Post by Canex on Aug 1, 2013 1:15:32 GMT -5
Just wanted to share a tidbit of my setting for a campaign later this year...
CULTURE
Dwarves are tough and gruff, preferring the company of their own kind. They reach adulthood at about fifty years of age and the oldest can live beyond four centuries. Males average four feet and ten stone (150 lbs). Contrary to foreigner belief, only males grow beards (at a rate of one inch per decade), and their hair is naturally a shade of brown, as is their eyes. A Dwarf's social status is reflected in the length, grooming, and decoration of their beard. Some Dwarves of the Iron Dominion may dye their hair red to represent blood and forgefire while those of the Mithril Dominion often dye it black.
The Dwarven family unit is known as the hearth. Related hearths less formally organize themselves into overlapping clans as well. Both bind Dwarven culture together into a cohesive whole and honouring both is considered important. The society is patriarchal which means that males are responsible for providing for the hearth while females are responsible for maintaining the hearth. Both are equally responsible for protection of hold and hearth.
Adult Dwarven males must be members of a single Dominion. The Mithril Dominion consists of Kings, Thanes, and their families, and are responsible for leading the holds. The Silver Dominion is responsible for religious education and maintain Dwarven cultural traditions. The Gold Dominion is the largest group and features crafters, labourers, and members of other trades. They are the lifeblood of Dwarven civilization. The Iron Dominion is the standing Dwarven military but is also responsible for training the militia. Although separate, the dominions work closely together.
Dwarven daily life is usually conservative in nature. Clothing is hardy and unspectacular and although jewellery is often worn as fashionable adornments, simple styles are most common. Even the food is fairly plain which, for most Dwarves, consists of four meals a day of mixed stew and grog. The Dwarves raise their own livestock and grow a host of both surface and subterranean crops, as well as import some foodstuffs from their Human neighbours in Hostland. To relax, Dwarves are content with their kind's company. Singing sagas and reenacting ancient tales while enjoying a cask of fine brew is a typical evening, although a simple match of draughts often works just as well for many.
HISTORY
The ancient Dwarven ancestors of Hruntorak (Titan-Slayers) have lived in the Grontizharr (Fire Giants) Mountains since before the Stone Age. Originally known as the Dwemer, they were one of All-Maker's Chosen Races along with the Eldarin and Malac, and were faithful worshippers of the Old Gods. It was during the Stone Age that the Dwemer were enslaved by Giants to mine the bounty of the mountains, and eventually overthrew the yoke of slavery and founded their home.
Dwemer civilization developed until the arrival of Humanity from the eastern Teikoku Empire. The Humans displaced the savage Malac and a lengthy period of terrible warfare followed throughout the Bronze Age. Although victory against the Malac was achieved, Gnomes and Goliaths were granted independence and formed their own civilizations, Furthermore, peace was short-lived. The Teikoku sought eve more land and power, and the Dwemer and Eldarin were forced to act.
Although once again victorious, the war resulted in a further reduction of Dwemer power. To win the war, both Dwemer and Eldarin exploited newly discovered sources of the All-Maker's divine power known as Aetherea. They used this power to create powerful immortal heroes to lead them during the war. However, not all Dwemer were in favour of using this divine power to resolve mortal concerns. Consequently, the Thaggrund (Revolt) resulted in many Dwemer fleeing deep into the Umber (Underdark) and becoming Duergar (Dark Folk). The Dwemer left behind became known as Dwarves (Hearth Folk).
A few centuries later during the Iron Age, another long period of warfare followed when the Fedaykin Humans invaded from the south. Dwarves, Elves, and Orcs alike were pushed slowly back by the vast Human armies. When the bloodshed stopped, the Dwarves, Elves, and Orcs were restricted to small tracts of territory and were forced to accept highly limiting peace terms. From that time forth, the Chosen Races would never collectively approach the power of Human civilization.
