Player’s Guide to Iron Crown V2.0

What is Iron Crown?

The Iron Crown campaign takes place in the city-state of Iron Crown, located on the Astral Plane. The Astral Plane, despite what you might have heard, is a difficult place to get to and a nearly impossible place to leave.

Planar Travel

Planar travel is reserved for near god-like mages and spells like Plane Shift simply do not work. There are portals on the astral plane, but they are unpredictable and often lead to undesirable locations, such as elemental planes, rather than more hospitable locales.

So if planar travel is so difficult, where do people come from and how do they trade between planes? The answer may surprise you. Traveling to another plane is not done by spells. Instead, there are "natural" methods of travel known as conjunctions.

Planes come in and out of conjunction with the astral plane. Imagine a turtle swimming in the sea. Every thousand years he surfaces for air. Now imagine a wooden ring thrown into the ocean. The chance of a plane coming into conjunction with the astral is the same as that turtle poking his head up through that wooden ring.

Fortunately for those seeking planar travel, there are many more potential points in space where a conjunction can occur, so although the chance of a conjunction is extremely rare in any one spot, the astral plane is infinitely large, so there will be a conjunction some place for each plane.

On the negative side, conjunctions are unpredictable and can disappear forever at any moment, and those who know of them certainly have precious knowledge that the wish to preserve and not share with just anyone.

Conjunctions usually manifest as pools of color, floating in the astral plane. Vision on the astral plane is limited to only a couple hundred feet, and space is infinite. Your chance of finding a pool by its lonesome is about the same as that turtle popping his head through that wooden ring. Worse, it may not be there any more, as they're impermanent.

1 Planar experts have tried to stabilize conjunctions, often building some sort of magical gate around them or other containment method to keep the conjunctive energies stable. Unfortunately, this can attract others to the gate, so the experts often try to hide the gate, possibly as a common doorway, statue, or monument.

Conjunctions occur on prime or planar worlds as places of power. Energy wells, for example, might produce a conduit to another plane.

So how do you find conjunctions on the astral? The easiest way is to find someone who already knows where they are. This usually means contracting with a trade house, as the warlocks of Iron Crown guard their conjunction knowledge. The relevant skill is "Knowledge: Cosmology," and is generally a skill only taught to yan- ki guild mages. The knowledge is not a universal skill and most yan-ki learn to find a conjunction affinity with only a single plane, as a means to control the information.

Besides the yan-ki, some travelers have knowledge of conjunctions, such as the Tashtak. However, they have no desire to see foreigners invade their homeland, either for trade or more nefarious purposes.

Astral Time

Time on the astral plane is incredibly slow. Each day on the astral plane is equal to a minute on the prime planes. Those who manage to travel from the prime to the astral see their bodies aging at the prime material rate, a major reason why those near god-like mages wish to be there. However, the locals live relatively normal lives, with normal spans of time, susceptibility to disease and poison, and the need for food and water.

Those born on the astral plane, even between alien parents, age at the native astral rate. It should be noted that alien women cannot conceive on the astral plane, although alien men can be fathers.

Population

Iron Crown is populated primarily by an ancient human race known as the Yan-ki. The plane has conditioned them for hundreds, perhaps thousands of years. They have a light green skin tone, elongated “elvish” ears, and a resistance to some types of magic, thought to have been brought on by astral radiation. As the astral plane is attuned to magic, this warrior race has the ability to suppress magic by using the silence spell. Some say this is derived from their bardic tradition, and a deep felt need to silence ones critics. Yan-ki houses each have a special attribute, or talent, that defines their family.

2 The city is also home to other unusual races, including the red-skinned, perplexing verrik and the feral, jackel headed sibeccai. There are a few other unusual races found there, including a few tiefling and aasimar, although they’re not usually available as PC races. Lately these races have been joined by runechildren, more a calling than a race, and the fearsome litorian lion-men. All other PHB races are available.

Intra-Plane Travel

Although Iron Crown is isolated as a plane, the Astral Plane is populated by many groups of creatures that live in astral cities. These groups travel around the plane on astral ships, powered by the astral winds. Pirates, privateers and merchant traders are common. This is the primary method of spreading ideas, wealth, technology and races.

Although you can use your mind to travel from place to place, it’s not as quick as an astral ship and it’s very dangerous. Pirates and privateers will often prey on such lone travelers and there are dangerous astral monsters that consider such travelers easy snacks.

Regional Settlements

Iron Crown is a major trading city; the astral dock often boasts dozens of trade ships. Nearby Iron Crown there are several settlements, The Rock, a large trading city located on a colossal piece of astral driftmetal, Tempest, a lawless, semi-permanent settlement of chained together astral ships, populated primarily by pirates and troublemakers. Bastion, Citadel, Stronghold, Rampart and Palisade are all military outpost populated primarily by The Iron Guard.

Beyond these nearby settlements lie many strange, bizarre and deadly regions.

• The Doldrums is a frightening region of empty space where no wind blows. It’s believed to be a graveyard for dead gods. Most ships won’t approach the region, in fear of getting their ships stuck. Pirates patrol the region, hoping to find a marooned ship. • The Dark is an area of astral space where there is no astral wind or clouds, where one can see for many miles with rumors of bizarre creatures and twisted arcane cabals (such as The Dark Pyramid). • Mining communities can be found throughout the region. Various precious metals can be found in the Astral. Some are simply astral driftmetal, a metallic ore that has magical properties against the incorporeal. Iron Crown was founded

3 with the wealth from this metal. Other more rare metals are located in the astral, many infused with power from their planes of origin. • The Old Ones. The Slarecians, or “Old Ones” live on the Astral Plane. They have enslaved many yan-ki throughout the centuries. Slaves are used to mine metal or other nefarious purposes. The Old Ones are the primary threat to Iron Crown, along with their evil servants, various fiends and the grimlocks.

The City-State of Iron Crown

Iron Crown is built upon a dormant construct, a moon sized spherical creature that once awoke and attempted to rid itself of the parasites living on its skin. There are hopes that this will not happen again, and digging into the construct is forbidden. Nevertheless, subterranean tunnels are everywhere in Iron Crown, built thousands of years ago.

The most prominent feature of iron crown is Tehvins Vault, a spire that rises thousands of feet into the sky. This is the location of the most evil artifacts known in the multiverse. The vault was created centuries ago as a place to house these menacing threats. Since then, a full scale city has grown up around the citadel that protects the vault, much to the chagrin of the yan-ki, who expected this to be a remote outpost. Iron Crown is constantly rooting out evil mages in search of ways into the vault. So far, they’ve been successful.

Citizenship

Citizens of Iron Crown receive special protection under the law. Those who are citizens are protected by the law, while those who are not citizens of Iron Crown or an Iron Crown protectorate (like Bastian or The Rock), have few rights and little protection. Their ships can be confiscated by privateers and while visiting Iron Crown they have minimal rights and protection.

Citizenship is established by having one or more parent a citizen of Iron Crown. Citizenship is not something you are born with, it's something you earn through service to the state, either officially, such as in a military or guard capacity or through service to a recognized religion. Citizenship can also be bought, through a lengthy and expensive citizenship process, including various oaths to follow the official faiths.

What’s it like living there?

Iron Crown is founded on mining and metalwork. The sky is often smoky and people are dirty, especially in the Craftsman’s Ward. The majority of people work in

4 craft industries or in trade.

Crime is rampant, especially in some wards. Those of means hire private security and protection. Crime is a major industry in Iron Crown. The city has become quite wealthy by turning pirates into privateers and taxing their plunder. A remarkably large number of inhabitants are involved in some sort of crime, often related to piracy in some fashion.

The Astral Plane

Iron Crown is a large city-state built on a spherical construct in the Astral Plane.

The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.

The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. Both planar travelers and refugees from other planes call the Astral Plane home. When traveling to the Astral Plane, ones entire body is transported there (there is no silver cord).

The Astral Plane has the following traits.

• Subjective directional gravity. The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and non-sentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes. Characters on a plane with subjective directional gravity can move normally along a solid

5 surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. An individual can move a distance each round equal to ten times their intelligence score. • Erratic Time. Age, hunger, thirst, poison, and natural healing work extremely slowly in the Astral Plane, to where they are nearly nonexistent. . These effects resume functioning when the traveler leaves the Astral Plane. One day of astral time equals one round of prime material time, making it difficult to send messages or communicate with the prime material plane. Those born on the Astral Plane age normally and require a normal amount of sustenance • Mildly neutral-aligned. A mildly neutral-aligned plane does not apply a circumstance penalty to anyone. • Normal Magic: This magic trait means that all spells and supernatural abilities function as written. Unless otherwise noted in a description, every plane has the normal magic trait.

History

The city of Iron Crown is not an idyllic place of safety. It was founded upon the long-forgotten carcass of a terrible construct from a bygone age – a construct whose very existence was inimical to mortal life. And this construct is not quite dead.

The construct upon which the city was founded was discovered thousands of years ago by the powerful Senja’si warrior-wizard, King Tehvin. Tehvin intended to use Iron Crown to solve a problem that haunted the Yan-ki people. Innumerable prime material worlds used the Astral Plane as a dumping ground for their evil artifacts and failed experiments. Worse, many evil creatures and humans visited the Astral Plane in search of these artifacts, usually bringing chaos and mayhem. Tehvin decided that all of these “banes” should be collected in one place, locked up against discovery, and guarded forever by powerful warlocks and warriors. He built a tomb under the city of Iron Crown, from where a legion of warlocks worked to locate and collect these banes.

Tehvin used powerful spells and magical items to accomplish his task, working tirelessly. As his collection of banes grew, he began to bury them beneath his citadel. He constructed a vast catacomb, well warded and sealed, deep underground, and he called it the Vault of Tehvin. He even found powerful allies who believed in his cause to aid him, including a celestial named Bastion, Guardian of the Morning. Later, a military settlement was created with that name.

Tehvin’s goal was folly. Concentrating so much raw hatred and spite - so much darkness and evil power – in one place was a terrible mistake. His actions drew the

6 attention of vile intelligences of whose existence Tehvin never even dreamed. Wars were fought over Iron Crown, but eventually the Yan-ki proved victorious. The peace was short-lived, however.

The Stirring Disaster struck in the form of an incident that became known as The Stirring. Unbeknownst to everyone, including Tehvin, the supposedly dead construct was actually alive. The growth of buildings on its skin had gone largely unnoticed, but when the warlocks carved the Vault of Tehvin underground, and filled it with vile darkness, the sleeping construct reacted. For the first few years, tremors plagued the city. Then, huge chasms opened in the surface, unleashing a seething horde of shapeless horrors that immediately began to lay waste to the city and its populace. The creature expelled the Vault of Tehvin, thrusting it upwards into a tall spire, nearly 2000 feet high.

The resulting battle was furious and terrible, and none were more stalwart in defense of the city than Tehvin and his warlocks. The creatures were eventually driven back into the depths, but only at a great cost in lives and resources. Tehvin himself vanished sometime during the battle, and his body was never recovered.

A new senja’si was chosen from among the warlocks and it was decided that the Vault of Tehvin would be closed, its evil artifacts kept hidden and safe for eternity. New groups arose within the city, with their own ideas on how the Vault of Tehvin should be administered.

Major Events

DATE EVENT The yan-ki people flee to the astral plane after massive invasion by Old 3414 OC Ones. 1 AC The new Astral Calendar is established. Warlocks are given the responsibility of tracking time. The role of the druids is in question. Iron Crown established as secure vault for housing banes. Small but 954 AC powerful garrison established, under Tehvin. Old Ones attack yan-ki astral settlements, many refugees, including 2543 AC important craftsmen and traders make their new home in Iron Crown. protected by a formidable garrison. Foreign religions and cultures flourish. Commander Tehvin declared king by top yan-ki clans. He is given power 2750 AC to choose a dozen clan advisors among the most powerful yan-ki clans. Iron Crown blossoms under the new lords, with massive construction projects undertaken throughout the city. The Senja'si of Erias predicts grave consequences if growth is not restricted. 2798 AC Lords become quite wealthy with new construction projects and with new construction projects and increased trade. 2868 AC The Stirring. In the aftermath of the destruction, the people begin to

7 abandon their old religion and move their old religion and move to the new ones including the Church of Erias. The Church of Erias is given a say in council matters and increased land, in efforts to please the common

citizens. Colony of The Rock established within Iron Crown Territory. Sibeccai 2912 AC brought to Iron Crown. 2942 AC Chaos Lord arrival burns down most of Warehouse District. Invasion of the Harrid, evil arcane bird creatures intent on breaching the 2953 AC vault. Advanced warning was given by verrik diplomats. 2955 AC Harrid War ends. MTA established with verrik playing major role. Verrik Guard established in Ghustil Ward. 2974 AC Increased hostilities with forces of the Old Ones. Many yan-ki outposts and cities abandoned. 3203 AC Present Day

OC = Old Calendar AC = Astral Calendar

Iron Crown Calendar

See: http://www.runlevel6.com/scarredlands/ironcrown/ironcrowncalendar.pdf

The calendar features 12 months, alternating between 29 and 30 days. Every 2 1/2 years there's an extra month added, during which there are Church of Thellyne sponsored festivals.

The days of the week are based on the "new" gods, featuring the seven "womb-born" gods, of which Maal was the first. There is an eighth womb-born god, Thellyne, Goddess of Woodcraft, Nature and the Hunt. Since her clergy are all about hanging out in the woods and practicing "holy inactivity," that extra month off every 2 1/2 years is dedicated to her.

Iron Crown Summary Name: The City-State of Iron Crown Population: 28,560 (Yan-ki 60%, Humans 14%, Dwarves 10%, Sibeccai 5%, Elf 5%, Halfling 3%, Verrik 2%, Litorians 1%) Government: King Gharvag the Red (Yan-ki male) State Religion: Erias Currency: Iron Crown – made from Astral Drift metal (10 gp), Gold Crown (1 gp), Silver Spire (1 sp), Copper Penny (1 cp). Platinum is a rare metal here, worth two times normal values. Resources: Arms & armor, semi-precious metals, gems, artifact vault. Type: Large city Gold piece limit*: 36,420 gp Total wealth: 28,334,760 gp

8 Full-time guards: 155 Full-time military: 4,100 Conscriptable individuals: 778

Map of Iron Crown

9 Politics

The town is ruled by King Gharvag the Red. The King is chosen by the Yan-ki warriors from among their ranks, based on his battle prowess and wisdom. He is not involved in day-to-day decisions; however, he reserves the right to make decisions when he wishes, often overruling the Ruling Council on issues.

