THE MAGICAL CITY OF  XIMAX

DESCRIPTION - KEY LOCATIONS - LOCATION - PEOPLE
GUILDS -
COAT OF ARMS - CLIMATE - RESOURCES - MYTH/LORE - HISTORY

The city of Ximax, though not the largest, is undoubtedly one of the most famous cities in the kingdom of Santharia, noted for its eccentricity, its mercuriality, and, most of all, its magic. Although the Magical Academy of Ximax no longer resides in the city itself, the two remain linked in a kind of spell that creates an ensorcelling air through every city block. Within the city, shops cater to nearly every fancy, filled with arcane enchantments, runic reagents, and bewitching brews. Needless to say, Ximax is one of the most miraculous, mystical, magical of cities on the disk.

Description. The City of Ximax shines as a beacon to all those with a penchant for the magical, elusive, and peculiar. For years, those wishing to enhance their wisdom of all things magic have journeyed far to enter through the tall gates into Ximax, which sits just east of the great Ximax Academy. Within the walls of Ximax travelers will find, quite literally, one of Santharia’s most enchanting cities.

A Ximaxian Watchtower
View picture in full size Image description. Dragonsbane Tower on the Outer City Wall of Ximax, equipped with various Farseer Devices. Picture from the game Mystical Empire™, used with friendly permission. Drawn by Quellion.

As the capital of the province of Xaramon, Ximax is also the seat of the provincial government, headed by the Thane and the Dukes. However, it mainly focuses on provincial matters, and local issues are dealt with by the city council, who in addition to the city proper, also handles the affairs of the Cha'domm Peninsula in general, save those areas claimed by the Zirghurim dwarves.

The City of Ximax, which serves as home to nearly 50,000 residents, has an old and quite unique history, due in part to the Orb of Ximax. The Orb is an object of extreme power around which the Academy was constructed. The Orb has attracted mages for thousands of years, and it and the Academy continue to draw young and eager minds to learn magic. While the Orb and Academy continue to draw business into the economy of the city, the influence is not always entirely positive. A number of explosions pock the city’s history, the most recent of which decimated the city in 1480 a.S.

The City of Ximax originally contained the Academy entirely, with a thin inner city partitioned off with walls such that the average traveler could not enter. The Outer city consisted of three separate sections: Tanaman to the east, Deurenshill to the north and southwest, and Novorhall in the south. Because of the growth of the city, Tanaman extended farthest of any of the sections.

In 1480 a.S., Ximax experience is most devastating and mysterious explosions. It emanated from the Academy, and yet left the Academy unharmed. It destroyed the inner city and outer city almost entirely, leaving only one a piece of Tanaman, to the east, still intact. Strangely, the loss of life was relatively small (about 10% died in the blast), but the buildings were almost entirely blown away. The Academy, shocked and remorseful about the incident, offered to rebuild the city to placate the anger of the denizens of Ximax. And with the help of the Zirghurim dwarves, they did just that (though the city was moved a bit farther away from the Academy, for safety).

Today, the construction of many of the boroughs echoes typical Zirghurim design, with a little magic built in. Reconstruction began in the northwest and swept quickly to the southeast as the mages and dwarves built on what remained of the city - namely the boroughs of Feldstone and Hallowhall. Much of the city, then, is relatively new, though there are citizens whose families have been Ximaxians for generations. With old resentments faded, the newness of the city has become a source of pride, a badge of honor representing the progressiveness of the city and its inhabitants.

Like the old city of Ximax, the new city has an inner and outer section, called the inner and outer boroughs. However, unlike the old city, the inner boroughs are not separated from the outer ones by walls - the entirety of the city is accessible to all who travel here. And in fact, the boroughs themselves have flexible borders, with one borough gradually melting into its neighbours. The only walls to be had are around the entirely of the city itself, protecting it in case of attack. Return to the top


Key Locations. Ximax can be devided into the Inner Borough, the Outher Borough and the Outside and Under the City. In the following the various parts will be described in detail:

Inner Borough. Surrounding the Market Square at the centre of Ximax are the six inner boroughs of the Magic City. As with the outer boroughs, each inner borough has a specific purpose and unique character, and each contributes to the wider Ximaxian community in different ways. A brief discussion of the six inner boroughs follow.

Aferburgh, home to the most renowned jewelry shops in Ximax, has also attracted clothing and accessory stores of various kinds to fulfill the needs of the clientele found in this part of the city. Additionally, those who have dealings with the Jeweler's or Artificer's Guilds will find the guild halls here. A third guild hall, the Innkeeper's Guild is found in neighbouring Hollyale. This borough is home to a high proportion of taverns and inns of various kinds and quality. Also in this borough is a Temple of Jeyriall, a refuge to pregnant women, regardless of station or support. Two additional temples are located in Dukesbury, the next borough in our tour of the inner city of Ximax. These temples are in honour of Armeros and Foiros. The Bankers' and the Librarians' Guild are also located in this borough. Governance Square, located in the heart of Dukesbury, is the seat of municipal and provincial governance in Ximax. In addition to housing the Thane's Palace, the highest ranking bureaucrats have their homes here.

