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Dispatch → Factbook → Miscellaneous
In the Age of Myth and Legend...
The Kingdom was founded sometime after the Great Cataclysm that Rendered Katlantis and shook the First Kingdom of the Dwarves to its foundation. It was the survivors of this lost realm that roamed the World that Is, looking for some place of safety. Eventually they would come to the high shores of the Lake of Long Shadows and it would be here that they would find a great yawning cave that disappeared into the side of the Mountains. Inside they would find wealth - some say the horde of a long-dead dragon - as well as the great Nor Trees that provide much for the Dwarves' needs.
Whatever this cave once was, it is no longer. All traces of it have been erased to be replaced with a great City Carved from the Depths, its Gates, and its Palisades. Wealth and Industry now pour out of the City and the Dwarves are again a People, their numbers growing to stretch the breadth of the Sunset Mountains.
Below the Hall and the most readily accessible to outsiders is the Steward's Market. This area encloses both the Great Gate, the assortment of stalls and temporary merchants quarters that stand on the enormous steps, and an inner market that may only be visited by those who have gained the trust of the Steward. This inner market is the only place where one may acquire Runic items at something approaching a fair price; The outside market is unregulated and prices are either exorbitant or deceptive. At the back of the inner market stands the Steward's Chair and behind it are the archways that lead to the Throne and to the City. Five enormous tunnels provide ready access for those willing to risk the passage over the stonework drawbridges, themselves a marvel of Runic Engineering. It is rumored that in time of crisis these bridges have come to life to snatch up demons and marauders alike to fling them into the crushing Depths.
Behind and Below the Market is the City. Sprawling and Vast, it houses the majority of the population in reasoned comfort; Most established families have a large multi-room Manor that they have carved out and expanded themselves over the many years with either a storefront, workshop, or other business serving as the front-most room. Light is typically provided by either a Runic Sunstone built onto a pillar in a central room, or by an enormous fireplace where blocks of Nor Wood are burned. Only the most wealthy of families have a Sunstone in more than one room though Nor Bahts and small Rune Lanterns - one of the more common items exported - are regularly found. Carved out of the heart of the mountain, most of the chambers are intricately and carefully decorated with braided molding, cut panels, and wall-spanning friezes common. For those that can afford them, tapestries from the far lands of Elves and Men are used as door coverings while a thick gear-work pillar decorated with the name of the family is typically used to bar the door into the City at night.
Where the City was originally confined to the Mountain itself, it has slowly expanded to sprawl through the entire Range; those who judge the City by the relatively small size of the Market are apt to quickly find themselves lost among its sprawling galleries and grand halls. While it is referred to in the singular by the Dwarves who live there, the City is not in fact a single construction. Sometimes many miles of halls and passageways link one populated area to the next. These are then usually built up and around some particular point of industry, such as an ore vein or Nor branch. As old as the City is, the Mountains are larger still and there are many who make their living prospecting inside the Mountains.
Between the City and the next layer down are the Warrens. This is an unofficial area; the labyrinth where mine shafts begin, foundries store their slag & tailings, workers stop to carouse in dingy taverns, and the first creeping tendrils of the Twilight Forest can be found. This is the most dark and dangerous part of the City and the rare outsider who is granted unrestricted access to the City is warned not to venture into them even with a stout mace and strong arms at their back. Most Dwarves who frequent the area do so out of necessity; Only those Families that find themselves marked as Outcast - but not Exile - make their homes here. The safest passage is to be found by accompanying a shift of miners traveling to or from the deep shafts where the wealth of the city is steadily carved from the roots of the Mountain.
Below the Forest lie the uncharted depths of the Dreaming Lands. It is here that the hallowed dead are buried and it is here that the bravest adventurers seek treasure. There is no map to the Dreaming Lands and it is said that the way one reaches them immediately closes after so that another may open in its stead. Others say that they are the realm of a ancient dragon who slumbers while her dreams send the shiver of earthquake up through the mountain while others contend they are the home of demons, devils, or worse. Even those who find themselves Exile are hesitant to venture into the depths despite tales of adventurers returning with riches beyond belief - when they return at all. There is but one fixed entrance to the Dreaming Lands and it is the most dangerous; the Great Chasm that falls away below the stonework bridges just inside the Great Gate.
