Northern Houress
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Dwarflands
|
Lord Crushiv Warhammer |
|
Leader: |
Lord Crushiv Warhammer |
Capital: |
Veradic (12,000) |
Population: |
122,000+ |
Demi-Humans: |
Dwarves,
Halflings, Gnomes,
Humans, and Others |
Humanoids: |
Rare |
Resources: |
Platinum, Gold,
Iron, Foodstuffs, Timber and
Fishing |
Current Political Structure
24
Dwarven Lords
* = Leader of the Council of
Stone
# = Member of the Council of Stone
+ = Leader of the City of Veradic
^ = Leader of the City of Bodlia
Cities
City |
Leader |
Pop. |
Pred.
Race |
Bodlia |
Qoria (F) |
10,000 |
Dwarven |
Brahmm |
Ulek |
8,500 |
Dwarven |
Gohe |
Yori |
9,200 |
Dwarven |
Jursia |
Alduran |
5,800 |
Dwarven |
Krogara |
Jarl |
17,300 |
Dwarven |
Mearish City |
Kawn |
8,000 |
Dwarven |
Ovici |
Rakenoff |
5,900 |
Dwarven |
Stirenak |
Legeth |
6,000 |
Dwarven |
Suveei |
Sesten |
4,300 |
Dwarven |
Taga |
G'Kar |
13,200 |
Dwarven |
Thirolee |
Zallor |
5,500 |
Dwarven |
Veradic* |
Crushiv |
12,000 |
Dwarven |
Velth |
Naarl |
7,800 |
Dwarven |
* = capital
One of the oldest
established countries in Northern/Southern Houress, the Dwarflands
have been in existence for since the Second Age. Legend has it
that the dwarves sprang from the ground, planted there by Kharsallis,
who wanted his race to rule the land. Others say that the dwarves
were placed there by Kharsallis in response to the orc hordes expanding
their influence from the north and west.
The dwarves grew and
flourished in the Pentledos Mountains for centuries, adding their
distinctiveness to a wild land that was slow to be tamed. Over time,
the orcs infringed upon the dwarves' territory and even attacked
their northernmost borders, inflicting terrible damage on them.
These tragedies took place in the Dwarven Year 2455 (the current DY
is 4026, which is about 4000 years from the end of the First Age of
Man). The fifteen years of all out war on the orcs that followed was
known as the Scourge of the Eye. In a blood cleansing that chased
the orcs nearly off the continent, the dwarves shattered the horde
into hundreds of ineffectual, squabbling factions that would take
centuries to reunite. Another result of the orcish invasion into
dwarven territories is the magnificent Kel Walls, which stretch
across two huge canyons where the cities of Veradic and Bodlia are
located. The Kel Walls are 20' tall and 10' thick, with barbicans
and towers placed at every quarter mile interval. The Kel Walls took
nearly 150 years to complete.
Since then, the
political structure of the Dwarflands has shifted little, settling
on a 24 lord Council of Stone that has flourished. Over the century
following the completion of the Scourge of the Eye, the dwarves
gradually withdrew from the lands of their conquests to establish
their current borders. They decided to leave their borders
substantially outward from their original territories within the
Pentledos Mountains, to give them more resources and a buffer zone
against future military threats. The lands outside of the Pentledos
Mountains are only sparsely populated with any dwarves, mainly
governors or lords who keep an eye on their lands. There are mostly
scattered humans and gnomes within the flatlands and forests of the
Dwarflands.
Aside from the Scourge
of the Eye, and a few skirmishes with the elves of the Elflands, the
dwarves have kept themselves over the next few centuries. In the DY
2888, the dwarven armies joined forces with the elves and the newly
formed Kingdom of Ergony to aid the lords of Poulcea and drive the
Hestrillites off. The Hestrillites were making a territory grab on
the Poulcean Lords as part of a claim that stemmed back three
centuries. The Western Campaign, as the dwarves called it, was
short--only 2 years--ending in the victory of the forces against the
Hestrillites. The Poulcean Lords have since been staunch allies of
elves and the dwarves, even acting as mediators in two more disputes
between the traditional enemies.
