TEXT: Terry Kevin Amthor
  ES
  Rolemaster®
  Rolemaster®
  A 
  Book
  For
  ®
  Produced under license from Iron Crown Enterprises
  EIDOLON
  EIDOLON
  And Sel-Kai City
  And Sel-Kai City
  
  
  Eidolon: City in the Sky
  �
  ABOUT THE TYPE
  Eidolon was composed with Microsoft Word . and Aldus Page-
  Maker . on a Macintosh IIci. The text was set in the Minion and
  Minion Expert Collection typefaces. Headers were set in Trajan.
  Minion is an Abode original face designed by Robert Slimbach
  and derived from type of the late Renaissance. Trajan is also an
  Adobe original, designed by Carol Twombly. It is based on the
  capitalis monumentalis letterforms of the Trajan inscription in Rome.
  The Eidolon decorative face is based on ancient cuneiform, and
  was designed by the author using Altsys Fontographer.
  ABOUT THE GRAPHICS
  The Sel-kai City color and B&W maps were rendered by hand
  with labels added in Aldus FreeHand .. The Eidolon city map and
  most layouts were created (despite a few postscript errors) entirely
  using FreeHand; the map was output to ﬁlm at The Color House.
  Signboards are from the Dover Book of Signboard Mortised Cuts.
  Some architectural ornaments are from the Dover Handbook of
  Ornament,  by Franz Sales Meyer. The Cover was composed using
  the powerful and friendly Adobe Photoshop and the powerful and
  not-so-friendly QuarkXpress, and output to ﬁlm at Digital Prepress
  International.
  A/D: T K A
  Project Editor: Coleman Charlton         Series Editor: Jessica Ney
  Cover Art: Marco Aidala
  Interior Art: Storn Cook; Area Maps: Ellisa Martin
  City Design and Map Rendering: Terry Amthor (Eidolon rendered by Will Hyde); Layouts: Bill Covert.
    : Series Editor:  Jessica Ney;  Cover Graphics, Page Design & Typography:
  T.K. Amthor;  Layout:  Bill Covert; Additional Contributions: Peter C. Fenlon.
    — Art Director/Production Manager: Terry K. Amthor;  Sales Manager: Deane Begiebing;  Editing &
  Development Manager: Coleman Charlton;  President: Peter Fenlon;  CEO: Bruce Neidlinger.
   — Editing & Development  Staff: Kevin Barrett, Monte Cook, Pete Fenlon, Jessica Ney, Preston Eisenhower IV;
  Graphics & Production Staff:  Bill Covert, Eric Bruns, B.T. Thompson (ret);  Sales & Customer Service:  Heike
  Kubasch; Shipping: John Breckenridge.
  The Author expresses his sincere appreciation to: (for a variety of reasons, most have nothing to do with
  this book): Kurt  and Bill , Jonathan and Will, Paula, B.T., Kevin , Fredrik, and Dave D (and Nanuk, too).
  And the “little people”: Cary and Rupert; Wesley; Margaret, Audrey and Coop; a Material Girl; Andrea &
  Giovanni Gabrielli.
  ,†isis†eguidetoIdOlon-†esityin†eskIkapitalofsel-kai
  Copyright © ,  by Iron Crown Enterprises  All rights reserved  No reproductions without authors’ permission.
  Produced and distributed by Iron Crown Enterprises, Inc.  P.O. Box  Charlottesville, VA .
  Printed in USA, First US Edition, 
  This special PDF file produced under license from ICE
  Dedicated to the Memory of
   E. M. Forster
  “The captain has put himself in first,” said a lady. “A gentleman would never have done
  that. Little points interest me.”
  Maurice said, “The captain’s our best man, apparently.”
    Maurice
  
  �
  Part I: Terminology & Background
  
  F ................................................................... 3
  I
  T  B ........................... 5
  1␣•␣Deﬁnitions & Terms.................................................. 6
  2␣•␣Telling Time ............................................................ 12
  3␣•␣Languages ................................................................ 12
  4␣•␣Peoples of Sel-kai..................................................... 13
  II
  S-:  O ......................................... 16
  1␣•␣Life in Sel-kai ........................................................... 17
  2␣•␣Anatomy of the City ................................................ 17
  3␣•␣The Classes............................................................... 18
  III
  T R  S-  E ............... 21
  1␣•␣The Lands ................................................................ 22
  2␣•␣Weather in Sel-kai ................................................... 22
  3␣•␣The Trade Network ................................................. 23
  4␣•␣Rivals ........................................................................ 25
  IV
  H...................................................................... 26
  1␣•␣The Calendar ........................................................... 27
  2␣•␣Sel-kai Timeline....................................................... 28
  3␣•␣Recent Events .......................................................... 29
  4 • Current Trends and Trends .................................... 33
  5 • Rumors .................................................................... 34
  V
  S- G .......................................... 35
  1␣•␣Symbols of Authority .............................................. 36
  2␣•␣The Prince and Court of Sel-kai ............................. 36
  3␣•␣The Prince’s Privy Council ..................................... 37
  4␣•␣Conclave of Merchants ........................................... 38
  5␣•␣Justice ....................................................................... 39
  6␣•␣Guardians of Peace .................................................. 40
  7␣•␣Taxes and Customs ................................................. 41
  8␣•␣The Prince’s Fleet .................................................... 41
  9␣•␣Post Oﬃce................................................................ 41
  VI
  P  G  N. ............................... 42
  1␣•␣Merchant Barons ..................................................... 44
  2␣•␣Loremasters ............................................................. 46
  3␣•␣Navigators ................................................................ 47
  4␣•␣Eridan Sky Trade Alliance....................................... 49
  5␣•␣League of Traders .................................................... 49
  6 • Alliance of Seers....................................................... 49
  7␣•␣Andasai College ....................................................... 49
  8␣•␣Coven of Moralis ..................................................... 49
  9␣•␣Temple of Neela ...................................................... 49
  10␣•␣Fellowship of Boatmen ......................................... 49
  VII
  S O. ..................................... 50
  1␣•␣The Underworld ...................................................... 51
  2␣•␣Council of Nine ....................................................... 52
  3␣•␣The Unseen Eyes ..................................................... 53
  4␣•␣The Grey Ring ......................................................... 53
  5␣•␣Gargoyles ................................................................. 53
  6 • Other Forces ............................................................ 53
  VIII E. .................................................................... 55
  1␣•␣Overview .................................................................. 57
  2␣•␣The  Palace ............................................................... 58
  3␣•␣Consulates & Galleries ............................................ 58
  4␣•␣Mansions.................................................................. 58
  5␣•␣Guildhalls & Inns .................................................... 59
  6␣•␣The Market .............................................................. 59
  7␣•␣The Docks ................................................................ 60
  8 • Weather over Eidolon ............................................. 60
  IX
  S- C . ........................................................... 62
  1␣•␣Sighing Docks .......................................................... 64
  2␣•␣Library Quarter ....................................................... 65
  3␣•␣Twelve Bridges......................................................... 74
  4␣•␣North Delta .............................................................. 76
  5␣•␣Black Oak ................................................................. 78
  6␣•␣The City Center ....................................................... 86
  7␣•␣Avenue of the Gods ................................................. 88
  8␣•␣South Commons ..................................................... 95
  9␣•␣Granite Knoll ........................................................... 95
  10␣•␣Old City.................................................................. 99
  11␣•␣Canal Maze .......................................................... 106
  12␣•␣Pushcart Vendors ................................................ 109
  X
  T S  S-K. ....................................... 110
  1␣•␣Terminology .......................................................... 111
  2␣•␣Airborne Craft ....................................................... 111
  3␣•␣Sea-going Vessels ................................................... 112
  4 • River/Canal Vessels ............................................... 113
  XI
  A. .......................................................... 114
  1␣•␣Character Contacts ................................................ 115
  2␣•␣A Little Knowledge… ............................................ 116
  3␣•␣What Price Health? ............................................... 117
  4␣•␣A Little Intrigue ..................................................... 119
  5␣•␣I’ve got a Job for You… ........................................ 121
  6␣•␣Slave Trade............................................................. 123
  7␣•␣A Circle of Thieves ................................................ 124
  8 •␣Mystery Cargo ....................................................... 126
  9␣•␣A Shadow Lengthens ............................................. 129
  10␣•␣Adventure Ideas................................................... 132
  XII
  E  C. .......................... 133
  1␣•␣Coinage Standards................................................. 135
  2␣•␣Purchase and Resale of Goods .............................. 135
  3␣•␣Price Charts ........................................................... 137
  XIII C  R M ................ 145
  Master Military Chart, Master NPC Chart, Diseases,
  Poisons, Drugs, Herbs, Muri-Elven vocaulary, Eidolon
  Typeface, Maps.
  XIV I. ........................................................................ 156
  •␣EIDOLON␣•
  SEA-PORT AND SKY-CITY
  to†osewhowould journeytosel-kaiwelkomeandbringyour gold
  
  
  Eidolon: City in the Sky
  �
  IDOLON!  T      
  of the Bladelands to the plains of the nomadic Jan. A glittering jewel, a
  treasury ﬂoating on a cloud, a testament to the power of coin, Eidolon is
  the unassailable heart of the richest trade empire on the Shadow World.
  The Prince of Sel-kai resides in Eidolon, his gleaming white marble
  palace towering over rings of landscaped terraces. The rest of the ‘Upper
  City’ is dominated by guildhalls and shops trading in the most exotic
  luxury goods. About the towers and rippling banners circle a swarm of
  sky-ships, the merchant ﬂeet of the Prince. Like bees they serve the hive,
  but their cargo is merchandise, not pollen, and the gold is metal, not honey.
  By any measure of mortal lifetimes, it is an ancient city: for fourteen centuries it
  has hovered serenely above the rolling hills of Sel-kai. But Eidolon is young com-
  pared to her land-bound sister, Sel-kai City. Many times the size of Eidolon, the
  ‘Lower City’ is where the bulk of commerce takes place; it remains the backbone of
  the Sel-kai economy.
  Sel-kai City has existed for four and a half millennia, growing from a small
  cluster of wood and thatch cabins on the bank of the Sharhya to a sprawling me-
  tropolis of islands topped by stone towers straddling the delta. Hundreds of bridges
  span the dozens of canals at many levels, linking the twelve districts of Sel-kai City.
  In the Black Oak and Library districts, towers rise higher as the wealthy and
  powerful seek to dominate their rivals. Meanwhile the piling supporting the Sighing
  Docks and Canal Maze slowly sink into the muddy bottom of the river.
  �
  �
  �
  Detailing the city of Eidolon, Sel-kai City, and the island-realm of Sel-kai, this
  book also includes reference material on common trade goods such as metals,
  gems, herbs, spices, and other items. Exhaustive price lists are included.
  Central to this guide is the map of Sel-kai City. Actually several maps, the set
  includes a color overview of the city, close-up B&W maps of selected areas, and
  ﬂoorplans of representative shops, inns and other establishments frequented by
  player-characters.
  Also scattered throughout the book are vignettes of life in Sel-kai; scenes in-
  tended to give the reader a better feel for life in this land of wealth and poverty,
  pitiful ugliness and harsh beauty. The canal-city comes to life with interesting
  characters and unique neighborhoods, all in the trading center of Kulthea!
  •␣FOREWORD␣•
  Decorative Freize,
  University of Kalingen,
  Ægon College.
  c. 4150
  
  �
  Part I: Terminology & Background
  
  IGHT  S- C.
  The Great Moon Orhan had set; red Charón gaped like a bloody
  hole in the sky; and of course Eidolon dominated the heavens above the
  Lower City, spurning her poor elder sister… taunting her.
  Darkness pressed down on the shadowed alleys, while an oily mist
  rose from the stinking canals. The night was quiet… deceptively so.
  Ormool leaned indolently on his ebony cane, a ﬁgure out of context.
  The handsome Dyari Elf’s ears glittered with gold hoops and jewelled
  studs, and his ﬁnely-cut black garments were trimmed with golden thread. But he
  stood at the end of an alley in the depths of canal-town, ﬂanked by two hulking
  humanoids with clear genetic ties to Lugrôki. They were Gork and Lunt, Ormool’s
  “special assistants.” Behind the trio in the canal a skiff bobbed on the scummed
  water. The only sound was a rhythmic slurp-slurp as the boat washed against the
  stone pier.
  “Someone approaches, My Lord Priest.”
   “Thank you, Lunt, but I heard him some time ago.” Ormool’s words were
  knives of condescension.
  Silhouetted by misty lamplight, a giant of a man stumped down the black
  alleyway. As he approached it became clear that he carried a sack over his shoulder,
  whose contents suspiciously resembled a body.
  “Ah, Krann, you have brought my new toy?” Ormool grinned, showing perfect
  white teeth.
  Not only far larger than most men, Krann was so ugly that most believed he had
  Trollish blood. His homely face was expressionless as he closed to tower over this
  unwholesome trio. “I got it.”
  “Well, let us see, shall we?” The Dark priest could hardly contain his excite-
  ment. “Gork, open the lamp.”
  Jeweller’s Hammer
  •␣PART I␣•
  TERMINOLOGY &
  BACKGROUND
  
  
  Eidolon: City in the Sky
  �
  Krann shrugged the sack carelessly onto a handy pile of trash and yanked open
  the drawstring, exposing the head and bare shoulders of an unconscious Elven
  youth, no more than fourteen years old. The boy was a beautiful Iylar: ﬁne blond
  hair and delicately pointed ears framed his angelic features. His skin was clear and
  golden in the lamplight.
  “He’s perfect,” Ormool crooned. He caressed the boy’s cheek with long, tapered
  ﬁngers. “Moralis will be pleased.” He straightened, loathe to take his eyes from the
  boy, and gestured to Lunt to pick up the youth.
  “Wait. The gold ﬁrst.” Krann extended a huge gnarled palm.
  Ormool smirked, but produced a heavy leather pouch and dropped it in
  Krann’s paw-like hand. “One hundred, as we agreed.”
  “What’cha gonna do with the kid?” Krann asked conversationally as he stuffed
  the coins into his breeches pocket.
  Ormool’s face went mask-stiff. “Why do you care?” He asked curtly.
  “Just curious.”
  “An unhealthy habit, curiosity. If you must know, he won’t be harmed…
  physically.”
  Krann stuck out his grotesque lower lip reﬂectively. “You Moralans really know
  how to have a good time.” Even through that thick accent Ormool could read
  sarcasm.
  Lunt hefted the sack into the boat while Gork prepared to cast off. Ormal stood
  watching the Trollish mugger lumber off the way he had come, but after he had
  gotten about twenty paces away, the Priest pulled up his voluminous sleeve—
  revealing a heavy iron bracer covering his entire forearm. He locked his arm,
  aiming his ﬁst at Krann’s retreating back. With a muﬄed ‘thunk’, a steel bolt shot
  from a track along the band and went whistling through the thick air to plunge into
  the base of Krann’s skull. The Half-troll fell like a tree.
  “That will teach him to ask questions. Lunt, retrieve the money.” Ormool
  turned back and stepped gingerly into the skiff. A moment later Lunt was on board
  and the boat eased out into the canal, towards the Temple district.
  Above them in the clear night sky hung luminous Eidolon, oblivious, scorning
  the very earth.
  �
  �
  �
  This section deﬁnes some key words , including businesses and trade materials,
  as well as providing an introduction to Sel-kai and Eidolon and a brief description
  of some of the more common races represented in this island-realm.
  Atalante from the
  Temple of Moralis,
  South Portico.
  c. 3800
  1•DEFINITIONS & TERMS
  The following is essentially a reference section, describing the
  many speciﬁc and sometimes technical terms used throughout the
  book.
  CITY STRUCTURES TERMINOLOGY
  What follows are brief explanations of the categories of buildings
  commonly found in Eidolon and Sel-kai city (as well as most other
  major cities in the Shadow World). More speciﬁc information is
  provided for selected sites, described in the district-by-district text.
  Admin/Public: A term to encompass a wide variety of facilities, this could
  include the city oﬃces, the jail, or public use structures like baths, arenas,
  or libraries. In Eidolon/Sel-kai this also includes the oﬃcial mercantile
  exchanges, which convert common coin to Sel-kai currency.
  Alchemist: Differing from  Apothecaries, Alchemists deal in magical po-
  tions, scrolls, and sometimes such operations as the recharging of wands
  and staves.
  Animal Trainer: Animal trainers are also—essentially—pet shop owners.
  They stock a variety of animals from the common to the very exotic. For
  those unusual clients interested in a Familiar, a few of these merchants
  have ‘package deals’ with Alchemists who provide Familiar scrolls. Only
  small beasts (no larger than a medium-sized dog) are kept in the shop;
  though a few have farms outside the city where they breed larger animals.
  
  �
  Part One: Terminology & Background
  
  Animal Trainer: Animal trainers are also—essentially—pet shop owners.
  They stock a variety of animals from the common to the very exotic. For
  those unusual clients interested in a Familiar, a few of these merchants
  have ‘package deals’ with Alchemists who provide Familiar scrolls. Only
  small beasts (no larger than a medium-sized dog) are kept in the shop;
  though a few have farms outside the city where they breed larger animals.
  Apothecary: Essentially a pharmacist, specializing in potions of a non-
  magical nature, salves and drugs which heal or harm. Apothecaries rarely
  trade in herbs in their natural state. Many also carry spices and other
  unusual items such as cacao.
  Architect: While not common, architects are not unheard-of in metropoli-
  tan areas. In this society, architects also possess considerable engineering
  knowledge
  Armorer: Mainly metalsmiths who specialize in the forging of armor,
  shields and the like. Some will make primarily chainmail, others plate,
  while others actually are more leathersmiths.
  Artist: Pure artists with a ‘shop’ or studio are fairly rare, but Sel-kai is large
  enough to harbor a few. Most are independent portraitists or sculptors
  who no longer wish to deal with the hassles of the Guild and associated
  teaching responsibilities.
  Astrologer: One who studies the stars and tells fortunes based on their
  analysis of the heavens. Astrologers of Kulthea—especially those in more
  technically advanced areas where they may have access to sophisticated
  telescopes—are often knowledgeable about basic astronomical realities.
  For instance, most know that Kulthea is the seventh planet circling the
  sun, which in turn is just one of myriad stars, etc.
  Baker: One who makes bread, pies, pastries, rolls, etc. Bakers also usually
  supply flour and yeast for those who wish to make their own breads.
  Barracks: Includes military housing as well as administration (as opposed
  to civilian administrative and support facilities). Barracks may be for
  military or Wardens.
  Bookbinder: While technically separate from a Scribe, there is often some
  overlap in the actual functions between these professions. Bookbinders
  assemble manuscripts and sew them together into bound volumes. Larger
  binderies have many young copyists whose job it is to duplicate manu-
  scripts. The type of books are usually more mundane than those copied
  and traded in by Scribes, but  are still important for educational purposes.
  Brewer: There are few actual breweries in the city (and those are very small),
  but several brewers have offices in the city where arrangements can be
  made for the delivery of beer and related spirits.
  Brothel: This term is used for the full range of ‘personal services’ from
  sophisticated courtesans to cheap ‘by the hour’ girls (and sometimes boys,
  depending on the customers’ tastes). Some establishments pride them-
  selves on the beauty and personal hygiene of their staff, while others are an
  invitation to an unpleasant disease.
  Butcher: One who sells meats, including (but not limited to) beef, pork,
  mutton, venison, poultry. Most butchers have fresh, smoked and salted
  fare. In large, coastal cities like Sel-kai, butchers do not handle seafood,
  leaving that to the fishmongers.
  Candlemaker: Also called a chandler in some areas, they make and sell
  candles and sometimes simple oil lamps.
  Carpenter: There are several subcategories of carpenters, and the specific
  type is noted in selected buildings’ detailed descriptions. Carpenters fall
  into three basic categories: cabinet and furnituremakers, detailers and
  marqueters (those who inlay colored woods—especially in floors) and the
  joiners and real carpenters (those who work with masons to do interior
  walls and framing).
  City Wardens: Warden barracks and posts are scattered throughout the
  city. Some Wardens have families and live at home, while others reside in
  barracks. This indicates an actual guard-on-duty outpost, which may or
  may not include a residence hall.
  Clothier: Also called a tailor or seamstress, this designates the shop of one
  who makes clothing. While clothiers may sell cloth, they do not usually
  make their own. In societies such as this, clothes are usually custom-made
  for those who can afford it, and made at home by those who cannot afford
  the services of a clothier (this latter group is the great majority of the
  population). Except for the wealthy merchants who own vast wardrobes,
  most people possess only two or three sets of clothes—and maybe a ‘dress-
  up’ outfit. The wealthy discard clothing when it is out of fashion; everyone
  else wears their clothes until they fall apart.
  Cobbler: Makers of shoes, including most leather shoes, boots, and less
  expensive wood-soled clogs. Note that most of the poorer classes go
  barefoot despite the sometimes unsanitary conditions.
  Craftsman: A general term for any sort of artisan or skilled worker (as
  opposed to a retailer). Note: on the color map, entire blocks may be so
  designated, though in fact the block consists of a variety of different craftspeople.
  Fishmonger: Dealers in fish of all sorts. In Sel-kai, most carry fresh and salt-
  water fish, shellfish, and even some crustaceans.
  Fletcher: One who makes arrows, crossbow bolts, and sometimes makes
  and repairs bows as well.
  Glassblower: Also a glasscutter and crystalcutter. These craftsmen are
  responsible not only for bottles, fine vases and crystal goblets, but window
  glazing. Most specialize to some extent; this is noted in detailed entries.
  Granary: A storage facility for grain, and often a mill as well.
  Great-house: Similar to an inn, but usually with just a few rooms. Great
  houses are often converted large homes, rather than genuine inns. These
  smaller establishments are also usually run by a single family, while Inns
  have many staff members.
  Grocer: Generally, a vendor of foodstuffs which do not fall under the
  categories of butcher, fishmonger, or baker. Grocers carry fresh vegetables
  and fruits, sometimes pasta and common cooking herbs.
  Guildhouse: The headquarters of a Guild. For craft guilds, such buildings
  are usually a combination workshop and meeting hall, with rooms for the
  resident craftsmen.
  Haberdasher: One who makes hats. Some also make fine gloves, cloaks and
  hoods.
  Healer: Healers fall into two distinct categories. The ‘Healer’ as defined by
  the Channeling user in Rolemaster is one whose incredible ability to take
  another’s wounds upon himself then regenerate them . Such a Healer is
  almost always a devout follower of a deity, and so usually linked to a
  temple. Few take up ‘private practice,’ as taking money for such services—
  except as a ‘donation’—would demean the supernatural nature of the
  process. Lay Healers, on the other hand, are essentially surgeons with the
  benefit of some useful utility spells. They are far more common, and have
  no problem charging a fee for their services.
  Herbalist: A specialist in the growing and preserving of healing herbs, this
  vendor typically has a light-filled, fragrant shop filled with sealed jars and
  bottles, and dozens of growing plants.
  Inn: An establishment where travellers may rent a room for a few nights, and
  usually get food as well. Accommodations at inns can vary from a straw cot
  in a room housing ten other guests to a huge feather bed in a palatial
  private suite of rooms. Naturally, the rate varies with the nature of the
  space and service.
  Jeweler: Most jewelers content themselves to create settings of gold, silver or
  other fine metals to hold gems wrought by others. It is only the most
  skillful (and confident) of jewelwrights who can cleave a gemstone and
  reveal the glittering, faceted jewel within.
  
  
  Eidolon: City in the Sky
  �
  Lampwright: Lampwrights not only make oil and gas lamps, but a branch
  of this guild is responsible for maintaining the crystal lamps of Sel-kai and
  Eidolon.
  Leathersmith: Some are tanners, while others perform the less noxious task
  of cutting and stitching leather into garments, bags or other useful items.
  Locksmith: The locksmiths of Sel-kai City are known for their ingenious
  devices. They are (generally) also quite good at unlocking other peoples’
  locks…
  Mason: The Guild of Masons includes bricklayers and makers, stonecutters,
  marble masons, and claymasons (who make terra-cotta roof tiles and
  many ornate building materials).
  Miller: This designation can either mean the actual location of a mill (where
  grains such as wheat and corn are ground) or a shop selling flour, or both.
  The location and size of the structure should offer a clue.
  Moneylender/Banker: Many financial institutions are linked to the more
  powerful guilds, while a few families have grown wealthy purely through
  the interest gained on loans. These are the urban bankers. Banking services
  include keeping customers’ money, loaning money, and changing cur-
  rency; all of which involve a charge to the customer. Moneylenders are
  usually smaller establishments with higher interest rate and fees (and
  more dangerous collection methods).
  Pilot/Guide/Outfitter: Supplier of a wide variety of travelling supplies,
  maps (of wildly varying reliability) and information. Many will hire
  themselves or a relative/associate out as guide for short trips.
  Potter: A maker of ceramics, usually pottery for use in cooking or storage (as
  opposed to architectural clay works such as brick or terra-cotta).
  Residence: A structure in the city whose primary purpose is to serve as a
  permanent, private residence. These may be villas, apartment structures,
  or a grouping of multi-storey homes. Note: on the color map, entire blocks
  may be colored as if they were one building, when in fact they might be several
  attached structures.
  Retailer: A more generic term for a business which sells finished goods. (The
  GM may wish to ‘flesh out’ certain retailers with specific shops of his own.)
  Note: on the color map, entire blocks may be colored as if they were one
  building, when in fact they might be several attached structures.
  Ruins: Any abandoned (and usually uninhabitable) area. Ruins in a city are
  usually buildings recently destroyed by fire
  Scholar/Scribe: A copier and translator of manuscripts. They usually do not
  work with magical texts; however they are experts on rare non-magical
  texts and scrolls and are usually the best place to go when one has such a
  text he wants to have appraised.
  Seer: One who will tell fortunes, analyze magical items, locate missing
  persons or act as truthsayers.
  GM Note: Most are not as skilled as they let on and will at least partially
  fake their information. A few, however, are truly powerful individuals.
  Seers are a powerful vehicle for the GM to help the players along on a
  particularly vexing puzzle, but they must not become too all-knowing or
  beneficial.
  Shipwright: Among the most revered men in Sel-kai, shipwrights are the
  designers and builders of the country’s fleet. A very distinct (and some-
  what arrogant) subgroup are the skyship wrights: those who build the
  flying craft.
  Silversmith: A worker in silver and related alloys, the silversmith creates
  mostly jewelry, eating utensils, cups and goblets.
  Smith: A generic term for a worker in metal. This is usually used for those
  who do not fall under a specialist category of gold/silver/swordmaker or
  armorer. Smiths make common implements and tools, horseshoes, inex-
  pensive weaponry.
  Stable: In a city, usually a dark, cramped area where horses are boarded for
  a short period. In more rural areas a ‘stable’ is more often a sprawling horse
  farm where mounts are bred and sold.
  Swordmaker: A specialist smith who creates only bladed weapons.
  Tanner: Where animal hides and skins are treated and dried. They are
  soaked in a solution of tannin and thus converted into leathers. (This
  process creates an unpleasant odor.)
  Tavern: A drinking (and sometimes eating) establishment.
  Temple: Structures designated as gathering places for followers of a certain
  deity or group of deities, or set of ideas, philosophies, etc.
  Theater: Any indoor or outdoor gathering place for the performing arts,
  usually drama, but also includes music and readings.
  Wainwright: A maker and repairer of wagons, carts and (usually) any
  wheel-motive vehicle.
  Warehouse/Shipper: While some are no more than storage facilities, some
  of these also include an integral office where one can make arrangements
  to have materials shipped to virtually any location in the (known) world.
  Weaver: Those who turn Sel-kai’s vast inflow of cotton, wool and other
  fibers into cloth. They also dye the cloth (or fibers, depending on the
  patterns desired).
  Winemerchant/Vintner: This designates a dealer not only in wines but
  often also distilled liquors. (Brewers make and distribute beer and ale.)
  Woodcrafter: One who carves and finishes wood. The Woodcrafters’ Guild
  has several branches, including furnituremakers, marqueters (those who
  lay patterned wood floors and walls), and builders.
  WOODS
  Birch: A pale hardwood with a close grain.
  Cherry: A reddish hardwood with circular grain patterns.
  Dír: The black wood of Dír is among the most prized of hardwoods, being
  similar to ebony. Durable and fine-grained, it makes superior  (+ to +
  depending on craftsman) staves and bows. Its dark beauty is unmatched
  in elegance.
  The Dír tree itself is deciduous and grows in a tall, vertical trunk with
  short, horizontal branches. Its small leaves are nearly round with a dark
  underside and a silvery green upper face. Dír tree seed pods are disc-
  shaped, curling under at the edge to create an aerodynamic air pocket. The
  bark of the tree is nearly black like the core. Dír trees are found primarily
  in the northern regions of Hæstra, southwestern Uj, and Ræl.
  Hoen: Also deciduous, the Hoen has an overall form similar to the oak, but
  with large three-lobed leaves which have a light golden color. The bark of
  the tree is even lighter than the silver birch, and the wood itself is naturally
  a pale color which makes it quite valuable. It makes excellent bows (+ to
  + depending on craftsman).
  Hoen trees are rare and flourish when tended by Elves. The isle of
  Talæn is heavily forested with them, and the Emerald Forest is said to have
  a number deep in its embrace. The Iylar realm of Lys has Hoen sprinkled
  through its numerous forests. Hoen do grow elsewhere, including western
  Hæstra and some areas of Námar-Tol.
  
  �
  Part One: Terminology & Background
  
  Larch: A tree of the pine family with a tough, durable wood valued mainly
  for structural purposes.
  Mahogany: A tropical tree with a very hard, reddish-brown wood.
  Miran: This deciduous beauty is rarely encountered outside of Elven lands.
  Originally only found on Urulan, seedlings were brought by Elven colo-
  nists in the early centuries of the Third Era.
  Mirans are similar to maples in many ways, but with lighter, smooth
  bark and rounded, dark green leaves which turn deep gold in the Fall.
  Miran seeds are like walnut-sized acorns, dark brown with a golden cap.
  They are delicious to eat, and a handful can provide a full day’s sustenance.
  Navaal: A valued tree, the reddish wood of the Navaal is similar to ma-
  hogany but with striking grain patterns. The tree grows wild in the Rulaash
  and Quon jungles, but harvesting these huge tropical conifers is a major
  undertaking.
  Oak: Of the beech family, it yields a hard, smooth wood.
  Tonak: A soft, coniferous wood; pulp excellent for paper.
  Vitran: A tall deciduous tree which has beautiful fine-grained grey wood.
  STONE
  Most of the following are architectural materials.
  Granite: Dense, igneous rock used in construction. Granite can be polished
  to a high luster, and most has an elegant dark grey or black color with
  inclusions of similar color.
  Limestone: Yellow-grey, soft stone frequently used in construction
  Marble: This decorative, dense limestone is formed in many varieties. The
  finest, ungrained white marble is known as Pentallic, used chiefly for
  sculpture because of its regularity. Red, green and blue varieties with fine
  veins are valued primarily for architectural uses such as building facings
  and floor tiles. Travertine is a pale brown color, laced with myriad small
  wormholes (actually air bubbles) also favored for building use. Pentallic is
  white with a translucent appearance.
  Porphyry: A smooth purplish rock, sometimes with veins, used as facings.
  Ky’taal: A translucent white marble, workable but resilient. It is found
  almost exclusively in the Mur Fostisyr region of northwest Jaiman.
  Orhan Marble: While not really from the Great Moon, this beautiful blue-
  white stone has innate properties which suggest an almost ‘heavenly’
  origin. “Evil” beings or creatures which serve the Unlife must make a RR
  vs a -th lvl attack (depending on how much and how pure the marble
  is) when passing through a doorway of Orhan Marble. Even if they
  succeed, if they do so by less than  (and have no other identity-cloaking
  devices/spells) the marble will glow bright blue. Orhan Marble was used
  long ago in the construction of certain good places of power, but the
  material is rare and hard to work. In small quantities it is not very useful.
  GEMS
  Among the most precious of objects in any pre-industrial society
  are gems and jewels. Below is a listing of gemstones a PC might
  encounter (if he is lucky). A few of the gems described below are
  intrinsically enchanted.
  G D N
  Most minerals gems are either crystalline, occurring as single
  stones, each with a definite structure that is regularly repeated
  throughout crystals of the same sort; or massive, occurring as
  continuous masses of that mineral, having no regular structure that
  is readily discernible.
  Crystalline stones are generally smaller, more valuable, and often
  faceted—a process by which they are flaked or ground into a series
  of flat faces that together usually form one of several customary cuts,
  in the shape of symmetrical but irregular polyhedra.
  Both crystalline and massive stones may be smooth cut, which is
  the act of forming them into regular shapes with flat surfaces suitable
  for engraving (such as often found in signet rings). They may be
  made into cabochons, which are oval or round dome-like shapes with
  one flat side for mounting on various surfaces. They may also be
  carved into beads, figurines, or other shapes, or simply polished in
  the natural shape of the stone. Massive stones are sometimes found
  large enough to be shaped like one would wood or architectural
  stone; sections may be sawn off and used decoratively as slabs; or,
  they may be carved into jars, bowls, and other functional shapes.
  Inclusions are any of the specks of material, bubbles, tiny flaws,
  impurities and the like which affect the appearance of a stone by
  their presence. Cat’s-eye stones, found among many mineral fami-
  lies, are caused by certain patterns of inclusions which, when a stone
  is shaped properly, present an appearance like the slit-shaped pupil
  of a cat’s eye. Star gems have analogous patterns creating the illusion
  of a pale, six-rayed star. Both cat’s-eyes and stars must usually be cut
  into cabochons to display these effects.
  G V
  As noted above, gems listed below fall into two basic types:
  crystalline and massive. This is to some extent also how the gems
  break down into categories of value. Obviously, a cut ten-tal dia-
  mond has value on a completely different scale than a jade bead
  necklace weighing a pound.
  Rare: Therefore,values are given for the more rare gems (usually
  crystalline) per tal, a weight measurement of about one th of an
  ounce (similar to about - Terran karats).
  GM Note: to help you get a ‘feel’ for the weights we are discussing,
  get five quarters. together they weigh almost exactly an ounce (ten
  tali). One quarter weighs about two tali.
  In addition, this should not be a strictly sliding scale, as larger
  gems would be relatively much more valuable. In some of the most
  treasured gems, the value may actually double for every additional
  tal. (e.g., a one tal diamond would be worth  sp, a  tal  sp,  tal
  ,  tal , etc. It is probably only this steep of a progression for
  a handful of gems: adamant, diamond, emerald, for instance.
  The value of a given stone will depend on its size, color, relative
  freedom from flaws, and the skill with which it has been polished
  and/or cut. Values given assume the gem has been cut and polished.
  Common: Common gems (including massive stones and some
  more common crystalline forms) are valued per ounce. Unlike rare
  gems, common gem values do not increase exponentially with the
  size of the gem. While this is also generally the value of a finished
  item, the value of the workmanship becomes relatively more impor-
  tant, multiplying the worth of the object from  to  to even 
  times.
  G D
  Adamant (+ sp/tal): A clear white stone similar in many ways to the
  diamond, but even harder and more brilliant. It is exceptionally rare and
  of course difficult to facet.
  Alexandrite ( sp/tal): Alexandrite is an unique variety of chrysoberyl (see
  below). In daylight, an alexandrite is brilliant green with a vague bluish
  tint; in the light of a flame it appears red with a hint of blue. It is normally
  faceted.
  Amber ( sp/tal; varies): Amber is the hardened resin of ancient giant
  conifers. It is normally pale-gold to deep-gold color, but also appears as
  murky, near-black “bog amber.” The most transparent golden pieces are
  more valuable, and the rarest and most precious of these have bits of
  plants, or even whole insects, preserved within. More valuable still  (-x)
  in the markets of Sel-kai is blue or green amber, found in the forests of
  Khûm-kaan (and of course blue or green amber with an imbedded insect
  is most prized). Amber is carved into beads and cabochons, and some-
  times larger, more intricate shapes. It is very brittle, somewhat flammable,
  and relatively soft.
  
  
  Eidolon: City in the Sky
  �
  Amethyst ( sp/tal): Amethyst is the pale to deep purple form of transparent
  crystalline quartz. Amethyst of real value is completely clear; such stones
  are faceted. Pale stones, or those with many inclusions, are often polished
  and used as beads.
  Aquamarine ( sp/tal): The Aquamarine is a transparent crystalline stone of
  a pale blue-green; like the emerald, it is a type of beryl, but it shows fewer
  flaws than an emerald of equal size. It is normally faceted .
  Azurite ( sp/ounce) Azurite is a form of copper ore, an opaque massive
  stone of a deep pure blue color, generally uniform but sometimes slightly
  mottled. It is polished and cut into beads, cabochons, and similar shapes;
  a stone of uniform color is more valuable.
  Banded Agate ( bp/tal) This is the translucent-to-opaque, multi-layered
  variety of massive quartz. The layers may include brown, black or white
  (onyx), pale blue (chalcedony), red-orange (carnelian), and many others,
  each in a thin layer.
  Bloodstones: ( gp/ounce) A soft, sandy stone dark red in color, it can stop
  a wound bleeding up to  hits per round in seconds by just rubbing the
  stone over it. Each  oz stone will only work once before the virtue is spent,
  however.
  Bluestone: ( gp/ounce) Protecting against evil Essence, a talisman of a
  bluestone (of one ounce or more; though more than  ounce adds no more
  protection) worn around the neck adds + to RRs vs all Essence spells
  (including spells the wearer may want cast on him).
  Chalcedony ( sp/ounce): This is a translucent-to-opaque, blue-white to
  pale blue or blue-gray form of massive quartz. It occurs in evenly colored
  and in banded forms.
  Chrysoberyl ( bp/tal): Chrysoberyl is a transparent, greenish-yellow to
  green, crystalline stone. Clear stones are faceted; the cat’s-eyes are cut as
  cabochons. A favorite gem of the Erlini.
  Citrine ( bp/tal): This is transparent form of crystalline quartz, ranging
  from pale yellow to amber in color. Many stones are polished and made
  into beads, or carved into small cups, figurines, and other shapes; clear
  specimens are faceted.
  Coral (- sp): Coral is the skeleton of tropical marine polyp colonies;
  jewelry-quality coral is exceptionally compact, solid and free of pores. The
  chief “red” variety also occurs in shades ranging from pure white to very
  dark red; black and blue varieties also exist. All forms are polished and
  carved into beads, cabochons, or figurines.
  Diamond (- sp): Diamond is a transparent, crystalline stone, the
  hardest substance known in nature aside from Adamant. The most valued
  color is a clear bluish-white, but other less valued color varieties are
  known, among them yellow and pink. The gem is always faceted.
  Eissa’s Tears ( sp): Clear, pale blue gems, Eissa’s Tears are said to warn
  and protect against death. Indeed, if blessed by a Sister of Eissa, they can
  detect servants of the Unlife within ' by a bluish glow, and add + to
  RRs vs Absolutions cast by evil beings (if the wearer’s RR fails, the gem
  shatters). A minimum of one carat is required, though a larger stone (or
  more than one stone per person) does not enhance its qualities.
  Emerald (- sp): This is a deep bright green stone, transparent and
  crystalline. Usually it is faceted, though an occasional stone with numer-
  ous inclusions will be made into a cabochon. A large, comparatively
  flawless stone will be more valuable than a diamond of similar qualities—
  and much more rare.
  Garnet ( sp): Garnet is a transparent crystalline stone; in addition to the
  usual orangish-to purplish-red or red-brown, garnets also occur in black,
  violet, and even green color varieties. The violet form is most valuable.
  Small crystals, the most frequently occurring form, are sometimes drilled
  and strung into necklaces; larger stones are faceted.
  Jacinth ( sp): The jacinth is the orange to fiery red-orange variety of the
  hard, transparent crystalline mineral corundum (ruby and sapphire are
  also corundum). It is faceted, except in the case of rare translucent cat’s-
  eye and star jacinths.
  Jade (- sp/ounce): Jade is a translucent-to-opaque, massive stone with
  an oily luster. It occurs in several color varieties: shades of green, including
  a near-transparent bright green and the rare spinach-green jade with
  golden glints; white, waxy-looking white jade; and the uncommon yellow,
  blue, red, black and lavender varieties. It has been carved into beads,
  cabochons, pendants, vases, buttons, figurines, bottles, weapons, and a
  myriad of other forms, for it is hard and dense, and carves well.
  Jet ( sp/ounce): Glossy black, opaque and massive, jet is actually a very
  hard, dense, compacted form of coal. It is usually faceted, or simply
  polished, for beads and pendants; it is sometimes carved into figurines and
  other shapes.
  Lapis Lazuli ( sp/ounce): Lapis lazuli is a dense, opaque and massive stone
  of a medium to deep blue color, sometimes flecked with golden specks. It
  is carved into cabochons, beads or figurines, and is used in slabs for tables,
  boxes, etc., and for inlay work.
  Malachite ( sp/ounce): This is an opaque massive stone, striated in bands
  of lighter and darker green. It is carved into beads, figurines, cabochons,
  and the like, and is also sawn into slabs that are used as inlays or veneers.
  Moonstone ( sp/ounce): Moonstone is a white, translucent, massive stone
  that shows a distinctive white or blue-white play of light, resembling
  moonlight; there are also greenish, gray, and even red-brown varieties. It
  is always carved into beads, cabochons, and similar shallow, rounded
  forms to bring out this effect.
  Moonstone [magical variety] ( sp/ounce): As much novelties as talis-
  mans, moonstones are carved in flat cabochons, normally set in a hoop-
  shaped rim and worn around the neck. They must then be aligned, either
  to Orhan or Charón. To align to Orhan, white wine is poured over the
  stone, and it is left out on a cloudless night when Orhan is full. Thereafter,
  it will match the phases of Orhan. To align to Charón, the same process is
  employed, but using animal blood (it need not be human) instead of wine.
  Charón-aligned Moonstones will glow red on the Night of the Third
  Moon.
  Obsidian ( bp/ounce): This is a volcanic natural glass, opaque to semi-
  opaque, that occurs in black, gray, and red-brown varieties, as well as
  “snowflake obsidian,” which is black with whitish specks. It is carved into
  figures and ornaments, and an obsidian blade can be flaked to a sharpness
  not attainable by any metal edge—exceeded only by the much stronger
  (and more expensive) laen.
  Onyx ( sp/ounce): Onyx is a porous and opaque form of massive quartz,
  occurring in black or white or a black-and-white layered variety. It is made
  into beads and cabochons; smooth-cut for signets and the like; and carved
  into bowls and figurines.
  Opal (- sp/tal): This is a translucent, massive stone, usually pale blue-
  white but displaying an array of red, yellow, green, and violet highlights
  when light is reflected from its surface. Many varieties exist; a mosaic of
  small colored areas of play is the mark of a “harlequin opal;” the near-
  transparency and a moonstone-like appearance distinguish a “water
  opal;” near-opacity, paleness and limited play of color indicate the com-
  mon “milky opal;” and there are several others (see black opal and fire
  opal). It is made into cabochons and other low, rounded shapes to best
  display the play of colors. It is a soft and somewhat brittle stone. Heated
  opals may lose part or all of their opalescent color play, and thus much of
  their beauty and value.
  Opal, Black (- sp/tal): Black opal is that variety of opal in which the body
  color is smoke black, deep green, and dark blue, forming an almost opaque
  background in which its opalescent color play is displayed. It otherwise
  has the properties of the other forms of opal.
  
  �
  Part One: Terminology & Background
  
  Opal, Fire ( sp/tal): This is an orange to orange-red form of opal, ranging
  from transparent to transparent with mottled translucence. It does not
  always have the intricate color play of other opals; when play is present, the
  stone is more valuable. If transparent, it is often faceted; usually it is made
  into cabochons otherwise.
  Pearl (- sp; pink, blue - sp; Black -+ sp/tal): The pearl is the end
  product of layers of secretion with which certain mollusks surround bits
  of foreign matter in their shells. When the secretion hardens, it takes on a
  unique luster which originates in its dispersion of light just below its
  surface. It occurs in many shapes: round, teardrop, “button” (flat on one
  side), and the myriad irregular forms. As well as the traditional “pearly
  white,” these stones come in less common color varieties in a range from
  yellow and pale rose to the rare, lustrous deep black. They are mounted in
  all sorts of jewelry settings (mountings often use half-pearls), and, being
  easily drilled, are strung in various ways—by graduated sizes or in a
  uniform string; in single, multiple, or even braided strands. Fresh-water
  mollusks sometimes yield pearls, but these are usually of much poorer
  quality than pearls from a salt-water mollusk.
  Pearls are quite vulnerable to acid, fire, and electrical attacks, to
  crushing blows, and other physical trauma. They may be damaged by
  sudden changes in temperature, and are alleged to deteriorate if left
  untouched by human skin for great lengths of time, although sea water will
  supposedly negate any such deterioration.
  Peridot ( sp/tal): A transparent, crystalline stone, usually a clear yellow-
  green, although it can vary from near emerald-green to almost an olive
  green. The better stones are faceted; flawed or cloudy stones are polished
  for beads or made into cabochons, as are the occasional cat’s-eye peridots.
  Purple Sapphire ( sp/tal): Purple Sapphire is a variety of the hard,
  transparent, crystalline mineral corundum with a color closely resembling
  that of amethyst. It is normally faceted, except for the rare cat’s-eye and star
  forms.
  Rhodochrosite ( sp/ounce): This is an opaque stone ranging in color from
  pale pink to medium red. It occurs mostly in a massive, banded form, and
  occasionally in single-colored opaque crystals. It is made into beads, vases
  and the like. It is a somewhat soft stone.
  Ruby ( sp/tal): The ruby is a moderate-to-deep red, transparent variety of
  the hard crystalline mineral corundum (sapphire and jacinth are also
  corundum). The finest rubies are absolutely clear and uniformly of that
  deep red color called “pigeon’s blood;” lesser stones may vary from a paler
  red to a somewhat garnet-like red tinged with a purplish-brown. It is
  usually faceted, but cloudy specimens may be made into cabochons, as
  may the rare cat’s-eye.
  Sapphire ( sp/tal): This name is traditionally reserved for the moderate-
  to-deep blue gem, one of the hardest substances in existence; “sapphire”
  is also sometimes used to refer to other color varieties of corundum, such
  as the “orange sapphire” or jacinth. The sapphire is usually faceted, but
  there are the occasional cat’s-eye sapphires; see also black sapphire. Among
  the color varieties of corundum that are not given other names, and are
  therefore called “(color) sapphires,” are pinkish, chartreuse, clear/white,
  and brown; and each color of corundum occurs in cat’s-eye and star forms
  as well.
  Sapphire, Black (- sp/tal): The black sapphire is a blue-black form of the
  sapphire, so dark as to approach translucence. It is usually faceted.
  Sardonyx ( sp/ounce): This is a form of massive quartz consisting bands of
  the translucent to opaque “sard” (see carnelian) and opaque white onyx.
  It is carved into beads, cabochons, figures, seals, and other shapes.
  Topaz ( sp/tal): Topaz is a transparent, crystalline stone, normally yellow
  to golden yellow-brown in color; colorless, pink, and blue varieties are also
  known. Because it cleaves easily, it is often difficult to cut well; it is
  generally faceted, but cloudy specimens may be cut as cabochons or
  pendants.
  Turquoise ( sp/ounce): Turquoise is a translucent-to-opaque massive
  stone, blue to greenish blue in color; it frequently occurs with brownish
  veining. The most valuable is sky-blue, translucent, and without veining;
  the least valuable (and most common) is green-blue, opaque and heavily-
  veined. It is usually cut into cabochons, or beads and pendants; large
  pieces may be cut into figurines, and pebbles of a size may be polished and
  strung together.
  Zircon ( bp/tal): This is a transparent, crystalline stone; in addition to the
  usual pale blue-green and orange-red varieties (these two being the most
  valued), the stone also comes in brownish-yellow, reddish-brown, green
  and purple varieties. It is brittle and difficult to cut, and is traditionally
  finished as small faceted stones.
  PRECIOUS METALS
  The following rare metals are (with the exception of metals used
  for money such as gold and silver) usually traded in Sel-kai as ingots
  weighing  oz, one pound, five and ten pounds. Normally the buyers
  are smiths, metalcrafters, and jewellers, rather than the average
  consumer.
  The standard gold piece in Sel-kai is  one-half ounce; values
  below are listed in sp per ounce. For more on the values of some of
  these metals as coins, see page .
  Gold ( sp): Most precious of the ‘common’ metals, gold does not corrode,
  and has a yellow luster which cannot be matched. Very soft in its pure state,
  it is usually alloyed with other metals; used for coinage, jewelry and
  decorative work.
  Silver ( sp): A gleaming, pale grey metal used for coinage and jewelry, it has
  the disadvantage of corroding when exposed to air. Very malleable, it is
  usually alloyed.
  Platinum ( sp): A hard, silvery-grey metal, platinum is used for coinage
  in some areas, but primarily used in jewelry. It usually has a dull lustre.
  Iridium ( sp): Usually used in making alloys (often with platinum),
  iridium is a white metal.
  Beryllium ( sp): A pale grey metal, usually with a dull lustre, it is used in
  jewelry and some weapons. It is favored by the Loari and found in Kuluku
  baws.
  Bronze (. sp): An alloy of copper and tin, bronze is used for coinage, tools
  and implements, and cast sculpture.
  Titanium ( sp): A rare element used mainly to make exceptionally hard
  steel alloys.
  MAGICAL MATERIALS
  The description of these materials is provided more for general
  information than for trade purposes. It is unlikely that PCs will elect
  to become miners or traders in magical ores. Rarely will they
  encounter these items in ingot form, but for reference their value in
  silver per ounce of refined material is given. For their bonuses in
  weapon form, see the Atlas Addendum, pg .
  Arinyark ( sp): A metal which absorbs and retains raw Essence radia-
  tions. Working like a battery or capacitor, it constantly absorbs ambient
  Essence and can be ‘tapped’ like a Flow of Essence and thus utilized. It does
  not work in the same manner as a Spell Adder, however, and cannot store
  specific spells. It is bluish-green and can be polished to a dull luster. The
  absorptive qualities can be an effective defense as well: a full suit of armor
  with Arinyark lamination will add  to the wearer’s RR (or subtract 
  from an elemental spell attack roll).
  Eog [Black] ( sp): Can inhibit or even nullify all non-Dark Essence in
  the same way White Eog inhibits Evil Essence.
  Eog [Grey or ‘common’] ( sp): An extremely hard metal, it is brittle in
  its pure form, but when combined with certain other elements the
  resulting alloy can be used to make superior weapons and armor. It is
  enchanted, and ‘common’ Eog has a dull silvery luster. An addition,
  certain pure types of Eog have the power to locally inhibit the Flows of
  Essence (see below).
  Eog [White] ( sp): Can limit the powers of Dark Essence (i.e., Essence
  originating from the Unlife). Eog’s inhibiting power varies with the
  amount and proximity, but a chamber lined with White Eog panels "
  thick would prevent all but the most powerful Evil magicians from casting
  a spell. (See Essence Inhibiting Materials below.) Note that, while a Magi-
  cian inside this chamber would have trouble casting spells, his Power
  Points are not actually drained.
  
  
  Eidolon: City in the Sky
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  Ithloss (up to  sp; but cannot be worked by any known means, so few
  are interested buyers): A strong but light and somewhat flexible metal, it
  is an enchanted alloy created by the Lords of Essence, the secret to which
  has been lost. Armor made of this material is of almost unequalled value
  because of the superior protective properties and its unencumbering
  lightness. Ithloss armor also provides the wearer a + DB versus Elemen-
  tal spell attacks. In appearance it is a light golden color.
  Keron ( sp): A black, very shiny alloy. The substance is strong but flexible
  and holds a keen edge. When polished it has such a high luster that it looks
  wet or oiled. It does not corrode, and should be treated as enchanted.
  Kregora (, sp): An extremely rare, golden metal, Kregora is by far the
  most powerful of the anti-Essence materials. Even powerful magical items
  are temporarily rendered dormant when surrounded by a Kregora-lined
  receptacle. Kregora’s damping qualities are equally effective against all
  realms of Essænce (i.e., Essence, Mentalism and Channeling). Unlike Eog,
  Kregora will sap a spell user’s Power Points, the rate of drain correspond-
  ing to the amount of Kregora. Fortunately for spell users, Kregora is rare
  beyond description and costly (almost) beyond price.
  Laen (-, sp): An extremely hard volcanic glass which can be
  forged into very keen-edged, almost indestructible, weapons. Laen can
  also be tinted, and (vary rarely) is naturally colored. It should be consid-
  ered enchanted.
  Rularon ( sp): A metal, dull silver in color, which in sufficient quantities
  has the ability to inhibit spells of Mentalism. A full helm plated with
  Rularon, for instance, would most likely completely protect the wearer
  from mental attacks (and prevent him from casting any Mentalism spells
  or having any sort of mental contact with anyone). It is a very soft and
  malleable material, and of course, enchanted.
  Shaalk ( sp): An enchanted material, very lightweight, pliable and
  resilient. Thinner sheets resemble the finest white paper but are glossier
  and almost indestructible. When exposed to extreme heat it melts, but
  normal fires do not harm it. Shaalk lockpicks and similar tools can have
  a + bonus.
  Star Iron (up to  sp; but cannot be worked by any known means, so few
  are interested buyers): Actually an alloy forged using metal gathered from
  certain meteorites. It is extremely strong once worked, though it invari-
  ably has a dull, dark grey appearance. The recipe has been lost with the First
  Era. Star Iron is believed to have other, more arcane powers, but the nature
  of these is uncertain.
  Vaanum (, sp): A strange, extremely rare silver-white metal which is
  believed to exist only on Charón. Blades made of the material have a keen
  edge, and have the strange innate property of being Of Slaying any living
  creature they deliver a critical to. This strange feature is believed to be due
  to the alien nature of the material, and the malevolent origins of Charón.
  Xenium ( sp): Blue-silver in hue, this alloy is created from titanium,
  arinyark and other—more dangerous—materials, which together nullify
  the force of gravity. It is used primarily on the undersides of skyships. The
  exact manner in which this is accomplished, and how Xenium is success-
  fully employed to balance a ship’s mass against gravity, are factors which
  are extremely difficult to calculate. The price given is the ‘street’ value;
  obviously the smiths who created Eidolon and who make the skyships
  were able to make such vast quantities that the relative cost was consider-
  ably less.
  OTHER RARE MERCHANDISE
  Many other rare and unusual items pass through Sel-kai and
  Eidolon, including hundreds of varieties of spices, herbs and other
  materials. These are covered more specifically as part of the trade
  network and in Part XII, discussing commerce and prices.
  2•TELLING TIME
  The Kulthean day is divided into twenty-five hours (for reasons
  now lost to history). Clocks fall into one of two categories: most
  common are those with one hand which are actually divided into
  twenty-five parts. Others are broken into five parts, with a slow hand
  designating fifths (or “Quintars”) of the Kulthean day; a secondary
  hand passes through the same five parts of the round clock face to
  designate the hours. Clocks which chime signal the hours in long
  and short rings, or two tones, the Quintars rung first. The five
  Quintars have names which are the usual reference rather than a
  number. They are: Morning, Midday, Evening, Night, and Predawn.
  Most Kulthean clocks are set by the Vernal Equinox: The first hour
  of the first Quintar begins as the first rays of the sun lift over the
  horizon.
  Simpler clocks only have the slow hand and designate hours only
  by how far it has moved between Quintars. It has not yet become
  necessary for the precision of a “second” hand in general timekeep-
  ing. Certain scientists such as Astrologers have special instruments
  for very accurate timekeeping, required for accurate star-study.
  3•LANGUAGES
  Following is a listing of the common languages of Emer. Shay or
  Erlin are both used heavily in Sel-kai.
  LIVING TONGUES
  Arlak: The language of the amazon people of Sarnak; it is remotely derived
  from Old Emer.
  Chíra: The chirping tongue of the avian species Hírazi.
  Danari: Spoken by the people of Danarchis, it is related to Old Emer, and the
  closest living tongue to that ancient language.
  Dyar: (Dark Elvish) Originally a dialect of High Elvish, this tongue has
  changed over the years and now has only faint—and sinister—resem-
  blances to its parent language.
  Erlin: (‘Speech of the Forest’; Wood Elvish) While not as ethereal as Iylar,
  the Erlin language has a musical quality. It is more accessible to mortal
  tongues, and is often a ‘common’ language between cultures.
  Itanian: Actually a dialect of Old Emer, this language is very similar to the
  ancient tongue, but has a large vocabulary of its own.
  Iylar: (High Elvish) One of the very few languages which truly spans the
  globe, High Elvish is a beautiful and ancient tongue, songlike and mystical.
  Men cannot speak it properly.
  T
  T
  
  
  
  
  
  K
  T
  M
  M
  N
  P
  M
  M
  E
  N
  
  
  
  �
  Part One: Terminology & Background
  
  Kuluk: The ‘personal’ language of the Kuluku, a guttural tongue with varied
  inflections and highly dependent of facial expression.
  Lugro: The language of the evil Lugrôki warrior-race.
  Mavaun: A tongue shared by the Lankan and Pochanti peoples—though
  each has a very different dialect.
  Miir: The language of the Miirian states; descended from Old Emer.
  Muri-Elven: a dialect of pure Erlin, it is spoken in NE Emer—including the
  isles of Vog Mur and by some in Sel-kai.
  Rhaya: (‘The Tongue’) The predominant language of Jaiman, though there
  are seven very distinct dialects.
  Rhiani: Language of the Equestrian tribes of Uj.
  Shay: The ‘common’ tongue of Emer, it has many dialects.
  Shulur: (Aquatic Elvish)† A sonar-like language of high-pitched sounds; no
  other race can speak this tongue except mer-people and dolphins.
  T’loc-loc: the unique clucking tongue of the people bearing the same name
  located in Silaar, it is nothing like any other language in Emer.
  Taal: the tongue of the Talath of Bodlea, it is complex and beautiful—and
  similar to the language of the Myri of Jaiman.
  Troll: What you might expect. It is rather limited in vocabulary and
  sophistication.
  Uluka: A singsong, birdlike tongue the Kuluku use for long-distance
  signalling.
  Vajaari: An unusual slurring language, it is unrelated to Old Emer, and its
  origins are a mystery.
  DEAD TONGUES
  GM Note: the learning opportunities for these languages would be
  very limited.
  Enris-Sokal: While technically dead, it is very much alive in the halls of the
  Nomikos Library and other scholarly institutions (many very old tomes
  are written in Enris-Sokal). Originally the language of the Terenians (an
  intellectual society in southern Palia during the late Second Era), it was
  carried across the seas by students of history who studied there. It is a very
  concise tongue (both written and spoken) with a large vocabulary and
  complex structure. Learning it is difficult (assuming you can even find a
  teacher).
  Iruaric: The language of the Lords of Essence. In its ‘true’ form, it was
  partially telepathic and powerful. It can be learned in a relatively innocu-
  ous form by other races. It is related to the Primal Essænce and the extent
  of its true power can only be guessed at.
  Kugor: Language of the Dragonlords (and other mighty drakes); not
  commonly spoken or even known of by most peoples.
  Old Emer: From c. TE , to c. , the entire continent of Emer was
  united under one Emperor and enjoyed a renaissance of culture. The
  people spoke one language (called Emerian at the time). Now little is left
  of this civilization except a few ruins and the isolated, often barbaric tribes
  which inhabit the inland areas. (Most coastal areas are inhabited by
  immigrants.) The indigenous peoples speak varying corruptions (most
  unrecognizable) of Emerian. Old Emer was brought to the continent by
  the Laan and is unrelated to Shay, the current common tongue.
  MAGICAL TONGUES
  Many of these are languages known as part of the process of
  becoming a spell-user, and utilized as part of learning and casting
  spells. Others are more arcane (and dangerous).
  GM Note: the learning opportunities for these languages would be
  very limited, and in some cases would be prohibited unless the
  student was of the correct profession. The GM may wish to consult
  Rolemaster Companion I pp - for hints on the use of magical
  languages.
  Aludos:* The language of enruning (Essence).
  Enruth:† Tongue of plants and growing things; also of repelling Undead
  (Channeling).
  Krônyt:* The language of Symbols and Glyphs (Channeling).
  Kuskarûk: An arcane language utilized almost entirely by Magicians of the
  Unlife (used in the summoning of Demons).
  Logos:† (‘The Word’) The tongue of word-thoughts (Mentalism).
  Mogradoth:† Language of the demon-lord Agoth and its minions.
  Sylmaria: Speech of the Flows. Almost musical in nature, it allows control
  of the Flows of Essænce. This language is very difficult to learn. Its teaching
  is closely guarded by Loremasters and Navigators.
  Uscurac: “Common” Language of the Essence, used by Mages and Sorcerers
  in their spells.
  Var Arnak: Language of the High Priests of the Unlife. A word in Var Arnak
  can kill.
  Xytos:† Language of Power-words (Essænce).
  * Denotes Written only
  † Denotes Spoken Only
  4•PEOPLES OF SEL-KAI
  The following paragraphs present an overview of the racial types
  which are often encountered in Sel-kai. It is an unusually cosmo-
  politan group.
  Some of this information is reprinted from earlier source mate-
  rial. It is presented here in summary format; those seeking system
  information are directed to the Emer and Master Atlas books.
  ELVES
  Elves are very similar to humans, except they are generally taller
  (males ‒, ‒ lbs; females, ‒, ‒ lbs) and
  have elongated ears with points at the top, slightly larger eyes, and
  more delicate features. While it is generally assumed among human
  races that Elves are immortal, some do seem to age, and have even
  been known to die (they can also, of course be killed). The fact that
  some age may be attributed to intermingling with mortal races.
  L
  The Linæri are the more philosophical of the two branches of the
  High-born Elves (‘Iylari’). They possess golden-blond hair, blue
  eyes, and fair skin. Tending to be lean yet strong, the Linæri have an
  understated power.
  Linæri prefer open spaces to structures, and when they build
  homes they are always very airy designs filled with light and warmth.
  True to their name, the Linæri are a musical people.
  L
  The Loari have raven-black hair, predominantly brown or hazel
  eye color, and often pale skin. They also tend towards a heavier bone
  structure, with muscle mass to match. A Loar warrior is without
  match among the humanoid races, except perhaps by a Laan.
  While the Loari love nature as much as the Linæri, they seek to
  unlock its hidden secrets rather than enjoy it in its untouched state.
  They are unsurpassed at gem-cutting, architecture, and the making
  and working of alloys. Their egos are also unsurpassed among Elves
  and men—except perhaps by those among their kind who have
  turned to darkness: the Dyari. As a result, the Loari are often
  considered arrogant and condescending by other peoples. They are;
  though fortunately this seems generally to be a passive conceit rather
  than an aggressive one. The Loari show little desire to conquer and
  rule other races. Instead they seem content to flaunt their superior-
  ity.
  
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  Eidolon: City in the Sky
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  E
  Also known to some cultures as Wood Elves, Erlini are less tall
  than the other Elves by ‒; most often have sandy hair and light
  blue, green, or grey eyes. Erlini have a slightly higher fat percentage
  in their body mass than the High Elves, but this only gives them a
  more ‘well-fed’ look; as with all other Elven peoples, their metabo-
  lism virtually prevents the possibility of an overweight Elf. While less
  athletically intimidating, they are at least as agile as any creature on
  two legs.
  Like the Linæri, they prefer to live close to nature in her unaltered
  state. When they employ tools and structures these are always subtle
  and clever of design, simple yet practical.
  These are the most prevalent of the Elven-kind by far, and in
  many areas they have interbred with mortal groups to create hybrid
  races. (See Half-elves below.) When a culture of Erlini has been
  isolated for a long period, they are very shy and resist becoming
  involved in the affairs of humans or High Elves.
  D
  Despite their name, the Dark Elves do not have darker skin than
  their brethren; in fact they are often very fair-skinned, and have pale
  or even white hair. Their ears frequently have more pronounced
  points than the other Elves; their eyes are grey, black, or sometimes
  amber. Like the Loari, they are often physically very intimidating.
  The Dark Elves are an almost invariably evil race of Elves, whose
  talents and tendencies lean heavily towards the magical arts, often
  the darker sides. They are cunning and cruel, ambitious to the end.
  The Dyari are what becomes of Loari conceit coupled with a match-
  ing ambition and a lack of morality. Many are followers of the Dark
  Gods—especially Moralis and Inis.
  S
  Aquatic Elves are a rare and elusive breed of Elves having both
  gills (hidden inside their throats) and lungs, able to exist equally well
  on land or in water. Shuluri physically resemble Iylari, but are very
  Two Loari Elves: an artisan, and an aristocrat from Námar-Tol
  
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  Part One: Terminology & Background
  
  pale, with blond or white hair. They also have slightly webbed hands,
  elongated, webbed toes, and an inner eyelid which helps to protect
  the eye while underwater. Aquatic Elves are nearly identical physi-
  cally to the High Elves but have somewhat more stamina due to the
  rigors of moving through their aqueous environment. They are
  nearly as shy as the Wood Elves. Occasionally, an adventurous sort
  leaves his ocean home to explore the world above. He may even
  develop ambitions and goals there. Such Elves have lived this way for
  decades before anyone learned that they were any different from the
  Elves of the land.
  T-
  The variety in Half-elves stems not so much from the subtle
  variance in Elves, as the more pronounced differences between the
  Mannish races. The common different kinds of Half-elves are noted
  in the race chart in the Atlas Addendum, with stat differences.
  The Ky’taari of the Mur Fostisyr and the Sulini of Tanara are
  examples of this fusion; there are numerous other cultures whose
  people are—as a group—descended from an Elven-mannish mix.
  HÍRAZI
  The Hírazi are a rare winged race (suspected to be another
  bizarre experiment by the Lords of Essænce long ago). The Hírazi
  found in certain areas of Emer are like large, muscular humans,
  with wide shoulders to support their wing structures. They average
  ‒ tall.
  But their appearance is misleading, for their bones are hollow
  and their muscles have a unique structure which makes them very
  light. This race is in fact rather fragile.
  All have golden brown skin and white or blond hair. Their
  fabulous wings—actually made of feathers like those of a bird—vary
  in color from blue to white to gold, often a combination of the above.
  GM Note: the Emerian Hírazi vary from the common Hírazi
  described in the Master Atlas Inhabitants Guide; they may in fact
  be a completely different race.
  JAADERI
  The Jaaderi are an ancient people who make their homes in the
  plains of Tai-emer. Robust and often powerfully built, these people
  control much of that region. Their skin is a red-brown, with green,
  brown or hazel eyes and straight brown hair; they average ‒
  in height. Other distinguishing features include a large, hooked
  nose, full lips, and large earlobes.
  Jaaderi are seen occasionally in Sel-kai, mostly traders passing
  through.
  JHORDI
  The Jhordi (pronounced ‘jord-eye’, at variance with normal
  Iruaric pluralization) have no body hair, are tall (‒⁾ and tend
  to be big-boned (and usually muscular). Their ears are large but
  rounded, their skin very pale with a faint bluish tint. The only
  clothing they wear is an array of necklaces, bracelets and earrings
  studded with semiprecious stones, and a skirt or shorts of a virtually
  transparent shimmering material. They take evident delight in
  creating discomfort for the more ‘modest’ cultures. In truly cold
  climes, they do don a coat of plush white fur.
  If Jhordians can speak, one has never been heard; instead they
  communicate exclusively through mind-speech. Few but the Steers-
  man have ever had contact with the world outside their sheltered
  homeland, but all seem to possess the telepathic ability, in addition
  to other Mentalist powers of varying level. In effect, they all have the
  equivalent of the Mentalist Base list Mind Speech to th level, and
  can use these powers at will with no expenditure of Essænce power.
  This lends weight to a Loremaster theory that the Jhordi are not
  native to Kulthea and may in fact be (relatively) recent arrivals—
  certainly since the end of the First Era.
  A Jhordi woman has never been seen by outsiders; it is conjec-
  tured that they are kept sheltered and hidden for cultureal reasons.
  Among the few who have inquired about females of the species, the
  lucky have been spat upon; the unlucky have had their necks broken.
  LAAN
  The Laan tend to be even taller than the lordly Elves (‒ in
  height) as well as more heavily boned and physically stronger than
  all but perhaps the Loari. In return they are perhaps less nimble than
  the Elven-kind. Their hair is dark brown or coal black, eyes blue, grey
  or occasionally a bright green, and they tend to be fair-skinned, from
  very pale seeming to a ruddy but light complexion. Few of the men
  sport facial hair (many cannot grow facial hair). The Laan are great
  warriors, leaders and empire-builders: their ambition matches their
  great stature.
  Through history on Kulthea, the Laan and the Loari Elves have
  frequently found themselves at odds with each other, each driven by
  a sense of racial superiority and an overriding ambition to control
  their destiny. It is true that both races are of above-average intelli-
  gence, stamina and strength; it is perhaps fortunate for the other
  peoples of the Shadow World that they bear few children.
  SHAY
  Made up of a mixture of several racial subgroups, the Shay
  peoples are smaller than most other races (averaging ‒ tall),
  but hardy. They usually have brown hair and fair skin, with eyes of
  any color. They are most prevalent in Tai-Emer and the southern
  and central regions of Hæstra.
  TALATH
  The Talath are a hardy race, blond and blue-eyed. They have
  cultures in Northern Hæstra, and because their appearance suggests
  a people of a cooler clime, are believed to have migrated from
  Jaiman. Loremasters who are learned in matters of race are confi-
  dent that the Talath are indeed related to the Myri of southeast
  Jaiman.
  Powerfully built (‒ tall), the Talath are of amazing size
  and strength. Most have a fair countenance and virtually no body
  hair; the men are beardless. Both sexes are big-boned and have a
  strength borne of a life of hard work and pure spirit.
  Tending to be a people of simple means, the Talath have never
  been empire builders, preferring to live in small villages tending
  their sheep and crops. They are often ruled by other peoples, but
  even this seems not to phase them overmuch—as long as it is a
  benevolent reign. The make terrible slaves, protective of personal
  freedoms, and if they are assailed by servants of the Unlife they fight
  with a fevered determination.
  Y’NARI
  Concentrated mostly in the northeasterly regions of Emer—
  especially the hills of the great Silaaran peninsula—the Y’nari are a
  quiet people. Small but hardy (averaging ‒ tall), they have
  fair skin and little body hair, but scalp hair is thick and while it can
  be straight or curly, it is almost always black (or, in rare cases, silver).
  Eyes are usually brown or amber, and a distinguishing feature is the
  epicanthic fold (the small overlap of skin over the eyes, giving
  them—in Terran Terminology—an ‘oriental’ look). Y’nari also
  have ‘flattened’ features: small noses, wide, prominent cheekbones
  and forehead.
  
