Cimmerian Timeline Part 20

This should wrap up the dating of the After The Dragon War posts. Next up I’ll be plotting out what I want from the Dwarven Schism.

Previous: Cimmerian Timeline Part 19

877BCE: Tentineh himself was responsible for constructing the defenses of five Dragon Orbs. He designed a floating superstructure to house the Orbs, but this massive construct would require more magical ability than Tentineh nor any of the other Heroes possessed. Tentineh began searching in the dark places of the world for the energy required to bring his vision to life.
Bigby retired to the woods of his childhood. He married and had children.

876BCE: Tentineh found a font of energy that he could use for his superstructure. He freed the Dahak from its ancient prison beneath the Greshen Volcano. In gratitude the Dahak promised to aid Tentineh in his endeavors. The two worked in concert to create a floating city. A gigantic edifice spanning for miles built on the upturned bottom of the Dahak’s volcano and four other lava-filled mountains.

875BCE: An enormous amount of power was required to keep Tentineh’s superstructure afloat. Tentineh began manufacturing over a dozen artifacts with untold powers. Upon completion he connected them to the volcano quintet. Additionally, the Dahak bound omnielementals to the volcanoes. A minor version of the elemental planes swirled and formed between the lava tubes.

863BCE: Tentineh placed the artifacts he’d created within his superstructure. He used the five Dragon Orbs entrusted to him to power the structure as well. Red, Green, Black, White, and Silver would power the city, one within each of the volcanoes.

862BCE: Still more power was needed for the superstructure so Tentineh ripped the raw life from the Greshen Valley and poured it into the floating city. This greedy act created Spheres of Annihilation throughout the Valley. These black holes roamed the land, erasing everything they touched.

861BCE: Tentineh’s superstructure was completed. He bequeathed the construction to the people of Greshen Valley. It would be a new home for them. A floating city that would protect, feed, and shelter Tentineh’s people for all time. In time this city would be known as Greshendale.
The grand wizard gave the leadership of this city to a council composed of his children and his apprentices. Tentineh would not rule the city. He prepared to enter eternal slumber.



Cimmerian Timeline Part 12

Previous: Cimmerian Timeline Part 11

911BCE: Danar ruled justly for a decade. Rilopenaril and Langudina both advised him, but Danar always followed the advice of the bronze dragon brother. Langudina took to sulking within Apollo’s Hill as Rilopenaril had before her. After ruling as a good king for a time, Rilopenaril informed his descendant of the plan he had concocted with Shratalanda to end draconic tyranny over the land forever. Danar embraced the idea and began training the people of Sheerzen so that they would be ready for the coming war.

900BCE: The mortal led armies of Gorwinua, Amalgami, Toffoun, and Tentineh operated in the open, taking actions to counter the rule of the dragons. Tentineh called the heroes of the land together to organize the overthrow of the dragon hegemony. Gorwinua, Amalgami, Toffoun, and Tentineh gathered in Greshendale along with Danar, Jovy, Cecilia, Shratalanda, Tracy, and Bigby.
Shratalanda revealed the plan she had begun enacting nearly a century before. The dragons were divine creatures and could thus never be truly killed, but they could be imprisoned. What could bind a beast as powerful as a dragon though? Shratalanda suggested using the dragon’s magical powers against each other. Since the dragons ruled in pairs, the power of each could be turned against the other.
The group of heroes even had an ally among the dragons. Rilopenaril hated the evil rule his relatives had imposed upon the mortals of Cimmeria. He had been working with Shratalanda to steer events towards the Dragon War which now began. The ten heroes vowed to combine their forces and exploit the disunity of the dragons. Each of the pairs could be brought down and imprisoned one by one.

899BCE: The ten heroes struck quickly, imprisoning three pairs of dragon monarchs, white, black, and brass. Three powerful orbs were constructed to contain the dragons. One of each pair was locked within the orb while the other was bound to protect it from all who would seek to misuse or destroy it. Tikanile was imprisoned within the White Orb with Shivara set as his guard. Pithwatolzar was imprisoned within the Black Orb with Kovan’rorshac set as his guard. Hazorshrakan was imprisoned within the Brass Orb with Forsoman set as her guard. These orbs were dubbed the Orbs of Dragonkind.

