To Northolme and Back

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To Northolme and Back

Postby Durak » Sat Jun 16, 2018 12:49 pm

Perception 53% 1d100 = 58
JIC 1d100 = 51 1d20 = 11

Durak and Sil appeared at the bottom of the mountain, sat atop a wagon, courtesy of magic from the Mages' Guild.

"Northolme, spiritual home of the Dwarves here in the Eastern Territory." he spoke to his travelling companion, as he looks up the mountainside, surveying their route. Six weeks with the help of magic should get us there, negotiate, hopefully with Sil’s help and back again, especially if the wagon provides a bit of speed to bring them back.

“Well, here we are.” Durak took a deep breath of mountain air; he may be a dwarf, but he was from Llorn. He could count on one hand the number of times he’d been here and now he had to negotiate with the clan leadership, with financial backing from an elf no less. Still, both he and Sil had the Dwarven Rings; that would certainly pique their interest, especially when they explained where they had been found. They would have to explain about the Dragon and that it had served another master; One that they had a secret war to fight against. His gloves tingle as they did their work, as he easily took the wagon up the mountain road to the entrance to Northolme.

As they eventually reached the main gates or the first gate enroute, Durak introduces himself
“Durak, son of Gurin, of Clan Stonesplitter requests an audience on behalf of the Archon and the city of Llorn in its time of need. I bring gifts from the Gnomish Whiskey Guild and a proposal to benefit the Dwarves of the Eastern Territories."
1d100 = 25
1d100 = 2
1d20 = 4
HP 40
SDC 59
Cloak of protection AR12 SDC 50 Impervious to Fire
Bracers AR15

Constant Effects: Nightvision 90ft,

Description: Tall for a Dwarf, with a mottled red/brown beard. His shoulders are generally down as he tries not to attract attention to himself
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Re: To Northolme and Back

Postby SNAFU » Tue Jul 10, 2018 11:13 pm

WIP

Day 1:

During the warm months, when the surface city is alive with people and trading, it is governed by Runark's younger brother, Theodoras. He is a good-natured Dwarf who genuinely enjoys dealing with members of other races, even Elves. Theodoras is generally well-liked by everyone and is widely known for his intelligent and even-handed dealings. As part of his responsibilities, he oversees the city's defenses, acts as judge for the infrequent trials, enforces Northolme trade laws as passed down by the Clan Chief, and acts as chief negotiator for visiting merchants and heads of state.


Image
Chief Negotiator Theodoras Goldenbeard
8th level, male Dwarven Mercenary Warrior/Merchant, Runark's younger brother
Alignment: Scrupulous
Attributes: I.Q. 17, ME. 11, M.A. 10, P.S. 18, P.P. 15, P.E. 22, P.B. 15, Spd. 15
Hit Points: 60, S.D.C.: 51



Day 2:

Roughly one quarter of Northolme's total population belongs to one of two organizations, The Miners' Assembly and the Forgers' Assembly.


The rivalry held between the Assemblies is rife and has caused more than one brawl in the ale houses. Each feels they are the superior craftsmen. The miners point to their long work days while the forgers point to the income generated by their items. It is a rivalry that has proven beneficial for the city. Each tries to outperform the other which leads to new heights of production and quality.



The Miners' Assembly Chief is Rife Goldenbeard, a distant cousin of the Clan Chief. He is an experienced engineer, familiar with the mines and smelting. Rife was
one of the original Dwarves who found the mine with Runark. He functioned as Chief Engineer for three years before becoming the Head of the Guild. He is on good terms with the miners and was instrumental in creating the six days on, two days off work week; a move popular with the miners who previously worked 7 days on with only one day off. The Miners' Assembly has 1500 members, making it the larger of the two Unions.


