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consolidated:westtelida:the_old_frontier:the_quarry [2025/08/18 13:19] – ↷ Page moved from consolidated:hann_empire:the_old_frontier:the_quarry to consolidated:westtelida:the_old_frontier:the_quarry johnbconsolidated:westtelida:the_old_frontier:the_quarry [2026/08/24 21:46] (current) – [Overview] johnb
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 ====== The Quarry ====== ====== The Quarry ======
-{{ :the_old_frontier:the_quarry.png?100|}}The Quarry is a Forest Village where some dwarves, under ++Thorhilda Brightstone|{female, dwarf, LG Expert2/Warrior1}++ cut limestone.  There is a simple shop, an unusual shrine, a tavern and a tanning yard, as well as a number of huts for hunters and trappers.  It is connected to Iron Keep by a well-marked trail, and to the Coal Lake settlements by the Yittis ferry. 
  
-It is set in a forest clearing, dominated by a pair of limestone escarpments, discovered by a scouting party from the previous frontier expansion drive.  The dwarf in the group noted that the limestone was eminently quarriable, and when the disused shrine was discovered it became a  'place of interest' and was eventually settled.+===== Overview =====
  
-The Quarry is outside the formal frontier structures.  They don't have official guards or formal leader.  Insteadthe three different groups  (Dwarf MinersWoodsmenand Business Folk) rub along together fairly amiably.  There are brawls and the very occasional confrontationbut generally it is fairly peaceful.  Although it doesn't have a formal guard unit, it is well defended most woodsmen have a LXB or short bowDwarves are all proficient with their hammers - and nearly all of them are trained warriorsso they tend to have some sort of armour or carry shields.  The Quarry, isn't a ripe for raiding, and the few tribes who triedhave long since given up.+{{:consolidated:westtelida:the_old_frontier:the_quarry2.png?200 |}}The Quarry is a forest village where a group of dwarvesunder ++Thorhilda Brightstone|{femaledwarfLG Expert1/Warrior1}++ cut limestone.  The quarry is supported by an unusual shrine, a shop and a tavernas well as a forming a base for hunters and trappers.  The hamlet is connected to the Dwarven Mining Village of Iron Keep by a well-marked trail, and a regular(ish) trade caravan.  Set in a forest clearingdominated by a pair of limestone escarpments, it was discovered by a scouting party from a previous expansion drive.  The dwarf in the group noted that the limestone was eminently quarriable, and when the disused shrine was discoveredit became a 'place of interest' and further settlement 
  
-  - **The Quarry** - the largest single operation in the village, with stables for the donkeys and stone cutting yardas well as accommodation for the dwarves.  Blocks of stone are sent down river to Edgemoor as building material, while the chippings and smaller blocks are sent west, by donkey, to build the Dwarf Road between Iron Keep and Hammerhold. +The Quarry does not have formal leaderalthough Thorhilda always seems to have the last word.  However, in generaleveryone rubs along together fairly amiably, Tavern brawls happen occasionally, but they are normally broken up before anyone gets seriously injured.  There is no formal guard unitalthough many of the residents have some combat experience,  and regularly carry weapons, The Quarry isn’t an easy place to raid, and the few tribes who tried have long since given up.
-  - **The Tannery** -  cures hides and skinscollected by the hunters and trappers who live in the village. +
-  - **The Shop & Jetty** - House Yitisit has a small dock attached which is used by the Yitis Ferrywith rooms for Fabien above.  It sells most common place items, as well as basic adventuring supplies (including arrows, crossbow bolts, sling bullets, and preserved food).  It serves as the Post Office and a storage center for goods to ne sent down river, +
-  - **The Tavern** - doesn't have a name, but sells country wine and ale, as well as simple meals (Stew, flatbread) +
-  - **The Shrine** - A large standing stone, surrounded by water, and carved with indecipherable runes, was badly neglected and  a mystery.  Howeverresearch has shown that it was not dedicated to a single deity, but to a number of nature spirits.  ++Rafrion Qinelis|(male, 1/2Elf, Bard 2)++ a devotee of The Green is researching it in depth.  ++Note|(names on the stone include: Jack Butterfly (spirit of the land)Cernunnos (a Fey Nature spirir), Rowdrosh (A nomadic herder Spirit)   )++ +
-  - **The Priest's House** - ++Rafrion Qinelis|(male1/2Elf, Bard 2)++ a devotee of The Green is researching the shrine, and acts as the village priest. +
-  - **The Bridge** - a simple wooden bridge, that gives easy access to the Ironkeep trail on the other side of the river.  Although it is built of wood, you can see good, solid, dwarven engineering principles behind the construction.  While the local rowboats can pass under it, the larger vessels of the Yitis fleet can't. +
-  - **The Village Well** - The main source of fresh water. +
-  - **The Huts** - some of which are owned by ?????, are rented out to huntertrapper and forester families.  The smaller huts are long term rentals for families and groups while the largest hut is occupied 'by the bed' and contains a number of single bunks, that are rented out on both a long-term and short-term basis ++Note|(One trapper works along the river, setting traps for fish and water fowl, a couple of others work in the forest, looking for small game.  Most of the hunters (of larger game)  stay in the singleton's hut)+++
  
