Kashin lies at the base of Mount Lavanor, heart of the Rakanus Clan in Rakore. The city was originally a small village of humans called Kashin Ahilar. The village was destroyed in 1312 by an ogran invasion force. The ograns were turned back, but only by a joint force of human villagers, desert elven warriors, Rakanus priests and Warkore warriors. The total destruction of the village and pathetic condition of the humans, forced Father Bryan, ArchBishop of Galgiran and senior priest of the Rakanus Clan, to offer his aid. Calling in aid from a monastery of Mikindim further east, Father Bryan helped lay out the foundations for a new village that would be a joint settlement of dwarves, desert elves, and humans. The War of the Undead brought in a number of refugees from all over Halganeth, and Kashin had a population explosion. By 1323, Kashin had reached its present size and stature, as the largest city in Rakore.
Kashin itself is built around a boardwalk on the eastern bank of the Slav River, an ancient trail up to Mount Lavanor, and two small hills. Upon each of the hills were built fortified walls, within which reside the oldest and most important of the buildings in Kashin. The northern hill houses the Count's manor, the barracks of the guard, the armory, several warehouses, and a number of underground bunkers and buildings. The southern hill houses the churches, wealthier merchants, and older homes of the citizens. Around the two encircled hills grows the sprawling city of Kashin. Coolie Creek runs down into a blocked off pool, whose dam runs the mill; the resulting lake is called Lake Figinah. From there, the Coolie runs down into the Slav.
A number of smaller villages have sprung up around Kashin, making the region more populous than Kashin alone can account for. To the northeast lies the desert elven community of Halaanam, with a population of perhaps 2,000 desert elves that act as scholars, rangers, and hunters. To the west, across the river, lies the small farming community of Boulderdash. Boulderdash has perhaps 3,000 farmers and workers, half Slate and half Amaran. Just north of Kashin, along the Lavan Trail up to Mount Lavanore, lies the small town of Mithril. Contrary to its name, the small mining community of 1,000 Slate humans and hill dwarves mines flintstone, granite, and minor minerals. Flintstone and granite make up the basic building blocks of most of the buildings in and near Kashin.
Population: 23,000 (67% Slate, 7% Amarans, 2% Toomarans, 4% Sylvan elves, 2% desert elves, 9% mountain dwarves, 7% hill dwarves, 4% variable transient)
Spending Limitations: 400,000 silver maximum
Economy: The primary industry of Kashin is in the service trade, facilitating the trade between the mines of the Rakanus Clan, the local food stores, the timber industries, and all luxuries that come in to support them. Transportation of all sorts can be found in Kashin, as can raw iron ore, cast iron, steel, wood goods, luxuries, foods, leathers, wool, and more. The secondary industries revolve around processing the raw materials into their final forms, and then getting them back out of the city.
Rulership: Kashin is governed by a conventional ruler -- a feudal lord by the name Count Grimshire. He tends to wear a rich green tabard with a hammer and axe retort over his chain mail, and keeps a gentle smile on his features -- even when angered or disappointed. A veteran of the orc wars, the War of the Undead, and several other battles, this thirty-eight year old warrior is enjoying his 'retirement' of watching over Kashin.
Count Grimshire, m slate, 9th-level fighter, 6th-level noble, CR 14; Size M (6 ft., 3 in. tall); HD 9d10+18 + 6d8+12; hp 82; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 16 (+1 Dex, +5 chain mail); Attack +15/+10/+5 melee, or +14/+9/+4 ranged; SV Fort +10, Ref +6, Will +9; AL LG; Str 14, Dex 12, Con 14, Int 13, Wis 14, Cha 14. Languages Spoken: Common, Dwarven, Amaran. Skills and feats: Appraise +4, Bluff +4, Climb +10, Craft (toys) +4, Handle animal +11, Hide +1,
Knowledge (Nobility and Royalty) +8, Intimidate +6, Knowledge (geography)
+6, Jump +8, Knowledge
(religion) +9, Listen +1, Move silently +1, Spot +1, Swim +12, Survival +7; Alertness, Improved critical (mace, heavy), Improved initiative, Quick draw, Track, Two-weapon fighting, Weapon focus (mace, heavy), Weapon focus (shortbow), Weapon specialization (shortbow), Weapon focus (gauntlet), Weapon specialization (gauntlet), Weapon specialization (mace, heavy)
Count Grimshire meets monthly with the Circle of Priests and his lord, Duke Orcbane, to discuss trade, defense, and the general goings-on of Rakore.
