Hammerfast Settlement in Ulgrotha; the Homelands | World Anvil
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Hammerfast

Seated at the very nook of the Kadagast Throne, is a a refurbished necropolis now known as Khazat ald Hraungmarnat - more commonly known as Hammerfast. It is an open air creation broken up into a series of wide towers and tiered construction until meeting at the center - where a large heavy gazebo-type roof structure over a palace. Numerous spiral staircases descend into the city proper, each one rough hewn and stout in construction.

 

History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago. They are now ghosts, said to be constained in the very crystal grains of the carblite ore hauled up from the depths of the mountain. Hammerfast was once a necropolis, a collection of tombs where the dwarflords interred their people. As the dwarves' greed grew, their burial chambers changed from simple stone sepulchers to lavish treasure vaults filled with the material wealth garnered over a lifetime.

 

In time since the fall of the Nerathilord's and the Dwarven Senates, the remaining Mountain Dwarves of the North made a fateful decision. Why waste fortifications on the dead? They had no use for it. Thus, Hammerfast was transformed into a town of the living. It has since grown into a powerful foritifcation of the north. Isolated, yes, but one that few attempt to raid or plunder - a sky citadel filled with classic dwarven masonry, majestic landscapes, and hyms to the dead. Towering waterfalls cascade down the sides of each new steppe, turning colossal water wheels that power the city’s mighty forges and mining-shrine facilities.

Government

The town's guilds - currently, the Thestkig Guild, the Cog Guild, and the Lòråm Guild - govern Hammerfast. Each guild elects three members to the Town Council. The Council then elects a High Master. The High Master serves as the town's executive, overseeing daily functions and managing affairs with other tribals.

Defences

Gorm Gulthyn cultists make up most of the guards of Hammerfast, weilding wrought iron mattock.
Divided into different self-identifying sects, these warriors can range anywhere from Goat Scout-Knights to Battleragers, decorated in wrought iron armor. Gorm Gulthyn cultists are lead by Solidarity Clerics, yodeling to one of Valkauna's Icosagon - Gorm Gulthyn.

  When one makes it to The Urdim Tier, however, the guard becomes more organized. The Heartguard, notable for their Candleflame Helms and Silver Eagle Weapons, defend the fortress directly.

Infrastructure

The Mountain Dwarves of Hammerfast eschew the use of currency for mundane needs, participating in a reputation economy - where ones worth is based on honesty and hard work. Upon reaching the age of majority, citizens of Hammerfast agree to a literal social contract - stored in the great Vaults of Valkauna. A portion of their productivity is evalyated as social currency, which is then tithed to Guild social projects. A simple ceramic coin, called the Kroner, used to value how much one Dwarf has contribuited to the whole of Hammerfast.

 

Unlike the castes of San Francillieth, there are no tribal monopolies and no central planning. Anyone able to garner enough votes in the Dwarven autonomy can start a social money-funded Guild and compete with other Guilds of Hammerfast. Though none outside take the Dwarven currency with any seriousness, yet no one can doubt the development of Silver Eagle Weapons, Studded armor, and Elegent robes.

Districts

The InodÏlul Tier

The oldest and top level of Hammerfast which houses most of the citizens - The InodÏlul Tier also translate to the Gate-Lord District. Nondwarves rarely see anything beyond the water wheels, revenue halls, terrace farms, and the Gate-Lord Market. The Guild's presence is felt little here, so most locals seek protection with mercenaries and Gorm Gulthyn cultists. For local De MarGurnvosat Dwarves, the Gate-Lord Tier is a free trading port - exchanging goods for supplies and working alongside refugees.  

The UrdimLakàl Tier

An administrative district that contains half a dozen towers hold up the gazebo-type roof structure of Hammerfast - the Urdimlakàl Tier also translates to the Tower-Winnower District. Most De MarGurnvosat Dwarves live here, operating under the Guilds. Filled from floor to ceiling with homes and emporiums - the Trade Spire, the Black Spire, and the Lore Spire are currently inhabitated. Many De MarGurnvosat Dwarves are attempting to fill the last three positions of power - believing that should they do so, they can conquer the rest of the Dragondown Coast.  

The UbbulTabar Tier

The Vault-Loyalty District - this is where a lot of the richer folk live; Guild Lords, Co-op Diplomats, Cult Chaplains and the like. The Truebrand Citadel is located here, where most of the town is lawfully taken care of and De MarGurnvosat Dwarves honorably worship Valkauna, Judge of the Gods. Valkauna, who freed the Dwaves from the Giants - in exchange for worshipping them and their 20-Aspects instead. It looks like a frozen tornado of stone construction.
Type
Town
Population
~3000 inhabitents, primarily Mountain Dwarves
Inhabitant Demonym
Domovoj, for Dwarves; Tierfolk for everyone else
Issues Facing Hammerfast

Hammerfast, due to its location and history, is plagued by two chronic issues.

 

Food and other supplies can sometimes run short. Any threat to the town's food supply and stores presents a serious blow to the town's stability. Since Hammerfast was built as a necropolis, it lacks arable land to grow its own food. Particularly in winter, food panics can rock the town and lead to riots and worse.

 

Tensions between dwarves and nondwarves sometimes boil over into the streets. Most dwarves are content to allow refugees to live within the town (if far away from them), but the extremist Circle of Stone - a fundementalist cult - seeks to escalate tensions whenever possible. Sometimes through assassinations, sometimes through terrorism.


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Comments

Author's Notes

I prefer to primarily Dwarves use Slavic names for Dwarves. Clan names are still be used - either as a title (like Goblinbane or Burrowfound) or to explain a portion of a Mountain Dwarf's life.
This is meant to be differentiate from the Celtic Names used by the Jalvengians.


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