Posts tagged ·

a to z


Nihles Reach

Comments Off on Nihles Reach
Nihles Reach

A large narrow bay, from two to thirty miles wide, reaches into the eastwards into the continent. From the Bay of Carnarvon it stretches for over two hundred miles to the sand bank that is the mouth of Lake Nihles. Here freshwater meets salt and many fish feed on the great wealth of plankton and nutrients. Lake Nihles is nearly always fresh, fed by the Nihles River that drains a catchment of mountain ranges to the east and south. This area has a much milder climate than the rest of the Kingdom of Iron Claw. Warmer summers and winters with little snow support long cropping seasons. Combined with the vast resources of fish in the murky water of the Reach it is a naturally rich area that brings a wealth of food for the cities of Nihles and Van Olaf, and exports to many others.


 Nihles Reach


Nihles Reach_location



Related Posts:

Comments Off on Nihles Reach

Mercenary Units

Comments Off on Mercenary Units
Mighty Griffons

Overview: This company of giant-hunters is kept on permanent retainer to the Duke of Krakmoor. They are stationed in Krank, a town in the Berretain Hills south of Krakmoor City. Troopers work closely with Krakmoor rangers and soldiers in hunting down rogue bands of giants, ogres or bandits of any description. Attrition is quite high but recruits come from many lands to join.
Weapons: sabre guisarme, arbalest, flamberge
Hallmarks: movement discipline, flanking, fake retreats

Fenloch’s Bane

Overview: A Hrostic company famed for city-fighting and breaking sieges. Fenloch was an apparently immortal warlord who was trying to expand into the southern reaches of the Krin territories. The company, at the time under a different name, routed the forces of Fenloch, pursued and slew the warlord, achieving what was once thought impossible and henceforth gained this name in memory.
Weapons: heavy short bows, blowguns, leather-covered chain armour
Hallmarks: all members carry coils of rope, skill in ambush and trap-setting

Eighth Regiment of Marn

Overview: A Hrostic company of heavy infantry known for siege breaking, tackling cavalry, and general discipline. There are no other regiments, the number being the iteration of the company’s form and leadership.
Weapons: goat’s foot crossbows, leaf-bladed long spears, flanged flails
Hallmarks: quality steel heavy infantry plate armour

Gunnar Brashahari’s Mercenary Company

Overview: a tightly knit group of men and half-castes under the leadership of a frighteningly capable half-ogre. They are said to have never lost a battle and are thought of as the most effective mercenaries available. The premium of their audience is 100gp with contract costs to be added to that.
Weapons: bisento, falchion, bronze wall shields, horseman’ s bows
Hallmarks: sallet helms with a ridge from nasal to nape, heavy mail armour, Shentar warhorses

Related Posts:

Comments Off on Mercenary Units

Lugzhul, race

Comments Off on Lugzhul, race



Hybrids of Orc and Trolls are known as Lugzhul. They are more common than surface dwellers would think possible. Lugzhul are large, hulking Goblinoids with thick resilient hides. Bright light can cause paralysis or stun a Lugzhul. In communities dominated by Hobgoblins they are often slain at birth to be eaten by the rulers. Lugzhul are lacking in higher intellect but are smart enough to learn a spoken language better than a troll. In some citadels Lugzhul are raised as Tharkhor heavy infantry and in this role they excel.

Height: 7’4” to 9’6”

Average lifespan: unknown but a few Sages’ studies of corpses suggests 80 years


d20: Large creatures (+8 Str), +4 Str

Base hit dice: 6

-2 Wis, –3 Int, –5 Cha

daylight dazes
-4 to saves involving light-based attacks

Skin is DR:3, physical, cold and fire

Natural armour: AC +6
Unconsciousness at -5 hit points
Perfect darkvision (see as human in daylight)

Related Posts:

Comments Off on Lugzhul, race

Khara Hrost, the greatest city

Comments Off on Khara Hrost, the greatest city


Official Title: Sovereign City-State of Khara Hrost

A small but very influential island in the middle of the Hrostic Ocean is the source of the greatest architects, masons, scholars and mercenary companies of great repute and ability. The island is nearly one quarter built up citadel of stone in which live almost all the inhabitants. Labyrinthine and reaching high the buildings are sprawled above, around and through each other to create a cityscape unlike any other. Flying buttresses carry avenues a hundred feet from the ground through the arch of an aqueduct that runs from a cistern above a university.


