The Kingdom of Thor Bardam Organization in Aldris | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Kingdom of Thor Bardam

The Dwarvish Kingdom of Thor Bardam resides at the very bottom landmass below the continent of Albion, connected by the Bardam Bridge that was formed of rock and sea stone by the Dwarvish Earthpriests upon the forming of their alliance with the Kingdom of Sonora. The main city, also named Thor Bardam, resides beneath a large tidal-wave like mountain called the Cradle that glows with the warm lights of the Forgespire, whilst holding the Magma Forges deep below that are used for the manipulation and working of harsh precious metals like adamantine, mithril, and so on. The Council of Masters rule alongside the king, representative that keep watch over Bardam's resources and various organizations.

Structure

The King and the Council of Masters: Thor Bardam is a constitutional monarchy ruled by a non-elected King who keeps a set of councilors from the various different districts of the dwarven kingdoms and representatives of the other neighboring kingdoms. The current king is Aldryc Godsforge and his representatives are as follows:  
  • Jhoan Coppercoat: The Bankmaster, keeper of the kingdom's funds, spending, taxes, and other financial matters.
  • Hammond Wargrog: The Warmaster, the High General of Thor Bardam's military force and strategist.
  • Marcus Gold: The Scoutsmaster, lord of whispers, rumors, knowledge, information, and intel of the king.
  • Brumhilda Orestryke: The Oremaster, representative of the Delver's Union for working conditions and treatment of the mining facilities.
  • Jojen Kings-Smith: The Forgemaster, overseer of weapons development, forging, magic item creation, and overall formation of weapons and armor.
  • Malthyr Ashbrewer: The Magemaster, researcher of magic, spells, arcane lore, and magical knowledge.
  • Haden Stoutmore: The Earthsmaster, curator of agriculture, herbal development, alchemical research, and growth.
  • Miras "Jitterchin" Heartmarble: The Lawmaster, master of legal proceedings, judicial rankings, and law execution and interpretation within dwarvish society.
  Other representatives also serve the king in other positions that are not that of a Master's Seat, listed below:
  • Throfoula Brander: The High Ferreteer and Head of the Branders.

Culture

  • Family and Bonds: The Dwarves of Thor Bardam hold great stock in the unity of family and the building of bonds, be it through either blood or by camaraderie. Dwarves, while initially distrustful and xenophobic, become extremely loyal when another proves themselves worthy of their friendship. Likewise, the Dwarves also put high stock in their bloodline and in familial connection, which is why you'd often see Dwarves have colossal families and lots of children. Dwarves are often notorious for welcoming (and in the case of nobles and royals, legitimizing) bastards upon discovery of kinship, though they may need to prove their worth first depending on who the other parent is.
  • Craft and Creation: The Dwarves of Thor Bardam are incredibly practical and take pride in the creation of things that serve ingenuity and effectiveness. Better machines, better weapons, better methods; all to better serve their world and their cause. As such, they often put emphasis on the crafting of metals, forging, armor, weapons, and tools, whilst mocking the other arts such as poetry, painting, and other things they deem useless or purely symbols of wealth. Despite this, Dwarves do work with these mediums in hopes that they are useful in rallying troops, inspiring patriotism, and remembering important figures in history through song, sculpture, and weaponry.
  • Pious and Private: Dwarves put heavy emphasis on the worship of deities as they believe the gods created the whole of the world, and thusly are the greatest creators in the world, especially the Dwarven Pantheon. However, they do not restrict themselves to their racial deities and worship any and all gods who serve to represent their purposes. Various holy orders reside within Thor Bardam's greatest temple, the Hall of Aggregation, where one may walk the Holy Street to witness the various shrines and dedications to the gods, from the Pelorian cliffside altar of Sun's Rise to Moradin's spacious, bellowing halls of Hammerhome.
  • Magic and Mystery: The Dwarves do not care for magical that is not bestowed upon them by the Divines or that is not born of the natural world such as Druids. While Earthpriests and Orefriar's number greatly, Bloodmages, Pactmages, and Arcanists are viewed with suspicion and a questionable motive. When power is lent, its purpose and use are known and clear as day. When one's power is their own, it may be unpredictable and able to serve any purpose, malevolent or not. As such, wizardry and magical tutelage is forbidden outside of the churches, and violation of this law is met with extreme prejudice. Those of magical bloodlines are taught to use their power in service to the gods and the whole of society rather than selfishness and to pray that the divines guide them on their journey. If their bloodline is born of Fiends or Dragons however, Thor Bardam will seek to antagonize and cast them out or worse, set the Branders on them. Yet still, the mysterious wizard Malthyr Ashbrewer researches and works with magic under sanction by the king for reasons unknown.
  • Control Over Magic: Dwarves believe that magic that is implanted into and item or bestowed upon oneself by a god is different from traditional arcane power, because instead of it being unpredictable and uncontrollable save by the person who wields it, it is given a direct purpose and a tight leash due to being bound to an item or gifted by a god who can snatch it away if its receiver begins to misuse it. Controlled magic is magic that they never need to worry about, and they feel that magic as a weapon in and of itself is dangerous due to its monstrously powerful nature. A man can be stopped in their tracks or be made to kill their best friend under magic's influence, which is why they keep a sharp eye on those who show signs of it.

