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Elyos, border town

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ELYOS

Ruler(s): Baron Elyos.

Population: 6,000+

Region: Elyos Ranges, 20miles E of Iron Claw City.

Style: Low stone buildings, small windows, shingle rooves. Many goods-houses, warehouses. The central, old, town is walled and contains many stone tenements and townhouses.

Military: Being an important trading point for the surrounding farming hamlets and a stopover for coaches from Arloc give Elyos a military presence that exceeds its size. The border forts with the hill giants to the north also have patrols that originate in Elyos and move over the border to recon the area. They return after a round trip of 10 to 14days. A large barracks and sturdy castle house the high number of soldiery. Average amount in town: 550 soldiers made up of; infantry: 250, sergeants: 40, light cavalry: 60, Spearmen: 100, Archers: 100. In addition there are twenty knights.

Industry: Stone quarries, coalmines, ore mines, farming: livestock and crops, lumbering to the south, wagon wrights, horse breeders, army support industries, four breweries and two distilleries.

Resources:

Known: Marble, granite, coal, iron ore, nickel, tin, copper, forest hardwoods.

Unknown: Gold lode (medium) SE 10miles (in mountains), Large black marble deposit, 22 miles South.

Brief: Elyos is an important trading post town and mining centre. Its position in relation to the Hill Giant Alliance and the Border Fort Patrol routes makes its use as a military position fairly logical. Many small but important and high quality industries can be found here. Wagon wrights, horse breeders and the local whiskey distillery are some of the more famous industries in Elyos. Renowned all over the country Elyos whiskey fetches triple the price of normal whiskey. Elyos stallions are also in high demand. They fetch over 100 gold crowns as studs. Elyos is expanding quickly and has already outgrown its walls. Plans are underway to extend the defenses.

Hooks: Border patrols into the Hill Giants Alliance western border. Trouble with hill trolls to the NE 80 miles. An old firedrake resides 80miles to the SE near a ruined castle. Lake Mistere in the NW is home to some water drakes. An island on Lake Mistere is the site of a ruined Dædanic citadel that may hold some treasures and certainly is the lair of a slumbering old drake. In the SE of Lake Mistere a hydra has carved out its territory and is usually hungry due to competition with the water drakes. The hydra’s lair contains a portion of the Dædanic citadel’s treasures that the hydra recovered during hunts.

 

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Main_areas - Iron Claw West

Iron Claw West

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Dhainyen, race

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Dhainyen

[day-n-yen]

“A species that have similarities to the land dwelling birds in their lightness of bone and powerful hearts. The Dhainyen have a weakness of constitution in resisting diseases of the skin and lungs. It has been observed that a Dhainyen can eat far less than a man of similar body mass per day without losing weight. If it were not for Dhainyen hygiene practices the medical skills of other races would surely be far behind where they are today. Dhainyen show pronounced muscular development in their lower bodies relative to their arms and upper torso.” –Professor Emile Hanspur

The Dhainyen are very tall and extremely thin. Physically they are much weaker than humans in the upper body but of similar strength for their size in the legs and lower torso. Dhainyen can run as fast as most horses and have a greater endurance than almost any other race. They are often traders and merchants but a few individuals combine their general love of gossip and socialisation with magic. Dhainyen culture is one of capitalism and filial piety. The family honour is everything to those following the traditional ways. Dhainyen are most common in their own nation of Dhainyar, north of the Mustang Territories (Khob Odan), but have settled as far as Saltive in the Iron Claw protectorates.

The Dhainyen have a susceptibility to most diseases that humans consider annoyances. This has created the Dhainyen practice of strict hygienic rituals. They will wash before and after each meal; wear veils; have robes completely covering their bodies; burn incense and insure that all their water has been boiled at least once. All laundry is boiled and dried in special ‘hot closets’. The Dhainyen are fond of collecting perfumes that have antiseptic qualities such as stallion rose oil and rim-foil essence.

The Dhainyen are the only known victims of a virulent contagious disease dubbed ‘the flesh rot’. It affects only the Dhainyen and is slowly fatal. A victim’s skin begins to contort and lose moisture then slough from the flesh leaving open weeping sores. The open sores become infected and usually ulcerate then the disease enters its second form and infects the victim’s blood. Eventually the Dhainyen’s brain is damaged leading to insanity and/or retardation. Finally the muscles are consumed and the victim either starves to death or suffocates under the weight of their own lungs.

