Khazad Duin

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Khazad Duin
Capital
Population
Government
Religion Reos, Pantheon of Light
Imports Manufactured items, magic items, pottery, explorers
Exports Furs, gems, mercenaries, precious metals
Alignment Primarily Neutral and Good
Affiliated Characters From Khazad Duin

Khazad Duin consists primarily of a large mountain chain that runs from the greatest heights of the High North, bisecting western Arcania into eastern and western halves and then coming to a stop within sight of the borderlands of the western heartlands. These mountains are the largest mountains in western Arcania itself and although they pale compared to the size of the Walls of the World, they are singularly impressive and mighty monuments of the power of the earth. The mountain range consists of several distinct parts. The northern most portions of it are known as The Ice Gate Mountains and they run a long ring that also serves as the backbone for the lands of Stormgarde. The central portions are known as The Sky Curtain Mountains and these lands include the central kingdom of the dwarves, Dun Mordren, as well as Vallaheim, the nation of Storm Dwarves.


The southern portions of the mountain chain are known by many different names and few of them flattering due to them housing portions of the land of Bludgun. The Blood Mountains and the Bleeding Mountains are some of the most known titles for this dangerous region. Scattered throughout this region are a number of independent communities that hold no allegiance to a single nation even though they may be in close proximity to them.


The eastern slopes of Khazad Duin, north of Bludgun, shelter the magocracy of Rune and north of Rune the knightdom of Dragonier. Beyond these nations are wastelands, rugged wild lands or barbaric empires such as Dran. Due to this, these lands (as well as Alexandros and a few other city-states) are known as border nations and frontier lands.


Though characterized by the dwarven kingdoms, Khazad Duin is known for its diversity and integration of other races and cultures. Communities of gnomes and goblins also thrive and the mysterious Eagle-Folk maintain enclaves here. In addition to this, during the time of the Purge, War-Golems sought refugee here in the depths of these places in great locations known only to their chiefs and leaders.

Recent Events

As the world crashed around them, the dwarves sought stability. When trade routes crumbled and Dragonier overstretched, the dwarves, in an effort led by Dun-Morden, armed themselves and took to the roads. They forcibly re-opened routes, sent out diplomats, and otherwise worked to bring order within the chaos that the world had temporarily become. Though not as canny as the goblins, they possess things the goblins do not: steadfastness, thrustworthiness, and endurance. ...and access to the wealth of much of the dwarven race.

Among many desperate peoples, the dwarven routes have become the traders of choice. This growing reputation profits Dun-Morden and grows the influence of the dwarven race. The shadow elves, and goblins, watch them warily for signs of old grudges, although for now trade appears to be the game, diplomacy, and the rediscovery of until-now forgotten outposts of dwarven civilization. Too, not all dwarven communities, having grown content with their independence since the fall of the great kingdom, are happy with the expansion. The recent wedding of the daughter-heir of Vallaheim with the son-heir of Dun-Mordren is another sign of the dwarves' expansion...or source of alarm.

Their stability and growth has had one unintended side-effect: the rush of refugees towards Khazid Duin and specifically, Dun-Morden. So far the dwarves have yet to turn them away, which has led to food problems and potential shortages, problems which the dwarves know they must address.