khara hrost

Other such vistas are the gift of those that can visit Khara Hrost to walk about and marvel at the engineering and masonry. The west of the island is farming lands, rich and dark volcanic loams grow excellent produce all year round in the warm-moist climate. A common occurrence in farming on Khara Hrost is the growth of giant produce from normal seed. The explanation is earthnodes that appear in the subsurface soil of the island and affect young plants. Farmers have since bred giant varieties of some vegetables that are now a stable strain.

Khara Hrost is a sovereign city-state ruled by a council of elite known as the Cerra. The Cerra is composed of 21 councillors, all of whom are experts in one particular field. Candidate members of the Cerra are tested in a protected chamber within the Grey Ziggurat; the central administration building of Khara Hrost. Candidates who pass are reviewed by the existing member or, should there be no existing member, panel reviewed by the other Cerra. Two candidates are then put to testing in a second chamber within the Grey Ziggurat and the one who walks out is given the membership. The one who doesn’t is usually hospitalised for a number of days and cannot remember the testing.

The 22 fields of the Cerra: architecture, art, farming, logistics, plumbing, military strategy, naval strategy, food storage, medicine, information gathering, libraries, quarrying, tunnelling, tax & tolls, banking, education, welfare, sewerage & works, transportation, mortal magic, alchemy and dark arts.

Hrostic exports are bulk exotic plant materials, healing herbs & preparations, skilled personnel, Hrostic steel (high steel) and many other highly-produced goods.

Related Posts:

Comments Off on Khara Hrost, the greatest city

Jalpa, bird of burden

Comments Off on Jalpa, bird of burden


A thick-set ostrich-like bird with a large blunt beak somewhat shaped like an axe head. They are strong and make good steeds. Feathers of the Jalpa are short and rust-coloured providing protection from sun and wind. Jalpa have an easy temperament and strong endurance. In the wilds of the Khob Odan, in the Mustang Territories,  they travel in herds feeding on plants, large insects and the odd lizard or slow rodent. When trained they make good riding mounts but are not good fighting mounts – for that get a Kilkine, the variety of Jalpa bred for war.

Height/weight: 7′-8′, 750-900lbs

Carrying capacity: 230lbs


d20: Combat, use light horse stats, replacing attacks with one beak attack, 1d6+1.

As a mount:

6.5mph, 50 miles/day

(to 230lb) 5mph, 40miles/day

(to 300lb) 3mph, 26 miles/day

Related Posts:

Comments Off on Jalpa, bird of burden

Iron Claw, the chain of rulers

Comments Off on Iron Claw, the chain of rulers

The full list of rulers of the Kingdom of Iron Claw, from the first to the present, and the years of their reigns.




Historic Notes

King Graam


First King of Iron Claw Kingdom

King Goldulf


Established laws to allow slaves to purchase their freedom through a sheriff. It did not function very well and was prone to corruption.

King Aelfwon


Laid down most of the laws of the Kingdom, abolished slavery

King Radior


Commissioned the weaving of the Royal Sage Robes of Office. Encountered the Barrow Lands. Proclaimed an edict that the Barrow Lands would be free of settlers for one hundred years.

King Areneth


Fought Krakmoor at the Ferris Delta and died on the battlefield

King Bruxhold


Fought Krakmoor at the Ferris Delta and died on the battlefield

King Heolfwyr


Fought Krakmoor at the Ferris Delta and died on the battlefield

King Tarbenn


Fought Krakmoor out of the Ferris Delta but was assassinated by poison in revenge

Queen Wynter


Ruled after Areneth and her three sons’ deaths, each son taking the throne and then killed on the battlefield with Krakmoor forces until Tarbenn: who used mage cadres to destroy incoming Krakmoorish supply ships. Generally thought of by historians as the last of the golden age of Iron Claw’s establishment. Initiated construction of the Iron Fortress.

