Author Archives: MGHurston


Journals are short stories that take place within the world of
Ave Molech. Although the locations and events happen within
this realm, the ideas for campaign settings, items and monsters
mentioned within could all easily be used by GM’s in many
different worlds. If you enjoy this story and setting you may find
the Ave Molech Campaign Setting worth exploring as well.

Adventuring Ideas

The Catacombs
When the people of the world began to return to the surface,
the land North of the Sahenix Desert that brushed against the
Coastal Lands of Hus had sunken in. Although not quite a
canyon, this depression within the land caused many to worry
about the possibility of not being able to construct roads above
it. After a few expeditions had been sent out to investigate
the ground, the discovery of numerous caves and passageways
stretching miles in all directions gave cause for alarm, not for
the loss of a more direct road, but rather because of what was in
the caves. Numerous tombs and even mass graves in some parts
caused the area to become avoided by all.
While the majority of those sane will avoid the area, either
out of respect or fear, many who require a place to hide from
their troubles willingly seek to dwell within the many natural
caverns below the tombs and graves. In addition, many who
have passed close to these lands at night swear they have seen 132
what looked like robed figures carrying torches into the depths
of the tunnels. Many people are leery of the area and even a few
of the more morally lenient merchants will avoid the purchase
of items they know have been recovered from there.
Adventuring Ideas
While there are many campaigns that could take place within
the world of Ave Molech, the following is a selection of the
more obvious themes parties could explore while traveling
the lands.
The Sahenix Desert
Hork, ever attempting to spread its technological achievements,
often times has problems with animals, monsters, or even
misguided people disrupting the PMMT lines. The PMMT
lines have their beginnings deep within the city of Hork, but
stretch across the land along the major roads leading to New
Hus, Onica Shores, and the majority of outposts throughout
the Coastal Lands. The most important of these lines are
the ones that connect to the mining facilities near Hork. If
these lines are damaged it is essential that they be repaired as
quickly as possible. Damaged lines can make communication
slow or even completely cut off a mining facility from the rest
of the world.
New Hus
New Hus finds itself with an aging king and two brothers who
are eyeing the thrown. It’s likely Yurin will try to hire a group of
adventurers to help him accomplish some reputable feat for the
city and win over the favor of the populace. Likewise it’s not
unlikely that Murog would hire a group of assassins to either
remove or banish his brother from the realm, possibly leaving
him to the pirates of Drun’Furum.
Green Faire
While students are tested within their own cities, the winners
have to travel to the Shores of Onica to participate in the faire.
This can be a journey for those of poorer areas who might not
have access to a horseless wagon or airship. In addition, the
final tests of students who attend magical universities often
requires much travel, exploration or the recovery of an item
of power. It is not unlikely that a promising student would be
required to traverse the dangers of the Mudlands to retrieve a
relic of historical value.
Tempered Bank of Molech
Facilitating the funds of many expeditions, it’s often a necessity
of the bank to hire groups capable of recovering missing
parties or being asked to secure a travel route to a specific
location. While the bank would never openly admit to doing
this, they are often in the habit of hiring bounty hunters to
look for those who have not paid back their loans.
Missing parties and tracking down felons aside, the
bank also hires many escorts to accompany their ship crews
while traveling to the Ice Plains of Germore to pick up
Cronarium shipments. While airships are the easiest and
safest means of travel, many times the larger sea zeppelins
are required and losing cargo, especially to the pirates of
Drun’Furum is unacceptable.
Forgotten Forests
While the citizens of Elowen may choose to ostracize
themselves from the world, they are always willing to tolerate
those who bring them legitimate artifacts of Elven ancestry.
In fact it’s often rumored that they tend to over value their
purchases so much that a single wagon of artifacts could net a
merchant a large enough profit to retire on.
Northern Jungle
Whether it is the love of the salty sea air, the changing
rhythm of the ocean, or simply the love of other peoples
wealth, many have chosen to live their lives on the high seas
of the Northern Lands. Risking limb and neck, they fight off
Hybrude as well as take advantage of their own kind. Making
their home among the Jungles of Ave Molech they strive for
nothing more than immediate gratification. Careful to stay
their course from those of the Valisna or any looking to bring
retribution to them.
Many people are hired to protect and guide travelers through
the Mudlands on their yearly pilgrimages to the Pool of
Mortality. While it’s not uncommon that some groups exist to
fleece the travelers of their belongings and leave them for dead,
lost within these dark lands, many legitimate groups exist that
will provide safe passage, at a cost.
In addition, many towns along the northern border lands
feel threatened by either undead infestations or the existence
of shapeshifters within their mists. While the order of the
Red and Black often are called upon to handle these types
of disruptions, many freelance adventurers may find the pay
exceptionally good from such small outskirt towns.