Alignment: Lawful Good. The wildly mixed population of all races has forced the count and the Circle of Priests to impose strong but fair measures, to prevent racial intolerances from getting out of hand. Beyond these anti-discriminatory laws, and a few laws to manage trade and good order, the people are fairly unfettered and free.
Defense: Kashin has about 300 full-time soldiers and reeves, in addition to a militia of nearly 4,000. The guard is led by Lord Reeve Thaleus Morone. Thaleus has proven himself quite capable of maintaining order in Kashin, though he sometimes has to be reprimanded by Count Grimshire about letting certain disruptions go on within the city. Thaleus traditionally wears a dark, forest green and dark brown set of soft leathers, along with a large onyx brooch of the hammer and axe retort of Kashin.
Lord Reeve Thaleus Morone, male human Ftr4/Brd6: CR 10; Size M (5 ft., 8 in. tall); HD 4d10+8 + 6d6+12; hp 69; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +10/+5 melee, or +10/+5 ranged; SV Fort +8, Ref +8, Will +6; AL CG; Str 15, Dex 14, Con 14, Int
14, Wis 10, Cha 14. Languages Spoken: Common, Elven, Toomaran. Skills and feats: Disguise
+14, Hide +12, Jump +12, Listen +8, Move silently +12, Perform (storytelling) +11, Spot
+12, Swim +10; Alertness, Blind-fight, Combat reflexes, Enlarge spell, Improved bull rush, Power attack, Skill focus (jump), Weapon focus (rapier). Bard Spells Known (3/4/3): 0th -- Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Prestidigitation. 1st -- Charm Person, Cure Light Wounds, Grease, Mage Armor. 2nd -- Blindness/Deafness, Cure Moderate Wounds, Hold Person.
High Priestess Aria Collata, female sylvan elf, Clr16: CR 16; Size M (5., 4 in. tall); HD 16d8; hp 83; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +12/+7/+2 melee, or +14, +9/+4 ranged; SV Fort +10, Ref +7, Will +15; AL CG; Str 10, Dex 14, Con 10, Int 13, Wis 17, Cha 15. Languages Spoken: Common, Elven. Skills and feats: Concentration +6, Diplomacy +7, Gather Information +4, Heal +9, Knowledge (arcana) +3, Knowledge (religion) +7, Listen +8, Perform +5, Profession (sing) +11, Sense Motive +5, Spot +7; Craft
Wondrous Item, Empower Spell, Iron Will, Leadership, Scribe Scroll, Still Spell. Cleric Domains: Luck, Air. Cleric Spells Per Day: 6+1/6+1/6+1/4+1/4+1/3+1/2+1.
The Wolves' Den (Rahne): Easily the most heavily fortified temple in Kashin, is the Wolves' Den. A veritable fortress of stone, complete with a watered moat around its temple grounds, the Wolves' Den is a church dedicated to the study of war, battle, defense, and power. Most of the city's veterans visit the church at least irregularly, and it is here that the militia and the guard are trained. Housing a small monastery within its grounds, the Den also serves as a war college -- whose graduates are recognizeable by the cloak of the Wolves' Den which they wear. A large cemetery within the moat is the final resting ground for a great many heroic warriors, and it is here that one is interred into the earth with great honor. The tombs and biers beneath the fortress are guarded around the clock from thieves and encroachment, and with the constant fear of the undead, the tombs are also a resting place of holiness and peace. The temple is led, surprisingly, by a dwarf -- Garin Grimhammer. Father Garin wears the traditional blue and gray robes of office for his station, and is very grim. Rarely smiling, he is none-the-less a dedicated and pious man.
Father Garin Grimhammer, male dwarf (hill) Clr7: CR 7; Size M (4 ft., 1 in. tall); HD 7d8+14; hp 52; Init +0; Spd 20 ft.; AC 10; Attack +7 melee, or +5 ranged; SV Fort +7, Ref +2, Will +7; AL NG; Str 15, Dex 10, Con 15, Int 11, Wis 15, Cha 12. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +2, Craft (holy symbols) +12, Hide +0, Listen +2, Move silently +0, Profession (carpentry) +11, Spellcraft +2, Spot +2; Extra turning, Extra turning, Leadership. Cleric Domains: War, Protection. Cleric Spells Per Day: 6/5+1/4+1/2+1/1+1.
