Tesrae ti'Serenmistishsa
Citadel of the True Followers
by Andrew W. Ragland
originally published in Earthdawn
Journal #7
Overview
After all the ill that is spoken of the Theran Empire, I must
in all fairness say that it was simpler to enter the Theran Quarter of
Vivane than to visit Tesrae ti'Serenmistishsa. Being dwarven posed no restriction
in Vivane, and being Barsaivian in a Theran enclave was at most an inconvenience.
My race, however, proved to be a difficulty in the Elven city.
Gaining entry alone was troublesome. I had to swear an oath to avoid
disturbing the progression of the inhabitants along their Paths, in excessively
vague terms. This severely limited the questions I was able to ask without
fear of harsh penalties.
Once inside the city, my every movement was closely watched. Three times
I was turned away from a line of questioning, once by a Warrior adept,
once by one of the Pathless and the third time by a bailiff, who forbade
me to enter the Circle of Lords ever again. Any factual errors are therefore
the result of insufficient clarification being available.
These are a harsh and stringent people, who do not approve of scholarly
discourse in the normal manner. Studying their way of life was a decidedly
unwelcome task. It is my belief that the inhabitants of the Citadel would
be more content to remain undocumented, but my commitment to knowledge,
my own Discipline, will not allow such a thing to come to pass.
I have been warned of possible reprisals. If they come, then so be it.
At least I can know that I have made a contribution to the store of knowledge.
-- Tarliman Joppos, Scholar of City Lore, Hall of Records,
Throal
Origins
Tesrae ti'Serenmistishsa was founded centuries before the Scourge, but
after the exile of Elianar Messias. The date cannot be pinned down any
more exactly without access to city records restricted to those on the
Path of Lords, or a visit to Blood Wood, neither of which are likely.
What can be determined with certainty is that the Separation of Shosara
and the exile of the Martyr Scholar set off a series of schisms within
Elven society. Many of the Dae'mistishsa drifted further away from strict
adherence to the dictates of the Elven Court. Some abandoned the Paths
entirely. What is not commonly known is that the more observant Sa'mistishsa
also drew away from the Queen. One particular faction apparently decided
that Failla's actions divorced her from the Paths, and rendered her and
her Court unfit as a model for the strict followers. From what I was able
to gather, this faction would have preferred a stronger and more thorough
purge of elvendom, to rid the elven people of heretical ways and bring
them back into line with the Paths. When Failla did not order such a purge,
the hard-line Sa'mistishsa removed themselves to avoid what they saw as
corruption of their ancient elven traditions.
Leaving Wyrm Wood, this faction journeyed far to the south, following
the general path of the Martyr Scholar, and ending up in the Delaris Mountains.
That range's tricky reputation proved itself well-deserved, as the elves
were unable to find either Messias or the monastery where he had taken
residence. They did, however, find a hospitable valley with fertile ground
and a small river, fed by springs high in the peaks. With a few years of
hard work, a viable settlement was established.
Over the intervening years, the elves of the Citadel have refined their
view of the Paths. Their Eoerin, or scholars who study the Paths and their
meaning to the elven people, have extended the domain of the Paths to every
facet of their lives. The Paths determined the layout of their city, the
design of their homes, trades studied by the non-Adept majority of the
population, even who they could and could not associate with or marry.
When the Scourge came, the Paths shaped their survival.
Rejecting outright the Court's approach, and caring little about the
opinion of Failla's successor, they struck their own bargain with the Therans.
After all, the Books of Harrow had been discovered by an elf who argued
for the preservation of traditions, who pressed for holding to the established
ways so strongly that he was cast out from an increasingly heretical Court.
The Rites of Protection and Passage had been developed by his inheritors,
people who while they did not follow the Paths followed older traditions
still. Designing their kaer to the specifications of the Eoerin, they retreated
within to wait out the Scourge.
The current city stands on the same site as its predecessor. Great magics
have been worked to restore the valley and to rebuild the Citadel. The
Scourge gave the Eoerin hundreds of years to further refine their interpretation
of the Paths. Diverging somewhat from the mainstream of Sa'mistishsa thought,
their beliefs now pose a further barrier to reunification with the Court
and the rest of elvendom.
Location
Tesrae ti'Serenmistishsa lies at the lower end of a deep valley in the
Delaris Mountains. Finding the valley with Shantaya's Sextant is virtually
impossible, due to the difficulty of seeing the lights of the Passions
from within the mountains, and the shifting nature of the Delaris range.
The would-be visitor to the Citadel must either be willing to spend many
days hiking about the most confusing peaks in Barsaive, or have a finding
stone given to him by one of the inhabitants. How the finding stones lead
someone back to their origin when the holder of the stone has never been
there, I have no idea.
Government
The inhabitants of the Citadel recognize no power as supreme to their own.
They flatly refuse the dictates of the Elven Court, claiming that Failla
diverged the Court from the Paths when she exiled Elianar Messias, and
that her subsequent actions and those of her successor have taken the Court
further and further from the true Elven Way.
Structure
Rule within the Citadel is divided up proportionately among the Paths according
to their degree of advancement. Each Path elects representatives to the
Council, under a gradated system of representation. There is one council
representative for every twenty Lords, one for every fifty Sages, one for
every hundred Travelers, one for every hundred and fifty Scholars and one
for every two hundred Warriors. Each representative receives a single vote
in the council, resulting in the power accruing to those further advanced
on the Paths. Thus, the Lords have the greatest say in governance, while
the Warriors have the least, and the Pathless none whatsoever.
From the Council a ruling tribunal is elected, seven representatives
who form the high authority in the city. Like as not, these are followers
of the Lords, and often Questors of Mynbruje. The tribunal elects its own
chair, who presides over the tribunal and the Council. Also elected from
the tribunal are the commander of the city's armed forces, the overseer
of public works and the Keeper of the Paths, more about which in a little.
Offices within the tribunal and Council are exclusive of one another, to
prevent any one person from amassing too much power.
Council representatives stand for re-election every ten years, with
the exception of tribunal members, who stand every twenty. Campaigning
for election is generally a quiet process, as the candidates go about their
district discussing their past achievements and future goals with their
constituency. No public speeches are made, this being felt vulgar. Generally,
once someone is elected to the Council, their re-election is almost assured,
and they tend to retain their position for life.
Command of the city's military forces falls to an elected member of
the tribunal. This officer is responsible for planning the city's defenses,
evaluating the level of any potential threat, and having plans in hand
to meet emergencies. In concert with the overseer of public works, the
commander of the militia prepares disaster response plans to cope with
fire, flood, earthquake and Horror infestation. At the time of my visit,
the commander was Jael T'lilliu, a follower of the Lords well into her
third century. Battle-hardened during her time on the Path of Warriors,
Jael carries a scar across her cheek, just below her left eye, from a sword-cut.
Her time on successive paths only seems to have tempered her spirit, as
she still carries herself with military bearing and speaks with a drill-yard
snap.
Responsible for roads, drainage, sewage, fire control and any other
issue that may affect the city's physical fabric, the overseer of public
works manages the largest workforce in the city. As well, the overseer
may call upon assistance from the militia in case of civil emergency, such
as fire or flood. In the case of a siege of the city, while the commander
of the military would be responsible for the actual defense of the city,
the overseer would make certain that provisions were rationed appropriately,
that enough stores were laid by and that the elemental water wells did
not run dry. All permits for travel into, within and out of the city are
issued from the overseer's office, meaning that the overseer controls the
movements of every outsider and all of the Pathless. At the time of this
writing, the overseer is Bevian Taesyo, known as Bevian Beadyeyes among
the Pathless. A follower of the Lords, Bevian has made a fearsome reputation
for himself, holding his office for the last six elections. It is said
that nothing in the city escapes his glance, or at least that of his minions.
He grips the reins tightly, making certain that every regulation is enforced
to the letter. As long as you're prepared to do things his way, you can
get along reasonably well. Unfortunately, this means everything takes twice
as long and costs twice as much as it should, due to the papers and tariffs
involved.
The Telegitish ke'Mes'sa, or Keeper of the Paths, is quite possibly
the most powerful officer of the tribunal, and thus wields the greatest
sway of anyone in the city. In his charge is the maintenance of the traditions,
guidance of the way of life of the inhabitants of the city. Much like a
Questor, the Keeper's life is devoted to spiritual goals and their material
manifestations. Overseeing the city's Eoerin, the Keeper sits at the head
of a spiritual court, that decides whether or not any particular thing,
be it an action, a thing or an idea, fits properly in the structure of
the Paths. Any prospective change or new interpretation in the Paths must
be approved by the court and ultimately the Keeper. Also, the actions of
outsiders are subject to the Keeper's court. While outsiders are not subject
to the Paths themselves, they are responsible for not interfering with
the citizens' progress thereon. I was warned by the bailiff that if I pursued
my line of questioning, he would have no choice but to take me before the
court for a decision regarding my fate. I am told that the penalties for
Path digressions are harsh, ranging from fines to mutilation, and that
the penalties for interfering with someone else's Path are worse.
The Keeper, unlike the rest of the tribunal officers, must be a Lord
and is elected for life. The current Keeper of the Paths is Orosei Liriliqirz,
a woman of strikingly handsome aspect, elected Keeper some thirty-two years
ago, not long after she had acceded to the Lords. Barring accident or disease,
she should hold the seat for another half-century at least. I have not
met her, but I am told she is gracious but stern, disliking direct conflict
but not avoiding it, and while stringent in her interpretation of the Paths
willing to consider new developments in their light.
The Minister of the Pathless is not an elective position. Rather, it
is foisted off on the youngest Lord of the Council, providing such person
holds no other office. Danirpin Socrireesa, newly come to the Path of the
Lords, is from an otherwise undistinguished family with a long history
of civil service. Being a career bureaucrat from a family of such has served
him well in his first few years as the Minister of the Pathless, allowing
him to avoid the obvious pitfalls. He has managed to be a fair advocate
for the city's Pathless without ever once seeming to defend their status
or their choices. As such, he'll probably be stuck with the office for
as long as he sits on the Council.
Law
The primary legal authority in the Citadel is the Paths. From interpretations
of the Paths, all subsidiary law is drawn. The court of the Keeper, which
meets in the College of Eoerin, oversees a system of lower and higher courts.
Judges of the lower courts are charged with seeing to lesser infractions.