Most of the middle and upper classes of Ximax live in Middleton, a walled and gated community with houses built in the Centoraurian style, marked with Helcrani influences. An infirmary, coffee house, music hall and the Dancers' Guild are all located within Middleton. The infirmary is part of the Temple of Nehtor built by the residents of this borough to care for their fellow citizens. In a similar vein, Maejsend, previously Mage's End, has a temple, this one is to the worship of Eyasha. This borough caters to the magically inclined and hosts the Mage Guild Hall. Magical, reagent and potion shops populate Maejsend and rumours persist of hidden and forbidden groups in operation in this borough. The last of the inner boroughs, Tymeside, brings us back to Aferburgh and is home to the clockmakers and watchmakers of Ximax. Tymeside is home to the Clockmakers' Guild as well as jeweler shops and magic shops.

This is but a brief description of the sights of these parts of Ximax and it is strongly encouraged that interested people should travel to Ximax and get a first hand account of the inner boroughs of the capital of Xaramon Province.

Outer Borough. Surrounding the six inner boroughs of Ximax City are the outer boroughs. There are six outer boroughs as well, and as is the case with those closer to the market square of the city, each of these add a unique flavour and flair to the city.

Ettinsburgh houses the largest proportion of dwarves anywhere in Ximax city, due to the masons and Masons' Guild being located in this borough. As a result of the high proportion of dwarves, statues and monuments to
Trum-Baroll fill Ettinsburgh. Dwarven celebrations of CorunvilDen are observed monthly, and the rhythmic sounds of hammer striking stone is replaced by laughter and good cheer. The neighbouring borough of Gate Side is the main thoroughfare for people entering and leaving the city. Stables, blacksmiths and general merchandise stores are all located here. The Ximaxian Militia are headquartered here, located within a temple to the fire god, Armeros. Nearby Underside houses a shrine to Queprur, which includes a large morgue. Rumoured to also house criminal elements of various kinds, only the most hardened people dare to set foot in this borough. Even the militia of Ximax refuse to go into the underbelly of Ximax, unless there's a major disturbance. A Thieves' Guild and a Necromancers' Guild are rumoured to exist here, though no one has confirmed these rumours.

Very much in existence in the neighbouring borough of Homestead is Boyzinna Fellowship Hall, sports fields, a recreational hall, a small infirmary and an Arvinswood, sacred to Arvins, God of the Hunt. Adjacent Hallowhall has a small temple dedicated to Anilya the Everbright. The borough with the closest connection to the Magic Academy, Hallowhall has infamous taverns such as the 'Wasted Wizard' in its streets. Together with Hallowhall, Feldstone is one of two boroughs still in use after the explosion of 1480 a.S. Architects are in abundance in Feldstone and they work with masons from neighbouring Ettinsburgh on building projects. The needs of the architects are met by the Architects' Guild located within this borough.

As with the inner boroughs, the outer boroughs of Ximax City are best experienced in person and it is hoped that all will visit the cosmopolitan capital of Xaramon Province in Santharia.

Outside and Under the City. The famed Magical Academy of Ximax, once at the very heart of Ximax city is now a few minutes walk south west of the outer borough of Hollowell. The twelve towers of the best known magical school in Southern Sarvonia is seen for strals as one approaches Ximax from the north, or from the peaks of the nearby rugged ranges of the Zirkumire Mountains. Between Ximax and the Magical Academy are the remnants of old Ximax city, the parts of the city destroyed by the 1480 a.S. explosion. Some of these remnants have become pastures, and in other parts of this area, the buildings have been left to fall into ruin, the various plants that have taken root and are growing over the buildings that once were houses, shops and other facilities are rumoured to hold treasures and secrets that attract adventurers.

Another attraction to those of the adventurous or curious bent are the sewers of Ximax. As with the remnants, these are said to hold treasures and secrets, but they are also said to hold dangers to trap the unwary. Rat Brownies live in the sewers, according to the noted Rat Brownie researcher Gratcha Swath and the sewers are also rumoured to be home to gangs from the outer borough Underside. These sewers run under all the boroughs of Ximax. On the outskirts of the city, close to the borough of Homestead is the cemetery known as the “Cold Ground”. Most of the citizens are buried or cremated here. Finally, the Wavewand River, which flows rather close to Underbelly and Homestead boroughs, is home to Tanners' Bend, where the members of the Tanners' Guild ply their trade.

Places of Interest. Following is a list of specific places of interest found in an around the city of Ximax:

Location. The Magical City rests atop the Ximaxian Plateau, a wide stretch of flat land surrounded by the Zirkumire mountain ranges on the Xaramon Peninsula (also known as the peninsula of Cha'dómm). The Wavewand River flows past the southeastern part of the city before joining up with other rivers further in the north and turning east towards the Bay of the Sky. It is the capital of the Santharian province of Xaramon. From afar, the city stands tall, only party shaded by the tower of Ximax Academy just southwest of where it lies. Return to the top

People. The people of the City of Ximax are known for being a friendly, if not slightly eccentric, group. They take pride in being so close to the famous Magical Academy, which houses some of the most powerful magi in all of Caelereth, and yet they do not consider themselves a town of magi. They have an identity connected to but not identical with the Academy: both sprung from similar roots (Ximan and the Ximax Orb), but since the formation of the city, the citizens have forged a independent identity all their own.

