This tiny limited system squiggle is a collection of tiny shadows. Possibly hundreds of thousands of them. It attracts reclusive, isolationist individuals and groups from all over shadow who prefer isolated and deeply cold weathers.
Cosmology and Topography
- There is only one city and it is the arrival point of this tiny squiggle. Triqis has a population of regularly no more then 3000. This is the location the trump brings one to and a chilly slice of ice it is. The mountain behind the trump's arrival point is 10,000 feet taller then the surrounding mountain range but even they are between 7 & 10 thousand.
- The city is surround by a curtain wall. There are several stairs up to separate structures for notable people and other uses.
- The city is constructed of heavy walked stone for insulation. Locals have noted that the type of stone used the the city's construction is not a native stone, leading to the belief that the stones were transported here at some point in the ancient past.
- From the city are pathways around every corner that lead one to a different niche and on to a place of suitable solitude. Wild game is plentiful, plant life contains surprising amounts of edible provender. The Wardens of Pócaí help new arrivals to find a path to the slice of ice they wanted.
- General temperature varies from 45 degrees and below. The air is thin.
Commerce in Triqis
- There is some commerce in necessitates and some luxuries. A central courtyard has a podium on which a statue was once mounted. Around the Center Stone are 50 commercial buildings. 10 of them are taverns of the heavy walled kind around a giant hearth.
- There is a trade in burnable hardwoods in Triqis. The pocket shadows are heavily forested and many of the isolationists harvest and dry wood for transport to Triqis to trade for yearly supplies.
- Many of the pocket shadows are rich with animal life and meats and furs are a common trade goods.
- Highly intricate wood carving and scrimshaw can be found here and some of the stores in Triqis deal in consignment sales. Triqis also has a few locations out of realms where they sell the artwork of the frozen inhabitants for the betterment of their community. Some of the work done here is incredible.
It has long been known that this tiny place existed but there was little or no reason to visit it. It was difficult to find by shadow walking. That it now has a footpath of Jeweled Road to it annoys the natives.
Most people who come here never leave. In fact the Wardens unofficially let new arrivals know that they will not be looking in on them. The pocket shadows are full of log cabins, tipis, fur trapper tents, renovated caves, tree houses, decomole, and a wide range of other habitats.
- The story of its creation is unknown to the general public.
- Dworkin put this card in the deck without the king' permission. There must be a reason.
There is a small council decides matters of state. Attendance at the Gathering gives one a vote. Its messy and bad political science but the people here don't care. The way they see it if you were willing to leave your place to attend the meeting, you get a vote.
Sorcery in Pócaí
- 5 pips Basic Imprint
- 10 Pips Advanced Imprint
- 20 Pips Master Imprint
- The Pócaí Frame holds one major spell, 2 minor spells, and over 20 minor spells of a non-offensive nature.
- Sorcery and other magic systems seem to work here.
- The squiggle for this place is about a 3 feet of tightly pressed engraving on the face of a shield. One puts their hand upon it and participates in a metaphysical experience. The Pócaí Frame holds one major spell, 2 minor spells, and over 20 minor spells of a non-offensive nature. Most practitioners of Pócaí Sorcery are using spells for survival rather then offensive magic. There seems to be little or no combative usage of Pócaí magic. Calrabon Butcher Wizardry is a set of spells common here.
- A holder of a Pócaí imprint can notice shadow pockets.
- A sorcerer my raise this squiggle as a defensive tool but it is of a low power. It is however surprisingly effective against shapechangers and transmutation spells. Transmutation and shapechange spells hung on the frame are comparable in power to similar spells hung on Pattern frames.
- A holder of the Pócaí imprint is immune to all forms of lycanthropy and can not be made necromantically into an undead.
- A holder of the Pócaí imprint can survive exposure to extreme colds and can not be frozen solid.
- a holder of the imprint can find any trail into a pocketshadow.
There is some function of the realm that makes a shadowtrail tug lighter and lighter over time. The longer a person is in their pocketshadow and do not leave it, yet remain alive the path to find them gets harder and harder to find. The reverse is true within the realms as an inhabitant can easily find the exit. however, when the resident dies the way becomes wide open to anyone looking for a vacant pocketshadow.
Pócaí listing in the Diners of Amber.
This tiny limited system is a collection of tiny shadows. Possibly thousands of them. It attracts reclusive, isolationist individuals and groups from all over shadow who prefer isolated and deeply cold weathers. Turn left and under a bush is a portal to someone icy haven. A shadow causes by a rock outcropping hides a narrow gap that leads to a large dark and cold cave under an icy yellow sun. These people like their privacy.
The main, and to my knowledge only, city in this realm is Triqis..This is the location the trump brings one to and a chilly slice of ice it is. Its a town of around 3000 souls living in stone buildings built against rock faces and small thick walled wooden halls. Wood is hard to get as this place is 8000 feet above the land's treeline and there are no paths down i heard of.
Its been long known this tiny place existed and its origin is lost to the earliest days of Amber. There is a feeling of something deeply ancient here but it does not advertise what it is. There was little or no reason to visit it. There was some trouble with it a many centuries ago that caused me to be there for a short time and deal with a little trouble, as a favor to my father. Most people who come here never leave. In fact the Wardens unofficially let new arrivals know that they will not be looking in on them. In the course of my work here i saw the dwellings of some of the isolated peoples here. Time and ingenuity is on their side. Log cabins, tipis, fur trapper tents, renovated caves, tree houses, decomole, and a wide range of other habitats fill the hard to find homesteads here.
Highly intricate wood carving and scrimshaw can be found here and some of the stores in Triqis deal in consignment sales. Cottage arts seem to be a common business. the solidly built stores seem full of the damnedest looking things one ever saw. Gorgeous, but...why? Triqis also has a few locations out of realms where they sell the artwork of the frozen inhabitants for the betterment of their community. Some of the work done here is incredible.
Sorcery and other magic systems seem to work here.
When i came here i was shocked to find a place that was hard to believe people chose to live here. Im a rugged man and have spent years living in the wilds. But this place looks like it is purposefully trying to freeze you to death. What i further am surprised by as was Random, is that Dworkin put this card in the deck without the king' permission. There must be a reason.