Hamor

Hamor is a dense cluster of stone-and-timber buildings built around three rival smithies and a slow river, where bellows smoke mixes with rainy woodsmell and the steady clink of iron. Modron sentries stand like pale statues along the main street, their presence chilling conversation while Margredt von Aichhalden's banners flutter from the guildhall, promising protection in exchange for order.

TypeTown
Population≈1,800 (mostly human craftsmen and forestfolk)
WealthModest but specialized; prosperity concentrated among successful smithies.
GovernmentGuild-council nominally, effectively an occupied civic authority
ReadinessOn edge and cautious with static presence but limited martial training.
Hamor is a dense cluster of stone-and-timber buildings built around three rival smithies and a slow river, where bellows smoke mixes with rainy woodsmell and the steady clink of iron. Modron sentries stand like pale statues along the main street, their presence chilling conversation while Margredt von Aichhalden's banners flutter from the guildhall, promising protection in exchange for order.

Tense, industrious, and watchful with the clang of smiths and the quiet whirr of alien machines.

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Connections

Geography

RegionBorewood Edge, on the eastern rim of the great Verdant Expanse
ClimateCool temperate with long springs and wet autumns
TerrainRiver valley broken by oak-covered ridges and scattered granite outcrops
Travel Links
Ridgeway Road to the market city of Kelveran (2 days)Forest-track to the elven hamlet of Sylthreen (half-day)River barge route downstream to trading port of Lorthun (3 days)

Culture

Pride in craft, stubborn independence, and a practical distrust of outsiders.

Races
HumanDwarf-descended forgefolkForest gnomes
Religions
Forgemother cult (local smithing deity)Old Oak veneration (forest spirits)
Arts & Entertainment

Ritualized forging contests, iron-song ballads sung in taverns, and woodcarving displays along the riverbank.

History

Government

LeaderMargredt von Aichhalden, Chair of the Smithing Council
Guild-council nominally, effectively an occupied civic authority
Key Laws
All major metalwork must be registered at the Guildhall before leaving town.Nightwork on unknown alloys is forbidden without council approval.Strikes and public assemblies require prior permission to ensure 'order.'
Problems
Modron occupation forces smiths to fulfill mysterious orders.

Modron inspectors requisition forged components and enforce quotas, crippling independent commissions and routing profits away from locals.

Collaboration and fear split the council.

Margredt's cooperation placates the Modrons but enrages other smiths and radicals demanding resistance.

Economy

Industries
Blacksmithing and armature forgingWater-driven millwork and mechanical tinkeringWood-smithing and toolmaking
Scarcity

Fresh grain during wet seasons and refined copper for alloy blends.

Wealth LevelModest but specialized; prosperity concentrated among successful smithies.
Exports
Tempered blades and farming implementsClockwork fittings and specialized gearsDecorative ironwork and horseshoes
Imports
Copper and refined ores from the lowlandsSpices and preserved foods from LorthunPrecision glass and fuel oil for the Workshop of Invention

Defenses

ReadinessOn edge and cautious with static presence but limited martial training.
Fortifications
Stone riverwall with a single guarded fordGuildhall watchtower retrofitted with bell framesThe Iron Gate: a reinforced arch where three forges converge
Guildwatch(≈80 militia (part-time))

A rotating corps of smiths and laborers armed with polearms and forged shields, trained for defense but untested against disciplined planar beings.

Law & Order

crime Level
Rising petty theft and a spike in sabotage incidents targeting rival smithies.
enforcement
Council-appointed watch enforced by Modron overseers and Guildwatch squads.
typical Punishment
Fines, forced labor quotas for the Modrons, or public shaming at the bell-square.

Calendar of Events

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