They may institute any penalty short of mutilation or death. Higher courts
serve as a route of appeal, filtering through only the most troublesome
cases to the court of the Keeper for a final decision. Only the court of
the Keeper may institute drastic punishments, and then only for major offences
such as murder or deliberate interference with Path progression.
There is a written code of law, the Code of the Keeper, which consists
mostly of recorded precedents -- who did what and with which and to whom,
and the punishment inflicted. The Keeper occasionally reviews decisions,
and adds commentary to the Code, which has the same force as the decision
proper. Also, when a novel incident occurs, or when the Eoerin come up
with some truly new theory regarding the Paths, the members of the court
of the Keeper are required to write monographs on the subject. These are
in turn reviewed by the Keeper, who writes a final opinion on the subject.
Only the Keeper's opinion is entered into the Code, but the opinions of
the court are retained in private archives for review by the Eoerin and
subsequent courts.
Judges are selected for the lower courts by a council consisting of
two Warriors, three Scholars, five Travelers, seven Sages and nine Lords,
who are in turn selected jointly by the court of the Keeper and the council
of the Eoerin. Advancement from the lower courts to the higher, and to
the highest, is made by personal selection of the Keeper. Theoretically,
the Eoerin must certify the candidate as ideologically pure, but this is
a formality as no member of the Eoerin would ever go on record as questioning
the Keeper's judgement.
Lower court judges tend to be of the more advanced Paths for obvious
reasons. Generally, they favor their own Paths slightly above others, which
is considered correct behavior, but must shun blatant favoritism. First
off, judges must remember that they too were once of a lower Path, and
will hopefully advance to a higher, and secondly, any favoritism that transgresses
the Code or offends a Lord is likely to doom the judge to a lifetime spent
in low chambers.
A far as the Code goes, suffice to say that it closely resembles the
Throalic system in its condemnation of acts against person, property or
freedom. Even the Pathless are granted the right to such a life as they
can make, and the slaying of one by even a Lord is dealt with harshly.
The Code, however, is much more intrusive than Throalic law. It pokes itself
into nearly every facet of life, ruling on such details as wearing a color
inappropriate to your Path, and the repercussions of crossing into another
Path's quarter (which differ if it was accidental or purposeful).
On the streets, the Code is enforced by Guardians and bailiffs. The
former are followers of the Warrior who see to the peace of the city. The
latter are followers of more advanced Paths, usually of the Sages, who
ensure adherence to the Path strictures. Frequently, the Guardians must
call upon the bailiffs to help them resolve a situation, as Guardians are
not permitted to enforce Path requirements themselves. The Guardians answer
to the commander of the militia, while the bailiffs answer to the Keeper.
Theoretically, the bailiffs do not have power over the Guardians, but a
suggestion by a respected bailiff is generally treated as a command.
You can tell one from the other by the badge, worn as a brooch for the
cloak on the right shoulder and on the hat over the right eye. Guardians
carry a round badge, featuring a shield with crossed swords, while bailiffs
bear a sword crossed over a quill on a lozenge-shaped badge. Also, bailiffs
are never of the Warriors, so if the officer questioning you is dressed
in black or brown, he's a Guardian, not a bailiff.
Layout and Appearance
From the cliffs overlooking the Citadel, the design of the city is much
more readily apparent than from within it. Roughly circular in shape, the
city is divided into four quarters, one for each cardinal direction, with
a fifth area taking up the center. Quarters is perhaps a poorly chosen
word for these areas, considering that there are five, but so it is.
As an aside, the word that is translated throughout as Quarter, Kesev,
is more accurately interpreted as section or part, with an implied meaning
of incompleteness, a piece that is not whole by itself. There is no succinct
way of expressing this in Throalic, so the word Quarter is used. However,
the reader will not completely grasp the significance without either some
knowledge of Sperethiel or this explanation, and I feel it important to
know that each area of the city is considered an incomplete part on its
own. This has implications in the underlying philosophy that gave birth
to the city, which should be appreciated for a deeper understanding of
the Citadel.
Each quarter is dedicated to a Path, with its placement being determined
by the hour and True element associated with the Path. Thus, Mes ti'Meraerthsa,
the Path of Warriors, aligned with Earth and the hour of midnight, takes
up the north quarter. The following chart is perhaps a simpler reference
than would be a lengthy explanation.
| Path |
Element |
Hour |
Direction |
| Mes ti'Meraerthsa |
Earth |
Midnight |
North |
| Mes ti'Telenetishsa |
Fire |
Dawn |
South |
| Mes ti'Cirolletishsa |
Air |
Midday |
East |
| Mes ti'Perritaesa |
Water |
Sunset |
West |
| Mes ti'Raeghsa |
Wood |
All |
Central |
Within each Quarter, the arrangement of the buildings and streets is
determined by the Path. All homes must face the direction of the quarter's
Path, so that the inhabitants literally set their feet on their Path every
time they set forth from home. Fortunately, shops and work areas are not
under the same restriction, so the opposite side of every street isn't
necessarily a series of back walls.
The streets tend to be laid out ruler-straight so that the doors don't
have to be on a corner, although I observed a few homes that had had diagonal
entrance halls built so that their door would exit in the proper direction.
Many homes will have a back door for use in case of emergency, but the
inside of the door tends to be painted to look like the surrounding wall.
The only time that these doors are used is when the building catches fire,
an infrequent occurrence among a population so orderly and painstaking
in their daily affairs, or when someone in the home abandons their Path.
This last is apparently a rare occurrence, but I could gain little insight
as to why it would occur or under what circumstances. All I could gather
was that the Pathless tended to originate in homes of lower rank, and are
sometimes referred to as "children of the lesser door".
In the center of each quarter is a Path shrine, where many people gather
each morning, at noon and again at night for group Path rituals. Some individuals
also spend time at the Path shrine to meditate upon their development.
Adepts frequently use the Path shrine as a place to meditate for Talent
development. Upon arriving at a change of Path, the individual goes first
to their current Path shrine, then to the Wheel of Change, then to the
Path shrine in their new quarter.
Homes in the central quarter, the Draesis ti'Raeghsa or Circle of Lords,
all face inward, and the streets are circular. Again, while the doors of
homes must lead inward, in the direction of the Path, the doors of other
structures may let out wherever might be convenient. Some workplaces find
it best to dispense with walls and doors entirely, making do with a roof
and the open air.
In the center of the Circle of Lords lies Draesis ti'Desach, the Wheel
of Change, the circular court where rites of Path changing are done. This
vast open space demonstrates the Elven nature of the city, to my mind,
better than any other area. Intricate mosaics decorate the pavement, with
representations of each Path in each direction. At the very center is a
fountain. It would be inappropriate for any person to occupy the center,
since that is the location of the true ideal that all followers are striving
for. Surrounded by four statues, one of each of the four True Elements
the fountain is capped with an orichalcum sculpture to represent the Lords.
Four figures, facing inward, gaze upward at the central column of water
splashing against a wooden canopy. While the worth of the statue in materials
is nearly incalculable, its worth to the city is greater. Here stands the
soul of the Citadel, here is the heart of the city both literally and spiritually.
Each quarter is readily identifiable by its aesthetics. Colors, motifs,
and even styles of architecture are determined by the Path of the quarter.
Set down blindfolded anywhere in the city, I could locate myself within
seconds once I could see. The stark straight lines and somber colors of
the north, the light, graceful curves and pale blues of the east, the south's
recurring flame motif and brilliant reds and yellows, the heavier recurving
lines and darker blues of the west and the predominantly unpainted wood
of the center all serve to identify the quarter with its Path and reinforce
that path among its inhabitants.
The Citadel's water and sewage needs are served by an ingenious system
of underground pipes. A massive tunnel was dug through the bank of a nearby
river, leading the flow of water into the maze. The force of the river
keeps the water flowing at a steady pace, so that by sinking a small pipe
into the main under a street, water will flow into a basin in the house
at the turn of a valve. Garderobes in the more affluent homes also have
a water pipe, to rinse the garderobe after use.
The drainage from washbasins and garderobes flows into a second system
of pipes, flushed out several times a day by diversion of water from the
supply system. The outflow goes into a series of holding ponds at the downstream
end of the Citadel. Once a week, each pond is drained, on a different day,
and the following day the dung carters shovel out the bottom. The resulting
muck is carted off to the farmlands for composting and eventual use as
fertilizer. This system keeps most of the odoriferous effluent downstream,
downwind and out of sight of the Citadel.
Typical Encounters (City-wide)
-
Baker's apprentice delivering bread to a dining hall, with a carter driving
the wagon for him.
-
A pair of bailiffs who inquire politely as to the party's business
-
Ashes falling from above, followed by a shouted apology from a chimneysweep
-
Pathless hauling a dung-cart
-
Ratcatcher chasing a terrier who's chasing an amazingly large rat
-
Guardians talking with a tavern owner at the door of his establishment
-
Laundress struggling along under a heavy bag of clothing
Notable Locations
Herein I describe some of the more noteworthy places within the Citadel.
I have attempted to give information of the sort that the traveler to the
Citadel would need.
Kesev ti'Meraerthsa (Warriors' Quarter)
Finyl Roguda, Horsetrainer
With her horse-ring and stables located on Cattle halfway between Goldenflower
and Rising Birds, Finyl's business is well placed to demonstrate her stock
to her primary customers. Only one street over are the drill grounds for
the city militia. Many of the soldiers walk over to Finyl's after morning
drill to watch her exercising her horses, and to discuss possible future
mounts. While only a small percentage of her steeds go for cavalry mounts,
most of her horses are bought by soldiers for patrol use or for their families.
Finyl herself is a tall, sturdy woman, well-muscled for an elf and weathered
by her constant outdoor work, who dresses in dusty leathers and prefers
the company of horses to Name-givers.
Relanta Stelsyn, Master Weaver
Two doors down from Green Fields on the Street of Looms is a small, unprepossessing
shop, set a little back from the street. Within, only one person pursues
her craft, in a room mostly taken up by a massive loom. The products from
this single weaver, however, are among the most highly sought fabrics in
the city. Relanta, a willowy woman of short stature for an elf, no taller
than a human, has a talent with her loom that is seen only once in a generation.
