by Frank Young
Graphics by Rick Emerich
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Located approximately 30 miles south of the western-most tip of Silverwood Forest, and at the northern-most mountain of the Shad range facing the Crimsonvale valley, you will find these two establishments which are owned by Nimeriz and Jenaine Magicrafter [These personalities will be introduced'in a future issue - Ed.] These businesses supply, at present, Crimsonvale and its outlying areas with quality cut granite for building, gravel, a by-product of the quarrying process, and coal, which was an unexpected bonus as deposits of anthracite was discovered at the quarry. Operations of these businesses fall under three headings: Production, Transportation, and Security. The wizards take a hands-off approach, allowing the supervisors to handle their respective areas of expertise, but are available if they are needed. The owners are interested in the welfare of their employees, whom they consider to be friends, and thus these employees are more loyal than the average hireling. Prior to opening this business, the wizards flushed out all the evil humanoids from their chosen mountain by casting mighty spells with devastating effects. Temporary housing was then constructed while their dwarven and gnomish employees began cutting rock for the permanent buildings. A guard force was formed from retirees of the Imperial Army and plans were drawn up for possible evacuation routes in case the evil humanoids from the Rift and its vicinity became active. The wizards also stressed the fact that the guard force is to fight a delaying action while the noncombatant employees would escape along these predetermined routes. The wizards are to be warned via carrier pigeon if an attack occurs, and in response they will teleport to a prearranged spot to cast their deadly magicks to cover the guards' and employees' escape. In the event that the attackers mount any action on a scale larger than a raiding party, the wizards will immediately inform the nearest garrison of the Imperial Army or the Bright Watch of Crimsonvale [see Chain-Mail #8 for details about the Bright Watch], and their own guards at the unloading facilities by Lake Imela, by whatever means they have at hand. They will not bother to inform the elves of Silverwood as they asked the people for their permission to use Silverwood as a possible route for escape but were denied access. All buildings are now up and the business is functioning so that the wizards claim the mountain and the area occupied by their buildings. However, a nonrelated enterprise has been newly formed. The entire region is rich in pine, fir, and oak trees, so a few brave woodcutters have begun freelancing and are charged a minimal fee for housing and transportation of their logs to Crimsonvale. At present there is a tentative plan to ship quarry and mine products to points farther east once the demand for these products slackens in and around Crimsonvale. PRODUCTION The wizards employ 60 dwarf and gnome stone cutters and miners. The normal work week consists of 40 hours and it's not uncommon for the demi-humans to work four 10 hour days so that they can have a long weekend. Besides being paid a guaranteed wage they are paid a bonus in the amount of 5% of all sales from the combined products produced. The supervisors are two brothers, both dwarves: Grumindin Ironbeard supervises the Quarry operation and Delvor the coal mine. TRANSPORTATION This is loosely organized with no head supervisor. At the quarry there are four specially modified, heavy-duty wagons, with wider than normal wheels to distribute the weight more fully, thus reducing the tendency to dig deep ruts in unpaved areas. One wagon is usually assigned to the woodcutters for their use. At the unloading facility there are 16 wagons which haul the products to work sites in and around Crimsonvale. As the wagons often haul logs they also have a longer than normal tailgate which can be locked into a horizontal position, or released and locked to serve as a ramp for loading and unloading. Each wagon has a crew of two men, a driver and a helper, with each driver being the supervisor of his own wagon. Transportation to and from the quarry and mine, and the unloading facility is achieved by a fleet of six barges assisted by two small galleys named the River Nymph, captained by Trevor Brant, and the Wave Dancer, captained by Barton Trask. Each captain supervises his own vessel and the loading or unloading of the barges under his care. There are usually two barges at the quarry in the process of being loaded while another two and one galley is enroute to the unloading facilities, and the remaining ships are returning with supplies from Crimsonvale. In case the galleys are attacked, they are armed with one short range catapult and the crew can always use longbows instead of rowing, as long as there is a strong wind. Each galley and the two barges assigned to it can normally make two round trips each month. Payment of wages to these employees is the same as with the production crews. SECURITY In all there are 100 men at arms plus commanders. At the quarry 60 mercenaries maintain a diligent watch, where guard duty consists of six watches each lasting four hours, so that a fresh guard force is always on duty. Two five-man squads patrol along the Talos River north and south of the quarry, while another five-man squad patrols the area around the quarry site. The last five-man squad stands guard in the compound central. No squad is expected to engage an enemy, but instead they have been instructed to return immediately to the compound so that the alarm bell can be sounded and evacuation can commence. The quarry guards are commanded by Captain Derrek Weese, a veteran of many campaigns as a former soldier in the King's Army and a 6th-level fighter. Under him are two lieutenants, being 3rd-level fighters, and six sergeants who are 2nd-level fighters. Due to the proximity of the Rift, all are paid twice the standard, common mercenary wages. At the unloading facilities there are 40 guards commanded by a 4th-level fighter, Senior Lieutenant Arlan Vraine, who is assisted by a 3rd-level fighter lieutenant and two 2nd-level fighter sergeants. There are usually 10 men on watch, with guard shifts consisting of four equal watches. However, when the wagons are on the road to and from Crimsonvale, 20 guards always accompany them with one officer and one NCO present. The remaining 20 guards at the facility must thus stand six hour watches in five-man squads until the guards on the road return. These guards receive 1.5 times the standard mercenary pay.
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