Nidavellir Settlement in Reforged | World Anvil

Nidavellir

Written by Darthebon

Cling, bang, bang, bang, tink, bang, bang, dung, click, clang, bang, bang, bang.
Cling! Bang, bang, bang, bang, bang, clunk! Ding, dang, bang, bang, bang, clang. Tink, bang, bang, bang... your ears will ring long before your other senses bring to you the great dwarven city of Nidavellir. One of the few great non-human cities beyond the clutches of the Empire, the dwarven capital is a labyrinth of forges, tunnels, and mines that dwell deep within Midgard. From the iron gates of Gharraghaur to the subterranean caverns of Hinterland's Forge, Nidavellir includes the last great northern families of the ancient dwarves to survive the Cosmic War as well as a host of other races huddled together beneath the frigid Hinterlands.
 

Founding

Long ago as the dust held still, motes of earth and rock formed the Hinterlands Mountains - burying vast treasures and keeping hidden ancient mysteries. Within these clumps of dirt the dwarves slumbered restlessly. Whether protected by Moradin or something else - the dwarfs are adamant their creator's hand was at play - the dwarves eventually emerged onto the Hinterland's cold and mountainous terrain. Amazement turned to sorrow as the dwarves realized all that had been lost during the great Cosmic War. Gone were the cities of old. Gone were their forges, friends, and everything they had known.
 
Sorrow, however, is fleeting for the hardy dwarves as they instead embraced their resolve. The dwarves realized the one thing that survived, each other, would compel them to start anew and rebuild. For if dwarves could do anything the envy of the other races, it was to build. Rebuilding their lost homelands was not easy, though. During this long awakening, many more dwarves would perish as the clans struggled to survive. But dwarves are patient... and hardy. New friends and allies would help the dwarves' long road become more bearable.
 
We didn't have time to dwell on what we lost. The world we woke up to would not allow us a respite. We had to push forward...or perish.
Unknown Soldier
 
During the dwarves' struggles, they founded the city of Nidavellir, from which their northern kingdom would flourish. Unfortunately, conflict would threaten their new home as the Empire's ambitions turned north. The Covenant Empire quickly consumed central Midgard, stopping only at the Archeron River and leaving the Hinterlands to those fleeing the Empire's wrath. For the dwarves, this would cement their legacy as leaders in the north, standing against tyranny and oppresion.
 
In the last war between the Empire and the nations north of the Archeron, Nidavellir proved invaluable against the Imperial onslaught. They sallied forth time and time again, defending us when they didn't have to. Because of them, we would go on to found Silver Moon. Our fates have been intertwined ever since.
Fey Lord of the Eladrin
 

The Great Forges

The vast forges of Nidavellir grew as resurgent clans competed amongst each other for producing wondrous works dedicated to those that came before or were lost in the dwarves' struggles. One of Nidavellir's grandest displays honors their chief diety, Moradin, whom many dwarves believe was lost in the tragic calamity of the Cosmic War. Every forge in Nidavellir has contributed to the Statue of Moradin. However, the dwarves would not be the only people of Nidavellir to work the forges as other races flocked to the burgeoning city.
 
Beginning with the reticent Mechanic Gnomes (descendants of Svirfneblin and Tinkerer Gnomes), who added their unique flair deep within Nidavellir. The gnomes integrated scientific ingenuity into the great dwarven forges. The Theseusian Minotaurs would come next, tying themselves to Nidavellir, as their homes were overrun by nameless monsters of the Deep. Now armed with dwarven-forged armaments, the quiet but ferocious Minotaurs now form the elite backbone of Nidavellir's defenses. The Minotaur's strength also made great additions to the heavy dwarven forges.
 
Never to forget the help the dwarves gave to the Fey, Silver Moon sent its own denizens to join the dwarves. Fey, Eladrin, and elves all brought their unique and artistic crafts to Nidavellir, enabling the dwarven city to meld arcane and practical into priceless artifacts. Mosses, ferns, and other underground plants now seemlessly wind their way through many of Nidavellir's forges. Creatures common to Silver Moon flit and flurry throughout the dwarven city. Soft whisper's of laughter and music sneak through the loud clang of hammers common to the city. An almost druidic feel adds unique pockets within Nidavellir.
 