898BCE: The dragons organized their defenses against the heroes and their armies. Mortals loyal to the dragons rose up to defend their masters. The flames of the Dragon War grew hot as battles raged all across Cimmeria.


Next: Cimmerian Timeline Part 13

League of Explorers Card Highlights

What is League of Explorers bringing to the Hearthstone table?

“The Discover mechanic!” is the easy answer. As the Zinaar boss already showed us in a not so subtle way, Discover lets you pick between three different cards and add one of them to your hand, just like an Arena draft. Discover isn’t going to take over the game, but its a new way to gain card advantage. You play a card that has a Battlecry: Discover effect and then it trades with something. You traded card for card, but you also got a bonus card through the Battlecry.

With that said here’s a few of the cards that look the best to me in the League of Explorers adventure for Hearthstone.

Sir Finley Mrrgglton

Super useful if you’re building a deck for a class, but don’t plan on using that classes hero power very much. A Rogue Inspire deck for example. And if you wanted to have more Murloc stuff Sir Finley Mrrgglton can be included in a deck with these two beauties: Everyfin is Awesome and Anyfin Can Happen

Brann BronzebeardRumbling Elemental

Both of these cards will make Battlecry decks way more popular and viable. I’d wager that this will be on the level of the rise of Deathrattle decks after the release of Naxxramas.

Reno Jackson

He was released in the first wing and already has a few highlights on YouTube. Good in any control deck. Reno’s Battlecry will trigger based off the cards in your deck at the time he is played, so if you are using a deck that runs two of everything, but you’ve drawn or played one copy of each of those cards then his effect will trigger.

Arch-Thief Rafaam

Just a strong late game card. Rafaam lets you choose between three different cards and put one in your hand. These three cards are:

Mirror of DoomLantern of PowerTimepiece of Horror

Rafaam has the advantage of giving you whatever tool you need to take control of the game. His disadvantage is that you won’t be able to take advantage of that tool until the turn after you play Rafaam. Also, imagine a combination of Rafaam and Brann. Two super cards! They remain super expensive though.

Animated Armor

I saw a lot of buzz about this card being good and how it will make Mages even more untouchable. I gotta say that’s not true. Most of the time this will act as a 4/4 taunt. Just a slightly different stat allocation that Sen’jin Shieldmasta.

Keeper of Uldaman

This one functions a lot like Aldor Peacekeeper but it has an alternative use, buffing a Silver Hand Recruit up! When use that way it comes with a grand total of 5/6 stats making it one of the best 4 mana cards out there.

Unearthed Raptor

I routinely compete in a Hearthstone card creation contest on Order of the Stick’s Forums and cards like this have been suggested many times in the past. I’m glad that Blizzard has introduced the card. It’s got good stats and it should reliably have a good Deathrattle effect. Or it could be used to make Mill Rogue stronger by copying Deathlord or Dancing Swords Deathrattle.

Explorer's Hat

I don’t think this card will be particularly good, but I’m excited that it was released. Hearthstone is based off of Magic the Gathering and there are obvious similarities between the two games. Hearthstone has spells that buff creatures, and Magic has enchant creature spells. Enchant creature spells hang around as a card that is actively affecting it’s creature while Hearthstone cleans up that mess by having the effects of the spell visually appear on the card’s stats.

But what if you want to separate the buff/enchant creature from the creature after you’ve played it? that was easy enough in Magic, if you have a card that lets you do that, you move the enchant creature to a different creature. Wizards of the Coast made that process even easier with the release of equipment cards. In Hearthstone… There’s no easy way to do that and have it integrated with the game’s current mechanics.

So instead we get this janky mess! It hearkens back to the early days before Magic’s equipments were released. When Rancor and Angelic Destiny were the staple for reapplying enchant creatures. I understand Explorer’s Hat perfectly well, but it’s going to be a confusing card for novice players.

There’s a lot more cards but none that wowed me like these ones did. If you want to look at the others they are all posted here.




