The Mercantile Manuscript[]
Demihumans: A Study[]
Demihumans are creatures that resemble humans, and yet are entirely different beasts. There are eight major types currently known: the verminous ratkin, the reptilian lizardmen, the avian birdians, the amphibious froggens, the simian apes, the subterranean moles, the feline cait, and the cephalopodan octopuffs.
Demihumans have displayed a propensity for much higher levels of intelligence than monsters, and are known to employ tools to some extent in their daily lives. And yet, to this day their origins remain shrouded in mystery. According to the histories, they simply appeared one day-as if by magic-throughout the world.
On Caits[]
Caits are a skittish race, the most timid of all the demihumans.
According to myth, there was once a great war fought between humanity and the demihumans. The conflict was long and bloody, but in the end, humanity emerged the victor. Through wisdom or foresight, the cait alone sided with mankind during this strife, and this alliance won them a place within human society.
Unfortunately, the clever and cunning nature of the cait soon earned them the ire of their neighbors, and before long they found themselves ostracized and cast out. Labeled as traitors by demihuman and human societies, the cait withdrew from both to pursue isolated lives hidden away from all who might do them harm.
The smell of beloved, delicious caitnip seems to be the only thing that can draw them out of the hidden places they call their homes…
All About Octopuffs[]
Octopuffs are the most independent of all the demihumans, and are the only ones that chose not to participate in the mythological war between humanity and the demihumans. They are known to prefer travel to battle, and it is said that they only stop their wanderings when their time on this earth is over.
There are many superstitions surrounding the octopuff. Their passion for travel and idealistic search for paradise has led some to believe they are symbols of good fortune. There are even rumors that only those pure of heart can encounter them.
Of course, adults who have long ago lost the innocence of childhood can still employ cunning to improve their odds of encountering these rare creatures. Octopuffs favor small, dark spaces, and so the shrewd use octopuff pots to draw them out.
Riddles of the Demihumans[]
All demihumans possess a certain modicum of intelligence. For example, ratkin are known to steal and employ human weaponry and clothing, and birdians possess the ability to craft primitive stone axes. And yet, a burning question remains unanswered: who fabricated the crowns and other ornaments that demihuman leaders are often seen wearing?
As far as we know, the demihumans do not possess the technology or art to craft such intricate accessories. More curious yet, both the make and material of these ornaments are clearly not of human design. So where did they come from? Where, for that matter, did the demihumans themselves come from?
This is merely a theory without any evidence to support it, but...perhaps these strange creatures hail from another world entirely?
The Great Wall in Myth and Legend[]
Guarding the town of Stormhail in the Winterlands is the Great Wall, a colossal construction that has long kept the town safe from external threats.
A local legend states this massive fortification was raised in a single night by the gods themselves. Sturdy and strong, yet intricate in its design, it is clear that this wall is indeed a feat of engineering beyond what modern civilization is capable of.
The legend of this wall continues thus: the Great Wall is merely one small segment of some greater fortress, and the central citadel itself lies deep underground. Many archaeologists have spent years attempting to uncover this hidden redoubt to no avail.
More curious is the event that occurred some 820 years ago. An enormous cavity suddenly appeared in the Great Wall, though none know who created it or how. Later given the name of "the Pit of D'arqest," it was the catalyst for a conflict between the fallen kingdoms of Fj'all and Delstasch. This struggle would later be known as the War of the Great Wall.
Gates to the Netherworld[]
The poet Kaie penned this passage some hundred years ago: "On an island lost in sea split twain, lies a portal to an alien plane. Beware! Be warned! Ye fools who'd approach, for none should draw near, this gate encroach."
When Kaie first published this passage, it was assumed this island was a mere figment; the product of a poet's overactive imagination. However, in recent years Kaie's less well-known history as an adventurer has come to light, and scholars have begun to debate whether his poems were not fantasy, but in fact the annals of his travels.
A warning for you who reads this entry. Though the existence of a "portal to an alien plane" seems preposterous, we must remember that what seemed impossible yesterday becomes common sense tomorrow. Sneer at what you don't understand at your own peril, for one day, you may find yourself on the wrong side of truth.
On Weaponsmithing[]
There exist only six primary weapon categories: swords, polearms, daggers, axes, bows, and staves.
...Actually, this is not an accurate statement.