Since that time, through both the Silver and Golden Ages, human cultures have risen and fallen, mixed, and resulted in numerous modern kingdoms. The Kingdom of Hruntorak only maintains relationship with one, the Kingdom of Hostland. In fact, it is such a close relationship that it might even be called collaborative in some ways. It is an alliance which confirms mutual political, economic, and military assistance, and has been longstanding enough that cultural influences have affected both Dwarves and Humans. Dwarves may visit Hostland at their whim and enjoy all the priviliges that free Human citizens have there. The relationship is so close that Hostland's new kings must be coronated by the Dwarven King in order to confirm their ascension to the throne.
RELIGION
Duraim Ulganun (Soulforged) was created during the Bronze Age to ensure the survival of all Dwemerkind. He was originally a great mortal hero but thanks to the discovery of Aethereal manipulation at the time, was granted immortality from the essence of the All-Maker. He also discovered that he had the ability to share this divine power with others. Followers eventually developed rune-based rituals to invoke his power, known as the Way of the Soul-Maker. Their movement organized to become the religion of the Iron Dominion. Known as Oathbinders, its members recorded collected the wisdom of Duraim into a book called the Oathbook and became the spiritual leaders of Dwarvenkind.
The Oathbook details what it means to be a good Dwarf. Obligations are ordered in importance from hold to hearth to personal affairs. It is imperative to honourably uphold any and all oaths. Individuals should strive to attain wisdom through passionate patience, conduct themselves with humble pride, and do so with stoicism and fearlessness. Dwarves should also always be practical and deliberate, and enjoy the time they have with family, friends, and fellows.
Oathbinders are responsible for maintaining the conduct of other Dwarves according to the Oathbook. A thousand pages long, each Oathbinder carries a chained mithril-bound Oathbook which they have etched themselves, in addition to a mithril Runestaff with which they invoke Duraim's power. Specially created forges serve as holy sites for the Dwarves and are easily differentiated from those of other races. They invariably serve as the focal point in any Dwarven hold. As such, Oathbinders also typically serve as a community's smiths. They spend most of their time working at the forge producing works for fellow Dwarves, although much of the time is simply devoted to reforging for its own sake. Oathbinders choose to master two of five possible paths (community, earth, law, protection, war), and may master more as they progress.
MILITARY
Members of the Iron Dominion are known as Oathguard, soldiers responsible for protecting Dwarves both at home and abroad. Shieldbearers are members of other dominions who serve as militia and are only expected to defend the hold when attacked. A regiment refers to any large all-Dwarven military formation which has gathered specifically for battle. A company is simply a smaller military force which is regularly encountered outside Dwarven lands, frequently of mixed composition. A watch is a term used to describe any Dwarven force responsible for holding a specific location while a patrol is responsible for a tract of territory.
The standard equipment for an Oathguard is plate armour, shield, spear, warhammer, and crossbow with a dozen bolts, all of masterworked reforged mithril. Dwarven units are led by Oathmakers. Veterans are known as Oathkeepers and are exempt from menial duties. The remaining soldiers are known as Oathbearers. Sometimes, if circumstances dictate, units may be accompanied by a Mithril Dominion Oathlord and a Silver Dominion Oathbinder.
As an aside, the Dwarves, Hostish, and High Elves of Thoronahr maintain a joint fortress off the coast which the Dwarves refer to as Nomrar (Always Drunk). The Humans and Dwarves protect the coastline while the Elven ships patrol farther offshore. The lone Dwarven battleship is the Grognard (Seadrinker), the world's only all-metal ship and only elemental-powered ship. When it comes to military cooperation on land, Dwarves are frequently found serving as trainers, advisors, or bodyguards. The two states regularly hold joint military exercises as well. Furthermore, in the past when one has gone to war, the other follows suit.
