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ORGANIZACIÓN Y DOCUMENTACION DE LA SEGURIDAD EN OBRA

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3. ORGANIZACIÓN Y DOCUMENTACION DE LA SEGURIDAD EN OBRA

Population: 7,600 (93% human, 3% half-elf, 3% gnome, 1% other)

Government: Mixed; magocracy (Jelvet, Aumeir) and democracy (Llornak)

Rulers: Wyrnath Shadeling (male half-elf wizard [illusionist] 16), High Ombudsman of the Illusionists’ Guild, rules Jelvet; Shivonna (female human buccaneer 14) rules Llornak

Major Settlements: Aumeir, Jelvet, Llornak Language: Far Tongue

Resources: Arcane education (illusion), diamonds, iron, platinum

Like many of the Iron Isles, Bel’s Sharth is home to many arcane spellcasters. It also has the richest platinum mines in all of Mournra. Although Sharthen spellcasters study every known discipline, a huge illusionists’ guild, the Circle of Mysteries, effectively rules the island by dominating the ranks of law enforcers and civic officials in each of the island’s three settlements. Each settlement also has an academy entirely devoted to the teaching of illusions, but these three establishments (Shadowhalls in Jelvet, Mistgates in Aumeir, and Darkspires in Llornak) are fierce rivals. In olden times, they played pranks on each other that often escalated into open warfare with many fatalities, but the Circle now forbids and firmly crushes such practices.

The mountains in the sarrind half of the Isle are riddled with mines that produce seemingly endless iron, smelted in the hills above Jelvet and exported to all of Castlemourn from Jelvet’s docks. As a result, the 5,000-plus Jelvauntans trade extensively with the wider world, and are always eager for news and interested in the latest fashions, practices, and gewgaws.

Aumeir has a great natural harbor, known as the Jaws, where entire fleets can shelter from storms between two high, parallel headlands. Most of the platinum is mined in the peaks behind Aumeir and shipped out through Aumeir’s docks. Diamonds are also exported through Aumeir, though no one quite knows where the diamonds come from before the local carters deliver them to Auman gemcutters’ shops or the dockside warehouses. They are mined in the same surrounding mountains, but by whom and just where those secret mines are remain mysteries no Auman or visitor has yet solved. The reason for this is that the mines are owned by some of the wealthiest ruling illusionist families of Jelvet, whose junior members guard the mines, magically command the beasts doing the mining, and control Auman politics.

Llornak is an isolated fishing port of 1,300 human females where men aren’t allowed to dwell, though there are several inns where male traders can stay. Llornak is administered by a mayor elected by public vote, and is a generally quiet, placid place; Llornans fish on good-weather days, do a little hunting, vegetable gardening, and woodcutting to see to their needs. They spend the majority of their time crafting magic items for sale on the mainland. Most Llornans are spellcasters of great power.

Halar

Population: 10,000 (50% dwarves, 40% gnomes, 6% human, 4% halfling)

Government: Republic (council of guildsmen) Major Settlements: Anskellyn, Boldrovar, Thandle Languages: Dandarr, Far Tongue, Vrarr

Resources: Coal, steel, weapons, and armor Halarren are the least magically-inclined folk of all the Iron Isles. Halar (“HAIL-arr”) has instead risen to dominate the metal trade. Its three towns are famous across Castlemourn for producing the finest steel. Excepting Ironar-work, the best weapons and armor are forged from Halar steel. Anskellyn, Thandle, and Boldrovar are hard- working towns of about 3,000 crafters each (primarily gnomes and dwarves with a smattering of humans). They work hard, drink hard, and devote their spare time to hobbies like adorning steel with ornate chasings, making miniature model monsters for sale as curios on the mainland,

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becoming expert blindfolded pinpoint knife- and axe-hurlers, and so on.

Few non-Halarren know that a tribe of lizardfolk inhabits the swampy high valleys of Halar’s

mountain ranges and are well paid by the crafters of the three ports to do most of the metal and coal mining (the ports do the smelting). These lizardfolk, who call themselves the Rarlaukg (“RARR-

log”), travel to the ports only by night and avoid outlanders.

