AN: Thank
@torroar for helping making sure this omake ware accurate in general.
Wulfenburg: Dwarf Quarter Tour Guide
In recent years Ostland is becoming one of the more dwarf friendly places in the Empire, though cities such as Nuln, Altdorf, and Middenheim are more populated and traveled - for now at the least. That is never more clear than in the Dwarf Quarter of Wulfenburg. Its founding came about after Count Frederick von Hohenzollern's famous meeting with Josef Bugman, by trading four suits of gromril in an effort to further deepen ties with Karaz Ankor in general. It was quite a good decision since after the famous drinking contest between the count and Bugman, that lead to the construction of the new Bugman's Brewery, dwarfs from all over the Old Wold traveled to Ostland for the chance of learning from Bugman himself or simply be close to the famous brewery.
It comes to no surprise the whole quarter is dwarf made and of superb quality, as expected of dwarf-designed works.
Each house is made entirely of stone who's quality construction would cost quite a bit of gold for most nobles and well off merchants in Ostland, which has naturally made said groups envy them and looking into hiring dwarfs to improve their own homes. Being a section of the city made for dwarfs it comes to no surprise that most of the area is built for dwarf height in mind which can be bothersome for visitors at times, however the dwarfs themselves have graciously made a public area that is easier for humans to shop around it, acting as a smaller central market. The dwarfs also have a habit of digging deep basements in their homes which the deepest goes four levels down.
It should not be surprising that the quarter is nearly always the first ones to receive a shipment of the precious brew made within Brewery, delivered via the river that the brewery is built near. The dwarfs of the Brewery itself, the fastest growing settlement in the history of Empire and Karaz Ankor, regularly venture into the dwarf quarter to partake in its comforts and reminders of home.
While all the dwarfs at the brewery work around either serving or defending the location the dwarfs of the dwarf quarter have much more variety in business practices. Here one can find blacksmiths, jewelers, tinkerers, engineers, armorers, scribes, masons, herders, farmers, bar owners, and dwarfs of nearly all kinds of professions. The services of dwarf masters is a highly sought after, with it being quite common for nobles and well off merchants to commission great works for themselves of which human skill can't hope to match. The dwarfs also saw fit to send representatives of several guilds to Wulfenburg as well to not only keep things in order but to make sure business is conducted well overall on all sides.
For the most part the dwarf quarter of Wulfenburg is quite independent from the rest of the city when it comes to internal matters to point that the city guard rarely have to get involved in such things. However the count and his family are always well received within the quarter itself. Of course rude visitors that cause trouble in the quarter find out very quickly dwarfs are not ones to forgive slights against them, and more than one arrogant noble and their line has found themselves banned from the quarter for life, or worse depending on the situation.
The dwarfs themselves rarely see reason to leave the quarter since it provides them with all they need and if 'manlings' want anything they are free to come in to speak business with them. The only major exceptions to this rule are jobs taking place outside the quarter, the Brewery, the Gunnery and Engineering school, and of course the Grand Kitchen of Esmeralda, though the dwarfs will admit the halflings are good chefs nothing compares to true dawi meals. It's not to say the dwarfs are not sociable, they simply enjoy their privacy and living in a location that most resembles their mountain homes in culture, if not entirely by looks.
While many brewmasters and dwarfs in general have come to Ostland from a wide variety of clans, the most populous clan is no doubt the branch of the Yinlinsson clan that moved to Ostland from the dwarf capital of Karaz-a-Karak itself. With the arrival of a thousand dwarfs and many brewmasters the dwarf quarter has received much increase in attention. The Yinlinsson clan themselves own a rather large part of the dwarf quarter and created the most impressive of holdings, and deepest of basements.
Over time with the financial aid of the Hohenzollern's the dwarfs have crafted shrines and temples to their own strange foreign gods. These are staffed by their own priests and acolytes, though they keep their secrets close and do not take to those not of their kind intruding well.
Recent events have made the shrine of Grimnir quite the popular stopping point for Slayers arriving to the province hoping to find glorious Doom at the hands of the still many enemies inhabiting the Hohenzollern Forest.
Most recently, with the completion of the campaign that saw to the retaking of Karak Ungor, Wulfenburg saw the second largest single migration of dwarfs with the Goldeneye clan choosing to follow the count back home to settle within the district. Being a former mercenary clan, most of the dwarfs have decided to settle down in jobs that make use of their fighting experience, such as being house guards, bouncers, bodyguards, security detail and other similar positions they are used to doing.
Given recent events and the count's own popularity among the dwarfs it is considered quite likely in the near future Wulfenburg will see even more dwarfs moving to the province to settle within the capital for one reason or another.