At the very edges of their Realm under the Mountain, one may find the Deep Roads. Cut through the Heart of the World after the War of the Blazing Deep, these Roads offer safe but narrow passage between the Mountain and far-distant Holds in the midst of other Lands. Barely the size of a Man and carved out by the unceasing fists of Rune Golems, these Roads are further lined with Runes that speed the passage of the feet that tread upon them. But there is a price to be paid; A journey of a Month may only take a Week, but a Month will still have passed on the traveler's Journey of Mortality. For the long-lived Dwarves this is not so much a burden but for a Man this is a burden they are often unwilling to bear - but a profitable one. Porters along the Deep Roads are well-paid, and the goods they carry often of great value.
Lastly are the Roots of the Mountain, though to think of these as the bottom-most layer is incorrect. Instead the Roots rise and fall, sometimes piercing up to the Warrens and other-times falling far below the Dreaming Lands. These are the spires of solid rock where are found the richest seams of gold, silver, iron, and other forms of mineral wealth. Great Mines run through them and many tens of thousands of Dwarves labor tirelessly, the whole ringing with the blows of pick and hammer. Gems of great sizes are found here and it is every day that some new vein or chasm is opened up to delight the eyes - until the tools of the Dwarves fall upon it. Typically each Mine is controlled by a Clan, rich or poor, and access to them is strictly controlled. A thief who managed to make their way inside might find themselves wealthy in a day and just as likely unable to be able to carry it all out.
Most of the Holds are laid out along the same lines; A broad platform or square in front of the lone gate is flanked by a number of siege engines while the gate is separated from the platform by a deep trench three or four men wide and crossed by a drawbridge. Above the trench a huge stone slab waits to drop and block the entrance completely while beyond the drawbridge is another trench crossed by a single dog-leg bridge that ends at a portcullis. Beyond this is the Lord's Chamber, where all official business is conducted, and two doors lead out of this - one into the Town beyond and below, and the other into the Barracks and Lord's House. Dwarf Holds typically number no more than a few thousand souls though a few will sometimes choose to live in the Village outside.
The list of Holds is few, though many more existed before the Fall of Kalantis. Often those Holds that exist today were restored from those destroyed or lost during the Fall, with known Holds in Auallonia, Kyngardr, Tehrinfield, Zakazakraja, the Devanti Wastes, and Persitama. Most of the Lords that rule these Holds are former Princesses and Princes of the Kingdom who struck out to establish their own lands when their King or Queen died.
Closer to home, one of the more important features of the Sunset Mountains is the Lake of Long Shadows. Laying between the high mountain peaks of the Range and the southern lands of the Silmari, the Lake is wide, deep, and clear. So clear in fact that one can see the enormous skeletons of several long-dead beasts laying still on the bottom. Whether these were dragons, serpents, or something else no one can rightly say but it is the shadows cast by these bones that gave the lake its name. Fed from the glaciers that spill over the mountains and down to the edge of the lake, it then empties over a great waterfall on the western edge and empties to the sea as the Mare's Leg. Sitting astride the border as it does, the Lake is often the point of diplomatic discussion between the Elves and Dwarves over its management and usage.
On the north side of the Range, where the mountains rise up from their foothills in the Gatalands, the higher mountain valleys and false summits are dotted with monasteries, hermitages, and retreats established by religious and spiritual Orders. Sometimes these are places of quiet contemplation and study while others are dedicated to the practice of certain martial arts, their harsh location a suitable training ground for those who seek physical or spiritual perfection. Not a few are also fabulously wealthy, but woe be to those who think to challenge the Monks of the Iron Jaw for many have fallen to that trap.