The Elder God & Creation

There was an instance before time itself when the world of
mortals was but a dream of the one true god. No form or shape
could describe this god, he was everything at once, yet a void of
nothingness at the same time. His appendages could stretch the
galaxies beyond comprehension or fold space itself into a cube
the size of a fist. A being of pure chaos whose thoughts created
glorious heavens and fiery hells within the same twinkling of
his many eyes, worlds and races would spawn from his mouth
creating existence, and then be consumed within his bosom.
As chance would have it, nine beings were birthed one
day that this elder god gave much of himself to. Self aware and
witnessing his many ways, these nine began to see the end of
their life within their creator’s next whim. In full agreement,
seeking permanence, they created what could only be thought
of as a latched box. Attempting to contain their father within
it, he instead became the very box and again stretched across
reality. With time running out they desperately sought for a way
to hold his thoughts back, but with few options, they instead
focused their power and together shattered god.
His death created the cosmos. The galaxies, planes
of existence, worlds, races and life were hatched from this
destructive egg. With no fear of an end, and no fear of eternal
death these nine beings became the gods of the universe. Each
taking a plane to rule, they governed with absolute sovereignty
according to their whim. They took comfort in knowing that
what they made would last forever, and what they destroyed
would forever be gone.
For the gods that took an active role in their creations’
lives they soon discovered that the power of their father, the
elder god, flowed through all things, but more importantly,
the creations had an immense power over them. The beings
who they carved from the mud or had sown from the air would
have to acknowledge the god’s existence, for if they didn’t the
gods power would begin to diminish. With little concern of
this at first the gods quickly began to see their power waning,
an ebb and flow tied to the masses of people and animals
that worshipped or denied them. Even when the gods forced
themselves upon their people, the nations of their world
became more concerned with subjugating each other, denying
all else but their own mortal needs.
It seemed as if the elder god, even in death, still had his
chaotic whims creating and destroying the world, but within
these small scattered creatures. Eventually the gods began
to lose more and more of their power. Becoming little more
than powerful deities they began to walk among the people of
their worlds. They kept their loss of power a secret from all
creations except the very first, the dragons, which for a time
chose to help their creators in teaching their children and kin
of these gods.
Inevitably the gods saw their end, becoming little more
than the mortal beings they had depended on for existence
for so long. Mingling with the different races of their world,
a new being was born, one whose power flowed naturally
from mankind’s chaotic bloodline, but had the power of
the gods. These beings, although not as strong as the gods
before them, didn’t need the worship or acknowledgement
of followers to exist. Their existence was contained solely
within themselves. Having a love for the dramatic, these
beings wrapped themselves within fire, a display that showed
the chaotic whims of chance with its dancing fiery tongues.
They called themselves the Ifrit.
A mix of the elder god through his creations and the now
mortal gods, these beings grew in power and corruption. They
had no care for their fellow man or for the gods before them;
incredibly selfish, the Ifrit would conquer cities, rule them for
a day then leave them to their own devices or destroy them
on a whim. Eventually becoming bored with the world around
them, they chose to leave, to explore new worlds, to create
life on other worlds, or to even find a way to reincarnate the
elder god they felt coursing through their veins. Mankind was
completely left alone.
With the hierarchy of powers changing, the new dominant
race became the Dragons. At first their teachings were of the
old gods, whose hopes had originally been to attempt the
resurrection of their creators. With only a handful that still
held belief in the gods it soon became apparent that the races
of the world were quickly moving in unfathomable directions.
With changes in language and power, mankind became divided
and the races of the world we know now began to take shape.
