44 2 Höffwal Gold
$2488.32 6 Höffwal Gold

4.6.12. Ravók lands

Golden Horde with more tusks.

4.6.12.1. Ravokak Gods and Worship

4.6.12.2. Ravokak Fleets

4.7. Present situation on Quar

There is a very large, very powerful spell, set up by the Higher Council, which has certain effects on technological items brought to Quar from Earth. These effects are not repairable while on Quar (see below), but will automatically be repaired when the device is removed from the world.

Firstly, all gravitic drives will shut down, as will all fission, fusion and antimatter power plants. The shut-down is conducted safely. (In fact, the physical laws of Quar have been changed such that nuclear decay processes cannot occur; this also means that radioactive materials and antimatter can be safely handled while on Quar. A similar change applies for gravitics.)

Secondly, the Council's observer will be made aware of the location of the entry to the world, and the number and nature of beings.

4.7.1. The Council of Mages

The Council of Mages is undoubtedly the single most powerful organisation on Quar. Formed in -1054 Imperial, its original purpose was to oversee the experiments of its members and ensure their safety. It soon became a forum for exchange of knowledge, and drifted gradually towards a ruling attitude. Only the foundation of the Empire prevented it from ruling the continent.

The Council is now the world's supervisory body on magic of all types. As such, it has several functions:

There are some serious tensions arising between the Mages and the pro-Terran factions in the Imperial Senate.

The leaders of the Council are known as the Higher Council, and are eight in number.

4.7.1.1. The Magus of the Black Tower (in Nytgeasund)

The Magus of the Black Tower appears to be a young man in his mid twenties, though this is clearly impossible; the level of knowledge of magic which he obviously has could not be attained in less than fifty years.

The Magus chooses not to reveal any name, since he is so accustomed to the power inherent even in nicknames.

4.7.1.2. (Magedrake outside Hell)

4.7.1.3. Pharia Hal'Phane

Pharia lives in Fathana, as far away from the politics of Calevargenet as she can. A former Hal'Phane house sorceress, she rejected their small wars in a quest to discover more about magic.

4.7.2. Quari Resistance

Many people in Ostvern resent the rule-by-force of the Empire's client nobles. It is an unspoken convention that the final protest of the people is revolution; against forces armed with modern weaponry, revolution is virtually impossible.

Hence the Resistance. Originally founded to push the Empire out of Ostvern, the group now has both Quari and Terran membership, opposed to Fusion Gravitic's technological supremacy and to their gaining power in Quar.

The Resistance is funded by several Imperial nobles and mer chants, as well as a few organisations on Earth (though not publicly). Its long-term purpose is to allow Ostvern to become an independent state.

The main activities of the Resistance are the sabotage of Fusion Gravitic's facilities and the causing of economic damage to the corporation. They have been known to operate on Terra, but this is highly unusual; they have no resources for an extended operation.

The Resistance has certain technological weapons which are designed to appear as normal Quari weapons to a casual inspection, but which can in fact strike more powerfully. These include the gauss crossbow and the laser sword, as well as enhanced pistols (see Equipment).

4.7.3. Other Quari organisations

4.7.4. Ships

Naval commerce

Piracy

Naval powers

4.7.4.1. Resistance Navy

4.7.4.2. Ostvern Coastal Defence Task Force

The OCDTF, imported from Terra by Fusion Gravitic, uses the most modern equipment possible. Since nuclear plants and gravitics are not available, their vessels use flotation hulls, and are typically powered by extremely high-density batteries.

Their weapons are mostly projectile or missile in nature, due to the high power demands of energy weapons. Missiles, both short- and long-ranged, form the main armament, with some backup from Lob or MLA cannon.

4.8. Technology

The technology of Quar is somewhat advanced over the conventional mediæval mode, even discounting the influence of Terra. However, there are great contrasts from one region to another.

Clockwork has been developed in the Empire, but is still unreliable and inaccurate. Some experiments have been made with movable-type printing presses, but this science is still in its infancy. Some researchers have noticed the basic principles of the lens, but grinding techniques are not sufficiently advanced to allow for much experimentation.

