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Kaer-Duval

While just the main city of the dwarves of the Frost Mountains is named Kaer-Duval, the rest of Aldir has taken to referring to the entire network of cities and roads the dwarves have carved into the mountains as the real of Kaer-Duval.

Structure

Each of the settlements under the mountains is governed by a specific dwarf sept. of the five dwarven cities of the Frost Mountains, Kaer-Duval is the only one with access to the outside world and thus the other four cities depend on Kaer-Duval's economy to survive. This power structure has resulted in a city-state organization where Kaer-Duval is the city-state itself, and the other four cities constituting Kaer-Duval's dependent territories.

Assets

Kaer-Duval's greatest assets are the mines of the Frost Mountains. For centuries the dwarves have been pulling precious metals, stones and ores out of the mines without any hint of the mines drying up any time soon. This surplus of material has given the dwarves whatever resources or fund they need to outfit a substantial army

History

Kaer-Duval was founded in 23 Heroes by Chief Gulnar Duval, the then leader and head of clan Duval. He is considered by the clans of the Equikora to be one of the most daring dwarves to have ever lived as he took his entire clan and established not only a thriving mine, but a city state as well right under the nose of Kazus the First. By the time the evil Balor was aware of the dwarves mining in his realm they had already established a labyrinthine network of deep roads and set up defenses at the city's great entryway. Their preparedness was such that when Kazus marched on the mountain stronghold the dwarves were able to hold back his forces for weeks under siege. Eventually other dwarven clans heard not only of the richness of the mine, but of clan Duval's daring and three other clans marched to defend the city and broke Kazus' horde on their way in. These three clans, clan Kharak’bast, clan Dûnhark and clan Akurkam became the first founders of the three dependent territories of the city state; with clan Hafgrey being formed later for heroic deeds defending the deep roads.

Demography and Population

Living in a world with no sun, in caverns under hundreds of thousands of pounds of rock and dirt is not a life most people choose. For this reason the demographics of the city-state show this, with their population being 99% dwarf and 1% any other race. While many races come and visit the Frost Mountains, very few stay.

Territories

Unofficially the dwarves claim everything under the Frost Mountains, although the Kings of Aldir have, on occassion, disputed that. Officially however, they only take steps to defend their citadels, mines and deep roads, only expanding their territory when it would benefit their mining production or prove to be more efficient means of travel between territories.

Military

Aside from the Mithral Legion, the city-state also employs a full time, inter-territorial army. While service is the army is not required, tradition has made it so that every young male dwarf feels some obligation to serve in the army for a few years of their young adult hood. The

Technological Level

Somewhat our of necessity the dwarves of the Frost Mountains have mastered the power of steam, using super heated water and to create pressure that then powers simplistic machines to aid them in their mining and building efforts.   Additionally, the deep roads are lit by small streams of molten stone that never seems to cool and somehow glows brighter than regular molten stone would. No one if 100% sure how they pulled it off, the dwarves don't necessarily hide their talents, but they also aren't very open about it either. It has something to do with a specific stone laced with a particular alloy that has be slightly altered by magic.

Religion

For by Ibus came into being the deep earth, with its myriad tunnels, precious metals and glittering stones. Unto him belongs all the wealth of the world, though he freely shares it with the children of Solun. And he is most loved by the Dwarves, with their fine craftsmanship do they honor him and as such are rewarded with jewels and many fine gifts.
  • Ceations 2:11
  • While the dwarves recognize the divinity of Solun and all of the Forces of Creation, they have chosen to venerate Ibus more than any of them, building several chapels and a temple in his honor while the other paragons of eternity (for that is what the Forces are called by in the dwarven toungue) are more or less ignored. Thus far none of the Forces, nor even Solun himself, have seemed to have any issue with this.

    Foreign Relations

    If one were to say the dwarves were xenophobic they would not be accurate...but they wouldn't be entirely wrong either. The dwarves are very distrustful of outsiders, an attitude borne more out of the face that they isolate themselves from the rest of the world and keep literally mountains of earth between them and the other races than any legitimate reason. This is not to say they are unfriendly to their neighbors, but it does mean that they mostly keep to themselves and very rarely interfere or interact with foreign politics.

    Agriculture & Industry

    Kaer-Duval, like every dwarven kingdom in Unorrea is an industrial organization. While there are certain crops that can be grown in the twilight of the tunnels and caves, for the most part they trade for fruits and vegetables. Culturally dwarves are creators, architects and artisans and their society represents that in every way.

