Characters of Cimmeria: Barakah

Barakah was an NPC with a sliver of a backstory that one of my players adopted as his PC. He greatly expanded Barakah’s place within Cimmeria. While I helped with some parts of the conception, Throgg rightly retains most of the credit and this entry would be incomplete without mentioning it.

Barakah

Barakah is the last of the sand giants and the vessel of Ammutseba the Demogorgon. His life was saved by Hektor and he promised to fight against the Aractrashan wizard’s enemies. He helped Hektor and the Exiles briefly against the Dragovinians, but was overwhelmed by the dangerous beast within him. He consumed his own ally, Zelus, and fled to parts unknown.

Barakah was born several hundred years ago amid a sand giant society that was threatened by outside forces. Continue reading

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Characters of Cimmeria: Tagenadi Part 2

Continuing the rather long story of Tagenadi with events after he joined the Second Alliance and worked with the group that would become the Exiles. Link to Previous Entry.

Tagenadi Human
Tagenadi before he became a death knight.

When Tagenadi reached Bradel Fields he asked to join the Second Alliance. The way he carried himself made it clear that he would be of great use to the Alliance Council on special missions. In a practice duel with Gradorian the Hobgoblin General, Tagenadi showed excellent skill with his favored weapon, a kusari-gama. The Xorian outcast was welcomed into the Alliance and immediately sent on missions with important Alliance members.

Tagenadi  participated in many of the Alliance Council’s most daring expeditions. He assisted in the reclamation of Continue reading

Cimmerian Timeline Part 8

Previous: Cimmerian Timeline Part 7

1042BCE: Numerous clerics and magicians studied the intricacies of Hades’s Resurrection Pact with the mortals of Cimmeria. These necromantic scholars formed an enclave for research beneath the Terror Mountains in the north between the Jenarild River and the Curving Stream. This settlement came to be known as Crux.

1035BCE: Seeking to gain more power to assault Colchis with, Hades sent an emissary to Crux. His messenger took the form of a three-headed bodak called the Antenator. The creature gave the people of Crux a set of standard practices for bringing the dead back to life and controlling them, either with their souls or as soulless husks to do the bidding of their necromancer master.

1034BCE: The Antenator created the Silver Tower at the center of Crux and took up residence there. His persisting influence emanated from the Tower keeping the numerous undead of the city easily controlled by the city’s living residents. While the Antenator occasionally addressed the people of Crux, approaching him was now impossible. Entrance into the Tower required passing a series of insurmountable trials.
At the same time that the Silver Tower rose, Vecna, the powerful lich, arrived in Crux. She set up her alchemy and spell shop at the Tower’s base and began her own research on death magic.

1030BCE: The Conclave setup a trading post with the Elves of Valor Forest. The post grew to become the town of Shalemstead.

1011BCE: A prominent Human leader of the Conclave, Tisaphernes, was murdered by an Orc slave of his. Anti-Orc sentiment increased among the Humans in the Conclave.
A solar eclipse occurred and Hades attacked Colchis once again. Aeëtes inscribed explosive glyphs throughout the city that would only activate when one of Hades’s creatures passed by. These glyphs, along with a well-trained corps of archers, ended the threat during the solar eclipse.

1000BCE: After multiple raids into the Orcish settlements, the Humans of the Conclave organized a large scale expedition. The Halflings  refused to participate. The split thwarted the expedition before it could reach the Orcish lands in the east due to a poorly maintained supply chain. The Humans returned in humiliation.

976BCE: Sadroston died at an advanced age. Thousands mourned the great hero’s passing. Sadroston’s descendants would carry on their forebear’s legacy. Others rejoiced in silence and began to plot.