Unwilling to continue the path of leadership for the world, the
dragons soon became annoyed with mankind. It was only once
they shut themselves away from the world with their followers
that they eventually became intrigued with the way mankind
was adapting, evolving into different beings.
With new races forming and differences becoming more
and more defined, it wasn’t long before the elder god’s essence,
although incredibly diluted, began to twist the very nature
of these mortals. War was created, great armies rained down
death upon each other in endless battles of torment. Enslaving
one another, the world began to destroy itself over and over,
with seldom times of peace and little prosperity it wasn’t long
before the world would decide to break itself apart, shattered
like its father.
The Cult of Molech
While Ave Molech’s deities are nothing more than old fables,
there are a few who believe that there are still gods who,
with much perseverance and worship, can be brought back to
existence. Once revived it is a common assumption that these
gods will reward these true followers with honor and power
in this new world. One such group of believers is the cult of
Molech, a group of Rakshasa, shapechanging cat-like sorcerers,
hidden among the citizens of the world.
Prone to secrecy, they meet in homes to share their plans
130 to awaken the elder fire god Molech. They believe that with his
awakening he will be able to completely remake the world in
his glorious image. A land that will forever be free of tyranny
and chaos, with peace and prosperity in abundance, and of
course those who help this cause will be rewarded with absolute
power and authority.
To do this the cult will often hire adventurers to uncover
relics containing magical energy. Careful to conceal the true
uses of these items, the cult currently is destroying the items and
harnessing their power for use in an Arcamic. The Arcamic that
caused the world’s first destruction was believed to have stirred
the elder god and released his power into the people of the
world. It’s now a common belief for members of the cult that all
magical and psionic energy is drawn from the thoughts of this
sleeping being. The cult of Molech believes that unleashing a
second Arcamic upon the world will again stir the elder god
enough to hear their praise and worship, allowing him to regain
his strength and bring salvation to the world.
While using magic items to create a weapon capable of
destroying the world could be considered a serious flaw in their
design, the group also practices the sacrifice of children to the
spirit of Molech. The group has a grotto that meets within a
series of hidden catacombs near the Southern borders of the
Coastal Lands and the Sahenix Desert. It is here that they
bring the poor children of New Hus to their alter and offer
them up to Molech in a fountain of blazing oil.
Eclias Onica, Darius Nore, Mistresses Khayla & Niva
With even the thought of a group of shapechangers attempting
to build an Arcamic causing alarm, it has been decided that
all efforts to suppress and remove this group should be done in
secret, without alerting the general public. While the leaders of
Hork, New Hus, and Gal are fully aware of the groups existence,
currently Darius Nore has been appointed by Eclias Onica
himself to oversee the destruction of this group at all cost. In
addition he has also enlisted the help of Mistresses Khayla &
Niva from the Order of the Red and Black. With their initiate’s
abilities to sense the presence of magical auras used to polymorph
ones self, as well as detect shapechangers, they are often used
to sniff out potential Rakshasa’s hiding among the citizens of
many cities. While the three may not interact with each other
directly, Mistresses Khayla and Niva relay the information of
their followers to Darius Nore, who currently has several spies
infiltrated within the Cult of Molech’s followers.
Unbeknownst to Darius Nore there are also Rakshasa spies
working amongst him, attempting to pin the kidnappings from
New Hus on him. In addition they also seek to ruin him by
revealing his less than ethical and improper practices among
the citizens of Onica Shores and the Coastal Lands of Hus. A
flaw his human nature is reluctant to part with.
Molech isn’t an elder god; in fact he isn’t even a god. The truth
of the matter is he was a very powerful Ifrit who enjoyed toying
with mortal men. While many people viewed him as a deity,
one man viewed him as an annoyance. This man, a great and
powerful unknown mage, tricked Molech into sealing himself
within an impenetrable bubble of energy. It’s rumored that the
