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Dwarfchat

Geography and Description

The area around Dwarfchat is mountainous; it is situated in the foothills at the edge of the Zirinibar Mountains. There is a major caravan road leading from the lowlands up to the city; from there it splits into two major routes. One goes to Barazinbar, the other goes to Nogrod (actually, to a causeway opening that eventually leads to Nogrod). Those two undercities are the main routes into the complex of tunnels, caves, and causeways that make up the Dwarven Underground Civilization in the Zirinibar Mountains. The other main trade route is the river, which handles about 20% of the trade the caravan road does. While faster, it’s also less inhabited, which can make it more dangerous to travel.

  Dwarfchat (altitude 2400’) is a town that the Dwarves use as a meeting point so as to keep outsiders out of the Dwarven undercities. It has a population of 6240 people. Population breakdown: 65% Dwarves; 18% Human, 5% Hobbit, 4% Goblin, 5% Orc, 3% Elf, <1% Aarakocra (mostly transient, but there are a few enclaves in the mountains, so a total of about two dozen live in town, mostly as go-betweens for the Aarakocra eyries).

  The main caravan route basically runs from Port Karn to Lytan’s Mill, then along a river to Sheepshear, then overland to Fleetmilk, and thence to Dwarfchat. All along the route are small villages and hamlets, providing plenty of opportunity for caravans to trade goods. It’s a two eightday trip from Lytan’s Mill to Dwarfchat via the river, and once outside of two days from Lytan’s Mill until about four days from Dwarfchat, it’s all wilderness, with no interim opportunities to trade goods or take on supplies. It’s primarily used for cargoes that are needed as soon as possible.

  Dwarfchat itself is in two parts: the main city lies above an escarpment, straddling a pair of rivers that cascade 140 feet down a pair of waterfalls to a small lake below. On the southern shore of that lake lies the other half of the city, Lower Dwarfchat. The main harbor is located in the lake, and most of the area is commercial/industrial, with a lot of warehouses, trading houses, and other services related to river trade. Dwarfchat is the main eastern embarkation point for the goods of the set of undercities that lie under the Zirinibar Mountains.

  Lower Dwarfchat seems to be mainly large warehouses, with some residential blocks thrown in here and there, mostly rather poor and run down. Upper Dwarfchat isn’t really visible, with the exception of a few nice houses peeking over the cliffs.
  The lake has several small fishing boats, a few pleasure craft, and a handful of rowboats and other small craft on it. Lower Dwarfchat seems to be a busy place, with lots of activity both at the docks and around the warehouses.

  The construction of the buildings in Dwarfchat are primarily of stone, with slate tile roofs. They aren’t easy to walk on, especially if wet. And it’s on the wet side of the mountains, so it rains fairly often during the fall through early spring seasons. Fairly dry otherwise, though. The stone color is a brownish grey, the slate is a dark grey, turning nearly black when wet. Many buildings are three stories, with a preponderance of multi-family residential structures. This mirrors Dwarven living arrangements in the undercities. (Dwarven cities come in two basic forms: one is a “typical” city in a cave, the other is a “kiva”-like warren of interconnected tunnels. Non Dwarves have trouble finding their way around in those. It’s like a 3D maze of spaces and tunnels.)

  Buildings, especially in Upper Dwarfchat, are built shoulder to shoulder, with no alley or space between them. So the blocks tend to be pretty monolithic, and with few nooks and crannies to get lost in. There are occasional doors that lead to what amounts to a hallway that besides giving access to the street on the other side of the block, but also some doors leading into the buildings on either side. So technically there are alleys, but they are “hidden” behind doors.

  Lower Dwarfchat has more access around the buildings, given that they are more focused on manufacturing, and need to have wagons moving around them.

  Most windows in town are glass. Diamond-paned glass windows are common here, unlike most of the places they’ve been to. Part of this is because they have access to glassworks, and the other reason is for “tourist” purposes. Glass windows denote wealth, and Dwarfchat has a reputation to fulfill.  
Currently, the fashion in Dwarfchat is colorfully dyed beards, with colorful clothing to complement it. Various colors are used, sometimes in combination, sometimes as a single color. Glass beads, metal beads, and even carven wooden beads are also common beard ornaments. Dwarven women often have ribbons woven into their beards.
 

Economics

Dwarfchat is a trading hub, and acts as “gatekeeper” of the Undercities. As such, almost all of the trade that goes in or out of the Undercities passes through Dwarfchat. The roads to the undercities are guarded, with a series of security checkpoints to keep the tourists out. You have to have special permission to get into the undercities. It’s not too hard to get, but you still have to get permission. Otherwise, you don’t get in. But everyone is welcome in Dwarfchat. It acts as a trading clearinghouse for the undercities, for the trade headed eastward.

  And Dwarfchat levies tariffs. Some of that tax income is kicked back to the Undercities. But most stays in town. They bring in a lot of money, most of it from visitors. A lot of trade flows through Dwarfchat, and it levies a small tax on everything, both in and out. So it’s relatively wealthy, and well maintained.

  Much of this tax money goes to the masonry guild, who have a standing contract with the city to repair roads, bridges, and buildings.

  As it’s the “face” of the Dwarven undercities, the Dwarves make sure that it looks the part. There are no slums, no shanty towns, and no homeless.

  Most of the residential areas are in the high districts, although there are some inns and houses down below. While there are a few eateries for the wharf and warehouse workers to use, none of them are outstanding.

  The roads to the undercities are guarded, with a series of security checkpoints to keep the tourists out. You have to have special permission to get into the undercities. It’s not too hard to get, but you still have to get permission. Otherwise, you don’t get in. But everyone is welcome in Dwarfchat.

  The southern road leads to the Causeway Entrance near Barazinbar, which is 30 miles away as the crow flies. Overland, however, it’s closer to 80, as it winds up into the mountains, with lots of switchbacks. The western road leads to the Causeway Entrance near Nogrod, which is 80 miles as the crow flies. As it also winds its way through the mountains, the overland distance is 230 miles.

  The trails are well-maintained, and there are traveler stations every ten or so miles, consisting of a small walled shelter, with cooking facilities (earthen oven, wood stove, counter space).

  At the outskirts of Lower Dwarfchat, near where the fields start, are several caravan gathering places. A lot of trading activity occurs here between various caravans, although most are here to trade their good with the undercities. Several Dwarven traders, representing the undercities, come down to Lower Dwarfchat to get good deals, but the real trading happens in Upper Dwarfchat. This is pretty much by invitation only, and caravans have to wait their turns as there are few places for them to park their caravans in Upper Dwarfchat. But all of the important Dwarven traders are up there. Those foreign traders blessed with an undercity pass can then go into the mountains, following the roads that lead to the Causeways, and thence to the network of undercities. That’s where the real money is.

  Most traders, however, make their deals in Dwarfchat. That is, after all Dwarfchat’s purpose: gatekeeper, to keep the “rabble” out. Dwarves are pretty private people, and don’t like a lot of foreigners (aka, “non-Dwarves”) running around their cities. Most of the interspecies trade goes on in the lower quarter, where all of the great trading houses have their warehouses.  

