• Port Hymir

    Hymir



    Located just off the eastern coast of Isélyr, Hymir is one of the most prosperous port cities. Shielded by the high, black rock cliffs on either side of the coastal city, Hymir is the main harbor for Xaroc's naval force.

    Ruled with an iron fist by Baron Rutgar d'Amelle, the city of Hymir is heavily patrolled. Any person(s) deemed to be "troublesome" are quickly arrested and brought to the Center Square. Baron d'Amelle cannot even be bothered to make an appearance to cast judgment upon the accused. His judgment is, instead, decreed by the presentation of flags. A brightly hued azure flag with the Town's symbol, a silver, seven-headed Hydra emblazoned in the center, is flown when the decree is death. The flag is almost always flown.

    Local inhabitants include a vast array of races. Human, elven, goblin, lizard folk, and other such peoples congregate and live relatively peacefully, albeit forcefully, with the few, occasional skirmishes. Common is the native tongue, though other languages befitting the peoples are quite popular.

    Several shops and taverns dot the Central Market Square, each offering a wide variety of goods and services. In a port city like Hymir, if it is wanted it is sold.

    The most popular tavern is the Salty Dog run by the half-orc, Zinna Caryn. Adventurers looking to make coin can peruse the bulletin for employment.



    Help Wanted:

    The Locket

    Most inhabitants of Hymir offer prayer not only to Xaroc, but to Taninim as well. One of Xaroc's legendary Demon Generals, Taninim is highly feared by Hymirians. In an effort to gain Taninim's favor, a blood sacrifice is offered to him, the ceremony taking place on the Black Cliffs of Hymir.

    Those who do not worship Xaroc and his Demon General have been banished from the city, and instead, make their homes in the tiny village of Mammoth Tin. Their Knowledge of the Divinity is the only reason why Xaroc has not ordered their death.


    Regional Fauna:

    Indigenous animals such as the common frog, toad, salamander, newt, snake, sea turtles, pelicans, hummingbirds, several varieties of fish, crustaceans, badgers, mice, skunks, and other such creatures can be found in or around the coastal waters of Hymir, as well as their giant forms. There are also several uncommon and rare species that are much more dangerous than their counterpart cousins.

    Water Wyverns:
    Dragon-like creatures, Water Wyverns stand roughly ten to twenty feet, head to tail with a wing span twice that size. Coloration varies from vivid blues to mottled greens and browns. Unable to fly, Water Wyverns use their webbed wings to propel themselves expertly through even the roughest of waters. Possessing only primitive legs, these creatures spend most of their time within water, shoring only to lay their eggs. Extremely territorial creatures, especially the females who are guarding their eggs and hatchlings. Usually found in salt-water oceans, however they have been spotted near fresh-water lakes. Unlike their dragonic counterparts, Water Wyverns are unable to spew fire. They do, however, produce a vile and toxic acid which is said to melt even the strongest of metals

    Plague Creeper:
    Five to six foot long eel-like creatures that secrete a substance which inflicts a crippling disease that causes the victim to hemorrhage internally. The creature has no eyes. Instead, it relies on its ability to detect environmental changes, such as heat and motion.

    Slick Fish:
    These long, slender fish are approximately twelve to fifteen inches long with a girth of about two to three inches. Colors are usually varying shades of gray to an almost silver tone. The most intriguing thing about the Slick Fish is that their scaled body exudes a slippery substance that allows an air-breather to breathe underwater. However, it is a rather painful process since the Slick Fish must be "inhaled" just as the being enters the water and quickly "exhaled" to remove the fish after exiting. They are much more easier to "inhale" than they are to "exhale" since the Slick Fish tend to prefer the warmth of a body than the cold of the water.

    Flesh Toad:
    Solitary creatures that are about two to three feet tall. These toads use their long, sticky tongues to wrap around their prey, coating them with a glue-like substance before placing their meal to their backs. Their skin absorbs the nutrients they need and what's left behind acts as a sort of flesh-like "armor" for the amphibian. Only the strongest of ale can remove the glue of the Flesh Toad, the alcohol in simple beer and mead is not strong enough.

    Elemental Dragonfly:
    Small, usually six to eight inches, winged insects. Coloration depends greatly on the elemental properties of the insect, resembling brightly colored gems. Relatively harmless, Elemental Dragonflies are usually solitary creatures, however swarms have been seen when powerful, elemental bursts have been used. When in swarms, Elemental Dragonflies will attack opposing elements and absorb relative elements to provide strength and regeneration.

    Ruby Dragonfly -- Fire elemental.
    Emerald Dragonfly -- Earth elemental.
    Sapphire Dragonfly -- Water elemental.
    Diamond Dragonfly -- Air elemental.
    Imperial Dragonfly -- Light elemental, though extremely rare.
    Onyx Dragonfly -- Dark elemental, though extremely rare.

    The wings of Elemental Dragonflies are highly sought after by alchemists and blacksmiths alike. Even dead, the wings of Elemental Dragonflies can absorb their own relative element. Weapons and armor infused with these wings take on the same properties.

    Shelled Piercer:
    Often found in growing in colonies on beaches, these quill-like creatures are usually four to five inches in length and vary in shades of creamy white to golden browns. Hidden amongst vegetation, Shelled Piercers are able to detect motion within ten feet and will launch themselves towards a moving target. Once embedded in the skin, Shelled Piercers deliver a dose of neuro-toxin which causes mild to medium seizures.

    Weed Turtle:
    A cross of human and salt-water turtle, the Weed Turtles have round heads with thick mats of sea-weed like hair, large bulbous black eyes and rubbery skin that ranges from dark green to mottled brown. As a whole, this species is a rather peaceful nation. Easily entertained with the various creations of humans, they will trade almost anything to gain a trinket or bauble they do not have. Their hard shell serves as a sort of natural armor. While they do not carry weapons, they do have a single, rather sharpened claw on each of their appendages.

    Hammer Horns:
    Hammer Horns have a humanoid body with a head akin to Hammerhead sharks. A brutal species, these creatures are renown for their aquatic prowess. Usually encountered in groups of three or more. Extremely aggressive, Hammer Horns will attack even if unprovoked. Coloration is usually a dim shade of blue or green and their skin is rather tough, composed mostly of cartilage. Usually armed with pole-type weapons such as tridents and spears.



    Regional Flora:

    Indigenous common plants include algae, mistletoe, mangroves, corals, seaweed, several varieties of grasses, shrubs, and trees. Other, more notable, uncommon and rare species of plants and trees may also be found as well.

    Gore Urchin:
    Spiny, globular, plant-like creatures that inhabit Isélyr's salt waters. Typically measure from three to ten inches across with colors ranging from black to dull shades of green, brown, red, and purple. A defensive mechanism, the spines of these creatures are tipped with barbed hooks that, when brushed against, are released into the predator. Whole urchins are sought after by blacksmiths, as their hardy, hollow spines are readily used to tip poison imbued arrows.

    Net Slime:
    An amoeba-type of growth that is found on the fishing nets cast into the waters. Though this substance does not corrode the net itself, many a fisherman has received painful, blistering sores from pulling up their nets without checking for the tell-tale signs of the purple ink-like substance this plant releases upon exiting the waters. The ink, which is what causes the blisters, is highly sought after by alchemists.

    Snarefish Plant:
    This floating plant is roughly 20 inches, though larger specimens have washed ashore. A bulbous plant with seven tentacle-like structures. Each structure is tipped with a shimmering "hook" that sways and shimmies, much like an injured fish. These "hooks" draw fish and other aquatic creatures closer to the plant, which then wraps the tentacles around the prey allowing the plant to absorb the creature whole.