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Post by DM Bob on Jul 1, 2021 15:50:24 GMT -12
In the Tablelands very few places, even though savage and unrelenting, fall as precariously upon the obsidian razor's edge of stability than Celik. Well, there's Raam. But that's a different story for a different time. Celik is Ruin. Celik is Death. Celik is forgotten dreams of blood fever. Yet somehow, some-why, it fights to revive itself against all odds, perhaps only to fail once more? How many cataclysms have plagued this once jewel of humanity, civilization & progress? Who knows? But there is much to be gained from plumbing it's body, soul & soiled stone innards.
Water.
Walls.
Metal.
All can be found here if one searches hard enough (or is lucky enough) or perhaps strong enough to hold such treasures. One thing that isn't found? The omnipresent Sorcerer Gods and Goddesses that perch precociously upon their own private states. Here? Only mortal trading houses hold court and in barely enough number to hold the smaller section of the worn, broken city.
When one approaches from the east, the dirty grey walls soon become prevalent. A wide, dry river bed or perhaps just a simply shallow gorge splits the earth and sand as far as on can see north and to the south...
Directly through the broken dead city.
It is not an even bisection by any means. The east end holds a smaller portion of wall & stone.
There is nary a broy house in the settled lands that hasn't spoke greedily of the treasures found within Celik though. A rare few have made their fortunes from metal, gem or curiosity torn from the city's corpse. Will you be so lucky?
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Post by DM Bob on Jul 10, 2021 7:34:45 GMT -12
The walls of Celik are far too grand for any of the current City State's masses. It would be impossible to man these imposing dirt grey barriers in full, assuming the city could be completely cleared and rebuilt. Such is the scale of the ruins.
The east side of town is the most active, having been cleared nearly in full. House Maraneth holds this end of town solidly in it's crimson fist. The trading consortium occupies a mile long stretch of old city here. Outside the walls, a morass of tents and shanties expand outward... a makeshift mass of treasure seekers, prospectors and tribesmen that have not proven themselves to gain comfort of the walls, yet yearn to suckle at it's ancient teat.
From the east we look to the west. The bulk of the ruins occupy this side of what may have been a giant river bed (if you believe that rivers were ever this big!). Two large, ancient and equally soiled stone bridges span the bone dry gorge. The gorge. One of the reasons why most trade west needs to pass through Celik proper is that the dried river bed spans from the Ringing Mountains to the north all the way to where the land itself turns black as night to the south.
There is one other oddity that makes traversing the dry barrier so deadly. For reasons unknown, all sorts of strange beasts, nightmares and sun-warped oddities seem to find themselves drawn to the ruins. Bones litter the dry dirt floor among bramble weed and desiccated, cracked earth. Convicts are often dropped below to fend for themselves - and bloodsport is also made in short bursts below, participants to be hoisted up after a particularly good show. Good money can be made if monsters are subdued than hauled up to the city for sale to the city-states arenas.
At least one other faction calls Celik home bears immediate mention. Tari, Athas' rat people, have found solace in the warrens outside the walls on the west side of the city. The Tari of the Ythri Colony are somewhat recent additions to Celik. Brought to the ruins by way of the visions seen by their leader, Rinch, an earth cleric. The tari are convinced that Celik is the site of their ancient homeland, Ythri. Since coming to the Celik ruins a couple of years ago the tari have made a home for the colony in what is now known as the Ythri Snarl. The snarl is a bramblewood thicket, a relative of brambleweed, that encroaches on the western side of the ruins from the edge of the gorge.
The tari live in the Snarl instead of the Living City because they did not want to pay the "license fees" to explore the ruins Korsun Maraneth demanded. It is a source of contention between the two parties and they are as likely to cause each other trouble as they are to make deals in peace, depending on the situation and the tari involved.
The ratmen make a living scavenging the ruins and when time and resources permit they sent scouts into the ruins, searching for evidence of their ancient homeland. These forays are few and far between, because the tari are constantly at odds with House Maraneth, the kreen of the west, the beasts being drawn to the ruins, bandits and the like.
“All races and all walks of life are welcome here, as long as they obey the rules of commerce. Defilers will be killed on sight. Enter; Celik is open for business.” – Korsun Maraneth
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Post by DM Bob on Jul 10, 2021 14:11:44 GMT -12
The surrounding lands about Celik... well, they were different.
The immediate area? A bit of scrub, grass and graze that quickly fell to sandy dunes.
To the north and within sight, the end of the Ringing Mountains.
Barrens arose nearby to the north. Nikaal, the blue tinged lizard nomads, occasionally wandered down to trade.
South? Well, more of the sands and then eventually?
VOID. Black glass plains, avoided by all sane mortals. Tall tales, fear and a general lack of water follow those stories.
Halflings sometimes... very infrequently, wandered down from the forests to the west of the mounts north to trade, visit or spy on their neighbors.
Pterrans and kreen ranged from the west... but generally met with the tari on that side of the ruined city. The kreen had some smaller clutches that held camp near the city proper.
The gith have two weak tribes here. They generally prey upon the more damaged or beaten travelers from the road to and from Balic.
Elves enjoyed the freedom that Celik provides. They usually do not encamp within the walls. The people do not enjoy binding ties.
Scrab are plentiful enough to the east, north and south of the ruins.
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