Dwarfholds of Ezrenhelm
Overview
In the shadow of the Valpine peaks lies Ezrenhelm, a realm where the unyielding strength of stone meets the fire of Dwarven determination. Here, amidst towering mountains and deep halls, the Ezren Dwarves have built not just homes but a legacy, one etched into every forge and carved into every hall. Life in Ezrenhelm flows like the rivers that wind through its valleys, shaped by the rhythms of labor and the pulse of community. Its people are craftsmen and warriors, dreamers and guardians, bound by a shared purpose: to preserve what is sacred and create what endures. Their songs tell of victories hard-won, of ancient oaths and bonds forged in the crucible of time. From the thunder of Gryphon wings over jagged peaks to the glow of rune-inscribed armor in underground halls, Ezrenhelm is a land of wonder and resolve. It stands as a steadfast beacon, a realm where stone and spirit unite to defy the ages.Government
The Monarchy
The Dwarfholds of Ezrenhelm are a constitutional monarchy, where the ruler, here titled as Khazrik, presides over the Dwarven holds according to a writ list of laws which vest both great power and great responsibility within the monarch. The title is hereditary, and succession is up to the ruler's discretion. An heir is chosen by the Khazrik, but in case no successor is chosen prior to the Khazrik's passing, a moot is convened of the Khazdan (High Lords) of the Dwarfholds, who then elect a new Khazrik (King) or Khalda (Queen) from among their children. The Khazrik rules the realm with the aid of the Khazradar (High Council), which consists of their many advisors, but more importantly, their direct vassals, called Khazdan (Lord) or Khazdara (Lady), who govern various Dwarfholds and regions. These Khazdan delegate authority to Tharns (male nobles) or Tharras (female nobles), the nobility serving them in local matters. The title of Khazdan is similarly determined as the title of Khazrik. If no direct successor is chosen, the Tharns, being the nobility of a Khazdan's Dwarfhold, gather to elect an heir. As per the constitution, the government is to adhere to the wishes of the common Dwarf, so the realm maintains a Hall of Matters, which is the equivalent of a parliament, made up of representatives from the many different guilds and provinces of the realm, who, with high enough support, pass or amend the realm's legislation, with the approval of the Khazrik. These representatives are chosen by the respective members of the guilds and communities.Ruling Dynasty
The Khazrik of Ezrenhelm is the old and wise Dane Mithrin the 2nd, who counts 217 years of age. He is married to his wife, Khalda Yula, age 185, with whom he has two sons, Gromli, age 33, and Kane, age 41. The Khazrik and Khalda married at a late stage of their lives and have relatively young children in their winter years. This is due to the Khazrik's many adventures and multitudes of muses across several realms, both Dwarven and other. However, as age and responsibilities caught up with him, he was required to settle down and have a family. His marriage with Yula was more for political reasons, but their relationship has worked out nicely nonetheless, founded on mutual respect rather than passion.Geography
Above ground
The entirety of the realm lies within the Valpine Mountains, which stretches from the western coast at the Jagged Sea eastwards toward the great Messial Mountains that run through the heart of the continent. The region is predominantly mountainous, but there are chains of valleys that snake their way through them, often along rivers. These valleys are forested, mainly with pine trees, and are where Ezren have come to settle above ground to fish, hunt, obtain lumber, grow overworld crops, and graze overworld livestock. The majority of Ezren Dwarves dwell within so-called Dwarf-holds, or Mountain-holds. These are fortresses built into the side of a mountain and occupy much of the underground within it. These can be grand, the size of great cities with multiple tiers, reaching far down into the abyss, mined out and occupied for untold generations. Or, they could be small outposts, with several private quarters occupied by individual families spread out around a central gathering hall. Wherever they go, the Dwarves make a home by mining out a hole for themselves. Other people quarry rock to build buildings with, while the Dwarves mine out the mountain to make it their home. Dwarves above ground also live in individual "houses" of sorts. These dwellings are less grand than the great Dwarfholds in the sides of mountains and are humble homes dug into the inside of a hill or cliff. But what is seen above ground is but one-third of a Dwarven realm, as it is the depths that the Dwarves call home, and there they reside in their burrows, safely entombed within the thick rock of the mountains.Underground
Within the Dwarfholds lies the heart of Ezren civilization, this is where the majority of them live, work, and die. Great halls of glory were dug with high ceilings that appear massive even to tall people, endless hallways and tunnels serving as streets that connect the residential areas, the commercial squares, and the industrial caverns. Grand temples to their deities are found along the main halls located in the heart of such fortresses, halls flanked by huge statues celebrating Dwarven glory and heritage. At the very end of these halls lie large gates leading to the majestic throne room of the local authority. Dwarves, when they dig, follow nature. Where valuable mineral veins are, there they will follow. Where an underground river runs, there they will delve. Where cavern walls give way to unknown darkness, there they will explore. As their populations grew, those paths of expansion became settled. A vast network of old mineshafts and rivers now teems with