Saint Kiera's (Mikindim): Built as Kashin was from scratch, and with a strong dwarven heritage, St. Kiera's is perhaps the most faithful of the churches in Kashin. The beautifully crafted, marble-covered temple is a tribute to beauty and engineering, with small flying buttress to keep the inside open, and allow maximum light to enter during the day. Located within the compound, and behind the temple itself, is a small college devoted to engineering. Aiding the city, the dwarves, and interested citizens, the college is open to all to teach general engineering, mining, and stone-working, as well as more advanced disciples. The temple is led by Father Korkil -- a gruff, dryly humerous man that claims he found the faith at birth, "When Mikindim himself smacked my ass, an instead of cryin, I yanked on his beard!" Wearing only work clothes of rough-spun wool or canvas, Father Korkil has the best interests of the city at heart, but his rigid engineering discipline keeps him from seeing the bigger pictures of politics or war.
Father Korkil, male slate Clr7: CR 7; Size M (4 ft., 1 in. tall); HD 7d8+14; hp 43; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +6 melee, or +6 ranged; SV Fort +7, Ref +3, Will +9; AL LN; Str 13, Dex 12, Con 14, Int 11, Wis 18, Cha 13. Languages Spoken: Common. Skills and feats: Concentration +10, Diplomacy +5, Hide +1, Listen +6, Move silently +1, Profession (engineering) +12, Spot +6; Alertness, Scribe scroll, Silent spell. Cleric Domains: Knowledge, Earth. Cleric Spells Per Day: 6/5+1/4+1/3+1/2+1.
Libranum (Lul): The Libranum is the largest library in all of Rakore, with a clergy mainly consisting of monks, but with a smattering of priests and bards. The church's philosophy is to promote trade, and to promote literacy and the libraries that support it. The Libranum is four separate buildings made half of stone and wood, and half underground. The buildings -- one in each of the four cardinal directions -- are connected to one another by covered walkways wide enough for a horse-drawn cart. The grounds are immaculately kept, with gardens, benches, walkways, and more to support a quiet, philosophical approach to things. Small gazebos around the perimeter of the temple are meeting places for businessmen that wish the church to mediate dealings or disputes. The North building is the church's own library, which contains the diaries of its worshippers that have passed on, as well as their entombed bodies. For roughly 250 silver pieces a day, the North library can be perused for obscure or specific information. The South building is the general library, open to the public for about 25 silver each day; the congregational attendees peruse the library for free, keeping the Libranum's attendance up. The fees help the scribes in the Western building copy texts, illuminate scripts, and maintain the libraries. The Eastern building is both the actual temple for worship, and the quarters for the priests, monks, and visiting parishners. The Libranum is led by Mother Aeidee Mulan -- who is secretly a female doppleganger. Mother Aeidee is an older woman, with a stern expression and a lashing tongue -- but she has a heart of gold, dressing in the rich teal blues and brazen purples of Lul. Only the Lord Reeve knows she is actually a doppleganger that has found the faith, and he works hand in hand with her to ferret out crime in the city. Taking on other identities, Mother Aidee sometimes goes adventuring with the Lord Reeve.
Aeidee Mulan, female doppleganger Clr12: CR 15; Size M (5 ft., 7 in. tall); HD 4d8+8 + 12d8+24; hp 126; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +4 Natural); Attack +16/+11/+6 melee, or +13/+8/+3 ranged; SV Fort +14, Ref +11, Will +17; AL NG; Str 19, Dex 12, Con 14, Int 14, Wis 20, Cha 14. Languages Spoken: Common, Elven, Dwarven. Skills and feats: Bluff +13, Concentration +16, Disguise +13, Gather information +4, Heal +20, Hide +1, Intimidate +6, Listen +14, Move silently +1, Sense motive +16.5, Spellcraft +14, Spot +11; [Alertness], Combat casting, [Dodge], Leadership, Lightning reflexes, Maximize spell, Quick draw. Cleric Domains: Knowledge, Good. Cleric Spells Per Day: 6/7+1/5+1/5+1/4+1/4+1/2+1.
Other: A small but growing temple of Xoriah is found in Kashin -- with the 8th-level Chosen of Xoriah, Saranella. As well, a tiny monastery of Whalin is found in the poorer sections of the city. Well-built altars to a number of the other gods are scattered through the city, and are maintained by the Chaplain of the Guard. Altars to Curiss, Galanus, Arpelos, and Olorin are easy to find throughout the city. On the outskirts of Kashin, are several communities with their own small churches, both to Barith, and to Elinthar.