  
  Eidolon: City in the Sky
  �
  AD        -,
  sending the small barge gliding forward. It slid up alongside a low
  bobbing jetty. Rope in hand, the youth leapt agilely onto the ﬂoating
  dock and hauled his boat hard against the landing. Bare feet gave better
  traction than any shoes. On board, his precious cargo of six wine casks
  remained nestled in the bilge.
  “Halloo, Divad!” He called up. A few rays of the noon sun ﬁltered
  down between the looming buildings here in the Old City. They fell on
  a narrow door about six feet above the jetty, and a steep stair connecting
  the two. A  youngish man  with curly black hair and kicked open the door and
  squinted into the space over Tad’s head.
  “Down here, Div!”
  The proprietor of the Cold Barley Soup Kitchen looked down as if it had never
  occurred to him that someone might be at his jetty, then his confused expression
  turned to a smile. “Oh, Tad, here with my wine!” Wiping his hands on a ﬁlthy
  apron, he leapt down the stairs and onto the landing, causing boat, boy and ﬂoating
  pier to bob wildly. Divad Taminger knelt to examine the casks carefully, inspecting
  the Gryphon Vineyards seals with an intensity which belied his usual, somewhat
  vacuous demeanor. “Not that I don’t trust you, Tad,” he muttered, “but one never
  knows these days… someone could have watered down this otherwise excellent
  vintage.”
  •␣PART II␣•
  SEL-K AI: AN OVERVIEW
  
  �
  Part Two: Sel-kai: an Overview
  
  1•LIFE IN SEL-KAI
  In a metropolis as large and complex as Sel-kai City, it is diﬃcult
  to capture the essence of day-to-day life in a few words. The lower
  classes labor in sweatshops or on the canals most of their waking
  hours to make a scant living. The wealthy spend their time in leisure
  activities such as conversing, studying, and creating works of art and
  literature. Between these extremes are thousands of artisans and
  those in service professions who make a fair income yet lack the
  wealth to have real luxuries.
  While there is little ‘heavy industry’ in the city itself, still the air
  is ripe with a cacophony of smells. The reek of ﬁsh, tanning agents,
  fabric dyes, sewage, smoke from cooking and smelting ﬁres, incense,
  oils and perfumes all ﬁll the atmosphere in Sel-kai. Sometimes a
  visitor feels inundated—as is often the case with rural peoples
  coming to a large city—but after a few days the nose grows accus-
  tomed to these strong odors.
  P  H
  Sel-kai, like any city in a medieval environment, owes much of its
  growth to the inﬂux of people from rural environments rather than
  genuine internal population growth. Even with healing herbs and
  magical disease-prevention techniques, living conditions for the
  majority of inhabitants in any large city are rather unhealthy.
  Medicine is delivered inconsistently. The concept of a ‘doctor’ is
  virtually unknown; there are a few Lay Healers who serve the
  wealthy, bu the majority of Sel-kai’s inhabitants turn to herbalists or
  apothecaries for remedies to their ills. Herbs and chemicals are
  available to those with the money, so the well-to-do are generally a
  healthier group than those who live in the poorer districts. Healing
  of wounds and certain diseases is available through a handful of
  religious orders, but such is only administered to the devout, or  after
  a considerable monetary gift is given.
  R  ‘S’
  Despite the relative intimacy of the Kulthean pantheons, and the
  very real effect gods can have in the day-to-day lives of mortals, the
  very multiplicity of religions has limited church powers as a force in
  most Shadow World societies. Only in certain areas where one faith
  or cult dominates do religious leaders carry considerable political
  and cultural authority. Otherwise they are limited to a secondary
  importance, called upon only when more pragmatic means of
  solving a problem are exhausted.
  In Sel-kai, religion has seen a continuous slow decline in impor-
  tance from even this unsure footing. With the advances of ‘technol-
  ogy’ (many introduced by the Loari Elves of Námar-Tol) and a
  growing humanistic, artistic community funded by wealthy mer-
  chants, religion—as real as it is—ﬁnds itself increasingly in a posi-
  tion as a superstition, recreation or minor inspiration. This is not to
  say that the names of various gods are not on the lips of virtually
  every citizen every day, usually as part of an angry or surprised oath,
  however.
  Currently there are perhaps a dozen religions recognized on an
  equal footing with lesser guilds. In addition, the Cult of Andaras and
  Church of Neela are each of suﬃcient following and importance that
  they have seats on the Privy Council.
  E
  As with so many things in Sel-kai (and in any mediaeval to
  renaissance society), the wealthy and privileged continue to main-
  tain their supremacy not only through raw wealthy but through the
  additional power that a superior education can give them.
  Laborers (sailors, boatmen, casual laborers) rarely know more
  than the rudiments of reading and writing (those that are ‘learned in
  letters’ are ﬁercely proud of it); they are taught by parents at home.
  Domestic servants are sometimes better educated.
  Interestingly, the skilled laborers (artists and artisans) are be-
  coming better educated in some ways than the merchant nobility.
  This is due to the well-organized guild system and excellent school-
  ing provided by guildhouses.
  The wealthy range from extremely knowledgeable (those who
  attend universities and learn several languages, science, literature,
  mathematics and extensive history) and somewhat educated (some
  skill with mathematics, careful training in the Shay language and a
  smattering of Erlin).
  2•ANATOMY OF THE CITY
  Sel-kai City is over forty-four centuries old. Think about it. Four
  thousand, four hundred years is ancient by any standards. It has
  survived ﬂoods, earthquakes, ﬁres, attacks, and just about every
  political upheaval imaginable. Certainly it is not the same city it was
  even ﬁve hundred years ago, but it has about it a certain atmosphere
  of great age, a half-forgotten scent of a lost era… or perhaps it is just
  rotting ﬁsh under the piers.
  Tad rolled his eyes. “I assure you, Div, that they haven’t been out of my sight
  since they left the Gryphon docks.”
  The Tavernkeep smiled, this time somewhat absently. “They look ﬁne, Tad.” He
  counted out the twelve bronze pieces. “Now if you’ll help me unload these, I’ll give
  you a good hot meal and maybe even a taste of this glorious drink.”
  �
  �
  �
  The following chapter focuses on several aspects of Sel-kai, from the structure
  and makeup of the capital city itself to the various classes of inhabitants, to the
  nature of daily life in this very large metropolis.
  The chapter is applicable mainly to Sel-kai City, since Eidolon is more an
  artiﬁcial environment than a true organic city, but there are notes at the end of
  many sections which make speciﬁc references to Eidolon in comparison to Sel-kai.
  Decorative Mask, Sel-kai
  Customs Oﬃce rain gutter
  c. 
  
  
  Eidolon: City in the Sky
  �
  Built upon hundreds of platforms of varying stability, Sel-kai is
  literally a vast maze of small islands in the river, and most of her
  major streets are in fact canals. The City rests in the Sharhya river
  delta, a fan of waterways which rise and fall, sometimes inundating
  Sel-kai, and sometimes leaving the city squatting upon a stagnant
  mire. These events are fairly rare, however, and the water level
  seldom dips or surges more than three feet away from its usual
  summer height. Thus the Sharhya provides transportation and
  sewage—and the ﬂowing waters also supply power to the innovative
  waterwheels scattered through the city. But one does not drink from
  the Sharhya below the First Bridge far upriver from the City. Popular
  lore says that one sip of ‘canal water’ spells a grisly demise.
  T
  Sel-kai’s intra–city canal system is virtually unique on Kulthea—
  certainly there is nothing to rival it in size. While most important
  cities are situated on the banks of a river because of the trade
  advantages, few have brought the river into themselves with such
  intimacy. Horses in Sel-kai city are illegal; the only carts are hand-
  drawn. This makes for a quieter and (in one way) cleaner environ-
  ment, and has allowed the builders of the city to make streets far
  more narrow than possible in other urban environments.
  Two basic kinds of craft ply the narrow, twisting waterways of
  Sel-kai: narrow, agile skiffs used for passenger travel, and ﬂat-
  bottomed barges used more to carry cargo and merchandise. Smaller
  barges can still be operated by one person, but most have at least two
  crewmembers. These craft are all operated principally by poling, as
  the canals are rarely more than ten feet deep—and some canals are
  literally too narrow for long oars!
  Hundreds of bridges span the canals, linking islands on more
  than one level. Some spans are of stone, but most are of wood with
  elaborate truss structures. Sel-kai’s bridges are not only beautiful but
  often wonders of structural engineering. Designers have come from
  continents away to study the bridges of Sel-kai.
  Periodic dredging of the canals and riverways adjacent to the city
  is necessary to prevent them from silting up.
  F  W
  Virtually all of the city’s food is brought in by boat, supplied by
  the surrounding countryside and nearby islands.
  Some drinking water is obtained from a few deep wells, but
  potable water is primarily secured from rain, collected from the
  roofs and held in cisterns. All larger buildings have gutter systems to
  trap rain and divert it to underground cisterns. From there it can be
  pumped back up when needed.
  S
  Sewage is a simple matter in Sel-kai: dump it in the river. But
  while the Sharhya River is constantly ﬂushing away undesirable
  material, there are still disadvantages to this system. After all, one is
  essentially living above one giant open sewer. In the hot, late
  summer when the river grows sluggish, the smell in the inner canals
  can become unbearable.
  The more well-equipped homes and palaces actually have inte-
  rior plumbing, including a sink, bathtub and toilet. Hot running
  water is not available (but there are servants to attend to that for the
  wealthy). Less prosperous households use either the more common
  chamberpot or often a privy.
  H/C
  While snow is not very common in Sel-kai, there can be bitter
  cold snaps, made more penetrating by the ever-present dampness.
  Residents heat their homes by burning wood and charcoal in small
  stoves and ﬁreplaces.
  Sel-kai has the advantage of some of the best glassblowers and
  cutters in the known world, allowing them windows of unprec-
  edented size and design. Most can be covered with shutters or
  opened to allow cooling breezes to waft through the apartments.
  T I
  Little of Sel-kai is actually built upon naturally formed land.
  However, at the heart of most of the districts lies an island originally
  formed by the ﬂows of the Sharhya. It was upon these sandy hills that
  Sel-kai began. Docks were built to make access from land to water
  more easy, and wood pilings were driven in some areas to control
  erosion.
  It took only a few decades of prosperity for the city to outgrow the
  few solid land masses in the delta. Most of the land on either side was
  useless marsh, so the city leaders began the project of expanding the
  existing islands. Deep piles were driven and the docks were extended
  and interlinked. Soon structures sprang up on the docks themselves.
  The river was dredged and the silt used to create more islands. Piles
  were driven to hold back the earth, and crushed rock was mixed in
  to create a ﬁrmer foundation. Some islands actually have stone or
  concrete foundations, but the former are few and the latter are all
  new, concrete being only a recent development.
  B
  The more important buildings of Sel-kai (and the ones on solid
  ground) are constructed of stone, while the vast majority are built of
  locally-made brick. Structures on docks are of necessity also made of
  wood, as any sort of stone or masonry would be much too heavy.
  Most of the brick buildings are faced with a stucco, either tinted or
  painted. Roofs are usually terra-cotta, though there is an occasional
  copper or tin sheathed structure. Many buildings in the city are
  actually made mainly of wood, a fact which makes the residents
  pyrophobic.
  Flooring is usually polished wood, though villas and government
  buildings often have beautiful polished marble ﬂoors. Less wealthy
  homes built on solid ground have either brick on the bottom storey
  or even packed earth.
  Interior walls are of wood, often accented with tapestries. Wood
  is in tremendous demand in Sel-kai, and the inhabitants have had to
  pay considerable sums for oak, ﬁrs and larch from the Silaari hills,
  and even as far north as Jaiman.
  3•THE CLASSES
  The merchant-lords of Sel-kai have ﬁrmly established their
  dynasties, as have most of the craft guildsmen, leaving the laborers
  with little chance to rise above the near-poverty level in which they
  have existed for untold generations. Yet the reality of the rigid class
  structure of the city fails to daunt the spirit of enterprise in the lower
  classes, and sometimes the lines of status are crossed.
  THE WEALTHY AND NOBILITY
  Sel-kai has always been a place controlled by coin rather than
  blood-right or religious authority. Although some of the powerful
  mercantile groups have evolved into dynasties resembling more
  conventional nobility than corporations, it is still wealth which
  allows them to remain in political power. Even the Prince of Sel-kai
  is usually a man chosen because of his business and diplomatic skills.
  As the centuries have passed, certain families have arisen as the
  merchant-nobility. Ullizi, Taminger, Vorhese, Baragon, Elgata,
  Jurgon and Tharal are all names with a lineage going back for
  hundreds—sometimes thousands—of years. These are but a few of
  literally dozens; however, the merchant class is by no means a small
  elite group. It should also be remembered that only the most wealthy
  
  �
  Part Two: Sel-kai: an Overview
  
  of these families possess a life of leisure; most still work long days in
  oﬃces or travel hundreds of miles to far-ﬂung branches. Many
  younger members of distaff branches have little to look forward to
  except a life in a dim chamber with a worn barka, counting someone
  else’s sellini.
  ARTISTS AND ARTISANS
  While generally not on the same level as the merchant class, the
  artists and craftsmen of Sel-kai hold a special station. The leaders in
  this community have on occasion risen to a level of prestige which
  effectively makes them as celebrated (and wealthy) as their mer-
  chant beneﬁciaries. But artistic skill is not as easily handed down to
  offspring as is business training.
  Current luminaries are treated with anything from awe to grudg-
  ing professional respect. A few are true celebrities, mobbed when
  seen in public by adoring (usually youthful) followers.
  In Sel-kai, Artists and Arti-
  sans are not just those who cre-
  ate works of art, music and ar-
  chitecture, but scholars, athletes
  (there are monthly games held
  in a great complex inland) and
  most professional spell-users.
  Less glamorous members of the
  middle-class are traders, accoun-
  tants and the more skilled cloth-
  iers and various smiths.
  A
  Children (usually but not
  exclusively boys) enter appren-
  ticeship at about age . They are
  employed as semi-skilled work-
  ers by a Master Craftsman for ‒
   years. Apprentices work in
  larger shops and guildhalls, of-
  ten performing support chores
  and running errands. As they
  grow older and more familiar
  with the craft, they are permitted
  to do simple, repetitive opera-
  tions disdained by Masters and
  Journeymen.
  When a youth is deemed
  ready, he is elevated to the rank
  of Journeyman.
  J
  Each journeyman serves di-
  rectly under a Master Craftsman
  for - years; at the end of this period he is required to take a test to
  prove his skill. This examination often takes the form of an actual
  work of craftsmanship, judged by a committee of Guilded Crafts-
  men. Assuming the Journeyman passes, he is elevated to Craftsman
  and given full Guild membership.
  M C
  These are the most accomplished in their ﬁeld, recognized by
  their peers as true artists. Whether these men (and sometimes
  women) work stone, gold, steel or cloth, they are respected members
  of Sel-kai society. While their trade does not usually convey the same
  ‘elitist’ glamor as the upper echelons of the merchantmen, they have
  a niche which has its own stature and honor.
  LABORERS
  The majority of any city’s inhabitants in a society such as Sel-kai’s
  is formed of manual laborers—those who carry out the designs and
  manipulations of the upper classes.
  S P
  Actually, this group hovers on the class scale somewhere between
  the artisans and the real labor classes. Service people include those
  who operate taverns and inns, those who are shopkeepers but not
  ‘accredited’ craftsmen.
  C L
  Among those who perform construction and other labor-inten-
  sive crafts, casual laborers make up by far the greater part of the work
  force; the skilled workers usually only performing selected tasks or
  in a supervisory role.
  S
  Household employees of the
  wealthy merchant families, these
  domestic servants make up a
  relatively small portion of the
  manual labor force. The more
  attractive offspring of labor fami-
  lies are often chosen for the
  ‘honor’ of domestic service.
  B
  Boatmen must be distin-
  guished from the men who man
  the larger sailing vessels. These
  pilot small craft designed only
  for transport in and about the
  city, and perhaps up the Sharhya
  river. The boatmen are among
  the city’s most interesting
  groups, as they have formed a
  loose association amongst them-
  selves. They are known to look
  out for each other, and a peculiar
  system of honor exists between
  these men and women whom
  the upper classes consider to be
  little better than vagabonds.
  S
  These are the crewmen of the
  numberless ships based out of
  Sel-kai and Eidolon. Oﬃcers of
  private vessels are almost always
  appointed from among the merchant families themselves.
  The Prince’s navy has oﬃcers who have risen through the ranks,
  but the majority are men who came from an easier background.
  Most crewmen are rankless sailors and can expect to remain so for
  their professional lives.
  Sailors consider themselves a rank above dockworkers and other
  casual labor professions, for crews of sailing vessels are well-trained
  and pay is commensurate with skill and length of time on board.
  Crews of the glamorous skyships often make three times their
  ocean-bound cousins, but the training is rigorous and the risks
  considerable.
  
  
  Eidolon: City in the Sky
  �
  D
  Strong men who labor long hours on the docks of Sel-kai City,
  these are usually in the employ of the mercantile houses and
  warehousers. Many are only casual labor, hired for the day or until
  a speciﬁed number of loadings/unloadings is complete.
  THE POOR
  Every city has its indigent population and Sel-kai is no exception.
  (Eidolon has no such group, but as mentioned before, it is not a true
  city. No vagrant could afford a trip to the sky-city, and any caught
  stowing away would be summarily returned to the earth.)
  PUBLIC SERVICE
  This category includes the interior police force, the military, and
  the hundreds of bureaucratic public servants. These come from
  nearly all the classes, as younger sons or
  daughters in merchant families can ﬁnd
  better-paying work in the government than
  within their own family. There are many
  positions in the mint, customs and in-
  spections divisions, or even in palace ad-
  ministration.
  Intelligent laborers capable of passing
  various tests may qualify for the military
  or even the respected Guardians of Peace
  (called Wardens in the cities; Marshalls in
  the countryside).
  CRIMINALS
  While the City Wardens are not to be underestimated as an
  eﬃcient and dependable protective force, there is an inevitable
  crime element in Sel-kai City.
  G
  Several gangs plague Sel-kai City, especially in Canal Maze,
  North Delta and Sighing Docks. Youths—usually boys between 12
  and 20, sons of laborers—form intimate fraternities with elaborate
  initiation rites and loyalty oaths. To give more acute meaning to
  their groups, they claim territories and ‘defend’ them against similar
  groups. While these gangs usually only create trouble for each other,
  their violence can sometimes spread to innocent bystanders. Most
  gangs have distinctive garments or jewelry which ‘brothers’ wear to
  proclaim their membership.
  U C
  Smuggling is an ongoing (though not overwhelming) threat to
  Sel-kai’s tax revenues, as is the booming black market inevitable in
  any city. The government blames the boatmen, while they in turn
  accuse the ship captains of dishonesty.
  Raids occur regularly—with enough fre-
  quency to keep operations well below
  crisis proportions—but bootleg mer-
  chandise continues to ﬁnd its way into
  the shadowy shops of Sel-kai. There is no
  sign of this status quo altering signiﬁ-
  cantly.
  S C
  By far the most dangerous threat to
  the visitor to Sel-kai is a random street
  assault. The lone, unwary and ostentatiously dressed adventurer out
  wandering in Canal Maze late at night is quite likely to wind up ﬁsh
  food in a canal, relieved of all his wealth. The more fortunate are
  merely robbed or knocked unconscious, but there are many in the
  city who would not think twice about slitting some rich fool’s throat
  for a handful of silver.
  “Take solace in the fact that all
  things come to an end. I do not
  dictate your fate, I merely foretell it.
  The future is as inexorable as the
  past. I am the Harbinger of Doom.”
  — T N O
  
  �
  Part Three: The Realm of Sel-kai and Environs
  
  ALLIN,   ,” F M V
  Larigon smiled benevolently at the young man who looked up with eyes
  full of joy and trust.  The Chancellor of Andasai College placed the
  amulet of indoctrination about his star pupil, eyes agleam before the
  gathered students and faculty.
  Larigon’s smile was as much to himself as to the youth. Smiling and
  plotting the course of this boy’s life under his expert guidance and
  supervision. Tallin is the brightest of a galaxy of luminous stars. He can
  serve me well in the years to come. The first task will be to free him of the
  shackles of emotional bondage.  The feelings he has for the young woman Laurianne
  will have to be suppressed; then we will replace them with loyalty to the College… and
  me.
  But Larigon underestimated his student.
  Tallin Vedui had long ago read the elder Mentalist’s intentions and taken steps
  to thwart his moves and manipilate his allies. Even now, carefully planted seeds of
  dissention were beginning to sprout. Let him destroy Laurianne; she was a step-
  ping-stone on a path he trod long ago—useless now except as an amusement. And
  eventually, Larigon would be supplanted as governor—but not too soon; not before
  Tallin was ready to take his place. Then we would see who was in control of this city
  of puppets.
  All these thoughts raced in an instant through the powerful mind of Tallin
  Vedui, whose face still bore the innocent flush of youth.
  �
  �
  �
  Sel-kai is far more than a mismatched pair of cities; it is a realm unto itself.
  While the Prince of Sel-kai can claim only a few hundred square miles of territory,
  the seven isles and peninsula which make up Sel-kai are fertile lands strategically
  placed. At the mouth of the Sea of Tears and beside the westerly currents of the
  Melurian Straits, Sel-kai is well positioned to receive ships from many directions.
  The climate is mild, and while the seas can sometimes bring violent weather, the
  people of this wealthy little realm are willing to accept the occasional tantrum of the
  Sea-god Shaal along with his graces.
  •␣PART III␣•
  THE REALM OF SEL-K AI & ENVIRONS
  Column with decoration
  House Alaxatan
  . 
  
  
  Eidolon: City in the Sky
  �
  1•THE LANDS
  Following is a summary of the lands under the control of the
  Prince: seven islands and a long, fertile peninsula.
  T I
  Furthest west of the lands claimed by Sel-kai, Teaque faces the
  long atoll known as the Black Snare. The narrow straits between
  Teaque and this great barren stretch of rock and reef have been the
  death of many a ship through the centuries. Teaque has more rocky
  shores than the other isles, and while there are several plantations
  scattered across it, it is the only isle of Sel-kai which is still primarily
  given over to forest.
  M I
  The southern shores of Murini are calm and the beach smooth,
  while the northern face of the isle takes the brunt of storms from the
  north. Shipwrecks are common—as are treasure-seekers hunting
  through the broken hulls of vessels tossed upon the shore.
  Fortunately, the cliffs along this face protect the inland areas, and
  the island is populated with a number of farms and country villas.
  S I
  Home of Sel-kai City and the heart of the realm, Sel is also the
  largest of the islands. Just over 100 miles in length, Sel is roughly star-
  shaped, with five peninsulas. Sel-kai City is located at the head of the
  long, narrow Sharhya Bay, in the heart of the river delta, fed by
  numerous mountain streams.
  Above the city of course hovers Eidolon, somehow protected
  from all types of inclement weather.
  R I
  A long, narrow isle north of Sel, Resenda is furthest north of the
  cluster, and suffers the fury of storms from the turbulent Melurian
  Straits. As a result, the northern coast of the isle is not densely
  populated. However, several sugar plantations are located on
  Resenda—mostly in the southern foothills. In addition, Resenda is
  the location of three important naval bases: part of the defensive
  perimeter about Sel-kai.
  Q I
  Quente lies furthest east of the isles (though the Kai’sa peninsula
  does curve further towards the sunrise, it lies far to the south). This
  island also has a naval base, and at the tip of that eastern spur there
  stands a tall slender tower, an important navigational beacon for sea
  and air pilots alike. At the pinnacle of the two-hundred foot tall spire
  burns a brilliant blue light, visible for miles through all but the
  thickest clouds and fog.
  T I
  Smallest of the Seven Isles, Travii lies within the sheltered Moon
  Bay, the northeasternmost enclosure of the Sea of Tears. Travii
  boasts many palatial villas and a small naval base, as well as a sizeable
  town on the northern point. All coasts are fine black beaches
  (testament to the volcanic origins of the islands) and a temperate
  clime is the rule almost year-round.
  W I
  Another sheltered, pastoral environment, Whalena supplies a
  large corn crop to Sel-kai City, as well as spices and medicinal herbs.
  Less rocky than her sisters, this island has the greatest percentage of
  arable land.
  T K’ P
  From the northern tip where it faces the Sharhya Bay to its roots
  on Silaar, this twisting tongue of land extends nearly 200 miles. It
  supports a checkerboard of bountiful fields and plantations, and its
  shores are rich with seafood. Along the south there is a stone wall
  manned by Sel-kai troops, guarding this spit of lands from incur-
  sions by barbarians of the northern Silaar mainland.
  2•WEATHER IN SEL-KAI
  Sel-kai City falls under the “Sheltered Coasts” category, as it is
  nestled deep in a narrow bay. Overall the weather in this region is
  relatively mild, but the constant dampness can make a chilly day
  seem bitter and humidity can render a hot day unbearable. Note that
  there is an Autumn and Fall because of Kulthea’s five month/seasons;
  see Part IV pg .
  SEL-KAI WEATHER CHART
  Sheltered
  Inland
  Open
  Coasts
  Areas
  Coasts
  Winter
  ‒°
  ‒°
  ‒°
  Rain/Snow
  Moderate Sw/Rn
  Rainy
  Breezy
  Calm
  Windy
  Spring
  ‒°
  ‒°
  ‒°
  Normal Rain
  Normal Rain
  Rainy
  Windy
  Breezy
  Windy
  Summer
  ‒°
  ‒°
  ‒°
  Moderate Rain
  Moderate Rain
  Moderate Rain
  Calm
  Calm
  Breezy
  Autumn
  ‒°
  ‒°
  ‒°
  Normal Rain
  Moderate Rain
  Marginal Rain
  Breezy
  Breezy
  Windy
  Fall
  ‒°
  ‒°
  ‒°
  Moderate Rain
  Moderate Sw/Rn
  Moderate Rain
  Breezy
  Breezy
  Windy
  KEY
  Temperature: is expressed in degrees Fahrenheit as the average
  daily low-high. Note that most Kultheans do not describe
  temperatures so precisely; they simply say the temperature is
  cold, cool, warm, or hot. Mountain temperature refers to the
  habitable regions between ,-, above sea level. To
  calculate temperature at higher altitudes, subtract ° for every
   more above sea level.
  Precipitation: refers to the % chance of rain or snow falling on a
  given day. In the higher altitudes of the Spine of Emer and
  Gold Mountains, snow will usually occur when moderate
  Snow/Rain yields a precipitation result.
  Marginal Rain: % rain; high, infrequent clouds.
  Moderate Rain: % rain; partly cloudy.
  Normal Rain: % rain; mostly cloudy.
  Rainy: % rain; cloudy.
  Moderate Sw/Rn: % snow; % sleet; % rain; partly cloudy.
  Rain/Snow: % snow; % sleet; % rain; cloudy.
  Wind: Speeds are given in miles per hour.
  Calm: - mph; or consult Sea Winds Table (-).
  Breezy: - mph; or consult Sea Winds Table (-).
  Windy: - mph; or consult Sea Winds Table (no adjust-
  ment).
  
  �
  Part Three: The Realm of Sel-kai and Environs
  
  SEA WINDS CHART
  Calculate the wind speeds along the coast according to the
  following chart (percentages reckoned according to an open-ended
  D roll). When rolling for the coast of a sheltered bay, reduce the
  total by .
  Autumn/Fall is hurricane season, thus a different column is
  employed.
  Wind Condition
  Normal Roll
  Atmn/Fall Roll
  Dead Calm (‒ mph)
  
  
  Light Winds (‒ mph)
  ‒
  ‒
  Moderate Wind (‒ mph)
  ‒
  ‒
  Strong Wind (‒ mph)
  ‒
  ‒
  Gale (‒ mph)
  ‒
  ‒
  Storm (‒ mph)
  ‒
  ‒
  Hurricane (+ mph)
  —
  ‒
  EIDOLON WEATHER
  The sky-city seem impervious to even the most severe weather,
  and in fact is a haven for skyships caught in dangerous winds or
  storms. As noted elsewhere in more detail, the Prince of Sel-kai
  possesses a magical device which permits him to control the weather
  in a  radius about Eidolon. Rain during the day is unheard-of,
  while late evening drizzles keep the city’s grass and many ornamen-
  tal trees well watered, and her cisterns full.
  FLOODING
  Sel-kai City is regularly inundated, usually in the spring and fall
  seasons, though the architects of the city have taken precautions.
  Only the most severe floods rise enough to cover the highest plat-
  forms. Most landings are actually floating jetties, of course—able to
  rise and fall with the changing water levels.
  Occasionally, however, the Sharhya proves who is in charge,
  however, and once every fifty years or so she takes control to the
  bottom storey of almost every building in the city. Stone breakwaters
  constructed upriver (as well as the spread nature of the delta)
  prevent the current from being damaging in itself, but the rising
  water wreaks enough havoc to disrupt trade for at least a few days.
  The loss to the city in trade tariffs alone during such a inundation can
  be counted in the thousands of gold coins.
  3•THE TRADE NETWORK
  Below is a summary of Sel-kai’s principal trade partners, and the
  products they are most famous for.
  DANARCHIS
  Located on a peninsula of NW Emer, Danarchis also includes
  several temperate isles. The seacoast capital of Artha is the center of
  trade for this small but wealthy maritime country. They enjoy
  excellent relations with Sel-kai, and many Danarchis natives reside
  in Sel-kai city.
  Imports: timber, cotton, glassware.
  Exports: wine, olives, olive oil, healing herbs, tin, nickel, raw arinyark.
  STROANE
  The Katra of Stroane rules from the grim city of Arakin, his realm
  spanning much of Hæstra. While considered to be a backward and
  oppressive country, it possesses many raw materials coveted by
  more advanced neighbors.
  Imports: finished goods, silks, spices.
  Exports: timber, iron, copper, shaalk, eogs, cotton, wool.
  SARNAK
  A council of Amazons rules Sarnak, a small but defiant realm
  along the eastern shores of the Bay of Izar. Proud, fierce warriors, the
  women of Sarnak are honest trading partners.
  Imports: wheat, corn, tubers, red meats, spices (pepper, cinnamon).
  Exports: cranberries (unheard-of elsewhere), rice, wine, steel weap-
  ons, mercenaries (amazons).
  LANKAN EMPIRE
  The hot plains of central Tai-Emer is the location of Kenezán,
  capital of the Lankani realm. This sprawling adobe metropolis is the
  political, mercantile and religious center of a powerful (and many
  feel barbaric) empire. Slaves are bought and sold like sheep, and
  human sacrifice to the cruel god Klysus is a daily spectacle of
  gruesome proportions. Visitors are advised to beware, as sometimes
  outsiders are recruited.
  This region is rich in gold and certain other materials, but lacks
  the technology to work steel or even iron. As a result their thirst for
  finished metal wares more than equals the river of gold and gems
  they seem able to supply.
  Imports: silks, dyes, spices (sugar, cloves), wine, steel weaponry and
  implements, silver, glassware.
  Exports: slaves, wheat, corn, peppers, gemstones, gold, other ores.
  NUYAN KHÔM
  Home of a small and quiet people, Nuyan Khôm is also the
  source of priceless silks and spices. From the capital of Ashenoq, the
  Hutarn directs a prospering trade industry with Sel-kai.
  Imports: timber, rare metals.
  Exports: silks, dyes, spices, iron ore, glassware, pottery, perfumes.
  NÁMAR-TOL
  A mysterious and somewhat forbidding name to most mortals,
  Námar-Tol is the home of the largest group of Loari Elves on
  Kulthea. The capital is Varnost on the isle of Liiris, reputedly a great
  city of marble and alabaster.
  But foremost, Námar-Tol is a land of unequalled science and
  what can only be called ‘technology.’ The Elves are said to have
  unearthed many artifacts of the Old Race, and have themselves built
  machines with strange and wondrous powers.
  Of late relations between Sel-kai and Námar-Tol have grown
  uneasy. Several Elves have been attacked within the city; incidents
  dismissed by the Prince as random violence by street bullies. How-
  ever, representatives of the Loari contingent believe that the Elves
  are being singled out and the attacks are racially motivated. Mortal
  Sel-kai nobles have accused the Loari of being paranoid and arro-
  gant. Antagonism has been on the rise for the past few years, and
  while there is little danger of trade actually being suspended, there is
  increasing hostility towards Loari living in the city.
  Imports: gold, titanium, other rare ores, spices, silks, shellfish.
  Exports: coffee, citrus fruits, wines, hardwoods, finished goods and
  devices.
  KAITAINE
  The ‘other’ great trade hub in Emer, Kaitaine—much like Sel-
  kai—is a clearinghouse for goods on their way to and from other
  lands. Rather than list the few native exports, below is a listing of just
  some of the items available in the shops of Kaitaine.
  You name the merchandise and it can be found in the markets of
  Kaitaine (or, at the very least, you can find someone who will get it
  
  
  Eidolon: City in the Sky
  �
  for you).
  Some of the items that can be bought:
  Fabrics: cotton in every color and pattern, wool, rare silks from
  Nuyan Khôm and Onar.
  Spices: sugar, pepper, cinnamon, nutmeg, mace, cloves, and all
  other ‘common’ spices.
  Drugs: including of course priceless healing herbs. Many come from
  Uj and Khûm-kaan.
  Fruits: cranberries from Sarnak, citrus from Námar-Tol and Lys,
  apples and pears from Hæstra.
  Grains: wheat, oats, corn, rice, and unusual hybrids.
  Wines: from Lys and Danarchis and all over Kulthea.
  Metals: precious metals can be bought in quantity, though the prices
  are often steep.
  Jewelry and gems: every gem that exists is represented in the
  jewelshops of Kaitaine. Set and loose, cut or uncut, this is a
  geophile’s paradise.
  Weapons: entire armories could be stocked with the weaponshops
  of Kaitaine, from a bronze knife to a laen broadsword, the selec-
  tions are daunting.
  Magical items: Scrolls and staves, and all varieties of magical trinkets
  from toys to minor artifacts can be bought and sold here (although
  the latter obviously only change hands under very controlled
  conditions).
  Clocks: Kaitaine is one of a handful of places in Kulthea (Sel-kai and
  Námar-Tol among the others) where the technology exists to make
  reasonably accurate clocks. Such instruments are of course invalu-
  able for navigation and astronomy—and as expensive curiosities
  for the wealthy.
  Not to mention… waxes, gums, cosmetics, perfumes, and dyes, and
  an endless list of other products.
  S
  While Kaitaine is more of a trading hub than a production
  center, workshops and smithies alter items or make things to order.
  Especially in the outlying lands, there are many workshops where
  artists and craftsmen create fine-quality items.
  The inns and dining halls of Kaitaine also have a deserved
  reputation for high quality food (and inflated prices).
  LYS
  A haven of Linæri Elves, Lys is a garden realm. Much of the
  countryside is a pastoral land of unequalled beauty. The Elven
  inhabitants spend their leisure time in the creation of works of art
  and fine craftsmanship. Where Loari build machines, the Linæri
  create musical instruments, sculpture or painting.
  Imports: gold, perfumes, silks, gemstones.
  Exports: paper, wine, timber (hard and softwoods), finished cloth,
  herbs, citrus fruits, jewelry.
  MALQANAR
  Though the beautiful Bay of Songs is rather remote from the
  more cosmopolitan centers of Emer, her resources make the trip
  worthwhile for many a skyship.
  Imports: finished weaponry and tools (of non-corroding alloys).
  Exports: pearls, silk, shellfish, dyes and perfumes from sea-beasts,
  jade.
  HAALKITAINE (Jaiman)
  Set in the western foothills of the Grey Mountains is Haalkitaine,
  ancient capital of Rhakhaan. While now smaller than Lethys,
  Haalkitaine has maintained its supremacy at times through sheer
  military superiority—and the reluctance of the Lethians to sever ties
  with their capital.
  Haalkitaine is a grim place for a number of reasons, the weather
  being a leading factor. The sun rarely appears in this mountainous
  area, the weather instead tending towards overcast skies with endless
  drizzling rain in the spring and fall, and snow through the winter.
  The summers are tolerable if short. The city’s architects did little to
  counter this depressing weather: Haalkitaine is constructed almost
  entirely of dark grey locally quarried granite. Sheer walls surround
  the inner city, situated strategically on a bluff overlooking the main
  highway. Within, her majestic if somber towers rise in a claustro-
  phobic cluster, testament to the wealth (and egos) of the competing
  noble families.
  The city’s ancient catacombs form an extensive maze beneath the
  grey towers; they are said to contain vast treasure—and a host of
  undead guardians.
  Imports: silks, perfumes, gemstones, spices and herbs, glassware.
  Exports: timber (hard and softwoods), especially oak, pine, larch,
  cherry; finished tools and weapons, ores.
  
  �
  Part Three: The Realm of Sel-kai and Environs
  
  LETHYS (Jaiman)
  Dominating the Nea Bay of southwest Jaiman is the great seaport
  of Lethys, largest city in Rhakhaan. About 20% of the Lethian
  population of about , is Elvish, mostly Erlin. Lethys has the
  largest harbor complex on Jaiman, and not surprisingly is the
  leading ship-builder.
  Lethys and Haalkitaine are as night and day in both mood and
  design. While Haalkitaine is a brooding citadel honeycombed with
  secret passages and court intrigues, Lethys is a bustling seaport,
  ruled by a flamboyant prince and a council of greedy (if unassum-
  ing) families. The emphasis is commerce, and gold will buy you in
  Lethys what you’d need breeding or blackmail to get in Haalkitaine.
  Prince Westley is a popular leader, especially considering his
  bloodlines (he is a distaff heir; worse, his father was an Elf).
  As with other large trade centers, Lethys has vast resources
  flowing through it at all times; the brief list below includes only a few
  of the items in particular local demand or supply.
  Imports: grains, fruits, ores.
  Exports: shellfish, other seafood, timber.
  4•RIVALS
  Naturally, a small realm as wealthy as Sel-kai is bound to have at
  least as many enemies as friends. Only the skilled maneuvering of the
  charismatic Prince has allowed the country to remain on good terms
  with so many for so long. nevertheless, there are the inevitable rulers
  who envy Sel-kai’s wealth and would rather have a share of it on their
  own terms.
  PRÆTEN
  Sel-kai’s principal rival on the seas is the small (albeit aggressive)
  realm of Præten. Controlled by a despotic ruler known as the
  Honakh, the country has refused trade offers from both Danarchis
  and Sel-kai. The Honakh has called such proposals ‘insulting’ and
  insists that any attacks by his ships on trade vessels are ‘defensive
  measures’ employed against ‘trespassing spies.’ He has asserted his
  ownership of all waters fifty miles out from his shores—a ridiculous
  claim.
  THE WHITE SWAN
  The White Swan is the name associated with a pirate lord
  believed to operate out of a hidden port in southern Jaiman. His
  ships attack primarily merchants from Lethys.
  While ships bearing the flag of the White Swan are not terribly
  common in the waters about Sel-kai, they are small agile craft—and
  dangerous. Such ships are said to fire ballista bolts with exploding
  warheads, a weapon unheard-of on Kulthea. Even the swift mer-
  chants of Sel-kai fear these dark pirates and rarely put up a fight.
  RAIDERS OF THANOR
  The plains of northern Silaar are essentially a vast prairie dotted
  with ruins. Where a rich empire once stood there lies now only
  skeletons of cities and homesteads. But the land is not deserted:
  barbarian raiders inhabit scattered camps in this wilderness, attack-
  ing unwary travellers and guarded caravans alike. That is why the
  Nuyani prefer to send their goods to Sel-kai by sea rather than across
  the desolate plains.
  URULAN
  Recently there have been stirrings in this realm long since
  thought dead. Sleek grey ships bearing a black flag with a white swan
  have been sighted off the Resenda coast, and Sel-kai scouts attempt-
  ing to contact or pursue these craft have been left in their wake. Swift
  ships to be sure, and some say that they can only be of Loari
  construction. The Prince has ordered that more detailed informa-
  tion be gleaned, but definitive reports have yet to come in.
  
  
  Eidolon: City in the Sky
  �
         
  cotton sky. It had been raining almost continuously for more than eight
  days and the canals were running dangerously high. So were tensions in
  this sodden city. Koren Maas turned from the window without even
  bothering to look for Eidolon; he knew the gleaming sky city was out of
  view above the clouds. No doubt the sun is shining there, he mused, idly
  adjusting his black robes. It always does. The Security Minister rather
  liked the rain—he also liked working down here in the real city rather
  than up in the pristine environment of Eidolon. Most of the other
  Cabinet Ministers did not agree.
  Boren Alsec nervously fingered the barka at his belt; the beads of his calculator
  clicked up and down their strings rhythmically. “Why do you suppose Enik wanted
  to meet us down here?” He whined. “It's so… untamed.”
  “I think you’ll have your answer soon.” Maas answered mildly.
  A moment later, the heavy dír-wood chamber doors swung open and Minister
  of State Enik Foor strode gracefully in.
  Koren Maas had of course used his Mentalist powers to sense the approach of
  the State Minister, but as always with Enik Foor he could do no more than pick up
  his general calm surface thoughts; deeper probing yielded a peculiar void. No doubt
  he wears an enchanted item to protect his thoughts. Justifiably paranoid. The former
  Itanian had to admit that his roots were enough to make others nervous. The
  powers of the Warlocks of Itanis were legendary.
  “Well!” sputtered Alsec, as the little Commerce Minister waddled forward. “I
  really must have an explanation for this unusual—”
  Boren Alsec got his answer—though no doubt it created a dozen new ques-
  tions—as just behind Foor followed a lovely Elven woman in a flowing amber
  gown, with an equally handsome youth on her arm. The Lady smiled indulgently at
  the two waiting ministers; the youth scowled.
  Koren Maas bowed. “Lady Olgivana Centaurus; Lord Barrin Qaterris. I trust
  you are both well.”
  Barrin Qaterris, eldest son of the ruler of Sel-kai, continued to pout; childish
  behavior which persisted despite his thirty-one years. He was obsessed with ascend-
  ing to the throne; the fact that the Princedom was not inherited through blood ties
  but an elected position ate at him day and night.
  •␣PART IV␣•
  HISTORY
  INCLUDING RECENT EVENTS IN EMER AND JAIMAN
  
  �
  Part Four: History
  
  1•THE CALENDAR
  A review of the Kulthean calendar may be in order at this time.
  S
  As mentioned elsewhere, Kulthea has four celestial seasons, based
  on the planetary rotation and tilt. Their formal beginnings and
  endings are largely ignored however (except by astronomers) in
  favor of the much more obvious pentennial phases of Orhan.
  There are four 'landmark' dates in the seasonal year of Kulthea,
  two Solstices and two Equinoxes:
  Solstice: When the sun appears to be farthest from the planet
  equator. There are a summer and winter Solstice, the latter signify-
  ing the first day of the calendar to year to many Kulthean cultures.
  Equinox: Where the sun passes the planet equator (vernal occurs
  when the sun appears to pass from the south to the north; autum-
  nal when to appears to move north-south).
  M
  Rather than follow the above pattern, however, most cultures
  have adopted seasons which mirror the five months, each seventy
  days long. These are listed as follows, beginning with the winter
  solstice:
  Winter: The period of deepest cold.
  Spring: Weather grows warmer; planting season.
  Summer: Warmer weather still, yet (relatively) pleasant.
  Autumn: Hottest weather, then cooling. The last day of autumn is
  usually an indicator for harvest.
  Fall: Temperatures drop; harvest; preparations for Winter made.
  Lady Olgivana, on the other hand, seemed quite pleased with herself. “Thank
  you for attending, gentlemen; It is actually I who requested this meeting.”
  Maas shot a quizzical look to Enik Foor, but the Minister of State looked as
  curious as Alsec.
  “Let's get on with it.” Snarled Barrin.
  “Patience, child.” Olgivana said softly, but there was an edge in her voice. The
  wife of one of Sel-kai’s most powerful merchant barons and aunt of the reigning
  prince wielded considerable clout of her own. “As you all know, my nephew Rylec
  is one of the most popular rulers in the history of Sel-kai. Unfortunately, some of
  his recent trade decisions have resulted in an undesirable financial situation for
  some of us. While the man—or woman—who follows Rylec will ostensibly be
  chosen by elections in the Grand Conclave, there is no reason why that successor
  need not be the Prince’s own son…
  Maas observed the other Ministers carefully. Alsec looked frantically about the
  room; he was just beginning to grasp what Olgivana was up to. Enik Foor’s face had
  fallen into an inscrutable mask.
  Barrin shot a glance up towards Koren Maas, his face betraying his impatience
  even as the Security Minister picked up his angry thoughts. Maas! Let’s get on with
  this! Why do we need these fools?
  Keep your outward emotions  under control! Maas snapped a thought back and
  watched Barrin’s expression melt. We require these others to help us.
  But what of the Unseen Eyes?
  Maas maintained his own cool façade with an effort. How dare you mention the
  Eyes here, even in telepathic conversation? His thought lashed at the lord like a
  physical blow. Barrin flinched.
  Maas’ gaze flicked back to Olgivana Centaurus. She was still working on the
  preamble to her plan. She, too, was carefully observing the ministers—including
  Maas—to judge which way they might jump. This Elven woman is clever, but not
  clever enough. Even she is unaware that she, too, is a tool of the Unseen Eyes. I only
  hope that we have not been foolish in our choice of Barrin Qaterris to succeed Rylec.
  �
  �
  �
  This section embraces several items: a calendar explanation, a linear timeline up
  to recent years, a chart detailing events in Emer, Jaiman and secret activities of the
  Greater Powers, and a listing of events and trends yet to occur in and around Sel-
  kai.
  
  
  Eidolon: City in the Sky
  �
  This varies from culture to culture of course, depending on
  climate, hemisphere, and social orientations. (The Southern Hemi-
  sphere, for instance, goes in reverse.) The names given here are
  conventionalizations.
  W
  There is a shorter period marked by many of the more sophisti-
  cated Kulthean cultures, the ten day span which is delineated by the
  phases of Varin, the Second Moon.
  L R
  Interestingly, the Loremasters ignore Varin for record-keeping
  purposes, using Orhan exclusively to divide the Kulthean year.
  Dates are recorded as “TE , Orhan , day ” for example. This
  means the th day (of ) of the fourth month (otherwise known as
  Autumn in the northern hemisphere) in the year  of the Third
  Era. It might be even more briefly recorded as ••. The Scribes
  of Nomikos and all the Navigator Guilds also use this simple but
  effective calendar system.
  2•SEL-KAI TIMELINE
  Below is a listing of important events in the history of Sel-kai and
  related realms. When specific dates are given, they use the Loremaster
  Reckoning.
  Note: All dates are Third Era
  –circa : The town of Sel-kai emerges as a regional influence
  because of its ideal trade location and the ambitious nature of her
  trader-captains. Wealth brings skilled craftsmen and the town
  grows. Guilds are formed which act as super-extended families:
  educating children, caring for the sick and elderly. Leading mer-
  chants and craftsmen from these guilds meet informally to coor-
  dinate the explosive growth of this emerging trade center. A
  government based on capitalism evolves, thriving in the trade
  vacuum left by the fallen Emerian Empire.
  : The first official meeting of the Council of Guilds, headed by
  the wealthy (and shrewd) Danis Kellian, Guildmaster of Silver-
  smiths. This first council includes a representative of every Guild
  formed to date.
  c. –: Shifts in the Sharhya cause much of the land in the
  delta to become soft and unstable. Rather than move to solid
  ground less accessible to the river, residents begin to construct
  wood and stone pilings to shore up their homes and businesses.
  This marks the beginning of a long evolution towards the city of
  islands known in current times.
  c. –: The number of Guilds in the Council becomes increas-
  ingly unwieldy over the next several decades, and those who are not
  members of guilds suffer from lack of representation.
  : In an effort to streamline proceedings at Council meetings,
  Kadus Mafeggin is named Lord-merchant and granted permanent
  status as First Speaker of the Guild Council.
  : Kadus Mafeggin renames the current Council the Grand
  Conclave and nominates representatives from certain non-Guild
  groups to seats. He then creates the Inner Circle and names only
  selected Guilds to that executive body. He appoints a group of
  personal advisors which he names his Privy Council. They have
  little political power.
  : Kadus Mafeggin is named Merchant-prince and given sweep-
  ing powers by the Inner Circle. This begins a glorious reign lasting
  nearly a century.
  : The famous Iylar bard and chronicler Theodoric of Arnoth
  invents an alphabet for the Prince of Sel-kai. He dubs it Eidolon, the
  name of a mythical cloud-haven in Emerian legends. Prince Kadus
  adopts the runic letters as the new official script of Sel-kai.
  : Prince Xagon Borg dies suddenly. After a series of inconclusive
  elections, a power struggle ensues between Borg’s Privy Council,
  the Circle and the Grand Conclave, Finally, the the Inner Council
  appoints a triumvirate to rule; the Privy Council is dissolved. This
  is the beginning of the First Interregnum.
  : One of the Triumvirate—Hallis Ib—dies under somewhat
  mysterious circumstances. He is not replaced.
  : Valiav Nodiis (another of the Triumvirate) drowns in a
  boating accident. The remaining member—Chanik Alian Moorn—
  proclaims himself Prince. End of the First Interregnum.
  : A series of trade agreements between Kaitaine and Sel-kai is
  signed.
  : The renowned shipwright Leriu Valain conceives of a ‘flying
  boat.’ He begins work in spite of chiding by his colleagues.
  : The first skyship Cloudwing is commissioned. The merchant-
  prince orders construction of an entire fleet of these incredible
  vessels. Sel-kai’s demand for Xenium is soon insatiable.
  c. –: The fame and wealth of Sel-kai grows as her flying
  ships skim further and further afield.
  : Four more skyships set sail from Sel-kai city.
  : Prince Klinir Bonaq departs aboard his sky-yacht, announcing
  his return in a month. He delegates power to his Privy Council.
  Prince Bonaq is declared missing after  days and the search
  begins. He is never found. This marks the unofficial beginning of the
  Second Interregnum.
  : The Grand Conclave and Inner Circle agree that a new Prince
  must be named. From the ranks of the goldsmiths, Thoma Stuarn
  is named. End of the Second Interregnum.
  c. : The population of Sel-kai City reaches ,.
  : Emissaries from Námar-Tol arrive in Sel-kai offering to trade
  in their advanced machines and alloys.
  c. : The population of Sel-kai City reaches ,.
  : In a break with tradition—and constitutional precedent—
  Prince Barlaan Hœrk attempts to dissolve the Conclave and Circle,
  and name his son Helrik as successor. A period of strife ensues in
  which Sel-kai teeters on the brink of Civil War.
  : Barlaan Hœrk is assassinated, and Helrik immediately re-
  nounces his claim. However, the paranoid Conclave—fearing
  another power-hungry Prince—decides to set up another Trium-
  virate. Beginning of the Third Interregnum.
  –: The Triumvirate endures for nearly four decades, with a
  total of eight men and women assuming roles. It is notable for its
  mediocre and unimaginative—though stable—rule.
  : Agren Navalak, part-Iylar Elf and head of the powerful guild of
  Jewelsmiths, asserts that the Triumvirate is driving the realm into
  a state of ennui. He calls for the structure to be abolished and a
  return to the Princedom as before. Navalak is successful in his
  drive—and is elected Prince. End of the Third Interregnum.
  : Prince Agren Navalak signs an important trade agreement
  with the Hutarn of Nuyan Khôm, opening the way to trade in
  Nuyani glassware, pottery, textiles (especially their priceless silks),
  perfumes and dyes. Both parties profit immensely in the following
  decades.
  
  �
  Part Four: History
  
  : Prince Navalak lays plans to construct a port suitable for his
  airborne fleet: he will build a city which floats in the sky.   He calls
  upon the best alchemists and engineers to construct this wonder of
  magic and technology. Many Loari engineers come from the
  island-realm of Námar-Tol to aid in this project.
  : Plans are approved for the sky-city. Master Smith Ezaal
  Quathe (A Loar Alchemist) supervises the construction of the vast
  Xenium-sheathed sphere which will be the heart of this flying
  metropolis. Meanwhile, the architect Agel Boch-thalaj coordi-
  nates the design of the superstructure which will ring the sphere
  and support the city itself.
   (•): The city of Eidolon rises in the sky above Northern Emer.
  The central orb and docking ring is finished; it will require decades
  of ongoing construction before the city is complete. Nevertheless,
  Prince Navalak throws a mammoth party in his sky-palace. The
  gala lasts for seven days; the fourteenth day of the third month is
  afterwards a celebrated holiday.
  : A delegation of Hírazi (winged men) arrives on Eidolon. They
  reveal that there is a Hírazi city in the cliffs of a nearby isle, and wish
  to trade services for goods. Prince Agren immediately realizes the
  fabulous potential: his problem of easy communication between
  upper and lower city is solved by these agile winged people. In
  addition, Hírazi are welcomed as crew members of skyships,
  making unsurpassed scouts and spotters.
  : Heavy spring rains cause the Sharhya to rise. Three of the
  southernmost isles of the Burning Rock district collapse.
  c. : The population of Sel-kai City reaches ,.
  : The Twelve Bridges Fire. Nearly five hundred are killed as
  flames engulf six islands. Magical intervention by the Circle of
  Nine averts an even greater disaster.
  : Prince Agren Navalak, now well over  years old, decides to
  retire. He is hailed as the most popular Prince in the realm’s
  history, and a massive golden statue of him is erected in an Eidolon
  square amidst a seven-day farewell celebration. The first act of his
  successor is to name Navalak’s birthday (•) a holiday.
  : Agren Navalak dies. He is entombed in vaults within the heart
  of Eidolon.
  –Present: All but imperceptibly, Flowstorm activity increases
  across Kulthea. Random Portal operation also intensifies, allowing
  more creatures of the Void into the world. The Loremasters, the
  Lords of Orhan, and a few others are aware—though they cannot
  determine the cause.
  : A string of murders in Sel-kai city ends abruptly after a body
  is found on the steps of the Administration Hall wearing a ring of
  platinum and a note stating that this is the killer. The cause of death
  of this man cannot be determined.
  : Chek Haggeson, Master of the Jewelwright’s Guild, throws
  himself from a terrace of Eidolon. Reason for the apparent suicide
  is never discovered.
  : The Loari of Námar-Tol develop the first airbarges.
  c. : The population of Sel-kai City reaches ,.
  : An earthquake strikes; the center is estimated by Loremasters
  to be somewhere in northern Tai-emer, but the shocks cause
  several structures in Sel-kai city to tumble.
  : Freg K’garian is elected Prince of Sel-kai.
  : The comet returns, and brings minor tremors to northern
  Emer, but no serious damage is done.
  : A Dragon is seen, the mighty beast terrorizing the city of
  Eidolon. Yet it does no damage and vanishes into the clouds. Some
  claim that it had a human rider. Rumors abound that the Prince of
  Sel-kai is subsequently blackmailed into paying a 'protection'
  ransom.
  : Prince Freg K’garian falls ill. The nature of his malady is never
  diagnosed, but he begins a long slide into madness.
  : After awakening from a delirium of five days, Prince K’garian
  orders all skyships in his fleet to seek out the rare healing mush-
  room Pok. He refuses to explain his actions, and the order is
  overruled by the Inner Circle.
  : Prince K’garian is removed from office. The Fourth Interreg-
  num begins. This Triumvirate lasts only three years however, as the
  three elected refuse to cooperate and paralyze the government.
  One—Galilus Duge—emerges as the most popular and manages
  to convince the Conclave and Circle to elect him Prince.
  : Spring flooding sweeps away most of the southern docks. They
  are never rebuilt, and the Sighing Docks area becomes pre-emi-
  nent for river traffic. The Canal Maze district falls on hard times.
  –: The plague—also called the ‘green fever’—sweeps Sel-kai.
  Attempts to quarantine Eidolon fail, and nearly one in ten dies of
  this painful illness. All but pureblood Elves and the Hírazi are
  susceptible.
  : Rylec Qaterris is elected Prince of Sel-kai. His reign extends up
  through the present time.
  : A series of sever hurricanes buffets NE Emer, causing extensive
  damage to shipping
  : A potentially disastrous fire in the Canal Maze is contained by
  a ‘miraculous’ rainstorm. Many credit the demigoddess Neela, and
  she sees a renewed popularity for several months thereafter.
  : Two successive springs fraught with severe hurricanes buffet
  Kaitaine and the entire SW Emer coast. Much damage is done, and
  shipping is disrupted. Only a few very precious cargoes guided by
  Navigators get through safely. The Sel-kai economy suffers some-
  what as a result of Kaitaine’s misfortunes.
  : The people of Zinvar are overcome by a mysterious plague of
  madness followed by death. It quickly becomes a deserted place,
  shunned by sea-travellers. Sel-kai loses an important trading link;
  several years are needed to re-establish some routes.
  : Contact with the Kuluku of Khûm-kaan; the jungle people
  vanish suddenly and may have been stricken by plague.
  3•RECENT EVENTS
  On the following pages is a summary of events of approximately
  the last  years.
  As noted above, the specific dates are according to Loremaster
  Reckoning, the official calendar of Sel-kai. Remember, there are five
  seventy-day month/seasons represented by revolutions of Orhan.
  GM Note: In order to keep the ongoing life of Kulthea dynamic,
  time has advanced a few years since earlier Shadow World books
  were released. Those of you who have used other modules will no
  doubt notice, the events detailed in the Jaiman module have been
  resolved. If you are running a campaign involving those events, be
  sure to tailor the timeline to your personal vision of the Shadow
  World.
  
  
  Eidolon: City in the Sky
  �
  
  Jaiman
  Emer
  Secret Events
  . 
  Empress Italana VI of Rhakhaan  (at the 
  urging of the Magician) declares herself 
  Empress of Jaiman; she annexes Meluria 
  and Zor..
  The population of Sel-kai City exceeds 
  150,000.
  The six Priests Arnak gather at the Aalk 
  Gaath & plot to act more directly to 
  destroy the fabric of civilization in Jaiman. 
  Thargondaak goes to Rhakhaan, Yarthraak 
  to U-Lyshak, Dansart to Zor, and Lyak to 
  Tanara. Athimurl prepares to act in the 
  Mur Fostisyr while Gaath  looks west.
  
  Snow-demons sack the Ky’taari capital 
  city in the Mur Fostisyr. The Ataarn is 
  killed and sword Ashaanaar stolen.  The 
  A-Ryaan and monks retreat into the 
  Kaldarak-Vaar.  The Arnak Priest 
  Athimurl moves his evil throne to the 
  Ataarn's Palace.
  Plague infiltrates Silaar, killing 35% of 
  the population of Nuyan Khôm, 
  including nearly all of the royal 
  family… Minor flooding closes some 
  docks in Sel-kai.
  Lorgalis (the Magician) goes to Aalk Gaath 
  to confront the Priests of Gaath and 
  Athimurl; their plans are in conflict with 
  his own. He is rebuffed. Furious that his 
  influence with this cabal has evaporated, 
  Lorgalis departs in anger.
  
  The Dragonlord Sulthon Ni’shaang 
  drives the forces of the Syrkakang back 
  into Lu’nak… Halek Ianis ascends to 
  the Princedom of Helyssa.
  Skirmishes on the Pochanti-Lankan 
  border…Piracy causes serious 
  disruptions to the Lethys-Sel-kai trade; 
  Plasidar is suspected.
  TARA agents (a subgroup of the Dia 
  Khovaria, see Space Master)—break 
  planet quarantine and land on Námar-Tol. 
  They  contact  Loari Elves.
  
  There are several unsubstantiated 
  reports of a gleaming white or silvery 
  dragon flying near Eidolon. 
  Lyak settles on an isle off the Tanaran 
  coast. Both Tanara and Urulan interest 
  him.
  
  The Udahir of the Mur Fostisyr are 
  under siege by the Syrkakar.
  (Summer) An outbreak of Bahaar 
  decimates the population of Sel-kai 
  City: more than 15,000 die.
  
  The Navigators place the Mur Fostisyr 
  under Quarantine: they will not 
  transport anyone there.
  A new lord rebuilds Ardan City… The 
  Lankani increase human sacrifices, and 
  that harvest is the greatest in decades… 
  Vaag t’Kang, Adherent of the Secret Circle, 
  visits Sulthon Ni’shaang. 
  
  The Priest of Yarthraak arrives in 
  Helyssa, a kingdom in the heart of old 
  U-Lyshak.  He begins his program of 
  subversion and corruption.
  Total solar eclipse (by Orhan) over 
  central Emer. Minor tremors shake the 
  lands about Votania… For the next ten 
  days, strange lights are seen in the mists 
  about the base of Votania.
  
  An unusually harsh winter (referred to 
  in later years as the “Ice-winter”) with 
  deep snows continuing into spring 
  causes hardships across eastern Jaiman.  
  Snow-gark attacks on the Dúranaki 
  become intolerable.  T’kaal Arain 
  mounts a series of counterattacks, 
  driving the Garks northward.
  An earthquake levels the capital city of 
  Pochanto in Emer, days after a visit by 
  the Nameless One…
  The Lord of Plasidar—an island city-state 
  of Dark-elf pirates in SW Jaiman—is 
  assassinated; his three sons (Kalon, Jerel, 
  Aenor) vie for control.
  
  Several students at Nomikos claim to 
  have seen the Nameless One  wandering 
  through the Library stacks; Changramai 
  guards deny any such man entered the 
  complex.
  Rumors of visitations by the Nameless 
  One in southern Hæstra, Námar-Tol, 
  and a southern city in the Lankan 
  Empire…  The Lankan Empire defeats 
  the surviving Pochanti in northern 
  Tai-emer, consolidating its hold on the 
  region.  The Lankans increase  human 
  sacrifices.  The Khurtûm of the Lankan 
  Empire and the Lord of Ardania make a  
  nonaggression pact… The northern 
  hemisphere suffers a  harsh winter, with 
  heavy snowfalls and bitter cold.
  Ondoval makes his first atempt to destroy 
  the Northern Eye of Utha.  His failure is 
  complete but spectacular, triggering a 
  violent Flow-storm and causing an 
  incredibly severe winter for much of the 
  northern hemisphere.  He returns to the 
  Shadowed Secret to regroup… In Plasidar, 
  eldest son Kalon takes power; Aenor goes 
  into hiding, and Jerel flees with loyal 
  followers to southern Urulan.
  
  Wild Horsemen wreak havoc across the 
  plains of eastern U-Lyshak, harassing 
  the Elven Forest and city-state of Norek.
  The Katra of Stroane attacks the nearest 
  of the Miirian states, easily overcoming 
  the villages which offer little resistance.
  Aenor of Plasider changes his name to 
  Aenor of Quaal and settles in Sel-kai City. 
  With the gold he claimed as inheritance, he
  sets himself up as a wealthy entrepreneur.
  
  (Spring) Aenor of Quaal marries Satha 
  Betaran, a member of one of Sel-kai's 
  merchant families… Traders with 
  Sel-kai suffer losses from pirates flying 
  the flag of a white swan.
  Jerel of Plasidar begins to build a base of 
  operations in southern Urulan. He names 
  himself the White Swan.
  
  �
  Part Four: History
  
  
  Jaiman
  Emer
  Secret Events
  
  Italana dies and her son Jerrin III takes 
  the throne of Rhakhaan, but refuses the 
  Phoenix Crown.  His younger cousin, 
  Frelik, steals the crown and retreats 
  north, claiming to be the true King.  
  Gark raiders attack the Myri lands in the 
  Tanaran foothills.
  The Nameless One appears 
  spectacularly in the Vajaaran city of 
  Garlaak, exiting through a temporary 
  Portal. He predicts impending disaster 
  for the coastal town and exits through 
  the Portal.  That night a fog rolls in and 
  envelops the city. When the fog lifts, all 
  inhabitants have vanished.
  The Priests Arnak meet again in the Aalk 
  Gaath. Lorgalis, learning of the meeting, 
  again travels north, where he manages to 
  form an alliance of sorts with the Priests 
  Arnak.
  
  Dansart forces harass the northern 
  borders of Rhakhaan. Prince Halek Ianis 
  of Helyssa sends an explorer ship to 
  Ulor—supposedly a lifeless island since 
  the Wars of Dominion.  The ship fails to 
  return.
  Stroane forces overrun Vornia. The 
  bucolic people offer little resistance.
  Jerel of Plasidar (“The White Swan”) gains 
  wealth thourgh his pirating, but maintains 
  a low profile. He does not wish to become 
  too much of a nuisance.
  
  T’kaal Arain becomes First Speaker for 
  the Dúranaki… (6045-6048): Frelik the 
  Usurper, aided by mercenaries from 
  Saralis, assaults the northern borders of 
  Rhakhaan.  He makes slow progress 
  southwards.
  Stroane consolidates its hold on the 
  Miirian states, assembling supplies and 
  drafting soldiers. The Katra also hires 
  mercenaries from Uj and southern 
  Tai-emer.
  Attempts by the Loremasters  to discover 
  the identity of the ‘Lord of Ardania’ 
  continue to be thwarted (he is Schrek). 
  They also are concerned about the 
  ‘Nameless One;’  is he Jaysek? Andraax? An
  Elder One? He—like the Lord of 
  Ardania—has yet to be seen personally by a
  Loremaster. Much time is spent 
  investigating the Dragonlords.
  
  Prince Halek of Helyssa is slain while on 
  a hunting trip.  Halek's son Kier vanishes
  that same evening; a search is begun.  
  The Priest of Yaarth accepts  Regency 
  and maintains order.
  With the resources of the Miir States, 
  the Katra demands that Sarnak bow to 
  his will.  He is rudely rebuffed, and 
  declares war on the powerful city-state.  
  Even without Sarnak, however, Stroane 
  controls virtually all of Hæstra south of 
  the Keyten River.
  Agents of the Steel Rain pass through an 
  Ash Gate in the Bladelands and arrive on 
  Urulan.
  
  Keniv Kirian — Descendant of Alæc — 
  emerges again from the High Vales of 
  the Grey Mountains.  He leads a new 
  group of Cloudlords much more 
  benevolent than his predecessor Sten, 
  and they send out tentative scouts to 
  nearby realms.  They do not make 
  contact yet, however.
  The wealthy merchant Derik Changa of 
  Kaitaine leads an expedition into 
  Khûm-kaan in hopes of re-establishing 
  communication and trade with the 
  Kuluku, missing for more than six 
  decades.
  Sarnak sends a beautiful spy (Vazia) to 
  assassinate the Katra of Stroane.
  
  T’kaal Arain narrowly avoids an ambush 
  by unknown assassins in the Grey Ice 
  foothills (he is warned by a strange man 
  he suspects to be an Elder One)…  
  Saralis raiders cross the Pelyar 
  mountains into Helyssa.
  The Katra of Stroane weds Vazia, a 
  country maid of questionable 
  birthright.  He is murdered in his bed 
  later that year; his wife escapes.… One 
  crazed man, the sole survivor of the 
  Changa expedition, returns with a wild 
  tale of blinding-fast creatures which 
  dealt death like “a breeze through the 
  trees.”
  
