Drynramath
Drynramath is a town which grew around Drynramath Keep, a small citadel that has been used as a wilderness base of operations. The keep was meant to ensure the safety for all who inhabit the foothills and mountains north of Zinrag and the valley of the Yueghed River. The native Trow people in the region eventually came to settle near the keep, offering themselves as guides and traders. As neighboring Zinrag grew, so did their appetite for the hearty and tall softwoods abundant in the region, so the town developed.
Most of the inhabitants are Humans of the Trow culture, a semi-nomadic indigenous people of the taiga in the foothills of the Great Mountains.
Demographics
- Human: 1,649 (84.5%)
- Dwarf: 176 (9.0%)
- Dverger: 78 (4.0%)
- Menneske: 23 (1.2%)
- Duine: 15 (0.8%)
- Skelt: 8 (0.4%)
- Orckind: 2 (0.1%)
- Halfling: 1 (0.1%)
Other Villages
- Gastow 390
- Daheath 332
- Cabrycg 299
- Ulsheath 175
- Moston 158
Government
Nine families make up a kind of informal governing council--one family representative for each family, typically the family's leader. Leadership of the council rotates yearly among the Nine.
Defences
City Guards: 13
Village Guards/Rangers/Sheriffs: 9
Roaming Knights: 7
Gatekeepers: 1
Officers (Keep): 3
Soldiers (Keep): 10
Village Guards/Rangers/Sheriffs: 9
Roaming Knights: 7
Gatekeepers: 1
Officers (Keep): 3
Soldiers (Keep): 10
Industry & Trade
The primary industry of the town revolves around timber harvest. The abundance of trees grow tall, thick and straight, and their is a healthy market for them in Zinarg.
Additionally, there is a healthy trade in furs and derivative industry of leather work and fur clothing.
There is also a trade in tin. There is a small mine worked by most of the town's Dwarves.
Infrastructure
Inns
- The Tired Badger Inn
Taverns
- The Copper Hazelnut
- The Thirsty Woodcutter
- The Broken Axe
- Ye Olde Bitters and Herbs
Religious
Town Monks, Nuns, etc.: 48 in 1 town monestaryCountryside Monks, Nuns, etc.: 34 in 1 wilderness abbey
Shops, Businesses, Roles and Services
- Administrators: 0
- Advisors: 0
- Advocates: 3 (5)
- Alchemists: 2
- Almoners: 1
- Animal Breeders: 5
- Animal Handlers: 1
- Apothecaries: 2
- Architects: 0
- Archivists: 0
- Arms Merchants: 0
- Astrologists: 0
- Astronomists: 0
- Bakers: 2 (4)
- Bankers: 0
- Barbers: 5 (9)
- Bathers: 1
- Beekeepers: 2
- Beer Sellers: 1 (3)
- Blacksmiths: 1 (2)
- Bleachers: 0 (1)
- Bodyguards: 1
- Bookbinders: 0
- Booksellers: 0
- Botanists: 0
- Bottlers: 0
- Brewers: 0
- Brick Makers: 1
- Bricklayers: 2
- Bridge Builders: 0
- Buckle Makers: 1 (2)
- Builders: 6
- Butchers: 2 (3)
- Butlers: 1
- Cannoneers: 1
- Carpenters: 5 (9)
- Carters: 4
- Cartographers: 1
- Cartwrights: 1
- Chamberlains: 0
- Chandlers: 3 (5)
- Cheesemakers: 2
- Chemists: 1
- Chicken Butchers: 1 (3)
- Clock Makers: 0
- Clothes Washers: 4
- Coinsmiths: 0
- Conjurers: 0
- Coopers: 2 (4)
- Copyists: 0 (1)
- Counselors: 0
- Cowherders: 6
- Craftsfolk: 6
- Cutlers: 0
- Demonologists: 0
- Dentists: 2
- Diplomats: 0
- Doctors: 1 (2)
- Draymen: 1
- Druids: 0
- Dyers: 1
- Enchanters: 1
- Engineers: 0
- Engravers: 1
- Entertainers: 6