...the Dwarves are a Practical
People; They find pleasure in craft,
and during their leisure hours they
will indulge in drink and fellowship
and small table games somewhat
like checkers or chess but without
the board. The idea of spectacle as
entertainment is both foreign and
wasteful to them.
However, the Dwarves do have a
place in their hearts for wordplay,
with riddles, songs, and intricate
insults being especially popular.
Thus jesters, minstrels, and other
performers can find the Holds a
profitable stop on their travels.
While many Dwarves learn their first profession at their parent's knee, the Dwarves are a moderately long-lived people and it is very common for a Dwarf to learn one trade while young and then another and finally another more sedate profession as they move into their later years. Thus the Elders in the community are typically very respected for their wide-ranging knowledge and skill and are often sought out for counsel by those making that transition from first to second or third. If this change involves some financial risk or needed backing, the Elders are often the best place to go for this assistance as well.
Beyond the Districts are the Clans - those Dwarves who are related by Birth. In the great scheme of things a Dwarf's Clan is less important than her Trade, but by no means unimportant. Her Trade is her living and her Clan her loyalty and honor though it has been noted that a Dwarf's Clan seems to be more an excuse for drink and celebration rather than anything else. Still, if a young woman has need of hard currency, the Elders of their Clan are the best to approach about such things and it is in this manner that the great wealth of these Clans is sustained.
The Laws of the Kingdom are simple and fair, with justice meted out by an Elder for small matters, a Council of Elders - at least three and up to nine - for large matters, and for great matters and the appeal of lesser the King sits in Judgement. Fines and punishments are the most common outcome; Among the Dwarves the punishment for Murder and Rape is Exile while only Treason is deserving of Death. For lesser crimes it is left to gossip to carry the word around the city while Exile and Death are announced at the top of the Great Stairs before the sentence is carried out.
The Army of the Dwarves is formed from the people of the City. Each family is responsible for keeping a quarter of their adult men and women in arms and equipment and typically each District of the City will turn out their own for drills and maneuvers every month in the Great Square that is otherwise occupied by the Inner Market. This means that in the full Army each Regiment is known by their District; Iron Smiths, Silversmiths, Potters, and the like. This also creates a natural division of responsibility within the Army if it ever takes to the field with the Barmaid Regiment responsible for keeping the rest fed while the Smiths would care for the armor and weapons.
Each Dwarven Regiment is led by the head of the most respected Family in that particular District and by tradition this leadership must be in person. Thus it is that the head of a Family cannot simply grow wealthy, fat, and lazy but must also be ready to take up arms and represent their District in the field. They are also expected to provide much of the logistical resources for their Regiment by way of wagons, haulers, and the like. Thus if a particular Family and the head of their Clan cannot keep up both physically and fiscally they will find themselves replaced by another Family and lose the considerable honor invoked by being the most respected. This has led to both easy rivalries and harsh confrontations between Families within a District at times but as the position is decided by the King, most keep their squabbles small as to avoid drawing his attention.
On occasion scouting or raiding bands will be dispatched from the Mountain to supplement the less-numerous forces of the Silver Dawn. These will typically operate in support but importantly they will always, by tradition, include at least one member from each District among their number. Sometimes these will split into smaller parties to support individual members of the Dawn, but when they leave the UnderMountain they will always be at full strength. It is typically considered a great honor to be chosen for one of these bands with either the head of the District Regiment selecting the individual or, if the head is out of favor or a pointed note to be made, that individual selected by the King directly.
With a general preference for not going Outside, Adventurers and Exiles are both an important if often overlooked part of the Defense of the Mountain. On their first coming to the Mountain the first can be expected to present themselves to the Steward who will question them on their travels. Those who present themselves well or who have stories of especial interest will often be invited to dine formally with the Queen, who will then question them further. Those who provide her with an enjoyable, useful story may find themselves further rewarded with coin and treasure. For an Exile, the opportunity is to tell a stone-faced border guard their story and hope that it is important enough for the King to grant them Pardon.