Orthmael

Population: 17,000 (40% human, 30% gnome, 14% elf, 10% halfling, 4% half-elf, 1% dwarf, 1% other) Government: Republic (two Highmasters elected by the Masters of their Conclaves)

Rulers: Highmaster Thasmit Hammerwynd (male gnome wizard [evoker] 15), Highmaster Daeral Riventree (male human wizard 13/loremaster 4) Major Settlements: Delnask, Ormree

Languages: Far Tongue, Vrarr, Elven

Resources: Arcane and divine lore, education The wild, mountainous isle of Orthmael is largely left to the birds and beasts, but it is home to two conclavia (colleges of learning), each surrounded by a walled town that bears its name.

A central mountain, Arathael, towers over the island, and on its summit is a strange artifact in the shape of two translucent, semi-visible horns about two wagon-lengths apart, curving in toward each other and joined by tapering cross-bonds. Called the Stormhurler by Orthmaar, this construct is of unknown origin, can’t be moved or even properly touched, absorbs (without apparent effect) all magic, natural fire, and lightning brought into contact with it, and defends all Orthmael from attack.

No one knows how the Stormhurler determines just which approaching ships and creatures are hostile to Orthmaar, or even if it thinks or not (many longtime Masters of the conclavia believe it is sentient and communicates with sleeping beings through dream-visions), but whenever pirates or other foes try to approach the island, the Stormhurler blasts the aggressors with powerful lightning strikes that continue until the foe is destroyed or flees. Masters and students of the conclavia may debate furiously about how the Stormhurler works, but none of the Orthmaar want anyone really trying to find out for fear they’ll manage to disable it or destroy most of Arathael in a great explosion, burying the Orthmaar in raining-down rubble. The two conclavia have grown capable and wealthy in the Stormhurler’s protective shadow, and all manner of individuals, primarily sages and spellcasters, come to Orthmael to study.

Trusting in the security of the conclavia vaults, many outland Mournans have brought magic items, crowns and regalia, stolen items, inheritance documents, and other items of great value to the conclavia for secure storage. The conclavia charge stiff fees (1,000 gp a year and up for each item) and refuse to allow clients access to the vaults if their payments are past due. The ancient vaults are labyrinthine, equipped with traps and guarded by stone golems and other constructs—plus a few small, stealthy, predatory monsters who’ve slithered in from subterranean depths. Natural underways descend deep into the earth, and there’s some evidence that the vaults were enlarged from long- ago mine workings.

Through the years, a succession of Highmasters have wisely decided not to allow prisoners, exiles, or kidnapped victims to be brought to Orthmael for incarceration, desiring to hold themselves neutral and aloof in Mournan politics.

In the past, the two conclavia were fierce rivals; thefts from each others’ libraries, violent or even deadly pranks and raids, and many similar actions were common. The strife grew so bad that both institutions hired adventurers and a wizard to defend themselves and smite their rival. However, the two wizards met, decided this was foolishness they’d not support, and together lectured the Highmasters of the day to put an end to it, starting with rules and dismissals for their students and masters who engaged in such behavior. The wizards aided in slowly changing these attitudes, and today Delnask and Ormree engage in nothing fiercer than academic sneering (on a personal, rather than institutional, level).

Delnask is home to roughly 10,000 inhabitants of all races, while over 5,000 folk, primarily humans, dwell in Ormree. The mountains of Orthmael contain rich deposits of iron ore and even gems, but these stand untouched by decree of the Highmasters, who don’t want their conclavia to get caught up in the difficulties and entanglements of mining and trading.

Blackoon

Population: 8,900 (82% human, 6% dwarf, 4% half- elf, 3% gnome, 2% golaunt, 1% elf, 1% halfling, 1% other)

Government: Republic (guild-elected lord) Ruler: The Dusk Lord (male human wizard [necromancer] 15)

Major Settlements: Marthmur, Zaentso Language: Far Tongue

Resources: Arcane lore (necromancy)

Blackoon is almost wholly dedicated to the study of the necromantic arts. The town of Zaentso

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has some 5,500 human inhabitants, many of whom actively seek to bring back to life anyone born Before the Fall. The town of Marthmur has a mixed-race population of more than 3,000 who devote much effort to uncovering the secrets of the past through necromancy. Like the neighboring Orthmaar, Blackoonar all but ignore their island’s iron deposits.

