A Song of Dragons and Duty (Dragon Age Quest - 3rd Thread)

the dwarves living in the keep was only ever meant as a stopgap to keep them from starving/dying if we build a new hold for them it would be better to move them all out of the keep to either the old or new taig as enough time has passed for the taig to hold the population of dwarves residing at the keep
 
the dwarves living in the keep was only ever meant as a stopgap to keep them from starving/dying if we build a new hold for them it would be better to move them all out of the keep to either the old or new taig as enough time has passed for the taig to hold the population of dwarves residing at the keep
Well they never left after the new holds were at full supporting so they decided to stay and live there. The likely just prefer the keep and the new buildings around the keep.
 
Well they never left after the new holds were at full supporting so they decided to stay and live there. The likely just prefer the keep and the new buildings around the keep.
I would argue it was one of the points lost track of due to a couple of QM changes and was something that shouldn't just stick around because it was forgotten
 
I would argue it was one of the points lost track of due to a couple of QM changes and was something that shouldn't just stick around because it was forgotten
I brought it up to the QM and they were saying it was not a mistake. Since the holds got their population from a large influx of people coming to Salthaven, not from those that have set up a castle town around the Keep. The old QM gave the current one the stuff to work off of and the number did go up with the others as well.
 
Alright, voting is now closed, people.
Adhoc vote count started by Ebanu8 on Jul 9, 2020 at 10:55 AM, finished with 42 posts and 9 votes.

