Khan Zorak Settlement in Venya | World Anvil

Khan Zorak

The great dwarf keep of Khan Zorak is all that remains of the once great under empire that spread across Venya . With the collapse and infestation of many of their tunnels and cities during the The Cataclysm, many flooded to the city of Khan Zorak. Dwarves, iron gnomes and others that dwelled beneath the earth made for the last surviving city and its already impressive size grew to accommodate them. Now Khan Zorak is a sprawling powerhouse of a city that spreads deep beneath the Trigrave mountains and produces more weapons and metal machinery than the rest of Lenwir combined. Its burgeoning population of iron gnomes, dwarves and others that live beneath the earth has grown of late and the city is struggling to house them all, as well as provide food and care.  

History

Khan Zorak existed long before the cataclysm, founded by Zorak Leadfoot during the Age of Enlightenment almost 500 years Pre-Cataclysm. At the time it was one average sized dwarf hold within a sprawling network of holds and cities that spread across Lenwir and further afield, all reachable beneath the great highways below the ground. After the cataclysm it became the last one on Lenwir, though it didn't come out of the shockwaves without damage. Almost half of the population of the hold died in the initial earthquakes as almost all the tunnels in and out of the hold collapsed and massive sections of the city itself were swallowed by the earth. This rearranging of the continents luckily left some of the hold unscathed, likely shielded from the event by the great distance between it and the epicentre.

What followed was an exodus over land from the survivors of the other holds that had all but crumbled and then subsumed by creatures fleeing from further beneath the earth or claimed by the ghosts of the dead. The tumultuous time saw the survivors flee to Khan Zorak, the only place that could offer safety to their kind. The population grew by the day and another crisis followed as they sought to fill the accommodation and consumption needs of all. The stalwart dwarves and iron gnomes managed to pull through those dark times and found themselves prospering from the large work-force and accumulation of skilled labour.

The city continued to grow and spread as mining and excavating tunnels built new spaces and reclaimed areas buried by the cataclysm. Though times of difficulty have come and gone, with the 'War of the Wood' and other calamitous historical events the city has continued to grow and prosper.

Ancient Tunnels and Quarters

The centre of Khan Zorak has remained largely the same since before the cataclysm, though renovations and new buildings have been erected. Other quarters of the city are as ancient as the centre and still serve the same purpose now as they did thousands of years ago. The unique architecture of the ancient quarters has helped the dwarves and iron gnomes retain a sense of identity through turbulent times as well as stay true to themselves. This style has gone through several developments but has largely remained consistent. The same can be said for the ancient tunnels that once warrened across the continent and have slowly been reclaimed and remade around Khan Zorak, allowing for the movement of armies, metal engines and large quantities of materials to the other towns and gates built into the Trigrave Mountains and surrounding area.

These ancient areas have also provided clues to the fashioning of metals and magics, of which knowledge has been lost, allowing for progress in the rediscovery and crafting of technology and magic.

Government

Khan Zorak is the last seat of power amongst dwarf-kind and the iron gnomes, who have lived together since the cataclysm. This has resulted in their cultures, lives and politics becoming completely entwined. There are two main seats of power in Zhan Zorak and amongst the Dwarven Enclave; The Brightsteel Throne led by the High King and The Faith led by the Master Runecaller. These two dictated most of the policies across the city and scattered dwarf tribes, though this is usually done through the Stone Council where elected officials of both gnomes and dwarves can voice concerns and offer advice for the throne or faith to ratify.

The Brightsteel Throne

The Brightsteel throne is a fashioning of pre-cataclysm magic and smithing, producing a metal that has captured the light of the sun. The practise has been lost to the ages, but any existing brightsteel can be reforged without losing its properties, making the value of this throne incalculable. The throne of the dwarves represents the traditional ruler of their city and is responsible for making final decisions on the matter of decrees and laws. The dwarves and iron gnomes expect a lot of their king, not just in statecraft but also in battle and the high king must prove themselves in both. The current High King, Thardin Ironshield can trace his lineage back to before the cataclysm and his family wields tremendous weight in matters of ruling with the generations of honour garnered by his family. Though as with all things, greater power and honour brings greater expectations, and more risk of his decisions bringing dishonour on the city.  

Master Runecaller

'The Faith' or so its called amongst the dwarves and iron gnomes is a the practise of communing with ancestors and the earth. For as long as anyone remembers the dwarves and iron gnomes have shared a faith, though with different names, and have treated their dead in the same manner, burning their bodies with metal and casting them into runes. These runes are then affixed to armour and weapons so that all can carry their ancestors into battle. This is why ancestral weapons and armour are so important and are often sought to be reclaimed after a dwarf falls, for they carry not only themselves but their family's spirits with them. Through the years this religious practise has birthed new powers of magic, where warriors can call upon the strength of runes they carry, empowered by their ancestor's spirits, giving them strength, resistances, magic and all sorts of powers. This new form of magic has empowered many to dedicate themselves to the honouring of spirits and crafting of runes, creating runecallers, people who can call on the magic of runes. For a race with limited magic capabilities this has been incredibly strengthening and has put the power of the runecallers and their politic sway on par with the High King. They are led by 'Master Runecaller Arneth Stormwrath' whose traditional ideology often conflicts with the progressive views of the High King.

Manufactory

Beneath the earth churn the continual mining, excavation, jewel-setting and forging of Khan Zorak. Some say the rumbled can be heard from all about the Trigrave Mountains, though that is merely a tale. The forges burn throughout the day and night with teams in shifts managing them and their craftings. These forges churn out weapons, machines and great pieces of craftmanship that are either kept or shipped down the river to Venrith Anchorage and traded with Rednan or places further afield.

Khan Zorak also specializes in unique and magic crafting as many of their forgemasters are experts in their craft, meaning high value and magical items can also be found within Khan Zorak as well as sold to places further afield.

The Dwarven Enclave's membership in the Unitum Pact means that a large quantity of their weapons and machinery are shipped to their allies far to the west as well as to the dwarven enclaves and quarters within cities across Nemir and Rednan.  

Over-Population

Khan Zorak can only grow so far, and in its time has spread dozens of kilometres in all directions from its prime gate, reclaiming ancient tunnels and halls and establishing towns farther out, though as of late talk of retaking some of the lost holds has surfaced amongst the Stone Council to relieve pressure on their resources and once more restore their glory. Though some believe this is the best course of action, others believe war with Rednan would bring the south-east of Lenwir under their control and allow their dependance on food and cattle imports to be relieved. Others still believe that delving deeper into the earth and leaving the surface is the best way to preserve their survival in the hostile world. Though ancient texts warn against that course of action, as things still lurk below from the long distant war, and to awaken them would unleashed untold suffering on them once again.

Founded

541 P.C. (according to the Elven Calendar)  

Population

700, 000 (70% dwarves, 25% Iron Gnomes, 5% Other)

Edict of Reclamation 

A proclamation has been issued. One that has shaken the foundations of Khan Zorak. A joint decree is unheard of, since the Age of Desolation, and especially concerning as those that follow the faith and Master Runecaller Arneth Stormwrath rarely, if ever, see eye to eye with the High King, Thardin Ironshield.

Its premise is simple, but its consequences may be world changing. Find the lost runes, use them to gain entry and reclaim Khan Bannun. The ancient capital of dwarven ingenuity and strength has been lost for far too long, though all know the tale of its collapse during the great cataclysm and what came after.

The task is no easy feat, but to accomplish it would be to scour your name across the very surface of Lenwir, and solidify the dead north once more.
Type
Capital
Article cover image use permitted under pixabay CCL.
Credited artists: jcoope12

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