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.

-GoCorral

Next: Cimmerian Timeline Part 21

Cimmerian Timeline Part 11

Previous: Cimmerian Timeline Part 10

927BCE: Danar didn’t know how to survive in the wild. He was taken in by a group of kind villagers. They accepted him into their community and he took up a woodcutter’s axe to protect them from the monsters that plagued them. Danar never publicly used magic, but he continued to practice his arcane skills in secret.

925BCE: Danar rose to become headman of his village. He organized the people of the swamplands into a militia, so they could deserve themselves and keep order while Danar was occupied elsewhere. The black dragon brothers, Kovan’rorshac and Pithwatolzar, permitted Danar’s actions as it indirectly benefited him. Wealthier citizens meant more tribute for the dragons.

924BCE: Danar’s civilization of the swamp encountered resistance when the Elven druid, Eathirilu, arrived in the area. Eathirilu viewed Danar’s efforts to expand farm lands and hunting grounds as antithetical to nature itself. He attacked and sabotaged many of the exiled prince’s projects. The two figures crossed paths numerous times, but neither could get the upper hand over the other.

923BCE: The red wyrm, Invernix, witnessed Danar’s charitable work in the swamplands. “Why had the black dragon monarchs done nothing?” thought Invernix. “Were they lazy and decadent or was this an alliance between bronze and black?” Invernix disliked the situation either way. He entered the swamplands and began burning settlements.

922BCE: Danar refused to engage, but not for lack of courage. Rather, Danar was concerned for the fate of his people should he die. They could be killed and broken by lesser threats without his protection. Danar hoped that Invernix would grow bored and return to the Terror Mountains.

921BCE: Invernix did not leave and Danar confronted the fact that he would have to face the dragon. Danar teamed up with his previous enemy, Eathirilu, to fight Invernix. Unfortunately, Invernix defeated the pair. The great red wyrm promised to leave the swamplands untouched if Danar returned to Sheerzen and claimed the throne. Invernix planned on using Danar as a pawn in Rilopenaril’s kingdom.
Danar visited the first village he had stayed at. Revealing his magic powers he told the villagers that he was returning to his birthright in Sheerzen. People from all over gathered together to say goodbye to their leader. The combined their varied talents and made Danar a superb axe of unequaled quality to replace the old woodcutter’s axe he had used for so many years.

920BCE: Danar returned to Sheerzen to challenge the throne. His parents had died and his brother, Einhart, had defeated the other four siblings. Prince Einhart’s coronation was imminent. The people of Sheerzen protested Danar’s return, saying that his exile made his claim illegitimate. Ignoring the voices of the crowd, Einhart accepted Danar’s challenge. The two dueled in the vast, open, central elevator of Sheerzen. Danar’s axe brought him victory, but his brother shot out Danar’s right eye with an electricity spell.
Danar was coronated in his brother’s place. At the ceremony an elder earth elemental, Rhinston, attended. The elemental gave Danar a magical gem that could take the place of an eye. The gem fit perfectly in his eye socket. Danar chose to keep the eye hidden behind a patch. It was said that when Danar revealed his gem eye he could see to the truth of all things.

-GoCorral

Next: Cimmerian Timeline Part 12

Cimmerian Timeline Part 9

Previous: Cimmerian Timeline Part 8

968BCE: The dragon monarchs began exploiting the labor of their subjects to build grand palaces and monuments. The bronze dragon siblings, Rilopenaril and Langudina, disliked these vain practices. They used their power to provide patronage for adventurers that aided the bronze dragons’ subjects on a personal level. Rilopenaril and Langudina’s taxes were minimal compared to their cousins. The only exceptions were mithral, adamantine, and lead, which were taxed at enormous percentages, all but denying those metals to the common inhabitant of Apollo’s Plains.

967BCE: The dragons inbred with their subjects and in many cases, the local wildlife. Draconic half-breeds became relatively common.

964BCE: An adventuring group caught the eye of Rilopenaril and Langudina. The adventurers had kept the bronze dragons’ more civilized subjects safe from a raiding band of white dragon hybrid ogres. The adventurers were honored and named the Bronze Chords. Their names were Brelfagar the Dwarven fighter, Shoree the Human paladin, Sunrise the Elven wizard, and Jeffery the Human cleric of the Muses.

963BCE: Rilopenaril tasked the Bronze Chords with gathering all the people of Apollo’s Plains in one central location, the sacred Hill of Apollo where the draconic pair made their lair. He wished to make an announcement to his subjects. Langudina was oddly absent when Rilopenaril gave this task to the Bronze Chords.