civilization, repurposed for practical use. They live within the mountains and become a part of them. Much of Ezrenhelm's deepest reaches have unfortunately been lost since The Cataclysm, with entire underground regions cut off from the mountain homes above and either flooded by molten rock or water or overrun by underworld beasts in the aftermath. Excavations and expeditions into these forgotten tunnels are common enough and often dangerous. These areas were lost over a thousand years ago, and many generations have passed, leaving little known about them, with few records surviving. The most famous of these underground complexes is the wonder that is, or was, the Underway. An underground highway network built by the Under-Empire of old, it once connected all the far reaches of Dwarven civilization. Now it is broken into innumerable segments, the majority of which remain unexplored or inaccessible.People & Culture
The Dwarves of Ezrenhelm are a proud people, much like every Dwarven culture, but not too proud to ignore what is good for them. The Ezren Dwarves emerged from their mountains after the end of the old world caused by The Cataclysm and embraced a new future by cooperating with their neighbors to survive, adopting tolerance as a virtue. They are one of the most widespread Dwarven cultures, even abroad, surpassing the Messawi Dwarves. Renowned for their warm personalities and steadfast honor, they are often held in positions of trust and service when outside their homeland. When abroad, Ezren Dwarves often work as innkeepers, bankers, or, most typically, smiths and engineers - professions where their race's natural ingenuity shines. They are tough, brawny, and enduring, making them formidable warriors. They are also patient, understanding that all great things take time. Notoriously stubborn, they are unyielding in their beliefs and commitments, whether to possessions, loyalties, work, or vows. "Their skin is hard as rock, and steel is in their bones," as the saying goes, "Yet their warm heart you might unlock, with words of praiseful tones." Dwarves are universally mute to magic, but they have adapted. Using ancient runes, Runewrites inscribe magical energy onto gear and items, bestowing enchantments or curses depending on the inscription.Religion
The Ezren Dwarves have always been devout followers of their traditional Ancestral Worship, believing their elders who have passed on now watch over them and continue to serve and guide them. Proper burial and sufficient honor are crucial, failure to meet these rites risks haunting spirits and curses upon their mountainholds, marking them as failures unworthy of their heritage. In recent times, however, the Ezren Dwarves have begun embracing a new belief: the Faith of Light. This rising faith, which has even been partially adopted by the royal family, preaches understanding and cooperation. It emphasizes unity and working together with all peoples to achieve a brighter future. The Light promises utopia through enlightenment and has found fertile ground in the aftermath of The Cataclysm. Several neighboring cultures, also swayed by the Faith of Light, have allied with Ezrenhelm, forming the Pact of Light. The Faith of Light does not conflict with Ancestral Worship, allowing the Dwarves to embrace it without forsaking their traditions, yet there will always be resistance from those prideful enough.Military
Doctrine
Since the dawn of the 3rd world, the Ezren Dwarves have been at odds with the Vallarei Elves of the south. This has driven them to heavily fortify their realm. Dwarfholds and outposts are capable of lockdown at a moment's notice, and their underground strongholds are nearly impenetrable. Ezrenhelm’s wealth and alliances have enabled rapid military expansion, particularly after the 1st Vallerian Invasion. Their soldiers, while short and not particularly agile, are immensely strong and rely on heavy armor to protect them in battle. Ezrenhelm's army is among the best-equipped in the north, with their soldiers trained to hold the line against all odds. Their most renowned maneuver is the shield-pike wall: a double-layered wall of interlocking shields with pikes protruding forward. The design prevents climbing or toppling, and this defensive formation holds the front while ranged units and artillery whittle down enemy forces.Specialties
Dwarves are master engineers, famed for building advanced siege machinery long before Humanity developed permanent dwellings. They fiercely protect these technological secrets, fearing they could fall into the wrong hands. While their standard arsenal includes cannons, they also deploy organ guns, volley guns, siege bombards, and mortars. Originally designed for underground combat, Dwarven weapons had to adapt to above-ground battlefields after their emergence. Collaboration with the Messawi led to innovations such as the Karvok (steam tank) - armored steam wagons with mounted cannons, which Ezren Dwarves have sought to replicate. Ezren Dwarves also leverage their Rune Magic to enhance weapons and armor, granting greater durability and unique effects.Navy
Ezrenhelm is landlocked and lacks a traditional navy. However, its rivers and underground lakes, many altered or flooded by The Cataclysm, necessitated the development of the Drunmar (submarines). These allow exploration of submerged tunnels and ancient depths.Air
While Ezrenhelm lacks flying machines of their own, they have forged an alliance with the Gryphons of the Valpine Mountains. These majestic creatures are tamed and used for transport, communication, and combat. The Gryphons have become so integral to Ezrenhelm that they feature prominently on the nation's banner.
Type
Geopolitical, Kingdom
Location
Controlled Territories
Neighboring Nations
Related Species
Related Ethnicities
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