The King’s Champion is Quith Golden Gaze, a powerful warrior of great fame. People in the street regularly speak of his latest exploits in battle. It is culturally important for the king to have a champion and the mood of the people often rises and falls based on the success and failure of this champion.

Below the king is the Ruling Council, comprised of three groups with equal power: the Ghustil priests of Erias, the senja’si seers and warlocks, and the ten Trade Lords. Representatives of each of these groups vie for the king’s attention and hope to influence his decision-making.

The city administrator is Lord-Mayor Norvel, elected by members of the council. The mayor enforces proclamations made by the council.

Other classes in the city include freemen (mostly poor), who are free to work and do as they please. Slaves can be owned by any free person, but must be offered a reasonable price for their eventual freedom. There is also a merchant “middle” class, but the gulf between the merchants and nobles is enormous.

Religion

The state religion is the worship of Erias, Lord of Dreams. He’s also god of magic. His holy symbol is the lotus flower. His domains are Chaos, Dreams, Good, and Magic.

There are countless other religions worshipped in Iron Crown, but all are classified as either “new” gods or “old” gods. The old gods are the gods the Yan-ki brought with them from their home world. They include: Dagda, Arawn, Briget, Diancecht, Goihbnie, Lugh, Morrigan, and Ogma. These gods are revered by the yan-ki, but

10 few openly worship them.

Most people, including most yan-ki, worship the “new gods.” The new gods are found in The Book of the Righteous.

See: http://forum.sonomarin.net/viewtopic.php?t=240

Holy symbols of the new gods

Magical Organizations

The Warlocks The Citadel The de-facto arcane organization in Iron Crown, The Warlocks, founded the city. They provides its most important function: guarding the evil artifacts in Tehvins Vault. The Warlocks are composed entirely of male yan-ki and the organization is not open to outsiders. The Citadel, where The Warlocks are located, provides a basic magical library. The library is more of a “public relations” resource than a helpful research institution. Scrolls and basic magical texts are available to the public. There is no publicly available training or research.

The Warlock Preservers The Citadel The preservers are a subset of The Warlocks, essentially a guild, which works to maintain magical lore and all things arcane. They wish to preserve and study all magic including the evil artifacts, or “banes”, despite their evil taint. The current

11 senja’si is sympathetic to The Warlock Preservers and believes that some of the banes could be “cleansed” and used effectively against the Slarecians. This includes the legendary Spear of Na’rai, thought to be able to banish creatures back to their home plane, albeit at a terrible price to the wielder, who becomes addicted to the process. The Preservers exist as a faction within The Warlocks and have no set location or meeting place.

The Weavers Ghustil Ward The Weavers are comprised of cleric-wizards who worship Erias. They’re an independent lot and they’re open and friendly to the public, whom they wish to serve. The Weavers attempt to interpret the meaning of arcane magic, the “why” as well as the “how” of magic. It’s not unusual for them to study a unique magic item just to learn the intent of the creator, as opposed to what it can do for them now. The Weavers have little time for sorcerers, but they invite wizards, clerics and monks to participate in their free public lectures. Lectures are usually interesting, but they often have a moral purpose as well, related to the proper use and creation of magic. The Weavers’ Library is one of the many excellent resources in the Ghustil Ward, but it deals primarily with Arcane Philosophy and Arcane History. Many weavers belong to the hierophant prestige class.

The Starlight Guild Ghustil Ward Named after the glowing stars seen on the robes of Erias, The Starlight Guild studies knowledge as a means to enlightenment. Although this spiritual goal is the underpinnings of the guild, many guild members are strictly academics, more interested in the concepts of divine and arcane magic than in actually casting spells or achieving a spiritual end. These academic sages are what most visiting mages see of the guild when they visit. Sages of the Starlight Guild are great masters of lore, spending much of their time in dark libraries and examining new artifacts. It was the Starlight Guild that created the list of evil artifacts that were to be gathered and destroyed. The Guild was the architect of Tehvin’s Vault, although The Warlocks removed the plans from their libraries long ago. The Starlight Guild offers membership to sages and mages at the price of 5,000 gold crowns per year. Membership includes access to their amazing library, a museum of magical artifacts and relics (non-evil), and access to their excellent research labs. Many in the Starlight Guild are Loremasters.

Blood & Venom The Freeman’s Ward This social organization is composed of the top sorcerers of Iron Crown. They meet in a large hall in a bad section of the Freeman’s Ward where they drink and carouse throughout the evening. Despite the flowing alcohol, tall tales and pretty prostitutes,

12 much business gets done at this club. Social contacts are made, jobs discussed, information exchanged and goods sold at the weekly meetings. They have no library or research facilities. It’s not uncommon to find participants in magical duels in the large hall. There’s often a great deal of damage to the building and surrounding area after each meeting, but the sorcerers of Blood & Venom are sure to make things right. Membership is 300 gold crowns per month, with a 1,000 gold crown damage deposit.

Watchers of Erias The Ghustil Ward The priests, who form the ghustils, believe that the banes should be left untouched. One aspect of Erias is that he conceals those things that are not meant to be exposed. Therefore warrior priests of The Church of Erias secretly patrol the city and ensure that the vault is protected, and that there will never be another stirring.

The Gnomish Society of Mechanisms and Alchemy Merchant’s Ward Despite its name, the society is open to those interested in serious research into “natural science.” Where magic and alchemy leave off in their research, the society begins. Much of their book research is performed using the excellent collection of natural science books at the Whitelaw Library. Many new inventions are adapted from these books. The society now meets in the Merchant’s Ward, in a building surrounded by a private park. This is no accident, as the building once burned down, along with the surrounding houses. To make amends, the society bought up the charred remains and land and created this park, which acts as a buffer zone between the society and the community. Although membership is open only to those devoted to “natural science,” the society’s knowledge and experiments are freely available. These are on display at The Whitelaw Library. Here you can see various watches, clocks, planar navigation devices, steam and hydraulic contraptions, optical devices such as telescopes and microscopes, anatomy experiments featuring gruesomely dissected animals, and all manner of mechanical mayhem. Current society experiments include a mechanical means for large scale reproduction of writing, and the perfection of gunpowder for use by the Iron Crown military.

The Artificers Guild Merchant’s Ward While the Gnomish Society wishes to create constructs from steam, hydraulics and mechanical methods, The Artificers Guild is a traditional group devoted to creating golems and other constructs via strictly magical means. That Iron Crown is built upon a giant construct is not lost on the guild members, and many do nothing but analyze and make predictions about when it may awaken again, some foreseeing the doom of the city. Entry into the guild is accomplished by showing up with a

13 construct of ones own. For those not quite up to the task, one can buy membership with the help of a sponsor. Many guild members test their constructs at The Rusty Dagger, where they literally pit their creations against one another.

The Black Pyramid The Dark Located in The Dark, a dead area of astral space, The Black Pyramid is rumored to be a floating black pyramid structure, only accessible through teleportation. Since it's protected from scrying, it can only be reached if someone is taken there first. Many members of the Black Pyramid in Iron Crown claim to have never visited the actual pyramid, and others claim never to have seen it from the outside. Critics scoff, claiming that pyramid is a myth and that the real Black Pyramid is likely in some fool wizard’s basement.

The Black Pyramid was banned from Iron Crown two hundred years ago when the guild members began wielding too much power. The Court of Maal has an edict on their books requiring arrest of any cabal members. The Black Pyramid, in addition to being a mages' guild, is concerned with preserving magical lore and all things arcane from those it believes would eradicate such knowledge. Its membership includes many of the most powerful arcanists in Iron Crown (and probably the multiverse), some of whom belong to other arcane guilds as well. Their only group goal is fostering arcane studies and its members' well being. Members are intent on exploring passages and vaults for new arcane lore, but are not foolhardy in their exploration.

The Society of the Sigil Freeman's Ward Comprised of runechildren, The Society of the Sigil was recently organized to focus their energies on altruistic endeavors in Iron Crown. This is the most diverse magical organization in Iron Crown, comprised of many races, vocations, and social classes. Many runechildren have also discovered the power of runes, practicing a new form of magic based on these magical inscriptions.

Martial Organizations

Warrior’s Guild Military Ward Guild fees are 20 gold crowns per year. Luthian the Guildmaster provides the latest information on expedition guard and ship jobs available to those willing to join the guild. Those joining the guild can live in the guild commons until they find , and when they are between jobs. There are also a limited number of positions open in Luthian's mercenary company. The charge for referrals is 2% of the contract price, excepting bonuses for normal jobs, and a flat fee of 50 gold crowns for

14 those being hired into the mercenary town guard. The price is higher for the town guard due to the guarantee of work all year long.

The Warrior's Guild has a large building, with three stories and several gymnasiums. Training is with the top weapons masters of the city. Outside of the guild building is a large open area designed for mounted combat training.

Many martial organizations keep memberships at the guild just to use the extensive facilities. Organizations that have a presence at the Warrior's Guild include the Eldritch Knights (arcane-warriors), Windwalkers (astral scouts), Knights of the Pale, Mithril Knights of Corean, Acolytes of Justice (Planar Justice Bringers), Knight Protectors of the Great Kingdom (Yan-ki traditionalists), Knights of the Chalice (demon hunters), and Knights of the Middle Circle (Stargazers of Erias).

The Swan Sentinels Military Ward Swan Sentinels are an elite group of Narynite holy warriors sworn to protect the king and the royal family. Swan Sentinels are elite warriors within the Swan Knights, the holy warriors of Naryne. Sentinels are said to have received a vision from Naryne, telling them which royal family member they will be responsible for protecting. Seneschal priests of Naryne present the sentinel to the royal family member, and provided there is an opening, the sentinel is almost always accepted. The king has twelve Swan Sentinels, the queen four, and princes and princesses, two each. Swan Sentinels wear shining armor and shields, helms ornamented with the white swan of Naryne, and exemplify chivalry in their every action.

The Iron Guard Iron Crown Outposts The most inhospitable territories of the Iron Crown Empire are the far-flung defensive. Outposts. Bastion, Citadel, Stronghold, Rampart and Palisade stand as the first line of defense between Iron Crown and its enemies. These desolate outposts are built upon enormous chunks of astral drift metal, corpses of dead gods, or even pockets of compressed space that form demiplanes. The Iron Guard can be found in all these locations, keeping watch for the crown.

The Iron Guard is a branch of the Iron Crown military. Joining the Iron Guard is simple, although not always voluntary. Convicted criminals, vagabonds, or the politically undesirable comprise the majority of soldiers in the Iron Guard. Joining the Iron Guard is often an optional punishment for severe crimes.

Any male member of any race is welcome to join, no questions asked, provided they agree to follow their oath to the guard for the rest of their lives. Iron Guards place iron crowns in braziers upon their initiation ceremonies. When a guard is given his

15 new name, the crown is placed upon his head, burning away hair and scarring the flesh beneath, forever marking the man as a guardsman.

After a period of one years training, a guard member takes the oath of service and agrees never to leave the guard. The guard member changes their name, forsakes their old family and friends, and takes up the guard as their new family. To leave service is to be dead or to desert, and deserters are hunted to the end of the multiverse.

Iron Guard Characters:

It’s unlikely that a character would ever be a member of the Iron Guard, but there are exceptions that allow a guardsman to leave the outposts, such as the Tracker. Trackers hunt down deserters of the Iron Guard, often traveling to populated places to find their query. Iron Guard Trackers are often urban rangers, Iron Guard Enforcers (PrC), or clerics of Terak or Maal. Although given a great deal of personal freedom, Trackers are just as tied to their order as the deserters they hunt.

Martial Styles

Longyard School

Located in the Freeman's ward on a cul-de-sac that has been turned into the Longyard School by blocking off the open end of the street, this school is relatively new to Iron Crown, yet its graduates are already in high demand with Astral Ship captains. The Longyard School specializes in the most effective means of repelling pirate boarding parties.

Pretty much any graduate of the basic course is guaranteed a job as a guard aboard a merchant ship. Those graduating from the advanced training courses or who master the Longyard style of combat are often employed on military or senior government vessels.

Longyard School was formed 8 years ago when Jen Daedric decided to retire from active service as an Astral Ship captain. He decided to teach his unique form of combat to those willing to learn. As space is limited and demand is high, Jen is able to select only the most able students, which has helped to elevate the quality of the graduates from the school. This combination of fighting style and above average physical abilities has made those with a certificate from the Longyard School able to command twice the pay normal for astral ship guard duty.

Longyard teaches polearm combat. These include all the hafted weapons such as spears, halberds, glaives, guisarme, ranseur, longspear and trident. Most students

16 are encouraged to focus on the reach versions of these weapons as they are the most effective in repelling boarders. In fact, a mock up of a sailing ship, attached to ropes and pulleys, is used to perfect the techniques used to repel ship to ship attacks.

The only way to gain access to Longyard School training is through membership. There are a limited number available, with new openings only in the case of an existing member dying or graduating from the Advanced training. This restriction allows Jen to select only the best candidates, who then must undergo a series of tests, with only the highest scoring allowed in. Membership costs 100 gp yearly, with the fee waived for first year students. Intermediate training costs 1500 gp and Advanced training costs 3000 gp.

In addition to access to special training, the school has regular meetings (usually just an excuse to drink and exchange outlandish tales) where new members are introduced and Basic, Intermediate and Advanced training certificates are awarded. Because members all know each other, you gain a +5 bonus to Diplomacy checks when dealing with members (current or not) and can also use the network of Longyard members to assist in Gather Information checks related in any way to Astral Ships, granting a +3 bonus.