975BCE: The dragons of Cimmeria attended the Draconic Convocation. The direct descendants of Echidna and Typhon were present. The red dragon couple, Invernix and Sartoria. The blue dragon couple, Bavastatner and Renvesharhialisv. The black dragon brothers, Kovan’rorshac and Pithwatolzar. The green dragon sisters, Cordax and Hashterainon. The white dragon couple, Shivara and Tikanile. The gold dragon siblings, Agohimano and Hontalawi. The silver dragon twins, Jimarohzaj and Falron. The bronze dragon twins, Rilopenaril and Langudina. The brass dragons, Hazorshrakan and her father Forsoman. The copper dragons, Thaitonzao and his mother Blathorwa. All were present.
The dragons agreed to conquer all of Cimmeria and split the provinces of the realm among themselves. They were the strongest beings in the Olympians’ new creation. Why not take control? Each pair of dragons would rule a region of Cimmeria and could do what they saw fit with the land and people of that region. The dragons took wing and set about subjugating the different people of Cimmeria.

973BCE: Within two years the dragons subjugated all mortals of Cimmeria.  Red Invernix and Sartoria took the Northern Terror Mountains around Horror Peak. Blue Bavastatner and Renvesharhialisv took the Shacklack Desert. Black Kovan’rorshac and Pithwatolzar took the land that would eventually be called Danar’s Swamp. Green Cordax and Hashterainon took the Dry Woods that would eventually be called Bigby’s Forest. White Shivara and Tikanile took the Western Terror Mountains around Doom Peak. Gold Agohimano and Hontalawi took the Caspian Coast. Silver Jimarohzaj and Falron took the Eastern Terror Mountains around Fear Peak. Bronze Rilopenaril and Langudina took Apollo’s Plains. Brass Hazorshrakan and Forsoman took the Orc Lands in the east. Copper Thaitonzao and Blathorwa took all the lands between the Black River and the Great Divide.
The Olympians sat and did nothing to help their mortal subjects. The new turn of events amused them. They watched, curious what would happen next to this new world of dragons and mortals.

970BCE: The dragons declared a new set of laws in effect throughout Cimmeria. These laws set up dragons and their progeny as the aristocracy of the land with all others being second-class citizens. Additionally, the new laws forbade mortals from forming large armed groups without approval from their dragon lord. During their initial conquest the dragons had learned to respect the threat an army posed. They sought to prevent any such danger from arising ever again.

-GoCorral

Next: Cimmerian Timeline Part 9

Mars’ Oasis

Mars' Oasis

Mars’ Oasis is a large settlement of 50,000 people in the Shacklack Desert. The city is built around two oases, a large one full of water, and another minute oasis full of a magical liquid called Dythalid. When objects are immersed in Dythalid for an entire month they acquire magical properties, while the Dythalid is consumed. Metals that go through this process become Dythalidium and have the same properties as Dragonsteel. Plant material that goes through the process becomes Dythalidare and has the same properties as ironwood, but can still be consumed for 1d8+3 healing for each serving eaten. Minerals that go through the process become Dythalidem, a crystal that radiates blue light as well as enough heat to protect against cold temperatures as low as 0˚ F. Other liquids that go through the process become Dythalidos, a liquid that explodes under pressure or when the smallest spark touches it. Dead animal products that go through the process become Dythalidon, a virtually weightless substance that still provides ample sustenance if consumed.

Naturally, the liquid is unbelievably valuable. An equal amount by weight is needed to change an object into a Dythalid substance. Dythalid is sold by the government of Mars’ Oasis for 1,600 GP an ounce to citizens of the desert. It is sold outside of the city for more, but this is illegal and carries a very severe punishment that is kept in vague secrecy. Civilians are terrified of this punishment but the fugitives who sell Dythalid to outsiders think the worst that can happen to them is starvation in a prison cell.

Dythalidium is used by the nobles of the city, but is too expensive to give to the soldiers who could easily desert and sell their armor and weaponry for a fortune. Select super soldiers, called the Dythalidee, are chosen to be guards of the Dythalid Oasis from birth. They are always extremely exceptional in every aspect, resistant to mental corruption, have psionic abilities, Dythaldium weapons, Dythalidare armor, and know all the secrets of Dythalid. No Dythalidee has ever fallen in combat.

The city needs food to survive. A little grain does grow around the oasis, but the people need water to drink as well as for irrigating crops. There isn’t enough water for livestock and people to drink, so few beasts are kept at Mars’ Oasis. A special fruit bearing cactus known as Sithica grows throughout the whole Shacklack desert. It is poisonous in its normal form, but if soaked in Dythalid one of the fruits can support someone for a week. The Sithica fruit is the only known substance that does not consume the Dythalid in its incubation period. These fruits are the staple crop of Mars’ Oasis.

