The Continent of Medioc
Once again, the Maps:
Crudezoo
The province of Crudezoo contains the large island of Crudezoo, on which is the City of Crudezoo (don't worry, the locals get confused too sometimes), and some smaller islands around it. There are also some other settlements on the island, but they're much smaller and not worth putting on the map.
Crudezoo Island is home to the largest diaspora of magical creatures in the world -- from Monkeys to
Dragons to
Gryphons and everything in between. They're extensively hunted and/or farmed (depending on which one is easier) and there's also a decent industry for refining them locally (though the cities in The Wilds tend to be more specialized for that). The sheer amount (and variety) of wild and farmed magical creatures makes this island fairly dangerous to visit outside of the highly protected port of Crudezoo the city.
* Crudezoo -- The
city of crudezoo is a good centralized hub for the island and its surrounding islands, and alongside its export of local animals and animal products, it's a go-between along southern trade routes (like the one from Cape Gale to the Triumvirate). Its land borders are heavily fortified and manned with crudezoo's military at all times to protect the city from magical creature attacks, which happen often and are so well defended that the city's inhabitants don't usually know when they're occurring. This runs in direct contrast to
Deathstay, which has a record of magical animals coming in and destroying ships in the harbor on several occasions. Because of Crudezoo's reputation, it's sometimes seen as safer to use it to access
Dragon Bay (if coming from the west), or to access Minim, if coming from the Triumvirate. Magna and north Medioc are more likely to go through The Eyes instead.
* Lost Bridge -- This isn't a settlement but a geographic region at the absolute southern end of the world. It's so named because there's an old legend of there originally being a substantial land bridge here that connected Medioc and Minim. When the currents are right, it'll expose some little bits of land and reefs along the way, which helps support this theory. The thinking is that, particularly given the magical animal diaspora, the land bridge extended all the way to Crudezoo, which was a mountainous part of the region. When Lost Bridge flooded, the animals went to higher and higher land, eventually settling on Crudezoo in very high numbers and variety relative to anywhere else.
The Wilds
The Wilds is a province to the east of Crudezoo concentrated around a sound that runs deep into Medioc known as Dragon Bay. Like Monkey and Crudezoo, it contains a high population of magical animals, though not anywhere near as numerous or diverse as Crudezoo -- they're a lot more spread out and the population below the bay is populated almost entirely by Dragons and creatures that can avoid being eaten by Dragons, while the ones to the north have a higher variety but also a bigger range to roam in.
* Deathstay -- Deathstay is a major port in the region that connects Crudezoo/Lostport/Drakesport with Schoolshore/Wildsland,
particularly with the city of
Wildshore being in ruin. It has a bad reputation for magical animal attacks on ships that are passing through, but the actual amount of unrepelled attacks are pretty low, nonetheless due to the lower concentration of magical animals it's not as heavily fortified as Crudezoo is. As a major hub for the region, there are a lot of animal product refinement facilities here, and
these at least are heavily fortified and have resisted animal attack. Some of the larger research groups are also based out of Deathstay, as it has access to all the big research sites and a direct link to the biggest research colony in the world (Schoolshore). As far as moving non-animal non-research goods goes, however, groups in Minim prefer to go through the south or The Eyes because it's a lot safer, so Deathstay's geopolitical power is firmly locked to the local.
* Wildsland -- Wildsland is a major hub for animal products in the region -- this whole section of the Wilds is like Crudezoo in its variety but not its quantity, though the size of it is much much larger. There are also some decent resource pockets along the border to the
Lost Desert, so resource extraction is a viable industry when things are shipped to
Crossroads, though there's also a lot of competition with other connected cities. Wildsland's biggest export, therefore, is its animal products and it has the most sophisticated facilities for processing them on the planet. These products are shipped out largely to
Wineport and
Triumvirate but also make their way to southeastern Magna through various routes. Generally, Minim produces its own animal products or ships from Crudezoo, so only very specialized ones will make their way there. Since its major trading partners are also major cities, Wildsland lacks any real geopolitical power of its own, though its isolation and specialization keep it resistant to outside influences. It has
some influence over Deathstay, but ultimately Drakesport is going to have the controlling influence therein.
