Riverhill Burrow

A Sample Gnome Settlement

Riverhill Burrow is a mid-sized gnome community woven into the hilly countryside a day's travel from the capital of the kingdom. Most of its residents are members of the either the Erfseg, Lenskor, Nackle, Oaendin, Belren, Fenbaer, or Dallun clans. A few other clans are present but not in any appreciable numbers. There's also a minor contingent of denizens from other humanoid races, but these are mostly apprentices who remain only until they complete their training.

The Butter Barrel River flows to the west of the main burrow complex. A series of clever pipes diverts water for both drinking and sanitation. Its currents power a rather industrious mill. But perhaps most importantly the river is home to a number of fish and freshwater crustaceans the collection of which provides a pleasant afternoon's diversion on a warm summer's day. It's also one leg of a salmon run.

The Kingsgold Highway, one of three major roadways to the kingdom's capital, passes by the burrow as well. That, combined with the burrow's proximity to the city, affords its people access to the society, trade, protection, and resources of the capital without the headaches and intrigues that are a normal part of urban life. It also brings more visitors than might normally be expected of a typical gnome settlement.

Riverhill Burrow is a subterranean settlement, as is the case with all gnome communities. Its gathering halls, living quarters, workshops, warehouses, and other chambers are connected via a complex network of passages, ventilation shafts, and escape tunnels. Every passage that leads to the surface is fortified with mundane defensive works and concealed by illusory magic. Some require a verbal password or even a series of secret hand gestures to pass through without being subjected to a most unpleasant experience or setting off alarms throughout the entire burrow.

Riverhill does have a few above-ground structures. The most obvious of these serve as reception areas for visitors. Others serve as convenient entry and exit points for residents and personal guests. Some store farming equipment or shelter the small herds of sheep the burrow tends. A few are purely decorative, meant to add to the community's "charm" that so many outsiders have come to expect. There's good gold to be had in projecting a bucolic atmosphere. It puts folks at ease, even with the occasional explosion or gadget gone amok.

The following is a rough map of the Riverhill Burrow and its environs. More detailed descriptions follow for each point of interest.


1. Inn of the Bouncing Badger

The Badger, as the locals call it, is an above-ground structure right off of Kingsgold Highway. It's the first evidence of true civilization for those heading to the capital and a final reminder of what those who are exiting the city are leaving behind. Within its spacious walls are individual suites, common sleeping areas, a small stage where students of Maester Lenskor practice their craft, and a mercantile showcasing both products crafted by the burrow's various workshops and some of the more exotic items in which the Wedherl clan deals. There are also a handful of outdoor cabins along the river for those who can afford a little more privacy.

The Badger is owned and operated by Longpint and Whisperheart Wedherl. Both are outgoing and pleasant sort of gnomes who make it a point to introduce themselves to every guest who passes through the doors. Longpint has a never-ending supply of stories he spins to entertain travelers. Most are of his own imagination despite his assurances to the skeptical that they are all local history and as factual as the pointed toes on his boots. He also deals in local rumor mill and the latest happenings in the city. Whisperheart treats every guest as though they were family, providing a sympathetic ear, friendly advice, or a simple smile to whomever needs it. She heads up a local club for those interested in the culinary arts and is in charge of the annual harvest cook off held during the fall festival.

2. Public Hall

The public hall is another above-ground structure used by visitors to conduct business with either the burrow as a whole or with any one of the clans that live there. It is conveniently located across the road from the Inn of the Bouncing Badger. It has a long history of serving as neutral ground for delicate political and economic negotiations. It's also been used as a barracks in times of war. 

3. Wedherl Estate

Wedherl Estate is one of several country properties owned by the Wedherl clan. The Wedherls are merchant lords who make their wealth through trade, transportation, and money changing. As a prominent clan of gnome society, they are patrons of the gnomish arts. It's their gold that keeps the candles burning in the burrow's workshops and schools. (In fact, it supports the creative efforts of several burrows.) Once a year, the clan sends an official delegation to audit the community's expenses, to check out its latest technological and artistic innovations, and to offer any financial or political advice.

The estate consists of a surface mansion and an underground complex. The mansion is scaled for the average humanoid (not gnome height) to be more welcoming to visitors and their staff. Wedherls will stay there when there are visitors to entertain or to monitor but otherwise occupy the network of chambers beneath. There are no Wedherls who actually live at the estate on a permanent basis; they mostly come and go at their own whim. There is, however, a permanent staff headed up by Thingrin Erfseg (the butler) and Featherfall Belren (the housekeeper). They report to Longpint and Whisperheart respectively. 