959BCE: After many years the Bronze Chords completed their task. They traveled the length and breadth of Apollo’s Plains and slew many beasts and monsters to ensure safe travel for the weaker subjects of the bronze dragons. All the people of the Plains packed up their belongings as directed and migrated to Apollo’s Hill.

958BCE: All the people of Apollo’s Plains came together as one. Rilopenaril announced that they would no longer live separately. They would live together in a new home of his design. Rilopenaril intoned a divine spell and a magnificent structure rose from the crown of Apollo’s Hill. The stone castle rose a thousand feet into the air reinforced by adamantine and lead. The town of Sheerzen came into existence in less time than it takes to bake a cake. All those present were invited to inhabit the castle or return to their villages as they wished. Rilopenaril named the Bronze Chords the leaders of the new community.

957BCE: Rilopenaril mated with the Bronze Chords and some of their existing children, infusing their bloodlines with draconic power. Langudina rarely emerged from her home beneath the Hill.

-GoCorral

Next: Cimmerian Timeline Part 10

Characters of Cimmeria: Toffoun

Toffoun was a Dwarven cleric of Ares who fought with twin swords against the Goblins of the east. Along with Amalgami, Toffoun protected and organized the Humans, Dwarves, and Halflings of Zeus’s Canvas during the Goblin resurgence of the late 10th century BCE. He founded the city of Jipangu and passed on his particular code of honor to its citizens. Toffoun joined the other heroes of Cimmeria during the Dragon War. He bound the draconic benefactor of the mortals, Langudina, within the Bronze Orb before entering his slumber along with the other heroes.

Continue reading

Nashville: The City

I hate saying anything negative about Nashville as I had a great time while there, but the city itself was not pleasant.

As typical of large cities, there are tons of one-way streets downtown that we weren’t familiar with AND that weren’t marked on maps.

Compounding that confusion, a number of streets were blocked off due to the July 4th event.

EVEN MORE! A lot of streets were blocked off by construction work and what one tour guide called, “Tennessee’s state bird, the crane!” (It’s actually the mockingbird if you were curious).

Crane's so tall I needed to do a collage!
Crane’s so tall I needed to do a collage!

Additionally, parking was… difficult, but at least we expected that. Parking in the Gulch neighborhood on the edge of downtown and walking in over the railroad was the way to go for us.

Second major problem with the city was the smell.

There was a faint garbage stench throughout downtown. Not exactly sure why.

Obviously it got stronger when we got close to dumpsters, but I’ve never experienced a problem like this in any major city. Seems like the dumpsters just don’t trap smells in Tennessee’s humidity.

Final issue with Nashville was the myth of Southern hospitality. I’ve heard of, experienced it, and expected it in Nashville, but it was not so!

Not that anybody was particularly rude, just people were notably less polite than what I’d experienced in Davis, CA.

Maybe it’s because Nashville is a tourist town and the locals hate tourists? Maybe it was due to the extra stress of the downtown construction and July 4th? Maybe something in the local news had everyone on edge?

Whatever it was, the people there just weren’t as nice as I expected them to be.

Like I said, all of these things by no means ruined the vacation. There were just… noticeable.

-GoCorral

Characters of Cimmeria: Restnor

In a way, this post is really about three characters, not just one. Restnor the Third was a character I established previously as the founder of Restnor’s Point. Having him be “the Third” meant that there were two Restnors before him. Additionally, as their lives weren’t mentioned they couldn’t possibly be as important as Restnor. So I came up with a little history for the two of them, but mostly as a way of setting the scene for the environment that Restnor the Third grew up in.

Restnor the Third

In the aftermath of the Dragon War people moved into the wild untamed places of Cimmeria such as the Black River watershed. These early settlers needed protection. Many volunteered to be rangers trained by the Elves that lived in the Valor Forest. Restnor the First was among the initial group of rangers slaying monsters and protecting the people that made their homes along the Black River’s tributaries. Restnor the First had a child with an Elf. When the child was old enough, Restnor took him and raised him on the road while he battled against all manner of threats to civilized life. Continue reading

Characters of Cimmeria: Tentineh

Tentineh

Tentineh was one of the most powerful wizards who ever lived. Master of the elements he came up with many new spells never seen before. He became the defender of Greshendale during the Age of Monsters. Frustrated with draconic tyranny, Tentineh led the heroes of the land during the Dragon War. He invented the Orbs of Dragonkind to imprison the dragons. Greshendale was destroyed during the war, but upon the heroes’ victory, Tentineh used half of the Orbs to rebuild Greshendale as a flying city. Tentineh now lies with the other heroes of the Dragon War, deep beneath the earth awaiting the return of the silver dragons which he personally imprisoned.