Points of
Interest
Arm of Kharsallis
In the early part of the 3rd
Age, hordes of orcs swooped down from the south and swarmed the
eastern face of the Pentledos mountains, driving the dwarves into
the mountains and nearly wiping them from existence. Over the next
two centuries, a great wall later dubbed the "Arm of Kharsallis" was
constructed. The wall is 15' tall, made of thick heavy granite, and
interspersed with towers, is continuously manned. The wall itself
stretches 125 miles from Veradic, to Stirenak, to Bodlia. There are
several gates along its length to allow travelers in and out.
Balkwan Hills
Situated on the northern
border between the Dwarflands and Garland, these rich fertile hills
are the home to many halflings who make a fine living on cultivating
some of the best tobacco known.
Demon's Maze
Fed primarily from the
Sogfoot River, this complex maze of waterways eventually flows into
the Dragon's Eye Lake. The northern area of the maze feeds the
massive Sogfoots swamp. Many travelers have gotten lost here due to
misdirection, bandits, and monsters.
Dragon's Eye Lake
A vast lake shared by the
Dwarflands, Northlands, and the Wildlands. Those brave enough to
travel down the Sogfoot River and through the Demon's Maze can make
their way to the lake and the the Northlands or the Bay of Horpl. A
massive island in the northeast portion of the lake, which is
Northlands territory.
Ghiadur Tunnel
Constructed over
350 years ago by miners from the Dwarflands and Brighkly, this 60'
diameter tunnel runs directly through the Pentledos Mountains for 75 miles
along the border with the Northlands. The project was designed to create a
pass where the two countries of the Dwarflands and Brighkly could trade
with one another freely without having to move across the treacherous
peaks of the Pentledos.
Magical gems
imbued with light are embedded in the ceiling of the tunnel, lighting the
way for travelers to and fro. One end of the tunnel starts at the city
limits of Rorus. The other end is guarded by Dur Multeth, a heavily
fortified keep.
Ghiena Mountains
A relatively small mountain
range in the north bordering the Kingdom of Dockrawlin. Known to be
populated by hobgoblins and goblins, it is a constant source of
irritation the civilized communities surrounding them.
Kel Walls
Constructed many centuries ago, these ancient stone defensive walls
running from
which stretch across two huge
canyons where the cities of Veradic and Bodlia are located. The Kel
Walls are 20' tall and 10' thick, with barbicans and towers placed
at every half mile interval. The Kel Walls took nearly 150 years to
complete.
Keor River
Flowing south from the
western edge of Lerwood is the Keor River. This is a busy and
fast-flowing waterway that brings trade from the the north.
Lerwood
Running along the
northeastern edge of the Dwarflands is Lerwood, a dense forest
populated with elves, gnomes and a host of other creatures. The
elves of Lerwood are traditionally reclusive and are known to be
aggressive toward unannounced visitors.
Mearish River
Running from the Ghiena
Mountains across the border into the Wildlands, this river is rarely
used for much more than travel to the border of the Wildlands, for
it is said to be certain death to pass through the border.
Pentledos Mountains
Cutting north and south
through the length of the Dwarflands, this incredibly massive range
is ancient and holds many secrets among the dwarves.
Thaal Range
A small range of mountains coming off of the Pentledos Mountains
bracketed by the cities of Bodlia and Thirolee.
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Significant
Events/Holidays/Etc.
Running of the Rams
Date: Day 3 of the Month of
Spring's Glory
During the course of the
great orc wars, dwarven high riders mounted on huge war rams were
essential to the survival of the dwarven forces due to their
strength and mobility. To commemorate their importance to the
victory of the dwarves, a cross-country race takes place.
Each of the 24 dwarven lords
offers their best ram and rider for the race. They then gather in
city of Brahmm. At dawn the bell is tolled and the riders begin a
days-long race that takes them through the mountains to Veradic,
Stirenak, and finally Bodlia. The prize is a solid gold keg filled
with a prime vintage of dwarven ale.