ruse involved the acquiring of a chair located in a distant land,
though other versions tell of it being a bottle of wine from a
royal cellar. Either way, suspending himself within this magic
bubble caused time to become altered within and the Ifrit
quickly became separated from the world’s timeline. While time
moved at a millionth of its current rate, time outside continued
on normally with the absence of this being. After thousands of
years the Ifrit became forgotten and there was little for him to
do except fall into an eternal sleep, until a time would come for
him to be awakened.
Unfortunately during the havoc of the storms an opening
between two worlds split the bubble briefly, though Molech
still slept. This slight opening allowed a parasite of unknown
origins, probably from the outer planes, to pass through the
bubble briefly, attaching itself to Molech and eventually
devouring him. Now barely more than a large mass of grasping
appendages and sensory organs, the entity finds itself trapped,
but surging with this ancient fire being’s energy. While it
remains held, each time a worshipper draws close to the bubble
it feels as if it might be able to jump through to them, if only
they would get a little closer.
Molech Medium Extraplanar, Outsider
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 40 ft., climb 60 ft., fly 20 ft.
18 (+4 Dex, +4 natural), touch 14,
flat-footed 14
Base Attack/Grapple: +4/+2
Attack: Tentacle +9 melee (1d4+5)
Full Attack:
4 tentacles +9 melee (1d4+5); bite
+3 melee (1d3+5)
Space/Reach: 5 ft./10 ft.
Special Qualities:
Damage reduction 10/magic,
10/physical, darkvision 60 ft.,
truestrike, Heat: Molech’s body
deals 1d6 points of extra fire damage
whenever it hits in melee, or in each
round it maintains a hold when
Saves: Fort +1, Ref +4, Will +4
Str 20, Dex 19, Con 13, Int 10, Wis
18, Cha 11
Climb +15, Hide +9, Listen +9,
Spot +9
Feats: Alertness, Track
Special Abilities:
At will—detect magic, produce
flame, pyrotechnics (DC 14),
scorching ray (1 ray only); 3/day—
invisibility, wall of fire (DC 16);
polymorph (self only). Caster level
12th. The save DCs are Charismabased.
Challenge Rating: 15
Treasure: N/A
Allegiance: Self
Rakshasha Medium Outsider (Native)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
21 (+2 Dex, +9 natural), touch 12,
flat-footed 19
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4+1)
Full Attack:
2 claws +8 melee (1d4+1) and bite
+3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, spells
Special Qualities:
Change shape, damage reduction
15/good and piercing, darkvision 60
ft., spell resistance 27
Saves: Fort +8, Ref +7, Will +6
Str 12, Dex 14, Con 16, Int 13, Wis
13, Cha 17
Bluff +17*, Concentration +13,
Diplomacy +7, Disguise +17 (+19
acting)*, Intimidate +5, Listen
+13, Move Silently +13, Perform
(oratory) +13, Sense Motive +11,
Spellcraft +11, Spot +11
Feats: Alertness, Combat Casting, Dodge
Challenge Rating: 10
Treasure: Standard coins; Rare magic items
Allegiance: Cult of Molech
Advancement: By character class
Level Adjustment: +7
A closer look at a rakshasa reveals that the palms of its hands are
where the backs of the hands would be on a human. A rakshasa
is about the same height and weight as a human. Rakshasas speak
Common, Infernal, and Abyssal.
Combat: In close combat, which a rakshasa disdains as ignoble,
it employs its sharp claws and powerful bite. Whenever possible,
it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect
thoughts as the spell (caster level 18th; Will DC 15 negates).
It can suppress or resume this ability as a free action. The save
DC is Charisma-based.
Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell
level): 0—detect magic, light, mage hand, message, read magic,
resistance, touch of fatigue; 1st—charm person, mage armor,
magic missile, shield, silent image; 2nd—bear’s endurance,
invisibility, acid arrow; 3rd—haste, suggestion.
Change Shape (Su): A rakshasa can assume any humanoid form,
or revert to its own form, as a standard action. In humanoid
form, a rakshasa loses its claw and bite attacks (although it
often equips itself with weapons and armor instead). A rakshasa
remains in one form until it chooses to assume a new one. A
change in form cannot be dispelled, but the rakshasa reverts
to its natural form when killed. A true seeing spell reveals its
natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise
checks. *When using change shape, a rakshasa gains an
additional +10 circumstance bonus on Disguise checks. If
reading an opponent’s mind, its circumstance bonus on Bluff
and Disguise checks increases by a further +4.