Tentineh was the first son born to a wealthy farmer in the Greshen Valley. Tentineh’s family did not know, but he was destined for great things. His mother had been attacked by one of the wyverns of the Terror Mountains in her youth. The poison from the wyvern’s sting lingered in her body and transferred into the babe during her pregnancy. The poison tested the boy and he came through, not weakened, but fortified with the might of the dragon.

Tentineh’s father saved up all his gold to pay for the boy’s education. He apprenticed his son to an accomplished wizard who also happened to be a descendant of Sadroston. From a young age Tentineh learned all the secrets passed down by Sadroston. He mastered them with a unnatural speed due to the draconic power flowing in his veins. He swiftly surpassed his master and rose to be the greatest spellcaster in the whole of Greshen Valley.

The dragons in the Terror Mountains did not permit the people in the valley to organize armies, but the same could not be said for the trolls in the foothills. Tentineh had experience repelling smaller troll attacks with his command over the elements, but his powers could not stop an entire army of the beasts when they attacked. Instead, the young wizard turned to dark, forbidden magicks. He summoned a fiery demon from beyond the realm of Hades to vanquish the trolls. This slaad, as it was called, defeated the troll army, but it demanded a terrible price. It would see the whole world burn in payment for it’s service.

Tentineh moved quickly to thwart this new threat to Greshendale’s safety. The infernal slaad rested after obliterating the trolls to regain its power. Tentineh  dug through old tomes of binding spells. He found what he needed and used the magic to imprison the slaad forever. A magical rod provided the key to the slaad’s prison and the key could only be turned by three mages, one of good nature, one of evil, and one of neither. The rod was broken into pieces and scattered across the realm to prevent the slaad’s return.

Tentineh never wanted to resort to such dire measures again. He began secretly training the people of Greshendale in the magical and martial arts. If the dragons would not let him have an army, then he would hide it from them. In time, a force of giants descended from the mountains. Tentineh could not halt the giants’ advance on his own. He was forced to use his army and in so doing, reveal it to the dragons. The punishment was certain, death.

Rather than submit to the dragons’ judgement, Tentineh gathered the heroes of the land alongside his army. Thus began the Dragon War. The war lasted many long years. Killing the dragons proved difficult. The elder wyrms that ruled their species could regenerate even the most dire of wounds. Tentineh’s past experience proved invaluable in solving this problem. Instead of killing the dragons he bound their leaders to ten crystal orbs. Each dragon color had two elder wyrms that led it. Each Orb contained within it one of those leaders while the other leader was set to guard the Orb for all eternity. The Orbs in turn gave great power to any mortal that possessed them.

Tentineh advised the other heroes he had fought with to place eternal defenses around the Orbs. Those who could not or would not gave their Orbs to their architect. Tentineh used them to build a new Greshendale, for the original city in the valley had been destroyed during the war. Vast power was poured into the city. A volcano imprisoning an ancient enemy of Zeus was used in the creation of the new city, freeing the monstrous Dahak and winning its gratitude. Other powerful artifacts besides the Orbs were used in the city’s construction but it was still not enough. Tentineh took more magic from the surrounding land and the valley died as its life energy was given over to the city. Holes in the fabric of the world were ripped asunder. These holes are still present in the valley as empty spheres, consuming all that is placed within them.

In the end, Tentineh completed his vision. Greshendale flew. The magic within the city made it a paradise, providing light, food, water, shelter, communication, and entertainment to all who lived within it. The people of the valley were offered a choice, live in the floating city or strike out on their own. Many accepted Tentineh’s offer and moved into new homes. The others attempted to settle a new Greshendale to the south, but the settlement upon the ground atrophied within a few generations.

Tentineh did his best to be a good leader to his subjects. He set up the War Mage Academy to teach them battle magic for defense. He invited druids, sorcerers, and psions to the city to teach other forms of magic. He bound elementals to his service to further enhance the city’s comforts. Tentineh even set up a ruling council of mages so that he would not have absolute tyrannical power over the city.