Fusion Gravitic has passed out modern firearms to its clients; Quari technology cannot yet duplicate caseless ammunition or high-grade alloys. However, the secret of gunpowder has been cracked, and matchlocks and wheellocks are fairly common in the central Empire. (The Vastrek nobles are opposed to the whole concept.) Flintlocks have been developed, but are hard to find except in Piri. Resistance forces have good access to these weapons.

As for larger gunpowder weapons, these are mostly made by riveting strips of iron round a former, then securing the strips with hoops. These are very vulnerable to bursting. However, the Eilin Vymissen are able to cast large objects; they occasionally sell cast-iron cannon to humans, though prices are high.

The Eilin have advanced significantly further than other races; their theoreticians can stand against the best Terra has to offer. However, they have comparatively little interest in building devices beyond what is necessary for experiment.

4.8.1. Travel on Quar

Travel on Quar is a slow affair at the best of times, and can be very frustrating for Terrans accustomed to magtubes and gravitic shuttles.

4.8.1.1. Ground

Coaches run between major cities, and cover some sixty miles per day.

The Imperial Post network, which is rarely used for messages these days, provides changes of horse, and allows the traveller to cover 150 miles in a day.

4.8.1.2. Air

The fastest way to travel across Quar, short of magery, is the Windrunner Line. This was set up by a group of Terran entrepreneurs, in conjunction with luth Khendonei; it operates a fleet of airships, lifted by imported helium and powered by solar cells. These ships travel at about eighty miles per hour, and can rise above all but the worst weather. Windrunner has been strictly neutral in politics, and has stayed out of warfare; an attempt to take control of one of their ships usually ends when the helium is vented, rendering the ship useless until a salvage team arrives.

Windrunner ships are extremely luxurious, panelled in Quari woods and with a superb standard of service.

4.9. Sapient races

4.9.1. Humans

Quari humans are interfertile with Terrans.

4.9.2. Undead

Unintelligent undead are created by necromancers from a corpse. The main power used to animate the undead is not the animator's magic - that would be inefficient (and is covered by such spells as servitor creation). Rather, the undead is powered by the slow destruction of the soul that formerly occupied the corpse. This places a limit on the time an undead can be active, which is independent of the animating spell. As a general guideline, corpses can be maintained animate for one week per level of soul. When this time has expired, the soul has been destroyed, and the undead cannot be reanimated.

Naturally, the practice of this form of necromancy is looked on with revulsion by most of the inhabitants of both worlds. The animation of the corpse of an unwilling victim is a capital offence under Pirian law.

Intelligent undead function in a similar manner, but are capable of gaining power to augment their own. Intrinsic or sacrificed power points may be used in this manner; only one power point per class rating is required per hour in order to remain active. They may drain power points from others by touch.

4.9.3. Eilin

The beings commonly known to Terrans as "elves" refer to themselves as Eilin. (This word, singular "Eil", pronounced "Ale", is the same in all languages of Quar - a testament to the elves' long history.) The term "elf" was introduced by Terrans, and is considered extremely insulting when used to refer to eilin.

The basic social group of all eilin is the luth, or clan. This is an extended family arrangement; all members of the luth, typically several hundred strong, share the same surname and are related to each other, by marriage if not by blood.

Eilin tend, every fifty years or so, to be struck by suassa (wanderlust). They feel the need to travel, often for some ten or twenty years, before they settle in a new home.

Eilin are rarely fertile, and never during suassa (nor before the adolescent's first time of suassa). For this reason, sex among eilin is considered somewhat less emotionally important than it is among humans. (Although they are anatomically compatible with humans, they are not interfertile.)

There are some minor but important differences between Eilos and human biochemistry. Eilin are unaffected by alcohol, but find caffeine a workable substitute; a cup of strong coffee has the same effect on an eil that a shot of whiskey does on a human. The eilos eye contains five types of cone (colour sensor); while their visual range extends only slightly beyond that of humanity, eilin can distinguish many more shades of colour. Their rods are somewhat more sensitive; while this gives superior vision in dim conditions, eilin are vulnerable to sudden bright lights.

