Alignment: Lawful Good
Status: Recommended
Province | Law | Temples | Guilds | Sources |
Dunedin (6/3) | HG (3) | NTM (3) | RDG (2) | - |
NTM (3) | OTM (3) | - | - | |
Erzurum (3/4) | OTM (3) | OTM (3) | RDG (1) | - |
Daglari (4/5) | NTM (4) | NTM (4) | RDG (0) | - |
Akhalkalaki (4/3) | OTM (4) | OTM (4) | RDG (2) | - |
Province/Holdings: This ancient (by human reckoning) Dwarven realm is situated high in what is now known as the Azure peaks. The throne is passed on to the most able ruler who stand for the position. It is not a popular position so generally whoever apply becomes King.
Army: Dunedin maintains a small army of Dwarven warriors just in case another realm braved the dangerous mountains passes into the kingdom. The army currently consists of 4 units of Dwarven Infantry. Both the NTM and the OTM also support soldiers, mainly for use against one another.
Regent: The current king is Harley Groundsmasher (MDf; F2; Ma, minor, 24). He is a direct descendent of the original ruler of Dunedin, Marc Groundsmasher, one of the mightiest Dwarven warriors ever to walk the soil of Aduria or Cerilia. King Harley is not the Dwarf his ancestor was though and was only elected because no-one else wanted the job. The position of King means nothing to the Dwarves and they take little notice of the decrees the King issues when he remembers that being king means he can make laws and order his Dwarves around. Most of the authority in the kingdom instead rest with the two temples and they constantly challenge each other for control of the faith of the Dwarves of Dunedin. King Harley often finds himself in the middle of the conflict and usually ends up pleasing no-one. As a result of this the King spend much of his time off fishing, seeking to catch the elusive mountain flounder said to lurk in the clear mountain streams of Dunedin.
Lieutenants: The king is not without
advisors, in fact he has three. Unlike the throne these positions are hereditary
and the titles have been passed down to the heads of the three main clans
over the years.
The leader of the Dunedin army is General
Koras Kallis (MD; F12/P2; Ma, minor, 23). The General is a mighty warrior
and spends much of his time leading his soldiers around the borders of
the kingdom looking for something to fight. On the rare occasion something
actually appears then the General charges the monster, merchant, tree,
or whatever and does not stop until it is destroyed. The General and his
men then return to the capital Stone's Rejoicing and spend the next few
days bragging about their exploits in battle. As head of the Kallis Clan
General Koras does wield some influence in the kingdom and the King relies
on him for advise on all military matters.
The second advisor is the Foreign Minister
Janntori Loomis (MD; P3, Moradin; Br, tainted, 15). He is one of the most
sensible Dwarves in all of Dunedin and spends much of his day researching
and then the rest advising the king on what he has discovered. Janntori
is renowned as the most knowledgeable Dwarf in Dunedin. He is said to know
of the lands beyond the borders and is even thought to have ventured out
of the kingdom once in his youth. Now a very old Dwarf he, his talents
have been wasted over the years by uncaring Dwarven rulers, but he still
continues with his work, ever hoping that one day a King will heed his
advise once again. The Loomis clan is the smallest of the ruling three
and has little power outside the capital.
The final advisor is the religious advisor.
Currently no member of the Haggis clan has stepped up to take the position
as the last three advisors have been killed by the warring temples after
they advised the king to make a decision that effected one of the temples
and not the other. It is not likely that this position will be filled anytime
soon as most of the leaders of the Haggis clan are hiding out in Daglari
province, out of the way of the warring priests.
Important NPCs: The most important
NPCs in the kingdom are the two priests of Moradin. Although they both
worship the same god their ideas over what their god wishes are completely
different. The Old Temple of Moradin is convinced that their god wants
the Dwarves to remain where they are and continue to expand until they
are ready to march forth once more to kill Orogs. It's leader Uninne Papper
(FD; P13; Ma, minor, 23) is not even sure what an Orog looks like anymore
but is sure that some day soon the Dwarves will be ready for battle and
then all the Orogs, what ever they are, will be crushed.
The New Temple of Moradin however is convinced
that Orogs do not exist and that the Dwarves should open their borders
to the other races of Aduria and go out into the world and make peace with
everyone. It's leader Faane Green (FD; P6; Ma, minor, 14) is sure that
trading with other kingdoms will be much better than killing them. She
often plans expeditions outside the kingdom, but these expeditions never
seem to leave as the Dwarves picked to leave are set on by priests from
the OTM who see them as traitors off to warn the Orogs of the Dwarves second
coming.