Assets

  • The Aberrant Legion: This Legion of specially trained warriors are dedicated specifically to the combating of enemies from Underdark, particularly Drow, Duergar, and all manner of subterranean Aberrations. As such, this party has worked to take biological extremities from their foes and repurpose them into weapons, items, armor, and whatever else as they need. The Legion is traditionally recognized by their black standards depicting an elongated alien-like skull with a pair of hammers crossing through it.
  • The Song of the Hammer: These are the religious warrior priests of Moradin led under the king himself, dedicated to the protection of his lands from all threats. They often don the armor and wield the weapons forged by the Song of the Anvil, their creative counterpart. They are recognized by its symbol of a gauntleted fist enclosed around a hammer.
  • The Song of the Anvil: These are the Maker Priests of Moradin, who fashion legendary weapons and dedicate themselves to the crafting of beautiful and powerful arms and armor. Members are known as the Forgefathers and Forgemothers, and they are recognized by their holy symbol of an anvil enclosed within a pair of cupped hands. Orefriar's also bless weapons with supernatural abilities and bestow them upon great heroes who may carry them with them into legend.
  • Mines: Thor Bardam is rich with all manner of precious metal, gemstones, and other potential resources. While their farmland may not be as rich and fruitful as their neighbor, the riches below give them more than enough to trade for. This includes legendary metals like Adamantine, Mithril, Quicksilver, Stormglass, and much more.
  • Forged Metals: These are specially formed alloys and mixtures made by dwarven experimentation with the biological makeup of metals. This includes Glass Steel, Storm Iron, and others.
  • Clergy: Thor Bardam as a whole is filled with clerics to all manner of gods, and thusly they have a gracious variety of divine powers to aid them in all endeavors. Pelor and his Abbey of the Dawn feed, educate, and heal the masses, Moradin's Orefriar's build weapons and tools to better speed up their work and cut down their enemies further.