Bound by the rules of the blacksmith guild, the manufacture of weapons outside of these six categories is strictly forbidden. Why limit the scope of human imagination? Religion, of course. The six weapon types are those wielded by the gods, and they will tolerate no other...or at least, that's the lie disguising the greedy truth. The fact is, it is much easier to monopolize the materials and techniques for arms production if you can limit what can be made...or so a little bird told me, anyway. Whatever the truth, this prohibition has resulted in very few wielders of whips, flails, and so on.
Enchanted and Magical Weapons[]
Among the many weapons one may find in this world, some are imbued with magical properties. These enchanted weapons are both rare and powerful.
There are two primary means of crafting an enchanted weapon. The first sounds simple in principle, but is in fact quite difficult to achieve-few craftsmen possess the necessary skills. Simply put, magic must be carefully folded into the weapon during the forging process.
The second method is much rarer and harder to replicate. These enchanted weapons gain their power naturally, their magic imbued over many years of use by a gifted wielder. Very few of these have been documented, and it is thought that only those with incredibly powerful wills can make these miraculous weapons spring into being.
On Ornamentation[]
What is ornamentation? Literally interpreted, it refers to ornaments worn for fashion, like a big, floppy, garish hat. This assumption is a common one, but it is, in fact, erroneous.
The truth of the matter is that true ornamentation refers only to special jewels crafted by dedicated, sacred craftsmen. Only a handful of leaders are permitted to wear these ornamentations, partly because many of them are imbued with unique magical properties. Prime examples would be an amulet that protects against offensive magic, or a necklace that greatly increases the abilities of its wearer.
Unfortunately, the knowledge and techniques needed to craft these potent relics are slowly being lost, and their rarity is only bound to increase as the sands of time continue to fall.
Battle-Tested Armanents[]
To the victor go the spoils: a long-standing tradition adhered to by those who live by the sword. The stronger take from the strong, until at last the day comes when the ultimate warrior and ultimate weapon are united.
When a weapon has triumphed over countless foes, remaining undefeated in the hands of a skilled wielder, it becomes what is known as battle-tested armament.
Nowhere is it written that these armaments must be a masterwork weapon crafted by a renowned smith. No, these weapons are forged in the fires of battle. As they taste the blood of innumerable mighty warriors, they awaken to a greater power that dwarfs that of their humble origins.
More Battle-Tested Armaments[]
The bards sing of legendary weapons passed down through countless ages. After untold thousands of fierce battles and stunning victories, they have acquired power beyond imagining.
A sword that can cleave the sun; a spear that can pierce the moon; a dagger that can send all the stars in the sky tumbling down; an axe that can split the earth in twain; a bow that can transfix the heavens; a staff that can call up calamities untold…
Of course, these are mere turns of phrase-exaggerations, no doubt. Still, very few know of the true power of the battle-tested. armaments. Why, you ask? Because most of these weapons have long slept in graves beneath the soil.
Divine Weapons and Armsmasters[]
In times of yore, the gods entrusted humanity with six divine weapons so that they could protect themselves from evil: the Conqueror's Sword, the Warlord's Spear, the Dancer's Blade, the Lionheart's Axe, the Hunter's Bow, and the Spiritlord's Staff.
It is said that each of these weapons houses incredible power, and that those who can unlock it will earn themselves the title of armsmaster.
And yet, the divine weapons were too mighty for humankind; driven by greed and ambition, the armsmasters soon began to quarrel amongst themselves. One by one, these artifacts were lost, and with them, the skills and knowledge needed to wield them.
Still, there are some who remember. Among these learned few, it is thought that the rightful heirs to the secrets of these weapons still reside in this land, passing their knowledge down through generations of Chosen successors. Of course, this is more likely than just an empty fantasy.
History of Grapes and Plums[]
Grapes, delicious grapes! They heal the body, while the tart juices of the plum revitalize the spirit. These two restorative fruits are ubiquitous throughout the world.
Yet there is a darker side to these innocuous-seeming treats. According to some myths, their cultivation was forbidden to man by the gods themselves. There are many tales why, but two stand out above all else.
Firstly, the devilish liquid called liquor can be easily made from their juices, and the gods do not look with favor on those who drown themselves in drink. The second most widespread story states that they were prohibited because of how easily they could be turned to use as tools of war.
Whichever of these myths may be true, it seems that humanity has broken a sacred promise with the divine.
