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Karak Bitafjall

Karak Bitafjall is the home of Clan Tordenvejr, the most open, yet most suborn of all the dwarves clans. The city is the de-factoc capitol of the dwarven clans and also the main trade hub for dwarven goods to the rest of the civilized world, located in the Bitafjall Mountains.

Demographics

The city consists of about 90% dwarves, which is lower than most dwarven settlements. Of the dwarves just over half are of the Tordenvejr Clan, with the rest of the dwarven population being roughly distributed along the lines of the importance of the clans. The only acceptations are the higher proportion of clans with religious or militaristic emphasis.

Government

There are two main governing parties in Bitafjall. the first is the "rad Bitafjall", translated to the council of Bitafjall. There each clan has two representatives to discuss treaties and concessions of the clans. The council meets every day except for the anniversary of Grodmolim Stormguard death. The second is the king of the dwarves. He is the only dwarf that has the authority to order clans to act, though any decision he makes may be rejected by a simple vote with only one fourth of the disadvantaged clans.

Defences

The defence of Karak Bitafjall is built on three principles. The first are the varied and unpredictable paths that lead through the mountain. Skilled dwarves could easily evade even the most nimble and experienced hunters. These paths and potential traps within are not the main defensive concept, but a support system to delay any attack and harry opposing forces while reinforcements arrive as the enemy dissolve against the walls of the Karak. The walls themselves are truly massive, built and maintained by the unmatched masonry of the dwarves. There are a total of three layers of walls that guard the central palace structure. On top of each of these walls great towers reside reaching almost to the ceiling of the cavern. Each tower has either a great ballista or a trebuchet ready to defend the walls, not to mention the brave clandwarves ready to fight to the last to defend the walls. Due to the holy nature of the site many clansdwarves flock to the Karak, giving it an abnormally large military force that has vowed to obey the kings orders. This includes multiple cantus Centuria that are ready to counteract any magical mischief.

Infrastructure

Karak Bitafjall has the advantage that, at the end of Tthe undead scourge, a giant crevice was cut into the mountain leading to the valleys beyond. Most Karaks would have long since cloased such a glaring weakness in their defense, but with the great statue of the first king at its head the path is seen as a holy site and, as such dwarves must gather to defend it. This means that dwarves, who do not feel that their wealth and wares would be suitably protected outside of the mountain holds, and other races who have little chance at traveling to the Karaks hidden deep within the mountains, can trade in Bitafjall in a way that they could not in any other place.   Additionally the city has two rather unique resources. The mountain has an abnormally stable and voluminous water supply that flows through the city through well planned aqueducts. Additionally, the waterpower is used to create the only not natural occurring magma forges.

Assets

Magma Forges   Safe Water Supply   Holy Sites
Type
Large city
Population
300 000
Included Locations
Characters in Location

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