History

  • The Founding: The Dwarves claim to have a direct racial lineage to a race of entities known as the Astarta, and the Kingdom of Thor Bardam was believed to have been founded by the Dwarve's ancient ancestor Dresden the Reborn, who led the First Beings to tunnel deep below the Earth in attempts to survive an apocalyptic event they call the Great Stirring, in which the whole of the realm was exposed to the hunger of Tharizdun, unleashing his army of Daemons as proxies to feed his hunger and devour the whole of the known world. After the Stirring, Dresden and the other Astarta rose up to the surface in the Great Ascension, and to this day kept their tunnel opened in preparation for another dive, should the world come to end once more. These Astarta would eventually evolve to become the modern dwarves, and built their cities around Cradle Rock that housed the tunnel of ascension. This Kingdom would become Thor Bardam.
  • The War of the Hollering King & Failed Siege of Mohm: During the rule of Dolan Sonora, the Yapping King called for a siege of Thor Bardam in an attempt to seize control of the entire continent of Albion. The dwarves would be the first and last war fought in this endeavor as while the Sonoran forces were able to easily make landfall, due to the Dwarves lacking a proper navy, they were simply unable to combat against the Dwarves on their own native land. With their Earthpriests sealing them in caves, cutting and redistributing water supplies, casting walls of stone to split garrisons in half and break charging lines, the dwarves' land familiarity and zealous guerilla warfare made sure that the Sonorans did not reach the capital of Mohmtorigg that easily. Even then, the whole city would be walled like a dome of stone, maintained by its Earthpriests while the Abbey of the Dawn fed and grew food from the light blessed to them by Pelor.
  • For three years, the Sonorans kept stuck at the base of Thor Bardam, unaware that during that time, the Dwarves worked to form a great tunnel beneath the very ocean itself, burrowing to the mainland of Albion and beginning a reverse siege on the unaware and undefended towns and cities of Sonora. This tunnel would become known as the Mohm's Reach, and the Dwarves sacked the whole of the southern isle and eventually made it to the humans' capital of Alscace. There, Eyroc Slaghammer aka. the Stone Wraith and his Earth Priests spent a week dismantling a whole quarter of the Sonoran Walls while under constant barrage fire, before the King's armies even made landfall back at the mainland. The statement was sent, with little lives lost, that the Dwarves could break through any wall the Sonorans could hope to hide behind. Eyroc and his legion then hid and skulked their way back to Mohm's Reach, but were followed by Sonoran Scouts who soon discovered the great tunnel and prompted the armies to follow. In his greatest act of foolishness, King Dolan ordered his priests to chase after the Dwarves and follow the spout up into the heart of the mainland, finally taking Mohmtorigg for himself. However, the army would not get anywhere near as Eyroc, knowing what they intended and understanding that his forces couldn't outrun nor overpower the Sonoran army, stayed behind and bought the foundation of the Reach down upon them. The whole of the Ocean's water came crashing through, Eyroc using the last of his power to seal the tunnel behind him so the Dwarven capital would not drown, but all of King Dolan's soldiers were swept away by the torrent of earth and sea. This crushing defeat would see the end of Dolan's credibility as a ruler, and in time his brother Andros would usurp the throne to focus on rebuilding tensions between all of the great Kingdoms of Albion.
  • Ysgar's Failure and the Ruin of Thor Estra: Centuries ago, the Elves of Nyth Noelle and the Dwarves of Thor Bardam sought to put aside their differences to form an alliance, led by Aya'danu and the Dwarven Prince Ysgar Ironsworn, otherwise known as Ysgar of the Open Arms, due to his peaceful demeanor and inquisitive nature in regards to other cultures. While he formed this alliance out of kindness, the other dwarves nobles simply wished to collect Elven secrets in terms of the creation of magical items and the presence of rare metals and gems within their lands. Soon this greedy betrayal was found out and Aya'danu ordered the Dwarves to vacate from this new home they had built together, but at the same time, the dwarves had dug far too deep into the earth below and unleashed something terrifying beneath the stone, enough to whisper and charm the dwarves into digging further and further to unleash more of these terrifying creatures (ropers, gibbering mouthers, led by a Death Tyrant). The city was soon overrun with these terrifying creatures and they would soon have made it to the surface, if Ysgar had not called for the Divine Intervention of his god, Pelor, to seal these creatures away for good, even at the cost of his own life.   By this sacrifice and pledge to protect the world above from the horrible creatures below, Pelor answered and a beam of pure sunlight burst through the heavens, immolating the whole of the city in a burst of radiant fire. The whole cliffside collapsed on itself and the heat glassed the whole of the civilization to a fine seal, and the dark creatures below the earth never broke through to the surface to wreak their havoc upon the world. Aya'danu still mourns the loss of Ysgar to his day, and this would be the end of the dwarven and elf alliance for many, many years. Even still, people who have visited the ruins still believe they hear muffled cries and whispering haunting this place, and that they can sometimes see the spirit of a scalded dwarf wandering the glass-ridden ruins warning them to turn back, and not to "repeat the mistake of dwarven greed".