One of the schools unique combat maneuvers (this is the only place in Iron Crown where this feat can be learned):

Long Reach [Fighter, General] You know how to change your grip on hafted weapons to extend its reach. Benefit: When you wield a hafted weapon, such as a spear, halberd, guisarme, etc, you can extend the reach of the weapon an extra 5 feet. You do not gain the advantage of the extra reach except on your action, so you only threaten the area around you according to the weapons normal reach.

The Basic training course takes two weeks time and teaches the 'Long Reach' and 'Improved Buckler Defense' feats. If the student is able, basic training will also include the 'Power Attack' feat. This training emphasizes the standard weapon combination of fighting with a 10 foot reach polearm, such as a guisarme, and wearing a spiked buckler. Using 'Improved Buckler Defense' allows the student to retain the armor bonus from the buckler while fighting with the polearm and the spikes can also be used as a weapon if opponents close within 5 feet. - Improved Buckler Defense [General] (from Complete Warrior) - Power Attack (PHB)

The Intermediate training course costs 1500 gp, takes two weeks time and is only taught to those who have already passed the Basic training course. This training is

17 more open than the Basic and allows a student to choose feats to fit their style of fighting. These include: - Cleave - Improved Sunder - Dodge -- Mobility -- Spring Attack - Combat Expertise -- Improved Trip -- Improved Disarm

The Advanced training course costs 3000 gp, takes two weeks and is only taught to those who have already passed Intermediate training. Sometimes an exception is made for especially gifted or experienced members, who may pay double the usual cost and skip the Intermediate course. There are only a dozen or so members who have passed this course, as the test at the end is to defeat Jen Daedric in a one-on- one dual. Once graduating from the Advanced course, your membership status changes, allowing a new member to join the basic ranks. The following two feats are taught during the Advanced training course: - Spinning Halberd [Style] (from Complete Warrior) - Formation Expert [Tactical] (from Complete Warrior)

School of The Ebony Lash

The whip is most often seen as a tool of slave drivers or as a symbol of oppression, but in the right hands the whip can be a formidable weapon. The school of the Ebony Lash teaches the techniques required to master the whip, in all its forms.

Not many have heard of the Ebony Lash and fewer still have been initiated into its mysteries. All but a handful of those accepted into the school have been women, as the head of the school is none other than Jade, the leader of the Jade Gang. Jade created and sponsors the school, but is not an instructor, just a very gifted student.

The head instructor is Sasthris Elethix, a Yuan-ti pureblood, who is not a native of the astral plane. Sasthris employs some very unusual, but effective, training techniques, including hypnosis, venom therapy and sleep deprivation. Those who survive the Ebony Lash regime have heightened senses and an unusual thresh hold for pain.

The primary weapon taught at the Ebony Lash is the whip. Because the whip is such an unusual weapon, it requires a very strict training sequence to master it. All beginning Ebony Lash students follow the exact same course until moving on to intermediate training.

18 The Ebony Lash is an advanced school and students who wish to enter must first convince Jade that they would make good students and they must also meet certain requirements. Convincing Jade is often the hardest part, but it's rumored that a simple payment of 10,000 gold crowns can change her mind.

Requirements:

Base Attack Bonus: +5 Feats: Exotic Weapon Proficiency (Whip), Weapon Focus (Whip)

Once beginning training at the Ebony Lash, the students next three levels must be in the Lasher prestige class (Sword and Fist, p.25). Students may then add levels of the Dervish prestige class (Complete Warrior, p.25) or alternate between the two.

Because of the Jade Gangs connections, members of the school are able to sell 'hot' items at 50% of market price. They are also able to obtain selected items at 85% of market price, because they don't have to pay the Iron Crown import tax.

Those Who Protect

The Yan-ki warriors are devoted to fighting wars on behalf of Iron Crown and protecting The Vault of Tehvin against attack.

The city is policed by a force composed of both sibeccai and human mercenaries. Sibeccai are jackal-headed feral creatures proven to be surprisingly loyal and efficient in their duties.

Another important policing force is the Magical Threat Authority, or MTA. The MTA investigates magical threats to Iron Crown and is composed almost entirely of verrik, a red-skinned race of creatures adept at magic. The Vault of Tehvin is known to attract all kinds of horrible creatures and people to the city, so the MTA is hard at work keeping the city safe.

In addition to the MTA, the Watchers of Erias form a divine protection force that use divination and secret agents to prevent threats to the Vault of Tehvin, both internal and external. They are overly suspicious of the The Warlock Preservers, who believe they can cleanse the evil artifacts in the tower to use against The Old Ones.

The Ministry Of Guild Regulation Craftsmen Ward The ministry is responsible for maintaining peace between the various guilds of Iron

19 Crown. This helps keep prices reasonable, prevents guild conflicts from getting out of hand, and maintains a channel between the guilds and the noble families. Although the nobles own most of the guild activities in the city, the ministry has the full authority of The Council backing its mission (although the council is comprised primarily of the trade lords). A copy of each guild's charter is in the Government Buliding. Copies of previous decisions are also available.

Criminal Organizations

Assassins At one time, Iron Crown was rife with groups of assassins. The Brotherhood of Mayhem worshipped Vangal and gladly took assassination jobs as long as the assassin had the opportunity to slay a large number of innocents. Deigei’s Venom was a group of snake cultists that poisoned or strangled their victims. The Scarlet Brotherhood was a rigid guild of assassins who would kill their victims in one-on-one combat. There were countless numbers of thugs that would do ones dirty work, for the right price. Many of the thugs were messy, incompetent, psychopathic or brutal. For many years, the streets of Iron Crown ran with the blood of assassination victims and victims of retaliation.

This all changed five years ago when invaders breached Tehvins Vault. The resulting investigation was stymied by violence and mayhem, as if a hornet’s nest had been stirred. The Ruling Council got together and made a controversial decision to stop the violence. They hired some assassins.

The Assassin War

It’s rumored that The Church of Erias, in times of crisis, had hired Daggers of Belsameth. Daggers of Belsameth are a religious order of female assassins who practice murder for hire, although usually with a catch. The ruling counsel hired the Daggers of Belsameth to eliminate the various assassins’ guilds. In exchange, they would own the market for assassination, receiving immunity for their crimes, as long as they avoided assassinating members of the ruling council and their families.

20

Over the next year, blood again ran in the streets of Iron Crown, but this time it was the blood of assassins and thugs. Soon, the more open and overt assassins were eliminated and The Daggers of Belsameth had accomplished their task.

Existing assassin organizations now include state sanctioned Daggers of Belsameth and a variety of thugs and enforcers from criminal gangs. Several secret organizations of assassins, possibly those thought destroyed by The Daggers of Belsameth, are also thought to still exist.

Thieves Crime in Iron Crown is rampant in many areas, especially The Freeman’s Ward and the Warehouse District (Lower Craftsman’s Ward). Criminals are organized mostly in gangs, as opposed to an overarching guild. Part of this is the transient nature of Iron Crown. Privateer ships come and go, each one comprising a “criminals” gang. While a merchant ship, working within the economic system, might hire ten to twenty crew members, pirate ships are crewed by a much larger group, often over one hundred.

One gang that has organized into a formal guild is the Silver Veil. The Silver Veil is Iron Crown’s prostitute guild. They maintain the safety and health of the city’s prostitutes and set prices. They also provide for a safe and secure retirement for aging prostitutes. The guild is comprised entirely of women, and in an agreement with the ruling council, has agreed not to take part in any organized criminal activity, including passing information onto their rogue brethren. In exchange, prostitution remains illegal in Iron Crown, but the law is not enforced. The Courtesans of Idra are rumored to have attempted to infiltrate the guild.

Many criminal gangs exist in Iron Crown. These gangs deal in illicit goods, gambling, violence and assassination, protection, smuggling and slaving. These gangs include:

THE GROWLERS: A gang of sibeccai thieves’ known to raid warehouses of precious goods in the Warehouse District. They seem to always have knowledge of when goods will be arriving and how to defeat security measures.

21 THE JADE GANG: A group of smugglers led by a female tiefling named Jade. Opportunists, the Jade Gang adapts to whatever good brings the highest price. They tend to avoid open piracy, trading only in heavily taxed items. They’ve gained much success as the authorities are focused on more violent smugglers, such as the various pirates. The gang has a base of operations somewhere in Iron Crown, possibly the Merchant’s Ward, and a base on The Rock, an astral fortress several days from Iron Crown.

MERKEL’S MARAUDERS: Once a group of pirates, Merkel’s Marauders formed a permanent home in Iron Crown when their ship caught fire while in the Iron Crown astral docks. They tend towards robbery and violent crime and are led by their leader, the ruthless Captain Merkel. Merkel’s Marauders can be found in the Freeman’s Ward.

THE ASTRAL SYNDICATE: This small group of pirates has a name larger than their small operation deserves. They work to smuggle goods into the city, often items pirated off legitimate Iron Crown trading vessels in the Astral Plane. The Astral Syndicate’s base of operations is a floating town of astral ships several hours from Iron Crown.

THE KING’S DAUGHTER: This pirate ship is named especially to humiliate King Gharvag. Wizlow, the daughter of King Gharvag the Red, captains this ship. When the young girl turned eighteen, King Gharvag agreed to marry off Wizlow to a minor lord of The Rock. Wizlow was said to be in love with a dashing merchant’s son named Adraeran. Rather than give in to her fathers demands, Wizlow stole a ship and fled with a contingent of her female servants and bodyguards. She has since become a successful and notorious pirate, much to the chagrin of her father. Anyone who can bring her back to Iron Crown will receive her hand in marriage, although that may be an adventure in itself.

Piracy and Privateers

Yan-ki society finds it acceptable to raid ones neighbors, enemies and passing merchants. It’s thought to keep the warriors skills sharp and, provided things don’t get out of hand, it rarely results in war. Passing merchants may be waylaid and provided a feast. Afterwards, the merchant is expected to offer tribute to the king. This activity is the primary source of income for the warrior class and warriors may do this at will.

Iron Crown has gone a step further and has instituted a system in which non-Yan-ki may raid the enemies of the city and profit from it. This requires special dispensation from the government, called a Letter of Marque and Reprisal. Anyone

22 Letters of Marque and Reprisal [ma;k] n. authority formerly given to private persons to fit out an armed ship and use it to attack, capture, and plunder of enemy merchant ships in time of war.

The original function of a letter of marque (or Letter of Reprisal) was to right a private wrong. For example, when a Dutch merchant has his goods stolen in Germany, and he cannot gain satisfaction for his loss through legal or diplomatic means, he can be granted a Letter of Marque by the Dutch government. Such a letter allows him to "capture" a German merchant to compensate him for his loss. Since the early 18th century it was no longer in use as a means to right a private wrong. The function of the letter of Marque had changed. These letters were now used by governments, as an instrument of State, to augment the National Navy. This gave the state a naval force which could attack the commerce of the enemy at no cost to public funds. The ships captured had to be brought before an Admiralty Court and tried to ensure they were a legal prize, and not the property of a neutral state.

The privateers acted on a commission recognized under the Law of Nations. One of the principle clauses of a letter of marque is that of specifically naming the country whose vessels can be legally captured. There were heavy penalties if the property of other nations was violated.

with an astral ship and a gold piece may become a privateer by obtaining this document, which allows indiscriminate raiding against the enemies of Iron Crown. Goods sold from such raids are taxed at 15%, enforced by local merchants, who gain a share of the tax. Iron Crown gains much of its wealth through this activity.

Those who raid without a letter of Marque and Reprisal are considered pirates and could be executed for their actions.

The Courts

The Court of Maal "Though the world's injustices may fill the vessel of your heart with rage and hatred, though you may desire with all your soul to destroy those who have wronged you, remember that there is a true and greater law more perfect than any you might ever recite, more beautiful than you might ever hope." - The Writ of Maal, holiest screed of the courts of Maal

Iron Crown’s justice system is administered by The Court of Maal. Maal is the god

23 of justice, law, the dead, the Land of the Dead, retribution, lawyers, magistrates, judges, and all others who make their living through the law or have a special love for law. The system itself is ancient and based on old yan-ki law (Celtic law).

A Case Study – Mergala the Thief

The next morning Mergala appears in court at the government building.

The trial is run by Justiciar of Maal (cleric), with no jury.

You discover that theft in yan-ki is a complicated issue with a number of factors determining the punishment, such as whether it was by force or stealth, the distance it was from a person's house, whether the thief is a habitual offender, etc.

Normally a thief is fined double the value of the property stolen. Fines are the norm, with habitual offenders being hung. Incarceration is alien to the yan-ki and considered a waste of resources, especially in a plane of existence where time doesn't matter to many people.

Mergala's fine starts at double for theft, is increased to triple for stealth (it would be less if she robbed via force), quadrupled since it happened in the house of Kearik Stonetear (he lives above), and her papers are permanently marked as an offender, since this is her first offense. Additional marks could later result in execution. The total fine for Mergala ends up being 20,000 gold crowns.

Mergala has only a small portion of that, 4,630 gold crowns, according to the judge. The judge rules that she will forfeit her assets to Kearik Stonetear and serve a sentence of indentured servitude aboard a merchant ship, for a period of 15 years. Her income, for the first five years will go to Kearik, with the remaining ten years paid to Iron Crown.

The sentence will be carried out in seven days, giving Mergala time to potentially raise the money.

Races

Iron Crown hosts the Runechild, Verrik, Sibeccai and Yan-ki, in addition to all the races found in the Player’s Handbook.

Runechild A runechild is a creature granted supernatural powers in order to act in the best interests of the world. Someone who looks beyond himself and sacrifices some aspect of himself for others, for the world, or for

24 the general cause of altruism might become a runechild. (The name has nothing to do with age, but instead refers to being a “child” of the world, powered by the inherent magic within all things.)

Runechildren are not so much a race as the result of a magical transformation. One can usually spot runechildren by the magical rune on their hand or face. Normally, greatness (in this case) is not thrust upon an unwilling character. Characters who qualify choose to become runechildren. And once the choice is made, nothing save death can revoke the power.