Dhainyen’s do travel but only with special, expensive, arrangements for the necessary cleanliness. This usually consists of a small boiler, a good supply of strong cleansers and many changes of underclothes and veils.

Height: 6’6” to 8’2” (average, 7’4”)

Weight: 150 to 250lbs

Languages: The Dhainyar language is kept mostly to inter-family use between Dhainyen houses. They speak mannish tongues when in public with other races.

Average lifespan: 120 years

d20:

+1 Dex.
+1 racial bonus to Move Silent, Tumble and Balance
-2 saving throws involving Disease and Infection

double Fort save adds against fatigue from walking or running whilst light, or less, encumbrance
+3 racial bonus to Heal
+20 ft. move after multipliers, eg. Run (x2) then add 20ft.
Require only one-quarter as much food & water as a human, per day

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Cotter, Commoner

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Any Freeman who rents their living quarters, but earns his own living, is a cotter. In the Kingdom of Iron Claw, cotters are the common folk since serfdom was mostly done away with.

Cotter

A Typical Day in the Life of a Commoner

Awake around dawn to have a brief bucket bath from the local well. The fire will be stoked alight from the coals, in winter it is kept at a low level overnight, and the morning meal heated on this.  In the cooler months they might heat their water for a morning wash of hands and face once the fire is stoked again. Water has to be gathered and it is stored in their own cistern for the day (if they have one). Breakfast of yesterday’s potage (a kind of everything you can find stew) and left-over bread topped of with some herbal tea in the spring. If there is some ham or smoked meat that will be added to the morning meal in small amounts as this is expensive and must last for winter. Bread-baking will be undertaken or bread will be acquired. Children are fed and when old enough set to work on simple chores. In tradesman’s families they will take lessons in the middle of the day so they can learn their parent’s trade. Farmers will be out on the field tending the crop, turning compost piles, looking after livestock, and repairing buildings. Everyone who has access to trees cuts wood. Winter requires a few tons for a family to survive so this chore is done whilst weather allows. For those in long-settled and cleared areas they will purchase the wood or be drying animal (horse, cow, ox) dung in summer for later burning in winter, and in the large towns and cities they have to stock up on hardwood, peat and even coal. Wood is stacked to receive summer winds and help it dry. Lunch is taken from the mornings preparations, preserves, larder and whatever is seasonal – usually with bread. More work is performed after lunch until close to sunset when tools and animals are rounded up to be put away for the night. If the commoner has some spare change or harvest has just been completed there will be socialisation down at the local tavern or town hall (often the same building in effect at smaller settlements, where taverns are neighbour’s houses who have their beer ready to drink). From there the adults will head home and finish the day with a meal and some music, or story telling, before turning in for the night.

 

cotter

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Bronzewood, exotic wood

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Bronzewood: trees are deciduous hardwoods that grow like ash: tall, straight and thick. The timber, when harvested in late summer, cures to the consistency of the metal bronze; hence the name. It is prized because it still weighs as much as a typical hardwood yet retains the hardness and durability of bronze. Items to be constructed from bronzewood must be worked from the green timber. Intimate knowledge of the timber’s drying habits are required to skilfully craft the items without any warping as that would make the item cumbersome or outright useless.

 

d20 Effects: +1 enhancement bonus for anything made entirely of bronze-wood, usually clubs, wooden-shields, and staffs.

 

Bronzewood

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Alaxareth, poison

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Alaxareth: a poison reduced from the ground fibres of drakemoss and the seeds of the deadly milk-white trumpet. It is highly toxic and can be concentrated further with the right equipment (bronze retort). A smudge the size of a child’s fingernail introduced into the bloodstream or digestive track can kill a human. It is a dark green paste with a heavy acid smell.

Trivia: this is the poison that the assassin, Cavis Skarsayer, used in “Bounty for the Taking: Book 1”.

 

d20: Fort. save, DC: 18, primary effect: 2d4 Con, secondary effect: 1d6 Con.

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