Voldarohm Settlement in Kleallelas | World Anvil
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Voldarohm

City History

Voldarohm was said to have been born from necessity and loyalty to life. The story told is, the city was founded by five Dwarven brothers known as the great ones. They had heard stories of this mystical place called Elysium deep into the Infernal Expanse. The legend was that in Elysium was eternal life, unimaginable riches, and great power. If one could find the oasis, one could become a god. The youngest of the brothers, after many hours of trying, finally convinced the group to attempt the trek. And so they set off, over the course of 2,000 miles the brothers drank and told stories of what they will do with their new powers. Worrying not of beasts nor man as they were mighty warriors the world had never seen. Reaching the mouth of the Expanse in just 8 months time.   Their first impressions of the Expanse was mostly just assumptions that it is just another desert. Everyone in the party felt that they had everything under control. Deserts don't have creatures that you have to worry about because its a wasteland, and they had enough water from a nearby spring to last them for a month. So, they started on in. The journey was pretty straight forward for the first 100 miles or so, walking at a steady pace and setting up camp at night, then it started to get a bit strange. One of the middle brothers noticed what looked like something following them through the sand during the night. When he awoke one morning in camp, he noticed strange mounds in the sand all around them. Explaining to his brothers what he found, they just laughed it off claiming, "It's nothing but the wind brother, you worry to much!" The brother kept watch each night, noticing the sand would shift in random places but only after the sun went down. One night he decided to go check it out to see what it was, to his surprise it was young adult Sandworm. The beast lept from the sand resembling a dolphin jumping from an ocean, attacking the brother with ferocious might and a mouth full of razor sharp teeth. The commotion awoke the other brothers who quickly joined the fight. Even with five mighty dwarven warriors, the sandworm proved to be almost to much! The youngest brother took a moment to do the only thing he could think would maybe get them out of this fight. Pray.   Under the cover of two of his brothers, the youngest started the ritual to ask Orus, the god of life and death, to help. Orus feeling bored and generous decided to pay the brothers a quick visit. In a flash of blinding light Orus appeared on a sand dune not far from the brothers who were still fighting for their lives. The god sat and watched for a few minutes, noting the strong fight he felt inside these dwarves. He only watched until the sandworm finally took one of the dwarves in its mouth and violently shook him back and forth. In wraith like fashion the god appeared before the beast placing his hand on its exposed belly. A dim glow emitted from his hand and the worm slowed his violent shake to a halt. Slowly the beast lowered his head and placed the dwarf in his mouth, gently on the ground, before turning around and heading off into the distance. The dwarves all cheered and thanked the god profusely before gathering their thoughts and checking for wounds. All had scrapes and new scars, but one of the dwarves was worse off then the others. Embedded inside the chest of this dwarf was one of the sandworms fangs, buried all the way to the tip. "It seems your time has come my son. Let us travel to the great beyond together." Said Orus to the dwarf with outstretched hand. "Please, please don't cut my time short." "And why should I do that?" Orus said pondering the thought. In the fight the worm had destroyed most of the dwarves provisions, including their water supply. The young dwarf knew this was the only chance to get his brothers out of the desert. "Fine, you may take me, but spare my brothers. We are destined for greatness and nothing will stop us!" Orus looked at the dwarf for a moment, and then erupted into laughter. As he laughed the sky darkened and rain clouds formed, when the god let out a loud snort from laughing so hard, the sky opened up and it started to rain! As the rain started to pick up, it washed away a bit of the sand revealing a hole in the desert.   Upon further inspection the brothers noticed glowing vegetation and a small crystal clear lake inside. They knew they would be saved, but there was still the matter of the fang protruding from the brother. As Orus's laughter died down, so did the rain and soon they were back in the beating sun. The god looked at the impaled dwarf, put his hand on the fang, and simply said, "Just promise me that when it is time for you to join me, you will welcome me with open arms!" And with that the fang vanished, along with it, the wound. "Take shelter in the cavern, build a civilization here, I'm not allowed to confirm or deny the existence of Elysium, but take it from a God, don't give up!" With those final words Orus evaporated into the air and was gone.   