Thornmoor

## Statistics

**Government:** Magocracy (headed by Kohren Kammerer and the Technomancers)

**Population:** 7,182 (Small city): Human (66%), Warforged (11%), Gnome (7%), Dwarf (5%), Half-Orc (3%), Halfling (2%), Half-Elf (2%), Elf (2%), Other (2%)

**Notable Guilds and Organizations:** Thornmacht, Scorpion Mercenary Company, Unknown

**Notable Churches (function similiarly as guilds):** Vecna, Murlynd, Boccob, Wee Jas, others unknown

Thornmoor prides itself as a city that has emerged victorious over nature. After defeating a cabal of druids, the original settlers of Thornmoor set upon a plan to abolish the old ways and embrace growing mechanical knowledge. The result is one of the most advanced city-states in Amathara, one that produces both steel and firearms at a higher rate then nearly every other city. They see a potential in trade with Ethergaard, realizing they could outpace the community with more gold reserves. As a result, they agreed to a substantial trade in steel in exchange for currency and workers. They are using funds for both housing and increasing their technological might. A team of warforged engineers called the Uhr-Werkers dwell tirelessly to advance their prestige. These engineers are currently at work on the T.S.S. Uhr-Wolke, a airship like the Volaris.

## Guide to Thornmoor

### North Gate

The road to Ethergaard runs through woods and swamp, here marked by an arch with the enscription "Nordenstrabe".

### West Gate

This gate leads to a forked road, one leading northwest to Maraport and the other offering a way to the Repsorian sea for fisherman and vacationers. In the shadow of the justice rise, the arch is enscribed with "Weststrabe"

### South Gate

Constructed for caravans leading from Amberhelm, the south gate has been seeing less and less use these days. The iron arch reads "Südenstrabe"

### Justice Rise

This plateau is the home of the court house Testzentrum as well as the legislature, the Haus der Briefe. Matters of major importance are settled here (usually those between noble disputes), with local matters generally enforced by fiat courtesy of the Guardans.

### Chaos Rise

The wild magic that surged through Thornmoor that originally created the plateaus was said to have derived from a battle that took place on these grounds. This heavily irradiated section has its own weather patterns, disruptive effects, and hallucinatory terrain. It is said to be dangerous to even be in the vicinity of the area, and its existence used as evidence of the Thornmoorish victory even over these elements, the plateau on the outskirts of town.

### Dwarven Quarters

Inventory (Blacksmith, armory, jeweler, stonecutter, specialty crafting)

During the battle with the Elven Cabal the Hechiceros, indigenous dwarves joined in the fight to protect their land from the previously nomadic Thornmoorish. After the battle destroyed the mountain that previously stood on Thornmoor's grounds and reduced it to the plateaus, the remaining elves were enslaved. The dwarves signed a pact but were made to live in the unstable grounds beneath the Chaos Rise. These dwarves have suffered from the ambient madness, further proof of their folly for ever messing with Thornmoor.

### Nature's Rise

Inventory (Creature parts, herbalist)

A remnant of old Hechicero architecture, nature's rise is a living testament to Thornmoor's dominion over nature. Cruz Naaj, one of the head Hechicero druids, was said to have given information to the Thornmoorish on these grounds leading to the eventual defeat of the tribe. The Naaj family still lives here, with a statue to Cruz as a kind of national hero. Nature's rise doubles as a beautiful park, many Thornmoorish take lovers here. There is a bridge to the Chaos Rise that is not available to the public.

### Luck's Rise

Inventory (Shady dealer, Art & Games)

Resembling a die, Luck's Rise is the gambling center of Thornmoor as well as a home for the Scorpion Mercenary company. Most of the activity here is run by a network of thieves, but they pay their dues and keep in the good graces of the town.

### Darkness Rise

The fortress of Korhen Kammerer is ensconced in magical darkness, allowing meetings to take place that citizens cannot even see through spyglasses. Little is known about what exists on this plateau.

