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Find out more about Fire Island Find out more about the Sable Isle Find out more about South Port Find out more about Dragon's Tooth Find out more about the Haramu'hila lands Find out more about the Paladin's Haven Find out more about Trimeris Find out more about Dark Reef forest Find out more about the Sisters of the Shield compound! Find out more about Asiria! Find out about New Belor! Click here to visit Crossroads

 

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The City of Trimeris

Current Rulers: Garrith and Megera Aa'thkas

Who really rules: Garrith and Megera Aa'thkas, advised by council

Population: Approximately 6,000

Size: approx. Approximately 30 square kilometers (11.5 sq miles)(walled city, roughly 5km (3 miles) east to west and 6km (3.7 miles) north to south)

Resources: Lumber, ore, foodstuffs, manufactured goods (including jewelry, iron and goldsmithing)

Trading agreements: New Belor Greater Belor, Darkreef, Southport

Treaties: Mutual Defence Pact with New Belor and Darkreef

Wars: None

Military strength: 550 guardsmen, 120 Knights Trimere, 100 Royal Guard

Trimeris is the largest inland settlement on the island, a center of commerce and a place of learning and freedom. It has survived two occupations and numerous wars and has stood as the capital of the Lands of Trimeris for centuries. Currently, Trimeris is recovering and rebuilding after the occupation by a demoness and her horde of infernal troops. The city was retaken with aid from Greater Belor and the Sisters of the Shield.

 

 

Further details coming soon!

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The City of Dragon's Tooth

Current Ruler: Queen Sheerah

Who really rules: Arthus Kindaal, advised by his council.

Population: approx. 2,300

Size: approx. Approximately 16 square kilometers (6 sq miles) (roughly 4km * 4km or 2.48miles * 2.48 miles)

Resources: Ore, Lumber, pearls and corals, seafoods, manufactures goods (including shipbuilding and repair, arms and armour)

Trading agreements: Trimeris, Greater Belor

Treaties: None

Wars: None

Military strength: 400 guardsfurs, 150 Dragoons, 50 Royal Guard

Naval Strength: 1 War Galleon, 4 Frigates, 7 Destroyers, 15 Sloops

Dragon's Tooth was founded by warriors whom landed on Trimere. Born from the ashes of Foxania, Dragon's Tooth is a small, military-oriented culture perched on the south-eastern side of the Trimere island, on the inside of the 'crescent'. The original settlers consisted of villagers and troops from a western Foxanian town, the only survivors of the massive magical accident that destroyed the country. It's people are hardened by the mandatory military service and the harsh clime, making them potentially formidable opponents. They are the current leaders in naval power on the island, and their diplomatic efforts to annex Southport have been a move to solidify that.

 

Further details coming soon!

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Haramu'Hila

Population: Unknown

Size: Unknown

Resources: Unknown

Trading agreements: Unknown

Treaties: Unknown

Wars: None

Military strength: Unknown

As suspected, very little is known about the mysterious Haramu'Hila thieves' guild. They wouldn't be much of a thieves' guild if they let very much leak out, but rumour has it that the lands are haunted by spirits and that the leaders of the Haramu'Hila are immortal demons that have taken mortal form to plunder Trimere of all its resources. Of course, this is all simple speculation, as very few have seen the Haramu'Hila, and lived.

 

 

 

 

 

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SouthPort

Current ruler: Mayor Askar Delin

Who really rules: King and Queen Aath'kas, from Trimeris. Southport is a Protectorate of Trimeris at this time.

Population: 180

Size: approx. Approximately 3 square kilometers (1sq. mile), in a smooth arc along the coastline.

Resources: Seafood, oceanic resources (coral, pearls, some ores), harbour-space, ship-building and repair.

Trading agreements: Trimeris, Darkreef

Treaties: Trimerian Protectorate

Wars: none

Military strength: 50 Trimerian guardsfurs, 20 local guardsfurs, 10 Knights Trimere

Naval Strength: 1 Frigate (Trimerian), 1 Sloop (Trimerian), 2 Sloops (Southportian)

A small village at the termination of South Road, Southport sits on the inner curve of the crescent-like Govani Bay. The original port and landing spot on the island, it never really thrived due to the lack of nearby natural resources.. other than the sea, that is. Its current form, that of a collection of homes, warehouses and services hovering over a dozen or so large docks and piers, represents its most prosperous state, and that only came as a result of Trimeris making it a protectorate, in an effort to secure a port for sea-based trade. And that only came as Dragon's Tooth became settled and established it as a major sea-power. The village itself is in good repair, and more furs have moved here in the past year, with a pair of taverns opening up, along with an increase in shipbuilding.

 

 

 

 

Further details pending

     
 

 

     
 

The lands of Asiria

Current rulers: Count Jarrus Kijjin and Countess Lyonenne Sendarri Kijjin

Who really rules: Who's Really in Charge: King Garrith and Queen Megera

Population: approx 100

Size: approx. 750 acres/1.2 sq. miles/3 sq.km (all roughly equal)

Resources: Academy of Asiria, founded by Lyonenne of Asiria. Farming, Orchards, Vineyards, Livestock, Lumber

Trading agreements: Trimeris, New Belor

Treaties: none

Wars: none

Military strength: 15 Knights (On loan from Trimeris), 30 Town guards (Protectorate of Trimeris).