There is no clear distinction between civil and criminal obligations within the luth, and it would be fair to compare their settling of internal disputes with interactions within a family, rather than the legal process. Generally, discipline is enforced by requiring the offender to take on more than their fair share of luth'hach chores, or banning them from non-essential discourse for a limited time. In exceptional circumstances, for instance premeditated murder, the luth will expel an eil. Such "lone ones" often mingle with humans, where their status is often not fully recognised, and come to a bad end. Occasionally, they may be accepted into another luth, but this will never happen without a full investigation of their origins and character.

There is little more formality in dealings between luthin, dealings with eilin on suassa, and non-eilin. On the whole, dealings between luthin are settled by haggling and compromise - there does not appear to be any central body with any authority to impose a settlement. In case of murder or other offences against a member of another luth, the general practice is for the offending luth as a whole to take responsibility - perhaps paying a sum of money to the other luth, or, more commonly, formally showing shame and giving a unique item as a symbol of their contrition. The offender is then dealt with internally by the luth.

Eilin on suassa are subject to more coercive treatment - not only do they lack the stabilising influence of their luth, but no fixed body is on hand to take responsibility for their actions. It is not unusual for an offender to be physically beaten or required to give up possessions. Punishment by a strange luth is accepted as one of the dangers of suassa. Non-eilin are generally treated in the same way as eilin on suassa, but where relations are more settled, for instance a town near a eilos settlement, the eilin are normally happy to hold the humans as a whole responsible, and leave the human legal system to deal with individual responsibility. If they become convinced that the human legal system is not adequately controlling individual members, the luth's members will take the law into their own hands, and punish wrongdoers as individuals.

Execution is very rarely part of the eilos legal process. An eil will never be executed, though he may be permanently exiled or magically bound; offending humans may occasionally be killed. but only after multiple offences and attempts at reconciliation. (Generally the human will die of old age before a death sentence can be brought.)

The eilin are, generally, quite capable of understanding human legal systems. In particular, Kyalereth Quenysskhailai, an eil vymissen from the Pirian Empire, is currently in the process of becoming legally qualified at the United Nations bar.

Eilin fall into several distinct subspecies:

4.9.3.1. Eilin Haussen

The Eilin Haussen are the most alien of the eilos subspecies. Eerily graceful, seemingly impossibly tall and slender, their lives revolve around songs and dancing. The Haussen have little commerce with humans, preferring to remain aloof in their ancestral forests. Haussen tend to live in small numbers at the centres of other eilos communities. (Haussen are not suitable for use as PCs.)

4.9.3.2. Eilin Vymissen

The Eilin Vymissen are marginally less graceful than their Haussen cousins, but have an enduring practicality which other eilin lack. Many of the great scientists and philosophers of Quar have been Vymissen.

The Vymissen, uniquely among eilin, have embraced the technology which the Conjunction has brought to Quar. Several have travelled to Terra to learn more. Vymissen devices tend to be designed mainly for appearance rather than for utility, though quality is superb.

4.9.3.3. Eilin Lorassen

The Eilin Lorassen are physically similar to the Phleissen. However, they are slightly less reclusive, occasionally having commerce with humankind. Their preferred habitat is mountainous. Several Lorassen luthin engage in mining.

4.9.3.4. Eilin Phleissen

The Eilin Phleissen form the rural subspecies of eil. They are the most numerous, and the most likely to have dealings with humans.

The Phleissen often train as rangers or druids, and almost always remain in forested areas. Several Phleissen have been connected with the Quari Resistance.

4.9.3.5. Eilin Naulyssen

The Eilin Naulyssen are the rarest of the eilin. They possess fully functional gills in addition to their lungs, and are found in coastal and deep waters. The coastal colonies are normally based in offshore caves; however, the deep-water colonies are centred on massive rafts, extending for hundreds of feet below the surface and tens above.

