Post by wanderingmagus on May 9, 2014 21:12:28 GMT
OOC: innofwanderers.freeforums.net/thread/168/myths-thalassana-cursed-stones-light
Sign-up: innofwanderers.freeforums.net/thread/167/myths-thalassana-cursed-stones-light
RP: innofwanderers.freeforums.net/thread/170/myths-thalassana-cursed-stones-light
The great Kingdom of Leonard the Wise had long stood on the shores of the Seepay River, south of the ancient ruins of Kaegil on the shores of the Sea. It was a shining shield against the goblins of the South and the ravagers from the East, filled with gallant knights clad with the colors of the Crown.
To the northwest lay the City of Wonders, where the wise wizards of the High Council kept the knowledge of the Ancient Days, before the Plague. They had magnificent powers mysterious and arcane, but they were generous with their knowledge, and had gifted our King with many magical suits of armor, the like of which could not be rivalled by any blacksmith. Upon these suits were laid spells of power and strength, allowing those who wore them to lift heavy stones as if they were empty boxes, or carry many men upon their backs like children.
With this gift of magic armor, Leonard the Wise and his noble knights were able to drive back the goblins in the Great War, and kingdoms from all the lands of the West lent their aid, from the wild-men of the Deserts to the stout herders of the plains with their wild stallions and long rope-weapons.
In the years that followed, the Kingdom had a period of peace and prosperity. Now, the High Council asks us to go forth into the wilds of the southwest in search of a mysterious mineral of the ancient world, which glowed without fire and could curse men who looked upon it with boils and sickness, yet held unimaginable power if harnessed by the wisdom of the Ancients. The wizards assure us that our armor is enchanted to prevent the curse from falling upon us, but warn that things may have changed in the past few thousand years...
The Tale of the Great War
It was in the third century, a hundred years after the founding of Fairfield by the halflings, when the Kingdom of Thalassana was in its infancy. King Leonard the First was a leader of great renown at the time, brave and strong but inexperienced in the ways of true war. Hordes of goblins came from the wastelands of the East, led by a particularly savage and gigantic creature who called himself Zarthag the Scarred. Under his command, the goblins united into a fierce and terrifying army, burning as they came. The dwarves of Orod Khazad were forced to shut the doors of their city, and Fairfields bristled with arrows. Thalassana, however, was laid siege as its farmlands were burned and its villages ransacked. For years the people held out valiantly within the walls of the city, but soon hunger and thirst set in, and the goblins poisoned the wells, spreading sickness and death. Seeing the desperation of the inhabitants, Zarthag rode up to the gates just beyond bowshot, offering truce and parley with the King. Seeing the cost of war and fearing for the end of the kingdom, Leonard the First thought for many days, councelling with his advisors and sons on how to deal with the situation. In the end, he decided to trust the word of the goblin, and rode out with a small guard of noble knights, trusting in peace, to compromise with the enemy. But treachery was in the black heart of Zarthag, and as the old king rode out with his loyal knights under the White Flag of Truce, he was ambushed by goblins. Mighty as he was, his small group could not hold back the waves of enemies, and at the last, surrounded by the fallen, our King fell to the blade of the Scarred Goblin. Leonard the Second, then only a lad of 20, the Crown Prince, could only look on as his father's body was defiled and consumed by the creatures, his head removed and placed high up on a platform in mockery to the West. Fierce with anger, the newly-crowned king swore vengeance upon the goblins for this crime, calling upon all the peoples of the West to aid him. Outraged by the goblins' treachery, in this time of need wild-men from the Badlands and herders from the southwest came to our aid, and the wizards of the High Council intervened in the daily lives of common men for the first time in three hundred years. With wondrous magic, they called down fire and lightning and the very powers of nature to drive back the hordes. They also gifted young King Leonard the Second with a great store of enchanted armor which lent strength and speed to the wearer, and with these new weapons the Knights of Thalassana fought valiantly and saved the kingdom from utter ruin. Riding forth from the gates of the city, they crushed the armies of the enemy with sword and javelin, and broke the siege of Orod Khazad and the harrying of Fairfields. United against a common enemy, the free peoples of the West drove back the goblins back into the wastelands of the East, and from thence they have not come again in the last two centuries.
The Accounting of Zarthag
Zarthag was no fool, goblin though he was. He saw the united strength of the West, and knew that he would gain no victory that day. Defeated, the traitor withdrew from the field of battle, seeking to return to the wasteland to rally once more and crush Thalassana on his own time. Yet fate was against him, and as he turned his great back upon the field, the young Leonard let loose a single arrow from his father's bow, and in that moment, Zarthag the Scarred, enemy of the West, was destroyed. Like ants scattering when the brooding thing within their hive is crushed, the ranks of goblins fled, some into holes, others into caves, never again to return. Yet some fled into the wilds and wastes of the East, and with them went Murgaz, son of Zarthag. Scores of years would pass like the falling of leaves as Thalassana prospered, and the fire of rage that burned within Murgaz festered like a cancer. Slowly, goblin by goblin, his father's army grew once more, united by a hatred for all those who lived in the Free Lands of the West, never forgetting their loss that day upon the fields of Thalassana.
City of Wonders
Upon the shores of the Great Sea, at the northern reaches of the Great Road, seemingly untouched by time or war, there stands triumphant the last bastion of the Ancient world, of magic and power unmatched - the City of Wonders. Through its myriad enchantments and dazzling mysteries, the grandeur of long-lost Kaegil lives on, even in these lesser times, in the guiding hands of the Wizards.
Layout of the City
As travelers approach the City from the Great Road, the first signs will be the edge of the Fields of Mystery, where the strange magicks of the Great War still twist the landscape, causing both trees and grass to grow in unnatural ways, and causing the earth itself to give forth stones not found anywhere else in the world. Soon the source of these magicks becomes evident, in the form of a great circle, stretching far into the distance and encircling the Untouched Lands which mark the City's edge. This circle of glowing symbols still smoldering upon the ancient earth is all that remains of the legendary Shield of Merlin, which in the Great War was said to have made the entire land completely impenetrable to even the mightiest siege engines, gaining not even a mark or scar for all the efforts of the goblins.
Passing through these lands, the traveler will come quickly upon the Mithril Walls of the City, crowned with impossible Spell Towers and Crystal Pylons, ready to bring down sun-fire and lightning upon any who dare attack. The only path through this impenetrable defense is the Arcane Gateway, engraved with countless runes of power and woven through with layer upon layer of enchantments. To pass through the Gateway is impossible for enemies, even with an army behind them, but to friends and traders it is as if nothing were there at all.
If one is deemed worthy of passing the Gateway, the traveler will then find himself finally upon the Golden Streets of the City, of which there is no equal in the known world. The Merchant's District alone is a place of constant miracles, and the Visitor's Stables where the traveler puts his horse will seem pitiful indeed compared to the magic carpets and flying broomsticks which are everywhere the most convenient mode of transport, or the winged shoes which are all the rage among up-and-coming apprentices. Though the average onlooker may feel utterly bewildered at first, the Visitor's Center will quickly acclimate even the most backwoods of newcomers to the miracles of the City.
High above, the mighty and silent Silver Sentinels maintain their eternal vigil, their eyes of enchanted crystal constantly observing the streets for signs of trouble as their mithril gauntlets clutch swords of cold fire. Far below, the heart of the Merchant's District bustles with activity, especially in the Crystal Bazaar, where even the arches are made of Faerie-glass and hung with Faerie-silk of all colors, and the lanterns need no fuel, but shine both day and night, illuminating shops and stalls which sell foods and spices and goods unlike any in all the world. The Infinite Emporium lives well up to its name, offering a dazzling array of curiosities and miracles to delight at, artifacts and enchantments in every nook and cranny. To every side, the Shining Towers soar high into the clear sky, faced with mirrored glass and held together by nothing but magic, as is common throughout the City.
Such is the omnipresence of magic here that there is even a specially-designed Skyport floating in the sky, with magical vines and ladders and spell-lifts carrying travelers from the Flyer's Landing and Portal Gates to the ground below. Public transportation is all but unnecessary in such a magic-filled environment, and walking is done for pleasure and out of choice rather than necessity.
For merchants and traders, the one and only place to be is the Grand Exchange, where enterprising businessmen stake their fortunes upon the high-risk game of shares and stocks, an ancient concept dating back to the time of the Ancients now practiced only here and in Orod Khazad. Even Faeries and Wraith-Lords visit from time to time, putting aside their differences to get their chance at profits beyond imagining. Nearby, travelers can find the always-busy Auction Halls, where items that would otherwise be thrown away as "heffys" by the ignorant are revealed to be priceless artifacts of ancient power, worth far more than its owner could even dream of. The Wizard's Bank is another place of miracles, causing golden coins to vanish or reappear out of thin air, to be stored by the leprechauns in some unknown location until retrieval. Such is the trustworthy nature of the institution that Wizards routinely use paper certificates from it to trade, rather than coin! Of course, if one wishes to store items besides gold, the traveler would be better served by visiting the City Vaults, built with the same strength and security as the finest Khazad Vaults one could ask, and enchanted, to boot.
