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consolidated:races:dwarves:communities [2025/05/31 17:21] – [Mine-Holds:] johnbconsolidated:races:dwarves:communities [2025/07/28 22:33] (current) – [Other Mine-Holds] johnb
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   * **Poor** - Main Production: Iron, Copper, Bronze Secondary production: Silver, Lead. Gems: azurite; malachite; turquoise; plus one or two from this list: agates; blue quartz; hematite; lapis lazuli; obsidian; rhodochrosite; tigereye;   * **Poor** - Main Production: Iron, Copper, Bronze Secondary production: Silver, Lead. Gems: azurite; malachite; turquoise; plus one or two from this list: agates; blue quartz; hematite; lapis lazuli; obsidian; rhodochrosite; tigereye;
   * **Good** – Main Production: Iron, Silver, Lead. Secondary production: Gold, Copper, Bronze. Gems: A selection of (perhaps) 5 or 6 types of gemstone up to 100gp in value - say 3@10, 2@50, 1@100   * **Good** – Main Production: Iron, Silver, Lead. Secondary production: Gold, Copper, Bronze. Gems: A selection of (perhaps) 5 or 6 types of gemstone up to 100gp in value - say 3@10, 2@50, 1@100
-  * **Major** - Potentially all metals and minerals, although each will have regular supplies of a limited selection. It may take a while to get others.+  * **Great** - Potentially all metals and minerals, although each will have regular supplies of a limited selection. It may take a while to get others.
  
 [[Metallugy]]  [[Metallugy]] 
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-==== Major Mine-Holds ====+==== Great Mine-Holds ====
  
-Some large mine-holds control a route into the ++darklands|(underdark)++, where they deal and trade with the underground races, which makes them a major trade centre.  The exotic gems, metals and ores they sell to surface dwellers may have been mined deep underground, perhaps many miles from the mine-hold, and may have been traded two or three times before they reach the surface.  When you buy Mithral, it might have been mined by drow-owned slaves, stolen by Derro, traded to Dark Creepers and then transported by Svirfneblin.  If you know the way, you can probably travel between major mine-holds via the underdark -  but it would be a massive undertaking beset with extreme danger.+Great Mine-Holds control a route into the ++darklands|(underdark)++, where they deal and trade with the underground races, which makes them a major trade centre.  The exotic gems, metals and ores they sell to surface dwellers may have been mined deep underground, perhaps many miles from the mine-hold, and may have been traded two or three times before they reach the surface.  When you buy Mithral, it might have been mined by drow-owned slaves, stolen by Derro, traded to Dark Creepers and then transported by Svirfneblin.  If you know the way, you can probably travel between major mine-holds via the underdark -  but it would be a massive undertaking beset with extreme danger.
  
 These are not an easy route into the underdark for adventurers.  Each mine-hold protects its trade route and contacts.  In the same way as it doesn't let underground races onto the surface, it doesn't let adventurers below ground.  Well, not without charging a high price and some detailed negotiations.  Most major mine-holds are split into three separate sections - one for trade and interaction with surface races, the residential area & home mines, and the underground trade and interaction area. These are not an easy route into the underdark for adventurers.  Each mine-hold protects its trade route and contacts.  In the same way as it doesn't let underground races onto the surface, it doesn't let adventurers below ground.  Well, not without charging a high price and some detailed negotiations.  Most major mine-holds are split into three separate sections - one for trade and interaction with surface races, the residential area & home mines, and the underground trade and interaction area.
 +
 +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.  Underground races send hunting parties out to monitor the routes, so merchants or adventurers either have to be strong or stealthy to travel them - just like caravans on wilderness trade routes, but more so. 
  
