Ostoguard, Last Bastion of the Dwarves

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Ostoguard, Last Bastion of the Dwarves

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I've had the idea of running a Dwarven game for a while now. I gave it some thought and this is part of what I've come up with.

Ostoguard was recently reclaimed from the sub-human races, with the help of some treacherous Kobolds and typical Dwarven tenacity. It wasn't until the past few years that this new city, located high in the Old Kingdom Mountains, was ready to take its place in the world, opening it's doors to trade with the humans (mostly) of the Timiro Kingdom and occasionally peoples from the Eastern Territories and even the rare visitor from the Land of the South Winds. Using word of mouth and the mountain's wealth, Ostoguard was able to field an army of Dwarves, Humans, and the occasional Kobold to protect it from the surrounding sub-humans. Indeed, Dwarves from all over the Old Kingdom flocked to this new city.

Now, approximately 100 years later, Ostoguard still stands as a testament to a dying people's urge to live.

(more to come)
Last edited by 1970 on Tue Aug 27, 2019 6:25 pm, edited 1 time in total.
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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There are five Dwarven Clans in Ostoguard. These are the Dwarves that reclaimed the ancient city from the sub-humans. Together they rule Ostoguard and the surrounding area.

The Firstaxe Clan consist of the Royal Family. It was they who gathered the other Clans and it was they who lead the armies that reclaimed the city. Klavus Firstaxe, first of his line and current King of Ostoguard, rules over the city with the council of the other Clans. Ultimately, however, the weight of the Ostoguard rests on his broad shoulders.

The Ironshield Clan were, along with the Blackmountain Clan, the driving force that convinced Firstaxe to open Ostoguard to trade with its neighbors. Currently, they are counseling for mutual defense treaties with Timiro and the lower peninsula of the Eastern Territories. Politically Liberal for Dwarves, they also rally for the release of the sub-human slaves that currently tend the goat herds and farm the arable areas of the lower mountain.

The Blackmountain Clan are the most interested in the growth of Ostoguard, both politically and commercially. Unknown to their fellow clans, they also prop up part of criminal element that operates in the Merchant's Quarter. They reason that crime will exist no matter what they do, so having a hand in directing it (and reaping no small amount of gold in the process)cis the best policy for the city.

The Thundervoice Clan is the most traditional of Ostoguard's Dwarves. They are the keepers of history and tradition, and the voice of isolationism. Their interest in the city is almost purely based on preserving Dwarven identity and reclaiming the past. This mostly stagnant clan, predictably, is at odds with the Ironshield and Blackmountain's plans. The leadership of the clan are fielding the idea of sabotaging military and commercial efforts to integrate the city with the wider world, but so far have done nothing.

The Stonefist Clan is a family of soldiers, concerned mainly with Ostoguard's safety and security. While the Fiirstaxe created the strategies and alliances that made Ostoguard free from the sub-humans, it was the Stonefist that led the charge. They are against military alliances with their neighbors for the present, as they feel it might lead the Dwarves into battles they can't afford to get themselves into.

It should be noted that these are not the only families of Dwarves present in the city. Once Ostoguard was liberated many Dwarves made their way to the Old Kingdom Mountains to live in a reclaimed piece of history in the making and a possible resurgence of their race.

(more to come)
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Even with the Five Clans and the influx of Dwarven refugees Ostoguard couldn't maintain its security from its sub-human enemies. to this end, human mercenaries from Timiro were necessary additions to Ostoguard's army. They aren't completely trusted, so they aren't allowed in the city in large numbers. Instead, they live in barracks built toward the mountain's base, close to the slave pins, in case the sub-humans there revolt and as a concession to the Tundervoice, who would never agree to having a non-Dwarven military presence within the city. The only time the human mercenaries are allowed into Ostoguard is when they are on leave, that they may find whatever release they can find, and to funnel their hard-won gold back into Dwarven hands at inflated prices, note the Blackmountain.

To offset some of the security concerns and in the interest in mutual defense, soldiers from the Timiro military are also stationed at Ostoguard. Most of these soldiers consider the post to some something of a punishment, and though they are treated better than the mercenaries, they still suffer from low morale.

(more to come)
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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The Dwarves of Ostoguard are a pragmatic people. When they conquered the city they had no idea what to do with the surrendered sub-humans. As loathe as they were to the idea, the topic of slavery came up from the Thundervoice Clan. They would avoid the slaughter of war prisoners and would also avoid sending them back into the mountains where they would undoubtedly join a reclamation army. Of course, it wasn't broached as slavery. Instead, the term work camps come into the vernacular, though everyone involved knew what was meant. If the Dwarves were uncomfortable with this (as the Ironshield were), they bowed to assumed necessity.