Taverns and Inns
Halgun Derivor, male human Brd5: CR 5; Size M (5 ft., 6 in. tall); HD 5d6; hp 24; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +6 ranged; SV Fort +1, Ref +7, Will +3; AL CG; Str 8, Dex 16, Con 11, Int 13, Wis 9, Cha 17. Languages Spoken: Common. Skills and feats: Diplomacy +11, Gather information +9, Hide +3, Knowledge +5, Listen +8, Move silently +3, Perform +11, Spot +4; Blind-fight, Craft wondrous item, Track. Bard Spells Known (3/4/2): 0th -- Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation, Resistance. 1st -- Charm Person, Identify, Mage Armor, Ventriloquism. 2nd -- Levitate, Silence, Tongues.
The Barbed Brew (Tavern, Brewer, and Apothecary): Located in a seedier side of the city is the Barbed Brew, run by Avold Barb, an accomplished apothecary and brewer. During the War of the Undead, Avold discovered the secret to making Lead Gut, a potent haggis-bourbon concoction that is only appreciated by dwarves. The small compound, with its fourteen-foot stone walls, seems like a fortress, at first glance. Wealthy dwarven patrons have contributed greatly to defending the Barbed Brew, because Avold is the only brewer of Lead Gut in all of Gaeleth. A fifty-weight cask of Lead Gut has been known to fetch as much as a 18,000 silver down in the Granite Clan, so the secret to brewing Lead Gut, and the facilities to make it, are kept very safe. The Barbed Brew is crawling with mercenaries, both to defend it, and those looking for a place to work. Perhaps half of the tavern is filled with dwarves intent on partaking of the Lead Gut, which only runs about 15 silver a tankard. The atmosphere is somewhat tense because of all the secrecy, and the proximity to the brewery and its workers, but it is a welcome atmosphere of adventurers, mercenaries, and well-funded men looking to hire. The bar keep is a dour duergar by the name of Josin Cavekiller, that bears a Kur Maen slave brand from the old days. Josin (and another dozen mercenaries) keeps the bar calm with his highly-equipped self -- knives, daggers, darts, dirks, and even a short-sword are part of his normal work uniform. The apothecary attached to the compound can only accessed through a guarded door that also leads further back into the brewery. Josin knows enough about alchemy to identify those truly knowledgeable in the arts, and can signal the guard to escort someone into the apothecary -- where Avold and his apprentices truly work. Avold is always willing to talk over his trade, save for giving away the secrets of Lead Gut. He also hires escorts for his many wagon-loads of drink (which may or may not include Lead Gut).
Avold Barb; male human Exp3/Wiz1: CR 3; Size M (6 ft., 3 in. tall); HD 3d6 + 1d4; hp 16; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +2 melee, or +4 ranged; SV Fort +1, Ref +3, Will +5; AL NG; Str 10, Dex 15, Con 10, Int 13, Wis 11, Cha 11. Languages Spoken: Common. Skills and feats: Alchemy +7, Bluff +4, Concentration +1.5, Gather information +8, Hide +2, Innuendo +5.5, Knowledge (nature) +5, Knowledge (religion) +2, Listen +0, Move silently +2, Read lips +7, Sense motive +6, Speak language +2, Spot +0, Tumble +7; Ambidexterity, Improved initiative, [Scribe scroll], Skill focus (gather information). Wizard Spells Known (3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Feather Fall, Identify, Magic Missile, Shield.
Josin Cavekiller; male dwarf (duergar) Ftr2: CR 3; Size M (3 ft., 11 in. tall); HD 2d10+6; hp 26; Init +6 (+2 Dex, +4 Improved initiative); Spd 20 ft.; AC 12 (+2 Dex); Attack +4 melee, or +4 ranged; SV Fort +6, Ref +2, Will +0; AL N; Str 14, Dex 14, Con 17, Int 14, Wis 10, Cha 8. Languages Spoken: Common, Dwarven, Elven, Amaran, Toomaran, Druidic. Skills and feats: Handle animal +4, Hide +2, Listen +5, Move silently +6, Ride +4, Speak language +2, Spot +4, Swim +6; [Alertness], Combat reflexes, Improved initiative, Power attack.
