Run-Walk 2.70 Mile

A combination of running and walking in which the total run distance is 2.70 miles. Be sure to take note of the distance you've walked up to this point today, as recorded by your FitBit or other device. After the full hour of this run-walk, we'll see if the treadmill's readout of elapsed distance is the same as your FitBit's. If not, you'll need to adjust your FitBit's stride length setting accordingly.

When you're ready to begin, click here.

Leg #1 of RW2.70

Immediately accelerate to 7.6 mph and run 0.20 mi. then decelerate to a 3.3 mph walking cool-down. Click here.

Leg #2 of RW2.70

Great! You've finished the first 0.20 miles of today's run-walk, and are in cool-down. Beginning when timer countdown reads 56:30, run 0.20 miles at an easy 6.5 mph, then decelerate to a 3.3 mph walk. Click here.

Leg #3 of RW2.70

Good. You've accumulated 0.40 miles of run time, and finished Leg 2. Walk and cool-down. Begin a 0.12 mile run at 8.3 mph when countdown reads 53:00. After finishing this 3rd leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #4 of RW2.70

Super! You've now accumulated 0.52 miles of run distance. Relax into your cool-down walk. At countdown 50:28, begin a 0.18 mi. run at 6.5 mph. After finishing this 4th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #5 of RW2.70

Fantastic! You've now accumulated 0.70 mi. of run distance. At countdown 47:00, begin a 0.12 mi. run at 8.3 mph. After finishing this 5th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #6 of RW2.70

Wonderful! You've now accumulated 0.82 mi. of run distance. At countdown 44:15, begin a 0.12 mi. run at 7.6 mph. After finishing this 6th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #7 of RW2.70

Excellent, that's 0.94 mi. accumulated run distance. At countdown 41:35, begin a 0.16 mi. run at 6.5 mph. After finishing this 7th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #8 of RW2.70

Wow! That's now 1.10 mi. accumulated run distance. At countdown 38:25, begin a 0.12 mi. run at 8.3 mph. After finishing this 8th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #9 of RW2.70

All right! That's 1.22 mi. accumulated run distance. At countdown 35:20, begin a 0.16 mi. run at 6.5 mph. After finishing this 9th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #10 of RW2.70

Whew! That's 1.38 mi accumulated run distance. At countdown 31:45, begin a 0.12 mi. run at 8.3 mph. After finishing this 10th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #11 of RW2.70

Awesome! That's 1.50 mi. accumulated run distance. At countdown 28:30, begin a 0.15 mi. run at 6.5 mph. After finishing this 11th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #12 of RW2.70

Burn it up, son! That's 1.65 mi. accumulated run distance. At countdown 24:55, begin a 0.13 mi. run at 7.6 mph. After finishing this 12th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #13 of RW2.70

Yeah, baby! That's 1.78 mi. accumulated run distance. At countdown 21:45, begin a 0.12 mi. run at 8.3 mph. After finishing this 13th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #14 of RW2.70

Keep hammering! That's 1.90 mi. accumulated run distance. At countdown 18:45, begin a 0.16 mi. run at 6.5 mph. After finishing this 14th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #15 of RW2.70

Really good work! You've accumulated 2.06 mi. of run distance. At countdown 15:05, begin a 0.12 mi. run at 8.3 mph. After finishing this 15th leg, decelerate to a 3.3 mph walking cool-down. Click here.

Leg #16 of RW2.70

You're close! You've accumulated 2.18 mi. of run distance. At countdown 12:00, begin a 0.12 mi. run at 7.6 mph. Click here.

Leg #17 of RW2.70

You have now accumulated 2.30 mi. of run distance. At countdown 8:45, begin a 0.15 mi. run at 6.5 mph. Click here.

Leg #18 of RW2.70

You have accumulated 2.45 mi. of run distance. At countdown 5:05, begin a 0.11 mi. run at 8.3 mph. Click here.

Leg #19 of RW2.70

You have accumulated 2.56 mi. of run distance. At countdown 2:05, begin a final 0.14 mi. run at 6.5 mph. Click here.

End of RW2.70 Great job! You've accumulated a total of 2.70 miles of running distance, and roughly 5.0 miles overall distance during this hour's workout! Great cardio! Now reset the treadmill and do fifteen minutes of cool-down at a comfortable walking speed between 2.8 and 3.8 mph.

