Cimmerian Timeline Part 42

Previous: Cimmerian Timeline Part 41

More on the Aractrashan Kingdom’s founding.

552BCE: As Gollard grew into an adult he took an interest in the gold mines of Yuettencal. He learned the mining process and worked alongside the miners to understand their needs and desires. Gollard also practiced his swordsmanship against the threats of the Underdark. When he came of age he was declared captain of the guard.

551BCE: The Underdark races attacking Yuettencal’s mines spoke Undercommon during their raids to coordinate. Gollard learned the language by studying books and speaking with enslaved captives. He used his fluency to comprehend the attackers shouted commands during their attacks. Gollard turned back many Drow, Svirfneblin, and Duergar attacks using this information.

549BCE: A fearful Drow woman, Medrika, surrendered to Gollard and asked for his help. She’d stolen a clutch of alchemically modified spiders from King Croshan of the Drow. If Gollard could protect her, she promised to give the spiders to him. The young man was smitten with Medrika’s beauty. He agreed to protect her. Gollard and his subordinates defeated the Drow that had stalked Medrika through the Underdark and then took her to the surface.

Continue reading

Cimmerian Timeline Part 30

Previous: Cimmerian Timeline Part 29

883BCE: Many of the Naturalists of Bigby’s Forest elected to take over the trading post at Semanarie. They set up a druidic enclave there that preached naturalism and separation from civilized society. Most of the buildings were knocked down and the residents slept outside, protected by the druids’ magic.
The Naturalists who did not settle in Semanarie set out to find a new location for their community. They traveled eastward along the Caspian Sea, collecting followers along the way.

882BCE: After Semanarie became a druidic commune it could no longer serve as the trade post for Bigby’s Forest. An enterprising halfling merchant, Glospiel, set up a trading post, but not on the forest’s edge as one might expect. He laid the foundations for a town on the Caspian coast. Glospiel named his city after the halfling word for sea spray, Makotako.

881BCE: Condrofalspeth, a descendant of Sadroston, gathered people to resettle Jeutontic.

Continue reading

Kingdoms Sprouting Up Part 3

Previous: Kingdoms Sprouting Up Part 2

Jeutontic
Jeutontic served as a trading post between the Elves of Whitewood Forest and the rest of the world for over a century after the Forest’s settlement. This relationship suffered during the Age of Monsters when the elves escaped into the Underdark to avoid the dragons. Trade disappeared for a time and Jeutontic shrunk to a few households determined to stay in their generational homes.
During the Dragon War the Dark Elves were as much adversaries for their former trading partners as for the dragons. They raided settlements across Western Cimmeria for supplies and trade goods. The war consumed the attention of the surface dwellers and the Dark Elves pillaged without fear of reprisal.
At the end of the Dragon War a descendant of Sadroston came to Western Cimmeria with a goal of ending the raids. His name was Condrofalspeth and he was a half-elf mage. Condrofalspeth gathered the dispersed people of Western Cimmeria together so they could better defend themselves against Croshan’s warriors. These settlers rebuilt the town of Jeutontic into a splendid city-state on the edge of Gaia’s Navel. Continue reading

Cimmerian Timeline Part 27

Previous: Cimmerian Timeline Part 26

1099BCE: The elven leaders became jealous of the dwarves independence. Constant complaints by the humans about the dwarven traitors further frustrated the elves. The sylvan people left the Conclave and setup new societies in the forests of Cimmeria. Croshan the Honorable took his people to the Whitewood Forest. Rarventataa the Wary took her people to the Dry Woods (which would later be known as Bigby’s Forest). Valor the Boastful took his people to Valor’s Forest and promptly named the forest after himself. Kithania the Strong took her people to the Hardtop Forest (now known as the Robber’s Forest).

1082BCE: Trading villages were established on the edges of the elven forests to move valuable goods between the elves and the other communities of Cimmeria. Shalemstead served Valor’s Forest, Semanarie served the Dry Woods, Harbinston served Hardtop Forest, and Jeutontic served the Whitewood Forest. These villages were initially populated by humans, but in time their demographics changed into multi-racial communities.

1018BCE: Eathirilu was born to an elven couple in the Dry Woods.