Lychee Imports[]
The lychee: a succulent fruit from the Outer Continent that activates the latent power of an Individual. Though its beneficial effects are well-documented, it is equally well-known for the difficulty of its cultivation.
Many talented farmers and merchants have tried their hand at raising crops of lychee over the years, but none of their efforts have borne fruit.
Meanwhile, a baseless rumor has long made the rounds in the cultivation community. According to some, the lychee must drink the blood of humans to produce its yield. This sinister story has been the cause of many tragedies, as unscrupulous fools seek to write their fortune in their victim's blood. Because of this, the lychee has earned itself an unpalatable appellation: the vampire fruit.
Nut Cultivation[]
Nuts, nuts, nuts! The fruit of certain trees, with a hard shell concealing nutrient-rich meat and seed within. Nuts are enjoyed the world round as foodstuffs.
However, not all nuts are created equal. Those harvested from some wild trees have powerful effects that are proven to enhance a human's abilities. Scholars have classified these as "rare nuts," and have poured blood, sweat, and tears into cracking the secrets to cultivating these precious products.
Yet little progress has been made; it seems the moment that cultivation is attempted, the nuts lose their special properties. The mystery remains unsolved, and so these nuts remain a highly sought-after and prized commodity.
On Concoction[]
Concoction is the process by which two or more materials are mixed together to craft medicine. Legend states that it was Dohter the Charitable who bestowed this holy art upon humanity, yet the truth is more impressive by far. Generations of healers have, through trial and error, discerned the medicinal effects of plants, seeds, stones, and more. They mixed, brewed, and ultimately tested their concoctions upon themselves-a testament to humanity's bravery and sacrifice in its pursuit of knowledge.
Concoction, however, is not simply knowledge of ingredients' properties. No, a skilled apothecary must know how to judge a patient's symptoms and measure the correct amounts to treat their ills. As such, any apothecary able to simultaneously mix three ingredients is a master of their craft, and any who can mix four can be considered a genius. Though it is not impossible to mix more than this number, this monumental feat is almost unheard of.
Principles of the Soulstone[]
Soulstones are items which, when subjected to a significant enough physical shock, can unleash effects equivalent to certain spells. Though the exact process by which this occurs remains a mystery, it has long been hypothesized that they are stones that have been imbued with the power of spirits.
Recent studies, however, have given rise to a new theory that has been gaining traction among the learned. According to this theory, soulstones are the crystallized remains of a magically potent monster's corpse. If this theory is true, it may become possible for us to artificially mass-produce mighty soulstones in the not too distant future.
The question then becomes, to what use will we put this power once it is in our hands? Though I am excited by the possibilities, I also find myself terrified of them in equal measure.
Herbs and Their Uses[]
There are many afflictions which can plague a patient, and each requires a very specific herbal remedy. Confusingly enough, the herb used to treat all of the standard gamut of ailments is the same: erbweed. This useful herb's effects can vary greatly, depending on how it is prepared. Taken in one sense, it shows how precious this medicinal plant is. Taken in another, it shows just how simple the human body's makeup can be.
As a side note, erbweed can also be used to add a bit of zest to cuisine. How grand! Not only can it speed someone along the road to recovery, but it can speed them to the dinner table as well!
The Origin of Bottling[]
In the arid desert lands of Hinoeuma, having a good water bottle can mean the difference between life and death. To better store and preserve every last drop of precious liquid, the people poured much effort into perfecting the art of bottle crafting.
Among all the many types of bottles, those crafted by the small Rekohn Clan are the finest. Manufactured through secret methods, they are unmatched in their lightweight construction and durable frames. Unfortunately for the Rekohn Clan, their monopolization of these secrets earned them the ire and jealousy of other clans, eventually sparking a bloody conflict.
Nevertheless, what the Rekohn Clan lacked in military strength, they made up for in brutal cunning. Their victory became assured after they hit upon the idea of filling their bottles with poison and flinging them at their enemies. It was thus that the defensive martial art known as "bottling" was born.
Beastling Foodways[]
Beastlings are tenacious hunters, known to stalk their quarries for days on end. Their vocation requires not just skills at tracking and felling beasts, though, but at preserving the meat of their prey as well.
The earliest developed methods of preservation were simple: salting and drying are easy and effective. Eventually, however, tired of the same old fare, there were those who sought tastier techniques.
Lava steaming, salt water tenderization, underground fermentation....all of these and more were passed down among the beastlings, and over the centuries this led to the development of unique culinary cultures.