Click here to return to the beginning.

Run data:

4/4/2017 → 627 cal. → ave. BPM 134

Intensity 1 Devotions, Psionics & Spells

Aegis of the Omnipotent (faith)
Arcane Bolt (arcane/faith/psionic)
Beacon (arcane/psionic)
Beseech Blessing (faith)
Build Altar (faith)
Distract (arcane/psionic)
Dimension Step (arcane/psionic)
Enflame (arcane/psionic)
Far Hand (arcane/psionic)
Healing Rune (arcane)
Marshal the Mind (psionic)
Mind Thrust (psionic)
Rally the Faithful (faith)
Remote Chest (arcane)
Sense Creatures (arcane/psionic)
Soothe Creatures (arcane/psionic)
Speed Read (arcane/psionic)

Aegis of the Omnipotent (faith)
Intensity: 1
Range: devotee only
Casting Time: Combat
Requirement: minimum Faith 3
Duration: until used up, or 1 hour
Failure: benign

With a success, the devotee calls forth a divine symbol of the Omnipotent One's protection, which appears as a spectral halo, cross, or dove hovering above the devotee. This ward can absorb Faith points of Shock. If Killing damage is absorbed, two points of this Faith absorption are used up. If the devotee's Faith is 7 or higher, this devotion can be automatically invoked (no roll necessary) whenever the Accordant Armor devotion is successfully employed.

Arcane Bolt (arcane/faith/psionic)
Intensity: 1
Requirements: Sorcery 1, Psi 3, or Faith 5
Range: 30 feet + 5 ft per point of Sorcery or Psi
Casting Time: Combat
Duration: instantaneous
Failure: take 1 Shock to Torso as spell fizzles

With a success, you create one arcane bolt that strikes center of mass (on non-humanoid target) or Torso unerringly. It cannot be Dodged, but armor can reduce or negate its damage. It inflicts one Shock for every two ranks you possess in Sorcery, or for every three ranks in Psi or Faith (use whichever skill gives you the most bang for your buck).

Note that a high skill rank can yield sufficient Shock points to push some damage even through plate armor. For example, Sorcery rank 8 produces 4 Shock. Plate armor would absorb 3, but 1 gets through. Archmage with Sorcery 14? Produces 7 Shock, gets 4 through the plate armor.

This spell is excellent for stunning or killing small game (birds, rabbits, squirrels) when hunting.

Beacon (arcane/psionic)
Intensity: 1
Range: object or creature touched
Casting Time: Slow 2
Duration: permanent unless dispelled
Failure: benign

Most often, this spell or psionic devotion is used to mark an object so that the caster/devotee will be able to find it if it should become lost (such as a valuable sword) or should the caster/devotee become lost (and want to find her way back to a certain monument, building, etc.)

Once the object or person is marked with this arcane or psionic beacon, the caster/devotee can concentrate for a moment and know the direction in which it lies and its range, and can track this beacon back to the object or person. This concentration requires one round.

If the object of this spell/devotion is an intelligent creature, it gets a resistance roll if it is not a willing subject.

Beseech Blessing (faith)
Intensity: 1
Range: any
Casting Time: Combat
Duration: until used, expires after 1 hour
Failure: benign

To beseech the Omnipotent One's blessing requires a minimum Faith skill of 1. Once every twenty-four hours for every four points in your Faith skill, you may beseech a specific blessing. Roll Knowledge + Faith. Any success (excluding a Minimum Success) grants a +1D bonus in a form advantageous to the specific objective of the one praying. Example: Byron beseeches a blessing on his attempt to save Arnold Strump's life by amputating his mangled leg. If his roll succeeds, his Healing check gains the +1D bonus.

If the blessing is being beseeched specifically to aid the use of another faith-based Devotion, then the bonus granted is +2D.

When beseeching a blessing, if the successful Knowledge + Faith roll includes a run of length 5+ or a set of Width 4+, this bonus increases to +2D (+3D if it will be used to aid another faith-based Devotion).

A beseeched blessing can raise a pool above the normal 10D limit. The bonus die or dice provided by this devotion are considered to be virtual dice for the sake of interacting with existing virtual dice mechanics. The Omnipotent One will not grant a blessing for prayers geared toward revenge, spite, etc., but will grant a boon when the aim is beneficent.

