Mithril the City
Common knowledge on Mithril City
Name: Corean’s City of the Mithril Golem
Population: 50,000 (Human 74%, Dwarf 8%,
Elf 6%, Halfling 6%, Half-elf 3%, Half-orc 3%)
Government: The high priest of Corean rules this theocracy as a spiritual and civic leader.
Ruler: High Priest Emili Derigesh
Currency: Gold golem (10 gp), gold blade (1 gp), silver shield (5 sp), silver stallion (1 sp), copper
penny (1 cp)
Resources: Fish, wheat, finished goods
Allies: Hedrad, Mullis Town, Vesh
Enemies: Calastian Hegemony
The divide between Temple City and Harbor City runs far deeper than the walls that separate the two. The denizens of Temple City are dedicated followers of the gods, genuinely moved by a desire to improve the world and hold back the titanspawn. However, while the clerics live in comfort, the des- perate folk of Harbor City struggle mightily to sustain themselves. Such poverty within sight of Corean’s supposedly righteous and just followers causes much anger and resentment amongst the commoners, who see the paladins as ineffectual and self-absorbed.
For their part, Corean’s followers are genuine in their concern, but the threat of titanspawn, Calastian expan- sion, and the machinations of a secretive cabal of wizards led by the mysterious Dar’Tan all serve to keep Corean’s paladins too busy fighting to secure Mithril’s safety to see to the prosperity and security of Harbor City.
The bulk of Temple City is dedicated to the gods. Great, marble temples to Corean soar to the sky, leaving even the most jaded observer gasping in wonder. At the same time, the decrepit shanties of Harbor City tell a tale of desperate poverty all too common across the Scarred Lands. Founding Day, the last day of the month of Corer, is the city’s most important holiday and a good illustration of the fundamental divide in Mithril. The paladins of the city march in full, gleaming battle dress to honor their god and the city they founded inhis name, while the temples are adorned in flowers and colorful decorations. Temple City stands awash in the sweet scent of fresh flowers, perfume, and incense as the city’s elite gathers to celebrate. Mean- while, in Harbor City the few laborers, fishermen, and outlaws who acknowledge the holiday engage in drunken debauches, wild brawls, and long parties. The few commoners who glimpse the wonder of Temple City on this day usually do so as servants or hired laborers charged with cleaning the streets or serving revelers food and drink.
Crime and Punishment
Law enforcement varies wildly across Mithril. Theguards who patrol Temple City are highly trained, well-paid professionals, while those who watch over the poorest sections of Harbor City are little more than legitimized thugs who shake down their victims for bribes.
In Temple City, theft is punishable with up to five years of hard labor. In Harbor City, the offender must pay a bribe or fine that varies depend- ing upon the amount of the theft, from 15 gp for petty theft to hundreds of gp’s for more serious offenses.
A murderer caught in Temple City faces a lifetime in chains. Most murders in Harbor City go unreported. Those that come to the attention of the guard are rarely investigated unless the victim’sfriends or family offer a 50 gp or more bribe to the guard.
Obviously, Corean’s faith dwarfs all others in Mithril. Temple City is essentially a giant stretch of holy ground dedicated to that deity. While all the gods have at least token shrines erected in their honor, Corean stands supreme here. Recently, a splinter sect of his faithful has taken to worshipping the mithril golem as a god. This group agitates for greater military action against the titanspawn and could create a cataclysmic rift among Corean’s faith- ful.
The core of Mithril’s army revolves around the 900 paladins and 100 elite members of the Order of Mithril who call the city their home. Supplementing these holy warriors are several smaller companies of elite warriors and a large contingent of Crimson Legionnaires. Every able-bodied citizen of Mithril spends one day per month training in basic combat techniques, allowing the city to field a large, though poorly trained, defensive force. This militia is only deployed under the most dire circumstances and serves as a stopgap measure until more mercenaries or allied soldiers can rally to defend the city.
The City of Mithril
The city of Mithril grew at the feet of Corean’s golem. Originally composed of a few log huts and a crude palisade huddled within the golem’s protective shadow, today it is a bustling metropolis. Temple City: Mithril originally grew around the feet of the mithril golem. This section of the city hosts the temples and guard towers of Corean’s faithful. Richly appointed and heavily patrolled, this entire area of the city is a majestic tribute to the gods.
Harbor City: Standing in stark contrast to the neat and ordered Temple City, Harbor City is a grim, gritty urban sprawl populated by laborers, merchants, and rogues.