This is in its own way a serious problem. Relanta is fast approaching a
time when she must change Paths, at which point she must abandon her loom
until she achieves the Lords, a development only the most shallow of her
competition would not mourn. There are some who say that she has more than
skill with the loom, that she has Talent. These rumors suggest that she
may be developing a Weaver Discipline, that she may have woven threads
of a mystical nature to her loom. If she changes Path, she would have to
abandon not only her loom, but her fledgling adept status. If she continues
to pursue her Discipline, however, she must leave the Paths, and fleeing
the Citadel is difficult enough without trying to take a room-sized weaving
loom with you. The tension among the workers of fabrics is almost palpable
as everyone waits for her decision.
Uravil Gesenedek, Master of Hounds
On Stones at Gate is a small house with a large kennel behind it, the home
of Uravil Gesenedek and his charges. He trains some of the finer hunting
and tracking dogs in the Citadel. Unfortunately, his animals are also among
the most intelligent in the Citadel. Every so often, one of his hounds
escapes from the kennel. Most of the time, they come around to his front
door and scratch to be let in, having such an attachment to their trainer.
The occasional hunting dog, however, decides to make it on its own. Dog
attacks are very rare but they do occur, and if the animal manages to breed
with the local wild dogs before it can be captured, the stock of the stray
animals is vastly improved. I admit, I had a few nervous moments during
my stay when I spotted a pack of strays down the street, not knowing if
they would decide to put dwarf on the menu.
Typical Encounters
-
A troop of city militia on their way out of the city for field exercises
-
A small crowd outside of Thystonius' shrine, listening to a Questor preaching
a campaign against Blood Wood
-
Two paviers arguing with a mason over a cartload of stone
-
Housewife dickering with a potmender over the price of a repair job
-
Woolcomber, spinster and weaver discussing the quality of a batch of wool
-
An elf leaving the shrine of Thystonius with a mad gleam in his eye, ready
to draw steel or raise a hand to the first person (preferably a non-elf)
who crosses his path
Kesev ti'Telenetishsa (Scholars' Quarter)
Gidron Reitenar, lensmaker
Gidron's shop, on the south side of Glass between Pine and Great Smoke,
was designed by Covicit Toriwo, a noted pre-Scourge architect who did his
finest work in the early days of the kaer. Reitenar's family held the plans
for the shop until the opening of the kaer. During the rebuilding of the
Citadel, they erected the shop for Gidron's father, since progressed to
the Sages. Many visitors to the shop go originally to admire the building.
Its soaring spires and intricate moldings create a palace in miniature,
two stories of royal elegance.
Quite a few come away with one of Gidron's complex lens sculptures.
These are elegant arrangements of glass in metal frames that send light
bouncing and shattering into brilliant multicolored shards, the patterns
changing according to the direction of the incoming light.
While well known for his talent at turning light into art, Gidron's
best skill lies in precision grinding of lenses. He supplies the Citadel's
top astrologer, Ertelailen J'Hessirn, among other observers of the sky,
as well as officers and scouts in the military. His work is constantly
in demand, but Gidron refuses to take on any further apprentices. To do
so, he would have to move his shop to a larger building, and he will not
allow the work of Toriwo to pass out of his family's hands. As a result,
his lenses bring a high price.
Gidron is elegant and well-spoken, like all Reitenar. He keeps his light
brown hair cut much shorter than the elven norm, for convenience and safety
in his workshop. Each morning, as part of his opening ritual, he paints
a Fire symbol on his face, under his right eye. By the evening, when he
closes the shop, the symbol is no more than a few streaks of paint, washed
nearly away by perspiration as Gidron works over his annealing fires. He
dresses in light fire colors, yellows and pale oranges. His only jewelry,
other than his Path brooch, is his marriage bracelet, worn on the left
wrist.
Obetid's Bakery
Halfway between Pine and Great Smoke on the Street of Ovens, the bakery
of the Obetid family faces their home across the street. While not producing
the fancier pastries and delicacies that elven bakers are justifiably famous
for, the Obetids turn out vast quantities of rolls, trencher loaves and
buns each day. Most of their products go to dining halls, and some to the
great estates in the Draesis ti'Raeghsa, with very little going to private
homes. The business is suffering currently, due to a recent accident. One
of the apprentices, a lazy young boy who has since been returned to his
family for training in a different skill, passed on a bag of rye flour
that should have been rejected due to black smut. People all over the Kesev
ti'Meraerthsa, where the batch of rolls was delivered, spent the day having
visions and stomach cramps. Svidipay Obetid, the current owner of the bakery,
is still renegotiating delivery agreements, at a decided loss of profit.
Torlin Hroan's Candle Shop
Four doors toward Great Smoke from Wolf, on the Street of Lights, a small,
unprepossessing building hides a great treasure. Torlin Hroan is a quiet
man of calm demeanor and great patience, an asset in his line of work.
Beside the standard tapers, his shop carries time candles in six and twelve
hour sizes, as well as candles that burn with colored flames. While he
does not have marriage candles or those elaborately carved decorative pillars
that elves seem to be so fond of, his more subtle work is nonetheless appealing.
Typical Encounters
-
Librarian apprentice struggling along under a heavy load of paper
-
People giving a wide berth to a charcoalburner as she delivers her load
-
Candlemaker hawking his wares
-
Large group of scholars arguing over some obscure point of philosophy and
blocking the street
-
Rush of heat out a doorway as a mailler airs out her shop
Kesev ti'Cirolletishsa (Travelers' Quarter)
Blue Horse
A tavern and dining hall on the Street of the Blue Horse, which takes its
Name from the establishment. the Blue Horse has been in business since
shortly after the founding of the city. Only during the transfer from city
to kaer and from kaer to city did the Horse ever close its doors, and then
only for a few days. Meals served in the dining hall are of the highest
quality and represent the best of elven daily fare. More elegant establishments
exist, certainly, but you wouldn't want them on a daily basis. The Blue
Horse has regular customers with their Names carved into their accustomed
places. Also, the Horse is one of the few public halls where members of
different Paths can dine together, and where non-elves are also welcome.
The back of the Horse has a distillery and bakery as well as a kitchen.
Their wines and ales are made over in the Sages' Quarter, where all the
breweries are located. Rooms are not available, there being no lodging
houses within the city. Turei Nuriskori, the current proprietor, personally
oversees the tavern, and pops into the dining hall during mealtimes to
check on the quality of the food and the satisfaction of his guests. He's
a bit portly for an elf, I suppose from the temptation of being around
so much good food all day. Rumor has it he may be progressing soon, however,
which in a way would be sad, as his progression would mean a great loss
to his establishment.
Ertelailen J'Hessirn, astrologer
One of the top astrologers in the Citadel, J'Hessirn uses the movements
of the stars among the lights of the Passions to predict the future, analyze
the past and forecast the most auspicious times for planned events. He
consults with the Keeper of the Paths regarding festivals, progressions
and other rites. Many citizens also seek his advice for the best time to
progress to a new Path, to plant their crops, to consider having children,
and other major decisions. His maps of the sky are used by the military
and the few traders for navigation at night, the stars and the lights of
the Passions being one of the few reliable means of finding a path in the
Delaris Mountains.
J'Hessirn's shop is a tall, cylindrical building at the corner of Moon
and Boundary. His consulting office is on the first floor, his home on
the second and his observatory on the third. He keeps his jet-black hair
neatly brushed but worn loose down to his waist, contrasting starkly with
his pale blue, almost white robes, embroidered with the sigils of the (sane)
Passions. Ertalailen makes few moves without first consulting the stars,
and likes to have a few days to consider the birth-signs of a potential
new customer before doing business with them. His wife, Trinocia, teaches
basic literacy at the copyist's down the street. He has two daughters,
Ehlesor, 5, and Dorwilet, 9, from his present life. His children from previous
existences are grown and on the Paths of their own right.
Xanfia Cartage
With warehouses on Wagons from Moon to Far Journeys, and a fleet of drivers
and teams, Xanfia is the largest hauling and storage firm in the Citadel.
They claim with pride that they carried half the Citadel into the kaer
and back again. Many residents of the Citadel store their outmoded belongings
with Xanfia until they reach Lords and can reclaim items from previous
existences. The warehouses are of stout stone construction to reduce the
hazard of fire, double-locked and patrolled to discourage thieves, and
inhabited by a small army of cats to hold down vermin. Wagons with the
barrel, tree and crate emblem of Xanfia are a regular sight on the streets.
Across the Street of Wagons from the central warehouse and offices is
the home of the Xanfia family's Followers of the Path of Travelers. This
rambling three-story house takes up a third of the block, the family having
bought neighboring lots twice for expansion. Several architects have worked
on the dwelling, not all with the same vision or style, leaving a hodgepodge
of square, rounded and pointed arches, narrow and wide windows, steeply
pointed roofs and dormers, and two entry halls of vastly different style.
Visitors are admonished not to wander off, not for the protection of the
family's privacy but so they don't have to be rescued from the maze. Rumor
has it the family has forgotten where some of the rooms are.
The house certainly reflects its owners. The Xanfia family is a large,
expansive group of elves, given to rambling discourses, unexpected turns
and hidden complexities. Their relationships with other families are complicated
by a web of marriages, children, progressions and remarriages to where
only the family elders can really keep it all straight. The primary Name
for any outsider to know is Dirgon, the current administrator of the family
cartage business.
Typical Encounters
-
Backed-up traffic due to a large convoy either arriving at or departing
from the warehouses of Xanfia Cartage
-
Troupe of musicians discussing the music to accompany a production with
its playwright
-
Hawk stooping for a rat far too close to the party, as the hawker watches
from a rooftop
-
Wagon with no driver or horses comes rolling out of a side street unexpectedly
with a trio of wheelwright's apprentices chasing it
-
Mapmaker stops the group and asks if they'd like to earn some silver comparing
their experiences with her work
Kesev ti'Perritaesa (Sages' Quarter)
Temple of Healing
On the corner of Sun and Life, the front of the building is set back behind
a decorative colonnade, and covered with a magnificent fresco mural of
Garlen healing the sick during the Shaking Plague. Within, a staff of professional
healers sees to all injuries and disease that come through their doors,
charging according to the patient's Path and means. A Lord of modest means
will pay more than a wealthy Warrior, for example, as the Lord is assumed
to have more connections and more potential for earning than someone of
lesser Path. Strangers to the city can also be healed here, and are asked
to pay whatever they can and feel appropriate. Potential healers are trained
here, apparently doing most of their early practice with the Pathless and
other indigent patients.
