Date post: | 02-Jun-2018 |
Category: |
Documents |
Upload: | y9x8c7v6b5n3 |
View: | 235 times |
Download: | 0 times |
of 50
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
1/50
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
2/50
COMPANIONJORUNE:
ARDOTH
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
3/50
FOREWORD
Companion Jorune: Ardoth is our in-depth introduction to Ardoth, capital city of Burdoth, premier
city of Jorune. The walls of Ardoth have stood against the waves of Sychill Bay for more than three
millennia. From its humble beginnings as a small harbor town, a safe haven from devastatingshanthic
attacks in the decades after the destruction of the Earth colony, Ardoth has grown to be the center
of human culture on a strange, non-human world. Ardoths walls now enclose more than three-
hundred-thousandcitizens from many different intelligent races. t is a point o f interchange, he political
center of a world with politics more bizarre than Earth could ever know. But it is Ardoths own unique
culture, its time-tested institutions of drenn and the dharsage throne, its varied and colorful
neighborhoodsand peop le that are the focus of this volume. We hope that Companion Jorune:Ardoth
will convey not only factual information about Ardoth, but also an intuitive feel for what it is like to
wander about and live in this thriving capital city. Ardoth can be your home away from home, a stxt-
ing point for intriguing adventures throughout Journe.
The creative staff of SkyRealms Publishing
CREDITS
Written By: Andrew Leker, Mark Wal lace, David Ackerman
Contributing Authors:
Amy Leket; Ken Felder, Andy Gore, El izabeth From
Art Direction:
Amy Leker
Illustration and Cover Art:
Miles Teves
Maps and Graphics by:
Elizabeth From, David Ackerman
Editorial Staff: Andrew Leker, Am y Leker, Mark W al lace, Liz From, David Aclte~ma~~
Special Thanks to: Michael Strathearn, Four Nolan,, Robert Cut-r ie, jay 81 Doug, David a I l. i l iia, Boh G Petel ,
Tern- i Leker, David Kal i th, Ronald Stenzel , and The Mo nt&h.
Contents based on SkyRe alms of Jorune
((-8 1986 SkyRea lms Publ ishing, Inc.
Al l Rights Reserved
SkyRe alms Publ ishing, Inc.
P. 0. Box 5543
Berkeley, CA 94705
First Pr inting August 1987
Printed by Mission Pr inters in the USA
< Q 1 s j
%& - -T~
* - ._ --+- 5 Dedicated to Frank
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
4/50
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
A Brief Synopsis of Jorune History (l), A Brief History of Ardoth (l), Present Day Ardoth (2), Neighbor-
ing Cities (3), Institutions (3), What, Every Child Knows (4), Weather (4), The Land Upon Which the
City was Bui lt (4), The Calendar Year (4), Architecture (5), Effects of a Longer Day on Jorune (5), Huedurt
William s First Day in Ardoth (5).
CHAPTER 2: THE CITY OF ARDOTH
THE CRYSHELL CITADEL (6): G a eway (7), Neighborhood Map (S-9 ), Financial District (lo),
Dharsage Palace Illustration (II), Council Grounds (12), The Ardothian Bazaar (13).
OLD CITY (14): N
emain (14), Sobrinth (14), Shen Illustration (15-16), Ald (18), Lelsh (18), Thanes
(19), Northside (19), Ardoth City Map (20-21).
SHANDANE
(22): Westgate (22), Clav is (22), Arkin (22), EsWother (23), TLane (23).
SIDERS (24):
Portgate (24), Southport (24), Fishermans Quarters (25), The Klade Bay (26), Oiders
(26), Dryce (27), Dich (27), Stocks (28).
SOUTHSIDE (28): Vintch (28), Durris (29), Derrid (29).
OUT OF ARDOTH (29).
CHAPTER 3: INSTITUTIONS
THE DHARSAGE (30):
The Tauther/Drenn System (3l), Kerning Bays (31).
THE CHELL (32):
The Kims (32).
THE ARDOTHIAN COUNCIL (34).
THE ARMY IN ARDOTH (34).
THE ARDOTH GUARD (34).
MILITIA (35).
CHAPTER 4: BACKGROUND ON ARDOTH
THE DECADE (37):
Thriddle Treachery During the War (37), Discovery of Shirm-eh Trading (37),
The Ramian Invasion of 3472 (38), The Warp-F lash of 3475 (38), The Warp-Walker (39), After the
Warp-Flash (39).
BELIEFS IN ARDOTH/RELIGION (39).
EARTH-TEC AND THE MILITARY (41).
CHAPTER 5: ARDOTH RESOURCES (43).
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
5/50
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
6/50
Ardoth was wr i tten to take you away from the routine of out-
door campaigns and lonesome wander ings throughout Burdoth
and beyond. The book detai l the peoples, neighborhood,
streets, structures, and history of Ardoth, Burdoths scat of
power. Provided are dozens of Campaign Starters to run
your players through.
Though wr i tten with Jorunc gam ing in mind, Ardoth can serve
you in a number of ways . The wr it ing may inspire works of
your own, or you m ay just enjoy the reading. If you intend to use
Ardoth in another wor ld, some background on Jorune ma y help
place things in perspective. This brief synopsis wi l l be hclp-
ful to people unfamil iar wi th Jorune, or those of you who just
don t have your boxed set handy.
A BRIEF SYNOPSIS OF JORUNE HISTORY
The Earth colony traveled more than one-hundred l ight years
to Jorune in 2155 A.D. The present realm of Burdoth occupies
what was one of the main colony areas at that t ime. When
global war broke out on Earth, supply ships to Jorune were
halted, leaving the colony in dire need of minerals and land.
The carefully negotiated treaties with the planets native in-
habi tants, the shanthas, were quickly broken. Colonists ovcr-
stepped their author i ty and began expanding into rcstr ictcd
areas. The devastating response of the shanthas resul ted in
the near demise of both races - humans through shanthic
warp-attack, and shanthas through the humans insidious
Bio-Tee creations. Earth has not been heard from since.
The t ime of the human/shanthic war is known as year 0 P.C.
(zero, post colonization). Since that t ime, 3,486 years have
passed. The present year on Jorune is 3487. Caches of Earth-
Tee were discovcrcd about f i f ty years ago, dur ing the Energy
hlcapons War. Burdoth is now one realm under one leader,
Khodre Dhardrcnn, the dharsagc of Burdoth.
Shanthas stil l exist, but arc rarely seen. Ardoth survived as a
ci ty because of i ts warp- impervious nature; shanthas could not
create warps into Ardoth to destroy the humans there. The
shanthas of 3486 have a ccepted the past, as have hu mans of
this day. The two races are no longer openly at odds with
each other.
A BRIEF HISTORY OF ARDOTH
(o-300): Huma ns became wanderers after the human/shanthic
war, constantly on the move . Those who remained in one place
faced the opening of shanthic warps and the reign of destruc-
t ion they wrought. Earth-Tee was abandoned as humans saw
more and more of their blaster-toting friends kil led by orbs
emerging from shanthic warps. Hum ans l ived like scavengers,
traveling in bands from camp to camp unti l they discovered a
place where nei ther warps nor shanthas were ever seen. This
place became a bastion for human l i fe, a safe haven, or
Ardoth, as it is called.
(600): Life in Ardoth was unpredictable during its first mil-
lennia as a ci ty. P eoples from the eastern coast of Burdoth,
the Jar hars, raided the ci ty several t imes before a wal l was
erected around the ci tys keep. But cvcn after the problem
with the Jarhars, there were the unpredictable high tides,
the strong winds that r ipped roofs off of home s, and the inter-
mittent storms of l ight in the sky that caused discomfort, es-
pecial ly for humans of smal ler stature. The t ides sent waves
crashing into shore, sweep ing awa y buildings and their foun-
dations. A sea wal l w as begun that would take many hun-
dreds of years to com plctc, but would offer protection from the
tides. Ardoths strong winds prompted new styles of bui ldings
that stressed stone construction. The f iery skies were feared,
but caused the ci ty no harm.
It was in these ear ly years of Ardoth that terms l ike drenn
and kcsht and dharsage came into use. Those who aided
in the construction of the sea wal l or helped maintain the
ci tys keep could be elevated to the status of drcnn by their
peers. Kesht w as reserved for hcrocs and great civic leaders.
This social insti tut ion led to the formal drcnn system used to-
day and the formation of the dharsage throne. Drenn would
be recognized as those whose services had benefi ted the ci ty,
and the dharsage of Ardoth was the ci tys mi li tary leader.
Only drcnn and kcsht could hold a claim to land or elect the
ci tys leaders.
(1100): After the initial years of struggle had passe d, Ardoth
was on i ts way to developing a civi lization. Trade with ncar-
by towns eventual ly reached the Gauss Val ley, where dur lig
is cul t ivated. This odi ferous plant was at f i rst laughed at by
the Ardothians, who would have nothing to do with the foul
root. Dur l ig was eventual ly acccptcd as i ts benefi ts b ecame
known. It was a large, hearty plant that could survive cold
winters and provide more nour ishment than the seafood sta-
ples of the Ardothians. It also cured num erous ai lments and
the children who ate it thrived.
(1200 to 1700) Years of famine and plague br ing the growth of
human sett lements to a standsti l l . Records of much of this
t ime do not exist, save to documen t the great plague that
swept through al l the known occupied lands. For centur ies,
Ardoth was more a camp of discasc than a safe haven from
shanthas. Many left the ci ty as wanderers, taking to Glounda,
the Doben-al , and even the East Tr innu Jungle Lands.
(1740, 2934, 2988, 3006): Records of this period are vague.
Though humans were recover ing from an era of plague, their
populations were smal l , and there was l i t tle progress.
