Cimmerian Timeline Part 4

Previous: Cimmerian Timeline Part 3

1070BCE: Human raids into Eastern Cimmeria discovered that the Orcs now staunchly defended the Goblins.

1068BCE: The Conclave declared war against the Orcs and their new Goblin allies. Halfling slingers and Humans riding chariots brought the Conclave victory in set-piece battles. The Conclave sold prisoners of war into slavery, both Goblin and Orc alike.

Hades marched upon Colchis once more. Aeëtes fought the undead off with a combined army of trained soldiers and Goblin slaves used as shock troops.

1065BCE: The Human attacks pushed the Orcs and Goblins further east. Meanwhile, the Goblins integrated into the Orc tribes and switched from their old pantheon to worshiping the Olympians alongside the Orcs.

1050BCE: Time passed and the borders between the Conclave, the Orcs, and the independent Goblins stabilized. One hundred years of war resulted in the defeat of the Goblin gods and their absorption through syncretism into the Hellenic pantheon. The Olympians began to entertain themselves with their new sandbox full of people.

1049BCE: The Olympians longed for the exciting times prior to the Trojan war. What was so great about the Heroic Age? Monsters! The Olympians dredged up all sorts of monsters from Tartarus. Trolls, sea serpents, krakens, giants, chimeras, basilisks, beholders, lycanthropes, dinosaurs, and even dragons! All of these beasts and more were set upon the mortals of Cimmeria.

1047BCE: The new dragons of Cimmeria found the spartoi soldiers that sprouted from their planted teeth severely weakened in form but extremely loyal to the dragons themselves. These new soldiers were dubbed Kobolds.

1046BCE: A red dragon named Kenderax attacked Fangaroot along with thousands of Kobold soldiers. Kenderax incinerated Karnafaust in the initial attack, preventing any organized defense against the draconic invasion. Without leadership the Dwarven citizens fled south.

1045BCE: The new sea monsters in the Caspian all but ended the fishing industry. Certain death awaited any ship that goes more than a few dozen feet from shore.

1044BCE: Orc culture always promoted physical combat as a rite of passage for the young. After the end of the Goblin War young Orcs had started fighting each other to prove their worth. The elders of the tribes saw the self-destructive path this would lead the Orc race down. They directed the violent energy of the Orc youth outwards instead of inwards, specifically towards the Shacklack Desert. Many Orcs traveled into the Shacklack to slay the myriad of monsters there.


Next: Cimmerian Timeline Part 5




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.




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.


Gurutama Timeline Revising Part 12

Previous: Gurutama Timeline Revising Part 11

This post is all about the initial backlash the Dwarves suffer for the curse they laid upon the Bwarlor. The initial descriptions went into a lot of detail about the new subrace of Dwarves born from Human parents. I’ve removed as much as I could while attempting to preserve the core of the new culture within the timeline. Also, there’s some not nice words in this post, just to warn you.

I plan to write more about each race and subrace in the future. The information on the culture of the Bwaloran Dwarves will be moved out of the timeline and into that section.

346 NA: For many years Dwarf-sons were slaughtered by the Bwarlor, their deaths meant to purge the wombs of Bwarloran women. As the years passed the killings slowed and the Dwarf-sons found a place within Bwarloran society. A horrifying existence, forever a second class, beaten and abused by their own parents. Hatred grew in the hearts of these Dwarves, not for their abusers but for those who cursed them. Guided by the passion of the Humans and tempered by towering hatred for Dwarvenkind, the Bwarloran Dwarves formed an order, the Bastards of the Tattered Book.

The guiding mantra of the Bastards of the Tattered Book is, “We are bastards left on another’s door step.” Abandoned by the Metal Dwarves that cursed them they now intend to destroy the Metal Dwarves, tear up the Books of Prophecy, and become the true DWARF. They are the servant rebelling against their master, creation destroying their creators, sons killing their cruel fathers. They are the Bastards of the Tattered Book, and dammit, they mean business.

349 NA: The Merfolk took notice of the curse now that the first Bwarloran Dwarves had reached adulthood. The Merfolk offered to help ship the Dwarves born to the Humans to the Dwarven kingdom. The Bastards quickly rejected the notion that they wished to be reunited with their “original families.” The Merfolk seers, still unsatisfied, looked to Drolfo for guidance as to why this terrible curse had befallen the Bwarlor lands. Drolfo answered, “A curse from the Dwarves. You must attack the dwarves for there will be no peace with them.” The Merfolk began marshalling their armies.

352 NA: The race of Rana rose from the waters of Tonsil Lake. Some say that they are descended from the stars, riding gossamer strands of heavenly beauty. Amphibious and humanoid, they seem to radiate goodness. They settled in the Tonsil and frolicked, peaceful and happy, little aware of the chaos of the world.

360 NA: After many skirmishes the Landers took Cynelle. The Merfolk returned control of the city to the Najar. The Merfolk learned from this experience and gained advanced knowledge of how to fight inside cities.

366 NA: The Grez froze the Northern Sea to make one solid line of ice.

371 NA: The wraith people built a city in the middle of the New Ice, Ksilardyh.

-Mister Ed

Next: Gurutama Timeline Revising Part 13