Leeside: The western region of Harbor City is home to the merchant class and successful adventur- ers. The streets here are safer, thoughnot as well-kept as in Temple City.
Stormside: The wildest portion of Harbor City, this area hosts many rough and ready sailors, thugs, and worse.
Lands Since the early days, there has been an allure to cities that serve as something of a “keep on the borderlands” — bastions of civilization set in enemy territory. The kind of place where trouble finds you; there’s little need to go looking for it. Why, a hero barely has the time to kick back, prop his feet on the table and enjoy a tall, cold one when another shady character, complete with hooded robe and purse full of gold, emerges from the tavern’s darkest comer to make a proposition that can’t be refused. Mithril is just such a city-state, brimming with enough adventures.
The Golem itself is how this divine race city, set in titanspawn lands on the coast of a sea tainted by a titan’s blood, could endure in the midst of such animosity. Don’t you ores from Lede try anything; you wouldn’t want to wake up the big guy, would you? At the same time, for the city to grow beyond a few clerics huddled in a temple at the Golem’s feet, someone must forgo the Golem’s protection and sally forth, setting matters right and pressing the city’s enemies back. Mithril is an ideal starting point for campaigns, especially for groups that contain paladins, rangers/ vigilants or good-aligned clerics, though characters of all races and classes will easily find a reason to make Mithril their home.
Long ago, the legends say, a great metal warrior descended from the heavens — a machine of nigh-unbreakable mithril,… In those days, the titans’ implacable force pushed the divine races to the brink, and many fell prey to despair, convinced that the legions of darkness would inevitably triumph. The titans were ferocious and terrifying, but none more than Kadum the Mountainshaker. The coming of the great Mithril Golem changed everything. Titanic and terrifying, imbued with the strength of Corean and of the other good gods, it joined the battle and set the enemy to flight, killing hundreds with a single blow and scattering entire armies in a dramatic, physical display of divine justice and vengeance. Some stories claim that the Golem aided in the defeat and imprisonment of Kadum, holding the titan’s tail while the gods gutted their foe and bound him in chains, imprisoning him in the oceans’ depths — his blood discoloring and polluting the waters around him. In the chaos of the Titanswar, myth and legend intermingled with truth, the boundaries between them became indistinguishable — perhaps the mighty automaton did help defeat Kadum. None but the most devout is certain. What is certain is that, in the war’s aftermath, the divine armies discovered the giant twisted and damaged from some colossal struggle. It stood motionless on the heights above the crashing surf of blood-tinted waters, apparently lifeless — its mission, perhaps, completed.
Now, a century and a half later, the Golem yet endures — an immovable monument to the divine race’s victory and the titans’ ignominious defeat. A great city has grown in the giant’s shadow: a place called Mithril, founded in honor of the spirit of law and the merciful justice of Corean. But Mithril is more than a mere city. Mithril is an island of stability and security amid a sea of disorder and violence, a shining inspiration to those who yet fight titanspawn evil and an ever-vigilant beacon standing guard against the titans’ return. Under the leadership of Corean’s paladins and clerics, Mithril has transformed itself from a wilderness outpost into a crowded and thriving metropolis and bastion against the monstrous evils presented by neighboring Lede, Kelder and the Blood Sea. As the Scarred Lands crawl back toward the light and away from the horrors of the Titanswar, Mithril finds itself at a crossroads. Its resources stretched to their limits, the city is now a place of sometimes-tragic contrast — between the haves of Temple City and the have-nots of Harbor City, between paladin and commoner, law and chaos, light and shadow.
The Golem — warrior, savior and sigil — towers over Mithril’s growing civil unrest, and many citizens wonder whether its presence is a blessing or a curse. Is its inactivity proof that the gods have abandoned the city? Is the Golem itself is a god, requiring only sufficient faith and devotion to once more return ponderously to life and deliver its people from the scourge of darkness? Corean’s priests and paladins continue to tend to the mighty automaton, confident that, should it ever be needed, their god will once more reach out his hand and imbue the Golem with divine power. Only time will tell who is right. For now, the Golem silently watches Mithril. Whether it is a symbol of past hopes long dead or the promise of a future full of victory and prosperity, none can say.
Mithril, as a city, sports two very different faces. Above, clustered around the sheltering bulk of the Golem itself, are the complexes and neighborhoods collectively known as Temple City, where pure white buildings gleam in the sun and Corean’s faithful.solemnly devote themselves to their god. Below, where the crimson tides of the Blood Sea rise and fall, is the untidy sprawl of buildings known as Harbor City. Each aspect of the city has its own character and ideology, and as the years have passed,;the two have grown further and further apart.
