Cormire: Difference between revisions

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== Mages Guild of Cormire ==
== Mages Guild of Cormire ==
A fortified keep outside the city walls, a couple miles up into the foothills to the east.


Described in campaign notes:
Described in campaign notes:

Revision as of 11:45, 5 October 2008


Intro

Nestled in the foothills against the dramatic backdrop of the southern reaches of the Ozgarn Mountains is governed by a progressive duke who assures residents are kept safe, happy, healthy, and well-fed. These efforts are funded by significant taxes levied upon Eastern goods arriving via the Spice Road passing north, as well as several government-owned iron and gold mines in the hills above the city. The great Lake Cormire extends for some 60 miles, and the lands surrounding the lake are some of the most fertile in all of Durkin.

The City

Outside the city walls, are scattered temporary shacks and huts, smoldering cooking fires, and a number of extremely poor peasants, thieves, and crazies. They are unable to pay the 1 gp entry tax and make their living begging and stealing.

A muddy path leads south around the outside of the wall, allowing the party to easily avoid town altogether if desired.

Otherwise, the general public has no reason to treat the party strangely, but the guards are constantly shadowing and observing the party. In the city the party will experience Eastern goods for the first time – purple and turquoise silks, ornate platinum mirrors, dramatic white masks (apparently of some religious significance), sheets, curtains, and tapestries of iridescent rainbow-hued silk, arrangements of giant bird feathers, and foods the sight and smells of which are completely exotic to the party.

Cormire houses the impressive library of Cormire just off of it's central plaza.

Cormire is the home of many small colleges similar to the ancient greeks or romans of our world.

The Mercuric Order is based in Cormire.

Guards

Cormire is well defended by guards in crimson platemail and halberds. A lot of wealth is transferred in this city.


Mages Guild of Cormire

A fortified keep outside the city walls, a couple miles up into the foothills to the east.

Described in campaign notes:

Teleportation scroll delivers the party to the roof of a mages' keep in the hills just east of Cormire. To their surprise, the party is surrounded by crimson-platemail-clad warriors with short bows and halberds. One, with three black stripes across the left side of his breastplate, says, “Dearest sirs, no offense is intended, but the mages guild of Cormire requests that you accompany us out of the keep immediately.”

The guards are not afraid to get rough, and will call for the mages' help if they get in trouble. There are 20 of them, all tough 7th level fighters, with the 13th level boss.

(The mages agreed to allow the party to teleport to the (familiar) roof of their keep, but requested the city guards to come and escort the (contagious) party off the premises. The guards know nothing except their orders to escort the party off the premises.)

Outside the keep, the great walls of Cormire are visible a couple miles down into the foothills, with the great Lake Cormire beyond. A well-maintained cobblestone road leads down to the city. The city guards will follow the party all the way down and into the city, where the word is out on the party (that they got kicked out of the mages guild, they have no clue why).


Location: Map #5