Taeylorn is part of the Hinterlands of the Steel Realms, located in Valemount. The ancient city is less a part of the vale, and more of a feature. Taeylorn – A city suspended in deathless sleep of non-time. A place where nothing moves, not even the cold winds blow within its walls. Its massive walls are covered in snow and ice, it is virtually unrecognizable as a city – buried under eons of snow and ice, the very entrance is long obscured.
The city itself is about 1.5km sq. It has massive 25m walls, as thick as 2 chariots. Its outside is plain and unadorned, and it has but one gate – facing east. It sits on a plane , about 3km from the base of normal hills, on the shores of a lake which is mostly frozen. From a distance, it only appears to be a strange hill formation. The details can only be made if a trip around it is made, to reveal its strange shape. The lake seems to have no water sources leading into it – no springs, rivers or major run offs.
Common Knowledge: Travelers seek it not for refuge, for a millineum of whispers tell all to shun this forsaken place. Adventurers still seek it – for it is rumored to still contain all the riches it once held; but only foolish freebooters go there, the locals know better.
The city pre-dates the time of The Celestials. Its inhabitants fled to this place as a place of refuge, from a continuum where belief in their divinity was waning, and they could not fight their enemies. Taeylorn, one of their last fortress refuges was transported here to this beautiful mountain valley in the north – ideal to these old, cold gods. The city was nothing more than a prison though, they could not leave but their remaining followers could. Soon the followers were all dead, and the descent into madness began. Several times Celestials, or even the Lightbringers, Lich Lords themselves, or Sunstealer once have tried to batter down its walls to no avail. Nor are they able to enter past the walls. A few of the gods lost their form or presence, but still remain, hoping for a new chance at life some day. Others prowl in various capacity, luring life from far away. They are so weak, that often their attempts to take life end up as nothing more than whispers, dream, or nightmares.
Few beyond the local area know if its existence. Perhaps an obscure reference in Lore: Northlands, Lore: Kalscor, or Lore: Kaald. Even older texts from Dundaria mention it a few times – but even back then the gates were closed and the stillness. It is nearly impossible to find without knowing where to look. It is covered in ice and snow, in the low hills butted up next to the edges of mountains. Of course, its not difficult to find by asking locals. In fact, pilgrims, adventurers, treasure seekers and fools form a slow but never ending parade. Few return, mostly only the pilgrims – with tales of disillusion, though a few are said to have some great enlightenment.
Despite its reputation, there are known places within its walls where a few go to make holy pilgrimages. The Locals of Valemount will even volunteer to speak of a great temple inside the gate, to the north. Nothing bad has ever happened to them as a result of others going there.
There waits the “blue goddess” – this is all they know. Pilgrims are a irregular encounter in its vicinity. Many of them hire mercenaries or have fighters among them of the faith.
It is a dangerous prospect at best.
The Gate: This is the most guaranteed to encounter a Prowl Pack of the Lichlords. One door stands fallen, to the outside, the other south door is smashed and hangs. Held up encased in ice. There are carvings on them, but the
The Wall:
These will begin to feel the effects of fatigue, cold, and exhaustion as they felt as if they were alive. Typically this causes a SAN check – at least three must be passed to continue – as they have long forgotten the sensation and it is terrifying.
Taeylorn is not a place of adventure. It is more of a peculiar draw on those types, but for 99% its is a one way path towards ruin, despair, and most times, death. Not even the undead seek it out – its strange effects are no less effective (in fact more, if they knew). GM’s should use the “City out of Time” as an oddity, a lure if they desire. Some of it can safely be explored without drawing them in, and can serve to add extra flavor to a campaign.