The government of Mars’ Oasis is based around a caste system. The lowest caste is slaves, next servants and laborers, moving up to merchants, craftsmen, artisans, and specialists, then nobles and other people from rich or powerful families, the final caste is the royal family who has control over the Dythalid pool. Taxes go through the castes. King Mero III taxes the nobles, the nobles tax the merchants, the employers tax the servants, and the owners take everything they can from the slaves. King Mero decides where the money goes, usually into the army.

Mars’ Oasis needs a good army. It has a constant struggle with the desert environment as well as the other inhabitants of the desert. Bavastatner, the oldest of the blue dragons, lived in Shacklack and his progeny are one of the biggest problems for the people at the oasis. A dragon slayer’s guild has come into existence to deal with the problem. They provide free weapons to the public whenever the city is under attack and King Mero III himself is an accomplished member of the guild. Brass dragons also help against their worst enemies, but only when required.

An enormous formian hive has been set up in the desert. The hive has 25 queens and almost 10,000 workers in it. These outsiders are seeking to enslave the other humanoid species of the desert. To counter the ant encroachment Mar’s Oasis has welcomed a group of Dionysus missionaries. The chaotic clerics are able to keep the lawful Formians away from the city proper whenever they decide to attack.

Previously, undead were an even bigger problem than the blue dragons. In the east of the desert a powerful lich lived in an enormous stone monolith surrounded by legions of undead. The people of Mars’ Oasis, never knowing the lich’s true name, called it the Bane. The Bane sent huge armies of undead to attack the city every few years. The Bane didn’t seem to have any particular goal beyond getting more corpses to make more undead to attack the city to make corpses. It may have wanted control of the Dythalid pool, but the pattern of the attacks were never aimed at that area or any specific area of the city.  Recently the Bane was defeated by the exiled members of the Alliance. King Mero III planned to reward them, but ordered them to leave the city when he discovered that the exiles weclomed an undead in their midst.

Prior to the defeat of the Bane, the mages and clerics of Mars’ Oasis had been thinking of different tactics for driving the undead off for centuries. The most basic tactic is using lots and lots of clerics to turn and destroy the undead. The most effective tactic the mages have created so far is the Rot Reaver. It is a monster that eats and controls undead. It is a little on the black side of magic, but it was seen as necessary to fight the thousands of undead that attacked the city.  With the defeat of the Bane, the mages of Mars’ Oasis are now tweaking their Rot Reavers to prepare for a conflict with the Dragovinians.

Other dangers that threaten the city include lamias, manticores, dragonnes, basilisks, sphinxes, hyenas, giant insects, braxats, dune stalkers, sun giants, asabis, brown dragons, stingers, harssafs, witchknives, and all different kinds of lizards. These creatures never attack in large groups and are usually just one rogue monster that has got the suicidal idea that it can attack an extremely militaristic civilization on its own and survive.

Mars’ Oasis’s army has 3,500 people on active duty patrolling the city, making weapons and armor, and out in the desert killing any monsters they can find. The men are all able to turn undead due totheir clerical or paladin training. They all wear at least breastplate armor and carry masterwork bows and weapons. All of them are trained for killing undead and desert monsters. Their other equipment includes a bead of dryness to store water, cold weapons, potions of healing, holy water, and an oil of gentle repose to be applied immediately upon death to prevent being turned into a zombie or other undead monster.

The name of the city, Mars’ Oasis, comes half from the oasis and the other half from Mars, the Roman version of Ares. In 700 BCE he led a group of Roman soldiers to the dark side of the world and then back around. They fought many orcs, goblins, monsters, and demons on their journey. Ares gave the Romans peace at the end of the journey in his Oasis. Out of the fires of the desert a lake arose with many desert nymphs to become the legionnaires’ wives. From those Romans and nymphs the indigenous humanoid population of the desert has sprung.