Image
Chief Miner Rife Goldenbeard
8th level, male Dwarven Mercenary Warrior, Runark's Cousin
Alignment: Principled
Attributes: I.Q. 21, ME. 12, M.A. 10, P.S. 28, P.P. 15, P.E. 24, P.B. 11, Spd. 12
Hit Points: 45, S.D.C.: 55


The smelters also fall under the Miners' Assembly, but would prefer to be under the Forger's Assembly as they receive better pay. However, the Forgers' Assembly doesn't want them, stating that smelting is more akin to the mining process. Another obstacle is the head of the smelter's chapter itself, Akron Orebender. He does not want to join the Forgers' Assembly either, preferring the extra day off rather than the extra money. Akron's stance has not made him very popular, and he only keeps his job because no one else wants it. For now, they do their work well, and continually make threats about going on "strike." If a strike occurs, the Clan Chief will certainly get involved. There are currently 300 active members of the Smelters' chapter of the Miners' Assembly. Apprentices are automatically promoted to active members upon acceptance, accounting for one-third of total membership.


Image
Chief Smelter Akron Orebender
5th level, male Dwarven Mercenary Warrior
Alignment: Unprincipled
Attributes: I.Q. 11, ME. 12, M.A. 6, P.S. 28, P.P. 11, P.E. 21, P.B. 11, Spd. 12
Hit Points: 41, S.D.C.: 51


Day 3:

The Forgers' Assembly is responsible for quality control and ensuring that quotas are met. The forgers have the highest standard of living in Northolme and applicants for apprenticeships in the Forge Hall far exceed those accepted. Currently, there are 160 active members in the guild and 80 apprentices who will become full members once their 30 year apprenticeships are completed. The Forge Hall operates on the old seven days on and one day off schedule. Runark's eldest son, Theold Goldenbeard, is the acting Chief of the Forgers' Assembly. The position is seen as honorary by the Hex. Theold is wise enough to listen to the Hex but is clearly in charge.


Image
Chief Forger Theold Goldenbeard
7th level, male Dwarven Blacksmith, Runark's Son
Alignment: Principled
Attributes: I.Q. 21, ME. 12, M.A. 10, P.S. 28, P.P. 15, P.E. 24, P.B. 11, Spd. 12
Hit Points: 45, S.D.C.: 55


Image
Aside from the normal work crews, six master craftsmen known as "the Hex" (the best in Northolme), work at forges in the center of the chamber on a 10 foot (3m) tall platform.
The Hex create only unique, custom items that are specially ordered. These weapons cost four times the standard Dwarven rate, but all bonuses are doubled! Every item crafted by the metalsmiths of Northolme bears the symbol of the hammer (the clan's mark).




Image
Clan Chief Runark Goldenbeard
11th level, male Dwarven Mercenary Warrior, Liberator of Northholme
Alignment: Scrupulous
Attributes: I.Q. 14, ME. 11, M.A. 10, P.S. 22, P.P. 18, P.E. 25, P.B. 13, Spd. 11
Hit Points: 80, S.D.C.: 58

Description: Runark is a stout fellow in his middle years. He spent much of his early career as a soldier serving in a variety of mercenary companies. After leaving the military he moved to Llorn and took up his father's trade as a weaponsmith. Though he excelled at his chosen craft, the wanderlust would not leave him. When the Dwarven god Belimar came to him in a dream and told him about the lost mine, Runark was quick to gather his old companions and strike out for the mountains.
Since the founding of Northolme, Runark has proven himself a capable, if not creative leader. His impulsive nature is pulling at him to throw off the responsibilities of ruling and
strike out for new horizons, but for now he stays to lead. If not for the Rune Forge and the growing threat of war with the Wolfen, it is likely Runark would have left already. His wife, Sirona has seen his restlessness and worries.
    • Snafu is
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Re: To Northolme and Back

Postby Durak » Mon Jul 16, 2018 3:50 am

Day one
Durak was shown inside

During the warm months, when the surface city is alive with people and trading, it is governed by Runark's younger brother, Theodoras. He is a good-natured Dwarf who genuinely enjoys dealing with members of other races, even Elves. Theodoras is generally well-liked by everyone and is widely known for his intelligent and even-handed dealings. As part of his responsibilities, he oversees the city's defenses, acts as judge for the infrequent trials, enforces Northolme trade laws as passed down by the Clan Chief, and acts as chief negotiator for visiting merchants and heads of state.


