Dreamlands

Coins and currency

Coins of many varieties are in circulation throughout the Dreamlands, and while King Kuranes has been trying to establish a single, uniform currency, it is extremely difficult when new, unique coins can appear out of nowhere at any time.

The rate of exchange for the three most common metals used in coinage, however, is known. In principle, gold:silver:copper is 1:12:30 (1 gold = 360 copper), but this is based on grams of pure metal. Known coins have known values (for pure metal content, at least) and unknown coins had to be guessed. Specific gravity is understood and can be measured, but not easily. Most traders are equipped with a scale and know how to determine specific gravity with reasonable accuracy. Common coins weigh 3–7 grams.

The system established by King Kuranes consists of crowns (gold), tiaras (silver), laurels (copper), pence (iron cast with the Celephaïs rose), and skelf (any metal, usually iron, cast with the Celephaïs rose).

 

Skelf Pence Laurel Tiara Crown
Skelf 1
Pence 12 1
Laurel 144 12 1
Tiara 4,320 360 30 1
Crown 51,840 4,320 360 12 1

 

Traders and merchants have their own weights and scales, Traders almost always compare their own weights to those of the other party to demonstrate they are equivalent and nobody’s trying to cheat the system. King Kuranes controls the standards, but there is no obligation to use his “standard” weights.

Orichalc and several other metals are not common enough to have working values, and are handled on a case-by-case basis. In additional to uncommon (or unique) materials there are also many uncommon coins that may be encountered, including:

  • Gold alloy denarius with profile and name of Constantine XII
  • Gold mithqal with name of Askia Isma'il II in Arabic
  • Silver dimes and quarters with portrait and name of President Jacob Kurtzberg, USA, dated 1969 to 1974
  • Pure gold coin with text reading Shaddam IV 10,151 A.G.
  • Copper pence with portrait and name of Richard IV, dated 1502
  • Silver coin with profile, text reading Numedides above the image and Aquilonia below
  • Unknown and extremely heavy purplish metal engraved with profile and name of Her Wisdom CCIV Ettarre

 

Not all coins are disks. Sona Nyl, for example, uses pyramidal silver coinage.

Dragolets

Dragolets are about the size of a falcon or a chihuahua, and when trained they sit on the handler's forearm like falcons. They are covered with very small feathers, and have bat-like wings. They do not have visible ears, and the head resembles a caiman or similar reptile with long, thin jaw. In addition to very sharp fangs, they also have talons, so handlers always wear thick leather gloves.

When bred in captivity they can come in a wide variety of colors, including not only the shades found in the wild (various greens on top sides and light gray underneath) but also blues and yellows.

They don't breathe fire, but they are carnivores, eating insects, lizards, even small birds and mammals, most of which they catch while flying. They may chase prey to the ground and then pursue it there in half-flying, half-jumping bounds.

Dragolets can memorize several minutes of speech, and fly home or to their mate (if they know where she is, they can't go anywhere "blind" except home). People commonly take a matched pair, so one bird can always go home, and then fly back again. Longer messages are rolled into cylinders, wrapped in waterproof oilskin, and bound to the dragolet's leg.

Except when they are repeating or mimicking human speech, they hiss and honk.

Guns and gunpowder

Guns and gunpowder both work in the Dreamlands.
King Kuranes and a number of his closest circle, however, are well aware of the danger of firearms, and work to minimize their usage. In particular the King, through Mistress Mochizuki and the Kingfishers, has successfully carried out a program of sabotage and rumor that has convinced almost everyone that gunpowder can only be used in small quantities, such as grenades. Cannons often explode, thanks to the Kingfishers, and they are now generally thought of as a dream within a dream: something simply not possible in the Dreamlands.

An increasing number of firearms has been entering the Dreamlands recently, however, primarily through the rare earth mine operated cooperatively by Nargun Mining and Minerals of Wakeworld and Chóng Lán of Peng-Lai, in Chong's pocket universe. While passage between Wakeworld and Peng-Lai was tightly controlled, along with passage between Peng-Lai and the Dreamlands, advanced firearms command enormous sums on the black market.

Reed is sensitive to electronics, specifically radio and AC currents, so laser scopes and other electronic gadgets are extremely dangerous, although they will work. Most firearms, however, do not require electronics to function.

Magic and medicine

The borderline between magic and medicine is quite unclear when both pharmaceuticals and spells can cure. Obviously, magic works in the Dreamlands, but given the fluid nature of reality in the Dreamlands it does not work the same way that it does in Wakeworld.
Scholars define three types of magic, namely Magiae Naturalis, Magiae Nativus (mana), and Magiae Divinus (theurgy).

  • Magiae Naturalis
    This includes Western science-based medicine, herbal healing, yoga, acupuncture, and other knowledge that works in Wakeworld. The primary factor is that none of them require innate ability, can be mastered by pretty much anyone, and are repeatable. In short, while it can be complex and difficult to master, much like many professional trades, it is mundane.
  • Magiae Nativus (mana)
    This is the application of mana, which is a characteristic of the individual (although a supernatural being can increase or decrease it). In general, entities who use mana for magic of their own ability, without supernatural assistance, are called wizards. The term can apply to people (and other races) of any gender.
    Most wizards belong to some particular school of wizardry (school refers to a general discipline, and not an actual institution, although there are a number of such institutions), mastering their ability thru study. Natural born wizards may be, for example, shamans. There are a variety of schools of wizardry, some good, some evil.
  • Magiae Divinus (theurgy)
    Theurgy is magic empowered by a god (traditionally this refers to angels, while goetia is used for demonic empowerment). In the Dreamlands, however, the term refers to both good and evil, because both classifications depend on what religion you you evaluate them from Usually theurgy is taught at the particular temple/shrine of that god, by a Godsworn. However, not all supernatural beings have temples/shrines, or even Godsworn.