Where in other lands an eclipse of the moon might be the herald of dark tidings, the Dwarves have taken to celebrating it as a holiday of renewal. Gifts are exchanged and children born on this night are often dedicated to Elune and the priesthood. Some aspects of the Scribing of Runes are also particularly potent on these nights and thus despite the revelry the workshops of the Scriveners will still ring with the sound of hammer and chisel. Trade Caravans in foreign lands will also celebrate, though many a canny caravan master has used both as an excuse to draw those frightened in to examine and consider their wares more closely.
The symbol of the Silver Dawn is a knife-blade hammer under the outline of a many-ray sun and this in turn symbolizes the three-fold aspect of the Order. The Silver Hammer oversees the recruitment, training, and ordering of the Clerics while the Silver Dagger is responsible in a similar way for the Assassins. Uniquely, these two then meet in the middle with the Paladins. Rather than wearing heavy armor and adopting tactics more similar to heavy infantry, the Paladins of the Silver Dawn are a mix of the two; Holy Assassins who use their magical abilities to smite evil in the darkest places.
The Dir'Morka
...Deep in the Winding Warrens
between the City and the Twilight
Forest a hidden cult lives out their
lives in secret, constantly on the run
from both the clerics and the
assassins of the Silver Dawn. This is
the Dir'Morka, a group dedicated to
the demonic Lord of Darkness; Morka.
Their constant goal is to find a way
past the vaults, paladins, traps,
assassins, and wards to the Black
Gateway. If they ever succeed they
will unleash a prophesied doom that
will spell the end of the UnderMountain.
To link the far realms of the King, Dolir ScrivenBorne was asked if there was some method that might be constructed using Runic Magic and the Master Scribe responded by creating the Black Gateway. Forged out of pure black iron and inscribed with runes of power that none but he understood, the Gateway was erected in a special vault built under the Grand Staircase that now hosts the Outer Market. When properly linked with other gates built in the distant corners of the Empire, they would allow trade to pass rapidly between the cities but that promise proved disastrously misleading. What was not known - and what is still a closely held secret by the Silver Dawn - is that the Gateway would work by opening a portal into another realm and through it allow swift travel to the other portals.
This was the Nightmare Realm of Kinok and the Pit.
In his arrogance, Dolir failed to both investigate and consider the aspects of this unknown dimension. What he at first assumed to be a wasteland of Giant Monsters and Elder Dragons that would pay no notice to his portals proved instead to be the home of an endless ocean of demons and horrors, a land of strife and conflict that would boil over into the land of the Dwarves when the gateway was discovered. Grand plans were laid to construct more portals and their carving was begun but barely had the Master Scribe laid chisel to iron when the inevitable happened and a small party of Demons discovered the portal and ventured through. While they were slain in short order, that too proved disastrous.
Presuming that the Demons were part of a larger settlement that must be near the Gateway, the King ordered an expedition through to find and destroy it. Considering the matter settled, he watched as a band of warriors hundreds strong marched through... And never returned. Instead a boiling tide of Demons erupted from the portal that very afternoon, quickly wiping out what little resistance there was - and killing Dolir ScrivenBorne in the process - before launching a vigorous attack directly on the Steward's Chair. The Inner Market was seized and it was only through the swift actions of the Garrison that the City was closed off and so began the War of the Blazing Deep. Free to roam, and with the defenders of the Empire bottled up inside the City, the Demons were free to do as they pleased and every day more and more flooded through the Black Gateway.
A vast pit was carved out at the foot of the Stairs and at its center rose a Dark Citadel. Through their arrow slits the Dwarves could only watch as wild packs of Demons were sent forth to despoil the countryside, returning with both slaves and treasure that could only be destined for dark tortures in the Citadel's depths. Plans were laid but every foray was met with the overwhelming strength of the Demon Tides but neither could the Demons break through the stout defense of the Dwarves. The avenues between the City and the Market became a battlefield with many sections from that time still blocked off by the mighty battles that raged. Many thousands were slain on both sides and the great chasm below the bridges that guarded the last passages into the City rose with the scent of death.
