Williamoak's great-mine, a story of dwarves


Campaign Journals


So, I'm going to be starting my own campaign in a couple of weeks, and I thought I should take the time to write some stuff down, share a little, and have a reliable internet repository for my campaign. This first post is mainly focused on setting. (Note: this campaign is being run in French, so a French word or 2 might insert itself in what follows)
I’ve always been bugged by the fact that dwarves are always a “fallen” race. Their great cities have been destroyed, and many of them wander as second class citizens in other lands. So I decided to try to work on a campaign that studies how & why the great dwarven cities might fall.
A few notes on dwarves: I am using “discworld” style dwarves for this campaign. This implies that they are not at all sexually dimorphic (IE, women look identical to men), and that all roles can functionally be filled by either gender. Sex & sexuality is a secondary concern to this society, all dwarves are treated as having the same gender (IE, their grammar is genderless, but humans tend to refer to them all as male), and the nature of one’s gender is considered a highly private matter. Much of courtship involves trying to find out the gender of the dwarf you’re interested in, and it considered a great shaming to reveal another’s gender in public. Dwarves also set great store in family; there is no such thing as a dwarven orphan, since there are always other family members (or another family) ready to take another in. (Inspired by Terry Pratchet, thanks you for your great work)
The PCs start as young dwarves, about to enter their duration of military service, as is required of all young dwarves. This service will last 20 years, and can be extended in times of war.


1) The metropolis of great-mine
Great mine is a large dwarven metropolis of approximately 75000 souls. The city is located at the border between the upperdark and the middledark. The main city is located in a large cavern with an approximately hemispherical shape. The city is separated into X districts:
a) The royal district: This is where is located the king of the city & his family. This is also the home of all administrative personnel, as well as all “permanent” military personel. This sector contains the royal fortress, the military barracks, the administrative halls, and the great granaries.
b) The metalwork district: In this district can be found the smelter, the smiths, and most other heavy craftsmen (stone, leather, etc.). This district connects directly to the mines. The inhabitants make gargantuan efforts to channel & reuse all the smoke they produce so as to avoid poisoning the city.
c) The civil district: In this district can be found the markets, the main temples and the most educated members of dwarven society (scholars, light craftsmen, clerics, merchants). There are also a number of schools, such as well as a small lodge of wizards, a guild of alchemists and a conclave of dwarven monks.
d) The food district: This district contains all food rendering services, all food post-rendering services management (sewers & garbage) that are reused for fertiliser. It also includes a number of caves for farming (fungus, magmacrops, algae) & raising animals (blindfish, rothe). This district produces 70% of the city’s food, the rest coming with trade with the exterior. In times of strict rationing, this district produces enough the feed all citizens.
e) The urban districts: These are interspersed between other districts, and contain the homes of most citizens. Many homes are found on the “walls” of the great chamber.


2) Important citizens of Great-mine:
It is important to note that the “average” alignement of the city is LN, with a notable contingent of LG, and a small contingent of NG & N. Chaotic & evil individuals are rare; chaotic individuals chafe under the strictness required of dwarven survival in the underdark (most end up dying in the underdark after deciding to leave) while evil individuals know their behavior is not tolerated.
a) Marius Stone-Eye (LN) (Inquisitor 10/Refluffed gray gardener 10): The third son of the former king, Marius was trained as an inquisitor with no expectations of leadership. However, when his eldest brother (paladin) & second eldest (cleric) died in battle, he was forced to ascend to power. Marius is a shrewd but harsh ruler, and has installed exceedingly harsh penalties for all crimes. This hasn’t caused many problems, since 80% of dwarves follow the law to the letter, and the rest know better than to mess with the king. Discontent is also staunched by the presence of his son, Hergrim Bright-Eye.
b) Hergrim Bright-Eye (LG) (paladin 8): The first son of the king, and inheritor to the throne. An unusually charismatic dwarf, he has won the heart of his people. He is young & unwise though, and while not cocky, is incapable of considering the possibility of his failure.
c) Ferun Blackbeard (LG) (cleric 20): The chief priest of the city, he has nominal responsibility over all other clerics in the city. A very wise & powerful cleric, he has advised the royal family for centuries. He is, however, VERY old, with no clear successor. Many worry his death would cause great chaos in the clergy.
d) Abdellar Sun-Walker (NG) (alchemist 15): This alchemist is responsible for all activities in the food district. Having been originally trained by human alchemists on the surface, his knowledge allowed him to develop the first magmacrops, to make the fungi more nourishing, to reduce wasted fertilizer and more. He is without a doubt the most powerful non-lawful dwarf, which has put him under great suspicion by some circles.
e) Reflector on the stone (LN) (monk of the sacred mountain 19): This skilled individual is the master of the city’s monastic conclave. Having abandoned his name, he spends most of his time in deep contemplation. He does however still train raw apprentices, and wishes to teach others of his way. The monastic order has become fewer, but more powerful, under his leadership, as he has little tolerance for dilettantes.
f) Fulgrim Stonehelm (Publicly LN)(Secretly N) (Inquisitor 17): The current general of the permanent forces, he has expanded the permanent forces in expectation of a disaster he foresaw in his youth, and is obsessed with keeping the city safe. An accomplished explorer of the underdark, none know better the dangers that lurk in the darkness. He has even started training spies & explorers to explore the underdark and find their enemies, a practice which the king does not approve of.
g) Haradrim Greymane (LG) (Fighter 14): An elderly fighter, he is the current commander of the military service. An experienced man, age is starting to get to him, and he is likely to be replaced soon.
h) Nedery Blackbeard (LN) (Fighter 8): The current lieutenant of your little squad, this friendly dwarf is responsible for keeping you equipped, keeping you fit, and keeping you in line.