* Wildshore -- Wildshore is a colony of Wildsland that connects it with Drakesport and Dragon Bay more generally. The Wrung Node network still works very well, unfortunately the harbor has been absolutely destroyed by local Dragons and potentially by sabotage from Drakesport, who is verrrrrrry strict about their trade routes to keep their currency intact. Efforts to rebuild it have been underway for some time but seem to always go sideways before completion. Groups will sometimes take this route anyway, connecting from Wildshore to smaller local ports and making their way to Drakesport that way (or vice-versa), though what they're allowed to do in those small ports seems to be dictated by Drakesport's political power in the region. Beyond transport, Wildshore has no major industries of its own, and due to its harbor instability, this is unlikely to change. It does however work decently as a transport hub for port cities along the northern coast of Drakesport, connecting those much much smaller economic groups with the rest of the mainland.
* Lostport -- Lostport is part of the southernmost trade network so it constantly has
Scales, Instruments, Instrument parts, Wine, etc flowing through it. It also takes forays into Lost Bridge in order to gain the valuable (and unique) marine products there, and refines them into useful ingredients. Given the amount of Wine flowing through it and those marine extracts, it has its own
Potion Making facilities and is the main supplier of The Eyes'
Water Breathing potions. Another major industry are the sedatives it ships to Monkey's March so the Monkeys there are more compliant. While it has some sophisticated Potion Making facilities, these are very definitely locked to the materials found in the Lost Bridge, so for example it's not able to compete with Drakesport's
Fire Resistance Potions. Nonetheless it's quite prosperous, and additionally controls the outflow of Scales into Minim
Banks. While it itself is self-ruling, it's so reliant on the trade network and
particularly the scales trade economically that Drakesport is able to wield considerable political power over it -- this comes down mostly to making sure its taxes for the southern trade network aren't too high and it doesn't hoard scales. Drakesport leaves its potion making industry and marine products industry alone.
* Drakesport -- Drakesport is the true power in the region, and one of the major geopolitical players as well. The southern edge of Dragon Bay is inhabited almost entirely by Dragons, and Drakesport has a thriving industry on farming them and making extracts from them. It also exists on a large resource pocket so aside from cheap gold flowing from Chryseum, Drakesport is able to be fully self-sufficient therein. Dragon products are
highly useful, particularly their Scales, which are extremely stable substrates for fire spells and so underpin basically every Instrument's fire activation mechanism. Focused fire spells are also the best way to harvest plant products, so The Eyes is highly reliant on the scales flowing from Drakesport. Drakesport has a huge industry related to the cutting and shaping of scales to various formats, imbuing them with fire spells, etc, though most of that specialized refinement happens in surrounding colonies rather than Drakesport itself, which specializes more on Dragon farming and overall administration of its gigantic trade empire. Dragon scales are so ubiquitous in Saepes Mundi that they've become the de facto currency of the world, and a group called
Wyrmbank has taken it on themselves to cut dragon scales very precisely and mint them out for wider use as currency. In addition to being a viable source of currency, these also have practical value -- as dragon scales they can still store fire spells, with the higher-quality ones storing better ones and thus being a higher tier of currency. Drakesport has many smaller industries as well -- it produces Fire Resistant potions for example and its overall Potion Making industry is competitive with other parts of the world. Drakesport wields an absurd amount of power over the world, though it is largely economic and thus hard to pin down. It is however one of the founding members of Schoolshore and is on equal footing with The Gleaming City of Glass and Wineport. it's also part of that important southern trade network, and so a lot of things from Minim and Medioc flow through it on a regular basis. It keeps taxes low on these to promote trade (and forces other nodes on the network to do the same with military might if needed) but the sheer volume of things coming in allows it to profit substantially from trade.