Notable Locations

 

Upper Dwarfchat

A road leads to the upper part of Dwarfchat. There is a switchback road that goes from Lower to Upper Dwarfchat. It’s 1.4 miles long, with an 150’ altitude change, all uphill. At every switchback is a pull out for resting draft animals as they make their way slowly uphill with their loads. There is also a lift built into the hillside; the tracks are just to the south of the southern waterfall; the view is spectacular. Cost per direction is $15 per person, or $50 for a wagon. Yep, it’s steep. There are auroch (6) in hamster wheels connected to winches pulling the tram up the cliffside using a ratcheting gearing mechanism. (If there are any Dwarven tourists on board at the same time, they might be muttering how inefficient the setup is compared to the Undercities. When pressed to explain, they will look sheepish and nervous, and decline to answer, brushing it off with “things are just better in the Undercities.”)

  Upper Dwarfchat is made up of four sections: The baron’s castle, the Walled City, South Upper Dwarfchat, and West Upper Dwarfchat. Most of the oldest (and arguably the best) businesses are located in the Walled City, as are all four of the mage guilds.  

The Baron’s Castle

Located at the edge of the cliff north of the city, Baron Dvalin Goldensand’s home is protected by high walls and rough terrain. It also has glorious views into the lowland valley that extends northeast of the city. His wife’s name is Katvia, and his brother-husbands are Gorgo, Kondo, and Redorne. Ser Gorgo is head of the Civil Patrol. Ser Kondo is the ranking officer of the Tondene Imperial Army garrison, housed at Githlin Zirik’azg. Ser Redorne is the Speaker of the Council Curia, and speaks for the others in matters of politics and the council. Of course, it’s Katvia that is actually calling the shots and telling them what should be done. But they know what they are doing, and only occasionally does Katvia have to “correct” their misunderstandings.
Baron Dvalin Goldensand  
Ser Gorgo Goldensand, Commander of the Civil Patrol   Ser Kondo Goldensand, Commander of the local Tondene Imperial Army garrison  
Redorne Goldensand, Speaker for the Council Curia   (Grand Duchess Frida Featherstone is something of an anomaly when it comes to Dwarven women and politics. Most prefer to puppeteer their husbands, letting the husbands deal with others, content to pull the strings from behind the curtain. GD Featherstone, on the other hand, is public in her power-wielding, but that is likely because she is the Grand Duchess.)  

The Walled City

City Hall, and the Council Curia, are both located here, as are most of the municipal buildings and offices.

The Library is also located here, near all four of the mage guild offices, since they are the primary users of the library and its services. Books are not checked out; they are read on premises, under the watchful eyes of the librarians.

The Fallen Rocks, a brew pub.

  The Bucking Donkey, a tavern. The barkeep has a rivalry with his brother's pub, The Reeling Donkey, in South Upper Dwarfchat.

Skadrel’s Alchemy Shop: The only alchemy shop in town, three alchemists work there, producing the elixirs for the town, in addition to the more mundane glues, solvents, oils, perfumes, etc.

Ashjaw’s Weapons, run by Galnir Ashjaw, a talented weaponsmith. The shop has a front room, with a counter and weapons racked up behind it. It usually has two people manning it, one to deal with customers, one to clean and be a gopher.

  Thandrim's Pottery Studio, a combination workshop and storefront.

  Dain's Tailoring, a shop owned and operated by Dain, and the site of a recent Shard party "incident".

Borr's Brewpub, a tavern.

Temple of the Gods, the larger of the two currently-built temples. A larger temple is being built in West Upper Dwarfchat, as this one is too small to do the gods justice. Nevertheless, it's a very nice facility, with a stone exterior exquisitely carved into religious scenes involving both gods and mortals.

The Beer Cavern, a pub. The interior stone walls are carved to represent a stylized cavern, complete with flowstone, stalactites, and stalagmites. Colored glass lamp covers illuminate the "cavern" in blues and greens.

Drunk Centipede, a tavern. Its sign shows a passed out centipede surrounded by empty beer mugs. The scale of the centipede and the smallness of the mugs indicates it's a giant centipede. Its proprietor is a immigrant from the undercities, and his signature dish is roasted cave centipede steaks (very good, if you are a Dwarf. Not bad if you are any other race).

The Market Square (not active every day; it’s busy on Kynetsday and Starsday of each eightday, with a “Saturday Market” vibe).

Benmek's Jewelry, run by Benmek Brightdigger.

  Halls of Repose, where the dead are interred before being placed in the Catacombs. There is an entrance to the Catacombs here, behind a strong, locked door. The Catacombs are not really public; family members do not like having their dead relatives stolen from, pulled out of their cubbies, or messed with. That would be rude. Getting entrance to the Catacombs isn't terribly difficult, but one must get permission from the Clerks of the Halls of Repose, who take the guest's names down as well as the time they went into and exited the Catacombs. This is because the Catacombs can be confusing to navigate, and even Dwarves can get lost down there. At the end of the day, the clerks walk the catacombs calling out for anyone still in there. There have been multiple occasions when traumatized children and adults have had to be rescued from be lost among the dead. There is a donation box for lamp oil and candles, to provide what minimal light is down in the Catacombs. Those wishing to go into the Catacombs are encouraged to bring their own light sources.

  Catacombs, where the dead are eventually interred, is a maze of caverns and tunnels that sits next to, and around, the Mushroom Groves (there is a door connecting the two; it's locked, and very strong, and used as an "emergency" exit). The tunnels are filled with niches that stone coffins are placed in. To open a coffin, it must be removed from the niche first; these coffins weigh in excess of 1500kg. Inside are the remains of Dwarves or other residents of Dwarfchat, plus some personal items.

  The Catacombs are tunnels that are two meters wide, and two tall, with niches carved into the walls two high. Many are lengthwise niches, where the bodies are laid parallel to the hallway. Others are designed to be used by putting the bodies in feet first (never head first—people want to talk to faces, not feet). Each body is interred in a stone sarcophagus before being set into a niche.

The tunnels aren’t simply hewn out of the rock and left natural; they are sided in mortared stone tile, usually marble from a local(ish) quarry in the mountains. Masons donate their work to the Catacombs, and only the best masons are chosen for the honor of working in the Catacombs.

  There is a lantern or candle at most of the intersections of tunnels, set in little niches. If anyone wants more light, they will have to provide it themselves. For a sense of scale, the Catacombs are hundreds of meters in size, and there might be a half dozen candles spaced along that length to provide enough light to provide a faint navigation destination, but for the most part, it's pretty damn close to pitch black in there unless you are near a lantern or candle. Visitors usually bring a lantern or candle to carry along with them.

The Awakeners, who have a rented space here. While there are several members of the Awakener cult in town (somewhere around 80 at last count), there are only two Awakeners of any rank: Ayya Ajahn Reese, and Sunim Mychelle.


Ayya Ajahn Reese is a native of Dwarfchat, and has lived here all his life, although he has traveled fairly extensively throughout the Empire, and has even visited the Kingdom of Darach and the Firelands. He seems to be the really smiley type. He is fluent in Northern Khuzdul, Imperial, and Lurkash. He speaks broken Mekiitagi and Quenya. He doesn’t draw attention to those, however, preferring to keep his knowledge of those languages a secret. He’d keep his other languages a secret, but that cat got let out of the bag long ago.

Sunim Mychell speaks with a northern accent, hailing from the town of Magokk, in the northwest corner of the Empire. It’s a town with a Goblin population of about 50%, the rest being Humans (30%), Orcs (15%), Hobbits (3%), and the other 2% being Elves, Dwarves, and a single Aarakocra mated pair. She is fluent in Imperial, Mekiitagi, Lurkash, and pretty good with Northern Khuzdul. She knows a smattering of Quenya, but not enough to have any kind of conversation. She is Ayya Reese’s “assistant”. She acts as his secretary, gopher, translator, and records keeper. She is working her way up through the ecclesiastical ranks.