3) Defenses of great-mine
It is important to note that like the Swiss, all dwarves are required to perform military services. They keep their weapons after service, and are expected to maintain them and participate in monthly drills. As such, while current military forces are around 10 000, in times of emergency 40 000 soldiers can easily be brought into service.
The stone surrounding the great chamber is heavily enchanted, so that none may earthglide through it, and so that anybody attempting to break through it shall be detected. There is also a limited “dimensional anchor” effect in around the entire city. From that main cavern there are 3 exits. Each exit is protected by a series of heavy stone doors & a magma flooding device. To avoid flooding the city with magma, all entrances are placed below the city line.
a) The “underdark” exit goes into a large series of caverns that go deep in the underdark. Generally the most dangerous exit, beside it is located a resting place for visiting underdark dignitaries. It is important to note that it is illegal for a non-dwarf to enter the city, and any non-dwarf caught inside shall be executed.
b) The “mine” exit leads to the city’s various mines. The mines are very old, and several approach the limits of the lowerdark.
c) The “surface” exit leads to a long vertical ramp leading to the warding fortress on the surface. This ramp contains several passages that connect to the underdark. Recent construction has attempted to include a large elevator so as to ease passage between the city and the surface.


4) Perception of various classes in great-mine:
a) Respected: Cleric, Paladin, Inquisitor, Fighter, Monk
Divine classes are highly respected because of their role in protecting the city and it’s people from disease, starvation, and non-material threats. Fighters are respected because of a number of “fighter” dwarven folk heroes. Because of their intense self-discipline, monks are often seen as paragons of dwarven spirit.
b) Accepted: Druid, Ranger, Alchemist, Rogues (but not thieves & thugs)
Druids are respected for their ability to manipulate nature (and thus ease food production). Alchemists have been slowly gaining respect for the tremendous advancements they have brought to dwarven society. Ranger are respected for their combat ability but lack the notoriety of the fighter.
c) Tolerated: Bard, Wizard, Magus, Witch
Dwarves have a great respect for education, which is why they tolerate wizards, witches & magi despite their use of arcane magic (which dwarfs look at with great suspicion because of their history with arcane using races such as the drow).
Bard are often appreciated for their music; all dwarves can appreciate a good song, and the inspired courage that comes with it.
d) Rejected: Sorcerers, Barbarians, Oracles, Adventurers in general
Barbarians (and the savagery associated with them) is viewed as very dangerous in this isolated dwarven community. While they allow the occasional dwarven barbarian wandering the underdark to ressuply, they push them out very quickly.
Oracles are rejected because they seem to reproduce the abilities otherwise given by the gods without being beholden to them.
Sorcerers are rejected because they use arcane magic (which is viewed suspiciously) without any apparent effort. This tremendous power without apparent discipline worries most dwarves.
Adventurers are considered the scum of dwarven society. Those who would leave their family and their duty behind to wander the world for their own gain are seen as completely rejecting dwarven society and values. As such, while many dwarves go on quests outside their home city, it is expected that they must always return.
e) Absent : Cavaliers
The need for large mounts, large spaces, and large tunnels means that true cavaliers are completely absent from dwarven society. There are however a number of warriors trained in styles similar to the “sword-saint” samurai.


