Raeyu Tradewinds

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Raeyu Tradewinds

PostPosted: Tue Dec 23, 2014 5:15 pm   Subject: Re: Raeyu Tradewinds

The Archivist wrote:Raeyu Tradewinds(by Rotanimod and The Archivist)


The following is an in depth analysis of the culture of the Raeyu Tradewinds. From their roots in the Eirnovar and Ubayime of old, these intrepid pioneers are resourceful airship builders, inclined to explore, innovate and challenge themselves.
They do not abandon their heritage, however. Their culture is full of singing and artisan work from ages past, and there are a few skeletons which they have yet to expunge. Their economy is robust and the Tradehood Heirarchy that stems from it governs fairly even-handedly. Their moral compass is still esoteric and unwavering, accepting of most but defiant against slavery.
With monsters at their side and Kasi giving them a good breeze, the Raeyuans intend to seize the opportunities of Zeta Era with exuberance.


The history of the Raeyu Tradewinds begins at the end of Epsilon Era, with the unfortunate destruction of the Eirnovar cities. The Eirnovar airfleet arrived in Reksi to discover their citizens had been more than welcomed, being given sovereignty over themselves and given a home in Saduia.

It was shortly after their return that Eguna finally snapped for good. Guilt and sorrow had driven him to insanity, and he was forced from public life and eventually killed himself. What the Tradehood cared more about was his business empire, which promptly shattered with his loss. Monster training practically vanished with its sole provider and the Tradehood found itself in a precarious economic situation.

The Eirnovar held the solution. Paliens and key Tradehood members met to discuss a treaty. The Treaty of the Tradewinds, as it was soon titled, was the agreement to form a new nation of both the Ubayime and Novarite peoples. The Tradehood hierarchy, since it made no distinction between race, was deemed a suitable system of governance. The new capital of the Raeyu Tradewinds was founded south of Reksi, and was named Tsneriva Rising.

The First Age of the Raeyu Tradewinds followed, with thousands of hopeful people flocking to the new nation. Thanks to the naysayers staying behind, the earliest days of the Raeyu Tradewinds were wholly crime-free, entertainment-mad, advancing technologically, and all in all a great place to be. It was then that the business savvy began to follow behind, though the initial spirit wasn’t dampened by this occurrence.
The First Age saw the popularisation of the hang-glider, goggles and singing, and many people found themselves head over heels with those of the opposite race. Street parties raged on the newly created floating walkways, and the formation of the Weather Guild as children began exhibiting signs of the new effects of magic was widely hailed as a sign of the spirit of the Age.
Problems began to arise as the age continued. There were some who were resentful of the way that the traits of their original race was being consumed by the merger: these purists were disgusted by the disappearance of the Eirnovar wing flaps, and their Ubayime equivalents were distrustful of the bastardisation of their language’s purity by Novarite tongues; to cap it all off, the more business savvy of the Eirnovar began making a move on the Tradehood council. By taking advantage of the trusting nature they found there, a cabal arose that began threatening and coercing fellow Eirnovar to prevent the companies they were employed in from voting against certain measures the cabal was taking. As the purist cabal neared complete domination, a unionist Novarite by the name of Johan organised covert ops to oppose their attempts. After a lengthy struggle, including the shock of the newly revealed Cult of Eia that had mutated from the Ubayime purist movement, Johan finally brought the cabal’s attempts to a halt by arranging the assassination of the cabal leader.

At this point, Johan was the figurehead of the unionist movement. As the foundation of two new cities occurred, Johan made a journey up to the mountainous one to examine the temple there. Upon his disappearance, almost certainly by means of foul play, the remaining purists flocked to the city where even the greatest unionist had fallen, calling it New Spes; whilst the Cult took the discovery of ruined Eian temples in the other city as a sign and called it Camp Ksutsni. Whilst these minorities were not fully capable of overturning the social order, the effect they’d had on the progress of the nation had ground the First Age to a halt and instigated the Second Age.

During the Second Age, the status quo has been one of comfortable acceptance as to the level of merging the cultures have achieved. The minorities were less accepting of this: the purists, with their legitimate businesses, have been losing public approval with every measure they take to preserve Novarite culture, whilst the Cult of Eia, drawing in and rehabilitating the outcast and the unfortunate, have been disliked but are seeking legitimacy. These two underlying problems are finally coming to a head after over sixty years.

It is the arrival of two Chosen and nations outside of the Raeyu Tradewinds that has prompted the council to begin working towards a Third Age, not with any plan in mind to solve their problems but in the hope that amongst the chaos the new Era brings, the two problems will either go away or be overshadowed by greater successes. Several economic and cultural drives are being put into place, and the military is being prepared to deal with threats both direct and indirect.


Given the mixed nature of the Tradewinds, there is no distinct appearance common to all Raeyuans. A typical Raeyuan is of average human build with a variety of skin tones ranging from the chestnut tones of a near pure Ubayime to the dark mahogany of the original Novarite. Eye colors are similarly varied, ranging across the entire natural spectrum. Hair color too shows variation, although this is typically restricted to the darker shades. Nonetheless, there are some common themes. A unifying factor is the universal use of goggles. Since their introduction from the pilots of the originally Novarite population, the practical use of goggles in all fields and their adoption as a fashion accessory has resulted in their becoming an essential of everyday dress. From the thick lenses of the lookouts to the highly modified custom frames worn by some artisans, it’s almost unheard of to find a Raeyuan without a pair hanging from a cord around their neck. Aside from this, Raeyuan citizens don’t follow any specific fashion trend, choosing instead to wear whatever is most suited to their needs or, more often, what they can actually afford. In short, each Raeyuan has his or her own distinct identity, just like all the others.

One unifying feature that is not visible, however, is the enhanced respiratory system. The unexpected result of crossing the Eirnovar’s high-altitude tolerance with the volume control and lung capacity of the Ubayime, the Raeyuan populace has a natural inclination for powerful voices and vocal abilities beyond those of most races. Suffice it to say they never get sore throats.


The languages of the Raeyu Tradewinds are threefold: Lingua, Novarite and Ubayime.
Lingua has become the language everyone needs to learn, and in a response to this the Novarite and Ubayime languages have become much more likely to be combined to create a ‘Raeyuan’ dialect for those who wish to speak non-Lingua, as well as being used for research papers and musicians respectively.

Novarite is a language that is often said to be reminiscent of the wind blowing through the rigging of an airship. The language can be chanted softly to achieve this effect, and its plethora of ‘v’s, ‘o’s and ‘s’s add to the ambience.
Despite its rhythmic properties, Novarite is a language of craftsmen and is very structured. There is a strict sentence structure of subject-object-verb and a rigid tense system which includes past, present, future possible, future impossible and never happened.

Ubayime is, in contrast, a language uniquely suited to being sung. With no ‘o’s, a consonant vowel pair unit for word creation and its unique consonants of ‘ks’ and ‘tsn’, the language is fluid and versatile. Instead of an ordinary plural, there is instead only the individual ‘-a’ suffix and the whole ‘-u’ suffix, with recombinations of these giving the option for the group.
The sentence structure is malleable. Instead of denoting subject or object with any form of participle Ubayime denotes stress or doubles up parts of a word to indicate its status: for example, repeating the last two syllables of a word indicates that that word is the answer for a question previously asked.

Raeyuan Dialect is a combination of Ubayime and Novarite that in the past would have been easy for both races to speak but has now become almost ubiquitous as an unofficial first language, with lingua being a necessary second for interactions with monsters and now the new nations of Zanzibar.
Raeyuan takes the chanting and tense system of the Novarite language and the rhythm and stressing of the Ubayime language and combines them into an elegant melange of fast paced chatter and short ditties. Whilst the dialect is not approved of by scholars, purists or the expert craftsmen and singers, it is now impossible to separate from the younger generation.


Tsneriva Rising is the great capital city, home to both the Tradehood Council's Meeting Chamber but also the international port and airport, a lesser reincarnation of the Grand International Market, the Weather Guild, Kasi's Sacred Winds and one of the greatest hang glider routes in the world.

New Spes is the lofty mountain city, home to the Flight Academy, airship factories, the main sports equipment producers, the 'bottomless' cliff and a summit temple.

Camp Ksutsni is the monster paradise, bordering the jungle and the fertile plains and boasting a grand canyon. It contains a great monster market, the main gem mines and a few ruined temples, as well as the kauri reel winding stations and the ABFR headquarters.