Nox, the jewel of Xoria, boasts a population of over 200,000 people and the largest collection of magical artifacts. The artifacts are kept at the Museum of Power in the center of the metropolis. Because of the destructive potential of these various weapons, visitors are only admitted to the museum by petitioning King Jevaninada II himself. The collection includes the Sanguine Belt of the Night Mother, the Mace of Slaughter, the Invisible Ring of Cats, the Crescent of Wrath, the Fork of Horripilation, the Ten League Boots, the Face of Gods, the Ring of Impervious, the Prismatic Blade, Sin’s Mask, the Shadowstaff, the Staff of Not, the Ring of Draconic Wizardry, the Orb of Omniscience, a Hammer of Thunderbolts, a Deck of Many Things, and a Staff of the Magi. A few more items would be in the stockpile if the king himself was not using them. The possible depredations these items could commit led to the gods themselves granting aid for their protection. Hades allowed the resurrection of Argus from the dead if he would keep his hundred eyes upon all the artifacts in the Museum of Power. The museum is one large hall with Argus standing in the center of it, eternally watching and guarding the items to make sure none of them go missing.

Nox is the capital of Xoria and is ruled by King Jevaninada II, patriarch of the Xorian royal family. While Jevaninada II’s official duties include the administration of  Nox, he is far too busy with the ongoing war between Xoria and the Alliance in Eastern Cimmeria. Daily tasks in the city are delegated to Firotoshan, one of Jevaninada’s friends from childhood with a great head for numbers. Nearly every day he can be seen leading some public works project to benefit the upper class, executing criminals, or welcoming new Dragovinians into the fold. To many citizens, Firotoshan is the symbol of Xorian oppression. The Rebels have tried to assassinate him several times, but failed in all attempts. Firotoshan was the one who suggested the practice of using Dragovinian beasts to monitor the commoners and crush dissent.

The Kingdom of Xoria began its true expansion under King Demotinira. He conquered the cities of Jeutontic and Cecilia and setup the successful colony of Petar. When Demotinira died he left his throne to his eldest child, his daughter, Tarigananata. His son, Jevaninada I, rallied the nobles of Xoria against Tarigananata, claiming that she was possessed by a demon. She was exiled and Jevaninada I took control of Xoria and Nox. He continued the expansion of the Kingdom, taking over Dradalden, Colchis, Makotako, and Semanarie. As his invasions threatened more and more of Cimmeria, the First Alliance was formed by Princess Tarigananata to reverse Jevaninada’s actions. The First Alliance took several cities and killed Jevaninada I. Jevaninada’s Amazon Queen Anajakaze took control of the growing Empire and ultimately crushed the Alliance.

During the last months of the war, Anajakaze gave birth to Jevaninada II, the son and king of Xoria. Until he turned eighteen and could take the throne, Anajakaze ruled as his regent. She continued the relentless expansion, taking over Gazeara, Danar’s Swamp, Crafterton, and Sheerzen. Anajakaze implemented a matriarchal system of leadership, placing women in positions of power to undermine the traditional patriarchy. Jevaninada II resented this system and wished to return to the old ways. Anajakaze, aware of this, did not surrender her regency when Jevaninada II came of age.

Both Jevaninada II and Anajakaze were in for a surprise. After months of insisting that his mother step down, Jevaninada II attacked her in an attempt to force her compliance with his wishes. Their battle was interrupted by the arrival of Blendegad the Reaper, vampiric red dragon. Blendegad slew the queen and drank the blood of Jevaninada II. The vampiric dragon blood mixed with Jevaninada II’s divine royal blood creating a new form of vampire, Dragovinians.

A new religion was created for Xoria, Dragoviniysm. The deity, Blendegad, and his avatar, Jevaninada II, asked for service from their subjects and the immortal status of the Dragovinian was gifted to the faithful. The matriarchal reforms were reversed. Jevaninada II spent twenty years securing his power within his own Kingdom. Then in 400 BCE, Jevaninada II mobilized the Xorian people to attack the Second Alliance city of Phoenix. After several years, the city was taken. Jevaninada II splits his time between directing activities on the front and performing his duties in Castle Xoria at Nox.

Originally all the buildings of Nox were contained within the city walls, but more and more people immigrated to the city over the years. Now less than twenty percent of Nox’s population is actually protected by the walls. The rest of the city sprawls outwards to the west and north. After a large fire within the walls decades ago the city was rebuilt with orderly straight streets. The fire also allowed the nobles of Xoria to cluster their estates around Castle Xoria in the center of Nox.