  • [X] Plan Trade for Power
    -[X] Grayfair: Available Points: 50 points (10 (Default) + 10 (Trade Partner) + 20 (Prosperous Trade) + 10 (Aid from Crown)
    --[X] Gold aid: Cost +58 Points
    ---[X] Send Gold 29 Sovereigns= +58 Points
    ---[X] Extra Gold 21 Sovereigns no points
    --[X] Housing: Cost -20 Points
    ---[X] Fortified Apartments x4 (Cost: 5 points each. Effect: Houses 5k citizens each)
    --[X] Farming: Cost -39 Points
    ---[X] Small Farms x10 (Cost: 0.5 points each. Effect: Provides food for 25 each.)
    ---[X] Medium Farms x5 (Cost: 1 points each. Effect: Provides food for 100 each)
    ---[X] Large Farms x3 (Cost: 3 points each. Effect: Provides food for 1,000 each)
    ---[X] Cattle Ranches x5 (Cost: 2 points each. Effect: Provides food for 1,000 each)
    ---[X] Irrigation canals (Cost: 10 points each. Effect: Increases how much food each farm provides by 3x.)
    --[X] Infrastructure: cost +20 points, -40 points= -20 points
    ---[X] Dwarf-paved Roads x2 Cost: 20 points. Effect: Increases no. of development points by 10 points each through easier transport.
    ---[X] Forts x2 (Cost: 10 points each. Effect: Provides defence bonus against invading enemies, can house up to 500 troops each.)
    ---[X] Large Forts (Cost: 20 points each. Effect: Provides huge defence bonus against invading enemies, can house up to 1,000 troops each.)
    --[X] Food and Beverages: Cost -16 points, +20 points= +4 points
    ---[X] Smokeries x4 (Cost: 1.5 points each. Effect: Provides 2+ points from goods produced, provides food for 200 people each, +1 Sovereigns trade income.)
    ---[X] Bakeries x4 (Cost: 1.5 points each. Effect: Provides 2+ points from goods produced, provides food for 300 people each, +1 Sovereigns trade income, raises peasant health and happiness.)
    ---[X] Butcheries x2 (Cost: 2 points each. Effect: Provides 2+ points from goods produced and food for 200 people each, +1 Sovereigns trade income.)
    --[X] Industry: Cost =-18 points +7 points= -11
    ---[X] Blacksmiths (Cost: 2 points each, Effect: Provides metal weapons and armour, +2 points from goods produced.)
    ---[X] Blast Furnaces (Cost: 3 points each. Effect: Allows for refinement of scrap iron and inferior-quality iron and steel into high-quality steel, provides Steel ingots and Steel weapons and armour, +3 points from goods produced.)
    ---[X] Logging camps (Cost: 3 points each. Effect: Provides unrefined timber, +2 points from goods produced.)
    ---[X] Forestry Camps x2 (Cost: 3 points each. Effect: Allows for growing of trees to replenish wood supply.)
    ---[X] Dockyards Cost: (Cost: 4 points each. Effect: Allows for construction of boats and small ships [considering geographical constraints], 2+ points from maritime commerce between Edgehall, Highever and Greyfair.)
    --[X] Healthcare: Cost= -14 points +2 points= -12
    ---[X] Apothecaries [Elf-made] (Cost: 2 points each. Effect: Increases peasant health and happiness, increases survival rate of war casualties.)
    ---[X] Hospitals (Cost: 10 points each. Effect: Increases peasant health and happiness, increases survival rate of war casualties, ensures treatment of diseases and ailments.)
    ---[X] Potion-makers (Cost: 2 points each. Effect: Increases peasant health and happiness, provides potions and poultices, +2 points from goods provided.)
    --[X] Items to Purchase: Cost= +20 points. 1 Gold, 90 Silver
    ---[X] Scrap Iron x10 (Cost: 5 Silvers/unit, adds 1 point for every 2 units.)
    ---[X] Leftover iron/steel weapons x10 (Cost: 7 Silvers/unit, adds 1 point for every 2 units.)
    ---[X] Smoked fish jerky x10 (Cost: 2 Silvers/unit, adds 1 point for every 3 units)
    ---[X] Yew Wood/Saplings x10 (Cost: 3 Silvers/unit, adds 1 point for every 3 units)
    ---[X] Lyrium Dust x10 (Cost: 2 Silvers/unit, adds 1 point for every 3 units)
    --[X] Items to Sell= -30 points
    ---[X] Marble x6 (Cost: 3 points for every unit. Units Available: 6)
    ---[X] Stone x6 (Cost: 2 points for every unit. Units Available: 6)
    ---[X] Weapons and Armour x5 (Cost: 3 points for every unit. Total units available: 5)
    -[X] Strommeadow: Available Points: 50 points (10 (Default) + 10 (Trade Partner) + 20 (Prosperous Trade) + 10 (Aid from Crown)
    --[X] Gold Aid
    ---[X] Send Gold 26 Sovereigns= +52 Points
    ---[X] Extra Gold 24 Sovereigns no points
    --[X] Housing= Cost= -15 Points
    ---[X] Fortified Apartments x3 (Cost: 5 points each. Effect: Houses 5k citizens each)
    --[X] Farming: Cost= -54 Points
    ---[X] Terrace Farms x10 (Cost: 1.5 points each. Effect: Provides food for 40 each)
    ---[X] Cattle Ranches x 10 (Cost: 2 points each. Effect: Provides food for 1,000 each)
    ---[X] Menageries x 2 (Cost: 5 points each. Effect: Allows for the rearing of powerful mounts for cavalry.)
    --[X] Infrastructure: Cost +10 Points
    ---[X] Dwarf-paved Roads x2(Cost: 10 points each. Effect: Increases no. of development points by 10 points each through easier transport.)
    ---[X] Waystations x 5(Cost: 3 points each. Effect: Increases no. of development points by 5 points each through easing logistical difficulties.)
    --[X] Food and Beverages: Cost= +4 Points
    --[X] Industry: Cost: -25 Points +11 Points= -14 points
    ---[X] Blast Furnaces (Cost: 3 points each. Effect: Allows for refinement of scrap iron and inferior-quality iron and steel into high-quality steel, provides Steel ingots and Steel weapons and armour.)
    ---[X] Forestry Camps (Cost: 3 points each. Effect: Allows for growing of trees to replenish wood supply.)
    ---[X] Potters (Cost: 3 points each. Effect: Allows for making of pottery, +2 points from trade income.)
    ---[X] Marketplace [Dwarf-made] (Cost: 8 points each. Effect: +5 points from trade income, +5 points to both categories of goods traded.)
    ---[X] Leatherworkers (Cost: 3 points each. Effect: Allows for processing of leather, provides leather goods (Gloves, boots, jerkins, etc.)
    --[X] Healthcare: Cost= -14 points
    ---[X] Apothecaries x2 [Elf-made] (Cost: 2 points each. Effect: Increases peasant health and happiness, increases survival rate of war casualties.)
    ---[X] Potion-makers x2 (Cost: 2 points each. Effect: Increases peasant health and happiness, provides potions and poultices, +2 points from goods provided.)
    --[X] Items to Purchase: Cost= +26 Points 2 Gold 90 Silver
    ---[X] Well-bred Horses x10 (Cost: 10 Silver/unit, adds 1 point for every 1 unit)
    ---[X] Blood Lotus x10 (Cost: 3 Silvers/unit, adds 1 point for every 3 units.)
    ---[X] Rashvine Nettle x10 (Cost: 4 Silvers/unit, adds 1 point for every 3 units.)
    --[X] Items to Sell= -45 points
    ---[X] Marble x6 Cost: 18 points. Units Available: 6
    ---[X] Stone x6 Cost: 12 points. Units Available: 6
    ---[X] Weapons and Armour x5 (Cost: 3 points for every unit. Total units available: 5)scrap iron and inferior-quality iron and steel into high-quality steel, provides Steel ingots and Steel weapons and armour.)
 