The Academy and the people of Ximax have a love-hate relationship. While the people of Ximax share roots and take pride in the Academy, the institution has also caused trouble enough to give the people of Ximax plenty of reason to complain about it and its occupants. In 1480 a.S., an explosion from Ximax disintegrated most of the old city, leaving the citizens without shelter. The magi of Ximax helped to rebuild the city at a distance from the Academy, but some resentment still remains. It should be noted that, while this explosion was the most destructive, it was not the first accident originating from the Academy. In fact, even today, most citizens of Ximax avoid the boroughs frequented my magi.

With so much magic in and around Ximax, the city is a place where just about anything can happen, a quality of which most citizens are extremely proud. While many cities and peoples suspect magic and magical arts, the people of Ximax more or less embrace it, and such approval seems to somehow make the city all the more magical and exotic.

Guilds. Ximax City is home to a plethora of guilds. Below is a list of those within the city:

Coat of Arms/Sign. The Coat of Arms of Ximax has experienced multiple revision since its founding; however, before the explosion of 1480 a.S., Ximax's coat of arms reflected the city as it was with the presence of the Academy in its heart. This Coat of Arms consists of two concentric circles. The outer was split into white, black, red, blue, indigo, and green, representing the six chief forces of the cár'áll (the four elements, xeuá and ecuá). The center was transparent, with a twelve-pointed star laid over it.

The Ximaxian Coat of Arms was changed in the decades that followed the explosion of 1480 a.S. to reflect the changes in the city. Today, the coat of arms is divided into quadrants by a silver cross. The upper right and lower left quadrants are yellow, while the opposite are a dark green. The upper right quadrant contains a sickle with a black handle in upper right quadrant. Opposite, in the upper left, is a xazure twelve pointed star. In the lower right quadrant, lies the oremark of the Zirghurim dwarves. In the lower left quadrant, is a black X before a flame, the coat of arms of the Volkek-Oshra. At the intersection of the cross is the symbol of the linked hands.

The split marks the separation between the city and Academy of Ximax, while acknowledging that they share not only a common territory, but a common history. The sickle represents the Magic Sickle, while the black handle remembers the lives lost in the explosion (Queprur's Sickle). The star marks the Magical Academy, while the Volkek and Zirghurim symbols acknowledge the significant work by those tribes in and around the city. The yellow and green hail as the colours of Centorauria and Kyrania, the kingdoms that have influenced the growth and development of Xaramon province. The symbol of Linked Hands marks it as a capital. Return to the top

Climate. The City of Ximax rests atop the Ximaxian plateau and, despite being on something of a peninsula, is surrounded on all sides by the Zirkumire mountain ranges. While coastal cities generally experience humidity and rains from the ocean, the unique landscape around the city prevents frequent rainfall and humidity. Most of the air’s moisture falls as rain before storm clouds can pass over the surrounding mountain ranges. However, the surround waters do allow Ximax a rather temperature climate.

The city is generally cool, due to a higher elevation, though rarely experiences freezing temperatures, which may only come once every couple years. Because of the low rainfall, the land is relatively dry, though the area is rich is aquifers just below the surface. These aquifers, along with the Wavewand River that flows by the city, provide water to the citizens of Ximax and to the livestock grazing just beyond its borders. Much of the flora on the plateau are hardy grasses and trees able to sustain themselves on very little rainfall, which may come only 5 or 6 times per year. Return to the top

Resources. Of all the resources of the City of Ximax, the most notable is magic. The magi residing in and near the city supply a great deal of magical items, particularly potions and enchantment. Enchanting necklaces, rings, armour, etc. sell for a high profit, and the high population of magical alchemists provides potions for aches, depression, and even love. The city is also filled with merchants who import good from around Santharia and sell them to foreign emissaries for a higher price.

In addition, the area around Ximax provides the city with valuable resources. The mountains surrounding the city provide a plentiful abundance of grey-white granite. Because of its appealing color, the granite is prized as a building material for many castles and buildings throughout Caelereth. However, the city itself displays the richest abundance of the material: many of the most notable buildings in the city are constructed from it; even the renown Ximax Academy itself is built primarily from the grey-white granite.

While enchantments and granite serve as lucrative resources for Ximax City, in the end, its most valuable resource is the population of skilled artisans within the city. The City holds a great number of famous and skilled architects, many who served as apprentices to those who helped rebuild the city after it moved northeast of Ximax Academy after the accident in 1480 a.S. While these skilled architects are a relatively new addition to the city, the population of masons has has been strongly represented for hundreds of years, and the Mason's guild is a well-known fixture of the Ximax community.

Partially connected to the magic resources are the great number of metal-workers, particularly jewelers and watchmakers. While the area around the city has only sparse amounts of natural precious metals, many materials are shipped in raw form to the city and become valuable pieces under the skilled and practiced hands of these artisans. While few of these artisans practice magic themselves, the rings, necklaces, earrings, watches, and other pieces made from Ximax artisans are said to have a magic quality to them.

Because of minimal rainfall, the area around Ximax is not conducive to substantial crop growth, and most of Ximax’s food is important from the Diamond Lake area. The Wavewand river running southeast of the city as well as wells tapping the underground aquifers provide water to the citizen, but these source don’t supply enough water for crops. Only the most hardy grasses can grow around the city itself, and much of this area is used for livestock. Cows and goats and even some horses graze in the areas surrounding the city. Return to the top

Myth/Lore. Ximax is a town rich in history and lore - some of these tales are collected below:

The Alsgammon Abomination. In the many centuries before Ximan Xuran's discovery of the Orb of Ximax, many believed that the Cha'domm Peninsula housed some dangerous supernatural force. The peninsula was frequently associated with all manner of unusual phenomena, most of which were harmless and involved things such as unexplained lights and noises. However, some were considerably more deleterious. One example is the incident of the so-called Alsgammon Abomination.

