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  1. Locations

The Iron Mines of Tyr

Iron Mine

The iron mines of Tyr are the largest of their type in the Tablelands. The presence of the ore was one of the principal reasons Tyr was established only two days' travel from the mine. Death has always been associated with the mines. Miners die from unexpected cave-ins and the natural hazards of the mines. Still others die from the “hej-kin's curse”. The “curse” takes one to three men a month. A worker who felt fine the day before may suddenly feel weakened. Some days or weeks later, he might suddenly keel over dead, a victim of the alleged curse. Miners believe ancient hej-kins cursed the caverns, but the truth lies locked within the stone itself. Unknown to the workers, the ore is of an arsenide type. The narrow eighth-of-an-inch red vein is surrounded by strata of poisonous arsenic deposits. The arsenic penetrates through all the workers' cuts caused by working with rock and stone. Undetectable, arsenic builds up in the body until achieving lethal dosage. A mine worker must make a successful saving throw vs. poison once per month or feel the poison's effects. If the saving throw is failed, the victim loses a hit point per turn until death occurs. A slow poison spell delays the effect, while neutralize poison negates the poison. A select few of the templars have guessed the ore's peril, but keep it a secret under penalty of death. Hiring priests to cure the afflicted men would prove much too costly, and would reveal the problem to all. Life is cheap on Athas, iron is not. Regardless of the danger, the red ore represents Tyr's lifeblood as the city's most important trading commodity. Recently, Urik sought to take advantage of the chaos following Kalak's death and seize the mines, but Urik's armies were repelled by the gladiator hero, Rikus, and his warriors. Although closed for a brief time, the mines have reopened and are functioning normally again. The temporary closure of this important Tyrian asset nearly bankrupted the already-troubled city. Hej-kin raids have plagued the mines. The subterranean race dwells throughout the natural catacombs that riddle the foothills and nearby mountains. The hej-kin consider the ground sacred and mount sporadic attack against those who defile their homelands. Some speculate the opening of the mine was once a hej-kin cavern home, although this remains largely unproven. The mine gouges the foothills of the Ringing Mountains north and west of Tyr like an open wound. A single narrow mountain road accesses the fortified site. Three guard outposts border the road at half-mile intervals from the mines. Each outpost consists of a small pair of buildings: One set against the mountainside, the other perilously close to the exposed drop. Bramble weed walls surround each outpost while the trunk of a stout brambletree blocks the road at waist height. The trunk lies in an L-shaped slot fitted into each of the two buildings. A combined strength of at least 40 is needed to lift the massive tree trunk from its resting place. As one approaches the mines, each guard post contains twice as many guards as the last. The smaller, first station maintains 10 guards and two “runners”. All the guards are armed with metal weapons.

Passing the third gate reveals the mining compound. The camp occupies a plateau shelf 550 feet wide by 1,000 feet long. The mountainside rises 500 feet above the plateau, providing a natural barrier against attack. Opposite the mountainside loom sharp precipices, dropping thousands of feet to the valley floor below. The mines' gaping mouth faces the compound 's gates. The entrance rises 30 feet high, spans 65 feet at the base, and is cut in the shape of a dark hemisphere against the vertical rock face. To the right of the opening is a series of large cages, designed to hold erdlu, kank, and heavy crodlu. Erdlu occasionally pull small carts, but serve primarily as a food source. Kanks are teamed in twos and fours to pull ore carts. They are used extensively in the mines, especially in areas where the tunnel height slopes to under five feet. The honey globules produced by the kanks provide additional foodstuffs for the compound. Heavy crodlu pull the large ore carts. Beside the animal pens are a series of bunkhouses, originally designed to hold slaves, now modified to house paid workers. A row of covered pits, closest to the road on the right, were once used as holding cells for disobedient slaves. They now confine the more dangerous criminals who are sent to the mines as punishment. To the immediate left of the camp's entrance stands the opulent, two-story residence of the templars who still oversee the daily operations of the mines. Each templar is assigned 25 guards, and remains responsible for their actions. The guards share compartmentalized sleeping quarters on the ground floor, while the templars reside in the lavish apartments located on the second story. A large building to the left is used for the storage and preparation of food. Positioned between this building and the precipice are a huge fire pit and cooking kilns. Cooks prepare meals for the entire camp, templars and workers alike. The ore house stands closer to the center of the compound. This massive, thick walled, square building stores smelted bars of iron until they are transported to the city. It is constantly guarded on all sides, especially the roof. The smelter stands to its left, towards the mines. Fires burn in the smelter day and night, separating the iron ore from the red rock. Spent tailings (useless rock) are then discarded down the mountainside, creating an immense rubble field that sprawls 1,000 feet down the steep slope. Deep rutted paths connect the ore smelter to the mines' entrance. Carts holding raw ore rest in these ruts as they await the smelter. There are two sizes of carts: The large carts carry a half ton of ore and the small carts hold 500 pounds of rock. The templars who run the mine hire four types of workers: guards, haulers, carriers, and miners. The guards' duties are straightforward – they keep tempers from flaring between workers, monitor all who come and go in the complex, and protect the templars. Their chief duty, however, is safeguarding the mines and the ore. There are never fewer than 200 guards at the mines at any time. This is a well paying but difficult job, as no amount of bribery can secure a position as guard; they are strictly hand-picked by Borger, Minister of Mines. Haulers work with the various beasts, bringing cartload after cartload of raw ore from deep within the mountains. It is their job to work the creatures tirelessly and maintain a steady flow of raw materials to the smelters. Because of the expertise needed for the job a hauler can expect to receive up to a silver a week for his work. Carriers have the backbreaking task of bringing the ore-bearing rocks to the carts of the haulers. They collect loose ore into coarse, woven bags of giants' hair to be carried or dragged to the ore carts. This job is often assigned to criminals serving out sentences in the mines. The pay for non-criminals is two ceramic bits a day plus room and board. Miners perform the dangerous job of loosening the ore from the reddish rocks. Few of the veins are large or easy to mine. Most appear as eighth-of-an-inch narrow bands in the rock. Newer excavations are always the most dangerous. As the miners delve deeper into the ore vein, the composition of the overhanging rock can change. Problems occur when the rock above the ore is softer than the surrounding stone. This formation will not support its own weight, and frequently collapses, causing cave-ins. Miners receive extra compensation for working in the newer digs. Tyrian miners prefer picks, hammers, or large two-person gouges for their work. Miners who work the new digs receive up to five ceramic bits a day, while other miners receive one to three bits per day. When sufficient ore has been smelted, the mining templars send word to Tyr, and a heavily armed Royal Caravan travels to the mines to retrieve the ingots. No one has ever successfully raided a Royal Caravan transporting iron. Fear of Kalak's retribution helped prevent raids in the past. At the present time, under the reign of Tithian, the caravan's guard will be even more formidable due to the Tyrian king's lack of spellcasting abilities.