  
  Eidolon: City in the Sky
  �
  Date
  Jaiman
  Emer
  Secret Events
  6049-1 
  (Winter)
  Prince Halek of Helyssa is slain while on a 
  hunting trip. Halek’s son Kier vanishes that 
  same evening; a search is begun. The Priest 
  of Yaarth accepts regency and maintains 
  order.
  The Hard Winter in Hæstra.  Parts of the 
  Keyten river freeze.  Wild beasts sweep 
  down from the Spine of Emer to harass 
  Stroane and Bodlea.
  Prince Kier of Helyssa’s escape casts 
  Lorgalis’ plans for western Jaiman 
  into chaos. The Priest of Yaarth is 
  forced to assume a high-profile 
  posture to maintain control. The 
  Priest sends his Messengers to seek 
  young Kier.
  6049-2
  (Spring)
  Yinka armies attack the southern Myri 
  villages, breaking a thousand year old 
  peace.  The Bucolic people are unprepared 
  and many are killed. 
  Trogli from the southern Spine of Emer 
  swarm out of their caves at night to attack 
  the Shay of Khûm-kaan… Lightning is 
  seen at night dancing among the rocks of 
  the Spine of Emer  near the grotto path.
  The Ahrenreth moves to disrupt the 
  Stability of  Emer… Voriig Kye sends 
  his spy Guri Kadorian to Sel-kai City, 
  setting  him up as ambassador from 
  Vog Mur.
  6049-3 
  (Summer)
  Storms are unusually frequent between 
  Emer and Jaiman, and in the Circular Sea.  
  Yinka attacks intensify; a major assault is 
  turned by knights astride flying horses: the 
  Cloudlords of Old have returned.  Further 
  Yinka incursions are deterred by a 
  Dúranaki presence.  
  (3•14) Cloudlords are sighted near 
  Eidolon.  They fly close but do not land… 
  Klyrunak of the Ahrenreth begins a 
  search for the Tomb of Andraax, 
  believing that artifacts and knowledge 
  which will aid in Andraax's 
  destruction might be found there.
  6049-4 
  (Autumn)
  Cloudlord sightings continue.  Yinka 
  attack the Sulini village of Shenin, but are 
  turned back.  Sulini are joined by Elven 
  reinforcements from Urulan.
  Eidolon loses a dozen ships—supposedly 
  in freak storms… An outbreak of 
  Telmar’s Fever incapacitates nearly 
  twenty percent of Sel-kai City for weeks.
  6049-5
  (Fall)
  Agents of the Priest of Yaarth are seen as far
  east as the Grey Mountains, seeking Prince 
  Kier… The Yinka temple of Chakor is 
  burned, rumored to be Cloudlords’ 
  work… Randae Terisonen sees the 
  Nameless One in Haalkitaine; the latter is 
  warning of major disruptions for all of 
  Jaiman. He vanishes before Randae can get 
  close to him. Nervous Rhakhaan residents 
  are near panic.
  Ten Cloudlords return to Eidolon.  They 
  land and meet with the Prince; a trade 
  alliance between Tanara and Sel-kai is 
  forged a few days later… The volcano 
  Mount Chang in Ræl erupts, spewing ash 
  and smoke.
  Planets align on the Night of the Third
  Moon: many Portals open to the 
  Pales.
  6050-1 
  (Winter)
  Frelik the Usurper’s armies reach  Prevan, a
  province just north of Haalkitaine.  
  Emperor Jerrin Faslurin VII orders four 
  legions north to finally crush Frelik…  
  Cloudlords burn the Yinka city of 
  Achren… Central Jaiman is rocked by 
  tremors.
  The Nuyan-Khôm tell tales of ghosts 
  wandering out of the old land of Thanor.  
  Kalen Avanir sees a vision in the Mere 
  of Phoras. Andraax is present. 
   6050-2
  (Spring)
  Slowed by a long winter, the Emperor’s 
  forces reach Prevan even as the Usurper 
  attacks the provincial capital.  The Usurper 
  is turned back.
  (2•55–61) The Nameless One is seen in 
  Kaitaine with his escort of four 
  Changramai, but he does not speak. 
  Vomûk and Gorang of the Ahrenreth 
  discover a vault holding three 
  Implementors.
  6050-3 
  (Summer)
  Forces of Dansart from Zor seem to aid the 
  Usurper's forces.  Frelik reveals the crown 
  to the Rhakhaan generals, casting doubt 
  amongst them (but the Usurper still does 
  not put the crown on)… From the south, 
  the Y’kin turn against Rhakhaan.
  Strange flow currents in the Circular Sea 
  interferes with Námar-Tol/Sel-kai 
  trade… Seismic activity in norther Silaar 
  causes ruins of an ancient Lord of Essænce
  structure to rise out of the waters of the 
  Sea of Tears.
  Several of the Jerak Ahrenreth hold an
  informal meeting 
  6050-4 
  (Autumn)
  The Priest of Yaarth takes full control of 
  Helyssa, claiming that Kier is dead.  United 
  with the forces of Lorgalis, he sweeps east 
  towards Rhakhaan.
  Essænce storms over Uj and Southern 
  Hæstra.  The Emerald Forest is assailed by 
  Lugrôki, but the power within turns them 
  back.
  Loremasters sent to investigate ruins 
  risen in Sea of Tears encounter 
  hideous creatures and a dark power. 
  They are forced to flee.
  6050-5
  (Fall)
  The Empire of Rhakhaan is under siege on 
  three fronts, and Jerrin Faslurin finds that 
  his forces are strained.  Jaiman is torn by 
  war.
  Rumors of the Nameless One in 
  Stroane… Hæstra and northern Uj are hit 
  by dozens of minor tremors… Eerie lights 
  are said to glow from the summit of 
  Votania.
  The Storm Wizard, fearing the fall of 
  Rhakhaan and subsequent collapse of 
  Civilization in Jaiman, gathers his 
  powers. The conflict must be 
  slowed…
  
  �
  Part Four: History
  
  4•CURRENT EVENTS
  AND TRENDS
  Following is a brief list of events and trends toward things ‘yet to
  happen.’  The GM should use these concepts to guide him as he
  continues the dynamic life of the city and realm. The GM can also
  refer to upcoming issues of the IQ (available from ICE) or write to
  us for updates on sweeping events in Sel-kai as the Shadow World
  timeline progresses.
  EVENTS
  The following events are listed by date and should begin to occur
  after the PCs begin play. All dates are . Secret or covert events
  appear in italics.
  •: Holiday: The birthday of Agren Navalak, perhaps the greatest
  prince in the history of Sel-kai.
  •: Merchant Baron Ignatus Jurgon is found murdered in his
  study.
  Date
  Jaiman
  Emer
  Secret Events
  6051-1 
  (Winter)
  A bitter winter blankets nearly all of Jaiman, 
  taking heavy casualties among the 
  combatants. Frelik calls for Emperor Jerrin’s 
  abdication. 
  Rhiani Horsemen are harassed by 
  the Charn Raiders… Vajaar 
  retreats from previously claimed 
  lands… a strange illness strikes 
  Itanis, affecting only the Warlocks; 
  while few die, many are left 
  without their powers.  
  Turasoq of the Ahrenreth seduces a young 
  Warlock of Itanis as part of a dark breeding
  experiment… 
  6051-2
  (Spring)
  Heavy rains further slow progress of any 
  forces in the Rhakhaan conflict. It is almost 
  as if Nature herself is trying to slow the 
  progress of the war…
  A Shay expedition from NW 
  Khûm-kaan enters the jungles of 
  Quon; none return. A follow-up 
  search party also disappears.
  A Portal opens on the plains of Hæstra and
  three beings from another time and place 
  emerge.
  6051-3 
  (Summer)
  The Arnak Priest of Dansart sends his evil 
  Messengers of Ulkaya against the northern 
  provinces of Prevan… More strange warriors 
  emerge from Zor to harass the Rhakhaan 
  forces (they are mutants bred by Dansart).
  Southern Silaar and much of 
  Tai-emer suffers from drought. 
  The Lankani increase human 
  sacrifice in hopes of appeasing 
  Klysus.
  Barrin Qaterris (eldest son`of the Prince of 
  Sel-kai) is inducted into the Unseen Eyes, a
  shadowy cabal. His Mentalism skills are 
  rudimentary, but his position makes him a 
  valued member.
  6051-4 
  (Autumn)
  The Dragonlord Sulthon Ni'shaang 
  consolidates his hold over Wuliris. He 
  decides that Frelik has grown too powerful 
  (he would prefer a continuing fight between 
  Frelik and the Emperor) and considers a 
  move south into the Zorian wastes.
  Volcanic eruptions in the Black 
  Mountains… A  trade ship arrives 
  in Kaitaine claiming to have been 
  attacked in the Grotto Pass by 
  ‘giant insects with lightning 
  staves.’ 
  Klyrunak of the Ahrenreth acquires a copy 
  of the Andraax Key (the ring necessary to 
  enter the Tomb of Andraax).
  6051-5
  (Fall)
  (5•21) Prince Kier Ianis appears in his 
  homeland amidst a tremendous surge in the 
  Essænce, wearing the Sea-drake Helm.  
  Under his leadership and with the Helm, the 
  armies of the Priest of Yaarth are driven back 
  or destroyed…  (5•22) Night skies above 
  Jaiman illuminated by unprecedented 
  Flowstorm activity.  The most intense 
  disruptions over the center of the continent.  
  The storms are accompanied by minor but 
  pervasive earthquakes and aftershocks…  
  (5•23) The main power of the Sea-drake 
  Helm fails—apparently tied  to the Essænce 
  storms of the night before.  Kier retreats into 
  hiding and initiates a guerilla offensive 
  against reduced and disorganized armies of 
  Yaarth.
  A Caravan in Uj returns to 
  Kaitaine to tell of a mighty 
  nighttime battle between their 
  Navigator Sulfean and a Herald of 
  Darkness. The Unlife minion fled 
  with the timely appearance of a 
  Storm Herald… Mysterious 
  drummings are heard from within  
  the Vœrken Mire in Silaar. The 
  T’loc-loc go into hiding… Storms 
  threaten commerce in southern 
  Emer… Several volcanoes erupt in 
  the Morbek Highlands, smoke and 
  ash clouds drift north and envelop 
  Votania.
  (5•23) The Vault of Crowns is destroyed; 
  the Swords and Pendants are unaffected, 
  but the General powers of all the Crowns 
  (Jaiman, pp 84-87) are annulled.  Specific 
  powers are unaffected…  (5•32) The 
  Northern Eye of Utha is stolen, plunging 
  the world—especially the Northern 
  Hemisphere—into chaos. One small 
  benefit of this crisis is that Lorgalis is called
  to the Ahrenthrôk; he is unable to deal 
  with Prince Kier as he would like…  
  Schrek summons a meeting of the Jerak 
  Ahrenreth.
  6052-1
  (Winter) 
  [The 
  Present]
  (The beginning of the Grand Campaign. ) 
  The Dragonlord Sulthon Ni’shaang takes the 
  initiative against depleted Zor and Syrkakang 
  forces and sweeps west and south… Strong 
  earthquakes accompany volcanic eruptions 
  in Ja’miil Targ.
  (1•22) Ignatus Jurgon, Merchant 
  Baron of Sek-kai, is found 
  murdered in his study…   (1•54) 
  Rylec Qaterris narrowly escapes 
  assassination. Three days later a 
  dead woman is found on the palace 
  steps; a note with her says only 
  “The Cult of Stars.” The 
  retribution is believed to be the 
  work of the Grey Ring.
  The Jerak Ahrenreth gathers to discuss the 
  deeds of Ondoval and how to salvage their 
  own plans for dominance; they are at odds 
  with the Priests Arnak, several 
  Dragonlords and other factions… (1•52) 
  Guri Kadorian sends anonymous warning 
  to the Prince of Sel-kai… 
  
  
  Eidolon: City in the Sky
  �
  •: Funeral procession of Ignatus Jurgon. A great chain of boats
  escorts the Baron’s funerary barge out into the bay, where he is
  given to the waters. The ceremony attracts thousands of onlookers
  and clogs the canals.
  •: Secret meeting of Olgivana Centaurus, Barrin Qaterris and Royal
  Ministers (as described in the introduction to Part IV) occurs.
  •: Enik Foor reveals to the Prince the plot to replace him with his
  son. The Prince decides not to act; instead keeping close watch on
  the conspirators.
  •: A minor earthquake shakes Sel-kai.
  •: Defense Minister Oleg Goloran is fired, and the Redcapes will
  be purged of many of their corrupt members. A brief crackdown
  on smuggling will ensue.
  •: Holiday: Much of the city is depopulated as the Spring Games are
  played.
  •: Fire in the Sighing Docks. Several Warehouses are destroyed,
  but the blaze is confined to one island.
  •: The Trade Consul of Danarchis arrives amidst much pomp and
  ceremony. He remains for several days while trade agreement
  renewals are discussed.
  •: Holiday: The Summer Games are played. Unfortunately, the
  games are marred by an altercation between Houses Alaxatan and
  Pharnese. Jarl Alaxatan (second son of Kellis) assaults Kendon
  (younger brother of Baron Kyse) Pharnese, and the house guards
  of both families escalate the confrontation into a bloody battle.
  Twelve are dead; Kendon Pharnese is wounded but recovers.
  •: The nd anniversary of the rise of Eidolon into the sky.
  Celebration lasts for two days (but pales compared to the th
  celebration two years ago: it lasted ten days).
  •: The city of Eidolon trembles and tilts a fraction of a degree for
  a few seconds, causing widespread panic. The city stabilizes with
  only minor damage, but a reason for this unprecedented instability
  is not found.
  •: The Yultûm (“Trade-chief,” a priest) of the Lankan Empire
  arrives aboard a majestic barge—one of six in a fleet on this
  journey. His visit stirs much curiosity about the barbaric desert-
  realm far to the south, and many citizens gape at the dozens of
  dark-skinned oarmen-guards arrayed about the boats.
  •: Elven—Sel-kai hostilities will come to a head as a House
  Betaran airbarge explodes over the Sharhya Bay. Xyrus Betaran will
  accuse House Gugulon of sabotage.
  •: A mild tremor shakes Sel-kai City. Damage is minimal, but
  because of previous predictions of a severe quake on this date, there
  is a brief panic.
  •: Holiday: The Autumn Games are played under tight security.
  There are no incidents, but House Alaxatan is on probation.
  TRENDS
  These are more general tendencies which complement the events
  described above.
  • The uneasy feelings between Sel-kai and the Loari Elves of Námar-
  Tol will continue to escalate. Two factions are forming in the city:
  those who favor more Elven trade and the technology it brings, and
  those who wish to restrict the ‘engines’ and other devices of the
  immortals. The latter group is dominated by a coalition of reli-
  gious groups.
  • While Prince Rylec Qaterris’ personal popularity remains high,
  there are attempts by some factions to discredit him. Accusations
  arise that he is giving Elves favored treatment because of his own
  Elvish blood.
  • The weather will be unusually cold for the next few weeks; while the
  canals don’t ever freeze over, some icing appears at the edges on a
  few nights, and light snow is a possibility.
  • As winter turns to spring, strong strains of Canal Cough (level )
  and the more dangerous Shakes (level ) spread through the city.
  Note: PCs could be infected; GMs may want to even give a slight
  chance that Elves could get Canal Cough).
  • Relations between Houses Vorhese and Ullizi will deteriorate as an
  investment scandal erupts.
  5•RUMORS
  This section lists a few interesting rumors which will circulate
  through Sel-kai and Eidolon over the next several months. GMs may
  use these to add life to day-to-day life in Sel-kai. All are untrue unless
  noted otherwise.
  U: R A  N
  • Koren Maas is really a Priest of Scalu (the Security Minister never
  has been well-liked).
  • The Canalers are preparing to rebel (a frequent one. The Lowtowners
  are always discontent, but not yet to the point of rebellion).
  • Ignatus Jurgon was assassinated by the Grey Ring (or… an agent of
  the Prince/his daughter Selima/a band of canal-brats/a secret
  lover; and the truth: a rival Elven-house of Námar-Tol).
  • The Nameless One has been seen in: a garden in Eidolon/on a skiff
  in Sel-kai City/in the Grand Market.
  M: R A  T
  • The Prince is about to levy a new wood tax (a surcharge on all wood
  imported into the city). The tradesmen use it for construction as
  well as fires; this would be very unpopular
  • The Elves have invented machines that can replace even the most
  skilled workers, reproducing items again and again, at little cost.
  • The Prince’s Astrologers have predicted a major earthquake for
  • and he is keeping it from the people. Widespread destruction
  is expected.
  L:
  R A  W C
  • The priests of Moralis are looking for volunteers for their services.
  It’s a ‘once in a lifetime’ experience (true; they use their ‘volun-
  teers’ as sacrifices).
  • There’s a steady flow of Paran, Gort and Fang (all illegal hallucino-
  genic drugs) available at Langdor’s Medicants (#, Ave of the
  Gods).
  • The Elves have invented a small boat engine that can power skiffs
  and barges, and doesn’t need a boiler. It runs on alcohol (only
  potentially true: the Elves are working on an internal combustion
  engine, but are far from perfecting it).
  • There is a new disease off the canals that ages youths prematurely
  (sort of true: it’s the thieves working for Gevallis Gorm; see
  Adventures).
  
  �
  Part Five: Sel-kai Government
  
  ’REVOR     
  corridor, rattling the chains of his manacles to a rhythm he’d heard
  once in distant Námar-Tol. He glanced over his shoulders at the hulk-
  ing pair of guards, both armed to the teeth. I’m insulted; I’d think they’d
  provide at least six guards for the infamous T’revor. I wonder if this is
  about those ruby eyes I stole out of the Ferret goddess’ statue last week. But
  how would they know about that?
  T’revor’s reverie was halted by the entourage’s arrival at a pair of
  huge panelled wood doors. Youthful pages yanked open the gates and
  the group passed on into an impressive hall, at the end of which stood a long desk
  on a stone dais, and behind the desk three throne-sized chairs. He and his guards
  approached the bench; they stopped
  “T’revor Arain, you have been called before this Tribunal to answer questions
  regarding your activities on the night of Five Orhan Thirteen.”
  Uh-oh. But the Dúranaki prince showed no sign of distress. “I spent the entire
  evening enjoying the services of the Red Door.” This should be amusing… a little
  Teleport to my camp on the coast and I’ll be off this rock in no time, leaving these
  pompous judiciaries with slack jaws. T’revor smirked. “This has been fun, Judge, but
  now I’ll have to say… goodbye.” He cast his spell, but instead of the slight vertigo of
  teleportation, he winced as pain lanced through his skull. His guts wrenched from
  the effort of trying to draw Essence where there was none. Something interfering
  with my powers…
  “You think we are so foolish, T’revor Arain? Your manacles are an alloy includ-
  ing signiﬁcant amounts of kregora.” The center judge smiled, thin lips stretched
  tight, then his face hardened again to a mask of cold anger. “Now I ask you: What
  do you know of the Eyes of N’swi’Nkiy?”
  �
  �
  �
  This section features an overview of the Sel-kai government, its structure and
  operations. The Sel-kai system is tripartite: the Prince and his advisors (Executive
  with some legislative powers), the Conclave of Guilds (overlapping legislative
  powers, with considerable veto authority), and the Tribunals, judges who interpret
  the laws and edicts of the land.
  •␣PART V␣•
  SEL-KAI GOVERNMENT
  Decorative Pilaster Frieze
  Eidolon Ferry Service
  North Terminal
  c. 
  
  
  Eidolon: City in the Sky
  �
  1•SYMBOLS OF
  AUTHORITY
  Each of the three branches of government has a seal and a scepter
  which serve as emblems of that division’s power.
  THE SEALS
  Large, ornate golden artifacts, the seals are worn about the neck
  on a gold chain. The Prince, the First Speaker of the Conclave, and
  the Chief Adjudicator of the Tribunals each wear the seals and use
  them when approving important documents. Each seal has a differ-
  ent, very detailed design, and is set in a different color of wax with
  accompanying ribbon.
  THE SCEPTERS
  More purely symbolic items than the seals, the scepters are
  carried by the three primary representatives of the three branches of
  government (the Prince, the First Speaker of the Conclave, and the
  Chief Adjudicator of the Tribunals) into major sessions and cer-
  emonial occasions. On a day-to day basis, the Conclave and Tribu-
  nal scepters rest on pedestals in primary chambers, while the Prince’s
  scepter is stored in a vault.
  2•THE PRINCE AND
  COURT OF SEL-KAI
  Since the Princeship is not dynastic, the court is (theoretically)
  not as entrenched as it might be were the rulership based on family.
  However, since Rylec Qaterris has ruled for over  years, his family
  has quite ﬁrmly positioned itself in the royal palace. While the rest
  of the family members have little oﬃcial power based on their
  relationship to the ruler of Sel-kai, many of the prince’s relatives do
  serve as ministers, and a few hold ranking positions in the guild
  hierarchies.
  POWERS OF THE PRINCE
  While not an absolute dictator, the Prince is granted sweeping
  powers which enable him to operate with considerable freedom. He
  may sign trade agreements without prior approval; these can be
  subject to subsequent veto by the Grand Conclave, but only by a
  two-thirds vote—virtually unheard-of. He has the power to levy and
  set taxes and tariffs.
  The Prince controls all real estate on Eidolon; he alone may
  nominate a family or guild to Inner Council status (subject to
  ratiﬁcation by that council).
  The Prince also has the power to grant pardons. Chief of the
  military forces of Sel-kai, the Prince may declare war, mobilize
  troops, and sign treaties—though all such actions are subject to
  Legislative review.
  Prince Rylec Qaterris
  THE PRINCE AND FAMILY
  Following is an overview of the Prince’s immediate family.
  R Q, P  S-
  The Prince refuses to reveal his exact age, but since he has ruled
  for more than two centuries and looks to be no more than thirty
  years of age, it is clear that Elven blood ﬂows in his veins. He is
  already accounted one of the most gifted of Princes, ruling with
  charisma and an even hand. The only question which swirls ever
  about his reign is when (or if) he will retire—and who will succeed
  him. The last Prince who tried to name his heir left his successor with
  a rebellious population. Rylec is mute on the subject, saying only “I
  think I have a few good years left in me; let’s worry about my
  retirement a few years down the road.”
  
  �
  Part Five: Sel-kai Government
  
  L W
  The Prince’s wife and mother of his children, Wensia is a quiet
  woman now in her ﬁfties. She is the Prince’s second wife; his ﬁrst
  died in her eighties some one hundred years ago, never having borne
  him offspring.
  L B
  At thirty-one, Barrin still retains a boyish look, though his sullen
  moods and frequent scowl can counteract that appearance. Tall and
  lean, he is skilled swordsman and has some Mentalist abilities as well.
  He is unfortunately resentful of the fact that he will not inherit the
  realm since Sel-kai is not a dynastic monarchy.
  Barrin has just been indoctrinated into the Unseen Eyes, a secret
  cult of Mentalists who wish to use Barrin’s inﬂuence and access for
  their own ends. He, in turn wants to gain more powers to further his
  own political goals.
  L A
  Twenty-eight year old Arisia is a willful young woman who has
  repeatedly resisted her father’s attempts to marry her to sons of
  prominent Guildmasters. She is determined to wed who she pleases
  when she pleases. A lovely young woman, her auburn hair is the envy
  of many girls in the aristocracy.
  L C
  Twenty-three and still full of youthful energy, Caillin has always
  had a knack for getting into trouble—though as he has gotten older,
  the trouble has become more serious and diﬃcult to dismiss as
  boyish mischief. Caillin is also a handsome youth, and seems to take
  great joy in pointlessly ﬂirting with the many attractive and eligible
  daughters of the Merchant Barons.
  Rumor has it that he frequents the Red Door, a brothel catering
  to ‘unusual’ appetites.
  3•THE PRINCE’S PRIVY
  COUNCIL
  Advisors to the Prince, these men and women are appointed by
  him and serve until dismissed, they resign, or upon the death of the
  Prince. They have some independent power, essentially acting as
  administrative assistants to the Prince.
  The Privy Council currently consists of seven members; they are
  referred to as ‘ministers.’ Each has speciﬁc authority and responsi-
  bilities as noted below.
  DEFENSE
  Oleg Goloran is Minister of Defense, and as such is commander
  of the Prince’s Fleet, the army, and all other police forces. Goloran
  is not a very popular man, though it is not due to any actions of his
  own; rather it is due to his inability to control the Chief City Warden,
  Zatali Dackett. See City Wardens Below.
  He is frequently at odds with Justice Minister Ahni-sha Vahsaihas.
  COMMERCE
  Upon ﬁrst meeting him, Boren Alsec does not inspire conﬁ-
  dence. The the short, rotund little man is a wizard at calculations and
  numbers, and for the few complex operations he prefers not to do in
  his head, he is unmatched at using the barka (a calculating device
  using small colored beads on knotted lengths of silk string).
  With a ﬂawless memory for numbers, Alsec is invaluable to the
  Prince. He also has an intuitive grasp of the complexities of the Sel-
  kai trade network, a feat few indeed can boast.
  SECURITY
  The Itanian Warlock Koren Maas is the Prince’s Minster of
  Security, a very different role than that of the Defense Minister. He
  is a powerful Seer and the Prince’s personal Truthsayer.
  That Koren Maas is also a member of the Ahn-sye Woloka (E.
  “Order of the Eye”) is a truth known only to very few. This semi-
  mythical order of Seers, founded in the early Third Era as one of the
  Eight Orders of the Emerian Empire, was generally thought dis-
  banded thousands of years ago. It is not the group it once was, and
  now serves a different master. The new head of the Order of the Eye
  is Iæn Shiin, one of the Circle of Eight, the evil cult of Ahrenreth.
  This is not to say that Maas is evil; he is an ambitious man with
  goals of his own. As long as loyalty to the Prince of Sel-kai serves his
  purposes, he will remain his faithful servant.
  As Security Minister, Maas oversees a network of spies spread
  across Emer and beyond. He also is commander of a force of what
  might best be described as ‘secret police;’ undercover enforcement
  operatives who are constantly investigating possible threats to the
  realm.
  K M
  Age: . Eyes: Green. Hair: Black/straight. Build: Slender. Height:.
  Race/Sex: Itanian/Male.  Skin: Chocolate brown. Demeanor: Cold,
  emotionless. Dress: Black ﬂowing robes. True Attitude: Guarded,
  mercenary. Home: Eidolon.
  Intelligence Minister Koren Maas
  
  
  Eidolon: City in the Sky
  �
  canal barge processions instead. He makes no attempt to hide his
  opinion of the Eidolon Mayer, but then he has little regard or use for
  the ﬂoating city itself.
  Landoq has been asking for the removal of Chief Warden Zatali
  Dackett for years, but Rylec has been curiously reluctant to ﬁre the
  corrupt man. It is no secret that Landoq and Qaterris have had a
  falling out in recent years, but some suspect that Qaterris has an
  agenda of his own.
  M  E
  The chief administrator of this airborne paradise has little to do
  besides preside over social occassions and make sure that maintinence
  services remain ﬂawless. Mayor Soven el Kaisor has proven that he
  is quite skilled at the former, and knows how to delegate the latter.
  The handsome, charming Erlini gentleman has even managed to
  remain on friendly terms with the opposing factions during the
  increasing Elf/mortal tensions. He can also party with the best.
  4•CONCLAVE OF
  MERCHANTS
  There are two subgroups within the Conclave: the Inner Circle
  (consisting of only the heads of the wealthiest merchant families and
  certain of the ‘High Guilds’) and the Grand Conclave, including the
  other guilds and representatives of the private citizens of the various
  districts in the city and countryside.
  There is an ongoing struggle among the Guilds not allowed in the
  Inner Circle to be appointed so. The Prince has the power to
  nominate a guild, subject to a majority Circle ratiﬁcation. As one
  might assume, it is rare that a guild is added. A Guild—or guild
  member—must do something quite remarkable to gain the atten-
  tion of the Prince and respect of the Circle.
  The Inner Circle representatives—and to some extent those of
  the Grand Conclave—are the ‘nobility’ of Sel-kai. Unlike the Prince,
  they are not elected to their post. Succession to the Guildmaster
  position is almost always by descendant, except in the almost
  unheard-of situation of a deposed head or a Guildmaster who has
  disowned his offspring and names another heir. Even in this case the
  master usually adopts the heir to maintain the family name.
  As can be imagined, this structure has created a group of ex-
  tremely powerful and wealthy families in Sel-kai. It requires a
  powerful and diplomatic Prince to keep these men and women from
  tearing the country apart.
  THE INNER CIRCLE
  The following ‘High Guild’ representatives make up the Inner
  Circle, an elite and extremely powerful organization.
  M F
  Tagleb Ullizi
  Eduard Gerion-Tyes
  Iliana Gugulon
  Chandri Vorhese
  Xyrus Betaran
  Dasai Maari-Tasaka
  Andreus Jourges al Moodh III
  Kyse Pharnese
  Aldaran Elgata
  Kellis Alaxatan
  Selima Jurgon
  Barmis Maledaar (inactive)
  JUSTICE
  The Minister of Justice is also the Chief Adjudicator, the head of
  the country’s justice system. She appoints all judges and presides
  over the ﬁnal court of appeals.
  The Linær-elven woman, Ahni-sha Vahsai has distinguished
  herself as a superior administrator with a brilliant analytical mind
  and unparalleled judicial skills. She is a Mentalist of no mean talent,
  using her powers of the mind to further the cause of just law in the
  realm.
  A- V
  Age: ≈ (Appears≈). Eyes: Blue. Hair: Blonde. Build: Slender.
  Height:. Race/Sex: Linær/Female.  Skin: Fair. Demeanor: Cool.
  Dress: Purple and black robes and hood. True Attitude: Fair but
  sometimes unsympathetic. Home: Eidolon.
  STATE
  Minister Enik Foor is an imposing ﬁgure and an impressive
  diplomat; ﬂuent in two dozen languages including their dialects and
  familiar with countless cultural niceties, he is indispensable on
  journeys to foreign lands.
  To all appearances he is a Loari Elf, but in fact he is a being
  thought long gone from this planet. He is an artiﬁcial intelligence: an
  android. Prince Rylec met Foor while on a visit to Nomikos and
  convinced the inscrutable ‘Elf’ to join his government.
  Whatever Enik Foor’s true motivations are, he seems completely
  loyal to the Prince and Sel-kai. (In fact, he is ultimately loyal to his
  master Andraax).
  E F
  Age: ? (Appears ≈ ). Eyes: Deep blue. Hair: Dark brown. Build:
  Lean, muscular. Height: . Race/Sex: Apparently Loari Elf, really
  Android/Male.  Skin: Tan Caucasian. Demeanor: Polite. Dress: Blue
  robes of state. True Attitude: Loyal to Prince, reserved. Home:
  Watching Isle (south of Ormian, home of the Scribes of Nomikos).
  INTERIOR
  Kestran Valmarana—retired head of the famous Valmarana
  Trading Company—is Minster of the Interior. As such he adminis-
  trates the resources of the land, keeping track of the small realm’s
  reserves of food and raw materials.
  He is also in charge of the Customs and Tariffs Sub-ministry and
  the postal service.
  K V
  Age: . Eyes: Hazel. Hair: Brown. Build: Medium (slightly paunchy).
  Height: . Race/Sex: Laan/Male.  Skin: Tan. Demeanor: Gruff;
  businesslike. Dress: Green robes of state (or ﬁne silks and wools).
  True Attitude: Loyal to Prince, reserved. Home: Eidolon.
  OTHER OFFICES
  In addition to the Ministries, the Prince is served by a variety of
  other oﬃces. Two may be of passing interest to PCs: the respective
  mayors of the two primary cities.
  M  S- C
  A Laan of some breeding and no little ability, Pol Landoq has
  been Mayor of Sel-kai City for almost four decades. The job has aged
  him prematurely: Laan at eighty should not be so grey-haired.
  The Mayor rarely smiles, and frequently dodges social responsi-
  bilities, sending his wife to preside over celebration dinners and
  
  �
  Part Five: Sel-kai Government
  
  Kitteran Centarus
  Hengiis Tharal
  Kestran Valmarana
  Berek Dolnegan
  H G R
  Alchemists: Lorgo Vidiaru
  Goldsmiths: Magnar Baragon
  Jewelwrights: Cirius Taminger
  Scribes: Tanis Chei-xatar
  Shipwrights: Fuget Marn
  Sky Captains: Helios Zetar
  Church of Neela: Mother Devera Monali
  Cult of Andaras: Eminence Varan Morax
  THE GRAND CONCLAVE
  The membership of the Grand Conclave includes the following
  representatives:
  Actors, Animal Trainers, Apothecaries, Architects, Armorers,
  Artists, Astrologers, Bakers, Bookbinders, Butchers, Carpenters,
  Clothiers, Cobblers, Courtesans, Fishmongers, Glassblowers, Gro-
  cers, Healers, Herbalists, Hostelers, Lampwrights, Leatherworkers,
  Locksmiths, Masons, Millers, Miners, Minstrels, Potters, Seers,
  Sailors, Silversmiths, Swordmakers, Vintners/Brewers, Wainwrights,
  Woodwrights, and each of the remaining Sanctioned Temples.
  5•JUSTICE
  The justice system of Sel-kai is usually quick and (for the most
  part) just. Decisions are handed down by tribunals of judges; how
  elaborate the due process of law is depends on the severity of the
  crime (see Crime and Punishment, below).
  THE TRIBUNALS
  The courts of Sel-kai are overseen by the Justice Minister;  Judges
  are appointed by the Prince to a life term. This includes the Chief
  Adjudicator, whose primary responsibility is policing the laws of the
  state (including the Prince and the Councils). Different types of
  tribunals judge various categories of crime, from boat mooring
  infractions to high treason. Judges wear ﬂowing black robes with
  red, blue or green sashes, depending on their ﬁeld. The Chief
  Adjudicator wears a golden sash.
  CRIME AND PUNISHMENT
  There are three classes of crime in Sel-kai: Civil, Criminal, and
  Capital. Examples of each type—along with punishment guide-
  lines—are given below in approximate order of severity.
  Minors are usually given slightly lighter sentences unless they are
  repeat offenders.
  If a ﬁne cannot be paid immediately, either property is im-
  pounded, a payment arrangement is worked out, or the offender is
  placed on a labor detail at  bp/day to pay off the debt (scheduled
  after imprisonment, if any).
  P  L
  Large placards at the West Gate and all along the docks proclaim
  the laws in Erlin and Shay. A parchment copy may be bought at the
  Prince’s Lower Palace for  cp.
  C O
  Generally minor or non-violent offenses, these have correspond-
  ingly small penalties. No permanent record of any crime is kept
  except for the license-related ones.
  Note also that only Assault and Slander offenses are even heard
  in court; others are only heard under appeal. In any case there is no
  counsel, only the accused and the arresting City Warden act as
  defense and prosecution.
  Lack of boater’s license: Anyone piloting a boat, ship or skiff in the
  city limits (including the harbor) must be licensed. Punishment:
  First Offense:  sp;  Second Offense:  gp; Third Offense:  gp and a
  night in jail.
  Lack of business license: All business operating (buying, selling,
  maintaining an oﬃce) in Sel-kai must be licensed so they may be
  taxed. Punishment: First Offense:  gp;  Second Offense:  gp; Third
  Offense:  gp and a night in jail.
  Improper boat piloting: There are a few common sense boat opera-
  tion rules for the canals. Those not following them are usually
  strangers or drunk. Punishment:  sp; repeated offenses have (rarely)
  resulted in boat conﬁscation.
  Drunkenness: Rarely enforced, this is a law against obnoxious
  intoxication in public. Punishment: A night in jail.
  Vagrancy: It is illegal to loiter overnight in any public square or park.
  Punishment: A night in jail.
  Assault (Minor): Administered to those caught ﬁghting (usually in
  taverns) when no serious harm has been done and no weapons
  drawn. Punishment: A night in jail or  gp.
  Slander: Public defamation of character is a little less clear than the
  above offenses, but is technically illegal. Punishment: - gp
  paid to victim and  gp for court costs.
  C O
  All more serious crimes, these involve a trial of sorts. A defending
  counsel is appointed and a prosecutor presents evidence to the
  tribunal. The judges then decide whether the accused is guilty, and
  name a punishment. Permanent record is kept of all convictions,
  and punishment can double or triple for each repeat.
  Petty Theft: Usually property under  gp in value. Punishment:
  twice the value of the item repaid plus  gp court costs.
  Assault (Major): An assault becomes major when the victim receives
  wounds requiring medical attention and/or if a deadly weapon is
  drawn. Punishment:  Medical costs plus any expenses resulting
  from injury (loss of income) plus - gp ﬁne to victim plus 
  gp court costs.
  Tax Evasion: These are businesses or individuals who falsify records
  in order to pay less tax or deliberately failing to pay tax   Punish-
  ment:  Taxes plus % penalty plus interest plus  gp court costs.
  Repeat offenses may involve incarceration in addition to multiple
  penalties.
  Tariff Evasion (Smuggling): Attempting to smuggle goods into or
  out of Sel-kai without paying appropriate tariffs.   Punishment:
  Tariff plus -% penalty plus  gp court costs. Dangerous
  materials and certain deadly drugs are also ﬁned and usually incur
  imprisonment. Repeat offenses may involve incarceration in addi-
  tion to multiple penalties.
  
  
  Eidolon: City in the Sky
  �
  Burglary: Breaking into private or government property (including
  warehouses, ships, boats, etc). Punishment: (can be combined on
  top of Assault, Theft, etc.) - gp plus damages plus - days
  imprisonment plus  gp court costs.
  Bribery: Punishment: Varies tremendously depending on the oﬃ-
  cial, but usually involves a ﬁne of -, gp and at least ten days
  in jail.
  Grand Theft: Punishment: Twice the value of the item repaid plus -
   nights in jail plus  gp court costs.
  Forgery: Punishment: Varies tremendously depending on the docu-
  ment, but usually involves a ﬁne of -, gp and at least ten
  days in jail. Forging currency means at least  days in jail and a
  , gp ﬁne.
  Manslaughter (unintentional killing): Punishment: Depends on the
  circumstances, but unless clearly self-defense, there is at least a 
  day jail sentence and a - gp compensation to victim’s family.
  C O
  These are the highest offenses; the penalty for most is death.
  Arson: A city like Sel-kai cannot afford any ﬁrebugs. Punishment is
  severe. Punishment: For minor damage: Public ﬂogging and repay-
  ment of damage; For severe damage or repeat offense: Public ﬂog-
  ging, repayment of damage, then banishment.
  Rape: Sometimes depends on the violence of the act or if the
  circumstances are unclear.  Punishment: First Offense: ﬂogging;
  Second or Violent Offense: Teath by axe.
  Murder: Pre-meditated killing. Punishment: Usually death by axe;
  multiple or brutal murder is punished by torture, public ﬂogging,
  then death; if circumstances are unclear (i.e., guilt is not estab-
  lished without doubt) life imprisonment is imposed..
  Treason: Against Sel-kai can include selling of secrets, plotting
  revolution, plotting against the Prince. Punishment: Torture (to
  extract the extent of the betrayal as necessary), public ﬂogging,
  then  life imprisonment or death by axe.
  6•GUARDIANS OF PEACE
  The internal security force of Sel-kai, the Guardians include the
  City Wardens in Eidolon, Sel-kai City and all other metropolitan
  areas, and the Marshalls who enforce laws in the countryside. They
  are essentially a police organization, but generally made up of more
  intelligent and capable men than is the military. An additional
  branch is the Prince’s Guard, an elite group whose exclusive respon-
  sibility is the safety of the Prince, his family, and the Privy Council.
  C W
  Though armed with short swords, they prefer to use small clubs
  when subduing minor offenders. Captains carry compact cross-
  bows. Wardens all wear grey leather breeches and boots, black tunics
  with red collar and cuffs, and red-trimmed grey cloaks. They are
  headed by Chief City Warden, Zatali Dackett
  Over the last several years, the reputation of the Wardens has
  slowly changed from a trusted group of public servants into a pack
  of bullies and bribetakers.
  A rising opinion among the populace is that the “Red-capes” as
  Two Redcapes break up a minor altercation
  
  �
  Part Five: Sel-kai Government
  
  storage. Customs oﬃcers are constantly swarming over the docks of
  Sel-kai City and Eidolon day and night, armed with cases of these
  stickers. Like the tax collectors, all customs oﬃcials have a personal
  imprinting seal which embosses documents, and wear an identify-
  ing medallion.
  8•THE PRINCE’S FLEET
  Sel-kai has only the Guard to serve as a standing army; her
  impressive navy is more than enough to dissuade any would-be
  invaders. Over two hundred sea vessels and ﬁfty skyships make up
  His Highness’ ﬂeet, an impressive force easily mobilized from the
  dozen bases located about the realm.
  For more detailed descriptions and dia-
  grams of the ships of Sel-kai, see Section
  XII.
  W
  Swift, agile, and easily able to evade
  any attack, Warbirds are the Prince’s
  airborne attack force.
  Armed with a variety of incendiary
  bombs, skyships can easily rain destruc-
  tion down upon enemy sea craft while
  remaining out of reach themselves. They
  have no match in Kulthean warfare—with the notable exception of
  dragons.
  B
  More mundane than the warbirds perhaps, but still an important
  part of the Sel-kai defensive strategy, the sea-going battleships are
  larger than their ﬂying cousins. They are thus able to bear heavier
  weaponry and more men.
  9•POST OFFICE
  One of the most eﬃcient systems in the known world, the postal
  service delivers a letter within a week (ten days) anywhere in the
  realm for a mere tin piece. There are two deliveries daily in Sel-kai
  City and Eidolon. A letter mailed in the morning may arrive across
  town by that afternoon—certainly by the next morning’s delivery.
  Small parcels may also be delivered for an additional fee. The Post
  Oﬃce has arrangements with trade companies to deliver mail to
  selected locations outside of Sel-kai, including Haalkitaine, Lethys,
  and Kaitaine.
  “…Why thank you madam, and
  you don’t look a day over one-
  hundred either.”
  —R Q,
  P  S-
  (A    )
  they are called (now sneeringly), cannot be counted on to protect
  Sel-kai citizens from crime. While in reality the great majority of the
  Wardens are still honest men and women, there is an increasing
  percentage who care little for the law except how it can be used to line
  their pockets. Dackett is the worst of the bunch, often taking bribes
  to make sure that his men are away from burglary sites and similar
  crimes. It is only a matter of time before Defense Minister Oleg
  Goloran either boots Dackett or the Prince replaces them both.
  M
  These country law enforcers are allowed more leeway in their
  methods because of the necessity of operating in a more rural
  environment. Most travel on horseback,
  and are armed with broadswords and
  short (riding) bows. Marshalls gener-
  ally wear green and brown, with a red
  sash or hood as symbol of their oﬃce.
  P’ G
  The elite of the police forces, they
  protect the Prince, his family and advi-
  sors from any potentially threatening
  situation. They wear black tunics and
  breeches, and carry a variety of weapons
  and equipment. Some of these men and women are armed with the
  coveted Loari dart guns.
  7•TAXES AND CUSTOMS
  The wealth of Sel-kai is dependant upon taxes and tariffs, and
  you can be sure that the Prince makes sure that imports and exports
  are carefully monitored. As with any huge trading port, there is a
  certain percentage of smuggling and a thriving black market, but
  this is kept to a manageable level.
  TAX COLLECTORS
  These men actually collect the tariffs and taxes from the trading
  companies and retailers located throughout the cities of Sel-kai. All
  tax collectors have a personal imprinting seal which embosses
  documents, and wear a medallion proclaiming their oﬃce.
  CUSTOMS OFFICERS
  Sel-kai utilizes a system of elaborately printed seals to insure that
  trade goods are not tampered with as they enter the port prior to
  
  
  Eidolon: City in the Sky
  �
  •␣PART VI␣•
  PEOPLE & GROUPS OF NOTE
  Saren stood at the bow of the airskiff as it knifed through the thick night air, her
  eyes straining. Even Elven sight had its limitations; there was many a time she
  wished to Jayesk that she could see through fog.
  The skiff tipped forward, beginning its descent; she unconsciously adjusted her
  stance on the narrow deck.  Behind the Loar Elf, her two sinewy Talath servants
  labored at the sails to steer the skiff.  No small skill, piloting a skyship as swift and
  small as this one, but Síen and Marc had never failed Saren.  A ventral sail snapped
  in the wind; Saren favored the guilty sailman with a dagger-glance over her shoul-
  der.  Síen—the younger of the two—flinched.
  An instant later they burst from the low clouds skimming just a few hundred
  feet above the inky waters of the Fuludon Bay.  Sel-kai lay dead ahead, lit by thou-
  sands of torches and lamps.  How beautiful the city looks from up here, too far to
  smell the stink of her canals and see the rotting of her piers.  No wonder the Prince
  moved up to a sky-palace.  Saren glanced upward, but Eidolon was lost in the dirty-
  grey cotton sky.
  “Braking, mistress.” Marc called softly.
  Saren nodded, and putting good sense before vanity took hold of the mast.
  Unlike a seagoing vessel, there was little to slow a hurtling skyship—not to mention
  the fact that airborne vessels moved at more that five times the velocity of any
  water-bound craft. Only skilled tacking would slow them.  The  narrow craft slewed
  about, her grey sails catching wind as she flew towards the glimmering lights of the
  city.
   The mast and booms folded out of sight, and out came long poles as the airskiff
  drifted gently downwards. Saren adjusted the ballast control and the ship silently
  entered the inky waters.
  
  �
  Eidolon: City in the Sky
  
  The Talath pushed and the skiff slithered under the Sighing Docks.  So far, so
  good.  Their goal was the Black Oak district—and the Jurgon Villa. Water lapped
  rhythmically at the ancient stone and wood pilings, tirelessly pulling at the founda-
  tions of the city. The Talath, clothed in boatmen’s sweater and shorts, attracted
  little attention, and Saren kept a nondescript grey robe pulled tight about her.
  There was little activity at this hour anyway—except by others who skulked about
  the quays or guided their boats with a furtiveness which shouted the illegality of
  their errands.
  Bridges crisscrossed overhead as they moved from isle to isle, sometimes even
  slipping under the stone-arched buttresses supporting the massive structures of the
  city.  Saren wrinkled her nose at the fumes.   In a particularly dark, narrow canal
  they saw a scuffle outside a seedy-looking tavern; one man tumbled into the oily
  water not twenty feet away and two others fled; the body did not surface.   Síen
  turned to his mistress with a look of fear and indecision; Saren’s curt head shake
  said clearly: our business lies elsewhere; the petty crimes among mortals are not our
  concern.
  They eased through Twelve Bridges and across the wide canal separating that
  district from the prestigious Black Oak islands. The difference in architecture was
  glaring.  Where Sighing Docks to the north was a cluster of ramshackle wood frame
  structures built on crumbling brick and even wooden piles, Black Oak was all
  granite and glazed tile on solid foundations.  A rare guttering torch lit Sighing
  Docks, while brass lamps cast pools of golden light all about Black Oak. Here they
  must be stealthy.
  Silent as the still air, they eased through the night, clinging to shadows where
  they could find them; Saren’s spells made them one with the darkness.  Only a few
  moments later they arrived at the flanks of House Jurgon. A sheer wall of grey stone
  blocks loomed above; the nearest unbarred window was fifty feet above. Saren
  gestured to her boys, who pressed the craft firmly against the wall.  Without hesita-
  tion, she grasped the wall and began to climb. Like a great black spider, she scaled
  the wall…
  At thirty feet above the canal, a chunk of stone under Saren’s foot crumbled,
  sending gravel and powder tumbling. She didn’t look, but smiled grimly, imagining
  Síen and Marc cringing below.
  Saren reached the window without further incident, pried open the pathetic
  lock and dropped lightly inside the darkened bedroom. A few steps took her to the
  door, which she edged open. The hall was dim and silent. Out she edged, heading
  towards the servant stairs. But around the corner loitered two guards, chatting idly.
  Saren drew her dartgun.
  She pulled the trigger once, twice.  The spring was almost inaudible, then the
  men fell without uttering a sound.  Now for Ingatus, head of the Jurgon family and
  the man who dared cheat the Xanaari House of Námar-Tol.
  �
  �
  �
  We note below families, organizations and individuals who have power and
  influence in Sel-kai… and beyond. They include the merchant nobility as well as
  members of certain powerful organizations.
  
  
  Eidolon: City in the Sky
  �
  1•MERCHANT BARONS
  These are the nobility of Sel-kai; the families who wield vast
  power through money and the authority which accompanies gen-
  erations of mercantile experience.
  U
  An old and respected family of merchant-bankers, House Ullizi
  is one of the few families in Sel-kai completely above reproach. They
  have weathered countless attempts to usurp their considerable
  power in the Sel-kai banking system and remain a trusted name in
  the finance industry.
  Tagleb Ullizi is in his fifties and his health is failing; he is
  grooming his eldest son Aldon to take over the business. While this
  is the logical decision, younger son Terges is unhappy at not being
  given the chance to prove his worthiness as heir to the financial
  empire.
  G-T
  The union of two families (the venerable but cash-tight House
  Gerion and the wealthy but nouveau riche Tyes clan) five decades ago
  brought new life to a dynasty. The dilapidated family house is still in
  the process of being renovated but is no longer in danger of sliding
  into the canals.
  Eduard Gerion-Tyes is the first offspring of this union, and at 45
  years old has proven to be a capable (if not inspired) financier.
  G
  A trade and holding company, House Gugulon is known for its
  shady business practices. While never stooping to blackmail or
  bullying, Gugulon is rumored to run a thriving smuggling opera-
  tion. Lady Iliana Gugulon demurely denies any association with
  smugglers or that she even overestimates her cargo spoilage (some-
  thing everyone does to hedge on their tariffs).
  
  �
  Eidolon: City in the Sky
  
  V
  The name Vorhese is synonymous with wealth throughout  Sel-
  kai. As owners of the Granite Bank, they are among the richest of the
  Merchant-barons.
  Chandri Vorhese is the head of this household, and at the
  venerable age of 75, continues to run the sprawling banking and
  trade businesses. He is also a patron of the arts, commissioning
  many works of paint and sculpture.
  B
  One of a handful of Elven merchant families in Sel-kai, House
  Betaran is treated with a sort of grudging respect by other compa-
  nies. They have cornered the lucrative coffee trade with the shay of
  northern Khûm-kaan—much to the chagrin of House Alaxatan.
  Xyrus Betaran has also established ties with a group of the reclusive
  Shuluri living in Malqanar, securing a flow of the cherished pearls of
  that bay, as well as the delicious oysters of the Bay of Songs.
  M-T
  The Maari-Tasaka merger took place nearly eight centuries ago,
  so it has gradually settled into event the long collective memory of
  Sel-kai to the point where it is as if the family was always one unit—
  this in spite of the bitter rivalry which existed between the clans for
  nearly a thousand years preceding this unexpected union.
  Now Dasai Maari-Tasaka stands as the matriarch of a powerful,
  unified family, vying with the others for the most lucrative trade
  contracts. Gems are rare minerals are among the family’s most
  profitable wares; they actually own several wealthy mines in the Rust
  Mountains. Knowledge of Alchemy seems to run in the family veins,
  as Dasai’s brother and eldest son are both powerful masters of the
  arcane art.
  J  M
  An esteemed lineage of Y’nar descent, the Jourges al Moodh
  family is known to be ‘dangerously polite.’ The stoic head of this
  clan, Andreus III, is always ready with a self-deprecating comment
  or to commend someone else’s trading expertise, all the while
  squeezing information from his ego-swollen competitors. He has a
  huge share of the silk trade with Nuyan Khôm. Andreus demurely
  disavows rumors that he is actually related to the Hutarn of that
  land.
  B
  The head of the Guild of Goldsmiths, Magnar Baragon is ac-
  counted among the most wealthy of Sel-kai citizens. His home is a
  showcase of art and sculpture, his halls lined with marble. Magnar
  has three children: two girls and a boy, all young adults. He has
  aspirations that his son Julian might succeed him as Guildmaster
  and even Prince, but Julian seems more intent on pursuing the fairer
  sex than attending to crafts or politics.
  Magnar often has the Prince’s ear, but gives his advice sparingly,
  not wanting to tire Rylec with his opinion.
  P
  Clever and resourceful, House Pharnese rarely has to stoop to
  deceit to get what they want (not to say that they haven’t once or
  twice…). The current head of house is Kyse Pharnese, who has had
  to assume control at the tender age of 25 after they untimely death
  of his parents in a skyship accident just last year. He is slowly earning
  the respect of his fellow merchant barons, for he is a canny trader and
  his skills of diplomacy are already well-honed.
  One incident worthy of note occurred about two hundred years
  ago, at the grand regatta, a celebration of spring held annually.  All
  who own a boat are invited to decorate it and join in a flotilla parade
  through the large canals of the city, ending in the Great Circle.
  During the procession—after most of the participants had imbibed
  a fair amount of wine—the Alaxatan bare bumped into Pharnese.
  There is no love lost between these houses, and Coran Alaxatan
  could not resist a jibe. “Sorry for that scrape, Tellen,” he called over
  to the head of house Pharnese, who had been trying to ignore the
  entire incident with no more than a glare at the head pole-boy. “I
  suppose,” Coran continued with a sneer, “that you can ill-afford a
  repair after that unfortunate coffee incident last year.” Alaxatan had
  hired an Animist to poison Pharnese’s coffee crop on the mainland.
  Tellen Pharnese smiled wickedly. “Think not of it, Coran, for I
  have made the price of this boat a hundred times over, thanks to the
  kind help of your fine son Jerrek. His knowledge of the Urulian
  tobacco plantations was most helpful.” This suddenly explained to
  Coran Alaxatan why he was unable to get most of the Urulan tobacco
  farmers to commit to sell their crop to him this year; he had assumed
  they were stalling for more money and had strung them along. He
  now knew that he had lost the crop, and apparently by the betrayal
  of his son; young Jerrek sat near the back of the barge even now,
  flirting with one of the several females he had invited. I could drown
  him now; but it would not give the satisfaction of torturing him first, he
  thought angrily. He was, unfortunately, quite serious. Betrayal of the
  family was one of the worst crimes in the Sel-kai calendar. Worse,
  Pharnese had shouted it so that merchant nobility and commoners
  alike had heard it five boats away. Every gossip in the city would
  know by sunset.
  Coran Alaxatan swore he would avenge this insult.
  E
  A family with a noticeable Laan heritage, members of House
  Elgata has a regal bearing, and a reputation for verbal brutality.
  Ruthless but honest, it is clear that they consider themselves socially
  and genetically superior to everyone they deal with. They are not well
  liked as a group, but no one dares ignore them. Aldaran Elgata is no
  more or less haughty than the rest of his clan, though his ego has
  taken a bruising in recent years: House Elgata has not fared as well
  as some of its competitors in the lucrative timber trade.
  A
  Traders extraordinaire, Alaxatan merchants have a reputation
  for extravagance and theatrics. The truth is, this veneer is covering
  a long history of blackmail, extortion, bribery, and countless other
  crimes of the trade… even murder. House Alaxatan has risen to its
  current position through a combination of these underhanded
  means, united with a ruthless determination to succeed. Many know
  of their crimes; none will step forward to accuse Kellis Alaxatan or
  his sons; no one wants to end up floating face down in a canal. Few
  have defeated Alaxatan and lived to tell; one house is Pharnese.
  
  
  Eidolon: City in the Sky
  �
  J
  The Jurgon family is one of the younger dynasties in Sel-kai—
  their wealth built on relatively recent trade in rare herbs from
  Jaiman. They have had a long-running feud with certain families in
  Námar-Tol; a dangerous proposition, as Ignatus Jurgon discovered
  just recently. His body—sans heart—was found sprawled across his
  dir-wood desk. There is little question that it was the work of the
  Elven House Xanaari, angry at Jurgon’s maneuvering to edge them
  out as importers.
  Now Ignatus’ daughter Selima has taken the reigns, and is
  determined to avenge her father’s murder.
  M
  The Villa of House Maledaar is among the most beautiful in all
  Sel-kai City. Designed by the renowned architect Machel Vintaru, it
  is a wonder of elegance. Much of Maledaar’s money goes to main-
  taining this palace.
  Unfortunately, the family itself is not faring as well as its trade or
  its house. Old Barmis Maledaar is quite senile, and his wife is
  bedridden. His four children, aged 25-40, are all vying for control of
  the family fortune.
  C
  Another Elven family, Centarus is a trading firm with contacts in
  (not surprisingly) Námar-Tol, as well as isles east of Jaiman and the
  Elven land of Lys. They also have indirect ties to the Prince of Sel-
  kai—Rylec Qaterris is nephew to lady Olgivana Centarus, wife of the
  Merchant Baron Kitteran.
  T
  Traders with key cities in Jaiman, Tharal has several lucrative
  contracts with clans in Rhakhaan, and maintains offices in Haalkitaine
  and Lethys. Hengiis Tharal rules his large family with an iron hand,
  though he has thus far failed to control his teenage son Deg (actually
  a member of the youth gang the Nightwings)
  Rumors of association between House Tharal and the shady
  Grey Ring are hotly denied by Hengiis, who in fact frequently calls
  for their arrest and trial.
  Agonar of Teusilya, infamous Mage, retired Cleric and warrior
  makes his home here as a permanent guest of the Tharal clan.
  V
  Kestran Valmarana, at just over seventy years of age, presides
  over four generations of Valmaranas in their sprawling Black Oak
  villa. While he has turned over most of the trade business to his son
  and daughter, he remains active as Interior Minister of Sel-kai. His
  eldest child—daughter Isma—has proven over the years to be a
  canny trader and has outwitted her male competitors at many a turn.
  D
  The Dolnegan family is among the richest in Sel-kai. When they
  are mentioned by their peers, however (if mentioned at all), it is with
  a tone of thinly veiled contempt. It is the origin of the Dolnegan
  wealth—slavery—which dooms them to a status just above that of
  thief. While many of the other houses engage in operations hardly
  less contemptible than the trade in human flesh, they look down
  upon the house which operates openly. Berek Dolnegon, a good-
  natured rotund man, his head of this house and rarely leaves it. He
  leaves the necessary travels to the Lankan Empire and beyond to his
  two sons.
  2•LOREMASTERS
  While a civilized center like Sel-kai might seem an unlikely place
  to find Loremasters, it is in fact a rich source of arcane knowledge
  and an assemblage of unusual travellers—not to mention a hotbed
  of gossip and rumor about events across the hemisphere. More can
  be gleaned from an evening in a Sel-kai tavern than in months of
  travel in the hinterlands. The trick is extracting a kernel of truth from
  the vast coating of exaggeration. Loremasters rarely proclaim their
  credentials, but they are nevertheless constantly infiltrating Sel-kai
  society, from the palace in Eidolon to the creaking docks in the Canal
  Maze.
  PERSONALITIES
  Here are a couple more interesting Loremasters, examples of the
  organization of subtle information-gatherers and warriors against
  the Unlife.
  L M
  Age: ? (Appears≈25). Eyes: Hazel. Hair: Brown. Build: Slender.
  Height:  Race/Sex: Loar/Male.  Skin: Fair. Demeanor: Reserved.
  Dress: Middle-to-upper class clothes. True Attitude: Cautious.
  Home: NE Emer.
  Luronen is a quiet man, reluctant to become involved in any
  conflict. As a result, he has an (undeserved) reputation for being
  indecisive. Luronen is a ‘civilization’ Loremaster, more at home in
  a city than the wilderness.
  While Moje rarely uses his considerable powers, he will be forced
  to  call upon them in the adventure  A Shadow Lengthens.
  Hits: 149 Melee: 175bs Missile: 145cb
  AT(DB): 11(90). Sh: Y20.  Gr: (A/L). MovM: 30.
  
  �
  Eidolon: City in the Sky
  
  Lvl: 35.  Profession: Mystic. Stats: St-93; Qu-99; Em-99; In-85;
  Pr-100; Ag-95; Co-94; Me-97; Re-89; SD-91.  AP: 93. PP: 525 (105
  x 5).
  Skill Bonuses: Climb15; Swim20; Ride30; DTraps20; S&H80;
  Perc;120 Rune70; S&W55; Act70; Cav50; Cont30; Diplom65; Mu-
  sic40; PubSp50; Seduct85; Sing70; Trick50.
  Spells: Base Spell OB: 20 Directed Spell OB: 70 Firebolt. Knows all
  Base Mystic to 30th, 5 each Mentalist and Essence to 20th.
  Armor: Black dragonskin armor; unencumbering but protects as
  AT 11 ⁽⁾.
  Sword: +30 Broadsword, detects and tells of Unlife at up to 1 mile
  (depends on power).
  Ring: Of x5 PP and Invisibility 5 per day.
  Earring: Of sensing: Tells of a Presence behind the wearer at a range
  of up to 100’.
  A L
  Age:? (Appears≈25). Eyes:Green. Hair:Blonde. Build: Slender.
  Height: . Race/Sex: Laan-Linær/Female.  Skin: Fair. Demeanor:
  Cool/Sultry. Dress: Varies. True Attitude: Calculating. Home: Ei-
  dolon.
  A member of the Loari consulate in Eidolon, Andara has insinu-
  ated herself into the innermost circles of Sel-kai society. She is a
  skilled diplomat and seductress. While she may not seem to fit the
  generous, altruistic mold of the Loremaster, she has been known to
  risk her position—and life—to help someone undeservedly trapped
  in the sometimes cruel bureaucracy of Sel-kai.
  Hits: 125 Melee: 180dagger Missile: 130dagger
  AT(DB): 4(90). Sh: N.  Gr: N. MovM: 20.
  Lvl: 31.  Profession: Rogue.  Stats: St-80; Qu-99; Em-94; In-97;
  Pr-101; Ag-98; Co-92; Me-88; Re-78; SD-92.  AP: 100.
  Skill Bonuses: Climb20; Swim25; PLocks80; S&H110; Perc115;
  Amb±10; MASt60R4; Acro30; Act100; Admin65; Dance35;
  Diplom60; Fals60; Lead30; PubSp40; Seduct120; Sing45;
  Subdu85; Trick45.
  Tunic: Enchanted black garment which protects as AT 4(-30).
  Dagger: +10 which can be thrown up to 100’ without penalty
  and will return instantly; it attacks on the Main Gauche table.
  Dagger:  +25, Of Slaying demons, attacks on the Rapier table.
  Cloak: A black cloak, will cast Invisibility 3x per day; also adds
  +80 to hiding (will change color to camouflage).
  G J
  Age: ? (Appears ≈25). Eyes: Amber. Hair: Black. Build: Stocky.
  Height: . Race/Sex: Y’nar/Loar.  Skin: Fair. Demeanor: Smirk-
  ing; cynical. Dress: black or grey leather-trimmed garments. True
  Attitude: Dedicated. Home: Sel-kai.
  Gireg Jaan retains much of his distinctive Y’nari appearance, his
  almond eyes with epicanthic folds and straight, coal-black hair
  marking him as one of that race from southern Silaar. Only a slight
  pointing of the ears and more delicate features than the usual
  flattened appearance of his people betrays an Elven ancestry.
  Jaan frequents the Cold Barley Soup Kitchen, finding it a rich
  source of rumor and gossip about affairs in the city. He is friendly
  with proprietor Divad Taminger, and while the bar owner suspects
  that Divad is more than he seems, he is unaware that the short
  ‘trader’ is actually a Loremaster Mystic.
  While he appears to have a wry—even sarcastic—attitude about
  all around him, he uses it to cover his intense interest and curiosity.
  GM Note: Gireg Jaan appears as an important character in an
  adventure. It would be appropriate for the PCs to see him about
  on occasion.
  Hits: 96 Melee: 110bs  Missile: 145shuriken
  AT(DB): 4(100). Sh: Y*.  Gr: A/L. MovM: +30.
  Lvl: 25.  Profession: Mystic.  Stats: St-90; Qu-101; Em-100;
  In-86; Pr-100; Ag-97; Co-89; Me-94; Re-88; SD-90.  AP: 97. PP:
  450.
  Skill Bonuses: Climb50; Swim40; Ride20; DTraps70; PLocks90;
  S&H140; Perc120; S&W50; AMov70; AD20; MASt70; Act80;
  Cont70; FAid40; PubSp35; Seduct50; StarG30; Subdu100;
  Trick80; Tumb; WeathW45.
  Spells: Base Spell OB: 25 Directed Spell OB: 110. Knows all
  Mystic Base Lists to 25th, 10 Open and Closed Essence and
  Mentalists lists to 10.
  Garments: Enchanted jacket and boots protect as AT 4 with
  greaves and a DB of 40.
  Broadsword: +30 Sword of Coldfire. Of blue laen, it glows with
  a pale light near servants of the Unlife. It also delivers double
  hits and criticals to priests of the Unlife.
  Shuriken: Four bladed wheels about six inches in diameter, they
  are +20 Shuriken with double normal range. They return by
  Longdoor to pouches on Gireg’s belt. He is able to give them a
  hook, allowing him to hit targets behind walls (roll at -20-80,
  depending).
  Cloak: A grey cloak, adds +80 to hiding; will change length and
  color. It is also of feather-fall.
  Boots: Of Wall, Water and Ceiling-walking.
  Ring: A plain platinum band, it creates a magical shield +20
  before the wearer on command.
  Earring: A glittering diamond, it is a x6 PP enhancer for
  Mystics.
  
  
  Eidolon: City in the Sky
  �
  3•NAVIGATORS
  Never missing a potentially ripe market, the Navigators have
  installed no less than four of the ubiquitous obelisks in the sky city
  of Eidolon, and an additional six in the Lower City.  While—as
  mentioned elsewhere—there seem to be no ‘assigned’ Navigators or
  guilds to set areas, a few personalities have gained notoriety in Sel-
  kai.  A new Guild is mentioned as well, one not previously noted in
  the Atlases.
  PERSONALITIES
  A trio of new Navigators is included here for the GM’s conve-
  nience, both are known in Sel-kai, and show up with fair regularity.
  Age: 30. Eyes:Blue. Hair: None. Build: Very Muscular. Height:
  . Race/Sex: Jhordi/M.  Skin: Very Pale (bluish). Demeanor:
  Cool; Distant. Dress: Short tunic. True Attitude: Aloof. Home:
  Nexus.
  A Jhordian Steersman (see below), T’samlis does not talk, but is
  able to ‘speak’ to any intelligent race through Telepathy; he is able to
  understand verbal replies in a wide variety of tongues.
  Hits: 210 Melee: 180R4MASt/ 160R4MASw Missile:
  180Shuriken
  AT(DB): 1(120). Sh: N.  Gr: N. MovM: 30.
  Lvl: 25.  Profession: Navigator/Monk.  Stats: St-100; Qu-98;
  Em-60; In-81; Pr-99; Ag-99; Co-94; Me-80; Re-85; SD-79.  AP:
  80. PP:  300 (50 x 6).
  Skill Bonuses: Climb60; Swim40; Perc90; Rune55; S&W45;
  AMov50; AD70; Acro30; Diplom30; Medit55; Nav80; Sig50;
  WeathW80.
  Spells: Base Spell OB: 20 Directed Spell OB: 90 Shock Bolt.
  T’samlis has all of the Navigator Base Lists to 25th, All Monk
  Base lists to 20th and three Open Mentalist Lists (He is an
  “Amthorian” Monk, in the Realm of Mentalism).
  Special Abilities: As with all Jhordi, T’samlis seems to possess
  equivalent of the Mentalist Base list Mind Speech to 10th level,
  and can use these powers at will with no expenditure of Essænce
  power.
  Compass: Resembling a large, ornate pocket watch (worn in a
  pouch at the belt), the Jhordian Steersman Compass opens to
  reveal a glittering, ornate, collapsible structure within.
  Collar: A plain gold band which is a x6 PP.
  Bracers: Gold, with jewelled inlays.
  Sandals: Of Windrunning.
  V  O
  Age: ?? (Appears≈35). Eyes: Blue. Hair: Golden. Build: Statuesque.
  Height: . Race/Sex: Ky’taari.  Skin: Golden tanned. Demeanor:
  Warm; friendly. Dress: Cream-colored robes, green Daruni surcoat.
  True Attitude: Charitable. Home: Jaiman; Northern Emer.
  A member of the Daruni Olkanin, Vella was a priestess-in-
  training in the Mur Fostisyr, but chose instead a challenging career
  with the Navigators.
  Hits: 112 Melee: 120mace Missile: 120gé
  AT(DB): 10(75). Sh: Y10.  Gr: N. MovM: 20.
  Lvl: 25.  Profession: Navigator/Cleric.  Stats: St-85; Qu-92;
  Em-88; In-100; Pr-92; Ag-94; Co-86; Me-90; Re-84; SD-75.  AP:
  85. PP: 75 + 5 spells.
  Skill Bonuses: Climb35; Swim20; Ride40; S&H40; Perc80;
  Rune50; S&W45; Cav30; Diplom20; For40; Nav50; Sail30; Ski50;
  StarG25; Track30; WeathW90.
  Spells: Base Spell OB: 30. Knows all Base Navigator to 25th, All
  Base Cleric to 20th., eight Open and Closed lists to 10th.
  Compass: The typical Daruni Olkanin Compass, it is a large
  amulet with a clear domed face. Within—when held flat—spins
  an ornate arrow. It is not unlike an elaborate magnetic compass
  in appearance.
  Mace: +20, it is Holy, and slays servants of the Priests Arnak.
  Bracelet: +5 spells per day; will cast Heal 1-10 5x per day, will
  cast Projected Light at will.
  Belt: Has six pouches which will keep healing herbs fresh for an
  additional month.
  T D
  Age: ? (Appears≈18). Eyes: Violet. Hair: Blond/curly. Build: Slen-
  der. Height: . Race/Sex: Linær/Male.  Skin: Tanned. Demeanor:
  Scatterbrained. Dress: Short, lightweight tunics. True Attitude:
  Well-intentioned. Home: Sel-kai.
  Tige is not a Navigator to inspire confidence—at least at first.
  When this handsome youth appears to answer a call, usually wearing
  a plain tunic and a pair of sandals, most clients assume he is merely
  an apprentice. But while Tige may not be particularly experienced,
  he is a fully capable Navigator.
  A member of the Guild which calls itself simply the Navigators,
  Tige’s Compass is a platinum bracelet with a large opalescent jewel
  set in it.
  Hits: 135 Melee: 140bs Missile: 190lb
  AT(DB): 4(60). Sh: Y*.  Gr: (Y). MovM: 25.
  Lvl: 15.  Profession: Navigator/Bard.  Stats: St-93; Qu-98;
  Em-100; In-80; Pr-99; Ag-94; Co-86; Me-79; Re-66; SD-61.  AP:
  100. PP: 270 (45 x 6).
  Skill Bonuses: Climb20; Swim15; Perc100; Rune20; S&W35;
  Act70; Appr60; Cont25; Dance40; Music50; Nav20; PubSp20;
  Seduct70; Sing30; StarG25; Trad20; Trick30; WeathW15.
  Spells: Base Spell OB: 15. All Base Navigator and Bard to 15th,
  five Open Essence to 5th.
  Tunic: Enchanted garment protects as AT 4.
  Compass: A shimmering opalescent stone set in a platinum
  bracelet permanently affixed about his left wrist, it apparently
  functions as other Compasses, yet unlike the other devices, the
  wearer never looks at it or seems to ‘consult’ it in any way.  The
  opal-like stone, a flat cabochon about 2" in diameter, constantly
  glows with a scintillating, multihued radiance.
  
  �
  Eidolon: City in the Sky
  
  Earring: x6 PP enhancer.
  Flute:  Allows use of Controlling Songs list 10 levels above user’s
  own.
  JHORDIAN STEERSMEN
  A guild of Navigators seen quite often guiding clients to and from
  Eidolon/Sel-kai, the Steersmen are among the most unusual.  All are
  of the race known as Jhordi, humanoids with bluish skin from
  southern Thuul.  They are natural Mentalists, and converse only
  using telepathy. None has ever been heard to utter a sound; rumor
  has it that they have no tongue.
  ACompass of such a Steersman is a device resembling a large
  pocketwatch.  The lid pops open and a delicate contraption not
  unlike an incredibly ornate, tiny sundail unfolds.
  4•ERIDAN SKY
  TRADE ALLIANCE
  The largest association of the Eidolon sky fleet, the Eridan
  Alliance is a group of independent skyship captains who have
  formed an association for their mutual protection and profit. These
  ‘free-lance’ ships are for hire, as opposed to the fleets of trade ships
  owned by the various merchant-barons.
  All members of the Sky Trade Alliance operate skyships, and
  while they are technically freelance, many are under contract to one
  merchant family or another.
  5•LEAGUE OF TRADERS
  Similar to but smaller than the Eridan Sky Trade Alliance, the
  League is made up almost entirely of ocean-going vessels. League
  ships are also known to operate more on the fringes of the law,
  willing to do an occasional smuggling run or travel to dangerous,
  uncivilized areas.
  6•ALLIANCE OF SEERS
  The Alliance of Seers is not a secret organization, but the mem-
  bership roll is a secret, and the Alliance is an elusive group, accessible
  only through third parties or messages.
  While some in Sel-kai government consider the Seers a rather
  sinister organization, the group has supplied important—and some-
  times explosive—information to the Prince at critical junctures in
  the realm’s history. Such revelations have sometimes meant the
  downfall of an entire family.
  Their help is often sought by the wealthy and powerful, but rarely
  do they respond. Their motivations remain as clouded as their
  membership, but history would indicate that they have the best
  interests of Sel-kai in mind. They are not to be confused with the
  secret organization known as the Unseen Eyes, a treacherous group
  who have ties to the evil Ahn Sye Woloka.
  7•ANDASAI COLLEGE
  A group with power goals of their own. Many younger members
  of wealthy families attend, and are subtly influenced by the manipu-
  lative tutors. Virtually all students are training for some sort of
  Mentalism-related profession.
  Current enrollment is about 200, with all students following
  various facets of the mental arts. The Board of Regents of Andasai
  has more goals than simply educating future Mentalists, however.
  Chancellor Voris Larigon is a major player in the intrigues which
  constantly tangle the inner circles of Sel-kai society.
  8•COVEN OF MORALIS
  A rather large following—especially for one who is considered
  one of the more ‘evil’ gods—Moralis’ church in Sel-kai attracts
  several hundred to services held every ten days. Moralis is a perverse
  deity, one of the ‘Dark Gods’ detailed in the Master Atlas Adden-
  dum. He has been called the god of Love and Pain, and ‘services’
  consist of violent orgies which some of his followers do not survive.
  T T C
  The Temple in Sel-kai City houses not only a ‘worship theater,’
  but a small monastery and support facilities. It is a cloistered place,
  and the source of many macabre rumors. Monks of Moralis are seen
  in the city wearing red, hooded robes tied with black rope belts.
  T C M
  In the hills about twenty miles to the north of Sel-kai lies a
  sprawling complex, the religious center of the Coven of Moralis in
  NE Emer. The total population of the monastery is about 500 men.
  9•TEMPLE OF NEELA
  Of the two dozen or so ‘primary’ religions in Sel-kai, Neela has
  perhaps the largest and most devout congregation. Her association
  with the sea, and her reputation for calming the more fiery disposi-
  tion of the greater Orhanian god Shaal make her a natural choice.
  Followers of Neela can be either male or female, though females
  tend to rise higher in the bureaucracy. Unlike the Eissa or Bæris
  temples, priests of Neela do not specialize in healing.
  10•FELLOWSHIP
  OF BOATMEN
  A loose association of the men (and women) who operate the
  countless barges, skiffs and gondola-like slips  constantly plying the
  canals of Sel-kai. Considered ignorant laborers by the upper classes,
  the boatmen are actually more intelligent, organized and cognizant
  of the politics of Sel-kai than they are given credit.
  The boatmen are a critical cog in the complex machine of Sel-kai:
  they transport the majority of goods between the docks and other
  parts of the city. Many also carry passengers and messages.
  
