Creative Exercise: The Sovereign Dominion of Eyros

Contribution:

One of the great magical secrets that was lost to time when Valjin's apprentices murdered the archmage was that of creating constructs. In Valjin's later days, the elf began to obsess over intelligent magic and constructs, closely guarding the secrets. In fact, the archmage was looking for immortality in a different place than the apprentices suspected. Planning on creating and becoming the perfect lifelike construct, the archmage's assassination led to Valjin's entrapment, nearly powerless but still able to communicate, in an emerald that would have been the heartstone of the creation. What could befall if the emerald was unearthed, and Valjin found a way to come forth once again?
 

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Rystil Arden said:
One of the great magical secrets that was lost to time when Valjin's apprentices murdered the archmage was that of creating constructs. In Valjin's later days, the elf began to obsess over intelligent magic and constructs, closely guarding the secrets. In fact, the archmage was looking for immortality in a different place than the apprentices suspected. Planning on creating and becoming the perfect lifelike construct, the archmage's assassination led to Valjin's entrapment, nearly powerless but still able to communicate, in an emerald that would have been the heartstone of the creation. What could befall if the emerald was unearthed, and Valjin found a way to come forth once again?

Contribution:

The great sea west of Eyros is known to most as the Deceiver's Ocean, for while it is notoriously stormy in winter, it is also deceptively calm in summer, when terrible squalls and waterspouts are known to spring up without warning. These sudden storms in summer occur infrequently but are very unpredictable, even for most druids and the like, often catching an occasional ship and dragging it under the waves. The Deceiver's Ocean has strong water currents rolling south along the mainland shore, into Deception Bay, out around Xaleris, and eventually looping northward again. The currents carry small icebergs south along the edges of Eyros' northwestern shore, usually dashed against the cliffs, but occasionally, on cool days, they may drift further before melting, causing trouble for ships near the coast.

Wind currents travel along a similar path to the water currents, but intersect a stronger eastward wind in autumn and spring, some ways north of Xaleris but not quite so north as Deception Bay. The other quirk of the Deceiver's Ocean is that, a few times each season, a sudden calm comes across a random stretch of the ocean, lasting a day or more, which is the bane of sailing ships with few supplies and fewer oars.
 

Continuing Kes Trees

Contribution:

For three years the halflings were no longer persecuted- they were stalked. Eventually, the Flame of Kes was discovered to be from the Kes trees. Within 10 years, these countries all had the secret of Flame of Kes. Nistadeen mostly set it aside, halfing intended only to find countermeasures to it.

Eyros intended to burn every halfling vessel in the waters. That's when the halflings revealed Kestrel Flame. Kestrel Flame is even more potent than Flame of Kes. The oils of Kestrel Flame will burn under water. They will burn with an intense heat that can eat through wood, or flesh quite readily, and ruin armor and weapons as well.

For five years the seas were covered in flame. And not only the ships. The occasional misfire of the halfling artillerists covered the waters in short walls of fire. Eventually, such fire was used as a maze. Ships should not sail through such barricades, else there hulls be burned through within an hour.

Eventually, those powers that were engaged in the War of Burning Water managed to establish an unspoken truce- Kestrel Flame would not be used, and only the halflings would touch Flame of Kes. The Halflings were horrified at how this all played out, and most prefer not to use the fire at all.
 


I posted this above, and a minute later took it out. I felt it was two separate thoughts, so I wanted to leave room for someone else to interject.

Three contributions came, so I reposted the second half as a contribution on its own.

Good catch.
 

Contribution:

The city of Ktarr is the gathering place of the twelve tribes of Kwlloch. There are 6 goblin, 3 hobgoblin and 1 bugbear tribe. There is also one tribe of frostfolk and one of changing ones, werecreatures and dopplegangers.

Ktarr is an ancient city, built on a mountain slope. The goblin tribes used ruins as basic framework for their city. High stone walls, built from giant boulders surround the city, monolithic towers stretch far above the stone buildings the goblinoids built. These high towers are reserved for the privileged, Blues, revered elders and mighty warriors. The towers are always warm and and the wind entering thru windows is always gentle.

Below the city is the Field of Tribes where the tribes gather to parley and prepare for their raids. The area around the city is cultivated by slaves taken from enslaved kobold tribes or captured Eyrosians.

The most important building in the city is the Hall of Voices, an ancient templelike building with high pillars, where the Twelve speak with their subjects and worship is held in their reverence.
In this halls, the Nyalak, the Masters of the Sacred Needle, imprint Blues with a tattoo enabling them to hear the omen of the Twelve.

Near the Hall of Voices is the center of learning for the wise people of the tribe, the Hall of Skins. When a wise one thinks that his end is near or that he is old enough he travels to Ktarr to await his death. If he is able he composes songs or stories about his life´s accomplishments and the knowledge he wishes to pass on.
Meanwhile the Nyalak tattoo his whole skin. After the death of the Wise One, the skin is removed and further prepared to become a psychoactive skin. The skin is then stored in the hall.
A psion wearing this skin is able to access much of the knowledge of deceased one. A willing subject with a peaceful death is the best for this kind of treatment as most of the memory is preserved. Elders who are in constant pain are given a peaceful death by poisoning.

Prisoners with important knowledge are sometimes ritually tortured and their skin removed to gain their knowledge but the results are mediocre. This treatment is only granted to respected enemies and considered a high honor. An enemy who endures this stoically is often remembered in songs. The Nyalak know that they would gain better results with a a peaceful poisoning but they consider it improper to give slaves the same peaceful death and honor, they grant to their own revered elders.

Songs are used by the common people to remember knowledge and spread it further, as only Psions are allowed/able to wear the skins.

Below the city is the river Kanoch, flowing around the eastern edge of the Field of Tribes.
In the caves which the river made below the city are the Crystal Fields, one of the most important sources of psionic crystals for the tribes of Kwlloch. Guarded by bugbears and the most accomplished psionic warriors, the Cyalak, the Masters of Crystals, use their skills to grow the crystal until its ripe for harvest. Strange runes cover the walls of these caves, soft moans and whispers are heard in the distance and something is watching.
 
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Just to note, Arrakar is rather close in name to Orrukar, the island of psionic gnolls. I would suggest an alteration to the name to avoid confusion. Rrkarr may better fit the mould of names like Kwlloch and seem more goblinoid in form. *shrug* Just mentioning.
 




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