It was a young Dwarf who would finally break the siege. Courageous and deft, he was able to slip through hidden ways and the darkest shadows to carry a message past the Demons to distant Zin-Silmari and rally them together for a single grand battle that would decide the fate of the Kingdom. While the gathered armies of Elves and Men clashed at the edge of the Dark Citadel, the Dwarves made one last great push from behind the gates of the City and fought through to the foot of the Stairs. There, before the very Gateway, the King fought together with a great Champion of Kinok and drove him back through the portal before collapsing of his own wounds. The Gateway was sealed behind stone, iron, and ward and set under watch by the newly founded Silver Dawn.
The Dark Citadel itself was razed and then rebuilt, rising into a stout tower peaked with a great fire that now serves to guide both traders and those who venture out on the surface back to the Mountain. Climbing the many thousands of steps during the day is considered a fitting trial for those wishing to join the Silver Dawn or settle some manner of honor. Once a year the King too climbs the steps with a torch in hand to light the brazier at the top. It is said that if he falters and the flame is not lit then the Demons will return before he dies.
Despite this, some few runic weapons and other items drift out of the Mountain though the least likely and yet most desired will never leave their gates. These are the titanic Rune Golems, living guardians of the mountain who stand implacable at her gates. It is these that have proven the staunchest foe to the demons that have made the occasional attack; Incorruptible, they are juggernauts of destruction that care not for the blows of claws or the scorching heat of fiery breath. On rare occasion a trade caravan will depart the Sunset Range with one of these stone warriors at the front, a sure sign that a member of the King's household is among them.
...An Inescapable Facet of the
Construction of Runes is that
their power is intrinsically
linked to their size. The larger
and thus more complex the
Rune, the more powerful and
more complex the effect of its
Magic. Small items like Rings
and Pendants have singular
and very distinct effects while
others like the Rune Golems
may have many different
effects and have incredible
power. However; The larger
the potential Rune the harder
it is to construct. One false
blow can ruin many months
or even years of effort.
Once correctly carved a Rune is permanent, lasting until the item it is carved on is destroyed or the Rune itself is sufficiently damaged. Each Rune takes about a month to scribe thus items with multiple runes represent a significant investment in time and are worth more and more for each. Some scribes are willing to take work on commission; An item of masterwork or better quality is provided, along with a suitable payment per-Rune (typically two or three ingots of a rare or magical material) and work begins.
- Nor Baht
Found in small flocks ranging from a dozen to a hundred, the Nor Baht is unique to both the Under Mountain and the Nor Trees found in the Twilight Forest. Often mistaken for a Bat, they are instead large insects with glittering iridescent wings. For the Dwarves - and those that perhaps find one in the Market - they serve a number of useful functions. Firstly, their thorax emits a soft, gentle glow that is useful to light up a small room. Second, the Nor Baht always flies towards home if given the chance. Those who travel the surface find it useful to keep a Nor Baht on hand both as a way to light their footsteps and as a 'compass' of sorts. Nor Bahts typically nest in the crooks and crannies of the Nor Tree, but most every household in the Under Mountain has at least one to light their front room.
Scrivener's Torment
A slip of the chisel or the misplaced strike of the hammer can more than ruin the Rune Carvers art; They can occasionally give birth to the magical creation known as the Scrivener's Torment. In the case of lesser creations these are simply destroyed, but when this happens to a larger object - such as a suit of armor, or worse; A Rune Golem - the potent combination of magics may allow the object to escape. These are among the most lethal potential opponents as they often have multiple spell-like abilities they can use at-will and they are typically made of stone or metal and thus very hard to dispatch.
While a failed Rune Golem is the most dangerous in individual combat, various failed Rune Weapons are the most dangerous. These have typically seized control of their creators and fled into the depths and thus have both treachery and magic as their gambits. But for those Adventurers willing to undertake the challenge, the capture and freedom of one of these Rune Scribes can bring rich reward indeed.