Nowadays, in the kitchens of New Delsta's most fashionable bistros, famed chefs find inspiration in the beastlings' innovative methods.
Etymology of "Leaf" as Currency Name[]
Erbweed: a miraculous plant required to craft every variety of healing herb. Its discovery revolutionized medicine and has saved innumerable lives, earning it the epithet "the plant of the gods."
Unfortunately, erbweed is notoriously difficult to cultivate, and only grows natively in a few limited regions. Because of this, as the apothecary art advanced, so too did the value and rarity of this irreplaceable ingredient. Eventually, this caused its price to spiral out of control.
To curb this growing problem, various lands put ministers or lords in charge of overseeing erbweed production and trade, and soon the price of each precious leaf was fixed. This stability eventually led merchants, commoners, and nobles alike to begin using leaves in place of other currencies.
Disputable though this is, it is widely believed that the origin of "leaf" as common parlance for currency originates from this time.
History of Hinoeuma[]
Southwest Solistia, where the desert sands stretch as far as the eye can see. And yet, hidden among the barren dunes is an oasis - a strip of semi-arid terrain running north and south along the river lands. Here the soil is fertile, and barley and corn can be grown in relative abundance. Countless wars have been waged over the water and resources of this region, and not a few kingdoms have risen and fallen in this place over the centuries.
It is also here that legends of Priestess Hinoekagura, the conjurer goddess, have survived and been passed down. It is these tales that lend this land its name: Hinoeuma.
In the eye of the desert sits Sai, a fortress city once known as the Orochi Bastion. Once held by the forces of U, it was taken by Ku two decades ago. Northwest of this can be found Ryu, a well-known traveler's stop where information from all across the world eventually settles.
One might be surprised that so many blisteringly short names - like Ku and U- are common to the desert regions. Locals say the propensity for brevity is because "the longer the mouth flaps, the more sand finds its way in," but the truth of the matter is unknown.
History of the Wildlands[]
Northwest Solistia is a barren wasteland - a blasted expanse of volcanic rock that resists even the loneliest blade of grass. The few brave souls who eke out their existence here have long suffered the sulfuric whims of Fiatsuro and its unstable neighbors.
And yet, life always finds a way. Among the rock and stone dwell the golt, an unusually large breed of goat who subsist on a meager fare of local weed. Unlike other goats, they exceed bovines in their capacity for producing milk, grow fleece more suitable for cloth than sheep, and even produce extraordinarily flavorful meat as well. In all matters of livestock, they outstrip the competition, and so have become known as the jewels of the wastelands. The cheese produced from their milk is especially scrumptious, and has become a local specialty.
As a final note, the volcanic soil conceals a wealth of valuable minerals. Many small mining towns have sprung up here, including the southern town of Oresrush, established by silver merchants Papp and Roque.
History of the Leaflands[]
Western Solistia is home to the small lakeside kingdom of Timberain. Surrounded by great sweeps of verdant forest, this land is rich in natural resources. Thick woodland loam provides fertile ground for agriculture, and the seemingly inexhaustible supply of trees fuels industries such as lumber and paper manufacturing.
The small village of Cropdale is famous for its raspberries and peaches, and its fruit pies are widely known to be especially scrumptious. That being said, this rural settlement has an abundance of peach-centric cuisine: peach jam, peach juice, peach salad, peach soup, sautéed peach, fried peach, peach pilaf, steamed peach...to name just a few. Some might say Cropdale has an overabundance of peach dishes, but that's simply because the locals just can't decide on a favorite.
In the south of this area one can find the town of Wellgrove. Though it has grown wealthy through a brisk trade with the resource-poor desert regions further south, the disparity in wealth this has created is the seed for ceaseless conflict and turmoil along the border.
History of the Harborlands[]
Southern Solistia is home to long tracts of twisting coastline, along which one can find the bustling port of Canalbrine. During the Age of Exploration - roughly a hundred years ago - ships launched from this town's piers would discover the sea routes that led to the eastern continent.
Canalbrine's symbol is its colossal lighthouse, which guides ships from all corners of the world safely into its harbor. Erected roughly twenty years ago by a cadre of engineers who fled the destruction of the U, it boasts a unique design. Special ore was polished to a mirror sheen and fashioned into a reflector plate, and the light it emits can supposedly be seen all the way in New Delsta.