Plan Trade for Power is the clear winner. Hoo-ee, that was a tiring trade plan to write, however.
 
The Lives of Mountain-Dwellers, Part I
A/N: A canon Omake, centred on the common perspective of Dwarves living in Salthaven and in the Dwarven outposts in the Bannorn.

The Lives of Mountain-Dwellers, Part I

Jergrin Aradra, Patriarch of the Aradra Family, was busy inspecting the latest batch of mead and his special ale fermenting in casks of finest mahogany. In his ladle was a frothy, full-bodied ale of deep golden amber, rich in colour and emitting a heady aroma many would swoon over.

Lifting the ladle to his lips, he took a sip and swirled the drink in his mouth for a few moments, letting every taste bud on his tongue light up with the wonderful flavour of his brew.

Swallowing it, his throat was treated to its silky smooth feel, almost like diluted liquid honey mixed with the sweetest of syrups.

And he nodded in approval at this.

"Now this is proper ale," Said Jergrin, "I'm sure those barkeepers will love this stuff."

Sealing the cask and putting down the ladle, he then took a nearby clipboard and quill, and began filling documents he put on it hours prior.

"So, with this latest batch, that brings our grand total to twenty-seven casks currently in storage," Said Jergrin, "But with growing demand across Highever and Denerim, and in our allied states, I'm going to need to expand operations somewhere… maybe I ought to take up a few apprentices so they can handle it for me."

"Father? You've a visitor," Said Naram, his eldest son.

Jergrin nodded, saying, "I'll be there in a moment."

Jergrin exited the basement and went to the reception of the Brewery, where he found the most unlikely of visitors.

"Bodahn?" He muttered.

"Been a long while, Jergrin," Said the Dwarven Merchant, "I see you and your family are doing well for themselves.

"Enchantment," Said Sandal, standing beside his adoptive father.

"Is he your son?" Asked Jergrin.

"Aye, he is," Said Bodahn, "He's an exceptional enchanter, even by our standards."

"Enchantment!" Exclaimed Sandal happily.

"…Well, your son seems lively and happy," Said Jergrin, "Anyway, what brings you here to Salthaven and to my brewery?"

"Well, can't an old friend check up on you?" Said Bodahn, "Though I'd also like to sample your legendary brew; rumour mill just wouldn't shut up about it."

Though Bodahn and Sandal had established Salthaven as their primary base of operations, their nature as wandering merchants means they still have the tendency to wander out of Salthaven and throughout Ferelden out of habit, and to source for new items, materials and other goods – especially before other merchants could lay their hands on them.

As such, he did not truly know of the Aradra Family's arrival in Salthaven until his most recent return, and when he got wind of such, he wasted no time rushing back to meet them.

"I suppose you want to sell it for as much a profit as possible, eh?" Said Jergrin, "Fine, follow me and I'll give you a taste."

"You know me better than most, Jergrin!" Bodahn said with a smile.

IIOII​

"So this is the fabled XXX brew you made, eh?" Said Bodahn, "By my Ancestors' Beards, this is the best-smelling brew I've encountered!"

"Years of experimentation have culminated into this specialty of mine," Said Jergrin with pride, "Now, have a taste you two."

Both father and son took the offered tankards of ale with gratitude, and with muttered thanks for the wonderful drink, they lifted the tankards to their mouths and drank.

And their eyes instantly widened as their taste buds were awakened with flavours long-thought impossible to attain.

The more they drank, the more their tongues sang in glee, and the more they craved. It was almost like a never-ending loop of delectability, that their tongues shall never be satisfied no matter how much they drank.

And when their tankards were finally empty, they both let out gasps of satisfaction.

"That was good ale! It's magnificent!" Exclaimed Bodahn, "Don't you think so too, son?"

"Delicious!" Sandal affirmed.

"Then I guess it'll sell for a hefty profit?" Asked Jergrin, "Say, twenty gold for each cask?"

"Are you asking for an unfair commission?" Asked Bodahn, "Even if it's as good as you say, I highly doubt it'll sell for that much."

"Well, I do need to make money as well; it wasn't easy making this kind of brew," Said Jergrin.

"If you want my honest opinion, each cask will sell for about ten gold," Said Bodahn, "That's including commissions I pay to you and all transportation costs as well."