King Wyradir


Remembered as ‘The Giant Slayer’, was killed after his vanguard fell to a hill giant charge, is said to have slain seven giants before he was crushed, portraits depict Wyradir as nearly seven feet tall. Moved throne to Ferris to oversee construction of Iron Fortress.

Queen Haethwyn


Ruled in her husbands wake after he died on the battlefield defending the Iron Claw City against Hill Giants from the northeast. Established the Rangers of Iron Claw from the few remaining elite troops after the war for Ferris. Restarted construction of the Iron Fortress. Attempted to settle the Barrow Lands but the efforts she inspired and subsidised were cut short after Haethwyn was slain by a shadow assassin undead.

King Hadramyr


Took the throne after his mother’s death. Dubbed Hadramyr the Griever. Commenced a campaign to raze the various barrows and tombs from the Barrow Lands. Whilst the campaign was underway he secretly provided aid to Philo in their war or independence. Hadramyr was forced to cease the Barrow Lands campaign as the Great Plague began to rampage through the Kingdom. His three children all died to the plague and later his wife perished in a horse riding accident. After the Great Plague came to an end he resumed the Barrow Lands campaign only to abruptly cease. Two years later, after forbidding anyone in the royal court to speak about the Barrow Lands campaign, Hadramyr proclaimed a one thousand year edict freeing the Barrow Lands from settlement save for a road and a wayside inn every twelve leagues.

King Odimor


Odimor was a scholarly king who greatly increased the volumes in the royal libraries writing over 60 various treatises, studies and cyclopaedias on various subjects native to the Kingdom of Iron Claw. His last work was on the Bronzewood Trees of the far northern forests.

King Goldulf the Second


Completed construction of the Iron Fortress, instituted the edict of royal reserves all up the east bank of the Ferris River.

King Melfanner


Rumoured to have been a sorcerer, almost achieved an agreement with Krenshae, historical texts state Melfanner inadvertently offended the Kinetic Wizard’s Guildmaster, losing his right eye and hand in the altercation that followed. Longest lived of all the Iron Claw Kings at 141 years old. Melfanner’s Wake is now a public holiday in early spring.

King Eddarath


Eddarath was slain in battle by Goblin incursion forces that marked the beginning of the Red Bluff actions towards empire.

King Wyrayeth


A poet-warrior and master archer, left many works and two epic poems, ‘The Last Ride of King Areneth’ and ‘Queen Wynter’s Dirge’, now famous in Ferromaine speaking courts. Wyaryeth fought his whole life against the forces of the Red Bluff Empire as a King in exile. It is said he died of a broken-heart after the town of Yellowbar was slain and raised as undead by Blakh in revenge against a successful sortie. The fragments of Wyrayeth’s experiences at Yellowbar are a popular piece of reading for scholars; it is usually presented as ‘The Siege of Yellowbar’.

King Rowanos


Established fortress at Kalebo Pass, established Kalebo naval station in anticipation of further Red Bluff incursions. With King Michairius the Eleventh Rowanos orchestrated the Battle of Red Bluff where he died in its failure.

King Eadraith


Eadraith capitulated to the Goblins of Red Bluff and began paying tribute. It is said by the more stoic scholars that Iron Claw would have been destroyed if Eadraith did not do this.

King Merran


Military genius, had a critical hand in pushing back the forces of Red Bluff and almost completed the campaign. Merran was shot dead by a Hobgoblin troop of ‘Those without Shadows’ elite assassins.

King Radicane


Completed the pushing back of Red Bluff forces mainly with heavy cavalry and mage cadres.

King Cannamyr


Credited with the design of Iron Claw Ranger’s armour. An artisan-smith and master swordsman who established many training disciplines amongst the standing armies of the Kingdom.