With the war between the Alliance and Xoria, Mars’ Oasis is suffering under a constant barrage of diplomats requesting that they enter the war with the Aliiance.  This is due to Mars’ Oasis unique experience in defeating dragons and undead of which Dragovinians are a hybrid. Until now, Mars’ Oasis declined to join the war. The milieu of threats within the desert kept the Mars’ Oasis army busy enough without having to deal with threats outside their immediate region. The situation is about to change though. The Alliance exiles vanquished the Bane and recently slew Bavastatner. Additionally, they negotiated a peace treaty with the formians. Removing the three primary threats to Mars’ Oasis frees them up to join the war against Xoria.

-GoCorral

Crux

Crux

Crux is on the east side of the Jenarild River nestled in the mountains. The surrounding land mass between the Jenarild and the Curving Stream has almost no living animals on it. Due to the lack of herbivores the plants have grown to great heights except around the city where the plant life is held back. This is due to the necromantic nature of Crux.

Crux has a population of about 11,000 living people. The rest of the population is undead. The workforce for the city is Skeletons and  Zombies for menial tasks and Ghouls and Wights for tasks that require intelligence. Almost all the people in the city have the ability to turn or rebuke undead from one class or another. This power is necessary to make an unliving servant do your bidding, unless it is intelligent and not already under orders from somebody else. A quirk of the city is that positive energy will allow control of undead in Crux instead of destroying them.

This city is made possible by the silver tower at its center. Inside at the top of the tower is a three-headed Bodak, known as the Antenator. The Antenator imposes his will upon all undead in the city to serve living people if the living people can call upon the power of Hades. Intelligent undead are affected by this to, but can resist it if they have an extremely strong willpower.

In some sense this is Hades’ city on the real world. All the intelligent undead must swear an oath to serve Hades or risk him collecting their souls for his kingdom. He hates losing any subjects unless they continue to serve him in the Material Plane. Any knowledge about rituals related to death can be easily found in the city, but not demon lore.

The buildings in the city get progressively higher as they go away from the city wall until they reach the silver tower at the center of town. It is more than five hundred feet high and reinforced with adamantine and alchemical silver. Anyone may enter the tower in an attempt to reach the top where the Antenator resides. It is said that the Bodak will answer a single inquiry or attack anyone who reaches the top based on that person’s intentions. Most wish to ask it a question about a dark ritual that cannot be found in any book, but some go to try to kill it. The many challenges on the way up have stopped everybody so far.

The Bank of Lamentation is found in Crux. It is a bank staffed entirely by Vampires. They protect the valuables put inside without question no matter what they are and collect their fees in blood or in a percentage of what is stored. The bank is guarded during the day by golems imported from Crafterton and is only open at night for withdrawals or deposits. The bank does not offer loans unless you are willing to put up souls for collateral.

There is a potion shop in the city of Crux run by the venerable lich, Vectra. Not much is know about this old specimen, but she seems to know everything about anybody who walks into her shop. It is said that she does not belong to Hades, but to herself. She is missing her left hand and eye probably from before her, “death,” or she has used them as her phylacteries. Every potion imaginable is available in the shop including some rarities from the Factory of Ideals in Crafterton. An amazing destructive spell is also sold in Vectra’s shop. It is rumored that the spell ends all life within a three mile radius of its casting. She sells the scroll of this spell to countries, kings, and other powerful people, and is willing to do a demonstration casting on the land outside of Crux for any who seems capable of paying her. The countries that are known to possess this spell are Xoria, Persia, India, and Ethiopia. None of these countries plans on invading the others.

In recent history the city of Crux has begun to move southwest. Undead work tireless, day and night, to pick entire buildings up, move them a few hundred feet southwest, then go back to bring forward another building. Rumor says that Crux will enter the Second Alliance War, but it is not yet know which side they will fight on.

-GoCorral

Gurutama Timeline Revising Part 25

Previous: Gurutama Timeline Revising Part 24

Boom! Navillus is back! There’s also some more recent history with the Night of a Thousand Kings where Hrotomak is unseated, replaced by the mercenary, Jizero, and other stuff in the Upper Maw. Someone finally stands up to the Grez at Bronze Port. Not much for me to add on this one beyond that. In the future I’m hoping that Jizero and his descendants will do something cool in a campaign. Or really anything from the Night of a Thousand Kings. Pretty much anybody can claim the Najar throne now and I’d love to have an adventure centered around people scrabbling for little bits of power related to that. Oh, and of course the Blockade finally ends in this post.