ECONOMY
The effect of Dwarven mercantile principles on the world's economies has been profound. The Dwarves were the first to embrace monetarism, developing a basic system of coinage that has been adopted throughout the known world. Goods are rarely traded for other goods. Instead, good are purchased with money, a concept that has only been widely adopted throughout the region in the last couple of centuries.
Dwarves produce a vast amount of manufactured goods of exceptional quality and export them, via companies based in Hostland, to almost every state in Leinok. This vast trade surplus has made both Hruntorak and Hostland enormously wealthy and powerful. Although most lands have adopted mercantilism to some extent, none have been able to match Dwarven industry and the gap slowly grows ever wider.
Limited trade occurs with the Elves of Thoronahr as well, although not with currency. In return for Dwarven mithril, Hruntorak receives Elven adamantium. This frequently occurs in the form of diplomatic gift exchanges.
Dwarven coins include the Mark (mithril), Crown (gold), Tithe (silver), and Common (copper), each of which has been adopted by other kingdoms. Dwarven coins are known to be wholly resistant to wear and tear because they are alloyed with other metals. The value of the coin is reduced by alloying but increased by the exceptional craftsmanship.
POLITICS
Prior to the Iron Age, the Dwarves always had a High King in Dornirond (Silver Throne). However, the chaotic devastation of the Bronze Age allowed the Dragon Canex to conquer and claim the Thronehold. Ever since High King Morskilag (Humble Philosopher) fell, the Dwarves have had no world leader other than their created immortal leader Duraim Umkhelad (Soulforged), who serves to advise the lone remaining King Behel Bundal of Hruntorak. The fractured Duergar no longer even attempt to name a leader, regarding Duraim as the eternal enemy of all true Dwemer.
The Greathold Hruntorak is ancient and serves as the capital of the kingdom. It is home to King Behel, the Bundal clan, and Duraim. The Bundals are known to be cautious and modest and this is exemplified in Behel who has acquired the informal title of Behel the Reasonable. Built in the middle of the Grontizharr Mountains around the sides of a small volcanic crater, most of the hold is located underground while two enormous gates grant entrance from the surface. Ten thousand Dwarves call Hruntorak their home. It is also the location of the Soulforge, the ancient relic used to create powerful Aethereal artifacts and which empowered Duraim. Today, only favoured Runelords are permitted by Duraim to maintain or use the mystical forge, and it has not been used in centuries.
Two hereditary Thanes rule what are known as Oathholds, both also built upon critically important Dwarven landmarks. Along the eastern lee edge of the mountain range lies Zhufvan (Wellspring Falls), the primary source of the kingdom's mithril which has yet to be exhausted. Ruled by sickly but wise Thane Gurnklos (Floodborn) of the Durgedi (Chisellers) clan, the mine is the largest in the known world, extending a league beneath the surface. It is similarly sized to the Greathold with a population of approximately ten thousand, although this number includes the numerous small holdings of the lowlands which provide much of the food for the eastern kingdom. The Durgedi are famous for their highly developed underground senses and are most comfortable with stone above their heads.
Located on the western side of the kingdom, the other Oathhold is Meridor (Ironword), governed by the Elf-hating Thane Tharkuul (Elfbane) of the Gedhunzak (Shieldmaker) clan. The hold is primarily an iron mine. The fortified entrance sits nestled atop a windy escarpment. Underground the hold spreads out both wide and deep with the horizontal layers connected by a vast rail system. The Gedhunzak are known to be particularly hardy, even moreso than other Dwarves.
Five Holdfasts are governed by the Iron Dominion and serve as fortresses to protect the kingdom. In the low hills along the southwest border with Cadenas sits Brishmek (Hammer of Men), a small and stout surface keep surrounded by extensive defensive works, famous for employing various types of field artillery. Five hundred Dwarves are stationed at Brishmek and are highly skilled at dealing with cavalry.
The subterranean Reiral (Vermin Nest) can be found far to the east near Voroniid. Isolated and garrisoned by only two hundred Dwarves, it is nonetheless well known for training tunnel-fighters. Its warriors also undergo a rigorous program to make them more resistant to toxins.
