1st Antinium War
2nd Antinium War
Ten years ago, the city was almost destroyed when The Necromancer unleashed his armies of the undead on the continent. With the help of the [General] Zel Shivertail, the inhabitants of Liscor were able to hold off the undead by themselves for months.
After the Antinium War, the city entered the contract with the Free Antinium Hive, which offers military assistance for the permission of staying in the city, which greatly increases the strength of Liscor. Moreover, they are to provide services and goods to the city.
In the autumn when Erin arrived near Liscor and started her business at the first Wandering Inn, a drake shepherd had discovered ancient ruins ten miles to the southwest of the city. This attracted many adventurers towards the city. Many adventurers and merchants arrived from the human north half of the continent, among them five silver-rank teams that chose to explore these ruins. (see: Ruins of Liscor)
As the expedition of these five teams failed, they triggered Skinner's Attack on Liscor. The undead guardian of the ruins invaded the city and killed many inhabitants, but were driven off towards the Wandering Inn, where Skinner was slain. Afterwards, the ruins were checked and found mostly empty. However, another entrance to a seemingly separate dungeon was discovered, but treated with much more respect than the ruins. Even more entrances were found in the months afterwards. (see: Dungeon of Liscor)
In the following time, the noble thief Lyonette, who had been present in the city ever since the humans arrival, caused her second fire in Liscor's marketplace. She was caught and banned from the city, but found shelter in the Wandering Inn, which had been rebuilt closer to the city after an explosion. In that same winter, Erin installed a Magical Door in her inn, first only leading to Celum. Also, a [Necromancer] Goblin Lord bypassed Liscor on his way into the human north.
At the onset of spring, adventurers in Liscor's dungeon triggered the Moth's Attack on Liscor, which led nearly to the destruction of the city, but was fended off with help from gold-rank adventuring teams, Antinium, Celum's city watch, and adventurers arriving from Pallass. This event was broadcasted by magical spells and orbs all over Innworld and made Liscor's dungeon famous as an adventuring place. It was declared to be a gold-rank dungeon.
Some time later, Raskghar inhabitants of the dungeon started another attack on Liscor and abducted Gnoll citizens to gain strength from a blood ritual. Their plan was prevented, and their leader Calruz was imprisoned.
The Goblin Lord Reiss was then returning into the south, hounded by the human forces of Lord Tyrion Veltras who intended to lay siege on Liscor and kill all inhabitants on the pretense of pursuing the Goblins. This plan almost succeeded even when the forces of Liscor's goblins and their allies were able to kill most of Reiss' host. Only the intervention of Magnolia Reinhart saved the city from destruction, as she extorted Veltras' retreat with threats on the life of his children. (see: Goblin-Human Siege of Liscor)
In early summer, the housing situation of Liscor had deteriorated so far that the population demanded to elect a new council who would sort out the problems by expanding the city walls. This lead to a fierce campaign between the parties of Lism and Krshia, who offered different solutions on how to manage this. (see: First Elections of Liscor)
Liscor is located 88 miles south of Celum, over 30 miles south of Esthelm, 116 miles away from Remendia and 118 miles away from Ocre. Furthermore, Liscor is located 435 miles south of Invrisil. It is about 380 miles north of Pallass.
The city sits on the Floodplains that are devide Southern Izril from the human-colonized northern half of the continent. It has a lot of natural defenses; the only way to reach it is from the north and the south. The mountains make it impassable, and the southern border is guarded by the highly dangerous Blood Fields. Furthermore, it is always flooded for the first two months of Spring every year, due to its natural geography and nonstop rainfall. During this flooded period, powerful monsters populate the flooded waters.
About a quarter of all traveler's deaths around Liscor are due to goblins. It was also said that rain, undead and war are the worst dangers to Liscor. Both of these statements were made before the Dungeon beneath Liscor was discovered.
Liscor is enclosed on all four sides by massive walls with above-average magical defenses, second only to the famous Walled Cities. The city can be entered through gates from the south, north, east, and west.
Park & Playground:
In the center of the city there is a park with a playground occupying a part of it. The playground is like a jungle gym; long tunnels of smooth, polished wood connect towers that spiral upwards like a miniature castle. Monkey bars are set twenty feet in the air, above a floor that you have to climb up a long rope just to get to and a slide that curves downwards over thirty feet. The towering construction of wood and stone goes up four stories high. It has separate rooms with glass windows for children to occupy and play in walls with grips and even a huge rope bridge which sways and wobbles.