The Naulyssen have few dealings with humans, though some colonies barter fish and shells for meat and wood.

The deep-water Naulyssen are excellent shipwrights, building not only their wood-and-stone rafts, but slender and fast sailing ships. These are occasionally sold, but even with the ships no human has been able to match the speeds the eilin attain.

4.9.3.6. Eilin Drach'hyssen

The Eilin Drach'hyssen are not truly a distinct eilos subspecies. Individual eilin, most often Vymissen but potentially of any group, will occasionally undergo a transformation during the period of suassa. The skin becomes pale; hair and eyes lighten, and sunlight becomes painful. The new Drach'hyssen typically travels to a colony of such eilin and makes his home there.

This transformation only occurs to those eilin who approach the Drach'hyssen mindset. This is marked by a weakening of the moral sense (at least as their former friends perceive it) and a proud, boastful outlook.

Drach'hyssen breed true amongst themselves. It is possible that the transformation could be reversed by one of particularly strong character, but if this has occurred it has never been documented.

Speculation among Vymissen biochemists suggests that a viral infection could be responsible for the Drach'hyssen transformation; however, whether those with the appropriate outlook form good hosts, or a host is transformed to the outlook, cannot be guessed.

4.9.4. Ravokak

The Ravokak are short-lived humanoids, generally between four and five feet tall. Their facial features are distorted by human standards, with a prominent snout jutting over a protruding jaw filled with sharp fangs. The hide is thick and darkened.

4.9.4.1. Cravokak

The commonest of the Ravokak, the Cravok is a pitiful creature; while Cravokak are capable of fighting, Ravók tactics tend to use them in massed wave attacks. They breed fast, but infant mortality is very high. Cravokak see well in near-darkness, but are blinded by sunlight.

4.9.4.2. Cranavoravokak

The Cranavoravokak are both stronger and more intelligent than the Cravokak. The second most numerous subspecies, they form the officer caste of the Ravok military.

4.9.4.3. Zaravokak

Physically quite similar to the Cravokak, though slightly larger and possessing a smoky grey skin, the Zaravokak are the most intelligent of all the Ravók subspecies. They have great magical talent, though it is most often used for evil.

4.9.4.4. Thagaravokak

Although they only possess the intelligence of a Cravokak, the Thagaravokak are much larger and more physically powerful.

4.9.4.5. Ganoravokak

Apparently a new mutation among the Ravók, the Ganoravokak possess four functional arms and the necessary nerve structure to use them all simultaneously.

4.9.4.6. Nagaravokak

The Ravók equivalent of the Eil Naulyssen, the Nagaravok possess fully developed gills as well as lungs. Their hands and feet are webbed for faster underwater travel.

4.9.5. Dragons

The dragons of Quar are among its most beautiful life forms - and, unfortunately, its most deadly. While they do not generally attack humans, their elemental nature causes destruction wherever they go. Some dragons have deigned to take citizenship of some nations. In general, however, they are peripatetic, minimising the damage to a single locality.

4.9.6. Dharh

These reptilian creatures are approximately 4½'-5½' tall, with two legs, two arms, vestigial wings and a tail. Their heads are narrow at the front but widen to enclose the brain; they are well-armed, with prodigious teeth and claws. They are found mainly in the southern Aranadine states.

Dharh are cold-blooded and very much influenced by their environments. Their moods tend to shift with the weather, giving them a reputation for indecision.

Their reproduction involves communal spawning ponds; moreover, most of the larvæ do not survive to maturity. For this reason, there is very little parental sense among the dharh.

4.9.7. Hnhaskhiim

Current practice would not include the hnhaskhiim among the sapient races of Quar. These large (8'-12'), humanoid creatures do not appear to have a language, but do use fire and crude clubs. They are found in wandering bands throughout Quar. They do not demonstrate magic use, and this is considered to be the key factor in determining their non-sapience.

