Chord’s World Tour: Shire – The Ringed City of Wonders (Part 1)

Many travelers know of the “Jewel of the Great Kingdoms”, the realm known as Cheshire. Set against the cliffs off the Sea of Dead Kings, Cheshire has stood for nearly four hundred years. In that time it has never been fully conquered by an invading army. The capital city itself, and the seat of the crown, has never fallen to enemy hands. This is no accident. The kingdom of Cheshire is set in a peninsula. The Cliff of Kings sit directly behind them. Which means retreat is not an option. No sane commander would spend troops on a defending army with quite literally nowhere to go. The capital city of Shire sits in center of the Shire duchy, surrounded by all the cities that make up the region. There is no way short of powerful magic for an army to appear and not be noticed. Each city is spread around in a vast circle with Shire dead center. Shire also sits on a hilltop, with clear vantage points to all roads and surrounding land. To take the city would require an enormous army to take at least half the surrounding cities, before they could even hope to surround the city of Shire. Only then would an invading army truly realize the daunting task ahead.

There are eight roads to the city of Shire. The northwest road is rarely used, since it leads to and through the Forest of Souls. Entry to the forest has been possible only in the last year or so when the mystical barrier lifted. Even so, most intelligent mortals (and immortals too I’d imagine) give the forest and the cursed area around it a wide berth. The other roads boast the usual dangers, bandits, roaming monsters, and Ironguard patrols. The latter is only a danger to the former two, usually.

Shire is surrounded by a massive moat . The waters are home to a variety of fish and frogs, as the moat is fed by an underground river that connects to the Sea of Kings. Geese and swans are easily recognizable from the banks or bridges. Those trying to swim will face two dangers. At irregular intervals, the water flow reverses down the channel that feeds the moat. This regularly circulates the water, keeping it from getting stagnant as well as keeping it relatively clear. At these times the current is fairly strong, especially in the center. It is possible to get sucked down into the depths, and spit out onto the ocean. It is doubtful one would survive the trip. Rumor has it the passageway narrows to the size of man’s fist in some places. The other danger would be the “silvermaws”. Silvermaws are crocodiles descended from Moon dragon heritage. They are silver grey in color and are larger and faster than a standard crocodile. Their teeth glitter in moonlight. This gives the illusion of starlight reflecting in the water at night. Fortunately the silvermaws don’t have the breath weapon of a typical dragon, but their teeth and claws are razor sharp. They can eat nearly any organic substance, but have a preference for meat. Typically they subsist on rabbits or deer that draw too close to the moats edge. On occasion a particularly hungry silvermaw may leave the moat to hunt. They are quite cunning and excellent ambush hunters. Their silvery scales are also very hard to pierce. Interestingly enough, they will not attack the “noble races” – humans, elves, dwarves, gnomes or halflings – unless attacked first. The more savage races like orcs or ogres do not have that luxury unless accompanied by an aforementioned nobler race. It is believed that they would leave the moat to attack any would be intruders.

As stated earlier, there are eight roads leading to the city. Each of those roads comes to bridge that serves as the entryway. Incidentally, the bridges, the Barrier Walls – the massive walls that surround and protect the city – as well as the gates are dwarven made by the Shatterstone clan. Each bridge is named after the gates that lead into the city proper. Originally there were only 5 gates, each named after elements. The southwestern Flame gate, The northwestern Ice gate, the northern Storm gate, the northeastern Earth gate and the south eastern Sky gate. During the prior King’s reign he oversaw the construction and installation of 3 more gates. The Twilight gate, sits between Flame and Ice. The Dawn gate sits between Storm and Earth. The Sea gate sits between Flame and Sky.

The Barrier Walls ring the city in a pentagonal shape. It is also the first line of defense. The walls themselves are nearly 20 feet thick, twice that of similar enclosures, and reach a height of 50 feet. There are narrow tunnels inside the walls that lead to arrow slits at regular intervals around and up the wall, allowing for a near constant stream of arrows and spells to harass anyone foolish enough to try to besiege Shire.

The city itself is built on a series of great pentagonal rings, 5 in all. Each ring is a bit smaller than the preceding one, but sits higher on the mountain it was carved into. There 5 gates in each ring wall, leading up to the higher regions of Shire, all the way to High Point. The gates are named after the original elemental gates and the approaching region. For example, the Storm Gates lead first into the Slums. A Shiran would want to meet by the Slum Storm Gates, or the High Point Storm Gates. It should be noted that by design, it is not a straight shot from the Barrier Wall to the High Point Gates. Rather after each gateway, there is a road that meanders a bit before leading to the next gate. Tourists believe this is to allow visitors to see the sights while traveling. It also strategically sound. Should an invading army make it that far, they’d likely have to rest at each gate, giving defenders time to harass the enemy, or flee. In addition, given time, the gates can be closed in order to force an invading force into a killing field of the Shiran’s choosing. Likewise the gates do not line up with each other. The High Point Storm gate for example is to the northeast, while the Rim Storm Gate is to the southwest. This is also by design. An invading army that takes the Slum Storm Gate might be in for a surprise when they reach the Plaza’s Twilight gate instead of the Plaza Storm Gate.