There are many overgrown, roofless stone ruins in Blackoon’s forested foothills and on the slopes of its two mountains—ruins that allegedly hold many ancient relics. Blackoonar guildmasters and ambitious independent traders frequently offer significant rewards to those willing to explore the ruins. After three centuries of deaths, disappearances, and dire tales, Blackoonar are usually too wary of ruins to enter any themselves. Visitors will find Blackoonar callous and even ruthless; many necromancers treat life casually, and some Blackoonar think nothing of killing a stranger to obtain organs for dark studies. As a result, few outlanders visit the isle.

The Dusk Lord is a soft-spoken, urbane, rail-thin man of dark good looks and darker robes. Many Blackoonar have skeleton and zombie porters and doorguards, and the Dusk Lord (his real name is unknown; every elected ruler serves for a dozen summers and then quietly steps aside) has such undead as doorguards and jailers—but he also commands far more formidable undead as envoys, bodyguards, and assassins.

Dunnklaer

Population: 10,000 (94% human, 3% gnome, 2% half-elf, 1% other)

Government: Republic (council of merchants) Major Settlements: Ghalmant, Stantel Language: Far Tongue

Resources: Alchemical goods, magic items Dunnklaer is the flattest, most forested, and quietest of the Iron Isles, lacking the dark reputations of many of the other islands. It has some high hills but no mountains, and it has never been home to dragons. Of old, it was the haunt of many pirates who beached damaged ships here for repairs, pillaging the local forests for planking and mast timbers. Some mainland merchants grumble that Dunnklans are still pirates today, considering the prices they charge for the scrolls, potions, and simple magic items they make.

The ports of Ghalmant and Stantel each have about 4,000 inhabitants (mostly human). Both towns welcome outlanders and do a brisk trade in magic crafted by Dunnklan wizards. Temples to all of the Seven stand in both towns, and for many years clerics have come to Dunnklaer in search of

peace and contentment. There is a huge, ruined all-faiths temple complex in a forest glade at the center of the island; its every moss-girt stone and crumbling statue radiates a feeling of peace and serenity. Many priests—and lay persons facing large decisions, like joining a priesthood, choosing a life partner, or renouncing a family, guild, or faith— make pilgrimages to this place to pray and hear the gods. The statues have been known to speak, and vivid visions, complete with movement and sound, appear to everyone present, not just in the mind of one worshiper, to indicate divine will. If any piece of the stone temple is removed from the glade, its mood of peace fades before nightfall or before dawn if the theft occurs during the night. It returns instantly if the relic is brought back or, failing that, regenerates slowly over the next seven days.

Stormsharr

Population: 5,000 (20% human, 18% dwarf, 14% golaunt, 12% elf, 10% halfling, 8% gnome, 8% thaele, 6% half-elf, 4% other)

Government: Theocracy (Order of the Seven) Ruler: High Priest Ediram (male human cleric 8/ servant of the Seven 8)

Major Settlements: Ardreld, Unduin Language: Far Tongue

Resources: Divine education

Stormsharr Isle is home to several religious orders and, in the words of High Priest Ediram, is the place “where Mournan priesthoods meet, confer, and establish mutual policy.” The High Priest and ruler of Stormsharr Isle is appointed by the heads of the various religious orders, who debate in private until they reach consensus, not even informing potential candidates who are being considered. This holy administrator is always called Ediram after the hermit who first worshiped all the gods on this island.

Monasteries and temples to the Seven dot the rolling farmland and few mountains of the isle. There are two small fishing-ports, but Stormsharr is essentially rural and self-sufficient. Almost all Stormsharn are priests or fanatical lay worshipers.

Stormsharr is the first bastion against attack from Tharltar, the fell city of sorcerers somewhere in the mists far to the aerho of Castlemourn. When Stormsharn clerics join together in prayer, they awaken ancient magics anchored in the isle (by the Seven, everyone believes—except for sages who say it’s an estemel and commanding compulsion surviving from Before the Fall, and may in fact be arcane in origin and just one of the many devastations unleashed in the struggles that brought about the Fall) and are able to summon a host of all sorts of dragons to fight the enchanted

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fleets of Tharltar. These dragons appear out of individual blossoming radiances in midair and fly to strike at foes the chanting priests bend their wills upon—never each other or on any Stormsharn. Ten times in the past two hundred years, Tharltar has attacked, and ten times, their dark flying ships have been driven back or torn asunder in midair by dragons called by the clerics of Stormsharr.

Glamryn Bay & the

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