Mithral’s oldest quarter was literally built around the Mithril Golem, and Corean’s Temple was constructed near it. The hope that the Golem might one day reactivate and the presence of Corean’s clerics and mithril knights provided the city’s founders a sense of safety in an otherwise dangerous region. Against all odds, Temple City grew prodigiously, eventually expanding to include the harbor, which handled the stream of trade that had become one of the city’s main sources of wealth. However, Temple City’s character contrasted greatly with the seedier elements of the harbor. The Corean priesthood worked hard to maintain Temple City, sometimes at the expense of the harbor population’s standard of living. Today, the city retains its status as a place of sacred wonder: from the Coreanic Temple’s aesthetic confines and shining white marble walls to Mithril University’s sleek and modern lines and the Golem’s towering majesty. Residents dwell in splendid estates and multistory houses and pay homage to Corean and the other gods through elaborate and ancient rituals, overseen by priests and paladins.
The high priest and his champions also dwell here, overseeing the city’s defense and maintenance. Some in the town’s common sections, beneath the Golem’s watchful gaze, claim that High Priest Emili Derigesh and Knight Champion Barconius have lived in splendor too long and that their lofty perch blinds them to what transpires at their very feet. For their part, Derigesh and Barconius trust in their unshakeable dedication to Corean and remain certain that the glory and splendor of Temple City will one day be duplicated below.
Mithril’s bustling port district mirrors both Mithril’s promise and its failure to deliver on that promise — an uncomfortable mix of success and failure. Watchful officials oversee commerce and the comings-and-goings of thousands of people each day, while wealthy merchants discretely scheme to grow richer, ignoring Corean’s decrees that the rich defend the poor and the strong protect the weak. The Behjurian Vigil guards and protects the city, while agents of Calastia, the League of Hydros and the mysterious Penumbral Pentagon plot Mithril’s downfall. The mansions of the wealthy overshadow the shacks of the poor, and Corean’s faithful gaze out across a sea discolored by the blood of their god’s hated foe. Temple City predates Harbor City by several years. A few small seaside settlements sprang up, providing supplies and lodgings for sailors bringing cargo to Mithril. Within a few years, the harbor towns merged into a single settlement, which was quickly annexed by Temple City. As the years stretched into decades, Harbor City spread and encompassed the peninsula’s entire northern coast.
Today, Harbor City is a lawless sprawl. Weathered wood-and-stone buildings crowd the waterfront, and vessels from across the Blood Sea line its piers. Narrow streets crisscross the residential areas, some of which are paved and some not. Most commoners’ homes, built of wood, have multiple stories as a concession to the city’s severely limited space. Building standards vary wildly; some homes are solid and well constructed, while others teeter on the verge of collapsing. Harbor City’s western half, unimaginatively called “Westside” or “Leeside,” constitutes the wealthier, less dangerous neighborhoods. Westside features wealthy merchant’s mansions; the middle class’ neat, well-tended homes; and warehouses, dockside inns and taverns, and facilities for caravans that travel overland to Mullis Town. All in all, the authorities find Leeside relatively pleasant, though they sometimes express concern over the proliferation of drinking establishments and brothels that enliven this portion of the city. Variously known as “Eastside,” “Stormside” and “Pirate Town,” the eastern docks definitely comprise Mithril’s low-rent district. Exposed to foul weather and teeming with the poor and unfortunate, this region is infrequently patrolled; some paladins secretly hope that if they ignore the place long enough, it will quietly disappear. Despite its dangers, there are advantages to living.
Docking fees are low, monitors and customs inspectors are notoriously lax (or in some cases entirely absent) and law enforcement is usually left to low-end, easily bribed mercenaries. Like the rest of Mithril, though the best intentions fueled the eastern docks’ inception, the area degenerated into poverty and violence, where outlaws can vanish, smugglers ply their trade and criminals operate with little or no fear of capture.