“Runechild” is a template that you can add to any living creature with a minimum Intelligence of 11 and a total of at least 5 HD. Although some people are convinced to the contrary, you are not born a runechild—it is a position you earn. Thus, no character ever begins as a runechild. One adds the template only in lieu of a level: Effectively, a character chooses to take a “level” in runechild. It means that qualifying to be a runechild is entirely at the discretion of the DM.

Runechild Powers A runechild gains a +1 inherent bonus to his highest ability score (if two scores are tied for highest, the player may choose) and a permanent +1 luck bonus to all checks and saves. Runechildren with an Intelligence or Wisdom of 11 or higher possess spell-like abilities, using their character level as the caster level, chosen from the chart below.

Powers are cumulative, so a 9th-level runechild picks a power from the Level 5–6 list, the Level 7–8 list, and the Level 9–12 list; when he gains 13th level, he selects a new power.

Once chosen, powers cannot be changed. Unless otherwise indicated, a runechild can use each ability once per day.

Level Choose One of These Abilities (spells are from Arcana Unearthed) 5-6 Darkvision (always active), levitate, or object loresight (usable three times per day) 7-8 Dimensional door, energy bolt (type of energy must be chosen when power is gained), or heal wounds* 9-12 Enchantment resistance**, elemental resistance†, or energy sheath (choose type of energy upon gaining the power) 13-16 Finger of destruction, incorporeal form, or teleport 17-18 Mind stab, phase door, or wave of life 19-20 Damage reduction‡, immortality (self only), or shapechange

* Heal Wounds: The runechild can heal as a champion of life; see “Champion” in Chapter Three. ** Enchantment Resistance: The runechild makes two saving throws against all enchantments. If either succeeds, the runechild succeeds in the save.

25 † Elemental Resistance: 20 points of continual resistance. The runechild must choose the element upon gaining the power. ‡ Damage Reduction: 15/+1, operates continually.

Runechild History The runechildren are survivors of a strange insanity that gripped Iron Crown. The priests of Erias prayed to their god for the sick to get well, and once the sickness passed, a few of the survivors found themselves with a newfound passion and a number of glowing runes on their bodies.

Here are some attributes of Iron Crown runechildren:

• Erias. Runechildren associate their transformation to the prayers and rituals of the Church of Erias. Erias is the good god of magic and the mind. Some runechildren say their powers are gifts from Erias.

• Cult Following. A number of residents greatly revere the runechildren, believing them to be touched by the gods. There's a small shrine to the runechildren in the Temple District, with relief sculptures displaying runechildren runes on the walls. Scholars and religious leaders from various faiths visit the shrine hoping to interpret the runes. Runepriests have emerged; not true clerics, but arcane researchers who wish to study the runechildren.

• Races. Humans, verrik, elves and dwarves were originally "chosen" as runechildren, while other races did not display the runes during the Erias rituals. Over time, other races have found themselves blessed with the runes, yet there seems to be a cultural divide between the original runechildren and subsequent brethren. Some say the original runechildren are especially blessed. There have been no yan-ki blessed with the runes.

• Rune Masters. Some runechildren have somehow cultivated their gift and have increased their magical powers. These rune masters exhibit runes all of their bodies. They are especially revered by runepriests.

• Animals. A small number of animals have exhibited runes following the rituals of the Church of Erias. These animals seem more intelligent than normal varieties. Many end up associating with runechildren, or becoming "leader of the pack" of the local animals, be they horse or dog, or other domestic animal.

Verrik

26 Verrik are incredibly wise and intelligent beings. All verrik possess innate mental abilities giving them rudimentary telepathy and telekinesis. They pride themselves on “contextual thinking,” which they believe allows them to see the world from a larger perspective. They despise rash or impulsive actions.

Verrik characters receive a +2 bonus to Wisdom and a -2 penalty to Charisma. They have full sensory control, able to turn off their various senses at will. Verrik have innate spell powers. All verrik have basic telekinesis abilities (mage hand) and the ability to “contact” people they touch and sense their thoughts. Verrik characters can take up to three racial levels from Arcana Unearthed.

Verrik Racial Traits • Verrik gain a +2 racial bonus to Wisdom and a –2 racial penalty to Charisma. • Medium: As Medium creatures, verrik have no special bonuses or penalties due to their size. • Verrik base speed is 30 feet. • Sensory Control: Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action. • Innate Spell-Like Abilities: 1/day—contact, sense thoughts, lesser telekinesis (from Arcana Unearthed). Use the verrik’s character level as the caster level. • Spell Access: Verrik spellcasters always have access to complex psionic spells, even when they normally would have access only to simple spells. • Automatic Languages: Common and Verrik. • Bonus Languages: Any.

Verrik History When did the verrik arrive in Iron Crown? They've always been here. The verrik have been in the astral plane long before the yan-ki arrived. The verrik are the astral plane incarnate. When the first god perished, the corpse materialized in the astral plane, where the verrik already had a thriving civilization, tens of thousands of years old. The verrik civilization expanded through deicide, making their homes on the corpses of gods, gradually, over thousands of years,

27 trading their ingrained emotions for the wisdom gained from the essence of decaying deities.

Godsflesh and godsblood are said to run through the veins of the verrik, changing their skin to a wine red color and providing them the ability to turn their physical sense on and off at will. This blood also lets them manipulate matter at will and read the emotional state of others by simply touching them. It's also the reason for the "wrong-ness" surrounding verrik. Mortals were not meant to feed from the remains of divinity. Verrik believe that they are descended from the gods in this way, although it's not something a verrik would openly discuss.

Verrik call the astral plane Vnax. The Vnaxians were verrik, ruled by a tribunal of individuals who had used their minds to transform themselves into beings of mostly energy. Their fleshy bodies would appear only occasionally, as they intersected with the plane. The rest of the time, the members of the Vnaxian Tribunal were nearly invisible shimmers of thought. The Vnaxians ruled an empire that covered most of what is now the astral plane.

Eventually, most Vnaxians gave up their physical forms and left their astral home behind. These energy-verrik passed into another plane altogether— all of them, except one. His name was Xyphon.

The remaining verrik soon realized they were unable to use the strange magical- mechanical devices that the Vnaxians had created to bring their cities life giving food and water. Without the rule of the Vnaxian priests, the verrik lost their sense of purpose. They were like children to the Vnaxians parent-like caregiving. The verrik abandoned their cities and began to roam the astral plane.

When the yan-ki arrived in the astral plane, it was the verrik who helped them adjust to their new surroundings, providing them sustenance and the mental stability needed to survive in the plane of thought. Now the verrik are trusted servants of the yan-ki, serving to protect Iron Crown from its enemies.

28 Sibeccai Strong and hardy, sibeccai are excellent warriors and fierce opponents. Recognized as something akin to jackal-people by many non-sibeccai, this race respects a strong leader and recognize a need for rules to keep order.

Sibeccai characters receive a +2 bonus to Constitution and a -2 penalty to Intelligence. They receive a +2 bonus to the following skills: gather information, handle animal, innuendo, and sneak. Sibeccai characters can take up to three racial levels from Arcana Unearthed.

Sibeccai Racial Traits • Sibeccai gain a +2 racial bonus to Constitution and a – 2 racial penalty to Intelligence. • Medium: As Medium creatures, sibeccai have no special bonuses or penalties due to their size. • Sibeccai base speed is 30 feet. • Low-Light Vision. Sibeccai can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • +2 racial bonus on Gather Information, Handle Animal, Innuendo, and Sneak checks. • Automatic Languages: Common and Giant. • Bonus Languages: Any. • Racial Levels: Unlike humans and some other races, sibeccai can take a few levels in “sibeccai” as a class to develop their racial qualities more fully.

Sibeccai History Long ago, the yan-ki brough the sibeccai to the Astral Plane from their own home world. They were used as laborers for a time. One day a sibeccai named Kerb, a servant to King Adalardo, knocked his highness to the ground as he was about to dine. The king's guard restrained the sibeccai and the king yelled angrily to his guard to execute the worthless servant. The king's rantings were interrupted however, by the sound of choking. His champion, Corey Raven Hair, fell to the ground in convulsions, his mutton barely eaten. The plot to poison the king was foiled, and the king vowed to help the sibeccai serve in a more respectable way.

The High Priest of Erias was instructed to make this so, and through petitioning Erias himself, the god of magic and the mind, the sibeccai were granted intelligence

29 and higher consciousness. They became reasoning creatures instead of beasts of burden.

Some yan-ki are not happy with this arrangement, and wished the sibeccai remained beasts of burden, cheap labor for the Iron Crown economy. However, sibeccai are loyal to the yan-ki, and many make careers in the city guard or the military, serving with unquestioned loyalty. Erias gave the sibeccai free will, however, and not all sibeccai are servants of the crown. The Growlers, for example, compromise a group of sibeccai smugglers in the Warehouse District.

Sibbecai don't have a culture of their own, instead they emulate the culture of the yan-ki of old. Some "old school" yan-ki praise the sibeccai for preserving the old ways of the yan-ki; clothing, the warrior ways, and even speech patterns. Other yan- ki feel mocked by the sibeccai's slavish devotion to old styles and ways, which they don't believe sibeccai really understand. They say it's a sad reminding of the yan-ki traditions slipping away. Nevertheless, nobody denies that the sibeccai play an important role in society.

Yan-ki Yan-ki are powerful human warriors from another world who have adapted to life on the Astral Plane. Their culture has a Celtic feel and they worship the gods of the Celtic pantheon. The background radiation of the astral plane has changed them over the centuries. Their ears have grown elongated, almost like elves, their skin has turned a pale yellow, and they’ve developed a resistance to magic.

Yan-ki Racial Traits Yan-ki characters possess the following racial traits. —Dexterity +2, Constitution +2, Wisdom –2. —Size Medium. —A yan-ki's base land speed is 30 feet. —Special Attacks (see above): Silence (as the spell) —Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5. —Racial Talent: A yan-ki gains a Talent according to its trade house. An appropriate talent can be chosen from Arcana Unearthed and is universal to all future members of that house. —Automatic Languages: Common, Yan-ki. Bonus Languages: Sibeccai, Dwarven, Elven, Gnome, Halfling. —Favored Class: Any.

Litorians Litorians are desert wander lion-men, fierce hunters who have found their way to Iron Crown as bodyguards to the Tashtak.

30 Litorian Racial Traits (Open Content from Arcana Unearthed) — Litorians are strong, fast, and tough, enjoying a +2 racial bonus to Dexterity but a –2 racial penalty to Wisdom. —Litorian base speed is 30 feet. —Medium: As Medium creatures, litorians have no special bonuses or penalties due to their size. —Low-Light Vision: Litorians can see twice as far as humans in starlight, moonlight, torchlight, etc. They also retain the ability to distinguish color and detail under these conditions. —Automatic Languages: Common and Litorian. —Bonus Languages: Tashtak. Smart litorians may know the languages of their allies. —+2 racial bonus on Intimidate, Search, Spot, Listen, and Survival checks. Characters can take levels in Litorian (see Arcana Unearthed).

Litorian History A number of trade ships began arriving in Iron Crown recently, comprised of a people calling themselves Tashtaks. The Tashtaks are human in appearance, with dark skin and gray eyes. They wear flowing, loose fitting silk and cotton clothing, often with turbans. The colors of their clothes are subdued, with many browns, off-whites, and grays. The Tashtaks wear jewelry, especially of silver. They arm themselves with scimitars, cutlasses or rapiers, and their fighting style tends to be a dexterous mix, something between the style of the swashbuckler and the monk. The Tashtaks have little need for their weapons or combat, however, as they have brought along bodyguards.

The Tashtaks bodyguards are desert dwelling lion-men who call themselves litorians. The litorians are quick-tempered, simple creatures that have little patience for the underhanded trade dealings in the city. They have been involved in conflicts with sibeccai gangs in the Warehouse District. The sibeccai insist upon payment money to keep goods safe in local warehouses. The litorians have instead posted their own guards at the warehouses, and there are rumors that the Tashtaks are planning to purchase local warehouse properties in Iron Crown to avoid further conflict and the cost of paying sibeccai gangs. It may be that the Tashtaks plan to stay a while.

The litorians have so far shown revulsion towards the sibeccai. While the sibeccai slavishly follow yan-ki culture, the ways of their masters, the litorians have let it be

31 known that they are no ones dog, especially the Tashtaks. This appears to be true. Not only do the litorians have their own desert nomad culture, a number of litorians have left their ships upon arrival in Iron Crown and have found work in the cities Freeman Ward, not to return to their ships. Litorians in the ward tend to stick together, often living and working in the same places. Litorians especially excel at pit fighting and athletic events, like running.

According to one of the ship captains, Malik Ibn Urchini, the Tashtaks from a region known simply as Tashtak, in a faraway world. They travel through the astral plane, not with sails, like most ships, but purely through the powers of their sufi’s, who wear the holy symbol of Urian. Their ships can apparently fly in their home world, if Malik Ibn Urchini is to be believed. Because the do not need sails, according to Captain Urchini, the Tashtak ships can be smaller and more heavily armed (as pirates have discovered). Only a few crew members are needed to work to maintain the ship, while the rest of the crew are litorian warriors and sufi’s.

What is their business? The Tashtaks appear to be capable businessmen, selling goods from their home world, mostly spices, foodstuffs and textiles, as well as re- trading goods they have discovered throughout their travels through the Astral Plane. There is little that they won’t trade and their ability to sell items, even in trade restricted Iron Crown, is notable. The single exception is slaves, as the Tashtaks find the trade in slaves vile.

Rather than compete with the powerful Iron Crown trade houses, the Tashtak’s first step was to alley themselves with the trade houses to avoid conflict. With the trade houses pleased with the Tashtak's arrival, it is almost certain that they will soon become a regular part of Iron Crown life.

Tashtak

Tashtak's are human. However, they have -2 Str and +2 Int or Wis. Tashtaks are known for their love of knowledge and philosophy or their piousness and respect of religion (but usually not both). Centuries of urban living and dependence on litorians for their defense has left them less physically fit than most humans. Because of their culture, all Tashtak's take Knowledge: Religion or Knowledge: Arcana as a class skill, depending on whether their Intelligence or Wisdom is their focus.