To the northwest, not far from Meridor, lies Bolfik (Sanctuary) at the end of the Golden Plain. Responsible for safeguarding the kingdom's breadbasket, Bolfik's Sungar (Bear Knights) are rarely called upon and never seen by outsiders. As such their existence remains a secret. Indeed, Bolfik is actually more of an outpost than a proper holdfast. Correspondingly, only twenty riders and a hundred infantry are stationed there.
Near the Trey River fork is located the great iron fortress of Anzak (Giantbreaker). With towering walls and a garrison of over two thousand Dwarves, Azzak is the penultimate symbol of Dwarven power to the outside world and was built as a deterrent to foreign aggression, including against ancient northern armies of Giants. Those garrisoned here are still taught the ancient ways of fighting their old foes.
Between Anzak and Brishmek lies the tall clifftop tower of Valobek (Dragon's Reach) which serves more of a diplomatic than a military role since the tower serves as a rendezvous for travelling Aarakocra to pass on news of foreign lands. In addition to about fifty Oathguard, five to ten Oathbinders are usually found here as well who share and receive magical knowledge from the birdmen. Despite being an inevitably uneventful posting, being stationed here can end up being highly educational since the Oathbinders frequently share much of their knowledge of history and will even teach the basics of magic to those who show affinity.
The Gold Dominion runs the only Tradehold, known as Bergelm (Peacetrader). Five thousand Dwarves can be found here at any particular time but unlike the other holds, Bergelm is open to the Humans of Hostland and the Elves of Thoronahr. Bustling trade is conducted freely during the day and ranges from casual purchasing to pre-arranged mass trade. The walled city is divided horizontally into two halves. Surface dwellings consist of Dwarven shops, caravan warehouses, and visitor accomodations while most of the Dwarven buildings and the tunnel system are located underground. Only one surface entrance exists, leading to the Trey River fork. All other foreign travel is prohibited.
CULTURE
Dwarves are tough and gruff, preferring the company of their own kind. They reach adulthood at about fifty years of age and the oldest can live beyond four centuries. Males average four feet and ten stone (150 lbs). Contrary to foreigner belief, only males grow beards (at a rate of one inch per decade), and their hair is naturally a shade of brown, as is their eyes. A Dwarf's social status is reflected in the length, grooming, and decoration of their beard. Some Dwarves of the Iron Dominion may dye their hair red to represent blood and forgefire while those of the Mithril Dominion often dye it black.
The Dwarven family unit is known as the hearth. Related hearths less formally organize themselves into overlapping clans as well. Both bind Dwarven culture together into a cohesive whole and honouring both is considered important. The society is patriarchal which means that males are responsible for providing for the hearth while females are responsible for maintaining the hearth. Both are equally responsible for protection of hold and hearth.
Adult Dwarven males must be members of a single Dominion. The Mithril Dominion consists of Kings, Thanes, and their families, and are responsible for leading the holds. The Silver Dominion is responsible for religious education and maintain Dwarven cultural traditions. The Gold Dominion is the largest group and features crafters, labourers, and members of other trades. They are the lifeblood of Dwarven civilization. The Iron Dominion is the standing Dwarven military but is also responsible for training the militia. Although separate, the dominions work closely together.
Dwarven daily life is usually conservative in nature. Clothing is hardy and unspectacular and although jewellery is often worn as fashionable adornments, simple styles are most common. Even the food is fairly plain which, for most Dwarves, consists of four meals a day of mixed stew and grog. The Dwarves raise their own livestock and grow a host of both surface and subterranean crops, as well as import some foodstuffs from their Human neighbours in Hostland. To relax, Dwarves are content with their kind's company. Singing sagas and reenacting ancient tales while enjoying a cask of fine brew is a typical evening, although a simple match of draughts often works just as well for many.
