Phoenix

The original concept for this city was created by one of the players in my group. His internet pseudonym is Middle_Snu, so he should get some of the credit for making Phoenix what it is. I expanded on his ideas to write what you see below.

Phoenix

At the merging of the Curving Stream and Delain Tribute lies Phoenix, a city of some 120,000 inhabitants. Phoenix has always revolved around guilds. Every Phoenixian worth their salt belongs to one of the influential guilds of the city. Guilds are legally allowed to kill unlicensed professionals who fall under their jurisdiction if those individuals refuse a position within the guild. As a result, being blacklisted from a guild generally means a move to a new city or a change in profession. Strangely, even the thieves of Phoenix have an official guild. In actuality, “thieves” keep the streets clean acting as a police force, assuming that a sum of protection money is paid to them. Unlicensed thieves, in the meantime, are tortured for days upon being captured.

Phoenix is a major trade center between Western and Eastern Cimmeria. Many things can be bought in Phoenix, including people. The Slaver’s Guild is a major force, though there isn’t much traffic in newly captured slaves. Phoenix imports a lot of metal from Jord, and grain barges moving upriver for the Dwarves are not an uncommon sight.

Spellcasters have a special place in the guild system. Sorcerers and wizards must register for the Mage’s Guild in order to be able to cast spells legally (costs 50 gp), but clerics, even those of the Titans, may cast freely. Because full members of the Mage’s Guild are required to create a certain number of magical items for sale every year, Phoenix has a booming trade in magical items. Arcane scrolls, potions, and magical items can generally be bought here for as much as 10% below market price. On the other hand, selling magical items without being a member of the Mage’s Guild or a member of the local clergy is a capital crime.

The Mage’s Guild and the rights of clergy were recently upset by the Xorian takeover of Phoenix. All resident clerics of the Olympian pantheon were given a choice, convert to Dragoviniysm or face execution. Most of the clerics chose to die rather than betray their gods. The members of the Mage’s Guild were given a similar choice, but they accepted. The majority of the mage journeymen were turned into Dragovinians to become the new elite of Phoenix.

There was an Adventurer’s Guild in Phoenix prior to the Xorian invasion. The members were simple individuals for the most part who hired themselves out to the highest bidder. Groups of six or more adventurers could be hired for contracts, although prices were steep. There was a ill-defined barrier between the Mercenary’s Guild and the Adventurer’s Guild as to the proper jurisdictions of each. This disagreement had sparked street-fighting in the past, but the difference between the two guilds were set aside when the Xorians approached the city. During the Battle of Phoenix, the Adventurer’s Guild was wiped out. Many of the mercenaries fought on to the last while the guild leaders of Phoenix escaped. Those who surrendered were given the choice of turning to Dragovinians. Many accepted this offer. The two headmasters of the Mercenary’s Guild, Gradorian and Junai, escaped and are rebuilding a military force in Jipangu to combat the Xorians.

Prior to the Xorian invasion the Thief’s Guild oversaw the day to day business of the city and, with the assistance of the clerics, arbitrated any disputes between the guilds. The laws of the city fluctuated based on what guild a person belonged to. Nonmember visitors to the city fell under the Thief’s Guild jurisdiction leading to a high pickpocket rate in Phoenix for people without guild membership. Since the invasion, the militocracy of Phoenix has taken over. King Jevaninada II has made Phoenix into a base to quarter his troops for the coming winter. Blendegad has also moved his throne to the main temple of Phoenix. Blendegad and Jevaninada II personally oversee the activities of the city.

The city’s supplies were already stretched thin during the protracted siege, but now they are forced to provide for thousands of additional Xorian soldiers who were once the city’s enemies. The Xorian supply chains alleviate some of this problem, but those same supply chains are also under attack by the Rebels in Gazeara. Not wanting his own troops to suffer, King Jevaninada II has taken food, clothing, and homes from the people of Xoria and given them to his own soldiers. Thousands of Phoenix citizens are left on the streets with food or shelter. The execution of most of the clerics in Phoenix has only exacerbated this issue. Winter will come soon and many malnourished people will die once the temperature drops.