Tashtak characters start play without Iron Crown citizenship.

See the section on Litorians for Tasthak racial history in Iron Crown.

Iron Crown Gnomes Iron Crown Gnomes have the following changes from standard gnomes:

32 —+2 Constitution, –2 Wisdom —Weapon Familiarity: Gnomes may treat firearms as martial weapons rather than exotic weapons. —+1 racial bonus on attack rolls against ratmen and goblins —Alchemy is a class skill for gnomes —Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Ratman. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.

Technology

FIREARMS:

DEVELOPMENT: Firearms are ball and powder mechanical- alchemical devices. Firearms in Iron Crown are only a few years old and the technology is unreliable. Powder, for example, is inconsistently blended, balls are often out of round, and the flintlock lighting mechanisms are somewhat experimental. It is possible to have a masterwork firearm or enchanted firearm, similar to any missile weapon. The technology is primitive and using a firearm requires training. Firearms are believed to be crafted somewhere on The Rock.

SOCIAL: Because of the lack of honor of using firearms, carrying one has a social penalty (-2 on social skills with nobles). Firearms are the weapons of pirates and those without honor. They threaten the entire social fabric of Iron Crown, especially as they become more powerful and easier to use. Firearms could be outlawed at any moment.

The development of canons, really big firearms, has caused a fervent social debate between gnomes (firearm makers) and dwarves (preservers of the stone tradition). As we all know, castles became somewhat obsolete when they could be pulverized by canons.

The history of firearms in real-life shows them being used primarily for the military and secondarily among the upper classes. Firearms for civilians were works of art and very expensive. Later, firearm possession was accepted as more civilized than carrying bladed weapons. Laws to this day in the US make possession of a loaded

33 firearm a misdemeanor, while carrying a bladed weapon is a felony.

See: http://www.historycooperative.org/journals/cp/vol-01/no-01/arming/

INTENT: The intent is to have the flavor of firearms, but not highly encourage their use. Some roguish NPC's may carry them and use them, but I don't want to lose the flavor. It should be a period in which only a few folks wish to use such bizarre technology. When firearms are as easy to use as a crossbow, then everyone will use a firearm. Stage two of firearms would see reloading as a move-equivalent action and classifying them as simple weapons. The damage might also go up.

MAGIC? Firearms and most technology are not magic, except for when real-life technology and magic are combined. For example, you might enchant a firearm as a magic weapon or create magic shot. You might also use magic to supplement a mechanical item, possibly to limit some of its shortcomings.

GAME RULES: Firearms require an Exotic Weapon Proficiency. Moreover, reloading them is a cumbersome full-round action. Canons have not quite been invented yet and the technology may be stifled by society.

Item Cost Type Size Damage Critical Range Dragon Pistol 250 gp Small P 1d10 x3 50 Sting (Pistol) 120 gp Light P 1d6 x3 30 Double Pistol 300 gp Small P 1d8 x3 40 Dragon Rifle 500 gp Med. P 1d12 x3 150 Looking Glass Rifle 700 gp Med. P 1d12 x3 150 Powder Bomb 300 gp Light * 3d6** N/A 10 Smoke Bomb 30 gp Light * N/A N/A 10 Ammunition (10 balls) 5 gp N/A N/A N/A N/A N/A Powder horn (10 shots) 10 gp N/A N/A N/A N/A N/A

* Special ** Damage inflicted in a 5-foot radius.

Dragon Pistol: The pistol requires one action to reload. Sting: This pistol requires one action to reload, but is small and concealable. Double Pistol: This pistol has two barrels and can fire two shots before needing a reload (one action for each barrel). Dragon Rifle: The rifle requires one action to reload. Looking glass Rifle: As dragon rifle, except with a looking glass mounted atop it to help at range. The weapon ignores its first range increment. (So penalties for range begin at 300 feet)

34 Bomb: This gunpowder explosive has a blast radius of 5 feet. Smoke Bomb: This non-damaging explosive creates a cloud of smoke in a 20 foot radius that persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3 rounds. Visibility within the smoke is limited to 2 feet. Everything within the cloud has total concealment (50% miss chance).

CLOCKWORK CREATIONS

DEVELOPMENT: Clocks have been around for several decades and the technology is mature. Other clockwork creations that have been combined with magic have been around a long time, but have a dark history in Iron Crown. While the Gnomish Society of Alchemy and Mechanisms are experts on firearms and clocks, the Artifiers Guild dabbles in the dark art of clockwork creatures.

SOCIAL: Rumor has it that a number of powerful clockwork creatures were built by a guild hundreds of years ago. These creatures were immune to most magic and ran rampant throughout the city, causing mayhem and horrible destruction of property. It turned out they were being guided by an evil wizard who wished to take control of the vault. He was actually inside one of the constructs, directing them in their destruction. Once the wizard was stopped, the constructs stopped their rampage.

People are fearful of clockwork creations and steam power, other than actual clocks, which they consider magic. Rumors of clockwork monsters being tested in the fighting pits of Iron Crown for an eventual takeover regularly circulate in the city.

In real-life, there was a rift between old-world alchemists, who believed in the mystical forces of magic and the new world natural scientists, who believed in a rational, scientific approach. In the transition period of the 1600's, in Europe, amazing scientists, such as Sir Isaac Newton, emerged from the alchemy tradition, only to fall back into the hopeless alchemical way, wasting the remainders of their careers.

This alchemy vs. natural science rift personifies the Gnomish society vs. The Artificers Guild, only in this world, alchemy and magic is real. Do you spend your time with the old magics, or do you break ground with new techno-magic? Debates rage within and between our Iron Crown guilds.

INTENT: The intent is to make such technology rare, unusual and somewhat outlaw. If a character were to specialize in this study, that would be fine, but it's not something a character could cross-train in from another discipline. Studying clockwork magic defines a wizard.

MAGIC? Why have purely mechanical creations when you can improve upon it

35 with magic? Some purists see using magic with your creation a crutch. Others see it as a natural synthesis. Some even see it as a natural progression, using crutches until your creation can walk on its own.

GAME RULES: Knowledge: Machines is available to wizards of the Gnomish Society or the Artificers Guild. There is a stigma attached to such research when dealing with other wizards, who find this study anathema to everything they believe in (-2 to social skills with these groups). Tinel would be the god associated with technology and the Technology domain is available to his priests. Monte's technology spells are available to wizards of our two technology guilds.

Timepieces Maybe because there is no obvious night and day in the Astral Plane, the nobles of Iron Crown are obsessed with keeping track of time and dividing their day into a morning and evening. A clock tower on the government building in the Craftsman’s Ward keeps track of time for the city. Time is measured using the standard twenty four hour day, with “AM” and “PM”, as a kind of artificial morning and evening.

Timepieces in Iron Crown have existed for two-hundred years and are fairly advanced, “second generation” technology that includes a minute hand. Second hands are being developed by gnomish watch smiths, but the watch is quite large, requiring a belt pouch. The better pocket watches lose five minutes a day, thus owners of watches regularly set them to the bells of the clock tower, an activity that attracts many cutpurses in Founder’s Square, outside the government building.

Wealthy individuals own expensive pocket watches. There is a “Watch War” brewing between the cities elven locksmiths and gnomish alchemists. The elves craft relatively accurate, beautifully crafted pocket watches that are status symbols in the city (+2 circumstance bonus on Diplomacy checks with nobles). The gnomes craft accurate watches as well, but they focus on new features, like minute hands. Unfortunately gnomish pocket watches are large and not particularly attractive. Nobles Outfits made in Iron Crown include a special pocket for pocket watches and a loop to attach it to the outfit.

Item Cost Clock 100 gp Pocket watch 45 gp

Clock: Suitable for the mantle. Pocket watch: Comes with a chain. This section is modified from Monte Cook's website.

36 Wards

The eight wards of the city include:

The Ghustil Ward: This ward is devoted to the priesthood of Erias, including living quarters for priests and their families, church buildings, church-owned businesses, libraries, museums, monuments and similar buildings. The church of Erias believes in sharing knowledge and wisdom, while the warlocks believe in hiding and hording it, possibly due to their role as protector of corrupt artifacts. The Ghustil Ward is capable of existing as its own small city. The Ghustil Ward is a sight to behold. Unlike the hodgepodge architecture of some wards, with streets dividing up neighborhoods, the Ghustil Ward appears to be one homogenous set of buildings.

The gates are guarded by powerful verrik warriors, dressed in full plate mail. These are the Warriors of Erias, the holy warriors of the faith. They guard each entrance into the ward and most of the buildings. You are surprised to find them as guards, instead of as MTA agents.

The ward opens up into a vast urban square, called "Wayfarers Square," with all the buildings of the ward coming off this square. The ward is comprised of libraries, museums, offices, apartment houses, a palace, and the Grand Temple of Erias. In front of The Grand Temple of Erias is a statue of a small boy, in the same likeness you saw in Scarn. All of the buildings are connected, either directly or via covered, suspended walkways.

The walls of the ward are fortified and heightened beyond what you normally find in the city, looking as if the Wayfarer's could defend the ward against the entire city, if need be. At one point the Ghustil Ward was ruled separately from Iron Crown, when the Vault of Tehvin was first built. Eventually it was decided to combine the ward into the city, although, to this day, during heated council arguments, the High Priest often threatens to pull away from the city if his concerns are not addressed.

The library is an enormous white marble building. Beneath the publicly accessible library lies the secret library. Everyone knows about the existence of the secret library, despite its name. There the Wayfarers keep the most treasured documents of their religion, including documents on how Erias created magic, the secrets to controlling dreams, and a book containing the countless names of Erias. The main library rivals the Library of Lokil on Scarn.

New Nobles Ward: This ward consists of the recent rich and powerful, regardless of background, race, religion and means of coming by their wealth. The New Nobles don’t follow the tradition of the old Yan-ki nobility, exemplified by the ten trade lords. New Nobles are interested in new styles, new religions (they actively worship

37 Scarn deities), new business opportunities, and new ways to spend their wealth. Anyone with money can comfortably be a “new noble.”

Craftsman’s Ward: This ward connects directly to the astral dock that juts out into astral space. The lower ward is primarily warehouses and metal processing plants. The upper ward, where most adventurers usually stay, consists of craftsmen and the types of businesses that cater to merchants, pirates, and adventurers, three labels that are often interchangeable in Iron Crown. Upper Craftsman’s Ward is home to Founder’s Square, with a statue of Lord Tehvin, and Defender’s Square, dedicated to those who defended Iron Crown from the avian arcane invaders known as the Harrid (see drawing). Crafting items from rare planar metals is the largest and most lucrative industry in Iron Crown. It is regulated and taxed accordingly. This is a tough ward, and most people don’t go out at night.

Freeman’s Ward: This ward is a maze of sprawling hovels, owned by the common people of Iron Crown. Most laborers and servants live here with their families. Crime and poverty can be a problem in certain blocks of the Freeman’s Ward.

The city guard tends not to patrol this area and issues of crime and disease often get so bad that entire blocks must be demolished or burned. The Freeman’s Ward is often the location of choice for questionable activity. A trade lord was recently murdered here with his death blamed on criminal gangs.

The Ring Road is kept safe so that the city can be navigated, but most people who do extensive business in this ward hire local bodyguards, often from the Sibeccai guards assigned to patrol the ward.

Merchant’s Ward: This is where the middle class of Iron Crown resides. Up and coming merchants, craftsmen, sailors and the like live in this ward. It tends to lack the stability of other wards, as people move up to the New Noble’s Ward or down to the Freeman’s Ward as their fortunes ebb and flow. The Merchant’s Ward is also the home of non-craftsmen guilds, including:

• Bankers Guild • Cobblers Guild • Drapers Guild • Goldsmiths Guild • Herbalists Guild • Masons Guild • Merchants Guild • Tanners Guild

38 The King’s Highway The King's Highway is the name of the rooftop paths across the Freeman's Ward. Basic rooftops form the basis of the highway, with access granted through an informal truce among the various gangs and by intimidation against merchants and residents who make a fuss over the rooftop footfalls.

The King's Highway is a dangerous path. First, it takes knowledge of the maze of buildings, suspended ropes and boards, staircases and rubble. The most direct path is not usually the correct or safe one, and making a wrong turn can lead one into dangerous territory, from unsafe buildings, angry residents or more terrifying presences rumored to dwell on the roofs of the slums. Second, it takes agility to travel the highway, making the use of heavy armor impossible for the necessary balancing acts and jumps required. This also means the city guard rarely travels this route. Finally, it's about who you know. Even an agile monk from the Temple District would be at a severe disadvantage if she didn't know which palms to grease and which to slap away.

Rogues from Iron Crown can safely travel the King's Highway, and with proper bribes, can often bring their lightly armored comrades with them (although travel can be slowed significantly from the curious highwaymen). Ground travel across the ward is generally half of what's possible, with full speed movement possible with a Reflex save of DC15 each round in dangerous situations, or every minute while not threatened.

Old Noble Ward: This is where the Yan-ki rich and powerful live. This old guard tends to socialize only with each other, wear traditional yan-ki clothing such as kilts and plaid designs, worship the old gods instead of the new (such as Erias), and tend to focus on traditional businesses and industries. The Old Noble Ward is also home to The Shipwright’s Guild.

Iron Crown’s primary business is precious metals, scavenged throughout the planes. No trade lord focuses entirely on this business. Instead, the ruling council runs this business and enjoys profits equally. Trade Lords are permitted to run ancillary businesses, such as various crafts employing precious metals, but they are not permitted to import metals directly for their personal benefit. Those who have run ancillary businesses have become quite wealthy.

Temple Ward: The Temple Ward consists of both the Temple District (half the ward) and the Necropolis. There are hundreds of different temples in the Temple Ward, the largest being those of the old gods (Dagda, Arawn, Briget, Diancecht, Goihbnie, Lugh, Morrigan, and Ogma), despite few worshippers. Many other gods are worshipped here as well, including the gods of Scarn. Most new gods are worshipped by foreigners and New Nobles experimenting with spirituality. The Sage’s Guild is located in this ward as is the only bar in the ward, The Four Winds.