Stickybeard Galfantraxus is a Wedherl elder mostly responsible for managing the clan's transport interests. Riverhill is his first choice when he wants to spend a little time in the countryside away from the daily responsibilities of running that business. His wife, children, and extended family often summer at the estate where they host numerous social events. Some of these are lavish balls put on for visiting dignitaries. Most, however, are outdoor gatherings where any resident is encouraged to attend. 

4. Mill

The mill rests on the banks of the Butter Barrel River. A conical surface structure only hints at the engineering that lies beneath in the mill's main chamber. A reinforced shaft extends out through the river's bank and connects to a single, giant wheel. The river's current drives the wheel, which sets a complex arrangement of gears, cogs, and sprockets into motion. These, in turn, operate the pumps for the burrow's water and sanitation needs. They also connect to the nearby workshops where they are used for automated crafting and metal work. The mill is maintained by apprentices studying under Maesters Dallun and Oaendin.

5. The Tinker Tower

The Tinker Tower is as much for show as it is a functional workshop. This two-story stone structure is flanked by a pair of three-story towers. It's one of the few structures in the burrow built to accommodate folks larger than the average gnome. From a distance, one might mistake it for an odd fortification. A second look might call to mind the eccentric dwelling of a wizard who wasn't afraid of heights. Only with a closer look, when the myriad of contraptions and ventilation pipes clinging to its walls like a spider's web become evident, would one be forced to acknowledge its gnomish origins and guess at its purpose. A few years back, a small shrine devoted to Rill Cleverthrush was added to the tower, only enhancing it's already unconventional appearance. While the shrine is open to the public, it is really only visited by the tinkers, gunsmiths, artificers, and other crafts folk of the burrow. It has also drawn a handful of outsiders but those are few and far between.

Maester Gearmonger Dallun, his assistants, and his apprentices occupy the tower along with an adjoining chamber in the burrow proper. They share living quarters with Maester Oaendin and her team. His work, though not the most inventive, is known in many circles due in no small part to the help of the Wedherl clan. His workshops produce all manner of gadgetry both magical and mundane, from simple household devices to engines of war and everything in between. He carefully catalogs and stores the remains of failed inventions in an underground warehouse so that their parts can be cannibalized for other work. Once a year he holds an auction to clear out inventory that is no longer needed. That auction draws tinkers from across the kingdom.

It's a well known secret that Gearmonger loves Maester Oaenden but he has yet to admit that love.

6. Maester Oaendin

Maester Ghostfinger Oaendin is renowned for her uniquely elegant black-powder equipment and weapons, especially her firearms. Her mark can be found in every fortress that garrisons musket men or grenadiers. She, her assistants, and her apprentices share quarters with Maester Dallun and his team near the Tinker Tower.

Maester Oaendin earned her nickname when she lost her left hand in an explosion that collapsed an entire workshop. Eventually, she replaced her missing hand with a magically endowed mechanical one (built by Maester Oaenden) that can transform into a variety of tools. Due to the dangerous nature of her work, her workshops are isolated in a pair of chambers away from the rest of the burrow. There's also a maze of escape routes for the inevitable accident.

Maester Oaendin and her assistants put on several fireworks shows from the tops of the Tinker Tower. The displays can be seen for miles around. The largest is always scheduled to impress the Wedherl representatives on their yearly visits. Smaller but no less impressive shows are put on during holidays and other special occasions

It's a well known secret that Ghostfinger loves Maester Dallun but she has yet to admit that love.

7. Maester Lenskor

Maester Mindbiter Lenskor oversees an active performing and creative arts school. Apprentices study music, theater, bardic magic, storytelling, comedy, fine art, pottery, sculpting, and the like. Mindbiter himself was once an adventuring bard trained in the College of Lore. He retired with quite a healthy nest egg and a hefty reputation that followed him into his silver years.

Mindbiter's experiences influence his teaching style which can be a bit harrowing for those not expecting his intensity and drive. This is especially true for those studying bardic magic where the Maester understands the stakes and expects his pupils to survive into retirement by avoiding the same follies that plagued him. Many of his apprentices are all too eager to go on to found their own studio. Just as many, however, are as eager to remain with their Maester and become an assistant. A yearly competition is held to decide who is good enough to fill the limited slots that are available.

Mindbiter, his assistants, and his apprentices all put on performances for the holidays and other special events. They draw large crowds to the burrow's amphitheater where the residents can enjoy a variety theatrical productions. They can also be found honing their craft at the Inn of the Bouncing Badger, where a small stage provides an opportunity for the eager and ambitious to put themselves in front of a real, and perhaps more forgiving, audience. 