The crugar threat from the far west caught up with A rdoth
from time to t ime. Assau lts came from Temauntro every few
generations, sparked on by a new, char ismatic leader. The
crugar rcpeatcd ly tried to drive the Ardothians from their
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
7/50
hom es, partially out of religious fervor laid down by their an-
cestors ages ago. The ci ty over looking the far sea shal l be
yours. These words of Chalma Crawm , the crugar sa yer,
have evcr lockcd the crugar s path with Ardoth. Even after
the bui lding of the ci ty Chain Imagr i on Tcmau ntros west
coast in 3200, the crugar made another attemp t to take Ar-
doth, this t ime in 3437.
Sti l l of signi f icance to the Ardothians was the invasion of
3007. The ci ty was under siege, cut off from help and at i ts
knees. The arr ival of a Hcr idothian legion under the leadcr-
ship of Lcarr ic Shandanc drove away the crugar and made
way for reconstruction (Day Shandane is the cclcbration of
Ardoths rescue). Though loyal to the people o f Shol is, Shan-
dane wanted i ts present ruler deposed . He raised Ardoths
army to greatness and led them into batt le against the Hcr i-
dothians on the Hit Plains. Though the war ncvcr saw rcsolu-
t ion, i t was the beginning of Hcr idoths downfal l .
(3113): The Ramian Invasion of 3113, set for th from Vol igirc,
launched the enti re realm of Burdoth into war. Al though the
ramian directed their effo rts primarily at Burdoth s northern
coast, Burdothian ships in Ardoth Bay fel l under a ttack, as
eventual ly did the ci ty. Ardoth struck back with astonishing
rcsi l icncc and eventual ly overcame the invading f leet, but ra-
mian landing part ies had already begun their conquest of the
realms inter ior . Ardoth eventual ly drove the ramian from
the Sychi l l p rovince, after decades of war, leaving dharsagc
forces in control . The same wa s true of the Lusai l region unti l
its native population overthre w Ardoths overbearing mili-
tary prcscncc.
(3437): Eventual ly, the crugar rcturncd en ma sse, f i rst dcstroy-
ing ci t ies in the Gauss Val ley, and then ventur ing fur ther cast
to Ardoth. Again the ci ty was under siege, and again on i ts
knees. This t ime though, i t was the discovery of Earth-Tee
weapons, found in an underground cache, that made possible
the defeat of the crugar. Energy weapon wielding Khodre Al-
lonkarb ( the dharsagc ruler of Burdoth at the t ime) drove the
crugar across the Doben-al , back to Tcma untro. Upon return to
Ardoth, Pr ince Khodrc stepped up his involvement in a war in
Hcr idoth, spurred on by his Hcr idothian cousin, Yan Gizcr
Tarsory. This attemp t at power brought Burdoth into what IS
now rcfcrrcd to as the Energy Weapon s War, which ovcntual-
ly stalemated in the val leys of Hcr idoth. By the war s end,
Ardoths powers and sphcrc of inf luence had grown substan-
t ial ly. With i ts energy weapon arsenal, Ardoth became Jo-
runes mos t powerful ci ty. (See Energy Weapon s War in
Companion Jorunc: Burdoth, pages 44-49).
(3445): The Energy Weapon s War cvcntual ly ended in a stalc-
mate . Term s of mutual cease of hosti l i ties were negotiated bc-
twccn Khodre Al lonkarb, Harboh, the bronth general , and
the thriddlc Klein Ko-Trid on the island of Curil i. Unde r the
provisions of the Klein-Khodre Accord, the dharsagc was
required to give up claim to Hcr idoth, the Dobcn-al , and mos t
of what w as then claimed as Burdoth. The accord required
l i t tle sacr i f ice to Khodrc, as the ravaged lands of Hcr idoth
offered no reward. The Dobcn-al was mainly barren, and the
other Burdothian provinces made clear their desire to uni fy
voluntar ily under Ardoth and i ts arsenal of energy we apons.
(3475): For the f i rst t ime in Ardoths history under human oc-
cupation, the creation of warps bccam c possible for a short
per iod of t ime. The ci ty wa s then vulncrablc to the same at-
tacks via warp that destroyed the or iginal colonies. The dis-
turbance lasted only a few weeks but prompted investigation
for years. The Warp-Flash of 3475 took place short ly ah
the disappcarancc and assume d destruction of 400 men in
Clounda Forest outside the ci ty. (The Warp-Flash is dc-
scribed later in detail).
PRESENT DAY ARDOTH
The year 3487 has been especial ly r ich with discovery. The
thr iddlc have discovered underground ruins in a slum-l ike
part of Ardoth known as Mah Ashalta-Ca. I assagcw ays
lead to vast underground crystal constructions that some theor-
ize keep Ardoth warp-free. This secret is t ightly controlled
and known to few. These, and other important current events
arc descr ibed below.
Lamorri Ruins
The remains of a large underground complex have been discoI,-
cred in Lower Mansc r in Ardoth, a place the shnnthas cal l
Mah Ashalta-Ca, which translates, Heart of the Darkness.
The ground here has been sinking for ccntur ics, but i t has been
only in the last dccadc that cntranccs to the underground com-
plex have been discovered, and it is only now tha t thcsc ruins
have been identified as labors of the lamorri - great forebears
to the ramian. Though the region is near ly inaccessible, mem -
bcrs of the Ardoth Cuard arc occasional escorts to thr iddlc
who take mcas uremcn ts and study the arca underground and
its undcrwatcr passag eways. Few paid attention to this arca
before the Warp-Flash of 3475, when, for a short t ime , Ar-
doth became susceptible to warps.
Glounda Road
Ardoth has long dcsircd a road into the Clounda Forest dircct-
ly north of the ci ty, one that would bypass the detour through
Al l idoth. I t would make for more direct transi t to the ci ty of
Clounda and increase the mobi l i ty and f lexibil i ty of the rcgi-
mcn t stationed thcrc. W ork was slated to begin in 3473, but
was hal ted abruptly just before the Warp Flash of 3475 when
an enti re cohort (400 men) disappcarcd in Clounda lwving
barely a trace. That mi l i tary force had been sent as an cxpcdi-
t ion to search for best road pathw ays. Work again rcsumcd in
3486 and is currently progressing. Upon anticipat& completion
in 3496, the roadway wi l l stretch 180 ki lomctcrs (110 mi lcsi
and offer rest stops for mi l i tary transports
Earth-Tee in the socie ty
The year 3482 saw the discovery of two n ew Earth-Tee caches;
one was located in Tcma untro, the other s actual location ii
unknown, but is deep underground and prcsumc d to bc some-
where in Lundcrc ( this second f ind can be acccss cd only by
warp). Port ions of this f ind have only rcccn tly begun to reach
Ardoth after being cxamincd on the Shcndarr i SkyR calm for
three to four years. This new abundancu of energy weapons has
made i t gradual ly easier for the dharsagc to l icense out their
USC to Drcnn. The late 80s arc beginning to see the cmcrg cncc
o f
a
new type of drcnn: the blaster sl inging, social ly una\vare
Ardothinn travclcr who facts great rcscntm cnt abroad. The
dharsagc is taking new steps to cnsurc that those carrying the
weapons arc responsible and capable of adcquatcly rcprcscnt-
ing the dharsagc. Firearm proficiency tests, foreign e tiquette
exam s for those intending travel , and intensive questioning ac-
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
8/50
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
9/50
crugar have their safety, and the occasional scarmis
chwi-kic h (high root-bushes to scrape against). Another
section was built to house the huge influx of thriddle
about the Warp Flash of 3475.
WHAT EVERY CHILD KNOWS
children on Jorune do not have the benefit of Sky-
s Publications (save perhaps the Tauthc r Guide), virtu-
kid is going to know the lore of Iscin , Bomove ris, Paul
his son Khaun, Mayatr ish, Caj i Ccnds , Sho-Copra Tra,
Khodrc Allonkarb, Ycs mirc Tarsory, and his son,
Amanclc Tarsory, and scores of others. Al l chi ldren know
to count - with the same Arabic numbers that their forc-
Most kids know something about a few of the re-
particularly the Isho and Moon Re ligions, the Earth
Iscin/H uma n religions and the Iscin/Anim al rc-
the upper-class neighborhoods all children go to
learn to read and write. Children learn about the
the council, the chell and the yords. They learn
history , not including details of the human /
war. Children learn at an early age the secret of dur-
taste . The Warp Flash of 3475 and the reports of
Eelshon She-evid arc taught only at progressive schoo ls.
know that thivin gamble, wof fcn drink in their shente rs,
that thriddle arc good teach ers.
WEATHER
weather in Ardoth varies from the warm summe r months
Mullin, to the frigid winters of Crith. Rather than extrem es
tempera ture, Ardoth is known for its strong win ds, and
and i ts occasional Isho storms. Al l have wreaked tcrr i-
destruction upon the city .
The Winds and Waves
four seaso ns, Eris (Spring), Mullin (Summ er), Auss (Fall),
Crith (Winter) are more m ild than the seaso ns on Earth
to Joruncs small 16 degree axial tilt. The winds usually
in late Mullin (Summ er) and build to their pe ak in Auss
. M ost years are calm and the ci ty sustains no damage.
som e of the years marred by disaster, buildings have
their roofs or been blown over, ships hav e capsized and
, people have been blown over Ardoths sea wall into the
loose sectio ns of wall have cracked and fallen - some -
s onto buildings or homes - and the bay has spouted vio-
tides. The worst years have been those when moon al ign-
directly coincided with wind activi ty. Huge waves
onto the sea wall. In the years before the walls
sections of the ci ty were washed away to sea.
now, th e major alignments every 465 years are feared.