  
  Eidolon: City in the Sky
  �
  AD        
  Sel-kai night, cursing his own greed for agreeing to make a midnight
  run for Divad Taminger. The lazy Tavernkeep was probably snug in his
  bed with one of his many girlfriends even now, while poor Tad Kontran
  shivered alone in the clammy night. He scowled. No good feeling sorry
  for m’self, he admonished, and heaved hard on the wet pole, rounding
  the corner off the Blood Canal and onto Lavender Way, into the Old
  City. At least I dumped off those kegs for Div, now if I can jus’ get home
  before— But Tad was not get make it to his own bed without some
  adventure tonight. His body went stiff as he heard a great splash not thirty feet
  ahead along the western side, just around a slight turn of the canal. Someone had
  fallen—or been pushed—into the putrid water. Grim for the swimmer, as there
  were few landings on this stretch of the Lavender. Tad, not wanting to get entangled
  in case the victim had been helped into the cold water, let his skiff slow in the
  languid current. Fortunately, he was in relative dark while the area ahead was lit by
  a pool of dim lamplight. The splashing didn’t last long, but when Tad allowed his
  boat to round the curve he discovered that the incident was far from over.
  Two men stood on a narrow landing about three feet above the water (it was
  late fall and the rains had been light the last few weeks; the Sharhya was running
  pretty low). Tad heard the bulkier of the two men begging for mercy, while the
  other held him by the collar. The other had long black hair, with a silver streak at
  the temple—and as the light ﬂickered of the rippling water Tad could plainly see his
  ears. He was an Elf all right, a Loari he guessed. Then the Elf hefted that poor sot up
  off his feet with one hand like he weighed nothing and held him out over the canal.
  “It’s a little late to ask for mercy from me, don’t you think?” The Elf’s beautiful
  voice held a razor edge.
  •␣PART VII␣•
  SECRET ORGANIZATIONS
  AND GROUPS WITH INFLUENCE IN SEL-KAI
  
  �
  Part Seven: Secret Organizations
  
  “I-I’ll never kill again, sir!” The man fairly whimpered, wringing his gnarled
  hands.
  “Unlikely. But I’ll leave you to the judgement of the Sharhya. Should you
  survive, I suggest you inform your bosses of my displeasure. Also know this: the
  Grey Ring will never forget your crime.”
  “No—!” But the man’s last plea was cut off as he dropped into the cold waters.
  He cried and splashed for a few moments, but was clearly not a swimmer. He
  gulped canal water and soon there was nothing but ripples and black waves slap-
  ping against stone foundations. Tad remained riveted to the spot, his pole dug into
  the mud.
  The Elf looked up, his bright glance going right to where the youth lurked. His
  lips curled into a humorless smile. “Better get home, boy; the canals are no place for
  you at night.” Then he vanished.
  When he could control his trembling, Tad poled to his room above Bryon’s
  Wainwright shop in record time.
  �
  �
  �
  In addition to the well-known groups described in the previous section, there
  are numerous ‘underground’ gatherings. Some are harmless enough (even beneﬁ-
  cial), while others have sinister purposes indeed.
  Included in the groups detailed here is a handful of criminal organizations,
  some more hazardous to deal with than others.
  Finally, at the end of the section is a brief summary of a few of the larger
  Shadow-world factions and their current goals regarding Sel-kai.
  1•THE UNDERWORLD
   This is the criminal side of Sel-kai organizations, with complex
  politics and a hierarchy all their own.
  CARTELS
   Tied in with the thriving black market, this is a sophisticated
  network of criminal organizations currently operated by several
  rival group leaders. There are frequent assassination attempts, power
  plays, and territorial disputes—all a part of business on the wrong
  side of the Prince’s Law.
  Some of these groups are deeply involved with the drug trade and
  other smuggling, as well as blackmail and ‘protection.’ They have
  part or sole ownership of many of the brothels and vice houses in the
  lower city and their operatives are everywhere.
  T W H
  This is a violent, ruthless organization which deals in extortion,
  ‘protection’ and drugs (among other things). The Hand is a branch
  of a group with the same name in Vornia, where it also has consid-
  erable power, and Kaitaine. It is just gaining a foothold here, despite
  the efforts of the Prince.
  Ioren Tasalmis is the White Hand operative here. He poses as a
  spice dealer from Vajaar, but his oﬃce/warehouse in Twelve Bridges
  hides several deadly agents.
  The sign of the White Hand is just that: a palm-print in white
  paint. Those who ﬁnd the sign on their door had best cooperate with
  the demands sure to follow or perhaps ﬁnd their establishment
  destroyed.
  T B G
  This innocent-sounding name is actually the moniker for the
  largest fence/smuggling organization in the city. The Blue Gulls have
  business with some of the wealthiest families in Sel-kai, and inﬂu-
  ence at the highest levels of government. “Those who cannot be
  bought can be blackmailed,” is the philosophy of Gull leader Jord en
  Helgen. Drugs form a major staple of the Gulls’ operation, but they
  also smuggle goods not necessarily illegal, but usually carrying high
  tariffs. The Gulls are not a violent group by nature, but they are
  protective of their ‘territory.’
  M
  The name of the organization—and the suspected head of that
  organization—are the same, and the name is not an empty threat.
  The heads of those who have betrayed this criminal matriarch are
  often delivered to their associates: beautiful granite things, exquis-
  itely detailed. It is common knowledge that an angry glance from the
  Medusa can turn you to stone.
  Medusa’s real name is Ara Maledaar, and indeed she was of that
  esteemed merchant family, until Barmis her father disowned her
  twenty years ago. She was but a girl, and was caught in a compromis-
  ing position with a man of lesser breeding. Barmis saw to it that Ara
  and the young man were exiled. Her lover died the next year of
  Swamp Sickness and Ara blames her father. She joined a cult of dark
  priestesses and learned the ways of Sorcery.
  Ara returned in disguise ﬁve years ago to avenge herself upon the
  family who rejected her. Barmis Maledaar’s senility is actually her
  work.
  Decorative Frieze
  Mason's Guildhall
  c. 
  
  
  Eidolon: City in the Sky
  �
  But the Medusa is not obsessed with revenge; it has become a
  mere amusement for her. Instead she devotes her energies to gaining
  more power and wealth: she already has inﬂuence with many
  political and mercantile ﬁgures who know her only through a murky
  net of operatives.
  Medusa has a cover as a trader from Kaitaine and operates out of
  an oﬃce in Eidolon and one in Sel-kai’s Black Oak.
  GANGS
  Less sophisticated than the organized criminal operations men-
  tioned above, the gangs are nevertheless sometimes used as tools for
  the purposes of the cartels. They are also responsible for much of the
  petty crime in the city.
  N
  A city-wide gang of youths, mostly of Laan descent, the Nightwings
  are led by the infamous thief Tiery of Landars. Tiery is said to be a
  former Warrior Monk of the Order of Cay, cast out for some
  indiscretion. He now goes by the moniker Bat, and he has two
  lieutenants, boys who bear the nicknames Moth and Cricket The
  Nightwings are skilled burglars and spies, and though they shy away
  from violent crime, they are able to defend themselves; perhaps their
  impressive ﬁghting skills are a result of the Bat’s combat training at
  the monastery.
  The Nightwings operate from the sealed-off top storey of a
  warehouse in the Twelve Bridges area. Adept climbers all, they travel
  by leaping or swinging by rope from rooftop to rooftop. Bat and
  Moth have magical cloaks which allow them to ﬂy, and Cricket is
  able to leap incredible distances, as well as run on walls with a pair
  of enchanted boots.
  G H
  Chief rivals of the Nightwings, the members of the Golden Hand
  are young men primarily of Talath or Myri origins. They ﬁght using
  golden hand-guards resembling brass knuckles and tend more
  towards muggings and robbery than crimes of stealth; some also
  resort to prostitution to make quick money. Golden Hand members
  are rumored to steal babies to sell to House Dolnegan, though none
  will admit to even associating with the ‘dirty house.’
  They have a headquarters in the basement of Mulnuth’s Tools &
  Equipment (#) in the North Delta.
  S W
  A gang mainly of young females, the Silver Wolves engage in a
  variety of small-time criminal operations, from extortion to black-
  mail to petty thievery, and occasionally prostitution.
  The secret head of the Silver Wolves is the matronly Inia of
  Mandis, a wealthy old woman with a large villa in the Black Oak area.
  She holds meetings of her girls there, the members gaining access
  through a secret tunnel off a narrow side canal.
  S R
  A small group of young but talented magicians, the Smoke Ring
  seems devoted to largely harmless (but often embarrassing to some-
  one important) pranks. Seven men and women make up this group,
  all either Mages, Mystics or Illusionists, and none over  year of age.
  R D
  Perhaps the most vicious of the well-known gangs, the Red
  Dragon brotherhood is made up of a racial mix of young men,
  including Laan, Shay, Half-elven races and Dyari. They wear black
  silk with a circular red dragon emblem and ﬁght with a pair of long
  knives. They claim most of the Canal Maze as their territory, and are
  known to murder without remorse—and even for entertainment.
  2•COUNCIL OF NINE
  A Secret organization consisting of spell users, most of the
  Council members lead ‘normal’ lives as respected citizens in Sel-kai.
  Powerful spell-casters all, the Council of Nine perform special-
  ized and secret tasks which they deem important to the security and
  beneﬁt of Sel-kai. They do not have the oﬃcial sanction of the
  government, but this gives them the freedom to act on the borders
  of legality. They are not as ‘obvious’ as the Grey Ring (see below),
  their activities often going completely undetected. Rumor has it that
  the Prince actually knows the membership of the Council and
  contacts them when he needs a ‘special’ favor.
  G T
  A group of Erlini Elves, the Thorns are more mischief-makers
  than anything else—though perhaps their idea of mischief is the
  Chief Warder’s concept of serious crime. The Green Thorns are
  what might be called radical naturalists. They free captured animals,
  they destroy things which they think are too close to ‘technology.’
  This philosophy often places them at odds with the Loar Elves of
  Námar-Tol who have a steadily growing presence in Sel-kai.
  
  �
  Part Seven: Secret Organizations
  
  Each Bears a ring, signifying his place in the order, and the nature
  of his aﬃliation with the Essænce. Their rings are invisible when
  worn unless their wearer desires otherwise. Each also has an adher-
  ent who is groomed to take his place when he retires (or is killed).
  T N R
  The Alchemist and Smith Alric Ondrakan is one of the premier
  craftsmen of the Third Era. He remains in the shadow of such
  Second Era luminaries as the brothers Tethior and Krelij, but
  posterity may yet give him his due. The Nine Rings are one of his
  most impressive achievements: items of beauty and subtle power.
  Each is linked to its wearer’s profession, and indeed attuned to the
  individual wearer, an alignment which is only broken upon the
  death of the wearer.
  3•THE UNSEEN EYES
  This group, is another secretive cabal, on the surface a mercenary
  group with formidable powers and few scruples. They sell sensitive
  information to the highest bidder—including those who may have
  ill intentions towards Sel-kai.
  But the Unseen Eyes have an even darker side, for they are an arm
  of the Ahn Sye Woloka, one of the Eight Orders of the long-destroyed
  Emerian Empire, resurrected by the cult of Ahrenreth to serve evil.
  See Section  below for more on this dark group.
  4•THE GREY RING
  One of the most powerful and mysterious groups in Sel-kai is the
  association which calls itself the Grey Ring. The number and exact
  nature of their membership is unknown, and only a few names have
  been even tentatively linked with this order. When asked, these
  prominent citizens oﬃcially deny any association, but it is generally
  assumed that they are at least members of the Ring, perhaps mem-
  bers of the Inner Table. They are: Agonar of Teusilya, Lirasil
  Lightbinder, Tantali Shay, Cestus al Jorni, and Karnas the Green.
  Other alleged members who do not even make their home in Sel-kai
  include a shadowy Paladin known only as Dana, and the Loremaster
  Elor Once Dark.
  The symbol of the Cabal is a ring of grey metal (platinum)
  engraved with runes along the inner and outer surfaces; it is assumed
  that each ring is unique and has specialized powers, but the members
  are not talking.
  What is known is that the focus of this group is the Shadow
  Tower, located in the southern moor about ﬁfteen leagues west of
  the Lower City. An ancient bastion, it is the last standing keep of
  what was once a great citadel. Popular legend states that the elite of
  this group meet around an oval table of stone, and thrust down into
  the top of that table is a great two-handed sword of blue laen. It is an
  intelligent sword capable of speech—perhaps inhabited by the spirit
  of a former member of this occult gathering. The Ring is also very
  old; perhaps as old as its ruined headquarters. Civic records in Sel-
  kai city mention Grey Ring Justice being meted out as long as ,
  years ago.
  The purposes of the Grey Ring are at least as arcane as its
  members, though it seems clear that at least one of its goals is a
  certain vigilante justice. Every so often a violent crime or series of
  crimes baﬄes the Prince’s Guard. Invariably, a body (or bodies)
  appears on the steps of the Lower City Administration Hall, dead of
  no determinable cause and wearing a platinum ring. The deceased
  is proved to be the perpetrator of the crimes.
  The Grey Ring is more radical than other civilian justice groups
  such as the Council of Nine, and the Prince has been forced to issue
  public warnings regarding such behavior. Fortunately, the Grey
  Ring seems to deem its services only infrequently needed, so the
  disturbing appearance of bodies is rare.
  5•GARGOYLES
  A loose association of canal urchins, the Gargoyles are consid-
  ered “thieving little delinquents” by the upper classes, but in reality
  few of these children are actually career criminals. They get work
  running errands for vendors and dockmen, and are an excellent
  information network for those they trust. They don’t usually agree
  to work for “Uprivers” (the slang for the more wealthy of Black Oak)
  but do help out the boatmen and independent traders. The Gar-
  goyles meet in empty warehouses twice a month; about half the
  membership of approximately  shows up to any given meeting.
  6•OTHER FORCES
  The following are largely external groups which impact upon the
  politics and economy of Sel-kai at various levels. As noted, many of
  these groups have agents within Sel-kai.
  VORIIG KYE
  The Silver Dragon, ruler of Vog Mur, would like nothing better
  than to have wealthy Sel-kai in his pocket. While he sits as a member
  of the Jerak Ahrenreth, he does not necessarily agree with its policies.
  One recent decision was to destabilize trade in Emer by assassinating
  the Prince of Sel-kai. One of the best women of the Cult of Stars was
  sent, but thwarted by a combination of maneuvers by the Dragon.
  He had his spy Guri Kadorian (who acts as Ambassador from Vog
  Mur) warn the Prince personally, and also sent an anonymous
  message to the Loremaster Luronen Moje. (Moje suspects the source
  of the warning, but has yet to puzzle-out the dynamics of this
  complex situation.)
  While the assassin failed, she escaped—at least at ﬁrst. The Grey
  Ring found her, however, and left her body in the usual manner.
  This failure has sent shock waves through the Secret Circle of the
  Ahrenreth, including a volley of accusations that the Prince had,
  indeed, been warned. As yet, no one has accused the Silver Dragon,
  but at least one member of the Circle has suspicions.
  ORDER OF THE EYE
  This cult is a survivor of the Eight Orders of the Emerian Empire,
  but like several of the others, it has been corrupted to evil. It has
  many members across the Shadow World, and also contains sub-
  orders
  A brief summary of the Order of the Eye appears below. For more
  complete information, see Emer.
  A  W
  The Ahn sye Woloka (E. “Order of the Eye”) was once the associa-
  tion of Seers who aided the Emperor with foretellings and communica-
  tion with the far reaches of the empire. They were corrupted during the
  later years of the Empire by Ondoval (founder of the Jerak Ahrenreth),
  and the Order was supposedly destroyed in the ensuing chaos after the
  fall of the Emerian Empire.
  
  
  Eidolon: City in the Sky
  �
  But Iæn Shiin (now one of the Eight of Ahrenreth) stepped in and
  salvaged the trappings of the group. Today they live again, and they seek
  the Eye of Agoth, an artifact with unspeakable powers—but not for
  Schrek. Iæn Shiin is an ally of Lorgalis ﬁrst, and has learned of Schrek’s
  search for the Eye of Agoth. He hopes to secure the item ﬁrst and
  therefore put it where the demonic Dænkú will never ﬁnd it. He uses the
  Order of the Eye to cover his actions.
  The Order of the Eye’s main goal is to ﬁnd the Eye of Agoth, and
  other items of surpassing power. In Sel-kai they are led by Intelli-
  gence Minister Koren Maas.
  Koren Maas has several irons in the ﬁre:
  • A conspiracy among a handful of ministers and merchant nobility
  to promote the Prince’s eldest son Barrin (a stupid boy but a
  member of the Unseen Eyes) as successor. While the plot is not
  terribly likely to succeed, he continues to gather important infor-
  mation from the conspirators. The recent assassination attempt
  against the Prince gave Maas a scare, as he has no intention of
  allowing the plot to put forward Barrin as successor to come off.
  • Several Red Dragons (canal-gang members) are in his employ (they
  don’t know who he really is) to observe the nighttime comings and
  goings of the wealthy and famous in Canal Maze.
  • He is always alert for news regarding the Eye of Agoth, but the item
  seems lost forever.
  JAREK AHRENRETH
  A cabal of eight evil lords, the Jerak Ahrenreth is perhaps the
  most powerful gathering of darkness in the Shadow World. It is only
  the the divisive nature of the group which has kept them from
  complete world destruction. While ostensibly followers of the Un-
  life, the Eight all have their own goals to power, and rarely do they
  agree to act in unison. Instead, factions of the eight meet separately
  (with only seconds representing the others) and make decisions
  among themselves.
  The Ahrenreth as a group has little interest in Sel-kai, except in
  that they ﬁnd any center of wealth and civilization an annoyance.
  The Ahrenreth seeks subversion of all civilization; ostensibly their
  goal is to open gates to the other planes (including the Void Itself)
  and wield total power as lords of creatures from these planes. (This
  differs from the desires of the truly insane Ondoval, former head of
  the cabal, who wishes to break the defenses of the World against the
  other planes and cause complete annihilation; this is the goal of the
  Unlife.)
  The Ahrenreth is wary of Ondoval’s plan to destroy the Eyes of
  Utha, magical artifacts which protect the world from intrusion from
  the other planes. They would prefer controlled access, and fear that
  complete removal of the protective ﬁeld will cause just the destruc-
  tion Ondoval hopes for.
  PIRATES OF THE WHITE SWAN
  The ‘White Swan’ is actually Jerel, one of the heirs of the
  murdered pirate-king of Plasidar. He set up operations in southern
  Urulan in  and has spent the last decade growing wealthy on
  booty from trade ships headed to Sel-kai.
  AENOR OF QUAAL
  Another of the sons of Plasidar, Aenor has effectively insinuated
  himself into Sel-kai life by marrying into a wealthy merchant family.
  His elaborate false background includes a ‘front’ oﬃce in Lethys (a
  major port-city in southern Jaiman) and a manufactured family
  history. The oﬃce does operate a small legitimate business, a cover
  for a smuggling operation
  He used these tools to gain favor with the Sel-kai elite, and in 
  he married Satha Betaran and moved into their palatial home.
  In the last few years Aenor has put aside his rivalry with his
  brother Jerel (currently operating a thriving pirate operation out of
  southern Urulan) and they have cooperated on a number of lucra-
  tive deals. Should this affair involving the PCs go sour, however (see
  the adventure A Little Knowledge, page ) their alliance could be on
  the rocks. Aenor makes most of his money in smuggling, but also
  buys and sells information through a spy network.
  
  �
  Eidolon: City in the Sky
  
  •␣PART VIII␣•
  EIDOLON
  Brendan Tharal loosened his grip on the crystal goblet only with a
  conscious effort. Around him milled throngs of Sel-kai’s high and
  mighty, circulating through elegant House Valmarana. Through one of
  the wide thresholds he could see the sun low over the docks, casting
  long dramatic shadows across the rose-colored marble. But much more
  dynamic were the light changes caused by Eidolon’s slow spin. Twenty-
  five times a day the city made a complete rotation, providing a con-
  stantly changing view and play of light, but to most of the guests here
  that wonder was a tired diversion.
  Brendan gulped a mouthful of expensive Námar-Tol chardonnay,
  furtively glancing about the foyer. Why should I be tense? Just because I’m playing spy
  for Lord Agonar, trying to thwart a particularly devious group of drug smugglers. Just
  becaue they are all bloodthirsty killers who would slit my throat if they even suspected
  That I was on to their plots…
  The eldest Tharal heir stopped his pointless reverie as he spotted his target: Kerk
  Ullizi-Vagen. Kerk was a distaff son, though still granted most Ullizi family
  priviledges. About the same age as Brendan, Kerk looked older than his twenty-
  three years; there was a certain intensity about his eyes.
  Charged to observe the other man, Brendan was not to get involved; rather his
  mission tonight was only to see who the Ullizi met tonight; Agonar believed that he
  would make arrangements for an upcoming drug transaction. His contact would be
  here to sell a large quantity of deadly drug Finrot—known as fang to its users. Kerk
  was chatting with a young woman whom Brendan believed to be an administrator
  from the Kaitaine Consulate…
  Decorative endcap,
  Eidolon dock mooring
  post.
  
  
  Eidolon: City in the Sky
  �
  Brendan was unfortunately unaware that a much more interesting exchange
  was going on not ten feet away. The Emissary from Vog Mur, Guri Kadorian, was
  receiving a hand-delivered message. He examined the silver wax seal on the tube
  and then twisted off the cap. The grey page inside also bore the seal of the Lord of
  Vog Mur and trailed three silver ribbons. He glanced over his shoulder before
  reading, though there was little chance that anyone here could recognize—much
  less read—Kugor, language of the Dragonlords.
  Kadorian,
  News has reached me here that an agent of the
  Circle will strike against Prince Qaterris within
  ten days. It is important that he be warned, though
  anonymously. If necessary, consider informing a
  Loremaster as well. I suspect the operative will be
  a Cult woman.
  V.K.
  Guri Kadorian handed the messenger a bronze piece and wandered over to a
  portico. Things had just gotten much more complicated.
  �
  �
  �
  Constructed in TE 4610-50, Eidolon is a triumph of engineering and imagina-
  tion. It is the creation of the 23rd Prince of Sel-kai and floats a half-mile above the
  Sharhya River Delta along the eastern coast of Sel-kai. The population of Eidolon is
  small (about 5,000), being little more than the Prince’s palace, a few clusters of
  beautiful, glittering residential towers, and the most prestigious consulates,
  guildhalls and inns. The perimeter of Eidolon is a large ring of docks and a circle of
  fine shops where trade in luxury items is performed.
  Eidolon is laced with tunnels and storerooms inside its structure, and balconies
  project from the underside to allow a stupendous view of the land below.
  The ‘lower city’ and seaport is thirty times the size of Eidolon, and that is where
  the bulk trading for the merchant realm is performed. Most of the shops of Eidolon
  are exclusive boutiques which cater only to the very wealthy of the realm; others are
  merely elegant offices where deals are made to be executed far below on the docks
  of Sel-kai City.
  The colored map provides a keyed way of locating a certain type of establish-
  ment, but this is as much for the GM’s reference as anything else. After all, a map of
  such detail and accuracy would not likely be available to characters. Instead, they
  would have to ask directions, and be guided by landmarks and shingles.
  Entries marked with an asterisk (*) have layouts and statistics summaries of the
  owners in the Important Buildings section.
  
  �
  Eidolon: City in the Sky
  
  1•OVERVIEW
  Following is a brief description of the overall structure of Eido-
  lon, as well as some important terms.
  THE CITY LAYOUT
  Eidolon slowly rotates at the rate of about one revolution per
  hour; compass directions are therefore useless for finding one’s way
  about the city or—more importantly—for skyship captains to lo-
  cate their correct dock. Quarters are designated by a jewel name (The
  four designations are: Sapphire, Amber, Emerald, and Ruby), and
  their outer edge is lit with a string of bright lamps matching that
  color (blue, yellow, green, red). The designation has little meaning
  as far as what sort of business is located in a specific quarter; it merely
  serves as a navigational aid. For pedestrians within the city, the
  streets are paved in a mosaic of white marble with the matching
  colored stone in geometric patterns.
  At the core of the city is a great hollow sphere of metal, covered
  with a sheathing of xenium. Circling what would be the equator of
  the sphere is a ring made of strong alloy supports and poured stone
  (similar to concrete, an invention of the Loari) slabs. Upon this
  foundation are the buildings of Eidolon constructed.
  KEY TO STRUCTURE TERMS
  The following key refers to the abbreviated status summary
  beneath each establishment or structure name.
  Type: The category this particular establishment falls within.
  Size: This is a general indicator of the selection if the place is a shop
  selling goods, or the seating/lodging capacity if the place is a service
  establishment. Categories are: Tiny, Small, Medium, Large, Huge.
  Keep in mind that these categories are relative and should be
  considered in context (e.g., a Huge Herbalist is still probably a
  smaller space than a Tiny Warehouse.
  
  
  Eidolon: City in the Sky
  �
  Quality: Indicates the workmanship of goods or the excellence of
  service. Categories are: The Pits, Inferior, Average, Good, Supe-
  rior, Unparalleled.
  Prices: A percentage value, used in conjunction with the price
  charts, to determine the actual rates charged for good and services.
  An Asterisk (*) next to the name of the location indicates that a
  layout of the structure is included.
  2•THE PALACE
  In the center of Eidolon, set amidst a forest of beautiful trees atop
  the central sphere, stands the palace of the Prince. Although tradi-
  tional defense barriers are hardly necessary, the palace is surrounded
  by a gleaming white marble wall punctuated by slender towers. In
  the center is the house, a graceful palace of stepped balconies and
  towers, with colorful banners fluttering in the wind.
  3•CONSULATES
  & GALLERIES
  Sel-kai is one of the handful of realms cosmopolitain enough to
  support consulates of several other domains on Emer. These politi-
  cal entities exist mainly to streamline official trade agreements, to
  protect and assist citizens of their own realms, and to carry official
  messages to and from their respective governments.
  . Danarchis Consulate
  Type: Administrative
  Size: Small
  Constructed of fine translucent white marble, the Danarchis
  embassy is not as large as some others, but its beauty places it among
  the best.
  . Nuyan Khôm Consulate
  Type: Administrative
  Size: Medium
  A pale grey stone colonnade surrounds the embassy of Nuyan
  Khôm. The tall, square pillars are etched with shallow characters in
  the native language, symbols meant to protect from evil spirits.
  . Námar-Tol Consulate
  Type: Administrative
  Size: Large
  Tall, dark and imposing, the Námar-Tol consulate is typical of
  the image the Loari wish to project. Granite and black red-veined
  marble dominate
  . Kaitaine Consulate
  Type: Administrative
  Size: Medium
  A sprawling structure, the Kaitaine consulate has been renovated
  and enlarged several times. The design is uninspired but practical,
  with rows of regular windows and a tin roof.
  . Lys Consulate
  Type: Administrative
  Size: Small
  Constructed of fine woods, the Lys consulate is a striking con-
  trast to the stone structures nearby. The roof is of dark green tiles,
  and the walls are white translucent glass panels set in black wood.
  . Rhakhaan Consulate
  Type: Administrative
  Size: Large
  Like all other administrative Rhakhanian architecture, this em-
  bassy is heavy and brooding: constructed of rough-faced granite
  with narrow, dark windows and high walls.
  . Painting Gallery
  Type: Administrative
  Size: Large
  A varied selection of art from all the civilized world is gathered
  here. One wing is devoted to portraits of the Princes, while another
  to a series of pictures of Sel-kai City throughout its history.
  . Sculpture Gallery
  Type: Administrative
  Size: Medium
  Busts and full-body statues of prominent men and women of Sel-
  kai through history are a popular feature; there are also sculptures of
  many races and even a few ‘abstracts.’
  . Eidolon Historical Museum
  Type: Administrative
  Size: Huge
  A sprawling series of buildings, the Eidolon Museum is an
  eclectic collection of unusual items gathered from around the world.
  Scholars from far and wide come to study the fascinating (thought
  for the most part useless) artifacts gathered here. Exhibits rotate;
  more than 90% of the collection is out of sight in the Eidolon vaults
  or below in Sel-kai City.
  4•MANSIONS
  Most of the mansions in Eidolon are smaller than those in Sel-kai
  City. They serve more as party centers, retreats and business offices
  than permanent residences. Most are glorious architectural monu-
  ment unto themselves, all marble and granite set amid manicured
  gardens and groves of fruit trees.
  An interesting sampling of the famous families of Sel-kai have
  secured properties on Eidolon. Some are no longer the most power-
  ful in the land, but their property rights cannot be revoked.
  . Ullizi
  Type: Mansion
  Size:  Large
  The esteemed Ullizi family has quite a lovely structure here, while
  their home in Sel-kai City is cold and uninspiring.
  . Gerion-Tyes
  Type: Mansion
  Size: Medium
  The Eidolon Gerion Mansion has undergone a renovation re-
  cently and the gardens have been replanted—the result of an infu-
  sion of Tyes cash.
  . Maari-tasaka
  Type: Mansion
  Size: Medium
  A testament to the source of the family’s wealth, this mansion
  was built of a wide variety of beautiful marbles and trimmed with
  gleaming alloy. It is considered rather avant-garde by most other
  families—and even ugly by others.
  . Gugulon
  Type: Mansion
  Size: Medium
  As shadowy as some of the house’s trading deals, the Gugulon
  mansion is hidden behind a tall hedge and sheltered beneath a stand
  of graceful willows.
  . Valmarana*
  Type: Mansion
  Size: Medium
  A lovely house, it has a interesting, open and symmetrical plan—
  a favorite party spot. It is alos a showcase gallery of the Valmarana
  family collection of paintings and galleries.
  
  �
  Eidolon: City in the Sky
  
  5•GUILDHALLS & INNS
  The next ring is made up of the main guildhalls of the tradesmen
  of Sel-kai, and the palatial homes of the shipmasters who have made
  their fortunes in trade with Eidolon. Each hall is distinctive and
  beautiful in its own way. They are colored to match the profession
  they represent, with a ‘G’ to designate them as guildhalls.
  Also in this ring are several very fine inns and dining houses,
  catering to the wealthy visitors to Sel-kai.
  . Four Winds’ Inn
  Type: Inn
  Size: Medium
  Quality: Superior
  Prices: 200%
  Stupendous views and excellent service distunguish this marble-
  faced inn. The 20 rooms are furnished in valuable antiques from far-
  away cultures. The lobby is large with a vaulted ceiling; the entire
  place breathes luxury. Full private toilet facilites, including hot
  running water, are included in each room.
  . House of Dreams
  Type: Inn
  Size: Small
  Quality: Unparalleled
  Prices: 300%
  An unpretentious haven, the House offers gracious amenities
  (including 25-hour room service) in a rustic setting nevertheless
  endowed with all conveniences.
  . Harvest Home
  Type: Dining House
  Size: Medium
  Quality: Superior
  Prices: 300%
  Operated by Erlini Elves, this beautifully appointed restaurant
  serves Elven dishes, inlcuding unusual seafood, vegetarian and
  lamb.
  . The Green Veranda
  Type: Dining House
  Size: Tiny
  Quality: Unparalleled
  Prices: 400%
  A very popular little spot, the Veranda is an unassuming place,
  almost a café. But the food, drink and service are famous all the way
  to Haalkitaine.
  6•THE MARKET
  This outer ring, adjacent to the great air-docks, is made up of a
  great encircling colonnade, under which hundreds of vendors set up
  their shops. Those who deal in bulk goods also have offices here, to
  arrange trades which actually take place far below.
  Prices at Eidolon are generally a bit higher than standard city
  prices, but one is compensated in the wide selection of offerings.
  . Taminger’s Upper Store
  Type: Jeweller
  Size: Small
  Quality: Unparalleled
  Prices: 200-500+%
  Much smaller than the main shop in Sel-kai City, this one is a
  showcase for some of Cirius Taminger’s jewellers’ best works. The
  atmosphere is very intimate and elegant; wine is served free to all
  clients, and there are several private viewing rooms as well.
  . Vista Apothecary
  Type: Apothecary
  Size: Small
  Quality: Superior
  Prices: 150%
  This interesting little store specializes in unusual remedies and
  potions. The walls are lined with oddly-shaped jars full of chemicals
  both liquid and powdered.
  . Dallingen Herbs
  Type: Herbalist
  Size: Small
  Quality: Superior
  Prices: 200%
  Good quality, freshness, and an amazingly good selection for
  such a small shop are the virtues of this Herbalist. What he does not
  have, Dallingen will get for you (for a small service fee).
  . Xanthar Jewellers
  Type: Jeweller
  Size: Tiny
  Quality: Superior
  Prices: 150-200%
  While Xanthar Dorn does not necessarily have as fine or exten-
  sive a collection a Cirius Taminger, he does sell a fine variety of
  unusual gems, including colored pearls and opals.
  . A Keen Edge
  Type: Smith (Swordmaker)
  Size: Tiny
  Quality: Unparalleled
  Prices: 300+%
  Ianoth the Loar buys and trades swords and rare weapons as
  much as he makes them. It is rumored that he has more than a few
  stolen weapons and lost artifacts in his personal vaults.
  . Captured Sunlight Smithies
  Type: Goldsmith
  Size: Small
  Quality: Superior
  Prices: 300%
  Lovely golden chains, rings and other adornments are on display
  in this plush shop. The Laan smith Telgran Marnak is a superb
  jeweller, and while he is slow, the wait is worth it should you decide
  to order a custom item.
  
  
  Eidolon: City in the Sky
  �
  . Elistar Fabrics & Tailoring
  Type: Weaver/Tailor
  Size: Small
  Quality: Superior
  Prices: 300+%
  An exclusive shop catering to the very wealthy, Elistar Kalmiken
  has made a name for herself. It has become a hallmark of beig on the
  cutting edge to say you have a gown or coat made by Elistar.
  7•THE DOCKS
  Unlike traditional sea-docks, these elegant stone constructions
  are buttressed like the vaults of temple roofs. These large piers are
  hollow, with tunnels inside used to carry goods directly from skyship
  holds into the vast warehouses within Eidolon.
  Graceful skyships come to rest between pairs of these protru-
  sions, where they are moored by several stout ropes. Wooden planks
  extend from the open sides of the piers and cranes can also be
  brought out to carry heavier cargo. Only men and women with no
  fear of heights can serve as dockworkers here, as the access planks
  extend over open air.
  8•WEATHER
  OVER EIDOLON
  Eidolon could not exist without some sort of weather control,
  and it would appear that the Prince has such at his disposal. He is
  tight-lipped about it, but most Eidolon residents are certain that the
  beautiful sapphire amulet the Prince wears as his symbol of office is
  also a powerful weather mastery device. Why else does it not storm
  over Eidolon?
  
  �
  Eidolon: City in the Sky
  
  The House of Dreams
  Inn and Tavern
  L O
  N
  Pantr
  y
  (1 inch equals 20 feet)
  0
  10
  20
  40 Feet
  Kitchen
  Skylight
  Skylight
  Skylight
  Skylight
  Toilet
  Bath
  Bath
  Skylight
  Skylight
  Skylight
  Skylight
  Bath
  Bath
  (Open well to First Level)
  L Two
  Balcony
  Statues
  
  
  Eidolon: City in the Sky
  �
  •␣PART IX␣•
  SEL-KAI CITY
  E     ;  
  streets curled away from us like shadowy tunnels. Mobs of people of
  every race imaginable hustled past. Everyone seemed to know just
  where they were going… except Jad and me. I looked up, between the
  overhanging upper stories of these ancient shops—already too close
  together—and saw the dark disk which was Eidolon ﬂoating in the sky
  far above. It seemed unnatural and somehow ominous.
  “Jad, we're lost!”  I turned to my cousin in desperation, only to
  realize that he was holding the city map sideways.
  “I get my bearings better if I hold it the way I'm facing!”  he snapped defen-
  sively—before I could even open my mouth. “Just hold the horses, I'll have it in a
  moment.”
  Jad failed to reassure me. Just then, however, a slender young man in a leather
  apron emerged from a nearby shop, walking purposefully towards us. The shingle
  above his door read “Bryon's Bicycles” and underneath:  “Wainwright.”  At ﬁrst I
  feared he would chastise us for loitering outside his shop, but his face broke into a
  friendly smile as he approached, wiping his hands on the well-worn apron. He had
  curly blond hair, ﬂushed cheeks and glacier-blue eyes. I thought I detected the look
  of some Elven ancestry.
  “Hello!  Y-you two look like you could use some, uh, direction.”  He had that
  Emerian accent, and also a slight stutter. “Muh-maybe I can help you.”
  “Thank you, yes!” I am Kalen, and this is my cousin Jad.”  Jad favored the
  young man with a glare over his map—which seemed to have spun  degrees.
  “Bryon, son of Thoma. I build bicycles.” He announced proudly. “Here, let me
  see your map.”
  Symbol of the
  Shulto Mapmakers
  Halberd carried by the Prince's Guard
  on Ceremonial Occassions
  
  �
  Part Nine: Sel-kai City
  
  Jad reluctantly handed over the large, wrinkled document. I know we're in the
  South Commons, but—”
  Bryon donned a pair of small, metal-rimmed spectacles and peered at the map.
  With a smile, he spun it around again. “Well, ﬁrst of all, you're about three streets
  and a big canal off; you're here in the Old City…”
  A few minutes later we were on our way. Jad had remained silent through
  Bryon's thorough—if somewhat broken—explanation, instead staring into the
  wainwright’s shop.  I suspected his pride was bruised, but all at once he burst out
  “What in the Void is a bicycle?”
  — K A
  F   
  �
  �
  �
  The listing below is ordered by district, then (roughly) in a north-to-south
  pattern, the numbers coinciding with the black and white map key. The businesses
  are listed by number, followed by the name of the establishment as advertised by
  the plaque or shingle hanging outside the door, and ﬁnally by a parenthetical
  descriptive term (where necessary) matching the color map key. Keep in mind that
  many shops are combination store/residence, with private living areas located
  above/behind the shop. Residences are generally not listed speciﬁcally unless they
  are of special interest—such as palaces of the Guildmasters or other important
  villas. See page  for more information on the regarding the various labels.
  The colored map provides a color-keyed way of locating a certain type of
  establishment, but this is as much for the GM's reference as anything else. After all,
  a map of such detail and accuracy would not likely be available to characters.
  Instead, they would have to ask directions, and be guided by landmarks and
  shingles. The text of this section is keyed to the black & white maps scattered
  throughout; these are close-ups of sections of the city.  Selected shops are num-
  bered and described in the text. Naturally, it would be nearly impossible to describe
  every single establishment in a city this huge, so the GM would be wise to steer PCs
  to detailed shops (such as by describing them as particularly suited to the PCs’
  needs) or by actually doing a little ‘shifting’ of establishments.  If doing the latter,
  be sure to annotate the map with the new location of the shop for future reference!
  Structures of particular interest (and noted with an asterisk) have an adjacent
  layout.
  KEY
  The following key refers to the abbreviated status summary
  beneath each establishment name.
  Type: The category this particular establishment falls within.
  Size: This is a general indicator of the selection if the place is a shop
  selling goods, or the seating/lodging capacity if the place is a service
  establishment. Categories are: Tiny, Small, Medium, Large, Huge.
  Keep in mind that these categories are relative and should be
  considered in context (e.g., a Huge Herbalist is still probably a
  smaller space than a Tiny Warehouse.
  Quality: Indicates the workmanship of goods or the excellence of
  service. Categories are: The Pits, Inferior, Average, Good, Supe-
  rior, Unparalleled.
  Prices: A percentage value, used in conjunction with the price
  charts, to determine the actual rates charged for good and services.
  An Asterisk (*) next to the name of the location indicates that a
  layout of the structure is included.
  Characters: Within selected entries a brief proﬁle of the proprietor
  is provided, including some basic statistics. Most of these (Age,
  Race, Demeanor, Level, Hits) are self-explanatory. The ﬁrst pro-
  fession given is the preferred choice if using the Rolemaster Com-
  panions; a second follows in parenthesis for those using only
  Rolemaster. The AT given is what the NPC is normally; if prepared
  for combat he might don armor. At the end of the description are
  listed a selection of pertinent skills; no doubt the NPC has others.
  
  
  Eidolon: City in the Sky
  �
  1•SIGHING DOCKS
  A long string of wooden docks along the Whitefoam river, the
  Sighing Docks serve traﬃc coming from the inland regions and
  therefore supply much of the city's foodstuffs. Most of the perish-
  ables warehouses are located along this fork of the Sharhya, and
  nearby are the tanners, the foul odors of their work mercifully
  carried out to sea (most of the time).
  . Nodo's Fine Leatherworks
  Type: Leathersmith
  Size: Small
  Quality: Superior
  Prices: %
  In a small workshop, Nodo and his son and daughter create
  beautiful leather goods. These are sold in the shop which fronts the
  structure.
  . The Supple Skin
  Type: Tanner/Leathersmith
  Size: Medium
  Quality: Average
  Prices: %
  A tannery and leathershop, the Supple Skin craftsmen make
  serviceable leather goods and garments.
  . Joen's Import/Export
  Type: Warehouse/Shipper
  Size: Small
  Quality: Superior
  Prices: –%+
  Joen specializes in hard-to-ﬁnd merchandise, thus partially ex-
  plaining his high prices. He even claims that he will accept special
  orders if the client can provide enough information about the source
  of the item. His curiosity shop is adjacent to a small warehouse.
  . The Barge Inn*
  Type: Tavern/Inn
  Size:  Medium
  Quality: Good
  Prices: %
  A large old rooming-house, the Barge Inn is actually one of the
  ﬁner establishments in the northern docks area. The tavern is
  famous as far as Kaitaine, known for its ﬁne beer and illustrious
  clientele.  It is even rumored that Andraax has appeared there.
  . The Other Foot
  Type: Cobbler
  Size: Small
  Quality: Good
  Prices: %
  Ania di Shoun, an elderly woman, does all the shoe work and
  runs the tiny shop.  She lives upstairs in a small apartment. She has
  a large clientele among the neighborhood residents, and makes
  mostly clogs and simple slippers.
  . Ullizi Bank
  Type: Bank
  Size: Large
  Quality: Good
  Prices: %
  One of several branches throughout Sel-kai. The Ullizi Family
  runs an honest business, though their rates are considered by some
  to be less than competitive. This branch is noted for its visible and
  intimidating guards.
  . Sable Pelt
  Type: Furrier (Tanner)
  Size:  Medium
  Quality: Good
  Prices: %
  A fair variety of furs and fur-lined coats are available from this
  business and workshop.  Mink, fox, and of course sable are all
  available, as well as several more exotic furs.
  
  �
  Part Nine: Sel-kai City
  
  . Punts and Barges
  Type: Shipwright
  Size: Medium
  Quality: Inferior
  Prices: –%
  A run-down shack along the western edge of the Docks, this
  operation is run by a shifty little man with a stock of dangerous-
  looking boats.  He will rent or sell, but rental requires an exorbitant
  deposit. His prices would not be too bad, except the fresh paint on
  most of his boats conceals rotting wood.
  . The Iron Anvil
  Type: Smith
  Size:  Large
  Quality: Good
  Prices: %
  The smiths of the Iron Anvil make tools, hinges, latches, orna-
  mental ironwork, and other rather mundane but necessary items.
  Common items may be bought here ready-made, or custom work
  may be ordered at x regular cost.
  . Worldwide Consignment
  Type: Warehouse/Shipper
  Size: Large
  Quality: Good
  Prices: –%
  The brothers Bran and Talo Vergasi run this impressive opera-
  tion, with the help of a dozen assistants.  They also have branch
  oﬃces in Kaitaine, and in Jaiman, Lethys and Haalkitaine. They have
  managed to escape several attempts by various Merchant Barons to
  buy them or run them out of business.
  . Whispering Waves Guide Service
  Type: Pilot/Guide
  Size: Small
  Quality: Good
  Prices: %
  Alandra Kaine is a willful woman in her ’s who lost her
  husband in a climbing accident two years ago. She has continued
  with the business and has earned a reputation as a skilled guide (and
  capable ﬁghter).
   ALANDRA KAINE
  Age: 
  Race: Laan
  Demeanor: Conﬁdent
  Level: 
  Prof: Ranger
  Hits: 
  OB: bs
  AT(DB): ()
  Track: 
  Climb: 
  Forage: 
  . Fiery Forge Smithy
  Type: Smith
  Size: Tiny
  Quality: Superior
  Prices: %
  Fiery Forge makes implements and common weapons of iron,
  low and high steel. While the selection of ready-made items is small,
  Rythor can manufacture to order very quickly.
   RYTHOR MON
  Age: 
  Race: Talath
  Demeanor: Friendly
  Level: 
  Prof: Alchemist/Smith
  Hits: 
  OB: bs
  AT(DB): ()
  Smithing: 
  Metal Eval: 
  Crafting: 
  Rythor Mon is a Talath man from Bodlea. He learned smithing
  techniques from his adopted Shay parents. Both mother and
  father were killed by the  plague, leaving Rythor at  to run
  the smithy. He is very talented and determined, however, and
  his business is steady.
  . The Stitched Thong
  Type: Leathersmith
  Size: Tiny
  Quality: Superior
  Prices: %
  Perhaps the best leather items available on the Twelve Isles of Sel-
  kai, the clothing and accoutrements of the Stitched Thong are
  beautiful and durable. They are even guaranteed not to break or wear
  for a year (guarantees are unheard-of).
  2•LIBRARY QUARTER
  Aptly named for the massive domed structure dominating this
  district, the Library Quarter is given over primarily to larger resi-
  dences and sedate shops.  One of the older districts, it is nevertheless
  generally kept in good repair.  Many of the city’s most wealthy have
  villas here, and many civic buildings are also located in this quarter.
  . Ullizi Bank
  Type: Bank
  Size: Large
  Quality: Good
  Prices: %
  One of several branches throughout Sel-kai. The Ullizi Family
  runs an honest business, though their rates are considered by some
  to be less than competitive.
  Worldwide
  Consignment
  Shippers
  Warehousers
  Insured Cargoes
  Regular shipments to:
  Kaitaine, Lys, Námar-Tol,
  And Jaiman
  . The Kheilis Tannery
  Type: Tanner
  Size: Medium
  Quality: Average
  Prices: %
  Kheilis’ worked leather goods are serviceable at an excellent
  price; they are mostly a hobby with him, as he is primarily a tanner,
  selling hides to other leatherworkers at wholesale. While he is
  reluctant to sell direct, if you catch him on a good day, he will give
  you a great bargain; otherwise he sells through Feather & Leather.
  . Suedeworks
  Type: Leathersmith
  Size: Large
  Quality: Inferior
  Prices: %
  Gorbis and his assistants grind out a considerable volume, but
  there is no pride or care in their work. They also use inferior leather
  which can break at an inopportune time.
  
  
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  . Gerell's Antiquities*
   Type: Retailer
  Size: Small
  Quality: Good
  Prices: -%+
  An elegant shop containing a varied collection of unique art
  objects, Gerell’s is an experience.  He has a fair number of interesting
  magical artifacts, the exact character of some of which even he is
  unsure.
   GERELL
  Age: 
  Race: Shay
  Demeanor: Cryptic
  Level: 
  Prof: Sage
  Hits: 
  OB: da
  AT(DB): (-)
  Appraisal: 
  Percep: 
  Trading: 
  Gerell is a shrewd little man, and a skilled haggler.  While he
  will not knowingly cheat anyone, he is not known for his bargain
  pricing.
  . Eidolon Ferry Service
  Type: Government
  The Eidolon Ferry service provides a crucial link between Sel-kai
  City and her ﬂoating sister far above. While the Hírazi ﬂyers carry
  messages, they cannot bear people or any appreciable cargo. That is
  where the Eidolon Ferry Service comes in.
  Designed expressly for the shuttle back and forth between the
  two is a ﬂeet of "balloon-boats": longboats with outrigger-like sails
  which are lifted skywards by clusters of hot-air balloons. The ferries
  rise from their watery docks in the canals and drift swiftly up towards
  Eidolon,. They dock by catching one of the dozens of dangling dock
  ropes and winching themselves to a dock.
  Return to Sel-kai is accomplished by releasing air and drifting
  towards the Lower City. As the ferry nears ground, it drops a long
  rope which is caught by guides whose job it is to be under the ferry
  if it cannot maneuver precisely over the docks. These strong men
  carry the rope end to a dock winch, where the ship is reeled in again.
  Each ferry can carry  passengers or equivalent cargo. Ferry passage
  is sp per person or  lbs of cargo each way.
  . Bank of Sel-kai
  Type: Bank
  Size: Large
  Quality: Average
  Prices: %
  One of ﬁve branches. The Bank of Sel-kai—owned by the vener-
  able Vorhese family—is wealthy, conservative and reliable. The
  tellers are reasonably courteous if not friendly.
  . Navigator Obelisk Pavilion
  One of six such obelisks in Sel-kai city, each is graced with a
  sheltering roof. As with all other obelisks everywhere, the object
  itself is a featureless black, triangular pillar twenty feet tall. Formed
  of some shiny adamantine material, they are virtually indestructible.
  . University of Kalingen
  Type: Educational/Private
  Size: Medium
  An institution of higher learning, the Kalingen University is
  primarily secular in nature, and devoted to literature, science,
  history and the arts. Sons and daughters of many of the wealthy
  merchant lords of Sel-kai and Eidolon attend Kalingen.
  Though located in the city (technically considered in the Library
  Quarter, but actually on the Edge of Black Oak), the University has
  effectively achieved an atmosphere of isolation within its looming
  granite walls. Many students live in the university. Instructors are
  well-known scholars and researchers. The University library, while
  not as large as the Sel-kai library, has more practical texts dealing
  with arcane arts and the hard sciences.
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  Access is usually not permitted to those unaﬃliated with the
  University, though alumni may use its facilities, including the
  library. Faculty may be consulted at their discretion.
  Kalingen differs from Andasai College—the other famous insti-
  tution of higher learning in Sel-kai—in that Kalingen usually re-
  mains aloof from politics. Andasai is quite the opposite, frequently
  becoming embroiled in issues of the day.
  The University is made up of several ‘colleges’: schools within the
  University which have differing focuses. They are labeled on the map
  and listed below:
  A. Woldon College: Primarily devoted to the Hard Sciences (as-
  tronomy, chemistry, basic physics, mathematics)
  B. Ægon College: A school of Mentalism.
  C. University College: Curriculum is ‘well-rounded’.
  D. Jinsolden College: Focusing on Alchemy.
  E. Olvisdari College: One of the best schools of general magic.
  F. Malefuge College: Concentrates on business and trade.
  G. College of Aldai: A premier school of literature.
  H. Nalander College: Known for its curriculum of history.
  . Audræ’s Clothiers
  Type: Clothier
  Size: Small
  Quality: Superior
  Prices: %
  A real ﬁnd for those interested in custom-made garments, Audræ
  and her two assistants are among the best in the city. The middle-
  aged seamstress could charge considerably more, but seems un-
  aware of the value of her skills. While the selection of cloth is
  somewhat limited, Audræ will also work with fabric purchased
  elsewhere.
  . The Grape & Grain
  Type: Tavern
  Size: Medium
  Quality: Good
  Prices: %
  One of the most ‘civilized’ taverns in the city, the G&G is actually
  very sedate and relaxed. Service is slow but friendly, and the wine
  selection is unparalleled. Undesirables are escorted out swiftly and
  unobtrusively.
  . A Gleaming Goblet
  Type: Silversmith
  Size: Large
  Quality: Good
  Prices: –%
  The brothers L’marin are known for creating well-made—if
  uninspiring—works in silver and pewter, mostly ﬂatware, cups and
  other domestic creations.  They can do custom engraving.
  . Granite Monetary Exchange
  Type: Bank
  Size: Large
  Quality: Good
  Prices: %
  One of the banks operated by the Vorhese family, there are
  branches located throughout both Eidolon and the Lower City.   The
  Granite Bank is reluctant to deal with non-residents unless they
  provide a letter of introduction from an eminent local.  Their
  buildings are remarkable for their materials (entirely of grey granite
  and glass) and massive appearance, a design created by the famous
  Eidolon Architect Endore Charnas.
  . The Crystal Shoppe
  Type: Glassblower
  Size: Medium
  Quality: Good
  Prices:  –%
  More of a Crystalcutter, this shop specializes in ﬁne glassware
  and decorative crystal such as chandeliers and windows.
  . Sel-kai Library*
  Type: Public Structure
  Size: Huge
  This is one of the largest libraries in the world, and while it cannot
  compare to Nomikos or the hidden Loremaster research center, it
  contains an impressive collection. There is a smaller library in
  Eidolon proper, containing particularly rare (and sometimes very
  beautiful) manuscripts.
  R   L
  Note: The term ‘book’ used throughout is meant to include any
  written manuscript. The movable-type printing press has yet to be
  developed (though there are a few prototypes in Námar-Tol) and
  most manuscripts are hand-copied onto vellum, parchment,
  papyrus or similar material. While many of these are bound with
  covers like a book, many exist as rolled scrolls, or even loose sheets
  between pieces of wood.
  . To pay  sp per day (plus surcharges if using the special collec-
  tions). Ten-day, month and even year passes are available at a
  considerable discount.
  . To pay repair fees as set by the Library for unintentional damage
  to books.
  .  To pay ﬁnes or suffer punishment as set by the Library if caught
  attempting to deface, disassemble or steal a book.
  . To follow without question instructions from any Library oﬃcial.
  
  
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  Part Nine: Sel-kai City
  
  Although book access varies depending on the collection, no
  book is ever allowed outside of the building.  There are reading and
  copying carrels available for storage of books to those making
  extended visits—sleeping rooms are available for rent, but the rule
  barring removal of books is absolute.  Patrons caught trying to
  smuggle books out of the library are severely ﬁned and permanently
  barred from the library. If a book is particularly valuable or real
  malice is suspected, imprisonment is not unheard-of.
  Note: Some of the pilasters along the library walls contain Eog to
  prevent theft by teleportation.
  T C
  The library is made up of three basic parts: Public Collection,
  Research Collection, and Private Collection.
  Public Collection: The largest of the collections in sheer number of
  volumes, it is designed for public consumption.  This contains
  language translations, and histories.  Several copies of each book are
  available, and books may be 'checked out' to the reading areas for as
  long as a month for study and copying.
  Research Collection: Only scholars with approved research propos-
  als are permitted in the research library.  Many rare and original
  manuscripts are kept within the research area, and there is a copying
  service available should a researcher need access to passages of
  manuscripts for an extended period of time.
  Private Collection: The most closely guarded collection, only those
  with permission of the Librarian, the Prince or one of the Inner
  Circle may have access to its books. This collection is located in a
  sealed vault. Only attendants are actually allowed into the stacks;
  researchers consult a catalog of books, select what they desire, and
  attendants gather the materials.  Any Private Collection book is
  viewed in special cubicles, under the close scrutiny of an Attendant.
  . Library Clock Tower
  Type: Public Structure
  Over one hundred feet in height, this is the tallest structure in the
  city. Set near the top is a huge clock (reputedly the largest in the
  world), a gift of the Prince of Námar-Tol. It chimes the hours:
  twenty-ﬁve in the Kulthean day (see Telling Time, pg  for a
  description of how the day is divided in Kulthaen societies).
  The clock mechanism and a lookout platform above can be
  reached by a narrow stone staircase within the tower; this is normally
  locked and access only allowed to staff of the library.
  . Krystie’s Rare Books*
  Type: Bookbinder/Scholar
  Size: Small
  Quality: Unparalleled
  Prices:  –%
  ‘Krystie’ is an elderly woman but spry, and seems to know the
  entire catalogue of her stock in this tiny—but incredibly packed—
  bookshop. Her pricing would appear on the surface to be senseless,
  but she charges based on how well she thinks the book will be put to
  use, and how badly needed it is.  She has a secret store of some quite
  amazing magical tomes and three volumes of the Tilaax Codex (a
  history of the world allegedly penned by Andraax).
  KRYSTIE
  Age: ’s
  Race: Shay
  Demeanor: Animated
  Level: 
  Prof: Sage
  Hits: 
  OB: da
  AT(DB): ()
  Falsif: 
  Book Lore: 
  History: 
  An amazing linguist, Krystie knows a dozen languages ﬂu-
  ently (spoken and written) and a smattering of twice as many
  more.
  . A Golden Glow
  Type: Lampwright
  Size: Small
  Quality: Average
  Prices: %
  Lamps of every imaginable design and purpose, from a glorious
  chandelier to a tiny oil-lamp.  Lampwright Hestus Murv also has a
  handful of the very rare (and expensive: about  gp) electric torches
  from Námar-Tol.
  . The Compleat Alchemist
  Type: Alchemist
  Size:  Large
  Quality: Good
  Prices: %
  A vast array of chemicals and confections awaits the customer at
  this clean and bright shop. Rather than the ‘magical’ variety of
  alchemist, this one leans more towards an apothecary (though they
  do stock and mix magical potions).
  . Herbs and Tobaccos
  Type: Herbalist
  Size:  Medium
  Quality: Good
  Prices: %
  This shop sells not only healing herbs, but tobaccos and a
  number of ‘recreational’ drugs (many are not ‘controlled’ in Sel-kai,
  though a few are illegal, and most are frowned-upon as amusements
  of the lower classes).
  33. Papercraft Stationers
  Type: Papermaker
  Size: Small
  Quality: Superior
  Prices: %
  Paper, vellum, parchment and even papyrus from Nuyan Khôm
  are sold in this immaculate little shop.  Many rag papers are made in
  the small workshop in the rear of the building.
  . The Manse
  Type: Inn
  Size: Large
  Quality: Superior
  Prices: –%
  A magniﬁcent four-storey inn, the Manse is a grand old building
  and provides the ﬁnest lodging in the Lower City. The proprietress
  of this sizeable Inn is the venerable Xanara Gulthinis, a middle-aged
  Laan widow who exudes an aura of no-nonsense eﬃciency.
  . Teerin’s Jewellers
  Type: Jeweller
  Size: Medium
  Quality: Unparalleled
  Prices: –%+
  This shop looks like a fortress on the outside, and for good
  reason: the gems and jewelry inside form a priceless collection.
  Halvion Teerin, always impeccably dressed, struts about his el-
  egantly-appointed shop like a prissy mother hen.
  . Elgata Depository and Currency Conversion
  Type: Bank
  Size: Medium
  Quality: Good
  Prices: %
  One of several unremarkable but reliable savings and money-
  conversion outﬁts scattered throughout the city, the Elgata bank has
  been around for centuries. Elgata does pay a nominal fee if large
  amounts of cash are kept here (some banks actually charge you for
  the service of holding your money). Conversion costs % of the
  amount converted.
  
  
  Eidolon: City in the Sky
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  Krysties’s Rare Books
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  Part Nine: Sel-kai City
  
  . Sungold Smithies
  Type: Goldsmith
  Size: Medium
  Quality: Good
  Prices: –%
  Sungold has some jewelry, but specializes in larger items like
  cups, plates, and decorative leaﬁng.
  . Gryphon Vineyards
  Type: Vintner
  Size: Large
  Quality: Good–Superior
  Prices: –%
  This shop sells wines mainly from its own reputable vineyards,
  located in the hills in the southwestern part of the island. It also
  carries a few varieties from Danarchis, Námar-Tol and Lys.
  . Reliable Gold Depository
  Type: Bank
  Size:  Medium
  Quality: Average
  Prices: %
  Reliable charges only % for conversion, but they charge % per
  month for money deposits.
  . Roseau Art School
  Type: Gallery/Workshop
  Size: Medium
  Quality: Varies
  Prices: Vary
  Roseau the master painter oversees a clutch of ardent and (for the
  most part) promising students who wish to follow in his footsteps to
  greatness.  In the meantime they copy his style and make him more
  money.
  . Buckle and Bow
  Type: Tailor
  Size: Small
  Quality: Good –Superior
  Prices: %
  Catering to the well-dressed crowd, Zaan the Tailor is probably
  the most expensive tailor in the Lower City. His workmanship—
  while well above average—rarely equals the prices he charges.
  However, he has a loyal following of the wealthy and fashionable
  men of Sel-kai.
  . A Glimmering Flame
  Type: Candlemaker
  Size: Small
  Quality: Good
  Prices: %
  A wide variety of candles and simple lamps are available in this
  pleasant shop.
  . Mortar & Pestle
  Type: Apothecary
  Size: Large
  Quality: Average
  Prices: %
  Basic chemicals, salves and other prepared concoctions are sold
  in this establishment, as well as some tobaccos. Unlike herbs, these
  are prepared and preserved, having a shelf life of up to two months
  ( days).
  . The Silver Key
  Type: Locksmith
  Size: Small
  Quality: Unparalleled
  Prices:  –%
  Chalain Orgo, a Loar smith, is a superbly skilled locksmith and
  ﬁne metal craftsman. In addition to locks, he makes intricate me-
  chanical toys and curiosities.
  . Bank of Sel-kai
  Type: Bank
  Size: Large
  Quality: Average
  Prices: %
  The Main oﬃce of ﬁve branches. The Bank of Sel-kai—owned by
  the venerable Vorhese family—is wealthy, conservative and reliable.
  The tellers are reasonably courteous if not friendly.
  . Halcyon Clothiers
  Type: Clothier
  Size:  Medium
  Quality: Good
  Prices: %
  Vella Snarani has a large stock of ﬁne cottons and wools, and her
  seamstresses are skilled if not inspired. An excellent place to have
  serviceable, durable clothing made promptly.
  . Leaf and Stem
  Type: Herbalist
  Size: Large
  Quality: Average
  Prices: %
  Like many shops of this type, the walls of the Leaf and Stem are
  covered with sealed jars of all shapes and sizes. Inside these carefully
  labelled containers is a fortune in rare healing herbs. From the
  ceiling hang great clusters of dried cooking herbs as well. The
  selection at the Leaf and Stem is one of the best in the city, though
  some of the herbs may have as little as half of their ‘shelf-life’
  remaining.
  . Quert’s Spectacle Shop
  Type: Lensmaker
  Size: Small
  Quality: Superior
  Prices:  %
  Quert makes lenses not only for spectacles, but for telescopes as
  well. His opticals are acclaimed the best in Sel-kai by most Astrolo-
  gers. He is at odds with T’lek Zaano, the Dúranak who owns a shop
  in Black Oak, and claims his spectacles are better than Quert’s.
  . A Hat for All Seasons
  Type: Haberdasher
  Size: Medium
  Quality: Average
  Prices: %
  Felt, fur and velvet hats can be had at this shop. A specialty here
  is a wide variety of decorative feathers. Hats are popular in Sel-kai
  City because of the damp and often chilly weather.
  Leaf & Stem
  Herbs Medicinal & Culinary
  
  
  Eidolon: City in the Sky
  �
  3•TWELVE BRIDGES
  Once perhaps this district sported exactly twelve bridges; now
  there are several times as many spanning the grid of canals which
  help to link the northern docks with the city center. Twelve Bridges
  has become an interesting mixture of trade schools, shops, mid-
  sized residences and workshops.
  . The Roasted Bean
  Type: Coffee/Spice Dealer
  Size:  Large
  Quality: Good
  Prices: %
  Purveyors of coffees and teas. Coffee roasting is done on pre-
  mises, so the air about “The Bean” is always ﬁlled with the acrid
  smoke of roasting coffee beans.
  . Plane and Chisel
  Type: Woodcrafter
  Size: Large
  Quality: Average
  Prices: %
  Primarily a furnituremaker, Hiral Damon is assisted by his ﬁve
  sons. Their workmanship is sturdy if unimaginative, and here is one
  of few places where there is a large selection of ready-made pieces at
  reasonable prices.
  . The Notched Shield
  Type: Armorer
  Size: Large
  Quality: Good to Superior
  Prices: –%
  Master Smith Battis Vaal oversees the operation at this impres-
  sive forge and workshop. The Prince of Sel-kai himself orders his
  armor from the Notched Shield, an excellent barometer of Vaal’s
  skill.
  . Woodwright Hall
  Type: Woodcrafter
  Size: Huge
  Quality: Superior
  Prices: –%
  Elgar Furl, chief of the Woodwright’s Guild and master of this
  massive workshop oversees the design and construction of a variety
  of beautiful works. He also supervises the importing of rare woods
  and makes sure that he gets the cream of the crop.
  . Wick & Wax
  Type: Candlemaker
  Size: Small
  Quality: Good
  Prices: %
  A fair selection of candles, lamps and oils are available in this
  cramped shop, including bright-burning torches, long-burning oil,
  a variety of scented oils and candles.
  . Sel-kai Tinsmithies
  Type: Smith
  Size: Large
  Quality: Average
  Prices: %
  Tin and pewter ware are made and sold from this workshop. It
  is a good place to buy plain but well-made articles such as cups,
  plates, and ﬂatware.
  . The Crossed Eyes
  Type: Tavern
  Size: Medium
  Quality: Average
  Prices: %
  A raucous place where ale is cheap (and reputedly watered-
  down). Food is ﬁlling but bland, but the talk is always interesting. It
  is a favorite hangout of traders and apprentices.
  . Hall of the Silversmiths
  Type: Smith
  Size: Large
  Quality: Good–Superior
  Prices: %
  The Guildhall of silversmiths, this impressive stone structure
  contains classrooms, workshops, and living areas for the -odd
  apprentices and ﬁve silversmiths-in-residence. The building is closed
  to non-members except for a shop on the ﬁrst ﬂoor where the wares
  of the resident students and masters are sold.
  . Pack ‘n’ Sack
  Type: Outﬁtter
  Size: Medium
  Quality: Good
  Prices: %
  Despite its less than conﬁdence-inspiring name, this outﬁtter is
  reliable and reasonably priced. Owner Trev Glinis has a wide variety
  of interesting and unique equipment, and also possesses some
  reliable maps of Sel-kai and even NE Emer. His lovely old daughter
  Ilia knows the countryside of the isles well.
  ILIA GLINIS
  Age:
  Race: Shay
  Demeanor: businesslike
  Level: 
  Prof: Ranger
  Hits: 
  OB: bs
  AT(DB): ()
  Tracking: 
  Foraging: 
  Direction Sense: 
  . Twelve Bridges’ Armory
  Type: Armorer
  Size: Large
  Quality: Inferior
  Prices: %
  Racks and racks of all kinds of plate and chain armor march
  through the isles of this shop. Armor is selected then adjusted to ﬁt.
  But a skilled armorer (or experienced wearer) can tell that this
  workmanship is shoddy and the materials cheap. This armor is mass
  produced, and thus pride and care is sacriﬁced.
  
  �
  Part Nine: Sel-kai City
  
  . A Heady Brew
  Type: Tavern
  Size: Medium
  Quality: Good
  Prices: %
  Smoky and dark, the interior of A Heady Brew is an ideal meeting
  place for conspirators and others of shady intent. The ale and beer
  are of decent quality, though the service is spotty. Rumor has it that
  Breg the bartender can be bribed to drug a speciﬁc customer for later
  ‘rolling.’
  . Xontaran’s Workshops
  Type: Workshop
  Size: Large
  Quality: Inferior–Superior
  Prices: Varies
  Xontaran is a master sculptor in bronze and marble, revered
  throughout the city. Within the walls of this large structure he
  oversees dozens of apprentices who strive to emulate his work. Some
  succeed more than others, but the inferior works are priced accord-
  ingly.
  . The Foaming Cask
  Type: Brewer
  Size: Medium
  Quality: Average
  Prices: %
  A small brewery located right in the city, the Foaming Cask is
  known for a passable lager. Every month the owners hold a free
  tasting, cause for a fair sized celebration and quite a jam-up in the
  canal.
  . Bed and Hearth House
  Type: Great-house
  Size: Medium
  Quality: Good
  Prices: %
  A comfortable inn with friendly service and good food, the Bed
  and Hearth House is a favorite of frequent visitors to Sel-kai City.
  . Spoke and Rim
  Type: Wainwright
  Size: Large
  Quality: Average
  Prices: %
  Considering that there are few carts in Sel-kai City (horses are
  banned) and nearly all travel into and out of the city is either by air
  or water, it is not surprising that there are only a handful of
  wainwrights.
  The Spoke and Rim has a selection of ready-made wheels and
  carts, and while their quality is acceptable, they are not known for the
  best workmanship. Those looking for custom wheels and high
  quality would be advised to patronize Bryon’s Bicycles (#)
  . The Trough
  Type: Tavern
  Size: Large
  Quality: Inferior
  Prices: %
  True to its name, the Trough is a place where food and drink can
  be had in volume, though the freshness of the meat may be in
  question. (All diners roll d;  food poisoning; - indiges-
  tion.)
  . Andarak’s Blades*
  Type: Swordmaker
  Size: Tiny
  Quality: Good–Unparalleled
  Prices: –%+
  Andarak’s tiny shop is little less than a museum, with every blade
  given a reverent placement. His stock is small, but he will do special
  orders. These, as one might imagine, can get quite expensive. He has
  perhaps ﬁfty blades on display, including a few kynacs (not for sale)
  and a dag.
  ANDARAK
  Age:? (looks )
  Race: Laan/Dyar
  Demeanor: cool
  Level: 
  Prof: Alchemist
  Hits: 
  OB: bs
  AT(DB): ()
  Swrdmkg: 
  Alchemy: 
  Metalworking: 
  Andarak is a shady character, with long sable hair and black
  garments. He is a true Alchemist with considerable skill. His tiny
  smithy is behind the shop, and he lives in small but lavish
  apartments upstairs.
  Bath
  L O
  Andarak's Blades
  Swordmaker
  (1 inch equals 10 feet)
  0
  10
  20 Feet
  N
  Shop
  Office
  Smithy
  L Two
  
  
  Eidolon: City in the Sky
  �
  . The Potter’s Wheel
  Type: Potter
  Size: Small
  Quality: Good
  Prices: %
  A ﬁne selection of ceramic items can be had here, from the most
  mundane crockery to some interesting ﬁne porcelain.
  . Benial’s Unusual Pets and Familiars
  Type: Animal Trainer
  Size:  Medium
  Quality: Good
  Prices: -%
  Exotic birds, ferrets, monkeys, rodents, cats, and other, more
  unusual pets are all available from Benial. He has most of these in
  stock in his odorous and riotous shop, and will get something if he
  does not have it. Benial is a skilled trainer and seems to have an
  empathy with most beasts. If you are interested in an animal to be a
  familiar, he offers a money-back guarantee if the spell doesn’t ‘take.’
  (You must ﬁnd your own runes, however).
  . The Feathered Shaft
  Type: Fletcher
  Size: Small
  Quality: Superior
  Prices: %
  Old Chancor the archer is known as the best arrow-maker in the
  city. His shafts rarely break in normal use, and have an innate + just
  because of their workmanship. He has a small selection of magical
  arrows, made in cooperation with various local alchemists.
  . The Drake’s Lair
  Type: Tavern
  Size: Large
  Quality: Good
  Prices: %
  A maze-like series of small, dark rooms, the Drake’s Lair has a
  loyal clientele, and deservedly so. Beer and fresh beef from Hæstra
  are just two of the reasons for the tavern’s popularity.
  . Plush Pelts
  Type: Furrier
  Size: Large
  Quality: Average
  Prices: %
  Serviceable coats can be had here at reasonable prices. This shop
  deals mostly in the more common furs, though there are always a few
  garments made from more unusual animal hides.
  . The Oaken Cask
  Type: Brewer
  Size: Medium
  Quality: Average
  Prices: %
  While a relatively small brewery, the Cask is large for an in-city
  plant. They offer three grades of beer and supply many of the taverns
  in town.
  73. Mikaden Woodworks
  Type: Woodcrafter
  Size: Large
  Quality: Average
  Prices: %
  Furnishings and ornamental carving are the staples of this shop,
  which employs nearly ﬁfty workers (many are usually out at con-
  struction sites).
  . Urgon Stonecutters
  Type: Mason
  Size: Large
  Quality: Average
  Prices: %
  One of the many stone masons in the city, Urgon is better known
  for general construction than ﬁne decorative work.
  . A Point of Light
  Type: Candlemaker
  Size: Small
  Quality: Superior
  Prices:%
  Fine candles, lamps, scented oils and a variety of torches can all
  be had in this sweet-smelling shop. Miri aj Tulor is a skilled
  craftswoman and her large multicolored candles are a favorite.
  . Durbon Lock and Latch
  Type: Locksmith
  Size: Small
  Quality: Inferior
  Prices: %
  Durbon’s mechanisms are inelegant affairs, and are known to
  jam. They are also infamous for being easy to pick.
  . Huronin Grain & Flour
  Type: Miller
  Size: Medium
  Quality: Average
  Prices: %
  Huronin’s offers products from wheat, oats, corn and a variety of
  other grains.
  4•NORTH DELTA
  The center of many of the crafts in Sel-kai City, North Delta
  embraces dozens of dyeing houses, tannerys, smithies, papermakers
  and weavers.  There are also some docks along the northern side,
  though much of the river fork along the west is shunned because of
  sunken wreckage and stagnant marshes.
  . The Silk Mill
  Type: Weaver/Dyer
  Size: Large
  Quality: Average
  Prices: %
  While their product cannot compare to imported Nuyan Khôm
  silks, the Silk Mill’s fabrics are still attractive.
  . Parchment and Paper
  Type: Papermaker
  Size: Medium
  Quality: Average
  Prices: %
  Vellum, parchment, papyrus, and a selection of cotton rag
  papers are available here, as well as a variety of writing implements.
  . Cordax’s Smithy
  Type: Smith
  Size: Large
  Quality: Average
  Prices: %
  Jarg Cordax supervises a sprawling smithy where tools, common
  weapons and a variety of simple iron devices (hinges, latches, etc.) ar
  made.
  . Rainbow Dye and Weave
  Type: Weaver/Dyer
  Size: Small
  Quality: Good
  Prices: %
  Specializing in cotton and wool cloths, Rainbow has a small but
  beautiful selection of fabrics. They acquire rare dyes from distant
  places and use them with skill.
  . Golden Hide
  Type: Tannery
  Size: Large
  Quality: Average
  Prices: %
  The Golden Hide is more of a supply shop of unworked hides;
  while they have a small retail shop, they primarily supply
  leatherworkers.
  