Some residents, usually the shopkeepers of the shops below their residence levels.  
The Mushroom Groves, in a series of caverns under the Walled City. Entrances can be found at the Market Square, near City Hall, and near the Library. The Mushroom Groves consist of several levels of caverns, hollowed out over the centuries, and have an overall footprint almost the size of the Walled City. There is a gallery that looks out over the lake, with a series of glass windows to look out of and for light to come in. It supplies the vast majority of the mushrooms consumed in town, with about 10% going out as exports. Access to the Groves is limited; the gates are locked and there are guards posted just inside (except at the Market Square, where the guard is outside and part of the mystique). It is possible to get permission for guided tours; this can be done through the City Hall Tourism Department for $10 per person. The tour hits about 80% of the chambers, and takes about 4 hours to complete.
 

South Upper Dwarfchat

The Mountainstream Inn (and tavern) is located in Upper Dwarfchat, near the cliff and beside the river. Hence the name. It’s a pretty large place, and well-appointed. It has an integral tavern, and two wings of rooms, each with 24 rooms. And they are all full. It’s the time of one of the seasonal markets. Innkeeper: Darmund Quartzshine. He is blonde, with both hair and beard braided. He wears a beret.
Darmund Quartzshine, Innkeeper of the Mountainstream Inn   His son Malram runs the tavern as the barkeeper. Malram is also blonde, but wears his facial hair as a forked beard with a handlebar mustache. Ruggedly handsome, he is jovial and witty, and good with customers.
Malram Quartzshine, barkeep at the Mountainstream Inn

  The Mountainstream Inn caters to the wealthier traders coming to Dwarfchat to exchange goods. There are all kinds of people here, even a Kler’nak, who apparently is either a caravan guard or an experienced trader. It’s hard to tell, with Kler’naks. Its name is Neriss’l’nikha. Its Imperial is passable (very accented, with the non-labial speech impediment that Kler’naks have). Its gender is impossible to discern. It is desert tan with iridescent green scute tips. Geometric markings are painted on its body like tattoos. If asked, it is selling bundles of cactus fruits, as well as a selection of desert-grown herbs and medicinals. It also has three oddly carved, thick staves about a meter and half long. They make rain noises when shaken or flipped end for end, perhaps there are beads or pebbles inside rattling around.
There are Aarakocra here as well, about a half dozen, although they don’t have a room; they are using the eaves of the upper story roof as shelter. They are trading some lightweight woven baskets; apparently the Dwarves use them in their mushroom caves to carry their crops. Although they could be used in any farm, really (they are the type designed to be worn on the back, complete with straps). Apparently, they were made to order, because they are fairly large; filling them would make them very heavy, but Dwarves have Lifting ST, so they can shoulder huge burdens.
  The Cellar Keg inn and tavern apparently has a good cook, and the tavern keeper (Rukrurim Goldforge) struck up a nice conversation with Elitheris, and she got not only some good brew, but a Dwarven food appetizer sampler, which included several types of mushrooms, prepared in various ways, and spore bread, which was made with the spores of the bluecap mushroom. The spores are ground into a flour that is a pale blue color. One of the foods she had was a kind of mushroom jerky or chip; it was dried and crunchy, with a slight nutty flavor. (Dwarven food tends to all taste the same to non-Dwarves; mushrooms don’t have the flavor variety that vegetables or meats do, so they all have a similar taste. This means that Dwarven foods tend to be very subtle in their flavorings, and with a bit of training, even non-Dwarves can develop discriminating palates.)
  Tailor shop:


Kremmik's Leatherworking (not the tanners, those are in Lower Dwarfchat, along with the dyers). Also does taxidermy.
Kremmik   Food Bank, main office and storeroom: this is where food is donated to the Food bank, and where their admin office is located. It has a clerk, three laborers, and a purchasing agent who uses the donated funds to buy food for the food bank.


Hallek's Barrels: A tavern.

Shrine of Deities: A smaller temple to the gods. As nice architecturally as the Temple of the Gods in the Walled City, it actually has nicer stained glass windows, showing representations of the gods.

The Reeling Donkey: A tavern. The barkeep has a rivalry with his brother's pub, The Bucking Donkey, in the Walled City. It's a friendly rivalry, but they like to take digs at each other.  

Many residences. Lower middle class to middle class housing.  

West Upper Dwarfchat

Mostly residences, with services typically within two blocks (grocer, tailer, chandler, barber, general store; all the “day to day” needs). Middle class to upper middle class, to lower rich class.

2nd Street Grocers: Run by a Dwarf by the name of Skaldi Stoneshaft. Nice little bodega.
2nd Street Barbers: Appears to be a high end salon. Run by Baldir Longstone. He has a staff of 3 other barbers in the shop. They offer full service; both facial and head hair, providing cuts, colors, conditioners, and styling. They are known for being a very fashionable place, and Honarr Amplebeard, the guildmaster of the Barber’s Guild, is an investor.
The Orphanage: Run by a Dwarf named Grimni Mortarstone. There are about 8 kids (5 Dwarves, 2 Human, 1 Goblin) who live here. It’s a serviceable place, clean and well-maintained, but basically poor. It gets most of its money from donations.

Hardstone Furniture: the furniture is wood, and well-crafted. Nicely decorated, typically in the “Beautiful” category, if you like Dwarven aesthetic choices. Owned and operated by Grogal Hardstone. He sources his furniture from local craftsmen in the Dwarfchat area, including some in the satellite towns.

Temple Construction Site: A partially built new temple to the gods, much larger than either of the other two. So far, only the foundation and first story walls are complete; scaffolding surrounds the building and the crews are working on the second and higher floors. A framework for the bell tower goes up 8 stories, and plans are for it to top out at 12. Decorative carving has begun, and the carved pieces will be attached later as the walls are completed. Finished pieces are held in a warehouse in Lower Dwarfchat.

 

Lower Dwarfchat

Lower Dwarfchat has only one neighborhood; it is a mix of the wharves, warehouses, caravanserai, and the residences of the “lower” classes. It’s the newest part of town, but it doesn’t look it. Because it’s the “industrial” section of town it looks the most run down, if any place in Dwarfchat looked run down.

  At the outskirts of Lower Dwarfchat, near where the fields start, are several caravan gathering places. A lot of trading activity occurs here between various caravans, although most are here to trade their good with the undercities. Several Dwarven traders, representing the undercities, come down to Lower Dwarfchat to get good deals, but the real trading happens in Upper Dwarfchat. This is pretty much by invitation only, and caravans have to wait their turns as there are few places for them to park their caravans in Upper Dwarfchat. But all of the important Dwarven traders are up there. Those foreign traders blessed with an undercity pass can then go into the mountains, following the roads that lead to the Causeways, and thence to the network of undercities. That’s where the real money is.

  Most traders, however, make their deals in Dwarfchat. That is, after all Dwarfchat’s purpose: gatekeeper, to keep the “rabble” out. Dwarves are pretty private people, and don’t like a lot of foreigners (aka, “non-Dwarves”) running around their cities.

