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consolidated:neighbours:dwarf_mineholds [2025/05/21 09:46] – [Darklands] johnbconsolidated:neighbours:dwarf_mineholds [2025/08/22 12:31] (current) johnb
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-====== Dwarves ======+====== Dwarf mine-holds ======
  
-While there are a few renegades, most Dwarves adhere to traditional community values.  Most Dwarves still live in traditional mine-holdswhile most of the others live in an Ex-Pat community of some sort. Very few live outside the Dwarven sphere of influence.+**<color #22b14c>Need to integrate this pagewith the dwarf minehold list on the main Dwarf page.</color>**
  
-===== Community Values ===== 
  
-Dwarf society, in D&D/Pathfinder is LG – and this reflects the values of the race and all of their communities While there will be minor differences between settlements, the core concepts are still the same.+Most Dwarves live in independent mine-holdsunderground mining towns populated almost entirely by dwarves.  You will find mine-holds scattered in and around The Empire, and other parts of the game world, where they interact and trade with the local communityMine-holds tend to be family and guild basedand the leader is often selected from a ruling family - in a semi-hereditary way (although the actual process varies).  There are different types of mine-hold.
  
-**Government** – In any Dwarf community there is a cohesive central government that encourages everyone to work together with the same sets of Dwarven ideals People know their place and how to behave.  That doesn’t mean there is no social mobility you just have to work hard and follow the rulesthen you will rise up the social pyramid and do well.  Residents are expected to be supportive of their neighbours (although some element of competition is good) and those who rise up the social pyramid are generally successful financialhave a strong social conscienceand are expected to contribute more to the communityIt might be a hereditary Lord, a council or an informal group of elders.  \\ +  * **Basic** - Main Production: Iron - mainly run by humansGems: Hematite Plus one or two low value quartz stones. 
-**Values** -  Dwarf communities operate in ways that support all the members with facilities such as meeting placeswellsrubbish dumpspublic bathsmedical facilities, alms houses and schools  The larger the community, the better the facilities will be.  Even the smallest expat community expects to have a Tavern (social & meeting space), School and at least one shrine, while the largest Mine-Holds will have many different social and community facilities.   Competition is goodbut successat the expense of your neighbour, isn't.  The most well respected dwarves, have achieved success and are seen to support their community, with both time and money.\\ +  * **Poor** Main Production: IronCopperBronze Secondary production: SilverLeadGems: azurite; malachite; turquoise; plus one or two from this list: agates; blue quartz; hematite; lapis lazuli; obsidian; rhodochrosite; tigereye; 
-**Behaviour** - Laws, regulations and community expectations are all very traditionalwell established, and understood by the community as wholeWork and Businesses are regulated to ensure that the good name of the Dwarven Race is not sulliedIn mine-holds there are quality inspections and permissions, in Ex-Pat Communities crafters (etc) are expected to join local guilds and  (if they can) produce better work than their non-dwarf peers  +  * **Good** – Main Production: IronSilverLead. Secondary production: GoldCopperBronzeGems: A selection of (perhaps5 or 6 types of gemstone up to 100gp in value say 3@102@501@100 
-===== Culture =====+  * **Great** - Potentially all metals and mineralsalthough each will have regular supplies of limited selectionIt may take a while to get others.
  
-Dwarven settlements are not exactly the same everywhere you go but, there are some things that can be found in most dwarf settlements - [[DwarfCulturalItems|AleSausage, Nubbe Paste and Brass Bands!]]+Note that there are also Dwarven ex-pat communities in some towns and cities. Howeverthere isn't a list of those yet.
  
-===== Dwarf Communities =====+You should read the **[[consolidated:races:dwarves:start|Main Dwarf Page]]** to check for house rules and culture, before playing a dwarf.
  
-Most Dwarves grow up and stay in the mine-hold of their birth, although some travel, and some choose to settle in 'foreign' lands.  Most of those ex-pats settle into Dwarvish communities in towns and cities, and where they can still enjoy the support and company of other dwarves, although perhaps with a bit less pressure to conform, than in a mine hold.  However, a few settle in villages while some others are no longer welcome within the dwarf community, at all. +===== List of Mine-holds =====
-==== Mine-Holds: ==== +
- Most Dwarves live in independent mine-holds, underground mining towns populated almost entirely by dwarves.  You will find mine-holds scattered around The Empire, and other parts of the game world, where they interact and trade with the local community. Mine-holds tend to be family and guild based, and the leader is often selected from a ruling family - in a semi-hereditary way (although the actual process varies).  Some large mine-holds control a route into the ++darklands|(underdark)++, and the ores and metals they export, might be mined deep underground, perhaps some distance from the mine hold.  Because of this, a single mine-hold might provide a number of different metals and minerals.  In many ways, large mine-holds are the retail metallurgy outlets of the game world.  If you want special metals, you go to well-connected mine-hold.+
  