  �
  Part Nine: Sel-kai City
  
  . Hammer & Tongs Smithy
  Type: Smith
  Size: Medium
  Quality: Inferior
  Prices: %
  Hammer & Tongs makes mostly mundane items; their iron is of
  questionable quality and their workmanship is spotty.
  . Quality Silversmithies
  Type: Silversmith
  Size: Large
  Quality: The Pits
  Prices: %
  Ironically, the products of Quality Silversmiths are among the
  worst in the city. Other silversmiths have accused Quality of ruining
  perfectly good silver.
  . Armormasters
  Type: Armorer
  Size: Large
  Quality: Inferior
  Prices: –%
  Gaudy weapons and armor can be had here, but the trained eye
  will detect ﬂawed workmanship and substandard materials. All
  breakage factors should be increased at the GM’s discretion.
  . Sel-kai Earthenware
  Type: Potter
  Size: Huge
  Quality: Average
  Prices: %
  Pots, urns, cups and other common crockery are available in vast
  quantities. Patterns are not unattractive, but no real works of art
  here either.
  . Eidolon Glass and Crystal
  Type: Glassblower
  Size: Large
  Quality: Inferior
  Prices: %
  The workers here are underpaid and expected to produce a
  considerable volume, often resulting in poorly made and even
  ﬂawed pieces.
  . Mulnuth’s Tools and Equipment
  Type: Toolsmith
  Size: Huge
  Quality: The Pits
  Prices: %
  That Mulnuth’s wares are shoddily constructed any apprentice
  smith could tell. But ignorant travellers are not so perceptive.
  Mulnuth was thrown out of the guild as a Journeyman, but never-
  theless has prospered by selling cheaper goods to outsiders.
  There is a -% chance that any given tool or implement will
  break or fail when placed under stress (e.g., a grappling hook may
  have a % chance of breaking while someone is climbing on an
  attached rope).
  . Clay and Kiln
  Type: Potter
  Size: Medium
  Quality: Good
  Prices: %
  A family-oriented pottery, the Clay and Kiln produces attractive
  pieces of solid and reliable construction. They are not particularly
  daring or striking,
  . Lendor’s Custom Clothing
  Type: Tailor
  Size: Medium
  Quality: Good
  Prices:  %
  Lendor gets his fabrics from several sources, and the workman-
  ship of his tailors is above average.
  . Dernsel’s Used Apparel
  Type: Clothier
  Size: Large
  Quality: Inferior–Good
  Prices: –%
  The work at Dernsel’s shop is uneven; most of his tailors are
  either average or worse. Ask for Veria to do the work and you’ll get
  good quality. Dernsel’s fabrics are boring, but he’ll work with
  outside cloth for an additional % charge.
  . Security Locksmithies
  Type: Locksmith
  Size: Medium
  Quality: Average
  Prices: %
  Locks, latches, and small mechanical curiosities can be had from
  this workshop and store. Workmanship and materials are accept-
  able, but only locks up to Medium diﬃculty are available
  . Tongue & Mortise Furnituremakers
  Type: Woodcrafter
  Size: Large
  Quality: Good
  Prices: %
  Good workmanship at competitive prices make Tongue & Mor-
  tise a popular spot for the furniture buyer on a budget.
  . Superior Sword and Knife
  Type: Swordmaker
  Size: Large
  Quality: Inferior–Average
  Prices: –%
  While Superior uses decent alloys, they tend to rush the smithing
  processes, and blades are not as strong and ﬂexible as those made
  with more care. Increase breakage factors.
  
  
  Eidolon: City in the Sky
  �
  5•BLACK OAK
  Black Oak is an oasis of grandiose beauty in an increasingly run-
  down city. The district is home to the Sel-kai’s tallest structure: the
  Baragon Palace, home of the head of the Goldsmith’s Guild.  This
  towering villa is nine stories high, and takes up an entire island.
  The area gets its name—not surprisingly—from the stand of
  huge old oak trees ringing the central island.
  . Taminger’s*
  Type: Jeweler
  Size: Large
  Quality: Unparalleled
  Prices: –%+
  The premiere jeweller in Sel-kai City, Taminger’s is a name
  known as far away as Haalkitaine in Jaiman. A vast selection of gems
  and ﬁne jewelry can be had here, with prices ranging from reason-
  able to outrageous (but you get what you pay for). The shop is
  luxurious, presided over by snooty Cirius Taminger. Guest are
  pampered with refreshments and the very wealthy are shown to
  private viewing booths.
  CIRIUS TAMINGER
  Age: 
  Race: Laan/Shay
  Demeanor: Aloof
  Level: 
  Prof: Craftsman (Fighter)
  Hits: 
  OB: da
  AT(DB): ()
  GemAses: 
  Mtlwrk: 
  Trading: 
  Cirius is a pompous wealthy man, considering himself better
  than the other trade classes, but trapped below the class of the
  idle wealthy merchant bankers and trade barons. His son Divad
  (proprietor of the Cold Barley Soup Kitchen) is an embarrass-
  ment to the family he has worked hard to forget.
  . Sel-kai Academy
  Type: Grade School
  Size: Medium
  Eighty children from age six to ﬁfteen attend this school, which
  caters primarily to the upper classes. Tutoring is by skilled teachers,
  and the education is considered one of the best ﬁne arts programs
  anywhere.
  . Baragon Palace
  Type: Residence
  Size: Huge
  The home of the head of the Guild of Goldsmiths is palatial
  indeed. Filled with beautiful objects not only in gold, but paintings
  and tapestries. Magnar Baragon has retired from active metalwork-
  ing, but still visits shops throughout the city.
  . House of Zæn Kestalus
  Type: Residence
  Size: Medium
  Zæn is a Loremaster, one of a handful of this usually nomadic
  group who make their permanent home in a metropolitan area. He
  is often away from his beautiful residence, leaving household affairs
  under the careful supervision of his assistant, the youthful scribe
  Alek Delari.
  . Villa Pharnese
  Type: Residence
  Size: Large
  Home of the youthful Kyse Pharnese—inheriting the household
  with the death of his parents last year. He has a younger sister and
  brother, and two aunts also living in the house, in addition to a bevy
  of servants. The Villa has many beautiful, tall windows—an unusual
  feature among the many inward-looking villas in Sel-kai.
  . Villa Elgata*
  Type: Residence
  Size: Large
  A cold place to match the temperament of its owners, Elgata Villa
  features pale marbles, polished white metal ﬁxtures and crystal
  chandeliers.
  . House Alaxatan
  Type: Residence
  Size: Huge
  Traditional rivals and enemies of the Pharnese family, the
  Axalatans have over the years turned their mansion into a veritable
  fortress. The structure has a certain brooding beauty, but is not the
  ornate home that most other Sel-kai City villas are.
  . The Marik Theatre
  Type: Theatre
  Size: Large
  A sumptuous performance center, the theater is a popular gath-
  ering place for the idle wealthy of Sel-kai.
  . Jurgon House
  Type: Residence
  Size: Large
  One of the younger dynasties, Jurgon correspondingly has a
  somewhat newer home than most. Unfortunately, this mansion is
  also not one of the more attractive villas, being overdecorated to the
  point of being gaudy.
  T
  a
  m
  i
  n
  g
  er
  ’s
  Fine Jewellry
  Gem appraisals,  cutting,
  mounting and consultations
  
  �
  Part Nine: Sel-kai City
  
  Taminger's
  A Jeweler
  L T
  (1 inch equals 15 feet)
  0
  15
  30 Feet
  L O
  (Open well to First Level)
  Cirius'
  Office
  Lounge
  N
  
  
  Eidolon: City in the Sky
  �
  Villa Elgata
  A Residence
  L O
  N
  (1 inch equals 20 feet)
  0
  10
  20
  40 Feet
  Toilet
  Pantr
  y
  Kitchen
  Toilet
  Storage
  Dining Hall
  Cistern
  
  �
  Part Nine: Sel-kai City
  
  Villa Elgata
  A Residence
  L T
  N
  (1 inch equals 20 feet)
  0
  10
  20
  40 Feet
  (Open well to First Level)
  (Open well to First Level)
  Bath
  Bath
  Storage
  
  
  Eidolon: City in the Sky
  �
  Ruuth's Herbs and Remedies
  Herbalist
  L O
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  0
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  10
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  N
  Ruuth's
  Office
  Bath
  Skylight
  Ruuth's
  Apartment
  Herb Beds
  RUUTH'S
  HERBS & REMEDIES
  
  �
  Part Nine: Sel-kai City
  
  . Ruuth’s Herbs and Remedies*
  Type: Herbalist
  Size: Medium
  Quality: Superior
  Prices: –%
  Ruuth’s herb shop is recognized as one of the best in the city, and
  though her prices are reasonable, the quality of her healing herbs and
  salves is not to be underestimated. Some say that she has shady
  connections who bring in smuggled products from far lands, allow-
  ing her to evade expensive tariffs and keep prices down. Her books
  have been checked on more than one occasion (usually at the urging
  of jealous competitors) but every time her documents all appear to
  be in perfect order.
  RUUTH  S’CHAARD
  Age: 
  Race: Laan
  Demeanor: Friendly
  Level: 
  Prof: Animist
  Hits: 
  OB: da
  AT(DB): ()
  Cooking: 
  Herb Lore: 
  Trading: 
  Ruuth would seem to be somewhat out of place in this
  neighborhood, being a simple woman who dresses in plain
  cotton garments. Certainly she would never be mistaken for a
  member of the wealthy banking families.
  . Vandrey’s Tailoring
  Type: Clothier
  Size: Medium
  Quality: Good
  Prices: -%
  Vandrey uses his superior materials as an excuse for his inﬂated
  prices. His wealthy clientele pays little attention to the price, as long
  as Vandrey can give them the latest fashions.
  . Black Oak Apothecary
  Type: Apothecary
  Size: Medium
  Quality: Good
  Prices: %
  The elderly gentleman operating this neat shop is Kise Moroder,
  a skilled chemist and Lay Healer to boot. His salves and potions are
  reliable, though his prices are a bit steep.
  . House of Centarus
  Type: Residence
  Size: Large
  One of the Elven dynasties in Sel-kai City, the Centarus family
  resides in a sprawling palace unlike any other in Sel-kai city, with a
  grand domed hall and embracing wings. The venerable (but mad-
  deningly youthful-looking) Kitteran Centarus is the oldest of the
  Merchant Barons and shows no sign of retiring.
  . Visions Spectacle Shop
  Type: Glasscrafter
  Size: Small
  Quality: Superior
  Prices: %
  A strange little Dúranak, T’lek Zaano mainly grinds lenses for
  spectacles, and has a deserved reputation as an excellent craftsman.
  He also makes lenses and mirrors for telescopes, but these are more
  of a hobby than commercial venture.
  “What’s that awful stench? Has the boat run
  into a clot of rotting garbage?  Ah, we are
  merely downwind of House Alaxatan. Pole on!”
  —K P
  M B
  . Healing and Surgery
  Type: Healer (Lay Healer)
  Size: Small
  Quality: Good
  Prices:  %
  A fairly skilled medical specialist, Doreg Killian has a small
  selection of healing herbs on hand in addition to his spells. He has
  two assistants, a woman and a man, who help him with surgery and
  recovering patients.
  DOREG KILLIAN
  Age: 
  Race: Laan
  Demeanor: Cool
  Level: 
  Prof: Lay Healer
  Hits: 
  OB: da
  AT(DB): ()
  Surgery: 
  First Aid: 
  Diagonostics: 
  Killian knows all Lay Healer lists to th level. He is a business
  man, and somewhat cold-blooded. Unless he knows the patient
  personally, he insists on payment in cash and up front.
  . Navigator Obelisk Pavilion
  One of six such obelisks in Sel-kai city, each is graced with a
  sheltering roof. As with all other obelisks everywhere, the object
  itself is a featureless black, triangular pillar twenty feet tall. Formed
  of some shiny adamantine material, they are virtually indestructible.
  . House of Tharal
  Type: Residence
  Size: Large
  Agonar of Teusilya, infamous Mage, retired Cleric and warrior
  makes his home here as a permanent guest of the Tharal family. The
  grey stone walls of ancient House Tharal are an imposing sight to
  outsiders, but inside the villa is lit by skylights and atriums, a bright
  and colorful home.
  . Villa Valmarana
  Type: Residence
  Size: Large
  Kestran Valmarana is also Interior Minister of Sel-kai, and as
  such, spends much of his time in apartments in Eidolon. He has
  turned over most day-to-day operations of the Valmarana trade
  empire to his son and daughter. The Valmarana family also owns a
  beautiful palace on Eidolon, but it is primarily a social gathering-
  place.
  . Dolnegan House*
  Type: Residence
  Size: Huge
  Home of the infamous slavers, Dolnegan House receives few
  visitors. Ironically, the Dolnegan family members are among the
  most personable and friendly in the city. But few will speak to them,
  disapproving of Dolnegan’s dealing in human ﬂesh.
  Rumors ﬂy that slaves are actually held in the house’s lower
  levels, kept there in preparation to be shipped out to trade centers
  elsewhere on Emer.
  Note: House Dolnegan actually does trade in slaves, and has
  dungeons beneath the mansion. A dank, frequently blocked secret
  passage leads to an exit in the North Docks.
  
  
  Eidolon: City in the Sky
  �
  Dolnegan House
  Residence
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  North Reception
  Hall
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  Underground Passage to the North Docks
  Pool
  Cistern
  West
  Gallery
  Pantr
  y
  Kitchen
  
  �
  Part Nine: Sel-kai City
  
  Dolnegan House
  Residence
  DUNGEON L
  T
  o
  th
  e
  N
  o
  rt
  h
  D
  o
  c
  k
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  Leaking Cistern
  Cell
  Covered Solitary
  Confinement Pits
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  N
  North Reception
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  
  Eidolon: City in the Sky
  �
  6•THE CITY CENTER
  Encompassing the huge lagoon in the center of Sel-kai City, the
  adjacent isle and the Prince’s islands to the immediate east, the City
  center is the heart of the food market and the city government.
  . The Great Circle and Grand Market
  Comprising much of four islands and covering the entire region
  surrounding the city’s central lagoon which is called the Great
  Circle, the grand market is one of the largest open marketplaces in
  the world. Proponents of Sel-kai claim that if it can’t be bought here,
  at least it can be ordered.
  The Circle is a ring of marble steps rising directly out of the water,
  and above that is a great loggia supported by ﬂuted columns. Skiffs
  and poleboats are constantly ﬂitting about this market hub.
  There is a star-shaped island in the center or the lagoon, domi-
  nated by a -foot tall white marble statue of Es Ranus Hulurian, the
  Prince who built the Circle. On each point of the star is a gold lamp
  which gleams in the sun during the day and glows with an orange
  light through the night hours.
  . Prince’s Park
  This green isle stands at the eastern side of the Great Circle, a
  pastoral refuge amidst the towers of the city. The perimeter is
  buttressed by pilings, which maintain water depth right up to the
  edge of the isle, and prevent erosion. Dozens of trees shade the grassy
  island, which is interlaced with paths.
  The only structure on the island (aside from several stone
  benches) is a -foot bronze statue of Gartus Hegg, founder of Sel-
  kai City, who looks across the waters at Es Ranus Hulurian.
  
  �
  Part Nine: Sel-kai City
  
  . Lower Palace, Prince’s Isle
  Formerly the Prince’s residence, this sprawling structure is now
  given over to administration, as the Prince himself has moved to his
  palatial home in the sky. While the symbol of the realm is now
  Eidolon, the lion’s share of administration for Sel-kai City and the
  country overall is still handled in the cluster of granite structures on
  this isle.
  . War Docks
  Standing adjacent the the Lower Palace, the War Docks are the
  single largest sea-harbor for the Sel-kai navy. About a third of the
  ﬂeet is here at any given time, while the rest of the ﬂeet is on patrol.
  The War Docks are where all ships in the Prince’s Fleet are con-
  structed—including Skyships.
  . South Isle
  A tree-covered spot of land connected only to the Prince’s Isle,
  the South Isle serves mainly a scenic purpose.
  An interesting obelisk stands at the center of the South Isle; not
  one of the familiar, spartan black pillars of the Navigators but a grey
  stone needle covered with cryptic runes and glyphs. Legend says that
  the ﬁfty-foot tall monolith has stood in this spot since before the
  founding of Sel-kai. The object has deﬁed all attempts to accurately
  discern its age or decipher its writing, but the Loremasters say that
  it is about , years old, placing its creation right in the heart of
  the Interregnum—a time believed to be dominated by chaos and
  barbarism.
  In reality the obelisk is an artifact of an alien race which visited
  Kulthea. It serves as a marker for a long-dead race.
  . North Isle
  Linked only to the Prince’s Isle like its southerly sister, the North
  Isle is a more structured environment, with carefully tended trees
  and shrubs, and beautiful ﬂower beds planted along the paths.
  . Navigator Obelisk Pavilion
  Placed in the pastoral environment of the North Isle, this is one
  of six such obelisks in Sel-kai city; each is graced with a sheltering
  roof. As with all other obelisks everywhere, the object itself is a
  featureless black, triangular pillar twenty feet tall. Formed of some
  shiny adamantine material, they are virtually indestructible.
  . Main Postal Station
  Located on the north side of the Avenue of the Gods, the Main
  Postal Station is the clearinghouse for all Sel-kai mail, whether it be
  local City post or messages to travel to the distant land of Kaitaine.
  . Customs Center
  It is here that the huge volume of paperwork necessary to
  maintain a mercantile economy like Sel-kai’s is processed. The
  actual import/export labels are printed on the Prince’s Isle, but the
  ﬁles for all shipments and tariffs are kept here.
  . Jiderel’s Fresh Breads & Pastries
  Type: Baker
  Size: Small
  Quality: Good
  Prices: %
  The usual fare: wheat and rye breads, sweet rolls, and other
  bakery items. However, Jiderel is credited with the invention of the
  cinnamon roll, and his are still accounted the best in the city.
  . The Smiling Mermaid
  Type: Tavern
  Size:  Medium
  Quality: Average
  Prices: %
  The Mermaid can apparently get away with its usurious prices
  because of the convenient location—or perhaps it is the scantily-
  clad barmaids…
  . Honey of the Gods
  Type: Goldsmith
  Size: Small
  Quality: Good–Superior
  Prices: %
  This small smithery puts out a number of unusual pieces, and is
  known to buy gold at competitive prices.
  . Barrin & Barg
  Type: Jeweller
  Size: Medium
  Quality: Superior
  Prices: %
  Located on the South Bridge spanning the Great Canal, B&B
  have a considerable selection packed into their small shop—and
  some very unusual treasures.
  . Merlak’s Meats
  Type: Butcher
  Size: Small
  Quality: Average
  Prices: %
  Beef, pork, mutton or venison, smoked or fresh (on ice), a variety
  of quality meats can be had here at a reasonable price.
  . Herbs of the World
  Type: Herbalist
  Size: Small
  Quality: Inferior
  Prices: %
  Another establishment with a lofty name and an inventory which
  doesn’t live up to it, Herbs of the World offers herbs of the immedi-
  ate region, and those are not the freshest or most pungent. The prices
  are outrageous to boot.
  . Fin & Claw
  Type: Fishmonger
  Size: Medium
  Quality: Good
  Prices: %
  Offering a variety of crustaceans, freshwater and saltwater ﬁsh,
  the Fin and Claw is popular with the locals, a testament to the
  freshness and quality.
  . Vorek Moff, Travel Advisor
  Type: Outﬁtter/Guide
  Size: Medium
  Quality: Varies
  Prices: %
  An aged man who seems to know something about everywhere,
  Vorek Moff also owns one of the few maps of the western hemi-
  sphere in all Sel-kai. (There are several others, but they are kept
  locked away.)
  . Ox Horn Pub
  Type: Tavern
  Size: Large
  Quality: Superior
  Prices:  %
  Boasting ﬁne ale from Bodlea, Mead from Lys and wine from
  Námar-Tol, the Ox Horn is justiﬁed in charging high rates for its
  spirits. The service is excellent, and though the menu is limited, the
  clientele does not seem to notice.
  . Eridan Sky Trade Alliance
  Type: Outﬁtter/Guide
  Size: Large
  Quality: Varies
  Prices: %
  The main oﬃce of this trader’s guild is a place where one can
  book passage or have something shipped to just about anywhere.
  . Nemein’s Fruits & Vegetables
  Type: Foodmerchant
  Size: Medium
  Quality: Average
  Prices: %
  The selection is good, but some of the produce is not as fresh as
  it might be. Apples, cherries, pears, citrus fruits (very popular), and
  a great variety of vegetable can be had here.
  
  
  Eidolon: City in the Sky
  �
  . Pig ‘n’ Steak
  Type: Tavern
  Size: Large
  Quality: Good
  Prices: %
  The unassuming name does not prepare one for the inexpensive
  and well-prepared meals available in this informal (and often
  crowded) establishment. Ale is half price between the seventeenth
  and nineteenth hours.
  . The Circle Lodge
  Type: Inn
  Size: Large
  Quality: Average
  Prices:  %
  The Lodge is a beautiful old structure, and half of its rooms have
  a breathtaking view of the Great Canal—both help to explain the
  expensive rates. It is unfortunate that the service and food does not
  live up to the Lodge’s ﬁne reputation.
  . Andasai College
  Type: Educational/Private
  Size: Medium
  A private college, Andasai promotes the powers of the mind. Not
  surprisingly, it is a renowned center for the training of Mentalists.
  Current enrollment is about , with all students following various
  facets of the mental arts. The Board of Regents of Andasai has more
  goals than simply educating future Mentalists, however. Chancellor
  Vuris Pelem is a major player in the intrigues which constantly
  tangle the inner circles of Sel-kai society.
  . Bubulak’s Spice & Coffee
  Type: Spice Dealer
  Size: Large
  Quality: Superior
  Prices:  –%
  An extremely popular spot (especially with the other merchants
  and bleary-eyed boatmen), Vyse Bubulak brews coffee every morn-
  ing and sells it by the cup.
  7•AVENUE OF THE GODS
  This district includes an area from the main gate heading east
  along a wide promenade to the Arch of Atarnus, the entrance to the
  Marketplace.  The promenade itself is called the Avenue of the Gods
  because it is here that nearly all of the principal religions practiced
  in Sel-kai have constructed their temples and shrines.
  However, the region just within the Outer Main Gate is domi-
  nated by inns, taverns and stables along the main road, and shops
  (many of questionable repute) in the narrow streets behind.
  Along the northern side of the Avenue of the Gods lie most of the
  religious havens of the more benign gods, while just across the road
  can be found temples to some of the more cruel, debauched, and
  brutal deities. The southern region is avoided by the faint of heart,
  especially after dark.
  G A
  This district just within the main gate is clogged with overpriced
  inns and taverns, moneychangers and pawnshops—and dark cor-
  ners where thieves and muggers wait after sundown.
  . City Guard
  A security station where those entering and leaving Sel-kai City
  by land are checked for trade goods, and their tariff papers veriﬁed.
  The gates are closed at sunset, but one can still get in after dark—if
  the guards on duty are given the right ‘encouragement.’ Note that
  there are no stables inside Sel-kai, and in fact beasts of burden are not
  all owed within. Several stables are located near the entrance.
  . The First Inn*
  Type: Inn
  Size: Large
  Quality: Average
  Prices:  %
  Actually, the First Inn is not a bad place to spend the night—
  compared to some of the competition in this neighborhood. At least
  the rooms have locks (which sometimes work) and the beds —
  though of straw—are clean. The food is passable, though the beer
  and wine is watered down.
  . The Navigator
  Type: Outﬁtter/Guide
  Size: Small
  Quality: Poor
  Prices: %
  Themis Purll does not look much like a Navigator, but then he
  has nothing to do with those esteemed guilds. He uses the name to
  lure in confused unfortunates who think that anyone who calls
  himself a Navigator is one. In truth, Purll is not competent to give
  directions to the Gate. He has a store of inaccurate maps which he
  sells for several times the value of a good map. He also will occasion-
  ally offer to guide travellers personally; these people are never again
  seen in Sel-kai. Purll has a few friends who he recruits to ambush
  wealthy (and stupid) travellers in the wilderness. He is dangerous.
  . Agantha’s House*
  Type: Inn
  Size: Medium
  Quality: Superior
  Prices:  %
  A jewel in the rough, Agantha’s House offers excellent service,
  drink and food at only a moderately excessive price. A variety of
  lodgings are available, from a modest -bed room for to a well-
  appointed private room.
  . Hole in the Wall
  Type: Tavern
  Size: Small
  Quality: Good
  Prices: %
  Tiny, smoky, and loud, the Hole in the Wall is a favorite among
  the off-duty Redcapes (city guard). Fights are common.
  . Featherdown Inn
  Type: Inn
  Size: Medium
  Quality: Good
  Prices: %
  Catering to wealthier visitors, the Featherdown has only private
  or semiprivate rooms, at rather usurious prices. The beds are nice,
  and the food downstairs is above-average. The building itself is a
  grand four-storey brick structure with ﬁreplaces or stoves in every
  room.
  . Falen’s Pawn Shop
  Type: Pawnbroker
  Size: Medium
  Quality: Average
  Prices: %
   Falen is actually  a reasonably honest character, and while he
  tends to undervalue your deposit item, he is willing to bargain. A
  short, bald Shay man, Falen is in his late forties. He lives behind and
  above the shop with his wife and ﬁve children.
  . Danial’s Consignment House
  Type: Retailer /Fence
  Size: Medium
  Quality: Average
  Prices: %
  As with all shady resellers, Danial will try to undervalue the good
  you wish to sell, then turn around and try to sell it at an inﬂated price.
  He also fences stolen goods.
  
  �
  Part Nine: Sel-kai City
  
  The First Inn
  Inn and Tavern
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  
  Eidolon: City in the Sky
  �
  Agantha's House
  Inn and Tavern
  L O
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  20
  40 Feet
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  Bath
  L T
  
  �
  Part Nine: Sel-kai City
  
  . Gold to Loan
  Type: Moneylender/changer
  Size: Small
  Quality: Inferior
  Prices: %
  Sentis Jorlsak has been rumored to try to trade impure gold for
  foreign currency—even gold-plated lead! But he has never been
  caught by Treasury oﬃcials (counterfeiting is a capital crime) and
  continues to operate a shady loan/moneychanging business. Small
  and wiry, Jorlsak has a distinctive ‘weasely’ appearance.
  . The Scroll
  Type: Scholar/Scribe
  Size: Small
  Quality: Inferior–Unparalleled
  Prices: %–%
  The unassuming shingle is old and the paint faded; all belying the
  amazing collection of manuscripts, tomes and—yes—scrolls heaped
  in this tiny shop. Urelias Anteve is a Sage, but appears to have other,
  unexplainable, skills (He is, in fact, a Runemaster). The aged Laan
  proprietor wears small spectacles which he is always peering over at
  customers from his impressive ’” of height. He walks with a
  gnarled cane, but uses it to hit things for emphasis as much as he
  leans on it. Anteve is a dealer in stolen manuscripts, and is always
  willing to purchase “unique” items of shadowy origin. Buried in the
  piles of junk are dozens of powerful spell scrolls, many of which
  Anteve has forgotten or chosen to ignore. He does have a fair stock
  of the usual runes and blank rune paper for standard price.
  Anteve lives alone in the apartment above his shop.
  . City Tours
  Type: Guide
  Size: Small
  Quality: Average
  Prices: %
  The three brothers Caloth, Brel and Chamon Kyne operate this
  service, offering skiff-board guided tours of Sel-kai City. While
  rather a ‘touristy’ activity, the brothers make a fair income, as many
  of the wealthy of Sel-kai enjoy seeing what goes on along the canals.
  . Langdor’s Medicants
  Type: Apothecary
  Size: Tiny
  Quality: Average
  Prices: –%
  Langdor aut Threll does a
  booming business, but not in the
  usual cold and ﬂu remedies: he
  operates a thriving illegal drug
  network. Threll uses members of
  the Golden Hand gang to run de-
  liveries (and enforce payment) for
  him. His customers include ev-
  eryone from canal men to those
  among the most powerful of Sel-
  kai. Threll resides alone above his
  shop.
  . A Brilliant Facet
  Type: Jeweller/Fence
  Size: Small
  Quality: Average–Superior
  Prices: –%
  Madame Siglett Votro owns this little shop, and while she dresses
  plainly and wears little in the way of jewelry herself, is more wealthy
  than anyone would believe. Votro deals in jewelry of questionable
  origins, buying and selling. She makes a handsome proﬁt, but
  prefers to squirrel it away in the hopes of buying an education at one
  of the private schools for her son Cray. The boy is twelve now and
  very bright, but has a tendency to get into trouble. They live above
  the shop; Siglett is unmarried and will not reveal the identity of
  Cray’s father to him.
  . The Stars Tell
  Type: Astrologer
  Size: Medium
  Quality: Superior
  Prices: %
  Doraq Zonn is a very skilled and powerful Astrologer; why he set
  up shop in this section of town is unclear. His methods and operat-
  ing practices are no less opaque: he refuses to consult more than two-
  thirds of his prospective clients, and refuses to take payment for
  about half of those he will see. However, when he does give informa-
  tion, it is very reliable.
  DORAQ ZONN
  Age: ? (Aprs≈)
  Race: Loari Elf
  Demeanor: Brusque
  Level: 
  Prof: Astrologer
  Hits: 
  OB: da
  AT(DB): ()
  Astronomy: 
  Star Gazing: 
  Runes: 
  Dorak lives with his teenage Laan apprentice, Tellien Jorad, in
  the cluttered but comfortable apartments above the consulting
  room. The rear of the ﬁrst ﬂoor is devoted to a large laboratory;
  on the roof of this four storey house is a conical structure
  housing a large and powerful telescope.
  . Lemod Charg, Locksmith
  Type: Locksmith
  Size: Small
  Quality: Good
  Prices: –%
  Charg is actually an accomplished thief, and though he could
  make copies of keys brought to him for duplication, he has a certain
  pride about being able to burgle wealthy Sel-kaians using his own
  skills.
  A Shay man of  years, Charg inherited the shop from his father
  when both parents died of fever. He lives above the shop with his
  older sister, a lovely woman but mute and deaf. She helps him with
  tasks around the shop.
  North of the Avenue
  Below are several important temples and Shrines of what are
  generally considered to be ‘benevolent’ gods.
  . Shrine of Neela
  A ‘daughter’ of the Sea-god Shaal, Neela has reign of the rivers
  and lakes, and reputedly has a more even temper than her moody
  father. This open-roofed structure is the scene of daily gatherings of
  priests who sing and chant supplications to Neela.
   � Potions �
  �
  � Medicants �
  �
  � Herbal Cures �
  �
  � Inhalants �
  �
  LANGDOR’S
  APOTHECARY
  
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  Eidolon: City in the Sky
  �
  . Basilica of Kuor
  This grand, domed temple is in honor of the Chief of the Lords
  of Orhan. Kuor himself is more aloof from the affairs of Kulthea than
  most of the pantheon; his followers do so almost out of habit. The
  wealthy ﬁnd his tenets easy to follow and the rituals of his church are
  not taxing, so he is popular with the merchant nobility. Kuor's
  priests are frequently seen at social occasions, their muted grey robes
  a contrast to the ﬁnery of the upper classes. But make no mistake: the
  Church of Kuor is quite wealthy, and his priests are always maneu-
  vering to maintain their considerable political clout. They have
  particular inﬂuence with Families Gerion-Tyes, Baragon and
  Maledaar.
  . College of Valris
  Valris, wife of Kuor and patron of Learning, has a following
  among the universities, and many of her adherents in Sel-kai are
  aﬃliated with the schools. This is more than a temple; it is a school
  where students are educated in the arts, history, literature and even
  ‘science’ all to the greater glory of Valris.  While most teacher/
  adherents are female, either sex may serve Valris.
  . Shrine of Bæris
  A Spirit of Orhan, Bæris is the patron deity of love. He has been
  known to heal someone or even raise them from the dead if they have
  a true lover who calls upon him for aid. Bæris’ temple is small but
  airy, and his adherents can be male or female.
  . Temple of Eissa*
  One of the few temples where one may bring a wounded (or
  dead) comrade and have a hope of getting him up and about again.
  The priestesses of Eissa all wear ﬂowing white gowns, and most
  have a rather imperious attitude. A considerable ‘contribution’ is
  required (usually about  gp x the spell level) to convince an Eissan
  Cleric to heal or cast Lifegiving. This temple has one rd level Cleric
  (Most Revered Priestess Lania), one th level, and several between
   and th level; all possess the Cleric Base Life Mastery List, as well
  as an assortment of healing lists.
  The temple is a grand rectangular structure with a marble statue
  of Eissa a the end of the nave. Healing is done in one of the small side
  rooms; apartments of the priestesses are also located in side rooms.
  Note: Eissa is not pleased with the mercenary way that this
  particular temple is being operated. There is a % chance on any
  given day that each of the Priestesses are without PPs. Lania
  suspects that Eissa is withholding Channeling as a warning, but
  she has become so proud and power-hungry that she refuses to
  change her ways.
  . Palace of Kieron
  The hub of most city holidays is this temple to the Lord of parties;
  other times this marble ediﬁce is relatively quiet, though the servants
  of Kieron (all males, many of them Elves) are often called upon to
  bless wines or to perform at social gatherings (all are excellent
  musicians and singers). Beyond that, Kieron does not sanction a
  formal ‘religion,’ instead encouraging his followers to enjoy life.
  . Temple to Shaal
  The shrine to this easily angered Sea-lord is a beautiful round
  structure with a translucent domed roof. There is a constant stream
  of boatmen and sea-captains visiting this temple to pray for a safe
  journey.
  Incense is burned continually, and priests and priestesses be-
  seech the sea-god for mercy and kindness; often their appeals seem
  to fall on deaf ears.
  S   A
  The temples actually facing this lovely avenue are without excep-
  tion beautiful structures, often faced with ﬁne stone and decorated
  with statuary. However, even these venerable structures house dens
  of iniquity; havens of perversions best left untold in detail.
  . Temple to Scalû
  God of the Night and nightmares, Scalû heads a coven of mystical
  adherents, men and women who probe into the mysteries of the
  dreamworld and and try to tap the powers of the subconscious.
  Their powers of mind-control are formidable. Followers are plagued
  by strangely compelling nightmares (messages sent by Scalû) which
  pull them deeper and deeper into the grip of the Dark God. Those
  who do not go insane become zealous devotees.
  . Hall of Moralis*
  Moralis is the god of Love and Pain; master of a special cruelty.
  His adherents spread a corruption of the body and soul.
  Rituals in the Hall take one of two forms, either an orgy of
  monstrous proportions (held once every  days), or a relatively
  restrained service where Moralis’ perverse tenets are preached
  passionlessly. There are also private events of a particularly disturb-
  ing nature involving the souls of youths.
  One particularly sadistic priest is Ormool, a cruel Dyar Elf with
  impressive abilities—and information to blackmail many of Sel-
  kai’s wealthy and powerful.
  ORMOOL
  Age: ? (Aprs≈)
  Race: Dyar
  Demeanor: Sadistic
  Level: 
  Prof:: Evil Sorcerer
  Hits: 
  OB: ma
  AT(DB): ()
  PubSpk: 
  Interrog: 
  Seduction: 
  Ormool  also knows all Evil Cleric Base lists. He knows the
  Fatal Channeling Hard Heart (Atlas Addendum pg ).
  
  �
  Part Nine: Sel-kai City
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  
  . Shrine of the Fourth Blood*
  The High Priest of this sinister religion is none other than Zagul:
  the Arulis Kygari of the Jerak Ahrenreth (see Emer, pg ). This evil
  Astrologer appears every ten days to personally supervise a sadistic
  ritual involving torture and human sacriﬁce. Services are closed to
  all but the devout.
  . Church of Zanar
  Part of the growing network of the Ahn Sye Zanar (“Order of the
  Cloak”, see Emer, pp -), this religion is demanding of its follow-
  ers (both in fervency and cash) but promises longer life to the
  faithful. This church has two priests (one th lvl, the other nd)
  capable of raising the dead—for a price. Not only gp x the spell
  level must be tithed, but often the Priests will instead demand that
  a task be fulﬁlled for them.
  8•SOUTH COMMONS
  Containing the city’s second-largest food market area, the South
  Commons is also the home of much of Sel-kai’s lower class.
  . Eidolon Ferry Service, South Terminal.
  See North Terminal () for description.
  . Easy Exchange
  Type: Moneylender
  Size: Small
  Quality: The Pits
  Prices: –%
  Freng Giish owns this sleazy little moneychanging operation; he
  shortchanges those who he thinks he can trick and charges exorbi-
  tant rates to the others. He will also loan money (at usurious rates)
  to people who he knows to be a bad risk; those who get behind soon
  ﬁnd themselves the target of Giish's bully-enforcers.
  . Xama’s Meats
  Type: Butcher
  Size: Large
  Quality: Average
  Prices: %
  Xama offers a wide variety of fresh (iced) beef, pork and poultry,
  as well as stocks of salted beef.
  . The Crock & Bull
  Type: Tavern
  Size:  Large
  Quality: Good
  Prices: %
  Service is uneven, but the beer is cold and the food is surprisingly
  good for tavern fare. A favorite gathering spot for the locals. There
  is occasional nighttime entertainment: Landia the Bard, whose
  beautiful voice graces this tavern.
  . Bread and Pies Bakery
  Type: Baker
  Size: Small
  Quality: Good-Superior
  Prices: %
  Gorthar Bronk and his daughters make arguably the best fruit
  pies in the city.
  . Vegin Greengrocers
  Type: Foodmerchant
  Size: Medium
  Quality: Inferior
  Prices: –%
  The brothers Vegin sell a fair variety of vegetables and tubers, but
  their greens are rarely as fresh as they might be.
  . The Fish Market
  Type: Fishmonger
  Size:  Large
  Quality: Inferior
  Prices: %
  Beware of the ﬁsh from this shop! Many were caught from the
  city canals, and consumption can cause illness or even death from
  the fever.
  . Nectar of the Grape
  Type: Vintner
  Size:  Medium
  Quality: Average
  Prices: –%
  Aruth’s wines are from several suppliers, mostly those not too
  distant or exotic. The quality is therefore consistent if not excellent.
  9•GRANITE KNOLL
  The home of many glassblowers, metalsmiths and woodworkers,
  Granite Knoll is the other major crafts quarter (besides the North
  Delta) in Sel-kai City.
  However, this section of the city is thinly populated along the
  southern edge because of the stagnant, weed-choked water. The city
  dredges and clears the river periodically, but the weed grows very fast
  and in the summer the air is thick with foul odors… and mosquitoes.
  . Bottleworks
  Type: Glassblower
  Size: Large
  Quality: Good
  Prices: %
  The families Haldad and Chandar merged operations ﬁve years
  ago and the result has been a respectable ﬂow of attractive and
  inexpensive glass products. Master glassblower Benja Haldad will
  make items to order (at an increased cost, of course)
  . Vindar Tolenn, Lampwright
  Type: Lampwright
  Size: Medium
  Quality: Good
  Prices: %
  Vindar’s designs are lovely, only marred by the fact that he is
  forced to use average or even inferior materials and tools. He lives
  above and behind his shop with his wife and three children.
  . Structures
  Type: Woodcrafter
  Size: Huge
  Quality: Average–Superior
  Prices: –%
  Furniture as well as building repairs and additions are all within
  the scope of this very large workshop.  Chief Woodmaster Guinar
  Gropiez oversees ten journeymen and almost two dozen appren-
  tices.
  . The Molten Image
  Type: Artist
  Size: Small
  Quality: Unparalleled
  Prices: –%
  Tamaar the sculptor works almost exclusively in bronze, and is
  widely recognized as unequalled in that medium.  The Loar elf has
  a lovely Linær assistant; Selmis Annor, who is an amazingly strong
  woman who does much of the casting work.
  The two live in separate apartments above the workshop and
  gallery.
  . Sel-kai Marble & Granite
  Type: Mason
  Size: Large
  Quality: Good
  Prices: –%
  Suppliers and workers of ﬁne stone for facings, ﬂoorings and
  construction, Sel-kai Marble & Granite has a wide selection and
  acceptable quality.
  
  
  Eidolon: City in the Sky
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  . The Philosopher’s Stone
  Type: Alchemist
  Size: Medium
  Quality: Inferior–Superior
  Prices: %
  Quality from Ligus Fornat’s shop varies tremendously; some-
  times you’ll buy a wand with a  extra charge capacity; sometimes
  you’ll get a rune which just goes up in smoke. There is a % chance
  an item/potion/rune will fail outright, a % chance it has only half
  effectiveness; a % chance it has . to x normal effectiveness (GM
  discretion). These unusual attributes are undetectable until the item
  is used. Ligus Fornat is a Shay man of middle years, bright but easily
  distracted.
  . Moonglow Silver
  Type: Silversmith
  Size: Small
  Quality: Average-Good
  Prices: %
  The Olubray family operates this shop and lives above it. Their
  silver jewelry is uninspired but ﬂatware is quite elegant.
  . The Edge
  Type: Swordmaker
  Size: Medium
  Quality: Superior
  Prices: –%
  The brooding Laan smith Goreg T’marik produces beautiful,
  durable blades, but dealing with him is a trial. He lives alone (his wife
  and young son died of fever three years ago) above the shop. T’marik
  can work up to + metals, and can make some enchanted blades.
  . Bank of Sel-kai
  Type: Bank
  Size: Large
  Quality: Average
  Prices: %
  One of ﬁve branches. The Bank of Sel-kai—owned by the vener-
  able Vorhese family—is wealthy, conservative and reliable. The
  tellers are reasonably courteous if not friendly.
  . Two Shoes
  Type: Cobbler
  Size: Small
  Quality: Good
  Prices: %
  Old Amius Huron and his wife Sharra produce simple but high-
  quality clogs and leather shoes. Their prices are excellent, and they
  also do quick repairs.
  . Marikus Construction and Renovation
  Type: Woodcrafter
  Size: Medium
  Quality: Average
  Prices: %
  Marikus does acceptable work, but they are overpriced; probably
  the result of many contracts with the city.
  .  Míz Vundaro, Architect
  Type: Architect
  Size: Medium
  Quality: Superior
  Prices: Varies
  This is the home and studio of the renowned architect Míz
  Vundaro.
  The lower ﬂoor of the building is a gallery of paintings and
  models of some of Míz’s more impressive works—including several
  structures on Eidolon.  Vundaro prefers life on the ground, however.
  The upper three stories are his elegantly appointed apartments
  where he lives with his young wife (Vundaro is in his ’s).
  As is traditional for architects, Vundaro charges % of the total
  cost of the project as his fee.  His projects tend to be very expensive.
  . Pages of History
  Type: Bookbinder (Scholar)
  Size: Medium
  Quality: Average
  Prices: %
  Combining Scribe services with a shop which does decent bind-
  ing and stitching, this shop has a selection of bound blank books and
  other writing materials.
  . Felt and Feather
  Type: Haberdasher
  Size: Small
  Quality: Good
  Prices: –%
  Wool, felt and silk hats, from simple caps for boatmen to
  elaborate headdresses for the wealthy, can be made by the elderly
  Simul Tangient. His selection of ready-made hats is small, but he can
  quickly make hats to order.
  
  �
  Part Nine: Sel-kai City
  
  . Grain and Plane
  Type: Woodcrafter
  Size:  Medium
  Quality: Average
  Prices: %
  A furnituremaker of fair skill, Huros Felmon makes sturdy if not
  particularly elegant furnishings.
  . A Glimmer of Glass
  Type: Glassblower/cutter
  Size: Tiny
  Quality: Superior
  Prices: –%
  Elderly Vamarian Kelt makes stunningly beautiful stained glass
  windows, as well as lovely multipaned clear-glass windows. He lives
  alone above his workshop.
  . The Anvil
  Type: Smith
  Size: Medium
  Quality: Superior
  Prices: –%
  Fendar Quell and his two sons are all very skilled men. They make
  a variety of items to order and have a stock of common implements.
  They make some excellent weapons, though few swords. Fendar is
  capable of working up to + metals.
  The Quell family lives above the workshop; Fendar is married
  and also has a daughter.
  . Meritan Jewellers
  Type: Jeweller
  Size: Tiny
  Quality: Good
  Prices: –%
  Xanu Meritan has a limited selection of jewelry and unset gems,
  but his quality is above reproach. He and his wife live behind the
  shop and rent the upper ﬂoors to tenants.
  . Lanneys Pawn Brokerage
  Type: Pawnbroker
  Size: Medium
  Quality: Good
  Prices: %
  Lanney is actually an honest pawnbroker, and his shop is a good
  place to go when you’re desperate for cash. He lives above his neat—
  and secure—shop.
  . The Elixir of Barius
  Type: Apothecary
  Size: Small
  Quality: Good
  Prices: %
  A business with consistent quality and reasonable prices. Barius
  also gives free advice on treatments for minor illnesses. He lives
  upstairs with his wife and daughter.
  . The Magic Root
  Type: Herbalist
  Size: Small
  Quality: Good
  Prices: %
  The selection is somewhat limited (you won’t ﬁnd any Shumaran
  or Salufa here), but Ventaro maintains a fresh inventory, and is very
  knowledgeable. He lives above the shop with his wife and two sons,
  and on his roof is a garden where he nurtures many herbs himself.
  . Weft and Weave
  Type: Weaver
  Size: Large
  Quality: Good
  Prices: %
  Wool, cotton and a few other ﬁbers are woven here. Quality is
  consistent, though patterns are uninspired and dyes are somewhat
  bland. This multi-storey structure is taken up completely with
  looms and storage; employees live elsewhere.
  . 3 Villas*
  Type: Residence
  Size: Medium
  Quality: Average
  Prices: %
  These are examples of villas in this district: of respectable size and
  design, they are somewhat run-down.
  . Silaar Lumber
  Type: Woodcrafter
  Size: Huge
  Quality: Good
  Prices: %
  While most lumber is cut into manageable planks near the
  logging sites, This operation performs specialized work and cutting
  for construction in the Sel-kai area.
  . Clothing Center
  Type: Clothier
  Size: Huge
  Quality: Average
  Prices: %
  One of few places where new, already-made clothing can be
  bought, the Clothing Center was viewed with suspicion when it ﬁrst
  opened, but has become a staple of the working classes. There is also
  an extensive used clothing section, at even lower prices.
  “…Much can be learned, even from a
  lie.  Of course, the best lies are mostly
  truth.”
  — A
  
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  Part Nine: Sel-kai City
  
  10•OLD CITY
  A claustrophobic's nightmare, the Old City is a tightly packed
  cluster of buildings along the southern arc of the Great Circle. Some
  of the oldest structures in Sel-kai are here, their upper stories
  cantilevered out over narrow streets so far that people can reach out
  of a window and touch someone at a facing dormer.
  However, the Old City has a certain charm missing from the NW
  quadrant or the southern areas of Burning Rock and Canal Maze.
  The inhabitants are ﬁercely proud of their neighborhoods; the
  streets are (relatively) clean, and crime is kept down by an vigilant
  group of civilian law-enforcers.
  . Kerin's Fine Tools and Implements*
  Type: Metalsmith
  Size: Small
  Quality: Superior
  Prices: %
  Kerin, though a young man, is a very skilled and innovative
  metalworker. He was partly responsible for the development of the
  bicycle, inventing it with Bryon (see previous entry). Kerin actually
  wanted to leave the smithing business and apprentice himself to an
  architect, but his father's sudden death last year necessitated that he
  take over the business to support his mother and younger sister. He
  has an assistant, Brenden Jyle, who helps in the smithy. Kerin’s
  mother handles the books and works in the shop.
  Kerin is one of few metalworkers in the city capable of making
  instruments of ‘surgical’ quality (he has developed an alloy similar
  to stainless steel). Jerius the Lay Healer buys his equipment from
  Kerin.
  KERIN, SON OF WILLAM
  Age: 
  Race: Laan
  Demeanor: Friendly
  Level: 
  Prof: Craftsman (Fighter)
  Hits: 
  OB: bs
  AT(DB): ()
  Engineering: 
  Smithing: 
  Metal Lore: 
  Kerin is tall (⁾ and lanky, with short brown hair and hazel
  eyes. He is quiet but strong-willed. He and Bryon are often seen
  at the Cold Barley Soup Kitchen having beers and working out
  the details of some new invention.
  . Cold Barley Soup Kitchen*
  Type: Tavern
  Size:  Medium
  Quality: Good
  Prices: %
  Young Divad Taminger (a disinherited relative of the wealthy
  Taminger family of jewelwrights) is the easygoing owner of this
  friendly establishment. The prices are good, the service attentive
  (and attractive) and the beer very cold; it’s no surprise that the ‘Soup
  Kitchen’ is a very popular gathering spot with boatmen and the other
  vendors of the Old City.
  Divad lives in apartments above the Kitchen; there are also a few
  rooms above the tavern which Divad rents to those needing an
  inexpensive place to stay for a few nights.
  DIVAD TAMINGER
  Age: 
  Race: Shay
  Demeanor: Easygoing
  Level: 
  Prof: Rogue
  Hits: 
  OB: ss
  AT(DB): ()
  Bartendng: 
  Brawling: 
  Math: 
  As noted above, Divad is a member of the wealthy Taminger
  family, but was long ago disinherited and thrown out of the
  house for his ‘inappropriate’ behavior. His mother did give him
  a tidy sum of money, and much to his family’s surprise, he did
  not squander it away, but purchased property in the Old City.
  He then leased most of it and converted one structure into a
  tavern. He is making a fair proﬁt and living quite comfortably.
  . Teryk’s Gallery
  Type: Artist
  Size: Medium
  Quality: Superior
  Prices: Variable
  Teryk Athorn is a sculptor, an eccentric Loari Elf who creates
  beautiful works of art in marble. He has one apprentice, a youth
  named Davik, who minds the gallery in front of the building and
  helps with domestic chores in addition to learning Teryk’s art.  The
  back of the ﬁrst storey is workshop; Teryk and Davik live in the upper
  two levels.
  . Bryon’s Bicycles*
  Type: Wainwright
  Size: Small
  Quality: Superior
  Prices: %
  Young Bryon is the only bicycle maker in all Sel-kai (and perhaps
  the world). He and his friend Kerin the metalsmith (see next entry)
  developed the chain and gear technology necessary to construct a
  working human-powered machine. His bicycles have solid rubber
  tires, so their ride is somewhat rough, but bearable. Bryon and his
  younger brother also build and repair many kinds of light wagons
  and wheels, but Bryon's passion is bicycles. The Prince has taken a
  fancy to these strange vehicles and Sel-kai’s urban messengers ride
  them. In a city where horses are banned, there are steps everywhere
  and many streets are too narrow for a wide cart to pass, bicycles are
  a uniquely versatile vehicle. Many pedestrians in Sel-kai may wish
  that they had never been invented, however, as speeding bicyclists
  have bumped more than one bystander into a canal.
  Bryon and his brother Tek live in apartments above the shop; his
  parents died when both were quite young. Tek works in the front
  shop mostly, and Bryon is also sending him to school part-time. The
  building is owned by Divad Taminger, who leases it to Bryon under
  generous terms.
  BRYON, SON OF THOMA
  Age: 
  Race: Laan/Linær
  Demeanor: Friendly
  Level: 
  Prof: Craftsman (Fighter)
  Hits: 
  OB: ss
  AT(DB): ()
  Smithing: 
  Engineering: 
  Mapping: 
  Bryon is honest and his prices are fair to the point of being
  generous. He is a handsome, athletic young man, with short
  blond curly hair, blue eyes, and a slight stutter. Though usually
  quiet and rather shy, if asked about bicycles or maps he will talk
  your ear off. He wears spectacles when reading.
  
  
  Eidolon: City in the Sky
  �
  . Tower of Five Moons
  Type: Astrologer
  Size: Large
  Quality: Superior
  Prices: Varies
  A landmark in the Old City, the Tower of Five Moons is the home
  and observatory of the Astrologer “Theodoric the Mad.”  Theodoric
  appears to be a mortal, but has lived in Sel-kai for as long as any
  human (and most Elves) can remember.  The seven-storey tower
  (dubbed by some “Theodoric’s Folly”) is of some black stone, with
  a balcony encircling a blue domed top.  Within the dome is housed
  a huge Orrery and several telescopes. Theodoric resides apartments
  in the lower levels, which include a large library and sumptuous
  rooms.
  THEODORIC OF ATHENUM
  Age: ≈
  Race: Laan/Dyar
  Demeanor: Gruff
  Level: 
  Prof: Astrologer
  Hits: 
  OB: bd
  AT(DB): ()
  Percept: 
  Star-Gaze: 
  Math: 
  Theodoric is an interesting—if somewhat unpredictable—
  character. If PCs ask shopkeepers nearby about a place to assess
  magical items, some will half-heartedly recommend Theodoric,
  saying he’s skilled enough, but a bit ‘off’.
  . The Silver Scroll
  Type: Alchemist/Runemaster
  Size: Small
  Quality: Good
  Prices: %
  This small shop is the business of an aged woman who specializes
  in Runes. Her scrolls are reliable, though she rarely has anything in
  stock of over th level, or any really unusual runes.  She can get (or
  make) higher level runes if given some time.
  ANIA CHENEY
  Age: 
  Race: Shay
  Demeanor: Amiable
  Level: 
  Prof: Runemaster (Alchemist)
  Hits: 
  OB: da
  AT(DB):  (-)
  Runes: 
  PwrPercept: 
  Warding Lore: 
  Ania Cheney is bent with age but manages to get around
  alright. She wears thick spectacles, which make her eyes look
  huge and distorted. Wile she feigns near-deafness, she actually
  has excellent hearing.
  . Danbelar’s Rare Spices & Confections
  Type: Spice Dealer
  Size: Small
  Quality: Good
  Prices: %
  Danbelar packs an amazing selection of spices in his rather
  cramped shop. Jars and crocks line the walls from ﬂoor to ceiling,
  racks of bins form isles, and bundles of dried herbs hang for the
  rafters, turning the little shop into a aromatic maze.
  Danbelar also stocks a rarity in Sel-kai: candy. He has a variety of
  hard candies that he makes himself, as well as a limited selection of
  chocolates. He guards his recipes closely; only Portego Faan the
  pushcart vendor has better candies.
  At the Cold Barley Soup Kitchen
  
  �
  Part Nine: Sel-kai City
  
  Bryon’s Bicycles
  Wainwright
  L O
  L T
  L T
  Workshop
  Showroom
  N
  (1 inch equals 10 feet)
  0
  5
  10
  20 Feet
  Bath
  Tek's
  Apartment
  Bath
  Bryon's
  Apartment
  
  
  Eidolon: City in the Sky
  �
  Kerin’s Fine Tools & Implements
  Metalsmith
  L O
  L T
  L T
  Workshop
  Showroom
  N
  (1 inch equals 10 feet)
  0
  5
  10
  20 Feet
  Kerin’s
  Bedroom
  Kerin’s
  Studio
  Skylight
  Apartment
  Bath
  Courtyard
  Lightwell
  Toilet
  
  �
  Part Nine: Sel-kai City
  
  The Cold Barley Soup Kitchen
  A Tavern
  Pantr
  y
  Privy
  Secret Passage
  Divad’s
  Office
  Kitchen
  (1 inch equals 10 feet)
  0
  5
  10
  20 Feet
  L O
  L T
  L T
  N
  Skylight
  Privy
  Light
  Well
  
  
  Eidolon: City in the Sky
  �
  . Spring and Pendulum
  Type: Clockmaker
  Size: Small
  Quality: Good–Superior
  Prices: –%
  Aakex Doran is a Loar Elf of no mean technical skill: his clocks are
  accounted among the best in the known world. They come in many
  sizes and shapes, some which chime the hours and others with jewel-
  inlaid faces. His simplest clocks are about  gp, while large elaborate
  ones can cost hundreds or even thousands.
  Doran also has a limited selection of the Loari dart-pistols so
  coveted by weapons aﬁcionados (see the weapons chart), and several
  lovely music boxes.
  . Feather & Leather
  Type: Leather & decoration
  Size: Medium
  Quality: Average–Good
  Prices: %
  This shop sells various decorative and useful personal leather
  goods as well as accoutrements made of feathers and other unusual
  decorations.
  . The Tea Leaf
  Type: Tea Retailer
  Size: Small
  Quality: Good
  Prices: %
  A small shop specializing in teas from all over Emer and southern
  Jaiman, the Tea Leaf has many blends, including herbal teas (with
  disputed medicinal value). Several coffees are also sold, as well as tea
  pots and other paraphernalia.
  . Smoke and Mirrors*
  Type: Alchemist
  Size: Small
  Quality: Superior
  Prices: %
  The wares in Goloth’s shop are expensive but worth it. The
  Alchemist himself is a rather frightening presence, but is in reality an
  unusually friendly Loar Elf. He is selective in who he sells his
  ‘trinkets’ to, seemingly reluctant to part with every scroll or item. He
  will often question prospective buyers about their intentions, these
  interrogations having driven away customers on more than one
  occasion. But Goloth appears not to be in urgent need of funds, so
  he is not dissuaded from this behavior. Goloth is an Alchemist
  himself, but he does not make items; he does recharge, and does
  some runework.
  GOLOTH
  Age:? (Looks )
  Race: Loari/Laan
  Demeanor: Bizarre
  Level: 
  Prof: Alchemist
  Hits: 
  OB: rapier
  AT(DB):  ()
  Appraisal: 
  Stave/wand: 
  Runes: 
  Goloth is a powerful individual with good intentions (a
  rarity). He is friends with several Loremasters who frequent Sel-
  kai City, and he is able to provide them with information about
  unusual items which pass through his shop. They sometimes
  subsidize purchases of items which may be perilous in the
  wrong hands.
  Smoke and Mirrors 
  Goloth of Kellia, Alchemist
  L O
  L T
  L T
  (1 inch equals 10 feet)
  0
  5
  10
  20 Feet
  N
  Bath
  Library
  Privy
  Skylight
  Office
  Shop
  
  �
  Part Nine: Sel-kai City
  
  . The Serpent’s Eye
  Type: Seer/Foreteller
  Size: Small
  Quality: Unparalleled
  Prices: %
  Veriak is an Iylar Elf, blind since birth, but gifted with the
  Mentalist powers of a Seer. He is never parted from his familiar, the
  highly intelligent serpent Zaal. The serpent is a twenty-foot long
  anaconda, and no one but Veriak knows that it actually possesses
  Mentalist powers!
  Veriak will cast fortunes, and provide insights into the past of
  signiﬁcant items. He is an eerie man, and the disquieting stare of the
  mighty snake draped over his broad shoulders has given many a
  client the willies.
  VERIAK
  Age: (looks )
  Race: Iylar
  Demeanor: Cryptic
  Level: 
  Prof: Seer
  Hits: 
  OB: M/A†
  AT(DB): ()
  Mdtation: 
  Perception: 
  Mimicry: 
  Veriak is able to ‘see’ via a set of magical earrings which grant
  him a unique perception of the world around him. He can
  perceive through walls, invisible objects, and is unhindered by
  darkness. He can be a terrifying opponent in combat as well, as
  he is a skilled martial artist. Zaal the anaconda is a foe to be
  reckoned with as well. Veriak is a th level Seer, but able to learn
  certain combat skills with ease, perhaps because his brain has re-
  allocated areas, not using sight.
  †Veriak can use Rank  striking at , rank  sweeps & throws
  at 
  . Sel-kai Fabric Importers
  Type: Weaver (retail)
  Size: Large
  Quality: Good–Superior
  Prices: –%
  One of the largest shops offering the ﬁne imported silks from
  Nuyan-Khôm and fabrics from around Emer, Sel-kai Fabric Im-
  porters has an impressive selection of beautiful cloth.
  . The Healing Hand*
  Type: Healer (Lay Healer)
  Size: Small
  Quality: Good
  Prices: %
  Jerius and his young assistants, the brothers Kindus and Kerk
  Morand comprise the staff of this establishment. Kindus is learning
  the craft, while teenage Kerk performs orderly duties. Jerius’ clinic
  includes an inﬁrmary/recovery room with three beds, two private
  rooms, and a surgery room. He has a fairly well stocked medicine
  cabinet as well, with a selection of healing herbs and potions.
  JERIUS
  Age: 
  Race: Laan
  Demeanor: Friendly
  Level: 
  Prof: Lay Healer
  Hits: 
  OB: da
  AT(DB): ()
  Diagnosis: 
  First Aid: 
  Surgery: 
  Jerius is very skilled for so young a man. He learned his trade
  at the secluded Andarius University and moved to Sel-kai City
  ﬁve years ago. A quiet, studious young man, he lives alone in
  apartments above the clinic. The boys (orphaned by a fever
  three years ago) also live upstairs in their own rooms; they pay
  no rent in return for being ‘on call’ to patients all day and night.
  . Pots and Pans
  Type: Toolsmith
  Size: Medium
  Quality: Good
  Prices: %
  A wide selection of serviceable kitchenware, from large restau-
  rant-sized pots to compact travel-cookery sets.
  . Fine Gems from Far Places
  Type: Jeweller
  Size: Small
  Quality: Average-Good
  Prices: –%
  There is indeed an interesting variety of gems in this small shop,
  and Hani Chaako is always interested in buying unusual gemstones
  from travellers.
  . Herbal Cures
  Type: Herbalist
  Size: Small
  Quality: Good
  Prices: %
  Omala’s selection is limited, but she has most of the important
  areas of healing covered in her inventory, and her herbs are usually
  quite fresh and potent.
  “Nothing stinks quite like Sel-kai in
  Summertime”
  — C S
  
  
  Eidolon: City in the Sky
  �
  . Shulto Mapmakers
  Type: Scribe (Mapmakers)
  Size: Large
  Quality: Superior
  Prices: --+%
  The prices vary from maps which the junior mapmakers create,
  through those made by the masters, to ancient maps made long ago
  (the accuracy of some of which cannot be vouched for)
  Bryon the Wainwright (#) is a junior member of this group,
  and while he does not have the resources to travel far, his artistic
  skills have transformed many a rough sketch into a beautiful work
  of art. He does make occasional journeys into the Sel-kai country-
  side on his bicycle, armed with his paints and brushes, returning
  with a beautiful landscape. He also copies some of the other maps,
  again undercharging for his talents.
  The Shulto Mapmakers are of such renown that they are the
  oﬃcial mapmakers of the Prince, and even sell many of their works
  to the Loremasters.
  The Studio is on the high-ceilinged upper ﬂoor of this building,
  while the lower ﬂoor is devoted to map storage and oﬃces.
  . Tooth Surgery
  Type: Healer (Dentist)
  Size: Small
  Quality: Good
  Prices: %
  Loremis Talay is one of a handful of men who offers the exclusive
  service of dental care. Many other healers will handle simple dental
  problems (usually resulting in the removal of the offending tooth)
  but Talay is actually able to drill out cavities (with a monstrous-
  looking but effective machine devised by Kerin the smith and Aakex
  Doran the clockmaker) and ﬁll them with a gold compound. He also
  makes dentures.
  . Quest Bookshop
  Type: Bookbinder (Scholar)
  Size: Small
  Quality: Superior
  Prices: -%
  Book copying and illuminating is also offered in addition to
  binding in this small but high-quality shop. They offer an eclectic
  library of books for sale as well (nothing magical).
  . Glacier Silversmiths
  Type: Silversmith
  Size: Medium
  Quality: Superior
  Prices: %
  The Salindaris family operates this shop and silversmithy, and all
  show an aptitude for working with ﬁne metal. Father and son create
  exquisite works such as goblets, plates and lamps, while the mother
  is gifted in the art of making silver jewelry. They live above the shop.
  . The Liquid Sun
  Type: Goldsmith/Jeweller
  Size: Small
  Quality: Good
  Prices: %
  A small collection of utensils and larger objects is available, as
  well as a ﬁne variety of rings, chains and other jewelry.
  11•CANAL MAZE
  A rough part of the city, Canal Maze is thick with taverns, run-
  down inns, and brothels. The division (south and east of the South-
  ern Hook canal) is a sharp one between relatively safe Old City and
  this undeniably rough district. To wake up in the morning and see
  a body or two ﬂoating in the canals is not unusual.
  . The Wayside
  Type: Inn
  Size: Medium
  Quality: Inferior
  Prices: %
  A dilapidated place of lodging with bug-ridden beds, poor food
  and surly staff. Why pay more?
  . Fresh Catch
  Type: Fishmonger
  Size: Medium
  Quality: Inferior
  Prices: %
  The ﬁsh at this shop are rarely fresh, and were more likely stolen
  from the docks than legally purchased.
  . The City Garden
  Type: Foodmerchant
  Size: Large
  Quality: Average
  Prices: %
  Fair selection (nothing really out of the ordinary like oranges or
  coconuts), but not the freshest stock.
  
  �
  Part Nine: Sel-kai City
  
  . The Silver Lining
  Type: Moneylender
  Size: Small
  Quality: Inferior
  Prices: %/month
  The proprietor of this seedy-looking oﬃce has a look that should
  make anyone with any sense distrust him immediately—and with
  good reason. Cynar Torg loans money at surprisingly low rates, but
  then demands monstrous collateral. He also uses strongarm tactics
  to get repayment and is inﬂexible about granting any kind of
  extensions.
  . The Homestead
  Type: Inn
  Size: Large
  Quality: The Pits
  Prices: %
  Possibly the worst guesthouse in all Sel-kai, the Homestead is a
  rat-infested dive. Food is awful (double the usual chance of illness)
  beer and wine watery. Beds are broken-down and ﬂea-infested.
  . Marika’s House of Pleasure
  Type: Brothel
  Size: Medium
  Quality: Inferior–Average
  Prices: – gp
  Marika runs a low-end brothel where pleasures can be satisﬁed
  at low rates (- gold) but you get what you pay for. Her ‘girls’ are less
  than beautiful, and her rooms less than luxurious—by the hour.
  GM Note: a cruel GM may wish to make PCs who attend this
  establishment roll an RR vs disease…
  . The Golden Dragon
  Type: Tavern
  Size: Medium
  Quality: Inferior
  Prices: %
  The gaudy interior suggests that the fare at the Golden Dragon
  might be overpriced, and it is for what you get. Drinks are undoubt-
  edly watered down and food portions are small. One (apparently
  powerful, as the place is packed nightly) drawing card is the scantily
  clad barmaids.
  . Kieron’s Baths
  Type: Brothel
  Size: Large
  Quality: Good
  Prices:  sp entry fee
  A bath house catering to men whose entertainment pursuits
  would include more than bathing (i.e., the intimate company of
  other men). While such practices are publicly frowned upon, several
  well-known Sel-kai citizens are frequent clients of the baths.
  . The Eye of Sotor
  Type: Seer
  Size: Medium
  Quality: Inferior
  Prices:  gp/reading
  Lady Junias Xygon purports to be able to speak to the dead
  through her crystal orb, but her scryings are infamously unreliable.
  . The Black Velvet
  Type: Brothel
  Size: Large
  Quality: Superior
  Prices: – gp
  The heavy oak door to this three storey establishment is guarded
  by nothing less than a pair of Changramai warriors. That right off
  should signal a certain level of service (and expense).
  In contrast to Marika’s, the Black Velvet is a palatial establish-
  ment where a man can spend a night of exquisite pleasure with one
  (or more) women of extraordinary talent and beauty. However,
  expect to spend from  up to more than  gold for this evening of
  entertainment.
  . The Red Door
  Type: Brothel
  Size: Medium
  Quality: Good
  Prices: - (up to ) gp
  This establishment offers to satisfy more unusual pleasures and
  fetishes than the more mainstream brothel. The proprietor of the
  Red door is Argan Thrul, a burly man from the Lankan Empire. It is
  reputed that many of his employees are slaves bought in that land.
  Prices are high but the wealthy and perverse of Sel-kai are willing
  to pay; the Red Door is one of the wealthiest brothels in the city.
  Discretion is also (not surprisingly) a hallmark of this establishment.
  There is even rumored to be a secret tunnel between the Black Velvet
  (a house of more traditional pleasures) and the Red Door, providing
  even greater secrecy.
  Those with an unusual itch should expect to pay anything from
   gp up to  (for special requests) but Argan boasts that the Red
  Door can accommodate any appetite.
  . Lemarr’s Deposit Loans
  Type: Pawnbroker
  Size: Medium
  Quality: Average
  Prices: %
  Lemarr is a reasonably fair man, offering competitive money for
  items left here on deposit.
  . Court Square Tavern
  Type: Tavern
  Size: Medium
  Quality: Good
  Prices: %
  An uninspiring place, the Court Square prides itself in a large
  selection of different beers; thus the rationale for their prices. It is
  rarely crowded.
  
  
  Eidolon: City in the Sky
  �
  Trevor's Tankard
  Tavern
  L O
  N
  (1 inch equals 10 feet)
  0
  5
  10
  20 Feet
  Pantr
  y
  Kitchen
  Privy
  
  �
  Part Nine: Sel-kai City
  
  12•PUSHCART VENDORS
  These men and women have no permanent location, instead
  setting up shop wherever they decide to park their cart. Such vendors
  must have a license from the city to do business in this manner (all
  listed below do).
  .  Portego’s Confections
  Type: Apothecary
  Size: Tiny
  Quality: Superior
  Prices: %
  Portego Faan pushes a brightly-painted cart which is a favorite
  with children across the city. He sells a variety of candies of all
  description.
  . Tantella’s Fine Jewelry
  Type: Jeweller
  Size: Tiny
  Quality: Good
  Prices: %
  Tantella sells an interesting collection of her own creations:
  jewelry fashioned from things of the sea. Shells, coral, and even a few
  pearls are strung together into beautiful (and inexpensive) orna-
  ments.
  . Bandar’s Remedies
  Type: Apothecary
  Size: Tiny
  Quality: Average
  Prices: %
  The travelling apothecary has a cure for every ill—so he claims.
  While many of Bandar’s elixirs and potions have no real medicinal
  effect, they go far to help those with small aches and pains. And
  Bandar is an honest enough man to know when someone is seriously
  ill, and to recommend a real treatment if he does not have one (he
  does stock some genuine healing herbs and potions).
  . T’revor’s Tankard*
  Type: Tavern
  Size: Large
  Quality: Good
  Prices: %
  The origins of the name of this rowdy bar remain a mystery. As
  far back as anyone can remember there has never been an owner or
  client named T’revor.
  The proprietor is a man by the name of Hiiri Taldin. If asked
  about “T’revor,” he will only smile.
  The Tankard is a very popular (though sometimes rather rough)
  place; Taldin spends a lot on rebuilt furniture.
  HIIRI TALDIN
  Age: 
  Race: Shay/Laan
  Demeanor: Friendly
  Level: 
  Prof: Monk
  Hits: 
  OB: †
  AT(DB): ()
  Trickery: 
  Subdue: 
  Diplomacy: 
  Hiiri is a small man, but any who have ‘misbehaved’ in this
  tavern will testify that size is no matter: Hiiri is master of the
  arcane ﬁghting techniques of the Warrior Monks.
  †Hiiri is able to use either Martial Arts striking or sweeps &
  throws at rank four at this value.
  . The Silken Inn
  Type: Brothel
  Size: Large
  Quality: Good
  Prices: - gp
  Barco Egund has a stable of pretty girls who aim to please. The
  Silken Inn has reasonable rates and clean rooms; it’s not palatial, but
  it is popular.
  