Erpossonya Brewery
Out at the corner of Ale and Illuminations, Tephis Erpossonya oversees
her family's brewery as her father did before her, and his uncle before
him, back to times well before the Scourge. Tephis boasts with justifiable
pride that not once in the history of the brewery has the mastery ever
been passed to someone not in the direct family line. Their recipes and
techniques have been refined over the centuries to produce a series of
truly astonishing brews. Quite a bit lighter than dwarfish tastes would
prefer, it is true, but their ale goes down amazingly well. Erpossonya
supplies the better taverns in the Kesev ti'Perritaesa and the Draesis
ti'Raeghsa. They also have their own on-site taproom, where you can discuss
the relative merits of ales and wines with the master brewers themselves.
Purauil Galsteca, Pursuivant
On the Street of Standards, only one door down from Illuminations, is the
office of one of the more notable heralds in the Citadel. Purauil is a
woman of striking aspect, tall even for an elf, who wraps herself in her
cloak of office like a warrior in his armor. She holds herself aloof from
politics, intrigues and petty rivalries, maintaining that only thus can
she keep her art pure. Her field is the study of the sigils of families
and bloodlines, both within the Citadel and without, and knowledge of the
histories that accompany the emblems. Anyone wishing to verify or identify
a coat of arms may consult her for a fee, as well as those wishing to register
a new patent of arms for differentiation, as when elves from two houses
marry and wish to combine their arms. Purauil knows more about the past
of the noble families of the Citadel, in all likelihood, than is recorded
in the library in the Draesis ti'Raeghsa. Convincing her to speak of such
things is expensive, though, as this knowledge is her stock in trade. Ah
well, not all of us can afford to give our knowledge for free.
Typical Encounters
-
Loud bang followed by flying bits of wood and metal as a distillery has
an accident
-
Inkmaker and limner arguing over a shade of ink
-
Rush of brightly-colored water spilling out of a doorway and down toward
a drain in the street; a dyer's apprentice is dumping a tub the quick way
-
Vintner offers a free sample of his product to the party, trying to entice
them to buy a delicious but expensive bottle of wine
-
Midwife comes hurrying out of a side alley following a frantic young boy,
still fastening her cloak and fumbling with her bag
-
Poet staring off into space, leaning against a building and muttering bits
of verse as he works on his next saga
Draesis ti'Raeghsa (Circle of Lords)
College of Eoerin
Sprawling across most of a block, from Great Smoke to Far Journeys and
from Government back to Carpenters, the College takes up four buildings.
The main structure opens onto Government in the middle of the block with
a grand staircase sweeping up to the great brass doors of the College.
At least one member of the Pathless is present at all times, polishing
the doors or the railings of the stairs or the decorative work. Within
are the offices of the collegium staff, the reception hall and the primary
lecture halls. To the left of the grand entrance is a smaller building
with bailiffs guarding the doors. This is the library of the College, to
which no one is admitted who is not a member of the Eoerin. Within, or
so I am told, are the founding documents of the Paths, as well as countless
arguments and treatises written over the centuries by all of the eoerin
of the Citadel. Perhaps the collegium members do not want ideas that could
be construed as heretical available to the general populace, but it's still
quite annoying to present your credentials as Field Researcher and Archivist
of City Lore for the Hall of Records in Throal and be turned away like
a beggar. The other two buildings are offices for the eoerin themselves
and adjunct lecture halls.
Militia Command
A great, sprawling complex that obviously used to be many separate buildings,
the senior staff of the city militia not only works here, many actually
live within the granite walls. Access is only through the front doors,
guarded by adepts from the militia who glare impartially at any passing
civilian. I was told not to proceed past the front hall and the museum,
and after getting a look down a couple of the hallways, had little desire
to do so. Many renovations and repairs over the years have left the building
a warren of twisting passages that even a native Throalite would have trouble
navigating.
The front hall is impressive, however, with its displays of arms and
armor, trophies of battle and the mounted head of a Horror looming over
the main entrance. I am assured that nethermantic enchantments have made
certain that the Horror is very dead and that no other Horror could manifest
through the remains, but it makes me nervous just the same to walk under
that wretched thing.
To the left as you pass through the hall is the entrance to the museum
of the militia. Within are displayed the standard of every unit ever formed
in the history of the Citadel. Many standards stand proudly above lavish
displays of legendary weapons, armor, prizes of combat and even the crypt
of a former general of the city, slain protecting the inhabitants as they
retreated to their kaer. If you have the time, ask the staff on duty about
the items. All of the elves working here as curators are retired from the
militia after many years of honorable service, and know the stories of
the artifacts on display intimately. I'm told that a position at the museum
is an honor in itself, granted only to those members of the militia who
have distinguished themselves particularly well over their careers.
Commander's Home
Across Carpenters' Street and facing the windowless, doorless back of the
Militia Command building, stands the three-story home of the militia commander.
This house is hereditary with the office, and is half taken up with records
of previous engagements, personal trophies of past commanders, briefing
rooms, a formal dining hall and other official function rooms. Only the
top floor can be truly said to belong to the current commander, and then
only for her tenure. I am told that it's either a great honor or a moment
of extreme dread to be invited up to meet Commander T'lilliu in her personal
quarters.
Public Works
Bustling with activity, this monument to bureaucracy employs more clerks,
copyists, librarians and other shufflers of paper than any other building
in the city. Four stories in height and taking up half of a city block,
every bit of public construction is planned, overseen and paid for through
these offices. The usual corruption of such places is not nearly so in
evidence here, as most of the clerks will not ask for a service fee up
front, and few even hint that such a thing might speed matters along. The
records are stored in a fashion every bit as complex as Throal's own, however,
and a clerk is vital to locating any document. Tipping after a document
is located seems acceptable.
Around the Circle of Change
1. Home of the Keeper
This elegantly small home is hereditary with the office of the Keeper of
the Paths. While a masterpiece of design, the home is overshadowed by the
shrines around it, as it should be. The office of the Keeper is of vast
importance, but of less significance than the Paths and the Passions themselves.
Only rarely does the Keeper receive anyone at the house, and then only
one or two people in the group. Most of the Keeper's business is conducted
from the Collegium of the Eoerin.
2. Shrine to the Mes ti'Raeghsa
Considering that this is the shrine of the final Path, the culmination
of progress through all the stages of life, it's surprisingly small. Only
half, maybe a third of the size of the other four Path shrines, the Shrine
of Lords is wedged in between the Keeper's house and the Shrine of Mynbruje.
The front of the building bears the sigils of the other four Paths, carved
of stone, crystal, gold, and silver respectively, placed to symbolically
support the wooden arch at the entryway, with the symbol of the Lords carved
in wood over the doors. The building itself is a masterpiece of carpentry,
every piece carved with such precision that not one nail was used in the
structure. All of the construction was done with pegs, mortise and tenon,
dovetailing and tongue and groove joints. Numerous woods were chosen, and
placed in such a way that the darkest are at the foundations and the lightest
at the apex, representing the spiritual journey toward enlightenment.
Only the Lords know what is inside the Shrine. I am told, however, that
the interior is a single room, with few decorations. Visitors to the shrine
are supposed to find what they need in the empty space and within themselves.
Strict silence is observed within, as echoes could easily disturb other
visitors. Only during group rituals is the ban on speech and sound broken.
3. Shrine of Mynbruje
A popular spot with the Guardians and bailiffs as well as the followers
of the Lords, the shrine is an imposing stone structure of solid and faintly
forbidding aspect. Over the doorway, the crescent and star of Mynbruje
are inlaid in dark blue stone, the only exterior decoration of any sort.
Straight and exact, the building's lines are unbroken by crenellation,
spires, or even a curve.
Within, the main hall presents the visitor with a set of scales large
enough to accommodate an elf in the left pan, the right being occupied
by the Book of the Law, and the entire assembly balanced across the tip
of an enormous sword sculpted out of the same dark blue stone used for
the entry. Scenes of famous judgements, the giving of harsh justice and
tender mercy, are inlaid in mosaic around the walls. Further rooms are
available for private meditation, one of which is reserved for the Keeper.
4. Shrine of Wood
In startling comparison to the elegant constructed buildings around it,
the Shrine of Wood appears to have grown rather than being deliberately
built. Twelve massive trees rise up from the cobblestones of the court
and streets surrounding the shrine, a gap between the front two wide enough
for three people to walk through abreast. Overhead, the branches interlace
to form a roof impenetrable to weather. I'm told that Questors of Jaspree
assisted in the regrowth of the Shrine after the Scourge, in order to have
trees of this size in such a short time. Within the Shrine is a courtyard,
lit by sun brought in with lenses and mirrors. At its center, a sapling
grows, planted when the shrine was completed after the Scourge. I'm told
that when it reaches sufficient size, and the last of the Horrors have
been exterminated from the surrounding regions, it will be taken from the
shrine and replanted atop the Citadel's kaer.
5. Shrine of Chorrolis
Certainly a splendid building, the citizens have honored Chorrolis with
exorbitant expenditures to create a miniature palace of gems and precious
metals. The sigil of the Passion over the door is an elaborate work in
enamel inlay and gilding. The doors themselves are not only exquisitely
carved but painted in exhaustive detail. In any other setting, the shrine
would be magnificent. Compared to the simple elegance of the Shrine of
Lords and the natural beauty of the Shrine of Wood, it seems a little overdone
by comparison.
The interior is a masterpiece of opulence. Not a surface exists that
is not gilded, painted, enamelled, bejewelled or carved and inlaid. At
the front of the room is an altar of expensive woods, holding up a chalice
fully the size of an adult dwarf that brims with riches. Jewels are heaped
within, chains of gold and silver spill out over the chased lip. No guards
stand over this treasure, as no sane Namegiver would risk angering the
Passion by stealing from the temple. Questors of Chorrolis are rare, but
at least one resides in a back room of the shrine at all times. Obviously,
such a person must be a follower of the Lords.
6. Shrine of Garlen
Next around the Circle, this small, homey building has a comforting look
even to dwarven eyes, although it's built more to elven specifications.