Queen Alponna


Built the toll bridge over Ferry River, moved throne back to Iron Claw City

King Gaar


Raised the toll on the bridge to force the use of ferries to approach the city of Ferris from the east

King Athalor


Initiated relations with Krakmoor so that trade could expand without the Philo council leeching wealth as a middle-man

King Oldifane


Forged the Hill Giant Alliance, laid first stones for Elyos castle, laid first stones for the north Dassault fortress, implemented a large number of extra fortifications for the Iron Claw City palace, commissioned thirty navy ships

King Tarasvan


Issued royal navy notes, invested in mining the Central Mountains, coined first platinum mantles, led campaign against Krenshae resulting in his death

Queen Kelaren


Took over the throne of Tarasvan, Little known fact: Queen Kelaren paid an undisclosed weight of gold to prevent forces of Krenshae razing Vulcan Springs and poisoning the Ferris River

King Gravurgath


Cunning bastard-son of Kelaren managed to take the throne for a few years before the rightful heir, Nessican, cornered him long enough to lay a claim through a Royal Sage overseen duel.

King Nessican


History records Nessican as an unrivalled cavalier who led a military campaign against Goblin insurgents from the Wild Lands and fought them back into the high plains of Stonecrest. Nessican is credited as the designer of Iron Claw heavy infantry plate armour.

King Tarasvan the Second


Commissioned the ‘Avenue of Kings’ a street of statues depicting all the Kings who died in battle, Tarasvan is not depicted since he died in his sleep at the age of 89.

King Olaf


Established a speaking relationship with Krenshae, Thieves’ City. Organized a great deal of public works, arranged for Phrad to use Iron Claw currency, annexed Port Lenongard.

King Uthas


Current king of Iron Claw; dubbed ‘The Wise’, recommitted to the Hill Giant Alliance, trade alliance with Mekong Reldeng, trade alliance with Philo, extracted a tariff from King of Krenshae, incorporated the Borderland City States into the kingdom with a defence-vassal arrangement, annexed the free-cities of Da Dong and Saltive, formed mutual defence alliance with Kingdom of Dun Rohan, defended against invading forces of the Veyrr, pronounced Saint Fergus untrustworthy, rekindled relations with Ferromaine

Related Posts:

Comments Off on Iron Claw, the chain of rulers


Comments Off on Herbs

There are variety of magical herbs, fungi and other plants native to Khara Thel.

Scrap Melons

A favourite of hill and forest trolls these melons are a dull peach colour with strong citrus flavour. The plants grow in troll refuse piles and the fruit’s flesh, when consumed, can relieve pain, bruising, minor burns, small cuts and abrasions. Scrap melons keep well (2 weeks), especially if kept wrapped in a damp cloth (~1 month).

Effects: strong heal of general damage, moderate healing of specific wounds, and restore one quarter of total exhaustion.

Locales: temperate wetlands, marshes, fens, bogs, heaths

Cost: 2gp

d20 effects: heals 2-12 hit points when eaten


Green moss, native to moist environments in cool temperate mountains, such as near waterfalls and creek banks. Its properties are only apparent after being washed and boiled in the appropriate manner after which, it can be used to provide a great deal of pain relief, and heal many small wounds.

Cost: 75gp

d20 effects: after appropriate brewing, drinking the liquid heals 3d8+5 hit points


A mould that grows deep underground. It is a dark green sludge that has an oily sheen often reflecting a yellow and blue haze. Gauthimilar is a magical sealant and is useful in flow-stoppage as well as rituals of closing (such as magical portal closing). The mould requires magical preservation to last more than a few days.

Effects: magic-lock a mechanism, or magic-jam a door, heal wounds, or stop any bleeding with a medical skill check, or as a magical glue.

Locales: caves,, underground crossover points that are not hot or very cold

Cost: 25gp

d20 effects: apply to a lock and works like Magic Lock spell

stop any bleeding with a Heal check

can use as magical glue

apply to door frame for Hold Portal spell effect

used in summoning spells, adds 10 minutes to cast time, can double duration of the effect


Luminescent green cress with orange-bronze edges on the leaves is the prime ingredient in White Salve. When pressed and mashed, then used as a poultice, it is a powerful regenerative accelerant able to stop bleeding and provide a little pain relief. When properly treated and prepared Mordakress becomes a much better analgesic. Although rare to find a plant, one plant yields a great amount of usable cress. Each dose of Mordakress can heal upon the last dose’s effect.

Effects: grass/crush & apply, closes wounds (heals instantly to a moderate level) and provides pain relief (light recovery of general damage).