-[[..:hann_empire:more_about_dwarf_mineholds|Minehold Structure]] +This may be incomplete as mine holds are being discovered regularly.  
-==== Ex-Pat Communities: ==== +
-Most cities have dwarf communities, and like most immigrant / racial groups, they tend to cluster together for support.  Living and working close to each other, there is often a dwarf owned tavern/inn and school within their ‘quarter’, and probably shrines or chapels dedicated to the two dwarven pantheons.  Social life, education and religion all follow the familiar patterns of Dwarfish Culture, and dominate community behaviour and experience.  Sure, Ex-Pats (and their children) are exposed to other cultures, but it is almost home.  Ex-pat communities do not have hereditary leaders, however a small group of Elders is often recognized as providing leadership for the community.  Ironically, many of those elders come from the ruing mine-hold families, but then they have probably had leadership training since they were young. +
-==== Isolated Dwarves: ==== +
-Some dwarves finish up living in very small communities, isolated from their cultural roots.  This might be a lone Dwarf in a village, or a very small community in a non-dwarven environment, or somewhere else that is not large enough to support all the cultural infrastructure.  In this case, children are generally sent to ‘foster’ with  relatives who live in an ex-pat  community or mine-hold – it might be grandparents, uncles, aunts etc … but the young dwarf is always exposed to the culture somehow. +
-==== Outcast Dwarves: ==== +
-These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas.  Some try to maintain as much Dwarven Culture / Dignity as they can, and send their children into fosterage for a proper Dwarven upbringing.  If not, their children must take the ++Slag Child alternate racial trait|(   +
-Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.)+++
  
- 
- 
- 
- 
-===== Darklands ===== 
-<color #ed1c24>Develop Mine-holds into a new page - and add this section as Underground Trade. </color>  
-Trade routes through the darklands are dangerous, sparsely populated and not well travelled, they wind and twist along (mainly) natural caverns, that can be home to all sorts of hazards.  Other humanoid races send hunting parties out to monitor the routes, so merchants either have to be strong or stealthy to travel them -  just like caravans on wilderness trade routes.   Whatever they trade, it has to be valuable, or the risk is too high - but then a single bottle of whiskey can be worth hundreds of gold pieces, when you are two miles underground!   
- 
-===== List of mine-holds ===== 
- 
-This may be incomplete. 
-  
   * **__These mine-holds are Followers of Moradin__**   * **__These mine-holds are Followers of Moradin__**
 +  * [[consolidated:easttelida:holden#belarum|Belarum]] - a small mine-hold in [[consolidated:easttelida:holden|Holden]], [[consolidated:easttelida:start|East Telida,]]. This is a poor minehold, with limited supplies of iron.
   * **Rockhome** - on the road between Sybarite and Jekleal, in the Far Coast States.    * **Rockhome** - on the road between Sybarite and Jekleal, in the Far Coast States. 
-  * **Deep Delve** - a Dwarf Mine-hold deep in the Rostil Mountains, North of The Strongholds.  
   * **Dersolbek** – set in the eastern mountains of Urgon.   * **Dersolbek** – set in the eastern mountains of Urgon.
   * -   * -
   * **__These mine-holds are Followers of Torag__**   * **__These mine-holds are Followers of Torag__**
-  * **Baraduum** - a poor mine-hold close to Porters Bar, without a link to the underdark. +  * These Minehold generally have connections to the underdark 
-  * **Belarum** - a small mine-hold in HoldenEast Telidawithout link to the underdark. +  * **[[melmond|Melmond]]** - High up in the Telidan mountain rangeMelmond sends shipments of ingots to The Tanneryvia Berhof - journey of several weeks through dangerous terrain.  Technically, the Minehold is known as Holfuruhm, but most people just call it Melmond.  (The Dwarves find it amusing, as  Melmond is a corruption of Bad Land / Bad World in an old language)  This is a Great Mine-hold with links to the underdark. 
-  * **Various** - most of the other mine-holds in The Tannery League+  * **Deep Delve** - a Dwarf Mine-hold deep in the Rostil Mountains, North of The Strongholds. 
   * -   * -
   * **__These mine-holds are Followers of Magrim__**   * **__These mine-holds are Followers of Magrim__**
-  * **Melmond** - High up in the Telidan mountain range, Melmond sends shipments of ingots to The Tanneryvia Berhof - journey of several weeks through dangerous terrain+  * Many of hese mines have often lost their connection to the underdark, or suffered some other great trauma. 
-  * **Unknown** - the mine-hold at Paria, which hasn't yet been named  (both of them  :P ) +  * **[[consolidated:hann_empire:porter_s_bar:start#banaduum|Banaduum]]** - a poor mine-hold close to Porters Barwithout link to the underdark.  This is a poor minehold, with limited supplies of iron
-  * **Farfobik** - A small Mine-hold in Galina, close to the coast, without a link to the underdark.  +  * **Unknown** - the mine-hold at Paria in Drai Shon, which hasn't yet been named yet.  It might be an exceptiuon, and still retain an underdark link. 
- +  * **Farfobik** - A small Mine-hold in Galina, close to the coast, without a link to the underdark.  This is a poor minehold.
- +
consolidated/neighbours/dwarf_mineholds.1747813595.txt.gz · Last modified: by johnb