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consolidated:westtelida:the_old_frontier:the_quarry

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consolidated:westtelida:the_old_frontier:the_quarry [2026/08/24 21:32] johnbconsolidated:westtelida:the_old_frontier:the_quarry [2026/08/24 21:46] (current) – [Overview] johnb
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 ===== Overview ===== ===== Overview =====
  
-The Quarry is a forest village where a group of dwarves, under ++Thorhilda Brightstone|{female, dwarf, LG Expert1/Warrior1}++ cut limestone.  The quarry is supported by an unusual shrine, a shop and a tavern, as 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 clearing, dominated 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 discovered, it became a 'place of interest' and further settlement+{{:consolidated:westtelida:the_old_frontier:the_quarry2.png?200 |}}The Quarry is a forest village where a group of dwarves, under ++Thorhilda Brightstone|{female, dwarf, LG Expert1/Warrior1}++ cut limestone.  The quarry is supported by an unusual shrine, a shop and a tavern, as 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 clearing, dominated 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 discovered, it became a 'place of interest' and further settlement.  
-The Quarry does not have a formal leader, but rub along together fairly amiably, although there are occasional brawls in, and around, the Tavern. Nor it does it have a formal guard unit, although most woodsmen have a LXB or short bow, and the, Dwarves are all proficient with hammers and picks.  The Quarry, isn’t easy to raid, and the few tribes who tried, have long since given up.+
  
-===== Buildings and Residents =====+The Quarry does not have a formal leader, although Thorhilda always seems to have the last word.  However, in general, everyone 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 unit, although 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 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. 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.
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 None of the other buildings are particularly significant, only really here because the quarry gives them an opportunity.  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. +  * **//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. +  * **//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.  +  * **//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.+  * **//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.
  
 ===== Backstory and Economy ===== ===== Backstory and Economy =====
consolidated/westtelida/the_old_frontier/the_quarry.1787607136.txt.gz · Last modified: by johnb