So the conquered of Ostoguard became farmers, goat herders, and other manual laborers. To reward the traitorous Kobolds, they were given the position of Camp Leaders, making certain the slaves stayed in line and remained productive. That the Kobolds enjoyed tormenting the slaves was another uncomfortable truth that was deemed necessary, as it kept the Kobolds close enough to watch and occupied enough to not plan a second treachery.
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Crime has not been a big problem in Ostoguard, possibly since it's been open to outside influence only recently and the Dwarves are harsh on offenders, sending them to the work camps mentioned earlier. Noting that nothing really prevents a criminal who wants to make a dishonest coin, the Blackmountain Clan subsidized an organized criminal ring known as the Shadow Coin. It's run through a series of fronts, with the only the figurehead leader of the ring knowing who really runs things. This leader, a Kobold known only as the Master of Coins, is an Assassin and businessman. He sees this as a long-term assignment and only resents taking orders from Dwarven merchants a little.

The Shadow Coin's main source of income is the Ring of Fire, an underground gladiatorial endeavor where bored and jaded patrons can watch sub-humans culled from the work camps fight each other, sometimes to the death! Occasionally human mercenaries and Timiro soldiers get into non-lethal brawls here to let off steam. The most surprising entrants, however, are green members of the Stonefist Clan. They pit their recruits against the embittered sub-humans as a hazing right of passage. Victory is assumed, so those Dwarves who are beaten are mocked mercilessly and given over to a unit filled with other such shamed Dwarves. This unit is given mission both exceedingly boring and dangerous, but are never given assignments of importance.

Another avenue of profit is the import and sale of illegal drugs. Common substances are smuggled in from Timiro, but exotic substances are imported from as far away as the Western Empire and the Yin-sloth Jungles. The later are especially profitable and only available to the richest nobles and merchants.

Aside from other duties like running brothels and gambling dens, the Shadow Coin has one more important mission; the absorption or elimination of unsanctioned criminals. The Blackmountain are only willing to go so far into the criminal underworld, and anything that hurts their legitimate businesses is not tolerated. The Dwarven guards take care of rudimentary criminals, but the successful ones are eventually found and given a choice: join or die! Many of the more independent criminals resent this treatment and sudden restraint, but the Master of Coins is vigilant, and horrific examples have been made of those who would flaunt his rules.
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Ostoguard is, unknown to many, still being excavated. The most well known area is the New City, which is where the Dwarves allow non-Dwarves to congregate. Merchants, soldiers, mercenaries, and adventurers gather here trade, work, and do whatever it is adventurers to when not out risking their skins for gold. The New City is of new construction, built within the last 150 years or so and exists outside of Ostoguard proper, being outside at the base of the mountain.

Within the New City is the entrance to the Old City, hidden behind large ornate doors. It is here that most Dwarves live. With so many Dwarves having given up the underground lifestyle it is uncomfortable and strange, but the Thundervoice Clan demands all Dwarves live in the Old City. Their voice doesn't carry the weight of the Firstaxe though, so some ignore it and live in the New City. All in all it is too soon to tell if the Dwarves can reclaim their underground birthright.

Also in the Old City is the throne of Ostoguard. King Firstaxe makes his decrees from here, holds important meetings here, and hears complaints from here. The Old City is also where ambassadors live and meet, both for their safety but also to keep them close. There are no human guards in the Old City; Dwarves fill those rolls.

Underneath the Old City are the Forges. Only within the past few years have their fires been stoked and Dwarven goods made, some to be kept, some to be sold. Also here are facilities for smiths of all sorts to work, creating weapons, jewelry, and less glamorous but necessary items. Many Dwarves work here, but life above in the Old or New Cities.

Beneath the Forges is the underground lake that gives Ostoguard its water. It is a large body of fresh water that extend beyond what the eye can see. None have been to the far shore of the lake, as there are no sailors as of yet among the Dwarves and no non Dwarf can enter this area legally. Besides, sometimes strange lights and sounds can be seen and heard, things that the Clans like not one bit. Fortunately, wells had already been carved, mostly by the Kobolds before the coming of the Dwarves.
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Reading with interest, keep up the good work :D
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Captain_Nibbz wrote:Reading with interest, keep up the good work :D


Thanks! I do my best. :-D

Ostoguard has one glaring problem: it's running out of gold. Since it took so long to unearth and restore the forges, the Dwarves can't make or sell enough gemstones or jewelry to meet demand. To further their problems, the Thundervoice Clan have convinced King Firstaxe to not sell Dwarven weapons, which would surely be a huge cash cow for the constantly besieged Timiro Kingdom. To make matters worse, since the forges are off limits to non Dwarves, the Kobolds can't make or sell their wares either, which the Dwarves could comfortably tax.