Flowers and medicinal herbs grow in the windowboxes and along the cobblestone
walk up to the door, a simple entrance of plain wood. Within, Questors
of the Passion maintain an atmosphere of peace and welcome, serving meals
to any in need without question, providing healing for body and soul, and
protection for the occasional person in danger from other residents of
the Citadel or from the authorities. Apparently, anyone managing to enter
the Shrine of Garlen and claim sanctuary within may not be haled forth
for judgement, regardless of their crimes, without the agreement of both
the Keeper of the Paths and the chief Questor. Considering that the current
top Questor is Dorenito Xanfia, and that the pragmatic Xanfia and the hard-nosed,
ultra-orthodox Liriliqirz rarely see eye to eye on theological and philosophical
issues, if the crime is less than conspiracy with a Horror, the miscreant
is quite likely to spend the rest of their life in the Shrine. Mind you,
the likelihood of anyone making it all the way to the Wheel of Change with
the Guardians and bailiffs on their tail is very slim. Beyond that, anyone
claiming sanctuary must eventually submit to some form of justice, throwing
themselves on the mercy of Garlen if they do not surrender to the civil
authorities. Garlen's judgements have sent several individuals off to work
off their crimes with restitution or with deeds outside the Citadel. With
exile being considered a worse fate than death, the miscreant may want
to reconsider before appealing to the Passion.
7. Shrine of Lochost
Lochost is viewed with mixed feelings by the followers. On the one hand,
the Passion represents the freedom to live your life the way you desire,
a freedom that the ancestors of the current inhabitants sought when they
founded the Citadel. On the other, deviation from the Paths when you so
desire is considered heresy, and celebrating a Passion that holds forth
the freedom to change outside of the proper times is looked upon with revulsion.
This dichotomy permeates the design of the building and holds fast in
the minds of those who visit. An oddly shaped structure, the shrine reminds
me of a large animal trying to break out of a sack, tossed into a cage
barely large enough to hold it. The structural members show in some areas,
while the interior pushes out through and past the framework in others.
In the lower right front, the entryway appears to have been only half planned,
and ripsawed out at a convenient location.
Within, burst manacles dangle from the walls, while other semi-destroyed
symbols of repression are scattered about at random. A straight course
from one section of the building to another is deliberately impossible,
although there are always at least two routes from which to choose. Visitors
are rare, and the staff is minimal -- only two Questors when I arrived,
and one was a former soldier in the Theran War who had retired to the Citadel.
8. Shrine of Upandal
Certainly the most meticulous in construction, the shrine is a masterpiece
of engineering, in tribute to the Passion of design and building. Every
angle is calculated to a fraction of a degree, each section is in perfect
balance to the rest. Materials were chosen with an eye not only to strength,
placing the hardest stone and wood in loadbearing locations, but to aesthetics
as well. No paint or stain was used; all of the coloring is natural. I
found the building reminiscent of the Shrine of Wood, across the Circle,
in the techniques used for contruction and the arrangement of materials
in their natural colors for decorative purposes.
9. Council Hall
Four stories high, the Hall is one of the more imposing buildings in the
Circle of Lords. Murals of the founding of the Citadel cover the exterior,
neatly interspersed with the columns of the facade. Within, the entry hall
is two stories high, an echoing vault lined with statues of previous Councilors
of note. Beyond, a long hallwy extends the length of the building, opening
into the offices of the clerks and scribes who do most of the work, writing
the proclamations and degrees, drafting the proposals to be introduced
into the Council and recording the decisions made into the books of law.
Above them are the offices of the Councilors themselves, where they meet
with their consituents and hold small meetings outside of full Council.
The top two stories are given over to the Council chamber itself, more
of an amphitheater than a meeting hall. Spectators are not allowed during
convocations of the Council, but Councilors can bring the occasional visitor.
The Council Guard, a large team of adepts of high Circle, guards the building
and posts several of their number within the chamber during meetings of
the Council.
Typical Encounters
-
A desperate member of the Pathless seeking refuge in the Shrine of Garlen
-
Senior members of the Collegium on their way to a meeting with the Keeper
-
Procession from one Quarter to another via the Circle of Change for a Path
change
-
Cabinetmaker overseeing her apprentices as they struggle along with a large
piece of furniture
-
Two barristers walk with a judge, arguing the merits of a case
-
Council representatives pouring out of the Hall and into the taverns after
a lengthy meeting
Shrines
Three shrines stand in each Quarter: one to the Path, one to the Element
of the Path and one to the Passion who governs the Path. Central to the
quarter, the Path shrine is the most impressive, but the other two are
by no means second-rate. The Passion shrines rival anything I've seen in
dwarven communities for manifest displays of devotion. Shrines to the remaining
four Passions (there are of course no shrines to the Mad Passions in the
post-Scourge reconstruction of the Citadel) are on the western side of
the Draesis ti'Desach.
Path Shrines
Mes ti'Meraerthsa
A long, low building of stone, the Shrine of the Path of the Warrior takes
up most of the block along Shrine Way between Goldenflower and Rising Birds.
The shrine proper occupies only one end of the building. The rest is an
enclosure for visitors to the shrine, to keep the rain off and provide
them with surroundings made of stone. Only followers of the Path are allowed
within, as with all of the Path shrines, so I have no description of the
interior. Those I interviewed would only speak of the shrine in very general
terms. I do know that there are symbols of the Warrior Discipline as well
as of the Path, mounted on a solid stone slab that was brought to the city
with magical assistance.
Mes ti'Cirolletishsa
Its outside decorated with various symbols of travel, wagons, wheels, birds,
horses and murals of roads, the Shrine of the Path of Travelers leans slightly
outward, to the east, giving an impression of impending motion. Visitors
are encouraged to move through the shrine by the layout within, or so I
am told. Like all of the Path shrines, only followers are allowed inside.
I do know from observation that followers of the Path of Travelers tend
to spend less time within their Shrine than followers of other Paths, and
are usually moving briskly on both entrance and departure.
Mes ti'Telenetishsa
At the back of the Shrine of the Path of Scholars is the feature that most
distinguishes it from the other Path shrines -- a library. Unfortunately,
the holdings are closed to all but followers of the Path and members of
the Collegium of Eoerin, and the Collegium does not recognize visiting
non-elven scholars. By the Passions, these people have no concept of the
free sharing of knowledge that is the basis for calling oneself a scholar.
The rest of the building is interesting enough, I suppose, but again I've
no personal observations of the inside from which to draw conclusions.
Mes ti'Perritaesa
Besides the mosaics of water scenes, scrolls and great arcane discoveries
that decorate the Shrine of the Path of Sages, the building itself suggests
the sweep of water in its graceful repeating arcs. The main entrance is
done up in carved scrollery suggestive of waves, and painted in delicate
shades of pale blue and nearly-white. While there are no windows, as with
all of the shrines, there are skylights, which from the street appear to
be of stained glass. Without being admitted to the building to view them
from underneath, however, I cannot comment on the design.
Of the functions of the crescent-shaped building next to the Shrine,
and the one on its far side with the concave facade, I have no idea. None
of the inhabitants would answer my questions. I suppose I should be grateful
that they did not call for a bailiff.
Element Shrines
Unlike the Path shrines, the shrines to the Elements (and to the Passions)
are open to anyone who cares to visit. Indeed, upon my arrival in the Citadel,
the bailiff who processed my application for an entry permit recommended
that I should visit the Shrine of Earth. I would feel more at home there,
he said, than anywhere else in the city. Well, perhaps he assumed too much
sameness of the dwarven race, that we all are quite taken with caves and
living deep in the earth, but I took his recommendation and was quite pleased
to have done so. Over the span of time I was in the Citadel, I spent many
hours in the Shrine of Earth, refreshing my soul and clearing my mind for
further study. Any of my race would feel at home there, no matter how long
they had dwelt upon the surface or how little they cared for the traditional
dwarven habitations. The remainder of the Elemental shrines were every
bit as beautiful as the Shrine of Earth, but nowhere near as comfortable.
Earth
A solid structure of stone and clay brick on Shrine Way next to the Shrine
of Thystonius in the Kesev ti'Meraerthsa, the Earth Shrine appears more
to have been sculpted from a hill than to have been built. The entry is
done as a cave mouth, with bits of light quartz embedded in the walls giving
a random sparkle to the non-magical quartz and other crystals in the stalactites
and stalagmites, impossibly close to the opening but somehow appropriate
anyway. In many respects, the shrine defies some basic rules about how
caves form, and yet still seems right and proper, as if reflecting a greater
truth about Earth. Inside, the main cavern is a wondrous echoing vault
with the supports for the ceiling cleverly built into ridges within the
rock walls. Veins of precious metals and gem-bearing ores scrawl bright
lines across the dark granite surfaces, traceries too delicate for anyone
to ever consider setting a pick to. The value of Earth as it naturally
exists is brought forth in splendour and grace. Here indeed is a home for
the soul. If the Path Shrines have the same atmosphere to them, it is no
great wonder that the inhabitants of the Citadel feel so strongly about
their chosen way of life.
Fire
A double hexagon next to the Shrine of Floranuus on Shrine Way in the Kesev
ti'Telenetishsa, each of the two lobes is centered around a cauldron of
permanent flame. I am told that these are fed by True Fire and some form
of flammable gas, not unlike the gases that create hazards in the deeper
reaches of the Throal Mountains. Each is a horselength across, massive
bowls of stone carved intricately with Fire symbols and elementalist runes
to control the blaze. Mirrors of brass and steel and glass, of varying
sizes and shapes, hang in random spots around the courtyard, breaking the
firelight into thousands of dancing points. Quite impressive, if uncomfortable
due to the heat.
Air
Separated from the Shrine to Astendar by a column of cleverly worked glass
spun up into a vortex, the Air shrine can best be described as a building
that is barely there. Only the lightest framework exists to hold up the
necessary symbols, with much open space between the beams. More glass has
been used in the construction of this building than I have ever seen before.
Apparently bits of True Air are also woven into it, to prevent breakage
every time a high wind comes along. I found the shrine to coexist well
with the Travelers' Path shrine just down the street, as not only the breezes
but people pass through with ease and frequency. There just don't seem
to be any places in this quarter where people congregate properly for discussion;
I suppose it's because of the Path. All debate seems to be held while strolling,
making it difficult to join in.
Water
No other Element shrine seemed to me to be as alive as the shrine to Water.
Countless fountains, flowing streams and cascades surround you from the
moment you step within. The air sings with the burble and chuckle of fluid
in motion. Plants grow alongside the channels in profusion, baffling the
sound so that it's not overwhelming and creating a tranquil feeling of
a secluded mountainside. Nowhere is there a static symbol for the element,
but if you look carefully, you'll be able to trace the ancient elven magical
symbol for True Water in the courses of the fountains, repeated in the
sprays that arc gracefully through the air. Here, unlike the shrine to
Air, followers of the Path of the quarter gather to relax, and to engage
in thoughtful debate. While outsiders should be careful of the subjects
they broach, at least one can take part in the discussion properly. Benches
are scattered throughout the shrine so that visitors can relax and contemplate
the Element, although few of the elves I saw there seemed lost in meditation.