"Seriously? Just ten?" Said Jergrin, "I still think it can sell for about twenty gold, mind you!"

"That's charging too much, you know!" Bodahn argued, "It's a high-quality ale made with the best water and ingredients, I acknowledge that. But I reiterate: You're charging too much for one cask! Also, your brand isn't fully established in Ferelden, much less the continent. You're assuming too much to think of such a high price."

"Oh really?" Said Jergrin, "I think my customers are simply holding out on me, you know?"

"Come on, father. We all know you're shamelessly money-grubbing to expand your business," Said Naram.

"W-Don't go blurting out things like that, son!" Said Jergrin exasperatedly, "It's not like I'm trying to huckster everything of value from my customers!"

"Aha! So you are trying to rob the customers of their pockets!" Said Bodahn.

"Bad Brewer! Greedy Brewer!" Sandal said.

"I'm not, you fools!" Said Jergrin, "I'm just trying to showcase the absolute superiority and reliability of my brand!"

"Then lower your damn prices!" Said Bodahn, "Twenty gold is too much!"

"Then, eighteen gold for each cask!" Said Jergrin.

"Still too much!" Shouted Bodahn.

"How about seventeen gold, then?" Said Jergrin.

"Still no! I need it lower still!" Said Bodahn.

And before long, it devolved into a nagging match between Bodahn and Jergrin as they haggled over the prices of Jergrin's casks of ale, almost as if it were a verbal battle between two naughty school children.

"Dad never argue before," Said Sandal.

"I've never seen my dad like this, either," Said Naram, "But I will admit, I've never seen him this lively."

Sandal could only smile at that, saying, "No matter what, dad is still dad."

"So is mine, Sandal," Said Naram.
 
The Lives of Mountain-Dwellers, Part II
The Lives of Mountain-Dwellers, Part II

Batha Rumosten, Governing Lady of Kal Atun, was busy sorting through documents on the latest trade shipments to Greyfair and Stormmeadow, signing some papers that allowed for the transfer of massive amounts of materials and goods to the two Bannorns.

The daughter of a merchant lord, she developed a quick affinity for her father's trade from young and rose to power through expert political manoeuvring and shrewd cunning, raising her family's finances to greater heights through the fruitful profits she raked in.

As Kal Atun took shape as a proper Dwarf hold, there came the need to elect a new governor, and as a woman with great talent, respect, power and fame, she was the obvious choice.

"So let's see, ten tonnes each of scrap iron and leftover weapons and armour from Greyfair, and the same amount from Stormmeadow," Said Batha, her quill scribbling away, "That makes upwards of fourty tonnes of inferior iron or steel in total – plenty of material to refine. Then to ship then thirty-two tonnes of marble and stone in total…"

Batha sighed, grumbling to herself as she put aside the signed documents and signalled for clerks to take them away, alleviating the strain on her table.

"Honestly, I don't know how some of these Fereldeners make do with such shoddy steel," Said Batha, "No Dwarf worth his stone would ever tolerate that kind of crappy work."

Another clerk entered her office, saying, "My Lady, the latest shipment of scrap iron has arrived. Would you like to inspect it?"

The clerk she knew well; Gerkel Turder, formerly of the Casteless, was an outcast wandering aimlessly in the lands of Ferelden, having been smuggled out through a deal made with the Carta.

Having stumbled upon Kal Atun, Batha was quick to take him in and train him in the art of Stewardship. Whether out of pity or needing an extra pair of hands, none could say. There was, of course, initial resistance to mingling with the Casteless among some of the Surfacer Dwarves, but Batha, with her authority, easily overruled them.

Since then, Gerkel has served faithfully as her aide, never failing to deliver results in his assigned tasks.

Looking at her paper-laden table, she grunted and turned towards the exit, saying, "Lead the way."

As she walked along the corridors of Kal Atun, she could see Dwarves young and old mingling with each other in the halls of the restored Dwarven Halls, and beneath the feet of adult Dwarves young stonelings happily ran in some game as some tried to outrun the others, livening up the ornately-carved halls of stone.

Batha walked past the residential quarters, where Dwarven housewives were hard at work cleaning their family houses and preparing luncheon or airing out laundry to dry over runic heaters. Some chided their children over their mischief, some guided their children in performing the chores, some oversaw their children's efforts in studying knowledge – raising the next generation of Dwarven bureaucrats, warriors or Runesmiths.

Proper houses of stone – not those shoddy cottages and shacks Fereldeners seemed fine with – lined the passageways like a parade of immobile statues, capable of housing tens of thousands of Dwarves.