There is a never-ending argument between practitioners of Magiae Nativus and those of Magiae Divinus, with the former group claiming their magic is driven solely by the innate ability of the practitioner, and the latter group insisting that they are actually drawing on the power of a God, albeit unconsciously.

Ten Noble Estates

The ten Noble Estates are located in the Cirque of the Moon, the innermost ring of Celephaïs. Each of the nine Greek Muses have their own Hall (provided with stage or other facility appropriate to that Muse). The tenth is the Hall of Drax, which is an immense library.

There is no resident staff, but there is almost always one or more employees (paid by the King) on premises.

The nine Muses are:

  • Calliope (epic poetry)
  • Clio (history)
  • Euterpe (flutes and music)
  • Thalia (comedy and pastoral poetry)
    The walls and floor are covered with earth-toned agate
  • Melpomene (tragedy)
    The entire building is built of black onyx.
  • Terpsichore (dance)
  • Erato (love poetry and lyric poetry)
  • Polyhymnia (sacred poetry)
    The building is made of iridescent crystal, with crystalline prisms projecting skyward on top.
  • Urania (astronomy)

The House of Drax is an imposing marble building in the Graeco-Roman tradition.

Time-keeping

British time is used in Celephaïs at the order of King Kuranes, but in parallel with the system used in the rest of the Dreamlands, which defines 12 "hours" in a day. Each is split into advancing and retreating halves.

For the Hour of the Rat, for example, from 23:00 to midnight would be the Hour of the Advancing Rat, and the second from midnight to 01:00 the Hour of the Retreating Rat.

 

Hour Span
Rat 23:00–01:00
Ox 01:00–03:00
Tiger 03:00–05:00
Hare 05:00–07:00
Dragon 07:00–09:00
Snake 09:00–11:00
Horse 11:00–13:00
Sheep 13:00–15:00
Monkey 15:00–17:00
Cock 17:00–19:00
Dog 19:00–21:00
Boar 21:00–23:00

Time-keeping in Celephaïs

While the rest of the Dreamlands uses a 12-hour clock, Celephaïs officially uses the medieval English system, with the 24-hour day divided into eight liturgical designations: Vigils , Matins, Prime, Terce, Sext, None, Vespers, and Compline. The actual times vary with the season (sunrise and sunset vary), as below.

In practice this is ignored by almost everyone except for official occasions of the King

  Equinox Midwinter Midsummer
Matins 5:00 6:40 2:30 (predawn)
Prime 6:00 8:00 3:40
Terce 8:30 9:40 7:00
Sext 12:30 12:20 12:20
None 2:30 13:40 15:00
Vespers 17:00 15:00 19:00
(Sunset) (18:00) (15:50) (20:20)
Compline 19~20:00 17~18:00 21:30

Trading

There are countless trade routes crisscrossing the Dreamlands, but for a variety of reasons the major routes are by sea. They are anchored in four major trading ports: Dylath-Leen, Celephaïs, Pungar-Vees, and Rinar. Other key cities on trade routes include Shiroora Shan (controls the Night Ocean, and is the primary gateway between the central Dreamlands and the East), and Hazuth-Kleg (the primary gateway between the Twilight Sea the central Dreamlands lands to the south).
Trade is mentioned a number of times in canon, and those entries are included below along with my own listings of trade goods produced by various cities:

  • black three-banked galleys that sail to Dylath-Leen with rubies from no clearly named shore (lunar mines), taking only gold and fat black men of Parg
    spun wool and cabbages of Ulthar
  • the fragrant resin of Oriab’s inner groves (and perfume), and the delicate porcelain baked by the artists of Baharna, and the strange little figures carved from Ngranek’s ancient lava. For this they were paid in the wool of Ulthar and the iridescent textiles of Hatheg and the ivory that the black men carve across the river in Parg
  • jade goblets that merchants brought from Ilarnek
  • apples from Sinara and Jaren
  • Kadath mentions the "silk of Oriab"
  • Spider-silk from Moung (worth its weight in silver)
  • Kadatheron: Cork (for Chong's wine barrels)
  • Aphorat (Cydathria): Copper, brass, and bronze, raw and worked
  • Sona Nyl: silver
  • Shiroora Shan & (to a lesser extent) Despina: Fine glass and crystal
  • Beans eaten by armies. Major source Hazuth-Kleg, Eusapia; lesser amounts around Twilight Sea. Mostly shipped down River Oriathon to Beersheba, then by ship
  • Ebnon: Rice, sugarcane, indigo, beans, coffee, millet, (Gondaran silk)
  • Zeenar: Rice, millet, barley, wheat, cotton, beans, coffee, horses, (Gondaran silk)
  • Karida: Porcelain, wheat, barley, cotton, horses
  • Gondara: Green teas, spices, gems, paper, silk
  • Mondath, Toldees and Arizim: Tobacco and thagweed
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