In 2533 b.S., the people in and around the town of Alsgammon, at the northern end of the Bay of the Sky, discovered some of their livestock had gone missing. Peculiar as this was, the situation soon turned stranger when, not long after, people started disappearing as well. Searches soon turned up partially-eaten bodies, and the townspeople began to fear some demonic creature had emerged from the peninsula to hunt them. When one search party came across the culprit, still feasting on a recent kill, these fears were confirmed. Though the creature was somehow driven off in the ensuing chaos, the disappearances continued.

The beast, which gained the appellation 'Alsgammon Abomination, was described as vaguely resembling a dog, though of much greater size, being longer than a man is tall and standing over a ped in height. It is described as being entirely hairless, its grey skin being tough and scaly like that of a lizard or snake.

The terrified peasants sought help from their lord, and from the clergy, and soon a great hunt was organized. The Abomination was finally cornered a week later. After a deadly battle in which three hunters were killed and many more injured, the Abomination was finally brought to death.

There was much celebrating. The lord took the body back to his castle and from the skin of the beast made himself a grand cloak which he displayed in his throne room. However, several days later, two men disappeared on the way to a neighbouring village. Other reports of disappearances quickly followed, and it was feared that they were being haunted by the vengeful spirit of the Abomination. The lord was forced to relinquish the cloak, but despite all attempts, could not destroy it. The cloak was placed in a iron box upon which clerics performed rites to keep the spirit contained. The box was tossed into the waters of the bay, and only then did the Abomination's rampage end. Return to the top

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THE AGE OF MYTHS
(YEARS 3.400 B.S. - 1.655 B.S.)
ca. 3000 b.S. The Forming of the Orb of Ximax
According to legend, the Orb of Ximax is formed by a slight gap in the fabric of Caelereth, and the resulting field of immense magical power saturates the entire Xaramon Peninsula. The power of the orb multiplies the effect of any magic spell cast in the region, and many wizards are drawn to the Peninsula by the radiation of magical power are subsequently destroyed by simple spells gone awry. It is assumed during this time that many wizards may have found the Orb, but not lived to tell the tale, as any spell cast near the unshielded Orb is amplified ten-thousandfold.
  

2026 b.S. Shielding of the Orb of Ximax by Ximan Xuran
The last and most famous of the deaths by the Orb of Ximax occurs. A massive flash of light seen as far away as Caelum illuminates the entire peninsula; this is the beginning of the Ximaxian tale of the founding of the the great magical city. It is said it is this blast that attracts the great wizard Ximan Xuran to the site of the magical orb.

Ximan Xuran, along with his Circle of Magic, dedicate themselves to the protection of the Orb. As part of this task, he commits to the creation of a shield that will diminish the effects of the orb. The occasionally exaggerated threat of danger posed by the orb allows Ximan to convince local leaders and wealthy patrons to invest in the project.

It is believed, too, that as word spreads that Ximan and his Circle have settled, young mages begin to travel to Xaramon Peninsula to take part in the cause and to learn magic from the great wizards. As young mages trickle in, and his Circle realizes a desire to construct a school, to house not only those mages that journey to the Peninsula of their own free will, but those with latent magical proclivities that can be fostered into true magical skill, training them to protect the Orb and maintain the shields that keep its effects contained.

Over the next several years, many of the Circle, including Ximan himself, journey into the territories of regional tribal leaders, most of them of pre-Centoraurian tribes, as the Kyranians prove distrustful of magic. The wizards collect money in exchange for the promise of protection, both from any young rogue mages just coming into their powers that might cause chaos or destruction in a leader's territory and from regional rivals looking to increase their claims. In addition, because the wizards seek to construct a place of learning, they receive donations from rich patrons eager to give to what they deemed to be noble pursuits.
  

2017 b.S. The Orcish Society of Enlightenment moves to Ximax
The Volkek-Oshra Orcs
The Orcish Society of Enlightenment moves to the future site of Ximax on invitation of Ximan Xuran. They are hired to help construct the shield dome, and begin to build what would eventually become the City of Ximax. It is a rocky start, as many who had experiences with orcs or orcish species do not think of those times fondly and constantly are worried about what might happen. However, the orcs are well liked for the muscle and magic they help to lend in the city's building.
Ximan Xuran discovers the Orb
Ximan Xuran and his Circle of Magic find the Orb, and for the first time in known history the Orb is comprehended. Shortly afterwards, Ximan begins calling in favours from those he met on his travels to aid him in shielding the surrounding world from the effects of the Orb.
  

2015 b.S.
to 2009 b.S.
Construction of the Twelve Towers of Ximax
The Circle of Magic, the Orcish Society of Enlightenment, a small clan of dwarven Kavoninn Yabarrah ("Travelling Bachelors"), and a number of hired hands work on constructing the twelve towers, six inner towers and six outer towers, that would eventually become the Magical Academy. As the school forms, so do the rudiments of a settlement. As workmen move, they transport their family, the members of whom practice their trade and open shops while her husband, son, brother, etc. work to construct the Academy.