I suspect a great deal of business is transacted informally here, where
the surrounding noise would make it nearly impossible to eavesdrop. Indeed,
several conversations ceased abruptly when I came about a turn in the path
through the interior of the Shrine, to resume once I was out of proper
hearing range.
Passion Shrines
Thystonius
Located on Shrine Way in the Warriors' quarter, mosaics cover the outer
walls of this blocky granite building with scenes of conflict, most from
the history of the Citadel. I was advised to avoid the area in the morning,
at luncheon and in the evening, as visitors to the Shrine frequently emerge
spoiling for a fight and looking for a non-elf, any non-elf, to engage
thusly. Ceremonies within tend to be loud and boisterous, especially by
elven standards. Not being particularly someone who identifies with the
Passion of Conflict, I never paid a visit inside the shrine.
Floranuus
Located on Shrine Way in the Scholars' Quarter, the concave ends of the
shrine draw the passerby in and keep him moving on through. The interior
is a single massive hall, a bit disorganized but certainly decorated with
enthusiasm. At least once a month, the shrine and its Questors sponsor
some form of community celebration, ranging from foot races on Great Smoke
to the harvest-season wine presentation, an excuse for the normally reserved
elves of the Citadel to drink a bit too much and laugh loudly for a day.
I've heard rumors that there are other, more vigorous celebrations, but
those are restricted to followers of the Path of Scholars and the entire
quarter is closed to visitors for that day.
Astendar
Located on Shrine Way in the Travelers' Quarter, the most prominent feature
of the shrine is the stage facing the glass vortex between the Shrine of
Astendar and the Shrine of Air. At least three times a week, presentations
are given -- poetry readings, musical performances and dramatic productions.
Exhibitions of static arts such as painting and sculpture are ongoing,
with the exhibits themselves changing from day to day as new works arrive
and old ones are taken away to be returned to the artist or sold. Interestingly,
troubled relationships are frequently counseled here rather than at the
shrine of Garlen, the elves apparently feeling that the emotional aspects
of the couple take predominance over the peril to the home.
Jaspree
Located on Shrine Way in the Sages' Quarter, the primary difference I could
see between this place and the Shrine of Water next down the street was
the shift in dominance from running water to growing plants. A host of
small animals run free within the complex, creating a section of forest
within the bounds of the city. Some of the Questors who operate the shrine
maintain a shelter for injured or diseased animals, healing those who can
be healed and released and easing the transition for those who will not
survive.
Living in the City
Residing in such an ordered and highly structured environment provides
a strong sense of purpose and place, while at the same time posing unexpected
hazards for the outsider. Special considerations involved in daily life
will be more understandable with some close examination.
Residents
First off, every adult resident of the city proper is Elven, and a follower
of the Paths. Non-elves are not allowed to take up the Paths. No person
who is not a follower of a Path may reside in the city. Therefore, no race
other than elves resides in the city. As well, every adult in a household
must be on the same Path. Children, being too young to take up a Path,
are exempt from this restriction. This permits children to stay with their
families, while the household goes about its daily business. Children of
the household wear the colors of the appropriate Path, with an identifying
brooch to identify their household. They must stay within the quarter of
their parents' Path, although trespass by children is handled much more
leniently than trespass by adults. In most cases, the child is taken by
a bailiff back to his or her parents, who are then admonished to educate
their child properly. The public humiliation of being lectured as to proper
child-rearing is sufficient to keep most parents in line.
Division of labor is very strictly handled, with tasks restricted by
Path. Considering that only ten percent of the population are likely to
be Adepts, the Eoerin had to consider whether or not the Paths would be
denied to the majority. During the journey from Wyrm Wood, they decided
that the Paths were accessible to all Elves who desired to follow them.
Accordingly, all then-known occupations were discussed as to which Path
they would fit. A list of occupations, later to become known as the Roll
of Careers, ordered by Path was drawn up, and when construction of the
city began, planning took the Roll into account.
As new skills are developed, they are presented to the Eoerin for placement
on the Roll. No new occupation may be practiced until it has been entered
onto the Roll and the Keeper has signed the entry. After that, the occupation
must be practiced exactly as described on the Roll. Any modification to
an existing occupation, for instance a new method of forging horseshoes,
must be cleared with the Eoerin, and the Roll entry amended, before the
new development may be used. This makes progress slow, but does have the
beneficial effect that no unexpected side effects are ever encountered.
For example, the citizens of the Citadel have never had trouble with mine
tailings poisoning a stream, as disposal of such minerals were planned
for long before the first shovel bit into the soil. A partial index to
the Roll, which now spans many volumes, is provided as an appendix to this
article.
Lodging
Residents of the city live in the quarter appropriate for their Path. As
stated before, their children may reside with them. Elves who are followers
of the same Path, who have come from outside the city or from households
in other quarters, may stay as guests in the home of a resident. The head
of household assumes responsibility for their actions while they live under
his or her roof.
Non-elves and non-followers must reside outside the city proper, in
the Ring of the Pathless or along the road into the city. Inns operated
by the Pathless tend to be shabby, not from lack of effort but from lack
of resources. Guests are few and far between, and sales of thin beer to
the other Pathless don't turn much of a profit. Any item whose manufacture
is the responsibility of a Follower must be obtained from same, on harsh
financial penalty. The higher the Path for the item, the more expensive
the fine. Thus, brewing of beer is a cheap offense, but making a barrel
to keep it in is terrifically costly.
The two inns on the road are maintained by non-Elves, and used primarily
by the few merchants who maintain the city's limited trade with the outside
world. The Crumpled Crescent stands two stories tall. It has dwarven stout,
but few rooms available, and most of these are filled when a caravan comes
in. Across from it, the Goat and Stars is larger, with more rooms and more
spacious accommodations, but the food and beer are both terrible and not
worth the high prices. My recommendation is to stay at the Goat and Stars,
apologize to the proprietor, and go across to the Crescent for meals. Barliman,
a human short and wide enough to be mistaken for a tall dwarf, is generally
understanding, and will let the incident go with a tirade against his suppliers
and the general operating conditions imposed by the Elves. The Crescent's
proprietor, an ork Named Towo Goldbiter, works for the Overland Trading
Company, which might explain why she has access to better raw materials
for her meals.
Outsiders are very definitely unwelcome, and are watched closely for
any interference with elven ways while in the city. Whether deliberate
or not, any questioning or change is dealt with harshly. Looking about
to be certain no Guardians or bailiffs are present is no guarantee against
penalties. Many of the citizenry will report any straying from what they
consider sound ideology, both to protect the Paths from corruption and
to protect themselves from being accused of conspiracy to corrupt, a death-penalty
offense. Business should be concluded as quickly as possible.
Daily Rituals
Numerous rites mark the daily life of the inhabitants of the Citadel in
a progression as regular and stately as the march of the stars past the
lights of the Passions. From sunup to sundown, these acts reaffirm the
Followers' place in the world and on their Path.
At first rising, the Follower says a short prayer while donning the
regalia of his or her Path. This is followed by a moment of quiet meditation,
focused on a Path symbol, made into a brooch that is fastened to the clothing
after the meditation is over. The symbol remains with the Follower at all
times, a tangible reminder of who they are and what they are striving to
be.
Another prayer is recited over the morning meal, this one said in unison
by all members of the household. The prayer affirms the entire household's
place, and serves to bring the people together, strengthening their sense
of community.
Those who have to travel through their quarter to reach their employment,
and those who feel the need, stop at the Path shrine in the center of the
quarter before work. There, they spend a few moments in silent meditation.
If any prayers are involved, they too are silent to avoid disturbing others
and possibly interfering with their progression along the Path.
Upon opening the place of trade, a ritual peculiar to the craft is performed
to begin the day's work. Each occupation has its own way of reaffirming
its place in the Path and in the lives of the followers. For example, a
baker kindles a twig from the coals of the previous day's oven fires, and
lays the flaming brand on a shelf by the door. He then sprinkles a pinch
of flour over the flame, and thinks about the transformation that fire
brings, that his craft depends upon. That done, the baker will then stoke
the ovens and begin making the day's bread.
At the nooning, anyone who has not brought food from home or does not
have food to hand will repair to one of the many fine establishments scattered
throughout the city. Some will attend the public dining halls, which are
open to anyone regardless of their Path. Others will go to the Path halls,
which admit only followers of that Quarter's Path. There, each guest is
welcomed by a bailiff who assures the guest that everything in the house
has been tended to appropriately. Once all tables are occupied, the door
is closed and the bailiff then leads the diners in a brief rite according
to their Path, involving their Path symbol. I was unable to discover the
exact details of this rite, as I was shooed away from the window at a crucial
moment. The Guardian informed me that he would be most happy to demonstrate
his Warrior Adept abilities if I were to persist in such activities. Not
wishing him to become any less polite, as he had informed me in sarcastically
gracious terms, I departed the area, and was never afforded another such
opportunity. Apparently the Guardians talk among themselves much more than
the authorities of any other city I've visited.
Many followers take the time at nooning, either before or after their
repast, to again visit their Path shrine for silent meditation. This tends
to be longer than the morning session, as business comes to a halt for
a considerable time during the day. It requires a goodly span for everyone
to be accommodated, one dining-hall at a time.
At the close of business for the day, and this will of course vary,
the baker banking his fires long before the blacksmith, a closing rite
is performed. Again, this varies according to the trade and its Path. The
pattern, however, does not vary. Some form of symbolic gratitude is expressed
to the element of the Path for its involvement in the trade. The nature
of the Path is also considered, and how the two relate to each other is
celebrated. The tradesman then goes home. Notably, hardly anyone locks
their shop. Theft is almost unknown in the Citadel, the act being prone
to classification as Path interference. Take a gardener's hoe and you interfere
with his relationship with Earth, thus interfering with his Path. No one
wants to be put to death for the theft of a hoe, so tools and lesser goods
are left unsecured. Only the most expensive finished goods are put under
lock and key, and then more out of a sense of responsibility than fear
for their safety. No one wants to be accused of tempting another to steal
and thus either stray from their Path or interfere with another's.