The Innkeeper’s Guild continues to maintain only one inn in Phoenix, the King’s Rest. Spanning some three blocks, the King’s Rest has everything from a hard floor and gruel to the most luxurious suites with gourmet foot on demand. Prices range from 1 cp-100 gp a night. Stables are an additional 1 silver per night per horse. The Innkeeper’s guildmaster is Bernarda, a Human. The King’s Rest was used to house hundreds of Alliance soldiers before the invasion and now it holds a complementary amount of Xorian troops. Bernarda has taking a liking to Dragoviniysm. She attends services every week and hopes that her actions as the Innkeeper’s guildmaster will earn her immortality as a Dragovinian.

-GoCorral

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Nox

Nox

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.

-GoCorral

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

Jevanicia

Jevanicia

Jevanicia was a small mining town of around 3,000 inhabitants established by Queen Anajakaze after the destruction of Tectoctar. The town was named in honor of her son, Jevaninada the Second. Jevanicia was built with military precision after scouting out a good location, both in terms of access to resources, such as the nearby mines and farm fields, and firm ground for construction of permanent buildings. In almost every way that Tectoctar was bad, Jevanicia was good.

Jevanicia was expanded from the basic plan of a military encampment. A stockade surrounded the town proper with areas marked off outside the walls for planned expansions. This blueprint gives the town decent defense capability and provides a clear layout for foreigners. Most buildings were made out of wood while permanent structures were built out of stone. The intent was to move the “temporary” structures such as the smithy and stable, to alternate locations if the town expanded in the future.

A fair amount of rice was grown in Jevanicia just as it was in Tectoctar before. Shorehorn flowers were also often used in dishes. Jevanician citizens used similar protein sources, lizards, fish, and snails, as the people of Tectoctar but with one important difference. Jevanicia was not cut off from the Xoria Empire and thus the new city had  ample access to spices to make their vile food much more palatable. Peppered snail and curried leeches are only a few of the delicacies one could’ve eaten in Jevanicia.

The new city did not serve as a refuge for exiles as Tectoctar did. Jevanicia’s primary draw was working in the mines. The city had an iron mine, a silver mine, and a stone quarry. Hundreds of tons of metal and stone were taken from the earth and sent downriver to the rest of Xoria. These raw materials were made into coins to fund the war, weapons and armor for soldiers, and keeps that protect the roads of Xoria. Unfortunately, the flow stopped recently due to an attack on the town by the Geriviar giant, Bill.

Bill believed the town was responsible for the death of his pet dog, Scruffy. He beat the buildings of the town into dust and splinters. Hundreds died in the attack in a vain effort to save their town. After Bill left Jevanicia in ruins, slavers descended on the area, capturing those who attempted to rebuild their homes. Many miners were taken captive and sold downriver. By the time the Xorian government learned of the destruction of Jevanicia it was too late to reverse the decline. No manpower could be spared to rebuild the town, so it was left abandoned.

-GoCorral

Jeutontic

Jeutontic

Jeutontic is a city of 120,000 people built on the very tip of Gaia’s Navel. The city is walled on all sides, but has one unbarricaded entry point from the canyon. Twenty inch high steps go all the way down to the bottom of the mile and a half deep gorge. The steps widen as they go down as well, being about five hundred feet across at the canyon floor and twenty feet across at the top. The steps are made from Lumite, a type of granite that has been magically altered to glow white. The steps can be seen in the canyon from as far as ten miles away at Gaia’s First Wrinkle. After that Gaia’s Navel turns and the steps go out of sight.

A great mystery envelops the origin of Gaia’s Navel. No river ever flowed through the ravine and no titanic battle ever took place to scar the landscape. Thus it is assumed that the spot is the actual belly button of Gaia, the Earth Mother. Many clerics have petitioned the gods about where the 125 mile long crevice comes from, but the Olympians remain silent on the issue.

Thousands of people have come to Jeutontic to “walk the navel.” The journey through the canyon takes about eight days by foot and there is a small reprovisioning post on the western end. No steps exist on the west side. Instead there is only a massive cliff face. The ledge is scalable, but the climb is extremely difficult, taking three days for the most experienced to complete. The cliff has been nicknamed Dragon Cliff because it kills more people than dragons.