  The Wharf: Stretching along the length of the town’s border along the lake, it is a mass of docks and slips, mostly for small craft, although boats up to about 20m long can be accommodated (that’s about the limit of the boats that can navigate the river). Most of the buildings facing the lake and the wharves are warehouses, but there are also two pubs, a bait and tackle shop, and a boat repair shop. The two pubs are “The Drowning Fish’ and “Yesterday’s Catch”. They are pretty much at opposite ends of the wharf, and neither have food that is anything to write home about.

  Yesterday's Catch: A dive bar on the wharf. They serve a decent ale or two, but their food is not very good. The dockworkers either think it's all right, or they put up with it.

  The Drowning Fish: The other dive bar on the wharf. They do serve decent ales, and they also has a few local wines available. (It’s sort of the “Oh, you want the high end stuff! Let me get the Gallo wine...” situation.)

  Warehouses, owned by various companies and people. Square meterage-wise, warehouses take up the most space in Lower Dwarfchat. Many are rented out to smaller traders/trading houses.

    Hyacinth’s Caravanserai, run by Hyacinth Longriver, a Hobbit. Currently has Pangolla’s Caravan staying there, at least for the next couple of days while they wait for their travel pass.
The Silver Blossom Caravanserai (run by Andre Coulton, a Human; he has a Dwarven tavern keeper)
Andre Coulton, Innkeeper of the Silver Blossom Caravanserai   Tanners: located at the edge of town, next to the Dyers. They handle a lot of the animals that the hunters and shepherds in Tuhumzahar export.

  First Street Caravanserai: One of the many caravanserai in Dwarfchat, this one is on First Street, near the middle of Lower Dwarfchat.

Dyers: also located at the edge of town. They use a lot of mushroom-based dyes, but they also use other dyes as well (mineral and vegetable, mainly). Mushroom dyes tend towards earthy creams to deep browns, but also have a pale grey blue, a vibrant red-orange, and several shades of purple.

Sawmills

The Food Bank: The other office of the food bank, located where it is most needed. It gets its food shipments from the main office and storeroom in South Upper Dwarfchat. It has a staff of 3; one admin, two laborers.

The Glassworks: the Glassworks is near the middle of Lower Dwarfchat, and is a building with several chimneys, usually belching out smoke. It’s a complex of structures, with two buildings turning out window glass, and two for glassblowing.

Potters: There are three pottery shops. One has two potters, one has six, and the largest has eight people working there. They make comparable goods, regulated by the Ceramicists’ Guild (which is affiliated with the Builder’s Guild).

Smithies, for the more “pedestrian” goods; high end, specialist goods are made by people in Upper Dwarfchat.
  The Secret Grotto: This is Lower Dwarfchat's hidden gem. It's a restaurant, in the middle of the courtyard of a ring of buildings, tucked over on the easter side of Lower Dwarfchat. The only way to get to it is to 1) know about it and it's location; or 2) accidentally stumble upon it while wandering around town. It's location is only disclosed by word of mouth, mainly because most of the buildings surrounding it are residences. It has seating both inside the structure and out amongst the trees it nestled into. Lights with colorful shades are strung on the branches of the tree, giving a soft, even light to the tables. The food is exquisite, and the price shows ($25-75 for entree, $5 drinks, $10 for wine, $15 for spirits).

Caravanserai

  Lower Dwarfchat has several caravanserai. Each is a large open area for the wagons, fenced in with 6m stone walls. Each has an inn and built in tavern, capable of housing around 760 guests. The inn structure makes up the back wall of the caravanserai; the lobby and tavern are in the center, with a wing of rooms on each side. There are individual staterooms, but most of the spaces are shared rooms, and many of those have rows of bunk beds, often stacked three high.

 

Example Caravan



Pangolla’s Caravaners



Pangolla's Caravan

12 Wagons (2 caravan supply wagons, 6 cargo wagons, 1 cook’s wagon, 1 hay wagon, 2 sleeper wagons)
38 Oxen
8 pack mules
8 cavalry horses (for the guards)
1 Head Teamster, in charge of all the wagons
17 Teamster/Loaders (1 per wagon, plus 5 extra)
8 Guards
1 Cook
2 Handymen
1 dog (mascot)
(29 people, crew)
Entertainment Troupe
3 Wagons (1 Supply wagon, 1 Office wagon, 1 Sleeper wagon)
12 oxen
4 Pack mules
1 Manager/bookkeeper/booking agent
2 Male dancers/acrobats
4 Female dancers/acrobats
2 Jugglers/acrobats/comedians
1 Stagehand
2 Guards/bouncers (who also help with stagehand stuff)
1 Handyman
3 Musicians
(16 total people)
Family groups traveling with the caravan
Family #1 (Father, Mother, 2 kids)
1 Wagon (Conestoga)
2 Oxen
1 Riding horse
Family #2 (Husband, Wife, infant daughter)
1 Wagon, conestoga
1 Draft horse
Family #3 (Husband, Wife; Father, Mother, 3 kids; Grandfather, Grandmother; Aunt, Father, Mother, 6 kids)
1 Gypsy wagon (Sleeper)
2 oxen
1 Conestoga wagon
4 draft horses (2 spares)
2 riding horses
Dog
(25 people)

Wild Animal Hunters
4 Hunters
4 Cavalry Horses
4 Wagons (1 Supply wagon, 3 animal cages; 2 are large, single cages, 1 is subdivided into 2 smaller cages)
8 oxen
4 Pack mules
4 Teamsters
(8 people)
Wandering Minstrel (Willy)
1 Horse
  Totals: 79 people, 62 oxen, 8 draft horses, 16 riding horses, 16 mules, 2 dogs
  The Caravanners Pangolin’s Caravan is made up of a total of 12 wagons. Eight are large, six wheel boxy affairs, designed to hold cargo. Each is a box 7 feet wide, 20 feet long, and 7 feet high, with six 3” diameter spoked and metal shod wheels, sprung on steel leaf springs. The wheels are reinforced, and have holes in the rims where stout pegs can be inserted for levering the wagon out of muddy ground. Including the wheels and springs, the wagon is 9 feet high, With a flat roof suitable to put things on. Tie-downs are located all over the wagon.

Two of these wagons are used solely for caravan supplies, like food, clothing, and sundry items, unless it’s a short trip, in which case only one would be used. The others are for hauling cargo. Each cargo wagon is drawn by four oxen. The names of the oxen: “Spot”, “Ruff”, “Damn Cat”, “Slowpoke”, “Grumble”, “Yellow”, “Airhead”, “Huff”, “Puff”, “Stuff”, “Horny Devil”, “Casper”, “Luke”, “Goober”, “Jocko”, “Babe”, “Patsy”, “Pogo”, “Ruckus”, “Rube”, “Rupert”, “Scamp”, “Scooter”, “Scrag”, “Sourpuss”, “Sharphoof”, “Sliver”, “Sparky”, “Bonehead”, “Doggie”, “Digger”,and “Bignose”. One of the caravan supply wagons has a small keg of siege dust; there are a total of 100 man-days worth of it in there. They only break it out in dire emergencies. It would give the caravaners about 3 days of food; although it highly likely Pangolla would share it with everyone in the caravan.

One wagon is a four wheel, open design, with a basket like cargo area; this is filled with hay, both baled and unbated, and bags of oats and other fodder. It is usually covered with a tarp. The suspension is simple; the wheels are spoked. It is drawn by 2 draft horses (“Punch” and “Judy”).

