Dun'Thormiir Settlement in Aros | World Anvil
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Dun'Thormiir

The age of orcs was unkind to the Dwarves and Elves alike. While the Elves full focus was the protection of the Jewel of Arcanus, the Dwarves were front and center in battle, holding back the Thunderous domination of Orcish kind. The destruction of the Dwarven societies was a slow burn, but eventually, almost every Dwarven settlement was smout to ruins, all except Dun'Thormiir. The epic mountain garrison of the Dwarves foiled every invasion thrown against it. Beyond the doors of the mountain garrison is Dun'thormiir proper, a vast domain within the Triclaw mountains and home to many mainland dwarves.   The Dwarven domain covers 10180 square miles within the Triclaw Mountains. Its design is sprawled deep into the ground, seperating its population in 'wards'. These wards are distinguished by resources and professions, generally speaking, the deeper wards share a poorer economic status. The ingenuity of the dwarves brought about the steam carts and gearlifts which make travel throughout Dun'Thormiir relatively easy.

Demographics

The Garrison Ward - outside Dun’Thormiir proper lies the garrison ward, which breeds the highest pedigree of dwarven warriors, constant patrols and warforged guard sit atop the grand stone walls ever watching for threats to the dwarves only true home on the Tel’evandros mainland. This ward also houses Allhammer hall, with the clansfather and wardens estates, along with the dwarven training grounds. Outside the walls are dwarven logging camps.   The Market Ward (aka Dun’Thormiir proper)- The heads of clan houses reside in the market ward, doing business with outside races and peddling their clans wares, the vast wealth of the dwarves is locked away in the vaults of the market ward. Security in the market ward is at its tightest. Many noble dwarves hold residence here.   The Forge Ward - craft is the pinnacle of dwarven culture and being a recognized craftsman stands to elevate an individuals status among this stout society. The forge ward encompasses all of the industry standards; smiths, carpenters, artificers, cobblers, jewellers, leatherworkers, masons, potters and tinkerers. These upper middle class dwarves spend there days cultivating their trade for their clans. Its these dwarves who invented their construct protectors called warforged. A gargantuan forge sits at the centre of the forge ward. The forge ward is also a place of learning, with an official branch of the Craftmasters Union.   The Colonies - a widespread residential district populated with lower middle class dwarves, many of the labor workers of the miners ward travel to and from the miners ward for their jobs.   The Miners Ward - Not necessarily the most populated ward but definitely the largest region of Dun’Thormiir, the depth at which the dwarves have mined has uncovered an underbelly beneath Aros which has been titled the dark hollow, where an entire mysterious, hazardous and alien ecosystem exists. Dwarves who live here are of the lowest class peasantry.

Government

The Clansfather leads the entirety of Dun'Thormiir with the Clans council. A Clansfather is elected by the people but must ascend from the rank of Warden first. Once elected, a Clansfather remains in power until death unless dethroned for neglecting his duty to the Dwarven people. The Clansfather resides within the Allhammer hall, which is also the place of worship to the god itself.   A warden is responsible for their corresponding ward, but also comes together with the other wardens to council the Clansfather. There are only ever four Wardens;   • Battlewarden   ○ The Battlewarden manages the defence and security of Dun'Thormiir, with a standing army of 882 Hammerbrand warriors, 200 warforged vanguards and numerous Clansguard through the mountain labyrinth. The battlewarden is also responsible for the security of the Dwarven vaults in the Trade Ward.   • Tradewarden   ○ The Tradewarden manages imports and exports, economy, and foreign affairs with outside nations.   • Forgewarden   ○ The Forgewarden manages the research and development of dwarven invention, oversees the quality standards of dwarven craft and is the Dun'Thormiir branch commissioner for the Craftmasters Union. To be a Forgewarden requires masterful proficiency in multiple artisanry.   • Orewarden   ○ The Ore warden oversees both the Colonies and the Miners Ward. Within the colonies an Orewarden handles residential planning and Colony disputes which are passed to the Battlewarden if in violation of laws or bylaws. Within the Miner's ward, the Orewarden oversees the mining plans, resource intake, labourers morale and mineshaft integrity.
Type
Metropolis
Population
94000

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