Wiseman Sea
Wiseman Sea is the name of both this side of the ocean and this province of the world. It consists entirely of the northern edge of Medioc and variously can include Cape Emerald/East Nexus/Nexus, depending on who exactly is making the maps. Schoolshore mapmakers will definitely include them but Emerald will not, and Nexus mapmakers always place themselves within the Bay of Wine. That said, Schoolshore and Fort Overseer are
definitely within the Wiseman Sea, as are the smaller cities along the northern coastline of Medioc.
* Fort Overseer -- Fort Overseer is a highly fortified military base under the express control of Emerald, though Emerald swears up and down that it's independent politically. It is the eyes and ears of Emerald within Medioc and The Eyes more generally, and also stages military excursions into Nexus and the Bay of Wine (particularly
Glasstown, though it also sends troops to Wineport for their issues with the Triumvirate). Fort Overseer is exclusively a military base and doesn't have economic power outside of that, however it does control a lot of the food farms around it and uses sending provisions to Schoolshore as leverage for political power therein. Farms supposedly under the control of Schoolshore are very much..
not anymore, and the other controlling interests of the city are too far away to contest this. A lot of non-staple food also flows from the Bay of Wine, which has the best climate for it on the planet, though Wineport tends to push these exports through Crossroads instead.
* Schoolshore -- Schoolshore is the single biggest research city on the planet -- most research groups operate out of here, regardless of where their primary base of operations is (The Maw, one of the Mons, Cape Gale, etc). It was originally a joint venture by The Golden City of Glass, Drakesport, Wineport and Triumvirate to collaborate their various magical knowledge and train others to do the same, however given this it's become a gigantic store of magical knowledge as a whole and a safe base for continued learning and research outside of the geopolitical machinations of any particular City. Schoolshore is incidentally where you begin in the game -- you're part of one of those research groups that's studying the world's overall history. Schoolshore is centrally located with respect to most research outposts and also sits on a large resource pocket, so is able to be self-sufficient as far as crystals and metals go, though imports from the various founding Cities are much more prevalent. Schoolshore is totally politically independent, and the founding cities allow this as long as its geopolitical and economic aims are limited to research and it still flows knowledge and specialized researchers out to them freely, which it largely abides by. In return, it gains highly specialized imports from every corner of the world for further study and use, though most of this is locked away in specific research guilds. Schoolhome's geopolitical power is extensive, though focused entirely on research -- it has a controlling interest over every research station on the planet and its guilds tend to compete with and/or destroy those that don't abide by this, regardless of their distance. Schoolshore also has a monopoly on the training of
personal magic, like the ability of people to create their own fire. Locations elsewhere that teach these techniques are under that Guild's umbrella rather than being actually independent. More recently, Schoolshore is slowly being squeezed by Emerald to give it more political power, but there's a heck of a lot of pushback so they've instead taken to blockading imports and exports in whatever way doesn't attract the ire of the founding members. Despite repeated attempts of Fort Overseer to provide military "protection" to Schoolshore, it maintains its own local military, and there's not a whole lot Fort Overseer can do as they're the most highly trained Mages on the planet, with the possible exception of Minim Axis. This slow give and take will eventually lead to either Emerald controlling the city or a long drawn out war between eastern and western world powers that has the potential to be an actual world war because of various research group alliances.
The Lost Desert
The Lost desert is a huge arid region in the heartland of Medioc. It consists mostly of sand, but there's a heck of a lot of old organic detritus as well, which suggests that the region was overfarmed and
became a desert -- given the agricultural proficiency of surrounding regions, this is a viable theory. The settlements here are small and spaced pretty far out, concentrating on
Crossroads and the two resource pockets you see on the map. The region as a whole is pretty poor, particularly because of the resource scarcity and difficulty in farming anything whatsoever, however some of the nutrient-rich sand pockets are very valuable for nearby agricultural areas, and sand in general is cheap, freely available, and a good export for Glassmaking industries in Magna and Minim to some extent. Glasstown basically controls the glass trade along the southern trade network and the far eastern side of the world, but The Gleaming City of Glass always has use for it beyond what it can provide, particularly with Emerald trying to control that part of the world. Despite this, the resource/food scarcity and low-cost Sand refinement make this area exceptionally poor.