    Trade & Transport

    Kaer-Duval possess the only official access route out of the deep roads, although rumors exist of others. As such Kaer-Duval manages all of the trade in and out of the city-state keeping the other settlements under the mountain dependent on Kaer-Duval's economy. Most of the dwarven trade is handled overland, however for certain larger shipments they will travel down the range to one of the tributaries of the Summervine and travel the remainder of the voyage by boat.

    Education

    Much like in Aldir, the primary education is handled by the clergy of the The Church of Creation, however the dwarves differ from the human settlements in their favoring of action and application over theory and study. Given their entire society is a meritocracy it only follows that the majority of the population believes any schooling whatsoever to be a waste of time. Why study how to do things right when you can learn to do them great and get recognized for it, right?

    Infrastructure

    Speaking to the infrastructure of dwarves is like trying to talk about how the Gods created the universe. It can be done, but never correctly and no words can seem to do it justice. Dwarves are, first and foremost, builders and inventors. The city-state boasts a pretty impressive sewage and water reclamation system that filters waste and other contaminants out of impure water and then pumps the water back into an equally impressive aqueduct system that runs clean water to each of the dependent territories of the city-state.   In addition to the clean water system the dwarves have created a network of what they call deep roads. Located in the space between the surface world and the underdark, the deep roads are long tunnels made by the dwarves that connect each of the territories of the city-state and their various mines. The roads are lit by streams of lava that run down troughs along the edges of the roads and the walls are carved with intricate displays of dwarven heroes and their deeds.
    Founding Date
    23 Heroes
    Type
    Geopolitical, City-state
    Capital
    Alternative Names
    The Deep Roads of the Frost Mountains
    Demonym
    Frost Dwarves
    Head of State
    Head of Government
    Government System
    Meritocracy
    Power Structure
    Autonomous area
    Economic System
    Market economy
    Currency
    The dwarves are master traders, creating some of the finest materials the world knows and well as having the controlling monopoly on pretty much every mind known to mortals has made them such. When dealing with foreign nationals they usually trade in the currency used by whatever that person or persons hails from, with almost every merchant having memorized the international exchange rates.   Between one another dwarves trade almost exclusive in precious gemstones. It is not uncommon for a dwarf to overpay for a service or product simply because the value of that product is too low to be covered by a gemstone, in case like this it is common practice that said dwarf would then have a credit account with the vendor or establishment that they could then slowly burn off as needed.
    Major Exports
    Thanks to the seemingly limitless resources of the Frost Mountains the dwarves have a massive surplus of slate, shale, limestone, granite and marble as well as iron, gold and silver ores. Their main export is both raw materials as well as forged goods such weapons, armor, full vehicles (carts and carriages and such) and building materials like tools, bolts, screws nails and so forth. It is said that nine tenths of every building in Amaranthine came from the mines of Kaer-Duval.
    Major Imports
    Living under a mountain with no sky or sun certainly has its trade offs, the most obvious of which being their inability to grown crops. There are a few deep mushrooms and other para-vegetable substances that can grow without sunlight, and in Kaer-Duval they have developed greenhouses with magically produced sunlight for the growing of crops, but these are short term (and expensive) answers to a long term problem. As a result Kaer-Duval's primary import is agricultural products like grains, fruits and vegetables.
    Legislative Body
    In the realm of the Frost Mountains Kaer-Duval and clan Duval rule with the guidance and approval of the Cheif's council. While the leaders of the other four clans are, in their own rights, chiefs, each of them have accepted the title of chieftain under Chief Bhelthram Duval. Whenever Chief Duval is required to make a decision that affects the entire state he calls together a council of the chieftains where each chieftain is required to attend or send a representative. The council then convenes and is not permitted to leave Kaer-Duval until a unanimous decision is reached.
    Judicial Body
    Kaer-Duval has organized a specialized miliarty unit called the Mithral-Legion. While very few of them actually support Mithral equipment (and those that do procured such items themselves) they are none the less one of finest equipped fighting forces in the region. Their job, in times of war, is the defense of the city-state from outside invasion. During times of peace, they patrol the deep roads connecting the various dependent territories looking for places were fell creatures from the underdark have broken through. They also serve the city-state as its primary constabulary force, enforcing the law during times of peace and war. The Mithral Legion is an autonomous unity, not attached to any clan and it is considered quite and honor and a boon for any family to have a member accepted into its ranks.
    Official State Religion
    Parent Organization
    Location
    Controlled Territories
    Neighboring Nations

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