Isho Storms
storm s arc not infrequent in and around Ardoth. Usua lly
ng in the Glounda Fores t, they illuminate the sk y
firedancc, brighter and more colorful than the Aurora
of Earth - but destru ctive. The stronges t surges in the
usually occur during the colder mont hs of Crith but there
never a time when Ardoth is completely safe from such ac-
sensitive creatures experience a surge in Isho during these
ms , raising them to double or triple their natural absorp-
can result in discom fort or pain for muadra and caji,
though humans with higher Isho ratings may be affected as
well. An y creature normally with 15 or more Isho Points will
be afflicted to som e degree. Thriddlc especially, suffer during
these times. Kerning is the best mean s of relieving the pain,
but unfortunately, mo st humans are unfamiliar with the pro-
cess and become grouchy and irr itable as the storms rage on.
The streets clear about the time that the first deafening
crackles come from the sky - only muadra and caj i wi l l be seen
on the street s during a storm , walking to or from a kerning bay.
There arc stories of homes catching fire from uncon trollable
muadra discharges.
THE LAND UPON WHICH
THE CITY WAS BUILT
The city of Ardoth is located upon high ground overlooking
Ardoth Bay. Most of the soi l that the ci ty is bui lt upon is
stable, save that of Lower Manscr, which continues to sink fur-
ther with each passing year. Once a suburb of the citadel, this
section of the ci ty is now a bog, complete with stagnant ponds
and fog.
The citys sea wall separates Ardoth from the sharp edge of
the ocean. C liffs are very steep in areas, leading to drops of
nearly one-hundred feet. The highest points in the city arc
the Dharsage Palace, the Financial Dist rict, and the Ellelsh
and Dancs Neighborhoods. The embankment that the ci ty is
built upon is stc cpc st to the north and falls off gradually to
the south . Ardoths South Side is at sea-level.
The ci tys water supply comes from both the Cryshcl l River
and from wells that tap into the underground water table.
River w ater taste s good, as does mountain water, whi le Ar-
dothian well water is laden w ith a poor tasting combination
of salts and minerals. The source of warmth that heats the
pools of Lower Manscr (or Mah Ashalta-Ca) remains a mys-
tery.
THE CALENDAR YEAR
The year is broken down into four sea sons, brought about by Jo
runes axial tilt of 16 degrees. The seaso ns are Eris, Mullin,
Aus s, and Crith (Spring, Summ er, Fall and Winter). The
years division into lunar m onths mimics that of the shanthic
calendar.
The term s day and hours arc still used. Days are approxi-
mat cly 27 Earth hours long, but on Jorune, the hour rcpre-
sents about 72 minutes of t ime, making the 24 Jorunc hours
12% longer than Earths. There are still the sam e number of
hours in a day (24), but each hour is compo sed of 72 minute s.
OrbItal
Moon: Revolution Used for
Ecccn trici ty Inclination
Shal: 40.5 days months
slight 3
Ebba:
4 days
hours slight 15O
Du: 81 days seasons great 4
Gobcy: 17 days alignments medium 1
Desti : 55 days al ignments great 12
Launtra: 7 days week day sl ight 0
Tra: 2 days hours slight 5
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
10/50
One Jorunc year is 324 days long and is broken down into four
seasons, 81 days each. This per iod coincides with the per iod
of the moon Du and is the basis of the basic calendar. Each
season, Er is, Mul l in, Auss, and Cr i th arc broken down into two
Shal per iods of 40.5 days each. Off ic ial documents speci fy
Season name, days into season, but Season name, Shal pcr i -
od, days in Shal, year is more comm on. Here are examples of
both:
Official: Eris 50, 3484. This represents the 50th day in Er is of
the year 3484.
Informal:
2nd Er is 10, 3484. This represents the same day as
above ; it is the 10th day in Shals 2nd c ycle of Eris in the year
3484. The extra day in the two month season is added at the
end of the season as a day of festival .
Placing stress at the end of the season name and adding an a
sound notes i t as the second month of that season. Used only in
speech, the months bccom c: Er is, Er issa, Mul l in, Mul l ina,
Auss, Aussa, Cr i th, and Cr i tha. So, a spoken equivalent of 2nd
Eris lo,3484 would be Erissa 10,3484.
ARCHITECTURE
The archi tects of Ardoth have been chal lenged to design
bui ldings that are functional , beauti ful, and accommod ating to
a var iety of creatures. Styles vary throughout the ci ty, but
several moti fs frequently re-occur. The f i rst is the Dharsagc
Style. This was the style of construction in which the Dhar-
sage Palace was built. Man y of Ardoths older and larger
buildings arc cons tructed in this fashion . S tone quarried from
Monercy, Hoit, and Al l idoth are used extensively. Charactcr-
ist ic of the Dharsagc Style are large, rounded edges, domed
roofs, tal l archways, and outcroppings.
Another interesting style is Caullic, name d after the archi-
tect Herald0 Caul l of Ardoths 27th century. Mos t of the
surviving homes of this t ime have been recently renovated af-
ter decades or centur ies of neglect. They now attract r ich drcnn
and Kcsht to Sobr inth, where many of these homes were con-
structed unti l the end of the 31st century.
The last few centuries have se en great transitions in building
styles. The heights of creatures
such
as the bronth and coras-
tin are taken into greater consideration , as are the trid-nodes
of thriddlc. Mo st buildings are stil l created to human stan-
dards. The bronth have long comm ented that eating a meal in
Ardoth is a lesson in hum ility. Tiny chairs can give out af-
ter a few minutes, leaving Dobrcns to f inish their m eals on the
floor.
EFFECTS OF A LONGER DAY ON JORUNE
The l imited attention span of humans has caused problems on
Jorune, with its 27 hour long day (in Earth ho urs). Ardothian
schools solve this problem by reserving a nap t ime between
noon and tw o or noon and three in the afternoon . This is a part
of mos t Ardothian l ives.
0 0 0
HUEDURT WILLIAMS
FIRST DAY IN ARDOTH
Huedurt Wil liams was new to Ardoth, but he though
he knew enough about it to avoid looking like a tourist
The first question he asked a yord immediately gav
away his naivete,
Say, where can 1 get an energy
weapon? The yord stared s ilent ly at him until he r
alized from Huedurts garb that hc was a farm boy from
the city of Gauss.
Youre not from around here, ar
you? the yord asked him. Happy to respond to such a
easy question, Hucdurt answered, No yord, Im not. I
from Liggnic, up north of Gauss in the valley . h l
names Huedurt, Huedurt Will iams , and Im human
(Huedurt felt that his last comment was necessary giv
en the number of non-humans he had seen).
The yord contemplated this tall, gawky fellow with
blond, spaghetti hair standing before him. This gu
was really from the sticks. A town so insignificant tha
most people from its neighboring citie s dont even know
its name. What you in town for, Liggnian?
I came to Ardoth to get an energy weapon to ki ll
Dhar Corondon thats been seen around Liggnie. W
thought we shouldnt take any chances so the chell se
me here to get a blaster. Do you know where Id go f
that?
Well, the yord began,
its not quite
like that, Hued
urt. To be able to have or hold an energy weapon, yo
first have to be drcnn; and to be drenn, you have to b
tauther first, do you understand?
Does this mean I have to work on the sea-wall before
get an energy weapon?
You might have to. It all depends on who picks you
cha llisk . This could take some time, probably a fe
years.
Thats okay, thatol Corondon isnt going anywhere,
how do 1 start? (Huedurt didnt really believe
would take a few years; the yord probably didnt un
derstand the simplici ty of his request)
With that, the yord escorted Huedurt Wil liams to t
citadel, helped him purchase a copy of the Tauthe
Guide, and sent him on to the Hall of Drenn. Tell them
you want to become a drenn, they ll know what to d
with you.
Okay, Ill look for you again after Ive got my challis
and a job, Huedurt told the yord as they parted ways
Right, Il l see you around. With that the yord de
parted, walking back to Oidcrs, where he patrolled.
He imagined Huedurt had a few surprises in store.
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
11/50
CHAPTER2
B--V
THE CITY OF ARD~H
explanation of Ardoths walls is neces sary to understand
citys present layout. Sections on the map are referred to
the Citadel, Old City, Shandane, Oiders, and South Side.
the city grew, the exterior walls were torn down and re-
a greater area. All sum med , thousands of life-
s have gone into the construc tion of these walls. Ardothi-
are possessed by wal l constructions. Ardoths ci ty wal ls
one of the Seven Wonders of Jorune.
has grown to become Jorunes largest ci ty, both in i ts
and in its walled area. At first, it was only the
keep that offered protection against raiders. The Dhar-
Palace lies on the ground of that original keep. La te in
18th century , after several centuries of plague, Ardoth
rapidly, prompting the construction of a massive wal l
the new constru ction. That walled area is the Cry-
Citadel, the nucleus of present Ardoth. As citadel land
e less and less available for building, construc tion out-
the citadel walls began. This area is now called Old
, and includes North Side, THayn ian, Lelsh, Ald,
Sobrinth, and Nemain.
27th century saw new grow th and a great surge in popula-
was time for an expansion of Ardoths wal ls. With la-
readily available through the tauther sys tem , a mas sive
fortification was built around Old City , greatly expand-
the citys defensible perimeter. This wall provided som e
of defense against crugar invasions that Ardoth endured
next several centuries. Walls were repeatedly
and were patched differently at the end of each
the Crugar Invasion of 3006, both the citys exterior
the citadel walls we re breached and whole section s
Rescue c ame in 3007 at the hands of Shan-
dane (a Heridothian General) who drove the crugar out of the
city and began reconstruction efforts. The ci tys wal ls were cx-
panded to include the neighborhoods of We st Gate, Clav is,
Arkin, EsWother, and the Isho Free Area. This new area was
called Shandane.