* Crossroads -- Crossroads is the one city in the region that has some amount of wealth, though it's based entirely on being a trade hub rather than a sand exporter, which is a much smaller industry. Crossroads connects Triumvirate to Schoolshore and Wildsland, it connects Wildsland to Wineport, and lastly, connects Wineport/Triumvirate to Schoolshore. It's also the preferred route that Triumvirate takes to the larger world as the primary Instrument manufacturer. Given these connections, Crossroads has some industry devoted to secondary refinements for these different economies, such as one that polishes/otherwise makes Instruments look nicer, one that grinds animal products into forms suitable for Potionmaking, etc. It has its own fledgeling Potionmaking industry since it has all the ingredients flowing in, however this has been repeatedly sabotaged by the industries in Wineport, Triumvirate, and even Failure to some extent. Crossroads also holds the title of the biggest crystal-charging tract of land, extending very far into The Lost Desert -- however all of these resources here have to be imported (including glass lenses, ironically), so local powers are really controlling the flow of charged crystals here. With no real exports of its own outside of the tightly-controlled charged crystal industry and the same scarcity as the rest of the region, Crossroads is forever doomed to have its wealth be dictated by wealthier Cities. Interestingly though it's politically self-ruling rather than controlled by another city -- this is perhaps due to the confluence of
so many foreign political movers, but that theory doesn't explain why it's also so resistant to corruption. Maybe it's just used to being economically poor so economic factors can't really be used as leverage.
Bay of Wine
The Bay of Wine is a highly agriculturally prosperous corner of the world, and provides specialized food products to the rest of the world. Its biggest industry, however, is Wine -- this substance is alcoholic wine in the traditional sense but also forms the perfect biological substrate for storing the basic spells in Potions. More complex spells have to have their biolological strata ground up and mixed with it, but wine is also unusually preserving of spell consistency, meaning that spells contained within Potions are a great deal more stable than those contained within Instruments. Unfortunately this isn't a general solution to magic, as a Potion's egress is always just the drinker's body. Potions are however
extremely useful in the world, particularly when users are working around magic or harsh conditions. Wine itself is also highly useful because alcohol.
The Bay's oceanic currents are set up in such a way that they bring consistent rainfall much like The Corridor, however unlike it it isn't prone to storms. There are also conveniently winds that have blown the nutrient-rich sand of the Lost Desert towards it over hundreds of years, though more recently it makes more sense to just import that sand very very cheaply from the neighboring (and usually quite poor!) region. The agricultural-rich environment extends all the way around the Bay, from Nexus to the tiny resource pocket in the southeast corner, to
Cask Keep and back around through Glasstown and back out to the ocean. It isn't visible on the map, but this whole region is
highly developed, on par with the civilization density of Magna and Mons, though concentrated on agriculture rather than resource extraction.
* Nexus -- Nexus serves more as a go-between between the Bay of Wine and the rest of the world. Historically, it belonged to Eighth Quarry but has since been taken over by a joint effort of Emerald and Wineport. It's a major trading hub with agricultural products and wine flowing from the Bay of Wine into Magna, Glass Lenses from Glasstown flowing into Magna, and Silver and cheap charged crystals flowing southwards into Triumvirate. It also controls some of the agricultural farms around it, which are more geared towards exotic luxury items (like spices) rather than staple goods. Its primary industries are thus similar to Crossroads -- it acts as a go-between on those routes to more form-fit the various products into something higher in quality, though its spice exports are rapidly becoming a major industry in their own right. Nexus is tightly politically controlled by the alliance between Emerald and Wineport, though they still allow Eighth Quarry Silver to flow through unimpeded (for now). They're under the military protection of Fort Overseer, which is consistently giving it military supplies. Wineport is okay with this, as their military is more focused on disputes with Cask Keep and the Triumvirate, though their alliance with Emerald is still contingent on them having solid political power in Nexus. Emerald finds this arrangement acceptable.