Despite all his accomplishments, a dark fear still lingered in Tentineh’s heart. The Orbs were not indestructible. The dragons could return in time. He worked out a plan along with the nine other heroes who had imprisoned the dragons. Should an Orb be broken, the hero who defeated that dragon would be summoned once more to re-imprison the beast. To keep their youthful edge sharp for all eternity, the heroes would voluntarily accept a death-like slumber. Eons could pass, but they would not age. They would wait, and when the dragons returned, they would be ready.

Tentineh sleeps with his companions beneath the earth now, awaiting the return of the silver dragons.

-GoCorral

Yuettencal

Yuettencal.png

Yuettencal has a population of close to 150,000 and is the capital of Aractrash. Satronwook, Tetalya, and Lordodo are all vassals of Yuettencal. Yuettencal fits perfectly within the jungle. All but the most fortified buildings are made of wood, dirt, or underground entirely. Fire prevention would usually be a problem, but the moist conditions of the rainforest and numerous spellcasters with create water at the ready prevent the spread of any blaze. Starting a fire without magic or tindertwigs is a bigger problem than preventing them.

Yuettencal’s production is mostly tropical fruits, tropical wine from tropical fruits, tropical art, tropical animals, and spell components you can only find in the jungle. Jungle trees produce poor quality wood and the surrounding soil is also poor. Yuettencal’s economy would fall apart were it not for the gold mines to the north that belong to the royal family.

The gold mines are controlled by the king and are not allowed to be traded or even worked on by contractors or other interested parties. The king doesn’t want any of the gold being stolen or given out as a finder’s fee. The gold is mined entirely with slaves and sorcerer guards. The sorcerers have found numerous uses for a detect gold spell. They use it on slaves to ensure no thefts occur, On a rich vein to see the best way to dig, and to find out if a vein is done. The sorcerers have plenty of spells for their most important duty, preventing riots and revolts. The conditions for the slaves are brutal, but after five years they are freed and allowed to work for one year in the mines earning 3% of what they find.  Once a slave no longer works in the mines a geas/quest is cast upon them to prevent discussion about activities in the mines. Most slaves do not make it through those five or six years dying from exhaustion, a broken limb, or poisonous gas. Very few clerics are posted to help the slaves.

Yuettencal has the largest slave market east of Xoria. Any type of slave can be purchased here, but mostly the ugly races such as Orcs, Goblins, and Gnolls. Very few Elves, Dwarves, and Halflings are up for sale. Their kind does not usually commit crimes or go to war. Imprisonment is a much worse punishment for a race that is close to immortality as well. Suicide is a common cause of death for the enslaved elder races. The slave market is located in the west of the city in a plaza known as the Merchant’s Domain.

The selling of sentient flesh at the slave market fostered a thriving market for animals as well. Alongside mundane animals many exotic pets or mounts can be purchased in D Park, north of the Merchant’s Domain. Venders sell griffons, hippogriffs, and pegasi for riding; moon rats and pseudodragons for familiars; and trainers and caretakers for teaching how to ride and take care of all the beasts. Rarer animals for sale include dragons, nightmares, and pretty much any mystical animal, but only with a special permit. Dragons are usually only sold as eggs. Live ones are considered too dangerous to be kept inside the city and must be sold outside the walls.

Yuettencal is ruled by King Staynard. He recently took the crown upon his father’s assassination. Prior to becoming the royal family, Staynard’s ancestors discovered the gold mines and slowly grew to a position of power. They were crowned as royalty by the priesthood of Zeus when the first King Gollard married a nymph. King Staynard is inexperienced and afraid of the power that comes with his position. He relies heavily on his advisers and the counsel of his family’s silver dragon mount, Kinderax. The people of Aractrash believe that Staynard’s father, Ballard, was assassinated on the order of the Xorians. Staynard plans to join the Second Alliance and enter the War, but he fears he may regret this decision.

A particular type of spider lives in Yuettencal called Redwire Spiders. Their webs are red and cannot be cut by a sword without a few seconds of vigorous sawing. The spiders are domesticated and trained to spin their webs in long lines of thread. This red cloth is very comfortable and has the strength of studded leather armor. The spider is the crest of the king, is on the Aractrashan flag, and is worn on the armor of the Aractrashan soldiery. The Redwire cloth is highly valued by civilians in the city and by foreigners, but the king keeps a monopoly on it and does not sell it to anyone. A black market does exist, surviving off of Redwire cloth taken from bribed or mugged soldiers. The punishment for losing or selling Redwire cloth is severe, 50 lashes and expulsion from Yuettencal.

