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Brainstorming for Expanding a Dwarven Astral Colony
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9307160" data-attributes="member: 7044704"><p>Huh, I don't recall that one. An obvious approach:</p><p></p><p>It was a deity's goblet once, and lingering resonances make it a very, very good place to establish breweries, distilleries, etc. Most of the buildings are devoted to producing alcoholic beverages, with others being docks and warehouses for the alcohol trade - both taking in raw materials and exporting supernaturally-enhanced booze across the planes. Room for housing is pretty limited and many workers sleep on the premises, bunking down in the breweries - but most are Dwarves and like the atmosphere. Inns and taverns primarily serve visiting merchants and are often owned by brewers using them to demonstrate their products to visitors. The locals do their serious drinking in fortified drinking-halls that double as militia rallying points and armories during raids, with entry for outsiders by invitation only - and watch out for the low ceilings if you do get in.</p><p></p><p>Doesn't need much explanation for why githyanki pirates keep raiding the place but never really trying to conquer it. That ascetic tea-totalling nonsense is for monkish githzerai, not proper picaroons of the Astral Sea!</p><p></p><p>There may be some deep secret around a stash of divine dregs hidden somewhere on Mutas. These might grant amazing powers to those who don't mind drinking Moradin's backwash, although a Dwarf's idea of "amazing" may involve becoming shorter and sprouting a stunning beard.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9307160, member: 7044704"] Huh, I don't recall that one. An obvious approach: It was a deity's goblet once, and lingering resonances make it a very, very good place to establish breweries, distilleries, etc. Most of the buildings are devoted to producing alcoholic beverages, with others being docks and warehouses for the alcohol trade - both taking in raw materials and exporting supernaturally-enhanced booze across the planes. Room for housing is pretty limited and many workers sleep on the premises, bunking down in the breweries - but most are Dwarves and like the atmosphere. Inns and taverns primarily serve visiting merchants and are often owned by brewers using them to demonstrate their products to visitors. The locals do their serious drinking in fortified drinking-halls that double as militia rallying points and armories during raids, with entry for outsiders by invitation only - and watch out for the low ceilings if you do get in. Doesn't need much explanation for why githyanki pirates keep raiding the place but never really trying to conquer it. That ascetic tea-totalling nonsense is for monkish githzerai, not proper picaroons of the Astral Sea! There may be some deep secret around a stash of divine dregs hidden somewhere on Mutas. These might grant amazing powers to those who don't mind drinking Moradin's backwash, although a Dwarf's idea of "amazing" may involve becoming shorter and sprouting a stunning beard. [/QUOTE]
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Brainstorming for Expanding a Dwarven Astral Colony
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