Corean’s high priest functions as the near-absolute leader of Mithril’s theocracy. While there are checks in place that limit the high priest’s power, in general his position as the Avenger’s supreme representative means that people quickly and respectfully obey his decrees. The current high priest, Emili Derigesh, has devoted most of his life to serving both Corean and Mithril, and although he is increasingly vulnerable, he remains a potent and vital leader. Six clerics and three paladins serve on the Shining Council, which sits just below the high priest in the Temple’s power structure. The council handles those important matters that the high priest doesn’t have time to attend to and stands ready to challenge the high priest’s authority in the event of corruption, affliction with a curse that changes his behavior, or conduct unbecoming Corean’s high priest. In practice, the high priest can override any councilor’s decision for good reason; similarly, a six to three council majority can override the high priest’s decisions.
Trade fuels Mithril’s economy. Though produce and livestock arrive at the city from nearby regions such as Denev’s Triangle and via the Cordrada Corridor from Mullis Town, the vast majority of the city’s needs are delivered by ship. Vessels from all over Ghelspad and beyond make port at Mithril, offloading a wide range of goods for trade within the city and in Mullis Town. The city derives considerable income from ship traffic, levying dock charges of one gold piece per foot on all incoming vessels. Ships arrive at and leave the port guided by a member of Mithril’s pilot guild, and customs inspectors board vessels on arrival. Traders must supply detailed manifests to inspectors, who levy a further tax, ranging from 1% to 10% of a cargo’s assessed value.
The Blood Sea
The Blood Sea’s crimson waters lap against Harbor City’s waterfront warehouses and piers. Though diluted by seawater, Kadum’s blood carries sickness with it, and although fishermen harvest vast quantities of fish from the sea, they occasionally net or reel in a monstrous mutation. There are also cautionary tales featuring fisherfolk who sailed too far from the city or who stayed out too long and returned changed, exhibiting the evil qualities of the titan Kadum — his strength, anger and violent behavior. In the dark corners of waterfront inns and taverns, other whispered stories tell of frightening creatures that resemble no other living things and that emerge from the sea to wreck havoc before escaping or being slain by paladins, who discourage all talk of such monsters.
When prepared through complex alchemical processes, Kadum’s blood can be transformed into a powerful potion that allows its imbiber to inflict terrible wounds on his opponent. In its pure form, however, the blood is deadly, and even the highly diluted blood that flows past Mithril can cause disasters. Mithril’s Monitors seek out the taint of Kadum’s blood and destroy any fish or sea produce that contains it. Nevertheless, contaminated products slip through, especially in poverty-stricken Eastside, where Monitors often accept bribes or smugglers slip their cargoes past the authorities.
Summer, relatively balmy and pleasant in this part of Ghelspad, rapidly turns unpleasant in the fall and winter. High winds and ferocious storms batter the city during these months, but the most fearsome phenomena are the springtime bloodwinds, when heavy ocean currents and widely varying temperatures propel gigantic waves of blood-red water against Stormside docks. Bloodwinds get their name from the fact that the seas contain a higher than the normal concentration of Kadum’s blood, leading to the spawning of various monsters and greater activity by titanspawn such as the pisceans. Due to the higher concentration of Kadum’s blood, people voluntarily suspend their fishing activities until the bloodwinds have passed. The deadliest Blood Sea phenomenon occurred in 112 AV; a storm, called the “Blood Monsoon,” ravaged eastern Ghelspad. Savage winds wrecked docks and port facilities, smashed ships and flooded the streets of Harbor City.
Numerous titanspawn races emerged from the sea and attacked the weakened city. Mithril eventually survived the ordeal, because the orcs of Lede and the Kelder Steppes nomads could not exploit the disaster to their advantage, being as hard-pressed by the storm as Mithril’s leaders. Further inland from Mithril, climatic conditions have deteriorated. In the southern half of the Plains of Lede, a manmade feature called the Wind Spires keeps the foul weather at bay. But in the north and central plains, the ferocious weather patterns of old have begun to return. Ancient records indicate that frequent windstorms, freak downpours and flash flooding buffeted the wild plains. “May you drown in the plains” was a well-known curse and is still heard on occasion in the less savory corners of Mithril.
The Order of Mithril originally policed the city, but now the city guard has assumed those responsibilities. Yet, as Mithril’s population, particularly that of Stormside, swells to unmanageable levels, even this force is proving inadequate. Today, the Order of Mithril relies more and more on outside aid — mercenaries, freelancers, short-term contractors and the like — to enforce its laws. As the city grows larger and more chaotic, however, that aid becomes less reliable. In Temple City, the Order of Mithril originally created the city guard as its auxiliary force. The Order discovered, over time, that it did not have the manpower to deal with civil law enforcement, so it began hiring mercenaries to help do the job. Soon, the city guard evolved, becoming an entirely independent entity.