Although Castle Xoria is not as physically strong as Colchis Castle or Sheerzen, it does have the advantage of being a complete maze. Most of the inner passageways are only two or three feet across. Guests often get lost if not accompanied by a member of the castle staff or a noble. There was even one noble who was thought dead for ten years who resurfaced in the castle. He had lost his way and survived on rat flesh and moss for a decade. The problem is so severe that some visitors to the castle are sure that magic is at work.

The nearby wood is called the King’s Copse because only Jevaninada II and his guests are allowed within the forest’s borders. He goes there occasionally on hunting trips, but the copse is used for nothing else. Any who venture into it are never seen again. The wood that Nox uses for fires, buildings, and furniture is acquired from the thin Royal Forest to the northwest or imported from Makotako.

Nox’s main export is food. In the past this was sent to Persia, Scythia, or the rest of Cimmeria. With the war underway, all excess food is sent to the front to feed the troops. This is especially necessary due to the shortage within Phoenix due to the prolonged siege. Nox continues to import luxury items for the many nobles in the city. With the explosion of Dragovinianism among the nobles, rare bloods are now in high demand.

The high concentration of Dragovinians in Nox has also put a great deal of pressure upon the common people in the capital city. The nobles and others gifted with Dragovinian status don’t spend all their time drinking exotic imported blood. Usually they gain their sustenance from the weekly ceremony where citizens are forced to gather in Dragovinian churches to “donate.” Bloodletting is spread throughout the populace to prevent injury or death, but the practice remains demeaning. Coupled with the everyday depridations of the Dragovinians due to their naturally evil disposition and the people of Nox are ready to revolt. The Dragovinian beasts prevent direct action within the city, so many people have fled the city to join the Rebellion in Bigby’s Forest.


Greshen Dale

Greshen Dale

Greshen Dale is the most magical city in all the land. The original city was underground to avoid the extreme temperatures that are the norm in the far north. However, a swarm of Bulettes came through the area destroying much and making too many unwanted tunnels. These extra tunnels collapsed most of the old city making it unlivable. A change had to be made, so the council of mages decided to create a flying fortress impregnable against any assault to house the population of Greshen Dale.

The plan for the new floating city was made by the powerful mage, Tentineh. He devised a method for harnessing the lava of a volcano to power the city. The annually active Dahak Volcano the previously loomed over the northern end of Greshen Valley was chosen to power the city. In addition to the lava power, Tentineh ripped magic from various endowed places and put it into the items that keep Greshen Dale afloat. This reaping of the land has created a few Spheres of Annihilation in Greshen Valley, but the citizens don’t really care. They are literally above that.

The Dahak Volcano was ripped from its natural place in the Terror Mountains and turned upside down to make a flat place to build upon. As all volcanoes in the Magical Lands are prisons for great and terrible monsters this act didn’t come without its consequences. The monster released from the volcano was the Dahak. He wants Zeus to have a son with Metis. Dahak’s repeated attempts to free Metis earned him the treatment reserved for the most terrible of monsters. Dahak did not kill his savior, Tentineh, in the typical evil monster way, but thanked him and summoned a group of Omnielementals to help with the construction of the floating Greshen Dale. It is rumored that Dahak now lives in the mountains slaying monsters and practicing his skills until he can challenge Zeus and free Metis.

A separate group of wizards in the old underground-based Greshen Dale attempted to rebuild the city above ground, but further south. The settlement flourished for a time, but the frequency of troll attacks in that area eventually led to the abandonment of what was dubbed New Greshen Dale.

The flying city constructed by Tentineh now looks like a three mile wide half-sphere of rock with four smaller half-spheres overlapping around it. Large holes in the center of each of these balls emit tremendous blue light that illuminates the entire valley underneath the city.

The top of the city has many pure white stone buildings with large, marble paved streets in between them. The avenues have grass and fruit trees growing in the middle of them. The buildings have a blue trim and are built in an Arabic style. Most food is magically created, but rather bland. Everyone has a garden to make the gruel from create food and water spells taste better. Some people use their gardens exclusively to make olive oil and wine which they sell to the rest of the city.