Demography and Population

Thor Bardam's Demography consists primarily of Dwarves and Gnomes, as the Dwarves had provided the short-folk sanctuary during their mass exodus from the Feywild during the Snap of the Chain. Earth and Fire Genasi are also found here, and humans, half-elves, and other mortals may make the pilgrimage in service to the various religious entities. Tieflings are rare and often banished or killed accordingly, whilst Aasimar's are celebrated and heightened to great levels of recognition.   The population of the Kingdom stands at four million people, with various Noble Clans listed below:
  • Clan Godsforge: The ruling clan of Thor Bardam and the source of a lineage of powerful King Priests and Holy Warriors pledged to a variety of deities.
  • Clan Coppercoat: A Greater Clan built on wealth and coin.
  • Clan Goldcloak: Goldcloaks are the quietest clan amongst the Dwarves, keen to serve the land quietly through squireship, diplomacy, underhandedness, and the gathering of information. No Goldcloak name has been branded to history since the founding of the clan, but as that is not the point, they seem keen to remain unremarkable so long as it helps their cause.
  • Clan Kingsmith: A Greater Clan of legendary forgers and builders, famed for constructing the arms and armor of heroes both dwarven and otherwise.
  • Clan Slaghammer: A clan born of blood and war whose members often end up wielding the hammer against the enemies of the Dross and the creatures of the Underdark. Their family's history is bloody and yields many great warriors, to the point that some of the Dwarves even fear them.
  • Clan Orestryke: Orestryke is one of the wealthiest clan in Thor Bardam due to their mountainous ancestral home of Sunvein housing a colossal gold mine below and in the outlying lands outside of the capital. Often financing and credit is sought out by subjects and even nobles of the Dwarven Lands from the Orestrykes, such is their institution of the House of Lenders.
  • Clan Wargrog: A small but powerful clan who were originally vassals to Clan Slaghammer before making a name and rising up in the ranks for themselves.
These are the lesser clans and vassal clans to the above higher houses.
  • Clan Myner: A lesser clan of vassals to Clan Orestryke.
  • Clan Buffer: A lesser clan to Clan Coppercoat.
  • Clan Shiner: A lesser clan of vassals to Clan Kingsmith.
  • Clan Orefoldt: A forging clan of vassals to Clan Kingsmith.
  • Clan Wargrog: Clan Wargrog is a family covered in glory, many of their warriors having been blessed with near-legendary skill for strategy, combat, and sometimes diplomacy. Wargrog's fancy themselves in wartime and keep themselves busy with the constant wars below the earth, and are often keen to wield any and all famous and power weapons made by the Song to an almost greedy level.
  • Clan Smeltback: A lesser clan of miners, vassals to clan Kingsmith.
  • Clan Hammerhead: A warrior clan of vassals under clan Wargrog.
  • Clan Kegswoode: A lesser clan to Clan Coppercoat, running various businesses ranging from wineries to a brothel known as the Pleasurewoode.