There are many caves and connections to the Underdark in the walls of Gaia’s Navel. This territorial oddity has led to Jeutontic’s greatest problem, attacks from the Underdark, and the city’s greatest advantage, training and selling the flying animals that settle in the upper caves. Griffons, Hippogriffs, Wyverns, Pegasi, and even a few Nightmares, known collectively as aerials, have made their homes in Gaia’s Navel. The people of Jeutontic have been capturing and domesticating the beasts for hundreds of years. A few of the animals are trained to be exported, but most will not fly farther than two hundred miles from the city. They become sick and die if forced to, almost as if a geas/quest was cast upon them. This training regime was implemented to combat theft. Fewer aerial rustlers will take the beasts if they know they can’t be sold for profit abroad.

Despite the limitations of the aerials they are still used in the expansive import-export activities of the city. Outposts have been set up within the 200 mile radius that the city aerials can fly to. Aerials fly goods to the perimeter where they are transferred to land-based caravans. The aerials fly back to Jeutontic with commodities dropped off by earthbound merchants. Larger and heavier cargoes that are too big for a single aerial to carry are placed on aerial wagons. The aerial wagon is basically a large tarp draped between two or more animals. With this invention most of the goods that are traded with Jeutontic can be transported between the city and the outposts quickly.

Of course a few cargoes weigh too much to be carried even by the largest aerial wagon of six griffons. For these huge loads the people of Jeutontic have elephants. Elephants were originally imported from India as a status symbol for the upper class of Jeutontic. Eventually, one intelligent merchant, Sharlada, realized he could use the gigantic beasts to move his goods from his warehouses in the city to his shops. The practice eventually spread to other businessmen until elephants became the norm for transport of goods and people throughout the entire city. Sharlada opened his own elephant ranch in Jeutontic, so that the useful animals do not need to be imported from India. Sharlada’s descendants still own and administrate the ranch which proudly bears his name upon the entrance.

All these creatures being used for transportation and labor puts the people of Jeutontic in a mood for animals. Thus exotic pets of all kinds are popular with the people of Jeutontic. Pseudodragons, cockatrices, shocker lizards, and other slightly dangerous pets can all be found for sale in the marketplace. Jeutontic is the best place to go if a magician wants an exceptional familiar. The most prized exotic pet in Jeutontic is called the Kanroji. It is a magic type of fox that has nine different types of breath weapons, fire, cold, acid, sonic, electricity, force, sleep, positive energy, and negative energy. Kanroji are known to grow very large in the wild, but once placed in a mage’s servitude they will stay the same size until their master’s death.

With the numerous pets, aerials, elephants, and people running around Jeutontic, waste disposal becomes a serious problem. The citizens of Jeutontic have come up with a rather ingenious solution, fertilizer. The city’s daily tons of excrement are exported to other parts of the Xorian Kingdom or used in the fields of Jeutontic to grow food to feed the inhabitants of the city to make more fertilizer. A wonderful circle of life.

Jeutontic is the biggest trading stop between Cimmeria and Persia. All commodities that travel by land have to pass through the city or risk the wild plains where bandits and monsters live. Xoria has levied a five percent tax on all goods that pass through Jeutontic except wheat and hay. Some smugglers try to sneak valuable goods through the gates by concealing them in hay, but all wagons are checked by the guards of the city. The city watchmen always seem to know when a merchant tries to smuggle something in. Magic is suspected, but no one dares confirm this theory.

Jeutontic is one of the most critical cities for the Xorian Kingdom and the one most at risk. It is the kingdom’s main source of income because of the numerous caravans that pass through it, but it is also the first city Persia would attack if the Great King decided to invade. In the unlikely event that a united Cimmeria successfully invaded the interior of Xoria, Jeutontic has been designated as a fallback point. Finally, Jeutontic is the logical expansion point for the creatures of the Underdark due to the tunnels of Gaia’s Navel. The city suffers near constant attacks from Drow, Svirfneblin, Duergar, Dromites, Mindflayers, and the other denizens of the deep. Jeutontic’s citizens have developed effective defenses against all these enemies.