730 NA: In the ruins of Prestounasi the Leaguers rebuilt. From the ruins of the old the city was reborn, New Prestounasi. As Prestounasi was rebuilt more Hykman workers completed construction on the Hobgoblin city of Vassal at the site of Nanatok as well. Meanwhile, more forces were conscripted in Hykma, fueling the growing militocracy. The Rana continued to expand the Shanties, having reached Domicilius, they continued to grow between there and The Hearth.

731 NA: In Balkus, the Bastards of the Tattered Book eyed Proaxium hungrily. They raised a fleet and sailed to the island, raiding the city. Knowing the cost of slaying the Humans on the island to be immense, the Bastards left them mostly alone (aside from plundering their belongings). But the Metal Dwarves… some were certainly killed, but the majority were sold into slavery and scattered about the world. The raid a success, the Bastards sailed away.

The Merfolk horrified at what the Blockade caused, apologized profusely to the Dwarves. The Merfolk lifted the Blockade. They took over management and protection of Proaxium with Dwarven blessings and the great institution was restored to its former state. With the new knowledge available at their fingertips the Merfolk researched military submarines. Submarine fleets were constructed in Drolfo’s Cove and Cyflenwi with a regular fleet to match in New Tortuga.

The Grez ice expanded onto the Hearthland continent.

732 NA: The Grez froze the northern area of Hearthland including Bronze Port and Tylraniria. Then they sent all their armies at Bronze Port. The Hero and the skeletons joined the attack. The city fell to the onslaught of undead. The Grez sent a short message to the Metal Dwarves, “Your decadence is your undoing.”

733 NA: The Metal Dwarves called for help from their brothers on the Upper Maw, but the call went unanswered. King Hrotomak had other concerns on his mind. Najar was undefended and ripe for the taking. Seeking the Imperial throne King Hrotomak took his armies from Cynelle and Syluk and marched on Najar. As the core of defenders were at Bronze Port, Hrotomak captured the city easily. The men went through the city finding vast treasures that the Grez left untouched. They city was devoid of any living being. All the Humans, frozen so long ago, had either decayed or animated to join the invasion of Bronze Port.

King Hrotomak came upon the old throne room. He sat upon the chair and found it to his liking. Behind the royal chair was a curtain that covered a thin volcanic shaft. The shaft went down, down, down, to the heart of the dead mountain. When Hrotomak thought he was alone in the room he heard soft whispers coming from behind him, welcoming him.

734 NA: Hrotomak’s victory was short lived. Reinforcements arrived from the cities of Cynelle, Alixria, and Alrdia, singing the praises of the King of the Red Peaks. These praises became damnations as the reinforcements turned upon the celebrating Dwarven armies. The ensuing battle was ruthless; the Najarns stormed the throne room and cut down King Hrotomak the Conqueror. His “unified” nation separated and devoured itself. The Night of a Thousand Kings descended on Najar, as lords and laymen, both Human and Dwarf, laid claim to the seat at Navillus’ feet and were in turn cut down by friend and foe alike. A terrible laughter seemed to echo through the city, up out of the deep crypts.

The heart of the fiery mountain in Najar began to beat once more. Throughout the world the children of Old Najar, whose blood ran thick with ancient oaths sworn by their ancestors at the feet of the Black Prince, felt that ominous beating beneath their skin and in their very souls. The Dark Lord had returned.

The Night of a Thousand Kings ended with Mercenary Captain Jierzo sitting upon the Red Throne. King Hrotomak’s son, Tenzomak, escaped to Syluk. The old city-states of Najar devolved to fighting amongst themselves as they did when Najar fell to the Hero and the Grez.

Although the Metal Dwarves’ call for aid to the Empire Dwarves went unanswered, there was a different power that cared very much about the trade route that the Grez interrupted. The Frugal Profiteers sent out messengers and their mercenary armies assembled at Tylaniria.