The evening meal is most often taken with the household. Infrequently,
followers of a particular career may get together for the equivalent of
a guild dinner, but I was unable to gather much information regarding those.
Apparently whatever form of professional organizations these people have
are very secretive and do not like being discussed. Prayers said over the
evening meal have the same basic purpose as the morning, reunifying the
household under the blanket of the Path. Dining halls do very little business
in the evening, with the exception of professional dinners and the occasional
household celebrating an event such as a Naming Day or a windfall profit.
Finally, the citizens spend some time in meditation before going to
bed. This tends to be a longer and more complex process than any other
during the day. Events of the day just ending are reviewed in the light
of the Path and career, and decisions are made as to the appropriateness
of each major action taken. The individual reviews his or her progress
on the Path, and reaffirms his or her commitment to the Path and its ideals.
Rites of Passage
The followers of the Citadel have derived many of their major rites of
passage from basic elven practice. I will limit my comments to differences
between the usual ritual and the rite as practised within the Citadel.
Birth and Naming
Instead of simply presenting the new baby to the sky, the child is taken
in a procession down to the Path shrine, and presented there. For children
born to Warriors, the father declares their journey on the Paths to have
begun, that from this spot their progress begins. Fathers of all other
Paths present their children with the declaration that although they were
born on a later Path, their feet will be set at the beginning when appropriate.
Their birth in a later Path is auspicious, as it will help them progress
more rapidly on that Path when the time comes. All gathered at the shrine
then join in a group prayer, thanking the Passions for the new life that
has been given to the community. They pledge to take care of the child
as a group, every follower accepting responsibility for raising the child
in the right and proper way. A Path symbol is then presented to the new
baby by the keeper of the shrine, one left behind by a person changing
Path. This person is carefully selected, as they will be the model for
the new baby. I suspect some influence on the child's pattern by the Path
symbol, certainly a powerful pattern item, even if for a person who at
least technically no longer exists.
Change of Path
In the Citadel, they make a great deal more fuss about a change of Path
than outside. Three days are set aside for the rituals involved, during
which the elf going through the change and all their household attend to
nothing else. Their relatives and professional brethren come in to cook
for them, run their business, and see to the mundane affairs of living.
On the first day, the household celebrates a rite similar to a funeral.
The person changing Path is symbolically laid to rest. All of their belongings
are packed, with everything that pertains to their current Path set aside
for distribution to the people left behind. Only items that are not Path-specific,
or that are to be held for when the person attains to the Lords, are not
handed out. The one making the change visits their Path shrine for the
very last time, and leaves their personal Path symbol behind. They emerge
dressed in a plain, unadorned white robe, with no Path symbol affixed.
On the second day, the person undergoing the change makes a solitary
progression to the Lords, all the way to the Draesis ti'Desach. During
that progression, no other person will look directly at him or her, nor
acknowledge his or her presence. This person has given up their identity
on the previous evening. For a time, the person has no identity and thus
does not exist, so far as the followers are concerned. At the Wheel of
Change, the person is attended by a bailiff, or by a member of the Keeper's
court or even the Keeper if of a sufficiently important family. Starting
at the symbol of their former Path, the person makes at least three complete
circles sunwise, ending up at the symbol of their new Path. Some form of
prayer and meditation is involved, but as I approached to try and overhear
what was said, a bailiff stopped me. We had a brief discussion, with the
effect that I had to leave the Lords Quarter, never to return. I was able
to ascertain that the person changing Paths spent that night in the Lords
Quarter.
The third day, the person changing Paths, again accompanied by a bailiff,
proceeds to the gate between the Lords Quarter and the quarter of their
new Path. At the gate, they enter a small gatehouse, to emerge shortly
after dressed in the colors and symbols of their new Path. The person and
the bailiff go straight off to the shrine in the new quarter, where the
keeper of the shrine presents the elf with a Path symbol brooch. After
a half of an hour's meditation, the elf emerges from the shrine, without
the bailiff, and announces his or her new Name, career and Path to the
assembled crowd. And yes, there's always a crowd, although its size may
be related to the importance of the person's family. The new follower then
marches off to see to their new accomodations, business and so forth.
No member of their previous household accompanies them, unless they
too are changing Path at the same time. Children are normally left behind,
unless that would leave them without a parent in the household. If brought,
children must go through an abbreviated version of the adult ceremony all
on the second day, going to the shrine of their old Path to give up their
brooches and their Names, to the Wheel of Change to choose new Names and
then off to the Path shrine in their new home quarter to receive Path brooches.
Children are presented after the Path-changer has introduced him or herself,
and are announced in the same manner as new births.
I feel that it is important to notice that all migration from one path
to another is done through the Lords. Thus, someone leaving Warriors and
moving to the South would pass through the center of the city, rather than
through another path's quarter. Even if you're moving to an adjacent sector,
you move through Lords to reflect the ultimate goal of the move. Also,
the followers never refer to the person by their former Name. While the
family Name is retained, the personal Name is retired and that identity
treated as if the person is no longer among the living. Any affairs not
completely wrapped up before the change of Path are left suspended and
never completed. Only in extreme cases, for example if the person changing
Paths had witnessed a murder before their change and needed to be questioned
after, would the followers ever refer to a person's previous existence
on another Path, and then only in private and with extreme delicacy.
Death
Death is a peculiar situation. The death of a Lord is considered the culmination
of the spiritual journey, and is cause for celebration. The followers believe
that the person dying is off to the Citadel of the Shining Ones, there
to exist in a permanent state of spiritual perfection. The death of someone
on a lower Path, on the other hand, is a tragedy. Dying before you have
reached the Lords interrupts your journey irrevocably. Your life is incomplete.
The followers mourn such a death intensely.
For eight days, the members of the household and immediate family do
no work, spending their time in group meditation. Like the time of Path
change, more distant relatives and professional acquaintances come in to
take care of household chores. The deceased's business remains closed,
regardless of the position the deceased held within it. Whether the proprietor
or a humble apprentice, all work stops in mourning. Life simply must go
on without the services of the business for the duration of the mourning
period.
At the end of the time of mourning, the closest family member takes
the deceased's Path brooch to the shrine, where it is put away, never to
be used again. The keeper of the shrine makes a new Path brooch to replace
it, which is held in reserve for the next child born to the Path.
The mourners dispose of the body according to the deceased's Path. Warriors
are buried, Scholars are cremated on a pyre and their ashes stored at the
shrine, Travelers are left on an open platform on the outside of the city
wall and Sages are wrapped and dropped into the river. Nothing akin to
the Dinganni rite of taking the deceased's place exists. These people feel
that no person can complete your journey for you. If you die with the journey
incomplete, then you must come back around the Wheel and start again.
The Pathless
Yes, there are elves who are not on the Paths. Outside the city proper
are the homes of the Pathless, the so-called children of the lesser door,
those elves who do not follow the paths themselves so that they can support
those who do. Also among the Pathless are the few non-elven inhabitants
of the city. These are the low laborers, the people who either perform
tasks considered beneath the citizenry (such as dung cartage) or which
do not fit the Paths at all, after discussion by the Eoerin. They occupy
a peculiar niche in society, well above slaves but well below citizens,
neither free nor in bondage, not quite people but accorded more respect
than draft animals. Without the Pathless, the Citadel could not function,
an irony I find quite amusing.
The Pathless wear unadorned grey and are permitted anywhere in the city
as long as they have business there. The dwellers in the various sectors
know the Pathless well, and would easily spot any deviation in the routines
of daily living. Thus was I dissuaded from taking up the grey myself for
the purpose of observation.
From what I was able to gather, the Pathless are divided into two camps,
those born Pathless and those who become Pathless. Children of the Pathless
can, if they can find sponsorship in a household of the Warriors, take
up the Paths and leave the grey behind. Those who become Pathless are never
allowed back into the level of society they have abandoned. Why anyone
would choose to become Pathless, I do not understand. This is one of the
lines of questioning I had to abandon. No member of the grey would tell
me anything, and I was finally warned by one of the Pathless that if I
persisted in seeking these answers, I would be reported to the bailiffs.
Apparently even the Pathless have duties under the Paths, and the right
to appeal to the bailiffs to have their spiritual order maintained, such
as it is.
Not all of the non-Elven inhabitants of the Citadel are among the Pathless.
The proprietor of the merchant inn wears clothing of Barsaivian design,
and speaks good Throalic. Only those whose business requires them to travel
daily into the Quarters take up the grey. Their ceremony is quite simple,
an oath to avoid interference in anyone's Path, to avoid emulating the
Paths themselves and to report any deviation to the bailiffs, then the
donning of the grey robes. I suspect that for the elven Pathless, the event
is much more complex. During my stay, I was not able to observe such a
rite, nor was I aware of such occurring.
I can only speculate on where the Pathless come from. When the city
was originally founded, perhaps there were laborers who committed themselves
to the lower tasks of building the Citadel to the exclusion of actually
living in it, a sort of martyrdom, sacrificing themselves for the betterment
of their race. Perhaps the Pathless originate from slaves provided by the
Therans and freed but not assimilated. These explanations, while elegant,
leave essential questions unanswered.
Why would anyone choose to be Pathless? Could being relegated to the
Pathless be used as a punishment for particularly heinous crimes? What
about children born of adultery? Could it be the sins of the parents being
visited upon the children, punished for their forebears' mistakes? I have
no clear answers to these questions, and, regrettably, no hope of gaining
such.
Families
In such a closed society, family lines cross and recross in a complex web
of relationships. Knowing who is related to whom is vital for negotiating
any sort of agreement in the city. Because of the Paths, each family will
have members in every quarter and scattered throughout all levels of society.
Dynasties do not form solely in the ruling levels, but instead reach throughout
society in a network of control. Also because of the Paths, families do
not necessarily stay invested in the same facets of society and commerce.
If no member of the family is on the right Path to inherit a business from
a progressing member, the business is sold to a family ally, frequently
with the understanding that the ally will sell it back to the family when
they in turn progress.
Several families have achieved sufficient control in the city to be
worth examining. Newcomers to the city should be aware of these bloodlines,
what they hold and what influence they can bring to bear. Learn to recognize
their emblems, as these symbols are carried across Path lines.