4.9.8. Tolerance of non-humans

Eilin are tolerated (barely) in Ostvern, even though Haussen and Lorassen settlements have been established in the forest and mountains to the north-east of Fathana for many centuries. Fusion Gravitic is very humanocentric, and has shown a great anti-eil bias (probably due to several unfortunate experiences during the early days of the Conjunction). However, a few Drach'hyssen are rumoured to be working with Fusion Gravitic Internal Security.

Eilin are welcomed in Vastrek, and in fact human-eil relations there have improved since the Conjunction.

Ravokak are generally not accepted anywhere outside their own lands.

Intelligent undead may become citizens of Piri, Hraud Opalace and Eskadr, but other powers regard them as monsters to be slain at the earliest opportunity.

4.10. Language

4.10.1. Human tongues

4.10.1.1. Itaer Isimin

The legal language of the Pirian Empire, Itaer Isimin has a graceful and elegant flowing script, and is well-suited to poetry and to the expression of complex concepts. It is, however, difficult to learn.

M/H, defaults to Itaer Cielon-3.

4.10.1.2. Itaer Cielon

The common tongue of the Pirian Empire. While there are some similarities to Itaer Isimin, the vocabulary is more restricted and the script is a simplified block form.

M/A, defaults to Itaer Isimin-2 or Itaer Klau-4.

4.10.1.3. Itaer Klau

The extreme, simplified form of the Itaer language family. The vocabulary is very small, and specialised for trading; the script is highly simplified and unambiguous.

M/E, defaults to Itaer Cielon-1.

The written form of Itaer Klau is also used by some wizards and philosophers for the expression of mathematical concepts.

4.10.1.4. Ynmescrin

The native tongue of the Ruthanan people. Ynmescrin script is angular, resembling Anglo-Saxon runes. The language is eminently practical, but not particularly suited to poetry. Artistically, the saga form predominates.

M/A

4.10.1.5. Veretic

The common tongue in Veris, Veretic sounds harsh to those accustomed to the Pirian tongues. Some words are shared between the two, but not enough to give any practical benefit.

M/A

4.10.1.6. Bhúvain

The common tongue in Aget'te.

M/A, defaults to Atakasme-5.

4.10.1.7. Atakasme

The battle speech of Aget'te. It is highly redundant (a fact is usually stated several times within a short sentence) and unambiguous, and the spoken form is designed to carry well over background noise. The written form uses a small number of easily-distinguished symbols. However, Atakasme is not suited for the expression of abstract concepts.

M/A, defaults to Bhúvain-5.

4.10.1.8. Esachán

The magical speech of Aget'te. It was designed specifically to facilitate the learning of elemental magic.

M/H

4.10.1.9. Forscayu

The common tongue of Hraud Opalace, a liquid blending of syllables that is hard for outsiders to follow.

M/A, defaults to Hraudghal-3.

4.10.1.10. Hraudghal

The aristocratic speech of Hraud Opalace, sufficiently dissimilar from Forscayu to warrant being called a separate language.

M/A, defaults to Forscayu-3.

4.10.1.11. Stadulic

The common tongue of Eskadr, Stadulic is a highly complex, tonal language.

M/H, defaults to Heranal-2.

4.10.1.12. Heranal

An extended form of Stadulic, used in most formal speech and legal documents, Heranal is somewhat more complex and uses one character per syllable.

M/VH, defaults to Stadulic-3 or Eismythe-2.

4.10.1.13. Eismythe

An extended form of Heranal, used mainly in Eskadri tonal poetry, Eismythe is very much more complex than either of the other Eskadri languages and uses one character per concept.

M/VH, defaults to Heranal-3.

4.10.2. Eilos tongues

4.10.2.1. Eyliri Hauf

The courtly tongue of the Eilin Haussen. It is very rare for anyone not an eil haussen, even an eil of another sort, to learn this language. Eyliri Hauf is a complex language with multiple modes of expression, depending on the social status of the speaker and the listener, the sense of the subject matter and even the season; it is learned at double development point cost.

M/VH, defaults to Eyliri Vlorit-4.