For the more academically focused, the Scholar's District is simply a playground of infinite delights, with such grand institutions as the Academy of Magic and the Arcane University serving thousands of promising young apprentices every year, offering courses in every aspect of magic imaginable. The Eternal Library and Great Archives are an endless fountain of knowledge and wisdom, with manuscripts and books dating even before the time of the Ancients, into histories unknown anywhere else in the world. The Research Laboratories and Astronomy Towers of the City are unmatched even in Orod Khazad, and the Dome of Stars bring the very night sky into the palm of your hand as constellations become like playthings and the loftiest planets like little pearls. The Sphere of Far Sight and the Tree of Prophecy is unlike anything else besides the secret chambers of Faerie, and unlike those eldritch places, cost nigh upon nothing to look upon. Gaze on any location in the world with the Sphere, and see the inevitable results of any choice by following your path up the Tree, and you may return a changed person, with deeper wisdom and respect for free will and fate. Here, also, the Chambers of Folded Space, where even reality itself is as fluid as water. The Solar Tower is a monument to the might of the Sun, and the Skybeam is truly a sight to behold at night, bringing daylight to the Tower at any time. But more than all these wonders, Merlin's Ladder will amaze even the most cynical, for here is a Ladder which reaches into the very heavens themselves, above the clouds, and even the sky itself.
The Alchemy Works are home to the fantastic industries of the City, pouring forth countless potions and artifacts each day for wizards and otherworldly visitors from every locale. Fires and fumes of every color imaginable constantly flash from strange workings, and unnatural lights glow from deep within bubbling vats of concentrated essence. The Light Forges are fascinating constructs of crystal and mithril, using the power of concentrated light to shape and create all manner of miraculous objects otherwise impossible to form. Here, also, the all-important gems of the City are shaped in the Crystal Arrays, as tall as hills and inlaid with myriad spells.
At the heart of the City is the Administration District, from which all else is directed and recorded. Here are the Council Chambers and the Seat of Merlin, from which the High Council and the Merlin himself passes forth judgement and makes proclamations. Here also are the many institutions which govern the City - the Ministry of Finance, the Ministry of Defense, the Ministry of Research, the Ministry of Agriculture, the Ministry of Transportation, the Ministry of Artifice, and of course the Ministry of Governance. Alas, even wizards are not immune from disputes, wise though they may be, and in order to facilitate the settling of disputes and avoid taking up the time of the High Council, the Supreme Court of the City passes judgement on all matters which do not directly require the intervention of the High Council. Its wisdom is always guided by the principles of the Constitution of the City, preserved in crystal at the center of Merlin's Guidestones just outside the Council Chambers, which list the recommendations of the First Merlin for the future decisions of the Council.
Chambers of Deep Knowledge (supremely occult, Inner Council archmage-lord and archmage-lady only)
Ladies and Gentlemen, my fellow archmage-lords and archmage-ladies, Merlin-lord, greetings. You are aware, of course, that the safety and security of the City depends entirely on the maintenance of absolute information security and secrecy. Our powers have limits, and these limits must never be known to the common folk, nor the source of our powers, for as many of you have seen, they are still far from ready to take up the torch of their ancestors, those they call the "Ancients". Though we allow them to marvel at many of our more showy tricks, our true secrets are kept hidden within the Chambers of Deep Knowledge, along with much of our actual high-level operations. For instance, in times of conflict, like the recent Goblin Wars a century ago, we will man the War Chamber and direct our forces using the As Below Map. This same map allows us to direct pinpoint attacks on besiegers in real time through the ARCANE Weave, or the Augmented Reality Computer Assisted Neuralink Environment network. Adjacent to the War Room are the Inner Council Chambers, where only the highest-ranking archmage-lords and archmage-ladies with proper clearance plan out contingencies which must never be hinted at or discussed in any manner, including affirmation or denial of their very existence. Should the Shield of Merlin ever be raised once more, contingencies allow for trusted individuals to assemble the Keys to the City for gaining access through the Shield and directing City defense networks.
Most of you are aware of our current immortality program, which incorporates aspects of the Faerie projects such as the photonic connectome maps and neural mirrors; if the need ever arose to physically manifest them, these single points of vulnerability will be kept within the Soul Crystal Vaults in the Crypt of Merlin, maintained at a consistent humidity and temperature. The most optimal scenario would have the Soul Crystals mapped directly into the virtual ARCANE Weave and maintained by the Crystal Pylons, but contingencies never depend on optimal scenarios. When all else fails, the Keys may be used to activate the Reality Sphere, with obvious consequences.
The Forbidden Portal Room is exactly that, forbidden. The portals have been sealed for a very good reason, usually well-documented in the nearest information crystal. We also have supremely occult access to the hearts of our adversaries and rivals, through the Hellgate Portal, Faerie Portal, and Area 66 Portals; the mere existence of these portals must not be even discussed or hinted at. Access to the Sealed Vaults is explicitly forbidden by order of the First Merlin himself, save by the combined Keys of the City.
The very worst case scenario contingency available to the Inner Council and the Merlin is (supremely occult) Merlin's Vengeance, which is described elsewhere. It involves use of the As Above Map, which allows actual reality manipulation, and requires the True Line of Merlin in addition to the Keys.
Though not as dangerous, in some ways, as the Forbidden Portal Room, there are also a multitude of Anomaly Vaults and Containment Cells hidden deep within the Chambers of Deep Knowledge. The assets, prisoners and subjects kept within these vaults and cells are there for a reason, again well-documented in the nearest information crystal. Access is, as always, granted via the Keys.
For the most dangerous and unkillable or indestructible of prisoners, for instance, a (supremely occult) Wraith Lord or (supremely occult) Faerie, there exist (supremely occult) Immortal Prisons fitted with the most advanced tools available for containment, up to and including the use of the Seraphim, described elsewhere.
For more information about the Keys and the rest of the assets available within the Chambers, contact your Inner Council member.
Orod Khazad
The Mountain-Home, the Kingdom of Stone, the Dwarrow-Delf, Khazad-Dumu. The sprawling underground realm of the Dwarves is known by many names, but to its inhabitants and visitors, it is Orod Khazad, the City of Dwarves. A marvel of Ancient construction and Dwarvish engineering, it is one of the few realms that can truly rival that of the City of Wonders, both in grandeur and in knowledge, and L'Anza in wealth.
Background of the Dwarf-City:
The great dwarf-city of Orod Khazad was founded about a century after the Plague in what was once a vast mine of the Ancient World by Farthi Stonefist, a formidable dwarvish miner turned warrior and leader by necessity. The dwarf and his followers braved the harsh mountain winters and frequent attacks by Goblins from the east, becoming a strong and hardy race which valued strength and endurance and craftsmanship. Over the ages, the dwarves have carved out a vast underground city beneath the mountains, and enormous veins of iron and coal have brought them great wealth and fame throughout the land. Dwarves are grave and gruff, but shrewd with money and loyal to allies. They prefer melee weapons such as hammers and axes, and always wear heavy armor. They are experts at smithing, mining, masonry and ale-brewing, and their food is both hearty and energizing for helping them live through the long, harsh winters in the mountains. They tend to wear thick wool, leather and furs for warding off the mountain cold, and have long beards and generous body hair, being also stout with thick skins and strong bodies. They are slightly taller than halflings.
The Founder:
Farthi Stonefist was a master mason and miner, with a keen eye for ore and strong arms that could lift boulders with ease. His beard was brown as the earth of the mountain, and his eyes were black as coal, fiery with determination and backed with a will to match. His long experience with earth and stone brought him to the cold mountains east of the Great Sea, where the Ancients had once delved for the strange metals with which they built their wonders. Though he began with but a few followers and a single pickax scavenged from the ruins of the old mine-shafts, the dwarf eventually carved out an empire beneath the mountain to rival even Thalassana itself. An unexpected encounter with goblins, and the subsequent cave-in which crushed his right hand, was no barrier to this formidable dwarf either. His role in literally driving out the creatures and saving all his fellows single-handed earned him even greater renown ever after, and when he replaced his broken hand with a stone fist carved of granite, he passed from mere leader into legend. Much may be said of his shrewd trade and ingenious mining inventions, or of the piles of treasure which came into his possession over the decades, but suffice it to say that this leader among leaders truly became an ideal towards which all dwarves strive even today.
Layout of Orod Khazad:
As the Great Road approaches the Mountain, it is flanked on either side by great fiery braziers, which are kept lit year-round so that travelers may be guided to safety even in the depths of winter. Lest enemies think the City of Dwarves is unprotected, however, those who wish to enter Orod Khazad must first come through the Outer Gate, the only entrance through the Outer Walls, formed from solid and seamless stone as smooth as glass. No thief can scale this wall, and any who try will be spotted by the Watchtowers - then let them curse their foolishness! For these are no mere watchtowers of brick and wood, but Thunder Towers, whence death may strike by the mechanical marvels crafted by secret Dwarvish arts unknown. Even if an attacker may by some miracle evade these deadly mechanisms, they must still face the Frost Guards atop the Outer Ramparts, and should an army break through the Outer Guardhouse, great flares shall be shot high into the air by the Signal Launchers, alarms sounded by the Signal Horns, and dazzling lights shine forth in even the thickest fog and blinding blizzard from the Great Beacons, whose lights pierce all darkness.
But guests and traders are welcome to the Mountain, and scaling the Great Stairs they may soon come to the Merchant's Landing, where their goods can be brought to the Giant's Lifts, another mechanical marvel which allows heavy items and wagons to be taken straight up the side of the mountain by mechanical power alone! Common travelers, of course, must continue up the Great Stairs by foot or horse, past the massive Eternal Guards which flank the stairs, with one of their palms raised and turned outward in gestures of peace, but the other clutching a war-axe and ready for battle.
Finally, at the top of the Great Stairs, the traveler will come to the Great Gates of Orod Khazad, forged by lightning from solid mithril and towering higher than many castles. Before this wondrous entrance stands the Monument to Stonefist, upon the base of which is written Farthi's Oath, welcoming all those of peaceful intent, offering eternal camaraderie and trust to those who would prove themselves worthy, and making a covenant with the City of Wonders through the First Merlin of the City.