Build Altar (faith)
Intensity: 1
Range: 20 feet
Casting Time: Slow 3
Duration: permanent
Failure: impossible

No roll is needed to invoke this devotion. It succeeds automatically. In the space of about twenty seconds, stones, clay, and pebbles are drawn from a large area around the devotee and fit themselves together — the clay acting as cement — into an altar to the Omnipotent One that is five feet high and roughly pyramidal in shape, weighing around one ton. This structure is permanent, but can be dismantled and is not immune to the ravages of time and weather. Any Faith devotions invoked in the altar's presence gain a +2D bonus. If this is the first altar the devotee has built in a week or more and he sacrifices something of value on the altar, he gains 01 SEP.

Dimension Step (arcane/psionic)
Intensity: 1
Range: 30 ft. + 5 ft. per point of Psi or Sorcery
Casting Time: Combat
Duration: up to Psi or Sorcery rounds
Failure: you dimension step straight up 30 ft.

Upon casting this spell, and once per round while the spell is maintained, the caster may step through a dimensional doorway and reappear somewhere else within range. Often this spell has combat applications. At other times, it can prove useful in crossing ravines, creeks, or from one building's rooftop to another's.

If used in combat the character gains +4D to any Dodge attempt in a round in which he has not yet dimension stepped, and also gains +4D to surprise a foe by suddenly appearing behind him or adjacent to him while the foe is erstwhile engaged with another combatant.

A Sorcery 3 character could use this spell to hop a total distance of 135 feet across three rounds. A Psi 8 psionicist could hop a total distance of 560 feet across eight rounds. It should be apparent that this spell becomes quite useful for fleeing combat or pursuers. About to get pulverized? Blip into the woods behind your foe and hide.

Distract (arcane/psionic)
Intensity: 1
Range: 90 ft. radius of caster/devotee
Casting Time: Slow 1
Duration: up to 1 minute per rank in Sorcery/Psi
Failure: you increase the likelihood of unwanted attention by +1D

A successful casting causes all desired targets within range to suffer a -4D penalty to Eerie, Hearing, Scrutinize, and Sight rolls for however long the caster or devotee maintains the effect (up to its duration).

Targets that make a Command + Psi, Knowledge + Sorcery, or Body + Vigor roll which yields one or more Gobble Dice of sufficient Height are unaffected.

Enflame (arcane/psionic)
Intensity: 1
Range 20 feet
Casting Time: Slow 2
Duration: rounds equal to Psi or Sorcery skill Failure: benign

To cast this as a spell, a mage rolls Knowledge + Sorcery. A psion rolls Command + Psi. Any success is sufficient to create and maintain a small flame at any location within twenty feet of the caster. Usually the chosen location is campfire tender, a torch, or a lantern. This spell doesn't manifest a flame until the end of the third round of casting, but the flame produced cannot be blown out and produces a very hot flame equivalent to that produced by an acetyline torch. Once the flame manifests, the caster can maintain it for a number of rounds equal to his Sorcery or Psi skill rank. The caster can snuff the flame at any time during this duration.

If the flame is maintained in subsequent rounds, it imposes a -1D non-cumulative penalty on any rolls made by the caster. If this spell is used to enflame a blade's tip, a mace's metal head, etc., then the weapon inflicts any extra point of Shock beyond its other damage. If the flame is used to enflame a worn breastplate, the caster must maintain the flame on the breastplate for three consecutive rounds; then the wearer suffers 3/2 Shock to torso on the two succeeding rounds.

If applied to metal or armor as described in the preceeding paragraph, said weapon or armor must remain within 20 feet of the caster, or else the flame winks out and the heat begins to dissipate immediately.

If the flame is applied to the bare flesh of a restrained person or someone otherwise unable to Dodge, that body part takes 1 Shock per round. Note: an unrestrained person subjected to this flame may Dodge and if any Gobble dice are created are sufficient to break up the activating set, the spell fizzles.

This spell is usually a utility rather than a combat tool. It can be used to Torture.