This small hamlet was once Asiria Manor that thrived on the outskirts of Trimeris. It was the family ancestoral home of Lyonenne Sendarri, her sister Ariella and the recently returned Brayden. During the Foxania War, the original Count and Countess (William and Audra Sendarri) were killed and Asiria fell into ruin. At the time the children were scattered, Lyonenne training to become a Sister of the Shield; Ariella, due to her blindness was with a foster home, and Brayden too was thought to have perished during the war.

 

Lyon was finally forced to return home and thus had the manor and grounds repaired and rebuilt where it stood until it was burned to the ground during the Karsh War. It is in the process of rebuilding from that, and with the king’s permission, expanded to become a hamlet and hopefully, eventually, secede and become independent.

     
 

 

     
 

The City of New Belor

Current Ruler: Queen Dora Grimbuld

Population: Approximately 650

Size: approx. 10 kilometres across (long city)

Resources: Silver mine, iron, steel refinery, agriculture, aqueducts, irrigation canals.

Trading agreements: Greater Belor (overseas), Trimeris, Dragon's Tooth.

Treaties: Alliance (Greater Belor) Mutual Defense pact with Trimeris and Asiria

Wars: None

Military strength: 120 footsoldiers.

New Belor is a relatively new settlement in Trimere, having assimilated a small shoreline ruin into its core, building upon it, and creating from the ashes a new city. This new city attracted some of the mountain dwellers about the northern reaches, which New Belor quickly absorbed with its advanced medicine and conveniences. New Belor is comprised mainly of the military members of Greater Belor that crossed the sea to fight alongside the Trimerians in their struggle to defeat the mad mage Radiant. Belor itself is a little more advanced than Trimeris, but because of the alliance, much is being shared.

Culture: Belor has a very militant culture, driven in the past by wars and mistrust of all surrounding nations on a distant shore. Its land was parched, as were its people's hearts. For centuries, it existed as a warlike fortress, with high walls and hoarding whatever goods it produced for fear of theft. That was before the Cairdale line. The Cairdales came to power when a family took pity on some fleeing spirits called Deajii whom needed sanctuary from their brethren. The Deajii spirits merged with the bloodline of the Cairdales, taking shelter by sharing their life force with the ferrets. In return for asylum, the Deajii gave the Cairdales the strength and will to bring Belor into the 'golden age', an age of peace, learning, and brotherhood. It lasted for eight generations until the usurper Goran all but destroyed the Cairdale line. Believing that the Deajii spirits would eventually destroy the world, Goran seeked for a way to destroy them all. The madfur perished at his own paws after being thwarted by the last of the Cairdale line and his faithful circle of protectors met in Trimere. Because of the struggle, the Deajii fled the mortal plane, realizing that their interference would only invoke more hostilities.

Though The golden age promoted learning and advancements, socially Belor is very male-dominated. A male child as a firstborn is considered to be good luck, and the roles of females are rather strictly enforced by most families. This involves sometimes humiliating rituals that are only performed by the more fanatical of households. Belorians treasure the arts, and the more artwork on display, the higher the status. Similarly, wealthy households will often have a minstrel living with them. Belorian theatre, too, is very ritualized, more of a social gathering than entertainment. Belorian theatre themes are usually heavily philosophical.

Belorians tend to be very conscious about physical appearance, specifically fur that is well groomed and soft. Hence, Belorian clothes tend to be robes, that hang loose off of the body and allow the fur to breathe. Also, public baths are not uncommon, with water changed often through a primitive system of drains and aqueducts. An underground chamber heats the water with a large hearth filled with rocks to keep the heat long after the fire has died down. The military too, often have a separate ceremonial uniform on paw for formal accessions and for curfew patrol. Those who violate curfew spend the night in the 'middlebrig', a holding area for curfew violators. It's not pleasant, but it's not torture either, and more than likely the violator's family will do the majority of the punishing for making them worry.

However, because New Belor has a queen, many of the male-biasness of the culture is being wiped out in favour of an equal citizenship. Quickly, New Belor is beginning to develop its own culture, keeping that which was positive, and wiping away the rest.

 

Technological advancements: New Belor has different wildlife than Trimere, which it brought over when the military forces arrived. They keep them under strict control, however, so that they don't go populating in the wild. The creatures that Belorians use primarily are called 'hummingbird dragons', which are large flying lizards roughly the size of a horse. The dung of these creatures can be burned for lighter-than-air fuel in their airships, as depicted below.

Other advancements include aqueducts, water purification (they know enough to boil it first), refined steel for weapons and armour, black powder for demolition, muskets, and mining, advanced mathematics for architecture and construction of ice barges, a little chemistry in the form of alchemy, and knowledge of diseases (but few cures for them).

Magical achievements: Belor's magic is generally weaker than Trimere's, but during one of its most significant wars, the Karsh war, a rebel mage named Kazan designed a curse that changed normal furs into creatures known as karsh. A polymorph spell of terrible proportions, as the spell could infect others whom were injured but not killed by karsh. Later, this bane was brought to Trimere, however, in much smaller, isolated numbers. Karsh cannot feel pain, cannot swim, and are very strong, agile fighters with horrible ferocity.

