Jern
City of Clerics
DM’s notes:
*City of wisdom. Jern is guarded by many volcanoes and the city is mostly populated by clerics, shrines, and temples to the old deities.
*The city has huge vaults of magic items, libraries, and study to find Xemphi (key to become divine). The key to ascending in Vecrum. Clerics believe mortals can rise and help fill the void.
*Jern helps with diplomacy and peace treaties along with recording Vecrum’s history. Now only 500 years on record.
*Here clerics come to figure out their path as clerics. Researchers and nobility come to keep family estates secure.
*The mines by Jern are harvesting glass materials and make the best alchemy tools along with other sciences.
Tao’s notes:
Divided into several tiers built onto a volcano.
Each tier has greater and greater security keeping people from going up who are not allowed:
0. Level 0: the ground floor level, standard guards that watch over everyone coming and going from the city
- Level 1: guards
- Level 2: Archers and Guards
- Level 3: Magic and Guards
- Level 4: Magic, Guards, Traps
- Level 5: Magically concealed gates from divination, senses, and warded
- Level 6: Only can teleport too.
City does not have sewers in the way that a standard city would. They are a combination of acidic waste with human from the byproducts of the volcano. Very tight, small, and only fairies, gnome and smaller creatures could possibly fit. Guaranteed to potentially die from the corrosive fumes and acid-like fluids. Not even rats can infest the sewer, they are all above ground.
A mine was recently dug into the volcano, and a new type of magic gem (orange teleport gems) was found within. However, it has been very difficult to mine, with fiends and monsters killing the miners, and random collapses slowing work down. A new dwarven mining guild has been founded in order to try to reclaim the mine.