Week of Blood
Date: Day 17-23 of the Month of
Winter's Glory
In the middle of the 3rd
Age, the dwarves--after nearly 200 years of bloody conflict with the
orcs--drove them from their lands over the course of seven long,
bloody days. Total losses on both sides in the final battle totaled
nearly 34,000. It was a time of great sacrifice, and one the dwarves
will never forget. The week is celebrated with food, drink, mock
battles on a grand scale, and epic tales of the event.
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Cities, Towns, Villages,
Etc.
NOTE: Each city and
surrounding lands is virtually its own country, meaning that most
laws in the area apply to the people there. Of course, the lords of
the cities and the people still answer to the will of the leader of
the dwarves and the Council of Stone.
Bodlia
Leader: Qoria
Warforge
Population:
10,000
Power Center: Conventional
Alignment:
Chaotic Neutral
Races:
Dwarves: 8,120; Humans: 375; Halflings: 250; Elves: 125; Gnomes: 80; Others:
50
Guards:
1,500; Militia: 7,000
Sheriff: Fighter lvl-17
The southernmost city anchoring the Kel Walls, Bodia is a heavily walled
and fortified dwarven city that has stood for many centuries. Qoria
Warforge is a female dwarven battle commander who rose through the ranks
over her many years in service to Bodlia. Now, she stands as its leader.
Qoria and her clan dwells in the Vornia Vault, an impenetrable castle
located on a high hill in the center of the city proper.
Religion
Gharan-Dis
Monastery is called Roson Kligh.
Grothkele
Kharsallis
Mordrun
Wizards Presence
Wizards are valued by Bodlian society for their wisdom and power. Although
there is no formalized guild or organization, the mages of Bodlia do
recognize Ficca Gorrus as the wisest among them.
Thieves' Guild
Crime is not prevalent within Bodlia. There are some padfoots here and
there. Only one recognized organization hails from this city.
Roaken Eyes
This guild has been hunted and reviled for nearly as long as the city has
been around. Their crimes range from simple theft to high-level heists and
extortion. They are a bane to law enforcement.
Brotherhood of the Swine
From the early days of Bodlia's existence, they were known for the battle
prowess of their warriors. They have developed huge swine that they ride
into battle. The hogs are fast and vicious, goring opponents with their
tusks as their riders attack with their melee weapons. At some point in
history, the warriors became the Brotherhood of the Swine.
Other Points of Interest
Floating Pits of Dramovaq
Located in caverns deep beneath the city are several dozen pits where
gravity is absent. One can step into a pit and begin floating as if
flying. No one has ever been able to explain the phenomenon. People come
here often to marvel and fly about the pits.
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Brahmm
Leader:
Ulek Rockhaven
Population:
8,500
Power Center: Conventional
Alignment:
Neutral Good
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
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Gohe
Leader:
Yori Hollowcairn
Population:
9,200
Power Center: Chaotic Good
Alignment:
Lawful Good
Races: Dwarves:
8,500; Humans: 250; Halflings: 200; Elves:
100; Gnomes: 100; Others: 50
Guards:
1,200; Militia: 5,500
Sheriff: Fighter lvl-16
The
ancient city of Gohe is a massive fortress city designed to protect the
western flank of the Dwarflands. This walled city is well stocked with
militia men and various defenses designed to repel large, determined
attacks, even though there haven't any for hundreds of years.
Hailing
from generations of distinguished leaders, Yori Hollowcairn is the
overseer of Gohe. He rules the city with an iron fist and brooks no
interference with his wishes. Despite his unforgiving nature, the people
trust and love him. He and his extensive clan live within an inner castle
known as The Anvil.
Religion
Kergon
Kharsallis
Vor
Wizard Presence
Dwarven wizards are rare. There are a few scattered about the city living
in their private domiciles. They belong to no guild or other organization.
Although they work toward their own ends, their priority is that of the
city's welfare. Yori employs Diiv Ghosthand, a wizard of great power and
wisdom.