If you were to, for some unfathomable reason, suddenly find yourself in the heart of a Raeyuan city, the first thing you'd probably think to yourself is: 'That is a LOT of rope.' Then you'd look up to see the sky mostly obscured by wood, rope and canvas.
The various cities of Raeyu have very little in the way of permanence, instead focusing on mobile architecture. The nomadic roots of both founding peoples leaves little reason to build anything you want to own that you can't take with you, so most of the ground-bound buildings are unowned housing for passing migrants made of a mishmash of glass, ceramic and brick. Most people, however, live in peculiar structures known as Casanamas. The walkways that criss-cross the air of the city are made of wooden platforms lifted by internal balloons, strung together and connected with rope to anchor points. With around seven or eight ropes at the minimum holding each platform in place, the taut ropes make an ideal tying off point for more ropes, this time to hold windows and doors in place. Planks or netting provides a floor and the rest of the structure is filled in with thick layers of canvas and rope. Casanamas can be very easily taken down and remade elsewhere, and since the traditions of marriage and regular reconfiguration of the walkways make for a reliable need to do so, most Raeyuan citizens expect to move house as a matter of course.
Businesses and factories usually build their premises on the ground, due to the obvious disadvantage of performing delicate work or operating machinery on gently swaying platforms.
One of the other things that will strike a newcomer is the inordinate amount of bamboo piping that weaves its way through a city. Past experiences during the Mikadosh wars and the high quantity of dense flammable materials has cast fire as a serious hazard, and as a strictly controlled tool it is forbidden on pain of death to light an unlicensed fire in an urban area. Obviously winter would be unbearable and food less appetising without some form of heating, and so in strictly controlled areas there are vast communal stone kitchens with carefully monitored fires. These kitchens are all near flowing water as a precaution, and a portion of this water is funnelled into blisteringly hot ovens to be turned into vast quantities of steam. This steam is what is transported via the bamboo pipes, and is tapped into for heating, boiling and, for certain businesses, useful water.
Fire safety doesn't stop there. Every flammable surface is regularly lathered with a fire retardant brewed from the sap of certain trees, and ceramic tanks of water are suspended along the highest walkways for putting out fires. The most important and powerful safety measure, however, are the Firefighters.

The cities are by no means identical. Tsneriva Rising, as the largest city and a bustling port, has walkways that lead to heights with several casanamas-worth of rope between it and the ground. Those approaching the city often mistake it for a rocky outcrop in the distance, and it is only as you near it that you can distinguish the individual casanamas strung around the edge.
Most prominent in the inner city is a spiraling walkway that emerges from the higher walkways and winds upwards to a height twice that of the surrounding city, capped with a large platform. This is Johan's Eyrie, the starting and finishing point of the most difficult and exciting hang glider run in the Tradewinds and quite possibly the world. From here, dead near the centre of the city, the trail heads south, tracking out over the relatively open international market to The Conflagration, a collection of communal kitchens that provides a reliable thermal no matter the weather. Gliders then head north west, dodging the regular air traffic around the international air fields, harbour and warehouses: novice hang glider pilots often set down at the fishery pier after hitting seagulls or to avoid the next stretch of the route. After the harbour the route continues out across the bay, trying to locate the elusive Bright Blue thermal that will save you difficulty getting over the northern cliffs. Once past the cliffs the route heads over the northern section of the city, catching the regular Great Stink thermal over the city’s pastures and monster markets before the pilots dive for speed. The final stretch takes the pilots past the Weather Guild, where the mages in training have developed a sophisticated points system for messing with pilots with a grand prize for 'most amusing crash', and finally the Windbag thermal that comes from the Council Sphere, the official Tradehood meeting place, provides a boost back up past the Drake Hatcheries to the Eyrie.

New Spes is a city perched high on the solitary mountain of the Raeyuan Tradewinds. Ground approaches along the mountain tracks will catch glimpses of it as they approach, leading to its nickname of the Elusive City.
The city's ground levels are carved into the mountainside: grand terraces that get smaller from bottom to top. Unlike in other cities the walkways extend directly outwards in layers, hugging the mountainside to reduce wind resistance. The outer layers of walkways consist mainly of the greatest airship factories, the ones used for producing the titanic behemoth class passenger craft used for world tours. As you head up over the city you encounter the Pilot Academy, and near the top of the city the Ceramic Palaces of the very richest Eirnovar families. The city doesn't end here, however. A snow field above the city necessitates a large plantation of pine trees for protection, and paths lead through this snow field to the summit. At the summit lies an ancient temple, its original purpose and form lost. Some make a pilgrimage to it: there are rumors that it belonged to Kasi, or Eia, or that it is the birthplace of the sky spirits, or that there are extensive catacombs hidden beneath the remaining dolmens, or that there is an ancient magic that creates the glacier of the bottomless cliff.
The 'bottomless' cliff is found to the east of the city, and is the hang glider spot for the area. The inaccessible glacier is the reason it is called bottomless: from the glider point you can see chunks of the glacier drop off the cliff into the clouds below, disappearing in eerily muted thuds.

Camp Ksutsni is one of the most ecologically diverse locations in the Tradewinds. The city traverses a great tear in the earth known as the Great Canyon, or more colloquially Eia's Nethers. The jungle is thickest to the east, and the hills and plains of the grasslands stretch out to the west.
The city's walkways wind themselves through gigantic kauri and redwood trees on the fringes of the east and a few eucalyptus stands in the west. From the air, the city forms a ring, anchored either side and with two bands crossing the canyon to the north and south. The walkways rarely ascend above canopy height, and instead hug the walls of the canyon down to the base.
Obviously this unusual design comes with advantages. The city is the only easy way across or into the canyon for those travelling by foot, and for those travelling by air the interior of the ring is a very secure berth.
The city has many ground-bound structures in amongst the tents and casanamas. Lumber mills constantly echo to the sound of the ceramic cutters and the clatter of planks. Gem collectors use trained etsnu and other critters to dive into the pot holes and crevices seeking their prize, returning with promising rocks to be scrutinised under eyepieces and tuning forks.
Monster markets abound, the region filled with animals and beasts beyond normal ken and of a diversity to match the city's locale. The ABFR, or Apothecary, Brewing and Flame Retardant company, has its headquarters here where the raw materials are readily available.The canyon walls are littered with old ruins, several of which have been reclaimed by the cultists and their treasure hunters.
The true heart of the camp, however, is the canyon itself. Every sport and pastime known to the Raeyuan peoples can be done here, be it gliding between the walls, running along the valley floor, etsnu racing along the lowest walkways, singing in the echoing bowls, rock climbing, or some other esoteric activity.
Whilst not as large as Tsneriva Rising, the city does have a significant population. Like New Spes, the city is a haven for a minority group, in this case the Cult of Eia. While most citizens barely tolerate them, the Cultists have been seeking legitimacy by volunteering their best and brightest to the exploration of the underground mysteries of Ksutsni and the Tradewinds as a whole.


The mobile lifestyles of the Raeyuans lend themselves well to career changes, and so many young adults fly through multiple jobs rapidly. The high turnover and continual search for a job afterwards is reminiscent of the Ubayime economy. Trade is one of the more stable careers, as are skills and professions: those that find themselves drawn to certain skills often set out for the settlements that specialise in the trade.
An interesting aspect of the economy is the hierarchy of business success. The more expansive that your business is, the more powerful your influence on the Tradehood becomes. An unusual situation, one that leads to migration of businesses elsewhere, is being at the bottom of a skilled cities hierarchy: often there is an outward migration to cities where the skills you provide are rarer and so your level in the local Tradehood branch is higher.
The technical aspects of the economy have lead to several research heavy companies intent on developing technology to even high levels than the Raeyuans’ naturally have.

There are several different industries that are at the forefront of the Tradehood Heirarchy. The logging, gemstone and plant-based industries in Camp Ksutsni, the trading, glass and cloth-based industries in Tsneriva Rising and the airship manufacture, research and clockwork-based industries of New Spes are all at the peak of their fields, leading the economy ever since the end of the First Age. Tourism and sporting goods have become a focus going into the Third Age, and the revival of the monster industry and its rapid advancement by Minera are considered to be a good omen for the fortunes of the Raeyu Tradewinds and its hierarchy.