T'lilliu
Strongly present in the military, the T'lilliu line counts not only Warriors
in the front lines but Travelers in the supply corps and Sages in the tactical
advisory unit. From the supplies interest, the family branches into food
production and supply, armoring, weapon making, horse breeding and training,
cartage and warehousing. Being one of the larger lines, the family nearly
always has someone to pass their properties to when a member changes Paths.
Notable Members: Jael T'lilliu is the current Commander of the
Militia.
Emblem: A wagon wheel, with crossed sword and grain sheaf superimposed
over it.
Taesyo
The Taesyo clan traces its roots back to the leaders of the separationist
movement. Since the founding of the city, the family has held roles in
its governance. Within the Paths, members tend to pursue more cerebral
occupations, or careers with leadership positions. They also have a predominant
interest in banking, moneylending and moneychanging. Like the T'lilliu,
they rarely have to pass businesses out of the family when a member progresses.
Notable Members: Bevian Taesyo is the overseer of public works.
Emblem: A stone tower with a pointed roof, with a circle drawn
around it.
Liriliqirz
From a position within the Eoerin at the founding of the city to the current
day, the Liriliqirz family has been the most orthodox of the orthodox.
Members of the family serve as bailiffs, judges and Guardians. They lead
a stricter and more rigorous life than most other citizens in the Citadel,
which is saying quite a bit. In the lower Paths, they maintain interests
in precious metals, working as miners, smelters, gold and silver smiths,
jewelers and lapidaries.
Notable Members: Orosei Liriliqirz is the current Keeper of
the Paths.
Emblem: A wave crest over a red jewel.
Xanfia
Primarily involved in food production and animal handling, the Xanfia run
farms in Warriors, kitchens and bakeries in Scholars, train birds and handle
overland shipping in Travelers, make their livelihoods from the river in
Sages as fishers and boat crew, and eventually move into building boats,
wagons and barrels in Lords. The family prefers a hands-on approach to
life. They believe that you learn best by doing, and the more active the
pursuit the better. To engage yourself fully in your Path, take up a career
that requires strenuous manual labor as well as mental. Xanfia members
tend to be large and sturdy for elves as a result. Once in a while, one
of the more strapping specimens gets recruited into the military, but they
rarely rise to officer rank. Xanfia elves are plain spoken and straightforward,
as much as elves can be in that contorted language of theirs.
Notable Members: Dirgon Xanfia is the current head of Xanfia
Cartage, a Sage who's been fined more than once for referring to his years
as a teamster, before he took up accounting and control of the business.
A bit short for an elf, Dirgon is well muscled and has a prodigious capacity
for ale. Think of him as an overly tall dwarf and you'll have a grasp of
how to deal with him. He keeps his dark brown hair just to collar length
and prefers plain, simple clothing, with the minimum of ornamentation required
by his Path. His brooch is nicked in a few places from the occasional time
he spends in the warehouse, where he lends a hand to keep in touch with
the daily business.
Emblem: A tree with fiery leaves, a barrel on the left and a
packing crate on the right.
Reitenar
Cloth and knowledge define the influences of this family. Throughout their
progress along the Paths, they're involved with one or the other, and sometimes
both. Spinners and weavers, librarians and tailors, playwrights and tapesters,
dyers and inkmakers and scriveners, bookbinders and papermakers, the Reitenar
are invested in every facet of the process of creating clothing and literature.
If I could have spent the night in the city, I'm sure I would have found
a warm welcome among such kindred spirits as these. Well versed in not
only elven writings but those of other races, the Reitenar are gifted conversationalists
who seem to be invited to most open social functions. Apparently training
in social graces begins at an early age in this clan, as I had the opportunity
to observe a young boy, no more than six years old, hosting a small gathering
for his peers, with his mother in attendance, guiding him through the complex
rituals of an elven tea ceremony.
Notable Members: Falenu Reitenar, a woman of striking grace
and presence even for an elf, is the current head librarian of the Collegium
of Eoerin. She wears her golden-blonde hair in a loose fall to her knees,
and dresses in flowing robes that almost touch the ground. Her position
puts her in charge of the primary storehouse of knowledge in the Citadel,
and makes her responsible for who gains access to that knowledge. Unfortunately,
it takes a good deal of time and the proper, subtle approach to cultivate
a relationship with her. I had neither the time nor the resources for such.
Her husband, Gidron, is the chief lensmaker to Ertelailen J'Hessirn, the
Citadel's pre-eminent astrologer.
Emblem: A blue iris outlined in gold.
Skerrinu
Builders of one sort or another, the Skerrinu pursue the crafts of mason,
bricklayer and plasterer as Warriors, architects and decorative carvers
as Lords. In between, they make glass, thatch roofs, paint and install
plumbing. Members regard the family as the foundation of the Citadel, a
Name others use also. The Skerrinu are considered solid citizens, reliable,
enduring and hard workers.
Notable Members: Vetrun Skerrinu holds the office of chief architect
of the Citadel, responsible for the design of all official buildings and
public works. Despite having lost his left arm in an accident when he was
on the Path of Warriors, Vetrun has accomplished himself well during his
progression, going into fields where his disability was irrelevant. His
work is easily recognized by the graceful arcs and distinctive swooping
facades, Vetrun having a dislike for straight lines in the visible portions
of his structures.
Emblem: A bear, standing on all fours, facing to the left, underneath
a four-pointed star.
Occupations
A few important observations:
-
While many food preparation and production occupations are classified under
the Paths, preparation of meals is considered essential to the survival
of all elves, and thus is classed as a non-Path task. This applies, however,
only to preparation of meals for oneself and one's immediate household.
Any person who prepares food as a trade must be a follower of the Scholars,
the Path of Fire. These people are permitted to travel into other quarters
in order to practice their trade, as otherwise everyone who did not prepare
their own meals would have to travel into the Fire Quarter, a much more
disruptive proceeding.
-
The Pathless are apparently allowed to lease facilities for their business
within the walls, but are not allowed to own property except for outside
the Citadel proper. Thus, a Pathless basket maker could theoretically have
a shop in someone else's building. In practice, the Pathless do not hold
business establishments. The basket maker would have to sell his goods
to a shopkeeper who was a Follower, rather than directly to his customers.
Mes ti'Meraerthsa
Armorer
Beekeeper (also known as Apiarist)
Brazier (Makes Brassware)
Brewer
Bricklayer
Chainmaker
Cheesemaker
Coiner
Costermonger
Cowherd
Crofter
Crossbowman
Dairymaid
Delver
Ditcher
Dog Trainer
Executioner
Fletcher
Forester
Gamekeeper
Gardner
Girdler
Glover
Goatherd
Gravedigger
Grocer
Groom
Guardsman
Haberdasher
Hatter
Hayward
Horseleech
Horsetrainer
Huntsman
Ironmonger
Jeweler
Knife-grinder
Lacemaker
Lapidary
Leadworker
Linenspinner
Mail-maker
Mason
Master of Hounds
Miner
Nailmaker
Needler
Pavier
Pewterer
Pinmaker
Plasterer
Plattner (Beat out Sheets of Metal)
Plowman
Pot Mender
Quarryman
Reaper
Seamstress
Seige Engineer
Sergeant-at-arms
Sheepshearer
Shepherd
Sherrif
Silkwoman
Spinster
Stonecarver
Swineherd
Terrazo Grinder/Mosaic Layer
Threadmaker
Thresher
Tinker
Tinsmith
Trapper
Watchman
Weaver
Wire Drawer
Woolcomber
Woolman |
Mes ti'Telenetishsa
Archer (Non-adept)
Baker
Bowyer
Cannoneer
Charcoalburner
Chimney Sweep
Confectioner
Cook
Farrier
Founder (Foundryman)
Glassblower
Glazier
Gold Beater (Makes Gold Leaf)
Goldsmith
Lensgrinder
Librarian
Lighterman
Mailer (Enameller, Not a Maker of Armor)
Military Engineer
Saltboiler
Smelter
Silversmith
Tailor
Tallowchandler
Waxchandler
Writer |
Mes ti'Cirolletishsa
Astrologer
Bard
Blacksmith
Cantor
Carter
Cartwright
Chandler
Cobbler
Drayman
Falconer
Fowler
Hawker
Herald
Horner
Innkeeper
Jester
Landlord
Mapmaker
Master of Revels
Musician
Navigator
Painter
Pilot
Piper
Player
Playwright
Poulterer
Saddler
Sailmaker
Sailor
Scout
Sea Captain
Shipchandler
Swordsmith
Tapester
Teamster
Tentsman
Thatcher
Tumbler
Wheelwright |
Mes ti'Perritaesa
Accountant
Alchemist
Alewyfe
Apothecary
Bargeman
Bath Attendant
Boatman
Clark
Copiest
Distiller
Dyer
Felt-maker
Ferryman
Fisherman
Fishmonger
Inkmaker
Lawyer
Limner
Mathematician
Midwife
Netmaker
Nurse
Philosopher
Physician
Plumber
Poet
Printer
Professor
Pursuivant
Scrivener
Shrimper
Solicitor
Surgeon
Theologian
Tutor
Vintner
Waterseller
Weirkeeper |
Mes ti'Raeghsa
Architect
Bailiff
Banker
Barrister
Cabinetmaker
Carpenter
Chamberlain
Chancellor
Constable
Cooper
Cordwainer
Diplomat
Drywaller
Engineer
Exchequer
Jailer
Joyner
Judge
Papermaker
Quartermaster
Ropemaker
Sawyer
Shingler
Shipwright
Spy
Turner
Userer
Wood Cutter
Woodcarver |
Pathless
Basketmaker
Bonecarver
Butler
Carver
Dung Carter
Furrier
Laundress
Maid
Molecatcher
Potboy
Privycleaner
Ragpicker
Raker
Rat Catcher
Scullion
Skinner |
In closing, I must say that I have very mixed feelings about the Citadel.
I find that I am drawn strongly to some aspects, just as strongly as I
am repelled by others. The severity of restraint that the Paths apply to
the inhabitants, and the resulting oppression of the Pathless, is antithetical
to the Throalic ideal of individual freedom. Dwarven nature, on the other
hand, is at its soul orderly, and the rigorous order of society with a
place for everything and everything in its place appeals to my own love
for organization. I could not live there, but I find I can admire it from
afar. At a distance, many of the faults are no longer visible, and the
Citadel is a fine and shining place.
Entire contents Copyright © 1995 FASA Corporation. All Rights
Reserved.
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TM designates Trademarks owned by FASA Corporation.
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