There are magical spells on the playing area, cast by a Wistram mage and checked upon each year. One of the spells freezes the air around the falling and slows them down to a crawl, until they softly land on the ground.
- Adventurer’s Guild
- Mage’s Guild
- Merchant’s Guild
- Runner’s Guild
- Ancestor’s Walk
- Cherile Walk
- Dragondance Plaza
- Hessal Street
- Market Street
- Salpik Avenue
- Scaithi Walk (Southeastern Street)
- Servail Street
- Trader’s End
Liscor is ruled by a civilian council made up of the 8 foremost important Drake in the city. They decide what must be done from time to time and taking care of bureaucratic measures. Liscor has no nobility.
The 8 Known Members:
- Zevara Sunderscale - Captain of the Watch
- Olesm Swifttail - Chief [Tactician] of the City
- Tekshia Shivertail - Guildmistress of the Adventurer’s Guild
- Ulseil - Head of the Merchant’s Guild
- Fleiss - Guildmaster of the Merchant’s Guild
- Stales Greenscale - Current head of Liscor’s Merchant’s Guild
- Unknown - The Foremost [Mage] (Usually Head of the Mage’s Guild)
- Unknown - Unknown
Liscor's walls are so fortified that they allowed them to repel the Antinium host countless times.
Liscor's City Watch can take care of any monsters that appear, as they are known to have highly skilled and strong members who could be considered Silver-rank or even Gold-rank adventurers, like Relc. The City Watch consists of 4000 members, but has been reduced by recent attacks on the city.
There are several mages in the city but none are particularly strong. Magic isn't much practiced in the area in the first place, making it likely that generally few mages come from Liscor compared to other places.
If it is being attacked by a foreign army, Liscor can recall its own army, the Liscorian Army, who act as mercenaries for other nations, for appropriate payment. They can field two thousand Drakes and a few hundred Gnolls at any given moment. Unless the walls could be breached in a week or less, the army would come running right back and smash them. They are currently located east, fighting near a Walled City.
Lastly, in time of war or during a crises, the Antinium will defend the city and help out with construction and other jobs.
Notable Known Inhabitants
- Relc Grasstongue
- Selys Shivertail
- Olesm Swifttail
- Zevara Sunderscale
- Tekshia Shivertail
- Lism Swifttail
- Any mage possessing even a single level in the [Necromancer] class is usually killed on sight in Liscor.
- In the public bathhouse in Liscor, Drakes and Humans have to pay only 5 coppers for entry, while Gnoll's and other Beastkin have to pay twice as much because of their fur.
- Their written language isn't english, as it is the case in Celum.
- The Gnolls in Liscor are forbidden from howling, unless there is a full moon.
- Over a quarter of the deaths of travelers on the roads around Liscor are due to Goblin attacks.
- During the Antinium Wars the Antinium never managed to reach Liscor.
- It is said that the three most dangerous things to Liscor are rain, the undead, and war.
- 10 years ago, the Antinium colony settled in Liscor.
- During Skinner's attack on Liscor with over 400 undead, over 80 [Guardsmen] and nearly 200 civilians perished before the Hive was mobilized. The Antinium had lost 65 Workers and 47 Soldiers, after they helped.
- The fee for selling something on Liscor's street is 5 silver coins for a profit of over 4 gold coins.
- Liscor has two people capable of a [Courier’s] speed — Hawk and the Gecko.
- Crime in Liscor isn’t very profitable, as no criminal wants to arouse the wrath of the Antinium. Something about an Antinium Soldier smashing through a wooden door as ten more burrowed out of the ground tended to discourage many thieves and muggers.
- Watch Captains, such as Zevara, hold a higher position of authority than in Human cities. Among Drakes, the Watch Captain generally shares the same rank as members of a ruling Council and is usually given complete authority in local military matters.
- The city council devoted funds to the park and playground as a matter of public benefit, so that the residents can relax and enjoy themselves when confined to the city during the spring months.
- In the early chapters the distance between Celum and Liscor was around/over 100 miles and in the newer Timeline the distance is 88 miles, leaving the True Distance of both cities uncertain.
- Corusdeer meat is Liscor's local specialty.
- The relationship between Liscor and its army has always been strained.
- Having light pink scales, at least as a male, would likely lead to being humiliated growing up.