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Rulfim's shield

The central tower, in a line of five-hundred towers that span the continent, stands as the focus of the barrier. Originally built as just the towers at the instruction of Prophet Rulfim, the garrison quickly built a connected barracks with several other buildings popping up to the north. By 500 Devine a small town had been built with a population of around three hundred, made up of the garrison soldiers and their families. The garrison itself always held a mix of twenty paladins and clerics.   While the other towers didn't have the same infrastructure, each housed five guards with a regular supply run to each, and a few houses popped up near these towers for the families. This gave the impression of a lined city that rather than several homesteads, the closest four towers to Rulfin's shield became part of the town.  

History

Purpose

The purpose of the towers was twofold. each tower's ground was heavily sanctified for these purposes with the towers having runes carved into the stone for extra power. The first purpose was to stem the spread of the Mire, believed to be demonic magic in nature the prophet believed a concentration of divine power would stem it. For this purpose, every family along the barrier was inducted into the faith and had mild clerical power.   The second purpose was designed by the future Prophet Yulgrick Rubyborn who built a magical pipe that flows underground to every tower in a loop. Filled with running water and passing under the town's shrine on the back trip through, a rune was placed on the floor of the central tower. This was a mass-turn spell that through the prayers and faith of the citizenry would keep the undead of the Mire from approaching.  

Swallowed by the Mire

By the setting sun of 552 Devine, the Mire had moved up to the towers, the runes glowing continuously as they tried to stem the tide but several locations had seen the Mire past the towers. The rising sun festival on the fourth of Kasard the true horror had become realized as over a fifth of the towers had failed, and sending more clerics and Dwarfs to repair the runes did nothing to stop the spread, By the setting sun Late in 553 Devine, all but the five towers inside the town had fallen. The town was evacuated during the long night with only the head cleric staying behind to 'make sure the undead don't claim their homes'. A scouting party in early 554 Devine, saw even the central tower had failed the area given up by the empire.   Mostly used as a resting point for those traveling south, few reports of the fate of the towers or town came out of the Mire. A group of Kobolds visiting Shadowbrook around 120 blood did comment that you could still see the ruins of the town and most of the towers were still intact. The towers were also used as a landmark point for a group traveling through at the end of the Chroma age.   Grunkle's Angels would also find the towers on their journey south in 122 Fey, They found most of the town had now crumbled into the swamp with only the barracks and towers still visible, the turn spell still very much functioning. A young black dragon had taken up residence in the barracks but was killed by the group.  

Resettlement

In the aftermath of the crisis Akoomtet sent a patrol down to assess the protections. Finding it still intact the repopulated the central tower, building a stone platform around it and fortified to provide support buildings for the force. As settlers moved into the area the extended the stone platform more allowing a village to be built upon it. Seeing the growing town the Akoomtet garrison brought in their families. The continued to grow with room being made for a large adventurer's guild hall, made from three interconnected buildings was built in the centre, making it the adventurer centre south of the Ered Mithrin mountains. Though technically independent, it was under the control of the Divine Empire.  

New architecture

The new village was built taking inspiration from the old town of Voidcape. Buildings were built on stone stilts with a raised stone walkway connecting everything. built mostly of stone from the mountains a massive trade system was started with the dwarfs of Djov's Indu.  

Shadow's light

In 209 Fey the turn spell that protected the north seem to start and weaken, with warnings being sent to Akoomtet, Flykir Lazurus was sent to figure out what was happening and fix the shield. At the same time several other factions appeared in the area. A strange prophet arrived out the swamp warning of disaster, he had attracted several followers and seemed to be working towards preventing the disaster. An trade expedition led by Malkav arrived to expand the Celestial league's power. Flykir Marrick from Valanor also led a fist to Rulfim's Shield to repair the spell. In the wake of these factions fighting for power, several locals started talking of independence, calling themselves the Shadowmen.  

Important buildings

The main tower with the fortification stands at the southern end of the town. The three inn adventurer's guild is in the middle of town. A large decorated covered market is built by Malkav just off the town square. The west side has a wooden fort of Valanor.
Founding Date
497 Devine, resettled 140 Fey
Alternative Name(s)
The Devine Barrier
Type
Town
Location under

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