One wagon is the cook’s wagon, and is the loudest of the wagons. It is filled with his hammock, a chest of drawers, a washbasin, and all of his cooking supplies, including a portable stove/grill and oven, which take up a majority of the space. The kitchen appliances are stationary. Although there is a door in the back, the side opens up creating an eave, allowing the cook to serve the food, somewhat like a roach coach. In fact, the Caravaners call it that, even most of the cooks they have had. It is drawn by a pair of oxen (“Jasper” and “Norman”).

There are two gypsy style wagons, commonly called “Sleepers” by the caravaners. The reason for this is simple. They have hooks for 12 hammocks; two sets stacked three high on each side, with a narrow space down the middle. There are several footlockers, one for each member of the caravan crew. The wagons are 7 feet wide, 15 feet long, and 7 feet high, with 3’ diameter wheels. These are each drawn by two oxen (“Hayoo”, “Ambereyes”, “Rasputin”, “Humpty Dumpty”).

Rounding out the caravan “vehicles” are eight pack mules, who carry additional cargo (usually stuff that had to be gotten at each night). They are named “Genius”, “Ornery”, “Cutiepie”, “Lovey”, “Sneezy”, “Yoohoo”, “Gronk”, and “Moonlips”.

The caravan also has a mascot: a golden retriever named “Maro”, who is primarily looked after by Sweet Jon.

Head Teamster and Caravan Master Zyzekka Pangolla (Goblin, M) Black hair, worn long in a pony tail, amber eyes. Can be impatient, although he isn’t impulsive. Has a reputation as an honest but exacting merchant. Has a comfortable level of wealth, although he is doing better and better in the trade business, so that will likely increase over time. Slightly overweight. Has a sense of duty to his caravan, in addition to his actual duties. Hums tunelessly (but loudly) while on the road. He is intolerant of lazy people. A pair of sunglasses hangs from his neck (when not worn), and he tends to wear shades of brown (he is somewhat fastidious, and the brown color helps to hide road dust). He wears a wide brimmed hat with a red feather. He wears a Fine dagger of tempered steel, with a black onyx handle.
Further details can be found in the Once-Lost Document of the Caravan, but here is the list of the other members of the caravan:
Lyndon “Lucky” Millerson (Teamster, Human, M)
Rollie Wayspan (Teamster, Hobbit, M)
John Falcon (Teamster, Human, M)
Owen Darkskin (Teamster, Human, M)
Alfric Wagonrider (Teamster, Human, M)
Sarah Owenswife (Teamster, Human, F)
Runaway Teressy (Teamster, Human, F)
Warren Weather Ears (Teamster, Human, M)
Samuel Balendin (Teamster, Human, M)
Trent Cynebald (Teamster, Human M)
Seven Fingered Berd (Teamster, Goblin, M)
Ardanna Hamza (Teamster, Human, F)
Troy Kadena(Teamster, Human, M)
Jrade Uchana(Teamster, Goblin, M)
Benji Hornblower (Teamster, Hobbit, M)
Ivagan Orkughash (Teamster, Orc, M)
Pashdug Cromûsh (Teamster, Orc, M)
Edge (Guard, Human, M)
Niall Highwater (Guard, Human, M)
Kirk Mightyblow (Guard, Dwarf, M)
Gadget Nimm (Guard, Dwarf, M)
Sweet Jon (Guard, Human, M)
Varro Viridian (Guard, Goblin, F)
Mercy Richard (Guard, Human, M)
Butch Banditnailer (Guard, Human, M)
Joseph Nerelli (Cook, Human, M)
“Lefty” Maarikis (Handyman, Goblin, M)
Surefingered Davvik (Handyman, Goblin, M)
Entertainment Troupe “JB’s Marvelous Acts”
J.B. (Manager, Human, M)
Dakiiri Greentoes (Acrobat/Dancer, Goblin M)
Kenderson Lightweight (Acrobat/Dancer, Human, M)
Tomikki the Dark (Acrobat/Dancer, Goblin, F)
Ralga Firehair (Acrobat/Dancer, Orc, F)
Karenda Moonskin (Dancer/Acrobat, Human, F)
Ayleena of Crystalmist (Dancer/Acrobat, Hobbit, F)
Gykkii Nimblefingers (Juggler/Comedian, Goblin, M)

Yig’oor Sharpwit (Juggler/Comedian, Goblin, M)
Orgrim Olgrag (Stagehand, Orc, M)
Johann the Mighty (Guard/Bouncer, Human, M)
Darikk the Light (Guard/Bouncer, Goblin, M)
Andren the Handyman (Handyman, Goblin, M)
Kevin the Wailer (Musician, Human, M)
John “Talking Drums” Watterson (Musician, Human, M)
Mary “Vox Angelica” (Musician, Human, F)
Willy Waxson (Traveling Minstrel, currently working with JB, Human, M)

Family #1
Alan the Weaver (Human, M)
Rosemary (Human, F)
Wally (1st son, Human, M)
Osric “Ozzy” (2nd son, Human, M)
Family #2
Evan the Yeoman Farmer (Human, M)
Anne Shylook (Human, F)
Pearl (infant Human, F)
Family #3
Krarken the Cartwright (Goblin, M)
Lashhi (Goblin, F)
Pookam the Lucky (Goblin M, brother of Krarken)
Sashak the Alluring (Goblin F)
Humm (Goblin M, son of Pookam)
Mink (Goblin F, daughter of Pookam)
Plashki “Handlebars” (Goblin, M, son of Pookam)
Allkin Oldenwise, “Grappa” (Goblin, father of Krarken and Pookam)
Wilbi “Gramma” (Goblin F)
Auntie Emmikki (Goblin F, Allkin’s sister, priestess of Sojekk)
Landinik of Slowwater (Goblin M, married to Manta)
Manta (Goblin F, daughter of Emmikki)
Vander (Goblin M, son of Landinik)
Loman “Low Man” (Goblin M, son of Landinik)
Hester (Goblin F, daughter of Landinik)
Apolloni “Baloney” (Goblin F, daughter of Landinik)
Ferris (Goblin M, son on Landinik)
Kinni (Goblin F, daughter of Landinik)
Wild Animal Hunters
Sean Anderson (Lead Hunter, Human, M)
G’lld’rakk Konar’non (Hunter, Kler’nak, F) (although no one can tell she’s female)
Francis Potshot (Hunter, Human, M)
Y’virrl Gorestrike (Hunter, Goblin, M)
Michael (Teamster, Human, M)
Pendark (Teamster, Human, M)
Lysette (Teamster, Human, F)
Zuvo Starblazer (Teamster, Goblin, M)

 

Jorell’s Caravan


8 cargo wagons (4 Mules pulling each, 32 total)
1 cook’s wagon (2 draft horses)
2 sleeper wagons (2 draft horses each, 4 total)
2 supply wagons (4 mules each, 8 total)
8 pack mules

4 Cavalry horses (for the guards)

  14 teamsters
1 Cook/teamster
6 guards (4 on horse, 2 riding on one wagon or another)
1 Caravan leader (Jorell)
(22 people)

  48 mules
6 draft horses
4 cavalry horses
(58 animals)
  Jorell tends to redistribute the cargo when the supply wagons use up their supplies, to keep the weight per wagon as low as practical, just to keep the animals from getting exhausted and the wagons from getting bogged down in mud. He is currently carrying fabrics, items of clothing, some jewelry, and, hidden in a compartment on one of the supply wagons, a stash of cut and polished gems from the Melêkurâd Mountains (mainly rubies, sapphires, and clear sapphires).  