### Sorcerer's Rise

This plateau is home to the Akademie, a school for arcane practitioners. Magic is regulated in Thornmoor, only legal to those who have passed the nationalist and technical examinations to become a practitioner. Most of the town is illiterate, with only those who show these talents permitted to enter into the School of Letters, the Eight Schools of Mage Craft, and the School of the State, the pillars one must ascend for graduation. The Ascension, a tower of spiralling steps that a graduated mage may walk, stands imposingly on the north side.

### Guardan Citadels

Each Guardan Citadel is a fully stocked steel fortress where the Thornmacht soldiers and Warforged troops use telescopic spyglasses to watch the town (and beyond) from afar. Unmatched surveillance systems allow for monitoring of the plateaus as well. These strategically placed rises are festooned with banners and flags. Will request stamp papers upon arrest.

### Sunken Temple

A bridge from nature's rise leads out to the sea, where a great battle once took place. Remnants of the strange wild rainforest growth dot this island but much as fallen away to the sea. Hidden within its remnants is the Monastery of Black Fire, the Wee Jas Temple, standing here on the Isle of the Witch Goddess. It is overseen by sea hags and lies in ruins. It was here where funereal rites were once performed.

### Dry Docks

This harbour can be flooded via a lock system to allow large hauls of freight and ships to be brought in for repair. It is easy to get jobs in the dry docks, as turnover from the difficult shipping and repair work is common.

### Harbour

Lake Yaano'on is a body of water fed off of the Repsorian sea. It had a complicated relationship to the Hechiceros who held it in reverence, a simultaneous fear and respect. The Thornmoor send freighters and fishing vessels out to its waters as well as patrolling it, laying sole claim to its resources. The harbour here sometimes sees ships from Amberhelm arriving.

### City Guard Headquarters

While this area resembles a Guardan Citadel, its especially expansive. Instead of gold plated iron, its platinum, with the highest ranking Guardans stationed here. This area is for the coordination of the town guard and army, and it includes portals that link to various sections within Thornmoor. The area also sits in front of

### Red Light District

Inventory (Shady dealer, tattoo)

When not playing the games in Luck's Rise, gamblers and ne'er-do-wells frequent the dangerous red light district near the docks. Sailors from out of town love to come along here for the brothels, bordellos, and whorehouses.

### General Market

Inventory (Market Produce/goods)

This is the largest open air market in all of Thornmoor, specializing in nothing really (save for some clockwork components and clothing), home to both imports and Thornmoor made goods. There is an atmosphere of cheery openness, but from a plateau view it can be seen the market is arranged into a perfect grid. Stalls can be purchased and violations in goods sold or areas taken can be punished harshly. Anyone caught stealing here has a finger removed.

### Human Quarters

A segment of Thornmoor's human population lives in the large area surrounding the justice plateau. Here, a standard of living is kept up to make for steel-enforced homes, brick roads, and a generally safe neighborhood. Its name has a rather ominous secondary meaning rendering all the other places in Thornmoor "inhuman"

### Half-Orc Quarters

Thornmoor routinely sends Guardans out to battle marauding orc barbarian tribes, who love to pillage and loot mercenaries. This section of town used to be home to many orcs once Thornmoor was founded, its old style is retained but has been gentrified. Family lines are fairly diluted at this point, but Thornmoorish people do not venture into or out of these quarters often. The area is monitored from afar.

### Floating Market

Inventory (Market produce/goods)

A lock system allows for ships to move into this particular harbor and sell their wares straight from the vessel to those walking among the planks.

### 1. The Pit

Inventory

Shamdun and his wife Ugor oversee an area known as the Pit, a low-rent gladiatorial area in the Half-Orc quarters. It is a town secret that some prisoners are known to be sent to the pit to meet what will eventually be their doom against half-orcs in the area. One of the only parts of the quarters visited by anyone not of Orcish descent, the Pit has its share of voyeurs who want to see the spectacle of violence without the threat of Gaurdans shutting the area down.

### 2. Blitzschiene Lightning Rail

Inventory (Transportation)

A huge copper domed area gleaming and visible from the north gates announces the Blitschiene Lightning Rail. While the silver trains underneath the city are able to transport city goers to numerous locations (marked by "E") there are also trains plated in gold reserved for Guardans and nobility that have additional spots at their disposal.