4.10.2.2. Eyliri Vlorit

The courtly tongue of the Vymissen and Lorassen. This is a degenerate form of Eyliri Hauf, allowing a ½ similarity for speaking or reading. While not as complex as Eyliri Hauf, it is learned at +50% development point cost.

M/H, defaults to Eyliri Hauf-3 or Eyliri Vos-4.

4.10.2.3. Eyliri Vos

The common eilos tongue, spoken by almost all eilin and a select few others. This is the only eilos language any human is likely to encounter.

M/A, defaults to Eyliri Vlorit-3.

4.10.2.4. Eyliri Pherochai

The language of the Eilin Phleissen. It has few sibilant or plosive sounds, making it very hard to overhear.

M/A

4.10.2.5. Eyliri Drach

The tongue of the Drach'hyssen. Harsh and sibilant, it bears only a superficial resemblance to the other eilos tongues.

M/A

4.10.2.6. Eyliri Nerita

The language of the Naulyssen. The spoken form encompasses gestures as well as speech; both are used together in normal conversation.

M/A

4.10.3. Other non-humans' tongues

4.10.3.1. Ravók language

Generally regarded as a primitive and undeveloped language, Ravók is capable of significant subtleties of expression, expressed with tonal variations. However, the written form does not depict these (and is learned at ½ cost).

M/A

4.10.3.2. Dharh language

The language of the dharh is quite complex, and includes pheromonal components which other races cannot duplicate. The pheromonal form is learned at +50% cost; this can still be useful, as it allows recognition of certain scent forms.

M/H

4.10.3.3. Hnhaskhi language

It is unclear whether this should be regarded as a language.

M/VH to achieve any sort of meaninfgul communication.

4.11. Calendars

The year on Quar is the same length as Terra's: 365.2425 days. Time passes at the same rate on each world. However, different races and cultures use different calendars, which can often be confusing.

4.11.1. Aget'tic calendar

5 months of 73 days, starts 4 days after winter solstice (southern hemisphere). Years are counted from the founding of the kingdom (-1117 Imperial).

Janidserigh, Benádhgra, Chobale, Maccolart, Vitebháin; extra day in leap years (Terran pattern)

4.11.2. Opalatic calendar

8 months of 45 days; starts at winter solstice (southern hemisphere). Years are counted from the end of the Mage Wars.

Eidonrune, Meztel, Raidadain, Otpelsaney, Ruerin, Inesti, Anonenloch, Adaruion, 5-day holiday (6 in leap years, Terran pattern)

4.11.3. Ruthanan calendar

(pre-conquest and backwoods Ruthana, Greldzan): 9 months, begins on vernal equinox, extra 24 day half-month every 100 years, +1 day every 400. Years are counted from the founding of the kingdom (-3258 Imperial).

(Hildäst) (24), Wrytgung (41), Derian (40), Helmgang (41), Scead (40), Cyfreotan (41), Thenian (40), Maegenwulf (41), Vidrwiht (40), Hogni (41)

4.11.4. Eskadri calendar

10 months, Erhelm is 37 every 5y; every 30 years is a "great leap year", in which Erhelm alternates between 38 and 39; starts at summer solstice (southern hemisphere). Years are named in groups of five; groups are numbered. Every 400 years, Erhelm is cut short by three days. Years are counted from the founding of the kingdom (-5201 Imperial)

Erhelm (36, 37, 38 or 39), Vateth (37), Hussner (36), Hansang (37), Dietkuom (36), Tristol (37), Altmor (36), Othelual (37), Gnost (36), Phenohun (37)

Years in a group are: Ialmon, Bethkarta, Nerumoh, Menaltrist, Doukh

4.11.5. Terran calendar

(FG and parts of Ostvern): begins 10 days after winter solstice.

4.11.6. Imperial calendar

(Vastrek, Piri, most of Ostvern, Ruthana): 15 months, year begins on summer solstice, extra day added to Vent'delain on leap years (Terran pattern). Years are counted from the founding of the Empire.