Almos t two centuries later, Ardoth extended her walls once
again, this time during peace. The wall around the Shandane
neighborhoods was torn down and the stone was used to enclose
an even larger area, now including a larger We st Gate neigh-
borhood, Dry ce, Oiders, the Klade Bay, and Port Gate. This
part of the city is called Siders.
After the Energy Weapo ns War, muadra who had been ex-
pelled from Ardoth were permitted their return under the
Klein-Khodre Accord . The southern face of the wall was ex-
tended beyond i ts post war perimeter to make room for muadra
housing. This area is called South Side, and includes the
Vintch and Durris neighborhoods. The majority of Ardoths
muadra population live in South Side.
Ardoths ci ty wal ls are twenty yards across and support an
eight yard walkw ay about their top. Energy weapon laden
yords patrol along the walls each hour to chec k for unauthor-
ized entrance and serve as lookouts.
The entrances to the ci ty at North Side,, Wes t Gate, and South
Side have charged tolls at different time s in Ardoths past .
At the present time there are no fees. Those entering the city-
are still questioned, and their goods inspected . Tax es on im-
ports are levied as they enter Ardoth. Established importers
are allowed credit, and may sell their goods first, and pa>
taxes later. Tauther are sometimes used to help col lect these
revenues. There are waits of an hour or more at the gates of
Ardoth on busy days.
o THE CRYSHELL CITADEL o
Gateway, Klasprin, North Cryshell, The Financial District, Council Grounds, The Bazaar
I
Cryshe ll Citadel is the heart o f the the original city of
Located directly on the coast, i t is protected by a
sea wall on its ocean face and an equally formida-
wall on all other perim eters. These walls w ere erected in
13th century P.C. Up to that t ime, the ci tys only protect-
area was a keep later built up to be the Dharsage Palace.
original Citadel walls have been all but demolished sev-
times by invading armies . The remaining section s have
patched and re-patched together throughout Ardoths
The present walls only allude to the Citadels origi-
(defensible) perimeter.
distr icts of the Cryshel l Citadel are Gateway, North
ell, the Financial Dist rict, and the Council Grounds -
Ardothian Bazaar is an extension of the Citadel and
maintains i ts own wal ls. Gateway is the main entrance to the
citadel. North Cryshe ll includes the Dharsage Palace and its
accom panying cluster of administration buildings, the Chells
office s, Halls of the Dharsag e, housing for kesh t and privi-
leged drenn, and com mon grounds. The Financial Distr ict is the
center of all important com mod ity trading, legal servic es,
banking, and insurance. The Council Grounds support a multi-
tude of office ch ambe rs, including those for the Ardothian
Counc il, and housing for council sta ff. The Council Grounds
have existed only since the Klein-Khodre Accord at the end of
the Energy Weapons War. Before the Accord, that area ~vas
referred to as Old Doc k. The Bazaar falls outside the cita-
del proper and has only been walled since 2600 P.C . The south-
ern end of the Council Grounds ends the Citadels original
wall.
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
12/50
GATEWAY
This main entrance to the ci tadel is located where Cryshel l
Street hi ts the Citadel wal ls. Stationed at the outer archway
are citadel se curity yords . They are friendly to familiar fac-
es, but will allow only drenn and ke sht to enter the citadel
armed. Everyone else must ch eck their weapons at the gate.
Rarely are caj i wi th the equivalent of more than 10 Isho
points permitted entrance - they are directed to the kerning
bays just north of Gateway.
The sinking ground about Gateway prompted the construction
of a br idge between the end of Cryshel l Street and Gateway in
2212 P.C . Prior to this, Cryshe ll detoured south around the re-
cess. Landfi ll has kept the region from sett l ing deeper, but
new construction is prohibi ted on this unstable soi l .
Gateway traff ic mo ves through a long passageway to the in-
side of the ci tadel and continues a few hundred yards before
splitting north into Caladia and south into Shray Mayder. In-
side the citadel along Cryshe ll Street are information booths
for those unfamiliar with the citadels layout, and horse
drawn carriages providing transportation for Ardoths rich
drenn, kesht and keshtia. Surpr isingly, the Dharsage al lows
the presence of up to a dozen querr ids at the si te of the arch-
way s opening into the citadel. Although they are helpful at
t imes, their main interest is in information gather ing from
passersby - querr ids do not accept t ips.
Klasprin
Located in the Gateway area between Caladia and Shray
Mayder is Klaspr in, the pr inciple awss of Ardoth. This is the
town square and meeting center for the ci tadel . I ts expansive,
circular courtyard is surrounded by mee ting halls and colorful
shrubbe ry. Klasprin host s the daily Chells Address and
the weekly Dharsage and Counci l Statemen ts, the monthly
Ardoth Guard Parade, the bi-annual Drenn Cerem onies, and
the annual Kesht and Keshtia Pronouncements Picnics and
part ies cover the lawns when not otherwise in use. Yord d uty
in Klasprin is a great ho nor - Ardoths finest serve here.
NORTH CRYSHELL
North Cryshell is a few minutes from G ateway, walking
north along Caladia. Encompassed are the North Quarters -
home to Ardoths mos t famous drenn and kesht, the Dharsage
Palace, the Chel l s Off ices, and the Nal ls of Splendor. North
Cryshel l br ings in heavy foot traff ic. B ut passage through the
low picket fence is regulated; only residents, guests, and re-
spectable looking visi tors are al lowed. The yords of this area
discourage loi ter ing, escort ing out those they deem without a
suff ic iently important purpose.
North Quarters
A large expanse of the land in North Cryshe ll are the finest
neighborhoods and homes in Ardoth. These North Quarters
split into Lorri, the favored northern section , and Setta, the
larger tract that borders Caladia Street before it beco mes Sen-
try Way . Many of the older homes in both areas date back
hundreds of years ; a few of the oldest brick buildings in Lorri
have been standing for mi l lennia. r ibber are comm on in Setta;
they are the choicest of pets for those wealthy enough to care
for them. A disturbing trend among Ardoths r ich has brought
tarro into the formal ly peaceful North Quarter homes .
Though muz zled for the better part of their early develop-
ment,
a tarro will occasion ally m-endea r itself to its mas ter
and neighbors with a charac teristically piercing screec h - not
to worry, they rarely bi te.
Sampa McWholl:
Exemplary Tauther to Drenn
Sampa McWh ol l is a Drenn, the son of a kesht and
keshtia. Their fami ly home in Setta has been
handed down for three centur ies. A few months be-
fore Sampa earned his drennship, his parents
moved to a new home in Lorr i. This was Trella and
Mirden McWh ol l s means of pushing their son to
complete his tothis ear ly, for Sampa wo uld be
able to keep the house in Setta only i f he complet-
ed his drennship by the next graduating period -
no drennship, no home in North Quarters. Sampas
three older brothers had no interest in early
drennship, and his two younger sisters too young to
even declare tothis. At 23 years of age, i t was a
big push - his last chal lisk mark came a week be-
fore graduation, leaving only a few days to take
the drenn test. He learned of his passing resul ts on
the morning of the ceremony.
Drenn Sampa McW hol l now l ives with his three
older brothers and two younger sisters in that
mansion on Tooly Avenue in the Setta distr ict of
the North Quarters. He works hard at the Iscin
Services Clep deeded to him by his parents.
Though not an iscin hims elf, he is trained infor-
mal ly in many of the areas of iscin pursui t. Rapid
drennship was bestowed upon him for his coura-
geous expedit ions into the East Tr innu Jungle Lands
at the request of the dharsage. The nature of these
tr ips st i l l remain secret, even to his closest fr iends
(He remains under str ict orders by the dharsage to
say nothing of his effor ts to return an ancient star-
craft to 1,perational status). Al though his job was
mainly one of managem ent, he was internal ly
credi ted with the ul t imate succes s of the project
upon i ts completion and received a highly coveted
drenn wal l c i tat ion by Chion Who& Goventry,
Ardoths General of Earth-Tee Defense. Sampa re-
ceived his drennship short ly a fterwards.
The Halls of Splendor
On the Grounds of the Main Hal ls are Ardoths f inest parks,
muse ums, and the Hal ls of Drennship. I t is here that the peo-
ples of other realms come to see Ardoths exemplary ar t col-
lections, hear the dharsage bands perform, strol l through the
botanical gardens, and stand in awe at the Hal l o f Drenn.
Mos t Ardothians make l i tt le use of these faci l it ies - the stuf-
fy atmosphere appeals more to tour ists than natives. Even the
chell has long since retired from qu arters in the Main Halls.
Rhan Trohan (Ardoths present chell) and his past four pre-
decessors have al l maintained homes the Lorri neighborhood.
Treegs Museum
The Trecgs Museum is a col lection of Burdoths greatest ar t
treasures. The drawings and many paintings of S lan, the Sy-
dran art ist, drape the gal lery wal ls wi th scenes depict ing the
arrival of ramian gire in 3113. Ancient Lelligirian pottery and
Baysis wood carvings are displayed prominently in the south
wing of the building. Burdoths rare and covete d collection of
jewels from Jasp are proudly exhibi ted in the Treegs m ain
showcase . Once a week, the Dharsage Str ings play their
melodic whos ins for the public in the large, outdoor auditori-
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
13/50
E
N s
W
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
14/50
NEIGHBORHOODS
Scale:
3
equal5 one mk
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
15/50
urn to the rear of the Treegs.
Museum of the Past
Recently opened is the Museum of the Past, which offers
Ardothians their f i rst close look at some of the bigger pieces
of Earth-Tee uncovered. Energy weapons are but a single ele-
ment of the display. A single day each month is Hands-On
day, when ordinary Ardothians get a chance to feel real
Earth-Tee. The dharsage al lows this pr ivi lege in the hopes
of luring o nlookers into the military, and m aking drennship
look more attractive. Copies of the Tauther Guide are avai la-
ble at the Museu m Store. Several rumors have crept up over
the four month per iod since the museu ms opening. The mos t
comm on one is that a dysfunctional starcraft is being readied
for display. Another rumor, less comm on, is that an assortment
of new Bio-Tee was stolen just pr ior to being placed out on dis-
play. The dharsage refuses to confi rm such reports.