8. Fenbaer Lodge

The Fenbaer Lodge functions as both a barn to shelter a small herd of sheep and a workshop to house the community's limited farming equipment. Riverhill Burrow tends several fields of wheat, cabbage, lettuce, carrots and other vegetables. There is also a small apple orchard. What isn't eaten by residents or put into dry storage goes to the Inn of the Bouncing Badger where it's touted as "traditionally grown, locally sourced gnomish foodstuff" to the casual traveler or visiting dignitary.

The lodge is also a cozy getaway for the burrow's population. On a warm, sunny day it's not unusual to find several dozen residents lounging on the porch (enjoying a light afternoon snack with a pipe and perhaps a game of chance) or strolling the nearby fields and groves. It's also the perfect viewing spot to watch the fireworks shows put on by Master Oaendin and her staff.

Foxchaser and Hearthkeeper Fenbaer are two among just a handful of permanent occupants of the lodge. They are the oldest gnomes of the entire burrow. In their youth they were rangers but now spend their golden years in the lodge, warming their toes by the fire, recounting their adventures, and dispensing wisdom on all matters both dull and curious. They're also not above a good prank when properly motivated. They once were and remain very good friends with Maester Lenskor.

9. Dry Stores

Grains, canned goods, and other dried food stuffs are stored here. They are generally kept for emergencies or for trade to other communities. The clergy in the Temple of Garl Glittergold keep a record of the supplies that go into and out of the stores.

10. Temple of Gelf Darkhearth

This small temple devoted to Gelf Darkhearth is deliberately isolated from the main traffic areas of the rest of the burrow. It has both a surface building and an underground chamber. A pair of sculpted warhammers (Gelf's favored weapon) flank the entrances to both. Followers are free to come and go as they please. Most residents, however, don't feel a need to do stop by let alone offer up a prayer. 

11. Mines

Riverhill maintains a small gem mine that satisfies local needs. The mines are connected to the burrow through this main shaft. There are also a handful of secret shafts that lead to the surface used for ventilation and escape routes. The nearby chambers function as an infirmary used by miners and residents alike and is staffed by clergy from the Temple of Garl Glittergold.

12. Maester Vanras

While Riverhill Burrow is not particularly known as a producer of gemstones and jewelry, its limited mining operations do attract a few gem cutters. Chief among them is Maester Gemwhisper Vanras who oversees a quiet workshop staffed by a handful of assistants and apprentices. Their work is primarily supported by patrons exclusively from the Wedherl clan but they do have a few clients from various parts of the kingdom. They've also collaborated with Maester Dallun to produce common magical objects.

Maester Vanras started out as a digger in the royal gem mines. It's a past he embraces and in some ways longs for. That's probably why he's as likely to be found in the mines as he is in the workshop. He believes that all rocks have a soul and that it is the cutter's responsibility to appease and bond with that soul before doing their work. It's a philosophy he's spread to the miners who can be heard whispering to the rock as they blast new tunnels and harvest precious stones.

13. Community Hall

The Community Hall is the largest of the communal spaces in the burrow. Its where residents gather for important meetings, to meet with friends, entertain each other, and to just generally have fun. It's one of the busiest and raucous chambers in the entire burrow. Rarely is it ever empty of laughter and singing.

14. Amphitheater

The Amphitheater is used for both community meetings and performances put on by Maester Lenskor, his assistants, and his apprentices. Every major holiday and special event includes at least one such performance. The chamber's walls are decorated with murals of gnomish myth; illusory charms animate them. Embedded in its ceiling are dozens of magical gems that cast lights of various colors and brightness. During performances, and even community meetings, these are manipulated for dramatic and practical effect. The stage itself is a wonder of tinker craft, able to depict all manner of scenery and toggle between those settings with the flip of a switch. Illusory magic enhances the set pieces so that they are indistinguishable from the real thing.

15. Temple of Garl Glittergold

Nestled in the heart of the burrow is a temple to Garl Glittergold. It is a domed chamber decorated in gold leaf and studded with precious gems. Nearby is a secondary chamber for the clergy who perform a variety of ceremonies throughout the year. They also lend help to wayward gnomes in need. While there is a surface structure for the temple, it is concealed by magic. Every resident of the burrow does know how to find and gain access to the temple from the surface and gnomes from other burrows can easily find it (there are hints scattered around the area that an alert gnome will spot). The concealment is really meant to keep away the non-gnome folk.



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