- Executioners: 5
- Falconers: 4
- Farriers: 1
- Ferrymen: 0
- Fishers: 27
- Fishmongers: 1 (2)
- Fletchers: 3
- Foresters: 17 (33)
- Fortune Tellers: 0
- Furriers: 9 (16)
- Gardeners: 0
- Gatekeepers: 1
- Geologists: 0
- Geomancers: 0
- Glassblowers: 0
- Glaziers: 0
- Glovemakers: 1 (1)
- Goldsmiths: 0
- Gravediggers: 2
- Guildmasters: 0
- Handmaidens: 5
- Harness Makers: 1 (1)
- Hat-makers: 2 (4)
- Hay Merchants: 0 (1)
- Healers: 7 (12)
- Haywards: 0
- Herbalists: 1
- Herders: 1
- Historians: 0
- Horse Breeders: 1
- Horse Trainers: 0
- Hunters: 3
- Illuminators: 0 ()
- Innkeepers: 1 (1)
- Inventors: 0
- Jailers: 0
- Jewelcrafters: 5 (9)
- Judges: 0
- Lantern Makers: 1
- Lawyers: 0
- Leatherworkers: 2
- Librarians: 0
- Locksmiths: 1 (1)
- Lumberjacks: 15
- Magic Shops: 0 (1)
- Maidservants: 7 (13)
- Masons: 3 (6)
- Mercers: 3 (5)
- Merchants: 5
- Messengers: 2
- Metal Workers: 3
- Millers: 2
- Miners: 10
- Ministers: 0
- Mirror Makers: 0
- Monster Slayers: 0
- Mule: 1
- Musicians: 1
- Nurses: 5
- Officers: 3
- Old Clothes: 6 (10)
- Painters: 1 (2)
- Paper Makers: 0
- Pastry Cooks: 3 (6)
- Perfumers: 0
- Philosophers: 0
- Pigkeepers: 10
- Plasterers: 1 (2)
- Potters: 2
- Professors: 1
- Pursemakers: 1 (3)
- Rat Catchers: 2
- Roofers: 1 (2)
- Ropemakers: 1 (2)
- Rug-makers: 1 (2)
- Runecrafters: 1
- Saddlers: 1 (3)
- Sailors: 4
- Salters: 2
- Scabbard Makers: 2 (3)
- Sculptors: 1 (1)
- Seers: 0
- Ship Builders: 0
- Ship Captains: 0
- Shoemakers: 13 (22)
- Shrubbers: 2
- Silversmiths: 0
- Skinners: 2
- Slave Traders: 0
- Sorcerers: 1
- Spice Merchants: 1 (2)
- Spiritual Healers: 2
- Summoners: 0
- Tailors: 9 (16)
- Tanners: 1 (2)
- Taverns: 4 (8)
- Tax Collectors: 1
- Town Criers: 1
- Water Carriers: 2 (3)
- Weavers: 2 (4)
- Wetnurses: 2
- Wine Merchants: 2 (3)
- Wood Sellers: 2 (6)
- Woodcarvers: 2 (4)
- Zookeepers: 0
History
Drynramath Keep was built over a hundred years ago after the Demonic Invasions of Pleiadia by the Dwarves who lived throughout the central mountains.
The wilderness keep was meant to ensure the safety for all who inhabit the foothills and mountains north of Zinrag and the valley of the Yueghed River. The native Trow people in the region eventually came to settle near the keep, offering themselves as guides and traders. As neighboring Zinrag grew, so did their appetite for the hearty and tall softwoods abundant in the region, so the town developed.
Geography
Drynramath lies northeast of Zinarg where the three large streams converge into the headwaters of the Yueghed River.
The keep and town lie on the leeward side of Overpeak Hill in somewhat of a rain shadow. The tall hills of the general countryside capture a great amount of precipitation, which could technically classify its climate as a boreal rainforest. Most of the precipitation is in the form of snow during the winter months, so it is closer to being in a tiaga. The runoff is channeled into a number of swift, rocky streams joining together to form the the Yueghed River's headwaters.
Average Elevation: 1214 m (3983 ft.)
Type
Town
Population
1952 (urban) + 1353 (rural) = 3305
Inhabitant Demonym
Dryner
Characters in Location
Comments