Once through the Gates, one comes to the Gate Guardhouse, where traders pay their tolls as necessary and guards watch the travelers for signs of malicious intent. Lest any attempt to bring an army to the Gates, the visitors are welcomed to survey the Great Ramparts, bristling with such terrible mechanisms as Thunder Throwers, Earth Shakers, Troll Crushers, Fire Spitters, and Lightning Casters, along with more mundane defenses like Murder Holes. Should such prove insufficient to deter attackers, Great Horns may be sounded, to bring the Khazad Armies to the fore.
But to those who come merely to trade and visit, these marvels are soon superseded by more practical matters, for just beyond the Gates is the Visitor's Center. Here, those who wish only to quickly conduct their business may bring their horses to the attached stables, and use any of the numerous delightfully convenient and ingenious mechanical kiosks, such as the Trader's Vaults Kiosk, the Khazad Vaults Kiosk, and the Khazad Bank Kiosk, which are all served by the Small Goods Vault Tram via some incomprehensible contraption or another. Here also travelers may take a brief stay at the Gateway Tarvern, and take a gander at the Visitor's Market and the Curiosity and Souvenier Shop, which offers specialty low-priced mechanical marvels of dwarvish make, such as clockwork songbirds and miniature gyro-copters, sure to delight both children and adults alike.
For those who wish to stay longer, or for dwarves returning home, they must cross the massive Drawbridge of Orod Khazad, stretching perilously above the Mountain's Maw. Let attackers beware, for that bottomless pit will swallow armies and hunger still. But let those of peaceful intent be comforted, for the Drawbridge is of Dwarvish design, and its supports are as strong as the Mountain itself.
Once over the Drawbridge and through the Inner Guardhouse inset in the Inner Ramparts, one will come at last to Farthi's Welcome, at the entrance to the Great Hall. The monument depicts Farthi Stonefist with his arms outstretched in welcome, ready to receive all who wish to trade and be friends, and clothed in leather, the protection of the artisan, and silks, the mark of a merchant and diplomat. Here in this vast chamber one will find row upon row of shops and alehouses, but the most famous in the whole of the Mountain is the Roaring Bear Tavern, home to Farthi's Finest Brewery. Here one may taste beer, ale, and mead as they were meant to be, thick enough to chew and hearty enough to drive away even the deepest chills of winter. Feast upon the most tender and juicy roast meat the Mountain has to offer, sit before the roaring fireplace listening to songs and tales through the night. When morning comes, visit the Market of Orod Khazad, where foods and spices from all corners of the world may be found, and the Mountain's own bounties may be perused at leisure.
Of course, the Great Hall is not merely a place of trade. There is the Gymnasium, with its Training Squares, Fighting Rings and Arenas, where the Khazad Army trains night and day; most appropriately, the area directly adjacent to this is the Weapons District and the Armorers District, where the ringing of hammer on steel can be heard at all times. Then there is the Masons District, the Carpenters District, the Tailors District, and many more, serving the fantastic and bewildering variety of artisans and craftsmen who call the Mountain their home. Of special note is the Jewelers District, from which the finest gems in all the world come, and the Engineers District, which produces all the mechanical marvels that Dwarves are most famous for.
At the heart of the Great Hall are the Trader's Vaults, as secure as any merchant might ever ask for, along with the headquarters for both the Khazad Bank and the Khazad Vaults, served by the ingenious Vault Tram, which goes deep into the depths of the Mountain. Here, also, is the Khazad Auction, along with the Khazad Exchange, where foolhardy merchants make fantastic gambles with their hard-earned money in the hopes of gaining some profit from trading shares of companies among themselves; the cacophony is simply astounding, as is the chaos of the Exchange floor. Outside, thankfully shielded from the noise, one may find some small reprieve at the Central Plaza, or wander into the Entertainment District, to see some new performance or delightful moving-image exhibit from the latest mechanical crafts of the Mountain. Others may wish to peruse the Curiosities District, to marvel at the strange and wonderful discoveries from far beneath the earth or unknown lands beyond the edge of the map.
Unfortunately, as any merchant knows, sometimes there will be disputes, whether with customers or with other competitors; these situations call for a visit to the Warden of the Market's Headquarters, situated conveniently adjacent to the Financial Records Headquarters and serviced by the Records Tram, going in the same direction as the other trams, deep into the heart of the earth.
All this bustle of activity might, perhaps, seem completely unmanageable to the average visitor, who might wonder how on earth these many artisans and merchants might travel to and from their workplaces, for though some dwarves choose to live directly above their workplaces, a great many obviously go somewhere else, and it would be unthinkable to have such a great mass of dwarves walk the vast distances beneath the earth. As always, the solution is most dwarvish in nature, and comes in the form of the Midway Station. Here is a transportation marvel to rival those of the Ancient world, a spider's network of shining rails and flashing trams linking even the farthest-flung reaches of the Mountain to the Great Hall, within a few minute's ride on a mechanical basket fitted with comfortable cushioned seats. The Records District, the Great Forges, the Waterworks, the Gardens, the Mansions, the Mineshafts, all are linked by tram to the Midway Station. Not only this, but even messengers and runners are unnecessary, as the dwarves have devised an ingenious system of communication via Messaging Pylons, and the unthinkable logistics of bringing wood and oil and coal for lighting is done away with via dwarvish Energy Pylons, which by some secret craft allow dwarvish crystal lanterns to glow brighter than any torch. As you board the tram for the Records District, be sure to stop by the Midway Geode, upon which is inscribed a map of all the networks of the Mountain for your convenience and viewing pleasure.
The Records District is home to the administrative portions of Orod Khazad, and may be thought of as the memory of the Mountain. The most well-known building may be the Hall of Records, situated adjacent to the Khazad Archives and Scriptorium, where all manner of letters and notices are collected and preserved for future reference. Not coincidentally, the Scholar's District is also adjacent to these buildings, along with the Academy of Orod Khazad and the Library of Orod Khazad. Should disputes ever arise requiring forceful intervention, the Halls of Justice will ensure that every side of the dispute is investigated and a resolution found. Although it may strike a visitor as odd, the presence of Guild Houses within the Records District is of great use to the administration, as it allows consistent reporting of guild size and stature, outside of the constant political struggles that usually cloud such information.
The Great Forges of Orod Khazad are located deep underground, at the Mountain's Heart. Witness the Hall of Fire, where molten stone flows in great ribbons like waterfalls of flame, serving the Great Refinery, the Smokestacks, and the Lightning Forges alike. Stand in awe of the vast Pipeway, like a forest of steel, connecting everything from the Steam Vaults, the Oil Vats and the Tar Vats to the Bellows Chambers in the Mountain's Lungs, each breath of which is like a hurricane. Such is the great size of the Mountain that even the air itself must be scrubbed of impurities within the Mountain's Lungs, and the rushing wind is truly an experience like no other. The heat of the Hall of Fire is such that dwarvish lightning Engines can run day and night, drawing energy from the Steam Vaults fed from the Waterworks.
The Waterworks themselves are almost as deep as the Great Sea, and anyone visiting should view the Falls of Orod Khazad, which lead from unfathomable heights to indescribable depths, turning the Great Wheels which power everything in the Mountain. Here the air flowing from the Steam Vaults pass through the Cooling Chambers and Condensing Chambers, to be recycled through the Pipeway, and here all the drinking water in the Mountain is passed through the Water Cleaning Chambers and the Distillery, to be held in the Great Pools. Here, also, the waste of the Mountain is brought to the Sewer Plant, where by dwarvish arts it is made clean and pure once more.
High above all else, near the pinnacle of the Mountain, are the Gardens of Orod Khazad, with its Orchard Chambers, Grain Chambers, Vegetable Chambers, and Herb Chambers, all fed by the Liquid Soil Engines and the Composting Vats. Here, also, visiting alchemists and herbologists may be delighted to examine the Experimentation Chambers, where new plants never before seen are crafted, generation by generation. All these chambers supply the Granaries, Seed Vaults, and Food Vaults of Orod Khazad, along with the Great Mills, from which run the Small Goods Vault Tram into deeper districts yet to be discussed. Such a vast variety of plants must, of course, be given plenty of sunlight, and this is supplied from the Chamber of Lights, passing through the Mirror Vaults into each chamber and rack. Fewer dwarves work in these farms than one might think, for in their ingenuity the dwarves have created a Golem Control Center, with which to manipulate and order the thousands of mithril golems hard at work in each chamber, tirelessly reaping and tilling and sowing again. Taking advantage of its altitude, the precipice of the Mountain is also home to the Messaging Center from which all Messaging Pylons run, and the Beacon Stairs, for accessing the highest of the Great Beacons should all else fail.
The Mansions are where most of the dwarves of the Mountain choose to take residence, particularly the aristocracy, who generally live in the Nobles District. Most dwarves divide themselves among the Seven Houses, even in the Common District, and the house of any particular family may be easily discerned from the crest and color of their abode. At the center of the chamber, one will find the Throne of the Mountain, kept safe behind the Royal Gates and its gueardhouse. Within its grounds are situated such chambers as the Royal Dining Halls, the Royal Library, the Royal Archives, and other administrative buildings; here also is an independent Golem Control Center, for directing the armies of golems which serve as servants and guards. At the heart of the Throne of the Mountain is the Council of the Seven Fathers, and Farthi's Seat itself, from which the reigning King Beneath the Mountain rules with justice and patience. Beneath all of these chambers are the Royal Vaults, Stores and Armories, along with the War Room, for the directing of troop movements in times of conflict. Should the defenses of the Mountain ever be well and truly breached, the survivors will barricade themselves within the Keep, kept fed by its Stores and armed by its Armories. The Keep has its own Golem Control Center and Ramparts, and should attackers attempt to lay siege to it, they will be met by as many Thunder Throwers, Earth Shakers, Troll Crushers, Fire Spitters, Lightning Casters and Murder Holes as any might desire. Of particular note are the Magma Moat Valves, which can turn any chamber into a pool of molten rock and blazing brimstone. The most dangerous of all these defenses is a weapon called Farthi's Rage, which the dwarves will not explain, even to their closest friends. Should even this formidable machine prove inadequate, the Council may elect to activate the Self-Destruct Matrix, bringing the entire Mountain down upon itself. Messages will be sent out by the Emergency Communications Center, civilians evacuated by the Last-Ditch Trams, and if the City of Wonders maintains its eternal vigil, the Council may escape via the Portal of Merlin's Oath, and failing that, by Farthi's Last Trick Rocket.