There are a few interesting exceptions within the economy. The food industry is still dominated by nomadic herders, fishermen and hunter-gatherers, since no-one wishes to tie themselves down to ranches or plantations, and consequently their relatively lowly hierarchy positions necessitate a representative to act as an intermediary between them and the council. The ABFR league, (Apocathery, Brewing and Flame Retardant) is a league of associated companies within the Tradehood that share technology and information between its members, given that the discovery of a potentially fatal plant would be disastrous for testers of a new beverage if it had not been documented by the league’s group-funded researchers. These researchers, whilst not technically a company, are afforded a place in the Tradehood hierarchy for obvious reasons based on the net average of the league’s constituents.

The Tradewinds do have a recognised currency: the pavon. Made from special glass and ceramic patterns, these tiny spheres are used irregularly in place of direct trade. An interesting phrase arose from their shape and size: after Eguna’s descent into madness and his business collapsing, the phrase ‘losing one’s marbles’ has come about to mean going mad and/or failing your company.


The Tradehood Hierarchy is both an economic measure and the method of governance. Each company, from self-employed shopkeeper to business empire, is ranked based upon their size and success: these are measured every year at The Registration by counting the number of employees and bringing inspector-ratified documents that give evidence of their profit margins. A company can have several subset companies, each also registered on the Tradehood Heirarchy, but the size of the smaller companies must be less than three-quarters that of the main company, and profits must be calculated separately prior to being passed on up.
A minor council is then formed from the top hundred companies with more than a third of their resources found in their area of authority. There are three levels of minor council, each with increasing authority and reach: town/suburb, county/city and regional. Each minor council deals with issues within its own area, as well as keeping the council above informed.

The Tradehood Council is formed of representatives from the top five hundred companies in the hierarchy. They convene to discuss two things: governmental issues and diplomacy. The Tradehood Council officially represents the citizens of the Raeyu Tradewinds, but it also has a responsibility to all members of the hierarchy, employers and employees alike. This distinction is important, because children, nomads or unemployed citizens are not part of the hierarchy; the hierarchy also extends abroad to cover companies set up by Raeyuan emigrants, thus covering the foreign employees. As a result, it is not uncommon for the government to argue sentient rights with foreigners and still consider itself within its own authority to demand the right treatment for its own citizens outside the hierarchy.

There has yet to be a major incident within the Raeyu Tradewinds that has not been overseen by the Tradehood Council, nor has there been a minor one left forgotten by the minor councils, but as anyone who studies the culture carefully can see, there are still problems which continue to manifest themselves. This is due to two major stumbling blocks, which exist despite the system’s efficiency.
The first is the bureaucracy. It is not, contrary to most first impressions, non-existent, but it is extremely sparse. With a pay grade lower than that of most other jobs, and few people accepting them as ‘employees of the hierarchy’, only the most enthusiastic or desperate people will join the ranks of the bureaucrat. Whilst the eager usually support the needy in this job, this has necessitated the requirement that council members donate an employee to the bureaucracy’s efforts, and as a result it is harder to separate true mistakes from carefully disguised economic espionage.
The second is the general apathy of the councils towards anything not related to Raeyuan values or economics. Whilst the entire council may rise up in arms about a slaver influx, and will quickly act to support business against losses to flooding or drought, issues like alternative religion or racism fall into an awkward gap in most people’s experience, and thus the councils become apt to procrastinate making any actual decisions over these problems.

The Law:

Anyone within Raeyuan lands, either born there or stepping off a twenty hour flight, and anyone employed by a Tradehood company, is subject to certain rights and laws. Most of these are short, to the point, and usually noted down in Novarite, Ubayime and Common to be recited or signed. Breaking them will usually require some form of compensation (be it in the form of money, resources, manual labor or a mixture of all three), either to those who clean up after you or to the party that has been wronged. The exact amount of compensation to be paid is decided by all involved parties, with disputes being adjudicated and resolved by the law enforcement.

There are a few exceptions to this trend, of which six are most important to note.
The first three are emphasised to all newcomers, and are the only laws which incur the death penalty if broken. These are:
- Arson and the lighting of unregistered fires in urban areas, regardless of success.
- Slavery or any other deliberate hinderance of a person’s mobility.
- Gagging or any other method of silencing a voice.
The latter two are considered fundamental to the Raeyuan moral fibre, whilst the former is common sense in a city made of wood, cloth and rope, even if these are doused in flame retardant.

The other three laws which are deviations from the norm are littered with provisos and nuances; written versions usually cite huge reference books or recommend that you discuss them with a lawman of one sort of another. They can on certain occasions be considered a non-crime, and on other occasions as acts just short of the capital crimes. They are as follows:
- The killing of another.
- The deliberate sabotage of another’s economic efforts.
- The destruction of infrastructure.

The law making process is a communal affair. Council areas both minor and major have a large law-board situated somewhere prominent with open space, where minor debates and law tweaking is put up. Laws are enforced universally throughout the Tradehood however, and as such, laws will pass up to the Tradehood Council, down to all minor councils, then back up to the Tradehood Council for a final verdict. This process is relatively simple, but for more complex and controversial topics the law is apt to be in debate for much longer than might be prudent. This only adds to the ongoing foot-dragging over certain issues arising in the Second Age.

There are a few different organisations that enforce the law, each with wildly differing goals and methods. The most visible are the Lawmen, the organisation to which military hopefuls apply. Considered both a stepping stone to the high pay of mercenary companies and the Tradewinds’ non-airborne non-magic military, the Lawmen are a volunteer organisation equipped and funded by the military, which is, in turn, funded by the Tradehood. They are kept visible, grilled on the law, and trained up by veterans who retire there from the military. A solitary Lawman is a common sight on a peaceful street, often inspecting small areas and getting to know the inhabitants and those passing through; but only slightly less common is a patrol of four or more marching quickly up and down the walkways, scanning for crime as though they were in enemy territory.

Those who attempt hit and run crimes, especially arson, will face the wrath of the Firefighters. These people, commonly taken from the already well-trained Weather Guild apprentices, are equipped for traversing heights and distances quickly and spot trouble with a keen eye and the help of monsters by their side. Firefighters are subtle, stealthy counterparts to the lawmen, but are often considered much more ferocious.

Economic, traffic and governmental compliance is mostly enforced by the Tradehood’s over-worked bureaucracy. For more immediate air-traffic concerns, sky-marshals from the Pilot Academy will attempt to police the skies in small skiffs, although often with varying degrees of success.

Finally, for those criminals who are careful to hide behind catspaws or trigger trouble remotely, there is the Syncopation Agency. Syncopation, usually referring to the displacing of the beats in music, is an adequate metaphor for the government agents, whose behind the scenes work is kept mostly a mystery. Suffice it to say that they are not a recruitment branch of the military.


Kasi is the sole deity of the Tradewinds. Whilst there aren’t regular times of worship, it is generally expected that a Raeyuan at least visits the local temple from time to time to sing and pay homage with offerings of some description. The temples have a regular priesthood, but each one is run separately by volunteers whose life is supported by worshippers. This support is more often than not a gift of supplies or other goods; priests do on occasion slack off due to these free donations. The most unscrupulous may even partake of offerings after a congregation has left.
There is, however, competition. The Cult of Eia, whilst public, is shunned by most citizens, and often their devotees are barred from establishments and temples. With this friction, the Cult has begun to try various methods of gaining legitimacy in the eyes of the rest of the Raeyuans. These measures include sending their members underground in search of treasure and taking in those down on their luck. Whether this will succeed in lifting the poor impression they make has yet to be seen, although they have been more tolerated by non-priesthood as the second age has worn on.


As with every nation on Zanzibar, the Tradewinds have people marked above the rest. It is thus important to note that Raeyuan chosen have no distinguishing features beyond that which might be found by simply observing the Raeyuan populace; in short, there is no ‘special physical feature’ which marks one out to be a chosen. Instead, chosen are recognised by the Tradehood after they have received sufficient evidence of their unusual abilities from The Weather Guild and priesthood.

All chosen are made honorary members of the Tradehood, although most would achieve enough with their elevated skills to be admitted regardless. Despite this, they have no constitutional role to perform within the nation. This does not mean, however, that they are disregarded - chosen’s opinions are always carefully considered in any matter where they choose to speak up, and since all members of the Tradehood council are informed of any decision deemed to potentially have a large impact on the nation, they are always presented with the opportunity to speak. Chosen also bring a new political dimension to the metaphorical table; ranging from mercenary forces to companies invested in advanced research. Though most have an effective sphere of influence, going against their wishes is not total career suicide as they are, on balance, simply members of the same council and most do not bear ill will should their motions be overturned by reasonable logic and thought.

