1. Locations

Rutherton

Population: approx 2,500 beings

78% human = 1950 humans

7% dwarves = 175 dwarves

5% elves = 125 elves

1% half-elves = 25 half-elves

5% halfling = 125 halfling

3% gnome = 75 gnome

1% other = 25 other races 

Approx 550 soldiers: 

300 infantry, 25 rangers, 25 druids, 25 clerics, 15 mages, 15 rogues, 100 light cavalry, 50 heavy calvary

MERCHANT DISTRICT:

• M1: Jeweler/Gemsmith - Talford Timbulbok (gnome) and Ferretta Timbulbok (halfling). They have a young human apprentice about 15, Runik Hallmerand, who mostly works on melting and rough sculpt of jewelry as well as lesser gem cutting and helps when they go prospecting in the hills to the north.

• M2: Remarkable. 'Runesmith' / Enchanter / Tattoo Shop: Aelwyn Grulton, half-elf ; he's been here since the town was a small crossroad some fifty years ago. His father, a wood elf, raised him with his mother but left when he was about 40 after his mother passed away from illness. He periodically travels once a year to visit his father and study among the elves and every few years to the south east among the collegium in the Zarkand Vale. He is a Master Enchanter, with Runesmith and Adornment disciplines as well as socketing jewelry (rings, amulets, tattoos).

• M3: The Whistling Pig: Established with the growth of the town and among it's claims, was built when the cornerstone of the barony's castle was set almost 25 years ago. The owner and his family continue the tradition of good service and great food.

• M4: Transformations: Run by a flamboyant human alchemist going by the name of Saldene Abragar. His shop has a deep crimson set of shingles painted to look like a dragon's scales and there is filigree on the thick door with brass knob of a mermaid whose breasts are prominently thrust forward and uncomfortably noticeable when grasped to open the door. Saldene is part showman/showoff and thrilled to welcome guests and epxlore their needs for the arcane. "Everybody's looking for a little magical enhancement in their life' he will say slyly, almost flirtatiously whether male, female, or walking with two legs. An accomplished journeyman alchemist, Saldene can create materials useful for herbalists, enchanters, and artificers alike.

• M5: Leather Armorsmith: Shop run by Earul Oluvall, and sells all sizes of leather, studded leather, and leather wrapped small shields, scabbards, belts, backpacks, and other leather sundries. He generally has sizes for any humanoid and for custom work can have it sent over for any customization or magical alterations.

• M6: Chain Armorsmith: Shop run by Danmar "Dan" Skunaman dealing in ring and chain mail and works with Earul next door for the leather padding just as Earul drops in for studding and clips for some of his armor. Danmar usually keeps at least two suits of human and dwarf sized chainmail. He can create scalemail or other work on consignment and takes about 3-4 weeks to fabricate.

• M7: Plate and Metal Armor: Small smithy that builds out plates of mail and full plate and metal shields. Run by three smiths: two humans and a dwarf.

• M8: Briteen's Hammer & Forge: Run by a dwarf, Harkun Briteen, his shop sits nestled in the cul-de-sac of the hill north of the baron's fortress. Unknown to most, Harkun has a secret tunnel leading to the other side to get access to the gates of the fort. Harkun has his brother, Suul, and five other smiths that work here filling orders, repairing barding for horses, and any other needs.

•M9: Balm & Boon - Herbalist: Run by two human herbalists, Natrick Balm and Sellavie Boon, most assume they are a couple but are in fact simply in business together and have their own families. Once aspiring adventurers, they decided to build a quieter (and safer) profession as herbalists. They have several common gardens less than a mile to the west as well as more rare plants on the shop grounds.

•M10 Old Flan Brewery: Settled by the son of one of the earlier families, Ammael Smada and his kin, from the Old Quarter about 20 years prior, he established a brewery and grew hops and traded for barley and other spices. He has a friendly competition after harvest with the Dwarven brewery and they will talk over a flight of their brews from time to time. Both are kept busy between stocking the taverns, selling to caravans, and keeping the baron's stocks full. 

• M11 Tailor: Fabricating cloth armor, padded armor, and embroidery to keep spellcasters looking their best.

• M12 Bakery: A medium sized bakery having been established some 35-40 years ago, serves bread through several brick ovens lining along the back and serving hungry customers who enter on the southwest and exit on the southeast. All manner and size of baked grains from truncheons, pockets, pies, loaves, rolls, and salted pretzels spiced with cumin. 

• M13 Wine Shop: The vineyards to the south and southeast offer more sizeable portions of wine, vinegar, and raisin cakes (often supplying the bakery with some dried fruit and wine for their specialty loaves. Bottles, amphorae, and casks are often purchased by travellers with the carvans and larger casks and barrels being sold at the wineries themselves.

•M14 Questionable Intent Pub & Grill: A tavern more than inn and place to have a meal, game of chance of a fistfight. The grill makes street food: handpies, roasted meats and vegetables, and plenty of alcohol to wash it down. The back rooms are for gambling, some upstairs rooms for more private settings. The southeast building hosts offices for the pub owners "family" and is the local thieves guild ("Nighthawks or Shayka'thi) running shipments and jobs. They also protect local caravans for a fee and woe be to any who accost their clientele.

•M15 Wagonwright: This carpenter works with the local thieves guild subtly offering "insurance" to caravans for a little more protection along the trade road into Grimwold March. Repairs or full construction of carts, wagons, or other basic transportation can be bought here.

•M16 The West Market: Three markets serve the bustling neighborhoods with an open air market and rows of vendors selling various foods, spices, and non-medicinal herbs. Salted fish, pork, and goat can be found along these aisles along with nuts, berries, fruits (dried or in-season), and vegetables or grains.

BARONIAL FORTRESS 'Strongheart'

F1: Main (South) Courtyard: Flanked by towers and a porticullis gate, all visitors are checked first at the outer guard post and then checked again at the gate. There are rumors that elves and dwarves are used in spotter positions at night to detect those less visible. 

F2: Between the Southern courtyard and the main courtyard is the Fighter's Guild, primarily to train, review, and equip the Baron and the Tenh's soldiers. Adventurers who are in good standing and known may also train and be reviewed but that will take time, someone of standing to vouch for them, or some notable act of heroism or service to the province.