Continue reading

Elves After the Conclave

Elf Forest

After seceding from the Conclave the elf leaders split apart, each taking a portion of their coalition to a different dense forest of Cimmeria. Croshan the Honorable took his people to the Whitewood Forest. Rarventataa the Wary took her people to the Dry Woods (which would later be known as Bigby’s Forest). Valor the Boastful took his people to Valor’s Forest and promptly named the forest after himself. Kithania the Strong took her people to the Hardtop Forest (now known as the Robber’s Forest). Each of these elves had been created by the gods as 100 year old adults and 50 years had passed since. Their bodies were 150 years old and still young for elf standards. They ruled their realms with the approval of their people for many years. Continue reading

Characters of Cimmeria: Torin Stoneblade

Torin

Torin Stoneblade is a powerful high priest of Athena, advisor to the Hill Dwarf King Dainlin, and second-in-line to the Hill Dwarf throne. Torin’s accomplishments as an Alliance Council member made him one of the most well-known clerics in Eastern Cimmeria. Using his divinely gifted magic Torin slowed the Xorian advance inspiring hundreds, if not thousands, to join the Alliance and fight alongside him. Torin is also a skilled general whom many respect and fear. Continue reading

Jord

Jord

Jord is a city for the common Hill Dwarves of Cimmeria. It holds a community of over 36,000 dwarves in its stone halls. The city proper lies beneath the confluence of the Cogardes River and the Delain Tribute. The city plan is dictated by the numerous grottos created by the rivers’ previous underground paths. The dwarves expanded the original caverns to make a more livable and pleasant area for their daily activities. Conditions are ideal for the bearded folk, and a population of some 3,000 other races live above the city proper where the fertile soil is farmed and produce is sent below.

Jord is a royal city state ruled by a dwarven king with all state powers focused in him. The king’s word is law and Dainlin, son of Doerlin, is the king. He has been for a hundred and fifty years. The main efforts of his reign have been in expanding mining operations and selling more metal to the Magical Lands and less to Xoria. He prefers to supply defenders in wars over offenders. In keeping with this policy, King Dainlin officially joined the Second Alliance against Xoria.

The city’s main exports are metals, stone, gems, and mushrooms. All types of metals are mined in the deep parts of Jord. Adamantite, zinc, iron, and copper veins all exist directly below the city. Mithral, gold, silver, and tin can be found at the Flower of the Deep mine to the northeast. The stone that is excavated is most often granite, but a large marble deposit exists close to the Flower of the Deep. Dainlin developed an expansion there a few years ago after eradicating the indigenous Drow population.

The mushrooms of Jord are grown with the advice and help of a large tribe of myconid that live in the unworked caverns of the city. The small amount of dwarven druids who live in the city assist the myconid with magic and alter the fungus slightly to get all sorts of shapes, colors, and flavors. These odd delicacies are savored by the upper class in the Magical Lands. The myconid circle leaders also make plenty of potions that are sold to the neighboring city states.

Jord’s alcohol supply is prodigious and almost matches that of Satronwook. Most of the grain alcohol is made on the farms above the caverns, but wine has to be imported. Luckily dwarves aren’t fans of sissy wine, so not much is needed. They do need to import honey for mead though. Acquiring a colony of giant bees is one of Dainlin’s unexplored projects.

Jord’s military power was and is strong because almost every citizen is ready to arm themselves at the drop of a hat. Every person has a suit of armor and a weapon and most have magical, masterwork, or special material arms and armor. The police force of the city reports to Dainlin directly. The militia is well-equipped and well prepared with potions of cure and other things for every conceivable domestic disaster. 2,000 dwarves participated in the defense of Phoenix and were captured when the Alliance abandoned the city. Rather than suffer a second defeat by bankrupting themselves to ransom the soldiers, the Alliance let the Xorians keep them. The dwarves have been put to work as slaves, rebuilding the shattered defenses of Phoenix.

Jord is home to the third largest museum in the world, with only those of Troy and Damascus being bigger. It’s most famous exhibit is the mausoleum of dwarves, where all the renowned bearded folk hope to be laid to rest. Jovy, the human pirate and founder of Lordodo, is present at the mausoleum. He was given an honorary place there as “his beard rivaled that of any dwarf.” The museum holds many fine pieces of art, a gem collection, and a few minor artifacts.

Many changes have come to Jord since the city joined the Alliance. The city has focused on the exportation of weapons and armor to the other Alliance cities to the exclusion of Dainlin’s other pet projects. The capture of the dwarven army has put an additional emotional strain on the citizens of Jord. They have pleaded with the King to defy the Alliance’s decree to not ransom prisoners. While Dainlin wishes to do just that, he will not as long as the Alliance forbids it.