Territories

  • Mohmtorigg: The Dwarven Captial City, nestled right within the colossal mountain range known as the Cradle Rock. It is famous for having the only Magma Forge in all of Albion, save for the hidden one within in the Orcish Take. The Bardam Cliffs hide the city from the northern side, with anyone looking southward only seeing the large back mountain face. Mohmtorigg or Mohm for short, is the capital of the dwarves and the seat of the King and his Council of Masters.
  • The Dross: The Dross Mountain Range extends far across the left-most side of the landmass, a collection of sharp dangerous mountains that house many rare ores and materials but also harbor an immense danger. It also rings and borders around the pale grasslands and Grey Orc natives of the Ashen Valley, whilst the west stands as the ever-smoking volcano crown. Along with that, beneath the whole of the Dross resides the near-endless, eldritch forces of the great Under, housing all manner of Duergar, Drow, and other Underdark beasts.
  • Hugh Tarrom: The main dwarvish city in the Orelands, located in the center between Mohmtorigg and the fabled border of Koros. It is built into the top of a thin but tall mountain, overlooking all of the valley of the Orelands.
  • Darkstone: The massive Duergar city resting below the volcanic mountain range of the Dross, subject to a collection of Rifts above and beneath the stone that open to the Shadowfell. As such, the Duergar have taken control of some of the various creatures that wander in and out of the rifts, and have even assembled task forces to dive into the shadowy realm in search of more powerful mounts, beasts of burden, and even artifacts of power. Ruled by King Falgrim Shadowmarch, this land actually works as a bulwark between the dwarves of the surface and the dark entities of the Under, protecting the dwarves from themselves despite being constantly vilified by them in return.
  • Gloomgarde: Gloomgarde is the main surface level outpost castle where all exploratory and combative forces of the Dwarves reside. They send out legions of miners and men to voyage out into the Dross from time to time, mapping out the land, labeling Duergar surface and subterranean outposts, and mining the earth for certain gems not commonly found in the Orelands. This is also the headquarters of Thor Bardam's Abberant Legion.
  • The Orelands: This vast region is where the majorty of Dwarven mining and civilization resides, containing a massive number of towns and villages centered around predominantly mining of coal and precious metals. This land also contains the city of Harnsbaldr, and a number of valleys that stetch into forest, cutting off at the enchanted border of the giant settlement of Koros
  • Harnsbaldr: Harnsbaldr is one of the largest towns within the whole of Thor Bardam, placed deep in the heart of the Orelands as the center for all mining and ore distribution through that massive, fruitful pocket. It is built into the arching rock structure of Moradin's Gate, hanging off a large stalagmite-like stone outcropping while the sides of the mountain are hollowed out, allowing dwarves to head straight back into the ever-expanding mines that root down below.
  • Thorm the Fire Giant: Thorm is the Fire Giant that resides below Cradle Rock, a prisoner of the dwarves who had been taken after the War of the Giants. Having been taken for the Fire Giants' secrets over forge mastery, Taeom has remained below the earth as a forced user of the Vulcan Forge, the greatest prize the dwarves had taken during the War. However, a dwarf cannot hope to use it, as it responds only to the Blood of Giants themselves, and so Thorm was kept as a smithing slave. His twin brother, Azrym, braved the harsh, scalding ocean as he fled to the mainland of Albion, where he took refuge within the fires of the volcano there to heal and plot his revenge against the Dwarves for his brother's imprisonment.
  • Stoneshire: This small city is the psuedo-capital of the Lowfolk who were taken in by the Dwarves.
  • Cliffs (Right)
  • The Crawl and the Gashes (Battle Site): The Gashes are a long stretch of mountains that serve as the result and the site of the Battle of the Under's Waylay. A historical occurrence that the dwarves of Thor Bardam have worked hard to prevent the repetition of, the Duergar of Baldr Dhim dug for a year straight deep below the whole of the continent, so far below that the dwarves never discovered it until they had pierced deep enough that they could amass and build a force under the cover of darkness for months upon months, right at the flank of the dwarven capital of Mohmtorigg.
  • This massive single tunnel would become known as the Crawl. Then, once everything had been set in place, they sprang their assault and lay siege to the city from both sides. Thor Bardam would have suffered untold destruction if their human allies, the Kingdom of Sonora, had not stormed down from the north across the sea to smash into the Duergar forces. Routing them back into the tunnels, the Dwarves and Sonorans turned the tide against their foes by boxing them into the single tunnel they had made, drilling holes from their mines to cut off and segment the retreating forces one by one by one.Many Duergar fled deeper into the darkness while some made it back home but the shadows and whispers unveiled in the Crawl is what believed to have consumed and destroyed the old Duergar city of Baldr Dhim. Many believe they still hear the constant slithering of unknown creatures, the wrangling of broken chains, and the endless echo of the laughter of a thousand mad dwarves captured and leashed by the Crawling King himself. Many also believe this to be his true domain, an opening formed by the wrath-blinded Duergar where he may now reach and influence the outside world.
  • Titansgrave: This large impression of mountainous land in the Orelands was once home to a variety of Giants, primarily Hill, Frost, and Mountain Giants. Having lived there for thousands of years, having done battle with the Dragons of old and keeping peace with the Dwarves of the west long after. They even aided them in their building and mining of the earth, whilst always cautioning to never cut through so much earth that their paths collapse behind them, leaving them to be consumed. However, the peace broke when a legion of dwarves slew their giant comrade during a greedy bout over the discovery of a massive diamond quarry. This led to the legendary conflict known as the War of the Giants, and through numbers, ingenuity, and the use of their burrowing tactics and small sizes, the Dwarves overcame their titanic brethren. Some fled into the sea to the other landmasses, others keep to the coast and outer hills, still battling the Dwarves whenever they come across their mining garrisons.
  • Koros: Koros is the small settlement located right at the very eastern edge of the Orelands where the remaining scraps of Giant civilization remain. Once a great city of the titans carved of stone and ore, it has since been shattered and decimated into a ruin. Goliaths and Firbolg both reside here along with the few remaining Hill and Mountain Giants, hidden by geographical mastery, fey magics, and willful ignorance of the Dwarve to the west. Many have attempted to pierce through in an attempt to complete the giant genocide, but Giant magic is something that dwarves have both coveted, and never been able to master or overcome.
  • The Writhing Pit: This area holds a hive-like connection of tunnels and caverns formed by a massive next of Purple Worms, who are often the bane of miners and originate from this spot of land, burrowing through tunnels and eating up various subterranean creatures.
Below are a number of towns, villages, hamlets, and settlements under Thor Bardam's protection:
  • Baskin: A large settlement that is a palpable agricultural center for the city of Mohmtorigg and kingdom as a whole, and is also the site of the Abbey of the Dawn's temple, the Bed of Dawn. Worshipers of Pelor congregate their clergy here most of the time, and it houses the armaments and tales of the Dawnfather himself. They serve to push Pelor's wisdom and growth above violence and worldly pleasures, casting out those who do not heed their specific teachings.
  • Nurn: A dwarvish town in the Orelands.
  • Deurr: A dwarvish town in the Orelands.
  • Kilgallr: A dwarvish fort in the Dross.
  • Gol Daral: A dwarvish village outside of Mohmtorigg.
  • Hugh Gallear: A dwarvish fort in the Orelands bordering the cutoff at Korros.