### 3. Thornmoor General Store

Inventory (adventurer supplies, tailor/textiles)

An old Thornmoor mainstay, the general store keeps items in stock and its workers meticulously work through inventories, sending emissaries to the markets to fetch items they can re-sell. They specialize in adventurer's gear and clothing. The general store is famous for having a new deal every day, and also hosts auctions.

### 4. The Tarnkappe

Inventory (Potion shop, arcane shop, magic supplies, book prices)

Off limits to the general population, the Tarnkappe is home to alchemist Fritz Brauer, an eccentric man driven nearly mad by the immense demands to meet the needs of the Technomancers. Those who have graduated the Akademie or have a corresponding stamp can buy magic here, but others are restricted to non-magical wares.

### 5. Leon Lach the Shipwright

Inventory (Water supplies, transportation)

On the outskirts of town is the shack of Leon Lach, an enterprising and honest man who produces many of the vessels for the town.

### 6. Brennnessel Pub

Inventory (inn)

While drinking in excess is not encouraged (public drunkenness is reason enough for the stockades) the Brennnessel Pub boasts still impressive numbers of guests. Its upper floor doubles as an inn, and its lower floor has three separate bars. Thornmoor beer is known for its potency.

### 7. The Spiegel

Inventory (Temple/faith supplies, blacksmith/armory, bowyer/fletcher, leatherworker)

While slight and unassuming, blacksmith Ada Enzenauer is a mage in her own right and the producer of most of the town's weapons and armor in this gothic cathedral. She oversees a large force at the forge, maintaining strict control on the armaments that head into the city. She even has a kind of background check for travelers who wish to purchase, as weapons must be bound within the city. The rest of the cathedral is dedicated to Murlynd, the god of magical technology. The cathedral is overseen by Father Uwe. It is said that a mirror in the temple leads to Murlynd's demiplane, and was accessed by the original Kaiser Kammer I during the Great Winding, where he circumvented time to discover technologies.

### 8. Kammerer Park

Once Kohren Kammerer inherited the throne in the Darkness Rise from his father, he erected a city park with help from the Naaj family. Here, there is a baker, a cook, a butcher, and stalls from the surrounding farms full of fresh vegetables. In the center is a statue to Kohren.

### 9. The Ohrstöpsel

Inventory (Barber, high end clothing, healer)

Thornmoorish for "Ear Dropper" it is here that the townfolk get their signature haircuts, along with the higher quality clothes than can be found in the market or general goods store. Guardans and the upperclass sport particular hairdos and clothes from here, while most of the population gets their from their own sheers. Doubles as a surgeon's.

### 10. Stadtbäumer Stables

Inventory (Mounts, transportation)

Livestock can be purchased here along with the service of stabling. The crowded streets make it difficult to maneuver with a horse, many travelers leave their steeds in this area.

### 11. ANACHRONISM

A steel plated factory stands just beyond the Gaurdan headquarters. This is the factory run by the Chronomancer Zeitlos. Zeitlos sent his son to Thornmoor after the envoys from Thornmoor were expelled and Ethergaarde appeared to be on the verge of creating the first working airship. It is here that the T.S.S. Uhr-Wolke is in production. Warforged are also created here.

### 12. The Gausthaus

Inventory (inn)

A large tenement house with balconies outside each window, the Gausthaus is the place to stay for travelers. The area is well patrolled and kept clean. It is run by Andrea Meyer, a busybody innkeeper with a nose for gossip.

### E. Blitzschiene Stations

Inventory (transportation)

The Blitzchiene is an underground lightning rail that can transport citizens with a stamp to a number of locations in the city. The gold-plated trains are only to be attended by those with a gold stamp.

#### Akademie District and Human Quarters

Tavern, sorcerer's rise, magic items, Human Quarters

#### De Wallen

Entertainment, homes for those who don't live in Human quarters

#### Western District

Slums (an unsuccessful duke set up this area)

Access to platinum trains require a platinum stamp. There are additional areas that allow passengers access to the Fourteen Rises with a few exceptions: there is no train to the Guardan citadel in Lake Yaano'on or the Sunken Temple and no train to Darkness Rise. An additional stamp is needed (the Thorn) to access Chaos Rise.