The brothers made their way into the cavern, working their way to the bottom, and finally settling near the small lake. One of the brothers decided to see if he could find some food hidden in the vegetation in the cave, when he came across some weird looking mushrooms. They noticed that leaving them outside in the sun for some time would cause a small explosion slightly larger than a firecracker. The eldest brother realized they could use these mushrooms to make fire and bombs. And thus boom shrooms became an important part of the dwarven lifestyle! Over the years the brothers carved homes into the rocks underneath, started mining the materials the surrounding rocks had to offer, and even discovered lava so they could start smelting metals into useful items. In no time the dwarves realized that the worms couldn't move through the rocks, but instead relied on the loose sand to move around, so in a large excavation effort they cleared a large section of sand from the desert. Bringing in dwarves from around Kleallelas, they started construction of the city, laying down sheets of metal as foundation and covering them with a thin layer of sand.   Over the next 20 years the brothers built the city piece by piece constructing each part of the city by hand. The elven king from the southwest of the continent took an interest in the dwarven city. He decided to come for a visit and tour the city, knowing of the horrible landscape that is the Expanse. Seeing how well the dwarves had adapted and how large their city had grown in such a short amount of time, the king decided to dub them the Tainted Immortals! He decided that even though these dwarves were crafty, the only way they could have survived was to make a deal with the death bringer himself. The brothers made jokes and laughed it off in fear the elven king would be jealous of their fortunate run in with the god, but they gladly accepted the title, and soon branded themselves as such. In time the Immortals title was transferred to cities peace keepers organization and was less a branding for the city as a whole. The guard was created once the brothers noticed an obvious discrepancy between workers. The workers would fight and sometimes even kill for dwellings that were in the below. So the brothers decided to keep all the workers of the mine above ground and save the below for private taverns, noble housing, guard housing, and storage for their riches. As well as cutting off public access to the miniature oasis in the cavern, they decided to create a large workers only tavern, where the workers could happily get a drink and cool off from working. Located on the top floor of the below, it is the most popular tavern in the entire city, boasting the best ale in all of the land.   A few more years passed, and Orus decided it was time for the first brother to come with him. So he came to him in the middle of the night, "It is time my son!" he said with an outstretched hand. The eldest brother took the gods hand, and thank him for his time in this world, following him into the great beyond. One by one Orus came back for the brothers over the years. Each one gladly accepting his embrace and ready to pass. When the last brother passed, the government of the city was turned over to its people, creating an election that happened once an old leader either was incapable of running the city anymore, or had perished. This election system has worked for the entire course of the cities existence, as when the elections happened, the city voted for the strongest and most lead worthy dwarves in the mines. Tekar Stonebeard being the fourth Chieftain Voldarohm, was voted for such properties standing out among the other workers even at a young age.   When Tekar took over, the city was just getting into more science and less focused on creating weapons of war. Times of peace had been upon the land for decades at this point, and Tekar took it into his own hands to really start focusing efforts more on science. In the span of five short years he was able to perfect the irrigation system that his former Chieftain had started. He started work on the Dune Gliders that are widely used today. And he is the first dwarf in all of Voldarohm's history, to make any further progress into the Infernal Expanse! Tekar hopes to continue the journey the great ones started so many years ago, and has been able to push an outpost over 1,000 miles further into the expanse! The conditions at the outpost are deadly to anyone that isn't one of the newer generations of dwarves. Even the lizard folk in the city that were bred inside of the sands of the southeastern side of the expanse, are no match for the elements. As of right now the outpost acts as a science station, taking measurements from its surroundings to try and understand the expanse and how to overcome it.