 

     
 

 

     
 

DarkReef

Current Ruler: Lady Alyssin Darkmantle

Who Really Rules: Lady Darkmantle, advised by Lord Komier Ironleaf

Population: 215

Size: approx. Approximately 4 square kilometers (.7 sq.mi.)(roughly 2km*2km square)

Resources: Foodstuffs (game, herbs and tubers primarly), lumber, animals, some woodworking

Trading agreements: Trimeris, Dragon's Tooth, Southport

Treaties: Trimeris (Non-aggression), Dragon's Tooth (Non-aggression)

Wars: none

Military strength: 75 guardsfur/rangers, 75 Trimerian Rangers (not counted in population)

Originally a colony of Trimeris, it broke away about 200 years ago after a dispute between the colonists, the local druids and the mother-city itself. A short, but bloody war nearly depopulated Darkreef before the Trimarian army was thrown back in a heroic 'last stand'. A detante followed for nearly a hundred years before relations started to warm up, and in recent years a permenant trade route, as well as posting of Rangers, has been established. Indeed, when Trimeris was occupied by Radiant, the Queen and those nobles who were directing the battle to retake the city were based in Darkreef. An unusual mark of prestige, most of Darkreef's buildings are actually built IN the boughs of the huge, redwood-like trees that grow in this area of the forest.

 

 

 

     
 

 

     
 

Firemist Island

Current ruler: Lord Tailyna Bloodmoon

Who really rules: Jadrek Bloodmoon, with an iron-paw.

Population: 375 citizens, total population unknown.

Land Area: The island itself, not including the huge volcano cone, is 19km (11.8miles)along its axis and about 3km (1.8mile) wide.

Resources: Ores, precious metals and gems, some manufactured goods, oceanic resources (pearls, coral, seafood), some produce.

Trade: Dragon's Tooth

Treaties: None

Military: 75 guardsfurs, unestimated 'classless' slave-military.

Navy: 1 Frigate, 2 Destroyers, 5 Sloops

Overview: So named for the sulpherous mists that surround the island much of the time, Firemist Isle perches precariously on the southwestern edge of the island chain that includes Trimere and Sable Isle. Sparsely populated, with a single large settlement on the northern end, tucked against a small but deep jungle. Lord Jadrek Bloodmoon, however, rules the island with an iron-paw from his citadel on the side of the volcano.

In recent days, it's begun to show some activity in the form of a cult that has followed the footsteps of Montog, the now-deceased king of fire. Not much is known about this mysterious cult that has been rumored to have taken refuge somewhere on the isle.

 

 

Currently it is not known how many Nightlancers there are, or who their present leader is. Only the Sisters, Paladins, and some of Trimere's nobles know of the Nightlancers' existance. There is said to be a very small faction of 'Rebel Nightlancers' who act as vigilantes around Trimere, led by Petyr Stele, elder brother of Shannador Stele. The true Nightlancers harbor a special hatred for the Paladins.

What most do not know is that the cult that has taken up residence is actually what remains of the Nightlancer Society, assassins of such skill and silence that only a very select few are even aware of their existence. Nightlancers use only one weapon, their double-ended sword, the Nightlance, which can be separated into two short swords or thrown as a single weapon.

Nightlancers are said to have the ability to walk on water, fly through treebranches, and make their fallen disappear, leaving no trace. Their nightlances move as if by magic, returning to their owners, even if it means cutting straight through a body.

 

     
 

 

     
 

The Sabe Isle

Current Ruler: High Priest Morgorth Th'takkas

Population: Approx. 1,200

Size: approx. 8 kilometres across (long town)

Resources: Slaves, agriculture, fish, iron mines, lumber.

Trading agreements: None

Treaties: Non-aggression pact with Trimeris

Wars: Secret war with Trimere

Military strength: 200 footsoldiers, plus a necromantic guild of 20.

The Sable Isle, called so because of the black sands covering its beaches, is the home of the Hamach y'tal cult. This militant religious faction seeks the utter destruction or assimilation of all Trimerians, rogues, knights, healers, and peasants alike, for the Hamachulians believe that Trimere is the holy land promised to them after their homeland was almost destroyed by plague. They believe that those who are not of their cult are doomed, and to be a slave of Hamach y'tal is better than eternal damnation. Also a very male-dominated culture, the Hamachulians 'save' far more female slaves than male, for the males have precedence over all females. In fact, the females must be given power by males to have any of their own. The Hamach believe that it is their destiny, through their four war deities, to rule over the world after their holy land is claimed.

 

 

The Hamach believe that there is a great magical power hidden somewhere on the Trimerian island and they must discover it before the Trimerians do. While there is no evidence of such an artifact, there is such magic in Trimere that it cannot be dismissed as simple legend. The four gods of war that the Hamach follow represent the four virtues that have helped them survive in the harsh environment of their homeland: Katan, deity of discipline, Grek, deity of the machine, Koli, deity of prisoners, which the Hamach interpreted later to mean slaves, and Yamaine, deity over death.

Whatever their reasons for their way of life, existence among the Hamach is a struggle of strength; those who are weak fall into a life of the hardest of labour just to survive. Those who are strong must protect that strength too, daily, for strength changes hands very quickly.

 

 

     
 

 

     
 

Crossroads

Who Rules: Council of Merchants, headed by Gherran Daaleforth.

Who really rules: Guildmistress Katsuyn Karoo

Land Area: less than one square mile (550 acres)

Resources: Trade

Trade: Everyone ;)

Treaties: None, really.

