Hearthgate

Basic Information
Terrain Type Mountain foothills settlement
Climate Cool mountain air, warmed by heat vents from Khaz-Dorahn
Size/Scope Large trade town (population ~3,000)
Location Eastern mountains, built around the main entrance to Khaz-Dorahn
Dominant Inhabitants Humans, with minority populations of all races
Known Factions/Groups Merchant guilds, Dwarven trade representatives, Innkeepers, Wagon masters
Key Resources Dwarven goods, trade routes, warehouses, skilled translators/brokers

Physical Description

The Trade Economy

Before the Siege

Gateway to Dwarven Craftsmanship: Hearthgate served as the primary point where dwarven goods entered the wider world. Metalwork, precision tools, weapons, armor, jewelry, and specialized components all passed through this town's trading halls.

Two-Way Trade: While dwarves exported finished goods, Hearthgate imported what the underground city needed: lumber, foodstuffs, livestock, textiles, coal (especially recently with the fuel crisis), rare materials from distant lands, and raw materials unsuitable for underground cultivation.

Prosperity: The town thrived on percentage-based broker fees, warehouse storage, transport services, and providing lodging and services to merchants waiting for dwarven orders to be completed.

The Fuel Crisis

Increased Demand: Prior to Session 3, Hearthgate saw increased traffic in coal and fuel shipments. Dwarven purchasing agents paid premium prices for quality fuel as Khaz-Dorahn's Eternal Hearth began requiring double the normal fuel. The town's coal merchants were thriving.

Trapped Resources: The siege may have caught massive fuel shipments in Hearthgate's warehouses—exactly what the besieged city desperately needed. Current status of these resources unknown following Session 4 resolution.

Culture and Society

The Merchant's Code

Dwarven Time vs. Human Speed: A common saying in Hearthgate is "A dwarf's promise is stone, but stone takes time to carve." The town culture balances human urgency with dwarven meticulousness.

Quality Over Quantity: Hearthgate merchants pride themselves on trading in genuine dwarven-made goods, not counterfeits. A merchant's reputation is everything.

Weight and Measure: All trades use dwarven standard weights (significantly heavier than human standards), a source of constant confusion for first-time visitors.

Mixed Population

Humans: Make up the majority, mostly merchants, innkeepers, wagon drivers, and service workers.

Dwarves: Small permanent population serving as trade liaisons, quality inspectors, and guild representatives for their people.

Other Races: Small numbers of orcs (often trading ore or supplying materials), elves (seeking precision instruments), and harbingers (purchasing technical components).

Campaign Timeline

Session 3: Evacuation and Siege

Town Evacuated: Hearthgate's population fled into Khaz-Dorahn when The Mob (thousands of insane people) advanced on the region.

The Mob Advancing: Massive force approaching Hearthgate as part of siege strategy against the dwarven city.

Void Titans Present: Confirmed as part of the siege force, adding strategic-level entropy threat to the mass assault.

Mountain Gates Sealed: Khaz-Dorahn's gates shut tight with Hearthgate refugees inside the dwarven city.

Ghost Town Status: Town sat empty between The Mob and the sealed gates, warehouses and resources undefended.

Session 4: Salvation and Alliance

Void Titan Attack: The valley faced imminent destruction from a Void Titan (revealed to be corrupted fire giant Shod) approaching from lower valley. Reality ceased to exist around it, creating vacuum of heat, sound, and space. Population fled upward; multiple civilians including hermit Jeff and Rattrick from Blackwharf were absorbed by the entity.

Fellowship Intervention: Using experimental Boom-Stick acoustic weapon combined with Nyx's memory weaponization spell, the Fellowship successfully restored Shod rather than destroying him. All absorbed civilians freed and restored.

Alliance Formed: Hearthgate became the Fellowship's first officially allied community, earning formal recognition and support. Connection to Khaz-Dorahn restored when Otso opened the gates after recognizing Ale-ore's family.

Environmental Healing: Valley warmed dramatically by Shod's presence, reversing frost and creating comfortable temperatures throughout the region.

Current Status

Allied Settlement: Formally committed to Fellowship cause, will provide support, supplies, and strategic assistance.

Recovering Population: Survivors dealing with trauma from void titan experience. Some fled in panic after restoration, some passed out, some remain confused. Hours of medical treatment provided.

Supply Hub: May serve as distribution point for Boom-Stick production when mass manufacturing begins in Khaz-Dorahn.

Fellowship Operations Base: The nearby Sound Garden serves as the Fellowship's first forward operating base with guard rotations and strategic operations.

Trade Restoration: With gates to Khaz-Dorahn reopened, the town's traditional role as trade gateway can resume, though economic recovery will take time.

History & Lore

The Name

Hearthgate: So named because it serves as the gate to the city of the Eternal Hearth. The name emphasizes both its role as entrance and its connection to the legendary forge.

Local Saying: "All roads lead through Hearthgate, but only the worthy pass the Mountain Gates."

Connections

Notable Locations Detail

The Warming House

The town's most famous inn, built directly over a major heat vent from the forges below. The main common room has a glass-covered opening in the floor where guests can watch the warm air ripple up from the deep. Rooms are categorized by how warm they are - premium rooms are over active vents, cheaper rooms are farther from heat sources.

Proprietor Possibility: Could be run by a dwarf-human partnership, symbolic of the town's mixed culture.

The Mountain Gates Plaza

An enormous open area capable of holding dozens of loaded wagons. The Khaz-Dorahn Mountain Gates themselves are massive reinforced constructions, built to dwarf-scale (making them intimidatingly huge to humans). When open for trade, they reveal a massive tunnel lit by forge-light from within.

Current Status: Reopened as of Session 4 following Otso's recognition of Ale-ore's family connections.

The Scales District

Where precision matters. This district houses the official scales (dwarven-certified), assay offices, quality inspectors, and verification halls where goods are weighed, measured, and authenticated before sale. A merchant whose goods pass inspection here can command premium prices anywhere.

Secrets & Discoveries

GM Notes

  • Dramatic Arrival: First sight of Hearthgate could be the Fellowship's first view of the siege's impact - smoke, evacuated, occupied, or desperately holding
  • Social Complexity: Stranded merchants create interesting NPCs with conflicting motivations
  • Resource Cache: The coal in the warehouses could be a mission objective
  • Mixed Settlement: Allows for roleplay with different cultures and perspectives
  • Strategic Chokepoint: Whatever happens here affects access to Khaz-Dorahn
  • Scale Contrast: Emphasize the difference between human-built surface town and dwarf-built mountain city
  • Community in Need: Could earn Fellowship moves if they save/help the town
  • Inside Help: Dwarven residents might know secret ways into Khaz-Dorahn