Especially after the events of Epsilon era, chosen are not regarded as infallible or invulnerable. Rumors abound that after Eguna’s descent into madness and the sudden disappearance of Paliens, the Tradehood maintains a careful watch on those identified as chosen, though the exact nature of this surveillance is unknown, and varies depending on which bar you visit and which gossips you trust.

Magic and Artifice:

The Raeyuan populace is filled with potentially magical youngsters. Many children amuse themselves with sticking charged objects to others' backs, blowing in someone's ear across the room or flicking summoned droplets at people on lower walkways. However, as children age their power increases, and so too their chance of losing it. Called hitting the doldrums, arcing out or running dry, the loss of magic is all too common. By the time children reach their thirteenth year only a fraction still have magic. These children are admitted to the Weather Guild for training.

The Weather Guild has many purposes: to contain and look after budding mages, to give those who lose their magic an impressive education, to act as a home for those who achieve the stable level of first circle and, eponymously, predicting, controlling and studying the weather.

One of the roles a mage might perform is that of artifice. A lot of complex magics have been devised in order to spread the advantages of the Weather Guild's presence, and so a large industry has arisen. Gems, gathered primarily in Camp Ksutsni, are brought to Tsneriva Rising for enchantment, and a large portion of them are forwarded to New Spes to be installed in specialised engineering.

Obviously, one of the other roles involves the use of magic itself. Spellsinging is currently the best way of expressing the magic, although the introduction of Novarite chanting has led to some more interesting compositions. The magical abilities of each Raeyuan mage vary depending on the strength of their voice and willpower, though given time and experience both of these will continue to grow.

Art, Sport and Culture:

There are many holidays and plenty of companies which allow employees time off, and so there are plenty of activities for a citizen. As a result amateur art and sport are common pastimes, running alongside the professionals in both fields.

Everyone, no matter their lineage, knows how to sing. Eirnovar chanting might be a common substitute amongst the purists, but singing is something that is engaged in every time you want to engage in banter with friends, romance a love or speak publicly. It’s regarded as a handicap to be unable to sing, and as with many handicaps rather unattractive.
This facet definitely had its origins in the Ubayime pre-treaty culture, but it has developed so much beyond that. The Eirnovar brought the concept of singing a set song, something rarely done outside of truesongs, spellsongs or storytellings for the Ubayime, and as a result Raeyuans have several song-writers and some of the most popular songs make their circuit of the concert halls and drinking establishments regularly.
Improvisation or song-based storytelling is, however, still in vogue. Professional choirs and soloists such as the fortunate truesingers (who are capable of singing pieces that encourage involuntary emotions in their audience) are in great demand, both for public events and private parties.

Music as something other than an accompaniment to vocal performances is a very novel concept. Whilst stringed and percussion instruments have been made with extreme skill since before the treaty, wind and brass are unheard of, the closest being the megaphones used for battlefield use or public speaking. Smaller, more mobile instruments are much preferred, and though artisans may make the larger pieces like pianos or basses for the ceramic palaces or airships they earn much more from producing arm-strap xylophones and guitars.
Given that non-vocal music is so novel, the original forays are still quietly tested for small audiences. As one of the efforts to bring about the Third Age the Tradehood has encouraged a few professional band startups.

Culinary expertise has risen slowly over the course of the Second Age. Purists have been most generous in giving chefs funds to ‘rediscover’ original ‘Eirnovar’ dishes that are more and more extravagant than their friend’s and, as a result, everything from Querosi fish fillets to Ubayime monster roasts to Mikadosh kebabs have been taken, redone in a fancy manner and served up as elegant, sophisticated and, to those not blinded by pride, completely foreign native dishes.
None of these cooks have yet been stupid enough to point out their deceit, but several have taken the opportunity to get out of the business as nations reappear and cast their dishes in a new light. The resultant increase in eateries, and the communal kitchens letting many take impromptu lessons from these experts, has led to a much broader palette and improved cooking skill across the nation.

As the interest in good food rose, so too did the interest in drink. The brewing industry, part of the ABFR league’s repertoire, has seen a similar rise during the Second Age. Whilst attempts to replicate the fine wines of Epsilon Era have failed miserably, the development of ciders and other beverages made from wild fruit has been a more than adequate stand-in. Brews such as Fararo’s Jetstream are produced in obscene quantities, with barrels of the stuff being exported from his brewery in Camp Ksutsni near daily.
As far as the drinking establishments go, due to fire risk most are located near water sources. This also means that there is a common policy amongst pranksters of tricking the inebriated into diving into the water to sober them up, which in turn leads to most customers keeping a careful eye on how much they’ve had to drink. The alcohol tolerance of a regular has become something of a fine science for bartenders, either to dissuade the pranking or to earn a little coin or favour by giving just enough to tip drinkers over the edge.

Whilst paintings are vanishingly rare, dyeing cloth is a very common artistic medium. Dyes processed from rare plants in the jungle around Camp Ksutsni cover every colour of the spectrum, and since the ABFR league and its associates add flame retardant chemicals to just about everything (rumors that this includes their beverages have yet to be confirmed) it is common practice to do this to any important cloth item. Given that most dwellings have cloth walls and ceilings, and that the military uses of cloth are widespread, dyers are some of the most in demand artists out there.
Most of the famous art is made of well proportioned swirls and other abstract shapes, the wind rippling along the surface of the cloth making the art dance in the breeze, but other examples include a large portrait of Johan beneath Johan’s Eyrie, the detailed Raeyu Tradewinds flag and sigil displayed on every government building and military flag and the elegant sky serpents winding round the walls of the open air temples.
Of course, not all dying is artistic. Advertising and signposting are, of course, more mundane functions, but perhaps more amusing is the rising numbers of young amatuer dyists intent on making people laugh. Whilst technically vandalism, since the amusing pictures are usually done in prominent places without the owners permission to be rapidly removed after replacement cloth has been bought, the few times they’ve been reprimanded the insistence they were ‘patching a fire safety hazard’ with coloured flame retardant has usually been a good enough excuse to get by.

Ceramic and glass are both important artistic crafts, though for different reasons. Since both require high temperature furnaces, their industries are kept well away from any flammable building, and as a result are mainly found on the rocky slopes west of New Spes.
Glass windows are a regular feature in many buildings: as a result, the glass industry is focused on mass production. The artists working with the medium often complain that they have to do the same, since every time they make one elegant sculpture of coloured glass a company owner will request five like it to grace their factory offices. Nonetheless, their stained glass sculptures are nothing to scoff at, often focusing on capturing a feeling of motion in the abstract, and their smallest pieces are affordable and commonplace.
Ceramic workers have a different attitude. Ceramic is usually considered too heavy or fragile to make into daily items, and beyond ceramic tiling for furnaces, fireproofing mud buildings and lining the walls of the ceramic palaces, the industry almost entirely revolves around the artistic applications. Highly expensive as a result, the mosaics and pottery are astonishingly rare and detailed. Having one is a status symbol, the elegant still images of famous events or detailed portraits and landscapes being painstakingly perfect.
Very recently, the concept of stained glass windows held in place with a wooden frame has seen several startup companies in the New Spes Tradehood hierarchy, looking to export the windows to nations with more permanent architecture. How successful they will be has yet to be seen.

Cloth and leather art is a common commodity, providing many ordinary citizens with something to hang from the ropes or spread across the floor. Lightweight rugs are often made with pedal-powered machines, allowing widespread insulation on the wooden flooring of dwellings, whilst hand-crafted tapestries and stamped leather panels provide something for the walls. Clothiers often have a side-trade in similar items.

Metalworking is a peculiarity amongst the crafts, for it is considered the most dangerous of the professions due to its requirement for continually high temperatures: at the same time, it is essential for producing many intricate parts required by tinkerers and arms makers alike. Most of the products are practical as a result, with little effort spent on the ornate, and so Raeyuan jewelry is vanishingly rare.

The dramatic arts are not particularly widespread. Whilst there are theatre groups in existence, and highly charismatic actors can easily perform amazing scenes, most people find that sitting still watching a convincing Raeyuan actor is comparable to listening to a particularly suave Raeyuan merchant: you’re drawn in and completely convinced while they’re talking, but if you’re not careful you’re left wishing their words were truer than they might otherwise be. It’s perhaps ironic that the dramatic arts are hobbled by their own ability, and the few theatre troupes are looking to head abroad to draw an international audience home.