Botanical Gardens
Within Ardoths botanical gardens thr ive samp les of f lora
from as far away as Vol igire and as beauti ful as the cryal lice
flowers of Jasp. Botanical expedit ions funded by the Chel l
travel wor ld-wide to gather new specimen s. The Atterol Iscin
Klade is always represented in these ventures.
Ardoths Zoo
Bordering the botanical gardens is the Ardoth zoo, where
creatures from al l over Jorune are housed. A smal l corondon
was captured a few years ago, but i t survived only a few
mon ths. The faci l i ty is run by iscin, who hope to capture sev-
eral more corondon in an upcoming hunt. The interview process
for beasters has begun and the zoo staff is seeing an over-
whelm ing turnout - there have even been several thriddle ap-
pl icants.
The Chells Home
The chells prese nt hom e is in the neighborhood of Lorri, but
was or iginal ly nestled between the var ious Hal ls of Splendor.
It was decided late last century that the Chel l s Mansion
was better suited for foreign dignitaries than to the chell
himself. The replacement home is more than adequate, and
permits the Chel l to lead a l i fe somew hat separated from the
pomp and ceremony of the Hal ls of Splendor. The Off ices of
the Chel l are located near the enztrance to the dharsage pal-
ace; indeed, several chel l off ices share space in dharsage
buildings and vice versa .
The Dharsage Palace
The Dharsag e Palace and grounds are located in the northern
quarters of the ci tadel . Surrounded by thir ty foot high wal ls
on al l s ides, the structure has kept Ardoths populace safe
dur ing countless sieges. Twice the wal ls were razed, and three
times they were breached, but each t ime Ardoth was able to
overcome her aggressor.
Within these wal ls l ie the Palace Grounds - lush, grassy are-
as shaded by tal l , outstretched trees and marbled by smal l
brooks. This area is opened for drenn-fami ly picnics once a
week ( It does not appear to scale on the maps of Ardoth in
this book).
Surrounded by these grounds lies the Palace itself. Supporting
many tal l towers, i t is the last retreat dur ing siege. The keep
at its center is large enough to suppo rt several hundred people
- something which i t has had to do several t imes in the past.
Within the Palace are the dharsage chambers where Khodre
Dhardrenn, his wi fe Rolesia M incarra, and his three sons,
Dharmar, Rhalter , and Jerdan l ive. The Dharsage Palace
guards are al l armed with energy weapons and the palace
towers are mounted with energy weapon turrets. Entrance to
the Palace Grounds is through a large gate located on Carth-
age Street. Only gu ests of the dharsage, employees, and those
with appointments are permitted - the castle is not for tour-
ists.
Several bochigon are kept stabled around the far back side of
the castle . Khodre Dhardrenn is an excellent bochigon rider, a
skill taught him by his father, the late Khodre Allonkarb.
He is also said to be one of the centurys f inest minds, tutored
by the great Kirra Ho-Trid hims elf. The dharsage library is
one of the best in Burdoth, which make s i t one of the best on
Jorune. A col lection of Earth-Tee mem ory playback uni ts gives
Khodre near ly a s much knowledge at his disposal as the
Mountain Crown of Tan-Ir ic id.
Several of the important dharsage off ices are located just
within the Palace Grounds, including the Earth-Tee Requisi-
t ion office, where people come to request i tems of Earth-Tee
and the Dharsage Calendar off ice, where arrangements are
made to meet with Khodre Dhardrenn himself (For more de-
tai l see Dharsage Insti tut ions in this book.)
THE FINANCIAL DISTRICT
Dharsis
The Financial Distr ict of the Citadel consum es much of the
land south of North Cryshel l and North of the Counci I
Grounds. Its name has changed several t imes over the years.
Unti l about 40 years ago i t was called Yordis, meaning
Legal and Financial, but after the Energv Weapons War cl
new name fel l into comm on usage, Dharsis, making reference
to the Dharmaras, the Dhar ler ins, DharKars, and the Dhar-
Samm is- r ich and powerful Ardothian fami l ies.
Dhars is is very old. It is built upon high ground with one of
Ardoths best views of Cryshel l Bay. Unfortunately, strong
winds sometim es force the closing of business dur ing the late
afternoons. Al though al l of Ardoth suffers from strong winds,
nowhere is i t fel t as strongly as in the Financial Distr ict. The
Dharsage Palace wal ls funnel the strong sea breeze due south.
Those who insist on continuing outdoor work dur ing these epi-
sodes wear windbreakers. A phrase comm on to regulars in
Dharsis is Vacation on a high Desti , because the mos t via-
lent episodes occur when the moon Desti is high in the sky - Cl
good t ime to leave the ci ty.
Within the Financial Distric t are all varieties of ser\,ice s
and stores. Several Dharsage off ices are located here. Since
the late sixties (346 0s) Khodre Dhardrenn has perm itted
klades to operate within the ci tadel . There are now several
Yordeh Klades charging for training and legal assist ance .
Yordeh Services
Of note are the Tr i thica Yordig, the Shen Services, Bank11
and Yee, the Manser Trade, Ter l ibbobs Yordehs, and the As-
mir Yordeh Klade.
Trithica Yordig
The Tr i thica Yordig offers legal assistance to those who feel
that they were treated unfair ly by their kims. Tod Tri thica
runs this smal l off ice on Klenta St., located on the eastern t ip
of the distr ict. He has two partners, both muadra women who,
l ike himself, were harassed by their kims. Tods cr ime was
running a too-profitable a supply clep at the expens e of his
competi t ion, and both Marni and Lel l itra were harassed for
practicing dyshas at their local kerning bay instead of just
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
16/50
kerning. All three now reside in flats in the Hailer neighbor-
hcod of Sobr inth.
Shen Services
The main Shen is located just outside the Citadel . I t was bui lt
to house the incredible influx of thriddle after the Warp
Flash of 3475. Shen S ervices is an office of the Shen located on
Breh St. adjacent to the impressive Ardoth Klade Bank
building. This office is run by thriddle, woffe n, and bronth
(and a few corastin, employed for muscle) . This organization
of mult i -l inguals offer assistance to al l Shen memb ers and
newcom ers to Ardoth. Fees are extraordinar ily low; cl ients
are charged a meager 10 gemules per day or are taken on a con-
t ingency basis. For cases that are taken on contingency, a win-
ning verdict wi l l mean money for the Shen bui lding fund. Even
plea-bargaining is handled in term s of building fund
money.
Resident Shen mem bers carry their Shen card wherever they
go, enti t ling them to free legal counci l , and the protection of
Shen corastin. There are several dozen Shen Denizens that
patrol the ci ty, offer ing aid to those who f ind themselves in
dire straits . Their serv ices are considered an intrusion by
neighborhood kims, but are permitted.
Bankly and Yee
Bankly and Yee consists of a human couple practicing cr iminal
law in Yordis. Their off ices are located on Laythe Street, just
behind the Shen Services. Though workers of the two off ices
see much of each other, Bankly and Yee employees are not on
fr iendly terms with those from the Shen Services. The em-
ployees are wel l aware of the gross inequit ies that exist be-
tween the services they can offer and the str ings that the
Shen Services can pull . The own ers are cal led bigots by many
Shen Mem bers, substantiat ing their accusations with the fact
that Bankly and Yee employ no humans.
The Dharsage
Palac
The Manser Trade
The Manser Trade is an insti tut ion created for the training o
yordeh. Instruction begins in the Shal seaon of each year and
is l imited to for ty- f ive students. Cost per quarter is 8 gemlinks
and the complete school ing takes three years. Appl icants ar
questioned and tested before being accepted - pr ior school ing
through the drenn level is required (the drenn level is th
level of education that every tauther is expected to attain be
fore reaching drennship. Any applicant will autom atically
fail the drenn test if he or she is unable to perform basic
arithm etic, unable to read and write at an adult lev el, or fail
to know the basic history of the realm. Knowledge of recen
pol i tical activ i ty is also expected, but is less important) . Th
three instructo rs are each excellent in their
own
specialized
areas of law. Dhar Manser s special ty is civi l tor t law, Er l
Laguard special izes in cr iminal law, and Jethro Tarsory
(distant relative of the noble Tarsory fami ly of Her idoth)
takes civi l cases. Jethro is known for his theatr ical perfor-
mance s before kims; his acting has saved many cl ients.
Manser Trade diplomas are highly regarded, and comm and
high beginning wages for graduates.
Terlibobbs Yordehs
Terlibobbs Yordehs is a tightly run yordeh office in Yordis.
The owner, Ter l ibobb Kothney, promises low rates, which h
del ivers along with exemplary service. Ter l ibobbs Yordehs
are hard w orkers who earn a fair salary working for their cl
ents. And Ter l ibobbs has taken cas es that other yordeh would
avoid: suing the ci ty for damages in a case of a beagre gone
wi ld, yord cruel ty, and kim part ial i ty. His yordeh are often
will ing to negotiate outside the jurisdiction of a kim-co urt in
exchange for a fair , speedy sett lement.
Ter libobb himself has been practicing for over thir ty years
He is a plum p, grayhaired huma n fil led w ith spit-and-fire
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
17/50
when angered by injustice. Although he attained his drenn
status long ago, he rejects the idea of kesht status altogether,
If I have t o be drenn to practice the yordigs (laws), Il l do
that. But i f becoming kesht means l icking the armpits of eve-
ry dharsage tarro that com es my way, I ll pass. I dont need a
halo to work the yordigs.