-GoCorral

Tetalya

Tetalya.png

Tetalya is a jungle city with a population of about 45,000 along the Aractrash River’s exit from the Aractrashan Jungle. The city is a center for alchemy of all kinds. Magic potions and nonmagical salves are made in great quantities in Tetalya. The surrounding trees, plants, and animals have many different type of spell components that fetchers bring in to the city to be harvested for spell components. The more rare and dangerous specimens such as Basilisks are processed in a cordoned area just outside of the city.

Tetalya has a popular battle arena that attracts visitors from other cities. Many husbands have lost their life savings and gone home to the verbal abuse of their wives while others have moved up to positions of insane wealth. The arena is special in that it does not hire new people or use beasts except for its most special combats on holidays. The arena has rotated through a set of twelve different combatants since its formation. The fighters rarely leave their cush arena position thanks to the large cut of the betting, luxurious living space, and the best food that can be given to them. The twelve combatants currently active in the arena are: Hargoth the Axe Rager, Dylan the Sword Ranger, Julian the Drunk Monk, Shara the Half-elf Grappler, Tira the Knife Woman, Organ the Buffing, Sheera the Elven Archer, Tjakres the Githzerai with Magic Arms, Batinhen the Dwarven Paladin, Constance the Dwarven Defender, Kuvintal the Rapier using Acrobat, and Bats the Halfling with a Hooked Hammer and Net. There are contingent spells put on the combatants to prevent them from dying. All of them are best buddies and spend most of their off time together.

The biggest production of alchemy ingredients is done at Grandma Sullust’s Garden in Tetalya. She has a virtual monopoly in the East on magical plants that can be grown domestically. She sells some of her crop in the city itself but most goes to the druid’s guild in Lordodo. They use the plants they can to make salves and the rest are exported mostly to Crafterton to make alchemist’s fire and other offensive chemicals.

The Druidic Healing Guild of Lordodo has an office in Tetalya. This office is the organizational center of Tetalya, filling the basic function a lord’s castle would in a feudal town. The druids do pay fealty to King Staynard of Aractrash and defer to his authority when he is in the city. The druids increased sanitation to levels that some of the public think is unnecessary, while the rest think the clean streets are the best thing since bread. The guild built many public parks and improved the fire prevention service. Overall the druids have drstically improved the standard of living within the city while restricting most of the city’s more dirty medieval traditions.

-GoCorral

Sheerzen

Two notes about this city. First, it uses a numbering city in parenthesis to indicate which floor the current description applies to. Second, the concept for the history of this city was created in part by a member of my D&D group. His screen name is Zigfried and he deserves a lot of credit for developing the unique flavor of Sheerzen’s history.

Sheerzen.png

Sheerzen is a town of about 10,000 people built in the middle of Apollo’s Plains. The town was constructed by an early group of heroes, Brelfagar the Dwarven fighter, Shoree the Human paladin, Sunrise the Elven wizard, and Jeffery the Human cleric of the Muses. This adventuring party known as the Bronze Chords served their bronze dragon master, Rilopenaril. There are not many useful resources in the area around Sheerzen besides good soil. The city is not along any large rivers or trade routes. Earthquakes routinely rock the area destroying most buildings and any tunnels that would provide a connection to the Underdark. Sheerzen was constructed in this location precisely because it had little to offer. With no resources, the Bronze Chords hoped it would always be a peaceful city.

Sheerzen has only one building, a gigantic castle built atop an even bigger hill and surrounded by a moat. The keep rises about one thousand feet into the air. At the center of the tower is an empty space about forty feet across. This area is called the levitation elevator and bestows the power of levitation on all those who come into it.  There are stairs, but most residents use the elevator. The elevator does not reach the top six levels of the fortress. A magical waterfall goes through the center of this great empty space and provides all the water the citizens need. The waterfall disappears into a magical hole in the ground floor to prevent flooding.

The whole structure is reinforced with adamantine and lead making it impossible to teleport or scry into. The first five (1-5) levels of the castle are entirely defensive except for a park at the base of the elevator. These defensive levels are a show of force to visitors and an actual precaution against those who might attack Sheerzen. Hundreds of arrow slits look out on Apollo’s Hill making sure no army can approach within a mile without being shot at by ballistae, bows, crossbows, slings, catapults, and magical defenses.

The next dozen or so (6-19) levels are mostly commercial, so that tourists and visitors to the city need not go too far to find what they are looking for. The town sells commemorative items with a specialty in complex imitation weapons and armor for children to wear. Many famous painters, sculptors, and architects are also from Sheerzen and copies of their works are sold in numerous shops. The hotels and restaurants of the city are also on the commercial levels.