Dance is a rare display beyond a few dance moves to music. Whilst fancy footwork is an important daily skill, from clambering around rigging to dodging boar tusks or irate pranking victims, dancing has been adopted by the Cult of Eia as its prefered form of worship. As a result most dancing troupes have either been shunned or have begun taking on students in Camp Ksutsni.

Outside of the arts, most people have a sport of some kind they engage in. This prevalence is shown by a wide array of sporting events that take place in the Raeyu Tradewinds. Most are small affairs, usually put on alongside fairs or other festivities, but a few are big enough to stand on their own.
The biggest of these is the Tradewind Trail, a multi-sport event racing across several types of terrain from one point to another in a new location every year. The events include, amongst others, a horse race, a marathon and a hang-gliding race, each setting off one behind the other.
Of the sports, the most commonly practiced is hang-gliding. Even on the most blustery days there are a few foolhardy launches, and in peak conditions the skies are filled with flyers. Some follow fixed routes, the famous three being Johan’s Circuit, the Bottomless Cliff and the Canyon Run, whilst the adventurous pack their hang gliders carefully onto their mounts or into their airships and take off for the countryside, seeking out ideal locations to launch from.

Whilst events have become less common over the Second Age, carnivals have still been going strong. Entertainers of all kinds will come to a carnival, which will usually be set up around several locations and parade along the walkways between them. Everyone has something to enjoy, from the etsnu juggling to the numerous pranking trophies.
There are several troupes of entertainers who do nothing but make a circuit of various carnivals, so good is the business they draw from the Raeyuans.

Pranking of all descriptions is extremely common. Children learn to give as good as they get from a very young age, and those without a sense of humour generally find themselves learning to grin and bear it. Anything from amusing graffiti to slightly magical surprises counts, and as children become young adults their imagination grows and capabilities to match. Apprentices may make jack-in-the-box equivalents, pilot trainees buzz houses and drake handlers teach their charges certain tricks. Then there’s the Weather Guild, with every potential mage participating in pranking passing hang-gliders.
Whilst pranks don’t lose their appeal to the older generations, they do recognise that there is a time and a place. Focus on maintaining a business leave many with downtime they wish to spend in other pursuits.


The technology required to keep an airship floating in the sky is intricate and complicated; yet the individual pieces of clockwork and/or ingenuity are often applicable to other areas. As mentioned before, the ability to create and trap ‘light air’ in sealed capsules gives rise not only to the gasbags of the military airship, but also to the floats which help maintain the many aerial walkways present in Raeyuan cities. The clockwork parts of a mechanical ballista can be rearranged to form rotating implements favored by the more confident of Raeyuan chefs, and the skills required to fold and arrange billowing silken sails come in just as handy in the construction of canvas huts and tents.

There is one major field of science and engineering that the Raeyuan’s have developed that is leagues ahead of any other nation’s understanding: that of pressure. After discovering the effects of altitude on otherwise secure airtight containers, artisans and research groups have been pressing the boundaries on this design since near the beginnings of the Tradewinds’ foundation. Barometers allowed for the analysis of pressure systems, and it is for this reason that both the Pilot Academy and the Weather Guild are heavily entrenched in the study of Zanzibar’s exotic meteorology. Pumps for both liquids and gases spread water through the bamboo piping and create more developed glass-blowing techniques, whilst solid airtight and watertight containers can hold pressurised contents for rapid dispersal or steady flow. Most famously, the recently invented Liregena Triggered Air Propulsion System has allowed the production of pneumatic projectile weaponry.

Of course, with metalworking in such high demand, coupled with the reduced size of facilities and resources due to fire risk and claustrophobia respectively, several craftsmen have come up with more readily available alternatives for overly expensive metalwork.
One example of this is the replacement for very large springs. Instead of huge metal devices, springs are formed from reels made of kauri wood and strong springy ropes made of carefully woven vines and hairs. The size ranges from the tiny to the enormous, used in tiny timepieces or as multiple batteries for the extra airship turbines, but all of them are wound using the various heights around the Tradewinds. Weights are attached to one end of the rope and lowered over the edge and the reels are fastened to a winding piece of machinery powered by horses. The springs are then wound, lifting the weights and keeping the rope taut and stretched. Once fastened, these springs are ready for transportation and storage. If they are wet, the ropes will contract: wetting these batteries can often squeeze the final drops of energy from these devices.

Artifice is, whilst difficult to come by, a staple technique for craftsmen. Whilst the skills are rare, and the correct gems equally so, craftsmen who have been part of the Weather Guild will commonly examine how best to apply their knowledge. As a result, airships are sometimes equipped with magical maneuvering thrusters for emergency use, and other mundane uses can surprise those who underestimate the tenacity of the Raeyuans.

In short, the people of the Raeyuan Tradewinds are an intelligent and resourceful bunch, and it is not uncommon for them to invent and reinvent a huge variety of weird and wonderful devices, for which enthusiasm and energy is not lacking; the mundanity of which most often is.


With the monster market being revived only recently, one would be forgiven for assuming that there would be fewer monsters around. This, as evidenced by the soft chorus of growls and chitters lingering in the air of most Raeyuan cities, is not the case.
Whilst the monster businesses may have lain dormant, monsters as companions have thrived. Family lines commonly had at least one monster within reach, from the little etsnu to the elegant sapphire drake. Nomads roamed the plains with dwarf drakes and hunting etsnu; purists hoarded monsters as a status symbol; the Tradehood Heirarchy adopted the mighty roc Procellaequs as its mascot and, even after his eventual passing away, continued to utilise his species as its emblem. Domestic species such as cats, dogs and songbirds have been adopted as inferior stand-ins.

Now that the economics have swung once again in their favour, lead by strong impulse and vigorous trade alliances from Minera, monsters have once again begun to flourish. From their already widespread quantities they have multiplied to become involved in aspects of life one might never have imagined. Sapphire drakes pull expensive sky taxis (if they deem the passenger worthy), trained etsnu go caving in search of gems, and dwarf drakes flit from settlement to settlement carrying notes and songs.

Nomads, ever used to being close to nature, are often the most commonly employed for gathering monsters with traps, fertile tamed monsters and their own empathy, but any talented youngster will hone their skills on tame monsters to pull pranks, and there is an inbuilt understanding of monster anatomy taken to be common knowledge among the populace.

Horses have become widespread too, not as a method of conveyance (have you ever tried loading one onto an airship?) but as a beast of burden. Raeyuan breeds commonly emphasise ruggedness, sureness of hoof and calmness: they drive turbines, power winding stations and transfer goods from high up on the airborne roads to ground level. Implacable to nearly every prank, the ideal Raeyuan horse barely bats an eyelid at either the new or the scary.

There are two exceptional uses of monsters that are common throughout the industry: racing and fighting. The rise of extreme sports and other pastimes is reflected amongst the beasts; every beast in the Tradewinds has a breed or two possessing emphasised physique for riding, sled pulling, professional competition, or flying.
These breeds are also most commonly employed by the military, though they will also pick the breeds most adaptable to various circumstances in order to breed for improved military performance.

The Fleet:

Given the Novarites’ previous expertise and high level of technology with airships, it is perhaps unsurprising that the Raeyu Tradewinds maintains an advanced aerial presence. There are close to a hundred unique designs of airships within the Raeyuan fleet, but these can be broken down into 5 main categories: Civilian, Merchant, Military, Flagship, and Structural. Structural vessels are those which make up component parts of much of Raeyuan architecture, be it the enclosed balloon ensuring a walkway stays airborne or the floating watchtowers which encircle Tradewind settlements. These classes are not exclusive however; for instance an armored trading vessel might be considered as both Merchant and Military.

The skies above Raeyuan cities are filled with airships both Civilian and Merchant in design, all jostling for position in a bustling whirlwind of canvass and silk. Nonetheless, hidden amidst this chaos are certain rules - these make up the Skyway Code. Though a daunting set of complicated regulations, it can essentially be boiled down to each class of airship having priority over the ones below it. To the uneducated or foreign person, it might appear that the distinction between Merchant and Civilian is somewhat arbitrary, and yet the lack of a cargo hold and/or the inability to travel long distances without stopping firmly places a vessel in the latter category. The original Code had Structural airships at the lowest priority, until an Ubayime advisor pointed out that it was somewhat difficult for structures to actually obey the code and move themselves out of the way.

It would be impossible for any single person to memorise every hangglider, siegeship, or magevessel present in the fleet, yet there is one class of vessel which even a young child could describe in detail: these are the Flagships. Enormous behemoths which dwarf even the largest of the Military ships, Flagships are custom-made to the requirements of the very rich and powerful buyer. At the current stage of the Raeyu Tradewind’s economy, only those elevated to the status of chosen have ever been able to commission such vehicles, and it is by personal request of Augustinius that they are considered a separate category of airship with priority even higher than that of the military.