Valefylam (24), Jakinkel (24), Ignant (25), Alshan (24), Odoxory (24), Akoptrael (24), Kurion (25), Angomaked (24), Anthasall (24), Afatinquis (26), Thalsaida (24), Raamliakis (24), Menalchir (25), Anzel Ru (24), Vent'delain (24)

4.11.7. Veretic calendar

18 months of 20 days, +5, LY; begins on summer solstice. Years are counted from the first worship of Veris (-4875 Imperial).

Majetri, Uster, Pergrave, Demim, Achures, Bacpar, Dronense, Pivense, Icania, Cyulus, Mortear, Abismacul, Ularachanne, Trobar, Ensiscar, Rhodanus, Erotuosa, Cutaico, 5-day holiday (6 in leap years, Terran pattern)

4.11.8. Eilos calendar

(luth'hachin):

Prime Cycle 10,000 years (3,652,425 days)

to 35 Great Cycles (104,355 days)

to 27 Lesser Cycles (3,865 days)

to 5 Minor Cycles (773 days)

The Eilos calendar is occasionally used outside the luth'hachin; mages, and especially astrologers, often use it for record-keeping. It is the only calendar that describes time before the Mage Wars in a consistent manner.

4.11.9. Ravokak calendar

If the Ravokak have a calendar system, they have not shared it with outsiders. However, they are thought to work mainly on the basis of day lengths.

4.12. Legends

These legends may serve as a useful introduction to the cultures of Quar.

4.12.1. The Love of Draepharin Hal'Phane

(Note: this tale, in various forms, is common throughout the Pirian empire, especially Vastrek. This is one of the shorter forms; it is also found as an epic poem and a song cycle. It seems likely to have at least some basis in truth; certainly Draepharin Hal'Phane and Yniri Hal'Droi are documented figures, and the first part of the story seems to be verifiable from historical data.)

Long and long ago, there lived a man in the city of Calevargenet by the name of Draepharin Hal'Phane. His family was rich, and he lived well; he had leisure to study the ways of power, and he waxed mighty indeed.

One day, while shopping for ingredients for his spells, he met a maiden walking with her chaperone. Their eyes met, and they both knew they had fallen in love.

But Yniri was a daughter of house Hal'Droi, and the Phane and the Droi have never been friends. The patriarchs of both families forbade the lovers to see each other, but Draepharin was easily able to elude the guards. Eventually, the patriarch Hal'Phane sent Yniri away to study in Hraud Opalace, where he hoped she would forget her inappropriate suitor.

Nothing was heard for months: but one day a ship of the Imperial navy fought Yniri's ship, now in use by a pirate fleet. They boarded her, but of Yniri there was no sign.

It was some days before anyone dared tell Draepharin, for his rage at the loss of Yniri was legendary: but all he said was "thus it has passed". He commanded his servants to search further, but no trace of the lady could be found; he neglected his studies, and embraced the pleasures of the flesh. Those who had known him before shook their heads at the waste of such a man, but his lavish parties brought him many new friends. And so the years passed.

One day he took fever, and the House's healers could do nothing for him. He gradually wasted away, and as he did so, his friends left him, until he lay all alone on his death-bed. And so he died.

But as you know, the tale ends not there. As breath left him for the last time, his eyes opened; as the blood stopped flowing in his veins, he realised at last what he must do. He arose from the bed, and went at once to his place of Power, neglected for years. There he performed certain rituals, and infused himself with new vitality. Then he left his House, walking more lightly than he had for years: for now he knew what he must do.

He took passage by sea to Hraud Opalace, and began his search. Ever he asked after the maiden of raven hair and a smile like the sun after a storm. Such was his power that those he met could see her face as he described her; but no-one knew her.

He travelled through the academies and palaces of the Opalasti; he spoke with Aget'tic warriors and merchant princes; and he came at last to the borders of Eskadr. And at last, he found the old fisherman who had dragged Yniri from the sea, all those years ago. Eagerly, he asked where she had gone: but the old man only sighed, and pointed to the burial ground.