This holy war has been going on now for
over two hundred years and shows no sign of letting up. Fortunately few
Dwarves actually ever get killed as the injured are quickly healed by the
priests of their side so they can get back to the fight.
Description/History: During the
battle at Deismaar King Marc Groundsmasher, the then ruler of Baruk-Azhik
has trapped on the wrong side of the land bridge when the mountain was
destroyed. Thinking the explosion had killed the rest of his warriors and
the Cerilians he led his Dwarves south along the Deismaar mountain range
to seek a new home. After many days of walking the Dwarves found a mountain
retreat where they could live peacefully away from humans and built the
kingdom of Dunedin. King Marc founded a new city, which he named Stone's
Rejoicing after the capital of Baruk-Azhik, which he was now sure had fallen
to the Orogs in Cerilia.
It was during this time that many of the
Dwarves discovered that their blood has been infused with that of the Dying
gods and they could now call on a tiny portion of the Gods powers. Being
a rather religious sort the King announced that Moradin has blessed them
and that the Dwarves were to live here and recover their losses until such
a time as they were ready once more to return to Cerilia and crush the
Orogs that had taken their kingdom Baruk-Azhik from them. During the last
few years of his life the King pushed the Dwarves into conquering the four
provinces that now make up Dunedin and to building several new settlements.
With few threats and no Orogs to fight
the Dwarven population soon increased rapidly and even today after two
hundred years of holy war it remains the largest Dwarven kingdom on Aebrynis.
For many years following the Kings death the Dwarves followed the path
he had set them on, but after several centuries attitudes began to change.
As no living Dwarf had seen these Orogs mentioned in the ancient tales
many now wondered if they even existed. When the King had first come south
from Deismaar he had with him nearly 2 thousand Dwarves, but now after
the centuries had passed that number had grown many times over and the
thousands of Dwarves living in the mountains of Dunedin had all been born
in that kingdom. None now remembered the ancient home of Baruk-Azhik, except
in tales told by the priests.
Shut off in their mountain fortresses
the Dwarves knew nothing of the world around them. In the deserts to the
east the serpent men of the spire built and lost a mighty empire. To the
north-east Anuire expanded and created the colony of Mieres. South the
mighty empires of Aduria and Nehalim clashed again and again reducing the
land of Juh to a blasted wasteland, fit only for battle. And to the west
the ancient lands of the Rjurik people were claimed by settlers from Nehalim.
All of this passed the Dwarves by as they
lived in their own little world. Eventually some of the Dwarves came to
the conclusion that Orogs did not exist and the tales told by their ancestors
were created to frighten them into staying put and slaving over the forge
for the King and his Advisors. A new temple was founded, the New Temple
of Moradin. Dwarves flocked to the new faith in ever increasing numbers
as the years passed an still no Orogs appeared. Eventually this expanding
temple attracted the notice of the Temple of Moradin, which had served
the people of Dunedin for well over a thousand years. The two religion
did not get along well, and after three centuries of tension the holy war
began. Now all the Dwarves efforts are dedicated to wiping one religion
or the other out, so that their faith may reign supreme.
However not all the Dwarves are involved
the holy war. Mostly the fighting is between the priests of the two faiths,
and their followers. The rest of the Dwarves in Dunedin spend their lives
building, farming, or crafting wonderful weapons and works of art. The
priests who are not fighting are busy constructing temples to their particular
faith. Vast underground caverns have been carved out and dedicated to Moradin.
Hundreds of Dwarves work in these caverns day after day carving and shaping
the stone into pillars and statues of heroic priests. Little else is done
by the priests, apart from some farming of the mushroom caverns and a little
fishing in underground streams.
Provinces: Dunedin is made up of four mountainous provinces. Each is high in the range of mountains known in Aduria as the Azure Peaks, and in Anuire as the Deismaar range.
Enemies: Just as Dunedin has no allies the also have no enemies. In fact no-one even knows they exist. The Dwarves of Baruk-Azhik thought their kinfolk dead in the battle at Deismaar and none of the southern races have ever seen a Dwarf. The only enemies the Dwarves have at the moment is each other.
By Ian
Hoskins