The military, as well as other social organisations like the bureaucracy and the police, is not funded like singular institutions such as the Weather Guild and the Pilot Academy. Instead they are pseudo-companies: their resources come from the members of each council. Companies that are large enough to be in the Tradehood Council therefore contribute four times as much to these organisations than companies that are merely large enough to be in their suburb council.
These resources are then deployed by the organisational heads, who act similar to company directors as well as a chiefs of the forces. It’s their job not to turn a profit, but to fulfil the list of requirements they are given by the council. It is forbidden for the official military to perform profit-making excursions: that is instead the purview of the Tradehood Council, who assign the jobs to the social organisations.

As a result, whilst being a soldier pays well, the standards set are very high. Neither the officers, the general-director nor the council want to part with any more of their pavon than necessary, and as a result only the most disciplined, communicative and enthusiastic are taken in. As previously mentioned, the Lawmen are considered to be the training platform for entering military service in the armed forces, with the Firefighters often being selected as likely officers. There are rumours that there is a shadowy counterpart to the Syncopation Agency as well, but the official statement is that the Syncopation Agency works solely within Raeyuan jurisdiction.
The airfleet, meanwhile, recruits from the Pilot Academy but requires the candidates to participate in one of the Law branches for a short while, providing crew and pilots a small measure of basic training and combat experience before specialising in order to operate the mechanisms found in the sky.

Naturally, not everyone can be bothered to jump through numerous hoops to join with the official military services, nor do the skillsets of many match up with those required by the standards of the organisations. Instead, many companies have sprung up whose purpose is to use the uniqueness of these other fighters for profitable purposes. Most of these companies find work guarding caravans from bandits, securing rural resources against the ravages of marauding raiders or acting as bodyguards to the nervous or paranoid.
Unlike the military, it pays to advertise, both for employers and employees. Mercenaries usually form themselves up into troupes of between five and fifty, each capable of taking on the workload of a few squads of ordinary soldiers, but their true advantage is in their flexibility. Not requiring payment for return trips, these mercenaries are willing to head somewhere out of the way to perform their jobs, both to see the sights and to earn money on the side reporting whatever they find, be it an unique extreme sport location, a map of the region, or just a collection of local goods to sell at exorbitant prices elsewhere in their travels.
Some hired swords may even offer untraceable services, most commonly sabotage but often extending to breaking out prisoners and snooping through an opponent's battle plans.
Raeyuan mercenaries, whilst they are willing to dirty themselves to get extra cash, are not inclined to break from standard decency: they refuse to involve themselves in slavery and kidnapping or physically silencing others. On top of that, as they are all registered members of the Tradehood, they are not inclined to act directly against the Tradewinds’ interests, though the shortsighted companies can be fooled into interfering with carefully made plans of the official military for short periods of time.
The Raeyu Tradewinds will employ these mercenaries on its behalf as well. It is not uncommon for a military officer to find himself short on troops, and the ability to draw up fellow Raeyuans, even at increased cost, is an invaluable addition to the budget, often paid for by nullifying the need for the mercenary company to contribute as many resources to the upkeep of the Tradehood.

Another addition to the budget comes in the form of non-sentient auxiliaries, a catch-all term to encompass monsters, infrastructure and machinery. Found throughout the Raeyuan military, these additions are purchased from exterior companies, including the monster market, the crafting shops and the very few architectural companies. It is not uncommon for a soldier to put in a request for an upgrade to his Evespa, or for an extra companion for sentry duty, or for a newly established troupe to establish a barracks from a collection of casanamas and tents near a more solidly made armoury.

With its high standards and good pay, the military has been remarkably successful in keeping current tactics and formations out of the public eye. Whilst a few old veterans may let slip the secrets to the out-dated ‘over and under’ techniques after a few too many drinks reminiscing, most soldiers let their enthusiasm and pay keep their lips buttoned.
Military doctrine in the Tradewinds is not kept a secret though, and is based around two core concepts: infrastructure and mobility. It is also made perfectly clear to all nations with open diplomatic relations that the mass killing of civilians and the use of indiscriminate weapons such as destructive magical bombs are considered war crimes if the citizenry is not given fair warning or a chance to escape unharmed and unhindered. Any prisoners of war taken after a conflict on either side are to be stripped of weapons and taken to open rehabilitation towns, whilst any form of slaving is forbidden. Whilst these conventions may be less vigorously upheld in wars that do not involve the Raeyu Tradewinds, failure to meet these conditions often sours relations by degrees.

War games, and the training that accompanies them, are the primary method of keeping troops active. Often practised in secluded valleys and plateaus accessible only by air and surefooted climbers, or above dense cloud cover for aerial maneuvers, these events are often taken as a challenge for the mischievous. As a result it is also considered good training for guards and sentries, who patrol the surface of the war game’s perimeter to keep people away. On occasion, an open war games or other military display is set up, usually in order to divert attention for senior officers developing new, cutting edge tactics: in these cases it is almost always the older equipment and tactics that will be performed, a poignant farewell to well-loved but outdated military resources.
Of course, even with this enforced fog of war, the opponents of their tactics are not always eliminated in their entirety. As a result, it is not impossible for the determined to seek out bandits or raiders who have outlandish tales ranging from being shot at with pinpoint accuracy to being incapacitated by a cacophony of sound unleashed from ambush.

Famed Weapon:

Recent developments have seen the rise of the Evespa Repeating Air Gun as the principle Raeyuan weapon of choice, eclipsing the still-well loved Sonic Crossbow.

Whilst both the Eirnovar and Ubayime were impressed by the success of Queros firearms, the requirement for explosives to launch the projectile resulted in the distrust of fire holding back this avenue of progress. Several alternative propulsion methods were suggested, but it was the recent development of the Liregena Triggered Air Propulsion System that allowed for the creation of the Evespa, more commonly known as The Whisper.
The Whisper is the most sturdy and powerful of several designs currently in production. A weapon originally designed for fighting back the swarms of piranha-puffins found in jungle estuaries, it has quickly been adopted for use by mercenaries, hunters and soldiers.
Like all Raeyuan air guns, The Whisper uses a high pressure cast iron air reservoir as a propulsion method. The Whisper’s reservoirs are shaped like a club, and screw into the base of the gun to form the stock. Each can fire around eighty shots before a significant drop in distance is observed. The Whisper takes small ball bearings as ammunition. These are loaded into a small, capped tube running down the side of the barrel, twenty at a time. Loading is achieved by raising the barrel skyward, pushing a spring loaded metal chamber to receive the pellet before letting it snap back into place, ready to be fired.
This mechanism means that a large number of shots can be fired off in quick succession; whilst reloading times are large, the payoff is significant. Furthermore, with a second air cannister in reserve and a couple of pouches of ammunition, a soldier can expect to have numerous rounds of shooting before being forced to retreat or resupply.
The Whisper and other air guns, unlike gunpowder weaponry, are smokeless and much quieter. Furthermore, the addition of an air pump to a soldier’s equipment allows him to recharge his air reservoirs (albeit with a couple of hours of perspiration), meaning that the simple ball bearings are all that a soldier’s non-ration supplies need consist of for him to fight, at the cost of large amounts of his pack space being occupied with equipment.

In contrast, the Sonic Crossbow is a combination of both the Ubayime and the Eirnovar famed weapons; a unique mix between a megaphone and a clockwork crossbow.
The megaphone bell forms the front of the weapon, with a small firing slot and sights carved through the wood, and also grants some protection from return fire. The megaphone body forms the spine of the clockwork system, with the spring held around it wound by rotating the mouthpiece, which sits by the mouth when firing, anticlockwise around the stock.
The arrow groove is built into the outer casing, but the bow cocks itself after firing to reduce reloading time.
There is also a quick-lever action to open and close the bowstaves rapidly.

The weapon was perfect for a Raeyuan. The bow is easy to pack and move with, fast to fire and good for communication and disrupting an attacker with noise. The Whisper blows it out of the water, however, as it has an equal range, better penetrating power and much greater rate of fire.


The Raeyu Tradewinds is very happy to conduct diplomatic overtures with other nations. What is more, they are encouraged by those who return gestures to engage in trade, promote migration, and sign agreements on the council’s many, many documents.