As the school grows, leaders and patrons come to visit to see what their money has built. To accommodate these travelers, some local entrepreneurs start up inns and eateries. As more students come to the school, reagent and wand shops spring up to cater to their needs. While the Academy's twelve towers only require four years to construct, the Inner City around it forms over a much longer span of time.
  

2012 b.S. Official Birth of the Volkek-Oshra
The orcs of the Society of Enlightenment give themselves the name Volkek-Oshra and move into the catacombs beneath the Academy, which they secretly constructed while building the school. These catacombs grow in depth and breadth, pullulating beneath the forming city. Many of the other Ximaxians are very relieved to see the orcs out of site, though many have become more accustomed to living with the orcs. Some are suspicious about these secret catacombs, but most suspicions are dismissed after nothing sinister comes out of them.
  

2004 b.S. Finishing of the Ximax Underground Area
The Volkek-Oshra finish the carving out and construction of the great underground arena which they use for entertainment. At first they fight animals, perform short plays, and some not-so-short plays. They also have contests to see who can create the most amazing and crowd-pleasing spells; though after an incident where several watchers are seriously wounded and the caster killed, this is ended.
  

ca. 1890 b.S. Ximax part of King Carbug's Confederation
Because the Magical Academy of Ximax holds contracts of protection with many of the tribal leaders, both the school and the city that have formed around it, now known as the "City of Ximax", is naturally assumed to be part of Carbug's confederation. However, the city experiences very little change, and continues to run as it always has.

THE AGE OF AWAKENING
(YEARS 1.655 B.S. - 822 B.S.)
1650 b.S. Ximax provides Aid after the Dragonstorm
Because of its location, the Academy and City avoid the damage suffered by the northern villages when dragons from the Tandalas rain destruction down on the inhabitants. When the Dragonstorm begins, Ximax is called to protect the northern cities from the great beasts. However, the wizards of Ximax cannot travel quickly enough, and much of the north Centoraurian villages are destroyed. The mages help to rebuild the villages, but can do little else. They are immensely grateful for the aid of the Volkek-Oshra and dwarven clan of Unghur, who aid them in the construction of a set of catacombs beneath the city. Afterwards, the catacombs are filled in to avoid any future problems.

Ximax bares the Year of Darkness that follows, and many of the residents of Ximax die of starvation; however, its ample magical resources help to mitigate the problems somewhat, leading to fewer deaths than might otherwise have been the case. Some mages are also sent abroad to provide what help they could, winning the city much goodwill in the process.

THE AGE OF THE BLOOD
(YEARS 822 B.S. - 50 B.S.)
777 b.S.
to 773 b.S.
The Siege of Ximax
The First Sarvonian War comes to Ximax. From their hold in the Shivering Wood, the dark elves lay siege to the peninsula of Cha'dómm, which is mainly inhabited by human mages and therefore one of the most important magical resources for the human armies. They are aided by the betrayal of the Archmage of Ecuá, Móh'núl, who provides powerful Ximaxian staffs to the sieging forces.

The siege lasts four years as the peninsula is surrounded by the massive Zirkumire Mountains and can only be reached from the continent through an easily-guarded passage, protected by the human army of mages residing at the peninsula near Ximax.
  

773 b.S. The Fall of Ximax
Dark elves battle against human battlemages and warriors from Ximax at the passage between the Xaramon Peninsula and the continent. Because of its narrowness, the passage serves as a bottleneck for all attackers, and a prime position for the Ximaxians to defend their city. For four years the dark elves make little progress, both due to the battlemages and warriors blocking their way and because of the Wavewand River, which floods during the rainy season, blocking off access to the peninsula through the flatland.

The dark elves, seeing the futility of their strategy, devise a cunning plan. They carefully climb their way through the treacherous Hoa Rusun Mountains to the north, traveling unnoticed around the unsuspecting Ximaxian army. By this method, they successfully circumvent the human guards and, once on the Peninsula, use dark and destructive magics to flood the Wavewand River, cutting off the Ximaxian army's road back to the city. From here, the dark elves lay waste to Ximax, setting aflame the city's buildings and killing a great many of the inhabitants, thereby debilitating the magical resources of the human armies.

The dark elves leave Ximax charred and broken, and after they leave, most of the denizens follow, abandoning what is left of their home. Only the Volkek-Oshra, whose catacomb-abodes were left untouched, stay behind.
773 b.S.
to 621 b.S.
Decay of Ximax
Ximax, abandoned by all but the Volkek-Oshra, becomes derelict and decayed. The Orb of Ximax slowly begins to break free of most of its magical bonds, posing renewed threat to the peninsula.
  

621 b.S. Reopening of the Magical Academy
The Archmage Xarl Bluestride
The Archmage Xarl Bluestride
The human mage Xarl Bluestride, his student Khaelvan I., the Volkek-Oshra elder Narmatuk, and the Zirghurim dwarves officially reopen the Magical Academy after a century of ruin. Together they rebuild the school, and the six Archmagi send out letters to various authorities of Caelum, Naios and Milkengrad requesting donations and asking for their assistance in sending magically-inclined youngsters to Ximax.

In the fall, the First Class of the Ximaxian Institute of Magic, numbering fifty-seven, arrives at the renovated Academy, and Xarl delivers the speech at their initiation.