Whilst he waited to be see the chief negotiator, Durak talked with the guards, servants, aides; basically anybody
Whilst he had managed to get a basic overview of Northolme back in Llorn, he knew he was tunnelling mostly blind here, needing to get

The chief negotiator was a good starting point, but just from a few conversations, it was obvious that the clans here in Northolme were factionalised and

Streetwise
Trust
Etiquette

He quickly established that he wouldn’t just be negotiating with ???, but would need to speak to various factions within the city.

Provided he

Several objectives here – wants to set up a Dwarven Engineering Guild in Llorn. Rather than engineers being hired piecemeal, that there is a
Ensures standards, protects reputation and people from exploitation
Whilst forcing people to come to Northolme does project the power of the Dwarves here,
Rebuilding the city will take years; much of the original work was done by Dwarves
Pride, workmanship, prestige, money
Llorn needs the help of the Dwarves and would be exceedingly greatful

Durak and Sil are two of the heroes of Llorn, having uncovered and helped defeat the Dragon
Some of the items in the Dragon’s hoard might belong to Dwarven people and might be returned as part of an exchange.

Providing some of the funds required, with the Gnomish Whiskey Guild providing financial assistance and political clout to help start up the guild

Would not only have to be active in Llorn, but could easily be working throughout the Eastern Territories.

Ask for assistance in setting up meetings

Barrels from Gnomish Whiskey Guild
Some to the Chief negotiator
Miners and Forgers – both get an equal share
Largest share to the clan leadership

Not looking to supplant any faction

Any worries about the Archon – an Elf has had to ask Dwarves for help; paying for the privilege


Day 2
Roughly one quarter of Northolme's total population belongs to one of two organizations, The Miners' Assembly and the Forgers' Assembly.


The rivalry held between the Assemblies is rife and has caused more than one brawl in the ale houses. Each feels they are the superior craftsmen. The miners point to their long work days while the forgers point to the income generated by their items. It is a rivalry that has proven beneficial for the city. Each tries to outperform the other which leads to new heights of production and quality.




The Miners' Assembly Chief is Rife Goldenbeard, a distant cousin of the Clan Chief. He is an experienced engineer, familiar with the mines and smelting. Rife was
one of the original Dwarves who found the mine with Runark. He functioned as Chief Engineer for three years before becoming the Head of the Guild. He is on good terms with the miners and was instrumental in creating the six days on, two days off work week; a move popular with the miners who previously worked 7 days on with only one day off. The Miners' Assembly has 1500 members, making it the larger of the two Unions

Meeting with ????

Convince them of the wisdom

Streetwise
Trust
Etiquette

The smelters also fall under the Miners' Assembly, but would prefer to be under the Forger's Assembly as they receive better pay. However, the Forgers' Assembly doesn't want them, stating that smelting is more akin to the mining process. Another obstacle is the head of the smelter's chapter itself, Akron Orebender. He does not want to join the Forgers' Assembly either, preferring the extra day off rather than the extra money. Akron's stance has not made him very popular, and he only keeps his job because no one else wants it. For now, they do their work well, and continually make threats about going on "strike." If a strike occurs, the Clan Chief will certainly get involved. There are currently 300 active members of the Smelters' chapter of the Miners' Assembly. Apprentices are automatically promoted to active members upon acceptance, accounting for one-third of total membership.

Day 3
Meeting with ????
The Forgers' Assembly is responsible for quality control and ensuring that quotas are met. The forgers have the highest standard of living in Northolme and applicants for apprenticeships in the Forge Hall far exceed those accepted. Currently, there are 160 active members in the guild and 80 apprentices who will become full members once their 30 year apprenticeships are completed. The Forge Hall operates on the old seven days on and one day off schedule. Runark's eldest son, Theold Goldenbeard, is the acting Chief of the Forgers' Assembly. The position is seen as honorary by the Hex. Theold is wise enough to listen to the Hex but is clearly in charge.

Aside from the normal work crews, six master craftsmen known as "the Hex" (the best in Northolme), work at forges in the center of the chamber on a 10 foot (3m) tall platform.
The Hex create only unique, custom items that are specially ordered. These weapons cost four times the standard Dwarven rate, but all bonuses are doubled! Every item crafted by the metalsmiths of Northolme bears the symbol of the hammer (the clan's mark).