The Mines of Orod Khazad are the very roots of its economy and its existence. As any tour guide will tell you, even today visitors can witness the Ancient Mines, where the lost tools of the Ancients still lie untouched by the ravages of time, preserved as a lesson for posterity of where we come from and where we may yet return. Here in the Old Mines, one may find Farthi's Delvings, where Farthi Stonefist first came to the Mountain, when the world was still young and the Ancients still reigned supreme. Merchants, of course, are a practical people, and would be more interested in the great variety of mineral resources available in the rich stone of the Mountain. The Blackstone Mines, the Silverlode Mines, and the Redstone Mines supply coal, silver and iron enough to arm all the armies of the world a thousand times over, and the Crystal Growing Chambers and Mithril Mines ensure that the dwarvish arts will not fail for lack of resources anytime soon. Deeper and deeper the tunnels lead, even through the Far Delvings, until at last they come to the Vaults of Orod Khazad. Here the Khazad Vaults, the Khazad Bank Vaults, the Traders Vaults, the Small Goods Vaults, and more are kept under lock and key and the eternal vigil of the Vault Guards, and no dwarves will open or shut the doors, but golems, controlled through the Vault Golem Control Pylons.
Deep Delvings (Dwarves only)
My brethren, you all know, of course, of the Deep Delvings, where our loved ones are laid to rest in the Catacombs, and our forefathers in the Necropolis of Orod Khazad deep within the Mountain's Bones. But deeper still than the Foundations of Stone, in the Lightless Depths where the sun shall never shine, beneath the Self-Destruct Pylons laid in wisdom by the Fathers of the Seven Houses, the wise among us have crafted the Black Archives, which hold the most forbidden of arts and knowledge. It and the Black Vaults are served by the Black Archives Tram and the Black Vaults Tram, and the sanctity of this place is ensured by the tireless efforts of the Deepguards. Never let the existence of these locations, or any locations that follow, be known to outsiders and non-dwarves. Here at the root of the Mountain alone can be found Farthi's True Oath, for his Oath above is incomplete, as you alone know, and of such no more need be said. For those among you with the summons and seals to pass, the depths beneath even these most secret locations hold chambers which must never be even discussed among the common folk, not even among our brethren. Simply to enter, you must first pass through the Decontamination Chambers, for beyond these are the Nameless Halls of Area 66, the Non-Euclidean Space formed from the Ancient cataclysm. This is the true source of our scientific knowledge, which keeps us in par with the City of Wonders, the Faeries, and the Wraith Lords of the Hellgate. Our Research Chambers come with Barracks, as the work done here is too important to even leave. Only here can be found the Portals Chamber, from which we extract impossible materials and energies to power machines which by all rights should never function. Do not attempt to enter the Sealed Portal Chambers, watched closely by the Sealed Portal Deepguards, for through those gates lie worse things than death. Although our brethren have, of course, become quite used to the croaking of Mom Raths, the cawing of Borogroves, the gyrating of Toves, and the danger of Scorpion-Flies, there are far more creatures from beyond the edges of reality which we may never release, for the safety of all. These we keep within the Nameless Creature Holding Chambers, to be researched and tested, and only released if deemed safe and appropriate. Yes, Deep Calamari tentacles are quite tasty when cooked right, and Deepclaws are very useful as both livestock and beasts of burden, and the iridescent husks and shells of Grey Widowers make gorgeous armor and furniture, but keep in mind that Deepwatchers have been responsible for more deaths than mine collapses in the past decade alone, and Grey Widowers if not killed swiftly and judiciously can and will lay eggs which hatch INSIDE your anguished and tortured body, slowly eating you from the inside. These creatures may have been deemed "safe and appropriate", but only because the wise have deemed us and our brethren sufficiently skilled to combat the danger they pose. And these are among the safest of specimines found thus far. Do not, under any circumstances, attempt to bypass the research and screening process in Area 66. If suggestions must be made, please submit them to the Council of the Seven Fathers.
Fairfield
The halfling village of Fairfield on the Blossom-Downs is an old settlement from about two centuries after the Plague, founded by a wandering farmer-turned-leader named Bolgo Greenhill and his followers as a peaceful refuge from the dangers of the world outside. It is situated in what the wizards say was once an enormous garden of the Ancient World. Though it had been abandoned for ages, it was still as lush and fertile as of old, and as Bolgo and his fellow halflings began to farm the land, it gave forth a rich bounty of fruit and grain and flax. The light forest and fertile land allowed the halflings a good life, and the inhabitants there eventually adapted archery and ambush rather than close-combat melee as their main form of defense. As a result, halflings are generally physically weaker than dwarves, though they are nearly unmatched in stealth and marksmanship. They are excellent cooks, carpenters, farmers and singers, and their food is homely and flavorful, perfect for refreshments after a hard day's work on the fields. They tend to prefer bright natural colors such as green and yellow, and are both inquisitive and talkative, though they tend to be cautious and wary of danger. Though well-fed and jolly, they are formidable fighters and remarkably difficult to daunt when it comes down to it.
The Founder:
Bolgo Greenhill was a quiet halfling, who desired nothing more than peace, quiet and good tilled earth. Due to the anarchy that filled the world during the second century after the Plague, of course, these wishes were little more than a dream, though the farmer gathered many friends and relatives with his homely speeches about settling down in some green meadow and turning holes into homes. Sheer luck brought him and his companions in contact with the wizards of the High Council, who advised them to search out the abandoned garden of the Ancients to the Southeast of the Great Sea. Heartened by the prospect of fertile land untouched by war, the halflings began their fabled journey to the bountiful hills of flowers that would in later ages be called the Blossom-Downs. Nestled among these ancient mounds, they found a hidden valley filled with wild grain and herbs, and upon viewing the place, Bolgo pronounced the valley and all the hills about to be the home of all his descendants from that day forward. Much may be said of the enormous task of transforming that valley into the Fairfields of today, or of the ordering of the Gedelves, but suffice it to say that Bolgo was the very model of a gentlehobbit towards which all his followers and descendants strive: skilled, cheerful and appreciative of the simple life, yet ready to fight for home and family.
Layout of Fairfields:
The villages of Fairfields on the Blossom-Downs are laid out naturally according to geographical feature, having sprung up as need or interest arose, but in terms of governance the area is divided, at least among the Halflings, into five areas. The four large areas within which most halflings live are called Gedelves, meaning Diggings and referring to the peculiar halfling habit of living in tunnels in the hills while farming in the open vale. At the center of the four Gedelves, each named after a constellation such as the Hunter or the Bear, is set the Methel-Steading, or Meeting-Place. Every five years the halflings gather for the Gemoot, the General Meeting, to discuss rules and boundaries and farming techniques. The whole of the Blossom-Downs is protected by a loose collection of fighters called Hunters, who often hail from the appropriately-named Huntagedelf. They have no particular leader besides the Chief Hunter, who is chosen by the Gemoot ffor five years to direct the other Hunters and then kept or replaced the next Gemoot. There is no uniform in particular, but Hunters can usually be found carrying a bow and wearing a plaid sash across his or her chest. Each Gedelf is independent, running its own affairs and minding its own business. Though borders are open between each region, halflings tend to stick to their hometowns and farmlands, seldom meddling in the affairs of others. In fact, halflings tend not to take notice of the world outside at all, though they are ever prepared should the outside start to take notice of THEM- it is a common trait among halflings to keep large supplies of food and tools and other useful things in their deep tunnels in preparation for some disaster or another. It is a habit carried over from the first decades, when supplies were scarce and goblins were a constant threat. Over the years, this peculiarity has lead to rather crowded homes and pantries, and inspired yet another trait unique to halflings- on birthdays, it is a common practice for the host to give presents to the guests rather than the other way around. Such gifts are often of the old and unused kind, such as preserves or some ancient tool whose use had long since been forgotten. Halflings don't like throwing away much of anything if it can be helped, and when some object or another truly has no use at all left in it, it is called a "heffy", and usually given to the Hefiganhus in Methel-Steading to be put on display as a curiosity or stored away until some time should arise for it to be useful again.
Methel-Steading, the Meeting-Place
This may not have been the oldest settlement in Fairfields, but most halflings agree that it was as close to the heart of the Blossom-Downs as one could get, and convenient enough of a location for meeting at. The town itself is small most of the time, with only a few stores, an old library, and typical well-stocked halfling tunnels full of supplies, but every five years when Gemoot arrives, the population spikes to thousands as farmers and craftsmen and hunters alike from every Gedelf gather before the Methel-Stone to discuss The Rules and how to keep them. The Methel-Stone is an unremarkable old boulder surrounded by smaller stones and logs in a shallow sandy depression just outside the town; during sessions the Gemoot sits on the stones or logs, while a chosen Elder stands on the Methel-Stone and picks speakers who want to have a say. Speakers would then stand on the stone, give their speech, and return to their seat afterwards. Besides the Methel-Stone, Methel-Steading is also somewhat notable for containing the Hefiganhus, where unwanted old curiosities from around the Blossom-Downs are put on display. Anything from shiny rocks and gems that don't glow to Ancient wonders that no longer function may be found here; on occasion dwarves and Wizards are known to purchase "heffys" from the place for some purpose or another.