Criminal Presence
Despite a few rare individual lawbreakers, there are no recognized crime
organizations within Gohe. The penalties of death and dismemberment work
as a strong deterrent to many crimes.
Miners' Guild
A powerful and influential group within Gohe, the miners are
well-organized. They are led by a Goken Yellomane the Heathen.
Smithy Guild
Those who work metal in any form are usually members of the Smithy Guild.
He who oversees the powerful group is none other than Onturu Ironeye III.
Other Points of Interest
The Anvil
This castle was carved out of the very mountain itself, with half jutting
out into the air overlooking the city, while the other half is buried in
the rock. The walls of this centuries-old castle are ten feet thick and
have withstood attacks from dragons. The Hollowcairn clan lives within.
Garden of Gold
Located deep underground is a cavern that measures 50 square acres.
"Planted" within the rows upon rows of soil are 10,000 golden roses that
were created by Suven the Mad. Suven was a leader of Gohe 200 years ago.
He had fallen for a maiden who had eyes for another. To impress her, he
had the roses forged of pure yellow gold and planted in the garden to
impress her. When she would not even look upon them, he cast himself from
the highest turret of the Anvil and killed himself.
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Jursia
Leader:
Alduran Fireforge
Population:
5,800
Power Center: Neutral Good
Alignment:
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
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Krogara
Leader:
Jarl Steelbrow
Population:
17,300
Power Center: Conventional
Alignment:
Neutral Good
Races:
Dwarves: 15,900; Humans: 800; Halflings: 350; Elves: 150; Gnomes: 50; Others:
50
Guards:
1,300; Militia: 8,000
Sheriff: Fighter lvl-18
Krogara is
another ancient dwarven city built into the western slopes of the
Pentledos Mountains. Designed as another protective bastion designed to
protect the western flank of the country, Krogara is walled and heavily
fortified. The city is known for the spectacular reliefs of ancient
battles carved into the protective walls surrounding the city.
The
intimidating Jarl Steelbrow currently resides as the leader of Krogara. He
and his family dwell inside the Iron Spire, a black iron tower jutting
nearly 100' into the sky from the middle of the city itself.
Religion
Ardru
Kergon
Kharsallis
Wizard Presence
The role that wizards have played in the shaping of Krogara over the
centuries is undeniable, making them revered. The Clan of the White Forge
is what the guild of wizards within Krogara are called. Their lair is deep
underground near a vein of lava that continually flows under the city.
Their leader is Dugomme Firefist, a jovial dwarf with a rather fat nose.
Criminal Presence
Despite a few rare individual lawbreakers, there are no recognized crime
organizations within Krogara. The penalties of death and dismemberment
work as a strong deterrent to many crimes.
Miners' Collective
Any miner working within Krogara is part of the collective, led by a
council of 9 chief miners who make all decisions.
Metalworkers' Consortium
An organization designed to represent the interests of those who work
metal, the consortium is represented by a tri-council of master workers.
Other Points of Interest
The Iron Spire
Rising over 100' from the center of Krogara, this iron structure has stood
since the construction of the city itself. Within live the leadership of
the city. Also contained inside are official offices of Krogara, along
with historical archives and libraries.
Artholotoro
Living far below Krogara, in an ancient temple that existed before the
city was built, lives the golden dragon known as Artholotoro. The dwarves
found the dragon to be friendly, and an alliance was formed. The dwarves
would avoid bothering Artholotoro, and he would leave them alone, even
offering to protect the city if the circumstances become dire. Once every
few decades, Artholotoro will emerge from his lair as a dwarf and tour the
city while taking his fill of news and sustenance before retreating back
the way he came.
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Mearish City
Leader: Kawn
Theros
Population:
8,000
Power Center: Conventional
Alignment:
Lawful Good
Races:
Dwarves: 6,200; Elves: 800; Humans: 450; Halflings: 150; Gnomes: 250;
Others: 150
Guards:
159; Militia: 2,400
Sheriff: Fighter lvl 12
This
ancient city is located at the northeast corner of the Dwarflands on the
border with the Wildlands. Although there has never been a threat from
anyone within the Wildlands, Mearish City still has fortified walls to
protect against any incursions. They also post regular patrols along the
border to ensure that no one breaches the border from the Dwarflands side
and enters the Wildlands.