Demographics

Easily 99% of Voldarohm is made up of dwarves, specifically adapted and bread for the harsh conditions of the desert. There are a few shops and things owned by Lizard folk that were local to the southeastern part of the continent they make up about .8% of the rest of the population. As for the other .2%, there is a single family of humans that came from far off lands, and one dragonborn that runs a local bar. Most of the city is pretty modest living. Lots of "found" housing and hand built dwellings just to keep people out of the elements. Much of the city is both above and below ground. Lots of business will offer seating in either place for locals, but reserves the bottom for ONLY locals. Visitors of the town can still cool off a tiny bit inside the buildings. Just staying out of the sun for a few minutes is definitely better than then staying outside.    Visitors that come to the city are mostly other dwarves from the southeastern sister cities, however there is a large selection of elven folk that love to frequent the bars here. Most that do end up visiting will stay for a few days and then leave again, almost no one only stays only a day for two reasons, the first reason is strong desert cactus booze that gives you slight hallucinations, and two, the journey just to get there is several hours sometimes half a day through a desert.

Government

Tekar Stonebeard runs a tight ship around the city. Everyone that lives in the city, must contribute in one way or another. Most choose to work in the forges and mines, but others opt for opening stores and attempting to grow the few desert crops for the city. Laws are fairly straight forward, no killing, stealing, no sexual crimes of any kind, and pay what you owe to who you owe it. They've lived this way for the entire time they have been a civilization, and still boast some of the lowest crime rates in all of Kleallelas.    The Tainted Immortals have been condensed into a tight run government of soldiers that keep order in city. You can basically think of them as the police force and the supreme court rolled into one. They judge the accused and assess punishments accordingly, mostly by forcing harsh labor in deep sand dunes. Even still as stated earlier, not much punishment is needed to be rolled out. As a matter of fact, the last person to endure the fate of working in the dunes was an outsider from more than 15 years ago.

Defences

The city is completely surrounded by thick steel like walls, is only accessible through the 2 gates. During the day the gates remain open, welcoming travelers in for a break from the desert and to sell the items they have. At night the gates are closed, sealing the town in for an 8 hour period where no one is allowed in or out. The dwarves adapted this tactic quickly after learning that most of the horrible creatures in the area, are nocturnal. There are only a few guards that watch the walls, one behind each gate, and a few more in watch towers, built periodically along the walls.    For the most part, the dwarves rely on the on the harsh conditions of the wilderness, and the small narrow passages of the below tunnels to keep things safe. In order to steal any of their riches, one would have to be the size of a dwarf, know the tunnel system in the mines, and not be spotted by the hundreds of dwarves with sharp axes and large hammers while you walked out with anything of value. Easy right?

Infrastructure

Voldarohm is filled to the brim with technology. They were the first in the world to come up with proper irrigation, allowing for them to receive fresh water from vast distances with ease. They are also crafty and willing to make a deal. Just about anything built here can be bought, for the right price. Hell, there are dwarves that will literally sell you the door off their house if you gave them enough gold pieces for it. The local Lizard Folk on the other hand, are a bit tighter with their belongings. They will give a good deal on what they have to offer, but don't expect to get anything extra, and no bartering.   They have created roadways and sewers for their cities in attempts to make them more livable. Traveling between the sister cities and the capitals is easier and easier using methods like Dune Gliders and the local beasts, Stone Mammoths! And the wears you can buy in the city are unmatched across the land. Some would say in all the plains, but that's really just the opinion of the dwarves!

Districts

The city is split into two very distinct districts, the above, and the below. Aptly name for the positions they hold on the dunes. The Above is open to just about anyone and can be accessed any time on any day. This is is where you will find your stores, blacksmiths, job postings, taverns, and Inns. This is also where the entrances to the city are, one to the southwest, and one to the far southeast. When you enter from either you will be greeted with shops and people attempting to sell their items for cheap! Feeling very much like a bazaar! The entrances into the city form 2 long "corridors" of buildings that converge in the city center in sort of a two legged "peace sign" pattern. to the southwest of the city lies most of the housing. Towering up above is make shift housing. Houses stacked on top of houses, others on stilts, all just a big pile of metal, that people seem to live in. The housing fills out the whole bottom of the city, nestled right in-between the entrances and right behind the walls of the shops for a bit more "privacy from the outsiders.   Beyond the city center lies the mines, and most of the "industrial" machineries. Foundries, ingot smashing machines, and other factory type buildings litter the back ground. To the north east of the City lies the entrance to the mines. This is easily the most dangerous area of the entire city. The mines consist of shear cliff faces and and impossibly deep ravine. As far as the dwarves have been able to tell, it truly is bottomless. The entrance consists of several massive elevators constructed from massive timbers brought from elvish forests, and large gears, pulleys, and steel like cables forged from extreme deposits of metal pulled from the mine. No one has tested the true strength of the elevators, but its estimated each one could support the weight of over 20 stone mammoths. When you peak over the side you can see hundreds of dwarves working away coming in and out of different strip mines and moving materials around like crazy. One wrong slip is certain death for anyone.   The below is vastly different. While there is still metal used in the construction of the housing, most everything is carved into the rocks far below the housing district in a large cavern. The cavern is massive measuring a dizzying 500ft from floor to ceiling with hundreds of houses and buildings carved into the rocks, dotted with decorative metals and wooden doors. Walkways and large landings made from more elven wood, litter the cavern walls, connecting the different dwellings and buildings. Down here you will find all of the guards quarters, private bars, a few of the more "aristocratic" dwarves, and the quarters of the dwarven chieftain. This is also where they hold the ceremonies for judgement of crimes, where they plan their war efforts, and where they store the extensive amount of ingots and other precious metals the dwarves have pulled from Kleallelas. The only way to access the below is through the mines, and possibly a few hidden doors in the housing district, but only if you are a local. Guards watch the place like a hawk and know everyone that should and should not be in the below. The penalty for trespassing can sometimes result in death depending on the severity of the trespassing. All the way at the bottom of the cavern lies the oasis of Orus. Long has access been forbidden for anyone except the chieftain, but even they do not travel there. Now a days, it has been adapted to refill from other water sources and is much deeper then when the Great Ones first arrived. Used for everything from drinking water to irrigation of the few desert crops that will grow in the area. The oasis has never dried up and some say will remain full for all of time.