Asmir Yordeh Klade
The Asmir Yordeh Klade is an impressive example of commu-
nity spirit in a citadel enterprise. Founded in the year 3386,
this klade of lawyers recently celebrated its 100th birthday.
The klade administrator and head of the vigorous teaching
program is Barose D arson. Now in his late sixties, he was
honored by the original Ardothian Council for his part in
blocking dharsage attempts to prosecute muadra resistance
fighters after the war. Although this stance lost him favor
with prince Khodre Allonkarb, Khodre Dhardrenn recently
decorated him for providing the com mun ity with graduates of
the highest caliber. Working under Barose are Larry Gill-
grass, Pasely Shandane, Malta McHenry, Lerr ic Buhanks, and
Phillip DharSerris. Once a week th ey stay late after work
for an evening of Shambo Din-Play, a variant on Shambo
played for small stak es.
Banks
Most banks are found in Ardoths Financial Distr ict. The
names of a few are: The Huston Union, Stansa, Nickerman, Le-
Hoy, Drenn Keep, Kesht Keep, Dharsage Bin. The Huston Un-
ion is described below:
Huston Union
The Hust on Union is a well known Ardothian bank run by the
infamous, boccord H uston family. The Huston family arr ived
in Ardoth eighteen years ago, immigra nts from Ros Crendor
who brought with them copies of the TranHaddan, the
Books of the Ancient Teachings. Unti l this t ime, complete
copies of these books had never reached Ardoth. There are 12
colossal volum es in all. The Hust on family made their initial
fortune selling printed copies of the TranHaddan to other Ros
Crendorian boccord . Though primitive, Ardoths printing
presse s offer inexpensive and rapid reproductive capability.
The mone y generated by their book business funded the open-
ing of the Husto n Union, a Cryshe ll Citadel bank created to
give boccord farmers good term s on loans for their durlig culti-
vation and harves t.
Clubs Rr Organizations
Num erous clubs and organizations open their mem bership to
the drenn and kesh t of Ardoth. They include: Boothers,
where daring stun ts by the Boother Brothers are nightly en-
tertainme nt; the Sanjer Socie ty, in which rich singles ta ke
trips to Gauss V alley, sail ships, etc. ; the new Kolovisondra
Society - each year mem bers set sail in search of Kolovison-
dra (founder is Shelker fro m The SkyR ealm Kolovisondra
campaign).
Fine Clothing
Many stores service those who can afford the best in cushdin
silks . Nothing of a coditch husk variety is even available in
Ardoths Financial Dist rict. Ghirlans Service s, Pabian &
Lutch, Yerdins Drenn Ware, lllaymia for Keshtia, and Trea-
gants (a smaller, more exclus ive store) line the street s in this
part of the citadel.
Expensive food
Ardothians are alway s in search of a better m eal. Available
to them in the Financial Distr ict are: Demphis Wide Bodv
(food for boccord lunching in the citadel), Krim A nsels
(service by the finest thriddle chefs and waiters), and the
Cryshel l Diner ( i ts windows open onto a magnificent view of
Ardoth Bay).
Specialty Shops
Pauntas Gifts : the place to find high quality, expensive
equipment for tauther. N EW : Querrid Kwe ye, a querrid office
in the financial district that distributes up-to-the-minute in-
formation on marke ting, pricing, buyer response, etc.
PALZER
East of the Financial Dist rict is a small residential neighbor-
hood set aside for families of those serving in the Ardoth
Guard, and for military officers . Som etimes referred to as
Palzer, this area is popular with tourists searching for a
good view of Ardoth Bay. Neighborhood streets are clean and
the people generally friendly. Foreigners are often welcom ed
into the homes of locals. Palzers two outdoor cafes offer scenic
surroundings. The Sharzer is run by humans from Essajee (a
city on Burdoths east coas t) and the Wik-W ik by a friend-
ly pair - a bronth and a woffe n, both dharsage ex-military.
They heartily welcom e other iscin races to their cafe, crugar
excluded.
COUNCIL GROUNDS
The Council Grounds encom pass the long Arbis lath~\~ay,
which leads to the main council cham bers. Living quarters
and work spac e are segregated into national distric ts, some -
what l ike consulates. The six foot fence that surrounds the
Counci l Grounds opens at spots to al low for commercial traff ic.
The port fa cilities at the waters edge are som e of Ardoths
best, and are used extensively by ci tadel businesses.
The thr iddle l ive closest to the Counci l Hal ls. N ext are tracts
for the Dobrens and Lunderians, both on the north side of the
stree t. Acros s the way are the South Khodren and I-Ieridothi-
an consu lates. Further down the pathwa y are the main gar-
dens. Near the end of the Council Grounds are the consulate s
for Sobay, G uass Valley, and Lusail. The last consulate s are
those of Ardis (the dharsage) and Tema untro. The occasional
ramian (chiven rachu-eh, of course) is housed in the Dharsage
Quarters, under intense protection and supervision by the Ar-
doth Guard.
Here are descriptions of each consulate :
ARD IS: Minimal facilities. Khodres representati\,e is Sn-
nater DharM arzluft. He is a kesht yordeh, born ,~nd r,l isc,d 1:1
Ardoth.
TAN -IRICID : Very wel l organized under Demm il I- lo-Trin
who is tight lipped and tightly connected with T~ln-lricid.
lHe replaced Malrough Hom o in 3479. Dem mil is very old for a
thriddle (198 years), but continues his work with vigor.
DOB RE: Howell Darboh. He is an historical orator from Tloll.
A noble bronth.
LUND ERE: Thew Krethahuh l ikes to gamble and drink, , lnd
is rumored to be in cahoots with woffen gangs in Mall Ashal-
ta-Ca.
S. KHOD RE: Delayn DharMara. Close personal fr iend of
Saress Khodre. She endured extens ive yordeh training ill
South Khodre schoo ls just prior to her appointm ent. She locks
horns frequently with Howell Darboh (see Dobre) over inter-
pretation of the Klein-Khodre accord.
LUSA IL: She Obbita was selected for well representing the
unforgiving mem ories of her people. She has served sinc e the
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
18/50
i l lness of Marr Esdranny. She Obbita is known for her icy
stares and savage temper.
GAUSS VALLEY: Cowel l Wi l l iams. He left farming in the
Gauss Val ley to meet this appointment. He often strol ls
through parks dur ing his leisure hours, and likes to spend
time in the cleps on Tumbernaw in the Clavis neighborhoods.
SOBAY: Tintle Barbayn. A hard-nosed mi l i tary type. He suc-
ceeded Laimber layn Soti f f , who was forced out after not sid-
ing with the dharsage in a key counci l vote in 3474.
TEMA UNTRO: Chaun Escrowm. He t r ies to keep h is race f rom
being associated with the more radical crugar of Temau ntros
eastern r idges at the border of the Dowtrough Mountains. He
occasional ly attemp ts to ini t iate contact wi th Thew Kretha-
huh, the woffen from Lundere, who publ icly refuses, but is ru-
mored to secretly mee t wi th him. Chaun Escrowm is a pleas-
ant Chaln Imagr i crugar who has made a good name for him-
sel f in Ardoth. He is responsible for the Far East trade be-
tween Ardoth, Temau ntro, and Delsha. The existence of Del-
sha has been kept a closely guarded secret, but some Ardothi-
ans have heard of i t .
NER IDOT H: Yan Gizer Tarsory II . Son of Yan Gizer Tarsory,
who was cousin of Khodre Al lonkarb. San Aman cle, his
grandfather, was the matchma ker who introduced Khodre
Vionia to KeyGion Tarsory - they were wed soon after .
THE ARDOTHIAN BAZAAR
The Bazaar has existed since the ear l iest days of Ardoth, but
i t has only had wal ls for the past 400 years. I ts stands dis-
play goods from all over Jorune. Though closely watched by
yords for contraband, i t is seething with black-market activ i -
ty maske d by the constant comm otion of legal trade. Goods
stolen from the Bazaar are often fenced in Mah A shalta-Ca.
Jewelry, Tools, and Toys
Jewelry from Anasan, DonDobre, Chaln Imagr i , Jasp, Ros
Crendor, even Vol igire is sold in the Bazaar, as are clothes
from Lel l igi re, Lundere, North and South Khodre, and Simbi.
Fine tools from Jasp are also avai lable. The best toys are from
Tan- lr ic id: tutt le-spins, nankers, bibibi ts, kom o drags, di ffee
quews , Gomo fami ly snap-togethers, and miniature statues
of the Mountain Crown are guaranteed to please any chi ld.
The del ightful thivin f lue pipes make a twinkl ing sound
when played. Spr i te bars glow when throw n.
Musical Instruments
Woffen whosins, imported tenter shines from Glounda and
Jasp, clett ips from Anasan (smal l plucked-str ing instrument,
also called clets), Dobren hons (very primitive bag-pipe
that emits a few low ton es), j ikks from Thantier ( l ike f lutes),
towm as from Temauntro (soft horn - sounds l ike a crugar sing-
ing), and thivin crystal-music-rods are among the musical in-
strumen ts sold in the Bazaar.
BOOkS
Books on rare topics are shipped to Ardoths Bazaar from for-
eign lands. Most are in languages other than Entren. From Tan-
Ir ic id are books on history, anthropology, census information,
science and technology, math ema tics, l i terature, and more.
Dobren books are often histor ical. Much f ict ion come s from
Burdoths East Coas t, including the ci t ies of Mar, Al l idoth,
and Monerey. Great l i terature has come out of Sydra, and Jasp
has publ ished the wel l received Survival wi th Crugar.
