Professional Documents
Culture Documents
104 Ice Broken on Iron Blades – Sorcerer’s War: One of the greatest
turning points in the Land’s history came when the Sorcerer Lords of
the Nine Cities were cast down by organized guilds in each city. This
so called “Sorcerer’s War” established the basic rules of Timro society
including the principles of collective action and the rule of sorcery in
most issues.
113 Ice Broken on Iron Blades – Phishan Invasion: The Bitch Goddess
and her Hounds came storming down off the sea, conquering most of
the northern lands before finally being turned back by the desert
flame.
190 Red Star on Wings Falling – Rise of Niso: The Immortal Lord of
Niso breaks the city’s guilds to his will in a single night of blood and
fire. He will reign until the Fall of Timro almost two hundred years
later.
202 Ice Broken on Iron Blades – Candle Lit: The Order of the Candle, a
mixed gnomish and human organization with ties to the Northern
Empire, begins to search for those with a rare gift in the people of
Timro. Those with unrecognized gifts of other sorts, like mystics and
magi, are inducted into the Order in other roles.
202 Crystal Shards (0): Timro Falls to Darkness: The Diamond Point
Horde breaks through into the heart of Timro by travelling through
the Wastelands. It is a year of blood and fire as the great water
stones are broken and cities fall into chaos. What armies the cities
can field cannot withstand the Horde or its Ogre leaders. In Yomolo,
a temple to the Ten Elder Gods dominates the city with promises of
safety and limitless gold.
202 Bronze Mist over Iron Seas (1) – Foundation of the Free Cities:
The Warriors of the South Wind and the three Spiritbound break the
hold of the Elder Gods in Yomolo. The heroes of the line negotiate a
truce with the Orkan Army of Flames and establish the charter by
which the Free Cities will rise again.
202 Golden Light (3) – Sack of Totodano: After two years of war the
Timrovian armies drive the Diamond Point Horde back to Totodano.
The Elder God’s servants, seeing no way out, slaughter the
population. Only one in ten of the people survive.
202 Red Star on Wings Falling (5) – Last of the Cities Freed: After a
long and bloody five years, the reformed Timro Free Cities army
drives the Diamond Point Horde back into the grasslands. The Three
and the Orkan make their headquarters in the devastated city of
Aronto.
202 Wind Seeks Allegories (9) – Rise of the Green: the “Sisterhood
of the Green” arises in Totodano, establish the first government for
and by the people in the Free Cities. Lead by Mai bint Sabra, the
Guild focuses on rebuilding the great fields which once surrounded
the city.
202 Silver Rain Gathered in the Sea (11) – Siege of Aronto: the
second siege of Aronto by the Diamond Point Horde. The Free Cities
Army, backed by the Army of Flame and Uqdah of the Mountain,
hold the line for three bitter years before the Horde finally breaks.
203 Ice Broken on Iron Blades (15) – Current Year: Fifteen years
after the formation of the Free Cities, things may finally be looking up
for the people. Most of the remnants of the Hordes have been
eradicated. The undead and servants of the Elder Gods have
retreated into the shadows. Even the monsters from the Wastes
seem quite. Once the Three take up their banners in the north,
perhaps common folk can finally take a breath and begin the long
process of rebuilding.
The Folk of Dreams and Sand
The folk of Timro are generally dark of skin and hair, though a few
have pale skin and blue eyes. Their language descends from
Dwarven, fractured by time into nine dialects closely tied to their
great cities. The tallest are 5ft 10in or so, with a slender build left
over from nomadic days.
Timrovians have always valued the arts of peace over those of war.
Fine crafts, bountiful food, and access to an almost endless supply of
animated labor give even the poorest people an opportunity to
practice the art of living well. The horrors of the last twenty years
have not altered this focus, though it is now more tempered than in
the past. In particular, the use of various psychedelic drugs has
become a matter conducted in private or in small parties, rather than
a constant state of being.
Before the fall of Timro, each of the nine great cities was ruled by a
“brotherhoods” of sorcerers who provided both labor and magical
protection in the form of bound spirits. After the fall the “Charter of
Free Cities” shifted power away from the sorcerers and into the
hands of local councils composed of the wealthy and heroes from the
war. These councils often elect a single leader, a sultan, who
exercises executive authority. The council generally maintains
control of the three traditional sources of power: the
“brotherhoods” of public works, water, and the guard.
Trade both within and between the cities occupies much of the
people’s time. Each city is a maze of markets, wards, and districts
bound together by ancient architecture and modern innovations.
Each individual area specializes in a particular activity, and each city is
particularly famous for specific services and goods. Trade in services
is brisk, with Timrovians travelling as slaves, indentured servants, or
free members of a brotherhood to ply their trade in distant cities.
Men and women live very different lives in Timro. Before the war,
men without trades had nothing to do while those who could join a
brotherhood worked outside the home. Women worked inside the
home, raising small crops and engaging in the work of keeping
everything running. This split remains alive today, though the men
are somewhat more engaged either as soldiers or local militia.
