Minrothad Dwarves vs. Rockhome Dwarves: Creating a Rivalry
by Marc SaindonOk, so Minrothad is this Switzerland-in-the-sea where 5 nations cooperate for greater wealth. Minrothad has dwarves, mainly in Fortress Island. They were originally settlers in Glantri that got persecuted, and found their way into the islands. Because of the warmer climate, they are noted in the gazzeteer to wear their beards shorter - so let's add that they make the most of their moustaches, twirling them, waxing them, and try to get the most elaborate and unique design.
The dwarves that left Rockhome for Glantri and settled with the Guilds later on were probably the poorer, less established clans, and not part of the more aristocratic clans wielding power and control of the work schedule. While they would gain wealth in Minrothad, they would still be seen as upstarts, untraditional (Minrothaddans abandon the old clan names for new work-related ones), dwarves that don't grow proper beards by their "betters" in Rockhome (who themselves are seen as stagnant and backwater). The idea that Minrothad dwarves are a seafaring nation to solid-ground Rockhome natives will seem to be an aberration. As would cooperating on a regular basis with TWO kinds of Elves; the Minrothad dwarves, while keeping mostly to themselves on Fortress Island are still a bit more cosmopolitan than their more insular cousins.
To outsiders, they're all dwarves, but among themselves, it's a Genoa vs. Venice or Quebec vs. Montreal rivalry.
another use for the Minrothad dwarves is to integrate either the war-forged or the autognomes as a new, in-game, playable option. As tensions increase between Thyatis and Minrothad (with Crossbones conquered by the empire), the Guild Hammer dwarves (and the optional Gearheart Gnomes I recently suggested) build up their defenses by experimenting with various constructs, golems, living statues, and more sentient designs. Due to their weight, they aren't exactly seaworthy, but can defend towns and fortifications on land; their lack of breathing makes some extended underwater operations possible, although limited to shallow waters.
They bring a bit more steampunk than some people would prefer, but as they are new, it's easy to confine them to Fortress Island.
as for adventures within Fortress Island, I think an area of the isle, "the Proving Ground" should be set aside for Minrothad dwarves and their allies to test weapons and inventions (below, we see Gnomes of Guild Gearheart testing was appears to be a Blackmoorian Toaster of some sorts), as well as conduct field exercices (either mock combat or practice against living statues or other constructs) and various wargames (Golem Chess).
adding intrigue: the consulates in Stronghold
while the embassies are in Minrothad proper, it would be logical that smaller delegations with specific interests send delegations to Stronghold. Obviously, Glantrians won't be admitted. Dwarves & Gnomes from Karameikos (Highforge), cousins from Thyatis (Buhrohur County), envoys from Serraine, and diplomats from Rockhome can all have a small presence. Various plots include marrying into wealth (early Victorian had poor nobles marrying into rich families and rich families trying to get a better status with a title of nobility); stealing and sabotaging engineering projects; religious debate on Kagyar orthodoxy and the Augrism tangent; and doing dirty for Glantrian coin.