Far Hand (arcane/psionic)
Intensity: 1
Range: 20' + 5' per level of Psi
Casting Time: Combat
Duration: up to one minute
Failure: benign

The arcanist or psionicist creates an invisible hand of force that can grasp and lift a solid object of up to five pounds in weight, and can move it up to 20' per round as long as the item remains within range. This effect can lift and move keys, small rocks, etc. It is not strong enough to attempt to disarm a weapon.

Healing Rune (arcane)
Intensity: 1
Range: touch
Casting Time: Slow 1
Duration: until used or 1 hour max
Failure: benign

The arcanist paints a healing rune on the body of the person in need of healing. This can be done using paint, ash, charcoal, etc. If the arcanist successfully activates the rune with his roll, then for the next hour's time, any Healing rolls made receive one bonus die.

Marshal the Mind (psionic)
Intensity: 1
Range: personal
Casting Time: variable
Duration: until used, expires after 1 minute
Failure: benign

The arcanist version is usually called "Gather the Magic", but the mechanics are equivalent.

This devotion takes time, but it can be invaluable in activating some of the more powerful psionic devotions.

Upon successfully activating this devotion the psionicist begins to concentrate on marshaling the full power of his mind. For every round (including the round in which Martial the Mind is activated) of concentration following activation of this devotion, the psionicist marshals greater and greater psionic power. The next psionic devotion they attempt to employ gains a number of bonus dice equal to the total rounds of concentration, to a maximum of +6D. These bonus dice can apply to more than one action if both are psionic actions. If desired, for every two of these bonus dice sacrificed, you may raise the Height of any set on your next psionic action (that occurs within one minute of activating Marshal the Mind) by 1.

Example: Jalal activates Marshal the Mind successfully and then concentrates during the next five rounds. On the following round, when he attempts to activate another devotion, it gains +6D bonus dice. Sacrificing four of these, he adds +2D bonus dice to his next psionic action's pool and raises the Height of any resulting set of his choice by 2.

Mind Thrust (psionic)
Intensity: 1
Range: 100 feet
Casting Time: Combat
Duration: Instantaneous
Failure: possibly negative

The psion rolls his Command + Psi pool. If the psion doesn't get any successes, the attempted Mind Thrust fails, with no side effects.

If the psion gets any successes, the target rolls Body + Endurance — or Command + Psi, if he is psionic and this pool is preferable — any successes the target generates become Gobble dice. If the target doesn't have sufficient Gobble dice to counter all the attacker's successes, then the target takes 1 point of Shock damage to the head.

When the attacking psion succeeds with a Width greater than two, every point of Width beyond 2 adds a -1D penalty to the target's resistance roll.

If the psion's attempted Mind Thrust is defeated, his attack rebounds and he takes one point of Shock damage to his torso, the seat of this ability's chakra.

The psion cannot attempt Mind Thrust more than once per combat round. However, it can be done as part of a multi-action.

Rally the Faithful (faith)
Intensity: 1
Range: 90 feet radius of devotee
Casting Time: Combat
Requirement: minimum Faith 2
Failure: benign

When the devotee successfully invokes this devotion, up to Faith allies within range receive one virtual die each. This die can be used to add a +1D bonus to any roll they make during the remainder of the current round or in the next round. Alternatively, this virtual die can be used to cancel a -1D penalty. If this virtual die is not used by the end of the succeeding round, it is lost.

The devotee himself does not gain a virtual die. Additionally, only allies with at least the initial rank in Faith can benefit from this devotion.

When at least one ally succeeds in a roll in which he makes use of this virtual die, the devotee gains 01 SEP. A devotee cannot gain more than 01 SEP per invocation of this devotion. This devotion can only be activated during combat.

Remote Chest (arcane)
Intensity: 1
Casting Time: Slow 3
Failure: benign

When cast upon a chest, crate, large duffel, or some similar sized container that the spellcaster possesses, said container becomes arcanically marked with a unique signature. Future castings of the spell while the caster is away from the container allow the caster to remotely place an object in the chest. The object must be small enough to fit in the chest alongside any existing items the chest contains, and it must be light enough that the caster can pick the item up. The spell allows the caster to see the remote chest and even unlock it if necessary, but the chest or other container cannot otherwise be moved. To remotely place an item, the chest must be within X-hundred miles of the caster, where X is the caster's Sorcery skill rank.