Today, Canalbrine's church is an important launching point for proselytizers and evangelists who come from the eastern continent to spread the teachings of the Sacred Flame.
History of Toto'haha[]
Southeastern Solistia is dominated by an ocean dotted by countless islands of all shapes and sizes. The largest of these is Toto'haha, which was first encountered by continental pioneers twenty years ago. In its western reaches reside the beastlings, a petite people with fluffy tails.
On the east of Toto'haha lies the town of Tropu'hopu, which was established by the first continental pioneers to settle on the island. The harbor town's proximity to New Delsta caused it to be developed as a resort for the wealthy. In addition, it produces many luxury goods, such as delicious coffee beans, and now serves as an important stop along the trade routes between eastern and western continents.
Since ancient times, the beastlings have long referred to the northern of the two islands as Haha and the southern as Toto. However, ever since a local festival celebrating the bonds of family and the prosperity of the entire beastling race was established, the names of both islands have been combined into one: Toto'haha.
History of the Brightlands[]
Eastern Solistia is an urban region home to the continent's largest city. Blessed by warm sunshine and a pleasant climate, it soon became known as the Brightlands.
Agricultural abundance caused the region to flourish, and people flocked here in droves. Wealth soon followed, and development soon after. Before long, buildings like theaters and game parlors were erected to entertain the ever-growing crowds, and now the light of civilization shines as bright here as the sun does overhead.
At the center of all of this lies the Brightlands' beating heart: New Delsta. Established approximately fifty years ago by emigrants from the former kingdom of Delstasch, the people gave this new home a name that honored their old.
Finally, in the east of these lands can be found Clockbank, an industrial center that has prospered ever since the Age of Discovery.
History of the Crestlands[]
Northeast Solistia, a land of mountains and hills. Perched high atop one stony peak rises Aelfric Cathedral, the center of the Sacred Flame faith.
Adherents of this religion's tenets have worshipped the Sacred Flame that the cathedral houses since time immemorial; an ancient record dated 1,500 years ago makes mention of the Sacred Flame's veneration continuing "since the misty days of the past." Even through the bitterly cold winter a century previous, the flame continued to warm the hearts and souls of all who visited. In both name and spirit, the Sacred Flame and its church are the divine lords of this land.
At the base of the cathedral lies the small town of Flamechurch. Though its population is small, the townsfolk make a good living providing for the crowds of pilgrims who travel here to visit the cathedral.
History of the Winterlands[]
Northern Solistia is a frozen place of snow and ice. Its capital is Stormhail, a mountainous city that houses the Sacred Guard.
Established roughly 380 years ago, the Sacred Guard was the brainchild of Archbishop Kinchler. After the cold snap that assailed the eastern continent in the previous century, the order established its headquarters here. To this day, this holy organization's mission remains unchanged: to uphold law and order across the continent.
It is said that Stormhail owes its existence to its guardian, Glacis. Residing on the Sacred Peak Altahe, it is thought that Glacis put an end to the cold snap that nearly spelled doom for all who lived here.
Travel towards the coast, and you will find the fishing town of Cape Cold. Great hauls of salmon, trout, mackerel, squid and more are brought in almost daily. In addition, many who dwell here work in agriculture or textiles, and lately a hardy species of cold-resistant barley has caused quite a stir.
The Outer Continent[]
The farthest edges of the four corners of Solistia are detailed on no maps. Called the Outer Continent, the reasons why these vast stretches remain unexplored are many: impassably high mountains and deadly currents, to name a few. Of course, in my opinion, it is less the difficulty of the task and more indolence that has left these areas uncharted.
Think about it for a moment. Ku is at war with some unnamed kingdom or kingdoms to its south. Immigrants from some unknown eastern locale walk the streets of New Delsta. Fruit from the west and textiles from the north are smuggled into our lands with abandon.
The unknown is a place of magical appeal to me. What sights are there to be seen across the horizon? What strange music, what surprising smells, what fascinating spices and cuisine to tempt the taste buds? All of these draw my curiosity, but more than that, all offer unimaginable opportunities for a merchant with business savvy and a healthy wanderlust.
I hope the leaders of our lands move quickly to pen maps of these mysterious lands in the Outer Continent. "Outer Continent," hmph! A poor name for a universe of possibility! We are prisoners in a tiny cave called Solistia, satisfied by shadows cast by a light that streams in from outside the walls which confine us.