Assets

Weapons, shields, gadgets, art and more come from this city. There are a lot of blacksmiths that all have different specialties and wares available. Most can be found in the shopping areas, but some are reserved for inner city work only. These inner city workers are greatly comprised of skilled weapon and armor smiths, who make gear for the guards of the Voldarohm and her sister cities, however there are a select few that specialize in great works of art and insane gadgets. They use the art in decorating the city, and sometimes as gifts to other nations. The gadgets are used strictly to aid the dwarves in their mining and war efforts. Although, war within the entirety of the expanse has been all but none over the course of 200 years, save for the random barbarians and thieves that attack.

Points of interest

Mines of Voldarohm:

The mines are located in the northeast section of the city. All access to the mines is off-limits to anyone without a city emblem. Any non dwarven creatures have issues walking along the narrow passageways and through the short tunnels anyways. The walls of the mines are sheer rock cliffs and the bottom of the ravine it lies in, has still not been found. Many assume it doesn't have one. This mine accounts for 45% of Kleallelas's gems, precious metals, and other precious materials.  

The Pebbletank, Inn and Tavern:

Run by Foghok Pebbletank, Pebbletank Inn and Tavern is easily the largest establishment in the whole city. Towering over most of the buildings in the shopping district, standing a staggering 6 stories tall! On the bottom floor you can grab a drink, get some food, or even find some information about the area. Upstairs are the rooms. Each individual room will run you 2 gold pieces a night, or when available, you may rent a shared room for 5 silver pieces a night. The shared rooms are often full, but are also much less private sharing a room with 7 other strangers. No where else in town is a better place to get a drink then Pebbletank, located near the southeastern entrance to the city.  

Hammerhide Armaments:

Hammerhide armaments is the place in town to get the finest weapons and armor, well for non-locals that is! Settled much closer to the city center, Hammerhide armaments has been a staple in the city for over 30 years. Run by the Hammerhide family, one can walk in the shop with nothing, and walk out a fully geared warrior. For the right price of course. The head of the family, Yosulim Hammerhide, has been making gear for over 50 years, and has mastered every medium of metal working. Most of the time they sell premade gear, but they do take the occasional custom request.   

Burth's Bits and Bobs:

Here you can find anything from health potions to spellbooks. Burth the lizardfolk who runs the place, scavenges items from all across Kleallelas for sale in his shop. The locals don't normally shop here, so Burth relies on traveler clientele to make a profit. Even still, he does very well for himself, with a large shop and a massive selection. No one else in town will sell you anything to do with magic, so if you need it, this is where you have to go. They are located closer to the southwestern entrance of the city.  

The Oasis of Orus:

The oasis can be found deep inside the caverns of the city. The only way to access it is through the below, and only the Chieftain is allowed to set foot anywhere near it. Blocking the entrance to the oasis is a massive steel fence created to ensure that no one that wasn't allowed to enter, would ever set foot on the soil. Many of the locals have made claims that they feel a deep magic emanating from deep in the oasis. They say that Orus himself, has made a home deep inside the cavern, just to be close to his children. No one has actually entered the oasis since the update to the pool was made. Since the boom-shrooms of the area are able to grow elsewhere thanks to the irrigation, it has been left as a reminder of what they are looking for in Elysium.      

 

Natural Resources

Metal, gems, coal and more are pulled from the ground every day in Voldarohm. Hundreds of strip mines pull abundant amounts of resources in a constant flow. The citizens also use the plants that grew naturally inside the Oasis, to create crops that are used for various things from rope to food. Some of the local above ground plants are farmed for the natural gasses that they release into the atmosphere. This gas is not only deadly but highly flammable and is used mostly in blast smelting process of steel like materials.
"All the problems in the world can be solved with three simple things. A hammer, a little ingenuity, and a stiff drink!"
              -Tekar Stonebeard
Type
Capital
Population
20,000
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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