HISTORY
The ancient Dwarven ancestors of Hruntorak (Titan-Slayers) have lived in the Grontizharr (Fire Giants) Mountains since before the Stone Age. Originally known as the Dwemer, they were one of All-Maker's Chosen Races along with the Eldarin and Malac, and were faithful worshippers of the Old Gods. It was during the Stone Age that the Dwemer were enslaved by Giants to mine the bounty of the mountains, and eventually overthrew the yoke of slavery and founded their home.
Dwemer civilization developed until the arrival of Humanity from the eastern Teikoku Empire. The Humans displaced the savage Malac and a lengthy period of terrible warfare followed throughout the Bronze Age. Although victory against the Malac was achieved, Gnomes and Goliaths were granted independence and formed their own civilizations, Furthermore, peace was short-lived. The Teikoku sought eve more land and power, and the Dwemer and Eldarin were forced to act.
Although once again victorious, the war resulted in a further reduction of Dwemer power. To win the war, both Dwemer and Eldarin exploited newly discovered sources of the All-Maker's divine power known as Aetherea. They used this power to create powerful immortal heroes to lead them during the war. However, not all Dwemer were in favour of using this divine power to resolve mortal concerns. Consequently, the Thaggrund (Revolt) resulted in many Dwemer fleeing deep into the Umber (Underdark) and becoming Duergar (Dark Folk). The Dwemer left behind became known as Dwarves (Hearth Folk).
A few centuries later during the Iron Age, another long period of warfare followed when the Fedaykin Humans invaded from the south. Dwarves, Elves, and Orcs alike were pushed slowly back by the vast Human armies. When the bloodshed stopped, the Dwarves, Elves, and Orcs were restricted to small tracts of territory and were forced to accept highly limiting peace terms. From that time forth, the Chosen Races would never collectively approach the power of Human civilization.
Since that time, through both the Silver and Golden Ages, human cultures have risen and fallen, mixed, and resulted in numerous modern kingdoms. The Kingdom of Hruntorak only maintains relationship with one, the Kingdom of Hostland. In fact, it is such a close relationship that it might even be called collaborative in some ways. It is an alliance which confirms mutual political, economic, and military assistance, and has been longstanding enough that cultural influences have affected both Dwarves and Humans. Dwarves may visit Hostland at their whim and enjoy all the priviliges that free Human citizens have there. The relationship is so close that Hostland's new kings must be coronated by the Dwarven King in order to confirm their ascension to the throne.
RELIGION
Duraim Ulganun (Soulforged) was created during the Bronze Age to ensure the survival of all Dwemerkind. He was originally a great mortal hero but thanks to the discovery of Aethereal manipulation at the time, was granted immortality from the essence of the All-Maker. He also discovered that he had the ability to share this divine power with others. Followers eventually developed rune-based rituals to invoke his power, known as the Way of the Soul-Maker. Their movement organized to become the religion of the Iron Dominion. Known as Oathbinders, its members recorded collected the wisdom of Duraim into a book called the Oathbook and became the spiritual leaders of Dwarvenkind.
The Oathbook details what it means to be a good Dwarf. Obligations are ordered in importance from hold to hearth to personal affairs. It is imperative to honourably uphold any and all oaths. Individuals should strive to attain wisdom through passionate patience, conduct themselves with humble pride, and do so with stoicism and fearlessness. Dwarves should also always be practical and deliberate, and enjoy the time they have with family, friends, and fellows.
Oathbinders are responsible for maintaining the conduct of other Dwarves according to the Oathbook. A thousand pages long, each Oathbinder carries a chained mithril-bound Oathbook which they have etched themselves, in addition to a mithril Runestaff with which they invoke Duraim's power. Specially created forges serve as holy sites for the Dwarves and are easily differentiated from those of other races. They invariably serve as the focal point in any Dwarven hold. As such, Oathbinders also typically serve as a community's smiths. They spend most of their time working at the forge producing works for fellow Dwarves, although much of the time is simply devoted to reforging for its own sake. Oathbinders choose to master two of five possible paths (community, earth, law, protection, war), and may master more as they progress.