Military: 25 guardsfurs (mercenary)

Overview: The hamlet of Crossroads has shot up like a weed over the last year just on the west side of the Great Bridge that spans the Kuana River, leading to the Haramu'Hila lands and Dragon's Tooth. The hamlet is primarly a crossroad for trade, established by the Merchant's Guild of Trimeris just before the reign of Radiant as a waypoint for caravans and travellers. Most of the hamlet is devoted to service, with few residents otherwise.

 

 

     
 

 

 

     
 

The Sisters of the Shield Compound

Size: 10 acres

Strength: 90 Sisters

Weapons proficiency: Swords, hammers, axes, polearms, archery, muskets.

Special abilities: Sight of truth, sixth sense to danger.

The Sisters of the Shield were formally unified during the course of the Foxiana war. Originally an unorganized vigilante effort to defend against bandits, the sisters had a truly humble beginning. Their village suffered a plague where most of the males died. After the plague passed, as the settlement was isolated, bandits began to take notice of their situation. Eventually, the women of the village began fighting back, using whatever they could as weapons. After the formation of the Dragon's Tooth, the vigilantes discovered that they not only had the numbers to be a substantial force, but that they had the fighting ability to protect those who could no do so themselves. Gaining supporters in other villages, mostly widows and friends of widows, or just courageous females, they began separating themselves from the others of the cities and villages, preferring instead to continue their practices in a more private arena, knowing that organization is the key to getting work done... and their work had only begun. Word of their courage, their strength, reached other compassionate, courageous hearts, and their numbers swelled, attracting females from all walks of life; from poet to potter... they taught one another, grew into a family, a family that stood united against all who would denounce the laws of Trimeris and the common decencies all living things deserved. Shortly after the Foxiana war, the vigilantes earned themselves a name; the Sisters of the Shield. Labouring for three long years, and without aid of the local governments... the Sisters erected the tower of their compound, and built their walls, their gardens, their barracks, their home. Dedication, devotion, discipline, the Sisters used these traits to overcome the winds and rain, the frustration and isolation... and became a proud warrior's society, determined to defend Trimeris and the freedom it stands for. The Sisters have five ranks of advancement among their ranks. Sister, Field Warrior, Field Commander, Great Sister and High Mother. Sisters are expected to carry out the grunt work, doing most of the farming within their compound, tending to steeds, and training the new recruits. The field warriors are just that; they spend most of their time out of the compound, in mounted patrols of three. They are the first watch, the alarm for when trouble arises. Field commanders are only active when an alert is called. They direct the patrols as well as provide a leader when a threat is discovered. When a threat is serious enough for more than 4 sisters to handle, then the grunts are called in for support, usually using ranged weapons while the advanced members close in for hand-to-hand, and of course, the High Mother is the absolute authority, determined both my fighting prowess and experience in all four other ranks. A challenge for leadership may happen at any time, but personal combat is only the beginning of the tests to change leaders. It must be taken to a vote as well. The Sisters' fighting style is mostly rounded, meaning that the sisters will prefer to step to the side than give up ground directly by retreating. They tend not to thrust with weapons, but rather swing and redirect force to disbalance their opponents and nullify any strength advantages they might have.

All Sisters are expected to be proficient in magic lore, field medicine, farming, sewing, some blacksmithing to maintain their equipment, botany, history, and some kind of hand-eye coordinated art form. Like the Paladins, the Sisters behave as according to a code of conduct.

 


 

The rules applying to Paladins are assumed to be common sense, and diverge more to personal conduct. The seven rules of the Sisters:
1. You will attract no suitors. You are not a maiden.
2. You live to protect others, so lead by putting yourself at the greatest risk.
3. You will take the life of a wanted man only under extreme duress--he deserves the humiliation of public execution.
4. No matter how many defeats you have suffered, you are still a Sister of the Shield. Retain your dignity.
5. Other warrior and mage societies are to be treated with the utmost respect.
6. Go for the help of the local militia only as a last resort.
7. Never turn your back on an ally. Anyone who kills a Sister will have to kill them all.

Sisters are expected to be celibate their entire lives. They may have relations with males, but to be fair, not romantic ones. Sisters are trained to use light plate armour, shields, swords, maces, bows, and firearms, but are not proficient in wrestling. Sisters are not supposed to take mates for the simple reason that their duty will always come first over anything else; if a sister's judgment is clouded by worrying about a relationship, then she is no good to them. There are 'reserves' that the Sisters will occasionally give, when something must take priority over duty, and is not of the Sister's doing. These Sisters may take mates and have families, as their duties are not their bonds.

 

 

 

 

 

Lyonenne and Dora, sisters of the shield

 

 

     
 

 

     
 

The Paladin's Haven

Size: approx. 8 acres

Strength: 78 paladins

Weapon proficiencies: Swords, daggers, muskets, flails, hammers, polearms, axes, bows, crossbows, pistol swords.

Special abilities: Healing wards, sense evil.