Military

  • Magical Arms and Armor: Dwarves are master craftsmen of weapons and armor of both non-magical and magical make, and many if not all legendary weapons in history mark the Dwarves as their makers. Their weapons have a variety of effects nearly impossible to count, and while their aesthetic is fairly bland and one-note, the effectiveness of a Dwarvish work can never be understated.
  • Black Powder: In collaboration with their Gnome brethren, the Dwarves have begun to unlock the secrets of a substance known as Black Powder, capable of creating an explosion of any size relative to the amount of powder used. This has given way to a variety of inventions of war such as Cannons and Firearms, though truly extensive testing hasn't yielded viable results.
  • Land Forces: By sheer numbers of warriors, divine clergy, and naturalistic magic wielders, Dwarves have the strongest land force and standing army in the world in terms of power and defense, which helps to make up for the fact that they have never had a standing naval force. Aerial strikes have also proven to be effective so long as they do not hide in their tunnels, but given their mastery of the earth, only one or two blows are truly able to get through until their defenses are consolidated.
  • Geomancers: Dwarves are the masters of the art of geomancy, the literal manipulation and molding of metals, earth, precious stones and minerals. This gives Dwarves the power to sculpt metal to such a degree of fineness and detail that their crafts are unparalleled compared to any other race, except for the near-deific forging practices of the Giants.

Religion

Thor Bardam observes worship of the following deities and faiths, though they hold Moradin above as their personal supreme faith:
  • Moradin the Allhammer, God of Creation and Forging
  • Kord the Stormlord, God of Battle and Storms
  • Pelor the Dawnfather, God of Wisdom and the Sun
  • Gond the Wonderbringer, God of Artificers and Ingenuity
  • Tempus the Foehammer, God of War and Bravery
  • Torm the True, God of Courage and Self-Sacrifice
  • Heironeous the Invincible, God of Valor and Chivalry
  • Berronar the Hearthmother, Goddess of Laws and the Home
  • Dumathoin the Gravemaker, God of Death and Buried Secrets
  • Valkauna the Sander, Goddess of Oaths and the Cycle of Life and Death
  • Haela the Bright Axe, Goddess of Prowess and Luck in Battle
Due to the constant conflict with the Duergar and other races below the Underdark, natives of Thor Bardam often have to deal with other entities that are either illegal or outside of their worship, such as Torog and Lolth. The Dwarves also recognize the gods of the Gnomes and Halflings, though they are selective of the latter's pantheon.

Foreign Relations

  • The Kingdom of Sonora: The Dwarves enjoyed a calm alliance with the human kingdom, allowed to farm and mine their lands whilst trading their findings as well as forged weaponry.
  • The Kingdom of Nyth Noelle: Thor Bardam share's a tense truce with the Elves, but have severe cultural and philosophical differences that make them nearly impossible to truly have peace with. Dwarves envy the lengthy lifetime that Elves have and feel they waste it relaxing and following wrongful pursuits, instead of striving for greatness.