Sign-up: innofwanderers.freeforums.net/thread/167/myths-thalassana-cursed-stones-light
RP: innofwanderers.freeforums.net/thread/170/myths-thalassana-cursed-stones-light
The great Kingdom of Leonard the Wise had long stood on the shores of the Seepay River, south of the ancient ruins of Kaegil on the shores of the Sea. It was a shining shield against the goblins of the South and the ravagers from the East, filled with gallant knights clad with the colors of the Crown.
To the northwest lay the City of Wonders, where the wise wizards of the High Council kept the knowledge of the Ancient Days, before the Plague. They had magnificent powers mysterious and arcane, but they were generous with their knowledge, and had gifted our King with many magical suits of armor, the like of which could not be rivalled by any blacksmith. Upon these suits were laid spells of power and strength, allowing those who wore them to lift heavy stones as if they were empty boxes, or carry many men upon their backs like children.
With this gift of magic armor, Leonard the Wise and his noble knights were able to drive back the goblins in the Great War, and kingdoms from all the lands of the West lent their aid, from the wild-men of the Deserts to the stout herders of the plains with their wild stallions and long rope-weapons.
In the years that followed, the Kingdom had a period of peace and prosperity. Now, the High Council asks us to go forth into the wilds of the southwest in search of a mysterious mineral of the ancient world, which glowed without fire and could curse men who looked upon it with boils and sickness, yet held unimaginable power if harnessed by the wisdom of the Ancients. The wizards assure us that our armor is enchanted to prevent the curse from falling upon us, but warn that things may have changed in the past few thousand years...
The Tale of the Great War
It was in the third century, a hundred years after the founding of Fairfield by the halflings, when the Kingdom of Thalassana was in its infancy. King Leonard the First was a leader of great renown at the time, brave and strong but inexperienced in the ways of true war. Hordes of goblins came from the wastelands of the East, led by a particularly savage and gigantic creature who called himself Zarthag the Scarred. Under his command, the goblins united into a fierce and terrifying army, burning as they came. The dwarves of Orod Khazad were forced to shut the doors of their city, and Fairfields bristled with arrows. Thalassana, however, was laid siege as its farmlands were burned and its villages ransacked. For years the people held out valiantly within the walls of the city, but soon hunger and thirst set in, and the goblins poisoned the wells, spreading sickness and death. Seeing the desperation of the inhabitants, Zarthag rode up to the gates just beyond bowshot, offering truce and parley with the King. Seeing the cost of war and fearing for the end of the kingdom, Leonard the First thought for many days, councelling with his advisors and sons on how to deal with the situation. In the end, he decided to trust the word of the goblin, and rode out with a small guard of noble knights, trusting in peace, to compromise with the enemy. But treachery was in the black heart of Zarthag, and as the old king rode out with his loyal knights under the White Flag of Truce, he was ambushed by goblins. Mighty as he was, his small group could not hold back the waves of enemies, and at the last, surrounded by the fallen, our King fell to the blade of the Scarred Goblin. Leonard the Second, then only a lad of 20, the Crown Prince, could only look on as his father's body was defiled and consumed by the creatures, his head removed and placed high up on a platform in mockery to the West. Fierce with anger, the newly-crowned king swore vengeance upon the goblins for this crime, calling upon all the peoples of the West to aid him. Outraged by the goblins' treachery, in this time of need wild-men from the Badlands and herders from the southwest came to our aid, and the wizards of the High Council intervened in the daily lives of common men for the first time in three hundred years. With wondrous magic, they called down fire and lightning and the very powers of nature to drive back the hordes. They also gifted young King Leonard the Second with a great store of enchanted armor which lent strength and speed to the wearer, and with these new weapons the Knights of Thalassana fought valiantly and saved the kingdom from utter ruin. Riding forth from the gates of the city, they crushed the armies of the enemy with sword and javelin, and broke the siege of Orod Khazad and the harrying of Fairfields. United against a common enemy, the free peoples of the West drove back the goblins back into the wastelands of the East, and from thence they have not come again in the last two centuries.
The Accounting of Zarthag
Zarthag was no fool, goblin though he was. He saw the united strength of the West, and knew that he would gain no victory that day. Defeated, the traitor withdrew from the field of battle, seeking to return to the wasteland to rally once more and crush Thalassana on his own time. Yet fate was against him, and as he turned his great back upon the field, the young Leonard let loose a single arrow from his father's bow, and in that moment, Zarthag the Scarred, enemy of the West, was destroyed. Like ants scattering when the brooding thing within their hive is crushed, the ranks of goblins fled, some into holes, others into caves, never again to return. Yet some fled into the wilds and wastes of the East, and with them went Murgaz, son of Zarthag. Scores of years would pass like the falling of leaves as Thalassana prospered, and the fire of rage that burned within Murgaz festered like a cancer. Slowly, goblin by goblin, his father's army grew once more, united by a hatred for all those who lived in the Free Lands of the West, never forgetting their loss that day upon the fields of Thalassana.
City of Wonders
Upon the shores of the Great Sea, at the northern reaches of the Great Road, seemingly untouched by time or war, there stands triumphant the last bastion of the Ancient world, of magic and power unmatched - the City of Wonders. Through its myriad enchantments and dazzling mysteries, the grandeur of long-lost Kaegil lives on, even in these lesser times, in the guiding hands of the Wizards.
Layout of the City
As travelers approach the City from the Great Road, the first signs will be the edge of the Fields of Mystery, where the strange magicks of the Great War still twist the landscape, causing both trees and grass to grow in unnatural ways, and causing the earth itself to give forth stones not found anywhere else in the world. Soon the source of these magicks becomes evident, in the form of a great circle, stretching far into the distance and encircling the Untouched Lands which mark the City's edge. This circle of glowing symbols still smoldering upon the ancient earth is all that remains of the legendary Shield of Merlin, which in the Great War was said to have made the entire land completely impenetrable to even the mightiest siege engines, gaining not even a mark or scar for all the efforts of the goblins.
Passing through these lands, the traveler will come quickly upon the Mithril Walls of the City, crowned with impossible Spell Towers and Crystal Pylons, ready to bring down sun-fire and lightning upon any who dare attack. The only path through this impenetrable defense is the Arcane Gateway, engraved with countless runes of power and woven through with layer upon layer of enchantments. To pass through the Gateway is impossible for enemies, even with an army behind them, but to friends and traders it is as if nothing were there at all.
If one is deemed worthy of passing the Gateway, the traveler will then find himself finally upon the Golden Streets of the City, of which there is no equal in the known world. The Merchant's District alone is a place of constant miracles, and the Visitor's Stables where the traveler puts his horse will seem pitiful indeed compared to the magic carpets and flying broomsticks which are everywhere the most convenient mode of transport, or the winged shoes which are all the rage among up-and-coming apprentices. Though the average onlooker may feel utterly bewildered at first, the Visitor's Center will quickly acclimate even the most backwoods of newcomers to the miracles of the City.
High above, the mighty and silent Silver Sentinels maintain their eternal vigil, their eyes of enchanted crystal constantly observing the streets for signs of trouble as their mithril gauntlets clutch swords of cold fire. Far below, the heart of the Merchant's District bustles with activity, especially in the Crystal Bazaar, where even the arches are made of Faerie-glass and hung with Faerie-silk of all colors, and the lanterns need no fuel, but shine both day and night, illuminating shops and stalls which sell foods and spices and goods unlike any in all the world. The Infinite Emporium lives well up to its name, offering a dazzling array of curiosities and miracles to delight at, artifacts and enchantments in every nook and cranny. To every side, the Shining Towers soar high into the clear sky, faced with mirrored glass and held together by nothing but magic, as is common throughout the City.
Such is the omnipresence of magic here that there is even a specially-designed Skyport floating in the sky, with magical vines and ladders and spell-lifts carrying travelers from the Flyer's Landing and Portal Gates to the ground below. Public transportation is all but unnecessary in such a magic-filled environment, and walking is done for pleasure and out of choice rather than necessity.
For merchants and traders, the one and only place to be is the Grand Exchange, where enterprising businessmen stake their fortunes upon the high-risk game of shares and stocks, an ancient concept dating back to the time of the Ancients now practiced only here and in Orod Khazad. Even Faeries and Wraith-Lords visit from time to time, putting aside their differences to get their chance at profits beyond imagining. Nearby, travelers can find the always-busy Auction Halls, where items that would otherwise be thrown away as "heffys" by the ignorant are revealed to be priceless artifacts of ancient power, worth far more than its owner could even dream of. The Wizard's Bank is another place of miracles, causing golden coins to vanish or reappear out of thin air, to be stored by the leprechauns in some unknown location until retrieval. Such is the trustworthy nature of the institution that Wizards routinely use paper certificates from it to trade, rather than coin! Of course, if one wishes to store items besides gold, the traveler would be better served by visiting the City Vaults, built with the same strength and security as the finest Khazad Vaults one could ask, and enchanted, to boot.
For the more academically focused, the Scholar's District is simply a playground of infinite delights, with such grand institutions as the Academy of Magic and the Arcane University serving thousands of promising young apprentices every year, offering courses in every aspect of magic imaginable. The Eternal Library and Great Archives are an endless fountain of knowledge and wisdom, with manuscripts and books dating even before the time of the Ancients, into histories unknown anywhere else in the world. The Research Laboratories and Astronomy Towers of the City are unmatched even in Orod Khazad, and the Dome of Stars bring the very night sky into the palm of your hand as constellations become like playthings and the loftiest planets like little pearls. The Sphere of Far Sight and the Tree of Prophecy is unlike anything else besides the secret chambers of Faerie, and unlike those eldritch places, cost nigh upon nothing to look upon. Gaze on any location in the world with the Sphere, and see the inevitable results of any choice by following your path up the Tree, and you may return a changed person, with deeper wisdom and respect for free will and fate. Here, also, the Chambers of Folded Space, where even reality itself is as fluid as water. The Solar Tower is a monument to the might of the Sun, and the Skybeam is truly a sight to behold at night, bringing daylight to the Tower at any time. But more than all these wonders, Merlin's Ladder will amaze even the most cynical, for here is a Ladder which reaches into the very heavens themselves, above the clouds, and even the sky itself.