Travel Services
Trave l a gents sit in their booths and arrange itineraries f
those planing busine ss or pleasure travel. Traveler Specials
are comm only avai lable for tr ips to Dows en, comm uter tr ips
Koistra and Shol is, Gauss Val ley rapid excursions, Coasta
Rapid Travel (CRT), Sychi ll Travel Service, and Lel l igi res
own Samthis Express (connecting Ardoth and Lel l igi re). Tr ip
to Tan-Ir icid are arranged at the Ho-Tr id Conversational
Quarters.
Housing Services
Some agencies charge a fee for f inding housing (both tempo
rary and permanent) for newcom ers to Ardoth. There are doz
ens of apartment services in Ardoth, and many are located
the Bazaar. Sa mme ls Flats, Car las Finders, New Home s
and Incleps Unl imited are a notable few.
Carpet Vendors
Thivin have dominated the carpet and rug trade since the
exodus to Ardoth in the ear ly pa rt of the 32nd century. The
gauthi rugs are in high demand, now that a mean s of pupa
dating make s them a relatively safe purchase (a temporary
ban was put into effe ct in 3460 when a gauthi rug hatched an
destroyed parts of a home, eating furni ture and pets) . Othe
part icular ly valuable carpets include those woven in Jasp, T
mauntro, and Ros Crendor.
Animals
Thom bos, bochigon, and even talmaron can be purchased in t
Bazaar, but only on rare occasion does one see talmaron
bochigon on display - the Stocks are a more appropr iate loc
tion for the massive beasts. Stables are the only place f
viewing the extraordinar i ly expensive horses that are occa
sional ly avai lable. Pets are also sold at the bazaar. Pibber
tarro, tam e beagre, c ats, dogs, snakes, de-clawed dharmee,
sankinslan ( f lat, leathery Jorune repti les from Dobre) a
popular in Ardothian home s.
Entertainment
Pass-the-hat juggl ing, mus ic, stand-up co medy , heckl ing,
dancing, story tel l ing, animal tr icksters, and stage perfor-
man ces add to the atmosphere of the Bazaar.
The Dons
A wel l know n group that patrols the Bazaar a t the request
the Chel l is The Don s. They are a group of highly trained
mod estly uni formed retired yords residing in Ardoth wh
help patrol the Bazaar, making the work of the yords m or
manageable. The Dons do not enforce the yordigs ( laws); the
help prevent them from being broken, and often di ffuse si tua
tions be fore they can get out of hand. T hey are fr iendly an
try to rely upon wit instead of threats, al though they wi
fol low up on a promise to cal l the yords i f necessa ry. They o
ten help lost chi ldren, the elder ly, tour ists, i rate clep-owners,
or others needing general assistance.
Foal
Every type of food in Ardoth can be found in some form at t
Bazaar. An advantage the Bazaar h as is i ts proximity to t
harbors - seafood come s fresh from the trawlers.
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
19/50
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
20/50
SOBRINTH
Sobrinth is a part of the ci ty that few Ardothians have seen
in ful l . I t hides some of the best kesht housing, the main Shen
buildings, and Coprell Sh in Fadri, Ardoths Ancien t Schoo l of
Learning. This district is broken into three distric ts: Sobrin, a
neighborhood with fair to good housing, Hailer, a neighbor-
hood of expensive home s, and Danes, a neighborhood of r ich
drenn and kesht.
Foot traff ic does not penetrate far into the inter ior of the So-
brinth district even though it borders the heavily traveled
streets of Cryshel l and Sage. The Yord Patrol of Danes care-
ful ly monitor al l who pass through the Hai ler and Danes
neighborhood , and will turn back loiterers and the curious .
These yords dress in black and red, and travel in groups of six.
Travelers who walk with s teps of determination or wear
clothing that bespeaks drennship wi l l pass through without
event. The surrounding neighborhood of Sobr in receives yord
services from across the way in Manser and is not under the ju-
r isdict ion of the Yord Patrol of Danes.
Sobr in is mainly comprised of residential housing and f lats
but is known for i ts col lection of large and expensive cleps lo-
cated on Cryshel l , bordering Manser. The Sobr in and Manser
Str ip is Ardoths largest col lection of cleps and so offers m any
goods not avai lable elsewhere in the ci ty. The Str ip, as i t is
cal led, is always overf lowing with foot traff ic of the Citadel
work force. To accomm odate Muadra enter ing the Citadel ,
there are convenient kerning bays near the str ips north and
south ends.
Mos t of Sobr ins residents work on the Str ip or in the Citadel ,
both within easy walking distance. The roads are dotted
with children playing gam es of tag and reener (run with the
bal l ) . They are respectful of the yords, w ho some times join
them in their fun. Though not a klade sett ing, youngsters are
often found in smal l groups, fol lowing an adult for the day.
Among fami l ies w ith two working parents, turns are taken
car ing for chi ldren. Two smal l parks provide gentle sorevines
(female lothern) for the chi ldren to play on. The dusk t ime
bel low-whine of the creatures signal dinner, and an end to
play. The parks are cal led Mayuse and Cabral , after charac-
ters in the book, The Traveler of Gauss.
Muadra are noticeably absent from Sobr in; boccord fam i l ies
are more comm on. Woffen are embraced by this neighborhood;
their pups play at the parks with the other chi ldren. In-
spired by old man Stelmer Hankins, the human and woffen
youngsters swap stor ies about a shantha said to l ive some-
where in Danes or Hai ler . Chi ldren gazing out windows at
night are trying to catch a gl impse of the elusive Shauthra
Ca-Tra.
Since the Restabi l ization Effor t in 3481 and the beginning of
expansion money from the Dharsage, business here has grown
rapidly. The land owne rs o f Sobrinth are again attending to
their propert ies after decades of neglect. The wood of many
older hom es is stained with the dark brown moitre tar used in
the restoration process.
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
21/50
neighborhood of Danes is quiet, peac eful, well patrolled
well maintained. Though more of a residential area for
than ke sht, it offers a nice view of the surrounding city
elevated vantage point. Below Danes is the Hailer
hood, home of kesht and the very r ich. The path-
Hai ler are paved with cobblestone. Thombo travel is
permitted here excep t by special, daily perm its. Though
s are close together, the area is landscaped with ibich
and colorful simra-v intch.
the bottom of the hill in Danes lies a cloistral cove wh ich
home to Coprell Shin Fadri, Ardoths Ancient School of
and the grounds to The Institu te. Coprell Shin Fa-
(CSF ) has been part of Ardoth for nearly three-hundred
was overrun in 3007, as was much of Ardoth, and had
be rebuilt. A subsidiary of the Chells office review s candi-
dents pay no tui t ion, but a two year term of service
the chells office is required upon graduation. Muc h of the
were taken over the by the new Shen divi-
built after the Warp-Flash of 3475 to house the return of
of thriddle. The residents of Danes strongly fought
stence of the Insti tute is not widely known to Ardothi-
and those attending are unlikely to discus s their experi-
. It is a dharsage-run installation of unknown purpose.
a steady influx of people coming and going to the In-
, all dressed in military garb. The Institut e is a training
caji and iscin dedicated to maintaining Ardoths
nature and defending the city against any Isho re-
located at the back of Danes is an eyesore.
chell promised back in 3475 that construc tion would be
l, and later torn down. Rhan Trohan has lived to re-
The Shen is here to stay , and is inhabited by
of thriddle, and a few hundred woffen and bronth.
Sobrinth worry what effect the thriddle querrids
askers ) will have on their children. Every p arent
that their child might join ranks w ith the thriddle
as a querrid.
MANSER
Manser Distr ict occupies some of Ardoths r ichest and
Along Cryshe ll Street, between the citadel en-
the Manse r Strip, a rich merchant district.
the strip and down a steep incline lies Lower Mans er,
abysm al gorge in which is nestled another Ardoth, one
not been settled by drenn for centuries. The shanthas
this place Mah Ashalta-Ca, which translates The
of the Darkness. It is a place where shanthas are sup-
unable to see.
The Manser Str ip
clep on the Manser Strip is a dream shared by many Ar-
an merchants. Clepfront displays on Manser are
highly
Merchants pay high rent each month to the
office, but the intense foot traffic from the citadel en-
do a lot of the selling on the Mans er Strip. It has been
that their soft voices and unassuming stance help draw
customers. They are now com mon in the various cleps along
Manse r Strip as well as in the food war-zone of Cryshe ll
Walking down the Manse r Strip, one leaves the relative
peace of the Citadel to face a barrage of clepfronts , swarm ing
shoppers , patrolling yords,
an occasional beagre (being
chased ), lit stone warm ers (on colder days), carters dashing
frantically to and from the citadel, and gardeners gathering
litter and maintaining the landscaping. The center of Cry-
shel l Street is a raised platform, the Manser Walkway,
and is reserved for foot traffic into and out of the citadel. The
Manser Walkway r ises fi fteen feet over the str ip, With an a-
cellent view of trade and easy acc ess into and o ut of the cita-
del (the Manser Strip is so busy on big shopping days that it
can take thir ty minutes to walk from Ald to the Citadel).
Maverahs Cormin Grove
Imm ediately following the Mans er/Crysh ell Kerning Bay
(called Bay Cryshell) is Mavera hs Cormin Grove, lushly
l ined with plants, f lowers, spices, and exotic vegetation.
Since Ardothians like giving plants the aisles are crowde d,
especially during the holiday buying season . The clep is
named for its selection of corm ins, a red, tri-stalked flower,
favored by mo st Ardothians. Cormin is inedible for terran
based creatures, inducing nausea and cram ps. Thriddle happi-
ly chew the cormin leaves or emmersol petals when out of
doors for any length of t ime; they say that the cormin gives
them stamina whi le the thick, leafy emmersol petals quench
their thirst . Be a thoughtful guest and bring c ormin, or bring
a thriddie friend a treat, is Mavera hs mo tto.