  
  Eidolon: City in the Sky
  �
  URONEN M   N  
  foredeck of the skyship. Sulfean appeared young to Moje’s trained eye
  even for an Elven Navigator, and indeed Sulfean was barely out of his
  teens; somewhat of a prodigy. But Luronen had little time to muse upon
  the selection processes of Navigators, as the reason for his summons to
  the deck became clear. Dead ahead of the Emerian Princess, the cloudy
  sky had turned the unnatural, luminous green which could only herald
  the approach of one of Kulthea's gretest terrors: a Flowstorm.
  “I see we have a problem.” Moje said without taking his eyes from
  the eerie phenomenon before them.
  “Indeed.” Answered Sulfean tonelessly. “It formed about five minutes ago; the
  shock waves are already extending more than five miles.”
  The two men stood impassively watching the gathering storm while the crew of
  the Princess wrestled with the flapping sails and fought her air-rudder. The
  Loremaster cast out a tentative spell to gauge the power of the storm, only to feel
  the essence torn from him, sucked into the magical vortex.
  "Perhaps we should Jump now, before the storm intensifies." Moje suggested
  mildy.
  Sulfean peered through his sextant-like Compass and adjusted a jeweled screw.
  “Too late.”
  A moment later there was a brilliant flash from the area ahead, and knives of
  iridescent lightning stabbed down from the sky to the earth. The green clouds
  swirled into a monstrous funnel, twisting like a great screw towards the ground.
  The sky went dark; the sun seemed to go out as everything was lit only by this
  luminous green tornado, laced with forks of lightning. Then the winds reached
  them.
  The skyship trembled and began to list to starboard, her structure creaking
  ominously. Both men staggered but regained their balance as the craft slewed about
  in a strangely majestic spin, drawn towards the Essænce vortex.
  Ignoring the wind tearing at his clothes and flowing hair, Sulfean carefully
  replaced his Compass in its padded leather pouch. Moje fought to control his own
  furling cloak in this sudden gale, while the Navigator turned to face the storm.
  •␣PART X␣•
  THE SHIPS OF SEL-KAI
  Sailmaker’s Scissors
  
  �
  Part Ten: The Ships of Sel-kai
  
  The captain of the Princess rushed up to the two men, clutching at his cap. He
  still had his composure, but it was clear that even he was frightened by this mon-
  strous storm. “Sirs,” he shouted over the rising winds, “I realize you are not respon-
  sible for rescuing us from such as this, but any assistance would be much appreci-
  ated.”
  Sulfean continued to stare forward, eyes glazed, his knuckles white on the
  balustrade. Moje doubted he even noticed the captain.
  “Captain Renian, I believe that the Navigator is even now doing his best to
  divert our course from a disastrous collision with this storm. However, I fear that
  even his powers will be of no avail against such a powerful flowstorm. I suggest you
  attempt to steer to starboard and make preparations to jettison the Xenium keel
  and attempt an emergency ground landing.”
  The captain was horrified. “That’ll wreck my ship!”
  Moje cocked an eyebrow. Our alternative is quite likely to be caught in a Flow
  Vortex, in which case we will surely be destroyed… or worse.”
  �
  �
  �
  One of the most fascinating aspects of Sel-kai is its fleet of skyships. In this
  section are described several categories of merchant and military air and water craft
  of Sel-kai.
  1•TERMINOLOGY
  Following are some terms which are used to describe types and
  parts of ships; most are common to both air and watercraft.
  Barge: Flat-bottomed craft usually used in the canals; it is unstable
  in all but calm water. Propulsion is by poling or rowing.
  Fore-and-aft Sails: Where the principal sails are set on booms on the
  longitudinal axis of the vessel, as opposed to square rig where the
  sails are set on yards at right angles to it.
  Forecastle: The foreward deck and raised above the main deck.
  Ketch: Small, two masted racing vessels with mixed square and fore-
  and-aft sails.
  Lateen Sail: A triangular sail of which the leading edge is bent to a
  long yard.
  Poopdeck: Aft part of the vessel, where a raised deck is located.
  Skiff: Small poleboat designed for tight maneuvering in the canal
  areas.
  Square-rigged Sails: Vessels setting square sails on yards set at right
  angles to that vessel’s centerline.
  Ventral Rigged Sails: Applying to skyships only, these are sails which
  extend downward at about ° below horizontal. They are critical
  to stability and good maneuverability at higher speeds.
  2•AIRBORNE CRAFT
  Eidolon’s air-going vessels fall into two categories: the keeled
  Xenium-levitated craft which make up the bulk of the Eidolon
  flotilla (generally called the skyships), and the generally larger and
  more unwieldy (but stable) vehicles which are known as airbarges.
  SKYSHIPS
  Fitted with special keels and their undersides plated with the
  magical alloy Xenium, the ships are able to fly at speeds exceeding 
  mph (dependant on winds), making them easily the fastest mode of
  common travel on the Shadow World (besides a risky Teleport or an
  expensive Navigator-directed ‘Jump’).
  Even the skyships are not completely free to travel where they
  will, however.  Stronger Essence Flows play havoc with Xenium’s
  anti-gravity properties, and an encounter can mean severe turbu-
  lence, even a complete levitation failure—and a fatal crash.  As a
  result, skymerchant captains must be skilled pilots and ‘Aerogators’,
  able to steer their craft clear of such flows.
  Skyships are also able to sail on water (necessary for docking at
  more mundane ports than the airborne Port of Eidolon) and can be
  anchored in water like a normal ship or hover just above the land.
  Always docked at Eidolon or patrolling nearby are the swift and
  powerful warbirds, as the Prince calls them.  These are his battle fleet,
  his defense of the city.  Warbirds are equipped with ballistas with
  explosive heads and other weapons of war, and are said to be the
  fastest ships in the air.
  The Caravel and Sloop can appear in merchant or military forms
  while the Frigate is strictly a vessel of war. There are also smaller
  skyships: yachts, ketches and others.
  C C
  Similar to a standard sea-going caravel (see below), it has a
  rounded bow and a high, square stern with a poopdeck. Cloud
  Caravels have three lateen-rigged top sails and four ventral sails (two
  per side).
  Length:  ft
  Breadth:  ft
  Sails: Lateen and Ventral
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: Warbird version has  ballistas
  
  
  Eidolon: City in the Sky
  �
  S S
  This swift craft has one mast with fore-and-aft sails, one set of
  long ventral sails, and like its sea-going cousin, a long bowsprit. It is
  complex to fly but with strong winds is the fastest ship in the air and
  extremely maneuverable.
  Length:  ft
  Breadth: 
  Sails: Fore-and Aft
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed: 
  Max Speed: -
  Weaponry: Up to two ballistas
  W F
  This ship is only found in the Prince’s fleet, and is a formidable
  sight indeed. It has three masts and a bowsprit, a forecastle and very
  high poopdeck
  Length:  ft
  Breadth:  ft
  Sails:Square rigged
  Crew: 
  Passengers: ()
  Tonnage: 
  Cruising Speed:  mph
  Max Speed: - mph
  Weaponry: Eight ballistas
  AIRBARGES
  Relatively new entries in the flying ship ranks, Airbarges are
  actually the design of Loari artisans from Námar-Tol.
  The airbarges depend on two factors: cultivating the unique and
  strange Balloonpods, and mastering the relatively advanced concept
  of steam power.  The Loari, Elven masters of what can only be termed
  ‘technology’, have managed to grow fields of balloonpods, and have
  gained a sufficient understanding of aerodynamics and of heat and
  steam to devise boilers and steam-driven ‘engines’.
  The Loari cluster the balloons inside of larger, bizarrely shaped
  structures, which also incorporate areas for passengers and cargo.
  Most of these vehicles are driven by complex and baroque engines,
  which power large propellers (or ‘airscrews’) mounted on the main
  fuselage.  The propellers either drive the barge laterally or change its
  altitude, depending on their positioning.
  These vehicles are more stable in rough weather, though in most
  cases are not nearly as swift as the sail-powered Skyships.  They also
  suffer mechanical breakdowns, and are far more expensive to main-
  tain than Skyships, requiring repairs, trained crews, and frequent
  airbag replacements.  Still, they have a growing role not only in
  Námar-Tol but at the skydocks of Eidolon.
  T A
  Length:  ft
  Breadth:  ft
  Sails/Power: 4-8 airscrews
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: None
  3•SEA-GOING VESSELS
  Following are several examples of ships commonly seen in the
  ports of Sel-kai City. These are general classes, with a fairly typical
  example of each following the description. Many other types of ship
  exist however, and there are endless variations.
  
  �
  Part Ten: The Ships of Sel-kai
  
  4•RIVER & CANAL VESSELS
  These craft are not sea-worthy, and restrict themselves to the
  rivers, canals, and the relatively calm waters of the Sharhya Bay.
  S
  Smallest of the canal-boats (aside from an occasional raft), skiffs
  are a very common way to travel through Sel-kai City. Canalers use
  their skiffs as a primary means of income, transporting passengers
  and sometimes cargo through the city.
  Skiffs are usually powered by a single poleman, pushing off the
  canal bottom (most canals in Sel-kai are -' deep); most have a set
  of oars for use in case of deep water travel.
  Length:  ft
  Breadth:  ft
  Sails: None
  Crew: -
  Passengers: - or  lbs cargo Tonnage: - lbs
  Cruising Speed:  mph
  Max Speed:  mph
  B
  Larger and less maneuverable than a skiff, a barge is nevertheless
  a very common sight on the canals and is the workhorse of cargo
  transport within the city.
  Many barges have a tiny (- ft high) cabin in the center of the
  deck. Poor canalers will even live on their barge, tying up the craft
  along a major canal at night.
  Length: - ft
  Breadth: - ft
  Sails: None
  Crew: -
  Passengers: - or  lbs cargo Tonnage: -
  Cruising Speed:  mph
  Max Speed:  mph
  B ()
  Doing double duty between river trade and canal transport, these
  craft are usually owned by the merchant families and used by them
  for cargo transfer. They can negotiate most canals, but are clumsy
  and require rowers and polers.
  Length: - ft
  Breadth: - ft
  Sails: Sometimes.
  Crew: -
  Passengers: - or  tons cargo Tonnage: -
  Cruising Speed:  mph
  Max Speed:  mph
  B⁄ L ()
  These vessels are the largest allowed within the city, and even
  then they can only navigate the widest canals. Such craft are usually
  reserved for river travel or as ceremonial/party ships of the merchant
  lords.
  Some launches of the wealthy families are even powered by steam
  engines with propellers or paddles. They are a terror to the skiff and
  barge operators. The max speed under engine power is in parenthe-
  sis.
  Length: - ft
  Breadth: - ft
  Sails: Some versions have sails.
  Crew: -
  Passengers: - or  tons cargo Tonnage: -
  Cruising Speed: . mph
  Max Speed: . () mph
  S
  The preferred vessel of pirates and smugglers, the sloop has a
  long bowsprit (a beam projecting from the front of the craft at about
  ° above horizontal and supporting a great triangular sail between
  it and the foremast).  It is very fast and maneuverable.
  Length:  ft
  Breadth:  ft
  Sails: Fore-and Aft
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: up to four Ballistas on main deck.
  S
  Two-masted sailing vessel with a shallow hull, making it rela-
  tively fast but not maneuverable. It has only one deck.
  Length:  ft
  Breadth:  ft
  Sails: Fore-and-aft
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: Up to four Ballistas on main deck.
  C
  Small merchant vessel with one mast (usually lateen) and rounded
  hull. It has a considerable cargo capacity
  Length:  ft
  Breadth:  ft
  Sails: Lateen
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: None
  C
  Merchant vessel with rounded hull and at least two masts,
  usually combining square and lateen-rigged sails.
  Length: 
  Breadth: 
  Sails: Lateen and square
  Crew: 
  Passengers: -
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: None
  C
  A sailing vessel with a round bow and a square stern; it usually
  had  or  masts with lateen sails. The largest caravels (up to  tons)
  have a  forecastle and poopdeck.
  Length:  ft
  Breadth:  ft
  Sails: Lateen
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry:  ballistas
  G
  These large, four-masted vessels which are very sea-worthy but
  not very fast or maneuverable. The sail arrangement is eaither
  square with an aft sail, or lateen rigged. In either case it has  ventral
  sails.
  Length:  ft
  Breadth:  ft
  Sails: Sq/aft or lateen;  ventral
  Crew: 
  Passengers: 
  Tonnage: 
  Cruising Speed:  mph
  Max Speed:  mph
  Weaponry: eight or more ballistas.
  
  
  Eidolon: City in the Sky
  �
  LOOD      ,
  soaking Kedrik’s grey breeches. The Loremaster prayed silently to Eissa
  as skeletons continued to march out of the mausoleum chambers.
  Sweat coated Kedrik’s face and plastered his coal-black hair to his
  forehead. The glowing white pommel of his mace—the only light in
  this dank vault—illuminated the room with a grey pallor. His arsenal
  of spells exhausted, he was forced to destroy these Undead guardians
  one by one in combat.
  Crack! Another skull shattered under the silver blades of his mace.
  Jointed ﬁngers clasped spasmodically at him, only to crumble into a heap at his feet
  when the spell binding them was broken by the enchanted weapon. A rusty sword
  clanged off his shield and he staggered back.
  “…blood loss making me dizzy… got to get back out into the light…”  He tried
  clumsily to retreat, but every doorway out of this great round vault looked the
  same. Then the ﬂoor began to tremble; Kedrik’s footing was already unsteady, and
  he fell to his knees. He prepared himself for the rain of blows falling from these
  mindless constructs to ﬁnish him.
  But the skeletons had stopped their attack, turning towards the sarcophagus in
  the center of the chamber. Did the lid move?  Kedrik watched in amazement as a
  glimmer, then a burning red line of light formed along the seam between lid and
  base of the coﬃn.
  It appeared that the Black Wizard was not as completely dead as his ancient
  rivals had claimed. The lid rose with agonizing slowness, then fell back to the ﬂoor
  and shattered in a thousand splinters of granite. Out of the angry glow rose a dark
  form, coalescing into a humanoid shape. Kedrik raised his mace, hoping desper-
  ately that its magic was strong enough to combat an Undead sorcerer…
  •␣PART XI␣•
  ADVENTURES
  Watch and pendant
  (Of Loari Design)
  c 
  
  �
  Part Eleven: Adventures
  
  In this section we present several adventures, all set in or around the cities of
  Sel-kai and Eidolon.
  The GM should read through all of the adventures before setting up a campaign
  in Sel-kai or bringing the PCs there. In at least one adventure, it is helpful to
  establish personal character ties; toward this end, the first section includes a brief
  list of possible relations the PCs may have in Sel-kai. Since the city is so cosmo-
  politan, is is quite feasible that the PCs have a cousin, uncle, or even closer relative
  here. This will aid the characters in quickly becoming acclimated.
  Note also under the Rewards category a new feature: experience guidelines.
  This is to help GMs with that difficult (but worthwhile) concept which we called
  “Idea Points” in Character/Campaign Law.
  1•CHARACTER CONTACTS
  To keep Sel-kai from being just another city where the player-
  characters show up, analyze and sell their weird magic items, read
  some books, buy new weapons, and hang around in taverns waiting
  for something to happen, it is strongly suggested that at least one
  (and quite possibly two or three) of the characters have contacts/
  relatives in the city. The most interesting option would be for the
  different characters to have associates at the various levels of society,
  allowing them to experience all aspects of Sel-kai life.
  Listed below are a few options for the GM to use to provide a
  more personal touch for the PCs.
  • A Character’s (a Mage or other Essence profession)  childhood
  tutor—Hengen Klalok—is now a scholar at the Olvisdari school in
  Kalingen University.
  • A Character (any profession) is sibling to a well-known goldsmith,
  a journeyman in Sungold Smithies (#) with great potential.
  • A Character (any profession) is cousin to a servant in House
  Gugulon; this could lead to possibilities in smuggling.
  • A Character (any profession) is cousin to Divad Taminger the
  Tavernkeep (and is also related to the wealthy Taminger family).
  This provides opportunities in Uptown and Lowtown—though
  the PC will have to choose fairly quickly who he wants to associate
  with. Neither faction is willing to put up with a two-faced class-
  jumper for long.
  • A Character (any profession) is nephew to Kendan Arain Baragon,
  who married into the Merchant family. He is in his mid-thirties
  and lives in the family home in Sel-kai City.
  • A Character (any profession) is cousin to a well-liked Canaler who
  lives above the Roasted Bean in Twelve Bridges.
  • A Character (any profession, though ideally one in Channelling) is
  sibling to a young priest in the Shrine of the Fourth Blood (#).
  The priest is not intrinsically evil, but was swept along in the
  excitement of the religion.
  FITTING IN
  Different things at different levels of society will—if done cor-
  rectly—will get you ‘in’ with ease; if botched they will earn you a
  disapproving stare and no more dinner invitations Uptown, and
  perhaps a swim to the bottom of a canal in Lowtown.
  U
  In Uptown society, nothing will betray you faster than bad
  manners. If PCs are planning to accept an invitation to a party (or,
  Lords of Orhan forbid, a dinner) at the palace of a Merchant Baron,
  they had better be briefed in proper etiquette. The PC’s in-town
  relative can certainly refer them to a tutor who can give them a crash
  course (for a fee, naturally). Having a strange accent is endearing;
  using the wrong fork is fatal. It is helpful, however, to be able to speak
  Erlin and Shay without too much of a ‘funny’ inﬂection.
  Racially, being an Elf gives you a bonus, as many assume that
  Elves are highborn; but in the current tense political situation Elves
  are treated warily, and Elven strangers are suspected spies. Laan have
  it made, while more unusual races such as Dwarves or Hírazi are
  treated with respect and barely concealed curiosity (‘they must have
  business up here on Eidolon or they wouldn’t be at the Elgata
  Reception, now would they…?’)
  M
  This level of society is the most ﬂuid, with craftsmen and artists
  constantly on the move between Kulthea’s few centers of civilization
  seeking patrons. While a large percentage of the skilled workers were
  born here like their fathers and grandfathers, there are still enough
  itinerant skilled workers who come to the city in search of fortune.
  PCs with an old friend or relative should have few problems ﬁtting
  in, especially if they prove their craft (and don’t look like they plan
  to compete directly with any the contact’s circle of friends). Note
  that most spell-users and warrior-athletes are considered to be
  artisans.
  L
  It is here that strangers may have the most trouble really ‘ﬁtting
  in.’ While the laborers of Sel-kai often have their ranks swelled by a
  continuous inﬂux of new blood (to replace the constant attrition
  from disease and violent death) they are of fairly uniform racial
  makeup. Nearly all Lowtown residents are of Shay descent, some
  with Talath or even Laan elements. While a Y’nar or Elven Lowtowner
  is not unheard-of, they are rare and well-known. A sudden mixed
  group of newcomers is quickly seen through as strangers and
  possibly trouble-makers. This doesn’t mean the PCs will be treated
  with hostility, but they won’t be given any extra favors the Lowtowners
  instinctively give “their own.” If one of the PCs is a close relative of
  a well-liked Lowtowner (like a sibling or child) and word gets
  around, the group might actually get friendly treatment and one or
  two favors (e.g., well, you’re bein’ Galfud’s sister an’ all, I suppose
  you an’ your buds can use my spare skiff for a few hours. But I don’t
  want any trouble from yuns! An’ that skiff better look good as new
  when it’s back by Evenin’!”).
  A strange accent will also immediately peg you as an outsider.
  The Shay of Sel-kai speak their language with a unique drawl; most
  other accents count clipped and choppy by comparison. The
  Lowtown accent on Erlin is hideous to Elven-ears.
  Emblem of the
  Guild of Apothecaries
  
  
  Eidolon: City in the Sky
  �
  2•A LITTLE KNOWLEDGE…
  The job is a simple one with quick payback: just copy
  a few numbers from a logbook. But, as usual, the PCs are
  merely pawns in a larger game.
   PROLOGUE
   Aenor of Quaal is far more (and yet somewhat less) than he
  appears to be. He is not distaff royalty from the dissolved Jaimani
  realm of Saralis, but in fact one of the heirs to the Dark Elven pirate
  kingdom of Plasidar (See Jaiman). Being the youngest son and only
  half-Dyar, he had little chance to inherit the wealthy realm. Instead,
  he used his inheritance to build a new identity; then he moved to the
  center of the mercantile world: Sel-kai.
  Aenor insinuated himself into elite society and within months
  was betrothed to a daughter of the Merchant Baron Xyrus Betaran.
  SYNOPSIS
  As far as the PCs are concerned, this is a very straightforward
  job—if they don’t mind doing a little breaking and entering.
  Aenor of Quaal (now married to Satha Betaran) is currently
  competing with House Elgata for several trade deals. He wants to
  learn the departure times for certain ships (the departure times of
  important voyages are sometimes kept secret to prevent sabotage…
  just what Aenor has planned). He will ask the PCs to steal into House
  Elgata, copy dates and times, and give him the information. For this
  they will be well paid.
  R
  A small party of characters capable of being stealthy is required.
  While they need not be high-level, they will need thief-related skills
  and/or appropriate spells.
  R
  Aenor will pay  gp for the information he has requested; if the
  PCs get it wrong (he has an % chance of noticing incorrect or
  faked info) he will refuse to pay. If the information is wrong for any
  reason and Aenor ﬁnds out only after his ships intercept nothing,
  there is a good chance Aenor will send his bullies to rough up the PCs
  (including broken bones, perhaps worse).
  Experience: If the PCs pull off the job without a hitch, cooperate
  and work smoothly together, give each member of the group 
  exp pts. Those who played major roles in concocting a good plan
  should receive an additional  ep; any who showed skill at
  improvisation (quick thinking under pressure) give  ep for
  every instance.  Kill/Hit/Critical etc. points are additional (see
  Character Law & Campaign Law, pp -), but—as always—
  discourage killing for points; that’s not what good role playing is
  about. Use the Maneuver Points section of the chart to reward
  points for maneuvers, including lock picking, etc.
  P
  Getting caught in House Elgata could be problematic. See Crime
  and Punishment, pg . You can bet that the PCs will get the
  maximum penalty… or if Aldaran Elgata, awakened to deal person-
  ally with burglars, feels particularly annoyed, he might just have
  them disappear.
  See also the Denouement section for more intangible penalties.
  A
  None offered. The GM may wish to have Aenor supply the PCs
  with a sketchy map of the house if it appears as though they intend
  to just bust in randomly; surely a disastrous plan. This would
  obviously make the adventure a much shorter and more simple one.
  O
  The city guard is always on patrol, but easily dodged; the Elgata
  security men are more attentive and formidable.
  SCENE 1: A TAVERN
  One assumes the PCs are hanging about some tavern, eyeing the
  crowd like cheap tarts waiting to be picked up. A barmaid will bring
  them a round of beers free, and when asked, will say that a man in the
  back private booth paid, and would like to see them.
  At the booth the PCs will see a handsome young man with
  slightly pointed ears sitting before a plate of rare seafood and a glass
  of wine. He wordlessly beckons them to sit.
  Once in the curtained booth, Aenor will introduce himself as
  Deltar of Urgon, an independent merchant. Then he will ask the
  group if they able to read and write Shay and Erlin (the two common
  languages used in Sel-kai), assuming someone can, he will ask how
  they feel about Uptown politics. If they respond neutrally, he will sit
  back with a smile and a sip of wine and ask if they are interested in
  acquiring a little information for him—a small errand—a matter of
  Uptown competition for trade contracts. Aenor will strive to make
  the purpose of the information seem very mundane; no one would
  be hurt except a small proﬁt percentage.
  The PCs will notice that ‘Deltar’ has a curious accent, very diﬃcult
  to place. It is Kaitainian, one that Aenor affects as part of his cover.
  At last Aenor will ask if they think they can slip into House Elgata,
  copy a speciﬁc series of dates from a logbook in the shipping oﬃce.
  His offer:
  “Your trouble is worth two hundred gold to me.”
  If they accept, the PCs are given three days to get the information
  “Look for the Departures logbook, between the dates (he gives a
  ten day span about forty days away); you are seeking the departure
  of the Westwind. The oﬃce is on the ﬁrst ﬂoor of the House; getting
  inside should not be too diﬃcult.”
  SCENE 2: ELGATA VILLA OUTSIDE
  Hopefully the PCs are smart enough to case the place before
  making their foray.
  The Elgata villa faces canals on three sides, while the fourth side
  abuts another villa. The canal facing the side is a small service way,
  with only a few dim lamps; it is the best side for the break-in and also
  the side where the log room is located.
  They will notice that inside the shutters (open during the day)
  there are bars on the ﬁrst-ﬂoor windows and balcony doors, but that
  they can be unlocked relatively easily. Security people are stationed
  at the entrances, but none are seen on the roof or patrolling the canal.
  SCENE 3: INTERVIEWING
  Intelligent PCs with friends in town might also try to get an idea
  of the layout of the villa (so they don’t go stumbling around the place
  looking for the oﬃce where the logbooks are kept. The best way to
  do this is to get someone who knows to talk. Below are two examples
  of people the PCs may ﬁnd out about and manage to contact. The
  GM may wish to invent others.
  M D, C
  An accountant for the Elgata family, Dalgon is familiar with the
  oﬃce wing and knows exactly where the books are kept. However,
  there is a % chance that he will take the bribe (he will demand 
  gp), give wrong information, and tell Aldaran Elgata.
  
  �
  Part Eleven: Adventures
  
  H K, F D
  Now a drunk, Krain is bitter about his ﬁring and, bribed with a
  bottle of wine, will describe the layout of the villa and the location of
  the oﬃce where the logbooks are. Unless he is drunk, the description
  will be accurate. If he is drunk (% chance) the information may be
  somewhat garbled (he indicates that a room next to the log room is
  what they want, etc.).
  SCENE 4: ELGATA BY NIGHT
  No one in their right mind would attempt to break into Elgata by
  day, so let’s assume it’s night. The best time would be after midnight.
  O  V
  Determine the weather for the night of the break-in and navigate
  the PCs there. One hopes that they found out where the log room is
  and will park their boat under it in the relatively dark side alley.
  Opening the shutters with the right tools is an Easy Lockpick; it is
  Medium to unlock the iron bars and Easy to open the windows,
  which swing in.
  During the burglary, there is a % chance every minute that a
  boat goes by on the larger canal; but only a % chance that they will
  be noticed. There is only a % chance during the whole time that a
  boat will come down the side canal.
  I  V
  The room is dark; PCs must have their own lights. The book is
  not diﬃcult to ﬁnd, and the copying takes  minutes. If the PCs are
  silent there is only a % chance that someone actually enters the
  room. If they make any appreciable sound, each time there is a %
  chance they are heard by a guard outside in the hallway
  D
  Should a guard manage to sound an alarm, things will get very
  scary very quickly. Elgata has one of the best private security corps
  in the city. These men are well-armed and better paid and trained
  than the Redcapes. (Don’t even think of trying to bribe your way out
  of it!)
  SCENE 4A: CAPTURED
  Should the group be caught, they will be brought before an
  irritable Aldaran Elgata, who will lecture them about what happens
  to those captured for burglary and sent to the Palace.
  However, Aldaran Elgata is not a stupid man; he will want to
  know why a group of strangers with no obvious mercantile interests
  are prowling around in his logroom. He might very well not turn the
  PCs in, but instead force them to work for him against their previous
  employer. He will offer to pay them the same amount if they ﬁnd out
  who their employer is. He might hold a couple hostage in ensure the
  loyalty of the others.
  On the other hand, he might just have them tortured and thrown
  into the canals.
  SCENE 5: A TAVERN, REPRISE
  Assuming success, the PCs return to the tavern with the info.
  There, Aenor will be waiting at the booth with the money. A quick
  examination of the documents will let him know if they are genuine.
  He will pay if they are, thank the group, and warn them never to
  mention this to anyone.
  EPILOGUE
  After this adventure, the PCs should be able to move on to other
  matters without any permanent effect.
  D
  It won’t be for at least a month before the news perhaps reaches
  the PCs that a convoy of three ships of the Betaran ﬂeet were attacked
  by pirates ﬂying the White Swan. One managed to escape into Sel-
  kai patrolled waters, but the others—including one called the
  Westwind carrying Alderan Elgata’s son Erion—were boarded. It is
  assumed that all were killed.
  GM Note: As planned, Aenor used the information to raid the
  Elgata ships. The GM can have Erion killed, or perhaps more
  interesting, kidnapped and taken to the pirate hold in southern
  Urulan. The PCs might then somehow become involved in a
  rescue operation… (true mercenaries).
  T B P
  Whether the PCs feel guilty about this is up to them, but this
  event will bring about a new level of paranoia among the Barons.
  3•WHAT PRICE HEALTH?
  The PCs are asked to help with a small smuggling
  operation in return for valuable healing herbs…
   PROLOGUE
   Drug and alcohol abuse exists in almost any society, and Sel-kai
  is no exception. While mild drugs—like alcohol—are not banned,
  those who use them heavily are frowned upon in polite society.
  Certain stronger drugs are banned and their importation is forbid-
  den. Anyone caught smuggling them is severely punished. But this
  does not stop the inﬂow of powerful mind-altering substances; the
  bored and unhappy are always looking for diversions.
  SYNOPSIS
  Healing herbs are a staple for adventuring characters; often they
  are the difference between life and death. In this adventure, the PCs
  will be offered a valuable selection of herbs in return for their
  services.
  They must pick up four parcels from a ship, smuggle them into
  the city past the security perimeter, and deliver the packets to an herb
  shop.
  R
  A group of adventurers with some boating knowledge and
  familiarity with the city. Also a certain lack of curiosity could be a
  bonus.
  R
   The herb selection can total , gp in value (GM’s discretion
  what herbs, or they can pick from the list).
  Experience: Combat is unlikely in this adventure, unless the PCs
  attempt to tangle with the Sel-kai perimeter guard. Use the
  Maneuver Points section of the chart to reward points for maneu-
  vers, including boat maneuvering, etc. Idea points of up to 
  are possible if a PC thinks of a particularly clever twist.
  P
  Smuggling carries a ﬁne and/or imprisonment, depending on
  the nature of the material. Illegal drugs are a serious offense, so
  caught PCs can count on at least a month ( days) in the city
  dungeon.
  
  
  Eidolon: City in the Sky
  �
  A
  None offered. PCs must have or acquire their own boat and are
  essentially on their own through the adventure.
  O
  The group must avoid detection through every part of the pickup
  and delivery—no mean task.
  SCENE 1: MEETING TOMÛK
  The PCs will be walking around town, in a bar, or even shopping
  in an herb store, when a tall man with black hair in a ponytail
  approaches them. He looks Laan, dresses in simple but expensive-
  looking clothes, and speaks Erlin.
  “You look like a group that might be interested in running a little
  errand, perhaps in exchange for a considerable selection of potent
  healing herbs…?”
  Should the PCs respond favorably, he asks to meet them at
  landing number  in Sighing Docks at the sounding of the Night
  Quintar (see Telling Time, pg ; it’s about : PM), and to have a
  canal boat ready for later that night, to depart from another part of
  town.
  Tomûk Gralain has a constant companion: a very large wolf-like
  dog named Jak. The dog is well-trained and always seems very docile,
  but at a work from Tomûk, the beast will attack to restrain… or kill.
  SCENE 2: AT THE DOCKS
  Tomûk and Jak will be waiting when the PCs arrive. He has a map
  of the Sharhya Bay (see the map on page ) and points out a spot
  for the meeting. It is between the coast and a rocky, uninhabited isle,
  to minimize the chances of being seen on the horizon. The ship will
  ﬂash a red light twice as they approach; they should be there by the
  sounding of the Predawn Quintar.
  When the PCs pull alongside, the package will be dropped in the
  water in a moisture-proof bag. They must then bring the package to
  the Library Herbs and Tobaccos (#) shop that next morning.
  Tomûk takes the map and says they will not see him again. The
  shopkeeper will give them their reward.
  SCENE 3: THE PICKUP
  This is probably the most tense part of the adventure, as the PCs
  must rendezvous with the ship carrying the parcels and get away
  without being detected by the sharp-eyed patrol ships.
  The bay is constantly under surveillance by Sel-kai trade enforce-
  ment craft, manned by Elves who can see in the night as well as day.
  Any meeting of ships is viewed with suspicion—especially when a
  seafaring vessel meets a canal boat. Ships are all directed to the docks
  at the north end of the city where their cargoes can be properly
  assessed; skiffs and small canal barges are not to go more than a few
  hundred feet beyond the eastern tip of Canal Maze.
  PCs with resources might manage to have the entire boat turned
  invisible; others will just have to depend on quiet and luck. The boat
  will have to be rowed out; obviously poling won’t work in the deep
  waters of the Bay.
  If the weather is cloudy or rainy and the PCs quiet, there is only
  a % chance of them being seen. If it clear with bright stars there is
  a % chance (plus more if the PCs make noise or cause other
  disruptions). There is no Orhan tonight; Tomûk chose it because of
  the new moon.
  There is a % chance that the PCs will see other craft while out
  here, either ships or boats. These are not necessarily patrol boats;
  many others are out on the bay on business of their own—and you
  can bet it’s not legal.
  The ship will be waiting; it looks like a caravel ﬂying a dark ﬂag
  (Hard Perception reveals that it is a black ﬂag bearing a white swan).
  The ship signals, and as the PCs’ boat draws aside, there is a splash.
  Without any delay, the ship hoists sail and heads on towards the
  harbor.
  Hopefully someone on the boat can see fairly well in the dark and
  can use the boathook to pull the small package on board.
  The parcels are small cedar boxes with seals; it would be Sheer
  Folly (-) to open them without damaging the seals, but should the
  PCs do so, they will ﬁnd a small cloth pouch in each, ﬁlled with about
  a pound of dried mushrooms. A successful Medium Identify Herb
  roll will tell the PCs that these are Nygath: strong hallucinogens that
  can cause suicidal tendencies—but they also give Essence and Men-
  talism users x their normal power points for the day. Anyone at all
  familiar with Sel-kai law knows that Nygath is quite illegal.
  SCENE 4: RETURNING
  There is a % chance that the PCs are intercepted by Redcapes
  on foot as they scoot back into the canals. They can either try to evade
  (Extremely Hard, -) or fast talk the men (Sheer Folly -) and avoid
  being searched.
  D  D
   Of course, if the Redcapes search they will ﬁnd the Nygath. The
  PCs might try to throw it overboard before the Redcapes get to them;
  there is a % chance the package is not noticed as it ﬂoats away
  down the canal. This way the group gets off, but Tomûk will hunt
  them down. They owe him , in gold for the drugs and have
  three days to pay up or he takes is fee “in eyeballs.”
  If the PCs try to ﬂee the city, they might realize (Light +) that
  they are being shadowed by tough-looking guys with a Laan/almost
  Dyar-elf look. Getting away from Tomûk and the pirates of Jerel of
  Urulan will be an adventure unto itself.
  G A
   See Penalties. The PCs might try to overpower the Redcapes and
  escape, but they would lose their boat and the drugs. And unless their
  faces were covered, they stand a good chance of being tracked down
  by the City Guard.
  SCENE 5: LIBRARY HERBS AND
  TOBACCOS
  Assuming nothing goes seriously wrong, the PCs wait out the rest
  of the night then head for their ﬁnal destination: Library Herbs and
  Tobaccos (#).
  The shop opens three hours into the Morning Quintar (about 
  AM) and the proprietor is a short, rotund man named Leker Monn.
  The PCs enter and present their charge, which the man will open and
  brieﬂy examine the seals on the boxes before stowing. Then he will
  cheerfully ask what herbs the PCs would like as part of their , gp
  allotment. He has an excellent stock (% chance of having any
  given herb).
  EPILOGUE
  After the PCs have pulled off this little crime, they might feel a
  little guilty (but then, they may not…). They may remain blissfully
  ignorant of just what it was they were transporting, which might be
  just as well for everyone.
  D
  If the PCs do a smooth job, Tomûk may contact them again.
  However, should they ask this of the shopkeeper, he will look
  
  �
  Part Eleven: Adventures
  
  4•A LITTLE INTRIGUE
  Long has House Alaxatan awaited their chance for
  vengeance against the Pharnese Family; those who dared
  to shame them before the entire city! Though the outrage
  was perpetrated more than two centuries ago, the high-
  born have long memories.
  Now that opportunity had come—the chance to
  wound Kyse Pharnese and his family; to make him pay
  dearly for the insults of his ancestor.
   PROLOGUE
   Jarl Alaxatan, second son of Lord Kellis, believes that he has
  ﬁgured out a way to avenge House Pharnese for its insulting behav-
  ior over the last several centuries. With Kyse Pharnese still trying to
  get a ﬁrm hold on the family operations after the sudden death of his
  parents, this is an ideal time to strike. Not many people knew that the
  young head-of-house was seeing the girl Xarna, a barmaid in the
  Cold Barley Soup Kitchen. But Jarl knew, and he had a plan to use
  this information to wound Kyse, and wound him deeply.
   GM Note: This adventure can begin most naturally if the PCs are
  already fairly familiar with the Old City and speciﬁcally the Cold
  Barley Soup Kitchen tavern (#) and its owner Divad
  Taminger. This is an inexpensive bar with good food and drink,
  and Divad is an excellent source of contacts all through the city; it
  would be worth the PCs’ while to cultivate him and his associates
  as friends.
  This adventure has a less clear linear path, and as a result the
  scenes are not numbered.
  SYNOPSIS
  The PCs are recruited by Divad Taminger to help his friend, the
  young Merchant Baron Kyse Pharnese. Few knew about Kyse’s
  meetings with the barmaid Xarna Yanalan, and few suspect the
  reason for her sudden disappearance three days ago. Kyse is dis-
  traught: he just got a message that she was captured by an agent of
  House Alaxatan, and would be killed unless Kyse signed over several
  lucrative contracts. He is afraid to tell anyone for fear of Xarna being
  hurt, but Divad knows what is happening. He will talk the PCs into
  helping in a rescue.
  Xarna is of course not held at House Alaxatan, and no one in the
  family knows of this evil scheme but Jarl and his bodyguards. They
  are holding Xarna in an apartment in the Canal Maze. Any action
  taken (and punishment of Jarl) will have to be unoﬃcial and
  carefully handled without Kyse’s or the authorities’ help.
  R
  A daring,  skilled group not afraid of clashing with a major house,
  spending a little cash for bribes, and some time sneaking around
  town.
  R
  PCs will get a warm feeling from helping an honest merchant
  baron (a rarity), and perhaps a reward of one of the following: an
  allowance of up to  gp a month (remember, -day months), a
  cash reward of up to , gp, a promise of unlimited favors in the
  future (such as free passage on any Pharnese ship), a free place to live,
  a free small ship.
  Experience: Obviously, the successful rescue of Xarna is para-
  mount. Award all PCs who participate  ep; those who
  confused and a little nervous; he denies knowing a Tomûk or
  anything but his immediate responsibilities.
  T B P
  This exchange is just one of probably dozens going on every night
  in Sel-kai. The drug trade is one of several clandestine operations
  running on the currents of the Sel-kai canals.
  
  
  Eidolon: City in the Sky
  �
  primarily planned the operation reward an additional  ep.
  Kill/Hit/Critical etc points are additional (see Character Law &
  Campaign Law, pp -). Use the Maneuver Points section of the
  chart to reward points for maneuvers.
  P
  These could be highly variable, including arrest for any number
  of crimes perpetrated towards the goal. If Xarna is killed, Kyse will
  never forgive the PCs.
  A
  Divad will lend any resources he has, and up to  gp for bribes,
  etc (that’s a lot for him). His friends Bryon the Wainwright and
  Kerin the Smith, as well as a handful of canal boaters and others, will
  also lend a hand.
  O
  These will be encountered throughout the adventure.
  Scene: Cold Barley Soup
  Kitchen
  The PCs are hanging about, having a beer and chatting with
  Divad. If regulars, they might even notice that the very beautiful and
  intelligent barmaid Xarna has been missing the last few days. Divad
  will say with a frown that she has been ‘tied up.’
  Kyse Pharnese might even be at the ‘Kitchen, looking glum over
  a carafe of wine.
  Later, Divad will come over and sit with the PCs, and tell them the
  truth about Xarna (and Kyse), and ask for their help.
  SCENE: HOUSE ALAXATAN
  No clues here; as noted before, no one but Jarl and his body-
  guards will know anything about the kidnapping (while Alaxatan
  hates Pharnese, kidnapping and threatening to murder an innocent
  is more than most would stoop to).
  SCENE: QUESTIONING
  This could be a long and frustrating process, but necessary if the
  PCs want to ﬁnd Xarna. They might be able to supplement their
  efforts with spells, but they simply can’t cast a Location spell and ﬁnd
  her.
  Someone will have seen three men carrying a body into the seedy
  second-ﬂoor apartment above the Silver Lining (#) in Canal
  Maze. The owner of the building, the oily Cynar Torg, will talk only
  after being handed a signiﬁcant bribe (- gold).
  SCENE: THE APARTMENT
  There will always be three men here watching Xarna. She will be
  tied to a chair, not physically abused but frightened and exhausted.
  All three men are armed with swords and are skilled ﬁghters. There
  is a % chance that Jarl is here as well. If so, he will want the PCs
  dead to insure that he is never implicated.
  EPILOGUE
  Assuming success, there can be no legal repercussions from Jarl
  of course, but he may hound the PCs for revenge. He will no doubt
  fear that his kidnapping is uncovered.
  D
  A happy reunion between Kyse and Xarna is inevitable, but then
  they will have to guard themselves against something like this
  happening again.
  T B P
  In any case, Kyse will be unwilling to pursue legal channels. The
  Pharnese/Alaxatan hatred will continue. Embittered by this inci-
  dent, Kyse might hire an assassin to kill Jarl.
  
  �
  Part Eleven: Adventures
  
  5•I’ve got a job for you…
  The characters are asked by tavernkeep Divad
  Taminger if they’d be interested in protecting a cargo for
  a friend…
   Prologue
   Bryon the wainwright received a commission several months
  ago from the government of Nuyan Khôm to build forty bicycles.
  The Hutarn  (the overlord of the feudal Nuyani kings) wants to use
  these vehicles for his messengers instead of runners (the Nuyani do
  not use horses). Bryon has labored night and day to complete them
  and his job is ﬁnally done. Now they must be shipped to Ashenoq,
  the capital on the southern shore of the Lake of Glass.
  These bicycles are quite expensive because of the high quality
  materials required; the Nuyani are paying  gp for each, though
  Bryon is only clearing a few gp after expenses (assuming he pays the
  PCs what he feels he has to offer for such a dangerous trip).
  Bryon is understandably nervous about his bicycles getting to
  their destination safely, despite the arrival of three Nuyani who are
  assigned to escort the bicycles and other equipment back to the
  Hutarn. Apparently Bryon does not get the balance of his money
  until the Hutarn himself examines the merchandise. He has turned
  to Divad to ﬁnd some trustworthy friends who will see to the arrival
  of the bicycles and to bring payment back.
  A C
  What Bryon does not know is that Nuyan Khôm is in the grip of
  a political and religious struggle. It had been brewing for decades,
  but was triggered three events: the arrival of the Nameless One thirty
  years ago and his prophecy of doom, the theft of the Imperial
  Scepter, and a deadly plague which swept through the land.
  There are factions in the government who believe that the
  current Hutarn is too enamored of technology and things from
  other realms. Followers of Xagur, a previously radical fringe-cult,
  have risen to prominence in the last few years, threatening to
  overshadow the majority who worship the more benign To-to-nar
  the two-faced (actually an incarnation of the Orhanian gods Jaysek
  and Kieron). The Xagur followers wish to overthrow the Hutarn and
  return to a policy of isolation. This seemingly frivolous purchase of
  machines from Sel-kai (considered the center of greed and evil) is
  the last straw for some, including the Interior Minister Narôn Chuk,
  secretly a leader in the Cult of Xagur. He has chosen the men to escort
  the equipment, and their actual orders are to be sure the machines
  never reach their destination. They plan to instead expose the
  Hutarn as incompetent and unﬁt to rule.
  GM Note: This should be more than just a job for the PCs
  (although they will of course be ﬁnancially compensated). By now
  one hopes they have befriended some of these NPCs and will have
  a moral obligation to help them out.
  SYNOPSIS
   The PCs agree to help Bryon and set sail for Nuyan-Khôm
  through the Sea of Tears, and then overland to the capital on the Lake
  of Glass. They must brave natural disasters and defeat a conspiracy
  to destroy the cargo to succeed.
  R
  A tough and alert group is all that is needed.
  R
  Bryon will pay the PCs  gp plus travel expenses (not by
  skyship) round-trip to make sure that the bicycles arrive safely and
  to bring back his payment balance of  gp. Divad will offer free
  meals for all for a week.
  In addition to the money Bryon has promised, the PCs might
  very well be rewarded by the Hutarn for exposing the traitors.
  Information about the delicate political situation in Nuyan Khôm
  might also be valuable to the right people in Sel-kai.
  Experience: This entire adventure could earn the PCs up to ,
  each if they are alert and the mission is a complete  success. Any
  PCs who detect the treachery of the escorts before it becomes
  obvious earn an additional -, ep.
  Kill/Hit/Critical etc points are additional (see Character Law &
  Campaign Law, pp -). Use the Maneuver Points section of the
  chart to reward points for maneuvers, including lock picking, etc.
  P
  The followers of Xagur are bloodthirsty and will kill without
  hesitation if someone is interfering with their plans.
  A
  Aid is unlikely unless the PCs are lucky enough to get help from
  Nuyani who are loyal to the Hutarn and realize that Ahnta and his
  cronies are traitors. This will be diﬃcult, however, as Nuyani are
  xenophobic and not usually willing to take the word of an outsider
  above that of their own kind.
  O
  The greatest obstacle is of course the conspiracy to destroy the
  vehicles. They saboteurs have not yet decided when or how to strike;
  they believe that all they have to do is choose a time when they can
  ‘help along’ one of the many perils already along the way.
  SCENE 1: THE ‘KITCHEN
  The group is having a meal at the Cold Barley Soup Kitchen when
  in come Bryon and Kerin (see # in Sel-kai City). Kerin is con-
  gratulating Bryon and telling him how relieved he should be, while
  the wainwright is shaking his head and saying he’ll be relieved when
  the bicycles are safely delivered and he has his gold. Divad of course
  asks if the ‘infernal machines’ for the little Nuyani are done. Bryon
  says they are; Divad gives him a free beer and tell him to cheer up.
  The GM should get the PCs involved in this little ‘celebration,’ so
  they can get in on the whole story of the bicycles and Bryon’s concern
  about them getting safely to Ashenoq, in Nuyan-Khôm. He is willing
  to pay someone well to do it, but knows few people that he can trust,
  who can also afford to be out of town for so long.
  The upshot is of course that Divad should get the PCs to agree to
  escort them there.
  SCENE 2: THE DOCKS
   The PCs, after agreeing to this mission, will meet Bryon at a
  particular dock at a speciﬁc time a few days later. He is supervising
  the loading of the bicycles (all in crates) into the unusual Nuyani
  ship. The craft is boxy and barge-like, and does not look like it would
  do well in open water, but it is seaworthy nevertheless. They meet the
  three emissaries from Nuyan-Khôm: Farish, Mour-tah, and the
  leader: Ahnta.
  A Nervous Bryon paces back and forth, makes a nuisance of
  himself with the dock workers, and repeats the instructions over and
  over to the PCs. At last it is time to get on board, and he says farewell.
  SCENE 3: THE ‘EVENING STAR’
  This Nuyani merchant ship is not particularly fast, but it can
  carry a great cargo and is very stable. The PCs are shown to cabins
  
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  Eidolon: City in the Sky
  �
  SCENE 6: ON THE ROAD
  On the same day that the Evening Star arrives in the port city, the
  cargo is loaded onto wagons pulled by what appear to be teams of
  sandy-furred wolves (they are desert dogs, very intelligent pack
  animals). This is a caravan of about ﬁfteen such wagons (it takes four
  to carry the bicycles) and forty or so men and women. Everyone is
  expected to walk.
  The trip overland is about  miles, all of it on a ﬁne paved
  highway. It should take about ten days, including stops at caravan-
  saries (which occur about every three days’ travel). The land is either
  ﬂat, barren land or low rolling hills with some scrub growth and a
  few clumps of trees. There are periodic clusters of farms, but much
  of the land is empty.
  The three followers of Xagur will not talk much, and certainly
  they will take care to conceal their true intentions, but a skilled group
  on the alert might notice Farish and Mour-tah hanging around the
  bicycle crates a lot.
  This part of the trip is even more dull than the last, until…
  SCENE 7: AMBUSH!
  One night, when the campﬁres have burned low and the few
  sentries are dozing, the quiet of the scene will be shattered by the
  howl of the dogs. A pack of Night Hounds bursts into the encamp-
  ment, followed by more than two-dozen Lugrôki wielding scimitars.
  Alert PCs will be guarding the bicycles, and will hopefully catch
  Farish and Mour-tah trying to set ﬁre to the bicycle crates in the
  confusion.
  Eventually the attack should be driven off, and most of the desert
  dogs will wander back by dawn. If the PCs killed the saboteurs (and
  failed to make it look like Lugrôki-work), they’ll have some explain-
  ing to Ahnta to do (he will try to have them arrested, and thus put
  out of the way while he ﬁnishes the job). On the other hand, if they
  let the two live, all three conspirators will say that the PCs are actually
  Evening Star
  (up to four are expected to share a room) after they watch the
  loading.
  Captain Alaang is not in on the plot, though his ﬁrst mate is a
  follower of Xagur and can provide covert help for the conspirators.
  The trip across the Sea of Tears should take about eight days (some
  tacking will be involved, and the ship is not terribly fast anyway).
  The ﬁrst six days are uneventful, but should be played out
  carefully, to lull the PCs into a sense that maybe nothing will happen.
  Several false alarms can numb their sensitivity: a disturbance in the
  water turning out to be giant sea turtles; a ﬁre can be a minor kitchen
  blaze; a suspicious-looking passenger (their could be several others
  besides the PCs) turns out to be very friendly and possible contact for
  the PCs at some later time.
  SCENE 4: STORM?
  The GM may wish to summon up a storm, throwing the ship off
  course, perhaps washing a crewman or two overboard. Concerns
  about the bicycles might be unfounded, or perhaps a conspirator
  will loosen their lashings, causing the crates (if not checked) to jostle
  loose, crack open, and damage the bicycles!
  SCENE 5: THE PORT OF NÔM-RUL
  At the southern end of the Rust Mountains, this sea-port serves
  as the primary Nuyani contact with the Sea of Tears and therefore
  Sel-kai. It is sprawling, but not as built-up or old as Sel-kai. Struc-
  tures jut out on piers and most land-bound buildings are of adobe.
  Colorful awnings and shades hang everywhere; the place is a maze.
  There is little violent crime but many small and agile pickpockets.
  A smart dealer could buy opals, emeralds and lapis, though the
  less knowledgeable could be taken.
  Perhaps the PCs should just avoid the city altogether.
  
  �
  Part Eleven: Adventures
  
  planning to destroy the bicycles. Could be a mess.
  Should the PCs get free of that, they still must keep Ahnta at bay
  (they have no reason to suspect him yet, and he’ll deny knowing the
  other two well unless they already picked-up on the conspiracy).
  Ahnta will become increasingly desperate as the trip nears an end but
  will not compromise his own cover. The bicycles arriving intact is a
  setback but not the end of the world.
  SCENE 8: ASHENOQ
  The Hutarn will greet the PCs royally—assuming that Ahnta
  does not succeed in one of his deceptions. Others loyal to the Hutarn
  who were in the caravan may step forward. The GM may wish to
  have an elaborate trial with the PCs detained while testimony is
  heard.
  EPILOGUE
  Should everything be resolved happily, there will be a great
  celebration where the bicycles are shown off (hopefully the PCs have
  learned to ride so they can teach the Nuyani). They will be escorted
  back to Sel-kai with a royal escort, the money, and the Hutarn’s
  thanks. Ahnta will be put to death.
  If things don’t go well, the group could be imprisoned, and have
  to be rescued or escape. If Ahnta was forced to save his own skin at
  the expense of his bicycle sabotage plan, the Hutarn will have the
  balance of the money sent to Bryon.
  T B P
  The instability in Nuyan-Khôm will continue whatever the result
  of this incident, though the PCs’ knowledge will be valuable to Sel-
  kai politicians.
  6•SLAVE TRADE
  Where the PCs have a close encounter with an ugly
  business—and one of their own may be the one who pays
  the highest price for human bondage.
   PROLOGUE
   Slavery is an evil frowned upon but not aggressively condemned
  by the powers of Sel-kai. While it is illegal to own a slave in this realm,
  those who trade in human ﬂesh operate from this city—and even
  acquire their merchandise here for sale in the markets of Kaitaine,
  Vornia and the Lankan Empire.
  SYNOPSIS
  Either a close friend of the PCs, or—(ideally) one of the PCs—
  does not return from an errand; he disappears for no apparent cause.
  The rest of the group traces his movements and learns that he was
  grabbed by young blond men—possibly members of the Golden
  Hand gang. The PC was sold to Dolnegan traders and awaits transfer
  to the Coastal Queen, a ship carrying slaves to Kenezán in the Lankan
  Empire where they will be sold.
  The PCs must rescue their fellow from the dungeons under
  House Dolnegan—or pursue the traders all the way to the Lankan
  Empire if they take too long.
  GM Note: In terms of game mechanics, it would be best if the
  captured group member was one whose player was going to be out
  of the game for a few sessions for other reasons so the player is not
  forced to sit idly by. Otherwise, the GM can run him separately in
  escape attempts. The character chosen for capture would likely be
  an attractive female, or a strong and/or attractive male.
  R
  A group with quick wits and loyalty will be needed for this
  excursion.
  R
  The only real reward is getting the group member back; no one
  else will offer money for his return.
  Experience: .Quick action is necessary, and whoever takes charge
  of the situation and makes the most correct deductions should be
  rewarded  ep (or split between major players. All who
  participate in the rescue should get . If the captured PC is
  being run and manages to escape, award him - ep
  (depending on diﬃculty). If he manages to leave some clue as he is
  captured that helps lead his friends to him, give - ep.
  Kill/Hit/Critical etc. points are additional (see Character Law
  & Campaign Law, pp -). Use the Maneuver Points section of
  the chart to reward points for maneuvers, including lock picking,
  etc.
  P
  Failure means the loss of a character (and maybe a player). The
  GM might allow the PC some means of escape if things have gone on
  “long enough.”
  A
  Sadly, none.
  O
  One obstacle is time. As noted below, the captive will be moved
  after less than two days, and become harder to rescue.
  SCENE 1: THE CAPTURE
  It is important to run this situation with the PC, giving him a
  chance to drop a clue or otherwise leave a sign indicating what
  happened. It is also important that this be done in a manner that the
  other players do not know what is going on; they should be as in the
  dark as the characters.
  SCENE 2: WAITING
  The group member does not return; let the PCs run with this and
  do not guide them. Depending on the nature of the errand, the PCs
  might waste a lot of time.
  SCENE 3: TRACING THE ROUTE
  The GM will have to construct this encounter based on the actual
  errand. The PC will have been captured by three young blonde
  men—members of the youth gang the Golden Hand; there will have
  been a frightened witness or two.
  SCENE 4: THE GOLDEN HAND
  Young zealots, the members of the Golden Hand are Talath boys
  who have turned to crime. Muggings, robberies, and even random
  beatings are typical activities, as well as ﬁghting with other gangs.
  Murder is a bit serious for them, but they show no remorse at
  kidnapping and selling people into slavery.
  Golden Hand members are not too hard to ﬁnd, they hang out
  in small groups all over the seedier sections of Sel-kai city, including
  the docks area (some get honest day work as laborers), Burning Rock
  and Canal Maze. They generally wear no shirt, only a suede vest, a
  golden cloth headband over long blond hair, and all have vicious
  looking brass knuckles, worn as much as decoration as for use as a
  
  
  Eidolon: City in the Sky
  �
  weapon. At night they get drunk and vandalize. A few can be seen in
  certain sections of Canal Maze late at night prostituting themselves.
  When encountered in groups they will be completely uncom-
  municative and probably hostile. If one can be gotten alone he light
  volunteer information for a sp or so.
  SCENE 5: HOUSE DOLNEGAN
  This house lies in the far north-west section of  Black Oak, on the
  edge of the city. It has a very large basement, semi-submerged (but
  fairly dry inside) where prisoners are kept in cells until they are taken
  away. The only external entry to the basement is via a water-gate on
  the western side where barges come and go, and that is always
  guarded. The other way is internally, through a large trap door in a
  back store-room. See the plans on pages 84-85.
  Any time after late the second night is too late: the slaves will be
  moved to the ship (see below).
  SCENE 6: LATER RESCUE
  The slaves will be drugged, placed in large crates and taken by
  barge to the docks in the predawn hours the second morning after
  the capture of the PC. They will be loaded on board the Coastal
  Queen (a customs oﬃcial is bribed to pass the “furniture”), uncrated
  and chained in the hold. The ship leaves just after dawn. The PCs will
  have to pursue through the Sea of Tears, or all the way to wild and
  barbaric Kenezán. They might end up paying a bundle to get their
  friend back (a healthy young slave might draw - gp on the
  block).
  EPILOGUE
  Dolnegan will not pursue if it looks fairly certain that the
  prisoner will escape; they can’t afford any bad press—and what’s just
  one slave?
  D
  This might help the players learn that Sel-kai can be a dangerous
  place and that PCs are not immune the dangers everyone else faces.
  T B P
  Even if the players are ﬁlled with righteous indignation as a result
  of this adventure, they will have little chance of altering the status
  quo in Sel-kai. If they protest too loudly about the ‘evil slave trade’
  of House Dolnegan, they will eventually be offered a healthy bribe to
  shut up. If that fails, worse measures may be taken. While the
  Dolnegan family does not endorse violence, they deal with some
  very dangerous characters—especially the Lankani—who are not so
  restrained (a possibility for further adventures!). PCs who continue
  to make waves may ﬁnd themselves making ripples in the canals with
  their throats cut.
  7•A CIRCLE OF THIEVES
  Eidolon and Sel-kai are being terrorized by a rash of
  thieveries. The perpetrators seem to be able to get in and
  out of even the most secure places without even picking
  locks or breaking in. Regular Teleportation has been
  ruled out, (or the transporters are absurdly lucky and/or
  insane!), but no other explanation can be found.
  PROLOGUE
  Gevallis Gorm was a mean-spirited man, a loner who made a
  marginal living panning gold in the rivers of the Mountains of Gold
  in Hæstra, until he made an incredible ﬁnd.
  One day after a heavy rain, Gorm was trudging along a riverbank
  when he noticed a cave opening apparently exposed by recent high
  water. Within a small niche rested an ancient box, very narrow, and
  perhaps six feet long. He impatiently broke the lock open, revealing
  within three very unusual belts. It did not take the fortune hunter
  long to realize that these belts were nothing less than artifacts of the
  Lords of Essænce. It took him considerably longer to ﬁgure out how
  they worked.
  They are teleporter belts, but work in such a way as to be
  absolutely safe (with one exception noted below) as well as immune
  to any anti-magical inﬂuences, including kregora. Actually they are
  more like belts of Returning. The wearer stands in a place he wants
  to teleport to later, then presses a small jewelled switch on the belt;
  this locks in one of up to six locations which can be simultaneously
  programmed. When another switch just above that programming
  button is pressed, the wearer is sent to that location.
  Gorm took the belts to Sel-kai and gathered about himself a circle
  of youths to acts as his own ring of super-thieves.
  What Gorm has kept from the youths is that the teleporter belts
  'age' them a year every time they use it.  It will even affect Elves,
  causing a similar effect (see old age factors, Character/Campaign
  Law, pg ) 'ageing' them with each use as if they had a lifespan of
  only a hundred years (Pureblood Lords of Essænce are the only
  immune race).  Youths not fully grown age in their own size (old
  little boys). Gorm himself was about thirty-ﬁve when he found the
  belts, and aged ten years before he realized what is happening.
  Gorm 'retires' those who grow too old or begin to suspect what
  is happening to them (he kills them before their compatriots notice
  the changes).
  OVERVIEW
  In the past three months, four branches of the most secure banks
  in Sel-kai and Eidolon have been robbed; this in addition to count-
  less private homes and shops. While safes in the buildings have been
  conventionally broken open, the buildings themselves show no sign
  of forced entry.
  This adventure is also more free-form and almost impossible to
  plot clearly; as a result a series of ideas for options for the PCs is listed.
  Note: The Grey Ring is onto this circle of thieves, and they could
  be ahead of the PCs every step of the way and in the end the PCs
  might even witness the Grey Ring capturing the thieves. (A
  sobering adventure).
  C  I  A
  • The belts make the thieves virtually untraceable unless a Mentalist
  can put a Mind Store on them (they don’t go far; their hideout is
  an apartment in Sighing Docks). But that means being at the scene
  of the crime when its being committed, of course.
  • Belt use does leave a residual power, detectable by Sense Reality
  Warp for one day, the Mentalist or Bard spells Detect Power for
  three days. A successful Medium diﬃculty Sense Reality Warp
  means the PC sees a faint residual aura of a dimensional portal, but
  not like a magical teleport. Those succeeding by more than ﬁfty can
  faintly detect the other end of the portal: they get direction and
  enough of a distance feel to know that it is within the city.
  • Rumors on the canals: a few are panicked that a new disease is
  catching among poor youths: a ‘withering’ like aging seems to have
  struck several boys (these youths will soon die, as Gorm will kill
  
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  Part Eleven: Adventures
  
  them; this will only make the isolated but spreading rumor more
  intense).
  GM Note: it is important that the youths Gorm uses do not drop
  out of sight when they start stealing for him; in fact they are out
  quite a bit, spending their new earnings. Many notice the aging
  before they boys do, but don’t have the nerve to mention it to the
  victims. Speciﬁcally, see the next idea.
  • While Gorm normally keeps close watch over the belts, boys will be
  boys, and one may manage to slip off with one while Gorm is drunk
  one night. The youth will certainly do something foolish like
  vanish and reappear in the middle of a bar, pop into a girlfriend’s
  room, etc. If he does this several times in quick succession (why
  not? he has no idea what it is doing to him) he starts making rolls
  on the Shock Critical table (see Emer, pg ), an “A” the second
  teleport, “B” the second, etc. eventually he’s going to incapacitate
  himself.
  If he does this enough times, he is also going to age visibly to the
  amazed witnesses. Someone is bound to blurt something out about
  the kid’s face suddenly starting to wrinkle…
  GM Note: Should the GM decide to have a thief go AWOL, and
  show off in a tavern, there’s no reason the PCs can’t happen to be
  there; this could be the tag that gets them interested. If they’re
  already on the case (the thieveries are widely known through the
  criers and postings).
  • One or more of the PCs might try to inﬁltrate the gang and thus gain
  access to the belts (a good solo or duo run, though dull for other
  players until they are ready to raid the hideout). But Gorm is
  paranoid and if the spy is caught he could be killed.
  • Resourceful PCs might be able to detect the belt residue and match
  it up with other locations.
  • Certain NPCs might be enlisted to aid in this adventure—but only
  to a point. Theodoric the Mad, for instance, might be convinced to
  visit a burglary site and use one of his Vision Behind spells to discern
  the identity of the thief and the nature of the entry and escape. He
  will not participate in any sort of raid or follow-up to locate the
  hideout, however. It is also quite likely that a few days later he will
  request some sort of return favor: a tedious delivery to some far
  city, or perhaps even some new adventure…
  R
  A competent party with a fair arsenal of spells is probably
  required. It is doubtful that a group averaging under th or th level
  could hope to catch Gorm and his gang.
  R
  The PCs will receive the  gp reward for bringing the thieves
  to justice if they hand over all the belts and Gorm is caught. They can
  simply report Gorm’s location and hope the Redcapes don’t blow it,
  or try to capture him themselves.
  In addition, the Navigators would reward the PCs richly, perhaps
  with a large account of free transport (not too large).  Of course, the
  Navigators would want to have all of the belts (diﬃcult if the PCs
  report their solution of the crime to the authorities, who will also
  want the belts). They could have investigated these crimes on their
  own, but they do not become involved in local affairs unless the
  actions directly threaten their commerce. Gorm and his thieves have
  yet to do so, so the Navigators are merely curious.
  Experience: Those who come up with good ideas that work out
  and result in the capture of the gang and recovery of the belts
  should be rewarded ,- ep each; those in the action should
  get  each; anyone using a belt gets  the ﬁrst time and 
  every time thereafter.
  Kill/Hit/Critical etc points are additional (see Character Law &
  Campaign Law, pp -). Use the Maneuver Points section of the
  chart to reward points for maneuvers, including lock picking, etc.
  