-===== Trade =====+===== The Quarry ===== 
 +  
 +The Quarry is the largest operation in the village.  Thorhilda and her assistants lives in a Crafter’s Cottage, where she oversees the production of powdered lime and similar products.  Ten other Dwarves live in a Creel Cottage converted into Lodgings, cut and shape limestone into blocks suitable for small statues and tablets suitable for making commemorative plaques.  Another Creel house provides a stable on the ground floor with Common Room accommodation above, to host mule trains and their drivers. 
 +Thorhilda is a Warrior/Expert, most of the other dwarves (12x) are Commoner-1, although there are a couple of warriors among the general staff.  The Mule Drivers (x3) could be any Commoner-1 (any race) and include couple of warriors (x2) along to act as guards.
  
-The Dwarves export limestone, occasionally find agate nodules and, very occasionally, patches of 'Seeing Slime'+===== Other Buildings =====
-Rafion sends forest herbs to Edgemoor. +
-The Tannery is a source of skins and hides that are transported south.+
  
-===== Game =====+None of the other buildings are particularly significant, only really here because the quarry gives them an opportunity.  
 +  * **//The shop//** is run by a Halfling called Fabien.  He has built a shack as a Storefront, and sleeps in the Hut, along with his stock.  He sells most common place items (<1gp), as well as basic adventuring supplies (including arrows, crossbow bolts, sling bullets, and preserved food).  The shop serves as the Post Office and a storage centre for goods to be sent on the mule train. 
 +  * **//Happy Hall (Ale House)//** - sells cheap country wine and ale, as well as simple meals (Bre4ad and Stew, and is operated by Robin Lampe and his brother, Gary.  Both are commoners. 
 +  * **//Priests House//** - Rafrion Qinel, (male, 1/2Elf, Bard 2)  acts as the local priest.  While he insisted on having a ‘proper’ house, the priests house is little more that a single ‘Worker’s Cottage without the garden.  Still, it does have ‘reception’ room on the ground floor and a personal room in the loft.  
 +  * **//The Huts//** are home to hunters, trappers and foresters.  While there are a couple of small families, most are itinerant, staying for a few weeks, then head back to civilisation with their goods.  Residents could include a couple of warriors, an expert and the rest as commoners.  It isn’t particularly good hunting around here: Badgers, Boar, Deer, Donkey Rat and Wolves can be taken from the forest; while Turtles, Ducks and Eels are taken along the river.
  
-Badgers, Boar, Deer, Donkey Rat and Wolves make up the majority of the game taken from the forest, with the occasional giant beetle added to the list.+===== Backstory and Economy =====
  
-TurtlesDucks and Eels are the main creatures taken along the river.+An association of ex-pat dwarves want to colonise an area for themselvesthey have their eye on a mountain range further into the wilderness, Iron Keep, Dverg Tower (a small lookout post) and Quarry are a stepping stone.  Lime is an important part of iron smelting, so this was a lucky find which would help fund Iron Keep.  Limestone is also a good rock for carving and building, but it is heavy and difficult to transport -  hence the thinner tablets and statue sized blocks.  The trade caravan also benefits from leathers, furs and other trade goods for the other residents of the hamlet. When there is spare capacity, the caravan takes rock chippings and uses then to reinforce the trail that leads to Ironkeep.  The return trip brings flour, vegetables and ale as well as minor items for the shop.
  
 +===== Defence =====
 +
 +Just in case you should need it …  On average, The Quarry can turn out:
 +  * 2x Dwarves with medium armour and weapons
 +  * 4x warriors with light armour and weapons
 +  * 4x Experts and a bard with light armour and weapons
 +  * 6x Commoners with club, sling or other minor weapons.
  
consolidated/westtelida/the_old_frontier/the_quarry.1755523186.txt.gz · Last modified: by johnb