Would want engineers from their faction
Leadership of the guild – representative
Materials and tools would be required

Streetwise
Trust
Etiquette


Late Day 3
Meet with the clan leader
Clan Chief Runark Goldenbeard
Description: Runark is a stout fellow in his middle years. He spent much of his early career as a soldier serving in a variety of mercenary companies. After leaving the military he moved to Llorn and took up his father's trade as a weaponsmith. Though he excelled at his chosen craft, the wanderlust would not leave him. When the Dwarven god Belimar came to him in a dream and told him about the lost mine, Runark was quick to gather his old companions and strike out for the mountains.
Since the founding of Northolme, Runark has proven himself a capable, if not creative leader. His impulsive nature is pulling at him to throw off the responsibilities of ruling and strike out for new horizons, but for now he stays to lead. If not for the Rune Forge and the growing threat of war with the Wolfen, it is likely Runark would have left already. His wife, Sirona has seen his restlessness and worries.



There will be a time to fight, but not just yet

Reveal the Dragon works for a large foe- not specifically mention the Old Ones, but that the Dragon was a pawn.

Streetwise
Trust
Etiquette
HP 40
SDC 59
Cloak of protection AR12 SDC 50 Impervious to Fire
Bracers AR15

Constant Effects: Nightvision 90ft,

Description: Tall for a Dwarf, with a mottled red/brown beard. His shoulders are generally down as he tries not to attract attention to himself
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Re: To Northolme and Back

Postby SNAFU » Thu Aug 02, 2018 3:03 pm

The dwarves don't understand, the term Dwarven Engineering encompasses dozens of trades and professions. To bring them all under one guild would be preposterous (they think) weaponsmiths, blacksmiths, armorers, builders, stonemasons, miners, metallurgists, architects, craftsmen, artisans and every other trade mastered by dwarves falls under the proposed umbrella of your guild. Most of these groups hate each other as well.

What exactly is Durak's trade? What faction would he belong to?



Northolme Brewery: This is a large warehouse used to
store the much sought after Dwarven ale and mead prior to shipment
south. The Dwarves actually make the liquor within the
mountain and then transport it to the warehouse for labeling, final
packing and shipping. The ingredients for both drinks is a
guarded secret, but considering that grain does not grow in the
mountains it must be made from something else. Whatever it's
made of, it is universally regarded as the best tasting and strongest
ale and mead on the market. After each glass of ale the
drinker must roll under their P.E. or else suffer the effects of
drunkenness. Each subsequent shot glass adds two to the die
roll. Once drunk, each subsequent drink doubles the penalties
for drunkenness. Unfortunately, once one is drunk, it is very difficult
to stop drinking short of passing out. A character may
drink 1/4 his P.E. after being drunk. So, a drunk character with a
P.E. of 17 can consume a maximum of 4 glasses before passing
out. Note that this restriction ONLY occurs after the character is
drunk. Dwarves and those with comparable constitutions (P.E.)
can drink 3 times as much before getting truly drunk.
Dwarven ale typically sells for 150-200 gold per 10 gallon keg
while the mead goes for 300 gold per keg. Most inns and taverns
that sell the drink do so only by the glass at 20-40 gold apiece
(half that at Northolme where it is plentiful).


Reading the above, determine how many glasses of beer Durak can drink.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: To Northolme and Back

Postby Durak » Tue Aug 14, 2018 3:55 am

Durak is a jack of all trades
However, the guild is primarily based on building Engineering – construction of buildings, bridges, big civic projects, passageways, secret rooms with the ancillary requirements that come with it.

1d20 = 17 tn19
1d20 = 13 tn 17
1d20 = 18 tn15
1d20 = 7 tn13


Total 17 drinks
HP 40
SDC 59
Cloak of protection AR12 SDC 50 Impervious to Fire
Bracers AR15

Constant Effects: Nightvision 90ft,

Description: Tall for a Dwarf, with a mottled red/brown beard. His shoulders are generally down as he tries not to attract attention to himself
User avatar
Durak
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