Sense Creatures (arcane/psionic)
Intensity: 1
Range: 50 yard radius per point in Psi or Sorcery
Duration: Psi or Sorcery rounds
Casting Time: Slow 1
Failure: benign

When successful, this spell/devotion reveals to the caster/devotee the location of each creature within range. The caster can fine tune so that only creatures larger than (or smaller than) a particular size are revealed. Creatures that are in motion are revealed to be in motion. It's almost like blips on a radar screen.

Soothe Creatures (arcane/psionic)
Intensity: 1
Range: 20 foot radius
Duration: Psi or Sorcery rounds Casting Time: Slow 1
Failure: instead of soothing, you aggravate creature(s)

With a minimum {1,1} success, the subvocal and arcane/psionic energy you emit soothes all creatures of animal intelligence or lower (dogs, cattle, horses, snakes, rabbits, etc.) in a twenty foot radius. Attempts to move through the creature's personal space and/or distract or gentle the creature gain a +1D bonus for the duration.

Speed Read (arcane/psionic)
Intensity: 1
Range: self only
Duration: Psi or Sorcery rounds
Casting Time: Slow 1
Failure: benign

With a {1,1} success, you sharpen your mind and speed thought processes. For the next hour you are able to read at Psi or Sorcery multipled by your normal unaided reading rate. The devotion also helps you to analyze, sift, collate, and retain data as your read. The devotion does not enable you to read script in a language unknown to you.

Very High Skill

The following tables show the cost of obtaining ever higher skill rating in any given Skill. Note that we're talking about the cost of raising Skills after character generation.

Dice pools are never larger than 10D. However, there can be virtual dice beyond the 10D limit. When you add together Stat+Skill to get a dice pool, if the sum, X, is greater than 10, then X - 10 virtual dice are created. These are sacrificed for various dice manipulations.

If every involved action's dice pool is 11D (10D + 1 virtual die) or greater, add the virtual dice from each pool together, divide by the number of dice pools, and round down. If the result is less than 1, you get one virtual die.

Example: Rengast declares a multi-action for the upcoming combat round. He wants to attack twice with his sword, and parry once. His Coord 5 + Sword 8 = 13, so that pool will have 10D and generate 3 virtual dice. His Body 4 + Parry 10 = 14, so that pool will have 10D and generate 4 virtual dice. The total virtual dice comes to 7. Divided by two and rounded down, we get 3. We'll have access to three virtual dice. The smaller of the two pools is the Coord+Sword pool, with 10D. Normally, we'd drop 2D due to the second and third actions. However, we'll use 2 of our 3 virtual dice to offset those penalties, so Rengast keeps the full 10D pool, and we have 1 remaining virtual die. The roll generates these results: {1,2,4,4,5,5,6,7,7,8}. So we've got the following sets: {4,4}, {5,5}, and {7,7}. Rengast uses his remaining virtual die to nudge the 8 down to a 7, yielding a Width 3 set: {7, 7, 7}.

Smart players will look for combinations their PCs use often (Attack and Parry, Attack/Attack/Dodge, etc.) and will raise all the relevant skills such that corresponding dice pools (Coord+Sword, Body+Fight, Coord+Dodge) have one or more virtual dice.

   All Pool Sizes    Max Penalty Die offset
        2-10               -
       11-12              1D
       13-18              2D                   
       19-23              3D                   
        24+               4D                                      

Nudging: In addition to offsetting penalty dice, virtual dice can be sacrificed for other effects. If the dice pool involved in resolving an action (or the dice pools, if there are multiple actions) has a Skill component of sufficient magnitude that (Stat+Skill) >= 11, then the player may opt to sacrifice one virtual die in order to nudge any single die's face value down by 1 point. Two virtual dice may be sacrificed to nudge any single die's face value down by two points, or to nudge two different dies' face values down by 1 point each. Three virtual dice may be sacrificed in order to nudge three separate dice, or in order to increase the Width of one rolled set by 1.