Other races pushed out of central Midgard by the Empire have also made the dwarven capital their home. Through their combined work, the city has blossomed into one of the most renown places in all of Midgard, rivaled in the Hinterlands only by Silver Moon and the far western city of New Winter.
 

The Iron Citadel

Three main entrances lead into Nidavellir, as well as a number of smaller but closely guarded secret entrances. The Iron Gates of Gharraghaur, easily seen miles away, face south towards Silver Moon. Outside the Iron Gates is the small village of Roanoke, which oversees the nearby farms and smaller mines located throughout the foothills. The Gates are over one hundred feet tall and dozens of feet thick and are nestled within the Iron Citadel - leading many first-time visitors to believe the Gates and Citadel are Nidavellir. Strong, sturdy, and steeped in dwarven craftsmanship and fey magic, the Iron Gates and Citadel are impregnable. (And yes, iron, as in normally lethal to fey iron... but that's an interesting anecdote for another time.)
 
The Citadel is home to the Iron Garrison, responsible for the defense of the lands surrounding this great city. The Garrison has fought many a bloody battle and knows their business well. Trouble thinks twice before inviting itself to our doorstep and you would too, if you know what's good for you.
Iron Garrison Captain Stormforge
 
Beneath Nidavellir are two other major entrances, twins to one another. Each nearly as massive as their surface sibling but more subtle, blending into the surrounding terrain as if naturally grown from the earth. Etched across the gates are dwarven and elvish runes blended together in arcane harmony. These gates lead travelers to the underground labyrinths of Nidavellir, with the western gate opening outward towards the unknown reaches of the Deep while the path through the eastern gate winds along the well-traveled Silver Road to Silver Moon's subterranean depths. The gates are a wonder unto themselves.
 

The City and its Markets

Passing through mazes of earthen homes, shops and smaller forges brings travelers to the Central Forges; giant smithies where dwarves and other craftsmen ply their trade in earnest. The air is notably warmer within the city while vendors of all shapes and sizes, in mobile carts or kiosks, call out to passersby or other potential customers, offering "street meat," trinkets, cloth, fruits, fresh breads and a multitude of delights that cater to every taste known throughout the Hinterlands. The din permeates Nidavellir's vibrant atmosphere alongside a concordance of other sounds. The Central Forges' great market is full of trade and life.
 
The sights, sounds, and smells that are Nidavellir's ambience are a stark contrast for visitors who've spent the last days, weeks, or longer traveling the frigid cold that defines the Hinterlands. Although primarily a dwarven city, Nidavellir is home to many wondrous races. Dwarven craftsmanship is noticeable throughout every building, street, pillar, and work that calls this bustling city home. It is an earthen but vibrant city, full of the pings and clanks of hammers and other tools, the calls of vendors, and the roaring fires of forges found throughout the fabled city. And perhaps most importantly, at least to the dwarves of the Hinterlands, it is home.
 
In the Central Forges' great market sits a small but grande ampitheater, where Nidavellir's denizens receive public announcements, witness the fair but firm judgements of the magistrates, or ply their trade as they earn a living.

Demographics

Dwarves, elves, gnomes, minotaurs, humans, halflings, other fey, other beast races, others races comprise Nidavellir's population.

The majority of the population is divided into five distinct classes:

  • Royal Clergy, from the King or Queen to other public servants in positions of power, including religious figureheads;
  • Nidavellirian Guilds, from merchants and bankers to builders and other professions, the guilds are considered the lifesblood of Nidavellir;
  • Defense Ministry, defenders of Nidavellir include the City Watch, the Rangers, the Royal Guard, the Shield Maidens, and the Elite Guard (also known as the Iron Garrison
  • Freemasons, not everyone belongs to a guild and while the guilds refer to themselves as the lifesblood of Nidavellir, without the Freemasons, the dwarven capital would fall to ruins; and,
  • Outsiders, for anyone not integrated into Nidavellirian society is an outsider - given the respect afforded to guests excepting that which is given to Nidavellir's citizens.

Government

The government is a Constitutional Monarchy, whereas the King or Queen are hereditary titles and Parliament is elected every two years. One third of the Royal Council is chosen by the King or Queen, one third by Parliament, and one third by direct election every six years. Magistrates and judges are appointed by the King or Queen, with advice and consent of the Royal Council necessary to ensure these lifetime appointments. A copy of the written Nidavellir Constitution is on display in the Central Forges' ampitheater.