Legal Considerations

There are also no thieves’ guilds here. None. Citizen protection groups are unnecessary; the City Council has a police force with some rather authoritarian powers, called the Civil Patrol. Their Patrollers actually do keep the peace and fight crime, unlike many other towns and cities, where petty crimes and crimes against peasants are pretty much ignored. They also have a more traditional City Guard, but they are a much smaller group, and are more militaristic in both their function and demeanor. They are there to defend the city, not fight crime. As one travels through the city, several public stocks can be seen, on street corners, markets, and public parks. Several will have people in them, arrested for various violations.

  There is no graffiti allowed, no littering, no vandalism. All of those things have some rather harsh punishments, ranging from fines to public stocks to public flogging. They take the aesthetic condition of the town very seriously. Law abiding citizens will often mock those in the stocks, and throw rotted fruit at them. Throwing of dung or other bodily wastes is considered littering, and punished appropriately. Throwing dangerous items, like stones or other hard objects, is considered assault. Just because someone is a minor criminal doesn’t mean you can do anything you want to them.

  The Civil Patrol normally has a middling amount of sociopolitical power, but with the problems lately and the increased number of patrollers from the Undercities sent to help out, its power has increased. In general, the local patrollers are a bit more forgiving; they are more likely to listen to context. Might not make a difference, but they will listen, and it might influence their sentencing.

  The “imported” patrollers, on the other hand, are here to do a job. In the outside. Under the open sky. So many of them are cranky, and all of them are uncomfortable. Many didn’t volunteer for this; they got assigned, away from their families and for an unspecified amount of time. Undercity patrollers are paler, or sunburned; the locals have been surface dwellers for a while, and their skin is more ruddy, with less tendency to sunburn. Negotiating with the imported patrollers is unlikely at best, and dangerous at worst. They don’t really care about the place and the people who frequent it; they are here to impose peace and order.

  Necromancy is a criminal offense. So is murder. Murder sentences are usually jail time, usually measured in decades. Necromancy by itself (such as using a dead body that the necromancer had no part in killing) also is jail time, but as necromancers are mages, they are kept in mana-dead cells. But both combined can lead to a death sentence.  

Council Curia

Redorne Goldensand is the Speaker of the Council. He leads the council sessions. The Council is made up of the local nobility, wealthy traders and businessmen, the local guildmasters, and a few others that for one reason or another managed to get onto the council.

Councillor Argen Rockspire is a wealthy businessman and city politician. He is quite powerful, and is well-respected on the council.
Councillor Argen Rockspire  

Notable Factions

Power ranges from 1 to 10 (10 being all-powerful). Goals: concrete achievements, also range from 1-10, with 1 being “just starting” to 10 being “Goal complete”.   Civil Patrol
Power: 7 (usually only 5, but these are trying times)
Leader: Captain Ser Gorgo Goldensand; 2nd in command: Undercaptain Arben Thunderstone (who usually runs the day to day activities)
Captain Ser Gorgo Goldensand  
Undercaptain Arben Thunderstone   Motives: Security, Stability, political power
Goals: Stop lawlessness (2), capture criminals (3), get to the bottom of what’s currently happening (2)
What they can be seen doing: Increased presence on the streets; influx of patrollers from the Undercities (wearing livery in pale blue and grey strict curfew at 14th bell (about 8pm).   Trading Guild
Power: 8
Leader: Harcan Underpeak
  Motives: Gain wealth, maintain influence, keep the city role relevant

Goals: Encourage trade (4), make the city welcoming to merchants and caravans (6), increase taxes on “foreign” traders (1), keep the recent troubles from affecting trade (2)
What they can be seen doing: Nothing. Everything is basically happening in back rooms and the Council Curia sessions. Guild representatives are going from shop to shop reassuring the shopkeepers that “everything is normal”, despite the “troubles”.   Caravaner’s Guild
Power: 4
Leader: Joren Hammerstrike
Motives: gain influence, Represent the interests of caravaners, get out from under the thumb of the Trader’s Guild
Goals: reduce overhead costs for caravans (3), encourage more outside traders to come to Dwarfchat (5), gain some political power to better position themselves with respect to the Trader’s Guild (6)
Notes: innkeepers and bartenders at caravansarai are members of this guild. Note that visiting caravans are NOT part of this guild; this is a guild working in the visiting caravans’ best interests. So it’s possible that those staying in the caravansarai will overhear some comments about the political infighting between the Caravaner’s Guild and the Trading Guild, and how the Trader’s Guild keeps upping the dues, and not addressing the problems that the caravans and their support industries have to deal with. They are also upset that there is a higher tax, recently levied, on caravaners. The guild is worried that the higher tax will discourage caravans.
What they can be seen doing: Most of it is happening in the usual political places. Innkeepers can be heard to be grumbling about high Trading Guild dues for things that they shouldn’t have to pay for (like the general marketing fund for the businesses in the city, and upkeep of storefronts). Much of the increased levies are passed on to the caravans themselves; innkeeper and bartender/server/cook wages are small enough already. This leads to pissed off caravaners, because now their profits (also fairly narrow) are being affected.

  Mason’s/Builder’s Guild
Power: 5
Leader: Monash Rockycrag
Motives: Craftsmanship, Quality, Honor
Goals: be the best builders in Dwarfdom (4), educate members in best building practices (7), keep on top of any repairs/construction the city needs (4)
Notes: There are three new houses under construction (two in Upper Dwarfchat, one in Lower), a warehouse is getting a new roof, a shrine is being built in Upper Dwarfchat, and a general store (Lower Dwarfchat) was damaged in a manticore attack. Played will see the construction sites if they wander around town.
What they can be seen doing: Construction. If anyone talks to any construction workers (well, the supervisors), one will mention that a new order had come in to repair some roof in town (apparently, something had damaged it, created a leak). If this is investigated, claw marks will be found on the roof, scratched into the tiles near the damaged section (there was a weak part; the manticore’s paw fell through and it had to claw at the edges to get purchase again). A Naturalist-4 roll will allow them to compare the claw marks to what they know about manticores, and they match.

  City Council
Power: 6
Leader: Redorne Goldensand
Motives: Political stability, Balancing the relative power of the factions within the city, Prosperity
Goals: Keep citizens calm and orderly (3), increase the money in city coffers (2) (they just levied a new tax on caravaners)
What they can be seen doing: Not much; it all happens behind closed doors and during the Council Curia sessions.   Mountain Rangers
Power: 4
Leader: Palen Snowpeak

Motives: Security, Honor, Safety
Goals: Protect travelers on the mountain roads (8), Recruit a few more people (3)
Notes: Taid may get approached by a Mountain Ranger recruiter, and be asked to join. (He was asked, and he refused, not wanting to be tied down.)
What they can be seen doing: They can be found patrolling in the rural spaces, mostly between settlements. They also act as caravan guards for those caravans that pay extra for protection.   Baker’s Guild
Power: 6
Leader: Theobold Tripeak

Motives: Provide goods to the market, make quality foodstuffs, maintain political position wrt council
Goals: Provide a good living to their members by getting some tax breaks (3 get city funding to subsidize their business (5)
Notes: The Baker’s Guild is the most important of the foodstuff guilds (the other ones being the butcher’s guild, beekeeper’s guild, brewer’s guild, and the cheesemaker’s guild, and peripherally, the grower’s guild. Bread is life, even breads made with mushrooms and other fungi.
What they can be seen doing: Not much, besides their jobs. Theobold Tripeak speaks at the council sessions, arguing for public funds and tax breaks. Signage can be seen in bakeries (mostly in Khuzdul) saying “Support your local bakery!” If asked about it, the bakers will say that a lot of their work happens at night, and they have had to cut back lately on workers, because of the dangers of moving around at night. This has caused both reduced amounts of bread baked, but also increased worker costs to pay for them to come in (and to pay the Civil Patrollers off for violating curfew). They have been asking for some subsidies from the Council Curia.

