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.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 Rhea Ser Kondo Goldensand Ser Redorne Goldensand (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 perused on premises under the watchful eye of the librarians. There is a fee to use the Library of $10 per visit.
The Fallen Rocks, a brew pub.
Skadrel’s Alchemy Shop: It is the only alchemy shop in town, and has all three alchemists working there. They supply the alchemical needs of the town, in addition to the more mundane chemical items, such as 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.
The Market Square: It's not active every day; it’s busy on Kynetsday and Starsday of each eightday, with a “Saturday Market” vibe.
Benmek's Jewelry: Operated by Benmek Brightdigger and a few other employees, they specialize in cutting gemstones and making jewelry in copper, silver, and gold.
Some residents, usually the shopkeepers of the shops below their living spaces.
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 QuartzshineHis 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 Quartshine
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 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.)
Kremmik's Leatherworking: Kremmick is not really a tanner, but will do some when necessary. The tanners are in Lower Dwarfchat, along with the dyers, due to the stench. But he is a good leather craftsman that also does taxidermy.
Many residences
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. Grimni is gruff, and pretty strict with the kids, although not cruel or mean. Sort of a tough love parenting technique.
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.
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. They do serve decent ales, and the Drowning Fish 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.
Residences, only a small part of whom are Dwarves as most Dwarves live somewhere in Upper Dwarfchat. But there are a few that live in this section of town, either for convenience or lack of wealth.
Hyacinth’s Caravanserai: Run by Hyacinth Longriver, a Hobbit; currently has Pangolla’s Caravan staying there. Hyacinth Longriver
The Silver Blossom Caravanserai: run by Andre Coulton, a Human; he has a Dwarven tavern keeper. Andre Coulton
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.
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)
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
(see the separate caravan doc for info on all of the people) 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 dogsThe Caravanners
Pangolla's Caravan
Pangolla’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)
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. Sometimes the mage can get out of the death sentence by submitting to Drain Magery, until the mage is no longer a mage, stripping magic from them forever. If this is the case, the prisoners will have to be transported into one of the undercities, as no Magery 3 mages with that spell are in Dwarfchat. The Civil Patrol, being in a wealthy town, and near some of the most prolific enchanters, have effective tools to take down and control mages. They utilize gags, hoods, and fingerbinding/fingersplinting, in addition to more esoteric tools, to keep mages from casting spells.Council Curia
Councillor Argen Rockspire is a wealthy businessman and city politician. He is quite powerful, and married to one of the secret matrons of the city, Janna Rockspire. She is actually the power behind his fortune, running several businesses and having a lot of influence in local politics. Argen is her mouthpiece. She prefers to stay in the shadows, in keeping with the Dwarven reticence about their racial political power structures. The Council is made up of members of the local nobility, guildmasters, the wealthier traders, and a smattering of others who somehow managed to buy their way into power. They have formal sessions once a week, where they debate and compromise and bicker. The rest of the time they are writing legislation, running their businesses, talking to their constituents, and doing backroom deals.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)
Motives: Security, Stability, political power
Goals: Stop lawlessness (2), capture criminals (3), get to the bottom of what’s currently happening (2)
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)
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. 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
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.
City Council
Power: 6
Leader: Redorne Goldensand (Speaker)
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)
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.
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.
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) 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:
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.
Rooks (Central)
Power: 2
Leader: Karlo Stoneheart (“Flicker”, so named because he has a nervous habit of flicking his fingers first one way, then the other)
Motives: Protect the Empire, Keep a constant stream of information going to the central bureau
Goals: Get to the bottom of what’s going down in Dwarfchat (1), without being known about, protect other Central members (Ruby) (1)
Notes: He’s on the lookout for a Hobbit and a big dog. So far, Ruby went into town by herself, so she isn’t getting the attention of any of Flicker’s spies. It’s possible that he will find out about her and her friends after Kallia’s spies do, in which case he may not be able to help them.