The Paladins of Trimeris were formed in reaction to the Foxiana war. It is said that they took their name from the first Paladin whom was born in a land called Paladine. While some armies equip themselves with barbed swords, arrows, and spearheads, the Paladins carry only simple, elegant weapons that give the user more control. A typical Paladin will arm himself with a claymore, broadsword or dagger, shield, and guard himself with light chainmail armour and curiass. Styles of helmet vary. All Paladins swear to inflict as little suffering as possible in combat; where a glancing blow from some weapons brought agony, the Paladins aim either to kill with a single, merciful strike or to disable, such as a stab wound in the thigh or buttock. Paladins follow a very strict code of ethics and conduct. They follow ten prime directives:

1. A Paladin must never turn away a person in need.
2. A Paladin will never turn a blind eye to an injustice, no matter which land he is in.
3. A Paladin must not interfere with matters of family directly.
4. A Paladin will protect those who cannot protect themselves.
5. A Paladin must not use projectile weapons on a worthy foe.
6. It is better to harm than to maim; it is better to maim than to kill.
7. Killing an unarmed opponent is an inexcusable dishonor.
8. A Paladin must keep his word, even if it means death.
9. Always show mercy, even to your worst enemy.
10. Magic is for emergencies ONLY.
Paladins are usually male. They are reluctant to allow females into their society, in the name of tradition if nothing else. The Paladins of Trimeris enjoy a friendly relationship with the Sisters of the Shield, despite the Paladin's gender-bias. Trimere's Paladins are renowned, but their favour ends outside of Trimeris.

 

 

Jarrus and Falcis, in full Paladin battle dress.

     
 

 

     
 

The religions and cultures of Trimere

Sharess
Sharess is what most furs consider to be the 'Chief' deity of the pantheon. Typically depicted as a tall, strikingly beautiful wolfess, Sharess holds a diverse portfolio of influence, including Marriage, Fertility and Home, but also Nobility (particularly the nobles of Trimeris) and Rulership (again, particularly the ruling family of Trimeris).

Milil
The goddess of Music, Prose and Performance, Milil is also the patron of most bards and fest-halls. Normally depicted as youthful appearing doe, Milil is one of the few deities who make actual appearances before mortals.

Venion
Venion, sometimes called Valnion or 'The Burly Badger', is the deity generally associated with the concepts of Trade, Merchantilism and even Money. Legend has it that he was the first merchant, and was the inventor of coin, as an easier way to do business over bartering.

Elevoyn
Ivy-covered statues of a hulking moose holding a staff convey a power that few are willing to deny. Elevoyn, patron of the Rangers as well as scouts, hunters and trackers, is also the deity associated with wild beasts, wildlands and hunting, but also protection and warding of nature.

Radiant
Though not a deity at all, the Bitchqueen is worshipped by some evil furs as a god. Pity on them, as Radiant embodies uncaring spite and hatred.

Kar-Shel
The deity of war, Kar-Shel epitomizes the valiant warrior. Tall, proud and powerful, the wolfess clads herself in steel plates and carries a massive greatsword in most depictions of Her. Kar-Shel is also the patron of Dragon's Tooth, a city founded by warriors.

Shulia Brel
Venerated by a diverse field, from doctors to biologists to midwifes, Shulia Brel is the deity embodying life, knowledge of life, healing and rebirth. Even the most novice of her priests are skilled healers, able to reverse poisons and disease with a touch.

Nofre
Though one might consider the God of Excess, Sensation and Games to have a large, bawdy following, the reverse is actually true. Venerated by only a few small cults in Trimeris and far-off Belor, most of Nofre's followers are physically beautiful yet at the same time intelligent, skilled in games of thought and chance.

Aralyst
One of the Dark Deities, Aralyst is a patron to murderers, assassins and, surprisingly, whores. Known by her followers as Painmistress, Toxic Lady and Dark Lady of Delight, Aralyst is the deity of poisons, drugs, dark sensuality and pain. Many follow her precepts or pay homage to her without thinking of or realizing it.

Dorogan
Frequently sculpted as a tall, but gaunt jackal, Dorogan is the god associated with death and the afterlife, but also with undeath and negative energy. His followers have a wide range of moral alignment, from necromantic defilers to simple country priests serving the community as undertakers and cemetery caretakers.

Jill
Jill, generally depicted as a youthful, vibrant raccoon with great wisdom in her gaze, is the deity of knowledge and learning, and frequently patron of teachers and instructors. Jill is frequently credited with 'inventing' the concept of magic and spellcasting.

Mandilaura
This cheetah, usually described as having unearthly beauty and a soft caress, is the acknowledged goddess of Joy, love and vitality. Her followers are generally beautiful, caring individuals who seek to bring life and joy to the world.

Belor has one predominant religion: The Kinses Prime.
Kinses the One was said to be the fur given the gift of language to record the actions of the earliest settlers of Belor. There he used the walls of the cave he hermitted himself up in to record 200 years worth of knowledge before passing on his knowledge of language to the city's founders. His cave, regarded as a bible for living, told the founders what /not/ to do in order to have a healthy, happy society.

 

 

 

     
 

 

     
 

The present age of Trimere

Trimere has many cultures existing in it that range from primitive tribes to the splendor that is Trimeris, though the primary population of the land lives around the five major settlements; Trimeris, Dragon's Tooth, New Belor, South Port, and the Sable Isle. While New Belor is the most advanced, most of its development being in the era of the 1500's, the general level of civilization is around the mid-thirteenth century. Trimeris and New Belor share their advancements together, and both cities have started developing a middle class. There is gunpowder available, making mining and quarrying a more effective industry. Mathematics and architecture have advanced to the point where it is possible to build structures over ten stories tall and cathedrals with domes. Public baths are not uncommon, as fur does need to be kept clean, and a primitive form of toothpaste exists, though it is applied with a rough cloth and tastes quite bitter. Trade agreements allow for exotic foods to be transported in, and preservation techniques keep fruits and vegetables edible for a few weeks. Fresh water is carried via aqueduct, to be boiled often in large tubs for later use. Metals are being used now in construction as well, as hearths get large, hotter, and blacksmiths more skilled; a well-made set of armour may keep a typical longbow arrow from causing fatal wounds.