  Chandler’s Guild
Power: 3
Leader: Willibert Whitemount
Motives: Provide quality product, provide a light in the darkness, wealth acquisition
Goals: Get better prices of materials from the butcher’s guild (3), and the beekeepers Guild (6)
What they can be seen doing: Nothing, unless in the council sessions

  Tailor’s Guild
Power: 4
Leader: Dwalin Baldurson
Motives: Be on the forefront of fashion, create new fashion trends to drive business, train new members
Goals:
What they can be seen doing: Nothing

  Grower’s Guild (farmers, both above and below ground)
Power: 5
Leader: Edmont Alpinefield
Motives: Provide foodstuffs to support the city and surroundings, political power
Goals: Make the council understand that without the growers, they are nothing (3), gain more seats on the council (2) Notes: the Dwarfchat City Council is made up of the local nobility, the heads of the guilds, some prominent merchants, and a few others who’ve managed to get on the council somehow. It’s run similar to a parliament, where small groups gain power by mutual support and temporary alliances.
What they can be seen doing: Occasional impromptu workers’ meetings in the fields, usually during lunch break. These take the form of a typical union meeting, with a speaker or two, and rumblings of agreement from the crowd of workers. Mainly this is about getting more pay for the farmers and their workers; the resistance comes when people realize that this would increase food costs. (Although food prices are limited to what the market is willing to pay for them; they realistically can’t rise too much.)

        Tondene Imperial Army
Power: 2
Leader: Sur-Rhea Bronten Weaverson (Human), Rhea Kondo Goldensand (Dwarf)
Motives: Represent the Empire, Honor, Security
Goals: Increase recruitment (1), build up the local garrison (1)
Notes: Located at Githlîn Zirik’azg, it is a small garrison of 200 or so soldiers (2 centisentis, Maroon and Aqua). They have been alerted to the Manticore, and have small patrols out in the forest looking for its lair (6 groups of 10 soldiers each, armed with the standard weapons and armor, and each has two mules to carry the tents and group gear). What they can be seen doing: They’ve stepped up patrols in the downriver end of the map, trying to help protect against the manticore (or dragon).

  Mage Guilds (4; Delver’s Guild (elemental, making/breaking), ATT (knowledge, comms), 2 “General purpose” guilds)

Delver’s Guild (Elemental, Making/Breaking) (enchanting)
Power: 5
Leader: Fargin Saltfist
Motives: Honor, Pride, Wisdom, Steadfastness
Goals: Assist the other guilds that rely upon his guild (6)
What they can be seen doing: Nothing. They are going about their business behind closed doors, mostly. Their representative does go to Council meetings, though, and will be visible there.

  Artem, Tennant, & Tricola (AT&T) (Comm/Know)
Power: 2, down from 4
Leader: Kelven Squireson
Motives: Pride, Business acumen, Embarrassment
Goals: Recover from the reputation hit at the loss of Clemens, stay in business (1).

What they can be seen doing: increased PR and advertising. Posters can be seen around town advertising their services, as well as ones just saying how reliable they are and that your private communications stay private. AT&T has town criers hawking their services in an attempt to increase their revenue, which took a hit after rumors of them harboring a traitor became public.

  Blue Sapphire (General, most colleges: broad, but shallow)
Power: 5
Leader:
Motives:
Goals:

  Iron Mountain (General, most colleges: broad, but shallow) (some minor enchantment)
Power: 3
Leader:
Motives:
Goals:

  The two general guilds have different mixes of spells
What they can be seen doing: In general, nothing. They mostly have what they want.

  Smithing Guild
Power: 6
Leader: Dargo Mastersmith
Motives: Honor, Maintaining political power, Running the city effectively as part of the council
Goals: Fulfill the smithing needs of the city (8)
What they can be seen doing: Their jobs.

  Barber’s Guild
Power: 7 (both sexes have beards; hair is very important to Dwarves)
Leader: Hugarr Amplebeard (not the name he was born with; his beard goes down to his knees, and is always immaculately coifed)
Motives: Pride in beards, keep the traditions alive
Goals: Beautify the city via the grooming of its populace (5), provide new sources of beard decoration and design (4)
What they can be seen doing: There are several barbers in Dwarfchat. Many hire someone to wear a clapboard hawking their services who walks up and down the street where they are located.

  Other guilds:
Beekeepers (2)
Butchers (3)
Ranchers (3)
Hatters (subsect of the tailors, actually)
Brewers (4)
Healers (4)
Colorers (dyes, paints, pigments) (2)
Renderers (Subsect of the butchers)
Cobblers (2)
Leatherworkers/Tanners (2)
Scriveners (3)
Cheesemakers (2)  

Supporting Settlements

There are five satellite towns that support Dwarfchat; all are farming communities, although some also provide lumber and other goods.  

Kibil-nâla

Kibil-nâla, situated on the river, is a farming town, the river providing a source of irrigation. Most of the hops grown for beer are grown here, although a few of the other towns in the area have branched out to compete with them.

Pinewood

Pinewood, to the north, is a farming community that also has several woodlots that are regularly harvested, plus they will tap old growth forest trees when hardwood is required. There is a nice source of good clay about two miles north of the town.

Nurtazhâr Borzûm

Nurtazhâr Borzûm is the town to the west, and is also close to a river. It is primarily a farming town, but some logging is done by its resident lumberjacks. It runs the stone quarry, located about three miles to the west, providing the stone for the city.

Valleyview

Valleyview is almost exclusively farming-oriented, and sits to the southwest of Dwarfchat. Of all of the townships in the area, this is the one that has the fewest number of Dwarves in its population. For whatever reason, the population breakdown trends towards the non-Dwarf races. It is also the only town with decent grape-growing soils; they produce all of the grapes used for local wines.

Tuhumzahar

Tuhumzahar is another town that is primarily agricultural in focus, but they also dabble in lumber, sheep, and hunting. Much of the leather used in Dwarfchat is the product of Tuhumzahar’s hunters and shepherds.