Tondene Imperial Army
Power: 2
Leader: Bronten Weaverson (Human)
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).
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)
Artem, Tennant, & Tricola (ATT) (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)
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.
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)
Barber’s Guild
Power: 7 (both sexes have beards; hair is very important to Dwarves; trends and fashions are developed here)
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) 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, 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.
On the road between Kibil-nâla and Lower Dwarfchat is a shrine. It is a simple structure of a wall, a shed roof, and a pair of supports, creating a space with three open sides. Against the single wall at the rear is a granite table or altar, with a single standing stone about 20 cm wide, 50 cm tall, and about 20 cm deep. It is sandstone, tapered towards the top, and is carved with Dwarven runes. They spell out a simple, non-denomination prayer asking the gods for a blessing.
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 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 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 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, armorDwarves 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. 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 Dwarven soldiers.
Demographics
Dwarf 65%
Human 18%
Hobbit 5%
Goblin 4%
Orc 5%
Elf 3%
Aarakocra <1% (maybe two dozen individuals)
Human 18%
Hobbit 5%
Goblin 4%
Orc 5%
Elf 3%
Aarakocra <1% (maybe two dozen individuals)
Government
Council Curia, made up by nobility, guildmasters, wealthy traders, and a few others.
Defences
Githlîn Zirik’azg, the fortress on top of a hill, manned by the Tondene Imperial Army.
The Mountain Rangers
The Mountain Rangers
Industry & Trade
Trade is their industry.
Infrastructure
Well-maintained. Roads, sewers, aqueducts.
Districts
The Baron's Castle
The Walled City
South Upper Dwarfchat
West Upper Dwarfchat
Lower Dwarfchat The surrounding area has the following towns:
Kibil-nâla (farming)
Pinewood (farming, lumber, clay)
Nurtazhâr Borzûm (farming, lumber, stone)
Valleyview (farming, wine)
Tuhumzahar (farming, wool, leather)
The Walled City
South Upper Dwarfchat
West Upper Dwarfchat
Lower Dwarfchat The surrounding area has the following towns:
Kibil-nâla (farming)
Pinewood (farming, lumber, clay)
Nurtazhâr Borzûm (farming, lumber, stone)
Valleyview (farming, wine)
Tuhumzahar (farming, wool, leather)
Guilds and Factions
Civil Patrol
Trading Guild
Caravaner’s Guild
Mason’s/Builder’s Guild
City Council
Mountain Rangers
Baker’s Guild
Chandler’s Guild
Tailor’s Guild
Grower’s Guild
Tondene Imperial Army
Mage Guilds (4)
Smithing Guild
Barber’s Guild
Beekeepers
Butchers
Ranchers
Hatters (subsect of the tailors, actually)
Brewers
Healers
Colorers (dyes, paints, pigments)
Renderers (Subsect of the butchers)
Cobblers
Leatherworkers/Tanners
Scrivener
Cheesemakers
Trading Guild
Caravaner’s Guild
Mason’s/Builder’s Guild
City Council
Mountain Rangers
Baker’s Guild
Chandler’s Guild
Tailor’s Guild
Grower’s Guild
Tondene Imperial Army
Mage Guilds (4)
Smithing Guild
Barber’s Guild
Beekeepers
Butchers
Ranchers
Hatters (subsect of the tailors, actually)
Brewers
Healers
Colorers (dyes, paints, pigments)
Renderers (Subsect of the butchers)
Cobblers
Leatherworkers/Tanners
Scrivener
Cheesemakers
Points of interest
The waterfalls, each 43m high, falling into a small lake.
Tourism
Yes.
Architecture
Mostly stone, with buildings constructed either with shared walls, or shoulder to shoulder. Glass windows are common.
Geography
Mountainous, wooded.
Climate
Temperate, bordering on warm.
Founding Date
-354 AFE
Population
6240
Inhabitant Demonym
Chatters
Location under
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