Because of the middle class, there are various guilds now that teach skilled trades, making public education available. While reading and writing is still beyond most of the poor, it is not uncommon. Most of the populated settlements on Trimere too, have access to a university. With higher learning available to more than just the very wealthy, more Trimerians can contribute to the advancements of their homeland and enrich the lives of all. Books tend to be heavy, bound in wood and leather, though the paper is of good quality, and ink is fairly common, used with a quill and ink well. Instructors tend to use personal instruction rather than try to locate chalk for a blackboard format. Oil paints, charcoal, and canvas are the preferred tools of artists, and the harpsichord has become a new favorite of budding musicians.

 

 

     
 

 

     
 

Medicine

Medicine in its modern, common form as we all know it does not exist on Trimere. Instead, the treatment of ailments, disease, poisons and injury revolves primarily around the idea of "herbology" or "herbal remedy". This is not to say that the furs of the land are 'barbaric' or 'unsophisticated', as their knowledge of such remedies is quite high, enough so that the concept of 'antibiotic' has even been developed, albeit at a primitive level.

Surgery, however, is something that *is* currently at a primitive level, as not enough is known about biology or genetics to make such endeavors worthwhile. Amputations are possible, as are minor surgical repairs, including stitching and bone-setting.

In recent days, however, the 'art' and 'science' of medicine and healing has grown rapidly; the Academic College of Trimeris in conjunction with the Healers Guild and the University of New Belor has started an 'apprenticeship' system both at the college itself and at the newly established Abbey Hospice, east of the city. It is hoped that this program will bring new and increased knowledge towards the arts of healing, thereby increasing the survival rate of those sick and injured.

For the moment, however, the majority of 'healing' is done by the herbalists and midwives of the realms, with most remedies revolving around various mixtures of herb, root, flower, bud, and occasionally mineral or whatnot. There are a number of commonly known such remedies that work, but most herbalists, and even some alchemists, continue to 'push the envelope' in trying to find new and better treatments.


 

 

 

 

A newer, less understood, somewhat more reliable but extremely rare form of healing is that of magic, both arcane and divine. The latter, divine, is somewhat more effective than the former, but relies on the faith of a priest to his or her god or goddess, and there are few of those that are 'high enough in rank' to earn such respect from their deity. Both such forms of healing are much more rapid than 'normal' healing, upwards of ten to fifteen times faster; such magic’s though are generally more exhausting, both to the healer and healee, although this varies from fur to fur.

 

     
 

 

     
 

Magic

Magic is uncommon at best on Trimere and, generally, requires years of study and practice to even learn, let along master. Only a few lucky ones have any sort of natural aptitude for the Art.

There are, generally, four 'types' of magic commonly known to exist, at least among the educated and knowledgeable: so called Weave-magic, Spirit-magic, Elemental-magic and the rare but powerful Divine-magic.

The Weave, and 'Weave Magic'
Weave-magic is also called 'general magic', and deals with the ability to tap into and utilize 'The Weave'. What is 'The Weave'?

The Weave acts as both a barrier and a gate between raw magic and the world. With the Weave in place, spellcasters can access magic and are protected from the harmful effects of contacting raw magic while still able to tap its refined energy. The Weave is present in everything in the world, whether living, dead, undead, inanimate, solid, liquid or gas. It permeates the soil, suffuses the deeps of the oceans, and stretches to the limits of the air in the sky and beyond. The Weave is like a great, base fabric upon which mortals walk like spiders, a great ocean upon which all objects float. At the same time, it is an aspect of all the gods and goddesses, and it is by their will that the Weave reaches where it does.

Spellcasters, knowingly or now, cause spells to work by drawing power from the Weave, adjusting the balance of energy so that the power of the Weave comes forth and is shaped by their actions and will. When the Weave is damaged by reckless spellcasting (See below) or magical disaster, it can be torn, shredded or destroyed, leaving areas of dead and wild magic.

 

 

 

 

 

Spirit Magic
All magic derives from the Weave (also called The Great Tapestry by some), but sometimes the methods of its access differ. That is the case of Spirit magic, in which the 'spellcaster', or more accurately the 'spirit speaker', contacts a natural or artificial spirit or spirits in order to ask, or sometimes induce, them to utilize the 'base force' of their nature (healing spirit for healing, pain spirit for battle, etc) to have some sort of effect, be it on another living being or something inanimate. Though less complex, it requires considerably more will, as such magic generally (though not always) causes a reduction of the spirits power.

Elemental Magic
Elemental Magic could be more accurately described as being a 'specialization' of general/weave magic as the principles and methods are generally the same. However, specialization in a particular element generally lends to greater understanding and ability with it, a sort of 'aptitude'. Elemental spells cast by an elementalist are generally stronger and harder to resist by a generalist wizard, but with such specialization comes a lack of versatility.

Divine Magic
The last of the 'primary' magics is the sort derived from the gods themselves. The office of priests and paladins (not Paladins), divine magic is the ability to channel a deities will through prayer and chants. This magic is quite rare, as few priests possess the faith necessary for the channeling.

