Dwarve Exploration Guild
Originally founded by an avid group of mining Dwarves, this guild was founded for the sole purpose of discovering the very edge of The Quarry. The mining and polishing of walls has been a interesting story as the group has grown with the digging.
Originally, the group of seven intended to just merely expand into the quarry to make the lower class realm that did not see the sun more habitable and prosperous. But as the group grew with followers, and began to split into multiple teams, and with no edge for The Quarry in sight, it became more of a labor force that grew in political, monetary, and physical power. Eventually, the upper class conceded, and light was made public for all to use.
While the guild does not recognize itself as the reigning political power of the city, there is no rival to them. The administration district of the DEG takes up three cubits, while public housing takes up seven, and the library takes up two cubits as well. The housing district is divided by class type, which you can see below.
Class Types
Trade Type
Trade type class members deal with cubit boundaries, housing, import and export, sock disposal and storage, as well as maintenance to public light areas. They are more along the lines of civil servants that help maintain the general structure of The Quarry, not just monetary.Diver Type
The explorers of the guild, these are the people who mine the Living Rune Stone from the rubble. Tasked with risk calculations, testing for habitation viability, measuring and research, this group is regarded as the heroes of The Quarry.Library Type
Tasked with the keeping of research documents and maps, the library types work primarily in the two library cubits. There are a few who will join certain Diver Groups for recording information, but a large portion do continuous research in the libraries. The continual update of maps is crucial, and map redrawing is another large past of their jobs.Admin Type
Secretaries to all state of affair and trade meetings, these are the peoples that run the three administrative cubits. The Type Leaders are also considered Admin Types, and serve as the governing head to the rest of the guild. Admin types handle registration, housing allotment, and payments to all guild members.Handy Types
Charged with caring for The Quarry, the handy types will be found installing infrastructure to the expanding quarry. They install light veins and crystals, deal with sanitation, sock removal, and more. In an attempt to limit the amount of magic used, they focus on self sufficiency. They work closely with Plant Types.Plant Type
These types are found caring for the natural vegetation of the Quarry, as well as biome health, and foreign species introduction. They are charged with trying to feed the population of the quarry, but because vegetation grows very well with Living Rune Rock, they tend to wander beyond that primary goal. Their love is to breed plant that do not need to photosynthesize as plants on the surface level do. Crowning achievement to this section of the guild is the replica taste of cabbage in a totally different looking plant.Miner Type
This group goes behind the Diver group to really polish the walls of the maze. They focus on a more methodical and precise excavation of the walls, removing dirt and rubble from the natural grooves and patterns a Living Rune Rock has. The make cubits hospitable for use, whether it's for trade, residential, research, or sock storage.Guard Type
The only type not primarily dominated by dwarves, this group is the policing force to the maze. They deal with the judicial system and punishments dealt, guarding the borders, and fighting maze monsters. With every diver group, there is at least one Guard type to help fight. The group is primarily made of lizard men as they can withstand the harsh east coast climate outside of the maze walls.Structure
Beyond the types, the hierarchic structure of the guild starts with the Type Leaders. A single, accomplished and publicly recognized figure from each type is asked to lead the different sections of the Guild. They are usually older, retirees who have served on the front lines of their types for many years prior. They govern as a panel, but are open with the next level, Cubit Leaders.
Cubit leaders are elected according to the cubit they reside in. Managerial Cubit Leaders are appointed to take charge of non residential cubits after serving as an elected cubit leader for more than five years with good credibility.
Under that you have the residents and guild members, who share equal rights and privileges with each other. It is expected that each Cubit Leader has kept their cubit up to date with any governing activities with town hall meetings and the like.
The only other part of the structure is Keepers of the Socks. Primarily an outcast group, they maintain equal rights with residents and guild members, but generally tend to be unsociable, and play inactive roles as people of The Quarry. People say they have secret meetings like witch covens do.
Public Agenda
Their purpose is to explore the depths of the maze and support those who call the maze their home.
Type
Guild, Adventuring
Location
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