Finwood
Nestled on the edge of a sprawling forest and the foothills of a rugged mountain range, the town of Finwood hums with a quiet resilience. Its structures are a blend of sturdy practicality and rustic charm, built primarily from the abundant dark timber of the surrounding woods and reinforced with stone quarried from the nearby mountains. Roofs of slate and clay shingles glint under the sun, while chimneys release lazy plumes of smoke, hinting at the cozy hearths within. The town’s streets, cobbled but uneven, wind their way between tightly packed houses, merchant stalls, and workshops, all clustered around a central square dominated by a massive iron statue of a long-forgotten hero. The economy thrives on timber, mining, and hunting, with blacksmiths and carpenters bustling in their forges and workshops, crafting tools, weapons, and wagons for both locals and passing travelers. At the edge of town, a tannery and sawmill send their sharp, earthy scents into the air, while hunters and trappers return with game to sell at the lively open market.
The townsfolk are a hardy, tight-knit community, bound together by the challenges of living so close to untamed wilderness. Strangers are met with a mix of cautious curiosity and guarded hospitality; while the locals are quick to lend a hand to their own, they remain wary of anyone they don’t recognize. Children play near the forest’s edge, daring one another to venture further than they should, while elders swap stories of the mountain’s dangers and the forest’s rumored enchantments. Despite the occasional tension brought by wandering adventurers or the shadow of nearby cultist activity, Ironhaven remains a bastion of determination, its people greeting every new challenge with grit and an unshakable sense of pride in their town.
Demographics
Dwarves: 45% (2,072) – Predominantly miners, blacksmiths, and masons, deeply tied to the mountain’s resources and the town’s industry.
Humans: 35% (1,611) – Versatile and filling diverse roles, including merchants, hunters, farmers, and town leaders.
Gnomes: 12% (553) – Skilled artisans, tinkerers, and inventors, contributing to the sawmill, crafting, and engineering.
Halflings: 5% (230) – Often farmers or market vendors, known for their tight-knit families and small homesteads near the outskirts.
Other races: 3% (138) – A mix of elves, half-elves, tieflings, and others, often travelers or individuals seeking refuge, adding a touch of diversity to the town.
This diverse blend of races contributes to Ironhaven’s strong economy and dynamic culture, united by their shared resilience in the face of the surrounding wilderness.
Government
Finwood is governed by a council-mayor system, where Mayor Cleaves Weatherday, a stout dwarf with a deep red beard and a reputation for fairness, serves as the head of the town's leadership. Cleaves is both a practical leader and a skilled mediator, drawing on his years as a miner and smith to connect with the working-class majority. His role is to oversee the day-to-day administration of the town, preside over council meetings, and act as the final authority on major decisions.
The town council consists of seven members, representing key sectors of Finwood’s economy and society: miners, merchants, artisans, hunters, farmers, and two at-large seats for general community concerns. This council meets weekly in the Hall of Stone, a modest but sturdy building constructed from timber and mountain stone, to discuss trade policies, defense strategies, and resource management.
The town also employs a constable, currently a no-nonsense human named Edrick Vale, who oversees a small but capable watch responsible for maintaining order and responding to threats, whether local disputes or dangers from the forest and mountains.
In times of crisis, such as the recent cultist activity, Cleaves Weatherday has the authority to convene an emergency council or call upon militia forces, ensuring the town remains prepared without straying into heavy-handed governance. Finwood thrives under this system, balancing the practicality of its dwarf-led leadership with the cooperative spirit of its diverse community.
Defences
Defense and Security
Town Wall: A sturdy wooden palisade surrounds the town, with stone reinforcements at the gates and vulnerable points. Watchtowers at intervals provide lookout posts.
Guard Barracks: A compact, stone-and-timber building near the town’s gates housing the town watch and armory.
Industry & Trade
Trade and Transport
Warehouse District: Storehouses near the gates and along the main trade route for timber, mined goods, and supplies brought by traders.
Stables and Caravansary: Accommodations for visiting merchants and their animals, including secure storage for goods.
Infrastructure
Finwood’s infrastructure reflects its practical, resourceful nature, built to support its economy and withstand the challenges of its wilderness-adjacent location. Here’s an overview:
Core Infrastructure
Roads: Cobblestone main streets connect the town square to major facilities and trade routes, while smaller dirt paths lead to outlying farms and forest trails.
Water Supply: A network of stone aqueducts and wooden troughs channels fresh water from a nearby mountain spring to communal wells, troughs, and a central fountain in the square.
Lighting: Oil lanterns line the main streets and town square, providing dim but reliable lighting at night. Residents use personal lanterns or torches for less-traveled paths.
Assets
Key Buildings and Facilities
The Hall of Stone: The town’s administrative center and council meeting place, made of dark timber and reinforced stone.
Marketplace: An open square filled with stalls and booths for merchants, including covered sections for all-weather trade.
Blacksmiths and Workshops: Concentrated near the town’s edge, these are equipped with forges, carpentry benches, and tinkering tools, vital to Finwood’s industrial needs.
Saw and Tannery District: Located downwind from the town center, the sawmill processes lumber from the forest, while the tannery handles hides brought by hunters.
Natural Resources
Utilities and Livelihoods
Mines: A network of mining shafts in the nearby mountains, with an entrance just outside the town wall.
Forest Paths: Maintained trails for hunters and foragers, marked to prevent wandering into dangerous areas.
Crafting Guildhouses: Small guilds for blacksmiths, carpenters, and tinkerers provide apprenticeships and coordinate larger projects.
Population
4,604
Inhabitant Demonym
Mostly dwarf, human and gnomish beings.
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization
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