Upon entering any of the 8 gates into the city, a visitor will enter what the Shirans affectionately or derisively (depending on the status of the citizen) as the Slums. It looks and sounds much as one would expect: poorly kept roads, ramshackle building, the poor and destitute, filth and more. There are secrets here, just like any other ring. Any business not wanting to be conducted in the light is done here. Here, the Slums is the great equalizer. Power is the only thing that matters here. That power could be magical, physical, or financial. In the latter case, a bit of the former two in order to hold on to that “power” would be beneficial. Here, a noble has no more power than the beggar who he is hiring for murder. To say the Slums is the least chosen assignment of an Ironguard is an understatement. Most Ironguards that call the Slums home do so because they have no choice. They have offended or failed so spectacularly that the Slums is the last stop before being discharged. This also makes the Ironguards here desperate and nearly cutthroat. While it would be a stretch to say they are corrupt, it is fair to say most are at the least, morally flexible. While one would think that the Slums would be rife with chaos, that is not entirely accurate. Those who call the Slums home are survivors first, citizens second. There is a saying among Shirans, “No dream like a slum dream.” It sums up the hopes and aspirations of those that call this tier home. From the destitute, to the bar wench, to the crime lord to the sergeant on patrol, all have eyes upwards, and ears for the means to do so. This can and does often lead to a survival of the fittest mentality.

There is only one force keeping the Slums from erupting into pure chaos. The Ironguards like to believe it is them, but most Slummers, and even High Magistrate Talos knows and accepts the truth. That force is the Carrion. The Carrion is THE urban legend in the whole of Cheshire. One part myth, one part crime lord, one part judge, jury and executioner. It should be noted that the Carrion is a title for what ultimately is the most powerful crime lord in the Slums. Nothing happens in the slums without the Carrion being aware of it. The Carrion has eyes and ears everywhere. The Carrion is one respect, the crime lord. The boss of all bosses. All crime is under the Carrion’s purview, and a percentage of all such activity is collected by his agents, collectively known as Grubs. Typically the various heads of the crime organizations are left to their own devices with regard to how they run their business. On occasion, the Carrion makes its thoughts known on a particular activity. Only the foolish ignore that advice. For example, while the majority of the Slums (and Shire) is fair game, it is by the Carrion’s decree that no major crimes (murder, rape, kidnapping, etc) occur in neighborhoods of the innocent. Similarly, children are off limits for the majority of criminal activity, either as targets or as workers. It should be noted that only the children of the Slums, as well as the neighborhoods they reside in are protected. Children and homes of the other tiers are fair game. This is how the majority of Slummer citizens can sleep relatively safe at night. To defy the Carrion is to court death. Punishment is often spectacularly violent, and can vary depending on the offense. In another respect, the Carrion is the law in a lawless land. The people of the Slums aren’t there by choice, rather by necessity or bad fortune. Those who live in the Slums do so for a variety of reasons, but ultimately, there isn’t a soul among them that would want to improve their station. If they cannot move out of the Slums, then they want to be near the top of the social order. And more than a few will do whatever it takes to make that happen. Someone, or something, like the Carrion was inevitable.

The general public either believe that the Carrion has always been there, and will continue to be there. The most common belief is that the Carrion made a pact with a demon, or god, or archmage and achieved immortality. It came with a horrible curse which is why the Carrion is rarely ever seen. Even the majority of the Grubs have never seen the Carrion. When the Carrion does make itself known, it is always from the shadows, with a voice that is both unmistakable and chilling. Those who have heard it liken it to gravel trying to whisper. The crime lords believe that the Carrion passes down it’s title when it tires of its duties, or is mortally wounded. There is credence to that belief as on occasion the Carrion will give contradicting orders. For example, currently the Carrion demands that no business involve the traffic and or harm of children. This recent change ended a lucrative trafficking ring that had been in operation for a decade. While a change of heart is possible, the more likely reason is that a new Carrion is in power, and finds the practice distasteful.

The Slums behaves almost a separate entity to the rest of Shire. It boasts its own restaurants, inns, and businesses. It has its own share of guilds, legal or otherwise. However, life in the Slums is a double edged sword. Everyone here aspires to rise to better and leave the Slums behind. Everyone here is aware that they are under the thumb of someone else. The innkeeper hopes to make and save enough money to be able to buy a new one in the Plaza, if not in one of the cities surrounding Shire. That same innkeeper knows that he must make his payments to the Guild of Taverns, who continuously raises the prices of rent and or services, in order to keep the innkeeper in place. Such is life in the Slums.

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