* Glasstown -- Glasstown was originally just another large agricultural community (specializing in nutrient-rich feedstocks for magical animals, which it still maintains as a solid industry) but has since then become more invested in Glassmaking, given its proximity to The Lost Desert. Glass Lenses are vitally important for charging crystals, which creates concentrated sources of Mana for magic the world over. Glasstown transports a lot of glass up through Nexus and to Emerald, however it isn't reliant on it -- its old feedstock networks make it
very friendly with the Triumvirate, who are more than happy to transport glass out through Drakesport through a long circuitous route leading eventually to The Gleaming City of Glass. The Gleaming City of Glass also exports things more directly through Emerald, but the glass in its sphere of influence is heavily taxed, so surprisingly, sometimes a route from Glasstown -> Cask Keep -> Gryffer -> Drakesport -> Deathstay -> Schoolshore -> Failure -> Kingsport is cheaper than a more direct route from Glasstown -> Nexus -> Emerald -> Kingsport. Glasstown also transports a lot of glass to Crossroads via its trading buddy Cask Keep to power the giant crystal charging stations there. In turn, Glasstown gives Cask Keep access to Nexus and keeps the Triumvirate's exports from interacting directly with Wineport, which makes Wineport
furious. There's no direct link between Glasstown and Wineport, despite their close proximity -- Glasstown is essentially a part of Triumvirate and this is one of the reasons why Wineport wants a strong alliance with Emerald. Glasstown has also tried on numerous occasions to connect with Crossroads directly, but these projects get sabotaged by Wineport and (usually) Emerald spec ops. Meanwhile, Glasstown has consistently purged groups on its side of the bay that attempt to operate permanent networks between it and Wineport's side. The two sides have a whole cold war thing going on.
* Wineport -- A lot has been mentioned about Wineport already. It's
highly specialized to the production of Wine, both in farming/breeding and refinement into various types of either alcohol-friendly wines or potion-friendly wines. Given the amount of local wine and plant products (and easy access to the southern part of the world), it also has the strongest Potionmaking industry in the world. Wine exports are far more expensive than they'd like, as the means of storing and crafting wine is provided by the Triumvirate at a steep rate, so they haven't really been able to exert largescale geopolitical power despite their near-monopoly on Wine. The potionmaking industry is much more promising, as the utility of those is far higher than Wine and Potion storage is a lot easier to source than Wine storage. So, weirdly, Potions will sometimes be cheaper than the wine contained within them, which has led to weird things like Inns selling useless potions rather than wine for alcohol purposes. Wineport is
highly at odds with the Triumvirate, despite their friendly trade relationship, due mostly to the inflated wine Instrument prices and the lack of any real power Wineport has over their exports, so they've taken to allying with the power-hungry Emerald in Magna. This at least gives them the ability to tax Triumvirate exports in Nexus, however there's way too much incentive there to override it and Emerald's military presence doesn't find stopping this worth potentially losing the city. If it were able to break up Triumvirate power, Wineport would have a solid geopolitical presence essentially on par with The Gleaming City of Glass due to the sheer utility of Wine and Potions and the power they would then also have over Instruments and the largest crystal charging complex in the world in Crossroads. Wineport is thus highly ambitious, but the Triumvirate blocks their attempts at world domination, so they've instead lowered themselves to allying with Emerald.
Triumvirate
We come at last to the southeastern province of the world. Triumvirate occupies the most resource-dense region of Medioc, and one of the three biggest resource provinces (the other two being the Gold Coast and Magna/Mons). It's also south enough to have a large diaspora of magical animals and close enough to the Bay of Wine to have solid agricultural prospects. It additionally is home to Mons Axis, the second-highest point on the world (after Mons Ultima). All these factors combined make it enormously wealthy and powerful, and because of the natural resource variety and proximity to major trade networks have led to it virtually monopolizing the Instrument industry.
