Regions of Enelis
Mountainous Dwarven Homeland
Banner: Seven diamonds around a golden hammer on an orange flag.
Capital: Kalgorret (35,230)
Notable Settlements: Grimholdur (24,650), Tar-goden (16,300), Taggad (12,430), Helmhold [Kladkazdur] (10,230), Kazmrok (8,340), and Linnon (5,720), and some smaller towns.
Ruler: Council of the Seven Kings [Ret ald Setvarrik]
Government: Confederacy of seven monarchies, one for each major city-state.
Military: Very Strong. Holds 273 defensive fortifications throughout the mountains.
Languages: Khuzdi (Dwarven), Nomen (Common).
Religion: Dwarven Pantheon
Primary Exports: Armaments, metals, jewelry, stone and metal crafts.
The Khuzdi, or Dwarves, have a long and ancient history. Originally, the Dwarves came from somewhere deep under the earth until the Quest for the Land of Stars [Thrynmirland] drove them to the surface. They would arrive on the polar continent of Polarus and spend many centuries travelling southward to find the fabled Promised Land of Stars [Mirbonland]. After battling jotuns, dragons, and other threats on their southbound journey, the Dwarves finally arrived in the mountains of Ularin that they would call Markarauk (the Great Mountains). When they gazed on the Lake of Bright Stars [Mirrormor], they knew they were home.
The Dwarves immediately began to carve great cities in the Markarauk mountains. The seven leaders of the largest clans would become the seven kings of the mountains. The greatest of these kings would build a city that was partially upon the surface, around the Mirrormor. This would become the capital city of Kalgorret. The Dwarves continued to fight against the Jotuns of the Braellheim Empire, helping to liberate the Noradrie slaves. With the fall of the Jotuns, the Dwarven empire expanded greatly and they formed the Grund-Kalavar (Hammer-Confederacy), a joint agreement between the seven city-states to affirm their rulership over the mountains and mutual protection against outside threats.
The thirst for charcoal to fuel the forges of the Dwarves caused much deforestation around the mountains. This caused a war with the Elves of Enaarvis, who had tended the forest for millennia. It was the first orc horde (in -3560 G.R.) that caused the Elves and Dwarves to unite and put aside their disputes. After the war, the Kalgra Hanu-Gar (Treaty of Arrow and Axe) ended the war with the elves officially and also granted a portion of the northern forests to the Dwarves of Kalavar, provided that they followed the Elves’ guidelines for which areas and which trees could be cut down.
Many centuries later, the Dwarven population had grown quite large, and the Khani Dwarves would begin to leave Kalavar. They did not believe the mountains to be the Promised Land and sought new lands elsewhere, spreading the Dwarves and their culture throughout Ularin. During the many centuries that followed, the Dwarves lived well in Kalavar, fostering trade with the humans who spread throughout the eastern coasts. More recently, the Dwarves have been involved in the Last War with the Dohkan, as well as the war with the orcs of Hashan. They are a formidable member of the Alliance to defend the eastern coasts from orcish invasion. While Kalavar is still a major power on Ularin, the Dwarves are slowly dwindling in number, unable to compete with the growth of their human neighbors.
Kalavar, literally meaning confederacy in the Khuzdi language, is a confederacy of seven kingdoms. Each city-state of Kalavar holds a region of the mountains with their king as the executive leader. The city-states also have legislative councils that vary by city, but generally co-rule with the king in a constitutional monarchy. When there are threats or issues that concern all of Kalavar, the Council of the Seven Kings [Ret ald Setrvarrik], meet in Kalgorret and make joint decisions. The Dwarves of Kalavar are so embedded in ancient traditions and procedures, that each individual kingdom essentially is ruled in the same way. The Dwarves place a high value on written law, such that ancient precedent still dominates how the kingdoms are run and organized. Therefore, little has changed in the society and governments of Kalavar for many centuries.
The military of Kalavar is quite strong, with a very experienced and professional army. While the military does boast some calvary units (boar-riders), most of their fighting forces are heavy infantry. Siege weapons are also a specialty of the Dwarves: catapults, arbalest, trebuchets, and ballistas. The ingenuity of the Dwarves have led to many deadly contraptions that defend their mountain-homes. When called to war, the military is led by generals appointed by the Seven Kings. These heavy infantry units have been instrumental in limiting the dangers of Jotuns and dragons in the greater region.
Trade has always flourished in the Dwarven cities. The Dwarves of Kalavar are master smiths and metalworkers. They also are great miners and smelters. This allows the Dwarves of Kalavar to control much of the metal trade throughout the eastern coasts. While Dwarven armaments are of the highest quality, the exportation of metal ingots allows other cultures to work with metals they would otherwise not have access. Dwarves import much of their raw food supplies, with limited growing capability in the mountain valleys. Their penchant for beer causes them to import much grain from Astonia, Aelgard, and Hopesdawn. Dwarves are also expert jewelry crafters, and the high-end jewelry market owes their greatest treasures to the Dwarves of Kalavar. However, many of the greatest creations often lie in the grand golden vaults of the Seven Kings.
The city of Kalgorret has a surprisingly multi-cultural component, partially due to the fact that much of the city is on the surface where human and elven outsiders are far more comfortable. The Dwarven cities are connected by the Tagrin (Deep Road), a series of underground tunnels and roads that connect all the Dwarven settlements throughout the mountains. These well-lit tunnels are surprisingly amenable to outsiders, with underground towns stocked with inns and taverns along the way.
The culture of the Khuzdi is ancient and unique. The Dwaves highly value honor and the rule of law. They tend to have high punishment for those that break their laws. The Dwarves are highly organized, working well in regimented hierarchies where every individual knowingly contributes to the goals of the collective. Personal freedom and expression is less common among the Dwarves, as they often feel the need to sacrifice their personal wishes for the betterment of their clan, town, or country. The honor of their clan is of utmost importance, and they would never want to seemingly tarnish that honor with selfishness, cowardice, or whimsy. Dwarves take great pride and honor in their culture and its people. Dwarves from Kalavar tend to be quite rigid and stubborn in their decision-making, but are exceptionally loyal and supportive of their friends and family.
Khuzdi styles are very art deco, with geometric patterns and shapes that are easily recognizable by nearly anyone on Ularin as being Dwarven-made. Dwarves care greatly about detail in their works, and nearly every piece of clothing and personal belonging has intricate details in its design and style. Dwarven-made objects tend to last almost indefinitely, a testament to the quality and patience of their engineering and craft.
The mountains of Kalavar are filled with adventure opportunities. Orcs, Jotuns, and even dragons still dwell in the unseen corners of the Markarauk. The cities offer opportunities to guard trade caravans or become entangled in the structured intrigue of Dwarven clans. Beneath the mountain-homes, there are many connections to the fabled Deep Underground, where dark and dangerous aberrations dwell in the deepest recesses of the earth.