Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
A dwarf controlled world
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stormborn" data-source="post: 2818077" data-attributes="member: 14041"><p>You want a dwarf controlled world, or at least region? Simple. Make them builders of dams and tappers of underground sources of water in a large arid region. <a href="http://en.wikipedia.org/wiki/Hydraulic_empire" target="_blank">Hydraulic Empire</a>. It doesn't matter if humans and elves have iron and steel if they can't water their crops because the dwarves have moved the river. Smart dwarves will play one faction off against another: "We will give you water if you support us against them." Add to that a control of underground salt reserves (there would be other ways to get it but the price of the dwarven variety would mean they would soon corner the market) and you have a powerful resource driven empire. Throw in the gnomish alchemists. Their great contribution to the Empire? Distilleries and breweries. </p><p></p><p>The dwarves would want human and halfling civilization to advance to a certain level,not only becuase it would be hard to stop them, but because they would make better second class citizens. Also, a more technologically advanced civilization is easier to control through resource management than a more primative one. The more technologically primative civilization needs less and is thus less dependent. </p><p></p><p>Also, the idea of water, salt, and beer as the source of the underground empire's might means that they can't be countered with magic. Even if the dwarves, or their human puppet warlords on the surface, have huge witchhunts and pogroms to suppress magic, there is always going to be the possibility of a hidden clan of sorcerers riding out of the woods with elven allies and causing trouble (cause magic weapons, even if bronze or wood or stone or obsidian, are going to give iron and steel a run for their money). Water, salt, and beer might not be as glamourous or as PC effecting as iron or gold, but in the long run those are what really can effect a civilization.</p><p></p><p>EDIT: Let me add that overall i agree about the dwarven culture presented in DnD not leading to conquerers. However, if just one large clan got it in their heads to do so, they could take over a large area...say a subcontinent. Particularlly if they are able to keep their true numbers secret and use politics and mercenary armies, both human and goblinoid, to keep their subjects fighting amongst themselves. And keep in mind, there is no need for this to be a truly stable empire, it just has to last long enough to have a campaign or two. Say a couple of human generations at most.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2818077, member: 14041"] You want a dwarf controlled world, or at least region? Simple. Make them builders of dams and tappers of underground sources of water in a large arid region. [URL=http://en.wikipedia.org/wiki/Hydraulic_empire]Hydraulic Empire[/URL]. It doesn't matter if humans and elves have iron and steel if they can't water their crops because the dwarves have moved the river. Smart dwarves will play one faction off against another: "We will give you water if you support us against them." Add to that a control of underground salt reserves (there would be other ways to get it but the price of the dwarven variety would mean they would soon corner the market) and you have a powerful resource driven empire. Throw in the gnomish alchemists. Their great contribution to the Empire? Distilleries and breweries. The dwarves would want human and halfling civilization to advance to a certain level,not only becuase it would be hard to stop them, but because they would make better second class citizens. Also, a more technologically advanced civilization is easier to control through resource management than a more primative one. The more technologically primative civilization needs less and is thus less dependent. Also, the idea of water, salt, and beer as the source of the underground empire's might means that they can't be countered with magic. Even if the dwarves, or their human puppet warlords on the surface, have huge witchhunts and pogroms to suppress magic, there is always going to be the possibility of a hidden clan of sorcerers riding out of the woods with elven allies and causing trouble (cause magic weapons, even if bronze or wood or stone or obsidian, are going to give iron and steel a run for their money). Water, salt, and beer might not be as glamourous or as PC effecting as iron or gold, but in the long run those are what really can effect a civilization. EDIT: Let me add that overall i agree about the dwarven culture presented in DnD not leading to conquerers. However, if just one large clan got it in their heads to do so, they could take over a large area...say a subcontinent. Particularlly if they are able to keep their true numbers secret and use politics and mercenary armies, both human and goblinoid, to keep their subjects fighting amongst themselves. And keep in mind, there is no need for this to be a truly stable empire, it just has to last long enough to have a campaign or two. Say a couple of human generations at most. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A dwarf controlled world
Top