5) Commonly known history of the dwarves:
The current city of great-mine was founded over 3000 years ago, after a great disaster lead to the displacement of a great many dwarves. Many great dwarven metropolises where founded at that time, and established a mighty empire of city-states that traded heavily. While their initial arrival caught many other underdark races off balance, many (including drow, orcs, aboleths, illithids, and others) quickly pushed back. This led to a distinct waxing and waning of the dwarven empire until the “alliance of deep chasms” (composed of aboleth, drow, orcs & illithid) broke the empire’s spine by destroying it’s great underground highways. The dwarves would never be able to rebuild them, as the various members of the alliance made sure the dwarves could never again perform such a massive task as to reconnect their cities.
The illithid captured many deep cities cut off from all aid and attempted to enslave the dwarves. This twisted them, creating the race now known as duergar. While some of the saner duergar trade with dwarven cities, there is a profound understanding that these two races will never again be brothers. The cities closer to the surface were able to reastablish trade, where human (strange, beardless dwarves) gladly acted as intermediaries. This allowed many a dwarven metropolis to maintain good resources despite the frequent attacks by the alliance.
While the “alliance of deep chasms” is no more, it’s members have continuously kept the pressure on many dwarven cities, and quite a few have fallen. No ambassadors from other Dwarven cities have come to great-mine in many decades, and the gods are strangely reticent to answer questions about other cities. Many tunnels that used to lead to other cities have had to be collapsed, and the last connection left is to the surface.


6) Dwarven Creation Myth
In the far past, the dwarves lived in a place of bountiful life. Living was simple and easy, food was bountiful, and metals & gems could be gently taken from the stone. However, many dwarves grew bored of this life. Some abandoned themselves to the revelry, others became consumed by lust for power, and yet other prostrated themselves before the gods to thank them for their great bounty. Those consumed by power founded great empires an warred among each-other, always lusting for more power. Eventually, they twisted the image of the gods, twisted the holy words, and became beings of dark power. They sacrificed their kin on stone altars, letting the warm blood fuel their power. From their sacrifices to their destructive wrath, these dwarves were slowly destroying their people.
But the gods, the true gods of law & truth, came to those dwarves who had stayed disciplined and lawful. They warned them a great disaster was coming that would destroy the evil in this place, but that they must leave and never return again. And thus those dwarves fled, and as they reached the tunnels, the great vault of the sky cracked, and out rushed a great quantity of water. Of the millions that lived, only thousands remained & escaped their former paradise. The gods guided them forward to the great chambers where they would live forevermore.


7) Military orders in Great-Mine:
a) Lodge of warriors
This association includes all professional fighters, rogues and rangers who have stayed in the military after their service. Genrally composed of those who fight with no magic whatsoever.

b) Order of the Stonelords: Composed of stonelords, druids & clerics (earth & stone focused) are responsible for maintaining the cities many defenses. They also compose most of the "elite heavy infantry" in the city. Generally uninvolved with the politics of the city, they are self-run and make their own decisions independently from the rest of the military, though they do obey the king.

c) Order of crusaders: Composed of battle-clerics, regular paladins, bards & battle focused inquisitors, this group exists mainly to support the rest of the military, with healing & buffing. Very involved in the politics of the city, they have an unusual amount of influence in the city.

d) Lodge of battle scholars: composed of magi, eldritch knights & bards, this lodge is composed of battle-focused arcanists. Closely associated with the lodge of wizards. While not actually part of the military, they are considered easily conscriptable troops. They are by far the smallest group, with about a dozen members.

e) The monastic conclave: composed entirely of monks. While they arent part of the army, they are seen as easily conscriptable troops. Highly disciplined fighters, they are generally only called upon in times of emergency, since they don't tend to enjoy combat.


8) Notable organizations in great-mine:

a) Alchemist's guild:

A guild of growing power, it is slowly expanding as it gains new recruits. Responsible for most of the city's recent technological achievement, they have impressed dwarven society by creating tremendous things without actual magic.

b) Lodge of wizards:

An association composed of all wizards of the city, as well as a few magi & witches. They are very few (a mere dozen), they have always had to be very discreet because of the dwarven dislike of arcane magi. However, all “open” arcane casters are technically registered in the lodge.

c) Guild of merchants & traders:
Composed of the city’s most important merchants, they are responsible for all trading with the outside world. They contain most of the citizens with any experience concerning other species and the “outside world”.

d) The city clergy:
By far the most politically influential group of the city, they are responsible for basic education, justice, health & much of the administrative affairs of the city. They also have the most extensive records on the history of the city.

e) Lodge of scholars:
Composed of all those specialized in pure knowledge, these scholars keep the most extensive publicly available library. They constantly struggle with the clergy to allow access to the city’s historical records. They are a very secretive group (despite the fact that they give access to most of their information), and very hard to join.

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