The Alchemy Works are home to the fantastic industries of the City, pouring forth countless potions and artifacts each day for wizards and otherworldly visitors from every locale. Fires and fumes of every color imaginable constantly flash from strange workings, and unnatural lights glow from deep within bubbling vats of concentrated essence. The Light Forges are fascinating constructs of crystal and mithril, using the power of concentrated light to shape and create all manner of miraculous objects otherwise impossible to form. Here, also, the all-important gems of the City are shaped in the Crystal Arrays, as tall as hills and inlaid with myriad spells.
At the heart of the City is the Administration District, from which all else is directed and recorded. Here are the Council Chambers and the Seat of Merlin, from which the High Council and the Merlin himself passes forth judgement and makes proclamations. Here also are the many institutions which govern the City - the Ministry of Finance, the Ministry of Defense, the Ministry of Research, the Ministry of Agriculture, the Ministry of Transportation, the Ministry of Artifice, and of course the Ministry of Governance. Alas, even wizards are not immune from disputes, wise though they may be, and in order to facilitate the settling of disputes and avoid taking up the time of the High Council, the Supreme Court of the City passes judgement on all matters which do not directly require the intervention of the High Council. Its wisdom is always guided by the principles of the Constitution of the City, preserved in crystal at the center of Merlin's Guidestones just outside the Council Chambers, which list the recommendations of the First Merlin for the future decisions of the Council.
Chambers of Deep Knowledge (supremely occult, Inner Council archmage-lord and archmage-lady only)
Ladies and Gentlemen, my fellow archmage-lords and archmage-ladies, Merlin-lord, greetings. You are aware, of course, that the safety and security of the City depends entirely on the maintenance of absolute information security and secrecy. Our powers have limits, and these limits must never be known to the common folk, nor the source of our powers, for as many of you have seen, they are still far from ready to take up the torch of their ancestors, those they call the "Ancients". Though we allow them to marvel at many of our more showy tricks, our true secrets are kept hidden within the Chambers of Deep Knowledge, along with much of our actual high-level operations. For instance, in times of conflict, like the recent Goblin Wars a century ago, we will man the War Chamber and direct our forces using the As Below Map. This same map allows us to direct pinpoint attacks on besiegers in real time through the ARCANE Weave, or the Augmented Reality Computer Assisted Neuralink Environment network. Adjacent to the War Room are the Inner Council Chambers, where only the highest-ranking archmage-lords and archmage-ladies with proper clearance plan out contingencies which must never be hinted at or discussed in any manner, including affirmation or denial of their very existence. Should the Shield of Merlin ever be raised once more, contingencies allow for trusted individuals to assemble the Keys to the City for gaining access through the Shield and directing City defense networks.
Most of you are aware of our current immortality program, which incorporates aspects of the Faerie projects such as the photonic connectome maps and neural mirrors; if the need ever arose to physically manifest them, these single points of vulnerability will be kept within the Soul Crystal Vaults in the Crypt of Merlin, maintained at a consistent humidity and temperature. The most optimal scenario would have the Soul Crystals mapped directly into the virtual ARCANE Weave and maintained by the Crystal Pylons, but contingencies never depend on optimal scenarios. When all else fails, the Keys may be used to activate the Reality Sphere, with obvious consequences.
The Forbidden Portal Room is exactly that, forbidden. The portals have been sealed for a very good reason, usually well-documented in the nearest information crystal. We also have supremely occult access to the hearts of our adversaries and rivals, through the Hellgate Portal, Faerie Portal, and Area 66 Portals; the mere existence of these portals must not be even discussed or hinted at. Access to the Sealed Vaults is explicitly forbidden by order of the First Merlin himself, save by the combined Keys of the City.
The very worst case scenario contingency available to the Inner Council and the Merlin is (supremely occult) Merlin's Vengeance, which is described elsewhere. It involves use of the As Above Map, which allows actual reality manipulation, and requires the True Line of Merlin in addition to the Keys.
Though not as dangerous, in some ways, as the Forbidden Portal Room, there are also a multitude of Anomaly Vaults and Containment Cells hidden deep within the Chambers of Deep Knowledge. The assets, prisoners and subjects kept within these vaults and cells are there for a reason, again well-documented in the nearest information crystal. Access is, as always, granted via the Keys.
For the most dangerous and unkillable or indestructible of prisoners, for instance, a (supremely occult) Wraith Lord or (supremely occult) Faerie, there exist (supremely occult) Immortal Prisons fitted with the most advanced tools available for containment, up to and including the use of the Seraphim, described elsewhere.
For more information about the Keys and the rest of the assets available within the Chambers, contact your Inner Council member.
Orod Khazad
The Mountain-Home, the Kingdom of Stone, the Dwarrow-Delf, Khazad-Dumu. The sprawling underground realm of the Dwarves is known by many names, but to its inhabitants and visitors, it is Orod Khazad, the City of Dwarves. A marvel of Ancient construction and Dwarvish engineering, it is one of the few realms that can truly rival that of the City of Wonders, both in grandeur and in knowledge, and L'Anza in wealth.
Background of the Dwarf-City:
The great dwarf-city of Orod Khazad was founded about a century after the Plague in what was once a vast mine of the Ancient World by Farthi Stonefist, a formidable dwarvish miner turned warrior and leader by necessity. The dwarf and his followers braved the harsh mountain winters and frequent attacks by Goblins from the east, becoming a strong and hardy race which valued strength and endurance and craftsmanship. Over the ages, the dwarves have carved out a vast underground city beneath the mountains, and enormous veins of iron and coal have brought them great wealth and fame throughout the land. Dwarves are grave and gruff, but shrewd with money and loyal to allies. They prefer melee weapons such as hammers and axes, and always wear heavy armor. They are experts at smithing, mining, masonry and ale-brewing, and their food is both hearty and energizing for helping them live through the long, harsh winters in the mountains. They tend to wear thick wool, leather and furs for warding off the mountain cold, and have long beards and generous body hair, being also stout with thick skins and strong bodies. They are slightly taller than halflings.
The Founder:
Farthi Stonefist was a master mason and miner, with a keen eye for ore and strong arms that could lift boulders with ease. His beard was brown as the earth of the mountain, and his eyes were black as coal, fiery with determination and backed with a will to match. His long experience with earth and stone brought him to the cold mountains east of the Great Sea, where the Ancients had once delved for the strange metals with which they built their wonders. Though he began with but a few followers and a single pickax scavenged from the ruins of the old mine-shafts, the dwarf eventually carved out an empire beneath the mountain to rival even Thalassana itself. An unexpected encounter with goblins, and the subsequent cave-in which crushed his right hand, was no barrier to this formidable dwarf either. His role in literally driving out the creatures and saving all his fellows single-handed earned him even greater renown ever after, and when he replaced his broken hand with a stone fist carved of granite, he passed from mere leader into legend. Much may be said of his shrewd trade and ingenious mining inventions, or of the piles of treasure which came into his possession over the decades, but suffice it to say that this leader among leaders truly became an ideal towards which all dwarves strive even today.
Layout of Orod Khazad:
As the Great Road approaches the Mountain, it is flanked on either side by great fiery braziers, which are kept lit year-round so that travelers may be guided to safety even in the depths of winter. Lest enemies think the City of Dwarves is unprotected, however, those who wish to enter Orod Khazad must first come through the Outer Gate, the only entrance through the Outer Walls, formed from solid and seamless stone as smooth as glass. No thief can scale this wall, and any who try will be spotted by the Watchtowers - then let them curse their foolishness! For these are no mere watchtowers of brick and wood, but Thunder Towers, whence death may strike by the mechanical marvels crafted by secret Dwarvish arts unknown. Even if an attacker may by some miracle evade these deadly mechanisms, they must still face the Frost Guards atop the Outer Ramparts, and should an army break through the Outer Guardhouse, great flares shall be shot high into the air by the Signal Launchers, alarms sounded by the Signal Horns, and dazzling lights shine forth in even the thickest fog and blinding blizzard from the Great Beacons, whose lights pierce all darkness.
But guests and traders are welcome to the Mountain, and scaling the Great Stairs they may soon come to the Merchant's Landing, where their goods can be brought to the Giant's Lifts, another mechanical marvel which allows heavy items and wagons to be taken straight up the side of the mountain by mechanical power alone! Common travelers, of course, must continue up the Great Stairs by foot or horse, past the massive Eternal Guards which flank the stairs, with one of their palms raised and turned outward in gestures of peace, but the other clutching a war-axe and ready for battle.
Finally, at the top of the Great Stairs, the traveler will come to the Great Gates of Orod Khazad, forged by lightning from solid mithril and towering higher than many castles. Before this wondrous entrance stands the Monument to Stonefist, upon the base of which is written Farthi's Oath, welcoming all those of peaceful intent, offering eternal camaraderie and trust to those who would prove themselves worthy, and making a covenant with the City of Wonders through the First Merlin of the City.
