This post is the first in a series that presents in greater detail various factions for a space fantasy RPG that I've mentioned in previous posts.
-Nate
Dwarven Mining Guild
Only the elves
were faster in embracing aetherial travel than were the dwarves.
Indeed, the first members of that stout, earth-minded race quickly
identified the asteroids of the Belt as a source for considerable
mineral wealth, and immediately started working to claim it. To that
end they acquired a few aetherships, and then used elemental
obelisks to convert asteroids
into floating facilities for smelting and smithing. Now those
structures drift through the belt, providing the dwarves with
facilities from which they earn considerable wealth.
Goal:
Discovery, Craftsmanship and Wealth
The goals toward
which Guild members work are simple: Find valuable ores among the
asteroids of the Belt, mine and smelt them, and then use that metal
to create items of supreme beauty and function.
Alignment: LN
By and large, the
dwarves who belong to this Guild respect law and order, since that
makes for a safe, secure and efficient society. They're not overly
concerned about big moral issues, as long as they can find a market
for their wares.
Leader
While individual
captains are in charge of their own mobile facilities, they all
ultimately answer to Rudrig son of Ragnar, a dwarf who participated
in the First Delve and who has worked his way up through the ranks to
lead the guild now.
Headquarters
Rudrig son of
Ragnar can be found on his own ship, the Edifice,
which is detailed below.
Using
the Dwarven Mining Guild in an Aetherial Adventures
Campaign
This organization can provide plenty of plot elements for a space
fantasy RPG campaign; presented here are a few of the possibilities.
- If the PCs are seeking to buy weapons, armor or other metal goods, then a visit to one of the Mining Guild's ships is their best bet for finding what they want.
- Alternately, they could be hired to deliver foodstuffs and other important cargo to the floating facility, possibly even live animals such as goats of sheep. Naturally, such a voyage would not go smoothly.
- Alternately, they could be hired to help guard the delivery of a valuable cargo that pirates are plotting to steal.
- The PCs could be present when—or might come along shortly after—the dwarves find something unexpected among the asteroids, perhaps a monster such as a xorn or a purple worm, or even evidence of a lost civilization.
- Arriving at one facility, they find that all of its inhabitants are dead. What is the cause of this calamity, and is it still a danger to the PCs?
Mining
Guild Mobile Mining, Smelting & Smithing Facility
These
facilities consist of a small asteroid outfitted with an elemental
obelisk,
set up to function as a smelting facility and smithy, and towed by
an aethership such as a dhow.
Refer to the maps above and below for the following location
descriptions.
1. Mess Hall
This small building has a hearth against the wall opposite the door,
with a spit for roasting meat above it. There are also barrels of
water, beer and wood, along with tables for preparing and serving
food. Additionally, there are platters, utensils, pots, pans and the
like.
2. Barracks
The walls of these structures are lined with eight beds, each of
which is accompanied by a footlocker (hardness 5 and 15 hit points;
DC 30 to open and DC 23 to break). These chests contain the valuables
and personal items of each inhabitant. There are also two table,
surrounded by chairs, at which those who aren't working or sleeping
can sit, relax, and enjoy some conversation or a game of
knucklebones.
3. Warehouse
This building is sealed with an iron-bound door of thick oak. Inside
it is lined with shelves that are stacked with various supplies and
equipment items. The middle of the floor is filled with chests and
barrels that contain metal ingots, forged weapons and the like.
4.
Elemental Obelisk
In the middle of the asteroid's surface level stands this magical
item, which provides heat, gravity and fresh air for the facility.
5. Lift
A ten-foot-by-ten-foot platform here can be raised from the bottom
level to the top via a crank mechanism, allowing items to be hauled
up from below and vice versa.
6. Stairwell
From the upper level, stairs here wind down to the lower level.
7. Interior Chamber
Inside the asteroid has been hollowed out, providing room for the
smelting operation and a number of individual smithing stations
(detailed below). The ceiling here reaches to forty feet in height at
the center of the chamber. In addition the locations here, a number
of mine carts are located throughout to help with moving materials
and finished products.
8. Smithing Stations
At each of these locations there are an anvil and a barrel of water,
providing places where the individual dwarves can take heated pieces
of metal and hammer them into useful implements and then quench them
afterward.
9. Smelting Crucible
This big, cylindrical stone structure is almost as tall as the
ceiling. Three side hatches open into it—one for stoking the fire,
one for adding unsmelted ore and one for removing refined metals and
the dross that is left behind. Characters within thirty feet of it
suffer the effects of very hot conditions, while those within ten
feet are affected by severe heat (see page 444 in the core rulebook
for details).
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