There is a labyrinth inside the volcano of the city where lava flows to power all the street lights, eradicate all the waste, power the magic that produces all the food and water, and project the forcefield around the city that prevents flying and teleporting intrusions. The artifacts, elementals, and other things that power the fortress are all guarded by golems other elemenetals. The five artifacts that power the blue lights keeping the city afloat are surrounded by a wall of force and are guarded by dragons.

Greshen Dale has a very static population of 20,000. The city has no more room to expand to include more population. Births and immigration have to be carefully controlled. This task is given to the Sky Patrol. The Sky Patrol prevents anyone from flying into the city and anyone who teleports into the city is redirected to the entry pad on the south side. People who can teleport in on their own or have been to the city legally before are allowed to stay with a tourist pass.

There is another way into the city without teleportation. Those who have legally been to the city before can use the teleport pad directly below Greshen Dale to ascend to the entry pad without expending a spell. Everyone can leave the city in the same manner.

This leaves out those who weren’t born in the city and those who can’t teleport on their own. Such people must traverse the caverns that were once the original city of Greshen Dale. The caverns contain many traps and minor constructs to challenge people. Within these winding passage ways are magical items that act as tourist passes and allow access to the city.

All the necessities in Greshen Dale are free. You need not pay for food, water, clothes, or a house. They are all provided by the magic of the city. Luxuries, magic items, and the right to see tourist attractions must still be paid for. Luxuries and attractions are at fairly steep prices as well for this is the only way to make a living in the city without using magic. Magic items are cheaper and the selection wider because Greshen Dale is where most of them are made and exported to other cities.

Greshen Dale is home to many schools of magic including the prestigious War Mage Academy. Entrants are mostly from the city itself, but some foreigners  pay large amounts of money to the city to get in without going through the trials or knowing how to teleport. Education must be paid for just like other expensive goods and services.

Greshen Dale is ruled by a council of mages. A councilor is allowed from each university and from each guild present in the city. They meet every two months to discuss the business of the city. Until recently the presiding councilor was traditionally not a mage, but a psion with the title, Cerebremancer. The last Cerebremancer was a dromite named Talon. The head of the War Mage Academy, a grey elf named Krodius, leads the Sky Patrol which enforces the decrees of the council.

The center of the city has a large plaza where many things are sold and magic tricks are preformed. In the exact center of the plaza is a large well that goes all the way through the volcano. The hole has rails preventing people from falling in. At the center of this hole is the Staff of Oblivion, an artifact known for its power against undead. Twelve bolts of lightning continually emanate and crackle from the staff and go to the sides of the hole. No one is sure why Tentineh placed it there, but most assume for defense or to have a piece of what keeps the fortress afloat visible to the public. The well is used to make offerings to the Dahak who is still a patron deity of the city.

During the First and Second Alliance Wars Greshen Dale has so far remained neutral. The Xorians offered citizenship to the people of Greshen Dale after the Battle of Phoenix in the Second Alliance War, but the council of mages declined in favor of continuing their neutrality. This declination also involved the signing of an official neutrality document. This document allowed free access to the city for Xoria’s Dragovinian population. The Dragovinians moved in, led by Lady Li of Colchis, and began converting the people of Greshen Dale to Dragovinysm.

Cerebramancer Talon, seeing that his people would inevitably decide to join the Xorians, attempted to stop them from joining with an evil power. Talon allied with Amalius, Torin, Tagenadi, and Eathirilu to secure the Red Orb of Dragonkind from the northwestern sphere of Greshen Dale. The sphere could float for a time on its own without the Orb. The Orb could then be used to dominate Lady Li and her followers and expel them from the city. Unfortunately, Amalius deviated from the plan by willfully destroying the Red Orb in order to free the captive red dragons, Invernix and Sartoria.

Talon’s involvement was quickly discovered. He fled into the lava tubes beneath the city with a few loyal followers. In his absence, Lady Li and the new Dragovinian Sky Patrol Leader, Krodius, rule the city. Talon and his followers fight a guerrilla war against the Dragovinians in the city, but it is only a matter of time before the city officially joins with the Xorian Empire.