MILITARY
Members of the Iron Dominion are known as Oathguard, soldiers responsible for protecting Dwarves both at home and abroad. Shieldbearers are members of other dominions who serve as militia and are only expected to defend the hold when attacked. A regiment refers to any large all-Dwarven military formation which has gathered specifically for battle. A company is simply a smaller military force which is regularly encountered outside Dwarven lands, frequently of mixed composition. A watch is a term used to describe any Dwarven force responsible for holding a specific location while a patrol is responsible for a tract of territory.
The standard equipment for an Oathguard is plate armour, shield, spear, warhammer, and crossbow with a dozen bolts, all of masterworked reforged mithril. Dwarven units are led by Oathmakers. Veterans are known as Oathkeepers and are exempt from menial duties. The remaining soldiers are known as Oathbearers. Sometimes, if circumstances dictate, units may be accompanied by a Mithril Dominion Oathlord and a Silver Dominion Oathbinder.
As an aside, the Dwarves, Hostish, and High Elves of Thoronahr maintain a joint fortress off the coast which the Dwarves refer to as Nomrar (Always Drunk). The Humans and Dwarves protect the coastline while the Elven ships patrol farther offshore. The lone Dwarven battleship is the Grognard (Seadrinker), the world's only all-metal ship and only elemental-powered ship. When it comes to military cooperation on land, Dwarves are frequently found serving as trainers, advisors, or bodyguards. The two states regularly hold joint military exercises as well. Furthermore, in the past when one has gone to war, the other follows suit.
ECONOMY
The effect of Dwarven mercantile principles on the world's economies has been profound. The Dwarves were the first to embrace monetarism, developing a basic system of coinage that has been adopted throughout the known world. Goods are rarely traded for other goods. Instead, good are purchased with money, a concept that has only been widely adopted throughout the region in the last couple of centuries.
Dwarves produce a vast amount of manufactured goods of exceptional quality and export them, via companies based in Hostland, to almost every state in Leinok. This vast trade surplus has made both Hruntorak and Hostland enormously wealthy and powerful. Although most lands have adopted mercantilism to some extent, none have been able to match Dwarven industry and the gap slowly grows ever wider.
Limited trade occurs with the Elves of Thoronahr as well, although not with currency. In return for Dwarven mithril, Hruntorak receives Elven adamantium. This frequently occurs in the form of diplomatic gift exchanges.
Dwarven coins include the Mark (mithril), Crown (gold), Tithe (silver), and Common (copper), each of which has been adopted by other kingdoms. Dwarven coins are known to be wholly resistant to wear and tear because they are alloyed with other metals. The value of the coin is reduced by alloying but increased by the exceptional craftsmanship.
POLITICS
Prior to the Iron Age, the Dwarves always had a High King in Dornirond (Silver Throne). However, the chaotic devastation of the Bronze Age allowed the Dragon Canex to conquer and claim the Thronehold. Ever since High King Morskilag (Humble Philosopher) fell, the Dwarves have had no world leader other than their created immortal leader Duraim Umkhelad (Soulforged), who serves to advise the lone remaining King Behel Bundal of Hruntorak. The fractured Duergar no longer even attempt to name a leader, regarding Duraim as the eternal enemy of all true Dwemer.
The Greathold Hruntorak is ancient and serves as the capital of the kingdom. It is home to King Behel, the Bundal clan, and Duraim. The Bundals are known to be cautious and modest and this is exemplified in Behel who has acquired the informal title of Behel the Reasonable. Built in the middle of the Grontizharr Mountains around the sides of a small volcanic crater, most of the hold is located underground while two enormous gates grant entrance from the surface. Ten thousand Dwarves call Hruntorak their home. It is also the location of the Soulforge, the ancient relic used to create powerful Aethereal artifacts and which empowered Duraim. Today, only favoured Runelords are permitted by Duraim to maintain or use the mystical forge, and it has not been used in centuries.