The masses of the people fall into three basic categories from which
they can escape only by chance or fate. The first are the slaves or
outcasts, those who have no purpose or place. Slaves are those lucky
enough to find work by selling themselves to another, or whose
ancestors did so. The second are those who sell themselves for a
short period of time, no more than a decade, and can then return to
their freedom. Last are those who are truly free, allowed to choose
their own path – assuming they can find the resources to do so.
Those who cannot acquire water rights have only their labor to sell.
However, unskilled labor is not particularly valuable in Timro.
Millennium of sorcerous binding has infused the land with automata
who can do everything from plow fields to pilot boats and clean
houses.
Education and talent are, therefore, the only ways out for those
caught in the lower rungs of society. Children are constantly pushed
to discover and hone their unique talents. Magic, art, and beauty are
the easiest of these to nurture, though in recent years those with a
knack for arms are also doing very well.
The war also brought another opportunity – standing armies which
exchange silver for blood service. Indenturing in an army is the same
as indenturing with one of the wealthy with one difference; over half
the soldiers never see home again. Veterans can command decent
wages, though, and may eventually acquire water rights in one of the
cities.
The most important brotherhood, in both the past and the present, is
the city’s Sorcerer’s Brotherhood. These magicians set the quotas for
the production of automata, the creation of magical wellstones, and
other items key to the survival of desert cities. The Overseers of
Public Works and Water were generally drawn from the Sorcerer’s
Brotherhood, though that tradition is changing slowly.
Of lesser import than the Sorcerers but still influential are the
Brotherhoods of Trade (representing artisans), Healing (representing
mystics), and Coin (representing merchants and moneylenders).
Below these three are countless others, many unique to their home
city or town.
The recently founded “Sisterhood of the Green” in Totodano heralds
a radical break from tradition. The women of the city have
established their own “sisterhood” focused on the arts of the home
and field. They purchased the charter of Totodano when the city was
lost and now hold all three of the Overseer positions. In the six years
since their ascent, the Sisterhood has brought the Green back to life
but many worry at what cost.
The war began to change this equation even before the Diamond
Point Horde fought its way down to the southern sea. Each of the
cities had already founded (via water right grant) a standing and
somewhat unskilled army. When the line broke, the soldiers
retreated until finally acquiring some discipline in the form of Elven
and Orkan officers.
Duelists have fared less well. Their schools and long traditions lay in
ruins. Many are older now, and few of those who come to them
have the natural skill required for the training. Many wonder if they
are the last generation of duelists; if so, they have resolved that their
end will not come before Timro is safe once more.
The Immortal Lord of Niso, the greatest sorcerer in Timro, has not
been heard from since his city was sacked. Some say he has died.
Others, particularly those sorcerers who long for a return to the old
days, hope that he has simply gone on a journey and will return soon.
With his help, perhaps things can return to normal.
The Underhand: Dancing in the Shadows
The Brotherhood of Shadowdancers does not hold a charter in any
city nor does it have water rights. That does not change the rumored
fact of its existence or the long traditions associated with its honored
calling.
The war has brought the dancers a bit out of the shadows. They have
offered their services as scouts and spies to the Free Cities Army. In
return, those who wish to leave the life may do so without any
awkward questions about their past.
Life in the Land of Dreams and Sand
The people of Timro love life even, or perhaps most especially, when
things turn sour. For centuries they lived lives of idle luxury and
slowly spreading decadence. It is only now, when forced to defend
their homes and rebuild what was lost, that they have discovered the
truth of themselves. They are strong: stronger than the lies, stronger
than the self-hate, even stronger than the death others planned for
them. They are strong and will never have to be weak again.
Drugs and various other intoxicants are not and never have been
illegal in the Free Cities. However, the public displays of mass
intoxication which once marked every day for much of the
population are now frowned upon. There is now work aplenty for
everyone who needs it, and more than can be done even if all hearts
were fully engaged.
That changed when the Temple to the Old Faith nearly destroyed
Yomolo and its routed armies sacked and burned Totodano. Those
who survive have little time for public celebration and less patience
with those who look to gods for help.
The spirit of the people has shifted and they associate faith in gods
with the “old way” which almost lead to destruction. New
philosophies, founded on mortal action and a renewed interest in
community, have arisen to displace what are seen as empty rites.
Although there is no escaping the power of the gods, many now feel
that such power is a crutch that can only lead over time to
dependency and corruption.
The common people are still not adept at warfare. Many have
survivor’s skills, picked up at need and still raw from battle, but few
have made a living as professional soldiers. City guards and village
militia are more likely to have some military experience and the local
elders may well even know some kind of combat magic.
Soldiers are indentured to their city’s army for a period of ten years.
They receive extensive training in field tactics as well as close
quarters combat. Those with magical talents, especially mystics and
warlocks, are given individual training by the elves of the Danarurath
and Maciliarmacari.
The first waves of veterans are just reaching the end of their decade
in the next few years. Considerable discussions are ongoing among
the Free Cities as to what to do with them. This is yet another first in
the people’s experience; veterans who are actually skilled warriors
retiring in large numbers.