Education

The Dwarves of Thor Bardam are highly educated in manners of forging and crafting, followed up by deep reverence of the gods and pushes towards priesthood and martial positions such as warriors, knights, and generals.

Infrastructure

Thor Bardam has modern plumbing and sewage disposal, as well as the formation of great strongholds, roads, bridges, court halls, and mine constructions. They have also gained recent access to the development of automated constructs and machinery.

Mythology & Lore

The Kingdom of Thor Bardam primarily worship the Dwarven Gods and the Dawn War Gods, and have a deep-seated reverence for all divine beings due to their belief that they are the great creators, the ones who created the world and all of its resources and everything they see, hold, hear, know, and experience.

Sects

  • The Undertakers: These worshipers of Dumathoin are often called upon for funerary rites, death-based observances, and sometimes resurrection rituals dependent on the need of the ones that call. However, they are most often known for the active hunting and killing of necromancers and undead, as well as delving into mines to find the bodies and lost souls of those who died in the caverns, making sure they are not consumed by the madness and shadows of Torog. Grave clerics, death clerics, twilight druids, and ghostslayer blood hunters are often found to be a part of this small group. They are identified by the symbol of a dull grey pick with a skeletal hand gripping it.
  • The Twinblades: This knightly order or warriors serve the god Clangeddin, soldiers who focus on the glory, honor, and duty found in war. When a pair of soldiers forge a brotherly bond found in war and battle, they may come to the Twinblades with their deeds and their dedications and possibly become acolytes, eventually becoming knights if they perform well enough together. However, both must be knighted at the same time so one cannot hold all the glory and valor, and upon being knighted they are each given an Axe and a breastplate depicted one side of a double-headed axe, becoming Twin Knights. As such, knights of this order will always be seen in pairs, looking out for one another and checking the other's ego, pride, and understanding. Berserker barbarians, fighters, paladins, and war clerics are often found here. They are identified by a pair of axes crossed over a dwarven helm.
  • The Goldenveins: These Sharindlar-worshipping clerics are dedicated to the art of healing and restoration, researching to stop negative afflictions like curses, poisoning, debilitation, wounds, and sicknesses. More often than not, members of this clergy can be found consigned to join armies as combat healers and war medics, capable of keeping calm whilst performing life-saving surgeries under the heat of battle. They are identified by a white hand that has veins of gold spaced around it, as if it were used to fix the broken hand.
  • The Song of the Hammer: One of two Moradin-based clerical orders, the Song of the Hammer is the faith militant of the Allhammer and the most widespread clergy of all the different orders. Most are often warrior clerics under the king's sway, but they wield the weapons created by their sister order into battle, becoming the legends forged in dwarvish history.
  • The Song of the Anvil: The second Moradin order, this group stokes the fires of creativity and forging, building weapons and armor that their sister order would don and wield in the midst of battle.

Unbreakable

Type
Geopolitical, Kingdom
Capital
Alternative Names
The Dwarven Kingdom, the Iron Kingdom, the Orelands
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Thoran, Bardamite
Head of State
Head of Government
Government System
Monarchy, Crowned Republic
Power Structure
Feudal state
Economic System
Market economy
Currency
Thor Bardam trades primarily in gold, silver, and copper, but also can substitute those for rich ores, trade, and even gemstones or rare minerals.
Major Exports
The Dwarves are known for primarily exporting gemstones, fine jewelry, magic items such as enchanted swords and armor, and sculptures of various degrees of purpose and finery. Dwarvish architecture and craftsmanship is heavily sought out by those who understand its worth.
Legislative Body
The Lawmaster is the head position of the Council of Masters in the Dwarven Kingdom dealing with laws and legal organizations.
Judicial Body
Violations or disputes over the laws of Thor Bardam are taken care of within the Mithril Courts, a colossal hall full of Lawyers and Interpreters who both prosecute and defend violators and innocent people pushed up against the law.
Official State Religion
Subsidiary Organizations
Location
Controlled Territories

Remove these ads. Join the Worldbuilders Guild

Articles under The Kingdom of Thor Bardam


Comments

Please Login in order to comment!