First Steps of the Cimmerian Timeline Part 1

Greek myths describe periods of hundreds or thousands of years when humans were around and the Titans ruled. And before Cronus was born there was a long time where just the primordial deities were around hanging out and doing whatever primordial deities do.

So how far back does my timeline of Cimmeria go? A hundred years from current events? The Trojan War? The war between the Titans and the Olympians? The birth of Gaia from the void?

I picked the birth of Deucalion as where my timeline would start.

For those of you who don’t know, Deucalion is the Greek mythological version of Noah. A lot of religions have versions of Noah. Archaeologists link these stories to flood events at the end of the last ice age.

Deucalion and Pyrrha threw stones over their shoulders and they turned into people to repopulate the Earth. And that's where babies come from.
Deucalion and Pyrrha threw stones over their shoulders and they turned into people to repopulate the Earth. And that’s where babies come from.

Deucalion is the “Father of Humanity” in Greek mythology, so he is a natural starting point for a timeline about Humans.

But where do I line up Deucalion with an actual historical timeline?

Fortunately, there is a event in Greek myths that has a counterpart in reality, the Trojan War!

The remains of Troy have been found with multiple layers of cities built on top of each after the previous layer was destroyed.

Two of the layers are reasonable candidates for what was destroyed at the end of the Trojan War. These two layers are called Troy VI and Troy VII.

Troy VI was destroyed first around 1250BCE and Troy VII was destroyed around 1183BCE.

So which was the Troy the Greeks destroyed?

Luckily the myths give us an easy answer. Troy was attacked and damaged a few decades before the Trojan War by Heracles. Thus if we were to line up mythical and historical events we would claim that Heracles destroyed Troy VI in 1250BCE and the Greeks destroyed Troy VII in 1183BCE.

From there it’s a matter of counting backwards generationally from the Trojan War to Deucalion.

It turns out that Patroclus is the best candidate for counting backwards to Deucalion. Figuring out Patroclus’s age is somewhat dependent on Achilles’s age.

The good news is that Achilles’s age is given in the Epic Cycle. He is eight years old when Odysseus takes him off to the Trojan War. It takes two years to get to Troy and the Greeks are there for ten years. That means Achilles would’ve been 19 or 20 near the end of the war.

Patroclus is meant to be Achilles’s older cousin and pederast. I guessed that he was seven years older.

So we count backwards 27 from 1183BCE and we get 1210BCE as the birth year of Patroclus. Patroclus was the second son of Menoetius. We count backwards for Menoetius, assuming that he had his first child at 25 (typical for Greeks), with a 2 year gap per child. Continue this process until you reach Deucalion and then add a bunch of years to Deucalion because he lived longer than normal Humans do just like Noah.

Obviously, I could use a similar system to date many of the events in Greek mythology, but that’s a huge pain in the ass. It’s enough that you know that all the heroic myths take place over a roughly 200 year period, with most of them concentrated around the 50 years leading up to the Fall of Troy.

And without further ado, here is the first installment in the Cimmerian Timeline.

1421BCE: Deucalion is born.
1339BCE: The Great Flood happens, signaling the end of the Bronze Age and the beginning of the Heroic Age.
1196BCE: Paris steals Helen and the call goes out among the Achaeans.
1195BCE: Odysseus finds Achilles at Scyros and the ships sail to Troy, ravaging almost every settlement enroute to the great city.
1193BCE: The Achaeans arrive at Troy.
1183BCE: Troy falls, signaling that the Heroic Age will end soon.
1173BCE: Odysseus returns home.
1159BCE: Odysseus is killed by Telegonus, his son with Circe. Telegonus takes Penelope and Telemachus back to Circe’s Island. Telegonus marries Penelope and Circe marries Telemachus. This death and marriage signal the end of the Heroic Age and the beginning of the Iron Age for Greece.

-GoCorral

Next: Cimmerian Timeline Part 2

Advertisements

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

Petar

Petar

Petar is home to about 110,000 people and is the seat of Xorian military power. The main contingent of Xoria’s army was stationed in Petar during peace time to prevent incursions from the nearby Magical Lands. The city is walled and has a large keep at the center if the outer fortifications are breached during an attack. In the case of a siege non-perishable food is stockpiled in the basement of the keep and a large staff of clerics and mages are kept in reserve to act as an infirmary and food creating service for the army and the civilians of the city.

The economy of Petar is heavily focused on supplying the army. All blacksmiths have a quota of goods they must sell to the army every month. The mages guild has so many students of battle magic that a few renegade war mages from the war mage academy in Greshen Dale have set up an illegal teaching outpost in the city. Druids in the city are coerced into using magic to enhance crop growth to feed the troops. Everybody who does not send some of their products to the Xorian military must serve a year service in the army every five years.