Two hereditary Thanes rule what are known as Oathholds, both also built upon critically important Dwarven landmarks. Along the eastern lee edge of the mountain range lies Zhufvan (Wellspring Falls), the primary source of the kingdom's mithril which has yet to be exhausted. Ruled by sickly but wise Thane Gurnklos (Floodborn) of the Durgedi (Chisellers) clan, the mine is the largest in the known world, extending a league beneath the surface. It is similarly sized to the Greathold with a population of approximately ten thousand, although this number includes the numerous small holdings of the lowlands which provide much of the food for the eastern kingdom. The Durgedi are famous for their highly developed underground senses and are most comfortable with stone above their heads.
Located on the western side of the kingdom, the other Oathhold is Meridor (Ironword), governed by the Elf-hating Thane Tharkuul (Elfbane) of the Gedhunzak (Shieldmaker) clan. The hold is primarily an iron mine. The fortified entrance sits nestled atop a windy escarpment. Underground the hold spreads out both wide and deep with the horizontal layers connected by a vast rail system. The Gedhunzak are known to be particularly hardy, even moreso than other Dwarves.
Five Holdfasts are governed by the Iron Dominion and serve as fortresses to protect the kingdom. In the low hills along the southwest border with Cadenas sits Brishmek (Hammer of Men), a small and stout surface keep surrounded by extensive defensive works, famous for employing various types of field artillery. Five hundred Dwarves are stationed at Brishmek and are highly skilled at dealing with cavalry.
The subterranean Reiral (Vermin Nest) can be found far to the east near Voroniid. Isolated and garrisoned by only two hundred Dwarves, it is nonetheless well known for training tunnel-fighters. Its warriors also undergo a rigorous program to make them more resistant to toxins.
To the northwest, not far from Meridor, lies Bolfik (Sanctuary) at the end of the Golden Plain. Responsible for safeguarding the kingdom's breadbasket, Bolfik's Sungar (Bear Knights) are rarely called upon and never seen by outsiders. As such their existence remains a secret. Indeed, Bolfik is actually more of an outpost than a proper holdfast. Correspondingly, only twenty riders and a hundred infantry are stationed there.
Near the Trey River fork is located the great iron fortress of Anzak (Giantbreaker). With towering walls and a garrison of over two thousand Dwarves, Azzak is the penultimate symbol of Dwarven power to the outside world and was built as a deterrent to foreign aggression, including against ancient northern armies of Giants. Those garrisoned here are still taught the ancient ways of fighting their old foes.
Between Anzak and Brishmek lies the tall clifftop tower of Valobek (Dragon's Reach) which serves more of a diplomatic than a military role since the tower serves as a rendezvous for travelling Aarakocra to pass on news of foreign lands. In addition to about fifty Oathguard, five to ten Oathbinders are usually found here as well who share and receive magical knowledge from the birdmen. Despite being an inevitably uneventful posting, being stationed here can end up being highly educational since the Oathbinders frequently share much of their knowledge of history and will even teach the basics of magic to those who show affinity.
The Gold Dominion runs the only Tradehold, known as Bergelm (Peacetrader). Five thousand Dwarves can be found here at any particular time but unlike the other holds, Bergelm is open to the Humans of Hostland and the Elves of Thoronahr. Bustling trade is conducted freely during the day and ranges from casual purchasing to pre-arranged mass trade. The walled city is divided horizontally into two halves. Surface dwellings consist of Dwarven shops, caravan warehouses, and visitor accomodations while most of the Dwarven buildings and the tunnel system are located underground. Only one surface entrance exists, leading to the Trey River fork. All other foreign travel is prohibited.