Locales: temperate grasslands and savannahs

Cost: 4gp

d20 effects: heals 2d6 hit points when applied

Likaos Berry

Small orange berries that taste and smell like orange & cinnamon. When consumed they promote a heightened state of mental preparation allowing better focus and control of one’s body. Psychological addiction is not uncommon.

Effects: moderate bonus to strength feats, gymnastic or acrobatic manoeuvres and meditation for 1hr after consumption.

Locales: freezing, grasslands and marshes

Cost: 1gp

d20 effects: +4 insight bonus to Balance, Climb, Jump, Move Silent, and Tumble for 10 minutes

addiction possibility, Will save, DC is 10 + new skill total (of skill most used when taking the berry). If fail, then –4 insight malus on checks until berry is taken again. Stays in effect until Will save is made on taking another berry, or 2 weeks pass without the berry being taken.

Related Posts:

Comments Off on Herbs

Gelharn Athost, infamous NPC

Comments Off on Gelharn Athost, infamous NPC

Gelharn Athost

Dagger-master & recruiter for Kliom Nagar, 5’8”, 164lbs, race: common man

Gelharn Athost is the infamous dagger-master of Kliom Nagar. His reputation is well spread amongst fencing schools and underground groups as the deadliest knife-fighter around. Gelharn travels between instruction terms of the school to find recruits and perform an occasional mission. He favours rich extravagant clothing whilst travelling and socialising but whilst working utilises his skills of disguise to become almost unrecognisable. Swordsmen and knife-fighters alike often challenge Gelharn Athost in duels wherever he is recognised. He will often accept to teach them a lesson in humility, however, his temper is explosive and should a challenger manage to wound him he will kill them in a most painful manner to add to his reputation.

Related Posts:

Comments Off on Gelharn Athost, infamous NPC

Garren, race

Comments Off on Garren, race


The Garren have locks, from blonde to rich chestnut, that is more like fine grass than hair. Blue, green or grey eyes that almost totally round are set in long narrow faces. Their physiques are more svelte than most human’s but corded with muscle. A Garren has skin like bark over most of their limbs, their fingers have retractable claws similar to a car, and their teeth are sharp like a predators. They live within heavily forested areas on the edges of many human kingdoms such as Iron Claw, Mekong Reldeng, Ferromaine, Kiltayre and Gannellon’s Reign. Garren are militant and isolationist preferring to stay in areas without any chance of pollution from another race. The Garren are thought of as hostile wood-spirits due to their ‘feral’ nature, skill in stealth and a propensity to eat their fallen foes. Garren structures are built into living trees and well camouflaged from passing eyes. They favour light-weapons of natural materials and, unless warriors, seldom wear armour of any kind. Garren warriors that do wear armour have it constructed of giant arthropod chitin, such as the shell of giant beetles or centipedes, said to be as strong as any plate armour yet weighing much less. The archers of the Garren are feared throughout the world.

Height: 5’6” to 6’10”

Abilities: nightvision 400’, small bonus to perception, moderate bonus to stealth and hiding in forests

Weaknesses: pollution (coal-smoke, iron, tar, tanned leather, etc.) causes spirit weakening, light penalty to activity per day without clean air/surroundings. Death occurs after 20 days.

Average lifespan: 110 years



+2 Dex, +1 Str
+3 racial bonus with ranged archery weapons (bows and crossbows)
+2 racial bonus to, Move Silently and Hide
Genlei Weakness: pollution, -1 to all checks per day of exposure, death at -20
Nightvision 120′, must be some light source, such as stars, moon on cloudy night, etc. Can read with nightvision.

Natural weapons: claws 1d4, bite 1d3 but provokes AoO except on grappled target

Natural armour: DR 3 (fire, adamantine)

Related Posts:

Comments Off on Garren, race

Ferris, city

Comments Off on Ferris, city


Ferris is the second largest city on the Bay of Carnarvon, Philo being the largest, and has an extensive amount of shipping coming through a complicated series of wharves built on various islands in a river delta. The delta has built up about a series of old volcanic cores. This leaves many islands appearing to have spires of stone sprouting up through low hills. Soil is black and silty providing a great agricultural base. Many farms still operate in the delta and on its edges. A few of the spires have had fortresses built on them, or in the case of the Iron Fortress, about and through them.