Almost all of the farms of Petar grow wheat and other staple crops. The military command wants all arable land to be used as best it can. A few fruits and vegetables are cultivated to provide a balanced diet for strong troops, but the populace is always complaining that there isn’t enough. Cattle and sheep are raised on the exhausted land to get wool, dairy, leather, and meat. The manure from all the animals refertilizes the tired land and every few years the grazing land will be switched with the farm land.

Petar is strategically located atop a hill in the middle of a wide plain. It is gossiped that this is the spot where Hades’ head hit the roof of Erebus when Zeus told him the conditions of his marriage to Persephone. Four months of companionship out of every year would seem ridiculous to any man, let alone an Olympian. The hill allows the Xorian army to see any approaching army for miles and gives them a defensible position once that attacking army is within bow range.

The government of Petar is headed by Duke Delor who is subordinate to King Jevaninada. The Duke does most of the administrative work and takes his orders from Commanding General Barejando when he is present in the city. Barejando is in charge of all Xorian infantry battalions on offense and defense and Petar’s police force. He is personally responsible for the defense and safety of Petar. The general has his hands full planning invasions, rooting out Persian, Rebel, and Cimmerian spies, and maintaining order. With so much to do it’s easy to see why Barejando leaves management of the civilian population of Petar to Delor.

Duke Delor is also the Dragovinian religious leader in Petar. He manages the blood drinking ceremony every week in the city’s main cathedral. Delor personally created many of the Dragovinian beasts that watch the people of Petar for any possibly seditious activity. In his free time he enjoys spying on the citizens, and if he’s lucky, ripping a suspected Rebel’s throat out. When Delor tours the city he always seems to find suspected rebels, and suspects are always found guilty.

One of the most amazing things in Petar that has most likely led to the rumor of Hades’ head bump is the extraordinarily large gold deposit beneath the hill. The gold vein was discovered many years ago by one of the kings of Xoria himself. While surveying the digging of one of Petar’s many wells the king’s sharp eyes picked out the glint of gold at the bottom of the well. That well has since turned into a mine shaft where most of the money of Xoria is minted and then taken to the current king, Jevaninada II.

-GoCorral

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

Gurutama Timeline Revising Part 28

Previous: Gurutama Timeline Revising Part 27

Last Timeline Revising post! Here we go!

Like I said in the last post, the Avians are coming back so that their race will have more places to interact with the world than as slaves or a mysterious culture physically constrained to one location. Strife continues in Hykma in various ways. Fortunately, that strife can be used for a bunch of adventure hooks! I keep mentioning adventure hooks because that was the whole point of creating Gurutama with the Dawn of Worlds game.

This post also sees the weakening of the Merfolk trade empire a little bit. They’ve started having to negotiate with Hykma instead of dictating as they did during the Great Blockade.

One of my favorite points is the return of Engrenildo! We decided about halfway through our Dawn of Worlds game that the world was flat, not round. How did Engrenildo circle the globe if the globe isn’t round? A question for someone to answer when it really matters! Also, an opportunity for a particular GM to make up geography in a different place that the Engrenildo family discovered on their voyage.

And war consuming the world everywhere if GMs want to use that as a background for a plot. All great stuff!

My next step for working on Gurutama will be:
1. Going through the timeline as a whole in a printed off version. I find this works better for catching small errors that I might’ve missed. Any edits I make at that point will be included in the Revised Timeline page, but not as individual blog posts.
2. Race descriptions. I’ve got that little tree of races set up on the menu bar of the website, but there’s no info there! I want to get some pictures in there and short descriptions of what the races are like and basic history. I’d also like to put in some stuff about statistics for the races in different gaming systems. I currently plan to include stats for D&D 3.5, D&D 4E, Hackmaster, and possibly Dungeon World (I don’t know much about the last one but someone in my gaming group does).
3. Religion descriptions. A few of the religions were introduced in the timeline updates, but we don’t know much about them. We never want to fully flesh out every single religion to maintain creative freedom for GMs and players, but a little more stuff would be nice. I’ll probably work on this in tandem with the race descriptions, jumping back and forth as feels appropriate. For example, I’ll describe the races of Hearthland and describe their religions in the same spat of updates I write on Gurutama.

That’s all for now! Enjoy the update and look to see more Gurutama stuff in the future.

751 NA: Hykma and the Hearth, both wounded by the civil war and the battles afterwards, began to rebuild. This process incorporated much of the artistic movement the Rana initiated, and so the cities reveled in the new beauty.

After negotiating the terms for passage through the Great Canal with new reps from the Revered Administration, the Merfolk organized more and more armies in Proaxium, Drolfo’s Cove, and Cyflenwi. The new recruits were sent to retake Tortuga along with a massive fleet. The Avians were cast out, but separate roosts had already been established on the northern side of the ocean, creeping ever north towards the high cliffs of the Mandibles.