For defense against the massive armies of Persia, Jeutontic relies on Xorian battle mages. Persian wizards are obviously not from Cimmeria where magic thrives and are thus inferior to those from Xoria. The Jeutontic division of the Xorian army has also perfected an aerial cavalry unit to be deployed in the case of an attack from Persia. This same cavalry battalion would be used against the city-states of Cimmeria if they invaded, harassing interlopers from up to two hundred miles away from the city walls.

The frequent attacks originating from beneath the city are stopped by liberally causing cave-ins. When the underdwellers bring tunneling animals the Xorian army has prepared a special type of freezing water to pour into the caverns beneath the city. The liquid is far colder than any natural water and it releases a noxious, unbreathable gas. The freezing water has killed many of those who live below the city.

Should an invading army ever breach the city walls there is an inner keep for the army to fall back to. The keep does not have enough space or resources to support the large population of Jeutontic. The civilians of the city are taught this from a young age and that if a conquering force should enter the city proper they are to arm themselves and fight with all their strength. Thus the potential risk of an armed civilian population revolting is turned into a militia that still serves the crown. The keep itself is defended with large ballistae, stone-throwers, and a contingent of battle mages.

Jeutontic, led by Duke Prusu, joined with the Alliance in the First Alliance War against Xoria. Upon losing, Prusu was captured and executed. The city was placed under the rule of the vampiric Rage, Havoc. Havoc vampirized many people within the city and their used their might to subjugate the mortals of Jeutontic. The vampires undertook many raids into the Underdark, destroying many of the previously aggresive communities that lived beneath Jeutontic. Slaves were taken on these raids and even forty years later it is not uncommon for a Xorian family to have an Underdark slave.

After King Jevaninada II came to power his first act was to end the vampiric occupation of Jeutontic. He and Blendegad singlehandedly eliminated most of the vampires from the city. The city’s jubilant cries soon turned to sounds of anguish as the old vampires were replaced with new Dragovinians. Many citizens tried to move to Persia, but Blendegad devoured all who fled the city. The people of Jeutontic bowed their heads and offered their necks to the new vampires while simultaneously plotting rebellion. The rebels’ efforts haven’t produced any tangible results yet and the introduction of Dragovinian beasts to ceaselessly watch the streets and alleys of the city hasn’t helped matters.

-GoCorral

Gurutama Timeline Revising Part 19

Previous: Gurutama Timeline Revising Part 18

Most people in Gurutama fear the Grez, but one group doesn’t, the Empire Dwarves who still believe in their original mission to destroy Navillus, no matter how corrupted that mission became.

We also see the splitting of the Elves into two groups, those who stay behind in Halusho and those who build a new home in the Eastern Maw. This move also coincides with the start of Hykma’s rise to power as the commercial center of the world. Hykma will remain on top by the end despite facing many challenges. Hykma hasn’t been mentioned in the Timeline since 245 NA when the city was founded (Part 9), but it’ll be showing up a lot more from now on.

620 NA:While the rest of the world feared the Grez, the Syluki Dwarves reveled in the destruction of the Demon’s city after so many crusades. The Great Alliance, created so long ago, finally paid off. Not caring that the Hero died in the carnage, the Syluki Dwarf nobility sent a congratulatory embassy to the Grez. The Grez thanked the Dwarves and said they were happy to do their part to remove the Navillus threat.

622 NA: The Syluki Dwarves began to gather their forces once again. They planned to retake the Najaran cities, crush the Bwarlor, and punish the Merfolk for their betrayal. Secretly the Brotherhood was in control and a new crusade would begin.

625 NA: The Farpoint Dwarves officially split off from the Syluki Dwarves. They no longer wished war with their Human neighbors. The Dwarves of Syluk vow to subjugate the Farpoint Dwarves as well.