Today, many less-qualified applicants, who fail in their bids to become paladins or to join the Behjurian Vigil, instead apply for training and work with the city guard. Temple City’s guard, a highly professional and independent organization, rarely employs mercenaries, as it suffers no shortage of high-caliber applicants. In Harbor City, the guard has considerably less influence. The Leeside guard is relatively competent, but sometimes works with outside contractors and mercenaries to enforce the law and arrest lawbreakers. As one travels east, however, the quality of law enforcement and patrols declines markedly. The best-known mercenary groups are listed below, under “Defense.”
Stormside guards are usually underpaid, minimally skilled and open to bribes to look the other way or ignore blatantly criminal acts. Some guards supplement their meager incomes through smuggling or maintaining private protection rackets. Eastside mercenary groups come and go; those few that persist hang onto their identity and personnel in hopes of someday gaining better, more influential assignments.
In Shacktown, there is little if any “official” authority — just thugs subcontracted by low-end mercenaries and charged with keeping the slums’ disorder from spilling out into Mithril proper. These containment duties are accomplished simply and expediently by cracking in the heads of suspicious-looking folks, demolishing homes, back-alley brawling and extorting coppers from the poor. The city guard sometimes makes sweeps through Shacktown, hoping to catch lawbreakers in the act or criminals on the lam, but these operations occur less frequently lately.
Mithril, situated far from any other civilized land — isolated and surrounded by hostile forces — requires well-trained defenders available on a moment’s notice. The orcs of Lede, the Kelder Steppes nomads, the corsairs of the Blood Sea, the penumbral lords andothers lust after the riches of Mithril, seeking to drive those they consider foreign invaders into the sea. Though the city remains strong, its overtaxed and once-impregnable defenses have begun to weaken, which Mithril’s enemies will unhesitatingly exploit.
Mithril’s staunchest and most unwavering defenders, the paladins number around 900 strong. Though their primary function is martial, paladins often command city guard units, lead patrols and sweeps within the city, guard caravans and venture beyond Mithril in small groups or with Corean clerics and Behjurian vigilants to reconnoiter and, if necessary, combat Mithril’s foes. Traveling paladins might embark on religious quests, assist Mithril’s allies in battle and, more rarely, serve as Mithril’s diplomats. In large-scale battles, such as the defense of Mithril itself should the city come under siege, the paladins lead the larger units such as the citizens militia, the
Crimson Legion and the other local mercenary units.
The Order of Mithril Of the city’s 900 paladins, roughly 100 belong to the elite Order of Mithril. Under the direct command of Barconius, the Order serves as the highly disciplined core of the city’s armed forces. The Order’s official duties include bodyguarding the high priest, manning the Beacon Towers, leading patrols and military expeditions and escorting visiting dignitaries. The mithril knights are considered “the chosen of the chosen,” and their devotion to Corean is unquestioned.
The Behjurian Vigil is the oldest and most prestigious of all the Veshian Vigils. Though ultimately loyal to the nation of Vesh, the Behjurian Vigil was assigned to Mithril to bolster the city’s defenses early in the city’s history; it has become as much a part of the city as the paladins and mithril knights. Vigilants patrol the Plains of Lede and reinforce the Order’s patrols when necessary — a useful ally during the incessant conflicts with the titanspawn that surround Mithril. About 200 vigilants serve in Mithril: an elite defensive force dedicated to the safety of the city and its inhabitants.
Behjurian commanders Lemses Behjur and Iliata Blacktree foresee troubles ahead that may strain the city to the breaking point. Dar’Tan’s penumbral fortress remains intact, and parties unknown recently assassinated the Hedradan high priest. Behjur and Blacktree are turning their attention inward, trying to anticipate and counter subversive threats within the city, as well as continuing their normal patrols and scouting out titanspawn threats in the wilds around Mithril.
Even the mighty Behjurian Vigil and Corean’s paladins have their limits. The elite nature of these forces means having insufficient numbers of men to perform all of Mithril’s defense and civic enforcement work. Mithril thus employs other warriors to help defend Mithril from its enemies’ growing might. Mercenaries in Mithril serve two main functions: they assist the city guard (and in some places replace it entirely), and they man the walls as professional soldiers, bolstering the green and unreliable units of the citizen army.
