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Garrison's Quarters

Garrison’s Quarters is the most fortified, inaccessible part of the dwarwen Realm. Only a small, well surveyed door links this area to the North Gate. Inside, a self-sufficient garrison stands, ready to defend the Realm from the outside and from the inside. Many ballistae guard the clifftop north side of the realm, for those fool enough to try a frontal assault to the fortress. The Garrison is equally able to defend from any inside trouble. When the garrison was built, a room called “The Pit” featured an access to a wide-realm net of very small corridors (enough space for one dwarf) called “The Darknet”. In recent times though, this system was replaced by a teleport area built by a famous archwizard who owed a great favor to the king of Dwarves. By this teleport a small force of soldiers can teleport in many precise locations of the Realm, known only to the Garrison’s commander.


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---IN THE WORKS... June  TOP TEN

0one's Blueprints: Dwarven Depths - Detention Block

Well guarded by the Garrison's Quarters, to the east lies the infamous detention block, a prison where the escape is immossible, or so they say!

01 - Tabernacle of the Forsaken
02 - Thieves' Guild of the Undercity
03 - The Great City: The Elder Wards
04 - Dwarven Depths: The Brewery
05 - Dwarven Depths: North Gate
06 - Dwarven Depths: The Forge
07 - Dwarven Depths - Crypts
08 - Dwarven Depths: Western Mines
09 - Threads of the Orb Weaver
10 - Megadungeons: The Undercity
 
---THE REVIEW
 

0one's Blueprints: Fishermen's Village


An RPG Resource Review By Megan Robertson


You never know when a small seaside village will be needed. The intoductory notes contain a few adventure possibilities from vanishing locals to sea monsters or the place being taken over by pirates (and one suggestion about seafood that has got garbled!), but I'm sure you can come up with more. This section also explains the customisation possible, a series of checkboxes that allow you to turn on and off the grid, eliminate the room numbers, get the walls filled and either show or not show the doors and furniture. There is also a generic legend explaining symbols used. So, on to the first plan, being an overview of the village with a small cluster of buildings around the harbour made secure by a long breakwater. There are quite a few boats moored up, it seems that the fishermen are at home... We then spin through more detailed interior plans for a shipyard, tavern, temple and warehouses... it's a bit difficult to locate them on the overview map but if you look at the mostly blank notes pages at the back, they have been given numbers that relate to the overview map. So that's sorted! The shipyard is a two-storey building, the workshops occupying the ground floor with living quarters and office space above. The main workshop opens onto a slipway and there's room inside to build a fishing boat of the size shown in the harbour. There's a big store room as well. The tavern is equipped with plenty of tables and chairs/benches and a bar in a single tap room, with a kitchen behind, and barrel storage in a cellar below. There is an upper floor with several rooms that can be used for private meetings or living space, plus the owner's bedroom. The 'sea temple' has the usual sort of religious trappings, a big statue at one end and others along the side walls with living quarters for the priest in back and stairs down to an underground level boasting yet more statues and a pool. It shouldn't prove too difficult to come up with appropriate worship rituals for whichever god you decide to have revered here. My go-to sea deity is called Psglod, by the way, it's one I made up. Priests wear blue-green robes with white trim and this is the patron deity of fishermen and other merchant seamen. Finally the warehouse has a series of chambers that can be used to store all manner of nautical bits and bobs. The illustrations suggest lots of barrels, fish and some spare boats. There is an upper level with sleeping accommodation, an office and a meeting room - perhaps this belongs to the harbour master or the chief of the fishing fleet. What's there is excellent... but there are far more boats than there is living quarters for their sailors (and these appear to be day boats, not live-aboards). Even the two or three buildings on the overview plan that are not detailed further would have to be jam-packed with bunk beds to accommodate them all. Add some housing for the fishermen and you have a great little village on your hands.


Rating:[5 of 5 Stars!] [Product's Page]

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