Triumvirate is so named because it is jointly ruled by the three major cities in the region -- Cask Keep, Gryffer and Edgeman. These three cities are self-ruling internally, however collaborate frequently on joint ventures, including the joint colony of Mons Axis, the technological marvel that connects Cask Keep with Wineport via Wrung Nodes rather than by sea, and their various geopolitical aims. They're highly resistant to outside influence or attempts at breaking them up, as their interests are best served by all three working together,
particularly the near-monopolization of the Instrument industry. Instruments, as mentioned, are objects that focus spells in specific ways, and are thus the primary means by which Magic is operated on a large scale. The Triumvirate keeps the prices just low enough to prevent too much competition elsewhere in the world, but high enough to give them enormous wealth and geopolitical influence. They conveniently have local sources of animal and plant extracts for storing spells and earth resources for storing mana, and through Cask Keep and their influence on Glasstown, they have a steady supply of charged crystals coming from Crossroads. They thus don't need anyone else in the world to keep their economy alive, which is unique among Cities in the world, however they will definitely take advantage of cheap things that come in, such as gold from Chryseum or Dragon Scales from Drakesport. The downside is that their extremely isolated location keeps them from enforcing their highly stable power elsewhere politically.
Triumvirate is politically neutral, freely shipping things to any nation that buys from them without asking for political power or alliance in return. There are however groups that
hate Triumvirate, such as Wineport, despite having mutually beneficial trade with them. Wildsland also likes to block their animal extract exports from going out to Minim, but this hasn't kept them from having cordial trade relations for Instruments or charged crystals. Triumvirate is content to let the rest of the world do whatever political machinations it wants, so long as enormous wealth for their instruments continues to flow in. The one place they'll step in is militarily is if instrument manufacturers elsewhere in the world get too large of a stake -- they've managed to reel in Mons Minima by controlling the movement of instrument-specialized researchers from Schoolhome, though they're so reliant on Cape Gale and that's so far away that they haven't been able to extinguish it completely. So probably at some point there will either be a competitor to Triumvirate or some kind of war.
While it's best to describe Triumvirate as a whole, there are some minor differences between the three major cities. Again, though, it's worth pointing out that they all have long-standing pacts with one another and very wide transport networks, so Triumvirate tends to act as a single entity rather than three individual Cities:
* Cask Keep -- Cask Keep manufactures the storage containers for Wine and is also largely specialized towards Winemaking. Through a joint effort with the other cities in the Triumvirate (and a lot of researchers pulled over from Schoolshore), they've built a Wrung Nodes network that runs across the sea to Wineport, to more effectively ship these products. They charge Wineport
very steep prices for this technology, and Wineport can't do anything about it because Cask Keep has a near-monopoly on winemaking instruments and Wineport has a vested interest on Cask Keep not selling that technology elsewhere. This in turn makes Wineport's exports cost a lot more than they should, and cripples their geopolitical influence. Wineport sometimes finds it cheaper to import Casks from The Eyes if those shipments don't get sabotaged along their long journey, but can't do anything about the Instruments save from helping to keep the fledgeling Instrument industry in Mons Minima afloat. Cask Keep, meanwhile, has a vested interest in preventing this exact thing, so the Triumvirate checks Wood shipments passing through Schoolshore
very carefully, which makes them sometimes reroute up through Kingsport and into Emerald territory, which in turn gets The Gleaming City of Glass to sabotage it to cripple Emerald. The whole Cask trade is highly complex, and sometimes you'll see shipments end up in weird places like Mons Ultima to circumvent a bunch of world players. Ultimately, Cask Keep exerts a
stifling amount of political power over Wineport, and while it is still very much a wealthy city, it isn't able to exert its political influence elsewhere.
* Gryffer -- Gryffer is so named because it extensively farms Gryphons. The people that do so are named Gryphers or Gryffers. Gryphons are farmed for either their feathers (which support a surprisingly large variety of spells stably) or their Claws, which form the basis of many potions that enhance sight, and so are
highly useful in Mons outposts, quarries or The Maw. Gryffer doesn't have a monopoly on Griffins or anything (they roam freely in Crudezoo as well), however they've mastered the art of domesticating and
particularly breeding them for one product or the other. Gryffer has a solid Potionmaking industry centered around the claws but also provides for other native animal products (or things flowing in). Their Claw-based Potions are shipped out to research groups in Schoolshore and into the wider world from there, though they also give large amounts of it to Mons Axis to maintain surveillance dominance. Meanwhile, Gryphon feathers are combined with other ingredients here and elsewhere in the Triumvirate to mass produce generic instruments. More specialized ones will definitely use better animal or plant ingredients more suited to the spell, but Gryphon Feathers are highly versatile.
