Augrin's Advance Geographic Location in Belthuran | World Anvil

Augrin's Advance

King Augrin Ironmane ruled over his lands from the capital of Dolwhir, this land is an evergreen forest for most of his lands, this led to the ease of producing crossbows and wooden shields. The crossbowmen of Augrin Ironmane were feared among the other Dwarves for their crippling volleys after the invention of the Arbalest and eventually the ballista. Rangers from Dolwhir were famed for going into Ursand to hunt game and return with monstrous trophies. King Augrin Ironmane himself was lost when he led a hunting expedition with his rangers into the Shivius Mountains, he nor his hunting party was ever heard from again.   Today Dolwhir is predominantly a beast race township, however, it contributed to Dwarven society in the training of skilled ranged combatants and early siege weaponry. The Archers Academy in Dolwhir now trains the beast races in the same ranger tactics that Augrin Ironmane had, though they are not required to go into Ursand to hunt the creatures there.  
Dolwhir
  Large city 10,023 (60% beast race, 15% human (ursandian), 5% half-orc, 5% dwarf, 15% other) Dolwhir has over the years taken influences from the old dwarven architecture as well as some themes from Ursandian construction resulting in longhouse style buildings made largely of stone, with the addition of a few multi-floored towers serving as apartment-style housing.   Dolwhir has become a dwarven mixing pot of the beast races and ursandian’s who are no longer able to live in Ursand due to injury or some other circumstance but still wish to remain close to their now distanced family. The city itself is a welcoming place who take pride in their mixing of cultures as in most cases the work ethic of even the wounded or lamed Ursandians is something to admire. Hunting and gathering are the major sources of income for the people of Dolwhir, with some small farms, lumber, and mining operations supplementing the needs of the town.  
The Frozen Gate
  The border between Hammerock and Ursand was created to try and keep the horrors of Ursand out of dwarven lands centuries ago. While the wall works to contain the wolves and bears it has done little to stop the giants, orcs, and other cleverer foes who started going down from the mountains. Now the gate stands as the last chance to get supplies before heading into Ursand, and from those leaving Ursand it marks freedom from the perils of Ursand. The watch of the gate will not let people enter Ursand except for at the start of the day with only special exceptions being allowed, the reason is to prevent people from falling victim to the grave fog. The Night watch keeps a ready watch at early night looking for stragglers trying to escape the fog coming in. It is reported to be a haunting posting that drives people to quit, drink, or become deeply depressed.
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