Maverah Dandrey imports his herbal stock from greenhouses
and fields in Ardoth and beyond. As a native born Ardothian,
he knows the ci ty and i ts people wel l , cal ling many of his cus-
tomers by name. As a consequence of his intrepid explorations
as a young man he made drenn early and now sits on the Mans-
er kim.
Maverah travels to Dosoi and the islands of Ardoth Bay once
a year to hand pick some of the more exotic plants displayed
in his Cormin Grove. His speckled complexion and scars are
the result o f a tragic shipwre ck experience on the hostile is-
land of Sood. His rescue was effected by Ros Crendorian regu-
lars stationed on the island. Maverah now pays special atten-
tion to bronth customers, often offer ing them discounts. He al-
ways has time to chat with Dobrens.
The Uden Den
In the Uden Den, card gam es and mayoo conceal a thriving il-
licit trade of Earth-Tee. It is a popular daytime hangout for
human s and thivin players alike, and has given rise to the
expression He Udened his pay away. Enclosed playing pits
are built into the floor, allowing Shilsy Barso, the clep own-
er, to watc h quietly over the proceedings from his sheltered
platform in the buildings loft. His real business doesnt start
until dark.
Mo st of the dens regulars have never heard nor seen Shilsy.
His special cu stom ers call him Dhar Barso and arrive w ear-
ing cormin flowers pinned to their lapels. Late at night, wh en
all the mayo o players have gone home, Dhar B arso opens the
Uden D en for higher stak es. The rear liquor cabinet swing s
away from the wall, betraying a passage to a lower level of
the Uden Den. A series of cloth topped chests and trunks greet
those who fol low the lantern l i t darkness of the stairway
down . Cus tome rs sit in the tall-legged ill idge chairs arranged
in a semi-circle while Shilsy brings out his wares . IH e take s
pride in his alleged Sillipus connec tion, but otherwise wont
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
22/50
discuss pr ior ownership of Earth-Tee. Word of Dhar Barsos
establ ishment pretentious and his creams mediocre. Mo st Ardothi-
secret trade has never found i ts way to the yords or talk of the
ans prefer his decor and can t tel l the di fference between the
street. His deal ings are very discreet.
c reams anyway.
Shi lsy Barso has a regular staff of anywhere between twenty
and thir ty hum ans and boccord employed for the Uden Den
gambl ing operations. Also employed by Dhar Barso are four
humans cal led the kint. T hey make contac t wi th potential
buyers in the bazaar, Lower Manser, and other black market
contact points including South Port. Their names are Lan
Dlour, Heldrom Knoy, Pret Kr i lagis, and Sten McTra i f. Al l
are Drenn. Al l earned their drennship outside Ardoth. These
four br ing important cl ients to meet with Barso after hours,
tel ling them ho w to dress and what to say. Only h umans are
invi ted.
Treagants
Overwater Meyones
Treagant Dhar lerman maintains a force of more than 40 thivin to
sell clothe s, cutle ry, fu rniture, interior and exterior l igh ts, jewelry
and fabr ic. Managem ent of Treagants includes four woffen and two
human s; secur i ty is assured by the presence of eight corastin
dressed in dark green plaid at the front door. O ff ices are located in
the back of this huge indoor gal ler ia. Treagants is located on
steady land three quarters of the way down Cryshel l before Sage.
Behind the bui lding are a ser ies of smal l yordeh klade o ff ices and
accounting f i rms. Dharsage investigations and audits place al l of
these enterprises right in the hub of an il legal Miedrinth limilate
smuggl ing operation. Treagant him self is highly suspected in
these sordid transactions.
Overwater Meyone s is a comfort clep perched about seventy
feet over the heart of Lower Manser. Retel ia Meyon e spends
each night in her clep sleeping with a red crysta l in her palm .
Fortunately, her wares (oi ls, perfumes, candles and f ine lace
clothing) rarely attract thieves from Lower Manser.
Lower Manser
Shettros
The bui lding which houses Shettros Clep was once used for
housing the mem bers of the Shatwire Klade before their relo-
cation into the Klade Bay in 3366 - at that t ime the Manser
Str ip was a more residential neighborhood. This enormous
three story building has undergone considerable interior reno-
vation, though i ts exter ior remains vir tually untouched. In-
side is a new interior - a maze of hal ls, stairways, comm ons
rooms and closed room s for trading. The Shettro fami ly pur-
chased the structure from the Shatwire Klade when they re-
located. This wel l known Ardothian fami ly of humans has
maintained the premises ever since. Generous quarters for
three fami l ies, from great grandparents to the youngest gener-
ation, are located in the back of the bui lding.
The frantic pace of business along The Str ip shrouds the newcom er
in a vei l of confusion blocking many out of Manser s interior secrets.
The alleys between bui ldings travel back only a few blocks before
reaching the r idge that separates the Str ip from Lower Manse r.
From this vantage, one is treated to a spectacle of what seem s an-
other ci ty...
Shettros sel ls mos t of the comm on goods that travelers seek.
Supplies of all varieties are available, from rope to rations,
cleash capsules, a rmor, weapo ns, and l imi lates. Pr ices of
goods vary with their avai labi li ty. Shettros is usual ly able
to maintain inventory even dur ing per iods of scarci ty. Pr ices
average about twenty f ive percent above normal market val-
ue. With these high pr ices does com e the advantage of indi-
vidual attention. Each room has a memb er of the Shettro fam-
ily, happy to discu ss each objec t, its price, origin, reliability,
any special property i t posses ses. This is the place for service,
from the help of twelve year old Kyle to that of his great
grandfather, the decorated mi l i tary hero Dhar Natr in. They
are al l sharp, each one of them attained their drennship by
age thir ty. There are three Kesht among them; Cle-Aster
Shettro was a fourth, but she died in late 3481 under circum-
stances never satisfactor i ly explained to the fami ly.
In the moist darkness of Lower Manser are the remains of some ten-
ant housing projects. These decaying bui ldings r ise many stor ies.
The back al leyways and dead-end streets provide habi tats for
many subcul tures and transients. The woffen Awehf are feared
for their ferocious assaults on human s. The Bryne klades operate
here, sel ling keosko, l inryte and rusper dr inks. In these parts o
Lower Manser beagre are eaten and their skins used for clothing.
Packs of the creatures roam free, chasing anything that move s
with fear less disregard. The guttural beagre cauuuul growls and
their frui t less wing-f lappings betray their approach. Useless for
f ly ing, their winglets give beagre just enough l i f t to hop from level
to level , making upper stor ies no safer than the gutters.
The people of the inner reaches of Lower Manser are the Bryne
Streeters. They are accorded no worth and are considered a
threat to those living in nearby Ald and Sobrinth. Kinster is pro-
tected by the Manser Wal l , which extends from the Citadel wai ls
to the meeting of the Ald distr ict wi th Sage St. Dai j ic do not pa-
trol here, but they don t need to. Caj i do not l ive within Lolver
Manser s blanket of gloom for they soon weaken and are forced to
leave. This phenomenon was documented ear l ier , but has only re-
ceived off ic ial attention since the return of Isho- intensive muadra
back to Ardoth after the Energy Weapons War.
.
Of concern to the Shettros is the stabi l i ty of the ground upon
which their home and business is located. Perched on the edge
cf Lower Manse r, erosion has been eating away at the bui ld-
ings foundation for gene rations, and is now threatening to pull
the whole structure down the emban kment. Effor ts to save the
structure are just beginning; any suggestion or assistance is gra-
ciously accepted by any member of the fami ly.
A few hot-spr ings f low from the heart of Lower Manser, forming
ponds r ich in algae. The water is said to cut ones insides when
consum ed, and is therefore considered unsafe for human consump-
tion. Other races can dr ink i t easi ly. The source of this water ap-
pears to be other than that of Ardoths water table, as cool water
wel ls nearby are known to be safe.
On especial ly cold mornings the mists of Lower Manser occlude the
view of outsiders, wrapping in a vaporous vei l the base elements
that are the kernels of existence here. Ci ty dwel lers gain a
gl impse of the areas true character only after the suns ascent has
cleared the greenish mists.
Bep Clep
Nolan Ettermans Bep Clep serves bebbermise creams pre-
pared by the Oriem Klade in the Klade Bay. The dozen com-
peting creameries l ining Cryshel l street consider Ettermans
Of those taking up residence here, humans outnumber al l others
(unless beagre are counted); in smal ler numbers are boccord, woffen,
thivin, a few blount, and a handful of corastin. A few scarmis are
speculated to reside here. Thr iddle do not enter Lower Manser ex-
8/10/2019 Sky Realms of Jorune Companion Jorune Ardoth
23/50
under heavy guard.
occasional patrols that enter Lower Manse r are here on
- they leave promptly when their assignment
done. More often than not, they come here looking to ques-
someo ne, usually in connection with unlawful activities .
recent l imilate smuggl ing, the stolen crystals from Tey-
Drenn Traveler Clep, and rumors of Earth-Tee trading
brought yords down each week or so.
ALD
of the Manser Strip. This is a district of fine in-
restaurants, banking services, and querr id booths. Most
hants prefer to live in the surrounding districts of Kinster,
and Arkin, away from the heavy noise and foot
through Ald.
The Financial Center of Al& Ambiss
iss is a large circular courtyard surrounded by banks and
es. The streets to Ambiss are decoratively paved;
os are prohibited from trampling these beautifully de-
walkway s. People come in droves early each morning
the opening of
the
commodities market and the resumption
banking services.
at the entrance of each office and extend toward
fountain gushing in the center of the courtyard. Mus icians
paid to keep the area fe stive, as the lines often take m any
Fortunate ly, Ardothian business ethics require that
made available to those who wait. Regu