Ximax returns to life; with the arrival of new students, current and new denizens of Ximax open shops and grow the city.
  

620 b.S.
to 572 b.S.
The Republic of Ximax
Having been largely ignored by the rest of Centorauria for the previous century and a half, the people of the Cha'domm Peninsula no longer feel much allegiance towards the kingdom. A strong preference for independence and a total neutrality towards wars also develops, due to the desire to not risk a repeat of the Fall of 773 b.S. Thus, the newly-rebuilt Ximax declares itself and its traditional territory of Cha'domm to be an independent republic. Centorauria objects, but is unable to do much as rival claimants to the throne begin a civil war. Sticking to its policy of neutrality, Ximax refuses to participate despite pressure from the warring factions.

Ravaged by war, Centorauria would fall apart four years later, and Ximax's independence will no longer be challenged. Ximax thrives during this period of chaos, due to its carefully managed diplomatic relations.
  

611 b.S. Ximax Reputation Grows
Kaluron Hunolmettoth ("Booksdaughter"), a dwarven Earth mage from Ximax, intervenes in a clash between forces of Centoraurian and Caltherians that have come to buy horses. She sets up a treaty making Horth a free city where any may come to purchase horses.

Apart from establishing Horth as a free trading city, this incident grows the reputation of Ximax as a fair and wise among some and arrogant and meddling among others. Soon, however, kings, dukes, and other high-ranking royals begin requesting Ximax ambassadors to serve as counselors and advisors in their courts.
  

572 b.S. Ximax Annexed to Centorauria
Centorauria is in the process of being reunifying itself, by force if necessary, and still remembers its claims on Ximaxian lands. Knowing that it cannot win against the full might of the Centoraurian armies, Ximax decides to negotiate. Centorauria, in turn, is eager to avoid the heavy casualties that would no doubt be incurred if it were to take Ximax by force. Thus, Ximax once again becomes part of Centorauria, though retaining a considerable amount of freedoms and privileges. As part of this deal, Ximax is not required to participate in times of war, therefore maintaining its neutrality, though Centorauria may post troops within its walls.
  

550 b.S. Division of the City of Ximax
The city overflows its walls, and the division between Inner and Outer city begins.
  

ca. 549 b.S.
to 501 b.S.
Ximaxian Neutrality during SW II
Centauroria, against the wishes of Ximax, becomes involved in the Second Sarvonian War. While the kingdom wages war, the Magical Academy remains more or less neutral, and continues to protest against involvement. As taxes increase to pay for the war, increased protests cause tensions to rise between many of the residents and the Centoraurian troops stationed in the city.
  

509 b.S. Independence of Ximax
Tensions grow between Ximax and the Kingdom of Centorauria as taxes increase to pay for the war. After a deadly skirmish within the City of Ximax, the Ximaxian authorities demand independence from Centorauria. In order to continue participating in the Second Sarvonian War, and to avoid another civil war, the Centoraurian Anactar Ascandir accepts and Ximax City officially becomes independent once more. Thar's involvement in the peaceful resolution is considered crucial.

All Centoraurian troops are removed from Ximax, and the city becomes neutral once more.
  

482 b.S. Ximax part of Tharania
With the promise of a kingdom promoting peace and stability, Ximax accepts Thar's invitation to join the newly-formed kingdom of Tharania. Ximax, on its part, offers to help with the restoration, and soon mages are sent to all parts of the new kingdom to help cities and villages rebuild. In doing so, Ximax bolsters its reputation as a wise if not somewhat meddlesome influence. Regardless, Ximax continues to be regarded as the foremost in knowledge and magical learning.
  

225 b.S.
to 218 b.S.
The Lengthening of the Shadow
According to the prophecies of the Oracle of Cartoral the Night of the Turning Shadow draws near. Many additional signs hint on the coming manifestation of Coór: twoheaded animals are bred, thousands of ravens cross the skies moving north and occasional rains of acid and blood destroy the harvest. Ximaxian historians note that there were more of the foul omens of the Mélor'Terquán in the Magic City than any other specific place.

People start to fear Mélor'terquán as is written in the books of the elders and begin to prepare for the battles to come against the minions of the Shadow.
  

217 b.S. Explosion of Magical Power from the Orb of Ximax
Ximax abandons neutrality and is forced to battle for its very existence, as five of the Archmagi die of magical exhaustion battling the sudden explosion of magical power from the Orb of Ximax. The last, Quagoth Tunta, is thought dead, but is later found after the battle of Osthemangar.

THE AGE OF CHANGE
(YEARS 50 B.S. - 172 A.S.)
10 b.S. First Kasumarii Student at Ximax
The Academy of Ximax receives its first Kasumarii student, a Darkpriest by the name of Turya Firebane. Despite an incident with some of her classmates (a Volkek-Oshra; the hatred of orcs ran deep in Turya) she proves an avid student.
  

56 Kar-ii Turya Archmage of the Black Tower
The Kasumarii Turya ascends to the position of Archmage of the Ecuá Tower, Kasumarii establish further relations with Ximax. Kasumarii are also now known to most Sarvonian magi as knowledge spreads.
  