Once through the Gates, one comes to the Gate Guardhouse, where traders pay their tolls as necessary and guards watch the travelers for signs of malicious intent. Lest any attempt to bring an army to the Gates, the visitors are welcomed to survey the Great Ramparts, bristling with such terrible mechanisms as Thunder Throwers, Earth Shakers, Troll Crushers, Fire Spitters, and Lightning Casters, along with more mundane defenses like Murder Holes. Should such prove insufficient to deter attackers, Great Horns may be sounded, to bring the Khazad Armies to the fore.
But to those who come merely to trade and visit, these marvels are soon superseded by more practical matters, for just beyond the Gates is the Visitor's Center. Here, those who wish only to quickly conduct their business may bring their horses to the attached stables, and use any of the numerous delightfully convenient and ingenious mechanical kiosks, such as the Trader's Vaults Kiosk, the Khazad Vaults Kiosk, and the Khazad Bank Kiosk, which are all served by the Small Goods Vault Tram via some incomprehensible contraption or another. Here also travelers may take a brief stay at the Gateway Tarvern, and take a gander at the Visitor's Market and the Curiosity and Souvenier Shop, which offers specialty low-priced mechanical marvels of dwarvish make, such as clockwork songbirds and miniature gyro-copters, sure to delight both children and adults alike.
For those who wish to stay longer, or for dwarves returning home, they must cross the massive Drawbridge of Orod Khazad, stretching perilously above the Mountain's Maw. Let attackers beware, for that bottomless pit will swallow armies and hunger still. But let those of peaceful intent be comforted, for the Drawbridge is of Dwarvish design, and its supports are as strong as the Mountain itself.
Once over the Drawbridge and through the Inner Guardhouse inset in the Inner Ramparts, one will come at last to Farthi's Welcome, at the entrance to the Great Hall. The monument depicts Farthi Stonefist with his arms outstretched in welcome, ready to receive all who wish to trade and be friends, and clothed in leather, the protection of the artisan, and silks, the mark of a merchant and diplomat. Here in this vast chamber one will find row upon row of shops and alehouses, but the most famous in the whole of the Mountain is the Roaring Bear Tavern, home to Farthi's Finest Brewery. Here one may taste beer, ale, and mead as they were meant to be, thick enough to chew and hearty enough to drive away even the deepest chills of winter. Feast upon the most tender and juicy roast meat the Mountain has to offer, sit before the roaring fireplace listening to songs and tales through the night. When morning comes, visit the Market of Orod Khazad, where foods and spices from all corners of the world may be found, and the Mountain's own bounties may be perused at leisure.
Of course, the Great Hall is not merely a place of trade. There is the Gymnasium, with its Training Squares, Fighting Rings and Arenas, where the Khazad Army trains night and day; most appropriately, the area directly adjacent to this is the Weapons District and the Armorers District, where the ringing of hammer on steel can be heard at all times. Then there is the Masons District, the Carpenters District, the Tailors District, and many more, serving the fantastic and bewildering variety of artisans and craftsmen who call the Mountain their home. Of special note is the Jewelers District, from which the finest gems in all the world come, and the Engineers District, which produces all the mechanical marvels that Dwarves are most famous for.
At the heart of the Great Hall are the Trader's Vaults, as secure as any merchant might ever ask for, along with the headquarters for both the Khazad Bank and the Khazad Vaults, served by the ingenious Vault Tram, which goes deep into the depths of the Mountain. Here, also, is the Khazad Auction, along with the Khazad Exchange, where foolhardy merchants make fantastic gambles with their hard-earned money in the hopes of gaining some profit from trading shares of companies among themselves; the cacophony is simply astounding, as is the chaos of the Exchange floor. Outside, thankfully shielded from the noise, one may find some small reprieve at the Central Plaza, or wander into the Entertainment District, to see some new performance or delightful moving-image exhibit from the latest mechanical crafts of the Mountain. Others may wish to peruse the Curiosities District, to marvel at the strange and wonderful discoveries from far beneath the earth or unknown lands beyond the edge of the map.
Unfortunately, as any merchant knows, sometimes there will be disputes, whether with customers or with other competitors; these situations call for a visit to the Warden of the Market's Headquarters, situated conveniently adjacent to the Financial Records Headquarters and serviced by the Records Tram, going in the same direction as the other trams, deep into the heart of the earth.
All this bustle of activity might, perhaps, seem completely unmanageable to the average visitor, who might wonder how on earth these many artisans and merchants might travel to and from their workplaces, for though some dwarves choose to live directly above their workplaces, a great many obviously go somewhere else, and it would be unthinkable to have such a great mass of dwarves walk the vast distances beneath the earth. As always, the solution is most dwarvish in nature, and comes in the form of the Midway Station. Here is a transportation marvel to rival those of the Ancient world, a spider's network of shining rails and flashing trams linking even the farthest-flung reaches of the Mountain to the Great Hall, within a few minute's ride on a mechanical basket fitted with comfortable cushioned seats. The Records District, the Great Forges, the Waterworks, the Gardens, the Mansions, the Mineshafts, all are linked by tram to the Midway Station. Not only this, but even messengers and runners are unnecessary, as the dwarves have devised an ingenious system of communication via Messaging Pylons, and the unthinkable logistics of bringing wood and oil and coal for lighting is done away with via dwarvish Energy Pylons, which by some secret craft allow dwarvish crystal lanterns to glow brighter than any torch. As you board the tram for the Records District, be sure to stop by the Midway Geode, upon which is inscribed a map of all the networks of the Mountain for your convenience and viewing pleasure.
The Records District is home to the administrative portions of Orod Khazad, and may be thought of as the memory of the Mountain. The most well-known building may be the Hall of Records, situated adjacent to the Khazad Archives and Scriptorium, where all manner of letters and notices are collected and preserved for future reference. Not coincidentally, the Scholar's District is also adjacent to these buildings, along with the Academy of Orod Khazad and the Library of Orod Khazad. Should disputes ever arise requiring forceful intervention, the Halls of Justice will ensure that every side of the dispute is investigated and a resolution found. Although it may strike a visitor as odd, the presence of Guild Houses within the Records District is of great use to the administration, as it allows consistent reporting of guild size and stature, outside of the constant political struggles that usually cloud such information.
The Great Forges of Orod Khazad are located deep underground, at the Mountain's Heart. Witness the Hall of Fire, where molten stone flows in great ribbons like waterfalls of flame, serving the Great Refinery, the Smokestacks, and the Lightning Forges alike. Stand in awe of the vast Pipeway, like a forest of steel, connecting everything from the Steam Vaults, the Oil Vats and the Tar Vats to the Bellows Chambers in the Mountain's Lungs, each breath of which is like a hurricane. Such is the great size of the Mountain that even the air itself must be scrubbed of impurities within the Mountain's Lungs, and the rushing wind is truly an experience like no other. The heat of the Hall of Fire is such that dwarvish lightning Engines can run day and night, drawing energy from the Steam Vaults fed from the Waterworks.
The Waterworks themselves are almost as deep as the Great Sea, and anyone visiting should view the Falls of Orod Khazad, which lead from unfathomable heights to indescribable depths, turning the Great Wheels which power everything in the Mountain. Here the air flowing from the Steam Vaults pass through the Cooling Chambers and Condensing Chambers, to be recycled through the Pipeway, and here all the drinking water in the Mountain is passed through the Water Cleaning Chambers and the Distillery, to be held in the Great Pools. Here, also, the waste of the Mountain is brought to the Sewer Plant, where by dwarvish arts it is made clean and pure once more.
High above all else, near the pinnacle of the Mountain, are the Gardens of Orod Khazad, with its Orchard Chambers, Grain Chambers, Vegetable Chambers, and Herb Chambers, all fed by the Liquid Soil Engines and the Composting Vats. Here, also, visiting alchemists and herbologists may be delighted to examine the Experimentation Chambers, where new plants never before seen are crafted, generation by generation. All these chambers supply the Granaries, Seed Vaults, and Food Vaults of Orod Khazad, along with the Great Mills, from which run the Small Goods Vault Tram into deeper districts yet to be discussed. Such a vast variety of plants must, of course, be given plenty of sunlight, and this is supplied from the Chamber of Lights, passing through the Mirror Vaults into each chamber and rack. Fewer dwarves work in these farms than one might think, for in their ingenuity the dwarves have created a Golem Control Center, with which to manipulate and order the thousands of mithril golems hard at work in each chamber, tirelessly reaping and tilling and sowing again. Taking advantage of its altitude, the precipice of the Mountain is also home to the Messaging Center from which all Messaging Pylons run, and the Beacon Stairs, for accessing the highest of the Great Beacons should all else fail.
The Mansions are where most of the dwarves of the Mountain choose to take residence, particularly the aristocracy, who generally live in the Nobles District. Most dwarves divide themselves among the Seven Houses, even in the Common District, and the house of any particular family may be easily discerned from the crest and color of their abode. At the center of the chamber, one will find the Throne of the Mountain, kept safe behind the Royal Gates and its gueardhouse. Within its grounds are situated such chambers as the Royal Dining Halls, the Royal Library, the Royal Archives, and other administrative buildings; here also is an independent Golem Control Center, for directing the armies of golems which serve as servants and guards. At the heart of the Throne of the Mountain is the Council of the Seven Fathers, and Farthi's Seat itself, from which the reigning King Beneath the Mountain rules with justice and patience. Beneath all of these chambers are the Royal Vaults, Stores and Armories, along with the War Room, for the directing of troop movements in times of conflict. Should the defenses of the Mountain ever be well and truly breached, the survivors will barricade themselves within the Keep, kept fed by its Stores and armed by its Armories. The Keep has its own Golem Control Center and Ramparts, and should attackers attempt to lay siege to it, they will be met by as many Thunder Throwers, Earth Shakers, Troll Crushers, Fire Spitters, Lightning Casters and Murder Holes as any might desire. Of particular note are the Magma Moat Valves, which can turn any chamber into a pool of molten rock and blazing brimstone. The most dangerous of all these defenses is a weapon called Farthi's Rage, which the dwarves will not explain, even to their closest friends. Should even this formidable machine prove inadequate, the Council may elect to activate the Self-Destruct Matrix, bringing the entire Mountain down upon itself. Messages will be sent out by the Emergency Communications Center, civilians evacuated by the Last-Ditch Trams, and if the City of Wonders maintains its eternal vigil, the Council may escape via the Portal of Merlin's Oath, and failing that, by Farthi's Last Trick Rocket.