The Legion of Crimson
Chief among the mercenary groups in Mithril, the Legion of Crimson (mercenaries from Darakeene) maintains a company of around 750 legionnaires in Mithril. Of average-to-good skill-at-arms and usually professional in conduct, Crimson Legionnaires serve primarily on the walls or in citadels, though they sometimes assist in maintaining public order.
The Company of the Peacock
A band of Madriel worshipers, the Peacocks — one of the better units in the city — divides its time between performing law-enforcement duties and aiding the Vigil and the Legion in a purely military capacity. Veshian knight Lady Kamali Ocheas commands Peacock Company, and women constitute about 60% of membership. Based at Titanslayer Citadel, it patrols the
Named for their black tunics with the silhouette of a flying crow on the shoulders picked out in silver thread, the Crows provide security in the region encompassing the catacomb entrances and the old Penumbral Pentagon ruins. Led by the grim, one-eyed mercenary captain Galius Jokar (hum male ftr8/rog6, CG), the Crows, mostly fighters, count among their number some rogues and rangers, three wizards and a number of clerics of Hedrada and Tanil, who provide healing services and defenses against undead that threaten the unit.
As tough and ruthless as their namesake, the Wardogs — fighters and rogues — serve the eastern docks on Stormside. Rather than patrolling in force, the Wardogs, led by commander Davius the Mastiff, usually operate in groups of two or three, lurking in the shadows and searching for brawlers, criminals and miscreants. The Wardogs generally save the paladins the trouble and expense of trials by punishing lawbreakers on the spot before shaking them down for any cash on hand. Though violent and grim, the Wardogs, mostly of chaotic good or neutral alignment, administer justice fairly.
The golden-haired Chay Caronus (see Chapter 7) leads this respected unit. Originally a displaced noblewoman, Chay proved herself a competent mercenary commander and created a unit to help patrol Mithril and serve in its defense in times of crisis. Chay’s Company, mostly fighters, includes a few southern barbarians as extra muscle. The unit serves mostly in northeastern Mithril, keeping order in the waterfront and residential sections of the city.
The Grey Guard
A disreputable group of ex-pirates, thugs and reformedcriminals, the Grey Guard lacks a formal commander and is managed by consensus. Not that the group needs much organization. Its members are generally paid individually, usually by members of other mercenary groups who don’t want to patrol Shacktown or the other rundown sections of Mithril. The guard is nothing more than a small criminal cabal that derives money extorting the poor and shaking down those whom they accuse of crimes. Some paladins have called for the Grey Guard’s disbandment and the imprisonment of some members, but no action has thus far been taken.
City of Faith
Mithril is, perhaps more than any other city in Ghelspad, a city of the gods. More accurately: the city of a god — Corean the Champion, shining master of all that is lawful and good. The people believe the Golem is itself a literal extension of Corean’s power and glory. Some even believe it to be an avatar of the Champion himself, a somewhat heretical belief that led to the Cult of the Golem’s creation. While the people properly honor the other gods, no one questions that Mithril is Corean’s city. Corean’s paladins defend Mithril, and his clerics see to the citizenry’s spiritual well-being. The god’s stern justice and unbending lawfulness form the core of paladin and cleric training. His name is invoked at nearly every ceremony and event, major or minor — from the solemn formalities of Divinity’s Day to Corday supper services. All citizens are expected to at least acknowledge the Champion’s supremacy and the critical role he played in the titans’ defeat.
Despite the intentions of Temple life and training, not all of Corean’s representatives believe that Mithril’sleadership acts appropriately. The priest Lindoros criticizes both Derigesh and Barconius for what he perceives is their overly conservative policies and strategies in making war upon titanspawn. Specifically, he fears that Corean will withdraw his favor if the Mithril priests and knights do not step forward and take the war to the titanspawn. Currently, Lindoros’ open opposition has not moved beyond simple debate; he waits for Derigesh to step down or to make an error that will force the Shining Council to seek his resignation.
Lindoros’ message has captured the hearts of many younger paladins and clerics who are champing at the bit to crusade against the titanspawn, thus opening trade routes to more neighboring city-states and kingdoms and ensuring safer travel between Vesh and Mithril. Older and wiser heads gently downplay Lindoros’ assertions, suggesting that he does not fully grasp the larger picture. Their counterarguments bluntly state that, were it possible to cleanse the Plains of Lede and the Kelder Steppes of titanspawn, Barconius would lead the charge immediately. Patience, they counsel, will bring victory. Forge a sword too quickly, they warn, and it will shatter. Moreso a nation.