House Rules

These are some rules I go by when I GM my campaigns, you
don’t have to use them; in fact many of you reading this will
probably not like them. That is alright. They are only here to
give you a little bit of perspective on how I go about playing
the game.
I believe in action. I want my players to feel that they can
do anything they want, go anywhere, challenge anyone, and
receive “phat lootz”. Sure their characters will have to pay the
consequences, maybe even die at the hands of one of my lovely
pseudonatural creations, but they will at least have the choice
to do as they wish. I don’t want them to be bored. I also want
them to be able to play while intoxicated and for that we have
to follow a few simple rules.
Two fundamental concepts drive me. First Game sessions
should involve a lot of action, decision-making and suspense,
not math. No math is used during game play sessions, we can
save all that fun number stuff for when we start a new campaign
or adventure. I don’t want to deal with leveling you mid combat
even if you feel you did get enough experience. Secondly you
should never be afraid to kill players, especially if they are doing
something stupid.
I never liked experience points for killing things or even
completing quests. If I have to tally how many points you have
and how much each class got then I am now doing more work
for what is supposed to be a game. This gets in the way of my
story telling and working on new adventures. I find it easier to
just give levels once a story arch has been accomplished.
For example lets say you have a group of adventurers of
unspecified level who are hired by a town to retrieve some
magic item. A mean monster or person who then fled to some
other place that is not the town stole this magical item. Once
the party has retrieved the item and given it back the rightful
owner they get to level.
With this type of advancement I find that the majority of
our gaming nights are spent gaming, with changes in adventures
and story arches coinciding with leveling nights. This way I get
to tell a story and see it played out without interruption and
have new introductions to a story or setting and leveling on its
own night.
No Number Crunching
This is one of the reasons why I love the Wealth system over
the GP system. I don’t want to keep track of the miscellaneous
jewelry and trinkets you found along your adventures. Sure
I’m giving you some eye candy here and there, but I don’t
want to tally it up for you. When you get to a town and decide
to sell off your items I’ll give you a total based on what I feel
is appropriate.
Lets say you and your party have been dungeon crawling for
a few days through a labyrinth and finally found your way out.
You come across a town and decide to sell off the random items
you unearthed from the previous caverns. I don’t want to tally
them all up so I’ll just tell you that everyone gains +1 wealth or
+2, or what ever. I don’t see a point in having you get each and
every item appraised individually and shopping it around to the
highest bidder. This slows down the main story of the game and
provides a distraction for both the players and GM. GP fans can
apply similar logic here.
No Pettiness
Really. If you’re an adventurer type of character I will assume
you have a rope or even a rope ladder with you. If you are a
criminal or rogue persona I’ll assume you have some kind of
lock picks, having to tell me you buy these or even keeping
track of them is tedious and unnecessary in my book. The only
time I expect you to tell me what you want to buy or what you
think you may have is when it comes to items that increase
your skill, such as a lock picking kit that adds +1 or more to
your skills, or a magic rope that doesn’t need to be tied to
anything and has no weight limit. For mundane items, we can
just assume you have them. It’s like pants, I don’t imagine your
character is naked; I imagine he has them, even if you didn’t
tell me he bought them.
No Craft Time
Postmodernism. If someone has thought of it, it probably
already exists. Sure I don’t want to just hand my players items,
but I don’t believe in waiting 66 days for a suit of scale male to
be made, even if it is made of some rare exotic animal’s skin.
If you have the material and are willing to pay whatever fee
I come up with then, by all means, in 3 to 7 game days you’ll
have your item.