39 The Four Winds is also a temple to The Whiskey Man, an obscure god of alcohol and merriment (see House Brewerton).

The Necropolis is a normal graveyard by day, with open gates and regular funerals. Cleric patrols walk the heavily trafficked area of the necropolis, while the older areas are left to their own. At night, the gates are closed and "Knights of the Pale" stand on the high walls, ready to kill anything that makes its way out. The walls have special enchantments placed on the bricks by "Hallowed Mages", but time has eroded many and the order of mages has dwindled to but a few old men. Therefore, it's often the case that undead horrors find their way out of the Necropolis. The undead are a remarkable mix of horrifying creatures that only a city that houses the vilest evil could manage.

Many undead are quickly dispatched when they head into the heavily fortified and guarded Military Ward. Others are turned to dust or possibly used for nefarious purposes when they make their way across Ring Road into the Temple District. The most troubling incursions take place in the Old Noble's Ward, where extra guards are needed to destroy the monsters.

It seems that many in the Old Noble's Ward come from old money, and many are nearly penniless. There are many poor nobles living in the ward, and most live in the area of the lowest property value, next to the Necropolis. These people are ill equipped to handle the incursions, and many estates are abandoned or crudely fortified to defend against this threat.

Military Ward: The Yan-ki are a militaristic people and those in the military comprise a surprisingly large percentage of the population. This ward houses the barracks, families, training grounds, and estates of the military. The warrior’s guild is also in this ward.

The Citadel: Although not a ward, The Citadel is an important location in Iron Crown, as it acts as the home of the warlocks and their leader, Senja’si Vorekoth. Iron Crown was originally build around The Citadel, with the Citadel built around what is now the Vault of Tehvin, or as most people call

40 it, The Spire. The spire was created when the construct expelled the Vault of Tehvin high into the sky. It was believed that the construct had a reaction to the evil artifacts, much as one might develop a boil. Guarding the citadel is the primary role of the defenders of the city. Besides guarding The Spire, the Citadel acts as an arcane library and research center, where warlocks catalog and study (from afar) the many artifacts that are stored in The Vault. To satisfy the need for arcane knowledge in the general community, The Citadel houses a basic arcane library for visiting wizards.

Trade Houses

The ten Trade Lords and their retinue and supporters make up most of this ward.

1. House Norvel (food and grain) Unlike everywhere else in the multiverse, food is a luxury item. No food is grown or produced in Iron Crown, nor is it possible. The grain needed for production of alcohol is imported by House Norvel and sold directly to House Brewerton. One rumor claims that House Norvel gets their grain from another plane of existence, transported through a blue astral color pool. Some refer to House Norvel as “House Blue” because of this. Lord Cadfael Norvel is the mayor of Iron Crown. House Norvel is highly respected in Iron Crown, but it’s clearly the least wealthy.

2. House Orrock (mercantile) House Orrock is a powerful mercantile trading house. Unlike the near monopoly that other trade lords enjoy, House Orrock competes directly with the merchant class. Because of this, the sometimes questionable business practices employed by other trade lords are more transparent to the average citizen when employed by House Orrock. House Orrock has a bad reputation because of this, and merchants often try to hide the origin of goods that come from this house. The current strategy of House Orrock is to dump a particular trade good on the market over a period of many months in hopes of driving a particular trader out of business. Many “New Nobles” often make it a point to avoid purchasing Orrock goods. They’ll ask a merchant if something is Orrock, especially if it’s at an unusually low price. Lord Rackafel Orrock, the patron of House Orrock, is a corpulent man known for his taste in young mistresses.

3. House Woods (wood, carpentry, bows & arrows) House Woods deals with the import and crafting of wood and wood products. All of House Woods goods are believed to be brought from other planes through portals that the trading house jealously guards. House Woods is a strong ally of the warlocks, who it’s believed can control the planar portals necessary for House Woods’ business. Lord Jaden Woods is the

41 patron of House Woods. He’s a hawk-faced, secretive old man, thought to be a powerful sorcerer. House Shipmaker and House Woods are enemies, due to House Woods extremely high prices for adequate shipmaking timber.

4. House Shipmaker (ships) This house builds the many trade ships that ply the Astral Plane from Iron Crown. They also have an exclusive contract to build warships for the city. House Shipmaker is also a strong proponent of Letters of Marque and Reprisal, an idea that they pushed through the ruling council. House Shipmaker and House Woods are enemies. Lord Rynnen Shipmaker was recently assassinated while traveling in his carriage through the Freeman’s Ward. It was declared a simple violent crime, but House Shipmaker believes it was a conspiracy initiated by House Woods. The successor is Lord Sabhel Shipmaker.

5. House Brewerton (alcohol) Use of alcohol is an important cultural tradition of the yan-ki, making it an essential product in Iron Crown. House Brewerton is the most progressive of the trading houses. Many forgive the house’s nontraditional ways over a fine cup of fine Iron Crown ale. House Brewerton follows the New Gods, especially The Whiskey Man. They built the temple to The Whiskey Man in the Temple District and support a monastic order that specializes in brewing. Those who leave the monastic life are sure to find a job in the many pubs and taverns in Iron Crown. The patron of House Brewerton is the jovial Katishimo Brewerton. House Brewerton is known to be good friends with House Norvel.

6. House Smith (metal goods) This house rises and falls on the value of precious metals available in Iron Crown. While other houses have steady business, House Smith experiences a boom or bust, from year to year. It is only the council profits from imported metals that keep this house afloat during bad times. The house deals in all forms of metal goods, except weapons and armor. Socially, they believe in banning the New Gods, enforcing a cultural dress on the citizens, and banning foreigners from entering the city. House Smith despises House Brewerton, whom they consider corrupt and fallen from the old ways. They’re good friends with House Redstone. Lord Atazra Smith rules this house with an iron fist.

7. House Redstone (jewelry, gems) House Redstone is contracted with the ruling council to administer the mining of precious metals on behalf of the city. Precious rocks and stones are often found amid these precious metals, and House Redstone is allowed full

42 rights to any such materials that they find. House Shieldstrong has objected numerous times to the mining practices of House Redstone, claiming that Redstone is more interested in mining metals likely to uncover precious gems. Such metal is often useful for common metal goods, but is unsuitable for weapons and armor.

8. House Primrose (textiles) This small trading house is known for fashion in Iron Crown. They play sides, stressing the importance of traditional yan-ki dress to the Old Nobles and selling the flashy new fashions to the New Nobles. House Primrose is good friends with House Woods, as they collaborate to bring in raw materials.

9. House Shieldstrong (weapons and armor) House Shieldstrong is the wealthiest of trade houses. The war against the Slarecians, the defense of the city, and the legalization of piracy has resulted in enormous profits for House Shieldstrong. However, Lord Ozatras Shieldstrong has had a tumultuous time ruling the house. His son was lost five years ago and his wife recently died. It is rumored that he is slowly dying due to a curse that no one has been able to remove. House Shieldstrong is unhappy with the mining practices of House Redstone.

10. House Whitelaw (arcane magic) This house is the oldest of Trade Houses, and the house responsible for building the Vault of Tehvin and The Citadel. They now administer The Citadel and provide training and magical goods and materials to the warlocks of Iron Crown. House Whitelaw is championing the Warlock Preservers idea of “cleansing” evil artifacts from the vault. House Whitelaw is ruled by Lord Valmar Whitelaw, considered rather nasty and vicious.

Transportation

Walking is a fine method for getting around in Iron Crown. It’s cheap, convenient, and good for your health, but it lacks a certain sense of style and prestige. Most people of means in Iron Crown use alternate forms of transportation to get from ward to ward and to travel within their local environs.

CHARIOTS (Single and Double) The most popular yan-ki transportation means is the traditional chariot. There are two types of chariots, the single chariot, with one horse, and the double chariot with two horses and a driver (charioteer). The double chariot allows for increased speed and the addition of a driver, who adds both prestige and allows for someone to drive the chariot while the “passenger” attacks in combat.

43 Yan-ki adorn their chariots in gold and other precious metals. One’s chariot can make a big impression on people. For every 1,000 gold crowns spent adorning a chariot, the rider receives a +1 Diplomacy roll when riding or arriving in his chariot, up to a total possible of +5. A double chariot already provides a +1 circumstance bonus when manned by a professional charioteer.

A typical charioteer can be found on page 69 of the Arms & Equipment Guide. He's a "Typical Mounted Soldier (Ranged)", a 1st level warrior with +4 Ride and related skills. He costs 4 sp per day. More experienced charioteers can be hired for 4 sp per warrior level. Having an experienced charioteer is almost as prestigious as Historical Evidence having a fancy chariot and many yan-ki Celtic chariots were a form of warfare legends speak to the loyalty and skill of that the Romans had serious problems a great hero’s charioteer companion. with. It took them some time to find a way of dealing' with the devastating the The rules for chariots can be found in effect the chariot had. Polybius, in his the Arms & Equipment Guide. Chariot accounts of the lead up to the battle of combat feats can be found in Sword & Telamon in 225 BC., reports that the Fist, and consist of Chariot Combat, Gauls had 20,000 cavalry and chariots. Chariot Archery, Chariot Trample, This was the last reference to the use of Chariot Sideswipe and Chariot Charge. chariots on the mainland. By the time Caesar encountered them in Britain, the SINGLE CHARIOT: 100 gp + horse, HP method of fighting against the chariot 50 (hardness 5), AC 5, Ram 3d6, Weight had been forgotten. Diodorus said that 300 lbs. Driver gains ½ cover behind 2 the chariot was drawn by two horses, and inches of wood (hp 20; hardness 5). A could carry a driver and a warrior. In light warhorse can pull a chariot at a battle the driver controlled the chariot, speed of 60. Single chariots are faster whilst the warrior would throw javelins and more maneuverable, which can be at his opponents. The warrior would then especially useful in tight quarters, such dismount and fight on foot while the as the Freeman’s Ward. driver would take the chariot away to a safe distance. At the first sign of DOUBLE CHARIOT difficulties, the driver would dash into 400 gp + 2 horses, HP 80 (hardness 5), the battle, pick up the warrior, and AC 4, Ram 4d6, Weight 600 lbs. One withdraw to safety. Caesar's account is driver and one passenger. Occupants of similar, but adds that chariots were used a double chariot gain one-half cover against cavalry with great effect, and only behind 2 inches of wood (hp 20; against infantry in short skirmishes. hardness 5). Two light warhorses Caesar admired the charioteer's skills, harnessed abreast can pull the chariot at and described warriors running along the a speed of 60. By swerving the chariot, chariot pole and standing on the yoke the driver can have it follow behind over the horse's shoulders. either horse.

44

HORSES Although you can find camels, donkeys, elephants and other animals in Iron Crown, they tend to be used as draft animals, transporting heavy goods around the city. Many non-traditionalists choose the horse for transportation around the ward. It offers no great prestige, but it’s cheap and easy to care for (it doesn’t eat or drink or make a mess). Masterwork horses provide a +2 bonus to ride checks.

CARRIAGE Carriages are uncommon in Iron Crown, due mostly to the narrow streets in some of the wards. Nevertheless, the carriage is a non-traditional method of prestigious travel, often used by New Nobles and high ranking Ghustils. It’s not a warrior’s method of travel, but it’s comfortable, anonymous and it can accommodate cargo.

Carriage: 500 gp + 2 horses, HP 90 (hardness 5), AC 3, Ram 4d6, Face: 15’x10’, Crew 1 (plus 5 passengers); Weight 400 lb, Cargo 500 lbs. The driver and a passenger riding in front have one-half cover behind 1 inch of wood (hp 10, hardness 5). Inside passengers get three-quarters cover. Two heavy horses harnessed abreast pull most wagons at a speed of 35 feet when fully loaded and 50 feet with only a driver and passenger.

Entertainment

The Dreamers Theatre New Nobles Ward This magnificent marble theatre is funded by various patrons of the art, who provide entertainment with their personal theatre companies. It’s a matter of status to recruit and fund your own dramatic production. Most theatre groups in Iron Crown are composed of four actors who play several roles in a production, often at great speed. Performances are shared experiences, with much audience participation. They’re usually simple plots, primarily tragedies and comedies. Many intellectuals in Iron Crown dismiss the theatre as vulgar entertainment. Some have recently tried to their own hand at theatre, sometimes with spectacular results, but often without much success. During certain religious holidays and festivals, it’s common to have regular performances of traditional spiritual plays. Much of the drama at the theatre takes place in the curtained balconies, however. The theatre is a popular place for noblewomen to meet their lovers.

45

The Lonely Runner Temple Ward “When the Red Sister comes for you, will you be ready? Will you run your greatest race? Or will you plead for another chance? There is only one race, and you are running it now.” The Red Master Rindon, “Make Ready Your Soul”

The Lonely Runner is a horse racetrack dedicated to the goddess of competition and athletics, Canelle. The track is a large, oval-shaped coliseum situated next to the open air Triad Temple of the goddess. Many who worship Canelle are obsessed with sport, and the priests of this goddess provide this sport, albeit with a touch of religion thrown in. Anyone is welcome at The Lonely Runner for the various horse races. Betting and speculation on the races is encouraged, while cheating will find one banned from the track for life. Honor and character in competition are the values embodied in Canelle and, provided participants can abide by these principles, almost anything goes.

The Lyceums of Aymara Temple District The Lyceums of Aymara, where the Aymarans worship, are places both sacred and lovely. Popular among those dedicated to Aymara, The Goddess of Love and Arts, the lyceums places host to concerts, plays, dances and other performances. While The Dreamer's Theatre plays popular works for the masses, the lyceums are dedicated to preserving and furthering culture. For example, their latest play, "O Trigala Crescen Dourad," or "The Wheat Grows Golden" for those who don't speak the dead halfling tongue, has little public appeal but is said to be the pinnacle of halfling dramatic arts.