 [[consolidated:hann_empire:more_about_dwarf_mineholds|Minehold Structure]]  [[consolidated:hann_empire:more_about_dwarf_mineholds|Minehold Structure]] 
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   * Poor - Main Production: Iron, Copper, Bronze Secondary production: Silver, Lead.  Gems: azurite; malachite; turquoise; plus one or two from this list:  agates; blue quartz; hematite; lapis lazuli; obsidian; rhodochrosite; tigereye;     * Poor - Main Production: Iron, Copper, Bronze Secondary production: Silver, Lead.  Gems: azurite; malachite; turquoise; plus one or two from this list:  agates; blue quartz; hematite; lapis lazuli; obsidian; rhodochrosite; tigereye;  
   * Good – Main Production: Iron, Silver, Lead. Secondary production:  Gold, Copper, Bronze.  Gems: A selection of (perhaps)     5 or 6 types of gemstone up to 100gp in value - say 3@10, 2@50, 1@100   * Good – Main Production: Iron, Silver, Lead. Secondary production:  Gold, Copper, Bronze.  Gems: A selection of (perhaps)     5 or 6 types of gemstone up to 100gp in value - say 3@10, 2@50, 1@100
-  * Major - Potentially all metals and minerals, although each will have regular supplies of a limited selection.  It may take a while to get others. +  * Great - Potentially all metals and minerals, although each will have regular supplies of a limited selection.  It may take a while to get others.
- +
-<color #ed1c24>Need to think about gemstones associated with those ores.</color> +
- +
-__Base research.__ +
- +
-  * **Copper** - coins, common jewellery, cooking pots, hinges, hardware etc. +
-  * **Bronze** - traditionally  made by mixing copper and tin together,  Brass (treated like Bronze) comes from Copper / Zinc mix - however Arsenicaly Bronze  comes from ores that contain Copper and Arsenic  (Olivenite, Enargite, Tennantite) -  the ore Stannite contains both Tin and Copper (amongst orther metals) and can be smelted to make Bronze as well.  Bronze (of any sort) is hard enough for weapons and armour, but with a risk of breaking -  however, this isn't too much of an issue with arrow, bolt, spear, javelin, darts heads  :).   Other uses include cooking pots, hinges, hardware etc. +
-  * **Tin** (Mix it with Copper to make traditional bronze) however it is a fairly rare metal. +
-  * Gold -  coins, expensive jewellery, small plaques/decoration/statuary etc.   Gold ore dumps are the source of many heavy elements such as cadmium, lead, zinc, copper, arsenic, selenium and mercury. +
-  * Silver -  coins, average jewellery, small plaques/decoration/statuary etc  (alloy with copper to make sterling silver -  for instruments, vases etc etc)   some secondary production from lead and zinc ores also took place in Europe,  The principal sources of silver are the ores of copper, copper-nickel, lead, and lead-zinc +
-  * Iron -  (add carbon to make steel)  weapons, armour - Other uses include cooking pots, hinges, hardware etc.   tailings are also high in other useful metals such as copper, nickel, and cobalt, +
-  * Lead - often found in association with Silver.  (ore = Galena) used for Sling Bullets, water pipes, shielding from magic/scrying, coffins, malleability, water resistance, stained glass.  (etc)  The main lead-bearing mineral is galena (PbS), which is mostly found with zinc ores.  Arsenic, tin, antimony, silver, gold, copper, bismuth are common impurities in lead minerals. +
-  * Zinc - Common co-products in zinc ores include minerals of lead and silver. Other mines may produce zinc minerals as a by-product of the production of ores containing more valuable minerals or metals, such as gold, silver or copper.    t he element is normally found in association with other base metals such as copper and lead in ores Worldwide, 95% of new zinc is mined from sulfidic ore deposits, in which sphalerite (ZnS) is nearly always mixed with the sulfides of copper, lead and iron +
-** +
-Types of Minehold and their main products**+
  
-  * Poor - Copper, Bronze  Secondary production:  Silver Lead, Pewter 
-  * Good –Main Production: Silver, Lead, Pewter   Secondary production:  Gold, Copper,  Bronze 
-  * Base = Iron 
  
-Need to think about gemstones associated with those ores. 
  
-==== Ex-Pat Communities: ====+===== 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. 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: ====+===== 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. 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: ====+===== 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|(   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.)++ 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.)++
  
consolidated/races/dwarves/communities.1748704867.txt.gz · Last modified: by johnb