GM Use Only

The following should only be used by a GM; it is a list of
miscellaneous ideas and alternative rule sets the writers of
this book have thought up. The sections immediately after
contain information that the majority of people who live
among Ave Molech are completely unaware of and would not
be privileged to.


The main means of transportation in Ave Molech may vary depending on the region in which a traveler finds himself. For instance, within the desert and southern coastal regions it is commonplace for people to be seen traveling on horseless carts between the cities of Hork, New Hus, and the Shore of Onica. However, to the north beyond the Marshes of Tierely and into the Forgotten Forests leading to Elowen, the terrain is either too soft for heavy land vehicles to traverse or too dense with vegetation and trees. Because of this the northern regions, and even the far eastern Plains of Germore, rarely see any mechanized vehicles except for the occasional passing airship. Airships carry many of the goods found in settlements back to their larger supporting cities, and in return back to the smaller outposts when sufficient funds are supplied. Although they are large in size, the vertabrax steel and their sophisticated goblin engineering allow them to hover over towns not accessible by typical land vehicles. Lowering supplies down via retractable staircases, or even dropping crates with parachutes attached in times of conflict, these air creations provide a much-needed lifeline to many of the farther away settlements. In addition to the airships that pass overhead, many fishing vessels as well as large sea zeppelins, travel the oceans of Ave Molech. Most cargo vessels carry supplies to and from the settlements in the East, while the smaller fishing ships stay closer to the southern shores for their catches. With the port of Old Hus usually surrounded with galleys from New Hus, few Hybrude ships make it to or from their city, and the ocean is one of the few places few have to fear encounters with them. Ave Molech has many unique means of travel, with more traditional means of travel such as horses and large wolves being very scarce but still existing within the world. The three most common mount types are Cauchemar, jet-black horses with fiery hooves and breath often used by Hybrude, Howlers, large dog-like creatures with quills around their necks, and Sea Cats, a dolphin-like creature with a lion head. The nomadic tribes, the poor, or adventurers exploring the outer edges of the world most often use these means of travel.

Natural Resources

In addition to the highly combustible fuel known as Petroxolin, other unique natural resources exist within the world of Ave Molech. A rare and expensive metal known as Vertabrax steel is always in high demand and the discovery of new deposits of it often yield in making the discoverer extremely wealthy. The reason for its high demand and value is because it is the key metal used in the manufacturing of all Goblin airships. The metal ore, when refined, becomes lighter than air; because of this, when large amounts are placed together, like for the hull of an airship, it becomes necessary for the ship to actually be forced down with weights and its air or rocket propulsion 16 systems, than lifted up with them. Though many have wondered what happens to pieces that have floated up into the sky, most assume they have burned up in the atmosphere and there is little concern that the metal will ever lose its ability to float and fall back down. Another mined ore that the goblins discovered within the mountains of Germore’s frozen land was Cronarium. A very dense metal that, when magnetized, bends the gravitational pull around an object or individual. Even small amounts, such as those crafted into belt buckles, allow people to jump almost ten times as high without injuring themselves when landing. Many powerful fighters who are wealthy enough to afford this luxury find it one of the most valuable assets available to them when fighting Hybrude or any other type of threat. Moon Ivy is another of Ave Molech’s natural resources. Originally thought to have been a plant, this strange metalliclike substance clings to the surface of rocks in an ivy-like manner. Its thin veins appear as vines over mineral deposits, as if it were feeding off of them. When harvested the substance is first scraped and separated from the ore or rock it clings too; its pliable nature allows it to be woven into various light weight clothing such as a leather jacket or even cotton pants. Although it is able to be bent and twisted, it is a substance that is very durable and hard to break apart or puncture, making it ideal for various light armor uses.