The city of Balkus, already a fine port city, continued to grow in size and wealth. While the Merfolk occupied themselves with the Avians, a new settlement, named Mershe, appeared on Crautor Island. A new Bwarlor nation came onto the global scene.

752 NA: The True Arrows infiltrated Rotandean. They found allies there among all those who resisted the Brotherhood of Living Immolation. The common man may not have known of the Brotherhood, but the Arrows knew. Frugal Profiteers who went into hiding after the end of the civil war also joined up with the True Arrows. Sabotage and trickery were rampant in the city. Rumors of rebellion spread.

753 NA: Engrenildo’s grandson, Engrenildo the Third, finally docked on the western side of Hearthland with grand stories of land beyond the four known continents. He established a colony at the edge of the river named Victoria, after his mother.

754 NA: The Metal Dwarves formed up more armies and then went marching out against the Grez. Machines were made to assist in crossing the ice and breaching the fortress of the wraiths. A few soldiers were lost in the trek to Reesrevoton to eliminate the Grez threat, but discipline kept the men in line. Upon arriving, the monstrous creations of the Grez shocked the Dwarven armies. They fought and fought, before realizing that their only chance laid in retreat. The Dwarves pulled out, but only a few survived to tell the tale of the ice golems of the Grez.

755 NA: King Tenzomak sat in the throne room of Syluk. His father’s armor stood in a trophy case against the wall. The King stared at the armor and felt it calling to him. He walked over to it in silence and slowly donned the armor. He felt vast strength flowing in his veins. He had to use the strength quick! Before it consumed him! He lashed out at the grand columns supporting the ceiling of the throne room. His kicks and punches, powered by the ruby plate, brought the walls down around him. Servants fled the royal castle and a few were crushed in the ruins. The King dug himself out of the collapsed keep with his bare hands. He addressed the gathered crowd around his former palace, “For too long we have sat in luxury, enjoying the splendors the world has given us! It has weakened our resolve! Made us like the little people who think of nothing but their pipe-weed and mushrooms! NO LONGER! We shall forge our bodies into a new army and reclaim the glory of the dwarves! NO MORE MERCY FOR THE EMPIRE!” A cry goes out among the Dwarves and Humans of the city.

Immediately the city prepared for war. Old metal was melted down for new. Fine heirloom luxury goods were sold off to incoming merchants to finance the growing army. Thousands of men reported for the draft. Those that do not were found and punished. Bards were sent out to spread tall tales of Tenzomak’s Ten Hundred Thousand.

756 NA: The first graduates of the agoge assembled outside of Crodolan. They marched forward without fear, thousands dying to the ancient magical defenses around the city. The Hobgoblins had been told from a young age; a Hobgoblin never gives up, never surrenders, and never retreats. That is for the lesser races. Hobgoblins are strong, brave, and as hard as steel. They marched forward, unfazed as their brothers were blown to pieces by fire and lightning. The defenses around Crodolan were used up except for an odd one here and there.

The humanoids and Giants reached the city walls. Grand General Krak-Sho-Khan ordered the rams brought out. The Elves tried to defend their city, but for every Goblin they shot, two more took its place. Giants and Trolls helped with the siege of the walls. The Elves ran out of arrows, and then they fell. Crodolan was taken. Krak-Sho-Khan named himself King of the Halusho Forest, with his generals as the official council.

757 NA: The Humans of New Prestounasi grew wary of the war between the Elves and the Hobgoblins spreading to their city. The ships were made ready to cast off if the Hobgoblins turned their way. The generals of the Bastion felt secure behind their walls, but awaited an order from Hykma to cross the Bridge and engage the filthy Bwarlor spawn.

The Rana kept the influence of Navillus out of the Shanties with many spells, wards, baptisms, and exorcisms. This earned them many friends among the commoners, but few among the faithful in the Brotherhood. It was no longer a rare incident for a Gossamer Monk to be attacked on his way home from a house call. The Brotherhood’s spies are everywhere and their thugs are ready to pounce.

The Grez learned of artificial intelligence for their golems. An unthinking automaton is a foe worthy of the greatest heroes, but a thinking one? Only the immortal gods could slay such a beast. The Grez rejuvenated their golem armies in Reesrevoton and sent the golems at the Bronze Port. The Dwarves and Profiteers evacuated the city, but many did not make it out in time.

758 NA: The Grez attacked Bronze Port last winter. It is spring and a new year dawns upon the world. What quests lie in wait for those who seek adventure? Only the gods know.

-GoCorral

Back to the beginning: Gurutama Timeline Revising Part 1

Cecilia

Cecilia

Cecilia is a fishing town and is the home to over 40,000 residents. Cecilia acts as Xoria’s main trading port with Persia and the other cities of the Magical Lands. It is the most diverse place in all of the Magical Lands due to the many different cultures that come to Cecilia to trade, but also due to the strong tourist attraction due to the city’s seaside nature.