  
  Eidolon: City in the Sky
  �
  8•MYSTERY CARGO
  The characters are in the wrong place at the wrong
  time and ﬁnd themselves in possession of a barge littered
  with bodies, and an unusual parcel…
   PROLOGUE
   Long has it waited inside the cursed prison—ever since She Who
  Rules walked the gates of the Worlds. Those were the years of
  power… and pleasure. Then She was felled and the Gates closed. It
  was taken and forced into this conﬁnement, this cage of crystal.
  Every minute, every year, every millennium it felt acutely, but with
  the patience borne of a supernatural soul. Now, however, it sensed
  even through the crystal, even through the blazing pillars of pain
  which surrounded it… new life to corrupt.
  Alisia Tharal, a niece of Lord Hengiis, has been fascinated by the
  occult all of her adult life. One artifact in particular, a Lords of
  Essænce device known obliquely as the Spirit Box, has been the
  recent target of her research. Unfortunately for Alisia, other factions
  have had their eye on artifacts similar to the Box.
  Agents of the Order of the Eye have been trailing Alisia’s archaeo-
  logical expedition as it travelled through Silaar, and observed Alisia
  as she excavated the Box from a buried crypt. But when they
  attacked, she and a handful of assistants escaped and managed to
  elude them. She made it all the way back to Sel-kai City, only to be
  ambushed in the canals by other agents lying in wait. Once again the
  attack was foiled, this time by the unwitting PCs.
  Alisia had several books which referred to the Box (and the
  Demon) but they are all at Tharal.  She committed much of the
  information to memory, and was also reluctant to take the books out
  of the safety of her house. The books do tell of how the Demon was
  imprisoned, and therefore how to do it again.
  SYNOPSIS
   The characters, out on the canals at night, hear a scuﬄe under a
  nearby bridge. As they arrive, they see six people ﬁghting over a
  barge. Two of the assailants ﬂee and one defender falls into the water.
  The PCs ﬁnd in the boat a woman, badly wounded. She mutters
  almost incoherently and dies. Also on the barge is an object covered
  by a tarpaulin: a chest.
  Using the handful of clues supplied, the PCs must discover the
  nature of this chest, and either dispose of it and its perilous contents
  or claim it for themselves. Should they unwittingly remove the Skull
  and free the Demon Kaddar, they must learn the ritual and use the
  Skull to return the Demon to its ancient prison.
  In addition, they must evade the agents of the Order of the Eye,
  who seek the Box, hoping the Demon inside can be forced to aid
  them in their search for the Eye of Agoth.
  R
  A group with either adequate research resources or contacts, a
  daring spirit, and considerable willpower.
  R
  Experience: If the group decides to get rid of the box right away,
  award everyone  gp and end the adventure.
  Should the group decide that this item might be out of their
  league after opening the box, award  to each opting to to
  hand it over to reputable authorities; award  to those who
  simply want to sell or ditch it.
  If they keep it:
  Award  for each clue discovered (see ‘researching the Box’
  below. Being seduced by Kaddar nets you  ep; resisting gets you
  . Striking a deal with Kaddar nets you nothing.
  Whomever discovers how to return Kaddar to her prison
  deserves , ep.
  Kill/Hit/Critical etc points are additional (see Character Law &
  Campaign Law, pp -). Use the Maneuver Points section of the
  chart to reward points for maneuvers, including lock picking, etc.
  P
  Penalties are whatever Kaddar might manage to do to the vic-
  tims. Tangling with the Order of the Eye could result in an unpleas-
  ant death (only after a period of even more unpleasant interroga-
  tion).
  A
  The Demon is incapable of travelling more than ’ from the
  Skull unless the Skull is destroyed, and the holder of the Skull always
  knows where the Demon is (holding the Skull and using this power
  does not injure or corrupt the PC as the other powers would).
  House Tharal will not be very cooperative, and if pressed about
  Alisia, member will begin to suspect the PCs had something to do
  with her death. They could arrange to have them arrested. There is
  a slight chance (especially if the PCs are clearly in over their heads)
  that the permanent guest Agonar will give some (small) aid. The
  Grey Ring might, therefore, take clandestine interest, especially if
  they learn that the hated Order of the Eye is involved.
  The Loremaster Luronen Moje (or, at the GM’s discretion,
  another Loremaster) might become aware of this new evil presence
  and help indirectly.
  O
  Between the Demon, the curse on the Skull, and the Order of the
  Eye, the PCs should have their hands full. Plus, the Grey Ring and
  perhaps a Loremaster could be lurking about, looking like potential
  foes as well.
  SCENE 1: AN ALTERCATION
  As the PCs pole around the canal-bend, they see a barge pulled
  against a quay under a bridge; across it battle seven combatants:
  three (including a woman) appear to be defending the barge while
  four attack.
  The four attackers all wear dark blue short cloaks with blue
  quilted- cloth armor. They all wield Dags (+ falchions) made of
  some gold alloy with yellow orbs in the hilt and have small shields.
  Tattooed on the palm of each is an eye symbol. The defenders are
  clothed in wilderness garments and ﬁght with broadswords.
  As the PCs pull up, one of the three attackers falls into the river,
  a dagger in his throat. One of the defenders is already dead and both
  the others (including the woman) are wounded. Another attacker
  falls into the river and the male wounded defender fall into the river
  and do not surface. At this time, hopefully the PCs intercede. The
  remaining two attackers will ﬂee, and if the PCs pursue, they will
  turn invisible and become Extremely Hard to track. Only the woman
  remains, gasping and seriously wounded (lungs, heart  and apparent
  brain damage).
  SCENE 2: THE DYING WOMAN
  As the PCs try to comfort her, she reaches spasmodically towards
  the tarpaulin-covered crate, and gasps: “…Raddak… ” The word
  will be hoarsely whispered and only those with an ear less than three
  
  �
  Part Eleven: Adventures
  
  fold out on hinges, like a ﬂower opening. The box insides are lined
  with red velvet, and the four small posts surrounding the contents
  are also covered in velvet. The cores of the posts are of kregora
  (though of course this is not immediately obvious).
  Set between these posts is a beautiful skull fashioned of pure,
  solid, clear crystal (including a hinged jawbone).
  SCENE 5: THE SKULL
  This lovely object is an extremely powerful device in itself, but its
  most fearsome aspect is the evil, Demonic presence imprisoned in it:
  a Procreator. The moment the Skull is lifted from its magical prison
  between the kregora posts, its powers are released. The presence of
  the Procreator is also freed, but it will not act immediately, instead
  observing for awhile.
  S P
  The Skull is not inherently evil, but holding the hideously
  diabolical presence of the Procreator has perverted it almost beyond
  redemption.
  GM Note: Attempting to use any of the Skull powers means the
  PC must make a RR vs his own level; success means he takes -
  hits; failure means the hits plus: . If the PC is ‘good’, his Temp PP
  stat drops - points. . If the PC is ‘neutral’, he loses - points
  off an artiﬁcial number equal to his Temp PP stat. Should this
  number reach zero or below, the PC is evil. The neutral PC who
  fails also need to make a RR every hour while in possession of the
  Skull or use it again.
  It is intuitively clear that these effects are the result of the evil
  curse of the Skull. Only a successful Uncurse True vs th level
  will purge the Skull; and it cannot be purged while Kaddar
  inhabits it. (It is advisable to keep this item from becoming a
  permanent toy of the PCs unless the GM is running a rather high-
  level campaign.)
  . See Invisible. Holder can see as if through the eyes of the Skull, and
  invisible objects and beings appear as glowing ﬁgures. Useable x
  per day,  minutes per use.
  . Watch. As the Essence spell (Spell Law, pg ), range ’. Useable
  x per day,  minutes per use.
  . Resistance True. As the th level Essence spell (Spell Law, pg ).
  Useable x per day,  minutes per use.
  . Eyes of Fire. From the eyes of the Skull stream twin rays of intense
  heat. Treat as Firebolt ’, x damage. Useable x/day.
  . Fatal Channeling Projection: Desert Curse. As the Black Channel
  III (Spell Law, pg ), range ’. Useable x per day.
  . Demon Mastery V. This spell is similar to the Evil Magician spell
  (Spell Law, pg ). Chance of failure is x the Demon’s type (%
  in Kaddar’s case). The caster need not concentrate, but the spell
  must be re-cast each day to maintain the control. This is how
  Kaddar can be forced into proximity with the Skull and returned
  (once the ritual—described later—is known; Kaddar cannot be
  forced to tell).
  K  P
  An ancient and powerful Demon of the Essænce, Kaddar is a
  Procreator, and a lord among its kind. It is incredibly evil and
  corrupt.
  The Procreator seeks the destruction of the Skull, which will
  ﬁnally free it completely from bondage. This can only be accom-
  plished through a complex, hour-long ritual which culminates in
  murdering a virgin (male or female) and spilling the blood over the
  Skull. Kaddar knows the ritual and will arrange to do it as soon as it
  feet away will hear at all, and they must make a successful Hard
  Perception to get it right. Then she collapses and dies. There is no
  hope to heal her (resurrection might be possible, but she has a very
  serious wound to the back of the head; she might not recover her
  faculties).
  A search of the woman reveals a pendant (worn inside her dress)
  with a family crest: that of House Tharal. In her pocket she carries a
  small, golden key (and seven gold sellini). The boat is empty except
  for travel packs and a few digging tools, and the tarpaulin-covered
  crate.
  SCENE 3: WHAT HAVE WE HERE?
  Inside the crate, packed within layers of protective padding, is a
  beautiful dir-wood cubical box, about ” on a side. The box is
  deeply carved with intertwined, naked, obscenely-posed humanoid
  ﬁgures.
  ALTERNATE SCENE:
  WASHING THEIR HANDS
   Faced with this enigma (not to mention the dead bodies) the PCs
  have several options:
  . Dump the bodies into the Sharhya. Whether they keep the boat
  and/or box, this is probably not a wise choice. There are no doubt
  witnesses, and strangers are easy to prosecute for a crime, thus
  making everything neat and easy.
  . Call the Redcapes. The most prudent maneuver (% chance the
  ‘capes are on the way anyhow). They could hand over everything,
  of course, but probably nobody will be the wiser if they keep the
  gold, the box and the key (and even the pendant). The boat will of
  course be impounded.
  A. They could hand the box and pendant over to House Tharal,
  maybe trying to weasel a reward; but they will get nothing but
  denials.
  B. They could keep the Box. Undoubtedly the most exciting (and
  dangerous) option.
  SCENE 4: THE BOX
  Assuming the PCs decide not to immediately chuck the whole
  problem, the box will no doubt become a source of irresistible
  curiosity.
  R  B
  Very cautious (or paranoid) PCs may take the box to a reliable
  professional for analysis. The following facts can be discerned
  through spells and research:
  • First of all, the interior of the box resists any sort of spell-probing;
  it may be protected by eog or kregora. A superior roll by a superior
  being (e.g., Veriak) might reveal ‘immense age’ and ‘distant mal-
  ice.’
  • The Box itself is about  years old. It is very well preserved
  considering its great age, but then dír-wood is extremely durable.
  The style is reminiscent of a tribe of Dyar Elves on the eastern
  continent known as Folenn or the Bladelands.
  • About ‘Raddak’ (should the PCs remember to look into it),
  successful Extremely Hard research reveals that it was the name of
  a Demonic lieutenant of Kadæna. (In case you haven’t caught on,
  Raddak is Kaddar spelled backwards!)
  The box has an intricate lock, Extremely Hard to pick. The key
  worn by the woman ﬁts it. Should the PCs open the box, they will
  discover that the top and back ﬂip back, and the front and sides all
  
  
  Eidolon: City in the Sky
  �
  can. While Kaddar cannot touch the Skull or actually perform the
  ritual, it can cast Geas or a similar mind control spell on a tool (i.e.,
  a character) to perform the ritual for it. Should the ritual be com-
  plete, the Skull shatters into dust.
  P
  Appearance: The Procreator can appear in any form, but usually
  chooses that of an incredibly handsome, virile man or beautiful,
  voluptuous woman.
  Hits:  Melee: bs Missile: cb
  AT(DB): (). Sh: Y.  Gr: (A/L). MovM: .
  Lvl: .  Profession: Mystic.  Stats: St-; Qu-; Em-; In-; Pr-
  ; Ag-; Co-; Me-; Re-; SD-.  AP: . PP:  ( x ).
  Skill Bonuses: S&H; Perc; Rune; Act; Cont; Diplom;
  Music; Seduct; Sing; Trick.
  Spells: Base Spell OB:  Directed Spell OB:  Shock Bolt. Knows
  all Base Mentalist and Evil Mentalist to th, all Open and Closed
  Mentalist th.
  Special Abilities: Defends as a Large Creature.
  Seduction Curse: Anyone seduced by Kaddar must make a RR or
  suffer the following curse:
  ) Love's Agony  (F) D: Until removed␣R: '/lvl.  Target is hope-
  lessly in love with the person of the caster's choice.  Assuming that
  this person is unattainable (that is the idea), the target is plunged
  into a deep depression.  He is unable to ﬁght even if threatened (he
  may parry if attacked).  Depending on the severity of failure of his
  RR, he must roll a Depression Critical every day when he awakens
  and suffers the effects for the entire day.  RR Failure: -: "A"
  Depression; -: "B" Depression; -: "C" Depression; -:
  "D" Depression; +: "E" Depression.
  Kaddar Note: The target can recognize Kaddar in any form; this
  could be painful (and maybe embarrassing) for the target, but
  potentially helpful when trying to track down the Demon.
  Sword of Pain: This + two-handed blade (which Kaddar can use
  one-handed) delivers an additional Disruption [alternately, Impact
  if Disruption unavailable] critical (of same severity) on top of any it
  would normally give.
  INTERLUDE: THE EYE
  The two Eye survivors will ﬂee to their master, who will (natu-
  rally) be enraged but afraid to tell their leader in Sel-kai (Koren
  Maas) that they have failed. A search for the Box will resume…
  The Order of the Eye will stop at nothing to get the box. Murder
  is certainly not out of the question.
  B  P
  Belag is actually a Priest of Moralis, a lieutenant of the High Priest
  Ormool. He will be hired by the Order of the Eye for this job, to help
  control the Demon. There is a good chance, however, that Belag will
  try to control the Demon for his own (and Moralis’) purposes. This
  could only create more confusion.
  SCENE 6: KADDAR APPEARS
  After sizing up the situation, Kaddar will wait to appear when it
  thinks it can make the most of the situation: when a PC is alone, for
  instance. It can then materialize, claiming to be a genie or other
  ‘good’ being, imprisoned by the ‘evil’ Skull. Then Kaddar will seduce
  or control (or both) the poor character.
  Remember that the Skull need be removed from the posts but
  once to free Kaddar; replacing the Skull does nothing to impair the
  Demon; it is only restricted by the tie between it and the Skull.
  CHASE SCENES
  Here the GM is on his own. Depending on how events unfold, the
  PCs could be chasing Kaddar while the Order of the Eye is chasing
  the PCs all over the city and countryside. In general Kaddar seeks
  only pleasure and pain—with the only short-term goal being the
  destruction of the Skull.
  ALTERNATE SCENE:
  DEAL WITH THE DEVIL
  Alternately, the PCs might want to live dangerously and try to
  keep the Demon as a servant. In addition to the risk of that morning
  the PC wakes up and fails to control Kaddar, there are elements in
  Sel-kai who can (eventually) detect the presence of a powerful evil
  Demon and either try to take it for themselves (The Order of the Eye
  or certain temples) or destroy it for the PCs. In either case the
  characters are in for a rough time.
  FINAL SCENE:
  IMPRISONING KADDAR
  The goal here is to re-imprison Kaddar and hand over the artifact
  to someone who can keep it safe. Agonar of Quaal is an excellent
  choice; should the PCs know Theodoric the Mad or Veriak the Blind
  Seer, both will recommend either him or the Loremaster Luronen
  Moje.
  T R
  A pair of concentric circles is drawn, and around that a pentagon
  (see illustration) and the symbols of the Five Moons. The Skull is
  taken to the center held by the user.
  Assuming Kaddar is under control, it is forced into the pentagon,
  at which point it becomes paralyzed. The lines sparkle with a
  wavering light as the Skull begins to glow.
  The user exits the pentagon and says the Names in succession:
  “Raddak, Kaddar, Raddak.” At the utterance of the last name, the
  Demon turns to vapor and, with an unearthly cry, is sucked into the
  Skull. The Skull must be returned to the box while still within the
  pentagon. The box closed, the deed is done.
  Note: The Demon cannot be banished by using a spell (or any
  other conventional Demon-removal means), and if it feels
  threatened at all it will simply depart until it recovers.
  EPILOGUE
  Just because the Demon is imprisoned and the Skull handed over
  to a ‘safe’ keeper does not mean that the PCs troubles are over. The
  Order of the Eye will not soon forget that they have been foiled, and
  the characters may ﬁnd they have made a permanent—and power-
  ful—enemy
  T B P
  While Kaddar is on the loose it could do a lot of damage: seducing
  and emotionally destroying important Sel-kai citizens (not to men-
  tion random murder and violence; it has an occasional inclination
  to kill its lover in the act). Whether they re-imprison the Demon or
  not, if found responsible for releasing the Demon and it does wreak
  havoc, they could be severely punished.
  
  �
  Part Eleven: Adventures
  
  9•A SHADOW LENGTHENS
  While Sel-kai has its share of problems, from petty
  political disputes to disease, to any number of factors
  which could interfere with trade, these are all but insig-
  niﬁcant in the face of events now occurring in other parts
  of the world. Dark forces are gathering, forces which
  could enslave or destroy all life on the Shadow World…
   PROLOGUE
   This last adventure, while intended to stand on its own, is also
  designed to introduce the characters (and players) to the larger perils
  which threaten civilization as they know it. They will encounter an
  agent of one of the ﬁve Dragonlords, be given clues as to the nature
  of a great ancient evil, and (perhaps) escape with their lives. Unlike
  the other adventures, this one is designed to be too powerful for the
  PCs and somewhat overwhelming. It’s therapeutic for players to
  occasionally feel like they are in over their head.
  Gireg Jaan is a powerful Loremaster, one of several charged with
  tracing the activities of the Jerak Ahrenreth. He has recently arrived
  in Sel-kai and has paid a visit to Luronen Moje. The recent loss of the
  Northern Eye of Utha has caused widespread disruption, and the
  assassination attempt against the Prince smacks of a maneuver by
  the Secret Circle.
  Guri Kadorian is an agent of the Dragonlord Voriig Kye. While
  his master’s ultimate goal is to have this powerful trade realm under
  his scaly wing, he does not desire the devastation and chaos the
  Secret Circle is maneuvering for. He requested a meeting with Jaan,
  and the Loremaster reluctantly agreed. They guardedly exchanged
  information, and Kadorian departed. Minutes later, Gireg Jaan was
  murdered. Unfortunately, one of the PCs is the closest thing there is
  to a witness, and they become involved in the complex machinations
  of several very powerful factions. Also, this PC displays a very
  unusual ability, which could lead the group on into greater adven-
  tures.
  In fact, Jaan was killed by an assassin sent by Schrek, Oan Lyak
  and Darí Holvir of the Jarek Ahrenreth (see Emer, pp -) in such
  a manner as to imply the work of a Dragonlord to the Loremasters
  who will investigate. The three members of the  Secret Circle met
  covertly and have decided to eliminate Voriig Kye. This plot also
  potentially disposes of Kadorian in Sel-kai, who they suspect warned
  the Prince against the earlier assassination attempt.
  THE CULT OF STARS
  This is an order of assassins, all women, all unmatched in their
  skill and cold-blooded determination. They serve the Lyax Khâng,
  one of the Eight. She who is the Dreaded Assassin was born Oan Lyak
  (see Emer, pp , -).
  The headquarters of the Cult of Stars is the Tower of Vour, an
  observatory-citadel located on the moors of the far south of Emer.
  Also known as the Ahren-Lyax, it is one of the Eight Secrets,.
  O L
  A Dyar Princess, Oan Lyak left her homeland ages ago and joined
  this haven of death.  She was not the ﬁrst of the Cult; rather she
  continues a dark tradition which stretches back into the First Era of
  Ire. Oan controls the Cult with practiced eﬃciency. Finally, she is a
  cold-blooded killer; no pleas for mercy will sway her from her
  directives.  Few know that she is female, as she chooses to drape her
  feminine curves within the heavy woolen robes of the Cult.
  Lore says that the Chief of this order was once a member of the
  mysterious Dænkú Ahrenreth—a cult long thought to be extinct.
  That belief is, of course, naive.
  T A
  Serving the Cult is an elite corps of assassins, all female.  The
  underlying motivations of this group are uncertain, for they serve no
  single ultimate master.  They are in fact a mercenary group, killing
  for monetary (or other, usually material) compensation
  The company consists of  women, mostly Dyari or Erlini.  All
  are trained in a variety of stealthy skills, and the methods of killing
  quickly and silently.
  T
  The assassins of the Cult employ a number of unique items when
  perpetrating their missions.
  GM Note: All of the items below (including the Images, which are
  cursed, and unusable unless attuned anyway) should be consid-
  ered Evil, and each use is like casting an evil spell (see Master
  Atlas World Guide, pg ).
  The Images: Members of the Cult utilize the Images to teleport
  themselves away from danger.  The Images are sometimes inhibited
  by Essænce storms, rendering them unreliable or even useless.  An
  image resembles a rectagle   by , made of shallk, shiny silver on
  one side and matte black on the other. An Assassin is attuned to the
  image through a ritual performed at Vour, allowing her to use it
  essentially as a re-useable Teleport rune. She can also teleport safely
  to Vour.
  Cloaks of Invisibility: Will cast Invisibility to  about the wearer x
  per day.
  Belts of Passing: Allow the wearer to pass through up to four inches
  of wood, two inches of metal, or three feet of stone, x per day.
  Laen Shuriken:  This item is the signature weapon of the Cult of
  Stars.  Each woman carries an array of these deadly little throwing
  weapons.
  In addition, the Lyax Khâng has in her possession one of the
  Access Orbs (See Jaiman, pg )
  S
  The assassins of the Cult leave a sign of their handiwork: a small
  brand of a seven-pointed star burned in the center of the victim's
  forehead.
  The tool for accomplishing this is a black laen dagger each
  woman carries: on the end of the hilt is the star-brand, and the
  woman can — at a thought — cause the very end of the hilt to
  magically grow very hot.  Just a touch will burn the Star onto the
  deceased.
  GM Note: The Cult does not always leave such an emblem; on
  occasion—such as in the following adventure—they kill in a
  manner to implicate another faction.
  SYNOPSIS
  One of the PCs runs errands for Luronen Moje in his spare time
  (he gets free tidbits of info in return) and one day is given a note to
  deliver to a man currently residing at the House of Dreams (# in
  Eidolon). The PC ﬁnds instead a dead body, brutally murdered.
  Authorities are summoned. Ambassador Kadorian—the last person
  known to see Jaan—is arrested; only the PC saw a dark-clothed
  woman leave the room afterwards—by a very unusual means. After
  telling Moje, the Loremaster begins the search for the dark woman,
  getting help from the Canal Rats among others.
  
  
  Eidolon: City in the Sky
  �
  He also begins to wonder about the PC who can somehow see the
  assassin, who clearly thought herself invisible. The search suc-
  ceeds—after a fashion. Women answering the description are soon
  seen all over the Cities, but each eludes even the most skilled tracker.
  Moje fears that these women are members of the arcane Cult of Stars,
  a cabal of evil female assassins, often associated with the Jerak
  Ahrenreth.
  They are indeed who he suspects, but are one step ahead. They
  believe that the PC who saw the woman who killed Jaan is a
  descendant of one of the Orders of the old Emerian Empire. They are
  laying a trap to capture him.
  Finally, one of the women is followed to a run-down villa in
  Canal Maze, and the PCs close in. They witness three of the woman
  conferring with another via a large mirror. Then they are detected
  and the women strike; it appears certain that the women will be
  victorious. They are rescued at the last moment by Moje, but one
  gets away by using her Image.
  R
  One PC in particular will be on the spot through most of this
  adventure; the others must of necessity have supporting roles.
  Characters should be at least th or th level, but the Cult of Stars
  Assassins should still be clearly superior.
  The one PC should be chosen as a likely candidate to be the heir
  to membership in one of the ancient Orders of Emer (mentioned
  also below under Further Adventures). Ideally, the candidate will
  have a complimentary profession (i.e., appropriate for the item
  involved), but at least he should be mainly of Laan blood. Thus the
  GM should decide this in advance, and perhaps Luronen Moje picks
  who is to deliver the message.
  R
  There are few rewards in this adventure, except the experience,
  and for the particular PC, the knowledge of his inheritance.
  Experience: The PC most involved (the Witness) could earn up to
  , for quick thinking and smart actions. The others might gain
  up to , if involved and supplying wise help.
  Kill/Hit/Critical etc points are additional (see Character Law &
  Campaign Law, pp -). Use the Maneuver Points section of the
  chart to reward points for maneuvers, including lock picking, etc.
  P
  Death is a real possibility, especially at the climax of this adventure.
  A  O
  The two could become confused here, as Luronen Moje may be
  reluctant to allow the PCs to become too involved in this situation.
  The Redcapes as well will not appreciate any ‘help’ from a bunch of
  civilians—especially strangers.
  SCENE 1: COLD BARLEY SOUP
  KITCHEN
  Luronen Moje enters, looking for one of the PCs to deliver an
  important message for him. The reason Moje does not deliver some
  of these himself is that he is watched, and some of his contacts need
  to be kept at least somewhat secret.
  SCENE 2:
  HOUSE OF DREAMS: THE HALL
  The PC arrives at the elegant House of Dreams just as a power-
  fully-built Laan gentleman emerges, dressed in ﬁne silk garments.
  The doorman greets him, saying “Good day, Ambassador Kadorian!”
  The man nods and walks purposefully down the street towards
  central Eidolon.
  The character heads in, after stating his business to the doorman,
  and ﬁnds out where Gireg Jaan’s room is and heads up.
  As the PC makes a turn on the stairs, he sees a tall, dark-haired
  woman in blue and black clothes emerge from Jaan’s room. But she
  does not open the door and exit; she seems to go through the closed
  door. She also has a shimmering, silvery glow about her. If he decides
  to hide and is successful, she heads down the hall the other way
  without noticing him. If she sees him, he gets a surprised look,
  followed by a very cold, appraising stare, before she hurries away.
  The woman is striking: her skin is pale, and she has a silver streak in
  her hair. Her snug-ﬁtting black leather garments are well-made and
  distinctive, as is the full-length midnight-blue cloak.
  SCENE 3: THE ROOM
  The PC knocks on the door and receives no response. He notices
  the door ajar. A gentle push opens it, to reveal a grisly scene. Gireg
  Jaan is sprawled in a chair, his eyes wide open in an expression of
  horror. His throat and chest are covered with great, gouging claw-
  marks, as if a huge beast had mauled him. The body is still warm, the
  blood bright red. He was killed moments ago.
  GM Note: a quick-thinking—and well-prepared—PC might have
  a handy Lifekeeping or Preservation herb and use it on Jaan. If he
  uses it, Gireg can be saved with several additional herbs/opera-
  tions, but he will have no recollection of the real murderer without
  intense mental probing. In any case, this will make the PC quite a
  hero, (give him , extra ep) and place him even higher on the
  Cult of Stars hit list.
  Pieces of thin, hammered silver that look like huge ﬁsh-scales are
  scattered over the body. (Taking one of these scales is probably unwise;
  the PC might be searched, and there is nothing remarkable about them
  anyway.)
  SCENE 4: THE AUTHORITIES
  The wise PC will immediately go back downstairs and ask the
  desk clerk to summon the Wardens. They arrive within a few
  minutes, and close off the building. Everyone is questioned pri-
  vately. The PC is released after giving his address, and the Wardens
  warn him not to leave the Cities. If he mentions the woman, the
  Warden will dutifully write it down, quizzing the PC as to whether
  he was sure she came out of Jaan’s door.
  The owner of the House of Dreams is distressed. “Nothing like
  this has happened on Eidolon in centuries.”
  The desk clerk says that the last person to see Jaan was Ambassa-
  dor Kadorian, who was there moments before. (This contradicts the
  PC report of course.) Others in the hotel will be questioned, but no
  one will have seen the woman.
  SCENE 5: TELLING MOJE
  Moje is waiting at the Kitchen, and is stunned by the news of the
  death of his associate. Hopefully the PC reveals that he saw a woman
  in black leaving the room after Kadorian departed. Moje will be very
  thoughtful, then assure the PC that he believes him. He says that the
  woman might have been an assassin of an order with formidable
  powers. She might have actually been invisible, but that the PC was
  able to see her nevertheless. He might mention aloud what he is
  thinking: that this woman matches the description of the woman
  who tried to kill Qaterris.
  
  �
  Part Eleven: Adventures
  
  SCENE 6:
  LOOKING FOR THE WOMAN
  After considering for a while (and having a whiskey), Moje asks
  Divad and the PCs for help: he wants this woman found, and offers
   gp for whoever leads him to her. Divad alerts his contacts, who
  include canalers and workers everywhere—even in Eidolon (several
  Canal Rats wash up and work as houseboys in Eidolon, making
  decent wages). The PCs should be encouraged to search in pairs, for
  practicality and their own safety.
  Soon, however, more reports than seem possible come in. Tall,
  Laan women in black leather with a streak in their hair seem to be all
  over the place. However, even the most subtle and skilled among
  them cannot follow the women far: they seem to be able to vanish
  into thin air!
  GM Note: the women are of course trying to cause confusion while
  setting their trap to capture the PC.
  SCENE 7: LATER THAT DAY
  Uptown is rocked by the arrest of Kadorian as announced by
  
  
  Eidolon: City in the Sky
  �
  T
  Any survivors will be turned over to the Wardens. Luronen Moje
  will reluctantly explain who the real killer is and thus clear Kadorian’s
  name, though the PC may be asked to testify in a court before a
  truthsayer as to what he saw. Kadorian will be grateful, but he, too,
  will now be very curious about this person. His report to Voriig Kye
  will make the Dragonlord quite interested as well. It might be wise
  to lay low (or even leave) Sel-kai for awhile…
  F A
  This adventure leads the characters towards a greater series of
  crises. The GM may lead them towards involvement in resurrecting
  the ancient Orders of the Emerian Empire. The Ahn Sye Shan (Order
  of the Sun), Ahn Sye Ni-Vulma (Order of the White Flame), Ahn Sye
  Nokora (Order of the Flaming Sword) are mentioned as corrupted
  in the Emer book,. However, these current groups are false organi-
  zations and cannot use the artifacts of the ancient Orders (except the
  Nokora, who wield the Yarkbalkas through a curse and magical
  trickery). True heirs to these orders should be located and encour-
  aged to re-found the brotherhoods (these heirs could in fact be
  PCs…). More on the Orders will be revealed in the upcoming
  Shadow World Grand Campaign role playing trilogy.
  10•ADVENTURE IDEAS
  Following is a list of ideas that a GM may wish to ﬂesh out into
  full adventures in and around Sel-kai.
  • An escaped slave stumbles into the PCs’ rooms and begs to be
  hidden; he claims to be royalty from a neighboring country and
  will repay the players in gold if they help him get out of Sel-kai.
  Meanwhile, a huge reward for this man is being offered through
  the underground network for the quiet return of this man to House
  Gugulon. Who is he really? Will they aid him or turn him in for the
  reward offered through the underground? Suggestion: he is Prince
  Kellas of Reandor (see Emer, pg , heir to the kingdom. His father will
  pay , gp for his safe return, but that is not common knowledge.
  Gugulon is offering ,—still quite a lot.
  • A saboteur from a competing corporation in Kaitaine is uncovered
  by the PCs. Will they take action?
  • A series of brutal murders have the authorities confused. The Grey
  Ring is blamed but they, too are searching for the killer. It is a Xyr
  (see Atlas Addendum, pp –) living in the canals.
  • The PCs ﬁnd themselves face-to-face with – gang members
  (such as the Golden Hand) in a dark alley. These kids are tough,
  and unless the group is very skilled or well-equipped, they could be
  in trouble.
  criers. The Ambassador is well-liked more for his personal charisma
  than the fact that he represents a strange little land. In general, the
  Lowtowners show little interest, considering it ‘Uptown trouble.’
  SCENE 8:
  CANAL MAZE ENCOUNTER
  The search continues, though the sightings reduce somewhat,
  until…
  Late in the evening two days later, one of the women is spotted
  debarking from a poleboat and entering a villa in Canal Maze. A peek
  inside reveals two of the women at ease in a drawing room, having tea.
  The PCs return to the Kitchen to gather their compatriots and
  Moje, but the Loremaster is nowhere to be found.
  Note: Playing on fears that the woman could get away, the PCs
  should be encouraged to nab them immediately.
  T C
  The group arrives at the villa, and makes their way inside through
  an unguarded courtyard. In the drawing room (through a set of
  french doors), they now see three almost identical women, all sitting
  at ease. Two muscular (but rather vacant-looking) men stand at the
  door, clearly servants. The women are all looking at a large mirror-
  like object, about six feet tall and three wide. But this mirror is aglow
  and actually a communication device. As the PCs watch, the image
  of another woman appears. She lounges on a couch, clothed in a silk
  dressing-gown.
  One of the woman stands and faces the image. “Your Servants
  attend, Lyax Khâng.”
  The image speaks: “Your report, Tara?”
  “We continue with the confusion operation, Mistress.”
  “Have you located the one who saw Mara at the House of
  Dreams?”
  “No, Mistress.”
  “I am disappointed. I expect you to have him tomorrow by this
  time.”
  “Yes Mistress.”
  The mirror becomes a regular reﬂecting device again, and as Tara
  turns, she sees the spies. She snaps an order in a penetrating voice
  and all three women are upon the PCs instantly. Their goal is to
  capture the PC witness; the others are expendable.
  Should the characters try to ﬂee, they will ﬁnd the doors to the
  villa slamming in their face, and two more burly guards guarding
  them.
  M A
  Just as things look very bad, the gates of the villa explode inward,
  and Luronen Moje enters, bathed in an aura of power. Depending
  on the situation, he might use “Word”s from the Spirit Mastery List,
  or similar incapacitating spells. He is reluctant to kill.
  T E
  When things start to look bad for the women, Tara (who will
  have been holding back throughout the conﬂict) will pull a small 
  by  rectangle with one mirrored surface out of her belt. She will
  gaze into it for a moment, then, in a prismatic ﬂicker, she will vanish.
  EPILOGUE
  This adventure should be resolved carefully. The PCs should not
  be given the impression that Moje is going to rescue them from every
  scrape; this is to be an exception. He will not allow them to keep any
  items from the Cult Women, and will warn the PC witness that he
  is probably a marked man.
  
  �
  Part Twelve: Equipment & Commerce
  
  AD’S        
  close behind me.  “Kalen, I think we’re lost again.” His gaze darted to
  every shadow as if it concealed some monstrous terror.
  “I know where we are; it’s just two blocks more and over that bridge to
  the left.” I tried to sound confident, but the directions given by the strange
  foreteller in the Old City were convoluted even for this twisted place. The
  night was warm, the air thick with humidity as we edged along the narrow
  canalside street. The Canal Maze. A clock sounded the beginning of the
  Predawn Quintar; what were we doing in this part of Sel-kai in the middle
  of the night? We were looking for a tavern called T’revor’s Tankard and a man
  named Hiiri Taldin. According to Veriak the Seer, only Taldin could answer the
  riddle of the magical amulet I carried.
  Raucous laughter echoed over the water from somewhere a street or two away,
  yet here it was quiet; no one else was in sight.
  “Kalen…” Jad whispered.
  I stopped and spun around “Now what?” I demanded. But I glanced over his
  shoulder and suddenly knew. Two muscular young men were standing in the street.
  They slouched casually as if they had been there for hours, but we had just passed
  there moments ago. One was Shay, the other looked like he had Elven-blood. Both
  wore black silk calf-shorts and black sleeveless shirts with a red design on the breast.
  Red Dragon. I felt a rush of adrenaline as I recognized the clothing associated with
  that criminal brotherhood; they appeared not to see us, however. “Let’s go.” I
  muttered, turned back again—and froze. Not thirty feet ahead loitered another two
  young men, identically dressed. One had the black hair and fair skin of the Laan,
  the other was clearly a High-elf; perhaps Dyar. Unlike the two behind us, both
  looked me in the eye and smiled. They began to walk casually towards us.
  “The two behind are moving up.”  Jad loosened his sword. I looked ahead—no
  alleyway to duck into; only high brick wall on the right and dangerous canal on the
  left.
  •␣PART XII␣•
  EQUIPMENT AND COMMERCE
  Brooch,
  Gold and platinum with opals.
  Of uncertain origin.
  Currently available at ‘A
  Brilliant Facet’ (#) for  gp
  
  
  Eidolon: City in the Sky
  �
  The Dyar youth stopped about ten feet away, hands on hips and feet apart.
  Several gold earrings glittered in his ears, the twisting embroidered red drake
  symbol was easy to see on his shirt, and there was another tiny one tattooed on his
  left temple. Like the others, he had knives in thigh-sheaths on each leg. “Welcome
  to Sel-kai, strangers. I am Seylars of the Red Dragons.” His musical voice held no
  tinge of threat, but I dared not hope that the intentions of these Red Dragons
  would be benign.
  “Thank you.” I had trouble smiling back. “If you do not mind, however, we
  have business down the street.” Could we take the four of them? I doubted it; all
  seemed in excellent shape; I was sure they were skilled with those blades.
  His eyes flicked to a point over my shoulder; I was sure it was a signal to the
  other two. I sensed Jad draw closer.
  “As newcomers you must be unaware of our service here in Canal City. We will
  personally escort you to your destination and guarantee your safety.”
  “I think we can find our own way.” I replied evenly, sure that we would not get
  away with a simple no, thank-you.
  “I really must insist.” Now there came an edge to that lovely voice; the touch of
  menace.
  “Very well. What is your fee?” I hoped we could get away with just losing the
  coin we carried; it was only a few silvers.
  “Ah, just one little thing we desire. I believe you have a certain amulet in your
  possession—”
  But Seylars stopped in mid-sentence as from behind us came a sound I could
  not immediately place: a thwik-thwik repeated twice. Seylars’ expression turned
  from one of cruel enjoyment to anger and surprise; he and his second both drew
  their knives. I risked a glance around to see the two dragons behind us collapse to
  the cobbles, and a skiff curling around the canal-bend. A boy with dark-touseled
  hair pushing one pole and—Bryon the wainwright at the other! What was he doing
  here at this hour? A third young man knelt on the deck, a strange pistol-shaped
  device in his hand.
  I spun around again and drew my sword even as Seylars rushed forward. I
  deflected his attack, but he was strong and agile. I fought to maneuver him between
  myself and the other remaining Dragon and heard the shing as Jad drew his own
  blade—then came the sound of wood scraping against stone nearby.
  “In the boat!” A boy’s voice called, but I didn’t dare glance away from Seylars.
  Another, quieter voice said “Run now, red lizards, and I won’t kill you.”
  Seylars looked at me, then over towards the canal, then he turned and—his
  second only a step behind—turned and fled down the street.
  Behind, the trio on the boat looked up at us: Bryon grim-faced, the tousel-
  haired boy grinning widely, and the third standing uncertainly as if he expected the
  boat to flip over.
  “Veriak said you two might need, uh, help.” Bryon volunteered. “G-get in,
  before they come back with reinforcements.
  “The other two will wake in a few minutes as well.” Added the unsteady young
  man.
  “This is my friend Kerin,” Bryon gestured toward the tall youth with the pistol,
  and then to the boy with the pole: “and that’s Tad. It’s past his b-bedtime.”
  “Hey!” Tad snapped. “You take my boat and then insult me! Let’s get going; I
  don’t like this place.”
  “Thanks so much for your help; I don’t know what we would have done.”
  
  �
  Part Twelve: Equipment & Commerce
  
  Bryon blushed. “Aw, they would have run when you decided to fight; they’re all
  c-cowards.”
  Meanwhile, Jad was looking curiously at the weapon in Kerin’s hand. “What’s
  that little thing—and how did it drop those two guys?”
  “Dart pistol.” Smiled Kerin. “It fires barbed needles with a sleep-poison on the
  tip. Works good against targets with no armor.”
  “I don’t know how you knew we would be here, but I’m truly grateful for their
  help. How can we repay you?”
  “Let us take you to T’revor’s. Hiiri will give us all some, uh, coffee, then I’d like
  to know what you g-guys are up to here in Sel-kai.”
  I hesitated to share the purpose of my mission with anyone, but these three
  seemed as trustworthy as anyone I had met in some time. Without them, Jad and I
  might very well be floating face-down in the canal right now. “Very well, But you
  might regret being drawn into this; it is a dark and dangerous tale.”
  “My favorite kind.” Tad said, though I couldn’t tell if he was sincere or not.
  �
  �
  �
  Note: The following section is a variation on the Equipment and
  Commerce section found in the Rolemaster book Character Law
  & Campaign Law. It has been edited to be specifically applicable
  to Eidolon, and presented here for the GM’s and players’ conve-
  nience.
  1•COINAGE STANDARDS
  Sel-kai mints its own silver, gold, bronze and copper currency,
  and also prints a currency, though this is used almost exclusively
  within Sel-kai (few outside of the isle will take paper money, despite
  the robust Sel-kai economy). This paper is useful when making large
  transactions, and can be converted to coin at the mercantile centers
  or any large bank.
  While most merchants will accept coin that is not Sel-kai mint,
  they will covertly mark up the price of goods bought with ‘outsider’
  money, mistrusting its quality. PCs would actually do well to convert
  their cash at a bank, moneylender or mercantile center before going
  on that inevitable buying spree. Their coin will be (usually) analyzed
  fairly and their Sel-kai coin happily accepted at any vendor in the
  realm (or most other places as well).
  A Sel-kai silver piece (the most common monetary denomina-
  tion) is commonly called a sellin, a gold piece an orlin, etc. Plural is
  sellini (e.g., “I’ll give you ten sellini for that brooch!”) or orlini.
  Currency
  Abbreviation
  Breakdown
  Diamond note
  dn
  =  gold pieces
  Platinum note
  pn
  =  gold pieces
  Gold note
  gn
  =  gold piece
  Coin
  Abbreviation
  Breakdown
   gold piece (orlin)
  gp
  =  silver pieces
   jade piece
  jp
  =  silver pieces*
   silver piece (sellin)
  sp
  =  bronze pieces
   bronze piece
  bp
  =  copper pieces
   copper piece
  cp
  =  tin pieces
  * included for comparison only; Sel-kai does not ‘mint’ jade coins.
  This system revolves around a gold standard, since a gold piece is
  the most valuable commonly used currency (although silver coins
  are in much wider circulation). This assumes a half-ounce currency.
  2•PURCHASE AND RESALE
  OF GOODS
  When the PCs sell the goods they have acquired they may
  accumulate a large profit. This may be fine, but occasionally it will
  result in a game imbalance that defies mercantile sensibilities.
  Therefore, the GM may wish to employ the following guidelines
  governing the purchase and resale of goods.
  The GM should consider two primary factors when handling
  resales: () are there buyers who desire the good?; and () can they
  afford the item?
  When handling purchases the factors are: () are there sellers
  who have the good?; and () how much do they want for the item?
  These concepts dictate local supply and demand and are embod-
  ied in the Purchase and Resale Price Chart. The categories relate the
  resale price and the purchase price to demand and risks. All things
  considered, risk will restrict the number of people who can buy the
  good by driving up the cost, both in terms of price and the associated
  danger.
  U  P 
  R P C
  ) Price: Determine the “intrinsic value” of the item (see RM Section
  ..) and determine whether it is:
  inexpensive
  (less than  gp)
  average
  (from  gp up to  gp)
  moderately expensive
  (from  gp up to  gp)
  very expensive
  (from  gp up to  gp)
  outrageous
  ( gp or more)
  
  
  Eidolon: City in the Sky
  �
  These are suggested ranges and the GM should decide if they
  are appropriate for his world system.
  ) Utility: Figure the item’s utility. Is it a mere oddity (e.g., a left-
  handed smoke-shifter)? Does it have awesome applications (e.g.,
  it turns deserts into deep water ports)? Note that local tastes and
  needs may dictate its usefulness.
  )␣Rarity: Establish the item’s rarity. Throw and return crossbows
  may be considered passe in the local area. Family heirlooms might
  be patently unique.
  ) Market: Determine the type market in where the resale takes
  place. Illegal markets involve a higher risk and better prices. Street
  buyers (e.g., transient vendors and passersby) have modest over-
  heads and may set better prices, but are generally less trustworthy.
  Merchants (e.g., shopkeepers and trade guilds) often have a code
  of secrecy or stake in their reputation. Given the same price
  structure, most individuals would prefer to deal with a merchant,
  since there is considerably more security. Strong guilds and/or
  merchant organizations can really restrict relative purchase and
  resale prices; the GM should use this factor to control the market
  place in his game.
  ) The Roll: The GM should roll an open-ended - roll and apply
  any availability, price, utility, or rarity modifiers. (Note that a
  bonus based on the secondary skill “Trading” is often applicable).
  It is necessary for the GM to roll because characters should be
  initially unaware of any swindle or theft results. One dice roll per
  locality per month should be allowed. Huge cities might have
  more than one locality.
  ) Calculate the Price: Using the appropriate section of the Purchase
  and Resale Chart, cross-index the modified roll to get a result. The
  item’s intrinsic value (refer to Part XII, section ) is then multi-
  plied by any % result and any applicable market multipliers. This
  determines the price for the item in that locality for he next one
  month period. Other results are described below.
  ) Swindles: If the result indicates a swindle instead of a %, there will
  be an attempt to deceptively cheat the buyer/seller (e.g., the buyer
  gets flawed merchandise, the seller gets counterfeit or poor grade
  currency, etc. ).
  ) Thefts: Should a “theft” result, someone (e.g., a pickpocket or a
  gang of fast-moving kids) will make an unarmed attempt to steal
  cash or goods from the buyer/seller.
  ) Armed thefts: In the case of an “armed theft” result, someone
  (e.g., an organized gang of brigands) will attempt to physically
  overpower the buyer/seller and rob him.
  ) Turned In: Someone informs the authorities of the buyer/seller’s
  attempts to deal in an illegal commodity.
  3•PRICE CHARTS
  The following charts cover the suggested basic price of various
  goods which reflect the usual range of common non-magic items.
  The services allow for a comparative standard based on typical
  locales. Note the following when considering character of the pur-
  chases:
  a) Weights: The weights are listed as ranges to reflect differences in
  length and construction. Certain steels, for instance, are heavier
  than others. Where the variation in construction and materials is
  too great to allow a good to be classed as one type, a number of
  listings has been made. Note that the armor weights include all
  associated lining, ties and padding.
  b) Superior or Enhanced Goods: Goods with significant bonuses or
  unusual properties based on heavier designs, superior technology,
  enchantment, magic, etc. are not listed. Prices for these items
  should be calculated using the process described in Part XII,
  Section . Note that typical weights and lengths are given as ranges.
  c) Breakage Factors (BF): The numbers listed in the “BF” column
  indicates the breakage resistance of a given good. See Character &
  Campaign Law for more on this option..
  d) Fumble Range: Each weapon has a fumble range. An unmodified
  combat roll within this range results in the attack having no effect.
  Instead, another percentile dice roll is made and this number is
  referenced to the applicable Fumble Table. See AL Table ...
  Pendant,
  Silver with Malqanar pearls,
  Taminger’s
  
  �
  Part Twelve: Equipment & Commerce
  
     Purchase Section:
     Roll
  % Cost Open Market
  % Cost Illegal Market
  Merchant
  Street
  Merchant
  Street
  –(-51)
  Swindle*
  Armed Theft* Theft
  Armed Theft
  (-50)–05 0*
  Armed Theft
  Swindle*
  Armed Theft
  06–10
  Unavailable*
  Theft*
  Swindle*
  Armed Theft*
  11–15
  Unavailable
  Swindle*
  Swindle
  Theft*
  16–20
  Unavailable
  Unavailable*
  Swindle
  Theft*
  21–25
  300
  Unavailable
  0*
  Swindle*
  26–30
  200
  Unavailable
  Turned In*
  Swindle
  31–35
  175
  Unavailable
  Unavailable*
  Swindle
  36–40
  150
  Unavailable
  Unavailable
  0*
  41–45
  140
  200
  Unavailable
  Turned In*
  46–50
  130
  175
  Unavailable
  Unavailable*
  51–55
  130
  150
  Unavailable
  Unavailable
  56–60
  120
  120
  Unavailable
  Unavailable
  61–65
  120
  110
  Unavailable
  Unavailable
  66–70
  110
  110
  Unavailable
  400
  71–75
  110
  100
  Unavailable
  300
  76–80
  110
  100
  Unavailable
  200
  81–85
  105
  95
  Unavailable
  175
  86–90
  105
  95
  Unavailable
  150
  91–95
  105
  90
  400
  125
  96–120
  100
  90
  300
  110
  121–140
  100
  80
  200
  105
  141–160
  90
  70
  150
  100
  161–180
  80
  60
  110
  90
  181–200
  70
  50
  100
  80
  201+
  60
  40
  90
  60
  ␣␣* – Unmodified die roll.
  Purchase Roll Modifiers:
  Price1
  hamlet
  village
  town
  city
  inexpensive
  -20
  0
  +10
  +50
  average
  -50
  -10
  0
  +25
  moderately exp.
  -75
  -40
  -20
  +10
  very expensive
  -100
  -75
  -50
  0
  outrageous
  -150
  -100
  -75
  -10
  Rarity
  Utility
  Unique
  -75
  awesome
  -40
  Unusual
  -25
  very useful
  -20
  Common
  +20
  useful
  0
  marginal
  +10
  oddity
  +30
  ␣␣␣Strong Guild Restrictions:  Varies: (-10) to (-100)
  .5x
  Oversupplied Market: Areas where the good is is overstocked or
  is produced in relatively large quantities and then exported.
  1x
  Supplied Market: Normal market conditions found in a stocked
  trade town or cosmopolitan area.
  2x
  Undersupplied Market: Market for normal imports.
  3x
  IsolatedMarket: Areas where delivery of the good is verycostly
  or time consuming.
  4x
  Unsupplied Market: Market for extremely rare imports.
  10x
  Insulated Market: Areas where the delivery of the good is
  extremely costly, time consuming, and dangerous.
  Varies
  Seasonal Product: Multiplier = number of months since good
  was last in season. Covers certain food products and goods
  which are produced or available periodically, due to factors such
  as weather.
  NOTE: Factors such as delivery time, the rarity of component parts, the
  effects of weather, etc. can all be abstracted into this scheme, but the GM
  may find others which they feel should be reflected in more detail. Again,
  it will vary with the campaign.
  PURCHASE AND RESALE PRICE CHART
  Resale Section:
  Roll
  % Return Open Market
  % Return Illegal Market
  Merchant
  Street
  Merchant
  Street
  –(-51)
  Swindle*
  Armed Theft* Theft
  Armed Theft
  (-50)–05 0*
  Armed Theft
  Swindle*
  Armed Theft
  06–10
  5
  Theft*
  Swindle*
  Armed Theft*
  11–15
  10
  Swindle*
  Swindle
  Theft*
  16–20
  15
  0*
  Swindle
  Theft*
  21–25
  20
  0
  0*
  Swindle*
  26–30
  25
  0
  Turned In*
  Swindle
  31–35
  25
  20
  Turned In
  0*
  36–40
  30
  25
  0
  0
  41–45
  30
  30
  0
  Turned In*
  46–50
  35
  35
  0
  Turned In
  51–55
  35
  40
  0
  50
  56–60
  40
  45
  0
  60
  61–65
  40
  50
  20
  70
  66–70
  45
  55
  40
  80
  71–75
  50
  60
  60
  90
  76–80
  50
  65
  80
  100
  81–85
  55
  70
  90
  125
  86–90
  60
  75
  100
  150
  91–95
  60
  80
  110
  175
  96–120
  70
  90
  130
  200
  121–140
  75
  100
  140
  250
  141–160
  85
  125
  150
  300
  161–180
  100
  150
  175
  350
  181–200
  120
  200
  200
  400
  201+
  150
  250
  300
  500
  *Unmodified die roll.
  Resale Roll Modifiers:
  Price
  hamlet
  village
  town
  city
  inexpensive
  -20
  -10
  0
  0
  average
  -40
  -25
  -10
  0
  moderately exp.
  -60
  -50
  -25
  -10
  very expensive
  -100
  -75
  -75
  -25
  outrageous
  -200
  -100
  -100
  -50
  Rarity
  Utility
  Unique
  +20
  awesome
  +30
  Unusual
  +10
  very useful
  +10
  Common
  -30
  useful
  0
  marginal
  -20
  oddity
  -40
  ␣␣␣Strong Guild Restrictions:  Varies: (-10) to (-100)
  .25x
  Oversupplied Market: Areas where the good is is overstocked or
  is produced in relatively large quantities and then exported.
  .5x
  Supplied Market: Normal market conditions found in a stocked
  trade town or cosmopolitan area.
  1x
  Undersupplied Market: Market for normal imports.
  1.5x
  Isolated Market: Areas where delivery of the good is costly or
  time consuming.
  2x
  Unsupplied Market: Market for extremely rare imports.
  3x
  Insulated Market: Areas where where the delivery of the good is
  extremely costly, time consuming, and dangerous.
  Varies
  Seasonal Product: Multiplier = number of months since good
  was last in season. Covers certain food products and goods
  which are produced or available periodically, due to factors such
  as weather.
  
  
  Eidolon: City in the Sky
  �
  ACCESSORY PRICE CHART
  Note: These prices are substantially different from the depressed prices found in Character & Campaign Law. GMs should be sure all Players
  use the same list.
  Good
  Price*
  Weight
  To Make
  Note (BF)
  Arrows (20)
  1sp
  3 lbs
  1 day
  BF 06-40.
  Bedroll (light)
  1sp
  4-7 lbs
  .5 days
  Wool blanket. 2 season.
  Bedroll (heavy)
  2sp
  8-11 lbs
  1 day
  Wool/fur. 4 season.
  Brush (writing)
  3cp
  .25 lbs
  4 hrs
  Hair. 4" stem. Capped.
  Bucket
  5bp
  2-3 lbs
  1 day
  Copper. Holds 3 gallons.
  Caltrops (5)
  7bp
  2 lbs
  1 day
  Portable spike traps.
  Candle
  3cp
  .25 lbs
  .5 days
  Lights 20' dia; burns 2 hrs.
  Case
  3sp
  1 lb
  2 days
  Water-resist.lther. 12"x3"x6".
  Cask
  2sp
  5 lbs
  1.5 days
  Wood. Holds 4 gallons.
  Chain
  5bp
  8-10 lbs
  1 day
  Iron. 10'. BF 01.
  Chalk (10)
  24cp
  .25 lbs
  2 hrs
  5 pieces.
  Charcoal
  27cp
  1 lb
  .5 days
  Hot 4 hr fire.
  Chisel
  8bp
  1 lb
  1 day
  Iron. -40 dagger. BF 01-02.
  Climbing pick
  25bp
  2 lbs
  1 day
  Iron. -15 mattock. BF 01.
  Cb bolts (20)
  2sp
  3 lbs
  2 days
  BF 06-16.
  Fire-starting bow
  9tp
  .5 lbs
  1 hr
  Starts fire in 5 min.
  Flint and steel
  1bp
  .5 lbs
  —
  Starts fire in 3 min.
  Grappling hook
  9bp
  1 lb
  1 day
  Iron. BF 01. Grip fail. 02-03.
  Hammer
  9bp
  1 lb
  1 day
  Iron. -30 mace. BF 01-02.
  Hammock
  13cp
  2-3 lbs
  3 days
  Rope; wood spreaders; iron hooks.
  Harness
  4sp
  4 lbs
  2 days
  Leather/iron. Includes bit, reins.
  Ink
  1bp
  .25 lbs
  —
  Black; non-soluble.
  Ladder
  5bp
  15 lbs
  2 days
  Wood. 10'. Bears 400 lbs. BF 01-02.
  Lantern
  10bp
  1-2 lbs
  4 days
  Lights 50' diameter.
  Lock pick kit
  5sp
  .5 lbs
  2 days
  +5 bonus. BF 01-05. 5 gp buys a +10; 50 gp a +15)
  Mirror
  37bp
  .5 lbs
  1 day
  Glass/silver. 6"x4". BF 01.
  Nails (20)
  8tp
  .5 lbs
  3 hrs
  Iron. 3" length. BF 01-08.
  Oar
  7cp
  4-5 lbs
  7 hrs
  Wood. 6'-8'. BF 01.
  Oil flask
  3bp
  1 lb
  1 day
  Includes 1 pt oil (6 hr refill).
  Paddle
  6cp
  3 lbs
  5 hrs
  Wood. 4'-5'. BF 01.
  Padlock
  21bp
  1 lb
  2 days
  Iron; with 2 keys. Light to Pick
  Paper (10)
  9bp
  .25 lbs
  1 day
  10 sheets. 12"x6".
  Papyrus
  11bp
  .25 lbs
  1 day
  1 roll. 12"x5’.
  Parchment (10)
  13bp
  .25 lbs
  1 day
  10 sheets. 12"x6". Not for magical enruning
  Pegs (10)
  1cp
  2 lbs
  2 hrs
  Wood. BF 01-08.
  Pitons (10)
  18cp
  2-3 lbs
  1 day
  Iron. BF 01-03.
  Plank
  7tp
  11-12 lb
  4 hrs
  Wood. 10'. Bears 350 lbs. BF 01-02.
  Pole
  6cp
  5-10 lbs
  3 hrs
  Wood. 10'. BF 01-05.
  Pot (cooking)
  8bp
  2-3 lbs
  1 day
  Iron. Holds 2 gallons.
  Quill-pens (10)
  3cp
  .25 lbs
  2 hrs
  Goose. 10/quiver.
  Quiver
  15cp
  .5 lbs
  1 day
  Holds 20 arrows/bolts.
  Rope
  3bp
  4-7 lbs
  3 days
  Hemp. 50'. BF 01-04.
  Rope (superior)
  9bp
  2-4 lbs
  5 days
  Rein. hemp. 50'. BF 01-03.
  Sack (50 lb)
  8cp
  2-3 lbs
  2 hrs
  Holds 50 lbs. 3 cu’.
  Saddle
  6sp
  10-12 lb
  6 days
  Includes stirrups, blanket.
  Saddle bag
  9bp
  4-6 lbs
  2 days
  Holds 15 lbs. 1.5 cu’.
  Saw
  25bp
  2-3 lbs
  2 days
  Iron. 24" wood-tool.
  Spade
  17bp
  3-4 lbs
  1 day
  Iron. Wood shaft. BF 01-04.
  Sundial
  2sp
  1 lb
  2 days
  Iron. Approx. time.
  
  �
  Part Twelve: Equipment & Commerce
  
  Tarp
  11cp
  3-5 lbs
  2 hrs
  Canvas. 5' x 8'.
  Tent
  23bp
  8-10 lbs
  2 days
  Canvas. 5' x 8'. Two man.
  Tinderbox
  2cp
  .25 lbs
  .5 days
  Wood. Enough for 7 fires.
  Torch
  1cp
  1 lb
  1 hr
  Lights 20' dia. (6 hrs).
  Vial
  12cp
  .25 lbs
  2 hrs
  Glass. Holds .25 lbs.
  Waterskin
  1cp
  .25 lbs
  6 hrs
  Holds 1 pt (.5 lbs).
  Wedge (staying)
  1cp
  1 lb
  1 hr
  Hardwood.
  Wedge (splitting)
  3cp
  3 lbs
  2 hrs
  Iron.
  Wire (10 gauge)
  8bp
  3 lbs
  5 hrs
  Iron. 100'. BF 01.
  Whistle
  26bp
  .5 lb
  1 day
  Wood/iron. 4". Range 1+ mi.
  CLOTHING/ACCOUTREMENTS CHART
  Good
  Cost*
  Weight
  To Make
  Note (BF)
  Backpack
  2bp
  2-3 lbs
  1 day
  Holds 20 lbs; 1 cu’.
  Boots
  Average
  1sp
  3-4 lbs
  3 days
  Good
  2sp
  3-4 lbs
  5 days
  Cloak
  Plain Wool
  9bp
  2-3 lbs
  1 day
  Knee length
  Long Wool
  15bp
  6-7 lbs
  2 days
  Ankle Length
  Lined Wool
  3sp
  8-9 lbs
  10 days
  Lined with silk or satin
  Clogs
  2cp
  4 lbs
  1 day
  Wooden shoes
  Coat
  Plain Wool
  15bp
  5-9 lbs
  2 days
  Fine Wool
  3sp
  5-9 lbs
  2 days
  Fur
  2gp
  8-12 lbs
  5 days
  Framepack
  33cp
  3-4 lbs
  1.5 days
  Holds 45 lbs; 2 cu’.
  Gloves
  Wool
  2bp
  .5 lbs
  1 day
  Leather
  5bp
  .5 lbs
  2 days
  Heavy
  4bp
  .75 lbs
  2 days
  Gown, fancy
  5gp
  3-10 lbs
  10 days
  Hat 6bp
  1 lb
  1 day
  Leather.
  Hood
  16cp
  .5 lbs
  .5 days
  Covers head & shoulders.
  Padded Undercoat
  6bp
  2-4 lbs
  2 days
  Pants
  Basic
  25cp
  1-2 lbs
  1 day
  Fine
  3bp
  1-2 lbs
  2 days
  Scabbard (belt)
  25bp
  1 lb
  1 day
  Holds one 1-h weapon.
  Scabbard (shoulder)
  3sp
  1.5 lbs
  1 day
  Holds one 2-h weapon.
  Shirt
  3bp
  1 lb
  1.5 days
  Shoes
  8bp
  2 lbs
  2 days
  Leather
  Surcoat
  9bp
  1-2 lbs
  1.5 days
  Weapon belt
  5bp
  1 lb
  .5 days
  Holds 2 scabbards, 3 pouches.
  * Subject to modification as noted in individual shop texts.
  Note: creation times are just a general guideline. Some items require considerably longer for such steps as drying and curing; this is not
  reflected in the times listed here.
  NOTES ON HEALING
  Healing ‘professionals’ are usually Lay Healers. They will either cast spells or use herbs (at a markup of % over the list rate).
  Healing costs as charged by Lay Healers are usually  gp x the level of each spell cast.
  Some religions also have full-time Clerics and Healers who will aid those of their faith. More practical (some say mercenary)
  temples have healers who will help just about anyone in return for an appropriate ‘contribution’.
  
  
  Eidolon: City in the Sky
  �
  TRANSPORT PRICE CHART
  The prices given are for all of Sel-kai; for Sel-kai City use the City listing; for Eidolon add 50% to that price (though most animals are
  unavailable in Eidolon.
  Base Rate
  Max Pace
  Maneuver
  Good
  Cost
  ft/rnd
  mph
  Bonus
  Ht/Wt
  Capacity
  OB
  Animals
  Horse (light)†
  45sp
  100/Dash
  7/30
  40
  5'/800
  200 lbs
  5
  Horse (medium)†
  60sp
  110/Dash
  7.5/38
  25
  6'/900
  300 lbs
  5
  Horse (heavy)†
  80sp
  80/FSpt
  5/20
  10
  6'+/1300
  400 lbs
  5
  Mule/donkey†
  32sp
  90/Dash
  6/30
  20
  4'+/550
  250 lbs
  —
  Ox†
  95sp
  60/FSpt
  4/16
  20
  5'/2000
  700 lbs
  —
  Pony (mature)†
  40sp
  70/Dash
  4.5/20
  30
  4'/500
  180 lbs
  —
  Water-craft
  Skiff (pole boat)
  5gp
  20/fast walk***
  3/6
  —
  10'/200
  500 lbs
  —
  Barge
  20gp
  40/sail***
  3/5
  —
  20'/800
  1500 lbs
  —
  Boat (medium)
  11gp
  40/sail***
  3/9
  —
  20'/800
  2000 lbs
  —
  Boat/Launch (large)
  40gp
  30/sail***
  2.5/7.5
  —
  30'/2000
  5000 lbs
  —
  Canoe
  8gp
  50/Spt***
  2.5/8
  —
  15'/130
  500 lbs
  —
  Ship (small)
  80gp
  40/sail***
  7/15
  —
  45'/6000
  19,000 lbs
  —
  Ship (medium)
  190gp
  30/sail***
  6/13
  —
  60'/12000
  35,000 lbs
  —
  Ship (large)
  650gp
  30/sail***
  6/11
  —
  80'/20000
  55,000 lbs
  —
  Land Vehicles
  Hand-cart
  11sp
  40/Spt
  3/9
  -70
  4.5'/100
  250 lbs
  —
  Horse-cart (open)†
  4gp
  50/FSpt
  3.5/14
  -25
  6'/450
  800 lbs
  —
  Wagon (open)†
  6gp
  50/FSpt
  3.5/14
  -30
  8'/600
  1200 lbs
  TRANSPORTATION FEES
  Base Rate
  Max Pace Maneuver
  Passenger
  Cargo
  Service
  Cost
  ft/rnd
  mph
  Bonus
  Capacity
  Capacity
  Slip Taxi (in-town)
  1bp
  30/Run***
  3/7
  —
  1-2
  250 lbs
  Skiff Taxi (in-town)
  5cp
  20/fast walk***
  3/6
  —
  2/4
  500 lbs
  Coach service
  1bp+1cp/mi
  60/FSpt
  4/16
  —
  1-4
  200 lbs
  Ship passage‡
  5bp+1cp/mi
  30/sail***
  6/13
  —
  10-50
  Varies
  Skyship Passage‡
  10gp+2sp/mi
  —
  20-30
  —
  4-35
  Varies
  Airbarge Passage‡
  15gp+15sp/mi
  —
  10-15
  —
  20-100
  Varies
  * Height is at shoulder level. Size reflects low to average.
  ** Rarely available unless purchased from lord or wealthy dealer.
  *** Speed in dead water.Add or subtract the affect of currents and winds.
  † Not available in Eidolon; riding and pack animals are only sold on the western outskirts of Sel-kai City.
  ‡ Along pre-existing routes only; otherwise craft must be chartered (at considerable cost). Higher costs for passage may also include
  amenities (e.g., ‘pricey’ cost may include a larger, well-furnished stateroom with good meals, while ‘cheap’ might imply cramped surplus
  crew quarters and crew rations.). Airbarges are typically more suited to passenger travel and are more luxurious, but much slower.
  Definitions:
  Ships are vessels capable of negotiating open seas, while Boats are adapted to relatively shallow waters: coastal channels, lakes, etc.
  CODES: Maximum Paces (Max Pace) are max. multiples of normal movement allowance (Base Rate). Run = x; Spt = x; FSpt = x;
  Dash = x.
  
  �
  Part Twelve: Equipment & Commerce
  
  FOOD, LODGING, AND SERVICES PRICE TABLE
  All prices are for Sel-kai City. Only higher quality available in Eidolon, and at 2-5x cost.
  Good/Service
  Cost
  Note
  Drink
  Cheap beer/ale
  5cp
  Pint.
  Good beer/ale
  1bp
  Pint.
  Premium beer
  15cp
  Pint.
  Brandy
  1bp
  Half-pint.
  Mead
  6cp
  Pint.
  Cheap wine
  5cp
  Cup.
  Good wine
  1bp
  Cup.
  Premium wine
  2bp
  Cup.
  Food
  Light meal
  5cp
  Soup and bread.
  Normal meal
  1bp
  Above plus meat or cheese.
  Heavy meal
  25cp
  Above plus veggies, etc
  Gourmet meal
  1sp
  Specially prepared; unusual.
  Week’s rations
  8bp
  Normal spoilage. 18 lbs.
  Trail rations
  2sp
  1 wk. Preserved. 14 lbs.
  Greatbread
  5gp
  1 wk. Preserved. 4 lbs.
  Lodging: Inn/Greathouse (rates are per room, per night)
  Inn: 2-4/bed; †
  2bp
  Communal sleeping, 1 bed
  Inn: 2/room†
  5bp
  Separate bedding
  Inn: 4/room†
  8bp
  Separate bedding
  Inn: Private rm†
  3sp
  Separate room
  Inn: Suite†
  6sp
  With sitting room, anteroom
  Stable
  5cp
  Includes food for beast
  Hospitalization
  Private Room‡
  5sp
  Bedding, food, care
  Semi-private‡
  3sp
  Bedding, food, care
  Ward (6-20)‡
  1sp
  Bedding, food, care
  Lodging: Apartment  (rates are per 70-day month. Most include small kitchen and sitting-room. Prices can vary)
  1 bedroom Uptown
  4gp
  (Library, Black Oak, Ave of the Gods)
  1 bedroom Midtown
  3gp
  (Twelve Bridges, City Center, Granite Knoll, Old City)
  1 bedroom Lowtown
  5sp
  (Sighing Docks, North Delta, South Commons, Burning Rock, Canal Maze)
  2 bedroom Uptown
  6gp
  (Library, Black Oak, Ave of the Gods)
  2 bedroom Midtown
  4gp
  (Twelve Bridges, City Center, Granite Knoll, Old City)
  2 bedroom Lowtown
  1gp
  (Sighing Docks, North Delta, South Commons, Burning Rock, Canal Maze)
  Luxury Eidolon
  200gp
  3+ bedrooms, 2-3 additional rooms
  Luxury Uptown
  30gp
  3+ bedrooms, 2-3 additional rooms
  Luxury Midtown
  10gp
  3+ bedrooms, 2-3 additional rooms
  ‘Luxury’ Lowtown
  3gp
  3+ bedrooms, 2-3 additional rooms
  Villa Uptown
  100gp
  2-3 stories; possible pier access; view
  Villa Midtown
  20gp
  2-3 stories; possible pier access; view
  Villa Lowtown
  5gp
  2-3 stories; possible pier access
  Villa Eidolon
  1000-5000gp
  Freestanding structure; few available
  Notes:
  * Subject to adjustment according to specific shop.
  † Rates are per room
  ‡ Hospitalization allows for .-x heal rate (depends on quality of care).
  
  
  Eidolon: City in the Sky
  �
  ARMOR PRICE CHART
  Armor
  AT
  Cost
  Prd. Time
  Weight
  Str
  BF
  Note
  Leather Jerkin
  5
  1sp
  1 day
  7-12 lbs
  5
  80+
  Vest which covers abdomen.
  Arm Greaves
  *
  1sp
  2 days
  2-3 lbs
  55
  120+
  Protects vs. arm crits.
  Leg Greaves
  *
  1sp
  2 days
  3-4 lbs
  55
  120+
  Protects vs. leg crits.
  Leather Coat
  6
  6sp
  6 days
  15-20 lbs
  5
  80+
  Protects most of legs.
  Rein. Leather Coat
  7
  9sp
  2 weeks
  17-25 lbs
  15
  85+
  Protects most of legs.
  R. Full-lgth L. Coat
  8
  11sp
  16 days
  19-30 lbs
  15
  85+
  Protects legs and arms.
  Leather Breastplate
  9
  45bp
  4 days
  10-18 lbs
  18
  90+
  Rigid vest which covers abdomen.
  Chain Shirt
  13
  15sp
  3 weeks
  15-25 lbs
  40
  95+
  Covers abdomen and half upper arms.
  Full Chain
  15
  65sp
  2 months
  35-50 lbs
  40
  95+
  Long-sleeved shirt and leggings.
  Chain Hauberk
  16
  55sp
  35 days
  35-40 lbs
  40
  110+
  Long coat that covers arms and legs.
  Breastplate
  17
  20sp
  21 days
  20-30 lbs
  55
  160+
  2 pc. metal vest that covers abdomen.
  Half Plate
  19
  100sp
  10 weeks
  50-70 lbs
  50
  145+
  Plate/chain combo covers whole body.
  Full Plate*
  20
  200sp
  4 months
  60-85 lbs
  55
  160+
  Plate covering all exposed areas.
  Target Shield
  —
  35bp
  3 days
  3-10 lbs
  40
  140+
  +20 vs. melee; +10 vs. missile.
  Normal Shield
  —
  55bp
  5 days
  10-20 lbs
  45
  155+
  +20 vs. melee or missile.
  Full Shield
  —
  7sp
  6 days
  15-30 lbs
  50
  170+
  +25 vs. melee or missile.
  Wall Shield
  —
  9sp
  7 days
  30-50 lbs
  60
  185+
  +30 vs. melee; +40 vs. missile.
  Leather Helmet
  —
  15bp
  1 day
  1-2 lbs
  10
  80+
  Padded skullcap.
  Super. Leather Helm
  —
  25bp
  1.5 days
  1.5-2.5 lbs
  20
  85+
  Reinforced metal/leather.
  Plate Helm
  —
  35bp
  1 days
  1.5-3 lbs
  25
  90+
  Interlocking, overlapping plates.
  Pot Helm
  —
  4sp
  3 days
  1.5-3 lbs
  55
  120+
  Reinforced metal skullcap.
  Full Helm
  —
  9sp
  8 days
  2.5-5 lbs
  60
  145+
  Covers neck and face; has vent slits.
  Visored Helm
  —
  125bp
  10 days
  2-5 lbs
  55
  135+
  Protects neck; movable face covering.
  Aventail
  —
  3sp
  5 days
  1 lb
  40
  95+
  Chain neck armor; attaches to helm.
  Leather Barding
  7
  35sp
  2 weeks
  100 lbs
  15
  85+
  Covers horse’s trunk. -15 to maneuv.
  Chain Barding
  16
  150sp
  40 days
  160 lbs
  40
  110+
  Covers horse’s trunk. -20 to maneuv.
  Plate Barding
  19
  300sp
  4 months
  190 lbs
  55
  160+
  Covers horse’s trunk. -30 to maneuv.
  Leather Chanfron
  —
  6sp
  1 week
  15 lbs
  20
  85+
  Covers horse’s head. Treat as helm.
  Plate Chanfron
  —
  9sp
  9 days
  25 lbs
  50
  140+
  Covers horse’s head. Treat as helm.
  Leather Crinet
  —
  5sp
  6 days
  25 lbs
  15
  85+
  Covers horse’s neck. -5 to maneuv.
  Chain Crinet
  —
  27sp
  10 days
  31 lbs
  40
  110+
  Covers horse’s neck. -5 to maneuv.
  Plate Crinet
  —
  60sp
  20 days
  38 lbs
  55
  160+
  Covers horse’s neck. -5 to maneuv.
  Leather Bracer
  —
  1sp
  1 day
  .5 lbs
  25
  100+
  Archer’s wrist-guard. 25% greave prot.
  Plate Bracer
  —
  2sp
  2 days
  .75 lbs
  55
  115+
  Archer’s wrist-guard. 50% greave prot.
  * Helm of choice included in price.
  NOTE: Armor types 3, 4, 11, and 12 are animal armors, natural body coverings with no normal armor equivalents.One cannot achieve such an AT
  without acquiring some enchanted and specially designed armor (e.g., magic fell beast skin). ATs 10, 14, and 18 are achieved by using the appropriate base
  armor (9, 13, and 17, respectively) with greaves.
  POISONS CHART
  NAME
  PRICE/DOSE
  SOURCE
  FORM
  APPRNCE
  EFFECT
  LEVEL
  FREQ
  Erink
  10 gp
  Grain Extract
  Fluid
  Clear Brown
  Body Paralysis 2-10 months
  4
  Moderate
  Gaggur
  66 gp
  Plant Sap
  Fluid
  Green
  Instant Death
  10
  Very Rare
  Ghida
  5 gp
  Spider Venom
  Fluid
  Blue
  Coma
  3
  Rare
  Idus
  6 gp
  Berry
  Juice
  Red
  Convulsions 1-10 hours
  5
  Moderate
  Jubled
  20 gp
  Flower
  Powder
  Blue
  10-100 Hits
  10
  Rare
  Kadah
  3 gp
  Clam Extract
  Juice
  Beige
  Joints Fuse (in 10 days)
  2
  Rare
  Loryaak
  25 gp
  Mushroom
  Juice
  Brown
  Bleed to death through pores
  4
  Very Rare
  Luku
  20 gp
  Moss Extract
  Powder
  Brown
  Death in 6 Rounds
  5
  Rare
  Maceo
  15 gp
  Snake Venom
  Liquid
  Clear
  1-100 Hits
  2
  Common
  Meerk
  10 gp
  Fish Venom
  Liquid
  Clear Green
  Suffocation in 18 rounds
  4
  Moderate
  Nehrum
  20 gp
  Kelp Extract
  Liquid
  Clear Blue
  Loss of Free Will (1-4 hours)
  10
  Rare
  Perolk
  6 gp
  Leaf
  Paste
  Green
  3-30 Hits
  5
  Common
  Quilvort
  15 gp
  Berry
  Juice
  Yellow
  5-50 Hits
  8
  Moderate
  Rochan
  100 gp
  Spider Venom Liquid
  Purple
  Instant Death
  20
  Very Rare
  Skalan
  100 gp
  Shaskan VenomLiquid
  Clear
  Instant Death
  20
  Very Rare
  Taryiank
  4 gp
  Bat Venom
  Juice
  Clear
  Unconsciousness 1-10 minutes
  5
  Common
  Vyurk
  12 gp
  Pollen
  Powder
  Yellow
  Sneeze to Death
  5
  Rare
  Yosis
  20 gp
  Plant Sap
  Fluid
  Green
  Blindness 1-10 Days
  10
  Moderate
  
  �
  Part Twelve: Equipment & Commerce
  
  DISEASES CHART
  NAME
  SOURCE
  FORM
  TREATMENT
  EFFECT
  LVL
  FREQ.
  Bahaar
  People
  Bacterial Pneumonia
  (antibiotic)
  Incapacity 10-50 days/death
  3
  Rare
  Dereath
  Mosquito
  Malaria
  20-100 days incapacity
  20
  Rare
  Hurothgaar
  Sheep
  Bacterial Infection
  (antibiotic)
  Cruel Skin Rash
  5 Common
  Kadæna’s Revenge
  Rats/Fleas
  Bubonic Plague
  50-100 days incapacity/Death
  20 Very Rare
  Ory
  Bad Water
  Bacterial Cholera
  (antibiotic)
  Fatal Dehydration in 1-10 Days
  5 Very Rare
  Swamp Sickness
  Virus (airborne) Viral Pneumonia
  Incapacity 10-50 days/death
  1
  Rare
  Telmar’s Fever
  Fleas
  Influenza-A
  Fever, congestion*
  2 Common
  Canal Cough
  Airborne Virus
  Bronchitis
  Persistent cough, congestion
  1 Common
  Shakes
  Virus (waterborne)
  Influenza-B
  Fever, runny nose, congestion*
  5
  Rare
  Kissing Curse
  saliva
  Mononucleosis
  Rest
  Fever, exhaustion 30-150 days
  4
  Rare
  *Can lead to pneumonia
  DRUGS CHART
  NAME (slang)
  FORM
  PREP/APPLY
  COST
  EFFECT
  Alzo
  seeds
  cr/boil/dr
  60gp
  Adds 50 to adrenal maneuver rolls for three rounds
  Basira (“gloweyes”)
  bud
  boil/inhale
  15gp
  Mild Hallucinogen. Allows one to perceive Essence Flows, and
  enchantments. Imbiber’s eyes glow red. (1 hr).
  Borga (“voyager”)toad secretion
  drink
  50gp
  Strong hallucinogen. Subtract 50 from perception, 30 from maneu-
  ver and melee. (4-6 hours).
  Ezrin
  flower
  chew
  30gp
  Mild euphoric. Subtracts 30 from maneuver and melee. Adds 50 to
  spell and missile attacks.  (1 hr).
  Finrot (“fang”)
  oyster
  eat
  250gp
  Strong Hallucinogen. Imbiber is in a trance (subtract 90 from
  perception, 60 from maneuver and melee) and has sometimes
  prophetic visions. (2-3 hours).
  Gort (“sniff”)
  leaf
  powder/inhale
  2gp
  Mild euphoric. Add 10 to all Presence RRs. (1 hr). Psycologically
  addictive.
  Jiri
  lichen
  rub (on eyelids)
  10gp
  Hallucinogen. Infravision (1 hour).
  Kalanga
  leaf
  burn/inhale
  5sp
  Mild depressant. Subtract 20 from maneuver and melee (2 hours).
  Lujat (“zoom”)
  bat blood
  drink
  300gp
  Strong stimulat. Imbiber is hasted for 10-20 rounds, after which
  there is a 20% chance of a damaging heart attack (result: reduced
  Con, endurance, danger of more attacks).
  Nygath (“zap”)
  mushroom
  eat
  200gp
  Strong hallucinogen. Imbiber in a coma for 15 minutes, then
  awakens with 2x full PP restored (any extra points are lost after the
  next sleep). 2% chance per use (cumulative) that visions are so
  frightening that imbiber becomes suicidal.
  Paran
  stem
  boil/inhale
  80gp
  Mild hallucinogen. See invisible things or beings for 10 minutes.
  Selig
  fungus
  chew
  18gp
  Audio hallucinogen. Enhances hearing for one hour.
  Zapic
  leaf
  powder/inhale
  80gp
  Euphoric. Add 50 to all spell failure avoidance rolls when overcast-
  ing. (5 rnds).
  NOTE:  When used too frequently most drugs will cause either dependence or a negative allergic reaction in the imbiber.The
  frequency necessary and ramifications should be determined by the GM. However, use of any of these drugs on the average of
  more than once per day for more than a week should be dangerous. Alternatively, using the herb a given number of times within
  any given period may trigger addiction.
  Some possible afflictions:
  a) dependence forces user to imbibe drug once/ day or face violent, unpleasant withdrawl.
  b) drug ceases to be effective; more and more doses required at once to be effective.
  c) imbiber develops allergy to drug, and cannot take drug without a reaction (from sneezing fits or hives, to a serious overall
  swelling, trouble breathing, and even a chance of heart attack or death.
  It is also important to note that the PCs will not necessarily be aware of the possibility of becoming addicted, or else they will take
  precautions.
  