Thanks in part to the Followers of Talon, no city rules over another. And although each of the three domains are referred to as kingdoms by the people of Ave Molech, there is no true individual kingdom in existence. Each city conducts itself according to how it sees fit, whether lead by an established council of members or some form of monarchy. In most civilized places might still proves right. While Hork continues its practice of council members overseeing the grand scheme of its operations, many of the other cities have elected town leaders, men or women, who speak for the people and handle disputes that arise within town. Coming into power by some great accomplishment, these people can either be passive towards the authority they hold, or aggressive with how they use it to coerce their population. On the other hand cities such as New Hus, who strive to bring some of the old worlds glory back, have chosen to elect a monarchy into power. Although considered a king, his rule is restricted to within his city’s walls. The majority of larger sized cities have selected individuals that police their inhabitants. Essentially town guards; these men, or woman, investigate any misdealing among the public, and when needed, have the authority to take people into custody as well as, in extreme circumstances, subdue culprits by any means necessary. Often perfectly capable of handling their own territory, it’s only when criminals flee to other cities or go into hiding that bounty notices are sent out through the PMMT and any person or persons wishing to collect are welcome too.


When the world first fell into chaos, money and wealth lost its influence and for a time those who lived on the surface bartered with one another with skins, herbs, and a variety of crafted weapons. To this day many of the nomadic tribes still use this system when trading with travelers or passing caravans. No one system completely encompasses all of Ave Molech. The people of Hork, who had once lived in proud industrious cities, had little use for money while constructing their city as all served their part in helping each other survive. In addition, the use for gold and platinum quickly diminished as stronger ores such as steel and titanium became more of a necessity. It wasn’t until Hork had been established for quite some time that the goblins, who had been keeping track of the contributions made by various individuals, would propose a system of credit to the council. The system, called Credere, was a way in which the actions of those within the city who helped build, defend its walls, or performed some function the city required could be recorded and converted into a monetary value. This currency of sorts would then allow the individual’s first access to new goods or food made available; this also required that all items found within the city be given value based on necessity. Instead of the need to carry a set amount of coins on ones person or store rare stones within chests hidden under a mattress, one can simply carry around their Account Terminal Card (or ATC for short) and use it for any day-to-day transaction. This assumes that the location of purchase uses the system and therefore has a machine connected to the Post Master Message Terminal (or PMMT for short) of Hork that can access the information held on the card. Over the years, with the population moving to the surface, the system has undergone various tweaks and adjustments, taking into account new materials and resources found throughout the world. With the records of every living beings, Credere level recorded within the Goblin database as well as the values of every imaginable item in existence being added daily, the system thrives as one of the main alternatives to engraved coin usage, a practice that has for some time started to die out. Printed currency existed well before the Hybrude invasion, and when the magic cities raised into the skies this common practice of having a physical representation of ones wealth stayed in practice. Although many mages have seen the usefulness in the Credere system and may have even created accounts within the Goblin database, the citizens of Gal still prefer to use their coins and store their jewelry within their homes and banks. Because of this many larger cities will offer C2C, or Credere to Coin, exchange services.

Business & Industries

A variety of businesses are found throughout the world of Ave Molech, ranging from simple craftsmen, to large corporate conglomerates. Goblin mining ventures in the Sahenix Desert find ores which are then refined into metals and supplied to various cities across the lands. Foresting is another common trade, with many towns and outposts having their own harvesters. Many of the woodlands of the northern regions are cut and shipped back to New Hus via airships or boats traveling the great sea. Besides the larger importing and exporting of natural resources, many types of transactions and events exist through, the towns and cities, whether focused on bartering animals skins for herbal remedies and dyes, or clothing manufacturers seeking models for their fashion shows, each major city can contain a plethora of opportunities for the financially established as well as the common traveler.