The isolationist Dwarves, when threatened, reacted quickly. A massive force was assembled in the depths of the Tiers and then poured out across the icy desert, to Bronze Port. The Profiteers, communicating with magic, moved at the same time across the ice between the cities. The Dwarves slammed their hammers upon their shields outside the cold gates of Bronze Port, proclaiming the land as still theirs. The Dwarves and mercenaries sustained many losses, but the Grez were defeated and forced to flee from the city, back to Reesrevoton.

-GoCorral

Next: Gurutama Timeline Revising Part 26

Colchis

This is the first of these entries that requires more significant editing. I admit that when a character never showed up in my previous campaigns I saw no reason to change the name or provide a different story. The same can’t be said for Aeëtes. He played a large role in the events over the past forty years in Cimmeria and he also died. I needed to detail the more recent history of Colchis which will become relevant in my campaign soon. I also needed to remove the references to Aeëtes that used the present tense. Additionally, there are a few words and mythical characters that you might not be familiar with in this post. Rather than define them here, I’ve added links to appropriate webpages with additional information if you wish to access it.

Colchis

Colchis is the famed holy city where Jason ventured to find the Golden Fleece. Before the Trojan War the city was ruled by King Aeëtes and the same king continued to rule into the new age. After having his city’s prized possession stolen from him he panicked and immediately sought out a way to extend his natural life. He found his answer in undeath. Aeëtes forced the city magician to transform him into a Curst. With eternity on his side, Aeëtes studied as many magical tomes as he could get his hands on in order to increase his inhumane might. He later had his eternal power increased by having himself spell-stitched.

This unholy process didn’t go without attracting some attention from Hades, Lord of the Underworld. Every mortal who becomes an immortal has effectively escaped Erebos and Hades doesn’t like losing any of his citizens, especially kings. Hades put a bounty on King Aeëtes. Hundreds of Marut inevitables, demons, devils, bounty hunters, and hopeful heroes swarmed to Colchis in the wake of the Trojan War. They all failed and died due to Colchis Castle’s excellent defenses and the intervention of Demeter who stepped in to save Aeëtes due to her old grudge with Hades. Some of the warriors were captured and made to serve King Aeëtes through magical charming, bribing, or in the case of the inevitables, reprogramming. The other creatures have since died out, but the inevitables survived the centuries. Aeëtes even made more inevitables to increase their numbers.

While Aeëtes lived Hades sent another army to attack the city every blood moon. Aeëtes fought off all of these attacks but he could not defend against the Seven Rages of Jevaninada the First. The Seven came to Colchis and subdued Aeëtes. They forced him to undergo a permanent quest spell that bound him to serve King Jevaninada the First. This enchantment was broken by Amalgami and Salzar during the First Alliance War. Aeëtes engaged the Rage, Grave, during the uprising and lost his soul in the conflict. With his soul imprisoned in Grave’s ruby dagger, Aeëtes could not return to life as he once did. Some say that Grave bartered the soul to Hades, but others say that the soul still resides in the ruby dagger, now lost after the death of Grave.

At the conclusion of the First Alliance War, Queen Anajakaze put ruling ladies in control throughout the realm, replacing existing lords or absent lords such as King Aeëtes.  In Colchis she installed Lady Shunawo Ka, the sorceress, as the city’s ruler. Shunawo is one of the few ladies to survive the purge that King Jevaninada II instigated upon taking power. She married the King’s friend, Wulang, adopting his surname, Li. As Wulang often went away on eforcer missions, Lady Li continued to rule in his absence. She keeps control in Colchis Castle to this day, even with Wulang missing and presumed dead in Bigby’s Forest.

Colchis Castle has long been known for its amazing defensive capability. The castle is a built on a solitary hill in the middle of the city. The Don River has been rerouted to flow around both sides of this hill creating a natural moat. A large clutch of about thirty Tojanida were persuaded by Aeëtes to live in the moat. They prevent anybody from swimming across in exchange for food and gold from the ruler of Colchis, now Lady Li.