The Iron Fortress dominates the skyline of Ferris. It is in the delta, on the southeast side, and is engineered out of hard igneous rock that appears like iron to the casual eye. The Iron Fortress is possibly the most heavily constructed fortification in all of Khara Thel. It has resisted the most powerful siege engines of Krakmoor with nothing more than some cosmetic damage. The Iron Fortress is also the palace of Prince Merran, first-born son of King Uthas, the heir-apparent to the Iron Claw throne.

Ferris has a number of wards and each has its own Lord-mayor. The City of Ferris is also made of two Earldoms: Earl of Freeports (south) and Earl of Ferris (north).

The Earldom of Freeports is made up of the following wards:

Free Port South, Freeport City, East Freeport, Shipyard Island, Rum Town, Easton City (The Eastholds), Iron Fortress

The Earldom of Ferris contains these older wards:

South Ferris, Old Ferris, Central Isle, Keychain Island, Strand, Picton, North Ferris, Quarry Town

All answer to the Prince (Prince Merran) who is the overall ruler of what is officially titled, The Principality of Ferris, of the Grand Kingdom of Iron Claw.

Ruler(s): Prince Merran.

Population: 400,000+

Region: Mouth of the Ferris River. South central Iron Claw.

Style: Huge medieval city built across the Ferris River delta amidst a number of eroded volcanic spires. Stone, wood, tiled rooves, battlements, buttressed tenements, cobbled streets, paved roads, stone docks, wooden piers, dry docks all clutter the complex skyline. Hustle bustle hassle haggle, rickety fences, overhanging buildings that are constantly being renovated and extended, are all backdrops to this busy metropolis. Ferris is a well-defended city port. The huge Iron Fortress dominates the SE of the city and its faintly glimmering metallic battlements are visible for miles.

Military: Prince Merran’s armies reside and train in and around the city. A strong presence of soldiers is in the SE of the city and on the docks. Army structures are easily found although they don’t overwhelm the city. Bailiff-stations are common enough to deter most criminals outside of Rum Town. Some regions of the city are heavily fortified, such as the old town and the entrance to the main docks regions, the treasury and the mint, the great barracks, etc. The whole city and most of its farms are walled. Prince Merran’s palace is in the famed Iron Fortress that incorporates the great barracks and a large tourney ground. Soldiers: 6,000+, Guardsmen: 2,500+, Knights: over 500, Royal Guards: over 200, Rangers: 150.

Industry: Treasury: minting of coins, employs neighbouring mines and imports all of its precious metals via war galleon with many escorts. All the support services of a large city can be found. Bureau of Records, Taxation, Lands and Titles, many taverns, armourers, smiths, foundries, smelters, shipyards, dry docks, wagon wrights, farriers, tanners, craftsmen, artisans, masons, engineers, jewellers, furnishers, tailors, etc.

Imports: raw materials of all types, high quality materials, rare materials, gems, precious metals, coal, pitch, salt, sugar, foods, livestock (for slaughter & leather), etc.

Exports: Cloth, ships, metalwork, preserved foods, sails, beer, wine, liquor, finished goods, paper, etc.

Resources: All known resources are nearly consumed.

Known: In the City, none, surrounding area: stone quarries, iron ore mines, lumber, large silver mine, large copper mine, small alluvial gold deposits ~40 miles up river,

Unknown: Marble quarry will be found in 1-10months.

Brief: Ferris is a huge city where anything is possible and is even likely to happen. Prince Merran is the proud and popular ruler of this mighty metropolis. Over 400,000 people live here and many more visit every day. Ferris is a free port, ie. Anyone may berth here after clearing customs. Cargo is lightly tariffed to protect Iron Claw interests and pay for the required infrastructure. A mage guild is here, as is the prestigious Rhastavon College for the Magically Gifted, a chantry of the Guild of Power and the Silver College. A cathedral of the Rose is near the old town and provides care for mothers about to give birth .

Hooks: Political intrigue involving Prince Merran’s royal neighbours vying for his favour. It is a huge port that sees travellers from all over the Bay of Carnarvon and even from across the Hrost Ocean.



Related Posts:

Comments Off on Ferris, city