* Edgeman -- Edgeman has extensive resource production and provides Crossroads with most of its uncharged crystal and provides cheap metal to the rest of the Triumvirate. They also maintain the infrastructure needed to ascend to Mons Axis and are highly skilled at maintaining Wrung Gates in general , so they're the real power behind the tight network between the three members of the Triumvirate and their sane transport network with the rest of the settlements in the region. Like the rest of Triumvirate, they have their own extensive Potionmaking and Instrument creation facilities as well, though they specialize a bit more in the targeted direction given the availability of metal.
* Mons Axis -- Mons Axis is a city in its own right and is operated jointly by the three cities in the Triumvirate. Triumvirate doesn't need a solid Research presence, as they have a
lot of pull over Schoolshore, and they don't need extensive crystal charging as they basically own the largest platform in the world in Crossroads. So instead, the purpose of Mons Axis is Surveillance -- it's a tightly-held trade secret that they don't even really share with Schoolshore, but they've refined Gryphon Claw Potion technology to the point where Potion Drinkers on top of Mons Axis can survey anything that's happening in the world outside of Mons Ultima in great detail. This kinda gives the Triumvirate a huge intel advantage to where they don't really need a large military to keep themselves intact and to where they can see the operations of Instrument creators on the other side of the world without maintaining a network of spies. Triumvirate keeps this
very secret, including using coded language to refer to the people up there as "Prophets" or usually "Seers" so other Cities think it's future-prediction magic rather than just very good surveillance. Despite its potential utility as an export, the Triumvirate fears other Cities using this technology so keeps it to themselves. They therefore don't sell their best Gryphon Claw potions elsewhere, just enough to make basic surveillance feasible and promote sight in quarries and the other dark places of the world. Trained Seers are barred from ever leaving Mons Axis but are rewarded very handsomely.
Mons Axis also contains the Axis Library (another one of those things Minim Axis
hates), a compendium of knowledge far surpassing anything in Schoolshore. For a steep price, researchers can come into Mons Axis and peruse but aren't allowed to take anything home other than their own notes. Triumvirate has managed to compile this through its Instrument sales all over the world -- sometimes lowering its steep Instrument prices (that it itself sets!) in return for specialized knowledge. Axis Library has kind of an interesting history -- it was founded by and run by Seers to compile their knowledge but given the Seers being barred from leaving has become somewhat subversive and more of a political entity in its own right, separate from but very friendly to the interests of Triumvirate as a whole. If Triumvirate ever gets broken up, the Axis Library (and
particularly the Seers) would be the key.
While Schoolshore is a hub for research and researchers, Mons Axis instead contains the most knowledge and history. The constant back and forth between the Library and Schoolshore has allowed Triumvirate to gain a lot of secret political power over Schoolshore, which in turn allows it to influence research projects elsewhere to its own ends, something the other founding Cities are unable to do. The Triumvirate mistakenly believe they have absolute power over the Axis Library so allow foreigners from Wineport and Drakesport in on a regular basis, but the Axis Library has become friendly with them to the extent of trading Seer intel for two huge projects to connect it (secretly!) via Wrung Nodes laid out on the Saepes Mundi itself to both Wineport and Drakesport. Wineport and Drakesport aren't fully aware of how Seers work (and the Library Seers keep it that way), but the intel is very useful to their geopolitical aims -- Drakesport in maintaining the southern trade network and Wineport in maybe eventually breaking up Triumvirate.
Conclusion
This concludes the World Summary, which took around ~24 hours to write up. Next (and probably not today) I'll probably delve more into the economy and how it works beyond what's been covered here.