Virtual Dice Cost                 Effect
--------------------             --------
         1D                Cancel a 1D penalty
         1D                Nudge 1 die value down 1
         2D                Nudge 2 dice values down 1 each
         2D                Nudge 1 die value down 2 pts
         3D                Increase width of 1 set by 1
         3D                Increase height 1 set by 1 (max 10)
         4D               Nudge 2 dice down 1 or 2 pts each
         4D               Flip set: {4,4}, i.e. 2x4, to {2,2,2,2}, 4x2

When you flip a set, take the actual set rolled, and express it in the A x B format. The set {4,4} is expressed 2x4. Flip that expression and convert back to braces notation: so, flip 2x4 and it becomes 4x2, which is {2,2,2,2}. A {5,5,5,5} set becomes {4,4,4,4,4}. **if Flipping a set would produce a set with Width greater than five, the new set has Width of five but the face value of each die is increased by two, to a maximum of ten. Example: {8,8,8,8} flips to {4,4,4,4,4,4,4,4} which is truncated to 5-Width: {4,4,4,4,4} and then all face values are increased by two: {6,6,6,6,6}.

Note that, although the above table shows dice manipulation effects for up to 4D in virtual dice, should you have adequate virtual dice, you can apply two or more effects to one roll. Example: a very advanced and legendary fighter's multi-action dice pools (using sum of virtual dice, divide by number of pools, round down result) produce seven virtual dice. He could flip a {4,4,4} Parry to {3,3,3,3}, burning four of his seven virtual dice, then spend the remaining three virtual dice to increase the width of one set by one: the {3,3,3,3} becomes {3,3,3,3,3}, a five-Width set.

Up to skill level 10, the cost to raise a skill to the next level is a number of XP equal to that next level. Thereafter, costs follow values listed in the table below:

     Skill Level Raise    Total XP Cost
        1 to 2                   02
        2 to 3                   03
        3 to 4                   04
        4 to 5                   05
        5 to 6                   06
        6 to 7                   07
        7 to 8                   08                                  
        8 to 9                   09                                    
        9 to 10                  10    
       10 to 11                  13
       11 to 12                  16
       12 to 13                  19
       13 to 14                  22
       14 to 15                  25
       15+                       30    


View larger map in new tab | Zoom out

Ancient Emerisia, founded in 2214 A.D. during the slow recovery from radiation and other ravages following the third world war (2109-2111 A.D.) grew in a gradually widening circle surrounding the Apex Arcology (see large gray square in top right quadrant of the map, above).

Engineers struggled to build solidly even as greatly increased continental shifting caused frequent — if usually minor — earthquakes. The arcology was a fifteen-year construction project involving over two hundred engineers and more than 4,000 skilled laborers. It is square in cross-section, 500 feet per side, and rises 5,000 feet. Still known as the Apex in 4600 A.D., it is still structurally sound, though some of its internal systems have broken down. In the 47th century, this structure serves as the governmental center of the city, and has since the reign of Valrigont (2516-2542 A.D.)

There is a noted sage in Valrigont, Aduad III, who insists that those archaeologists claiming to have found evidence of past civilizations in their diggings are deluded: "There has never been a more advanced civilization on Kurphath than we enjoy today."

For centuries now, the ruler of this city — that is built adjacent to the Khorne River — has been a leader called the Archon, a woman coming to power variously via military leadership or popular vote. This person usually comes from nobility, and is currently Lord Baroness Valtisa Kanesh, elected Jan. 20th 4607 CE.

The Archon always appoints one noble apiece for the following duties: (a) the Lord of Produce ensures the safety and productivity of the farms surrounding the city; (b) the River Master ensures that the River Road and, to a much lesser extent, the cross-country trade routes are patrolled and kept safe for travelers; (c) the Chief Collector collects taxes and — in those situations wherein the tax cannot be paid — physical goods or indenture of the ower; (d) the Head Apparateur manages the strike teams that the city employs to (1) find and gather rare resources needed by the city's automated machinery, (2) put down the occasional dangerous abominations that take up lair or hunting grounds too close to the city and its outlying holdings; and (e) The Fedex's workers carry missives from and to the Archon for the purpose of conducting the city's business with other settlements governments and merchant guilds.


Population varies: (45,000-65,000)

  • Krelg 12%
  • Dorn 39.9%
  • Exodore 08%
  • Brennis 19.8%
  • Duracel 0.1%
  • Krang 15%
  • Sylvar 5%
  • Midari 0.2%

Primary Imports

  • ores
  • spices
  • herbs
  • fruits
  • hemp

Primary exports

  • metal products, chiefly weapons
  • liquors
  • textiles
  • dried fish & moy
  • lumber