Their ultimate aim in doing so is clear: they are particularly interested in integrating other economies into the Tradehood Hierarchy. Obviously this would include the merged economy’s abiding to the laws of the Raeyu Tradewinds, but the advantages of such a move are touted at every opportunity… whilst the great benefit to the Tradewinds itself is largely downplayed.

There are limits to the Tradehood’s willingness, however. They are uncompromising over their moral system, and are inclined to impose sanctions on those that are less willing to negotiate to fit these. Military responses target governments or other organisations rather than a culture’s citizenry, and will be preceded with a formal declaration of intent in the case of large scale mobilisation.


There are many traditions that spread their way throughout the Tradewinds, from the joyous morning calls of the jungle nomads to the lucky drake that accompanies gliders around the Bottomless Cliffs. Most are fairly localised and are too numerous to count, but there are certain traditions that are much more widespread.

Holidays, in keeping with the laid-back nature of most Raeyuans, are common, but of the universal holidays the most important is the Registration.
The Registration is the annual ranking of the Tradehood Hierarchy, a several day holiday in which everyone relaxes and celebrates as the companies hand in their credentials, the bureaucracy is rejigged and the annual Tradehood ceremony is held in the capital. Even those companies situated abroad celebrate the ceremony, although they do so early to account for the time lag between their results and those in the Tradewinds proper.

Sporting events are another regular feature of the Tradewinds. Again, you can find anything from wolf-ant races to hang-glider marathons, but the biggest event is the Tradewind-Trail. Its location is different every year. Whilst the event is best described alongside sports (see Art and Culture), the general hype surrounding the event is another matter. Potential competitors often arrive to train as soon as the previous Tradewind-Trail is finished, adjusting themselves to their environment. As the event looms closer, festival tents spring up, carnivals to entertain between finishing times, traders looking to hawk their wares and celebrants who want to enjoy the atmosphere.

Religious ceremonies are much less common than might be expected, but there is one of note. The Ceremony of Kasi’s Blessing of the Signing of the Treaty of the Tradewinds (it sounds better in the original Ubayime) is an ceremony performed in Tsneriva Rising. With choirs lining the walkways above and around the temple and the Council Sphere, several days of continuous music and chanting is performed, allegedly for the amount of time it took to sign the treaty. Most of the songs are religious, but a few choirs will intersperse these with singing tales of old or the history of the Tradewinds.


The Raeyuan culture has a few unusual reactions that might seem odd to an outsider.

Firstly, fire is considered a very dangerous tool. This remnant of the Mikadosh wars has not resulted in pyrophobia, but instead in an obsessive need to control and subdue any fire in sight. Because of this instinct, earth is not considered the opposite of air: instead it is regarded as one of a trio: earth, air and water, that can be traversed; and all of which can hinder fire.

Next is the dislike for underground spaces, which borders on claustrophobia. The Eirnovar may have become less worried over time, but the Ubayime have picked up the slack, and now only the Cult of Eia are really comfortable delving underground. Most actual underground operations are now carried out remotely by beasts or Cult volunteers.

Finally, borders are often considered to be suggestions rather than legally binding restrictions. The cultural belief in freedom of expression and movement on both an individual and cultural scale is still very strong.

The Treaty:

- Both citizens of the Ubayime and Eirnovar peoples shall be treated equally under this treaty; they shall collectively be referred to as a new entity, named the Raeyu Tradewinds.
- The Raeyu Tradewinds is henceforth considered as a new nation comprising citizens of both, as per the earlier article.
- The nation’s governance shall be run according to a continuation of the Tradehood Hierarchy currently in effect within Reksi.
- All companies are acknowledged to be part of the aforementioned Hierarchy, and as a result, comprise one economic entity.
- The foundation of this new nation will be centered around its new capital, Tsneriva Rising.

This treaty is henceforth put into immediate effect as of the authority granted to it by the signatures of the representatives of each participating peoples.

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IC Name: Augustinius Haldred the Second
Raeyu Tradewinds

PostPosted: Sun Mar 01, 2015 11:50 am   Subject: Re: Raeyu Tradewinds

And here it is, my Chosen's CRO:

Rotanimod's CRO

Name: Augustinius Haldred the Second

Alias: Captain Greatsword

Player: Rotanimod

High Concept: Canny and controversial figure.

Position: Officially,Augustinius is a Chosen and respected member of the Tradehood Council. Unofficially, the amount of governing Augustinius actually carries out is directly related to the number of times other council members manage to obtain a binding decree to force him to do so. In any case, Augustinius is much more likely to be found lounging aboard his flagship than he is to be slaving at a desk over the latest changes to Raeyuan law.

Residence: Augustinius spends nearly all of his life on his flagship, ‘The Feisty Maid’. For the rare occasions on which he steps down onto solid ground for any length of time, he has a large ceramic palace near the summit of the mountain on which New Spes is constructed. His old family residence lies abandoned next door, deemed by architects as ‘too structurally unsound’ during their survey of nearby properties just prior to the construction of Augustinius’ palace.

Appearance: Augustinius is a Raeyuan of nearly pure Novarite descent. As such, his skin resembles the mahogany tones of the original Novarites much more than the lighter Chesnut of most Raeyuans. His eyes are a dark shade of blue, and combined with his well-proportioned face and slick hair, this serves to make him relatively handsome. Though the inevitable wear and tear of alcoholic consumption are beginning to show, Augustinius still maintains an attractive figure. For clothing, Augustinius prefers to dress smartly on all occasions - with waistcoats of fine purple velvet, long trousers, and crisp silk shirts being his most common attire. His goggles are made from fine glass encircled by gold, and are occasionally encrusted with rubies. His expression is more often than not slightly smug, as if he were always on the cusp of finding out something you didn’t know.

Sources close to him claim that he is not a day older than 25, although anyone smart enough to read the official record can easily deduce that he is in fact heading on into the latter part of his 40s.

Duties: Member of the Tradehood Council, Augustinius aims to miss as many meetings as possible. He also has the irritating task of convincing Minera that he really will attend the next meeting and still managing to avoid it. Outside of the visits to various pubs and bars, he also presides over what remains of his brother’s business empire, as well as paying underlings to ensure his personal projects come along smoothly, entertaining the less scrupulous of foreign dignitaries on board his flagship, and somehow remaining a chosen of Kasi. He regards all the time spent on his flagship as well-earned downtime.

In War: Unsurprisingly, Augustinius is forbidden by the entire Tradehood council from ever commanding a battle. Fortunately for the Raeyuan military, the supposed ‘Captain Greatsword’ has no intention of ever organising a military force nor discussing battle plans with others. If directly attacked, his crew will retaliate with surprising competence, but it is virtually unheard of for Augustinius to actively join a battle. Indeed, only one such case has ever been recorded. Stationed above Tsneriva Rising following direct (and unavoidable) orders from the Tradehood Council to meet with an important Rhudaur diplomat, Augustinius was standing at the prow of The Feisty Maid when he glimpsed a small group of rogue Queros mercenaries closing in on the ambassador’s vessel. He made no move to aid the stricken craft as it was quickly seized by the marauders and the ambassador was unceremonious evacuated on a small lifeboat, nor did he attempt to aid Tsneriva’s defenders even as the mercenaries set their sights on the bigger target and moved forward to attack the city. As the initial cannonballs crashed into the harbour buildings, Augustinius turned to order his crew to prepare the flagship for immediate departure to New Spes so as to avoid any conflict. As The Feisty Maid underwent final preparations, Augustinius gave a sneering smile to the people below as they readied themselves for the Queros assault. Just then, he caught sight of a Queros cannonball whistling through the air and crashing through the walls of Colera’s Cumulus, the finest public house in all Raeyuan lands. As the structure collapsed with a sad creaking of timber and rope, Augustinius whirled around to face his men ‘Forget that order. Let’s murder these filthy sailor scum.’ With the enormous Flagship class airship no longer falling back over the land and instead heading directly for them at frightening speed with all ballistae primed, the Queros mercenaries wisely decided to retreat. Few of them escaped that day, as The Feisty Maid and her crew hunted down each and every one of their vessels and made damp matchwood of them. Raeyuan officials subsequently rescued the beleaguered ambassador and continued on with his diplomatic visit, though many of his possessions now lay at the bottom of the bay with the Queros vessels that had stolen them.

It is rumored that Augustinius himself engaged many of the opposing forces at close quarters that day; despite the near-obvious falsehood of such rumors, it has pleased him to take on the mantle of Captain Greatsword ever since.