Cecilia is named after the daughter of Zeus and one of his mortal liaisons, Hymniara. The original Cecilia followed both Artemis and Zeus as her patron gods and became a heroine to rival Theseus in her accomplishments. She rid the Caspian Sea of the gigantic monsters that made it impossible to fish or row a boat across it. She founded the first fishing town of the Caspian Sea and named the village after herself. Cecilia led the village and protected it from the smaller sea monsters which emerged from the depths until she died.

Merfolk, Sahuagin, and other humanoid races of the water honor Cecilia because she killed the great sea serpents that kept the aquatic races’ populations small. The town of Cecilia has become a sacred place for the underwater races and because the town is considered hallowed ground it has become the official place to conduct peace talks between the different races of the Caspian Sea when such things are necessary. Almost all the religious rites of the aquatic people are performed on or near the beach of Cecilia. The races of the water allow landwalkers to view their ceremonies, but have imposed the rule that all tourists respect them and follow proper rules of etiquette to watch the rituals without repercussions. A small pamphlet that details such rules is sold by the city to those who wish to view the elaborate water rituals.

As one might guess from Cecilia’s waterside location the main businesses of the town are fishing and trading. The town has the largest civilian fleet on the Caspian Sea and it needs protection both from the weather and from the beasts that live in the ocean. Spellcasters capable of weather control are in high demand in Cecilia. The demand is so great that the clergy of Aeolus set up their main temple there. To deal with the underwater threats such as Sahauguin, Nagas, Dragon Turtles, Merrow, and other beasts of the sea a chapter of the Mercenary’s Guild from Phoenix opened in Cecilia. At the start of the Second Alliance War the Xorian government took control of the guild and conscripted or enslaved all of its members.

The diet of the townspeople consists mostly of fish, sea urchins, and seaweed, but also includes staple crops and fruits grown inland to the west by independent farmers. Persian spices and other delicacies are served daily on the tables of the rich and served more often than one would expect on those of the common folk. The classic dish of Cecilia that every visitor tries is the meat of a plesiosaur served with cayenne pepper from Persia. The interesting combination is something the locals have grown fond of and tourists are wary to eat twice.

The government of Cecilia is headed by Commodore Taydasa. Taydasa is the son of the previous lady in charge of Cecilia, Shinagana. Taydasa replaced his mother when Jevaninada II’s reign began. He is in control of the city’s docks, administration, and the navy, but Taydada prefers his administrative duites over his naval ones. He will have his subordinates compensate for any duties he cannot perform while distracted by his other jobs.

-GoCorral

Gurutama Timeline Revising Part 11

Previous: Gurutama Timeline Revising Part 10

This update details the Dwarven invasion of Najar. Since this section was so dry, I hardly needed to update the language at all.

I also attempted to continue my Spore inspired strategy for converting enemy cities. It still failed. We reasoned that the missionary schools were likely unable to compete with the established pedagogy tradition in Najar or the established demon worshipping religion. The Dwarven religion of The Books is for Dwarves. They can teach the tenets of the religion, but the Humans they teach it to will always be viewed as inferiors because they are not Dwarves.

299 NA:First, the Dwarves touched down at Cynelle. The city’s walls were strong, but nothing bests a Dwarven catapult. The walls fell and the citizen militia defending the city surrendered.

300 NA:The Elven fleet sailed on through the Maw. The Elvish craftsmen built a supply center between the hills and the forest. They traded with Merfolk merchants for food, water, weapons, armor, and munitions. The Elves packaged the goods up and shipped them on to the Dwarves. A Dwarven army marched from Cynelle to guard the new Elven town of Cyflenwi from attack.

301 NA:The remaining Dwarven legions split. Three went to the mountain fortress of Syluk. The three other armies marched on to Alixria, Alrdia, and Farpoint, to take each town in turn.

302 NA: The Dwarves took Alixria.

303 NA: The Siege of Syluk ended after two years. Many Dwarves died in the assault, but eventually the Najaran army gave out and the city was occupied.

304 NA: The Dwarves conquered Alrdia.

306 NA: Farpoint fell to the Dwarven invasion.

308 NA: The Dwarven conquerors established missionary schools in each of the occupied cities to better help the humans in their transition to rule without the vile machinations of Navillus. The invasion stalled as the Dwarves struggled to manage their new empire.

315 NA: It becomes abundantly clear that the Humans will not quickly accept Dwarven leadership. The traditional Najaran schools are favored over the parochial Dwarevn schools. The traditional schools are outlawed, but they only move into hiding to avoid detection. The Dwarves fight a constant battle to keep the subject population under control.

-Mister Ed

Next: Gurutama Timeline Revising Part 12