And according to her reports, similar housing was being built in Stormmeadow and Grayfair as well, and with their architects generously providing the blueprints to build more, you are certain they won't be wanting for proper housing anytime soon, once they finish their current work.

"So how go the reports on construction projects in our allied fiefdoms?" Asked Batha.

"Very well, My Lady," Said Gerkel, "With the huge employment rates provided to the destitute, many of the peasantry now work vigorously under their supervisors. It may be months still until the fruits of their labour are made visible, but with the additional gold aid we've sent them, the Banns are able to pay their workers handsomely."

"Mm… what of the new roads?" Asked Batha.

"They've begun laying down the foundations for the new roads, though that too will take time," Said Gerkel, "Furthermore, with how intricate and deep the roads are, and with the sheer amount of material they take, it will easily be months before the merchants can enjoy the benefits the new roads will provide."

"Pretty sure they will be comparing them to the Imperial Highway," Said Batha, "Pretty sure the Tevinters took months paving the base foundations."

"That they did, My Lady," Said Gerkel, "As for the new shipments of iron…"

Batha did not need to look at her aide to know he was grimacing at the shoddy quality.

"They're waiting outside at the entrance, by the cartful," Said Gerkel.

And surely enough, at the entrance to Kal Atun, they saw Human tradesmen unloading boxes from their horse-pulled carts, where Dwarf workers eagerly took them from Human hands.

Upon seeing Lady Batha approaching, the tradesmen stood straight and bowed to her.

"My Lady," They said in courtesy.

"At ease," Said Batha, "So I take it they're the scrap iron shipments we purchased?"

"Of course, My Lady," Said the head merchant, "All fourty tonnes of them, weapons and armour and all."

The Dwarves took a look inside the crates, and surely enough, inspecting the metal up close, they found it a blighted heresy to the good name of all blacksmiths among their kind.

Batha resisted the urge to cringe in front of the others, instead nodding as she put the rusted sword in the crate.

Clapping her hands, she told the other Dwarves, "Bring out their payment."

The Dwarfs obliged as they hastily left, and soon they returned with a bag full of coins that they passed to the merchants – filled with a good handful of gold sovereigns, which they accept with gracious thanks.

"Now then, let's get this sorry state of metal and refine it to proper quality," Said Batha.

"I couldn't agree more," Said Gerkel.

IIOII​

The industrial quarter of Kal Atun, where many Dwarven smiths worked to refine metal ores on a daily basis, was becoming extra busy with the recent work orders flooding into the hold. Namely, the shipments of scrap iron and steel they received.

Already, long before Batha and Gerkel could even near the main core of the Industrial Quarter, they could hear the dissatisfied grumblings of blacksmiths who inspected the shoddy workmanship, along with some cursing and swearing in more unintelligible phrases Batha neglected to note.

"This is what they call iron? It looks more like what a volcano puked!"

"Nah, I think it's more like someone took the excretions of Deep Crawlers and mixed it with rock!"

"Gah, I'm of the mind to wallop whichever blacksmiths made this metal!"

Batha merely rolled her eyes as she stepped into view of the working Dwarven blacksmiths, who quickly bow to her in response.

"So, how long till we finish refining the first batch?" Asked Batha.

"Will take us as long as a day or so, give or take, maybe two," Said a blacksmith, "There's so much impurities in this damn metal that we have to spend a long time just removing those damn impurities before we can start melting it down."

"Alright," Batha nodded, "If we're reselling the refined metal, how much do you think we can sell it for?"

"Maybe eight to ten silvers for each tonne," Said another blacksmith, "Either way, our contacts will be willing to pay more for high-quality steel."

"Sounds good," Said Batha, "Now get to work: I want all this shoddy iron refined into proper Dwarven steel!"

"Aye, Ma'am!" The Blacksmiths chorused as they went to work.

The sound of blast furnaces roaring with fire was music to Batha's ears, and as the poor iron and steel were tossed into crucibles to be melted, Batha was pleased to see their contents quickly melt into molten lava, refined with the addition of coke.

The molten steel was then poured into molds with the shape of ingots pressed into them, and as the molten steel rapidly cooled, the new ingots were being inspected by Dwarven blacksmiths to see which ones were good quality and which ones needed additional refining – not that Dwarven blacksmiths were horrible at their job.

And both Batha and Gerkel smiled at the good work done.

It was good to be a Dwarf.

A/N: Took me a while to write this; was thinking hard about how Dwarves would live their daily lives in Thedas.
 
hmm maybe we should set up a trade deal with the allied fiefdoms for there Scrap Iron and Leftover iron/steel weapons, as it seems like we can make a small profit from it
 
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