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Tag Archives: location

The Hotbed: Entry to Rumbleseed’s Delve

25 Saturday Apr 2020

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The entry to the Delve is a dwarf gate called the Hotbed. The dwarves see the location as a fortification with a trading post added as something of an afterthought, with a fringe of human settlement that has built up over time (enough that humans now have to get a permit to build near the gate.) Humans see the Hotbed as a permanent town flavored by trade with the dwarves. When humans want to deal with dwarves, they go to the Hotbed.

The Exchange

The central exchange of the settlement is a stepwell with shops built in to the walls. A bright mix of restaurants, merchants, and artists must get permission from the Trade Council to locate in the public exchange. The exchange is rigged to flood should aggressors try to lay siege to the dwarfgate. Beyond the exchange, there is a mix of human and dwarven construction for the families of merchants, workers, and servants as well as the hospitality industry for travelers.

The Trade Council

The Trade Council has seven voting seats, with five dwarves representing Rumbleseed families and two humans. The humans have only had seats for the last two centuries, grudgingly granted to try and reduce tensions between the races. The representation has not eased matters much, since wealthy merchants have taken the human spots and deal with the dwarves from a trade perspective that doesn’t do much to address the concerns of the numerous poor living in and near the Hotbed. Dwarves take care of their own, and expect humans to do the same.

The Greatest Flattery

The last century has seen an economic resistance movement growing up in the Hotbed as artisans gather under the direction of The Polishers, a criminal organization focused on imitation dwarven goods. They study real goods, and hone their skill at crafting forgeries. Adding insult to injury, the organization moves the goods through channels that will do as much damage as possible to the dwarven reputation. Over the last sixty years, eight of the leaders have been caught and punished, but humans crop up as fast as you can uproot them.

Powder’s Rest: Rumbleseed Clanhome

29 Sunday Mar 2020

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Powder’s Rest is the clanhome for Clan Rumbleseed. The fortress is close to the surface of the Delve, and at the beginning, in the grandad time (about 900 years ago), the first families in grabbed tracts of territory as fast as they could. The spread out homestead forts based in Powder’s Rest created a kind of gold rush town culture that continues to the present, with suspicious noble factions vying for influence and territory.

Grimeater Family History

The Grimeater family was a pack of sky dwarves who were familiar with the upper areas of the Delve, and they offered to assist the gunners when the Rumbleseed formed a new clan–in exchange they got a hereditary seat in the clan council, and some holdings, as well as coming under the Stonefist shield.

Dunn Family Hopyards

The Dunn family controls a massive hopyard spread, several levels below the clanhome in the Delve. Their management of the source of grain for alcohol and food gives them significant clout in the clan, and other families always keep an eye out for how to take over the choice assignment for the clan.

Macropede Chasm

To get from Powder’s Rest to Dunn Hall requires crossing a chasm that the dwarves have not bridged for security reasons. There are shattered columns of rock in the fissure, and once or twice every three days or so one of the massive 100 meter scale macropedes scrambles smoothly over the obstacles to cross the chasm; this behavior is encouraged and reinforced by specialty delvers who track the macropede movements and provide something like an irregular train schedule to travelers. Wagons and travelers must leap onto the macropede’s broad back and be carried across, disembarking at one of several identified points before the macropede slides back into tight tunnels on the route.  This workaround is necessary to avoid passing into Deadfast Reach territory.

Mire of the Forgotten

On the far side of the fissure from Powder’s Rest, but before getting to Dunn Hall, there is a passage to a cursed valley that hosts the Mire of the Forgotten. An otherworldly fog hangs over this bog, and those who breathe deeply of its vapors become forgetful as the mist erases their memories. A small settlement, Mourning Rest, services the guilty and the grieving and supports a fringe of dwellers who try to manage the amount of mist they breathe. Visitors experiment, trying to ease their minds without erasing their identities. Those who venture into the mire become dull, then eventually feral, all traces of their former lives gone. This location attracts humans, elves, dwarves, and stranger races. The obelisk by Mourning Rest is carved with an old saying; “Remember, if you see something, say nothing, and drink to forget.”

Tributary: Wyrmcast

15 Thursday Aug 2019

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This settlement deep in the Chamber beneath the mountains was the birthplace of Averline, once heir to the Monarch Throne. It is also famous for the variety of magical fish that live in its nearby waters. There is a wide variety; mudfish, koi, nightmarish anglers, big tuna, and more. The intelligence, ability, and weirdness of the fish is varied. Locals do not eat them.

The area has a population of “earth dragons” that burrow through the soil, patient ambush predators that are a manageable but persistent threat on the road and in the town. The town itself is built on solid rock that the earth dragons do not penetrate, and the buildings are crafted from the castings the earth dragons leave behind when they molt or die. The fortifications are cleverly shaped and interconnected, reinforced with alchemical keratin brew periodically poured on them for reinforcement.

A nearby memorial tower, Gulper’s Tomb, is built from the castings of a giant earth dragon that consumed an entire settlement. A powerful curse bound the life essence of the devoured dwarves to the casting, and when the earth dragon shed the casting and retreated to the deeps for a long rest, the dwarves found the casting and fashioned it into something of a spiritual mausoleum. The site is popular with those who revere ancestors represented among the restless shadows bound to the earth dragon casting, and artisans have worked with enchanters, alchemists, and adepts to make the site artistic and secure.

The road from the hold to Wyrmcast must cross a chasm, and the bridge over it is fashioned from wyrmsilk threaded through the trail of the earth dragons when they are gestating.

Locals have cultivated nests for homing worms the length of a finger called squiggies. Most families in the Wyrmcast have a squiggienest, and carry a pouch of the homing worms as well as equipment to write tiny messages that the squiggy can swallow if the squiggy is properly rubbed. These messages are called “squig-ees” and when a squiggy returns to its nest it warbles a short arrival song, so family members know to check the message.

The most popular pub in town is “That Wormhole,” named for a derisive nickname detractors gave the settlement. The current mayor is Canwise, a stumpy fellow with a prosthetic leg equipped with treads that often seize up or malfunction. The current war leader is Frieda, a proud and somewhat shifty berserker who dislikes elves.

Local threats often include elves when relations aren’t going well; there’s still a tribe that lives in the ruin of Fenhollow Isle on the edge of the clan’s territory. Wingus packs are also a problem; monkey-like fliers with leathery wings, poison bite, and tail stingers who tend to drop out of the dark vault above and kill swiftly, then gobble up the corpses. Venomous frogs big enough to swallow dwarves haunt the lowlands. Humans from the surface sometimes mount expeditions to try and leave worm-lures to draw earth dragons to a spot and blow them up, harvesting their insides for delicacies, alchemical ingredients, ritual components, and so on. Dwarves have outlawed this practice, but humans aren’t good with rules.

 

(Kristy, Chloe, Michael G., Jake. 8.14.19)

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