The Military and the Mountain Rangers

   

Dwarven tactics, weaponry, armor

Dwarves are short and compact. Since their heads are lower than a human’s, head and shoulder attacks are more common against them, simply due to height and reach differences. Thus, Dwarven helmets and shoulder armor are reinforced (+1 DR, +15% weight and +20% cost). Their shields often are curved back on the top, to also help against attacks to the head. Many shields also have a spike on the top, because it can be used for striking upwards into the body of their taller opponent. Reversed, the spike can impale feet or lower legs, causing mobility kills. If their pole weapons are not available or not doing the job, they will also often try to close with their opponent, to get inside the reach of their weapons and utilize their high strength and low center of mass.
  The Dwarves have the Mountain Rangers (their version of the Rural Watch) that patrol the roads in the mountains; their mandate is to protect the travelers on the roads. They do not like brigands, and do what they can to limit their activities. They are less worried about wild animals; they don’t really do much about bears, cougars, etc., figuring that those hazards are taken into consideration by the travelers. If they come across people fighting off the wildlife, they will assist.
  Typically, they are armed with partisans (shortswords on a stick, with a pair of “wings”), gambeson, and chainmail. Some have brigandine vests, if they can afford it. Sidearms are shortswords, and they will typically have a shield on a guige, usually kept on the back for passive defense, unless they have to drop the partisan. Helmets are usually sallet helms with a bevor. They are typically organized in teams of four, and have all trained together (Teamwork Perk, wMA52, and Shield Wall Training MA51). Typical formations are offset 2x2, and 3 in front, 1 in back.
Partisan tip

  The fortress of Githlîn Zirik’azg (“Fortress Sharp Eye”) is situated atop a rocky hill. The hill is about as tall as the cliffs that Dwarfchat is built upon, so it has a good view of surroundings. The hill itself is wooded, but there is about 100m of cleared space all around it. It is the home of the local Tondene Army garrison, which is made up of two fighting centasentis and their attendent logistics and support personnel. The highest ranking officer is Rhea Kondo Goldensand, one of Katvia Goldensand’s husbands. He routinely sends out patrols moving up and down the caravan routes, out to about five days travel, just to keep bandits and wild animals in line. He has, on occasion, commandeered some boats and patrolled the river, but he doesn’t do that often. One of his sub commanders, Bronten Weaverson, is the Imperial Army’s representative on the Council Curia.

  The fortress itself is a single monolithic building, surrounded by walls and towers. The building itself is six stories tall, and has about four basement levels. It’s a warren of interconnected rooms and tunnels; filled with many twists and turns. Anyone getting past the walls and invading it would be confused and lost within its confines, subject to ambushes, traps, and some very pissed off soldiers who know the castle inside and out. And yes, there are very likely several secret passages to facilitate ambushes. Most of the basement levels are set up to house refugees, presumably from the city if it were ever attacked. Lately, the Imperial Army has been stockpiling supplies, “for general readiness”.

Demographics

65% Dwarves; 18% Human, 5% Hobbit, 4% Goblin, 5% Orc, 3% Elf, <1% Aarakocra (mostly transient, but there are a few enclaves in the mountains, so a total of about two dozen live in town)

Government

Council Curia, under the local Baron

Defences

Downriver is the Locks, a fortified river locks structure. Nearby is a fortress, on a hill, called Githlîn Zirik'azg, that houses two centasentis of Tondene Imperial Army troops (about 200 soldiers). Being in the heartland of the Tondene Empire, they don't really have to worry about foreign enemies attacking. These troops are mainly for domestic problems such as bandits or aggressive wildlife.

Industry & Trade

Dwarfchat has the usual local industries: farming, smithing, baking, tailoring, etc. It's main industry is as a trading hub, acting as the gatekeeper for outside trade with the Dwarven Undercities beneath the Zirinibar Mountains. Any trade going into the Undercities goes through Dwarfchat first, and a tax is levied.

Infrastructure

Stone roads, The Lift, Sewers, Aqueducts, Bridges, Caravansarai

Districts

Upper Dwarfchat, comprised of the Lord's Keep, The Walled City, and Upper South Dwarfchat
Lower Dwarfchat, comprised of the Wharfs, the Warehouses, the Residences, and the Caravansarai

Guilds and Factions

Civil Patrol Power: 7 (usually only 5, but these are trying times) Leader: Arben Thunderstone       Trading Guild Power: 8 Leader: Harcan Underpeak         Caravaner’s Guild Power: 4 Leader: Joren Hammerstrike   Notes: innkeepers and bartenders at caravansarai are members of this guild. So it’s possible that those staying in the caravansarai will overhear some comments about the political infighting between the Caravaner’s Guild and the Trading Guild, and how the Trader’s Guild keeps upping the dues, and not addressing the problems that the caravans and their support industries have to deal with. They are also upset that there is a higher tax, recently levied, on caravaners. The guild is worried that the higher tax will discourage caravans.   Mason’s/Builder’s Guild Power: 5 Leader: Monash Rockycrag   Notes: There are three new houses under construction (two in Upper Dwarfchat, one in Lower), a warehouse is getting a new roof, a shrine is being built in Upper Dwarfchat, and a general store (Lower Dwarfchat) was damaged in a manticore attack. Played will see the construction sites if they wander around town.   City Council Power: 6 Leader: Konarr Stonebeard       Mountain Rangers Power: 4 Leader: Palen Snowpeak       Baker’s Guild Power: 6 Leader: Theobold Tripeak     Notes: The Baker’s Guild is the most important of the foodstuff guilds (the other ones being the butcher’s guild, beekeeper’s guild, brewer’s guild, and the cheesemaker’s guild, and peripherally, the grower’s guild. Bread is life, even breads made with mushrooms and other fungi.   Chandler’s Guild Power: 3 Leader: Willibert Whitemount       Tailor’s Guild Power: 4 Leader: Dwalin Baldurson       Grower’s Guild (farmers, both above and below ground) Power: 5 Leader: Edmont Alpinefield   Notes: the Dwarfchat City Council is made up of the local nobility, the heads of the guilds, some prominent merchants, and a few others who’ve managed to get on the council somehow. It’s run similar to a parliament, where small groups gain power by mutual support and temporary alliances.         Tondene Imperial Army Power: 2 Leader: Bronten Weaverson (Human)     Notes: Located at Githlîn Zirik’azg, it is a small garrison of 200 or so soldiers (2 centisentis, Maroon and Aqua). They have been alerted to the Manticore, and have small patrols out in the forest looking for its lair (6 groups of 10 soldiers each, armed with the standard weapons and armor, and each has two mules to carry the tents and group gear).   Smithing Guild Power: 6 Leader: Dargo Mastersmith      

Mage Guilds

(4; Delver’s Guild (elemental, making/breaking), ATT (knowledge, comms), 2 “General purpose” guilds) Delver’s Guild (Elemental, Making/Breaking) (enchanting) Power: 5 Leader: Fargin Saltfist       Artem, Tennant, & Tricola (ATT) (Comm/Know) Power: 2, down from 4 Leader: Kelven Squireson       Blue Sapphire (General, most colleges: broad, but shallow) Power: 5 Leader:       Iron Mountain (General, most colleges: broad, but shallow) (some minor enchantment) Power: 3 Leader:       The two general guilds have different mixes of spells    

Other guilds:

Beekeepers (2)
Butchers (3)
Ranchers (3)
Hatters (subsect of the tailors, actually)
Brewers (4)
Healers (4)
Colorers (dyes, paints, pigments) (2)
Renderers (Subsect of the butchers)
Cobblers (2)
Leatherworkers/Tanners (2)
Scriveners (3)
Cheesemakers (2)

Points of interest

The waterfalls
The Lift
Mountainstream Inn
The Wharves
  The Mushroom Groves
The Market Square (and the Walled City in general)

Tourism

Mostly traders, merchants, caravans.

Architecture

Mostly stone, with buildings built close together if not shoulder to shoulder with no alleys between them.

Geography

Mountainous and wooded, with tilled fields. The city itself straddles two rivers and a lake.

Climate

Temperate

Natural Resources

Wood, mineral ores, forest products

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