93 Susilgerim Dwarves examine Keralkorim Writings in Ximax
The Susilgerim dwarves send a group of the most highly magically-gifted among them to Ximax to see if they can gain the knowledge necessary to understand the magical Keralkorim writings. The greatest among this group is Kograv Mountainshaker. The dwarven party brings with them copies of the Keralkorim writings. The ships are provided by the Kurakim Dwarves, and soon they are underway.

THE GOLDEN AGE OF KINGS
(YEARS 172 A.S. - 547 A.S.)
172
to 547
Expansion of Learning
Throughout the Golden Age of Kings Ximax grows in knowledge and magical power. As the need for offensive war spells decreases, the school branches out into other forms of learning, and soon begins teaching astronomy, botany, and even the philosophies behind other magical systems. As Ximax's reputation and influence spreads, its Academy begins sending ambassadors to large cities in the kingdom, not only to warm relations and provide counsel, but also to find and test children that may be gifted in magic to send to the Academy.
  

488 The Troll War
Following the defeat of the orcish army in the Troll War, Ximaxian mages are called in and spend half a year to collapse 80 strals of tunnels to prevent any further attacks. This event further bolsters the positive reputation of both Ximax as its resident mages.

THE TIME OF INTERREGNUM
(YEARS 547 A.S. - 610 A.S.)
547
to 825
Ximax Splinters Off from the Kingdom
As the kingdom weakens and fractures in the Time of the Interregnum and the Clerical Age, Ximax becomes a de facto indepedent city-state.

THE ERA OF THE SOUTHERN WARS
(YEARS 825 A.S. - 1.062 A.S.)
856 Summer of Fire
An oppressive heat settles over the whole of the disk, including upon Santharia. While the north experiences major melting and flooding, the south, including Ximax, suffer a wave of heat. Crops shrivel in the beating sun, and rivers turn dry. For the first time in known history, the Wavewand River running near the City of Ximax turns dry, and the denizens of the city suffer dehydration. Not even the mages of Ximax can ward off the heat.

The Volkek-Oshra, in a gesture of kindness, open their catacombs beneath Ximax for citizens to escape the heat during the hottest hours.
  

888 Thairans take Parda
Parda is taken by the Thairans, which eventually brings the North into the southern wars. However, Ximax staunchly refuses to engage in the battle, and remain neutral during the wars. This neutrality allows the city to weather the storm and emerge as one of the stronger cities in Santharia.

THE AGE OF REBUILDING
(YEARS 1.062 A.S. - 1.144 A.S.)
1.116 Creation of the True Vision Cult
After being contacted by the High Demon Shavak, human demonologist Kellan spreads the word to other demonologists, and they all gather in the mountains around Ximax. There, under Shavak's instruction, they construct a temple to him. Each of the 82 demonologists is sorted into a caste, Kellan becomes the first Tchovka, and the True Vision Cult is born. The dark influences of the cult affect Ximax to this day.

THE AGE OF HAVOC
(YEARS 1.440 A.S. - 1.540 A.S.)
1.441 The Tyrant Dekron Lashes Back
War breaks loose between the Royalists and Helcrah. The Centoraurians and Helcrah revolt against the Tyrant Dekron and his Erpheronian supporters. Vardýnn is turned into a battlefield, and Nermeran is annexed by the Royalists. Cruelties against the people of Enthronia ensure that the Caltharians remain loyal to the central authority. The royalist conquer Varcopas and Strata.

Ximax declares neutrality in the progressing conflict.
  

1.456 Keepers of the Heir
While war rages across Santharia, the heir of the Santhros line is brought to Ximax for protection.
  

1.476 Grothunc's father is born in Ximax
Hidden within the Inner City, Grothunc's father is born in Ximax as the next heir to the Santhros line.
  

1.477 War between the Royalists and Helcrah over Xaramon
As the Royalists attempt to retake Xaramon from the Centoraurians, they are met by troops from Helcrah. North Vardýnn (Nermeran) interfers on the side of the Royalists, and the Royalists prevail. After defeating Helcrah, the Royalists declare war on Ximax and sweep into the Cha'domm peninsula.
  

1.480 Explosion at Ximax Magic Academy
In the early hours of the 14th of the Month of the Turning Star, the Magical Academy of Ximax experiences an enormous explosion. While the Academy itself remains mysteriously unharmed in the blast, most of the city, which girded the Academy, is utterly destroyed, and a tenth of its citizenry killed.

The exact cause and culprit are never determined, but because the deadly blast undoubtedly comes from the Academy, the Ximaxian mages contritely admit responsibility and offer their services toward rebuilding the city. The citizens of Ximax accept this offer, and the reconstruction effort begins. For the safety of the new city, it is moved to the northwest of where it has originally sprouted up, far enough away from the Academy to allow the citizens some peace of mind.