The lyceums also host The Bardic Championship, a contest held as a holy event, no more than once every 15 years. Winners are proclaimed the greatest bards in the multiverse and are awarded a beautiful silver medallion to mark their victory.

Most works at the lyceum are attended by small cultural groups, Iron Crown intellectuals, and the many who worship the goddess (although few exclusively). The lyceum is also the host of many Iron Crown weddings and is the first place many visit when they believe they've found love. Aymara is the goddess of love and is known to bless holy unions. In fact, it's believed she personally intervenes to help troubled marriages.

46 Ku Lin Tang’s Gaming House Freeman’s Ward One of the richest merchants in Iron Crown, Ku Lin Tang is a bit of a mystery. Nobody knows for sure the race, gender, age or species of Ku Lin Tang, although many assume Ku Lin Tang is female. The Gaming House is located on the outer edge of the Freeman’s Ward, near the slave bazaars. Some have found the bazaar to be their next stop after a bad night at the tables. Many of the elite make their way to Ku Lin Tang’s Gaming House, but everyone is welcome, provided they bring their gold crowns. A small racetrack is outside for dog races, and bets are also made for the horse races across town at The Lonely Runner. The ground floor contains gaming tables, the second floor private rooms and a public bath, and the basement is reserved for noisier and bloodier sports, such as cockfights, dog fights and, some gladiatorial events, although most of those take place at The Rusty Dagger.

The Rusty Dagger Freeman’s Ward While Ku Lin Tang’s Gaming House may have traditional gladiatorial events from time to time, The Rusty Dagger is about mayhem for money. In the evenings, the pits of The Rusty Dagger host a never-ending pair-off of fighters, ready to earn a small fortune or die trying. There are six pits in all, with traditional knife fighters, men against animals and magical beasts, or beast against beast. One night a month the wizards of The Artificers Guild bring their golems to the pits to fight, either each other or willing flesh and blood participants. The wizards find the practice barbaric and distasteful, but it helps fund their research.

Brothels There are innumerable brothels in Iron Crown. Some examples include: unmarked brothels in residential districts, well known brothels with signs and barkers, temple prostitutes who promise fertility to those who frequent them and make appropriate donations and the lonely streetwalker who brings her client back to her flat. For those

47 with a particular taste, there are brothels that specialize in all kinds of sexual acts, including bondage, sex with beasts, gay sex, spiritual sex, couples sex, and all sorts of variations. Iron Crown culture doesn’t expect men to be sexually faithful to their wives and lovers, and for the most part, the men live up to these expectations.

A few well-known brothels:

NAME LOCATION SPECIALTY Pelopi's House of Pleasure & Pain Freeman's Ward S&M The Garden of Delight Merchant's Ward Sex with strange beasts Kiss of Belsameth Merchant's Ward Standard Brotherly Love Freeman's Ward Homosexual Elvish Massage Merchant's Ward Standard Overflowing Cheer Craftsman’s District Standard Ring Road & Opal Lane New Noble's Ward Standard Silver Void Warehouse District Standard Madame Mahanas New Noble's Ward Idra tantra Asmara’s Warehouse District Standard

Museum of The Boy Ghustil Ward This three story museum is located on the Ring Road, just off the New Nobles Ward. Over the last thousand years, devout artists have created wondrous works of art of the boy god, Erias. The thousands of paintings, statues, tapestries, carvings and jewelry all depict Erias manifested as a small boy. Although the artwork is amazing, it does get repetitive. Most who visit tend not to return, feeling that they’ve received a lifetime of images. There are several groups that do return, however. These include barren women hoping to conceive by viewing Erias in his child form, devout worshippers and pilgrims who spend hours gazing at each work of art, art students who wish to learn the various artistic styles over the centuries, and an unlikely group, businessmen from the New Nobles ward who wish to meet on neutral ground to discuss some questionable arrangement.

The Reflection Pool of Esselin Old Nobles Ward During The Stirring, when the construct attacked those on its surface, Lord Tehvin had scheduled to meet his wife Esselin for a quiet night on the town. Instead, the great wizard had the fight of his life, using every magical power at his disposal to defeat the frightening creatures that appeared from under the city. In the end, the creatures were defeated, but Lord Tehvin was never seen again. Esselin waited at the reflection pool where the couple had agreed to meet, but her husband never returned. Every day for the rest of her life, the woman waited here. Eventually it became known as a meeting place for women whose husbands would never return.

48 This support network crossed all class boundaries, with wives of military officers rubbing shoulders with wives of privateers and wives of rogues and assassins. Away from the pool, mental walls went back up, but at the pool, everyone was equal in their pain.

Drendari’s Tattoo Temple and Reptile Museum Freeman’s Ward Drendari is an attractive half-elf who named herself after the demigod of shadow. She adds to the blasphemy and sacrilege by calling her tattoo parlor a temple. In any case, Drendari is a master tattoo artist. Her mark can always be seen somewhere in her work, usually a small black hand unobtrusively placed in the background of a tattoo. As if her art was not enough of a draw to her squalid studio, she also houses a reptile museum, complete with giant varieties of various snakes and lizards. She claims to wear a magic amulet that keeps the creatures at bay, but others wonder if this is true. Whenever someone goes missing in her neighborhood, children ponder whether they became food for Drendari’s museum.

The Menagerie New Nobles Ward What was once the private animal collection of a wealthy lord has now become a state-owned collection of rare and exotic creatures. The usual economic restrictions of such a collection do not apply to the astral plane, as there is no need to feed the animals. Therefore, you can find dozens of exotic animals not normally found in one place, including dire animals, monstrous creatures, and even a small pyrohydra encased behind a wall of force. Several members of Blood and Venom were once caught trying to dispel this wall of force, hoping to have a drunken battle in the middle of the New Nobles Ward. The offenders were caught by the MTA, convicted, and banished from the city.

The Fountain of Ethelbeam New Nobles Ward Ethelbeam was a New Noble known for her excesses with alcohol and men. The other side of Ethelbeam was that of a devout worshipper of Tinel, god of truth. She would often spend her days in devout worship at The Scriptorium in the Temple Ward, followed by nights of debauchery back in her palace. Nobles who did not pay proper homage to the gods, in Ethelbeam’s eyes, would often receive a stern lecture from this beautiful woman. One day Ethelbeam was approached by a beautiful man with white robes, golden hair and golden eyes. He offered to sculpt her true form as the centerpiece of a grand fountain in the circle in front of her home. He would do this for free, just to have the chance to view her beautiful form for the time it took to sculpt her image. Ethelbeam was delighted and agreed. Now everyone would see how devout and pious she was. She wore her most conservative dress, normally reserved for temple, had a master jeweler craft a ruby encrusted golden key, the

49 holy symbol of Tinel, and she spent a full day with hairdressers and make-up artists. The golden-haired artist spent a week with Ethelbeam, sculpting during the day, while Ethelbeam excused herself for her nightly carnal pleasures. Eventually the statue was completed, and Ethelbeam planned a grand unveiling in a ceremony in the plaza. The most influential of the ward were present, as well as guests of honor, including the high priest of Tinel. The High Priest gave an invocation as part of the ceremony, reading from a holy text, The Keeper of the Keys.

I walk the road of light and shadow, I see my family grow and die, I hear the wind and feel the stillness. I feel joyous and desolate, I know everything and nothing, I am open to all things: My eye is open to all things.

It was the kind of prayer that Ethelbeam enjoyed, an enigmatic bit of words that lulled her mind into rest, but rarely penetrated her dull intellect. When the silk shroud was pulled from the fountain, the crowd was shocked. Standing in the middle of the circle of the most exclusive part of town, was Ethelbeam, copulating with three men in various ways. The woman was mortified. Shame turned to rage as she searched the crowd for the artist, intent on stabbing him through the heart with her small dagger. When she described the artist to the high priest, he mentioned that he had seen the man. He pulled out The Keeper of Keys and flipped through to a page where the god Tinel was depicted, dispensing the truth, dressed in white robes, with golden hair and golden eyes. The fountain remains in the circle, a common meeting place for lovers, spies, and those dedicated to finding the truth.

The Whitelaw Library Old Noble’s Ward Elissa Whitelaw created this library from her personal collection of books. Elissa used her family’s plane-traveling resources to gather texts from various “prime” worlds. She became a shaman on one of these worlds, and her interests are reflected in the collection. The collection contains thousands of books on animals, nature, and agriculture. She also collected books on literature, art, poetry, and natural science. This second collection attracts the largest number of visitors. The library is an immense, four-story building with ornate marble floors and tall pillars. The first floor features a large arboretum, one of the only places in Iron Crown where one can see living plants. Many visiting elves end up spending much of their time here, and it’s a major meeting place for the race.

50 The second floor features a large collection of natural science books. Gnomish craftsmen especially enjoy this section, and many new inventions are adapted from these books. The Gnomish Society of Mechanisms and Alchemy used to meet in this wing of the library until one of their demonstrations resulted in an explosion and subsequent fire. Although the gnomes from the society are still welcome, they now meet at a separate location. Their watches, clocks, and various mechanical devices are displayed proudly in the lobby of the building.

Performances by bards, including music, poetry recitals, and dance are conducted in the amphitheatre comprising the east wing of the third floor of the library. The west wing of the third floor is dedicated to books on art, poetry and literature. It includes a large area open to children.

The fourth floor is dedicated to the collection of books on animals, nature and agriculture. This is a more secluded area of the library, with few visitors. Those who do visit usually have other things on their mind, such as finding a private place for discussion or courting, or for more mundane or illicit negotiations.

Entry to the library costs one silver spire. Children may enter for free. The money goes to the upkeep of the library. The library is open from 9 am until 9 pm. Librarians are available for book searches. The library has a more idiosyncratic organizational system than most libraries in the city, so it’s recommended that patrons use the skilled librarians.

The Astral Meridian Old Nobles Ward This upscale social club is members only with guests expected to dress the part of a well off noble. The Grand Library of the Astral Meridian contains an excellent selection of books on Iron Crown history and genealogy of the major families. Stables are free to members and dueling is allowed in the West Courtyard. Studio apartments are available for guests and for those no longer welcome at home. The food and drinks are of high quality, the company upscale, and the gambling more social than competitive. Membership requires sponsorship and a very high annual fee.

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Libraries Some of these libraries are detailed in other sections, but this is a brief listing of all the well known libraries.

The Astral Meridian This social club contains a library focusing on heraldry, local history, and city maps.

Citadel Library The Warlocks provide a basic magical library. The library is more of a “public relations” resource than a helpful research institution. Scrolls and basic magical texts are available to the public. There is no publicly available training or research.

Citadel Private Research Citadel acts as an arcane library and research center, where warlocks catalog and study (from afar) the many artifacts that are stored in The Vault.

The Ghustil Library The library is an enormous white marble building. It contains many floors with hundreds of thousands of books focusing on the mundane. Open to worshippers of Erias and their guests. Visitors must show their identity papers and their holy symbols. The library rivals the top libraries of Scarn when it comes to mundane knowledge.

The Ghustil Secret Library Contains the religious texts that the Church of Erias has discovered throughout the planes. Books on alternative magic, dreams, strange prophecies, etc.. If it's got to do with the realms of the church, it's in there.

The Starlight Guild Amazing library focusing on the nature of divine and arcane magic, as well as mundane information. Also hosts a museum of magical artifacts and relics (non- evil), and excellent research labs.

The Warrior's Guild Although most warriors are not inclined to read books, the defensive nature of Iron Crown has lead to an interest in books on military science. Topics include: Engineering, military architecture, armorsmithing and weaponsmithing, riding and charioteering, siege weaponry, tactics, leadership, the use of battle mages and clerics, etiquette, battle maps and formations, and much more. Use of the library requires membership in the guild.

52 The Weavers’ Guild One of the many excellent resources in the Ghustil Ward, focused primarily on Arcane Philosophy and Arcane History.

The Whitelaw Library The collection contains thousands of books on animals, nature, and agriculture as well as books on literature, art, poetry, and natural science. Entry to the library costs one silver spire. Children may enter for free. The money goes to the upkeep of the library. The library is open from 9 am until 9 pm. Librarians are available for book searches. The library has a more idiosyncratic organizational system than most libraries in the city, so it’s recommended that patrons use the skilled librarians. See The Whitelaw Library under the Entertainment section for more information.

Character Creation See: http://www.runlevel6.com/scarredlands/characters.html

Prestige Classes Below are the approved prestige classes in Iron Crown.

