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consolidated:westtelida:the_old_frontier:the_quarry

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The Quarry

Overview

The Quarry is a forest village where a group of dwarves, under Thorhilda Brightstone 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.

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.

Other Buildings

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.

Backstory and Economy

An association of ex-pat dwarves want to colonise an area for themselves, they 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.1787607268.txt.gz · Last modified: by johnb