The city
itself is governed by Kawn Theros, who oversees a council of six local
lords. Kawn resides in Fortress Torvassia.
Religion
Froyonnia
Ianlia
Kergon
Kharsallis
Wizard Presence
Three wizards live in a turquoise tower called Skaliator, located in the
center of the city. They are Zhon Ghro (human), Chassiax (tiefling), and
Bonam Orolt (dwarf).
Criminal Presence
Minimal. Aside from some petty street activity, crime is virtually
non-existent in Mearish City.
Merchants'/Traders' Union
Mearish City is an integral link in the supply chain that runs from
Dockrawlin through the Dwarflands. The union's function is to coordinate
the flow of good through the lands, while organizing those business owners
within the city. The head of the Union is K'Bak Redvorm, a dwarf of
considerable presence and power.
Brotherhood of the Barrier
A knighthood of dwarves, created centuries ago, has sworn to patrol the
border with the Wildlands to warn away those who would try to enter the
Wildlands and be lost forever.
Other Places of Interest
Fortress Torvassia
Built at the time of the city's founding, this sprawling walled fortress
is heavily fortified with men and weapons.
Vay Grokk
Before Mearish city existed many centuries ago, this was a place where
orcs dwelled. Buried deep below the foundation of Fortress Torvassia are
the ruins of the orc castle called Vay Grokk.
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Ovici
Leader:
Population:
Power Center:
Alignment:
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
Top
Stirenak
Leader: Lord
Legeth Darl
Population:
6,000
Power Center: Conventional
Alignment:
Lawful Good
Races:
Dwarves: 4,900; Humans: 850; Halflings: 150; Elves: 50; Gnomes: 30; Others:
20
Guards:
150; Militia: 1,700
Sheriff: Fighter lvl 12
The
ancient city of Stirenak was built in the hillier region away from the
Pentledos Mountains to the east of the Kel Walls. The city had originally
been a stop along the trade routes between Veradic and Bodlia and those
cities to the east. It later took on the added feature of being a first
line of defense to the Kel Walls. Today, the fortified city is mainly
looked at as a trade hub.
The renown
Darl clan has overseen the city for centuries. Currently, that
responsibility lies upon the shoulders of Legeth Darl, a gritty dwarf with
a missing left ear that was lost in a battle with a blue dragon. He and
his clansmen reside within Castle Garencohr.
Religion
Kharsallis
Mordrun
Srultavin
Wizard
Presence
Established wizards within Stirenak are few. A local coalition of three
wizards reside in Castle Garencohr. They serve the government but do farm
out their services to locals and others if the situation and/or money is
right.
Criminal
Presence
Organized
crime is partially non-existent in Stirenak. A few small disorganized
bands of thugs occasionally cause problems with petty theft, but not much
else.
Clan of
the Silver Chain
An ancient
band of dwarven knights sworn to protect Stirenak and the Dwarflands, the
Clan of the Silver Chain are paladins that extoll the highest virtues of
dwarven society.
Merchants' Guild
A staggering amount of merchants make their way through Stirenak en route
to various parts of the continent. This powerful guild is run by a clan of
dwarves who have run merchant activity within Stirenak for centuries.
Other Points of Interest
Castle Garencohr
This ancient and impregnable
fortress was built a short time after Stirenak came into being.
Located in the exact center of the city, the castle is said to extend a
quarter mile into the ground and houses nearly 800 men, women, and
children.