The Whiskey (Tavern): The dockside Whiskey is a barroom full of those looking to drown their sorrows or aches, without much coin or care. Seedy and somewhat run-down, the Whiskey is run by a former sailor by the name of Kruger, who lost his leg to a scrag during the War of the Undead. Using a peg in place of his leg, Kruger has earned the nick-name 'Peg Leg Scrag' among his usuals -- but they never call him that to his face. The Whiskey is located near the docks, and is where most of the sailors and boatmen go when in town. Patrons usually just pass out in place, and so the Whiskey is an informal inn of sorts. Kruger yells several times a night, that "If ye pass out drunk in yer own piss, then don't be surprised if your purse passes out without ya!" He doesn't maintain security with more than his salty tongue, but his regular patrons -- composed of the tougher men from the guard -- help keep things reasonable.
Kruger; male human Ftr1: CR 1; Size M (5 ft., 4 in. tall); HD 1d10+2; hp 12; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +4 ranged; SV Fort +4, Ref +3, Will +1; AL CN; Str 14, Dex 16, Con 15, Int 8, Wis 12, Cha 12. Languages Spoken: Common. Skills and feats: Craft (woodwork) +3, Hide +3, Listen +1, Move silently +3, Profession (sailor) +4, Spot +1, Swim +4; Improved initiative, Skill focus (profession), Weapon focus (longsword).
The Chicken Coop (Tavern and Inn): Geared towards the profitable tomanths, the Chicken Coop lives up to its name, with cock fights weekly, and a hundred different varieties of chicken. Run by an Amaran named Reutel Rayamentalay, the Coop boasts seating for fifty tomanths on tomanth-constructed furniture. Twenty or thirty tables for other races are scattered throughout the room, and the Coop can be found filled to the doors with patrons on fight nights. Betting is fast and furious, and so is the drinking, but few bigots can be found in the Coop because of its aim at tomanths -- and so few fights break out among the patrons. When they do, Reutel's Amaran family breaks them up. It should be noted that Reutel is seven-foot one, and his two sons are just shy of seven feet tall.
Reutel; male human Com2: CR 1; Size M (7 ft., 1 in. tall); HD 2d4+4; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee, or +3 ranged; SV Fort +2, Ref +2, Will +1; AL NG; Str 15, Dex 14, Con 15, Int 12, Wis 13, Cha 9. Languages Spoken: Common, Amaran. Skills and feats: Hide +2, Jump +6, Listen +3, Move silently +2, Profession (barkeep) +7, Ride +5, Spot +7, Use rope +7; Alertness, Skill focus (profession).
The Mithril Shield (Inn): The merchants, scholars, and other 'more formal' visitors to Kashin prefer to stay at the Mithril Shield. With well-maintained individual rooms and suites, and a small army of attendants and maids, the Shield is a luxurious inn with luxurious prices. Suite baths, blessed soaps that cure diseases and restore health, scented candles, and privately-delivered wine stocks make the Mithril Shield well-known to all the merchants of Gaeleth. Though it has a common room with a bar, it is geared more towards serving as a meeting place for merchants, and has out-of-the-way tables with soft-cushioned chairs and low-lighting. The stables are immaculate, and there is a barn that fits twenty carriages or freight wagons with ease. Located on the northern side of the city, it sits within its own compound with ivy-covered walls and a fountain fed off of the Slav River. The Mithril Shield is run by the Merchants Guild of the city, and administered by a retired knight, Sir Retarif. Ratarif appears to have run soft, not having seen combat since he was fifty, during the War of the Undead -- but his skill with the sword is still considerable, and his veteran experience more than makes up for his aging body.
Sir Retarif; male human Ftr3/Nob3: CR 5; Size M (5 ft., 11 in. tall); HD 3d10-3 + 3d8-3; hp 33; Init +0; Spd 30 ft.; AC 10; Attack +8 melee, or +5 ranged; SV Fort +5, Ref +2, Will +4; AL NG; Str 16, Dex 11, Con 8, Int 13, Wis 10, Cha 17. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +3, Craft (weaponsmithing) +9, Diplomacy +7, Hide +0, Jump +9, Knowledge (nature) +7, Knowledge (religion) +5, Listen +0, Move silently +1, Ride +6, Spot +0, Swim +10; Endurance, Great fortitude, Mounted combat, Power attack, Ride-by attack, Skill focus (craft).
NPCs & Shoppes