  
  Eidolon: City in the Sky
  �
  WEAPON PRICE CHART
  Weapon
  Cost
  Type
  Prd. Time
  Weight
  Str
  BF
  Fumble
  Note
  Bastard sword
  20sp
  1hs/2h
  45 days
  4-6 lbs
  75
  175+
  04/05
  Battle axe
  13sp
  2h
  2 days
  5-9 lbs
  70
  155+
  01-05
  Baw (Kulukan)†
  100gp
  1hs
  20 days
  4-5 lbs
  80
  160+
  01-05
  Made of beryllium alloy
  Blackjack
  2cp
  1hc
  6 hrs
  .5 lb
  5
  120+*
  01
  Blowpipe
  12sp
  mis
  1 day
  2-4 lbs
  —
  —
  01-05
  Bola (2-hand)
  5sp
  th[gr]
  1 day
  2-6 lbs
  12
  75+*
  01-07
  Boomerang
  2sp
  th
  12 hrs
  .5 lb
  —
  —
  01-04
  Broadsword
  10sp
  1hs
  3 days
  3-5 lbs
  75
  160+
  01-03
  Cabis†
  30sp
  th
  25 days
  3 lbs
  70
  160+
  01-04
  Chegain†
  15sp
  th
  15 days
  1.5 lbs
  —
  140+
  01-04
  Rhiani bladed boomerang
  Club
  1cp
  1hc
  6 hrs
  3-7 lbs
  10
  140+
  01-04
  Composite bow
  17sp
  mis
  14 days
  2-3 lbs
  —
  —
  01-04
  Crossbow (heavy)
  25sp
  mis
  16 days
  8-12 lbs
  —
  —
  01-05
  Uses crank
  Crossbow (light)
  11sp
  mis
  7 days
  4-8 lbs
  —
  —
  01-05
  Cudgel
  5cp
  1hc/2h
  12 hrs
  2-4 lbs
  8
  130+
  01-03
  Baton used by Wardens
  Dagger
  3sp
  1hs/th
  1 day
  .75 lb
  18
  195+
  01
  Falchion
  15sp
  1hs
  3 days
  3.5-5 lbs
  75
  160+
  01-05
  Heavy sword
  Flail
  19sp
  2h
  5 days
  4-8 lbs
  60
  150+
  01-08
  Foil
  21sp
  1hs
  5 days
  2-3.5 lbs
  8
  95+
  01-03
  Fencing sword
  Gauntlet
  2sp
  1hc
  4 days
  .5-1 lb
  45
  110+
  01**
  Gé†
  10gp
  th[gr]
  10 days
  4-6 lbs
  —
  130+
  01-08
  Killing bola
  Handaxe
  5sp
  1hc
  1 day
  4-6 lbs
  70
  160+
  01-04
  Harpoon
  25bp
  th
  1 day
  4-8 lbs
  20
  135+
  01-04
  Javelin
  3sp
  pa/th
  1 day
  3-5 lbs
  17
  105+
  01-04
  Kalta
  100gp
  mis
  30 days
  1.5 lb
  —
  90+
  01-04
  Use 1h proj fumble if SM avail
  Kynac (long)
  20gp
  1hs
  20 days
  2.5 lbs
  50
  140+
  01-03
  Dúranaki weapon; training req’d
  Kynac (short)
  18gp
  th
  20 days
  1.5 lbs
  —
  130+
  01-02
  Dúranaki weapon; training req’d
  Long Bow
  10sp
  mis
  9 days
  2-3 lbs
  —
  —
  01-05
  Long Sword
  18sp
  1hs
  4 days
  3.5-5 lbs
  75
  160+
  01-04
  Mace
  6sp
  1hc
  2 days
  3.5-8 lbs
  65
  250+
  01-02
  Main gauche
  12sp
  1hs
  3 days
  1-2 lbs
  18
  190+
  01-02
  Morning star
  16sp
  1hs
  2 days
  4-8 lbs
  60
  145+
  01-08
  Net (fighting)
  7sp
  sh
  6 days
  5-9 lbs
  75
  165+
  01-05
  Net (fishing)
  1sp
  1hc/th[gr]
  3 days
  3-5 lbs
  1
  20+*
  01-08
  Pick
  4sp
  2h
  2 days
  3-7
  20
  120+
  01-06
  Quarterstaff
  5cp
  2h
  1 day
  3-5 lbs
  20
  140+
  01-03
  Rapier
  22sp
  1hs
  5 days
  1.5-3 lbs
  30
  100+
  01-04
  Sabre
  9sp
  1hs
  2 days
  3-4 lbs
  70
  150+
  01-03
  Saren†
  70sp
  1hs/2h
  30 days
  4-7 lbs
  70
  180+
  01-03
  Resembles Terran Katana
  Scimitar
  10sp
  1hs
  3 days
  3-5 lbs
  60
  150+
  01-04
  Shangkana†
  4cp
  1hc/2h
  1 day
  1-2 lbs
  20
  125+
  01-07
  Resembles Terran Nunchaku
  Short bow
  6sp
  mis
  3 days
  2-3 lbs
  —
  —
  01-04
  Short sword
  7sp
  1hs
  2 days
  2-4 lbs
  75
  185+
  01-02
  Shuriken
  4sp
  th
  1 day
  .25-.75 lb
  —
  —
  01-05
  Sling
  9bp
  mis
  12 hrs
  .5-1 lb
  —
  —
  01-06
  Spear
  23bp
  pa
  1 day
  3-8 lbs
  15
  130+
  01-05
  Trident
  4sp
  pa
  2 days
  4-6 lbs
  30
  140+
  01-05
  Two-handed sword
  20sp
  2h
  5 days
  5-12 lbs
  75
  200+
  01-05
  Typh†
  30sp
  th
  8 days
  5 lbs
  —
  160+
  01-06
  Dangerous throwing weapon
  War hammer
  15sp
  1hc
  2 days
  4-7 lbs
  60
  155+
  01-04
  War mattock
  15sp
  2h
  2 days
  4-8 lbs
  60
  145+
  01-06
  Whip
  2sp
  1hc[gr]
  12 hrs
  2-5 lbs
  10
  75+*
  01-06
  * These weapons cannot cause breakage, and are only affected by slashing weapons.
  ** Fumble simply results in no action during the given round.
  † Special weapons not commonly available. See the Fantasy Weapons Chart, page  for further information on these weapons.
  
  �
  Part Thirteen: Charts and Reference Material
  
  PART XIII
  CHARTS
  AND MISCELLANEOUS REFERENCE MATERIAL
  FANTASY WEAPONS CHART
  RANGE MOD (in feet)
  ARMOR  MODIFICATIONS
  Weapon
  Type
  Wt.
  Len.
  F
  10
  25
  50
  100
  150 Tbl Used
  20-17 16-13 12-9
  8-5
  4-1
  Special
  Baw
  1HS
  4-5
  2-3
  5
  —
  —
  —
  —
  —
  Handaxe
  +15
  +15
  +10
  +10
  +10 Can be used as an ice axe.
  Chegain
  TH
  1.5
  2
  4
  0
  0
  0
  -5
  -10
  Scimitar
  -10
  0
  0
  0
  +5
  Returns to trained user (need
  glove)
  Cabis
  1HS
  2-3 1.5-2.5
  4
  0
  0
  –10
  –25
  —
  Handaxe
  –10
  –10
  –10
  –10
  –10 Basically a throwing weapon.
  Dag
  1HS
  5-6
  3-4
  6
  —
  —
  —
  —
  —
  Falchion
  +10
  +10
  +10
  +10
  +10 A very large bladed weapon.
  Gé
  TH
  4-6
  4-5
  8
  as Bola
  Bola(2xDam)+10 +10
  +10
  +10
  +10 Treat any criticals as both K and
  G. (a super bola) If fumbled,
  roll a “DG” on thrower.
  Irgaak
  2H
  5-6
  5-6
  3
  —
  —
  —
  —
  —
  2-H Sword
  +15
  +15
  +15
  +15
  +15 Roll criticals twice applg all
  results.
  Kalta
  1H
  1.5
  .5
  4
  —
  —
  -15
  -40
  -80
  Light Crossbow
  -20
  -15
  -10
  0
  +5 Loari Dart Pistol. Fire 2x/
  rnd (missile & melee). Can be
  poisoned. 10 dart clip.
  Kynac
  1HS
  1-2
  1-2
  2
  0
  0
  0
  –25
  –40 Rapier
  –5
  –5
  0
  0
  0
  A great throwing dagger.
  Long Kynac 1HS
  2-3
  2-3
  3
  –20
  –20
  –20
  –50
  —
  Rapier
  +15
  +15
  +15
  +15
  +15 A great long dagger.
  Saren
  1/2HS
  Falchion
  +5
  +5
  +15
  +15
  +20 Loari sword; resembles Terran
  katana
  Shangkana
  1HC
  2-3
  2.5-3
  7
  —
  —
  —
  —
  —
  Morning Star–5
  –5
  –5
  –5
  –5
  Okinawan cereal beater.
  2H
  2-3
  2.5-3
  7
  —
  —
  —
  —
  —
  Flail
  –5
  –5
  –5
  –5
  –5
  Typh
  1HC
  4-5
  3-4
  6
  0
  0
  –10
  —
  —
  Flail
  –10
  –10
  –10
  –10
  –10 If fumbled, roll a “DK” on
  thrower.
  Yarkbalka
  1HS
  4-5
  3-4
  6
  —
  —
  —
  —
  —
  2-H Sword
  –10
  –10
  –10
  –10
  –10 I fumbled, roll a “CS” on
  thrower.
  Type:  2H = Two-Handed Weapon; 1HS = One-Handed Slashing Weapon; 1HC = One-Handed concussion Weapon:; MIS = Missile Weapon (not
  usable in melee); PA = Pole Arm; TH = Thrown Weapon (not usable in melee).
  Wt:  Weight of weapon in pounds.
  Len.: Length of weapon in feet.
  F:  Fumble Range (a fumble occurs if unmodified attack roll is less than or equal ro this number).
  RANGE MOD:  Modifications apply to use as missile  at ranges less than  or equal to the given distance (only one modifier applies). (— means not
  allowed.)
  Table Used:  The AL&CL attack table used to resolve  attack.
  ARMOR MOD:  Modifications to the attack roll based upon the armor of the defender.
  Special:  Varies for each weapon.
  
  
  Eidolon: City in the Sky
  �
  3•MASTER NPC CHART
  Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
  THE PRINCE AND FAMILY
  Prince Rylec Qaterris
  26
  115
  11 (90)
  N
  N
  131 Rapier
  —
  15
  Ilyar-Laan/Bard. Pendant of Power: controls weather in 1000' radius; other more arcane powers. Rylec has all base Bard Lists to 10th; three Open
  Essence Lists to 5th. Cloak protects as Hide, with 70DB. +35 Rapier.
  Lady Wensia
  16
  78
  1 (60)
  N
  N
  35 Dagger
  90 Longbow
  10
  Laan/Animist. Girdle of Protection: adds  to DB; + Spells. All Base Animist to 10th
  Lord Barrin
  11
  65
  1 (15)
  N
  N
  85Broadsword
  50 CompBow
  10
  Ilyar-Laan/Mentalist. x5 ring. Three Base Mentalist lists to 10th
  Lady Arisia
  8
  45
  1 (5)
  N
  N
  25 Dagger
  60 Longbow
  15
  Ilyar-Laan/Animist. x3 Ring. 3 base Animst lists to 10th
  Lord Callin
  7
  70
  1(15)
  Y
  N
  75 Dagger
  40 Shuriken
  20
  Ilyar-Laan/Bard. x4 Earring. Knows four Base Bard lists to 10th. +40 Martial Arts Strike (Rank 1)
  THE PRIVY COUNCIL
  Oleg Goloran
  15
  120
  14(10)
  Y
  N
  110 Broadsword
  80 Heavy Crossbow
  0
  Shay/Fighter. Minister of Defense.
  Boren Alsec
  12
  73
  1(0)
  N
  N
  20 Dagger
  —
  5
  Shay/Mentalist. Minister of Commerce. Magic Items. Four misc Mentalist Lists to 10th
  Koren Maas
  16
  90
  1(40)
  Y*
  N
  40 Dagger
  30 Dagger
  15
  Itanian/Warlock (Seer). Minsiter of Security. x7 Crystal pendant. 20 Misc Lists to 20th.
  Ahni-Sha Vahsaihas
  21
  65
  1(90)
  Y*
  N
  60 Dagger
  70 Shock Bolt
  10
  Linær Elf/Mentalist. Minister of Justice. Robes of Distortion (add 80 to DB). Spells & points
  Enik Foor
  (50)
  300
  11(100)
  (Y)
  (Y)
  150 mace (fists, 2x/rnd)
  +150 any weapon
  60
  Loar Elf (really an Android)/Fighter. Minister of State. Special Abilities: Superhuman strength, immunity to mental attacks and control,
  superhuman agility, quickness. Treat as ‘Large Creature’ vs all attacks becuase of resilient body. Immune to stun and parry critical effects. Repair
  kit: A collection of devices which Foor may use to repair any damage to his android body. This is a supplemental kit to Foor’s complete
  laboratory/workshop located deep underground on the Watching Isle.
  Kestran Valmarana
  18
  76
  1(10)
  N
  N
  80 Broadsword
  —
  0
  Laan/Fighter. Minister of the Interior. +25 sword
  BLUE GULLS
  Jorg en Helgen
  9
  97
  1(20)
  N
  N
  75 Shortsword
  60 Dagger
  10
  Shay/Rogue. Age: 35. Eyes: Hazel. Hair: Brown. Build: Stocky. Height: 5'8".
  (Average Member)
  3
  50
  1(10)
  N
  N
  50 Shortsword
  35 Dagger
  5
  Shay/Rogue.
  NIGHTWINGS
  Bat (Tiery of Landars)
  6
  55
  1(20)
  N
  N
  68 Shortsword
  40 Short Bow
  20
  Laan/Thief. Age: 22. Eyes: Grey. Hair: Black. Build: Slender. Height: 6'3". Cloak of Flying. Lock pick kit.
  Moth
  5
  51
  1(15)
  N
  N
  54 Dagger
  28 Dagger
  15
  Laan/Rogue. Age: 18. Eyes: Blue. Hair: Black. Build: Medium. Height: 6'1". Cloak of Flying.
  Cricket
  4
  38
  1(20)
  N
  N
  50 Dagger
  25 Dagger
  15
  Laan/Thief. Age: 16. Eyes: Grey. Hair: Black. Build: Slender. Height: 5'11". Boots of Leaping and Wall-running.
  (Average Member)
  2
  25
  1(10)
  N
  N
  25 Dagger
  —
  10
  Laan/Thief. Climbing equipment or other special devices.
  GOLDEN HAND
  Larn Rakesdale
  8
  84
  1(65)
  N
  N
  80R4 MA Strike
  45 Dagger
  15
  Talath/Fighter. Age: 20. Eyes: blue. Hair: blond. Build: lean/muscular. Height: 6'3". Gold knuckles which strike as maces; sandals of
  waterrunning.
  Korek
  6
  70
  1(60)
  N
  N
  60R4 MA Strike
  35 Dagger
  15
  Talath/Rogue. Age: . Eyes: blue. Hair: blond. Build: lean/muscular. Height: 6'5". Gold knuckles which strike as maces -5.
  (Average Member)
  3
  65
  1(60)
  N
  N
  45R2 MA Strike
  30 Dagger
  15
  Talath/Rogue. Eyes: blue. Hair: blond. Build: lean/muscular. Height: 6'2" . Gold knuckles
  SILVER WOLVES
  (Average Member)
  4
  45
  1(25)
  N
  N
  60 Dagger
  30 Dagger
  10
  Laan/Thief. Eyes: grey. Hair: black. Build: slender. Height: 5'8" .
  
  �
  Part Thirteen: Charts and Reference Material
  
  Title/Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Spell Ob
  Mov
  RED DRAGONS
  Seylars
  7
  90
  1(40)
  Y*
  N
  80 Short sword*
  65 Dagger
  20
  Dyar/Rogue. Age: 25. Eyes: grey. Hair: black. Build: lean/muscled. Height: 6'3". Able to fight with two long knives (strike as short swords, but
  Krush criticals are Slash) at once.
  (Average Member)
  4
  60
  1(20)
  N
  N
  60 Short sword
  45 Dagger
  10
  Laan/Fighter. Age: 20. Eyes: grey. Hair: black. Build: lean/muscled. Height: 6'1". Use Long Knives (strike as short swords, but Krush criticals are
  Slash).
  THE NINE
  Magician/Talla Cenn
  28
  68
  4(90)
  (Y)
  N
  66 Dagger
  120 Lightning bolt
  +10
  Ring: Ruby in gold (x6 PP). Age: 50 (Appears ≈30). Eyes: Green. Hair: Black. Build: Slender. Height: 5'9". Race/Sex: Laan/F. Skin: Fair. De-
  meanor: Aloof. Dress: Iridescent red/blue robes.
  Sorcerer/Mogred Al’goro
  31
  87
  1(60)
  N
  N
  50 Dagger
  115 Firebolt
  +5
  Ring: Black Sapphire in gold (x6 PP). Age: ?? (Appears ≈50). Eyes: Black. Hair: WHite. Build: Slender. Height: 6'1". Race/Sex: Jaaderi/M. Skin:
  Chocolate brown. Demeanor: Distracted. Dress: Creme-hues garments.
  Mystic/T’revor Dekdarion
  27
  98
  12(90*)
  (Y)
  (Y)
  90 Dagger
  110 Firebolt
  +20
  Ring: Black Opal in platinum. Age: ?? (Appears ≈20). Eyes: One Hazel, One Silver. Hair: White with purple streak. Build: Lean/muscular. Height:
  6'3".   Race/Sex: Dúranak-Dyar/M. Skin: Pale (facepaint). Demeanor: Surly. Dress: Black leather with silver buckles/trim.  Younger brother of the
  famous T’vaar Dekdarion (one of the twelve members of the Loremaster High Council), T’revor is less altruistic.  As a Mystic, he frequently
  travels in disguise and his covert activities are untraceable. Rumors that he is the infamous T’revor, namesake of the bar in the Lower City, are
  unsubstantiated.
  Seer/Veriak
  30
  160
  1(110)
  (Y)
  (Y)
  120 Martial Arts
  Mental Attacks
  +30
  Ring: Diamond in gold (x6 PP). Age: ?? (Appears ≈20). Eyes: Very pale blue. Hair: Blond. Build: Muscular. Height: 6'8". Race/Sex: Iyla(Linær)/
  M. Skin: Light tan. Demeanor: Cryptic/Vacant. Dress: Simple tunic. Operates The Serpent’s Eye, a shop (#207)
  Astrologer/Theodoric
  31
  120
  12(100)
  (Y)
  N
  120 Broadsword
  90 Starfires
  +15
  Ring: Amethyst in Platinum (x6 PP). Age: ?? (Appears ≈30). Eyes: Blue. Hair: Dark brown. Build: Slender. Height: 6'1".   Race/Sex: Laan-Dyar/M.
  Skin: Fair. Demeanor: Gruff. Dress: Dark blue tunic & breeches. Resides in #200, the Tower of Five Moons.
  Mentalist/Telax
  35
  90
  1(100*)
  (Y)
  N
  80 Dagger
  110 Shockbolt
  +15
  Ring: Blue Sapphire in gold (x6 PP). Age: ?? (Appears ≈25). Eyes: Grey. Hair: White. Build: Slender. Height: 6'4". Race/Sex: Loar/M. Skin: Pale.
  Demeanor: Condescending. Dress: Grey leather garments. *Displacement spell.
  Illusionist/Ophal Tu
  26
  110
  1(90*)
  (Y)
  N
  70 Dagger
  —
  +10
  Ring: Yellow Sapphire in gold (x6 PP). Age: 45. Eyes: Amber. Hair: Black. Build: Stocky. Height: 5'6". Race/Sex: Y'nar/M. Skin: Fair. Demeanor:
  Dreamy. Dress: Silk robes.
  Bard/Yhani Rohmian
  28
  120
  11(60)
  Y
  (Y)
  145 Rapier
  60 Shockbolt
  +20
  Ring: Fire opal in gold (x6 PP). Age: ?? (Appears ≈20). Eyes: violet. Hair: blonde. Build: slender. Height: 6'1". Race/Sex: Linær/F. Skin: fair.
  Demeanor: charming. Dress: Simple tunics.
  Runemaster/Ania Cheney
  31
  25
  1(-10)
  N
  N
  20 Dagger
  —
  -5
  Ring: Emerald in gold (x6 PP). Age: 78. Eyes: grey. Hair: grey. Build: slender/stooped. Height: 5'3". Race/Sex: Shay/F. Skin: Fair/wrinkled.
  Demeanor: Amiable. Dress: Dark robes.
  THE GREY RING
  Agonar of Teusilya
  30
  140
  4(90)
  Y
  (Y)
  180 Broadsword
  90 Firebolt
  +25
  Laan-Loar/Warrior Mage. Wields flaming sword. Age: ?? (Appears ≈30). Eyes: Blue. Hair: Black shot with grey/shoulder length. Build: Muscular.
  Height: 6'0". . Skin: Tanned. Demeanor: Unpredictable/violent. Dress: Finery.
  Lirasil Lightbinder
  18
  45
  1(150)
  N
  N
  20 Dagger
  140 Lightning bolt
  +10
  Shay/Illusionist. Age: 35. Eyes: Green. Hair: Red. Build: Full-figured. Height: 5'0". . Skin: Fair. freckled. Demeanor: Flighty. Dress: Green
  garments.
  Tantali Thay
  20
  90
  1(50)
  N
  N
  60 Quarterstaff
  90 Sunfires
  +10
  Mentalist; carries a x6 focus crystal
  Age: 40. Eyes: Green. Hair: Brown. Build: Slender. Height: 6'3". Race/Sex: Kuluku(Itanian)/M. Skin: Brown. Demeanor: Serious. Dress: White
  robes.
  Cestus al Jorni
  23
  120
  11(90)
  (Y)
  (Y)
  160 Broadsword
  150 Shuriken
  +35
  Loar/Thief. Age: ?? (Appears ≈30). Eyes: Blue. Hair: Black/long in ponytail. Build: Muscular. Height: 6'2". Skin: Fair. Demeanor: Friendly. Dress:
  Black, close-fitting garments.
  Kennar the Green
  17
  135
  4(80)
  Y
  N
  140 Broadsword
  170 Longbow
  +30
  Erlin/Animist. Age: ?? (Appears ≈20). Eyes: Hazel. Hair: Sandy/long. Build: Athletic. Height: 6'3". Skin: Fair. Demeanor: Cheerful. Dress: Green
  and brown.
  
  
  Eidolon: City in the Sky
  �
  NPCS IN ADVENTURES
  Title/Name
  Lvl
  Hits
  AT(DB)
  Sh
  Gr
  Melee Ob
  Spell Ob
  Mov
  A LITTLE KNOWLEDGE…
  Aenor of Quaal
  14
  110
  4(40)
  Y*
  N
  112 Rapier
  80 Longbow
  15
  Dyar-Laan/Rogue. Age: ? (appears≈25). Eyes: hazel. Hair: black. Build: muscular. Height: 6'4". Spells & points: Three Open Mentalist lists to 5th.
  WHAT PRICE HEALTH?
  Tomûk Gralain
  9
  104
  8(30)
  N
  N
  90 Short sword
  70 Dagger
  15
  Laan/Rogue. Age: 40. Eyes: grey. Hair: black. Build: slender/muscled. Height: 6'5".
  A LITTLE INTRIGUE
  Jarl Alaxatan
  5
  70
  1(15)
  N
  N
  100 Rapier
  45 Dagger
  10
  Laan/Fighter. Age: 23. Eyes: Grey. Hair: Black. Build: Muscular. Height: 6'1".
  Kyse Pharnese
  6
  80
  1(25)
  N
  N
  95 Rapier
  80 Dagger
  15
  Laan/Fighter. Age: 24. Eyes: blue. Hair: brown. Build: slender. Height: 6'2".
  I'VE GOT A JOB FOR YOU…
  Ahnta
  12
  110
  8(20)
  Y
  N
  110 Mace
  60 Light crossbow
  5
  Nuyani/Rogue. Age: 40. Eyes: brown. Hair: black. Build: stocky. Height: 5'8".
  Farish
  6
  80
  8(10)
  Y
  N
  84 Mace
  50 Light crossbow
  5
  Nuyani/Fighter. Age: 30. Eyes: brown. Hair: black. Build: stocky. Height: 5'9".
  Mour-tah
  5
  75
  8(15)
  Y
  N
  77 Mace
  40 Light crossbow
  15
  Nuyani/Fighter. Age: 32. Eyes: brown. Hair: black. Build: slender.  Height: 6'0".
  Night Hounds (10)
  5
  80
  4(30)
  —
  —
  60 MBi
  60 SBreath
  140; Dash/20; VF/FA
  Breath gas in a 50 long cone (see Atlas Inhabitants Guide or treat as Stun Cloud)
  Lugrôki (25)
  2
  50
  8(30)
  Y
  N
  40  Melee
  40Missile
  60; FSpt/0; SL/MD
  Lugrôk
  CIRCLE OF THIEVES
  Gevallis Gorm
  8
  90
  1(10)
  Y
  N
  80 Short sword
  40 Longbow
  5
  Shay/Rogue. Age: 35 (Looks 45). Eyes: green. Hair: brown. Build: stocky/paunchy. Height: 5'8".
  Denn
  3
  35
  1(25)
  N
  N
  45 Dagger
  30 Dagger
  35
  Shay/Thief. Age: 14 (looks sort of 25). Eyes: blue. Hair: sandy. Build: slender. Height: 5'6". Magic Items: warp belt.
  Rak:
  4
  45
  1(30)
  N
  N
  60 Dagger
  55 Dagger
  30
  Shay/Thief. Age: 16 (looks sort of 35). Eyes: Green. Hair: Brown. Build: slender. Height: 6'0". Magic Items: warp belt.
  MYSTERY CARGO
  Belag
  25
  80
  1(40)
  N
  N
  45 Mace
  +80 Black Channel
  -5
  Laan/Evil Priest. Age: 40. Eyes: black Hair: black. Build: gaunt. Height: 6'3". Magic Items: Staff of x5 spells. Spells & points: All Base Evil Cleric,
  10 Open/Closed Channeling
  Order of the Eye (thug)
  5
  80
  8(20)
  Y
  N
  85 Shortsword
  60 Short bow
  10
  Laan/Shay/Rogue. Age: 30. Eyes: brown. Hair: brown. Build: muscular. Height: 6'1".
  A SHADOWS LENGTHENS
  Lara
  10
  90
  11(80)
  (Y)
  (Y)
  140 Rapier (l .kynac)
  100 Rapier(kynac)
  25
  Laan/Assassin. Age: 25. Eyes: grey. Hair: black/silver. Build: statuesque. Height: 6'0". Magic Items: Long Kynac, throwing kynacs, Image,
  shuriken, cloak of invisibility, belt of passing.
  Tara
  10
  95
  11(80)
  (Y)
  (Y)
  135 Rapier (long kynac)
  98 Rapier(kynac)
  25
  Laan/Assassin. Age: 24. Eyes: grey. Hair: black/silver. Build: statuesque. Height: 5'10". Magic Items: Long Kynac, throwing kynacs, Image,
  shuriken, cloak of invisibility, belt of passing.
  Mara
  10
  91
  11(80)
  (Y)
  (Y)
  142 Rapier (long kynac)
  102 Rapier(kynac)
  25
  Laan/Assassin. Age: 26. Eyes: grey. Hair: black/silver. Build: statuesque. Height: 5'11". Magic Items: Long Kynac, throwing kynacs, Image,
  shuriken, cloak of invisibility, belt of passing.
  Male Guard
  4
  80
  1(20)
  Y
  N
  100 Broadsword
  —
  15
  Talath/Fighter. Age: 20. Eyes: blue. Hair: blond. Build: muscular. Height: 6'6".
  
  �
  Part Thirteen: Charts and Reference Material
  
  MASTER MILITARY CHART
  Melee
  Missile
  Type/Rank
  #
  Lvl
  Hits
  AT(DB)
  Shield
  OB
  OB
  MovM
  SKYSHIP CREWS
  Skyship Officer
  200
  10
  120
  1(35)
  Y10
  120 Broadsword
  100 Compbow
  15
  Skyhip Crewman
  4,000
  4
  80
  1(15)
  Y
  100 Broadsword
  70 Compbow
  10
  CITY WARDENS, SEL-KAI
  All wear grey leather breeches and boots, black tunics with red collar and cuffs, and red-trimmed grey cloaks. All carry small clubs, short swords,
  notepads and a rope with small floater (to help people out of canals). Captains have compact crossbows.
  Captains
  40
  8
  90
  10 (30)
  Y
  90  Longbow
  50 L. crossbow
  0
  Armor is lightweight, quilted cloth/leather.
  Investigators
  20
  5
  80
  1 (10)
  N
  70 Short sword
  —
  5
  These men follow up complex or mysterious crimes.
  Warders
  1000
  2
  45
  10 (15)
  N
  60 Club
  —
  0
  Armor is lightweight, quilted cloth/leather.
  There are approximately 2,000 Wardens in offices across the islands. They use broadswords and longbows, and rarely wear armor
  Chief
  8
  10
  110
  1 (30)
  Y
  100 Broadsword
  75 Longbow
  5
  Marshall
  80
  6
  85
  1 (20)
  Y
  80 Broadsword
  50 Longbow
  5
  Deputies
  1800
  3
  52
  1 (20)
  Y
  55 Broadsword
  30 Longbow
  0
  PRINCE’S GUARD
  About 500 are stationed on Eidolon, the rest in barracks across the islands. All wear a beautiful grey leather breastplate reinforced with silver which
  protects as chain. All are muscular Laan warriors.
  Commanders
  10
  12
  120
  14 (45)
  Y10
  140 Broadsword
  90 Dagger
  5
  Centurions
  500
  7
  95
  14 (30)
  Y
  90 Broadsword
  60 Dagger
  5
  Guard
  5000
  5
  80
  14 (25)
  Y
  65 Broadsword
  40 Dagger
  5
  HOUSE GUARD & STAFF (typical)
  Commander
  1
  10
  90
  15 (20)
  Y
  100 Broadsword
  —
  0
  Guard
  10-30
  3
  50
  13 (10)
  Y
  75 Broadsword
  —
  0
  Domestics
  10-40
  2
  25
  1 (0)
  N
  10 Dagger
  —
  0
  HOUSE GUARD & STAFF (superior)
  Commander
  1
  15
  110
  15 (20)
  Y
  120 Broadsword
  60 Dagger
  0
  Guard
  10-30
  6
  80
  13 (10)
  Y
  90 Broadsword
  —
  0
  Domestics
  10-40
  3
  30
  1 (0)
  N
  15 Dagger
  —
  0
  KEY:
  † Indicates special race powers; see Shadow World Inhabitants Guide for details.
  ‡ Only delivers second attack if a critical is delivered by first attack that round.
  a)  Many Dúranaki utilize the Kynac (the melee ‘long kynac’ or throwing kynac); which uses the rapier table with an additional +20.
  b) Unless otherwise stated, mounted troops have fully effective OBs when fighting from horse (or Steardan).
  c) Unless otherwise noted, the OB given for Martial Artists (abbr. ‘MA’) is for rank four. The note following indicates skill in either strikes (t) or
  sweeps and throws (w).  If both letters are present, this indicates that he is skilled in both.
  
  
  Eidolon: City in the Sky
  �
  Below is a sampling of Erlin vocabulary. Schol-
  ars of Vog Mur will recognize it as similar to Muri-
  Elven, but keep in mind that while the vocabulary
  is similar, the Muri pronounciation is quite differ-
  ent. As noted elsewhere, Erlin is the most common
  language spoken in Sel-kai (whose name is in fact,
  Erlini).
  ale ..............................................................gudd
  avenue ......................................................... thal
  bay ................................................................ hel
  black .......................................................... burn
  blue .............................................................. orn
  breaker .................................................... sulem
  bridge ........................................................ cisur
  canal ......................................................... lenov
  cliff ................................................................ kai
  cloud....................................................... kindag
  cove ............................................................. lew
  coven ........................................................ dorth
  death ............................................................ vog
  deathless ................................................. oevaag
  depth ........................................................ surth
  dweller ................................................... eduum
  eagle ........................................................... resiv
  east .............................................................. esov
  fall ............................................................. daart
  fire ............................................................... bur
  fires ............................................................. buir
  forever ......................................................yenor
  gate ............................................................ turic
  glass .......................................................... krem
  gold ................................................ or (arc. orv)
  great/grand ................................................... kyr
  great hall...................................................... tyrl
  grey ............................................................. burs
  guardian ................................................... throk
  hall ................................................................. tyl
  haven ........................................................ cibur
  head ............................................................. faal
  heather ........................................................haft
  heavens .....................................................ordag
  hill............................................................. wode
  hollow......................................................... baas
  hound ......................................................... zurt
  iron ........................................................... encla
  island ........................................................ dalov
  islands...................................................... daloiv
  islet ............................................................ dalla
  jewel............................................................. gref
  keep .......................................................... throg
  lagoon ............................................................ rel
  lake .............................................................. lyry
  moneyless .............................................. oedum
  narrows .................................................. shurth
  part; piece ...................................................... lin
  passing ..................................................... veurd
  pirate ........................................................... yyn
  pit ..........................................................murten
  plaza ........................................................ nadek
  point ............................................................. ien
  privateer ...................................................... yon
  river ........................................................... sarat
  secret, rite .................................................. vurd
  shore ............................................................. ras
  silver .............................................................. sel
  sky.............................................................ordye
  smoke ....................................................... burth
  spires .......................................................... kirn
  steep.......................................................... galeb
  straight water ........................................... perce
  strait.......................................................... perac
  sword ........................................................ saren
  twin..........................................................matha
  watch .......................................................... mur
  water .........................................usiv (arc. usuv)
  waterfall ........................................... usiiv-daart
  waters ....................................usiva (arc. usuiv)
  wild ............................................................. vurt
  wind........................................................... purll
  winds ...................................... perll (arc. puirl)
  wolf .............................................................. zart
  woods .................................................... nadum
  Erlin to English
  baas .........................................................hollow
  buir ............................................................. fires
  bur ................................................................fire
  burn .......................................................... black
  burs............................................................. grey
  burth....................................................... smoke
  cibur ........................................................ haven
  cisur ........................................................ bridge
  daart ............................................................. fall
  dalla ............................................................ islet
  daloiv ...................................................... islands
  dalov ........................................................ island
  dorth........................................................ coven
  eduum ................................................... dweller
  encla ........................................................... iron
  esov .............................................................. east
  faal ............................................................. head
  galeb ..........................................................steep
  gref............................................................. jewel
  gudd ..............................................................ale
  haft ........................................................heather
  hel ................................................................ bay
  ien ............................................................. point
  kai ................................................................ cliff
  kindag ....................................................... cloud
  kirn ...........................................................spires
  krem .......................................................... glass
  lenov ......................................................... canal
  lew ..............................................................cove
  lin...................................................... part; piece
  lyry .............................................................. lake
  matha .........................................................twin
  mur .......................................................... watch
  murten...........................................................pit
  nadum .................................................... woods
  oedum .............................................. moneyless
  oevaag ................................................. deathless
  ordag .................................................... heavens
  ordye............................................................. sky
  orn .............................................................. blue
  orv .............................................................. gold
  perac ..........................................................strait
  perce ........................................... straight water
  perll (arc. puirl) ...................................... winds
  plaza ........................................................ nadek
  purll ........................................................... wind
  ras ............................................................. shore
  rel ............................................................ lagoon
  resiv ........................................................... eagle
  saral ........................................................... river
  saren ........................................................ sword
  sel .............................................................. silver
  shurth ...................................................narrows
  sulem .....................................................breaker
  surth ........................................................ depth
  thal ......................................................... avenue
  throg .......................................................... keep
  throk ................................................... guardian
  turic ............................................................ gate
  tyl ................................................................. hall
  tyrl ...................................................... great hall
  usiv (arc. usuv) ........................................ water
  usiva (arc. usuiv).................................... waters
  usiiv-daart ........................................... waterfall
  veurd ..................................................... passing
  vog ............................................................ death
  vurd .................................................. secret, rite
  vurt ............................................................. wild
  wode ............................................................. hill
  yenor ..................................................... forever
  yon ...................................................... privateer
  yyn ........................................................... pirate
  zart .............................................................. wolf
  zurt ......................................................... hound
  Note: plurals of indigenous words tend to be
  formed by the addition of a second vowel after the
  last vowel in the singular word; usually it is an i.
  Lone u’s are most often indicative of a singular.
  Compound words such as breakwater or waterfall
  are commonly separated by dashes, with any
  ending vowels dropped in both component words.
  The language has four distinct secondary vowels:
  a, e, i, and y, and one primary: u.
  One further note: the term arc. that follows
  certain words is an abbreviation for ‘archaic’,
  and it indicates the older and less common term
  for a presently-used word. More powerful or
  educated folk tend to use the older forms in
  everyday speech.
  ERLIN (MURI-ELVEN) VOCABULARY
  
  �
  Part Thirteen: Charts and Reference Material
  
  CONSONANTS
  b
  —
  b
  d
  —
  d
  f
  —
  f
  g
  —
  g
  h
  —
  h
  j
  —
  j
  k
  —
  k
  l
  —
  l
  m
  —
  m
  n
  —
  n
  p
  —
  p
  r
  —
  r
  s
  —
  s
  t
  —
  t
  v
  —
  v
  w
  —
  w
  x
  —
  x
  y
  —
  y
  z
  —
  z
  SHORT VOWELS
  a
  —
  a
  e
  —
  e
  i
  —
  i
  o
  —
  o
  u
  —
  u
  LONG VOWELS
  (<shift>-char)
  A
  —
  A
  E
  —
  E
  I
  —
  I
  O
  —
  O
  U
  —
  U
  SPECIAL
  CHARACTERS
  Æ
  —
  Æ
  (<opt><shift><'>)
  Œ
  —
  Œ
  (<opt><shift><q>)
  ch
  —
  ç
  (<opt><c>)
  th
  —
  †
  (<opt><t>)
  sh
  —
  ß
  (<opt><t>)
  (pause)
  —
  -
  (<->)
  GENERAL NOTES
  This alphabet was designed to com-
  memorate the rise of the sky-city. It is cre-
  ated primarily to be written in brush-strokes
  or engraved in stone.
  The characters “,” and “.” are used to
  designate the begining and end of a passage,
  and are created by typing the characters
  <,>(comma) and <.>(period), respectively.
  Words are generally not separated, and vow-
  els are kerned to nest within consonants
  where possible.
  Macintosh owners may acquire a free
  copy of the postscript version of the Eido-
  lon typeface by sending a formatted DS
  3.5" floppy with adequate return postage
  and packaging to ICE, attn Terry Amthor.
  THE EIDOLON TYPEFACE
  
  
  Eidolon: City in the Sky
  �
  
  �
  Part Thirteen: Charts and Reference Material
  
  
  
  Eidolon: City in the Sky
  �
  
  �
  Part Thirteen: Charts and Reference Material
  
  
  
  Eidolon: City in the Sky
  �
  Ullizi Bank, Library
  65
  Ullizi Bank, Sighing
  Docks
  64
  Bank of Sel-kai, Granite
  Knoll
  96
  Bank of Sel-kai, Li-
  brary
  68, 73
  Baragon
  45
  Baragon Palace
  78
  Barge Inn
  64
  Barrin
  37, 146
  Barrin & Barg
  87
  Bat
  146
  Bed and Hearth House
  75
  Benial’s Unusual Pets and
  Familiars
  76
  Betaran
  45
  Black Oak
  78
  Black Oak Apothecary
  83
  Black Velvet
  107
  Blue Gulls
  51, 146
  Boatmen
  19
  Bookseller
  Krystie’s Rare Books
  71
  Pages of History
  96
  Quest Bookshop
  106
  Boren Alsec
  146
  Bottleworks
  95
  Bowier
  Feathered Shaft
  76
  Bread and Pies Bakery
  95
  Brewer
  Foaming Cask
  75
  Oaken Cask
  76
  Brilliant Facet
  91
  Brothel
  Black Velvet
  107
  Kieron’s Baths
  107
  Marika’s House of
  Pleasure
  107
  Red Door
  107
  Silken Inn
  109
  Bryon’s Bicycles
  99
  Bubulak’s Spice & Coffee
  88
  Buckle and Bow
  73
  Buildings
  18
  Butcher
  Merlak’s Meats
  87
  Xama’s Meats
  95
   � C �
  Caillin
  37
  Calendar
  27
  Callin
  146
  Canal Maze
  106
  Candlemaker
  Glimmering Flame
  73
  Point of Light
  76
  Capital Offenses
  40
  Captured Sunlight Smith-
  ies
  59
  Cartels
  51
  Casual Laborers
  19
  Centarus
  46
  Centarus House
  83
  Cestus al Jorni
  147
  Circle Lodge
  88
  City Center
  86
  City Garden
  106
  City Guard
  88
  City Structures
  Terminology
  6
  City Tours
  91
  City Wardens
  40
  City Wardens, Sel-kai
  149
  Classes
  18
  Clay and Kiln
  77
  Clockmaker
  Spring and Pendulum
  104
  Clothing Center
  97
  Clothing Prices
  139
  Clothing/Accoutrements
  CHart
  139
  Clothing/Accoutrements
  Chart
  139
  Cobbler
  Other Foot
  64
  Two Shoes
  96
  Coinage Standards
  135
  Cold Barley Soup Kitchen
  99
  Commerce
  37
  Compleat Alchemist
  71
  Conclave of Merchants
  38
  Consulates, Eidolon
  59
  Danarchis Consulate
  58
  Kaitaine Consulate
  58
  Lys Consulate
  58
  Námar-Tol Consulate
  58
  Nuyan Khôm Consu-
  late
  58
  Rhakhaan Consulate
  58
  Cordax’s Smithy
  76
  Council of Nine
  52
  Court Square Tavern
  107
  Coven of Moralis
  49
  Craftsman/Artisan
  Míz Vundaro, Architect
  96
  Molten Image
  95
  Roseau Art School
  73
  Teryk’s Gallery
  99
  Xontaran’s Workshops
  75
  Cricket
  146
  Crime and .i.Punishment
  39
  Criminal Offenses
  39
  Criminals
  20
  Crock & Bull
  95
  Crossed Eyes
  74
  Crystal Shoppe
  69
  Cult of Stars
  53
  Currency Conversion
  135
  Current Events
  33
  Customs
  41
  Customs Center
  87
   � D �
  Dallingen Herbs
  59
  Danarchis
  23
  Danarchis Consulate
  58
  Danbelar’s Rare Spices &
  Confections
  100
  Danial’s Consignment
  House
  88
  Defense
  37
  Dentist
  Tooth Surgery
  106
  Dernsel’s Used Apparel
  77
  Diseases Chart
  143
  Districts
  Avenue of the Gods
  88
  Black Oak
  78
  Canal Maze
  106
  City Center
  86
  Granite Knoll
  95
  Library Quarter
  65
  North Delta
  76
  Old City
  99
  Sighing Docks
  64
  South Commons
  96
  Twelve Bridges
  74
  Dockworkers
  20
  Dolnegan
  46
  Dolnegan House
  83
  Drake’s Lair
  76
  Drugs Chart
  143
  Durbon Lock and Latch
  76
   � E �
  Easy Exchange
  95
  Edge
  96
  Education
  17
  Eidolon
  55
  Eidolon Ferry Service, North
  Terminal
  68
  Eidolon Ferry Service, South
  Terminal
  95
  Eidolon Glass and Crystal
  77
  Eidolon, weather
  60
  Eissa, Temple of
  92
  Elgata
  45
  Elgata Depository and
  Currency Conver-
  sion
  71
  Elgata Villa
  78
  Elistar Fabrics & Tailoring
  60
  Elixir of Barius
  97
  Elves
  13
  Enik Foor
  38, 146
  Eridan Sky Trade Alli-
  ance
  49, 87
  Erlin Vocabulary
  150
  Eye of Sotor
  107
   � F �
  Falen’s Pawn Shop
  88
  Feather & Leather
  104
  Featherdown Inn
  88
  Feathered Shaft
  76
  Fellowship of Boatmen
  49
  Felt and Feather
  96
  Fiery Forge Smithy
  65
  Fin & Claw
  87
  Fine Gems from Far
  Places
  105
  First Inn
  88
  Fish Market
  95
  Fishmonger
  Fish Market
  95
  Fresh Catch
  106
  Fletcher
  Feathered Shaft
  76
  Foaming Cask
  75
  Food Costs
  141
  Food, Lodging and Services
  Price Chart
  141
  Foodmerchant
  Bread and Pies Bakery
  95
  City Garden
  106
  Fin & Claw
  87
  Fish Market
  95
  Fresh Catch
  106
  Jiderel’s Fresh Breads &
  Pastries
  87
  Merlak’s Meats
  87
  Nemein’s Fruits &
  Vegetables
  87
  Vegin Greengrocers
  95
  Xama’s Meats
  95
  Four Winds’ Inn
  59
  Fourth Blood, Shrine of
  95
  Fresh Catch
  106
  Furrier
  Plush Pelts
  76
  Sable Pelt
  64
   � G �
  Gallery
  Roseau Art School
  73
  Gangs
  20, 52
  Gargoyles
  53
  Gem Descriptions
  9
  Gem Values
  9
  Gems
  9
  Gerell's Antiquities
  68
  Gerion-Tyes
  44
  Gerion-Tyes (Eidolon
  mansion)
  58
  Glacier Silversmiths
  106
  Glassblower
  Bottleworks
  95
  Crystal Shoppe
  69
  Eidolon Glass and
  Crystal
  77
  Glimmer of Glass
  97
  Gleaming Goblet
  69
  Glimmer of Glass
  97
  Glimmering Flame
  73
  Gold to Loan
  91
  Golden Dragon
  107
  Golden Glow
  71
  Golden Hand
  52, 146
  Goldsmith
  Honey of the Gods
  87
  Liquid Sun
  106
  Sungold Smithies
  73
  Goldsmiths, Eidolon
  Captured Sunlight
  Smithies
  59
  Government
  Customs Center
  87
  Postal Station
  87
  Sel-kai Library
  69
  Government Structure
  Eidolon Ferry Service, North
  Terminal
  68
  Eidolon Ferry Service, South
  Terminal
  95
  Grain and Plane
  97
  Grainseller/Miller
  Huronin Grain & Flour
  76
  Grand Conclave
  39
  Grand Market
  86. See also
  Central Market
  Granite Knoll
  95
  Granite Monetary Ex-
  change
  69
  Grape & Grain
  69
  Great Circle
  86
  Green Thorns
  52
  Green Veranda
  59
  Grey Ring
  53, 147
  Gryphon Vineyards
  73
   � A �
  Accessory Price
  Chart
  138. See also
  Equipment
  Aenor of Quaal
  54
  Agantha’s House
  88
  Agonar of Teusilya
  147
  Ahn Sye Woloka
  49
  Ahn sye Woloka
  53
  Ahn-sye Woloka
  37
  Ahni-sha Vahsai
  38
  Ahni-Sha Vahsaihas
  146
  Airbarges
  112
  Alaxatan
  45, 78
  Alaxatan House
  78
  Alchemist
  Compleat Alchemist
  71
  Philosopher’s Stone
  96
  Silver Scroll
  100
  Smoke and Mirrors
  104
  Alliance of Seers
  49
  Andara Letharen
  47
  Andarak’s Blades
  75
  Andasai College
  49, 88
  Ania Cheney
  147
  Animal Trainer
  Benial’s Unusual Pets and
  Familiars
  76
  Anvil
  97
  Apothecary
  Bandar’s Remedies
  109
  Black Oak Apothecary
  83
  Elixir of Barius
  97
  Langdor’s Medicants
  91
  Mortar & Pestle
  73
  Portego’s Confections
  109
  Apprentices
  19
  Arisia
  37, 146
  Armor Price Chart
  142
  Armorer
  Armormasters
  77
  Notched Shield
  74
  Twelve Bridges’ Ar-
  mory
  74
  Armormasters
  77
  Artists and Artisans
  19
  Astrologer
  Stars Tell
  91
  Tower of Five Moons
  100
  Audræ’s Clothiers
  69
  Avenue of the Gods
  88
   � B �
  Bæris, Shrine of
  92
  Baker
  Jiderel’s Fresh Breads &
  Pastries
  87
  Bandar’s Remedies
  109
  Bank
  Bank of Sel-kai, Granite
  Knoll
  96
  Bank of Sel-kai, Li-
  brary
  68, 73
  Elgata Depository and
  Currency Conver-
  sion
  71
  Granite Monetary
  Exchange
  69
  Reliable Gold Deposi-
  tory
  73
  Index
  
  �
  Part Thirteen: Charts and Reference Material
  
  Guardians of Peace
  40
  Gugulon
  44
  Gugulon (Eidolon
  mansion)
  58
  Guides
  City Tours
  91
  Eridan Sky Trade
  Alliance
  87
  Navigator
  88
  Vorek Moff, Travel
  Advisor
  87
  Whispering Waves Guide
  Service
  65
  Guildhalls (in Eidolon)
  59
   � H �
  Haalkitaine (Jaiman)
  24
  Haberdasher
  Felt and Feather
  96
  Hat for All Seasons
  73
  Halcyon Clothiers
  73
  Hammer & Tongs Smithy
  77
  Harvest Home
  59
  Hat for All Seasons
  73
  Heady Brew
  75
  Healer
  Healing and Surgery
  83
  Healing Hand
  105
  Tooth Surgery
  106
  Healing and Surgery
  83
  Healing Hand
  105
  Healing Notes
  139
  Health
  17
  Heating/Cooling
  18
  Herbal Cures
  105
  Herbalist
  Herbal Cures
  105
  Herbs and Tobaccos
  71
  Herbs of the World
  87
  Leaf and Stem
  73
  Magic Root
  97
  Ruuth’s Herbs and
  Remedies
  83
  Herbalists, Eidolon
  Dallingen Herbs
  59
  Herbs and Tobaccos
  71
  Herbs of the World
  87
  High Guild Representa-
  tives
  39
  Hírazi
  15
  Historical Museum (in
  Eidolon)
  58
  Hole in the Wall
  88
  Homestead
  107
  Honey of the Gods
  87
  HOUSE Guard & Staff
  (superior)
  149
  HOUSE Guard & Staff
  (typical)
  149
  House of Dreams
  59
  Huronin Grain & Flour
  76
   � I �
  Inn
  Agantha’s House
  88
  Barge Inn
  64
  Circle Lodge
  88
  Featherdown Inn
  88
  First Inn
  88
  Homestead
  107
  Manse
  71
  Wayside
  106
  Inn (Great-house)
  Bed and Hearth House
  75
  Inner Circle
  38
  Inns, Eidolon
  59
  Four Winds’ Inn
  59
  Green Veranda
  59
  Harvest Home
  59
  House of Dreams
  59
  Interior
  38
  Iron Anvil
  65
   � J �
  Jaaderi
  15
  Jarek Ahrenreth
  54
  Jeweller
  Barrin & Barg
  87
  Brilliant Facet
  91
  Fine Gems from Far
  Places
  105
  Meritan Jewellers
  97
  Taminger’s
  78
  Tantella’s Fine Jewelry
  109
  Teerin’s Jewellers
  71
  Jewellers, Eidolon
  Taminger’s Upper
  Store
  59
  Xanthar Jewellers
  59
  Jhordi
  15
  Jhordian Steersmen
  49
  Jiderel’s Fresh Breads &
  Pastries
  87
  Joen's Import/Export
  64
  Jorg en Helgen
  146
  Jourges al Moodh
  45
  Journeymen
  19
  Jurgon
  46
  Jurgon House
  78
  Justice
  38, 39
   � K �
  Kaitaine
  23
  Kaitaine Consulate
  58
  Keen Edge, A
  59
  Kennar the Green
  147
  Kerin's Fine Tools and
  Implements
  99
  Kestran Valmarana
  38, 146
  Kheilis Tannery
  65
  Kieron, Palace of
  92
  Kieron’s Baths
  107
  Korek
  146
  Koren Maas
  37, 146
  Krystie’s Rare Books
  71
  Kuor, Basilica of
  92
   � L �
  Laan
  15
  Laborers
  19
  Lampwright
  Golden Glow
  71
  Vindar Tolenn,
  Lampwright
  95
  Lands
  22
  Kai’sa
  22
  Murini
  22
  Quente
  22
  Resenda
  22
  Sel
  22
  Teaque
  22
  Travii
  22
  Whalena
  22
  Langdor’s Medicants
  91
  Languages
  12
  Lankan Empire
  23
  Lanneys Pawn Brokerage
  97
  Larn Rakesdale
  146
  Leaf and Stem
  73
  League of Traders
  49
  Leathersmith
  Nodo's Fine
  Leatherworks
  64
  Supple Skin
  64, 65
  Leatherworker
  Feather & Leather
  104
  Lemarr’s Deposit Loans
  107
  Lemod Charg, Locksmith
  91
  Lendor’s Custom Clothing
  77
  Lensmaker
  Quert’s Spectacle Shop
  73
  Visions Spectacle Shop
  83
  Lethys (Jaiman)
  24
  Library
  Sel-kai Library
  69
  Library Quarter
  65
  Liquid Sun
  106
  Lirasil Lightbinder
  147
  Locksmith
  Durbon Lock and
  Latch
  76
  Lemod Charg, Lock-
  smith
  91
  Security Locksmithies
  77
  Silver Key
  73
  Lodging Costs
  141
  Loremasters
  46
  Lower Palace, Prince’s Isle
  87
  Luronen Moje
  46
  Lys
  24
  Lys Consulate
  58
   � M �
  Maari-Tasaka
  45
  Maari-tasaka (Eidolon
  Mansion)
  58
  Magic Item Dealer
  Gerell's Antiquities
  68
  Magic Root
  97
  Maledaar
  46
  Malqanar
  24
  Manse
  71
  Mansions, Eidolon
  58
  Gerion-Tyes
  58
  Gugulon
  58
  Maari-tasaka
  58
  Ullizi
  58
  Valmarana
  58
  Mapmaker
  Shulto Mapmakers
  106
  Marik Theatre
  78
  Marika’s House of Plea-
  sure
  107
  Marikus Construction and
  Renovation
  96
  Marshalls
  41, 149
  Mason
  Sel-kai Marble & Gran-
  ite
  95
  Urgon Stonecutters
  76
  Master Craftsmen
  19
  Master Military Chart
  149
  master npc chart
  146
  Materials
  11
  Mayor of Eidolon
  38
  Mayor of Sel-kai City
  38
  Medusa
  51
  Merchant Barons
  44
  Merchant Families
  38
  Meritan Jewellers
  97
  Merlak’s Meats
  87
  Metals
  11
  Mikaden Woodworks
  76
  Military Chart. See Master
  Military Chart
  Míz Vundaro, Architect
  96
  Mogred Al’goro
  147
  Molten Image
  95
  Moneylender
  Easy Exchange
  95
  Gold to Loan
  91
  Silver Lining
  107
  Moonglow Silver
  96
  Moralis, Hall of
  92
  Mortar & Pestle
  73
  Moth
  146
  Mulnuth’s Tools and
  Equipment
  77
   � N �
  NÁmar-Tol
  23
  Námar-Tol Consulate
  58
  Navigator
  88
  Navigator Obelisk Pavilion,
  Black Oak
  83
  Navigator Obelisk Pavilion,
  North Isle
  87
  Navigator Obelisks
  Navigator Obelisk Pavilion,
  Black Oak
  83
  Navigator Obelisk Pavilion,
  North Isle
  87
  Navigators
  48
  Nectar of Orhan
  87
  Nectar of the Grape
  95
  Neela, Shrine of
  91
  Nemein’s Fruits &
  Vegetables
  87
  Nightwing
  46
  Nightwings
  52, 146
  Nine
  147
  Nine Rings
  53
  Nodo's Fine Leatherworks
  64
  North Delta
  76
  North Isle
  87
  Notched Shield
  74
  NPC Chart
  146
  Nuyan KhÔm
  23
  Nuyan Khôm Consulate
  58
   � O �
  Oaken Cask
  76
  Old City
  99
  Oleg Goloran
  146
  Ophal Tu
  147
  Order of the Eye
  37, 53
  orlin
  135
  Other Foot
  64
  Outfitter
  Pack ‘n’ Sack
  74
  Ox Horn Pub
  87
   � P �
  Pack ‘n’ Sack
  74
  Pages of History
  96
  Painting Gallery (in Eido-
  lon)
  58
  Papercraft Stationers
  71
  Papermaker
  Papercraft Stationers
  71
  Parchment and Paper
  76
  Parchment and Paper
  76
  Pawnbroker
  Falen’s Pawn Shop
  88
  Lanneys Pawn Broker-
  age
  97
  Lemarr’s Deposit
  Loans
  107
  Peoples
  13
  Pharnese
  45
  Pharnese Villa
  78
  Philosopher’s Stone
  96
  Pig ‘n’ Steak
  88
  Pilot
  Whispering Waves Guide
  Service
  65
  Plane and Chisel
  74
  Plush Pelts
  76
  Point of Light
  76
  Poisons Chart
  142
  Pol Landoq
  38
  Poor
  20
  Population
  17
  Portego’s Confections
  109
  Post Office
  41
  Postal Station
  87
  Pots and Pans
  105
  Potter
  Clay and Kiln
  77
  Potter’s Wheel
  76
  Sel-kai Earthenware
  77
  Potter’s Wheel
  76
  Præten
  25
  Price Charts
  136
  Prince
  36
  Prince’s Guard
  41, 149
  Prince’s Park
  86
  Prince’s Privy Council
  37
  Public Service
  20
  Punishment
  39
  Punts and Barges
  65
  Purchase and Resale
  Chart
  137
  Purchase and Resale of
  Goods
  135
  Pushcart
  Bandar’s Remedies
  109
  Portego’s Confections
  109
  Tantella’s Fine Jewelry
  109
   � Q �
  Qaterris
  36
  Quality Silversmithies
  77
  Quert’s Spectacle Shop
  73
  Quest Bookshop
  106
   � R �
  Raiders of Thanor
  25
  Rainbow Dye and Weave
  76
  Recent Events
  29
  Red Door
  107
  Red Dragons
  52, 147
  Reliable Gold Depository
  73
  Religion
  17
  Residences
  Alaxatan House
  78
  Baragon Palace
  78
  Centarus House
  83
  Dolnegan House
  83
  Elgata Villa
  78
  Jurgon House
  78
  Pharnese Villa
  78
  Tharal House
  83
  Valmarana
  83
  Villas (for rent)
  97
  Zæn Kestalus house
  78
  Retailer
  Danial’s Consignment
  House
  88
  Gerell's Antiquities
  68
  Rhakhaan Consulate
  58
  River/Canal Vessels
  113
  Roasted Bean
  74
  Roseau Art School
  73
  Rumors
  34
  Runemaster
  Silver Scroll
  100
  Ruuth’s Herbs and
  Remedies
  83
  Rylec Qaterris
  146
  
  
  Eidolon: City in the Sky
  �
   � S �
  Sable Pelt
  64
  Sailors
  19
  Sarnak
  23
  Scalû, Temple of
  92
  Scholar
  Pages of History
  96
  Scholar/Scribe
  Scroll
  91
  Science’
  17
  Scribe
  Quest Bookshop
  106
  Shulto Mapmakers
  106
  Scroll
  91
  Sculpture Gallery (in
  Eidolon)
  58
  Sea-going vessels
  112
  Security
  37
  Security Locksmithies
  77
  Seer
  Eye of Sotor
  107
  Serpent’s Eye
  105
  Sel-kai Academy
  78
  Sel-kai Earthenware
  77
  Sel-kai Fabric Importers
  105
  Sel-kai Library
  69
  Sel-kai Marble & Granite
  95
  Sel-kai Tinsmithies
  74
  sellin
  135
  Serpent’s Eye
  105
  Servants
  19
  Service Professionals
  19
  Sewage
  18
  Shaal, Temple of
  92
  Shay
  15
  Shipper/Warehouser
  Joen's Import/Export
  64
  Worldwide
  Consignment
  65
  Shipwright
  Punts and Barges
  65
  Shulto Mapmakers
  106
  Sighing Docks
  64
  Silaar Lumber
  97
  Silk Mill
  76
  Silken Inn
  109
  Silver Key
  73
  Silver Lining
  107
  Silver Scroll
  100
  Silver Wolves
  52, 146
  Silversmith
  Glacier Silversmiths
  106
  Gleaming Goblet
  69
  Moonglow Silver
  96
  Quality Silversmithies
  77
  Skyships
  111
  slavery
  46
  Smiling Mermaid
  87
  Smith
  Andarak’s Blades
  75
  Anvil
  97
  Cordax’s Smithy
  76
  Edge
  96
  Fiery Forge Smithy
  65
  Glacier Silversmiths
  106
  Hammer & Tongs
  Smithy
  77
  Iron Anvil
  65
  Kerin's Fine Tools and
  Implements
  99
  Mulnuth’s Tools and
  Equipment
  77
  Notched Shield
  74
  Pots and Pans
  105
  Sel-kai Tinsmithies
  74
  Superior Sword and
  Knife
  77
  Smoke and Mirrors
  104
  Smoke Ring
  52
  South Commons
  95
  South Isle
  87
  Soven el Kaisor
  38
  Spices/Coffee/Tea
  Bubulak’s Spice &
  Coffee
  88
  Danbelar’s Rare Spices &
  Confections
  100
  Roasted Bean
  74
  Tea Leaf
  104
  Spoke and Rim
  75
  Spring and Pendulum
  104
  Stars Tell
  91
  State
  38
  Stitched Thong
  65
  Stone
  9
  Street Crime
  20
  Stroane
  23
  Structures
  95
  Suedeworks
  65
  Sungold Smithies
  73
  Superior Sword and Knife
  77
  Supple Skin
  64
  Swordmaker
  Andarak’s Blades
  75
  Edge
  96
  Swordmakers, Eidolon
  Keen Edge
  59
   � T �
  Tailor/Clothier
  Audræ’s Clothiers
  69
  Buckle and Bow
  73
  Clothing Center
  97
  Dernsel’s Used Apparel
  77
  Halcyon Clothiers
  73
  Lendor’s Custom Cloth-
  ing
  77
  Vandrey’s Tailoring
  83
  Tailors, Eidolon
  Elistar Fabrics &
  Tailoring
  60
  tal
  9
  Talath
  15
  Talla Cenn
  147
  Taminger’s
  78
  Taminger’s Upper Store
  59
  Tanner
  Kheilis Tannery
  65
  Sable Pelt
  64
  Suedeworks
  65
  Supple Skin
  64
  Tantali Thay
  147
  Tantella’s Fine Jewelry
  109
  Tavern
  Cold Barley Soup
  Kitchen
  99
  Court Square Tavern
  107
  Crock & Bull
  95
  Crossed Eyes
  74
  Drake’s Lair
  76
  Golden Dragon
  107
  Grape & Grain
  69
  Heady Brew
  75
  Hole in the Wall
  88
  Ox Horn Pub
  87
  Pig ‘n’ Steak
  88
  Smiling Mermaid
  87
  T’revor’s Tankard
  109
  Trough
  75
  Tax collectors
  41
  Taxes and Customs
  41
  Tea Leaf
  104
  Teerin’s Jewellers
  71
  Telax
  147
  Temple
  Bæris, Shrine of
  92
  Eissa, Temple of
  92
  Fourth Blood, Shrine of
  95
  Kieron, Palace of
  92
  Kuor, Basilica of
  92
  Moralis, Hall of
  92
  Neela, Shrine of
  91
  Scalû, Temple of
  92
  Shaal, Temple of
  92
  Valris, College of
  92
  Zanar, Church of
  95
  Temple of Neela
  49
  Teryk’s Gallery
  99
  Tharal
  46
  Tharal House
  83
  The White Swan
  25
  Theodoric
  147
  Tige Danell
  48
  Timeline
  28
  Tinsmith
  Sel-kai Tinsmithies
  74
  Tongue & Mortise
  Furnituremakers
  77
  Toolsmith
  Iron Anvil
  65
  Kerin's Fine Tools and
  Implements
  99
  Pots and Pans
  105
  Tooth Surgery
  106
  Tower of Five Moons
  100
  Trade Network
  23
  Transport Price Chart
  140
  Transportation
  18
  T’revor Dekdarion
  147
  T’revor’s Tankard
  109
  Tribunals
  39
  Trough
  75
  T’samlis
  48
  Twelve Bridges
  74
  Twelve Bridges’ Armory
  74
  Two Shoes
  96
   � U �
  Ullizi
  44
  Ullizi (Eidolon mansion)
  58
  Ullizi Bank, Library
  65
  Ullizi Bank, Sighing Docks
  64
  Underworld
  51
  University
  Andasai College
  88
  University of Kalingen
  68
  Unseen Eyes
  53
  Urgon Stonecutters
  76
  Urulan
  25
   � V �
  Valmarana
  46, 83
  Valmarana (Eidolon man-
  sion)
  58
  Valris, College of
  92
  Vandrey’s Tailoring
  83
  Vegin Greengrocers
  95
  Vella of Osterris
  48
  Veriak
  147
  Villas (for rent)
  97
  Vindar Tolenn,
  Lampwright
  95
  Vintner
  Gryphon Vineyards
  73
  Nectar of Orhan
  87
  Nectar of the Grape
  95
  Visions Spectacle Shop
  83
  Vista Apothecary
  59
  Vorek Moff, Travel Advi-
  sor
  87
  Vorhese
  45
  Voriig Kye
  53
  Voris Larigon
  49
   � W �
  Wainwright
  Bryon’s Bicycles
  99
  Spoke and Rim
  75
  War Docks
  87
  Wayside
  106
  Wealthy and Nobility
  18
  Weapon Price Chart
  144
  Weather
  22
  Eidolon
  23
  Flooding
  23
  Weaver
  Sel-kai Fabric Import-
  ers
  105
  Weaver/Dyer
  Rainbow Dye and
  Weave
  76
  Silk Mill
  76
  Weft and Weave
  97
  Weft and Weave
  97
  Wensia
  37, 146
  Whispering Waves Guide
  Service
  65
  White Hand
  51
  White Swan
  54
  Woodcrafter
  Grain and Plane
  97
  Marikus Construction and
  Renovation
  96
  Plane and Chisel
  74
  Silaar Lumber
  97
  Structures
  95
  Tongue & Mortise
  Furnituremakers
  77
  Woodwright Hall
  74
  Woods
  8
  Woodwright Hall
  74
  Worldwide Consignment
  65
   � X �
  Xama’s Meats
  95
  Xanthar Jewellers
  59
  Xontaran’s Workshops
  75
   � Y �
  Yhani Rohmian
  147
  Y’nari
  15
   � Z �
  Zæn Kestalus house
  78
  Zanar, Church of
  95
  
SOURCE: textdata/thevault/Shadow World/Shadow World Eidolon and Sel-Kai City.pdf