The Castle itself is an extradimensional space much bigger than it would normally be. There is space enough for the 65,000 people of Colchis to fit along with the food and water necessary to sustain them for four months. Every single one of the statues in the Castle animates upon intrusion and seeks out the trespasser. A guards and wards spell is also in effect for when the castle is under attack with the added effect of a suggestion over every significant entrance to join forces with the good and just Lady Li and receive great rewards. There are numerous other traps within Colchis Castle to prevent an army from ever reaching the basement where the population of the city waits during an attack. There are even rumors that the ancient sleepless dragon that Medea defeated is still somewhere within the citadel with an army of its Spartoi waiting at Lady Li’s command.

Colchis is practically a Greek city and thus the typical Colchian diet is also practically Greek. The farms in Colchis are especially plentiful because of Demeter’s help. They provide onions, wheat, olives, grapes, and goats for the people to eat and plenty left to export and earn money for the city’s defense against Hades. Some of the best wine in The Magical Lands comes from Colchis. The Colchians also consume fish and urchins that are taken from the Black Sea. Colchis has a small navy that can contend with any of the other tiny fleets on the Black Sea. They need fear no invasion from the Mediterranean due to the Symplegades.

A huge temple to Demeter was built after Aeëtes received her help in the first invasion of Hades. The temple walls are made of magically hardened glass that helps the indoor jungle plants grow. A special breed of faeries was made by Prometheus in exchange for a favor from Aeëtes at a later time. These faeries, dubbed Washernias, fly around on small water jets that keep the plants inside the temple hydrated. At the end of the temple away from the huge glass doors is a thirty foot high statue of Demeter standing with her arms spread out to the sides. In her left hand she holds a shaft of wheat and in her right, an apple. A smaller statue of Persephone rises to her navel. A large basin is carved into the floor at the statues’ feet for sacrifices to be offered into.

A large tomb to Aeëtes’s only son, Absyrtus, exists in the market district of Colchis. The custom of touching one’s hand to the lips and then to the heart as one passes the shrine has continued even after Aeëtes’s death. The interior of the tomb is open to those who wish to see the gold, jewels, treasure, and body contained within. The valuables are cursed and cannot be removed from the tomb. When the tomb was first opened many thieves tried to steal the items only to dissolve into putrid liquid as they exited the tomb. The corpse of Absyrtus was magically put back together after Medea eviscerated it and is now preserved with a magical effect emanating from the tomb itself. On the anniversary of Absyrtus’s death a day of the dead is held which includes a solemn parade that terminates at the tomb’s threshold.

It is not clear to the public why Aeëtes did not bring his favorite child back from the dead. Legend says that he attempted a resurrection that the soul of Absyrtus refused. The citizens of Colchis believe the corpse is animated and is simply under orders to remain in repose at the tomb until some mysterious event has passed. If this is true then Absyrtus would be an extremely powerful being after having nothing to do but gather his power over the centuries.

Colchis is a melting pot for the people of The Magical Lands and those of Greece. It attracts tourists from both sides to enjoy its mixed culture. The city also brings in many religious tourists due to the monuments built to the many heroes who passed through the city on the Argo. A strange effect has been noticed by those who visit Colchis. Whenever Lord Aeëtes or a Dragovinian pass by one of the fifty-two statues to the Argonauts, the statue’s eyes glow an eerie green. No one is sure why this happens, but some believe it to be due to the immortal nature of Aeëtes and the Dragovinians. This has infuriated Hades but his hands are tied by the blood moon restriction on his attacks on Colchis.

The city has many places to stay for tourists, travelers, pilgrims, and merchants. By far the most popular boarding house for adventurers is the Broken Wagon. The first room of the Broken Wagon was built from discarded wagon parts deemed unsalvagable by Colchian wainwrights. That room now serves as the entryway to a far larger structure. The Wagon is owned by the Nima family. The current owner, Dreyus Nima, is the descendant of the original builder, Gestor Nima. Dreyus was an adventurer for a time during his youth, but stopped after losing his hand. He has since regenerated the hand, but the fear of losing it again dampens his thirst for excitement. He loves to hear the tales of other adventurers and vicariously experience their thrills.

The rough and tumble appearance of the Broken Wagon provided the attraction for adventurers initially and now more and more come due to the network effect. Jobs a plenty can be found at the Wagon, bounties are collected at the Wagon, magical items are identified and traded at the Wagon, and everyone has a story to tell at the Wagon.