In addition to the capture of the dwarven army, the Battle of Phoenix also allowed for the recovery of the Fierce Axe of Dwarvish Lords. This Axe symbolizes the unity of all four dwarf races, Hill, Mountain, Deep, and Duergar. The Axe instigated a Kingsmoot where all four dwarven Kings gathered at Highhold in the Terror Mountains. The four kings agreed that King Torngar of the Mountain Dwarves would rule as High King as long as the entire dwarven race joined in the war against Xoria. The dwarven war machine has now begun to turn in earnest and will soon strike back at the Xorians.

-GoCorral

Tectoctar

Jevanicia

Tectoctar was a small city of 6,000 people who the rest of the world described as degenerates. Tectoctar was one of the most awful places one could imagine to live in. It had food and shelter, but not of a particularly good kind. The place had its share of problems with all the bugs, the seasonal flooding, and the continual sinking of any building into Danar’s Swamp. It’s rumored that some of the oldest buildings have basements so far done that they go into the Underdark.

Tectoctar was built on Danar’s Swamp, not next to it, under it, or over it, but on it. The town was built by Tectoctar, a Xorian general turned renegade, who led his army to the north and settled in the swamp when he received a sign from Zeus. Zeus had intended the usurper to die in the swamp, but Tectoctar was an excellent commander and managed to force his troops to stay and work through the absolute discipline he had instilled in them prior to their expedition. Additionally he had his lieutenant general cast a spell that let him read people’s thoughts allowing him to punish traitors before they committed their first act of sedition. Unfortunately for Tectoctar the side effect of knowing every man’s thoughts within a two mile radius is rather destructive. The tyrant general went insane and disappeared into the western reaches of the bog. The citizens of the city had already settled down and knowing they would not be welcomed back in Xoria decided to stay.

Tectoctar had no city plan of any kind. Occasionally an architectural accident would make a front door unreachable and required a new one to be cut in the walls. The principal building material was wood sent upriver from Bigby’s forest. The wood was used to create a frame for the house and then covered with hides, leaves, or hay to keep the rain and bugs out. Any building made with a heavier structure sank into the ground within a few months and even the wooden structures were constantly sinking, creating basements of ever increasing size beneath the city.

The extremely moist soil of Tectoctar was quite good for growing rice, but excruciatingly bad for anything else most people consider edible. A type of flower grows in the swamp that can be eaten called shorehorn. The animal life that served as the protein for most Tectoctarian dishes is revolting. Snails, slugs, leeches, unclean fish, snakes, and other reptiles. The lucky outsider is served tojanida. These monsters dwell in the swamp and when a dead one is found it was often sold to the wealthy of the town.

As Tectoctar grew older more people immigrated who were rejected by other cities and countries and were told of a paradise where everyone is welcome. Many of them were not impressed by the “paradise.” Some vagabonds left if they could, but most had run out of money getting to the city and were forced to stay. The rare few actually liked Tectoctar better because at least they are the same as everyone else here. The descendants of these immigrants composed the majority of the city’s population.

Tectoctar neither exported nor imported anything because it is nothing more than a large poor town in the middle of a swamp. The one attraction to the town was their local artifact of chewing gum, a type of food that oozes from trees that you cannot actually stop getting sustenance from. You could chew gum forever and never have to worry about eating, drinking, or going to the bathroom again. Unfortunately this miraculous item does not keep for more than a day, so it was only traded in mass quantities to the most foolish of tourists.

The city was ruled by the Race Council. An influential member of each race that lived in Tectoctar was appointed by their brethren to the council. The council had representatives from many different species including, humans, elves, dwarves, halflings, dragons, ogres, giants, goblins, orcs, lizardfolk, gnolls, trolls, kobolds, and troglodytes. Each off shoot of one race was still considered the same. A rather extreme example of the inequity of this policy was present in the representation of Drow by a High Elf councilor. The Race council met once every three months to decide on issues that affected the entire city.

The Xorian government long resented the existence of Tectoctar as it was technically a rebel city. During the regency of Queen Anajakaze, the Xorian army attacked and defeated Tectoctar. It’s people were executed, enslaved, or driven out of the city. With no one else to inhabit the buildings, the city slowly sank into the swamp. The structures still exist beneath the muck, slowly rotting away, but also perhaps holding magic treasures for explorers brave and clever enough to find them.

After the destruction of Tectoctar, Queen Anajakaze created a new colony on the edge of Danar’s Swamp named Jevanicia.

-GoCorral