The Blackmountain and Ironshield Clans are trying to change course here; the Blackmountain see the good in potential sales while the Ironshield see the advantages of having a well armed ally. The Stonefist, on the other hand, fall into the Thundervoice camp, reasoning that their weapons could fall into sub-human hands and be used against them. As for the Kobolds, everyone agrees that they can't be fully trusted and should be denied the use of the forges.

So far the promise of gold and gems has come up short, in part because while Ostoguard was under sub-human control the Kobolds previously mined what they could. New ground must be taken to create more mines, which cost manpower to guard the miners, which further drains the city's funds. The only upside to this is that the sub-human work crews can do most of the picking while Dwarves and Kobolds pursue the more delicate work of actually extracting the gems and ores.

Regardless, if nothing is done soon, Ostoguard may have to rely on promissory notes to keep itself solvent, which would be a blow both to commerce and Dwarven pride, not to mention anger the human mercenaries the city relies on for defense.

Note: After perusing my First Edition books, I think I've decided to change the Ostoguard campaign to Second Edition. It isn't a perfect solution, but it's one I'm comfortable with for now. Of course, it shouldn't matter just now, as I've yet to use any mechanics in my notes. Ergo, this isn't important information, but something I felt I should share. Thank you.
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Re: Ostoguard, Last Bastion of the Dwarves [1st Edition]

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Most of the Dwarves of Ostoguard are second or third generation citizens. The exception is King Klavus Firstaxe, who led the armies that reclaimed the city and surrounding environs. As is to be expected, he is quite old, even for a Dwarf. While his life is extended past its prime, his mind is, well, not what it used to be. He suffers from mild senility, which explains why the other Clans have so much power over him. He listens first to the Thundervoice, who feed his ego with past glories, both personal and racial, and then to the Stonefist, who appeal to his military experience. He pays little attention to the Blackmountain, who dabble in economics he doesn't quite understand. The Ironshield concerns him the least. Their liberal views clash with the Thundervoice's traditionalism, which appeals to him more than change.

Havad Blackmountain is a slightly sinister pragmatist locked in a jovial exterior. It was he who conceived of the Shadow Coin and he who ultimately rules it. He doesn't see himself as a crime lord; in fact he considers himself a patriot who does whatever is needed to make Ostoguard thrive. He sees the other Clans as assets to be manipulated toward the greater good. He makes it a point to befriend as many as possible, especially foreigners, who he sees as the lifeblood of the city. This is only a partial act. Though he would sacrifice almost anyone if needed, he truly likes many of people he comes across.

Elekta Ironshield sees the world differently than her fellow Clansmen. Her heart is big enough to hold nearly everyone in regard, and the direction King Firstaxe is taking Ostoguard pains her greatly. She tries to act as the voice of reason and growth, but makes little headway. Her Clan would be disregarded entirely if not for their participation in the reclamation. Her position is precarious, and she knows that if the Thundervoice had their way the Ironshield would be thrown out of the Great Hall. Her greatest alliance is with the Blackmountain, with whom she shares precious little in common. It will have to do for now, until she can make the other Clans see the reason in her arguments.

Tartev Thundervoice is, like his father before him, stuck in the past while struggling to make way in the present. He doesn't like the Humans and barely tolerates the Kobolds. Given his druthers he would rid the city of every non Dwarf and isolate Ostoguard from the rest of the world. This is the dream. Reality is harsh though, and while he sees the value of other races, he doesn't have to like it. His greatest enemy, as he sees it is the Ironshied Clan, whom he sees as race traitors who would sell out everything the Clans have fought for to further non Dwarf interests. Why the other Clans tolerate them is a mystery he will never solve.

Katen Stonefist is a dour Dwarf with great responsibilities. As the head of Ostoguard's military he has little time for the machinations of the other Clans. He has to keep the Human mercenaries in line, make certain the sub-humans don't revolt nor the Kobolds betray them. His forces are limited, however, and he's constantly attempting to draft whomever he can into military service. Currently he's pushing King Firstaxe to initiate compulsory service, if only temporarily. The King has shown interest in the idea, at least when it comes to non Clan Dwarves. It isn't a perfect solution, but Katen will take what he can get.
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