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Suveei
Leader: Sesten
Longspear
Population:
4,300
Power Center: Conventional
Alignment:
Chaotic Neutral
Races:
Dwarves: 2,000; Elves: 1,900; Humans: 200; Halflings: 100; Gnomes: 80; Others:
20
Guards:
189 ; Militia: 750
Sheriff: Fighter lvl 12
An ancient
elven city that had been taken by the dwarves centuries ago, Suveei still
retains most of its elven architecture and culture. Built around an
ancient ironwood tree is Castle Fho'rellia, where the Sesten Longspear the
dwarven lord and his elven counterpart Doirre Elgemaar sit in council over
the city.
Suveei is
known as a peaceful city where seekers of knowledge and philosophy come to
study and immerse themselves in what the elves have to offer.
Religion
Em'Sharfhei
Kharsallis
Orulen
Wizard Presence
A place rooted in magic, Suveei has a strong wizardly presence. The High
Council of the Gray is located within Castle Fho'rellia and overseen by
the grand elven master Toyerlaan. He and his few wizards command great
respect among the people of Suveei.
Criminal Presence
There is nearly a complete absence of crime within Suveei, as the
punishments are quite severe thanks to dwarven influences.
Other Points of Interest
Castle Fho'rellia
A
high-rising castle that is build around an towering ancient ironwood tree.
Stone Woods
To the south of the city is a ten square mile patch of woods where the
trees are made of stone. Generations ago, an army of orcs swarmed through
these lands. They were led by an orcish sorcerer who cast a terrible curse
on the elven army in this wood, turning all living things to stone. There
are still some statues of elves there today, mostly worn by time and
weather.
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Taga
Leader:
Population:
Power Center:
Alignment:
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
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Thirolee
Leader:
Population:
Power Center:
Alignment:
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
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Veradic
Leader: Lord
Crushiv Warhammer
Population:
12,000
Power Center: Conventional
Alignment:
Neutral Good
Races:
Dwarves: 10,000;
Humans: 450; Halflings: 300; Elves: 100; Gnomes: 100; Others: 50
Guards:
220; Militia: 3,000
Sheriff: Fighter lvl-20
The
ancient capital of the Dwarflands is Veradic. In the early years of its
existence, the city was conquered and rebuilt many times. Veradic anchors
the northern end of the Kel Walls.
The well
renown battlemaster Crushiv Warhammer oversees the country of proud
tradition. He and his clan reside in Fortress Kemmantrahl.
Religion
Dotorus
Kharsallis
Mordrun
Vor
Wizards' Guild
The Hand of the Diamond represents the one guild for mages within Veradic.
Located deep within the Pentledos Mountains within a multi-level sanctum
that is jealously guarded, the wizards here are led by Nonn Gravelfist the
Wyrm Tamer. Wizards who wish to practice their art within the city must be
cleared by the Hand.
Criminal Presence
Aside from petty crimes that happen within any city, organized crime is
virtually nonexistent. This may be due to successful secrecy on the part
of one more or more groups, or the effectiveness of the local laws
concerning crime.
Miners' Guild
The guild is a powerful organization of all the miners, giving them a loud
voice within the city.
Warriors of the Line
The roots of the warriors of Veradic run long and deep. The Warriors of
the Line are special fighters devoted to the safety of the city. They all
worship Vor and are willing to die to protect Veradic and its population.
Other Points of Interest
Fortress Kemmentrahl
An impenetrable fortress built halfway into the side of the mountain with
walls that are 10' thick. Some say that the ancient runes engraved on the
walls are designed to diffuse magic that is cast upon them.
Jahalla Chorus
Within a cavern far inside the mountain are rows of colored crystals that
hang down from the high ceiling. When a certain key crystal is struck by a
heavy hammer of bronze, the entire cavern begins to resonate with a low,
spectacular hum that sounds like the concerted voices of a thousand
dwarves in a ritual of passing. This was constructed centuries ago in
reverence to the great hero Jahalla Tinibor, who led the dwarves to
victory over a horde of invading orcs.
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Velth
Leader:
Population:
Power Center:
Alignment:
Races:
Humans: 631; Dwarves: ; Halflings: ; Elves: ; Gnomes: ;
Others:
Guards: ; Militia:
Sheriff: Fighter lvl
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