Magic is not the be-all and end-all of power on Trimere; those who practice magic are no less susceptible to the blade and bow than the most common peasant. Those who use magic as a weapon are no more dangerous than one who is armed with a physical, mundane weapon. The difference is how it is used in combat, for magic is a tool, just as the sword, bow, and musket are.

 

 

     
 

 

     
 

Everyday life

The most important thing to remember when building on TrimereMUCK is that the Theme is Medival-Early Renaissance. This will have a huge impact on what characters in general can own, and build.

Homes during that period tended to be simple affairs. Small, almost compact. Not only did this lower the expense, but it allowed for much more even heating. Remember! Central Heating does not exist in this period, as we know it now. Fireplaces/hearths, crude woodstoves/ovens, firepits are the most common sources of heat, light, and for cooking on. People typically spent most of their days at their jobs; craftworking, merchant-ing, or tending fields, so not much time was spent at home. Meals, sleeping, and family time.

Now that that has been said, I would also like to make a nod towards the Fantasy aspect of our theme. We understand people want to have fun, want to enjoy the places where you play. However, for the sake of the size of the MUCK, and to encourage active RPing, we *are* limiting the amount of building that can be done. Not everyone can be wealthy. But being poor is, for the most part, no fun.. so we're going to assume that most characters fall into the 'middle income commoners' area, unless their background deems otherwise. Playing poorer commoners is encouraged, but not required.. we want to appear as close to a functioning society as we can!

'Levels' of Housing

Lower income commoners (Farmers, low-skilled craftsfolk, menial labourers and the like) tended to live in one- and two- room homes. A large, central common room where meals were cooked and eaten, guests entertained, minor crafts (sewing, woodworking and the like) taken care of. The majority of possessions would also be kept here, as it was the most efficient place to use them. Frequently, but not always, a smaller bedroom would be off to the side, general just large enough for a single bed and clotheschest (the bed being large enough for the occupant of the home, or occupants if a couple. Children would sleep with parents or in the common room). Further, solid doors in such homes were rare, cloth being used more often as a privacy measure as it allowed heat from the central hearth to drift into the bedroom. Waste was usually taken care of in outhouses (public or, more rarely private), while bathing was not common, generally being taken care of by rain, in rivers or sometimes public bathhouses (these generally being seen in places that were close to central old-Rome, who used them extensively). Commoners, especially lower-income ones, tended to have a small garden as well, to supplement their food supplies, and occasionally kept a few food animals (a couple of goats and/or chickens) as well. These structures tend to be wood or sod walled, with thatched roofs.

 

As a further nod to Fantasy, specifically the Furry-aspect of it, even low income commoners will have access to a bathing area. Having as much fur as wolves, panthers and foxes do, grooming and cleaning would be very important. You don't *have* to have a bathing area if you are at this level of income, but we won't be upset if you do have one.

Middle income commoners (skilled craftsfolk, wealthier farmers, poorer merchants, etc.) would have similar homes, only expanded a little bit. The kitchen area would be a separate room with its own, smaller cooking fire, probably including a small to midsized cold-storage dug underneath. The common room would likely be a little bit larger, providing space for more guests and a larger family.. or more space to show off possessions. Still, as with a lower income commoner, a single bedroom is most likely, though it, like the rest of the home, would be expanded in size, allowing for space for all of the family to sleep in. Lastly, the garden would also be somewhat larger, providing a greater variety of foods, while food-animals would be rare or nonexistent. The presence of the cold-storage, and more income, would eliminate the need for them. These homes tend to be of stone base, with wood finishing off the walls and roof.

High income commoners (those skilled in high-demand crafts like glassblowing, smithing and such, plus many merchants, service-oriented folk like tavern and inn owners) and low-wealth nobles are where we start to see more 'traditional' (in our minds) homes. Still not usually multileveled, but possessing greater distinction between rooms. A fully separate kitchen, dinning room and common room being most important places in the home, generally well maintained and decorated. Separate bedrooms for children and adults (particularly if multiple families or generations live in the same home), and definite, separate bathing rooms. A large cold storage room is common, as is a drygoods type storage as well. Gardens don't usually get much larger, primarily due to the time needed to look after it. These homes tend to also be made fully of stone, with wood or sometimes slate/brick for roofs.

 

 

     
 

 

     
 

Weapons

Weapons on Trimere consist of typical European weapons. Double-edged, straight-bladed swords used to both slash and stab, flails up to ten feet long, pikearms to impale mounted warriors, (which, yes, usually means horses; there are unintelligent, nonmorphic animals on this muck. Try not to think about it.), battle axes, longbows, crossbows, matchlock hand cannons (meaning a fuse), and seige cannons.

 

 

About martial arts

Please keep things familar to Europe. No samurai blades, no katanas, no fighting monk robes, no kimonos etc. About as far east as we'll allow is an Arabian influence, such as scimitars and such. As far as martial arts is concerned, I know that myself I am passionate about them and as we all know, there's nothing cooler than some high-flying kicks and judo throws.

Take heart in the knowledge that this is, after all, fantasy, and furthermore, furry. Animals, after all, originated the forms of ch'uan fa (kung-fu to us ;) and animals are a lot stronger and flexible than humans are. To see an animal lash out with their feet or go arial and perform some acrobatics is not unheard of for us, so while we're hesitant to let anyone say that their fighting discipline is called some made-up pseudo-Japanese word, don't feel uptight if your character executes a backflip kick.