The Mines of Orod Khazad are the very roots of its economy and its existence. As any tour guide will tell you, even today visitors can witness the Ancient Mines, where the lost tools of the Ancients still lie untouched by the ravages of time, preserved as a lesson for posterity of where we come from and where we may yet return. Here in the Old Mines, one may find Farthi's Delvings, where Farthi Stonefist first came to the Mountain, when the world was still young and the Ancients still reigned supreme. Merchants, of course, are a practical people, and would be more interested in the great variety of mineral resources available in the rich stone of the Mountain. The Blackstone Mines, the Silverlode Mines, and the Redstone Mines supply coal, silver and iron enough to arm all the armies of the world a thousand times over, and the Crystal Growing Chambers and Mithril Mines ensure that the dwarvish arts will not fail for lack of resources anytime soon. Deeper and deeper the tunnels lead, even through the Far Delvings, until at last they come to the Vaults of Orod Khazad. Here the Khazad Vaults, the Khazad Bank Vaults, the Traders Vaults, the Small Goods Vaults, and more are kept under lock and key and the eternal vigil of the Vault Guards, and no dwarves will open or shut the doors, but golems, controlled through the Vault Golem Control Pylons.
Deep Delvings (Dwarves only)
My brethren, you all know, of course, of the Deep Delvings, where our loved ones are laid to rest in the Catacombs, and our forefathers in the Necropolis of Orod Khazad deep within the Mountain's Bones. But deeper still than the Foundations of Stone, in the Lightless Depths where the sun shall never shine, beneath the Self-Destruct Pylons laid in wisdom by the Fathers of the Seven Houses, the wise among us have crafted the Black Archives, which hold the most forbidden of arts and knowledge. It and the Black Vaults are served by the Black Archives Tram and the Black Vaults Tram, and the sanctity of this place is ensured by the tireless efforts of the Deepguards. Never let the existence of these locations, or any locations that follow, be known to outsiders and non-dwarves. Here at the root of the Mountain alone can be found Farthi's True Oath, for his Oath above is incomplete, as you alone know, and of such no more need be said. For those among you with the summons and seals to pass, the depths beneath even these most secret locations hold chambers which must never be even discussed among the common folk, not even among our brethren. Simply to enter, you must first pass through the Decontamination Chambers, for beyond these are the Nameless Halls of Area 66, the Non-Euclidean Space formed from the Ancient cataclysm. This is the true source of our scientific knowledge, which keeps us in par with the City of Wonders, the Faeries, and the Wraith Lords of the Hellgate. Our Research Chambers come with Barracks, as the work done here is too important to even leave. Only here can be found the Portals Chamber, from which we extract impossible materials and energies to power machines which by all rights should never function. Do not attempt to enter the Sealed Portal Chambers, watched closely by the Sealed Portal Deepguards, for through those gates lie worse things than death. Although our brethren have, of course, become quite used to the croaking of Mom Raths, the cawing of Borogroves, the gyrating of Toves, and the danger of Scorpion-Flies, there are far more creatures from beyond the edges of reality which we may never release, for the safety of all. These we keep within the Nameless Creature Holding Chambers, to be researched and tested, and only released if deemed safe and appropriate. Yes, Deep Calamari tentacles are quite tasty when cooked right, and Deepclaws are very useful as both livestock and beasts of burden, and the iridescent husks and shells of Grey Widowers make gorgeous armor and furniture, but keep in mind that Deepwatchers have been responsible for more deaths than mine collapses in the past decade alone, and Grey Widowers if not killed swiftly and judiciously can and will lay eggs which hatch INSIDE your anguished and tortured body, slowly eating you from the inside. These creatures may have been deemed "safe and appropriate", but only because the wise have deemed us and our brethren sufficiently skilled to combat the danger they pose. And these are among the safest of specimines found thus far. Do not, under any circumstances, attempt to bypass the research and screening process in Area 66. If suggestions must be made, please submit them to the Council of the Seven Fathers.
Fairfield
The halfling village of Fairfield on the Blossom-Downs is an old settlement from about two centuries after the Plague, founded by a wandering farmer-turned-leader named Bolgo Greenhill and his followers as a peaceful refuge from the dangers of the world outside. It is situated in what the wizards say was once an enormous garden of the Ancient World. Though it had been abandoned for ages, it was still as lush and fertile as of old, and as Bolgo and his fellow halflings began to farm the land, it gave forth a rich bounty of fruit and grain and flax. The light forest and fertile land allowed the halflings a good life, and the inhabitants there eventually adapted archery and ambush rather than close-combat melee as their main form of defense. As a result, halflings are generally physically weaker than dwarves, though they are nearly unmatched in stealth and marksmanship. They are excellent cooks, carpenters, farmers and singers, and their food is homely and flavorful, perfect for refreshments after a hard day's work on the fields. They tend to prefer bright natural colors such as green and yellow, and are both inquisitive and talkative, though they tend to be cautious and wary of danger. Though well-fed and jolly, they are formidable fighters and remarkably difficult to daunt when it comes down to it.
The Founder:
Bolgo Greenhill was a quiet halfling, who desired nothing more than peace, quiet and good tilled earth. Due to the anarchy that filled the world during the second century after the Plague, of course, these wishes were little more than a dream, though the farmer gathered many friends and relatives with his homely speeches about settling down in some green meadow and turning holes into homes. Sheer luck brought him and his companions in contact with the wizards of the High Council, who advised them to search out the abandoned garden of the Ancients to the Southeast of the Great Sea. Heartened by the prospect of fertile land untouched by war, the halflings began their fabled journey to the bountiful hills of flowers that would in later ages be called the Blossom-Downs. Nestled among these ancient mounds, they found a hidden valley filled with wild grain and herbs, and upon viewing the place, Bolgo pronounced the valley and all the hills about to be the home of all his descendants from that day forward. Much may be said of the enormous task of transforming that valley into the Fairfields of today, or of the ordering of the Gedelves, but suffice it to say that Bolgo was the very model of a gentlehobbit towards which all his followers and descendants strive: skilled, cheerful and appreciative of the simple life, yet ready to fight for home and family.
Layout of Fairfields:
The villages of Fairfields on the Blossom-Downs are laid out naturally according to geographical feature, having sprung up as need or interest arose, but in terms of governance the area is divided, at least among the Halflings, into five areas. The four large areas within which most halflings live are called Gedelves, meaning Diggings and referring to the peculiar halfling habit of living in tunnels in the hills while farming in the open vale. At the center of the four Gedelves, each named after a constellation such as the Hunter or the Bear, is set the Methel-Steading, or Meeting-Place. Every five years the halflings gather for the Gemoot, the General Meeting, to discuss rules and boundaries and farming techniques. The whole of the Blossom-Downs is protected by a loose collection of fighters called Hunters, who often hail from the appropriately-named Huntagedelf. They have no particular leader besides the Chief Hunter, who is chosen by the Gemoot ffor five years to direct the other Hunters and then kept or replaced the next Gemoot. There is no uniform in particular, but Hunters can usually be found carrying a bow and wearing a plaid sash across his or her chest. Each Gedelf is independent, running its own affairs and minding its own business. Though borders are open between each region, halflings tend to stick to their hometowns and farmlands, seldom meddling in the affairs of others. In fact, halflings tend not to take notice of the world outside at all, though they are ever prepared should the outside start to take notice of THEM- it is a common trait among halflings to keep large supplies of food and tools and other useful things in their deep tunnels in preparation for some disaster or another. It is a habit carried over from the first decades, when supplies were scarce and goblins were a constant threat. Over the years, this peculiarity has lead to rather crowded homes and pantries, and inspired yet another trait unique to halflings- on birthdays, it is a common practice for the host to give presents to the guests rather than the other way around. Such gifts are often of the old and unused kind, such as preserves or some ancient tool whose use had long since been forgotten. Halflings don't like throwing away much of anything if it can be helped, and when some object or another truly has no use at all left in it, it is called a "heffy", and usually given to the Hefiganhus in Methel-Steading to be put on display as a curiosity or stored away until some time should arise for it to be useful again.
Methel-Steading, the Meeting-Place
This may not have been the oldest settlement in Fairfields, but most halflings agree that it was as close to the heart of the Blossom-Downs as one could get, and convenient enough of a location for meeting at. The town itself is small most of the time, with only a few stores, an old library, and typical well-stocked halfling tunnels full of supplies, but every five years when Gemoot arrives, the population spikes to thousands as farmers and craftsmen and hunters alike from every Gedelf gather before the Methel-Stone to discuss The Rules and how to keep them. The Methel-Stone is an unremarkable old boulder surrounded by smaller stones and logs in a shallow sandy depression just outside the town; during sessions the Gemoot sits on the stones or logs, while a chosen Elder stands on the Methel-Stone and picks speakers who want to have a say. Speakers would then stand on the stone, give their speech, and return to their seat afterwards. Besides the Methel-Stone, Methel-Steading is also somewhat notable for containing the Hefiganhus, where unwanted old curiosities from around the Blossom-Downs are put on display. Anything from shiny rocks and gems that don't glow to Ancient wonders that no longer function may be found here; on occasion dwarves and Wizards are known to purchase "heffys" from the place for some purpose or another.