OF ORKAN, E LVES, AND SPIRITS
Two non-human forces have helped establish and maintain the Free
Cities Army. The Orkan of the Army of Flame were originally in
service to the Temple of the Old Faith, but changed allegiance at the
request of Lizanathabandcinder. The elves of Aranatharin,
particularly the houses of Danarurath and Maciliarmacari came
across the mountains to provide assistance as well.
The Orkan Army of Flame was and remains the primary expeditionary
force of the Pale. They are professional soldiers hardened by a
hundred battles all across the land. The Army fought hard in the first
part of the war, but withdrew to a support and training role before
reaching the north. They have established bases in Yomolo and
Aronto where the bulk of their forces are concentrated. As the
human army has gained competence, the Army has had less and less
to do. Now their primary role is deep penetration scouting in the
Coyal Grasslands themselves.
The Elves play a very different role. They are not an army, more of a
collection of individual heroes who happen to be moving in the same
direction. Their knowledge of magic, particularly that used in battle,
makes them ideal tutors for those soldiers who display such talents.
These are taken and given intensive training in elfin battle tactics and
magical theory, then returned to the front lines and watched over for
a time to ensure the training stuck.
The Three once stood on the Aronto border using flame, wave, and
stone to deny passage. Now only Udquah of the Mountain holds that
line. Increasingly the Free City Army is able to take over these duties
thereby allowing the hero some much needed rest.
Threats: Spirits and Undead
The last decade has seen the majority of the Diamond Point Horde
driven back from the Land of Dreams and Sand. Unfortunately many
evils still linger in the wild and empty spaces surrounding civilization’s
green ring.
Mad and corrupted spirits, particularly wind and flame but also
verdant and metal as well as some broken fey, also present a serious
threat. These creatures cannot be easily reasoned with but are
subject to the laws of sorcery. Sorcerers can generally deal with
them in small numbers, so the spirits have learned to either band
together or strike from hiding and vanish before their former masters
can respond.
Finally, humans driven off their land or sworn to serve the Old Gods
still make camps in the wilderness. Most are no more dangerous
than common bandits. A few were commanders or priests of the Old
Faith and may, in time, attempt to raise up forces strong enough to
reclaim their place in society.
The Free Cities: Land of the Green
The nine cities stand free, ravaged by war but unbroken and
unbowed. Their ancient heritage remains, forged now by shadow
and fire into something greater. What that is remains to be seen.
From there the cities grow out in rings divided into countless wards
and districts. These neighborhoods grow and change over
generations as brotherhoods rise and fall. Urban growth remains
close packed, with a preference for building up into spires rather
than out across the land.
Eventually the city comes to an, merged along the border with the
city’s “Green”: the ring of fields which supply it with food. The
Greens are fed water from underground tunnels and above-ground
irrigation systems. Maintaining these systems is the primary job of
the Overseer of Public Works. Managing access to them is the
responsibility of the Overseer of Water.
Now only the ghetto in Yomolo remains. The Temple of the Old Faith
burned the others. None of the dwarves have returned; it is said that
the dwarven king has not yet made a determination about what
should happen.
Orchards and large farms provide foodstuffs for the markets. Each
home has a small garden as well, fed with water sufficient to grow
vegetables and fruits. Women who cannot manage their gardens are
said to be “infertile”, with implications that they are barren as well.
Table manners in Timro are intentionally informal. People mill about,
lay on couches, squat near low tables, or simply sit on the floor,
talking about the day's events with whoever is handy. Meals are
usually take in common, with conversation being the primary
concern. Many new travelers to Timro are taken aback by the
gregarious and outgoing nature of the people, especially during
meals.
Out in the Greens are free standing, single family homes where the
poorest of the poor live. These “huts” generally have two or three
rooms and live off the water right allocated to the field. This
arrangement binds the people who live in the hut to the soil,
something considered both uncouth and rude in most of civilized
society.
Marriage is a similar matter. Before the war the lower classes were
polyamorous, with men and women combining in a wide range of
mutually beneficial relationships. The brotherhoods were far more
staid, given that water rights and assets were tied in with each such
arrangement. Marriages among the upper echelons were strictly
business arrangements.
After the war both of these approaches fell out of favor. The “new
way” is for a man and sometimes more than one woman to come to
an agreement among themselves, pool their resources, and apply for
water rights for a household. This is very much a practical matter –
hundreds of thousands more men than women died in the war, and
working together in functional family units is more effective than
struggling along alone.
There is a change in the wind. The soldiers of the Free Cities Army
have been exposed to wizardry and warlockery, mysticism and the
star lore. Some are even adepts in these outside disciplines. What
they will do, and how the deserts will change as they set up shop
throughout the land, is unknown.
The Future of the Land of Dreams and Sand
The future has yet to be written, but it will not resemble the past.
Heroes of legend have arisen to drive back the darkness. The people
have awakened from their sleep. Their backs are weary from much
toil but their hearts are unafraid. What happens next will change the
world.