Diplomacy: Augustinius is quite possibly amongst the worst diplomats Zanzibar has ever seen. Overbearingly charming to any female he deems attractive, unrelentingly condescending to any he does not, and outright arrogant to most male chosen, it is fair to say that the treaty table is not his domain. Nonetheless, he displays an inherent talent for making deals with those much lower down the national pecking order. His charisma and charm seem to increase as the social standing of his conversational partner decreases, to the point where he is well-liked and highly respected in the back-alleys and sleazy pubs of the Tradewinds’ domain. The exceptions to his unbearable attitude towards those of high rank are the more important of his crew - Garala, and Augustinius’ three personal assistants, for example, are afforded nothing but the highest courtesy.

General Background: Born into a wealthy near-pure Novarite family in New Spes, Augustinius Haldred spent his early days growing up alongside his brother, Cornelius Halred the Third, and enjoying all of the luxuries that being a child of a rich and influential family afforded him. A fine and multifaceted education taught him of the sky cities of old and how that all was lost upon the transition to Zanzibar, and of the unfortunate end of his people’s independence at the climax of the time known as Epsilon era. As a young teenager, Augustinius began making friends with unsavory purists and plotting acts of sabotage against the Ubayime-Novarite union, and it is from this rebellious upbringing that he gained an understanding of the hatred felt by some at the union of the races. As he became a handsome and rich young man, however, Augustinius’ views soon changed when he discovered the sort of beautiful women of mixed descent that being wealthy could attract.

By his early twenties, he began to grow unsatisfied with the restrictions placed upon the rich Raeyuan aristocrat, and sought a means which would elevate him above the restrictions he disliked. From this point until his current status as Raeyuan chosen, not much is known, but what has been gathered from stories whispered in bar corners and on dim-lit streets is as follows: shortly after his brother achieved the youngest captaincy ever of a military zeppelin, a enormous flash was seen from the temple of Kasi at Tsneriva Rising, and priests of Kasi spilled onto the streets proclaiming this as a sign that a new Chosen had been selected by their God, and that this Raeyuan would be a great leader for them in the troubling times to come. Three days later, Augustinius’ brother’s ship was tragically and mysteriously lost with all hands en route to the city and Augustinius, showing remarkable fortitude despite the tragedy, managed to ignore his sense of grief and quickly seized control of all of his brother’s assets. His family claimed that his stoicism was so great that they saw him shed nary a tear.

Troubles and Personality Weaknesses:
Fond of women: Augustinius is a sucker for a pretty face, and although Garala tries to prevent this, she never succeeds entirely. It is perhaps a fortunate thing that Augustinius eventually wises up to the guiles of women, but he still falls for them remarkably often.

Especially fond of drink: Augustinius is a regular at nearly every drinking establishment in the Tradewinds, and barmen are fully expected to know his preferences. Whilst capable of imbibing more than an average Raeyuan, Augustinius still breaches his limits on occasion.

An inconvenient truth: Like it or not, Augustinius is recognised as a chosen of the Raeyuan people, and the Tradehood must afford to him the rights thereof. However, they do so reluctantly at times, and are sometimes glad of his absence or slow to come to his aid.

Clumsy aura: Finally, Augustinius has the most unfortunate habit of making those around him suspect to incredible acts of clumsiness, though he himself does not suffer from them. Examples include self-impalement on a stack of ballista bolts, slipping and falling over the flagship’s ballustrades, even forgetting to properly check over a hang glider before use and subsequently being unable to open the wings and experiencing a rather fatal landing. Oddly enough, these clumsy mistakes have only been observed happening to those with an outward dislike of or opposition to Augustinius.

Gear: Since he is not known for fighting personally, or even at all, Augustinius carries very little on him in terms of weaponry aside from the large rapier which earned him his moniker. Some say his clothing is magically reinforced whilst others decry this as ridiculous, saying that he would never ruin his beautiful waistcoats with any additional extras. Whatever the truth, Augustinius guards it carefully.

Magic: Augustinius, even from a very early age, displayed exactly zero aptitude for the magical arts despite very extensive education. Even when concentrating his hardest, the best he can conjure up is a headache, and as such he has long since given up on attempting sorcery.

Retinue: Augustinius is in charge of a great number of personnel on his flagship, varying from the common crook with an eye for a bargain rescued from a tricky accusation by Augustinius’ personal intervention, the middle-class merchant with useful connections bored with the monotonous life in his business and looking for an adventure, to the aristocratic young woman seeking to invoke jealousy in her peers by catching Augustinius’ eye. His crew varies slightly from journey to journey, but there is always a set base of crew present - this includes his three personal assistants, Garala, and several others.

Also often in Augustinius’ presence is his trademark flagship - The Feisty Maid. Seemingly made with beauty first and efficiency second, no cost was spared in the construction of this enormous vessel, containing features such as an onboard alcohol bar with accompanying glass roof and highly luxurious crew quarters. However, as a Raeyuan flagship, The Feisty Maid is still outfitted for combat should it become absolutely necessary, and whilst carved of the finest wood and stone and bejeweled with precious stones ‘for luck’ (and pomp), the flagship’s many ballistae still pack a serious punch.
Have you heard of that American band who do all their performances from airships? I think they were called Blimp Bizkit or something...

Sodium and Calcium walk into a bar, and find Helium sitting there silently drinking. They turn to him and start yelling insults at him 'You stuck up noble pick! Think you're too good for the rest of us eh? Shame on you!' Helium doesn't react...
The Archivist
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Posts: 1374
Joined: Wed Feb 06, 2013 10:36 am
Location: Britain, location varys with time
Real name: The Archivist
IC Name: Minera Lailin Kasi's-kin
Raeyu Tradewinds

PostPosted: Tue Mar 03, 2015 5:50 pm   Subject: Re: Raeyu Tradewinds

Profile: Minera Lailin Kasi’s-kin

Player: The Archivist
High concept: Driven Idealistic Monster Tycoon

Position: Chosen, Business Tycoon and Member of the Tradehood
Residence: “Bird of Paradise Reborn”, a small casanama in Tsneriva Rising

Appearance: A young woman of nineteen, Minera does not stand out in a crowd. Shorter than most her age at around five feet, and with the usual brown eyes, dark ochre hair and deep chestnut skin of many other Raeyuan’s with mixed ancestry, she’s easily overlooked. She usually dresses in blues, preferring practical clothes such as monster handling or flight clothing over dresses or robes.
Her goggles have a sapphire blue tint, and the lenses are round.

Duties: Member of the Tradehood Council, Minera aims to miss as few meetings as possible. She also has the unenviable duty of trying to get Augustinius to come as well. Outside of the government meetings, she also has to run her business empire, as well as find time to visit her projects, meet with foreign diplomats and keep Kasi happy. She regards her monster tending as her downtime.

In war: In war, Minera has forbidden herself from commanding battles, instead keeping a competent tactician in her employ. She is herself a valiant fighter, and though her lack of stature and muscle prohibits taking and handing out blows her nimble footwork, hooked knives and menagerie of overly protective monsters give her better than average odds in close quarters. Her best use, though, is as a markswoman and monster co-ordinator.

Diplomacy: Minera is a powerful force for Raeyuan economic diplomacy. Since the Raeyuan monster markets like to import and export, she spends plenty of time talking to foreign merchants and diplomats on trade deals. When it comes to tribes of sentient monsters, she’s more than happy to give them a performance for once, and this usually raises the mood.
When the Tradehood as a whole need someone to go be present at some function or another to seal a lucrative economic or political deal, she’ll usually be the one to do so.

History: After the transformative incident in her youth that let her discover both her drive and her singing ability, Minera became recognised as a childhood prodigy in the economic sphere as she single-handedly revitalised the monster industry. Today, her achievements include employing the handlers for sapphire drakes and hiring them out to other businesses, controlling large portions of the monster hunting market and the pet industry, with fingers in husbandry, ecotourism, entertainment, construction and messenging pies, and being the deviser of the method to train Etsnu to forage for gems and herbs.

Trouble: Never gives up on her ideas, even if they have been shown to be failing. Whilst Minera is aware of this fault (and as a result has banned herself from military command) she has not taken steps to prevent people exploiting this aspect of her personality.

Minera is fortunate to have plenty of magic, and as a result of her singing can end up singing lyrics at a pitch too high for others to hear.

Gear: Her Goggles
Flight Clothes
Monster Handling Clothes

Huge Zepplin, the “Bird of Paradise Reborn”

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