The Kandarom Heights
Far to the north of the continent of Astiria lies a region simply known as the Northern Wastes. An inhospitable, harsh environment of ice and snow, few dare to venture into this region, let alone attempt to live there. Yet, there are those who have managed to settle this bleak landscape. Stretching across the Northern Wastes is a mountain range known as the Roof of the World, and carved deep into these peaks is a vast kingdom known as the Kandarom Heights.
Isolated and with little contact with other species or civilizations, the Dwarves of this realm have forged their own way of life, enduring the harsh environment. Known for their resilience and distrust of outsiders, the Dwarves of Kandarom are often but a whispered myth to the rest of the world of Varda.
History and Formation
The Kandarom Heights was founded around 1700 BA (Before Arden). Dwarves of the Old Dwarvish Kingdom ventured far and wide seeking new riches, and after several decades of exploration into the mountains of the far north, several small outposts were established. These eventually grew and attracted more migrants, until a thriving network of Dwarvish settlements spread across the Roof of the World. As with most Dwarven nations, mining and smithing formed the backbone of life. For the Dwarves of Kandarom, this was especially valuable due to the discovery and invention of a process known as Cold-Forging. A mysterious and otherworldly power was unlocked by the Kandarom Dwarves that enabled this unique technology, leading to the creation of the legendary material known as Froststeel. Through the centuries and millennia, the Kandarom Dwarves have remained isolated yet have thrived. Their discoveries have ensured they need little outside influence or trade to sustain their kingdom’s continued existence. Cold-Forging and Froststeel have seeped into all aspects of life within the nation, and it is said that even the Dwarves themselves have been changed by it. Rumors abound of a resistance to cold among Kandarom Dwarves, along with strange constructs powered by icy elementals.Government Structure
For most of its existence, the Kandarom Heights has been a monarchy. Other than a few occurrences during more trying times, a High King or Queen of Kandarom has always sat upon the throne. This title is not hereditary but is instead chosen from the noble families through trials of endurance, combat, and leadership. These have varied throughout the years, but only the Dwarf who passes these trials will be crowned. The Kandarom Heights stretches across a vast swathe of the northern mountains, a territory difficult to rule by a single individual alone. A range of noble families govern their own settlements, each usually led by a King or Queen. Each family has its own traditions for determining succession, and it is typically these rulers who are eligible to become High King or Queen. Other members of the noble families can also compete for the position, but it is rare that they earn the right to rule. Settlements typically have a degree of autonomy due to the harsh conditions of the Northern Wastes, where communication and travel can be difficult even in the best of times. Despite this independence, ultimate authority and law always come from the High King or Queen and their council.Religion
Like most Dwarven civilizations, the religion that descended from the Old Dwarven Kingdom has persisted in the Kandarom Heights, though it has changed somewhat. Where much of classical Dwarven belief revolves around fire and the forge, the Kandarom Dwarves revere cold and ice. Aldin, often seen as the prime deity, is most notably called the Frostfather, and it is said that he gifted the northern Dwarves with Cold-Forging. Gira, the Goddess of Ice and the Cold, also takes a more central stage among the pantheon, being seen as the Goddess of Creation. Her twin brother, Sulphun, traditionally the God of Fire, is given a more antagonistic role—also seen as the God of Destruction. Death is a highly spiritual occurrence for the Dwarves of the Kandarom Heights. For those who die young—whether in combat or by accident—funeral rites typically include burial at sites across the mountains, where snow and ice preserve them for their journey to the Halls of Hallarn. Those nearing death from sickness or old age are seen as not yet worthy to meet the gods, and so they must prove themselves. These Dwarves will gladly pack a small amount of supplies and gear and leave the settlements, venturing south into the Northern Wastes. Their aim is to survive in the wilderness for as long as possible, proving their worthiness to enter the Halls of Hallarn and rejoin their ancestors among the gods.Societal Structure
Being a society of tradition and long lifespans, the Kandarom Heights has a rigid societal structure that leaves little room for flexibility. It is rare for individuals to rise above their birth status. Such is the way of Dwarven life that many generations of the same family will take up the trade of their elders, a trait that has led to highly specialized knowledge being passed down over centuries. At the top of society are the noble families, responsible for ruling and governing a settlement or region of the Kandarom Heights. Below them are the Warriors and Shapers—those responsible for protecting the kingdom and those who craft all that the kingdom needs, from buildings and tools to weapons and armor. At the bottom of the societal structure, though still seen as vitally important, are the Workers and Miners. Workers make up those who provide the basic needs of society, primarily food production. This comes in the form of vast underground farms made up of fungi, strange mosses, and lichen, as well as subterranean creatures found nowhere else in the world. Alongside them are the Miners, who work the expansive mines in search of precious gems and ores to sustain Kandarom society. To outsiders, the many tattoos that adorn Kandarom Dwarves may appear unusual. Tattooing is a significant cultural practice, marking age, accomplishments, and stories from a Dwarf’s life. It is not uncommon for Kandarom Dwarves to be covered in tattoos, with the elders and most respected individuals having very little room for any more to be added!Economy
Being isolated from the rest of the world, the Kandarom Heights' economy is self-reliant and stable, managed by the noble families who oversee resource distribution. Vast underground farms provide the kingdom with the food it needs, including reservoirs, mossdomes, and root halls. Subsurface livestock is also kept, providing much-needed meat for the Dwarves. In the summer months, above-ground hunts take place across the Northern Wastes. All food is stockpiled and distributed freely in great food halls. Metallurgy and smithing, long-standing Dwarven specialities, are enhanced by the use of Froststeel, which is also used to create intricate and powerful automatons. These primitive machines are powered by elemental magic and can be found throughout the Kandarom Heights performing various menial tasks. Trade with outsiders is rare but does occur, most notably with the Goliath Clans and the Dark Elves of the Ibrezar Dynasty. Other nations often seek out the Dwarves of Kandarom for specialized weapons and armor, particularly those made from the fabled Froststeel. This is limited to trusted traders and merchants who have proven themselves through trials of strength and endurance before even being allowed entry into the kingdom.
Founding Date
~1700 BA
Demonym
Kandarûn, Kandarians, Snow-Dwarves
Government System
Monarchy, Elective
Power Structure
Feudal state
Economic System
Command/Planned economy
Official State Religion
Location
Official Languages
Related Species
Comments