Acolyte of the Fist (Dragon #296) Knights of the Middle Circle Arcane Trickster (T&B) (Stargazers of Erias) (DoF) Assassin (DMG) Loremaster (DMG) Contemplative (DoF) Mage of the Arcane Order (T&B) Detective-Inspector (MoF) Mithril Knights of Corean (Mithril) Devoted Defender (S&F) Mystic (Dragon #274) Divine Seeker (FR) Nightsong Enforcer (Dragon #293) Dread Pirate (S&S) Nightsong Infiltrator (Dragon #294) Duelist (S&F) Oracle (DoF - Divine Oracle) Eldritch Knights (arcane-warriors) Order of the Bow Initiate (S&F) (DMG) Sacred Fist (DoF) Exotic Weapon Master (MoW) Sea Witch (Sea Warlock)[modified for Fatespinner (T&B) the Astral Plane] (R&R) Fiend Slayer (Dragon #287) Shadowdancer (DMG) Flamesteward (Dragon #283) Shining Blade of X (Dragon #283) Guild Thief (FR) Spellsword (T&B) Hierophant (DMG) Spymaster (S&S) Hunter of the Dead Templar (DoF) Knight of the Pale (BoHM) Temple Raider of X (S&S) Knight Protectors of the Great Thief-acrobat (S&S) Kingdom (Yan-ki traditionalists) (S&F) Truth Seeker Dragon #281) Knights of the Chalice (demon Windwalkers (planar scouts) (DMG hunters) (DoF) Horizon Walker)

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Iron Crown News Local military experts said that by the look of the arrows and other debris, it was likely the byproduct of a recent battle against slarecian forces on the Debris Strikes New Nobles Bastion outpost. Ward Hundreds of small objects strike Iron Objects in motion, stay in motion. This Crown every day, while larger objects is particularly true in the Astral Plane are usually intercepted by military where thrown or shot objects continue patrols. One theory of last years on their way forever, unless they "assassination" of Lord Rynnen strike something. Shipmaker was that he was actually struck by a poisoned arrow that fell Seven people have been injured and from the sky. several homes badly damaged in The New Nobles Ward when a number of large projectiles, including ballista spears and catapult rocks crashed into Halfling Language Makes a The Managerie District. Comeback

The objects crashed into Iron Crown To many, Halfling is a dead language. around 6pm yesterday. Some think it's a 'useless' language. Quite a few Halflings preen Witnesses reported witnessing small themselves that it is exclusively theirs. objects several hundred feet in the sky But did you know serious sages and that quickly grew to a much larger size arcanists are beginning to marvel at as they headed towards Iron Crown. the rigor, reach and brevity of Several astral frigates attempted to Halfling? For example, Xefra Zanqed intercept the objects but were of the MTA notes that she if she unsucessful. Smoky, the pyrohydra at scribes her log books in Halfling, the The Managerie frightened several same events usually take only half as visitors as he frantically breathed fire much space, saving the city on against the magical walls that keep parchment costs. him from torching the city. Many scholars throughout Iron Crown At least one bit of debris struck the are taking a closer look at the dead spire and falling into the plaza of The language, mining it for value. But Citadel, injuring at least two people. nearly no one does this exposition with greater commitment and than The MTA have asked citizens to collect Celebrant Faragel Wanderfar, halfling any remaining samples of the priestess of Aymara. The Lyceum is weapons for analysis. producing "O Trigala Crescen

54 Dourad," or "The Wheat Grows said. Golden," a halfling play about truth and beauty. The play will continue Lord Mayor Cadfael Norvel joked that through Elembiuos, ending on "perhaps all those tattooed rune Lughnasad, the yan-ki harvest fanatics can put their faith in celebration, on Edrinios 1. something real now, or maybe they’ll get themselves jobs as maids. I know my walls could use some scrubbing.” Mystery Fresco

Temple District – Dwarven Thieves Steal Famous Statue crafstsmen performing restoration from Freeman’s Ward work on The Temple of Anwyn have uncovered a 900-year-old fresco of a Freeman’s Ward - Thieves stole what halfling with blue runes on his face and body. some sibeccai say was a statue of their most famous hero of the Harrid Wars. The "ancient runechild" is one of a Tarquon Birdripper was instrumental group of mythical creatures depicted in driving off the Harrid, when he led on the exterior of The Temple of a flanking attack from Dogtown Anwyn, in the Temple District. towards the spire, crushing the harrid between Iron Crown troops and an For example, Tobara, the patron saint angry sibeccai militia. of serving girls, is shown with a halo, one knee bent to King Tehvin. A city spokesman said the thieves used forged documents to convince Loremaster Sovent, of Sovent’s city guards that they were working to Sundries, said the figure could be a restore the statue. It’s unclear how gnome, or even a human, as artistic they made off with the huge statue, perspective was not overly developed made entirely of astral drift metal, but back then. they probably cut it into multiple pieces and used several bags of Regardless, the rune figure has the holding over a three day period, an Manciples of Anwyn stumped as to its MTA agent commented. meaning and origin. "The metal, which has a peculiar blue Meanwhile, runepriests, arcanists who tint to it, started showing up in the revere those who have manifested the new traders market in the Merchant’s runes, say it is a sign that runechildren Ward, usually sold as shortswords were meant to serve Iron Crown. "The and daggers without a makers mark," runechildren who walk the streets of the MTA officer said, adding there Iron Crown are the fulfillment of was little chance of putting the statue ancient prophecy!" Runepriest Ebidaia back together.

55 Through advanced training, MTA Theft of parts of statues and fountains agents are now better equipped to deal to make into weapons and armor was with the types of magical threats once common in Iron Crown during encountered in the streets of our fair various armed conflicts. city. Undead can be stopped in their tracks, magics can be dispelled, and with some new equipment, even demons can be sent back to hell, where

MTA Gets Boost by Council they belong.

The Magical Threat Authority (MTA) Unconventional means are also being was given additional funding by the employed in Iron Crown’s battle Ruling Council recently, in hopes of against the arcane. For example, beefing up the authority’s ability to priests, scouts and informants are deal with the ever increasing number used to quell outbreaks and to gather of arcane threats. information about possible threats.

Working with the warlocks and the guard, the MTA is working to increase their presence in the city, in both new Merchant Killed After magic and additional training. Crushes Him

City guard sergeants have been given Craftsman District – Merchant Falgur missive tokens, small coin-sized objects Reston of Reston’s Wood Creations that allow them to send messages to was killed when an elephant panicked the MTA headquarters in the and crushed him against the outer Government Building. MTA agents in wall of his shop. the city are also able to send word for help, through new spells provided by An MTA agenet was on the scene, and the warlocks. When MTA claimed that no magic was involved in headquarters gets wind of a problem, the accident. In a city dominated by they spring into action. metal, Falgur was known for his beautiful wood creations, ranging With the help of the warlocks, a from front doors to rare furniture. teleportation circle has been created at MTA headquarters. The circle allows The victim was apparently standing senior MTA agents, who recently next to his shop, watching his assistant received advanced training from the lower an azurawood desk from his warlocks, along with a number of loft, when one of the ropes snapped. guardsmen, to instantly teleport The desk remained suspended in air themselves to the location of the but the loud noise frightened the disturbance. elephant, which stampeded down the street, crushing Falgur.

56 privateer work. He was apparently No charges have been filed against the caught in his own blast, having elephant’s handler. City officials have misjudged the radius of his spell. threatened to ban elephants from the narrow city streets, while others Broadfoot left without doing any complain about their offspring. While significant damage to public records, elephants brought to Iron Crown from despite the powerful blast that set the outside generally don’t pose a building on fire. The MTA found him problem, their offspring must eat, passed out in the back of the guildhall, resulting in large piles of manure in mumbling that size doesn’t matter. the streets as well as abandoned animals, whose owners can no longer afford to feed them.

Recently the city began working with a group of sibeccai merchants who create paper from the dried dung. One merchant told us that an Iron Crown elephant products 150 pounds of dung per day, which he can make into 200 sheets of paper, usable as government forms or other purposes and a tenth of the price of wood-based paper.

Merchant Nearly Incinerates Self

Freeman’s Ward - A drunken halfling sorcerer nearly incinerated himself while trying to destroy public records in the Government Building. The halfling left a trail of ash and empty bottles leading straight to Blood & Venom, a sorcerers guild, the MTA said.

The MTA said they have arrested Chishnor Broadfoot. The halfling was upset over being denied a letter of writ and reprisal, because his ship was considered too small for proper

57 Index

A F

A Case Study – Mergala the Thief ...... 24 Firearms...... 33 Acolytes of Justice...... 15 FIREARMS ...... 33 Asmara’s...... 48 Freeman’s Ward...... 12, 21, 22, 38, 42, 44 Assassins...... 20 Astral Time ...... 2 G

B Ghustil...... 10, 37 Ghustil Ward...... 12, 37 Blood & Venom...... 12 gladiatorial events ...... See The Rusty Dagger Brothels...... 47 Gold Crown...... 8 Brotherhood of Mayhem...... 20 gunpowder...... 13, 35 Brotherly Love...... 48 H C Halfling...... 8 Canelle...... 46 Harrid...... 38 Carriages ...... 45 hierophant ...... 12 Character Creation ...... 53 History...... 6 charioteer...... 43, 44 House Blue ...... 41 CHARIOTS ...... 43 House Brewerton...... 40, 41, 42 Citadel Library...... 52 House Norvel ...... 41, 42 Citadel Private Research...... 52 House Orrock ...... 41 Citizenship...... 4 House Primrose...... 43 CLOCKWORK CREATIONS ...... 35 House Redstone...... 42, 43 council ...... 10, 20, 21, 37, 39, 42 House Shieldstrong...... 43 court...... 24 House Shipmaker ...... 42 Courtesans of Idra...... 21 House Smith...... 42 Craftsman’s Ward ...... 21, 36, 38 House Whitelaw ...... 43 Criminal Organizations ...... 20 House Woods ...... 41, 42, 43

D I

Daggers of Belsameth...... 20, 21 Intra-Plane Travel...... 3 Defender’s Square...... 38 Iron Crown Calendar...... 8 Deigei’s Venom ...... 20 Iron Crown Gnomes ...... 32 Diplomacy...... 36, 44 Iron Crown News ...... 54 Drendari’s Tattoo Temple and Reptile Museum 49 Iron Crown Summary...... 8 Dwarves ...... 8 J E Jik’pa ...... 6 Eldritch Knights ...... 15 Elf 8 Elissa Whitelaw...... 50 K Elvish Massage ...... 48 Entertainment ...... 45 King Gharvag...... 8, 10, 22 Erias ...... 8, 10, 12, 13, 15, 19, 20, 37, 39 Kiss of Belsameth...... 48

58 Knight Protectors of the Great Kingdom ...... 15 P Knights of the Chalice ...... 15 Knights of the Middle Circle ...... 15 Pelopi's House of Pleasure & Pain ...... 48 Knights of the Pale...... 15, 40 Piracy and Privateers...... 22 Ku Lin Tang ...... 47 Planar Travel...... 1 Ku Lin Tang’s Gaming House ...... 47 Politics ...... 10 Population ...... 2 L Prestige Classes...... 53 Privateer...... 21 prostitutes...... 12, 21 Letter of Marque...... 22 pyrohydra...... 49 Letters of Marque...... 42 Libraries...... 52 Litorians...... 30 Q Longyard School ...... 16 Lord Atazra Smith ...... 42 Quith Golden Gaze...... 10 Lord Cadfael Norvel...... 41 Lord Jaden Woods ...... 41 Lord Ozatras Shieldstrong...... 43 Lord Rackafel Orrock ...... 41 R Lord Rynnen Shipmaker...... 42 Lord Sabhel Shipmaker...... 42 Races ...... 24 Lord Valmar Whitelaw...... 43 Regional Settlements...... 3 Loremasters ...... 12 Religion...... 10 Luthian ...... 14 Ring Road...... 38, 40 Ring Road & Opal Lane...... 48 Ruling Council...... 10, 20 M Runechild...... 24

Madame Mahanas...... 48 S Magical Organizations...... 11 Magical Threat Authority MTA...... 19 Scarlet Brotherhood...... 20 Major Events...... 7 School of The Ebony Lash ...... 18 Map of Iron Crown ...... 9, 36 senja’si...... 7, 10, 12 Martial Styles...... 16 Senja'si Vorekoth ...... 40 Mayor Norvel ...... 10 Sibeccai...... 8, 19, 24, 29, 38 Merchant’s Ward...... 22, 38 Silver Spire ...... 8 MERKEL’S MARAUDERS ...... 22 Silver Veil ...... 21 Military Ward...... 40 Silver Void...... 48 Mining communities...... 3 Slaves ...... 10 Mithril Knights of Corean...... 15 Spear of Na’rai ...... 12 Museum of The Boy ...... 48 T N Tashtak...... 32 natural science...... 13, 50, 51, 53 Technology ...... 33, 36 New Gods ...... 42 Tehvin ...... 6, 7, 12, 37, 38, 41 New Nobles ...... 37, 39, 41, 43, 45 Tehvin’s Vault...... 11, 12, 20 New Nobles Ward...... 37 Temple Ward...... 39, 40, 42 The Artificers Guild...... 13, 47 The Assassin War ...... 20 O The Astral Meridian...... 51, 52 The Astral Plane ...... 5 THE ASTRAL SYNDICATE...... 22 Old Noble's Ward ...... 40 The Black Pyramid ...... 14 Overflowing Cheer ...... 48 The Church of Erias...... 13

59 The Citadel...... 11, 40, 43 The Weavers’ Guild ...... 53 The City-State of Iron Crown ...... 4 The Whiskey Man...... 40, 42 The Court of Maal...... 23 Thieves ...... 21 The Courts...... 23 Those Who Protect ...... 19 The Dark...... 3 Timepieces...... 36 The Doldrums...... 3 Tinel...... 49, 50 The Dreamers Theatre...... 45 Trade Houses...... 41 The Fountain of Ethelbeam...... 49 Trade Lords...... 10, 39, 41 The Garden of Delight...... 48 Transportation ...... 43 The Ghustil Library...... 52 Triad Temple...... 46 The Ghustil Secret Library...... 52 The Gnomish Society of Mechanisms and Alchemy...... 13, 51 V THE GROWLERS ...... 21 ...... 15 The Iron Guard Vault of Tehvin ...... 6, 7, 19, 40, 43 ...... 22 THE JADE GANG Verrik...... 27 The Keeper of the Keys ...... 50 THE KING’S DAUGHTER ...... 22 The Lonely Runner...... 46, 47 W The Lyceums of Aymara ...... 46 The Menagerie...... 49 The Ministry Of Guild Regulation...... 19 Wards...... 37 The Necropolis ...... 40 Warehouse District...... 21 The Old Ones...... 4, 19 WARRIOR'S GUILD ...... 14 The Preservers ...... 12 Wayfarers ...... 37 The Reflection Pool of Esselin...... 48 What is Iron Crown?...... 1 The Rock...... 22, 33 What’s it like living there?...... 4 The Rusty Dagger ...... 47 Whitelaw Library ...... 13, 50, 53 The Scriptorium...... 49 Windwalkers...... 15 The Society of the Sigil...... 14 Wizlow...... 22 The Spire ...... 41 The Starlight Guild...... 12, 52 The Stirring...... 7 Y The Swan Sentinels ...... 15 The Warlock Preservers ...... 11 Yan-ki...... 6, 7, 8, 10, 15, 19, 22, 24, 30, 37, 39, 40, 44 The Warrior's Guild...... 15, 52 The Weavers...... 12

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