630 NA: The mighty Najaran Empire faded into ashes and the cities gave up their last false pretenses of supposed unity. Cynelle, the youngest daughter of Old Najar, was the first to proclaim herself a free city. Emissaries were sent to the nations of the world, suing for peace and offering prosperous trade agreements

637 NA: The Elves enacted their long thought out plan. The Homestone Bridge was built at great expense over the Great Canal. All but the most stubborn Elves waved their corrupted forest home goodbye. They traveled into the east and set up a new city in the Lower Maw called Rotandean. The elves struck up a positive relationship with their new neighbors, the Hykmans and the Rana. The Bridge of the sylvan folk was covered by a great ward. Only non-Hobgoblins may pass across the Homestone Bridge.

638 NA: The Hobgoblins continued their barbarity after the majority of the Elves left Halusho.

-Mister Ed

Next: Gurutama Timeline Revising Part 20

Darth Vader in League of Legends

For the last time! Who ate my sandwich?!?
For the last time! Who ate my sandwich?!?

One of my personal goals for this blog when I was first constructing it was to post designs for League of Legends champions, items, and game modes.

When I first read about where champions came from in League of Legends it was pretty clear that the answer was Anywhere.

Champions come from cities, farms, mountain villages, deserts, jungles, and out of the ocean. They can come from more exotic places too like the distant past or other dimensions. Kayle and Morgana come a dimension populated by angels. Lots of champions come from The Void. Malphite comes from a rock dimension. You get the idea.

So why couldn’t a champion come from an alternate dimension like Star Wars?

There’s a precedent for this kind of crossover in other games. There’s a whole wikipedia article on crossovers between video games. For Star Wars specifically, Soul Calibur IV had Yoda, Darth Vader, and Starkiller in it.

So there is room in League of Legends for crossover characters if Riot decides to go that route. It could be Link, Donkey Kong, Master Chief or Darth Vader who I’ll be designing today.

One issue with making a Darth Vader champion is there is already a character very similar to Darth Vader within League of Legends. That character is Kassadin.

Freaky helmet, evil lazer sword, dark energy coursing through him. NOPE! Definitely not a Sith Lord...
Freaky helmet, evil lazer sword, dark energy coursing through him. NOPE! Definitely not a Sith Lord…

I don’t mean similar in story or personality, Kassadin is nothing like Anakin Skywalker. I mean in terms of what that character can do.

Darth Vader has an ability to choke people from a distance. Kassadin can interrupt what people are saying from a distance.

Darth Vader has a shining lazer sword. Kassadin has a shining lazer sword.

Darth Vader can summon powerful winds (remember when that whirlwind hits Luke in The Empire Strikes Back?). Kassadin can throw out magical energy that slows people down in a cone close to him.

They even look similar!

So how do we differentiate a League of Legends Darth Vader from Kassadin?

Let’s just go through the abilities I had in mind for Vader and see how they compare.

The Imperial MarchPassive (The Imperial March): When Vader attacks an enemy champion all allied minions with an attack range within 100 of that champion will also attack that champion for the next 2 seconds. The minions will lose aggro if the target gets more than 200 outside of their attack range. This ability has a cooldown per champion targeted of 12 seconds (like Nautilus’ passive).
This ability brings in a little of the stormtrooper element of Vader’s strategies in the movies. He gets the little guys to do his dirty work. The minions still have to move in range and complete their attack animations though, so there is some ability to escape the minion assault. Plus, Vader’s minion won’t be attacking the opposing wave, resulting in the opposing wave pushing in. I’d like to say that I can predict how this passive would play out in actual games, but I can’t. Is it broken? Is it awful? I can’t say. The good news is the passive fits thematically and it is unique, making the gameplay of Vader easily identifiable, even if he’s not using his abilities.

Force ChokeQ (Force Choke): Vader lifts an enemy off the ground with the Force and chokes them. This is a short ranged ability, probably 500. Vader will channel for 1 second while the opponent is knocked up and takes damage over the duration. The knockup can be interrupted if Vader’s channel is broken. The target takes damage over the channel that scales off Vader’s AP and the target’s missing health. The last tic of damage should be three times as much as the other tics. The last tic is supposed to be from the target hitting the ground, so it will trigger if Vader cancels Force Choke or is interrupted. The ability refunds half its mana if it kills the target. Force Choke will have a short cooldown of about 6 seconds.
The base damage on this ability would be pretty low so that Vader either has to rely on the execute part of it or the AP part late game to get any use out of it. The knockup will be almost useless to Vader for trading in lane because he can’t do anything during the channel either. The short cooldown will allow Vader to CS with it against ranged champs that might zone him. In team fights it should be a great initiation tool, but it has the drawbacks that Vader must expose himself when using it and CC on Vader will interrupt the knockup.