Rune Dragon
Only one of these creations is known to exist, and it is the most dangerous creature in the Dreaming Lands. It was no mistake but rather the intentional creation of a lesser-known Scribe many hundreds of years ago. To give himself a name that would be remembered for the ages, he first sculpted a large stone dragon and then scale by scale painstakingly imbued it with Runic abilities. When the last hammer blow fell the beast awoke but it did not thank him; instead it screamed in torment, waking every Hall under the Mountain, and killed him before fleeing into the depths. Now his name lives on but only in warning...
The Rune Dragon is exceptionally powerful and especially if encountered in the tunnels and caves of the Dreaming Lands. It can move through stone as easily as air, and has dozens of spell-like abilities at its disposal as well as formidable physical weapons, which are Rune Weapons in their own right. Many Adventurers have sought the Dragon in an attempt to destroy it; Even its stone scales, claws, and teeth would put a warrior atop a throne.
Fyre Ants
In the depths of the Dreaming Lands, one can find the illusive and dangerous Fyre Ant. These insects - typically found in swarms of one to a hundred thousand - look just like normal ants except that their ancestors once got into a pot of lamplit honey that had been left out by accident. Their bite burns, and crushing one will produce a small flaming patch. If multiple ants bite a subject they can cause ignition. Normally fyre ants are not very dangerous unless one happens to stumble into one of their nests.
...At the Western-Most Edge of their
Holdings lies the extinct volcano Xtayk.
It is said that the heart of this volcano
was not the heart of the earth but instead
a portal to the demon realms, where
metal flows like water and the air burns
the lungs. It is here, where the strange
magics of that foul land met the heart of
the earth that one can now find Xtaykium,
a black glass-like metal that works in
shards and flakes, though far harder than
obsidian. It is said that weapons crafted
from this metal can pierce the soul, while
armor made from it can keep the soul in
the body past death itself. Only a few
Rune Scriveners can work this material
and so items made from it are
exceptionally rare; A ring, a circlet, a
dagger - nothing more than that has been
seen outside the Dwarven lands.
The following are both common Dwarven exports - for their definition of common - and regular imports. Imports are more common than exports; The Dwarves are rich with coin but things that grow are hard to find in the depths of the Mountain. High on the list for any Caravan Master are items of rarity, then exotic foods, liquors, and animals.
- Magical Apparatus
One of the most desireable and easier to obtain items from the Dwarves are various magical implements worked with the Dwarves' runic magic. While the Elves are capable of intricate creations, sturdy Dwarven workmanship is required for some, especially items like mortars & pestles, binding chains, anvils, grinders, and the like.
Runic Weapons and Armor
Far harder to obtain, either in trade or with currency, are the rare Rune-carved weapons and armor that the Realm allows outside of its gates. When they do accompany the trade caravans to the distant corners of the world, these are typically the simplest of weapons; A single Rune that grants the item a particular ability, such as Enmity against Demons, or Burning Brand. Rarely does an item with two Runes appear, though those held under the Mountain may hold a dozen or more. Most often these items are carved with the name of an unknown Scribe and it is strongly suspected that these are the weapons and armor of apprentices.
Mundane Weapons and Armor
Far more common than those of a Runic variety, the Dwarven Caravans typically carry a large number of 'common' weapons and armor, all forged of good steel and of exceptional quality. These tend to be styled in a blocky, angular fashion with heavy swords, thick spears, spike-edged axes, and square-faced hammers being common examples. This would seem to be purposeful; The Dwarves accompanying the Caravan will wear armor of a curved and fitted nature. These same 'basic' weapons will also be those used in the creation of Rune weapons destined for trade.
Tools and Goods
Along with weapons and armor, the Caravan Wains tend to be piled high with good-quality tools of all kinds and descriptions, from hammers and chisels to saws and axes. Cauldrons, anvils, buckles - anything made of steel, iron, copper, and bronze can be found. The Dwarves know the secret of plating metal - a relic from their Fallen Kingdom - and items plated with silver or gold are also found among their collection.