With the help of the mages, the denizens of Ximax Academy take approximately 20 years to complete the construction of the New City of Ximax.
Ximax Surrenders to Royalists
Helcrah (South Vardynn) cede Naios and Caelum to the Royalists after losing the war, and the Royalists then launch an attack on Ximax. Ximax, suffering from a powerful explosion that destroys a great deal of the city, decides to surrender to the Royalist army and is annexed into the Santharian Kingdom. Grothunc's grandfather loses his Ximaxian wife, and he and his eldest son flee to Varcopas and hides in the desert.
1.480
to 1.520
Emergence of Guild Halls, Boyzinna Hall, and the Temple of Jeyriall
During the construction of the new City of Ximax, while the able-bodied residents worked to reconstruct their homes and businesses, the elderly and the young resided in large, quickly-constructed communal halls. When neighborhoods were destroyed and the old city partitions blasted away, the denizens of Ximax rallied around their guilds; therefore, these halls were often erected around peoples of like-trade, such as jewelers, masons, and bankers. While the adults worked to rebuild their broken city, elders taught the children secrets of their associated trade, and the halls became, not only places of temporary sanctuary, but also places of learning. As the new city forms, just northeast of where it had original been, these communal halls become the guild halls now sprinkled throughout the city.

Following the explosion, a great many children are left without kin to care for them. For the purpose of providing food and shelter for these displaced orphans, or those who claim to be so, religious sects construct make-shift orphanages. The Nehtorians build Boyzinna Fellowship Hall on what is now the outskirts of Underside and Homestead in order to provide for the orphan boys. The orphan girls, meanwhile, are taken in by the priestesses of Jeyriall where now lies theGgoddess's temple in the borough of Hollyale.
  

1.481 Basic structure of the Boyzinna Fellowship Hall is started
A basic structure is built on the current land by the Dalorins, and the Dalorins bring their young charges into the building.
  

1.482
to 1.500
Boyzinna Fellowship Hall is being built
The Boyzinna Fellowship Hall is gradually built over this time, and enables the Dalorins to provide more assistance to the boys. Legend has it that it was towards the end of this time that the Hall and the Fellowship was named "Boyzinna Fellowship". Members of the Dalorins are reported to have overheard boys talking about it and one of the boy’s said, "We are boys in a fellowship and this is our Hall... the place we can call home". Boys help in the construction of the Hall.

It is stated that the person who recorded the the words of Martynel Utha, the White Nehetorian, who encouraged his fellow Dalorins to take care of the boys, was at best semi-literate and as a result wrote the name of the fellowship and hall in the way it is spelt to this day.
  

1.507 Grothunc's Father returns to Ximax
Having established control over Ximax, many of the Royalist troops exit the city. With the decreased troops, Grothunc's father senses enough security to return to Ximax with his family.
  

1.509 Grothunc starts magic studies
Although under Santharian rule, the Magical Academy remains the heart of quiet dissent in the region, and Grothunc's father considers it the safest place for his son, Grothunc. Grothunc begins his studies at the Academy, who helps protect him by keeping his identity secret.
  

1.522
to 1.527
Grothunc Graduates and Travels
Grothunc becomes 4th level mage and graduates his studies at the Academy, and begins travelling through the Santharian Kingsom. During his travels a good nobleman recognizes the birthmark and sees it as sign of the Gods.
  

1.530 Tanners start using Tanners' Bend
The nearby bend in Wavewand River becomes the residence and place of business for Tanners from the city. The bend earns the name "Tanners' Bend" in Ximax city records in honor of its residents.

THE TIME OF REUNION
(YEARS 1.540 A.S. - TODAY)
1.550 Establishment of Tanners' Guild
The increase of the Ximaxian tanning trade sparks the establishment of an official Tanners’ Guild in Ximax. An offshoot of similar Tanners' Guilds in in Horth, Caelum and Naios in Xaramon Province, the small upstart guild initially struggles for influence with other guilds in the city. However, in time the Ximaxian Tanners' Guild becomes a fully fledge independent guild. As the guild grows in power and prominence, its members begin discussions with the Dalorins about Boyzinna Fellowship Hall and the untapped workforce contained therein.
  

1.554 Dalorins give Management of Boyzina Fellowship Hall to Tanners' Guild
The management of the Boyzinna Fellowship Hall officially change from the Dalorins to the Tanners' Guild and the Tanners' begin to train the boys in collecting human waste for use in the tanning process.
  

1.574 Floods cause Tanner's Bend to be abandoned temporarily
Higher than usual rainfall and subsequent floods forces Tanners' Bend to be abandoned temporarily and all of the Master Tanners join the boys in the Boyzinna Fellowship Hall for two weeks.
  

1.620 Fire threatens Boyzinna Hall with destruction, believed to be deliberately lit
Fire threatens the Boyzinna Hall, and it is only through the assistance of water magi that the hall is saved and no loss of life occurs. The fire was believed to be deliberately lit, but no one knows by whom.
  

1.660 First Publication of the "Santharian Compendium"
The sage Artimidor Federkiel
Sage Artimidor Federkiel
The first publication of the "Santharian Compendium" takes place, a still ongoing project initiated by Artimidor Federkiel, archivist and sage at New-Santhala. The first edition of the Compendium has eight volumes and comprises explanations and derivations to all important Santharian terms, providing descriptions of beasts, plants, people, weapons, artifacts, religions, historical events, myths etc. Furthermore the Compendium contains histories of all continents and races of the known world of Caelereth plus detailed time tables as well as short summaries and word lists on elven, dwarven and several other known languages.

The Santharian Compendium is the most comprehensive book of knowledge that ever existed in the United Kingdom of Santharia. All kinds of researchers, be it historians, sages, bestiary experts, herbalists, alchemists etc. participate in this endeavour. The Ximaxian Academy is all too happy to assist the sage Artimidor Federkiel.

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 Date of last edit 4th Dead Tree 1671 a.S.

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