 

     
 

 

     
 

Trades and guilds

There is not much Guild-structure on Trimere as of yet, but there will be in time, as it's a convenient method of organization and structure that can lead to interesting RP and advancement on the MUCK Sounds good, don't it??

Here is what we have for an actual, in-place guild structure so far:

Merchants Guild - Generally in charge of tariffs and taxes on goods and services, quality control and for dealing with complaints and issues. The headmistress is Katsuyn Karoo.

Artisan's Guild - Generally in charge of training artists of various sorts (musicians, painters, etc.). Probably including some trade-skills like scribing and illuminating, but probably not including jewelry making or smithing.

Apothecary - A chemist, druggist or pharmacist. Would have to be a skilled/educated character, and likely guild-regulated.

Armourer/Bowyer/Fletcher/Weaponsmith/Smith - Pretty self-explanatory. There are a number of related jobs that utilize smithing or metal-casting, including bellfounder, brazier (bronze/copper/brass worker), cutler (exclusively knives and silverware), farrier (horseshoe specialist), gilder (gold and silversmithing), goldbeater (makes gold foil for illumination), latoner (brassworker),

Astrologer/Fortune Teller - unlikely to be very accurate and probably a little bit prejudiced against by the more educated folk.

Barber - more than you might think. Generally also with skill in minor surgeries. Probably would be part of the local healers-guild really.

bookbinder/illuminator/scrivener - pretty self explanatory. definitely guild regulated. Includes clerks

Carpenter - again, self-explanatory and definitely guild regulated. Similar occupations include Cartwright (cart and wagon builder), cooper (barrel making), jointer (maker of cabinets and furniture), shipwright (ship maker), wheelwright (makes wheels).

Carrier/Porter - folk hired to professionally carry goods and messages. guild regulated, and could include dragomen (guides), linkboy (torchbearer),

cordwainer - shoemaker. Related: cobbler, a shoe-repairer.

Craftsfur - catchall crafter. Includes horner (horn-worker), limner (painter/sign maker), clocksmith, locksmith, saddler (maker of saddles and the like), tanner (leather-maker), vintner (wine maker)

draper - cloth merchant. Unrelated to actual tailoring, but could be intermixed. Related: Dyer (dye maker/user)

glassblower - rare trade, glassworking very exacting work in this era. Related: Glazier (cuts and sets glass),

Herald - a courtier skilled in etiquette and heraldry. More prestigious than messenger, as well. Related: interpreter.

Herbalist - Similar to Apothecary, but much more herb-related. Could also be herb-growing.

Jeweler - maker of jewelry of various types. Related: enameler (specializes in enamel work), engraver (specializes in engraving work), gemcutter (duh), goldsmith (jeweler who works in gold only),

Merchant - all of these are merchants, but this is more of a catch-all merchant. Includes Grocers, Haberdashers (needles, threads and the like),

Mason - stoneworker. Includes marbler (marble worker),

Tailor - clothing maker. Related: Embroderer, furrier (maker of fur-based clothing), girdler (belt/girdle maker), hosier (maker of hose and garters), seamstress (specialized in sewing),

weaver - maker of cloth. Related: fuller (felt maker)

 

 

 

 

     
 

 

     
 

Creature Catalogue

At the moment, there aren't enough exotic creatures on the muck to truly warrant having any sort of extended creature catalogue. However, there are a few common creatures on Trimere that are worth mentioning as common tinyplot maker tools.

Could this be one of Trimere's new residents?

Karsh (See New Belor for an illustration)

Karsh are furs whom have been cursed by black magic and changed into these furless, grey-skinned, huge-jawed behemoths. They are of lower intelligence than most furs, and become frenzied when they smell blood. They prefer hand to hand combat with their huge claws and teeth over using projectiles or weapons to serve their bloodthirsty instincts. They have great strength and are deadly over short distances, but are not long-distance runners.

Karsh cannot feel pain, so even if a karsh has taken several arrows, it will likely charge forward until it falls dead from blood loss or trauma. Karsh, unless they are killed instantly, are lethal until their hearts stop beating. In addition, their muscular structures are far too dense to allow them to swim through fast-running water, and if temperatures fall below ten degrees Celsius, they die.

There is a cure for the Karsh curse, however, it will only restore a fur's sanity to him or her, not their original form.

Strythes

Strythes are two-legged, warm-blooded reptiles favoured by the Paladins as their mode of transportation. They are Belorian, and have no special abilities.

 

Hummingbird dragons

Not true dragons, these winged, four-legged reptiles possess marginal intelligence and can hover in midair, as their name suggests. They are also Belorian, brought overseas, and have no abilities save for their ability to fly, which they can do after they've grown their fourth 'quarter horn' signifying their sexual maturity. They feed on sugary fruits and high-fat and protein delicacies such as crabs and shrimp, usually five times a day to keep up their metabolisms. Because of how expensive it is to feed them, they are by no means common.

 

 

 

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Policies and Role Play tips

TrimereMUCK is a role-playing environment. While mostly structureless as far as a role playing ‘system’ goes, this MUCK does employ Role Playing ‘rules’ to help beginners ease into this kind of roleplaying. This does not mean a character sheet, but it does mean that you