Draepharin fell to the ground, screaming his rage. He cursed his House, and Yniri's. He cursed his foolishness, for not having taken Yniri away from her family when he had the chance. He cursed the pirates, the sea and the land; he cursed all humans, all eilin, all ravokak.

And he began to curse the gods, although he knew it would end his new life. But before the name of Stes'ha could pass his lips, the ground heaved beneath him and the skies boiled. And suddenly he saw what he had missed in his years of study: that time makes no difference to those who have no mortal bodies to measure it. The skies grew brighter and more turbulent, until he was forced to cover his eyes; the ground shook again, tolling like a massive bell; and he knew no more.

When he awoke, the sky was clear, and there was no sign of what had passed. He hurried to the burial ground, seeking no longer with his eyes but with that keener sight he had but lately learned. At a space of ground seemingly no different from the rest, he halted, and began to clear away the earth. As he worked, he pushed his Power into the ground, seeking for the bones of his lady; and when he found them, he performed on her the same ritual he himself had used.

Yniri awoke in the arms of her love: and they left that place, and live happily to this day.

4.12.2. The Tale of the Hungry Dragon

(Originally an Opalatic story, but has spread in variant forms to Aget'te and the Ravok lands.)

A man was walking in the desert when he met a firedrake. He fell to his knees and begged the dragon not to devour him.

"And why should I not?"

"I am a wealthy man; I can reward you."

"What use would I have for money? No, I shall roast and eat you instead."

"But my wife and children will starve without my support!"

"What is that to me? Do try not to sweat so much, it spoils the flavour."

"But all the knowledge I have gained will die with me; for my books of Power are written so that only I may read them."

"Indeed? Then live for now."

The dragon flew away, leaving the man praising the gods for his good fortune. He set off for home, but on the way there was attacked by robbers and left for dead on a dune. As he waited to die, he heard a familiar voice.

"Perhaps I should have eaten you after all. What good does your wealth when it brings bandits; what good is your Power if it cannot save you?"

The dragon breathed upon him, and he felt the fire burn what was left of his body. When the pain faded, he opened his eyes to see that he now had a body of fire. The dragon looked him in the eye, then flew away once more. And the man went home, and lived a long and happy life.

4.12.3. The Honour of Áine

(An Aget'tic legend, a good example of its type. There is also a bawdy version.)

In the days of Gazophar the Mighty, a warrior named Áine fought for the honour of Aget'te. She had the favour of the gods upon her, and brought back many heads to the honour of her family. One day, her commander ordered her to slay the enemy's commander by stealth; she refused, and he declared her atradúbh.

"If I am indeed dead," Áine replied, "then I can lose no further honour by this act." The commander smiled, thinking she meant to follow his orders. Instead, she drew her sword and took the commander's head in a single blow.

Then, leaving her comrades, she armed herself and walked alone towards the enemy. At first, they laughed; but whenever one of them tried to stand before her, that one died. Slowly she walked forward, sword bloody in her hand, until she faced the enemy's commander. Then, at last, she spoke.

"Know this: there are those of my people without honour. They would have me slay you from a distance. If you would show yourself any better than they, face me now alone."

The commander was so impressed by the honour of Aine that he dismissed his guard, who would have struck her down. Drawing his own sword, he joined her in the fight.

All day they fought, ever circling and stabbing, never pausing for rest; and all night they fought on. When the next day dawned, Áine and the commander were still fighting, seeming as fresh as when they had started. As the rising sun glinted gold and red from their armour, Áine knocked aside the commander's sword and struck him through the stomach. As he fell, he shouted to his men to allow her to leave; but just before she crossed the lines to her own side, Áine drew her sword once more and fell full upon it.

The warriors of Aget'te advanced to reclaim the body; but, as they did so, a voice gave the order to charge. They did, and the field was soaked in the blood of their enemies. But when they asked each other afterwards who had spoken, none could tell whose the voice had been.

The body of Áine was recovered, and she was returned to life in full honour. She lived for many years, and died a warrior's death at the last.