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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.
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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.
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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.
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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.
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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 kings
permission, expanded to become a hamlet and hopefully, eventually,
secede and become independent.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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Jarrus and Falcis, in full Paladin battle
dress.
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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.
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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.

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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.
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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.
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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.
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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 magics
though are generally more exhausting, both to the healer
and healee, although this varies from fur to fur.
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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.
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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.
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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.
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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.
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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.
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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.
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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.

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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)
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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?
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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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Click here to return to
the table of contents.
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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
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