The next few (20-26) levels are where crafting takes place. These levels although unattractive need to be low in the fortress so that resources would not have to be taken all the way up to the top of the building. Sheerzen has a large available space for making items, but not enough people using that space. It would be a rival to Crafterton if it shared a similar central location in The Magical Lands. The work place and tools are free to use for all, but craftsmen must provide their own materials. A popular recreation for the people of Sheerzen is to see who can make the best of a particular type of item or how fast someone can make such an item.

The next couple dozen (27-93) levels are mostly residential with parks on some levels surrounding the elevator. A few hotels, restaurants, and other small businesses take up shop on these levels as well, but it is against an unenforced law for them to do so. These levels are considered claustrophobic by the people who do not live in Sheerzen because of the low ceiling on the wide boulevards.

The next (94) level of Sheerzen contains the city’s legal facilities, jail, and police headquarters. The police headquarters is on the inner circle with the jail in the middle circle and the courts and lawyer’s offices on the outer circle. The town has no punishments for which the jail is required. The jail is used to house criminals before their trials. Sheerzen’s legal code is regular except that during a siege or war almost every punishment is death. Capital punishment is always carried out by tossing the convict off the roof of the fortress. The landing spot is surrounded by a railing to prevent an innocent person being crushed by any falling felons.

The next three (95-97) levels are for the administrative offices of the town. The treasury of Sheerzen is on the 95th level with an extensive guard contingent to prevent theft. The bureaucrats are on these levels as well as the library and hospital. The elevator does not reach these levels. Permission from Sheriff Dratles or another person of similar importance is required to access the staircase to the 95th floor and above.

The 98th level is entirely empty except for the stairs going up and down directly across from each other. Most people upon entering this room for the first time find it unsettling due to the low ceiling. Some with weaker constitutions have even thrown up when walking across it. The rumor is that it serves some purpose for the defense of the city, but no one really knows.

The 99th and 100th levels make up the palace of the large royal family. The royals are descended from the Bronze Chords. Rilopenaril repeatedly seeded the adventurers’ descendants with his own bloodline ensuring that any member of the Sheerzen royal family would have some draconic features. Additionally all of the royal family members have some command over arcane power due to their draconic descent. Rilopenaril encouraged the development of this arcane power in the royal family and eventually he became obsessed with it. The dragon organized magical duels for his children to determine who was the best sorcerer. This tradition expanded until the successor to the current monarch was chosen by the winner of a series of lethal duels between the bronze dragon’s grandchildren.

Danar the Beastslayer was the most significant king in Sheerzen’s history. Exiled at an early age, Danar returned to the city after training for many years in the swamp that now bears his name. Danar slew his elder brother, Einhart, in a magical duel and claimed the crown. He joined the other heroes of the age in their fight against the tyranny of the dragons. Danar helped defeat his own ancestors, Rilopenaril and the dragon’s twin sister, Langudina. The mortal warrior locked away the dragon monarchs in the Orbs of Dragonkind, becoming the guardian of the Red Orb.

Rilopenaril left Sheerzen after his sister was locked away in the Bronze Orb. He guards the Bronze Orb at a hidden location close to the tower city. The conditions of Rilopenaril’s magical bondage allow him to visit Sheerzen for the coronations, funerals, and weddings of each successive monarch. The current king and queen are Dominiic and Freya. Forty years ago the Xorian army marched upon Sheerzen. The king and queen surrendered the city to Xoria on the condition that their line and traditions be allowed to continue. King Dominiic and Queen Freya elected to keep their mortality, but do not judge the decisions their subjects make. Under these conditions, a mortal and Dragovinian aristocracy have peacefully mixed in Sheerzen.

Sheerzen was built to be a haven for artisans and craftsmen to practice their art without worrying about their income. The city’s enchantments allow the monarchy to easily provide patronage for hundreds of artists. To defend the city the army is outfitted with the best weapons available and focuses on learning defensive battle strategies without losing a single man to the opponent’s weapons. Because the fortress creates its own food and water within it is always prepared for a siege. The magical nature of the monarchy extends to the army where mages are trained to dispel and counter enemy battle mages.

Danar has recently returned to life due to the destruction of the Red Orb. The magic that orchestrated his return will only allow him to rest once Invernix is defeated once more. Danar decided to delay his confrontation with Invernix due to the numerous other contemporary threats to the people of Cimmeria. Once he feels the world is safe enough, Danar will confront Invernix once more.

-GoCorral