Defences

The Defense Ministry contains a moderate but robust military, although every citizen is capable of defending the city when called upon. The City Watch patrols Nidavellir and the surrounding underground while the Elite Guard - commonly known as the Iron Garrison - patrols the topside gates and countryside. Both work in concert of each other, ensuring seamless interoperability. The Rangers patrol far within the Deep, scouting for threats or ensuring those threats don't happen upon Nidavellir or its citizens. The Shield Maidens are an all-female fighting force the primarily acts as a mercenary guard for the many Guilds while also being called upon in times of war. Lastly, the Royal Guard is responsible directly to the King or Queen and also guards visiting dignatories and other prominent public servants.
  • Nidavellir is heavily fortified, although most visitors may be too distracted to notice how defensible the city is.
  • Through years of experience...or trial and error as one (in)famous general called it... Nidavellir's defenses are layered, making attacks against the city extremely difficult, if not impossible.

Guilds and Factions

The many guilds of Nidavellir ensure equitable trade, access to resources, and work of the highest quality. The guilds pay a significant portion of Nidavellir's taxes, which goes towards the mutual defense of the city as well as city improvements or expansions. The guilds are officially sanctioned by the Royal Clergy and conduct the majority of the city's trade with neighboring regions. There are many guilds operating in Nidavellir.
 
  • Merchants Guild. The Merchants Guild conducts trade with Nidavellir's neighbors, as well as throughout the kingdom of Nidavellir. They're responsible for acquiring the needs of the dwarven nation while finding markets hungry for Nidavellirian wares.
  • Builders Guild. The Builders Guild conducts repairs and maintenance throughout Nidavellir while also being responsible for the expansion of the city. Every stone, cobble, pillar or part of the city has a Builder's stamp on it.
  • Bankers Guild. The Bankers Guild collects taxes and secures the finances of Nidavellir. Bankers also invest and enter into financial agreements with the city's neighbors.
  • Adventurers Guild. The Adventurers Guild serves as an outlet for many of Nidavellir's citizens, while also filling in the gaps of the city's many problems - from hunting down rogue citizens or monsters to carrying out clandestine operations for the benefit of the dwarven city.
  • Guild of Forges. The Guild of Forges is exactly what the name implies: every smith, armorer or user of forges throughout the Nidavellirian kingdom have ties to the Guild of Forges, responsible for the majority of everything carried or worn by the denizens of Nidavellir.
  • Guild of Espionage. An officially chartered guild, but also officially unofficially off-the-record. A well-known secret, the Guild of Espionage reports directly to King Deepforge, although it works closely with other leaders of Nidavellir. The Guild ensures unrest is rooted out of Nidavellir while spying on foreign spies and also sends agents throughout the Hinterlands (and as rumors have it, further) to help maintain stability and ensure Nidavellir remains prepared against hostile actions.

Geography

Nidavellir dominates one of the biggest mountains in the Eastern Hinterlands, Gharraghaur. The city delves deep within the mountain, birthplace of the resurgent Mountain Dwarves. The Hinterlands are a vast mountain range in northern Midgard, spreading across the width of northern Midgard, north of the Archeron River. The rugged and mountainous terrain is surrounded by fertile and hidden valleys. East of Gharraghuar are the Silver Hills, Wintergreen Forests, and the Barbarian Fields - home to Silver Moon and the eastern barbarian tribes.

Natural Resources

Through Nidavellir and the surrounding environment, run countless veins of silver, gold, and other precious minerals. In addition, rare fungi and other underground plants are grown and harvested for use throughout the Hinterlands. The surrounding countryside is more fertile than many outsiders would expect due to the geothermal activity surrounding Gharraguar, providing heat necessary for farmers to grow the many cash-crops Nidavaellir is famous for.
The northern edge of the Central Forges.
Founding Date
1105 TR
Type
Capital
Population
75655
Inhabitant Demonym
Nidavellirians
King Deepforge's family helped found the capital city of Nidavellir. Long ago, the Deepforge cemented its legacy standing against the onslaught of monstruous invaders from the Deep. Although they nearly died to the dwarf, the survivors founded the Shield Maidens and Royal Family that currently rules Nidavellir.

Comments

Please Login in order to comment!