Dark Side FuryW (Dark Side Fury): Vader draws additional power from the Dark Side of the Force and channels it into his weapon. His weapon crackles with purple lightning and Vader gains increased AD and attack speed for the next 6 seconds. His next auto attack is also empowered to deal additional magic damage scaling off his AP.
There were other ideas considered for this ability slot, but none of them fit the overall concept as well as a simple steroid. Throwing Vader’s lightsaber was one idea as he does that in Return of the Jedi, but Vader should be a melee champion and giving him what is effectively a ranged auto didn’t seem right. I also considered an ability called Turn to the Dark Side that taunted an enemy champion, but that really put too much CC power in Vader’s hands. Force Gale was also considered for this slot, but my friends convinced me that it belonged as an ultimate. The auto attack empowerment matches the lightning enhanced attacks and the Force Fury mechanic in the Force Unleashed games. At first I felt uneasy about this because Vader never uses lightning in the movies, but if professionals designed Vader with this ability in Force Unleashed then maybe I should too!

Feel the ForceE (Feel the Force): For the next 3 seconds Vader uses his lightsaber to deflect all incoming ranged auto attacks, effectively dodging them. During those three seconds Vader also reveals all enemy champions within 1,500 of Vader. As this ability all but nullifies ganks it would have a long cooldown on the order of 30 to 60 seconds.
This ability is one of the chief things that all force users do in the Star Wars movies, deflect lazer shots with their lightsabers! Its one of the first things that Obi-Wan teaches Luke! Gotta include it. Force users can also sense the presence of other force users which covers the other use of the active. When Obi-wan is on the Death Star, Vader says, “I sense something; a presence I’ve not felt since…”

Force GaleR (Force Gale): Vader stands still and shoots a wind gale in front of him. All enemies in the gale are pushed back 150 and a zone is established while Vader continues to channel the ability that slows enemies moving towards Vader and deals damage to all enemies within it.
This is that power that Vader used to throw a bunch of stuff at Luke in the fight before he says, “I am your father.” He also throws other stuff with the Force at other times in the movies and all the time in the Force Unleashed. Force Gale is basically a weaker form of Rumble’s Equalizer because it deals damage over time and slows in a linear area. The area in which Vader can place the Force Gale is more limited than the Equalizer though. Vader acts as one of the ends of the line. This ability could be used for damage in combination with other champions like Amumu or it could be used to zone people in a team fight.

How do you play Vader? He is an AP bruiser who is best suited for Top lane or Jungle. He could work as a Support as well. Hard to say without getting to play him.

A basic combo for Vader would be to walk to an enemy champion during laning phase and auto attack that champion. This sets off his Imperial March passive. He follows up with Force Choke while the minions attack. When the enemy champion lands, Vader hits them with a Dark Side Fury auto attack. Then, depending on the situation, Vader can give chase with his enhanced autos or retreat now that his combo is done.

In teamfights Vader provides short cooldown CC with his Force Choke. He has a strong battlefield control option with his Force Gale and in rare situations it can be used to snipe fleeing opponents. Feel the Force gives Vader a tool for fighting ADCs as well. His weakness lies in his lack of mobility. Vader never moves quickly in the games or the movies. He walks freaking everywhere all the time. While his ultimate is strong if used in the right place, Vader has to position himself in the right place. Mixing that positioning with Vader’s strong kit will separate the good Sith Lords from the great Sith Lords.

Tadah! There’s my first idea for a League of Legends champion! I think Darth Vader will play and feel quite different than Kassadin. Their laning phases are differentiated by Vader’s passive and Kassadin becomes an assassin upon getting his ultimate while Vader gains more CC to solidify his tank role. Thanks a lot to my friends who gave me feedback while I was coming up with the idea. You know who you are!

-Mister Ed

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